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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Arena_of_Blood&amp;diff=24241</id>
		<title>Arena of Blood</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Arena_of_Blood&amp;diff=24241"/>
				<updated>2014-01-05T01:20:45Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Arena of Blood''' (a.k.a. '''meatsprint''') is the eighth module for [[Dungeon Sprint]]. In this map you will weild the Axe of Woe and attempt to defeat the [[Meatlord]].&lt;br /&gt;
&lt;br /&gt;
==Axe of Woe==&lt;br /&gt;
[[File:urand_axe_of_woe.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Axe of Woe'''''&lt;br /&gt;
&lt;br /&gt;
{{flavour|As you hold this axe your mind does not feel fully your own. Your body begins to exhibit strength far beyond its capabilities, and your movements become guided by Makhleb.}}&lt;br /&gt;
&lt;br /&gt;
+∞, +∞ [[executioner's axe]]&lt;br /&gt;
&lt;br /&gt;
This incredibly powerful artefact can only be found in the Arena of Blood. With infinity accuracy and damage, plus cleaving, it means that you are guaranteed to kill everything adjacent to you (except for what's right behind you) with every attack. Training [[Axes]] is still useful, if only to reduce its attack speed to something bearable.&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
* Your meat opponents will attack you at range with fire, negative energy, torment and hellfire. Races that have resistances to these attacks will have an advantage. &lt;br /&gt;
* Some recommended races: [[Djinni]], [[Lava Orc]], [[Demonspawn]], [[Ghoul]], [[Vampire]]&lt;br /&gt;
* Don't bother picking up the +27000, +30/+100/+200 rings of slaying, you already have max accuracy and damage from your Axe of Woe. &lt;br /&gt;
* Attacking is the way you survive, with Makhleb healing you on kills. The only time you usually can do anything else is if there are no enemies directly next to you. &lt;br /&gt;
* If you have a spare turn, you can summon some greater servants to serve as distractions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
MAP&lt;br /&gt;
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ENDMAP&lt;br /&gt;
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&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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[[Category:Crawl variants]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=24227</id>
		<title>Walkthrough</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=24227"/>
				<updated>2014-01-03T21:56:20Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{version013}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This walkthrough charts the progress of a melee fighter wearing heavy armour who worships [[Trog]], [[Okawaru]] or [[The Shining One]]. If you have ascended using a different type of character, feel free to enhance this guide according to your experience. The progression order should apply to most characters.&lt;br /&gt;
&lt;br /&gt;
This page only covers the general strategy of the game. For specific topics and tactics, see the related pages. The following are good reads for beginners:&lt;br /&gt;
&lt;br /&gt;
*[[Escaping from (and avoiding) trouble]]&lt;br /&gt;
*[[Tips and tricks]]&lt;br /&gt;
*[[Strategy guides]]&lt;br /&gt;
*[[Character guides]]&lt;br /&gt;
*[[Weapon choice]]&lt;br /&gt;
&lt;br /&gt;
For generic character building strategy see:&lt;br /&gt;
&lt;br /&gt;
*[[Early Game Character Building]]&lt;br /&gt;
*[[Mid Game Character Building]]&lt;br /&gt;
*[[Late Game Character Building]]&lt;br /&gt;
&lt;br /&gt;
After you win the game, consider writing a character guide for your combination.&lt;br /&gt;
&lt;br /&gt;
You can also look at published wins on public servers for more hints.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
* Character selection&lt;br /&gt;
* Early game (approx. D:1 - D:9)&lt;br /&gt;
** Pre-Temple dungeon&lt;br /&gt;
** [[Ecumenical Temple]] - pick a god and establish a temporary [[stash]] if necessary&lt;br /&gt;
** Post-Temple upper dungeon&lt;br /&gt;
** Occasional [[portal]]s appear throughout the dungeon.&lt;br /&gt;
* Early branches (order may vary)&lt;br /&gt;
** [[The Lair]], L1-6 - establish [[stash]], preferably on L2&lt;br /&gt;
** [[Orcish Mines]], L1-3 - should get you some decent weapons and armour&lt;br /&gt;
* Middle dungeon (approx. D:10 - D:18)&lt;br /&gt;
* Middle branches&lt;br /&gt;
** [[The Lair]], L7-8&lt;br /&gt;
** [[Orcish Mines]], L4&lt;br /&gt;
** [[The Swamp]], L1-4 - may wish to delay if you cannot swim or [[fly]]&lt;br /&gt;
** [[The Shoals]] L1-4 - may wish to delay if you cannot swim or fly&lt;br /&gt;
** [[The Snake Pits]] L1-4 - may wish to delay if you lack [[poison resistance]]&lt;br /&gt;
** [[The Spider's Nest]] L1-4 - may wish to delay if you lack poison resistance&lt;br /&gt;
** [[Elven Halls]] L1-2 - should get you some accessories and books&lt;br /&gt;
** [[The Vaults]] L1-4&lt;br /&gt;
** [[The Crypt]] L1-4&lt;br /&gt;
** [[Hall of Blades]] - may provide you with a decent weapon, if you don't already have one&lt;br /&gt;
* Lower dungeon (approx. D:19 - D:27)&lt;br /&gt;
* Branch endings, either for loot or a rune (order may vary, delay if you have teleportitis)&lt;br /&gt;
** [[The Crypt]] L5&lt;br /&gt;
** [[The Swamp]] L5&lt;br /&gt;
** [[The Shoals]] L5&lt;br /&gt;
** [[The Snake Pits]] L5 - definitely delay if you lack poison resistance&lt;br /&gt;
** [[The Spider's Nest]] L5 - definitely delay if you lack poison resistance&lt;br /&gt;
** [[Elven Halls]] L3 - delay if you lack high magic resistance&lt;br /&gt;
** [[The Vaults]] L5&lt;br /&gt;
* [[The Realm of Zot]] L1-4&lt;br /&gt;
* [[The Realm of Zot]] L5 - don't pick up the [[Orb of Zot]] yet&lt;br /&gt;
* Bonus branches (optional, order may vary, some characters may find any of these very hard)&lt;br /&gt;
** [[The Slime Pits]]&lt;br /&gt;
** [[The Vestibule of Hell]] - an excellent place for your late-game stash&lt;br /&gt;
** [[Tartarus]]&lt;br /&gt;
** [[The Iron City of Dis]]&lt;br /&gt;
** [[Gehenna]]&lt;br /&gt;
** [[Cocytus]]&lt;br /&gt;
** [[The Abyss]] - explore until you get the rune: this can take a long time&lt;br /&gt;
** [[The Tomb]] - delay if you have teleportitis&lt;br /&gt;
** [[Pandemonium]] - remember to bring extra food and plenty of resistances&lt;br /&gt;
** [[Ziggurat]] (a portal can be found by wandering Pandemonium, if you haven't found one elsewhere) - only go here if you want the challenge or need more supplies or equipment; ziggurats are extremely difficult&lt;br /&gt;
* Pick up the Orb of Zot, run to Level 1, and escape!&lt;br /&gt;
&lt;br /&gt;
==Character selection==&lt;br /&gt;
Note that while race selection is locked in and significantly affects the whole game, the background/weapon selection only determines starting equipment,and skills, but doesn't affect the game in any other way (i.e you can develop any skills you choose). Also, initial god selection (if applicable) can be changed, but you will incur [[penance]], which may be deadly if you are not powerful enough yet.&lt;br /&gt;
&lt;br /&gt;
If you're new to Crawl, you'll have to experiment until you find a race/background combination that works for you. See [[Background and race combinations for beginners]] for guidance.&lt;br /&gt;
&lt;br /&gt;
Don't forget to read the strategy guide for your character combination, if available. The available guides are listed earlier in this article.&lt;br /&gt;
&lt;br /&gt;
==Early game==&lt;br /&gt;
&lt;br /&gt;
At the start of the game, start descending through the dungeon. Sometimes you'll need to skip levels and take the first stairs down as soon as possible, without further exploration, if they appear too risky. Uniques (especially [[Sigmund]] and [[Grinder]]), [[player ghost]]s, [[ogre]]s, and bands of [[gnoll]]s or [[orc]]s all pose a significant threat on the first few levels. You may be able to isolate the most dangerous monsters and kill them from afar, or by using any tricks at your disposal -- wands, spells, branded [[throwing]] weapons. etc. -- but remember, you're under no obligation to kill the monsters '''now'''.  Remember, ''you'' get more powerful over the course of the game.  The uniques and other &amp;quot;local bullies&amp;quot; don't.&lt;br /&gt;
&lt;br /&gt;
Once you find the Temple, pick a god if you haven't yet (and aren't a [[demigod]]). If you're playing a character with low Strength you may want to establish a temporary [[stash]] here if your carrying capacity is almost maxed out; characters with high Strength, and therefore a higher carrying capacity, can often delay until they reach [[the Lair]].  If the particular god you want isn't in the Temple (perhaps you got the &amp;quot;corrupted temple&amp;quot;), you can find it in the main dungeon. If you're looking to convert to one of the more unusual gods (i.e. [[Beogh]], [[Lugonu]], or [[Jiyva]]), then you may have to wait until later to convert.&lt;br /&gt;
&lt;br /&gt;
Then, continue exploring the dungeon until you find the entrances to the [[Orcish Mines]] and [[the Lair]].  Even though they are generally discovered in that order, most players will find it easier to clear the [[Lair]] first.  These branches are not just digressions; clearing them is a major part of the game, and you will get significant resources from each.  But, speaking of digressions...&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
Throughout the game, you will find various [[portal]]s to optional levels.  If a portal demands a price, ignore it for now.  Many of the portals are timed, so if you wish to enter them at all, you must do so quickly.  Portal levels have different themes, and each has characteristic types of monsters and other threats.  First, look up the portal, and consider whether you're equipped to deal with it.  Some of these are obvious; to mention some later portals, it's fire resistance for the [[Volcano]], cold resistance for the [[Ice Cave]], or extra food for the [[Labyrinth]].  If the portal plays to your weak points, just skip it!  (That ''is'' what &amp;quot;optional&amp;quot; means, after all.)  Likewise, if the &amp;quot;guards&amp;quot; around the portal are too tough for you, you probably didn't want to go inside anyway.  If the portal's timer runs out before you're ready to go in, well, that's life in the dungeon.&lt;br /&gt;
&lt;br /&gt;
If you do decide to venture in, take a moment before doing so to set up your resistances and then clear out your inventory of anything you surely won't need for this portal -- you don't want to have all of your scrolls burned and your potions shattered. Once you're in, take stock of the situation, and explore carefully.  Keep track of the exit portals (there's always at least one handy).  If you're overmatched, take what you've got so far (if anything) and skedaddle -- whatever's around the next bend surely isn't worth getting killed!  If you step in and immediately face an &amp;quot;oh, sh*t&amp;quot; situation, '''RUN''', because it's not going to get easier!&lt;br /&gt;
&lt;br /&gt;
Most likely, the first portal you find will be the [[Sewer]], which is good practice for your general strategy here.  The sewer features lots of water, and mostly weak monsters, but there will be [[poison]]ous snakes, and the end of the sewer can have nastier monsters.  [[Merfolk]], [[Octopode]]s, [[Tengu]], or grey [[Draconian]]s may be able to reach some extra treasure because of their ability to cross deep water.  The second is likely to be the [[Ossuary]], with lots of zombies and/or mummies, and occasionally more exotic undead.  Both are highly variable, with many possible maps and a range of hazard levels.  The [[Bailey]] may show up a bit later -- this one needs distance attacks, defense against missiles, and a fair dose of raw killing power.&lt;br /&gt;
&lt;br /&gt;
== Early branches ==&lt;br /&gt;
While most of the individual branches are more-or-less optional, you do need to clear several of them to get your [[Rune of Zot|runes]] and win the game.  Often when you first reach a branch entrance, you will not be strong enough to deal with the inhabitants, so you'll have to gather experience and equipment in the main dungeon, then come back later.  When you do venture in, you should normally clear ''all but the last level''.  These &amp;quot;branch endings&amp;quot;, ''especially'' those with runes, are much more dangerous than the rest of their branch!  It's wiser to leave them be until you've gotten more powerful and are ready to take them on.  Note that runes are not needed for anything until you are ready to enter the [[Realm of Zot]].&lt;br /&gt;
&lt;br /&gt;
It is generally safe to clear the all but the last level of [[the Lair]] when you find it. The first 3-4 levels are not too much of a challenge. You'll find packs of rats, various fast-moving poisonous snakes, [[Giant frog|frogs]] and assorted other beasts.  (Watch out for [[spiny frog]]s, an early threat.)  As you go deeper, [[sheep]] and [[Yak|yaks]] will occasionally be joined by [[death yak]]s, [[elephant]]s, and sometimes even [[dire elephant]]s. The occasional [[hydra]] will rear its heads, so make sure you have a means to deal with it. Establish your [[stash]] on L2; only beasts spawn on this level, and they can't pick up items.  If you start having trouble with the beasts, return to the main dungeon (or other branches) for a while, rinse and repeat.  Watch out for the occasional fire-breather such as a [[lindwurm]], [[fire drake]], or even a [[mottled dragon]]. If you're confident in your abilities, you may consider clearing Lair:8; however, be prepared to leave in a hurry, as Lair:8 always has a dangerous vault that you may not be able to handle.&lt;br /&gt;
&lt;br /&gt;
Despite the entrance appearing earlier, the [[Orcish Mines]] are tougher than [[the Lair]]. While bands of plain orcs don't pose much difficulty, [[orc warrior]]s (nasty), [[orc knight]]s (nastier), and [[orc warlord]]s (deadly) may appear as you go deeper, punctuated by various [[ogre]] types and [[troll]]s.  On the mystical side, you'll see plenty of [[orc wizard]]s who can turn invisible, [[orc priest]]s who can smite you from afar for serious damage, and even [[orc sorcerer]]s summoning demons.  To add insult to injury, levels are often split into multiple paths, with some parts being unreachable unless you use a scroll of magic mapping and [[dig]] your way to them. You'll find the entrance to the [[Elven Halls]] on the lower levels, but don't go in yet, as the elves are much tougher than the orcs.  As noted above, don't even touch the last level unless you're really &amp;quot;sweeping all before you&amp;quot; (and then watch out for [[orc warlord]]s and [[orc high priest]]s).  You may also find a big [[ogre]] vault on Orc:4 -- if so, this will be your introduction to [[ogre mage]]s!&lt;br /&gt;
&lt;br /&gt;
== Middle dungeon ==&lt;br /&gt;
After you've explored the majority of the early branches, continue to explore the main dungeon, but take it slow. Monster difficulty will start to ramp up noticeably. You'll find the entrances to [[the Vaults]] and [[Hell]] before too long. When you begin to feel uncomfortable with how dangerous the dungeon's monsters are, it's time to backtrack a bit and clear the branches you've passed over so far, especially finishing the [[Orcish Mines]] and [[Lair]].&lt;br /&gt;
&lt;br /&gt;
== Middle branches ==&lt;br /&gt;
Assuming you have poison resistance by now and a way to kill hydras (spells, flaming weapons or non-bladed weapons), [[the Swamp]] should be your first target... if it exists (Only one of Swamp and Shoals will appear in any game).  Be careful to only fight from solid ground unless your character does well in shallow water or can [[fly]] (if you're surprised while wading through shallow water, retreat to dry land, then turn and fight). If you lack poison resistance, you may either get a swamp dragon hide in the swamp, or do the [[Elven Halls]] L1-2 first and hope to find equipment there.&lt;br /&gt;
&lt;br /&gt;
If your game has generated the [[Shoals]] instead, the first few floors can be cleared now, so long as you're careful. Again, fight from solid ground or while [[fly]]ing to avoid incurring penalties. A source of flight is much more important in the Shoals than it is in the Swamp, as the Shoals have large patches of shallow water that you must traverse between areas of dry land. The shifting tides may even confine you to an island; if that happens, either fly to the next island or wait for the tides to shift. Expect to have to deal with foes such as [[list of merfolk|merfolk bands]], [[snapping turtle]]s, [[harpy|harpies]], and possibly even a [[kraken]].&lt;br /&gt;
&lt;br /&gt;
Afterwards, you can clear the first four floors of the [[Snake Pit]] or the [[Spider's Nest]] (again, assuming you have poison resistance). The Snake Pit is populated by [[list of snakes|snakes]] and hordes of [[list of nagas|nagas]]; a large portion of their damage comes from poisoning you, but you'll also face a few heavy melee threats such as [[anaconda]]s or [[naga warrior]]s. The Spider's nest has swarms of fast-moving [[list of arachnids|spiders]] that can quickly inflict severe poisoning, so poison resistance is almost mandatory. Decent AC is also recommended, as many spiders hit about as hard as [[yak]]s.&lt;br /&gt;
&lt;br /&gt;
If you lack poison resistance or a means of flight, clearing the first two floors of the [[Elven Halls]] may provide you with one or both of them. The Halls feature many dangerous [[list of deep elves|deep elven]] casters, especially on the third and final floor, so avoid going there for now. Even while exploring the upper floors, try to have high [[magic resistance]] to avoid getting [[Banishment|banished]]. On the physical side, there are also deep elves who love to pelt you from afar with their bows. [[Repel Missiles]] or [[Deflect Missiles]] are of great use here, if you have them.&lt;br /&gt;
&lt;br /&gt;
As you explore these areas, you may find additional portals to places like the [[Volcano]], [[Ice Cave]], or [[Labyrinth]]. Should you find one, prepare yourself adequately before entering (i.e. fire resistance for the Volcano, extra food for the Labyrinth, etc.)&lt;br /&gt;
&lt;br /&gt;
The [[Slime Pits]] are much more dangerous than any of the other branches found so far, and require quite a lot of preparation before you can clear them with any semblance of safety.&lt;br /&gt;
&lt;br /&gt;
'''Do not descend to any of the branch endings yet!'''&lt;br /&gt;
&lt;br /&gt;
[[The Vaults]] (L1-4) are next. The primary threats here are mostly physical ones, so having a decent set of armour helps. [[Plate armour]] or better is generally enough to be able to fight your way through without too much trouble. Again, the fifth and final floor of the Vaults is extremely dangerous; do not enter it yet.&lt;br /&gt;
&lt;br /&gt;
If you're in need of a good weapon, you can clear the [[Hall of Blades]]. If you choose to do so, try to equip yourself to defend against the weapon brands: life protection is quite necessary to prevent or reduce draining. Look for a good branded weapon if necessary, and a weapon of holy wrath for [[the Crypt]]. Note that weapons of distortion may banish you to [[the Abyss]], both when they hit you and when you unwield them, so be cautious with any that you find.&lt;br /&gt;
&lt;br /&gt;
You can then explore [[the Crypt]], which is a great source of piety with [[The Shining One]]. If you worship another god and plan to switch later to [[The Shining One]], you may want to delay clearing [[the Crypt]] (although you may also use [[the Abyss]] for this purpose).  [[Dispel Undead]] and the [[Necromancy]] to back it will make the Crypt almost trivial. You'll find an entrance to the [[Tomb]] somewhere along the way, but '''DO NOT ENTER IT'''. The Tomb is one of the most dangerous places in the entire game, even for end-game characters.&lt;br /&gt;
&lt;br /&gt;
== Branch endings ==&lt;br /&gt;
You should now be ready to the take the bottom floors of the various branches you've come across so far. If you're uncertain of your ability to do so, finish exploring the main dungeon first, though you won't be able to open the gate to the [[Realm of Zot]] yet. These &amp;quot;branch endings&amp;quot; are significantly different from the preceding levels, with non-random layouts and a high concentration of powerful monsters. They should be played carefully: explore in a circular fashion from the upstairs, ready to retreat at the first sign of danger, and try to pull individual monsters back to you instead of fighting large packs. See the individual branch pages for needed preparation and strategy. You will need high magic resistance for [[Elven Halls]], poison resistance for the [[Snake Pit]] and [[Spider's Nest]], a way to [[fly]] for the [[Shoals]] and [[Swamp]], and electricity resistance and high AC for [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
== Lower dungeon and Zot ==&lt;br /&gt;
After you have your first three runes, finish exploring the main dungeon, if you haven't already done so.&lt;br /&gt;
&lt;br /&gt;
At this point, you may wish to stop relying on scrolls and potions, since many monsters will have fire/cold/sticky flame attacks that destroy them. If you continue relying on them, be very careful and wear an [[amulet of conservation]] or [[cloak of preservation]].&lt;br /&gt;
&lt;br /&gt;
Once you've cleared the main dungeon, go unlock the portal to [[the Realm of Zot]]. You should be able to clear the first four levels: they are similar to the [[Elven Halls]] and feature lots of narrow corridors inhabited by [[list of draconians|draconians]] instead of elves. Remember to put on an [[amulet of resist corrosion]] to deal with yellow draconians, a source of electricity resistance for black draconians, and lots of fire resistance for [[orb of fire|orbs of fire]]. You may also consider clearing the outer portion of [[Zot:5]] -- as long as you don't go near the orb chamber, the threats you face will be primarily on the same level as the first four Zot floors.&lt;br /&gt;
&lt;br /&gt;
== Late branches ==&lt;br /&gt;
After clearing the majority of the Realm of Zot, you may choose to do a few of the optional branches. Their difficulty varies based on your character, but they provide plenty of experience, loot, and more runes. Note that you risk getting mutated in these branches, so if you already have good gear and experience, are low on potions of cure mutation, and don't plan on randomly teleporting in Zot:5, you may wish to clear that first. You may also delay some of these if you lack sufficient gear for them (such as corrosion resistance for the [[Slime Pits]] or high-power spells for [[the Tomb]]).&lt;br /&gt;
&lt;br /&gt;
If you are worshiping another god and intend to switch to [[The Shining One]], do so now and clear [[the Crypt]] to boost your piety.&lt;br /&gt;
&lt;br /&gt;
You may find a portal to a [[Wizard Laboratory]] while exploring late-game areas. These areas vary greatly in what sorts of threats you may face; look up whatever laboratory you find yourself in before proceeding.&lt;br /&gt;
&lt;br /&gt;
The [[Slime Pits]] are the easiest, but only enter if you have an [[amulet of resist mutation]] (or the mutation resistance mutation), an [[amulet of resist corrosion]], and mostly corrosion-proof gear (i.e. [[artifact]]s, +4 or better armour, dwarven gear, or crystal plate armour). Clear the last level extremely carefully, avoiding the structure in the center until you've cleared everything else. Kill [[the royal jelly]], but be careful since it spawns more jellies when damaged. After you've killed the royal jelly, you can get the loot and the rune by [[dig]]ging, [[teleport]]ing, or [[Passwall]]ing through the walls of the loot chambers. Alternately, you can convert to [[Jiyva]], which will turn all the monsters in this branch neutral toward you and eventually unlock the rune vaults. Just be prepared to deal with your former god's wrath and hungry jellies eating your items.&lt;br /&gt;
&lt;br /&gt;
[[The Abyss]] contains another rune, but you'll have to spend a lot of time wandering through the chaotic, demon-infested realm in order to find it. Bring extra food and [[mutation resistance]], as well as any other resistances you'll need to deal with the various demons and cosmic horrors you'll find during your explorations. On the upside, you can find almost any item in the Abyss, so it's a good place to find additional equipment or supplies you're running low on. It's also a good place to build piety with [[The Shining One]], if you've already cleared the [[Crypt]] or have burned through some of your piety in other locations. In order to find the rune, you'll have to descend to at least Abyss:3.&lt;br /&gt;
&lt;br /&gt;
You can also enter [[the Vestibule of Hell]], kill [[Geryon]], and evoke his [[horn of Geryon|horn]] to open the Hells. Once you've done that, consider moving your [[stash]] to the Vestibule, as it makes an excellent stash location for the end-game.&lt;br /&gt;
&lt;br /&gt;
[[Hell]]'s four branches each require particular resistances and contain fiends to [[torment]] you. Again, life protection is a must, and sustain abilities is recommended. Every branch has loot and a rune at the end. You can also get the [[Sceptre of Asmodeus]] and the [[Staff of Dispater]] here. Note that you will very likely be cast into [[the Abyss]] at least once. It's recommended you read their respective pages and prepare carefully, as some of the most dangerous monsters in ''Crawl'' are found in these branches.&lt;br /&gt;
&lt;br /&gt;
[[The Tomb]], filled with mummies, is one of the most dangerous branches in the game. These cast death curses when killed (including torment for priests and greater mummies), but the real problem are mummy priests and greater mummies, who can both torment *and* smite you, resulting in a quick death; this can be mitigated with torment resistance or immunity. [[Kikubaaqudgha]] provides protection from mummy curses at high piety, so his worshippers should have relatively little difficulty. Alternately, if you are a summoner or a follower of a god who grants summoning invocations ([[The Shining One]] is perfect here), you can let your summons handle the mummies, though you'll need to proceed carefully. Life protection is a must to reduce harm from torment. [[The Tomb]] contains loot at the very end and a rune. If you have teleportitis and lack torment resistance, avoid it. Some players may be able to survive this branch anyway, but it's quite risky.&lt;br /&gt;
&lt;br /&gt;
== Zot:5 ==&lt;br /&gt;
If you do have teleportitis, no means to cure it, and don't plan to randomly teleport in Zot:5 or can still become stronger, you may want to do [[Pandemonium]] or [[the Abyss]] first in hopes of finding a potion of cure mutation (or enough potions of mutation to randomly remove it). You could even attempt a [[Ziggurat]], although that can be ''very''dangerous. If you don't want all the runes, you may also consider converting to Zin and building piety with donations to use his Cure All Mutations ability.&lt;br /&gt;
&lt;br /&gt;
It's recommended you read [[Zot:5]] for more details on the level itself and the strategies for clearing it. In any case, this is the time to clear out the Orb chamber in preparation for your ascension.&lt;br /&gt;
&lt;br /&gt;
== Bonus branches ==&lt;br /&gt;
You can now take the Orb and ascend for a multi-rune, but not &amp;quot;complete&amp;quot; win...  ''or'' you can leave the Orb in place and prepare for [[Pandemonium]].  Make sure you bring plenty of food, and the recommended equipment/resistances described on that page.&lt;br /&gt;
&lt;br /&gt;
When entering a new [[Pandemonium]] level, check for a message indicating the presence of a powerful demon lord. If such a message appears, this is your one chance to kill the demon lord and grab the rune (in [[Cerebov]]'s level, make sure you get the loot from his castle, too). Otherwise, explore and take the first portal you find to a new [[Pandemonium]] level. If you stumble across a randomly-named demon, kill him and see if there is a demonic rune. If you've killed [[Mnoleg]], [[Gloorx Vloq]], [[Lom Lobon]] and [[Cerebov]] and still have no demonic rune, continue through [[Pandemonium]] until you find one.  You will find food in [[Pandemonium]], but wearing a [[ring of sustenance]], playing an undead character, or traveling in [[lichform]] will make [[Pandemonium]] farming easier, especially if you use lots of skills that cause hunger.&lt;br /&gt;
&lt;br /&gt;
After all this, or in case you stumble upon a portal to one while roaming [[Pandemonium]], you can raid one or more [[Ziggurat]]s. Note that this can be extremely dangerous and the loot will be virtually useless since you can already kill everything in the game anyway. If you haven't found a portal to a [[Ziggurat]] yet, you may be able to create one using a legendary deck of changes or a legendary deck of dungeons. Failing that, just wander around [[Pandemonium]] until you find one.&lt;br /&gt;
&lt;br /&gt;
Finishing a [[Ziggurat]] is extremely hard: the later levels may be full of multiple Pan lords who haste themselves and summon tormenting and smiting demons, and there may be no safe strategy for it with your current character. Nonetheless, it is possible to fully clear them. Of course, you may also opt to enter one earlier (having found or made a portal) to get some of the loot in the upper floors, which are often quite survivable.&lt;br /&gt;
&lt;br /&gt;
Once you have done all that, find an exit from [[Pandemonium]]; while exits to the Dungeon are safer to use, exits through the [[Abyss]] are far more common. If you want the abyssal rune and haven't found it yet, wander around the Abyss until you find it.  At this point, you can search for a portal back to the dungeon and make your way back to Zot:5.&lt;br /&gt;
&lt;br /&gt;
== Ascension ==&lt;br /&gt;
So, when you've finished ransacking every place you wish, just proceed to Zot:5 and claim the [[Orb of Zot]]! To save yourself a bit of distance, consider using [[Apportation]] to drag the Orb over to the nearest staircase (though this will take a while and make tons of noise, which is why you should clear out the Orb chamber first). Be warned that from the time you pick up the Orb, all portals in the dungeon will close, sealing off Hell and the other netherworlds.  Furthermore, you will be under -cTele (that is, no teleport control ''anywhere'') from this point on.&lt;br /&gt;
&lt;br /&gt;
To finish the game, simply book it towards D:1. Make use of the game's autotravel feature (Ctrl+G), which will automatically calculate the shortest route to your destination. Your priority now is speed: use every method of speeding yourself up available to you, whether it's [[haste]], [[Swiftness]], [[dig]]ging yourself a shortcut, or anything else. Make use of any potions, scrolls, or wands that can help you travel more quickly, and don't worry about [[magical contamination]]; it doesn't matter if you exit the Dungeon as a [[Blurry Vision|half-blind]], [[deformed]], [[mutation|mutant]] [[Herbivore|vegan]] so long as you've escaped safely.&lt;br /&gt;
&lt;br /&gt;
Occasionally residents of Pandemonium will appear to block your path, including [[Pandemonium lord]]s. If you can get around them, do so. If they block your path completely, only fight if you can clear a path within a few turns; otherwise, [[dig]] yourself a new path or take another route. Though you'll be under permanent -cTele, you can still make a semi-controlled [[blink]] by using a [[scroll of blinking]] or [[Controlled Blink]]; a random teleport, whether from a [[scroll of teleportation|scroll]] or [[wand of teleportation|wand]], can also get you free of a blockade. Only stop to heal if you're in danger of dying, and use any means of healing quickly that remain at your disposal. Just travel as quickly and efficiently as possible, avoid getting pinned down, and you should escape without too much trouble.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] a new branch, called [[the Depths]], will replace D:17-27, and it will be necessary to obtain a [[rune of Zot]] to enter [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draining_(brand)&amp;diff=24226</id>
		<title>Draining (brand)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draining_(brand)&amp;diff=24226"/>
				<updated>2014-01-03T21:33:20Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A truly terrible weapon, it drains the life of those it strikes.}}&lt;br /&gt;
&lt;br /&gt;
The '''draining''' brand adds a [[draining]] effect to a melee weapon's attacks against most enemies. Each of your attacks has a 66% chance of doing all of the following:&lt;br /&gt;
*Deal an additional +1% to +50% of the physical damage dealt as [[negative energy]] damage.&lt;br /&gt;
*Reduce enemy's max [[HP]] by 1 + 1d3, and do that much negative energy damage.&lt;br /&gt;
*20% chance: Reduce the enemy's [[HD]] by 1 permanently. This reduces their [[magic resistance]], [[spell power]], and [[experience]] value, and will kill them instantly if they hit 0 HD.&lt;br /&gt;
&lt;br /&gt;
In enemy hands it can have a dramatic effect, dealing the additional negative energy damage and inflicting the drain status. It lowers skills until the experience is made back up. This can still be very dangerous, especially in prolonged battles.&lt;br /&gt;
&lt;br /&gt;
Negative energy resistance greatly reduces the effect of draining branded weapons. Each rank of rN+ you possess reduces both the XP loss and negative energy damage taken by 1/3, fully negating both effects at rN+++. Monsters with resistance take differently scaled reduced damage (rN+: 1/3 off, rN++: 1/2 off, rN+++: 3/5 off), and each rank gives an additional 33.3% chance of negating the HD- and max HP-reducing effects. All [[undead]] and [[demon]]ic monsters completely ignore the brand's effects.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Reducing the HD of [[shapeshifter]]s reduces the HD (and thus the threat) of any forms they may change into.&lt;br /&gt;
*Draining is an [[evil]] brand. Good [[god]]s will not approve of using a draining branded weapon in combat.&lt;br /&gt;
*Don't be afraid of overusing a draining weapon! While it's true that drained opponents are worth less XP, the reduction isn't terribly drastic; in most cases it's on par with or better than the penalties for fighting with the aid of summoned allies. Draining is a very useful brand in areas with living opponents, and survival is more important than maximizing XP.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], the nature of draining effects from monsters was changed from a small loss of experience points, to inflicting the drain status.&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Water_elemental&amp;diff=24212</id>
		<title>Water elemental</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Water_elemental&amp;diff=24212"/>
				<updated>2014-01-03T16:28:43Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=water elemental&lt;br /&gt;
|glyph={{Blue|E}}&lt;br /&gt;
|tile=[[File:Water elemental.png]]&lt;br /&gt;
|flags=&lt;br /&gt;
|resistances={{Electricity resistance}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}&lt;br /&gt;
|vulnerabilities={{Fire vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=212&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=32-53&lt;br /&gt;
|avg_hp=42&lt;br /&gt;
|armour_class=4&lt;br /&gt;
|evasion=7&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 10 (swim: 60%)&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=22 ({{Hit type}}: {{Drown flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=6&lt;br /&gt;
|base_hp=5&lt;br /&gt;
|extra_hp=4&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=elemental&lt;br /&gt;
|species=water elemental&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A spirit drawn from the elemental plane of water. It exists on this world as part of a body of water and can engulf other beings in its form, depriving them of breath and voice.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Water elementals''' are hovering blobs of water, soaring through the air and pummeling their opponents. They are immune to [[electricity]] and [[poison]], and their melee attacks occasionally engulf their victims, cutting off their air supply and dealing [[asphyxiation]] damage each turn. The process of drowning also prevents the user from casting spells, reading scrolls, or using most [[god]]-gifted abilities. They are often found in the company of [[elemental wellspring]]s, as well as throughout [[Cocytus]], and they can be summoned by the [[merfolk (monster)|merfolk]] witch [[Ilsuiw]] and her [[merfolk aquamancer]]s. They may also be created by the player through the level 4 [[Summonings]] spell [[Summon Elemental]] or the [[phial of floods]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Avoid simply [[Tab]]bing your way through combat with water elementals. Once they've engulfed you, you'll start taking irresistible damage each turn. If possible, retreat each time they start the process. Of course, if your character doesn't need to breathe, this is much less of a hazard.&lt;br /&gt;
*Their [[electricity]] resistance makes it difficult for [[Air Elementalist]]s to take them out, though [[Airstrike]] is a perfectly acceptable method for defeating them.&lt;br /&gt;
*Keep in mind that they move much faster when in water.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], water elementals had normal melee attacks.&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Earth_elemental&amp;diff=24211</id>
		<title>Earth elemental</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Earth_elemental&amp;diff=24211"/>
				<updated>2014-01-03T16:27:47Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=earth elemental&lt;br /&gt;
|glyph={{Brown|E}}&lt;br /&gt;
|tile=[[File:Earth elemental.png]]&lt;br /&gt;
|flags=&lt;br /&gt;
|resistances={{Fire resistance 3}}, {{Cold resistance 3}}, &amp;lt;br&amp;gt;{{Electricity resistance 3}}, {{Poison resistance 3}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=84&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=33-57&lt;br /&gt;
|avg_hp=45&lt;br /&gt;
|armour_class=14&lt;br /&gt;
|evasion=4&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 6&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=40 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=6&lt;br /&gt;
|base_hp=5&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=elemental&lt;br /&gt;
|species=earth elemental&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A spirit drawn from the elemental plane of earth, which exists in this world by inhabiting a lump of earth and rocks.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Earth elementals''' are lumbering brutes that are easily outrun, but pack a punch when faced head on. They are more durable than the other elementals, immune to virtually every type of damage other than pure physical damage. They are not normally encountered in the dungeon except in special vaults or when summoned by enemy casters, though you can accidentally summon hostile earth elementals with the [[Summon Elemental]] spell . The [[stone of tremors]] summons 1-3 friendly ones.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*They're slow, so almost any character can [[kite]] them easily.&lt;br /&gt;
*While elemental spellcasters may have a hard time with them, they take decent damage from [[Airstrike]] and [[Iskenderun's Mystic Blast]]. [[Earth Magic]] and spells that have a physical component (such as [[Throw Icicle]]) also work.&lt;br /&gt;
**Don't bother using [[Magic Dart]] though, since their AC means that it will do no damage over half the time.&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fire_elemental&amp;diff=24210</id>
		<title>Fire elemental</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fire_elemental&amp;diff=24210"/>
				<updated>2014-01-03T16:27:02Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=fire elemental&lt;br /&gt;
|glyph={{Red|E}}&lt;br /&gt;
|tile=[[File:Fire elemental.png]]&lt;br /&gt;
|flags={{Glows flag}}&amp;lt;br&amp;gt;{{Insubstantial flag}}&amp;lt;br&amp;gt;{{Levitate flag}}&lt;br /&gt;
|resistances={{Hellfire resistance}}, {{Electricity resistance}}, &amp;lt;br&amp;gt;{{Poison resistance}}, {{Negative energy resistance 3}}, &amp;lt;br&amp;gt;{{Torment resistance}}, {{Rot resistance 3}}, &amp;lt;br&amp;gt;{{Sticky flame resistance}}, {{Constriction resistance}}&lt;br /&gt;
|vulnerabilities={{Cold vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=196&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=21-45&lt;br /&gt;
|avg_hp=33&lt;br /&gt;
|armour_class=4&lt;br /&gt;
|evasion=12&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 13&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=0 ({{Hit type}}: {{Pure fire flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=6&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=elemental&lt;br /&gt;
|species=fire elemental&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A spirit drawn from the elemental plane of fire, which exists in this world as a brilliant column of raging flames.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Fire elementals''' are animated beings of flame, dealing fire damage with their attacks and leaving a trail of flame [[cloud]]s behind them. They are resistant to most elements, but vulnerable to cold and fragile in general. They are rarely found normally except as part of [[Azrael]]'s band of monsters, though you can accidentally summon hostile fire elementals with the [[Summon Elemental]] spell. The [[lamp of fire]] will summon 1-3 friendly ones.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*[[Fire resistance]] will reduce their damage, while [[conservation]] will protect your [[scroll]]s from destruction.&lt;br /&gt;
*A single zap from a [[wand of cold]] or other cold attack should destroy them.&lt;br /&gt;
*They have complete immunity to fire damage. Although they ignore most [[Fire Magic]], you can still take them out with either [[Bolt of Magma]] or [[Fire Storm]], as those also deal physical damage.&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:Neil/DDNE_of_Kikubaaqudgha&amp;diff=24205</id>
		<title>User:Neil/DDNE of Kikubaaqudgha</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:Neil/DDNE_of_Kikubaaqudgha&amp;diff=24205"/>
				<updated>2014-01-03T15:40:06Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: /* Early game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{diary}}&lt;br /&gt;
This [[Deep Dwarf|DD]][[Necromancer|Ne]] of [[Kikubaaqudgha]] was my first win.&lt;br /&gt;
&lt;br /&gt;
==Early game==&lt;br /&gt;
I thought I was done for when I got the mutation &amp;quot;You cover ground slowly&amp;quot; at XP level 8, but came across a [[Rod of Demonology]] shortly thereafter.  I skipped the Orcish Mines (D:9) after finding that the only accessible downstairs from Orc:1 led to an upstairs surrounded by a couple of [[orc knight]]s (one ''right next'' to me), some [[orc warrior]]s, and a number of [[orc priest]]s.  I wasn't ready for that, so retreated (fortunately no one woke up) and kept going down in the main dungeon.&lt;br /&gt;
&lt;br /&gt;
The [[the Hive]] was on D:11, and the [[Lair]] on D:12.  I found a [[magical staff|staff of energy]] on D:11, which made it much easier to spam [[Vampiric Draining]].  Then on D:12 I found the [[Young Poisoner's Handbook]], learned Mephitic Cloud, and went back to the Hive to take care of the bee problem there (the &amp;quot;problem&amp;quot; being that they, and not I, had all those honeycombs, royal jellies, and XP).  I learned Twisted Resurrection shortly thereafter, and headed to the Lair.  A [[potion of cure mutation]] on Lair:3 rid me of my slowness (but, alas, also my rough black scales), and [[Gastronok]] was kind enough to give me a [[wizard hat]] of intelligence and not [[List_of_unrands#+3_hat_of_&amp;quot;Pondering&amp;quot;|the hat of Pondering]].  There were stairs to [[the Swamp]] on Lair:4, and to the [[Snake Pit]] on Lair:5.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL15-2011-07-08.txt First rune ever]==&lt;br /&gt;
I got the decaying rune at XP level 15, and managed to do it without poison resistance or clarity.  I let my large abominations take care of what they could, and spammed vampiric draining at everything else.  I lost some abominations to hydras, but there were enough corpses to replace a fair number, and Kiku helped with corpses for a few more.  One swamp dragon corpse was chopped up for its hide, though I hadn't seen any [[scroll of enchant armour|enchant armour]] for a while.  At this point, my [[Spellcasting]] is high enough that L4 spells don't cause hungering, so the staff of energy goes into the stash.  After the MiFi's experiences, I'm slightly worried about the [[Snake Pit]], but the Deep Dwarf damage shaving has really helped against poison so far.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL16-2011-07-08.txt Orc]==&lt;br /&gt;
The mines were uneventful until the fourth level, where I encountered [[Nessos]] and later [[Urug]].  Both were abominated out of existence.  There were also a number of orc high priests, so I was glad I had the rod of demonology for Abjuration.  In the shops at the centre of Orc:4 I bought a +2,+2 long sword of holy wrath, some healing potions, and [[Unrandart#the_.2B1_ratskin_cloak|the ratskin cloak]].  It's nice to have rPois.  On the way back up, a previously unexplored disconnected section of Orc:3 had the portal to the bailey, where I encounted and killed an MDAr player ghost.  After clearing the bailey I went down to D:16, finding a randart +0,+5 falchion of holy wrath on the way; now I feel a bit silly about buying that long sword.  On D:16 I encountered Sonja and Norris; I killed the kobold, while the abominations took care of Mr Suntan.  I went back to the Lair to drop off loot.  Now I'm training up Charms/Air (for Deflect Missiles) and Fire (for Sticky Flame, mainly), and then I'll try Snake.  I should probably be training up Summonings, too, for [[Haunt]].&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL16-2011-07-08-2.txt Cleared Snake:1-3]==&lt;br /&gt;
On Snake:1, I found [[Unrandart#amulet_of_the_Four_Winds|the amulet of the Four Winds]], giving me clarity and &amp;quot;[[magic resistance|incredibly resistant to hostile enchantments]]&amp;quot;.  Snake:2–3 were uneventful; Frederick was on Snake:3 but died to my abominations while I stayed far away.&lt;br /&gt;
&lt;br /&gt;
[[Mennas]] showed up on Snake:4 and killed all my abominations.  My MiFi (or, to be more precise, his summoned demons) didn't have much problem with the angel (he was on Snake:4 in that game, too), but I don't have an AC of 37 this time.  I had to use a few charges from a [[wand of teleportation]], and more than a few from the [[wand of healing]], to get away; the latter required me to [[Deep_Dwarf#Innate_abilities|lose some max MP]].  While fleeing, I encountered the [[player ghost|ghost]] of the Minotaur Fighter (he had retreated from Snake:5 to Snake:4 hoping in vain to overcome the poison).  I bid him adieu, cast a few [[Dispel Undead]]s, and claimed his place as the most powerful of the Neils.  I left the level with six stars of piety, so went to the Temple to claim my [[Necronomicon]].&lt;br /&gt;
&lt;br /&gt;
I have no free spell levels for [[Haunt]] (which is at Fair until I can train up), but I do have three [[Scroll of amnesia|scrolls of amnesia]].  [[Deflect Missiles]] is still at Useless, so it might be worth dropping until I can get Charms and Air trained up, but I'm going to need it soon.  [[Mephitic Cloud]] is becoming less useful, and I've more or less switched from [[Pain]] to [[Throw Flame]] as my primary low-mana ranged attack.  It might also be time to switch from [[Twisted Resurrection]] to [[Animate Dead]], though the abominations are still good against things that don't wield Holy Wrath.  Available books are:&lt;br /&gt;
* [[Book of Necromancy]]&lt;br /&gt;
* [[Book of Death]]&lt;br /&gt;
* [[Book of Unlife]]&lt;br /&gt;
* [[Necronomicon]]&lt;br /&gt;
* [[Book of Flames]]&lt;br /&gt;
* [[Young Poisoner's Handbook]]&lt;br /&gt;
* [[Book of Envenomations]] (found two copies, leaving the second in the Snake Pit)&lt;br /&gt;
* [[Book of Enchantments]]&lt;br /&gt;
* [[Book of Spatial Translocations]]&lt;br /&gt;
&lt;br /&gt;
There's also a lajatang of pain (dropped by [[Agnes]]) in my Lair stash.  However, I've already dedicated a decent amount of XP to [[Long Blades]]; and if something susceptible to pain is in melee range, I'm usually using [[Vampiric Draining]] instead.  So for now I'm hanging on to the flaming scimitar, with the falchion of [[holy wrath]] for backup.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL17-2011-07-08.txt Second rune]==&lt;br /&gt;
I decided to sneak past Mennas, using a different set of stairs.  In this part of Snake:4 I found a few shops (buying some scrolls and an unidentified artefact axe that turned out to be not very good), but not much else.  Snake:5 was the original layout.  Before hitting the vault, I found a randart +1 [[animal skin]] with Dex+5 Int+4, but kept on the robe of [[fire resistance]].  Once I reached the vault, I took the fight back out to a corridor, draining HP from everything that bleeds and occasionally retreating further to chop up some corpses for [[Sublimation of Blood|quick MP]].  The [[greater naga]]s were fairly tough, wiping out all my remaining abominations and taking me down to about 30 HP more than once.  I also had a [[evocable items#Crystal Ball of Energy|crystal ball of energy]] I picked up on the level.  Since my [[Evocations]] was relatively high (level 9), I decided to use it when I ran out of chunks and didn't want to retreat to chop up more corpses.  It worked well for a while, until I let my MP get too low and it paralyzed me while I was standing next to a naga warrior.  That was almost [[Yet Another Stupid Death|YASD]], and cost me 1 max MP to recharge the wand of healing yet again.  &lt;br /&gt;
&lt;br /&gt;
After hacking through five or six greater nagas and what seemed like interminable numbers of [[naga mage|naga magi]] and [[naga warrior]]s, the rune was in sight.  I picked it up, walked calmly to the stairs, and went nowhere near Mennas on my way back up.  Back on Lair:2 I dropped it in the stash and considered the next step.&lt;br /&gt;
&lt;br /&gt;
I never did actually ''clear'' Swamp:5 and Snake:5; once I grabbed the runes, I left immediately.  So that's one possibility.  There's also the [[Elven Halls]]; with the Amulet of the Four Winds and a ring of see invisible, I might actually stand a chance.  Or I could clear out the last few levels of the Lair (staying away from the Slime Pits for now).  Or there's the Dungeon, which I haven't spent much time in recently.  The Vaults aren't too much further down, either.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL17-2011-07-09.txt Elf:1–4]==&lt;br /&gt;
&lt;br /&gt;
I decided to take on the [[Elven Halls]] next (or at least the first four floors), what with having very high MR.  It was remarkably easy.  Abjuration from the Rod of Demonology dealt with the summoners, and a combination of vampiric draining, scimitar of flame, and abominations took care of the rest.&lt;br /&gt;
&lt;br /&gt;
Elf:1 had a few shops, which yielded a ring of [[teleport control]] (awesome) and a &amp;quot;runed triple sword&amp;quot; which turned out to be holy wrath (maybe useful later).  A scroll of recharging on the ground went into my wand of healing (the Rod of Demonology didn't feel like it needed any more improvement just yet).&lt;br /&gt;
&lt;br /&gt;
Ran into [[Donald]], [[Aizul]], and [[Roxanne]] on Elf:2.  The first two were easy enough: I didn't even get to hear Donald complain as my abominations slaughtered him out of sight; he was kind enough to leave me a scimitar of pain that would, later, become my primary melee weapon for a while.  Roxanne, however, killed most of my abominations before they could even get near her.  I closed in and meleed her to death, taking about 70 damage in the process.  Her book contained [[Evaporate]], [[Sticks to Snakes]], [[Stoneskin]], [[Alistair's Intoxication]], and [[Statue Form]].&lt;br /&gt;
&lt;br /&gt;
[[Saint Roka]] and [[Rupert]] were both on level 4, in the same room.  That was tough, and I had to teleport Rupert away to keep from dying to the melee/smiting tag team.  With the two separated, the remaining four abominations took care of them easily enough.  After clearing the level I decided to head back to my stash and regroup before even considering Elf:5.&lt;br /&gt;
&lt;br /&gt;
I used up three of my four scrolls of amnesia to swap out some spells:&lt;br /&gt;
* [[Twisted Resurrection]] out, [[Animate Dead]] in.  Though the abominations still work well, it's getting to the point where they don't help much in the fights that actually need them.  And actually assembling one is annoying.  Animate Dead should be somewhat better for spamming meatshields, since you get three times as many.  And I hear that, with powerful enough corpses, the zombies can actually be stronger than the abominations anyway.&lt;br /&gt;
* [[Mephitic Cloud]] out, [[Alistair's Intoxication]] in.  I haven't used meph much in a long time, and have Clarity from the amulet.  The success rate is much lower (Fair only), but I'd like to give it a try.&lt;br /&gt;
* [[Pain]] out, [[Sticky Flame]] in.  Anything that's susceptible to pain is probably going to be my healing potion instead, and having a way to deal with teleporters etc. would be nice.&lt;br /&gt;
&lt;br /&gt;
This fills up my spell slots for the moment.  [[Transmutations]] and [[Poison Magic]] will need a lot of training for Alistair's Instant Frat Party, and [[Charms]] and [[Air Magic]] still do ([[Deflect Missiles]] is up to terrible from useless, but still not something I'm about to try casting).  To this end, most of my primary magic skills (spellcasting, necromancy, fire magic, conjurations) are turned off, though [[Summonings]] is still on for eventually learning [[Haunt]].&lt;br /&gt;
&lt;br /&gt;
I think the next steps will be clearing out the Lair, Snake:5, and Swamp:5; then [[The Vaults]]:1-7.  I have rN+++ and Kiku's torment protection, so the Crypt and maybe the Tomb should be doable.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL18-2011-07-09.txt Vault:1–2]==&lt;br /&gt;
I changed my mind, and decided to head straight for [[the Vaults]], despite not really knowing what to expect.  The first level was easy enough; some ugly things turned brown and damaged some armor, and the boggarts made me kind of wish I hadn't switched out [[Mephitic Cloud]] (since my success rate for [[Alistair's Intoxication]] was just fair).  At one point I was stairscumming and somehow managed to take the wrong stairs down, and ended up clearing Dungeon:17 (including [[Wiglaf]]) before realising my mistake and going back to Vault:1.&lt;br /&gt;
&lt;br /&gt;
Vault:2 had a number of shops, where I bought a cloak of preservation, a helmet of see invisible, and some potions and scrolls.  It also had a number of demons, which ended up hurting a lot: the fire-resistant ones, in particular, are tough for me to damage from a distance; and I can't spam vampiric draining at them to keep my HP up.  I have now three long blades of holy wrath available to me, and they help, but I'm wary of getting that close to things I can't drain.&lt;br /&gt;
&lt;br /&gt;
At one point a [[shadow wraith]] followed me back up the stairs as I was retreating from some demons and centaurs; I didn't actually have on the see invisible so I didn't notice until it took me down to 30.  I put on a ring of see invisible, dispelled it, and when the coast was clear took the [[intelligence]] hit to switch to the helmet and free up the ring slot again.&lt;br /&gt;
&lt;br /&gt;
I went back to Vault:2 via some different stairs, and ran into a [[chaos spawn]].  It paralyzed me and beat me down to 2 (!) hit points.  After a few castings of [[Blink]] I found myself between it and the stairs, and made my retreat.  &lt;br /&gt;
&lt;br /&gt;
On the plus side, I did find a randart +2 shield with Str+1 Stlth++; and since I've been wearing a buckler most of the game, my [[Shields (skill)|Shields]] is high enough that a full-sized shield doesn't hurt my casting.  Also a [[Book of Power]], which gives me some irresistible damage potential.  &lt;br /&gt;
&lt;br /&gt;
After the misadventure, I headed to the Hive to pick up some replacement boots I left behind long ago, and with my now-improved Sense Surroundings noticed a room behind a wax wall.  I tried melting it with throw flame, and digging with a wand of digging, but nothing happened.  I decided to use the wand of fireball, and the squares ''next to'' the one I targeted melted... I had been zapping at a hidden door, which my [[Traps &amp;amp; Doors]] of 3 hadn't spotted.  The room had four oklob plants, which managed to damage my helmet and my new boots before I could switch to the [[cloak of preservation]].  The room yielded mostly junk, with the exception of a [[Rod of Smiting|rod of]] [[smiting]].&lt;br /&gt;
&lt;br /&gt;
Back at my stash, I finally bit the bullet and amnesia'd away [[Deflect Missiles]] to make room for [[Iskenderun's Mystic Blast]].  There's no point having six levels of unusable spell limiting my flexibility right now, and I really need the irresistible ranged damage.  I still have [[Levitation]] for charms training.  Targets for future scrolls of amnesia are [[Throw Flame]], [[Animate Skeleton]], and maybe maybe [[Agony]].  The last of those has been useful to me, but is getting to be less so as resistant monsters show up.&lt;br /&gt;
&lt;br /&gt;
Now I have three spell levels left.  [[Apportation]] is one possibility, but I haven't needed it yet.  [[Spider Form]] is tempting as an escape spell, since I haven't found [[Swiftness]]; and would be a safer way to train up Intoxication.  Tukima's Dance would be fun maybe, but I don't want to branch into yet another school of magic to get the spell power up.  I think for the moment I will keep the slots free; after all, I do want to be casting [[Haunt]] at some point.&lt;br /&gt;
&lt;br /&gt;
It's tempting to switch to [[Sif Muna]] for the amnesia ability, but Receive Corpses is too good for me right now.  I think I'll stay with [[Kiku]].&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL19-2011-07-09.txt Vault:2-5]==&lt;br /&gt;
After swapping out spells, I headed back to the vaults to see how I would fare.  This time things went much better.  For one thing, there weren't as many demons (turns out the ones on Vault:2 came from a minivault, &amp;lt;tt&amp;gt;pandoras_box_mu&amp;lt;/tt&amp;gt;); for another, I remembered to actually use [[Animate Dead]] this time.  [[Xtahua]] was the only unique this time; I put on the [[ring of fire]] for a total of rF++, but he didn't even get a chance to breathe on me before I closed in and drained him to death.  His zombie served me well for a while before dying to (I think) a [[toenail golem]].&lt;br /&gt;
&lt;br /&gt;
I cleared the branch down to Vault:5 before I headed back up to stash some of the plunder.  I came out with two spellbooks (even if they were [[Book of Chemistry]] and [[Book of Cantrips]]; I suppose spammals is now an option), two scrolls of acquirement (I tried &amp;quot;weapon&amp;quot; both times hoping for a good randart, and got an egoless katana and a falchion of freezing), a crossbow of flame (but now that I've got some irresistible conjurations there's no point to training up crossbows), and a scroll of amnesia (goodbye, [[Animate Skeleton]]; I'm not quite ready to get rid of [[Agony]] just yet, and Throw Flame still has a distance advantage).  There is also a bookstore on Vault:4 with the [[Book of Air]] (swiftness) and [[Book of Summonings]] (I've gotten to level 8 with Recall alone), but I've been very liberal with my money so I can't afford either.&lt;br /&gt;
&lt;br /&gt;
I turned Long Blades back on, since it's still my primary offense against demons and such, and reducing my delay would be nice.  Likewise [[Spellcasting]] and [[Summonings]]: the former to reduce my spell level shortage, and the latter for Haunt (which would be up to Good now; it's getting time to memorize it).  Intoxication is up to Very Good, which is enough for now, so I've stopped victory dancing with it (I turned Poison off; Transmutations will train as I use it).  I have five spell levels free now, and am close to levelling Spellcasting and getting two more, at which point it's [[Haunt|Halloween]].&lt;br /&gt;
&lt;br /&gt;
The Crypt stairs are on Vault:4, and with rN+++, torment protection, holy wrath, and [[Dispel Undead]] that might be a good choice.  Or there's still Vault:6-7 and the ends of Lair, Swamp, and Snake.  Or Elf:5 even.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL20-2011-07-09.txt Crypt:1 Vault:6-7, Lair:7-8]==&lt;br /&gt;
I tried the Crypt, but found that the big problem was that I lacked a way to heal.  I backed down after losing half my HP to some skeletal warriors (there's only so much you can spam [[Dispel Undead]] at one time).  I considering taking a [[box of beasts]] just to pull out draining victims, but testing showed that summoned creatures do not give HP when drained.  Instead, I headed to Vault:6, which was easy enough (and had the [[Hall of Blades]] portal, which I'm not sure I need).  Another [[scroll of acquirement]] yielded a [[magical staff|staff of death]], which maxes out my Dispel Undead and Agony, and gets Vampiric Draining closer.  In Vault:7 I ran into some stone giants who pounded me down from range, so I headed back upstairs.  I noticed my spellcasting had leveled, so headed back to the stash.&lt;br /&gt;
&lt;br /&gt;
Once there, I used my seven spell levels and memorized Haunt, which is now at Very Good.  I picked up the ring of sustain abilities, so being sick doesn't eat through my royal jellies too fast.  I also swapped out my scimitar of flaming for a scimitar of pain, though I'm using holy wrath as my main weapon for now; I figure [[Necromancy]] 17 ought to give some good bonus damage against most of the things that holy wrath doesn't help against.  The staff of death is another option for melee against living creatures, but my Staves and Evocations aren't all that high.&lt;br /&gt;
&lt;br /&gt;
I still haven't had an opportunity to try out the rod of smiting (which will do less damage since I wear a shield), but I'm hanging on to that and demonology for now.  I've switched out of my [[Unrandart#the +1 ratskin cloak|ratskin cloak]] for the cloak of preservation, but am still carrying the former around in case I need rPois or the third level of rN.&lt;br /&gt;
&lt;br /&gt;
At this point it might be safe to drop [[Agony]], but I want to try it out a bit first; and I don't have any [[scroll of amnesia|scrolls of amnesia]] anyway.  Five spell slots would let me memorize [[Apportation]] and [[Swiftness]] and still have two left over; or could put me a good deal of the way towards [[Borgnjor's Revivification]]&lt;br /&gt;
&lt;br /&gt;
To test my new toy, I cleared out the rest of [[the Lair]], which posed no problem at all, even the dire elephants.  I suppose it's back to clear out Vault:7 now, or maybe Elf:5.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL21-2011-07-10.txt Vault:7, Elf:5, D:19–23]==&lt;br /&gt;
Vault:7 wasn't so bad at all now that I knew where the toughest ranged opponents would be, and could prepare some zombies to take the blows for me.  I found a Trove portal there which is demanding a +3 ice dragon armour.  Also [[Margery]] and her [[hell knight]]s, who provided a good chance to test out [[Haunt]] in a moderately dangerous situation; the summons dealt with the hell knights well, while I and rF++ drained Margery to death.&lt;br /&gt;
&lt;br /&gt;
Elf:5 was a real pain; I had to retreat multiple times for healing, mostly because of [[deep elf annihilator]]s, but also because of an [[deep elf master archer]] who really brought on the pain.  Without [[Alistair's Intoxication]] there's no way I would have survived.  At one point a sorceror followed me off the level and caused problems with his demons, but Intoxication followed by multiple abjurations (from the rod) dealt with him.  At some point I ended up with [[Bad_mutations#Frail|Frail 1]].  There was a Bazaar on the level, but I was not at all prepared to make it there in time without getting over my head in elves.&lt;br /&gt;
&lt;br /&gt;
Because of my limited healing, I found myself running off to the main dungeon to find creatures to drain (since Elf:1–4 and Orc had been cleared).  This was great until I hit a level (D:20) full of lava with efreet, hell hounds, and various other drain-proof creatures.  I took an escape hatch down to skip the level in hopes of more drainable creatures; D21 had portals to Hell and Pandemonium.  As I was looking for stairs back up, I fell through a shaft and landed on D:23, where I was greated (almost immediately) by Mara.  This was not good at all.  I put on the amulet of the Four Winds, drank a potion of speed, and ran away, teleporting when my double's [[Haunt]] surrounded me.  I managed to make it off the level and back up to D:21, finding a [[ziggurat]] and a gate to the abyss, when I fell though ''another'' shaft.  This time I was able to stay further away from Mara, and made it back to the Lair without event.  I picked up an artefact ring mail, but it turned out to be a rather vanilla +3 rF+ armour.  During this excursion I killed two ice dragons, but neither left a corpse, so the trove is sadly no closer.&lt;br /&gt;
&lt;br /&gt;
Back on Elf:5, the elves had started to get into the loot, but I was able to draw them out and kill them one or two at a time, confusing the really dangerous ones.  Finally I cleared it, picking up some loot that I probably wouldn't use much, and a precious scroll of amnesia.  A manual turned out to be Staves, which I didn't really need; I probably should have used up most of my XP pool before reading it.  Spellbooks included [[Book of Morphology]], [[Book of Control]], a randart air book with three spells ([[Silence]], [[Deflect Missiles]], and [[Tornado]]), and a randart summoning book that looked like a mix of Callings and Summoning (no new spells for me).  There was also a staff of air I believe, and a randart rElec dagger (as my first source of rElec, it may be necessary for Vault:8).&lt;br /&gt;
&lt;br /&gt;
After that I went to finish up Snake:5, though there wasn't much left.  I ran into Mennas on the way, but got away using a potion of speed, and was able to explore a bit more of Snake:4 on the way up.  I found a shop with a [[robe of the Archmagi]].  I'm still wearing the rF+ robe, but it's an option now.  I also picked up a [[List_of_unrands#brooch_of_Shielding|Brooch of Shielding]], figuring it might be useful at some point.&lt;br /&gt;
&lt;br /&gt;
Finally, back at the stash, I did some spell management.  A level gain and a [[Spellcasting]] gain meant I had four free slots.  I forgot Agony (still a nice closing-in spell, but increasingly less useful) and memorized [[Borgnjor's Revivification]] and [[Apportation]].  While I don't ''like'' the idea of giving up permanent max HP to heal myself, that's better than the permanent max '''MP''' that I have been giving up for the same purpose.  This leaves one free slot, which I suppose will go to Swiftness (since it's not looking likely that I'll ever get Charms high enough to cast Haste).  That involves saving more money to buy a book, but I can live with that.&lt;br /&gt;
&lt;br /&gt;
I think, since I don't have any previous wins, this is going to be a three-rune game, unless getting more turns out to be safer than going to Zot right away.  My choices now are: Vault, Tomb, Slime, Abyss, Pandemonium, or Hell.  I can arrange to have rF+++ or rN+++, so Gehenna and Tartarus might just be possible, but that sounds far too dangerous at the moment (and I'd have to survive [[the Vestibule of Hell]] first).  The Abyss is supposed to be easy-if-boring for characters of my level, but the healing issue worries me.  Slime might not be so bad, since I have both a cloak of preservation and an amulet of resist mutation (and some randart robes and animal skins).  Crypt and Tomb sound like they shouldn't be hard, but the lack of healing was a problem last time.  Decisions, decisions. . .&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL22-2011-07-11.txt Crypt:1–3, D:20–22 redux]==&lt;br /&gt;
I decided to do a few levels of Crypt, this time being careful to use Kiku's delivery service when I needed chunks for MP.  I still had to burn through a few potions of mana, but I was able to clear the first two levels easily, meleeing the weaker monsters to save MP, and dispelling anything that looked like it would hurt.  On Crypt:3 some [[ghoul (monster)|ghouls]] and [[skeletal warrior]]s beat me up a bit, so I headed back to the stash.  At least my troubles had yielded a few books: [[Book of Geomancy|Geomancy]], [[Book of Ice|Ice]], and [[Book of the Sky|the Sky]]; and a scroll of amnesia.  My piety took a bit of a hit, though.&lt;br /&gt;
&lt;br /&gt;
I gained level 21, so have two spell levels left, plus whatever I might free up with amnesia.  At this point, though, there's little I'd be willing to give up—maybe Throw Flame.  I still need a source of speed; and if I memorized [[Abjuration]] I could possibly drop the rod of demonology (the rod is eminently spammable, but having to swap weapons is annoying).  I could swap out [[Animate Dead]] for [[Shadow Creatures]], I suppose, since the former is in direct competition with my mana regeneration  and my [[Summonings]] isn't terribly shabby.&lt;br /&gt;
&lt;br /&gt;
There's a staff of channeling in my stash which could probably mostly replace sublimation, if I could deal with the hunger.  I don't actually find myself wielding the staff of death too often, so perhaps I should swap it out.  On the other hand, the staff of death would let me change either amulet or cloak and keep rN+++.  It might also be worthwhile to carry Wyrmbane for the potential for quick rPois, rF++ or even rF+++, and breath protection.  Finally, there's a randart -1 leather armor for sale with rElec rF+ Str+1 Dex-3.  Probably too much of a hit to my EV, and definitely too much of a hit to my spellcasting (Haunt goes down to &amp;quot;Good&amp;quot; in leather right now), but otherwise that would be nice.&lt;br /&gt;
&lt;br /&gt;
To recoup the piety, I headed down to clear out what I could of D:20–D:22 (leaving D:23 to Mara for the time being).  I didn't manage all of D:20, as the lava blocked passage and I didn't want to take the risk with levitate.  Otherwise, the trip was a success, bringing me back to five stars and yielding a couple more scrolls of amnesia.  A shop on D:22 has an artefact ring with rF++ Dex+5 SInv, which would be nice as it would allow me to comfortably wear the [[robe of the Archmagi]] and the wizard hat of intelligence, or to get rF+++ without having to wield a useless weapon or use both ring slots.  I can't afford it now, of course, but I have the feeling Vault:8 contains enough gold to buy it.&lt;br /&gt;
&lt;br /&gt;
I've spent as many turns since getting the serpentine rune as it took to get to that point, and have no more runes to show for it.  I've cleared out quite a bit, though (Elf, Vault:1–7, D:17–22), trained Conjurations up from 5 to almost 12, and picked up a lot of useful loot, so I don't feel too bad about it.  However, thanks to recharging the wands of healing I have even fewer max MP than I did then, despite having gained five levels.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL23-2011-07-11.txt Vault:8 part 1]==&lt;br /&gt;
Back at my base in the Lair I swapped out [[Animate Dead]] for [[Shadow Creatures]] and went to try my hand at Vault:8.  I lured four to eight guards at a time up the stairs, blinked to a corridor, and drained them.  After they were clear, I chose to search the southeast quadrant first.  Some stone giants and ettins smacked me around a bit, but there were enough weaker creatures to lure upstairs for the healing dance.  A [[lich]] fell easily to [[Dispel Undead]], and a [[deep elf demonologist]] to intoxication, abjuration, and draining.  Shadow dragons were not all that threatening with rN+++ and Haunt, though I still lured them upstairs to be careful.  I saw a single titan, switched to the rElec dagger I was carrying, and used [[Haunt]] plus [[Vampiric Draining]] for the kill.&lt;br /&gt;
&lt;br /&gt;
The vault yielded a ''lot'' of gold, so I bought that ring I had been looking at, and put on the robe of the Archmagi and wizard's hat of intelligence.  I also took the time to heal the three or four points of rot I had accumulated.  Some scrolls and potions had been lost to the fire and frost giants (I had on the ratskin cloak for the last point of rN, rather than the cloak of preservation), but nothing too important.  I took one point of int drain from not switching to sustain ability quickly enough, but I'm not spending a royal jelly (I'm down to three) to fix it.&lt;br /&gt;
&lt;br /&gt;
I have four spell levels left, but don't want to spend them just yet.  I guess I could swap [[Levitation]] for [[Flying]], but what I'm really hoping for is [[Orb of Destruction]], for some higher-power ranged damage than [[Iskenderun's Mystic Blast|Blast]] can do.&lt;br /&gt;
&lt;br /&gt;
Now I guess it's on to the northeast quadrant.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL24-2011-07-11.txt Vault:8 part 2]==&lt;br /&gt;
The northeast quadrant was a big open room with treasure in the corners.  Most of the monsters weren't too bad, and the openness let Haunt work very effectively, but I still took enough damage from stone giants and a quicksilver dragon that I had to Borgnjor a couple of times.  The dragon followed me up to Vault:7, where I lost it somehow.  It could be bad if it shows up again at an inopportune moment.  There were a couple of spellbooks I already had, an artefact ring (power with Acc+3), and a few other things that were not of much note (weapons, armour, a deck of war, a few scrolls).&lt;br /&gt;
&lt;br /&gt;
The northwest quadrant had a cruciform center corridor with four &amp;quot;rooms&amp;quot; in the corners holding stashes.  I picked up a scroll of acquirement, a few artefact weapons that I left behind, a ring of intelligence +6, an amulet I've not yet identified (possibly faith, which is why I haven't tried putting it on), and some gold.  Acquirement went towards a book, which contained [[Magic Dart]], [[Bolt of Magma]], [[Delayed Fireball]], and other fire spells I already had.  The only tough monsters in this quadrant were a stone giant and a tentacled monstrosity or two.  All perished.&lt;br /&gt;
&lt;br /&gt;
I headed back to base to free up some pack space and shuffle spells.  There was only one bit of shuffling to do: [[Throw Flame]] out, [[Orb of Destruction]] in.  This ought to be even more fun than Haunt, if I can avoid blowing myself up.  Back for the silver rune next.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL24-2011-07-11-2.txt Third (silver) rune]==&lt;br /&gt;
On the way back to Vault:8, I sought out the quicksilver dragon on Vault:7, who was sleeping near the downstairs.  It only had a chance to take a few steps before meeting its demise.  The final quadrant of Vault:8 had lots of titans, shapeshifters, and shadow dragons, and the occasional tentacled monstrosity.  I had to use Borgnjor a few times to recover from ranged attacks, but IOOD did its job, turning my enemies into meaty chunks that didn't even need to be chopped up for mana.  A Receive Corpses invocation gave me an ice dragon corpse, but sadly it left no hide.&lt;br /&gt;
&lt;br /&gt;
Other than the silver rune, the vaults gave me another rElec dagger, a randart spellbook that I didn't need, and some evocables—including a legendary [[deck of changes]].  Back at the stash I spammed the deck and got a mutation (Clumsy), lost some gold to Alchemist, and vitrified all of Lair:2 before finding what I was looking for: Experience.  This brought my pool up to about 34000 XP, which I spent training conjurations, charms, and a bit of summonings.  IOOD, Intoxication, and Haunt are now at Great, with everything else at Excellent or Perfect.  Deflect Missiles would be at Fair; we're getting closer.  I spent some of my remaining gold to buy the [[Book of Air]] I had been eyeing for some time.  [[Swiftness]] is now within reach if I can find the spell slots for it; though maybe I should skip it and go straight for [[Haste]].&lt;br /&gt;
&lt;br /&gt;
With the three requisite runes, I now have some choices.  I could do the [[Slime Pits]], [[Crypt]]/[[Tomb]], or [[Abyss]] for some XP, or head straight for [[the Realm of Zot]].  I have to get by [[Mara]] on D23, but that's probably feasible at this point.  I'm wary of waiting too much longer, since Borgnjor is hell on the max HP, so maybe I should at least clear Zot:1–4.  Either way, I'm quite excited.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL26-2011-07-12.txt D:23–27]==&lt;br /&gt;
&lt;br /&gt;
I decided to start clearing out the lowest levels of the dungeon.  [[Mara]] may be scary, but [[Orb of Destruction]] is scarier, and he didn't even get to summon his illusions or my ghost this time before he gave me XP level 25.  There was also a vault full of jelly-type monsters, but they all died to IMB (OOD for the acid blob).  D:24 yielded a rod of destruction (lightning, iron, fireball), but with a -3 recharge rate.  It also had Boris, whom I avoided at the expense of leaving the level uncleared.  D:25 had a randart +1,+9 long sword of slicing with rPois, rF+, and *TELE, which is going in the stash because I really don't need teleportitis.&lt;br /&gt;
&lt;br /&gt;
I went back to dump my loot, then decided to clear the corridors of Vault:8 (previously I had cleared just the vaults).  A red wasp slowed then paralyzed me while a titan was chasing.  Borngjor and semicontrolled blinking got me to safety, then I switched to the ratskin cloak for rPois and killed them separately.  Yet another too-close call.  Some yaktaurs showed me the meaning of pain with silver bolts (apparently my four mutations are enough to count as chaotic), but died after some liberal application of [[Alistair's Intoxication]] and [[Iskenderun's Mystic Blast]].&lt;br /&gt;
&lt;br /&gt;
While the [[robe of the Archmagi]] is nice, I'm taking far too much damage from cold, so I switched to a robe of cold resistance; this, sadly, dropped all my spells by one dot of power, but survival is more important right now.  I also picked up Wyrmbane so I can quickly get rPois and the last point of rF+ if necessary; the ratskin cloak served me well, but preservation is almost necessary at this point if I want my few remaining potions of healing and speed (and the scroll of holy word) to last.&lt;br /&gt;
&lt;br /&gt;
Finally, I went back to do D:26 and D:27.  The former level had nothing really notable.  I took the stairs down, putting me on some upstairs at the end of a corridor.  Upon my stepping away, an iron grate closed behind me, and I had to fight through a bunch of deep trolls.  I found a better rod of destruction, this one of the fire variety and at +1 recharge rate.  Also a wand of hasting, and at last an [[ice dragon]] who was kind enough to leave a corpse.  Chopping up the corpse yielded a hide, so I found some stairs back up and headed back to the stash.  Unfortunately, I had only three scrolls of enchant armour, so I currently have a +2 ice dragon armour; the trove in Vault:7 is requesting a +3 version, so I need one more scroll.  Ctrl-F says I have seen none, so I'll have to keep an eye out.  It may be worthwhile trying the Crypt again in the hope of finding the last scroll.  Honestly, though, I'm not sure what I'm hoping for from the trove—an awesome randart, I guess, and maybe utility scrolls, potions, and wands.  Cure mutation would be nice, to get rid of Frail but also to make myself less susceptible to silver.&lt;br /&gt;
&lt;br /&gt;
I have four free spell levels now, and one [[scroll of amnesia]].  I haven't used [[Sticky Flame]] in a while, and the eight total spell levels would let me memorize [[Deflect Missiles]] and [[Swiftness]], though the former is still at Poor when I'm not wearing a [[ring of wizardry]].  Haste is at Fair, which is a little better.  With the ring, they're at Good and Very Good, respectively.  I've switched off all my skills to build up some XP for training Charms and perhaps Air, since I don't want to enter Zot without Deflect Missiles.  I could probably stick to the wand for emergency hasting, but I really should be hasted at all times now.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL27-2011-07-12.txt Crypt:3, Slime:1–4, Zot:1]==&lt;br /&gt;
After forgetting Sticky Flame and memorizing Deflect Missiles in its place, I decided to explore a bit more of [[the Crypt]] in search of scrolls.  I didn't find anything useful, but I did run into and kill [[Khufu]] on Crypt:3.  His entourage, however, was tormenting me and abjuring my haunts as fast as I could throw them, so I left the level.&lt;br /&gt;
&lt;br /&gt;
I decided to do a bit of the Slime Pits next, hoping for some XP to train up Charms.  Despite having conservation, I lost three points of AC to the acid blobs (including one on the cloak of preservation itself).  I got a nice chunk of XP, though, and having turned off Necromancy, Conjurations, and the like meant I could use it all for training Charms (with a bit of Air and Spellcasting despite those being turned off).  I trained Charms up to 8 before, on the fourth floor, landing in a section with only narrow passages out.  Wanting to neither touch the walls nor use my wand of digging, I backed out.&lt;br /&gt;
&lt;br /&gt;
Next stop was unlocking [[the Realm of Zot]].  I took my runes down to D:27 and poked my head through the portal just long enough to see that the entrance was monster-free.  I took the runes back to the Lair, and decided to swing by Swamp:5 to see what I missed.  I found none of the consumables I was looking for, but did come across my third kind of rod of destruction, this one inacc, magma, and cold.  It was +5, but had only 9 max charges.  If only I could swap the enchantment with one of the other two...&lt;br /&gt;
&lt;br /&gt;
At the advice of [[User:Mental Mouse|Mental Mouse]], I proceeded on to Zot.  A [[golden dragon]] poisoned me once when I forgot to keep Wyrmbane wielded, and an electric golem gave me a bit of a tough time: since my only rElec is from a weapon, [[Sublimation of Blood]] left me vulnerable and I ended up having to Borgnjor.  Otherwise the only problem I encountered was a red draconian caller who repeatedly summoned death drakes and conjured flame on me.  Every time I switched to the rod of demonology to abjure them, I was poisoned or worse by one breath weapon or another.  Finally, semicontrolled Blink got me to the portal and back to D:27; I received corpses and recharged my mana, then headed back intending to lure the caller through the portal.  It worked, except I also managed to bring a couple more draconians with me.  Intoxication and Blink got me away, then this time I was able to lure the caller up to D:26 alone, where intoxication and draining ensured he wouldn't be summoning again.  I managed to take seven points of rot, though, giving me a max of 127 HP right now.  I headed back to the stash for more planning.&lt;br /&gt;
&lt;br /&gt;
[[Deflect Missiles]] is at Good now, and everything else at Excellent or Perfect.  I'm one spell level shy of learning Haste, which would be at Great.  It's going to be a while before Spellcasting levels again, though.  I haven't used [[Shadow Creatures]] as much as I thought I would, and getting rid of that would let me learn both Haste and Flight, if I could just find another [[scroll of amnesia]].&lt;br /&gt;
&lt;br /&gt;
On to Zot:2 . . .&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL27-2011-07-12-2.txt Zot:2]==&lt;br /&gt;
On Zot:2 I took care of a number of draconians, dragons of various sorts, six moths of wrath, and a [[curse toe]].  Then I rounded a corner and saw the red asterisk of an [[orb of fire]].  I put on my amulet of resist mutation and launched an orb of my own.  Doing so before zapping myself with haste turned out to be a mistake.  Despite rF+++ it was doing quite a bit of damage with its fire.  Worse, its [[Polymorph Other]] got through the amulet twice, removing my scales and giving me teleportitis and a deformed body.  I tried to teleport away, but apparently only managed to cancel a random teleport.  Finally I was able to position myself in a hallway with a moth of wrath between me and the orb.  I ran to the stairs and got out of there.&lt;br /&gt;
&lt;br /&gt;
Teleportitis simply would not do, but there were no potions of cure mutation to be found anywhere.  I went around collecting the potions of mutation lying around the dungeon, and took my chances.  I lost two points of strength and gained two points of dex, some stealth, and fingernails.  Unfortunately I also gained Low Magic (-10% MP).  I did, however, lose the teleportitis.  I bought two more potions, hoping to lose either Frail or Low Magic.  I did not, but I got slow metabolism and clarity, which I suppose aren't too bad; though my usual amulet also provides clarity, having a backup for situations like this is nice.  I also levelled Charms, putting Deflect Missiles up to Great.&lt;br /&gt;
&lt;br /&gt;
I am now deathly afraid of those orbs, as I should have been all along.  I think my biggest mistakes were not hasting myself, and not casting Haunt.  That would have blocked line of effect for both fireball and polymorph other, so I would have had just the bolts of fire to dodge.  I'm lucky I made it out alive.&lt;br /&gt;
&lt;br /&gt;
Definitely taking a different stair down next time. . .&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL27-2011-07-13.txt Zot:3–4]==&lt;br /&gt;
I managed to explore the rest of Zot:2 without running into the orb of fire, so I went on to Zot:3 and Zot:4.   I started running into draconian zealots, using [[Alistair's Intoxication]] to keep them from summoning, the rod of demonology to abjure the demons they managed to get through, and [[Vampiric Draining]] and [[Iskenderun's Mystic Blast]] to kill them.  [[moth of wrath|Moths of wrath]] provided extra HP, and one of the draconians left me a robe of resistance, putting me into rF+++ without wielding Wyrmbane.  [[Shadow Creatures]] was handy for covering escapes from large groups, as the dragons it produces can take quite a few more hits than my haunts.  On Zot:4, I used Haunt to take care of a large draconian pack, and ran into a [[ghost moth]] while fleeing.  It followed me to the upstairs, but I made it up without being followed—but with no MP left.  All the upstairs on Zot:4 are bunched together, so there's probably no avoiding it on the way back down.&lt;br /&gt;
&lt;br /&gt;
Receive corpses has taken my Kiku piety down to three stars, meaning I no longer have torment protection.  I have to be slightly more careful about how often I ask for MP, so I've been fighting with weapons slightly more.  I'm eating mostly permafood, since there are still plenty of honeycombs from the Hive, and I feel safer wearing Four Winds or Shielding than Gourmand.&lt;br /&gt;
&lt;br /&gt;
[[User:Cymrean|Cymrean]] reminded me that I could forget a spell by sacrificing a spellbook.  None of my previous games had progressed far enough for that to be an option, but now I have so many duplicate spellbooks that I wouldn't mind giving one up.  Unfortunately, now I can't decide what to forget.  Shadow Creatures has turned out to be really useful in Zot, so I am loathe to give that up now. I could forget IMB and replace it with a weaker spell, using OOD more often.  Apportation is another possibility, since at its low power it's only likely to save me a few steps towards the orb.  Intoxication is way too useful against casters to forget; and dispel undead against undead.  Levitation is only moderately useful, but I have no other source of the effect (there are some +Lev cloaks and robes in shops, but not good enough to replace my current items), and at times it can be a lifesaver.  I'll have to give it more thought before heading back, rod of destruction in hand, to deal with that ghost moth and descend to the final level.  In preparation for the orb run, I dropped the runes and a few emergency items on the entry stairs of Lair:1.&lt;br /&gt;
&lt;br /&gt;
As for grabbing the orb... I could clear out the chamber and hope my Kiku piety holds out long enough to keep recharging my MP.  Or I can try the repeated teleport trick, using Intoxication on the [[Orb Guardian]]s once I'm in the main chamber.  I have four wands of teleportation (with 1, 3, 4, and an unknown number of charges) and about 14 scrolls, so I should be able to make it near the orb and still have enough left to avoid things on the way up.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL27-2011-07-13-2.txt Zot:5 part 1]==&lt;br /&gt;
I took my staff of channeling with me on my way back to Zot, so I have a way to recharge without eating further into my now quite low piety.  It's much slower than Sublimation, though, so I'm still chopping up the corpses as I get them.  The ghost moth died to an orb followed by mystic blast; I didn't even need the rod.  I finished clearing Zot:4 and went down the stairs.&lt;br /&gt;
&lt;br /&gt;
On [[Zot:5]], I first explored and cleared the random portion of the level, drawing monsters up the stairs by ones and twos.  After that, I walked quietly into the antechamber, zapped one of the orb guardians with IMB, cast intoxication, and ran.  This let me fight the guardians (mostly) one at a time, alternating confusing and draining, and running upstairs when I needed a recharge of mana.  One of those times I ran upstairs, a tentacled monstrosity was waiting for me.  They're not normally too bad if you can keep your distance, but I was low on health and even lower on mana.  I got away, but had to use a number of charges of healing.  With the central orb guardians taken care of, I summoned up some shadow creatures and headed for the left passage.  As soon as monsters came into sight (an [[ancient lich]] and an orb of fire) I used my last charge from the wand of hasting, read a scroll of fog, and ran, summoning up creatures to cover my path.  They managed to kill the ancient lich without my having to deal with it.  A [[Killer Klown|killer klown]] apparently also followed, so I confused and drained it, but not before taking a few more points of rot as one of its random effects.  I repeated the process with the orb chamber, and this time the shadow monsters killed the orb of fire (or maybe a different one; I see two &amp;quot;Noticed an orb of fire&amp;quot; notes on Zot:5) and another ancient lich.  &lt;br /&gt;
&lt;br /&gt;
At this point I was running low on food because of all the channeling, and noticed I had gained a level of [[Spellcasting]] (not to mention three levels of Evocations from all the channeling).  I went back to the stash for what will probably be the last time, and memorized [[Haste]].  One spell level is left; I think I may spend that on Magic Dart so I have a long-range, fairly quiet, monster drawer.  &lt;br /&gt;
&lt;br /&gt;
It seems like I've settled on the slow and methodical approach to the Orb chamber.  Unless some significant problem presents itself, I'm likely to clear half of it then try to lure the guardians out of the inner chamber.  Once the orb is in hand, a ring of [[teleport control]] will get me out of there.  I just have to be sure not to make any stupid mistakes again, as my margin of error is getting quite thin.  The important thing is making sure I always have enough free MP for Borgnjor, even if that's a 1/4 reduction in the number of spells I can cast before having to recharge MP.  The wand of healing just isn't fast enough to save me from two orb guardians at once.&lt;br /&gt;
&lt;br /&gt;
==Interlude==&lt;br /&gt;
I entered Zot:5 at turn 162589.  Taking a look back:&lt;br /&gt;
* Half the game ago I was at XP level 19, clearing out Vault:6 and just about to learn Haunt.  My max HP was 21 higher then (12 higher if you don't count the rot), and my max MP 7 higher.  Ouch.  Part of the loss was from gaining both Frail and Low MP, but a large chunk was lost to recharging or Borgnjor.&lt;br /&gt;
* One-third of the way through the game I was level 16, clearing Snake:5.&lt;br /&gt;
* One quarter of the way, I was at level 15 and doing the Bailey (the only portal branch I found in time) as part of clearing Orc:4.&lt;br /&gt;
&lt;br /&gt;
I have 1.34 million XP:&lt;br /&gt;
* Half of my XP ago, I was clearing Vault:8.&lt;br /&gt;
* When I had 1/3 the XP I do now, I was clearing Elf:5.&lt;br /&gt;
* When I had 1/4 the XP, I was on Vault:5 or so.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-ORB-2011-07-13.txt Yoink!]==&lt;br /&gt;
&lt;br /&gt;
I memorized [[Magic Dart]] and made my way back down, heart thumping the whole time.  Once I was in the antechamber, I followed my plan: receive and butcher a few corpses (putting my piety down to one star), summon up some [[Shadow Creatures]], haste myself, recharge mana with a chunk, and head left.  Only an ancient lich and a dragon remained in this room; the former was dispelled and the latter drained.  Then an orb of fire appeared around the corner.  I recalled my allies, haunted the orb, read a scroll of fog, and ran in the other direction.  I took a few more mutations (weak, and another level of frail and clumsy).&lt;br /&gt;
&lt;br /&gt;
In the next room (adjoining the inner chamber) there was nothing much left but a storm dragon, who provided some needed HP.  Apparently everything else had already fallen in the first room.  I crept up slowly (well, quickly, actually, but stealthily at least) until I could see a single orb guardian.  I zapped it with magic &amp;lt;s&amp;gt;missile&amp;lt;/s&amp;gt; dart, renewed my haste and shadow creatures, and ran.  It followed, but was swamped by the dragons and draconians.  About this time, my glow discharged twice few times and I received two more mutations: weak and another frail!  My body is a wreck, with max HP now 99 '''before''' the rot.&lt;br /&gt;
&lt;br /&gt;
I repeated with each successive orb guardian, though they were starting to wake so I would often get two at a time.  I assisted my summons from a distance when I could get a clear shot.  Then, as I was low on mana and about to run for it, one of my &amp;quot;friendly&amp;quot; moths of wrath did the unthinkable and berserked the orb guardian.  I hasted, spending most of my mana, and ran, hoping that I would recharge enough before it caught up with me.  It got one hit in on me before I got four mana and cast intoxicate.  I managed to get to the stairs before it caught up, recharged, and dealt with it easily once its berserk had worn off.&lt;br /&gt;
&lt;br /&gt;
After a few iterations of guardian-baiting, I walked up to the inner chamber and no creatures greeted me.  It was just me, my summons, and a big purple orb.  I channeled mana just in case, picked it up, put on my ring of teleport control, read a scroll, and hoped it would kick in before anything nasty showed up to investigate the shriek.  It did; I went to the upstairs and escaped Zot:5 with the orb in hand.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-WIN-2011-07-13.txt The Orb Run]==&lt;br /&gt;
On the way back up to the endgame stash, I didn't encounter much.  I usually walked from stair to stair unless that would require crossing the whole level; I used the wand of digging when it would save me some walking.  Semicontrolled blink got me away from what creatures I did encounter, including some hell hounds, various demons, and a few large abominations.  I did stick around to drain a few living creatures to keep my hit points up, but that wasn't necessary for the most part.  I encountered a pan lord on D:14 (a nasty open level), but blinked away before he could do anything but summon a few demons.  From D:12 I stopped by the Lair to pick up a [[lantern of shadows]] and the runes from my endgame stash; none of the other things there seemed necessary, since I had at least seven teleports left and could recharge a wand if absolutely necessary.  I kept the lantern wielded, with the ghosts blocking the way for anything that tried to chase me.  On D:3 my shadows killed a player ghost I had run from long, long, ago; it took me a second before I even noticed, since all &amp;quot;p&amp;quot;s look alike with the lantern wielded.  I hit level 1 and checked the map; it would be about twenty steps to the nearest hatch, but there would be two blind corners, and who knows what I might run into.  I walked around the first corner, saw nothing.  Took about five more steps, rounded the last corner. . . and nothing in sight but my phantoms and an escape hatch.  I walked over and headed up, glad to leave this accursed place behind forever.  Hopefully they have some potions of cure mutation back in town.&lt;br /&gt;
&lt;br /&gt;
  1. 1205846 Neil the Eclecticist (level 27, 82/94 (99) HPs)&lt;br /&gt;
             Began as a Deep Dwarf Necromancer on July 7, 2011.&lt;br /&gt;
             Was a Follower of Kikubaaqudgha.&lt;br /&gt;
             Escaped with the Orb&lt;br /&gt;
             ... and 3 runes (of 3 types) on July 13, 2011!&lt;br /&gt;
             &lt;br /&gt;
             The game lasted 1day 02:38:42 (170153 turns).&lt;br /&gt;
&lt;br /&gt;
The whole thing took about a week of real time, with what must have been four or five hours a day of play.&lt;br /&gt;
&lt;br /&gt;
* [http://s-z.org/neil/crawl/DDNe-Kiku-WIN-2011-07-13.txt Character dump].&lt;br /&gt;
* [http://s-z.org/neil/crawl/DDNe-Kiku-WIN-2011-07-13.lst Item list].  The main stash is at (6, 46, Lair:2), and the endgame stash at (0, 0, Lair:1)&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Current_projects/0.10_update_project&amp;diff=24204</id>
		<title>Current projects/0.10 update project</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Current_projects/0.10_update_project&amp;diff=24204"/>
				<updated>2014-01-03T15:39:22Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
The goal of this project is to go through the updates and &amp;lt;s&amp;gt;cross out&amp;lt;/s&amp;gt; lines once they have been incorporated into the appropriate wiki page. &lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
* [[User:Flun]]&lt;br /&gt;
* [[User:Flaming Corpse]] (updating all monster pages, sporadic other work)&lt;br /&gt;
* [[User:ToBeFree|ToBeFree]]&lt;br /&gt;
* [[User:MoogleDan]]&lt;br /&gt;
* ''Add name here''&lt;br /&gt;
&lt;br /&gt;
===TODO===&lt;br /&gt;
* Add history subsections to the god pages since changes were pretty significant.&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
&lt;br /&gt;
Stone Soup 0.10 (20120216)&lt;br /&gt;
&lt;br /&gt;
===0.10 Highlights (Done)===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;New species: [[Octopode]]s, sentient land-capable octopuses.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Skill training system reworked. Dancing is really gone this time!&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;All [[polearm]]s have reaching&amp;lt;/s&amp;gt;.&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Constriction]] (nagas, octopodes, some snakes, tentacled monstrosities).&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;New version of the [[Abyss]].&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Branches, portal vaults, levels===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Remove [[the Hive]].&amp;lt;/s&amp;gt; Guarantee some limited food supply in the dungeon.&lt;br /&gt;
* &amp;lt;s&amp;gt;Completely reworked Abyss: it now morphs continuously over time, is mappable,and extends infinitely in all directions.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Most abyssal runes are in special vaults.&lt;br /&gt;
* Escaping the Abyss returns to place of banishment.&lt;br /&gt;
* Ziggurats have much more colourful holy levels.&lt;br /&gt;
* Ziggurats: spriggan levels.&lt;br /&gt;
* Pan monster set tweaked.&lt;br /&gt;
* More Volcano portal vaults.&lt;br /&gt;
* &amp;lt;s&amp;gt;Web &amp;quot;traps&amp;quot;, can briefly entangle those caught.&amp;lt;/s&amp;gt;&lt;br /&gt;
* A &amp;quot;twisting cavern&amp;quot; map layout.&lt;br /&gt;
 :I checked the des files, it's randomly generated from lua code to draw a fixed-width passage made of brown rock and occasionally green crystal. --[[User:Palin|Palin]] 10:03, 23 February 2012 (UTC)&lt;br /&gt;
* Many vaults, including large altar vaults, Abyss vaults, Pan Lord maps,and several branch endings.&lt;br /&gt;
* A number of branches have a completely new set of tiles: Snake Pit,Labyrinth, Vestibule of Hell, Crypt, Dis, Tartarus, Cocytus, Pandemonium.&lt;br /&gt;
* The chance of getting a unique Pandemonium level increases for each level of Pan you visit.&lt;br /&gt;
&lt;br /&gt;
===Gods (Done)===&lt;br /&gt;
* &amp;lt;s&amp;gt;Ammo gifts can include large rocks and javelins.&lt;br /&gt;
* Lugonu accepts kills of demons.&lt;br /&gt;
* Cheibriados loses the &amp;quot;Make Ponderous&amp;quot; invocation, slows you down all the time depending on piety.&lt;br /&gt;
* Cheibriados can slow down Abyss morphing and Orb run monster spawns.&lt;br /&gt;
* New Cheibriados ability: Temporal Distortion, moves nearby monsters forwards in time a few turns.&lt;br /&gt;
* Cheibriados doesn't grant resistances anymore.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Makhleb's powers use Health instead of Magic.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Makhleb gives more Health for killing but no Magic anymore.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Makhleb's Greater Destruction costs less piety.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Zin followers pay mandatory tithe for piety. No more piety for waiting.&lt;br /&gt;
* Zin takes some gold upon conversion; this gives more piety than donation.&lt;br /&gt;
* Zin's Vitalisation is proactive, protecting from all bad statuses.&lt;br /&gt;
* Prayer to Zin doesn't provide feeding, Vitalisation gives satiation instead.&lt;br /&gt;
* Zin's Imprison duration increased.&lt;br /&gt;
* TSO: piety decays; gain piety for spotting non-evil monsters.&lt;br /&gt;
* Elyvilon: piety decays; piety for pacifications doubled.&lt;br /&gt;
* Elyvilon has piety loss for ally deaths instead of penance.&lt;br /&gt;
* Elyvilon doesn't grant piety for non-evil weapons past *** (even if you drop lower later!). Evil weapons get identified on sight.&lt;br /&gt;
* Deaths of plants and non-living beings no longer count as friend deaths for god conduct purposes.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Species===&lt;br /&gt;
* &amp;lt;s&amp;gt;Octopodes: sentient octopuses that can wear eight rings.&lt;br /&gt;
* Draconians cannot wear body armour anymore, can wear gloves and boots.&lt;br /&gt;
* Centaurs can survive longer on vegetarian food.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Felids gain lives every three levels.&lt;br /&gt;
* Minotaurs instinctively retaliate in melee.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;New Demonspawn mutations: Foul Stench, Ignite Blood, and Augmentation.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Kenku are now called Tengu, and get more MP.&lt;br /&gt;
* Mountain Dwarves are no more.&lt;br /&gt;
* Minotaur and Hill Orc aptitudes are a lot better.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Character===&lt;br /&gt;
* &amp;lt;s&amp;gt;Wild Magic mutation: reduced spell success, increased power.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Evolution mutation: extra mutations as time passes.&lt;br /&gt;
* Always gain partial nutrition from brown chunks.&lt;br /&gt;
* &amp;lt;s&amp;gt;Bad food causes nausea instead of sickness.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Non-full carnivores cannot eat up to &amp;quot;engorged&amp;quot; without gourmand.&amp;lt;/s&amp;gt;&lt;br /&gt;
* A little score increase from runes for non-winners.&lt;br /&gt;
* &amp;lt;s&amp;gt;Poison resistance is only 90% effective.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spells (Done)===&lt;br /&gt;
* &amp;lt;s&amp;gt;New spell: [[Beastly Appendage]] (Transmutation 1).&lt;br /&gt;
* Flame Tongue has slightly longer range.&lt;br /&gt;
* Removed: Maxwell's Silver Hammer, Levitate.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Abjuration becomes single-target. The old version (Mass Abj.) is available as a new level 6 spell.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Swiftness and Flight no longer give an extra boost when cast together.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Swiftness halves stealth and makes it harder to detect traps.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Flight lowered to level 3, Dragon Form lowered to level 7.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Dispel Undead raised to level 5.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Summoned Ugly Things are now always friendly.&lt;br /&gt;
* Shadow Creatures don't last as long anymore.&lt;br /&gt;
* Tornado's damage has been slightly improved.&lt;br /&gt;
* Conjure Ball Lightning improved, ball lightnings explode when their duration expires.&lt;br /&gt;
* Mephitic Cloud and Evaporate don't guarantee a 3x3 cloud anymore.&lt;br /&gt;
* Recasting a transformation is no worse than the original cast.&lt;br /&gt;
* Animate Dead animates stacks.&lt;br /&gt;
* Lee's Rapid Deconstruction: prevent abuse, improve targeting.&lt;br /&gt;
* Summon Greater Demon only has tier 1 demons turn hostile over time.&lt;br /&gt;
* Spider form is susceptible to poison.&lt;br /&gt;
* Shatter doesn't work through walls, unless it manages to destroy them.&lt;br /&gt;
* No spells work through glass or trees anymore.&lt;br /&gt;
* Metabolic Englaciation slows down enemies.&lt;br /&gt;
* Twisted Resurrection is improved: corpses merge into abominations on their own without needing to be stacked.&lt;br /&gt;
* Alistair's Intoxication is less reliable, depends on spell power.&lt;br /&gt;
* Boost the effective power of some hexes: Corona, Slow, Mass Confusion,Cause Fear, Control Undead.&lt;br /&gt;
* Olgreb's Toxic Radiance is more effective at high spell power.&lt;br /&gt;
* Confusing Touch is less reliable.&lt;br /&gt;
* Inner Flame leaves clouds of fire when an affected monster explodes.&lt;br /&gt;
* Passage of Golubria creates two portals when cast, and allows more than two portals to exist simultaneously.&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Backgrounds (Done)===&lt;br /&gt;
* &amp;lt;s&amp;gt;Arcane Marksmen are back, with a Hex-based spellbook.&lt;br /&gt;
* Artificers get a weaker staff and skills, but an extra wand.&lt;br /&gt;
* Transmuters lose Fulsome Destillation and Evaporate, gain Beastly Appendage.&lt;br /&gt;
* Necromancers lose Dispel Undead, gain Control Undead.&lt;br /&gt;
* Monks get ** piety upon taking on their first god.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
* Non-integer values of a skill matter.&lt;br /&gt;
* Add skill training restrictions instead of requiring victory dance-style usage of unknown skills.&lt;br /&gt;
* Stealth skill is no longer heavily discounted.&lt;br /&gt;
&lt;br /&gt;
===Interface (Done)===&lt;br /&gt;
* &amp;lt;s&amp;gt;Experience points are no longer shown directly, just a percentage to the next level.&lt;br /&gt;
* Throwable starting weapons are autoinscribed with &amp;quot;=f&amp;quot;.&lt;br /&gt;
* Leaving an unique Pan level without the rune asks for confirmation.&lt;br /&gt;
* Uniques and player ghosts annotate the level on the overview screen.&lt;br /&gt;
* New character dump options: spell_usage, which counts spells you have cast,and action_counts, which also counts non-spell actions.&lt;br /&gt;
* Ctrl-W toggles weight display in inventory and dropping menu.&lt;br /&gt;
* Better ?/G and ?/B menus.&lt;br /&gt;
* Spell success adjectives are replaced with failure rate percentages. Failure rates are coloured based on potential miscast severity.&lt;br /&gt;
* Many new monster descriptions and quotes.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
* &amp;lt;s&amp;gt;Ignacio no longer uses Torment, and he'll appear repeatedly until killed.&lt;br /&gt;
* New monster: profane servitor - an angel corrupted by Yredelemnul (undead).&lt;br /&gt;
* New monster: blizzard demon - a cold/air rank 2 demon.&amp;lt;/s&amp;gt;&lt;br /&gt;
* New holy monsters: silver star, cherub, &amp;lt;s&amp;gt;phoenix&amp;lt;/s&amp;gt;, paladin, seraph.&lt;br /&gt;
* &amp;lt;s&amp;gt;Removed: giant toads, vipers, blue deaths.&lt;br /&gt;
* Renamed: Fiend -&amp;gt; Brimstone Fiend, Imp -&amp;gt; Crimson Imp.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Reorganized demon ranks, moving easier 1s to 2s.&lt;br /&gt;
* &amp;lt;s&amp;gt;Feature mimics may now masquerade as most features.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Item mimics can move once revealed&amp;lt;/s&amp;gt;.&lt;br /&gt;
* Monsters will retreat when hit from behind an obstacle they can't walk around.&lt;br /&gt;
* &amp;lt;s&amp;gt;Unique Pandemonium lords can hunt you on the Orb run if you've stolen their runes. Violate the 5th Commandment, not the 7th!&amp;lt;/s&amp;gt;&lt;br /&gt;
* Monsters cast emergency spells more often.&lt;br /&gt;
* Breath timeout for dragons, draconians, drakes.&lt;br /&gt;
* Most monster summoning spells toned down slightly.&lt;br /&gt;
* Monsters flee at lower health thresholds, and less predictably.&lt;br /&gt;
* &amp;lt;s&amp;gt;Queen bees can send nearby killer bees berserk.&lt;br /&gt;
* Killer bee larvae turn into killer bees if they eat honeycombs or royal jellies.&amp;lt;/s&amp;gt;&lt;br /&gt;
* All abominations are now both demonic and undead.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
* &amp;lt;s&amp;gt;Slaying works like weapon enchantments&amp;lt;/s&amp;gt;.&lt;br /&gt;
* Acquirement allows choosing missiles.&lt;br /&gt;
* &amp;lt;s&amp;gt;Nagas and Centaurs get far better chances to acquire bardings&amp;lt;/s&amp;gt;.&lt;br /&gt;
* Staff acquirement is more random.&lt;br /&gt;
* Miscellaneous item acquirement gives better decks.&lt;br /&gt;
* Weapon acquirement avoids useless weapon types.&lt;br /&gt;
* Misc items start identified when there are no doubts about them.&lt;br /&gt;
* &amp;lt;s&amp;gt;The Orb of Zot has a slightly mutagenic glow and reduces stealth&amp;lt;/s&amp;gt;.&lt;br /&gt;
* The Crusade card can no longer give you permanent allies.&lt;br /&gt;
* &amp;lt;s&amp;gt;All polearms have the reaching brand built in&amp;lt;/s&amp;gt;.&lt;br /&gt;
* Quarterstaves are split into two weapons: weak &amp;quot;staff&amp;quot; and good&amp;quot;quarterstaff&amp;quot;. Gladiators and Priests get to start with the latter.&lt;br /&gt;
* Common two-handed weapons are easier to use effectively.&lt;br /&gt;
* Several new fixed artefacts: lightning scales, Black Knight's horse barding, ring of Vitality, autumn katana, shillelagh &amp;quot;Devastator&amp;quot;, dragonskin cloak, rings of the Octopus King.&lt;br /&gt;
* The Sceptre of Asmodeus can be evoked for temporary charmed unabjurable demons (instead of random conjurations or hostile demons).&lt;br /&gt;
* &amp;lt;s&amp;gt;Scrolls of enchant and vorpalise weapon are always identified upon use.&lt;br /&gt;
* Amulet of guardian spirit draws from HP and MP simultaneously.&lt;br /&gt;
* Remove crystal balls of seeing.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Crystal ball of energy restores less MP but has less severe failure effects.&lt;br /&gt;
* Scroll of magic mapping detects secret doors.&lt;br /&gt;
* Tomb card is rarer.&lt;br /&gt;
* Portal card does not give instant teleports.&lt;br /&gt;
* Early weapons tend to be better.&lt;br /&gt;
* &amp;lt;s&amp;gt;Rename potion of healing to potion of curing.&lt;br /&gt;
* Rename wand of healing to wand of heal wounds.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Known properties of unique enemies' gear are pre-identified.&lt;br /&gt;
* &amp;lt;s&amp;gt;Medium armour is better.&lt;br /&gt;
* Banded mail is no more, plate mail has been renamed to plate armour.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Webtiles (Done) ===&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster list.&lt;br /&gt;
* Webtiles games create a ttyrec, allowing them to be watched from SSH.&lt;br /&gt;
* Scale cells for small screens.&lt;br /&gt;
* &amp;quot;Glyph mode&amp;quot; which shows letters instead of tiles.&lt;br /&gt;
* Tiles in menus; Menus are sized according to each spectator's window, and spectators can scroll independently.&lt;br /&gt;
* Improvements to the lobby: show gods, allow sorting on XL/Character/Level, and show milestones.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zot Defence===&lt;br /&gt;
* You can now choose which map to play on.&lt;br /&gt;
* Disable useless gods.&lt;br /&gt;
* Disable hunger, except for Vampires.&lt;br /&gt;
* Creating altar asks for god, at much higher ability cost.&lt;br /&gt;
* Start with some consumables (as in Sprint) to make the early game a little easier.&lt;br /&gt;
&lt;br /&gt;
===Technical (Done)===&lt;br /&gt;
* &amp;lt;s&amp;gt;Tarballs use xz rather than bz2 compression.&lt;br /&gt;
* Wizard mode is compiled in by default unless you specify NOWIZARD=y.&lt;br /&gt;
* Custom shops can be used in vaults.&lt;br /&gt;
* Multithreading, currently only to speed up database loading.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
[[Category:Maintenance]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Negative_energy&amp;diff=24197</id>
		<title>Negative energy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Negative_energy&amp;diff=24197"/>
				<updated>2014-01-03T04:32:09Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;border: 1px solid #33A240; background-color: #9f9; border-left: 15px solid #33A240; margin-bottom: 20px; width: 100%; padding: 4px 10px; line-height: 1.1em; width: auto;&amp;quot;&amp;gt;'''''Version [[0.13]]''': This article is up to date for the latest stable release of Crawl.''&amp;lt;/div&amp;gt;&lt;br /&gt;
'''Negative energy''' is one of the most common elemental forces you will encounter as you explore the [[Dungeon]]. Both players and monsters can take advantage of negative energy through spells or specially [[brand]]ed weapons, though some monsters also possess innate negative energy abilities.&lt;br /&gt;
&lt;br /&gt;
==Negative Energy Damage==&lt;br /&gt;
The effects of negative energy damage are far more complicated than most other elemental types, simply because each source functions in a very different way. For instance, the [[Pain (brand)|pain]] [[brand]] and [[Pain]] spell simply deal damage to the target. [[Agony]] cuts the target's current [[HP]] in half. [[Bolt of Draining]], the [[Draining (brand)|draining]] brand, and other [[draining]] attacks deal damage and also inflict the drained status, lowering skills until more experience is acquired. Weapons of [[vampiricism]] utilize negative energy to steal HP, even if they don't deal any extra damage. Even defenses against these abilities varies from source to source: some can be negated with high [[magic resistance]], some by a single rank of [[negative energy resistance]], and some require three to be fully stopped.&lt;br /&gt;
&lt;br /&gt;
[[Torment]] is similar in some ways to negative energy, but is much harder to protect against and is capable of wreaking havoc on unprepared characters. See its own article for more details.&lt;br /&gt;
&lt;br /&gt;
==Negative Energy Sources==&lt;br /&gt;
It is relatively easy for characters to gain access to sources of negative energy damage. Most character types can benefit from common [[Draining (brand)|Draining]]-branded weapons, which deal additional negative energy damage on top of their normal physical damage and also permanently weaken the target (but cause them to be worth slightly less XP). Other less common negative energy weapon brands include [[Pain (brand)|pain]] (deals flat negative energy damage based on your [[Necromancy]] skill) and [[vampiricism]] (gives half the damage you deal back to you as healing).&lt;br /&gt;
&lt;br /&gt;
Zapping a [[wand of draining]] allows almost any character to inflict negative energy damage at range, softening up threats from a distance or killing them outright. The additional [[draining]] effect makes this a fantastic choice against overwhelming natural monsters such as [[hydra]]s or most dragons.&lt;br /&gt;
&lt;br /&gt;
The [[Necromancy]] school is also available to [[necromancer]]s or any character with [[spellcasting]] capabilities and an appropriate [[book]]. This school offers an extremely diverse variety of uses, such as healing, direct damage, and [[undead]] creation/destruction.&lt;br /&gt;
&lt;br /&gt;
Any character that worships a [[good god]] should avoid using negative energy, as these gods are offended by it.&lt;br /&gt;
&lt;br /&gt;
==Negative Energy Resistance==&lt;br /&gt;
The negative energy resistance [[intrinsic]] (also known as [[life protection]] or rN+) significantly reduces or completely negates the effects of negative energy attacks you receive. Those attacks and effects which aren't fully negated with a single rank are reduced by 33.3% per rank. All sources of negative energy resistance stack, and there are a number of sources:&lt;br /&gt;
*[[Demonspawn mutations#Negative Energy Resistance|Negative Energy Resistance]] [[demonspawn mutation]]: rN+/rank&lt;br /&gt;
*[[Pearl dragon armour]]: rN+&lt;br /&gt;
*[[Amulet of warding]]: rN+&lt;br /&gt;
*Armour of [[positive energy (ego)|positive energy]]: rN+&lt;br /&gt;
*[[Staff of death]]: rN+&lt;br /&gt;
*[[Ring of life protection]]: rN+&lt;br /&gt;
*[[Tiamat]]'s [[dragonskin cloak]] (50% chance per attack of rN+)&lt;br /&gt;
*[[Randart]]s: rN+ or very rarely rN++ (only possible on artefact amulets of warding)&lt;br /&gt;
*[[Statue Form]]: rN+&lt;br /&gt;
*[[Necromutation]]: rN+++&lt;br /&gt;
*Playing a [[ghoul]] or [[mummy]]: rN+++&lt;br /&gt;
*Playing a vampire (depends on [[hunger]] level): rN+ - rN+++&lt;br /&gt;
*Worshiping [[the Shining One]] (depends on [[piety]]): rN+ - rN+++&lt;br /&gt;
*MONSTERS ONLY: All monsters that are not [[natural]] are immune to negative energy. None naturally possess partial negative energy resistance, although they may gain it by wearing items that grant it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.13]] draining attacks were changed to inflict a temporary reduction in all skill levels which can be removed by gaining XP, and the negative energy resistance will reduce damage by 50/75/100%. Several bugs related to the implementation of rN+ for monsters were fixed.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[:Category:Negative energy resistance|List of negative energy resistant monsters]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Negative_energy&amp;diff=24196</id>
		<title>Negative energy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Negative_energy&amp;diff=24196"/>
				<updated>2014-01-03T04:30:23Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: /* Negative Energy Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
'''Negative energy''' is one of the most common elemental forces you will encounter as you explore the [[Dungeon]]. Both players and monsters can take advantage of negative energy through spells or specially [[brand]]ed weapons, though some monsters also possess innate negative energy abilities.&lt;br /&gt;
&lt;br /&gt;
==Negative Energy Damage==&lt;br /&gt;
The effects of negative energy damage are far more complicated than most other elemental types, simply because each source functions in a very different way. For instance, the [[Pain (brand)|pain]] [[brand]] and [[Pain]] spell simply deal damage to the target. [[Agony]] cuts the target's current [[HP]] in half. [[Bolt of Draining]], the [[Draining (brand)|draining]] brand, and other [[draining]] attacks deal damage and also inflict the drained status, lowering skills until more experience is acquired. Weapons of [[vampiricism]] utilize negative energy to steal HP, even if they don't deal any extra damage. Even defenses against these abilities varies from source to source: some can be negated with high [[magic resistance]], some by a single rank of [[negative energy resistance]], and some require three to be fully stopped.&lt;br /&gt;
&lt;br /&gt;
[[Torment]] is similar in some ways to negative energy, but is much harder to protect against and is capable of wreaking havoc on unprepared characters. See its own article for more details.&lt;br /&gt;
&lt;br /&gt;
==Negative Energy Sources==&lt;br /&gt;
It is relatively easy for characters to gain access to sources of negative energy damage. Most character types can benefit from common [[Draining (brand)|Draining]]-branded weapons, which deal additional negative energy damage on top of their normal physical damage and also permanently weaken the target (but cause them to be worth slightly less XP). Other less common negative energy weapon brands include [[Pain (brand)|pain]] (deals flat negative energy damage based on your [[Necromancy]] skill) and [[vampiricism]] (gives half the damage you deal back to you as healing).&lt;br /&gt;
&lt;br /&gt;
Zapping a [[wand of draining]] allows almost any character to inflict negative energy damage at range, softening up threats from a distance or killing them outright. The additional [[draining]] effect makes this a fantastic choice against overwhelming natural monsters such as [[hydra]]s or most dragons.&lt;br /&gt;
&lt;br /&gt;
The [[Necromancy]] school is also available to [[necromancer]]s or any character with [[spellcasting]] capabilities and an appropriate [[book]]. This school offers an extremely diverse variety of uses, such as healing, direct damage, and [[undead]] creation/destruction.&lt;br /&gt;
&lt;br /&gt;
Any character that worships a [[good god]] should avoid using negative energy, as these gods are offended by it.&lt;br /&gt;
&lt;br /&gt;
==Negative Energy Resistance==&lt;br /&gt;
The negative energy resistance [[intrinsic]] (also known as [[life protection]] or rN+) significantly reduces or completely negates the effects of negative energy attacks you receive. Those attacks and effects which aren't fully negated with a single rank are reduced by 33.3% per rank. All sources of negative energy resistance stack, and there are a number of sources:&lt;br /&gt;
*[[Demonspawn mutations#Negative Energy Resistance|Negative Energy Resistance]] [[demonspawn mutation]]: rN+/rank&lt;br /&gt;
*[[Pearl dragon armour]]: rN+&lt;br /&gt;
*[[Amulet of warding]]: rN+&lt;br /&gt;
*Armour of [[positive energy (ego)|positive energy]]: rN+&lt;br /&gt;
*[[Staff of death]]: rN+&lt;br /&gt;
*[[Ring of life protection]]: rN+&lt;br /&gt;
*[[Tiamat]]'s [[dragonskin cloak]] (50% chance per attack of rN+)&lt;br /&gt;
*[[Randart]]s: rN+ or very rarely rN++ (only possible on artefact amulets of warding)&lt;br /&gt;
*[[Statue Form]]: rN+&lt;br /&gt;
*[[Necromutation]]: rN+++&lt;br /&gt;
*Playing a [[ghoul]] or [[mummy]]: rN+++&lt;br /&gt;
*Playing a vampire (depends on [[hunger]] level): rN+ - rN+++&lt;br /&gt;
*Worshiping [[the Shining One]] (depends on [[piety]]): rN+ - rN+++&lt;br /&gt;
*MONSTERS ONLY: All monsters that are not [[natural]] are immune to negative energy. None naturally possess partial negative energy resistance, although they may gain it by wearing items that grant it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.13]] draining attacks will inflict a temporary reduction in all skill levels which can be removed by gaining XP, and the negative energy resistance will reduce damage by 50/75/100%. Several bugs related to the implementation of rN+ for monsters will be fixed.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[:Category:Negative energy resistance|List of negative energy resistant monsters]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Traps_%26_Doors&amp;diff=24195</id>
		<title>Traps &amp; Doors</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Traps_%26_Doors&amp;diff=24195"/>
				<updated>2014-01-03T04:26:24Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Obsolete}}&lt;br /&gt;
''For the current version of this skill, see [[Traps]].''&lt;br /&gt;
&lt;br /&gt;
'''Traps &amp;amp; Doors''' was the skill that let you detect and disarm [[trap]]s (hold CTRL while moving in the direction of the trap; not all traps can be disarmed) as well as find hidden [[door]]s. Higher skill lets you disarm traps with a better chance of success and detect traps before stepping on them. Most players would want to eventually train in this skill to avoid the deadly [[Zot trap]]s of the deeper floors.&lt;br /&gt;
&lt;br /&gt;
Traps &amp;amp; Doors could always be trained.&lt;br /&gt;
&lt;br /&gt;
==Traps &amp;amp; Doors Aptitudes==&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] [[0.10.1]] in-game documentation:&lt;br /&gt;
&lt;br /&gt;
{{RaceApt&lt;br /&gt;
|Hu=&amp;lt;nowiki&amp;gt;0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Fe=&amp;lt;nowiki&amp;gt;2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Ce=&amp;lt;nowiki&amp;gt;-2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Dg=&amp;lt;nowiki&amp;gt;-1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Ds=&amp;lt;nowiki&amp;gt;-1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Dr=&amp;lt;nowiki&amp;gt;0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|DD=&amp;lt;nowiki&amp;gt;1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|DE=&amp;lt;nowiki&amp;gt;0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|HE=&amp;lt;nowiki&amp;gt;0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|SE=&amp;lt;nowiki&amp;gt;0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Gh=&amp;lt;nowiki&amp;gt;-1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Ha=&amp;lt;nowiki&amp;gt;0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Ko=&amp;lt;nowiki&amp;gt;0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Mf=&amp;lt;nowiki&amp;gt;-1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Mi=&amp;lt;nowiki&amp;gt;0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Mu=&amp;lt;nowiki&amp;gt;-2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Na=&amp;lt;nowiki&amp;gt;0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Op=&amp;lt;nowiki&amp;gt;1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Og=&amp;lt;nowiki&amp;gt;-2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|HO=&amp;lt;nowiki&amp;gt;0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Sp=&amp;lt;nowiki&amp;gt;3&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Te=&amp;lt;nowiki&amp;gt;0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Tr=&amp;lt;nowiki&amp;gt;-4&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Vp=&amp;lt;nowiki&amp;gt;0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.12]], hidden doors were removed from the game. As a result, the name of this skill was changed to [[Traps]].  In [[0.13]] the skill was removed entirely. Instead, traps are detected based on experience, and secret doors are no more.&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Survival]]&lt;br /&gt;
[[Category:Traps]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Element&amp;diff=24194</id>
		<title>Element</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Element&amp;diff=24194"/>
				<updated>2014-01-03T04:21:42Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: /* Elemental monsters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''element''' is one of four classes of natural phenomena.&lt;br /&gt;
&lt;br /&gt;
The four elements are [[Fire Magic|Fire]], [[Ice Magic|Ice]], [[Air Magic|Air]], and [[Earth Magic|Earth]].&lt;br /&gt;
&lt;br /&gt;
[[Crawl]]'s documentation suggests that Ice may be a specific form of the Water element; however, in the game, water magic is a lost and unknown magic.&lt;br /&gt;
&lt;br /&gt;
==Elemental magic==&lt;br /&gt;
&lt;br /&gt;
Each of the elements has a [[spell school]] associated with it, and a person who specializes in elemental magic is called an Elementalist. There are four playable Elementalist classes, one for each element:&lt;br /&gt;
* [[Fire Elementalist]]&lt;br /&gt;
* [[Ice Elementalist]]&lt;br /&gt;
* [[Air Elementalist]]&lt;br /&gt;
* [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Elemental schools have specific oppositions:&lt;br /&gt;
* Fire opposes Ice, and vice versa&lt;br /&gt;
* Air opposes Earth, and vice versa&lt;br /&gt;
&lt;br /&gt;
A player specializing in one element will have difficulty [[skill|learning]] the opposing element, equivalent to a -4 [[aptitude]] penalty or [[malus]].&lt;br /&gt;
&lt;br /&gt;
Besides affecting [[spell power]] and [[spell success|success]], elemental magic skills also help with controlling summoned elementals (from both the [[Summon Elemental]] spell and [[evocable items#Summoning items|summoning items]]), and increase the bonus melee damage from the corresponding [[magical staff]]. Wielding a magical staff in an elemental skill also boosts the power of that school's spells.&lt;br /&gt;
&lt;br /&gt;
==Elemental monsters==&lt;br /&gt;
These are monsters whose existence is associated with an element.  Any of them can be summoned by the level 4 [[Summonings]] spell [[Summon Elemental]], or by its associated summoning item:&lt;br /&gt;
*{{Yellow|E}} [[File:Fire_elemental.png]] [[Fire elemental]], created by a [[lamp of fire]]&lt;br /&gt;
*{{Blue|E}} [[File:Water_elemental.png]] [[Water elemental]], created by a [[phial of floods]]&lt;br /&gt;
*{{Brown|E}} [[File:Earth_elemental.png]] [[Earth elemental]], created by a [[stone of tremors]]&lt;br /&gt;
*{{LightGrey|E}} [[File:Air_elemental.png]] [[Air elemental]], created by an [[fan of gales]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In earlier versions, a player specializing in one element would also have difficulty with the other three elemental schools.&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Element&amp;diff=24193</id>
		<title>Element</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Element&amp;diff=24193"/>
				<updated>2014-01-03T04:21:15Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: /* Elemental monsters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''element''' is one of four classes of natural phenomena.&lt;br /&gt;
&lt;br /&gt;
The four elements are [[Fire Magic|Fire]], [[Ice Magic|Ice]], [[Air Magic|Air]], and [[Earth Magic|Earth]].&lt;br /&gt;
&lt;br /&gt;
[[Crawl]]'s documentation suggests that Ice may be a specific form of the Water element; however, in the game, water magic is a lost and unknown magic.&lt;br /&gt;
&lt;br /&gt;
==Elemental magic==&lt;br /&gt;
&lt;br /&gt;
Each of the elements has a [[spell school]] associated with it, and a person who specializes in elemental magic is called an Elementalist. There are four playable Elementalist classes, one for each element:&lt;br /&gt;
* [[Fire Elementalist]]&lt;br /&gt;
* [[Ice Elementalist]]&lt;br /&gt;
* [[Air Elementalist]]&lt;br /&gt;
* [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Elemental schools have specific oppositions:&lt;br /&gt;
* Fire opposes Ice, and vice versa&lt;br /&gt;
* Air opposes Earth, and vice versa&lt;br /&gt;
&lt;br /&gt;
A player specializing in one element will have difficulty [[skill|learning]] the opposing element, equivalent to a -4 [[aptitude]] penalty or [[malus]].&lt;br /&gt;
&lt;br /&gt;
Besides affecting [[spell power]] and [[spell success|success]], elemental magic skills also help with controlling summoned elementals (from both the [[Summon Elemental]] spell and [[evocable items#Summoning items|summoning items]]), and increase the bonus melee damage from the corresponding [[magical staff]]. Wielding a magical staff in an elemental skill also boosts the power of that school's spells.&lt;br /&gt;
&lt;br /&gt;
==Elemental monsters==&lt;br /&gt;
These are monsters whose existence is associated with an element.  Any of them can be summoned by the level 4 [[Summonings]] spell [[Summon Elemental]], or by its associated summoning item:&lt;br /&gt;
*{{Yellow|E}} [[File:Fire_elemental.png]] [[Fire elemental]], created by a [[lamp of fire]]&lt;br /&gt;
*{{Blue|E}} [[File:Water_elemental.png]] [[Water elemental]], created by a [[phial of floods]]&lt;br /&gt;
*{{Brown|E}} [[File:Earth_elemental.png]] [[Earth elemental]], created by a [[stone of earth elementals]]&lt;br /&gt;
*{{LightGrey|E}} [[File:Air_elemental.png]] [[Air elemental]], created by an [[air elemental fan]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In earlier versions, a player specializing in one element would also have difficulty with the other three elemental schools.&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Current_projects/0.13_update_project&amp;diff=24192</id>
		<title>Current projects/0.13 update project</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Current_projects/0.13_update_project&amp;diff=24192"/>
				<updated>2014-01-03T04:19:26Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: /* Project goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Project goals==&lt;br /&gt;
&lt;br /&gt;
*The priority goal of this project is to go through the changelog below and &amp;lt;s&amp;gt;cross out&amp;lt;/s&amp;gt; lines once the updates have been incorporated into the appropriate wiki article, or if they don't require any changes. If you think a page is up to date, make sure to add [[:Template:version013]] (i.e. &amp;lt;nowiki&amp;gt; {{version012}}&amp;lt;/nowiki&amp;gt;) to the page. &lt;br /&gt;
*Secondly, articles tagged with [[:Category:Crystal Ball Articles]] should be removed from the category after being updated (unless they refer to 0.14 or trunk material). There may be some sentences that need to be changed from future to past tense. &lt;br /&gt;
*Finally, there is [[:Category:013 Tiles|new artwork]] that needs to be updated as  (lower priority). Instructions are in the link. &lt;br /&gt;
&lt;br /&gt;
===Contributors===&lt;br /&gt;
*[[User:Flun|Flun]]&lt;br /&gt;
*[[User:Sildraith|Sildraith]]&lt;br /&gt;
*[[User:CommanderC|CommanderC]]&lt;br /&gt;
*[[User:Ion Frigate|Ion Frigate]]&lt;br /&gt;
*[[User:MoogleDan|MoogleDan]]&lt;br /&gt;
*[[User:Jebus|Jebus]]&lt;br /&gt;
*''Add name here''&lt;br /&gt;
&lt;br /&gt;
== 0.13 Changelog ==&lt;br /&gt;
&lt;br /&gt;
===0.13 highlights===&lt;br /&gt;
---------------&lt;br /&gt;
* &amp;lt;s&amp;gt;A new race: [[Gargoyle]]s.&lt;br /&gt;
* A reimagined [[Skald]] background.&amp;lt;/s&amp;gt;&lt;br /&gt;
* A thorough rework of the monster set in [[Crypt]].&lt;br /&gt;
* Improvements to many evokable items.&lt;br /&gt;
* A new item: [[sack of spiders]].&lt;br /&gt;
* Massively overhauled layout generators.&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Summonings]] school: per-spell limits and no stair following or pulling.&amp;lt;/s&amp;gt;&lt;br /&gt;
* New [[Sprint]] map: linesprint.&lt;br /&gt;
&lt;br /&gt;
===Branches, environment===&lt;br /&gt;
---------------------&lt;br /&gt;
* A new Sprint map: &amp;quot;|||||||||||||||||||||||||||||&amp;quot; by st (otherwise known as linesprint).&lt;br /&gt;
* [[Branch]]es now have exactly one exit stair (except [[the Dungeon]], which can, but is not guaranteed, to have more).&lt;br /&gt;
* Many new layouts have been added to most branches, including unique layouts for branches that didn't have them; and numerous tweaks and improvements to existing layouts.&lt;br /&gt;
* [[Vault]]s can now be placed at the centre of some layouts prepared to accept them there.&lt;br /&gt;
* All [[portal]] vaults entrances that time out are now announced.&lt;br /&gt;
* [[Temple]] overflow [[altar]]s can now contain multiple altars.&lt;br /&gt;
* &amp;lt;s&amp;gt;New [[shop]] type: gadget shops, which sell evokable items.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Mechanical [[trap]]s do not spawn outside of vaults.&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Zot trap]] effects are now only a subset of the full set of miscasts, and have some new unique effects - draining of [[wand]] charges and Word of Recall (as per [[ironbrand convoker]]s).&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Character===&lt;br /&gt;
---------&lt;br /&gt;
* &amp;lt;s&amp;gt;A new race: [[Gargoyle]]s, with low natural [[HP]] but an impressive host of resistances and the ability to [[fly]] at XL14.&lt;br /&gt;
* [[Sludge elves]] are no more.&amp;lt;/s&amp;gt;&lt;br /&gt;
* The [[Skald]] background gets a reworked [[spell book]] with four new spells:&lt;br /&gt;
** &amp;lt;s&amp;gt;[[Infusion]] grants additional melee damage costing MP with each strike;&lt;br /&gt;
** [[Song of Slaying]] grants an incremental slaying bonus with every monster killed (of sufficient threat level);&lt;br /&gt;
** [[Spectral Weapon]] creates an allied spectral clone of your weapon which strikes enemies in melee when you do.&amp;lt;/s&amp;gt;&lt;br /&gt;
** [[Song of Shielding]] has a similar effect to [[spirit shield]], trading [[HP]] loss for [[MP]] loss.&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Priest]]s are no more.&lt;br /&gt;
* The [[nausea]] [[status effect]] from eating contaminated [[chunk]]s has been removed; contaminated chunks now give less nutrition for characters that can't handle them.&lt;br /&gt;
* [[Stabbing]] skill is no more; stabs now depend upon the average of the character's [[stealth]] and weapon skill.&lt;br /&gt;
* The [[Traps]] skill is no more; all characters detect traps as though they had (XL/3) Traps skill.&lt;br /&gt;
* [[Chaos knight]]s start with a +0 [[chaos]] weapon instead of a +2 normal weapon.&lt;br /&gt;
* New tier 2 [[demonspawn mutation]] - &amp;quot;magic shield&amp;quot;, giving [[spirit shield]] at level one, improved magic regeneration at level two, and regenerating mana in place of health as a function of current magic level at level three.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Deaths to [[acid]], self-targetting, and [[sticky flame]] now credit the appropriate monster/spell.&lt;br /&gt;
* &amp;lt;s&amp;gt;[[stat death|Draining a stat to zero]] can no longer directly kill the player; instead, further stat drain damages the player. The effects of a stat being at zero (fainting, slow actions, etc.) persist.&amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Ogre]] [[hunter]]s and [[artificer]]s now start with a [[club]] instead of a [[short sword]].&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
--------&lt;br /&gt;
* New/reworked [[Crypt]] monsters:&lt;br /&gt;
** &amp;lt;s&amp;gt;[[Wraith]]s, [[shadow wraith]]s, and [[eidolon]]s drain speed instead of [[XP]].&lt;br /&gt;
** [[Eidolon]]s deal more melee damage and can cast [[Bolt of Draining]].&lt;br /&gt;
** [[Phantasmal warrior]]s can temporarily reduce their target's [[magic resistance]] and can [[blink close]]r to their foes.&lt;br /&gt;
** [[Flayed ghost]]s gain a [[smite]]-targeted flaying attack, dealing temporary damage that scales with XP and goes away when the flayed ghost is killed and/or enough time passes.&lt;br /&gt;
** [[Ancient champion]]s, formerly a vault-specific monster, are now full randomly-generated monsters, coming with a band of [[skeletal warrior]]s 50% of the time.&amp;lt;/s&amp;gt;&lt;br /&gt;
** [[Vampire mage]]s cast [[Vampiric Draining]] more often, and have slightly higher [[HD]] and HP; they also come with a band of [[list of vampires|vampires]].&lt;br /&gt;
** &amp;lt;s&amp;gt;[[Rotting hulk]]s are now [[plague shambler]]s, capable of inflicting a &amp;quot;[[retching]]&amp;quot; [[status effect]] that prevents food consumption; they generate a [[cloud]] of [[miasma]] on death.&lt;br /&gt;
** [[Spectral thing]]s move at their full base monster speed.&amp;lt;/s&amp;gt;&lt;br /&gt;
** [[Deep dwarf death knight]]s gain slightly better attack power and starting equipment, and now come with a band of [[undead]].&lt;br /&gt;
** [[Flying skull]]s get a slight HP boost and a larger attack power boost.&lt;br /&gt;
** &amp;lt;s&amp;gt;[[Ghoul (monster)|Ghouls]] inflict [[rot]] half as often.&lt;br /&gt;
** [[Curse skull]]s are capable of out-of-LOS movement, similar to [[wandering mushroom]]s, but preferring to place themselves where a player needs to move the most to actually reach them.&lt;br /&gt;
** New monster: [[revenant]]s, possessing a ghostly fireball attack and capable of creating clouds of ghostly flame, which do not harm undead and occasionally summon spectral things.&lt;br /&gt;
** New monster: [[lost soul]]s, who sacrifice themselves to heal nearby undead creatures or assume the shape of a nearby killed living creature; they can be summoned by [[deep elf death mage]]s.&lt;br /&gt;
** [[Necromancer (monster)|Necromancers]] don't come with [[necrophage]]s, but do come with [[simulacra]].&lt;br /&gt;
** [[Unborn deep dwarves]] are now just [[unborn]].&lt;br /&gt;
** New monster: [[jiangshi]], who move in short burts (like [[sixfirhies]]) and possess a [[vampiric]] melee attack.&amp;lt;/s&amp;gt;&lt;br /&gt;
* New [[forest]]-themed monsters:&lt;br /&gt;
** [[Spriggan assassin]]s and [[spriggan enchanter]]s, who attempt to disable the player with [[blowgun]]s and [[hexes]] respectively before moving in for the kill.&lt;br /&gt;
** [[Faun]]s, who hex the player before attacking from afar, and their larger brethren [[satyr]]s, who can empower their nearby allies.&lt;br /&gt;
** [[Dryad]]s, who can awaken the forest and summon vines to pull their enemies closer to trees.&lt;br /&gt;
** [[Wind drake]]s, who can breathe powerful blasts of wind and [[airstrike]] the player.&lt;br /&gt;
** [[Thorn lotus]]es, plants adrift on the water that pepper the player with thorns fired from afar.&lt;br /&gt;
** [[Thorn hunter]]s, who fire volleys of thorns and create briar patches to impede their foes' movements.&lt;br /&gt;
** [[Spirit wolves]], who can howl to summon additional spirit wolves at periodic intervals.&lt;br /&gt;
** [[Ancient bear]]s, a bear to rival a dire elephant with fire resistance.&lt;br /&gt;
** [[Water nymph]]s, who can teleport their target to their home water area and strike down the player with said water.&lt;br /&gt;
** [[Treant]]s, slow-moving, tough plants home to a nest of wasps.&lt;br /&gt;
* &amp;lt;s&amp;gt;Other new monsters:&lt;br /&gt;
** [[Tengu reaver]]s, skilled with both steel and spells; appearing in the late dungeon and in Vaults.&lt;br /&gt;
** [[Elemental wellspring]]s, aquatic enemies that fire primal waves at their foes while they're busy dealing with [[water elemental]]s.&lt;br /&gt;
** [[Deathcap]]s, summonable by [[curse toe]]s - tougher [[wandering mushroom]]s with [[Drain Life]].&lt;br /&gt;
* New unique: [[Sojobo]], king of the tengu. &amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Jory]] now spawns normally in the late dungeon, instead of being limited to vaults.&lt;br /&gt;
* Adjustments to some tier 4 demons:&lt;br /&gt;
** [[Orange demon]]s' sting has a 50% chance of inflicting a [[Weakness]] status, which reduces the player's attack damage.&lt;br /&gt;
** [[Blue devil]]s have a swooping attack, where they can immediately move adjacent to the player and attack from up to four tiles away.&lt;br /&gt;
** [[Red devil]]s can now hop backwards from adjacent foes to make use of their now-guaranteed polearms' reaching attacks.&lt;br /&gt;
* Adjustments to the elementals:&lt;br /&gt;
** [[Water elemental]]s have an asphyxiation attack which lasts as long as their target is next to them, and have slightly increased AC and HP.&lt;br /&gt;
** [[Fire elemental]]s (and [[fire vortices]]) deal pure fire damage.&lt;br /&gt;
* Updated spell set for several monsters:&lt;br /&gt;
** [[Draconian shifter]]s:&lt;br /&gt;
*** [[Banishment]] is dropped.&lt;br /&gt;
*** A new monster spell: [[Dimension Anchor]], which temporarily prevents teleportation, blinking, and [[Phase Shift]].&lt;br /&gt;
*** A new monster spell: [[Blink Allies Encircling]], which blinks nearby allies around the target.&lt;br /&gt;
*** [[Controlled Blink]] is replaced with [[Blink#Monster Version|Blink Away]] as an emergency spell.&lt;br /&gt;
** [[Spriggan air mage]]s:&lt;br /&gt;
*** Drop [[Swiftness]].&lt;br /&gt;
*** New spell: [[Control Winds]], which manipulates [[cloud]]s (including putting out fores fires immediately), and improves allied ranged weapon accuracy.&lt;br /&gt;
** [[Spriggan druid]]s:&lt;br /&gt;
*** Drop [[Summon Caniforms]].&lt;br /&gt;
*** New spells: [[Haste Plants]], which [[haste]]s nearby plant-like enemies, and [[Druid's Call]], which calls wildlife from elsewhere on the level to aid the druid.&lt;br /&gt;
** [[The Enchantress]]:&lt;br /&gt;
*** [[Banishment]] is banished.&lt;br /&gt;
*** Gains [[Dimension Anchor]] (see draconian shifter entry above), [[Strip Resistance]] (lowers the magic resistance of the target), and [[Mass Confusion]].&lt;br /&gt;
** [[Curse toe]]s:&lt;br /&gt;
*** No more [[Summon Undead]].&lt;br /&gt;
** [[Deep elf summoner]]s:&lt;br /&gt;
*** [[Summon Demon]] replaced with [[Summon Vermin]], which summons [[orange rat]]s, [[spider]]s, and some other things.&lt;br /&gt;
** [[Deep elf priest]]s/[[Deep elf high priest]]s:&lt;br /&gt;
*** A new spell &amp;quot;[[Malign Offering]]&amp;quot;, which steals HP from the target to give to their allies.&lt;br /&gt;
** [[Deep elf mage]]s:&lt;br /&gt;
*** Entirely new spellsets:&lt;br /&gt;
**** [[Freeze]], [[Throw Icicle]], [[Summon Ice Beast]];&lt;br /&gt;
**** [[Bolt of Magma]], [[Stone Arrow]], [[Petrify]];&lt;br /&gt;
**** [[Iskenderun's Mystic Blast]], [[Slow]], [[Venom Bolt]], [[Blink]];&lt;br /&gt;
**** [[Flame Tongue]], [[Throw Flame]], [[Sticky Flame]], [[Fireball]];&lt;br /&gt;
**** [[Magic Dart]], [[Force Lance]], [[Iskenderun's Mystic Blast]], [[Iskenderun's Battlesphere]].&lt;br /&gt;
** [[Deep elf conjurer]]s:&lt;br /&gt;
*** Only one spellset ([[Bolt of Fire]], [[Bolt of Cold]], [[Lightning Bolt]], [[Bolt of Draining]]); the spell set with sticky flame has been removed.&lt;br /&gt;
** [[Gloorx Vloq]]:&lt;br /&gt;
*** No longer has [[Invisibility]] as an emergency spell.&lt;br /&gt;
* Speed adjustments to several monsters:&lt;br /&gt;
** Speed 8: [[spiny worm]]s, [[snapping turtle]]s, [[guardian mummies]] (all previously speed 9).&lt;br /&gt;
** Speed 10: [[jellies]] (previously 9).&lt;br /&gt;
* [[Shadow]]s can now turn invisible, allowing them to move faster and land a guaranteed stab attack on enemies.&lt;br /&gt;
* The retribution effect for killing an [[apis]] now inflicts [[Weakness]] on the player, instead of healing nearby hostiles.&lt;br /&gt;
* [[Giant fireflies]] can now signal nearby awake monsters in a manner similar to shouting.&lt;br /&gt;
* [[Vault warden]]s can seal stairways in addition to doors.&lt;br /&gt;
* [[Zombie]]s no longer appear excessively out of depth in the early dungeon.&lt;br /&gt;
* Orb run monster spawns no longer include weak monsters, and now include [[Orb Guardian]]s.&lt;br /&gt;
* Monster actions are now taken in order of speed, rather than any given monster taking all of its actions at once.&lt;br /&gt;
* Removed monsters:&lt;br /&gt;
** &amp;lt;s&amp;gt;[[Laboratory rat]]s.&lt;br /&gt;
** [[War dog]]s&amp;lt;/s&amp;gt; (replaced by [[wolves]] with essentially matching stats).&lt;br /&gt;
** &amp;lt;s&amp;gt;[[Deep dwarf scion]]s, [[deep dwarf necromancer]]s, and [[deep dwarf artificer]]s.&amp;lt;/s&amp;gt;&lt;br /&gt;
** [[Deep elf soldier]]s.&lt;br /&gt;
** A large number of vault-specific monsters.&lt;br /&gt;
* Imps and other weak monsters no longer appear in [[Pandemonium]].&lt;br /&gt;
* [[Nergalle]] appears earlier in the dungeon.&lt;br /&gt;
* [[Lamia]] no longer comes with a band of minions.&lt;br /&gt;
* &amp;lt;s&amp;gt;Creatures other than natural creatures can now be [[frenzied]]; this causes them to attack anything in sight. The [[berserk]]ing effect of frenzy (might and haste effects) is limited to natural creatures.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
------&lt;br /&gt;
* New spells:&lt;br /&gt;
** [[Searing Ray]], a level 2 conjuration replacing [[Force Lance]] in the [[Book of Conjurations]] that deals damage over several consecutive turns.&lt;br /&gt;
** &amp;lt;s&amp;gt;[[Discord]], a level 8 [[Hexes]] spell that attempts to [[frenzy]] all monsters in sight.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Summon Small Mammals]] now only ever summons one mammal, and is renamed to [[Summon Small Mammal]] as a consequence.&amp;lt;/s&amp;gt;&lt;br /&gt;
* 100% of teleports on the orb run are delays (up from 50%).&lt;br /&gt;
* [[Haunt]] adjustments:&lt;br /&gt;
** Summons now fixate on their target.&lt;br /&gt;
** [[Flayed ghost]]s are no longer summoned.&lt;br /&gt;
** Friendlies are no longer targettable.&lt;br /&gt;
* [[Olgreb's Toxic Radiance]] now [[poison]]s continuously over several turns (and deals impact damage); it also ignores the caster's poison resistance (if any).&lt;br /&gt;
* [[Dragon Form]] is pure [[Transmutations]] (was Tmut/Fire for all but [[Draconian]]s).&lt;br /&gt;
* [[Force Lance]] is now level 5 (was level 2), with boosted range and damage to match.&lt;br /&gt;
* [[Fulminant Prism]] now caps at 200 spellpower.&lt;br /&gt;
* [[Swiftness]] can be cast in water; it doesn't operate in water, but it grants the status (which operates as expected when out of the water).&lt;br /&gt;
* [[Summonings]] caps are introduced. This acts on a per-spell basis, each spell has a fixed numerical limit for the number of summons active at any time. Going over this limit means your oldest summons will expire in a very short number of turns. Applies only to non-necromantic non-permanent summons.&lt;br /&gt;
* Temporary summons will no longer follow the player down stairs.&lt;br /&gt;
* Temporary summons expire when the player moves to a different level.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
-----&lt;br /&gt;
* The elemental evocation items have been reworked:&lt;br /&gt;
** All no longer depend on elemental magic skill or nearby terrain, can summon multiple elementals, and have an XP-based recharge timer.&lt;br /&gt;
** &amp;lt;s&amp;gt;The [[lamp of fire]] fires up to three trails of flame in a given direction.&lt;br /&gt;
** The [[fan of air elementals]] is now the [[fan of gales]], and blows back nearby enemies.&lt;br /&gt;
** The [[stone of earth elementals]] is now the [[stone of tremors]]; it causes rubble to fall from nearby rock, stone, or permarock walls to damage creatures adjacent to them, and has a chance to [[shaft]] creatures;&lt;br /&gt;
** A new elemental evoker item - the [[phial of floods]]; it generates a wave of water which temporarily leaves a pool of water behind, and summons [[water elemental]]s.&amp;lt;/s&amp;gt;&lt;br /&gt;
* The dependence of armour penalties on strength has been adjusted; there are no longer magic strength numbers for lowest possible penalties.&lt;br /&gt;
* &amp;lt;s&amp;gt;Potions of gain &amp;lt;ability&amp;gt; have been replaced by [[potions of beneficial mutation]], which grant the player a single beneficial mutation.&lt;br /&gt;
* the [[Scroll of vorpalise weapon]] is now called [[Scroll of brand weapon]], and can rebrand weapons that already have a permanent brand affixed.&amp;lt;/s&amp;gt;&lt;br /&gt;
* the [[Scroll of immolation]] has been reworked to [[Inner Flame]] everything in [[LOS]].&lt;br /&gt;
* [[Lear's chain mail]] is now [[Lear's hauberk]] - a +27 [[chain mail]] that covers all armour slots other than [[shields]] and [[cloak]]s.&lt;br /&gt;
* The [[staff of energy]] eliminates 100% of spell hunger again, and includes the now-gone [[staff of channeling]] as well.&lt;br /&gt;
* The [[staff of power]] scales with your maximum magic power.&lt;br /&gt;
* [[Box of beasts]] has been reworked:&lt;br /&gt;
** Has a fixed, random number of charges between 5 and 15 inclusive.&lt;br /&gt;
** 1/3 chance to fail on usage with no bad effects.&lt;br /&gt;
** When successful, generates a [[chimera]]; a new monster with three heads. Each head can be a different beast, picked from a list which provides better/stronger beasts at higher [[Evocations]] skill. The heads determine the attacks and abilities available to the monster.&lt;br /&gt;
* New &amp;quot;[[sack of spiders]]&amp;quot; item:&lt;br /&gt;
** Fixed charges between 5 and 15 inclusive.&lt;br /&gt;
** On evoking, creates [[web]]s around you and releases [[list of arachnids|spiders]].&lt;br /&gt;
** Number of webs and type/number of spiders scales with evocations.&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Splint mail]] has been removed; [[chain mail]] is now 8 AC to compensate.&amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Needle]]s of [[sickness]] have been removed.&lt;br /&gt;
* [[Manual]]s do not need to be read to be activated; they're always on while in inventory.&lt;br /&gt;
* The [[rod of striking]] now functions as a melee weapon - it expends charges to deal additional damage in melee.&lt;br /&gt;
* [[Boots]] of [[running]] have a -1 movement delay (was -2).&lt;br /&gt;
* The [[lantern of shadows]]' rate of shadow spawning scales with evocations, and the resulting shadows now wander instead of following the player.&lt;br /&gt;
* &amp;lt;s&amp;gt;New unrand: the +4 [[moon troll leather armour]] {Spirit MP+5 Regen}.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Adjustments to unrands:&lt;br /&gt;
** [[Arga]] is now a [[broad axe]].&lt;br /&gt;
** [[Bullseye]] is now a [[large shield]].&lt;br /&gt;
** The [[shield of the Gong]] no longer has [[guardian spirit]]; it is otherwise unchanged.&lt;br /&gt;
** The [[knife of Accuracy]] and [[boots of the Assassin]] are no more.&lt;br /&gt;
** The [[lightning scales]] are now +6 (was +3).&lt;br /&gt;
* [[Hammer]]s do not generate outside of vaults.&lt;br /&gt;
&lt;br /&gt;
===Gods===&lt;br /&gt;
----&lt;br /&gt;
* [[Yredelemnul]] no longer gifts [[rotting hulk]]s / [[plague shambler]]s.&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Hill orc]]s encountering an [[orc priest]] for the first time are offered the chance to convert to [[Beogh]] on the spot.&amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Zin]]'s Recite no longer paralyses the player; the player can take any action that doesn't involve the mouth while reciting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
===Interface===&lt;br /&gt;
---------&lt;br /&gt;
* For online play, explore_delay and travel_delay are instananeous by default.&lt;br /&gt;
* Dungeon features with variable-colour tiles now display those colours in tiles (e.g. walls in the Abyss, the Elven Halls, and the Pan disco hall).&lt;br /&gt;
* Examining a monster will display the spells monsters of its type are capable of using.&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
---------&lt;br /&gt;
* A port to OpenSolaris (Dyson/Illumos).&lt;br /&gt;
* MSVC compilation once again possible (Visual Studio [Express] 2012)&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Crawl Versions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Current_projects/0.13_update_project&amp;diff=24191</id>
		<title>Current projects/0.13 update project</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Current_projects/0.13_update_project&amp;diff=24191"/>
				<updated>2014-01-03T04:18:02Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Project goals==&lt;br /&gt;
&lt;br /&gt;
*The priority goal of this project is to go through the changelog below and &amp;lt;s&amp;gt;cross out&amp;lt;/s&amp;gt; lines once the updates have been incorporated into the appropriate wiki article, or if they don't require any changes. If you think a page is up to date, make sure to add [[:Template:version013]] (i.e. &amp;lt;nowiki&amp;gt; {{version012}}&amp;lt;/nowiki&amp;gt;) to the page. &lt;br /&gt;
*Secondly, articles tagged with [[:Category:Crystal Ball Articles]] should be removed from the category after being updated (unless they refer to 0.14 or trunk material). There may be some sentences that need to be changed from future to past tense. &lt;br /&gt;
*Finally, there is [[:Category:013 Tiles|new artwork]] that needs to be updated as  (lower priority). Instructions are in the link. &lt;br /&gt;
&lt;br /&gt;
===Contributors===&lt;br /&gt;
*[[User:Flun|Flun]]&lt;br /&gt;
*[[User:Sildraith|Sildraith]]&lt;br /&gt;
*[[User:CommanderC|CommanderC]]&lt;br /&gt;
*[[User:Ion Frigate|Ion Frigate]]&lt;br /&gt;
*[[User:MoogleDan|MoogleDan]]&lt;br /&gt;
*''Add name here''&lt;br /&gt;
&lt;br /&gt;
== 0.13 Changelog ==&lt;br /&gt;
&lt;br /&gt;
===0.13 highlights===&lt;br /&gt;
---------------&lt;br /&gt;
* &amp;lt;s&amp;gt;A new race: [[Gargoyle]]s.&lt;br /&gt;
* A reimagined [[Skald]] background.&amp;lt;/s&amp;gt;&lt;br /&gt;
* A thorough rework of the monster set in [[Crypt]].&lt;br /&gt;
* Improvements to many evokable items.&lt;br /&gt;
* A new item: [[sack of spiders]].&lt;br /&gt;
* Massively overhauled layout generators.&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Summonings]] school: per-spell limits and no stair following or pulling.&amp;lt;/s&amp;gt;&lt;br /&gt;
* New [[Sprint]] map: linesprint.&lt;br /&gt;
&lt;br /&gt;
===Branches, environment===&lt;br /&gt;
---------------------&lt;br /&gt;
* A new Sprint map: &amp;quot;|||||||||||||||||||||||||||||&amp;quot; by st (otherwise known as linesprint).&lt;br /&gt;
* [[Branch]]es now have exactly one exit stair (except [[the Dungeon]], which can, but is not guaranteed, to have more).&lt;br /&gt;
* Many new layouts have been added to most branches, including unique layouts for branches that didn't have them; and numerous tweaks and improvements to existing layouts.&lt;br /&gt;
* [[Vault]]s can now be placed at the centre of some layouts prepared to accept them there.&lt;br /&gt;
* All [[portal]] vaults entrances that time out are now announced.&lt;br /&gt;
* [[Temple]] overflow [[altar]]s can now contain multiple altars.&lt;br /&gt;
* &amp;lt;s&amp;gt;New [[shop]] type: gadget shops, which sell evokable items.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Mechanical [[trap]]s do not spawn outside of vaults.&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Zot trap]] effects are now only a subset of the full set of miscasts, and have some new unique effects - draining of [[wand]] charges and Word of Recall (as per [[ironbrand convoker]]s).&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Character===&lt;br /&gt;
---------&lt;br /&gt;
* &amp;lt;s&amp;gt;A new race: [[Gargoyle]]s, with low natural [[HP]] but an impressive host of resistances and the ability to [[fly]] at XL14.&lt;br /&gt;
* [[Sludge elves]] are no more.&amp;lt;/s&amp;gt;&lt;br /&gt;
* The [[Skald]] background gets a reworked [[spell book]] with four new spells:&lt;br /&gt;
** &amp;lt;s&amp;gt;[[Infusion]] grants additional melee damage costing MP with each strike;&lt;br /&gt;
** [[Song of Slaying]] grants an incremental slaying bonus with every monster killed (of sufficient threat level);&lt;br /&gt;
** [[Spectral Weapon]] creates an allied spectral clone of your weapon which strikes enemies in melee when you do.&amp;lt;/s&amp;gt;&lt;br /&gt;
** [[Song of Shielding]] has a similar effect to [[spirit shield]], trading [[HP]] loss for [[MP]] loss.&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Priest]]s are no more.&lt;br /&gt;
* The [[nausea]] [[status effect]] from eating contaminated [[chunk]]s has been removed; contaminated chunks now give less nutrition for characters that can't handle them.&lt;br /&gt;
* [[Stabbing]] skill is no more; stabs now depend upon the average of the character's [[stealth]] and weapon skill.&lt;br /&gt;
* The [[Traps]] skill is no more; all characters detect traps as though they had (XL/3) Traps skill.&lt;br /&gt;
* [[Chaos knight]]s start with a +0 [[chaos]] weapon instead of a +2 normal weapon.&lt;br /&gt;
* New tier 2 [[demonspawn mutation]] - &amp;quot;magic shield&amp;quot;, giving [[spirit shield]] at level one, improved magic regeneration at level two, and regenerating mana in place of health as a function of current magic level at level three.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Deaths to [[acid]], self-targetting, and [[sticky flame]] now credit the appropriate monster/spell.&lt;br /&gt;
* &amp;lt;s&amp;gt;[[stat death|Draining a stat to zero]] can no longer directly kill the player; instead, further stat drain damages the player. The effects of a stat being at zero (fainting, slow actions, etc.) persist.&amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Ogre]] [[hunter]]s and [[artificer]]s now start with a [[club]] instead of a [[short sword]].&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
--------&lt;br /&gt;
* New/reworked [[Crypt]] monsters:&lt;br /&gt;
** &amp;lt;s&amp;gt;[[Wraith]]s, [[shadow wraith]]s, and [[eidolon]]s drain speed instead of [[XP]].&lt;br /&gt;
** [[Eidolon]]s deal more melee damage and can cast [[Bolt of Draining]].&lt;br /&gt;
** [[Phantasmal warrior]]s can temporarily reduce their target's [[magic resistance]] and can [[blink close]]r to their foes.&lt;br /&gt;
** [[Flayed ghost]]s gain a [[smite]]-targeted flaying attack, dealing temporary damage that scales with XP and goes away when the flayed ghost is killed and/or enough time passes.&lt;br /&gt;
** [[Ancient champion]]s, formerly a vault-specific monster, are now full randomly-generated monsters, coming with a band of [[skeletal warrior]]s 50% of the time.&amp;lt;/s&amp;gt;&lt;br /&gt;
** [[Vampire mage]]s cast [[Vampiric Draining]] more often, and have slightly higher [[HD]] and HP; they also come with a band of [[list of vampires|vampires]].&lt;br /&gt;
** &amp;lt;s&amp;gt;[[Rotting hulk]]s are now [[plague shambler]]s, capable of inflicting a &amp;quot;[[retching]]&amp;quot; [[status effect]] that prevents food consumption; they generate a [[cloud]] of [[miasma]] on death.&lt;br /&gt;
** [[Spectral thing]]s move at their full base monster speed.&amp;lt;/s&amp;gt;&lt;br /&gt;
** [[Deep dwarf death knight]]s gain slightly better attack power and starting equipment, and now come with a band of [[undead]].&lt;br /&gt;
** [[Flying skull]]s get a slight HP boost and a larger attack power boost.&lt;br /&gt;
** &amp;lt;s&amp;gt;[[Ghoul (monster)|Ghouls]] inflict [[rot]] half as often.&lt;br /&gt;
** [[Curse skull]]s are capable of out-of-LOS movement, similar to [[wandering mushroom]]s, but preferring to place themselves where a player needs to move the most to actually reach them.&lt;br /&gt;
** New monster: [[revenant]]s, possessing a ghostly fireball attack and capable of creating clouds of ghostly flame, which do not harm undead and occasionally summon spectral things.&lt;br /&gt;
** New monster: [[lost soul]]s, who sacrifice themselves to heal nearby undead creatures or assume the shape of a nearby killed living creature; they can be summoned by [[deep elf death mage]]s.&lt;br /&gt;
** [[Necromancer (monster)|Necromancers]] don't come with [[necrophage]]s, but do come with [[simulacra]].&lt;br /&gt;
** [[Unborn deep dwarves]] are now just [[unborn]].&lt;br /&gt;
** New monster: [[jiangshi]], who move in short burts (like [[sixfirhies]]) and possess a [[vampiric]] melee attack.&amp;lt;/s&amp;gt;&lt;br /&gt;
* New [[forest]]-themed monsters:&lt;br /&gt;
** [[Spriggan assassin]]s and [[spriggan enchanter]]s, who attempt to disable the player with [[blowgun]]s and [[hexes]] respectively before moving in for the kill.&lt;br /&gt;
** [[Faun]]s, who hex the player before attacking from afar, and their larger brethren [[satyr]]s, who can empower their nearby allies.&lt;br /&gt;
** [[Dryad]]s, who can awaken the forest and summon vines to pull their enemies closer to trees.&lt;br /&gt;
** [[Wind drake]]s, who can breathe powerful blasts of wind and [[airstrike]] the player.&lt;br /&gt;
** [[Thorn lotus]]es, plants adrift on the water that pepper the player with thorns fired from afar.&lt;br /&gt;
** [[Thorn hunter]]s, who fire volleys of thorns and create briar patches to impede their foes' movements.&lt;br /&gt;
** [[Spirit wolves]], who can howl to summon additional spirit wolves at periodic intervals.&lt;br /&gt;
** [[Ancient bear]]s, a bear to rival a dire elephant with fire resistance.&lt;br /&gt;
** [[Water nymph]]s, who can teleport their target to their home water area and strike down the player with said water.&lt;br /&gt;
** [[Treant]]s, slow-moving, tough plants home to a nest of wasps.&lt;br /&gt;
* &amp;lt;s&amp;gt;Other new monsters:&lt;br /&gt;
** [[Tengu reaver]]s, skilled with both steel and spells; appearing in the late dungeon and in Vaults.&lt;br /&gt;
** [[Elemental wellspring]]s, aquatic enemies that fire primal waves at their foes while they're busy dealing with [[water elemental]]s.&lt;br /&gt;
** [[Deathcap]]s, summonable by [[curse toe]]s - tougher [[wandering mushroom]]s with [[Drain Life]].&lt;br /&gt;
* New unique: [[Sojobo]], king of the tengu. &amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Jory]] now spawns normally in the late dungeon, instead of being limited to vaults.&lt;br /&gt;
* Adjustments to some tier 4 demons:&lt;br /&gt;
** [[Orange demon]]s' sting has a 50% chance of inflicting a [[Weakness]] status, which reduces the player's attack damage.&lt;br /&gt;
** [[Blue devil]]s have a swooping attack, where they can immediately move adjacent to the player and attack from up to four tiles away.&lt;br /&gt;
** [[Red devil]]s can now hop backwards from adjacent foes to make use of their now-guaranteed polearms' reaching attacks.&lt;br /&gt;
* Adjustments to the elementals:&lt;br /&gt;
** [[Water elemental]]s have an asphyxiation attack which lasts as long as their target is next to them, and have slightly increased AC and HP.&lt;br /&gt;
** [[Fire elemental]]s (and [[fire vortices]]) deal pure fire damage.&lt;br /&gt;
* Updated spell set for several monsters:&lt;br /&gt;
** [[Draconian shifter]]s:&lt;br /&gt;
*** [[Banishment]] is dropped.&lt;br /&gt;
*** A new monster spell: [[Dimension Anchor]], which temporarily prevents teleportation, blinking, and [[Phase Shift]].&lt;br /&gt;
*** A new monster spell: [[Blink Allies Encircling]], which blinks nearby allies around the target.&lt;br /&gt;
*** [[Controlled Blink]] is replaced with [[Blink#Monster Version|Blink Away]] as an emergency spell.&lt;br /&gt;
** [[Spriggan air mage]]s:&lt;br /&gt;
*** Drop [[Swiftness]].&lt;br /&gt;
*** New spell: [[Control Winds]], which manipulates [[cloud]]s (including putting out fores fires immediately), and improves allied ranged weapon accuracy.&lt;br /&gt;
** [[Spriggan druid]]s:&lt;br /&gt;
*** Drop [[Summon Caniforms]].&lt;br /&gt;
*** New spells: [[Haste Plants]], which [[haste]]s nearby plant-like enemies, and [[Druid's Call]], which calls wildlife from elsewhere on the level to aid the druid.&lt;br /&gt;
** [[The Enchantress]]:&lt;br /&gt;
*** [[Banishment]] is banished.&lt;br /&gt;
*** Gains [[Dimension Anchor]] (see draconian shifter entry above), [[Strip Resistance]] (lowers the magic resistance of the target), and [[Mass Confusion]].&lt;br /&gt;
** [[Curse toe]]s:&lt;br /&gt;
*** No more [[Summon Undead]].&lt;br /&gt;
** [[Deep elf summoner]]s:&lt;br /&gt;
*** [[Summon Demon]] replaced with [[Summon Vermin]], which summons [[orange rat]]s, [[spider]]s, and some other things.&lt;br /&gt;
** [[Deep elf priest]]s/[[Deep elf high priest]]s:&lt;br /&gt;
*** A new spell &amp;quot;[[Malign Offering]]&amp;quot;, which steals HP from the target to give to their allies.&lt;br /&gt;
** [[Deep elf mage]]s:&lt;br /&gt;
*** Entirely new spellsets:&lt;br /&gt;
**** [[Freeze]], [[Throw Icicle]], [[Summon Ice Beast]];&lt;br /&gt;
**** [[Bolt of Magma]], [[Stone Arrow]], [[Petrify]];&lt;br /&gt;
**** [[Iskenderun's Mystic Blast]], [[Slow]], [[Venom Bolt]], [[Blink]];&lt;br /&gt;
**** [[Flame Tongue]], [[Throw Flame]], [[Sticky Flame]], [[Fireball]];&lt;br /&gt;
**** [[Magic Dart]], [[Force Lance]], [[Iskenderun's Mystic Blast]], [[Iskenderun's Battlesphere]].&lt;br /&gt;
** [[Deep elf conjurer]]s:&lt;br /&gt;
*** Only one spellset ([[Bolt of Fire]], [[Bolt of Cold]], [[Lightning Bolt]], [[Bolt of Draining]]); the spell set with sticky flame has been removed.&lt;br /&gt;
** [[Gloorx Vloq]]:&lt;br /&gt;
*** No longer has [[Invisibility]] as an emergency spell.&lt;br /&gt;
* Speed adjustments to several monsters:&lt;br /&gt;
** Speed 8: [[spiny worm]]s, [[snapping turtle]]s, [[guardian mummies]] (all previously speed 9).&lt;br /&gt;
** Speed 10: [[jellies]] (previously 9).&lt;br /&gt;
* [[Shadow]]s can now turn invisible, allowing them to move faster and land a guaranteed stab attack on enemies.&lt;br /&gt;
* The retribution effect for killing an [[apis]] now inflicts [[Weakness]] on the player, instead of healing nearby hostiles.&lt;br /&gt;
* [[Giant fireflies]] can now signal nearby awake monsters in a manner similar to shouting.&lt;br /&gt;
* [[Vault warden]]s can seal stairways in addition to doors.&lt;br /&gt;
* [[Zombie]]s no longer appear excessively out of depth in the early dungeon.&lt;br /&gt;
* Orb run monster spawns no longer include weak monsters, and now include [[Orb Guardian]]s.&lt;br /&gt;
* Monster actions are now taken in order of speed, rather than any given monster taking all of its actions at once.&lt;br /&gt;
* Removed monsters:&lt;br /&gt;
** &amp;lt;s&amp;gt;[[Laboratory rat]]s.&lt;br /&gt;
** [[War dog]]s&amp;lt;/s&amp;gt; (replaced by [[wolves]] with essentially matching stats).&lt;br /&gt;
** &amp;lt;s&amp;gt;[[Deep dwarf scion]]s, [[deep dwarf necromancer]]s, and [[deep dwarf artificer]]s.&amp;lt;/s&amp;gt;&lt;br /&gt;
** [[Deep elf soldier]]s.&lt;br /&gt;
** A large number of vault-specific monsters.&lt;br /&gt;
* Imps and other weak monsters no longer appear in [[Pandemonium]].&lt;br /&gt;
* [[Nergalle]] appears earlier in the dungeon.&lt;br /&gt;
* [[Lamia]] no longer comes with a band of minions.&lt;br /&gt;
* &amp;lt;s&amp;gt;Creatures other than natural creatures can now be [[frenzied]]; this causes them to attack anything in sight. The [[berserk]]ing effect of frenzy (might and haste effects) is limited to natural creatures.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
------&lt;br /&gt;
* New spells:&lt;br /&gt;
** [[Searing Ray]], a level 2 conjuration replacing [[Force Lance]] in the [[Book of Conjurations]] that deals damage over several consecutive turns.&lt;br /&gt;
** &amp;lt;s&amp;gt;[[Discord]], a level 8 [[Hexes]] spell that attempts to [[frenzy]] all monsters in sight.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Summon Small Mammals]] now only ever summons one mammal, and is renamed to [[Summon Small Mammal]] as a consequence.&amp;lt;/s&amp;gt;&lt;br /&gt;
* 100% of teleports on the orb run are delays (up from 50%).&lt;br /&gt;
* [[Haunt]] adjustments:&lt;br /&gt;
** Summons now fixate on their target.&lt;br /&gt;
** [[Flayed ghost]]s are no longer summoned.&lt;br /&gt;
** Friendlies are no longer targettable.&lt;br /&gt;
* [[Olgreb's Toxic Radiance]] now [[poison]]s continuously over several turns (and deals impact damage); it also ignores the caster's poison resistance (if any).&lt;br /&gt;
* [[Dragon Form]] is pure [[Transmutations]] (was Tmut/Fire for all but [[Draconian]]s).&lt;br /&gt;
* [[Force Lance]] is now level 5 (was level 2), with boosted range and damage to match.&lt;br /&gt;
* [[Fulminant Prism]] now caps at 200 spellpower.&lt;br /&gt;
* [[Swiftness]] can be cast in water; it doesn't operate in water, but it grants the status (which operates as expected when out of the water).&lt;br /&gt;
* [[Summonings]] caps are introduced. This acts on a per-spell basis, each spell has a fixed numerical limit for the number of summons active at any time. Going over this limit means your oldest summons will expire in a very short number of turns. Applies only to non-necromantic non-permanent summons.&lt;br /&gt;
* Temporary summons will no longer follow the player down stairs.&lt;br /&gt;
* Temporary summons expire when the player moves to a different level.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
-----&lt;br /&gt;
* The elemental evocation items have been reworked:&lt;br /&gt;
** All no longer depend on elemental magic skill or nearby terrain, can summon multiple elementals, and have an XP-based recharge timer.&lt;br /&gt;
** &amp;lt;s&amp;gt;The [[lamp of fire]] fires up to three trails of flame in a given direction.&lt;br /&gt;
** The [[fan of air elementals]] is now the [[fan of gales]], and blows back nearby enemies.&lt;br /&gt;
** The [[stone of earth elementals]] is now the [[stone of tremors]]; it causes rubble to fall from nearby rock, stone, or permarock walls to damage creatures adjacent to them, and has a chance to [[shaft]] creatures;&lt;br /&gt;
** A new elemental evoker item - the [[phial of floods]]; it generates a wave of water which temporarily leaves a pool of water behind, and summons [[water elemental]]s.&amp;lt;/s&amp;gt;&lt;br /&gt;
* The dependence of armour penalties on strength has been adjusted; there are no longer magic strength numbers for lowest possible penalties.&lt;br /&gt;
* &amp;lt;s&amp;gt;Potions of gain &amp;lt;ability&amp;gt; have been replaced by [[potions of beneficial mutation]], which grant the player a single beneficial mutation.&lt;br /&gt;
* the [[Scroll of vorpalise weapon]] is now called [[Scroll of brand weapon]], and can rebrand weapons that already have a permanent brand affixed.&amp;lt;/s&amp;gt;&lt;br /&gt;
* the [[Scroll of immolation]] has been reworked to [[Inner Flame]] everything in [[LOS]].&lt;br /&gt;
* [[Lear's chain mail]] is now [[Lear's hauberk]] - a +27 [[chain mail]] that covers all armour slots other than [[shields]] and [[cloak]]s.&lt;br /&gt;
* The [[staff of energy]] eliminates 100% of spell hunger again, and includes the now-gone [[staff of channeling]] as well.&lt;br /&gt;
* The [[staff of power]] scales with your maximum magic power.&lt;br /&gt;
* [[Box of beasts]] has been reworked:&lt;br /&gt;
** Has a fixed, random number of charges between 5 and 15 inclusive.&lt;br /&gt;
** 1/3 chance to fail on usage with no bad effects.&lt;br /&gt;
** When successful, generates a [[chimera]]; a new monster with three heads. Each head can be a different beast, picked from a list which provides better/stronger beasts at higher [[Evocations]] skill. The heads determine the attacks and abilities available to the monster.&lt;br /&gt;
* New &amp;quot;[[sack of spiders]]&amp;quot; item:&lt;br /&gt;
** Fixed charges between 5 and 15 inclusive.&lt;br /&gt;
** On evoking, creates [[web]]s around you and releases [[list of arachnids|spiders]].&lt;br /&gt;
** Number of webs and type/number of spiders scales with evocations.&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Splint mail]] has been removed; [[chain mail]] is now 8 AC to compensate.&amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Needle]]s of [[sickness]] have been removed.&lt;br /&gt;
* [[Manual]]s do not need to be read to be activated; they're always on while in inventory.&lt;br /&gt;
* The [[rod of striking]] now functions as a melee weapon - it expends charges to deal additional damage in melee.&lt;br /&gt;
* [[Boots]] of [[running]] have a -1 movement delay (was -2).&lt;br /&gt;
* The [[lantern of shadows]]' rate of shadow spawning scales with evocations, and the resulting shadows now wander instead of following the player.&lt;br /&gt;
* &amp;lt;s&amp;gt;New unrand: the +4 [[moon troll leather armour]] {Spirit MP+5 Regen}.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Adjustments to unrands:&lt;br /&gt;
** [[Arga]] is now a [[broad axe]].&lt;br /&gt;
** [[Bullseye]] is now a [[large shield]].&lt;br /&gt;
** The [[shield of the Gong]] no longer has [[guardian spirit]]; it is otherwise unchanged.&lt;br /&gt;
** The [[knife of Accuracy]] and [[boots of the Assassin]] are no more.&lt;br /&gt;
** The [[lightning scales]] are now +6 (was +3).&lt;br /&gt;
* [[Hammer]]s do not generate outside of vaults.&lt;br /&gt;
&lt;br /&gt;
===Gods===&lt;br /&gt;
----&lt;br /&gt;
* [[Yredelemnul]] no longer gifts [[rotting hulk]]s / [[plague shambler]]s.&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Hill orc]]s encountering an [[orc priest]] for the first time are offered the chance to convert to [[Beogh]] on the spot.&amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Zin]]'s Recite no longer paralyses the player; the player can take any action that doesn't involve the mouth while reciting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
===Interface===&lt;br /&gt;
---------&lt;br /&gt;
* For online play, explore_delay and travel_delay are instananeous by default.&lt;br /&gt;
* Dungeon features with variable-colour tiles now display those colours in tiles (e.g. walls in the Abyss, the Elven Halls, and the Pan disco hall).&lt;br /&gt;
* Examining a monster will display the spells monsters of its type are capable of using.&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
---------&lt;br /&gt;
* A port to OpenSolaris (Dyson/Illumos).&lt;br /&gt;
* MSVC compilation once again possible (Visual Studio [Express] 2012)&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Crawl Versions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Evocable_items&amp;diff=24190</id>
		<title>Evocable items</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Evocable_items&amp;diff=24190"/>
				<updated>2014-01-03T04:17:08Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: /* Summoning Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Evocable items''' are items which can be [[evoke]]d using the '''v''' key.  They offer a wide variety of spell-like abilities that have two clear advantages over regular spellcasting: they are not affected by most spellcasting penalties; most of them only require the player to increase his Evocations skill to become more powerful. All of them, except wands, must be [[wield]]ed before they may be evoked.&lt;br /&gt;
&lt;br /&gt;
On the other hand, their spell-like abilities are usually not as powerful as the ones a spellcaster can achieve after learning the actual spell. There is also often a hunger cost associated with using the item. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, they are a good choice for non-spellcasting players who wish to have a few magical options up their sleeves. Spellcasters, of course, can always use some of these to save from tapping into their own mana, or to even boost their mana (via the staff of channeling and crystal ball of energy).&lt;br /&gt;
&lt;br /&gt;
==Staves==&lt;br /&gt;
Staves are a fairly common type of evocable item that can also be used as a weapon. Like other [[magical staff|magical staves]], they count as normal [[staff|staves]] in combat and are affected by the Staves skill. They cannot be enchanted or branded.&lt;br /&gt;
&lt;br /&gt;
*[[Staff of channeling]]&lt;br /&gt;
*[[Sceptre of Asmodeus]]&lt;br /&gt;
*[[Staff of Dispater]]&lt;br /&gt;
*[[Staff of Wucad Mu]]&lt;br /&gt;
*[[Staff of Olgreb]]&lt;br /&gt;
&lt;br /&gt;
==Rods==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;''Main article: [[Rods]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
A rod is a rare type of staff (about 10% of all magical staves are rods) that can be evoked to cast spells. They have their own mana reservoir which is recharged over time. Each spell costs an amount of mana equal to its level. Different rods have different spells to evoke.&lt;br /&gt;
*[[List of Rods]]&lt;br /&gt;
&lt;br /&gt;
==Wands==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;''Main article: [[Wands]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
A wand is a magical device that contains several charges of a specific spell or effect.  It does not need to be wielded to be used.&lt;br /&gt;
*[[Wands#List of wands|List of Wands]]&lt;br /&gt;
&lt;br /&gt;
==Decks of cards==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;''Main article: [[Decks]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
Decks of cards are primarily the province of worshipers of [[Nemelex Xobeh]]. Evoking a deck draws a random card from the deck to produce a certain effect.&lt;br /&gt;
*[[Decks#List of Decks|List of decks]]&lt;br /&gt;
&lt;br /&gt;
==Summoning Items==&lt;br /&gt;
These items can be used to summon a creature or two, possibly along with other effects. In most cases, their power depends upon your Evocations skill. &lt;br /&gt;
&lt;br /&gt;
*[[File:Air elemental fan.png]] [[Fan of gales]]&lt;br /&gt;
*[[File:Bottled efreet.png]] [[Bottled efreet]]&lt;br /&gt;
*[[File:Lamp of fire.png]] [[Lamp of fire]]&lt;br /&gt;
*[[File:Stone of earth elementals.png]] [[Stone of tremors]]&lt;br /&gt;
*[[File:Box of beasts.png]] [[Box of beasts]]&lt;br /&gt;
*[[File:Lantern of shadows.png]] [[Lantern of shadows]]&lt;br /&gt;
*[[File:Phial of floods.png]] [[Phial of floods]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Items==&lt;br /&gt;
*[[File:Crystal ball of energy.png]] [[Crystal ball of energy]]&lt;br /&gt;
*[[File:Disc of storms.png]] [[Disc of storms]]&lt;br /&gt;
*[[File:Horn of geryon.png]] [[Horn of Geryon]]&lt;br /&gt;
&lt;br /&gt;
==Reaching Weapons==&lt;br /&gt;
These items are not magical and do not use Evocations for a successful hit.  They are included for completeness, since you technically &amp;quot;evoke&amp;quot; them with the '''v''' key to attack non-adjacent monsters.&lt;br /&gt;
*[[whip]]s of [[reaching]]&lt;br /&gt;
*[[polearms]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Evocable_items&amp;diff=24189</id>
		<title>Evocable items</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Evocable_items&amp;diff=24189"/>
				<updated>2014-01-03T04:16:37Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: /* Summoning Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Evocable items''' are items which can be [[evoke]]d using the '''v''' key.  They offer a wide variety of spell-like abilities that have two clear advantages over regular spellcasting: they are not affected by most spellcasting penalties; most of them only require the player to increase his Evocations skill to become more powerful. All of them, except wands, must be [[wield]]ed before they may be evoked.&lt;br /&gt;
&lt;br /&gt;
On the other hand, their spell-like abilities are usually not as powerful as the ones a spellcaster can achieve after learning the actual spell. There is also often a hunger cost associated with using the item. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, they are a good choice for non-spellcasting players who wish to have a few magical options up their sleeves. Spellcasters, of course, can always use some of these to save from tapping into their own mana, or to even boost their mana (via the staff of channeling and crystal ball of energy).&lt;br /&gt;
&lt;br /&gt;
==Staves==&lt;br /&gt;
Staves are a fairly common type of evocable item that can also be used as a weapon. Like other [[magical staff|magical staves]], they count as normal [[staff|staves]] in combat and are affected by the Staves skill. They cannot be enchanted or branded.&lt;br /&gt;
&lt;br /&gt;
*[[Staff of channeling]]&lt;br /&gt;
*[[Sceptre of Asmodeus]]&lt;br /&gt;
*[[Staff of Dispater]]&lt;br /&gt;
*[[Staff of Wucad Mu]]&lt;br /&gt;
*[[Staff of Olgreb]]&lt;br /&gt;
&lt;br /&gt;
==Rods==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;''Main article: [[Rods]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
A rod is a rare type of staff (about 10% of all magical staves are rods) that can be evoked to cast spells. They have their own mana reservoir which is recharged over time. Each spell costs an amount of mana equal to its level. Different rods have different spells to evoke.&lt;br /&gt;
*[[List of Rods]]&lt;br /&gt;
&lt;br /&gt;
==Wands==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;''Main article: [[Wands]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
A wand is a magical device that contains several charges of a specific spell or effect.  It does not need to be wielded to be used.&lt;br /&gt;
*[[Wands#List of wands|List of Wands]]&lt;br /&gt;
&lt;br /&gt;
==Decks of cards==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;''Main article: [[Decks]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
Decks of cards are primarily the province of worshipers of [[Nemelex Xobeh]]. Evoking a deck draws a random card from the deck to produce a certain effect.&lt;br /&gt;
*[[Decks#List of Decks|List of decks]]&lt;br /&gt;
&lt;br /&gt;
==Summoning Items==&lt;br /&gt;
These items can be used to summon a creature or two, possibly along with other effects. In most cases, their power depends upon your Evocations skill. &lt;br /&gt;
&lt;br /&gt;
*[[File:Air elemental fan.png]] [[Fan of gales]]&lt;br /&gt;
*[[File:Bottled efreet.png]] [[Bottled efreet]]&lt;br /&gt;
*[[File:Lamp of fire.png]] [[Lamp of fire]]&lt;br /&gt;
*[[File:Stone of earth elementals.png]] [[Stone of tremors]]&lt;br /&gt;
*[[File:Box of beasts.png]] [[Box of beasts]]&lt;br /&gt;
*[[File:Lantern of shadows.png]] [[Lantern of shadows]]&lt;br /&gt;
* [[Phial of floods]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Items==&lt;br /&gt;
*[[File:Crystal ball of energy.png]] [[Crystal ball of energy]]&lt;br /&gt;
*[[File:Disc of storms.png]] [[Disc of storms]]&lt;br /&gt;
*[[File:Horn of geryon.png]] [[Horn of Geryon]]&lt;br /&gt;
&lt;br /&gt;
==Reaching Weapons==&lt;br /&gt;
These items are not magical and do not use Evocations for a successful hit.  They are included for completeness, since you technically &amp;quot;evoke&amp;quot; them with the '''v''' key to attack non-adjacent monsters.&lt;br /&gt;
*[[whip]]s of [[reaching]]&lt;br /&gt;
*[[polearms]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Phial_of_floods&amp;diff=24188</id>
		<title>Phial of floods</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Phial_of_floods&amp;diff=24188"/>
				<updated>2014-01-03T04:16:08Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Miscellaneous item&lt;br /&gt;
 |name=phial of floods&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=10&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|An enchanted vessel brimming over with elemental water. Removing the stopper unleashes a torrent of water from the phial and sets free the water spirits that dwell within it.&lt;br /&gt;
Once released, the spirits within this device will dissipate, leaving it inert, though new ones may be attracted as its bearer battles through the dungeon and grows in power and wisdom.}}&lt;br /&gt;
&lt;br /&gt;
A '''phial of floods''' is an evocable item which releases a torrent of water with an effect similar to [[Primal Wave]]: an aimed beam of water will damage and potentially knock back your target, and the endpoint of the spell will be covered in a temporary pool of [[shallow water]] with up to 3 friendly [[water elemental]]s in it. Your [[Evocations]] skill will increase the duration of this water, as well as the likelihood of getting more elementals.&lt;br /&gt;
&lt;br /&gt;
Like the other 3 elemental evokers ([[fan of gales]], [[lamp of fire]], and [[stone of tremors]]), the phial of floods expends itself after one use an can be recharged only by gaining exp while it is in the player's possession.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This is generally considered the best of the elemental evocable items. The shallow water gets in the way of enemies, the beam deals damage and the water elementals are tough allies to have.&lt;br /&gt;
&lt;br /&gt;
Phials of floods can be useful for preventing [[Sticky Flame]] from affecting you. Fire at the floor one space in front of you (select the tile with '''.''') to immediately drop yourself in shallow water, rendering you immune to the [[fire]] damage over time portion of the spell.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This item was added in [[0.13]].&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Evocable_items&amp;diff=24187</id>
		<title>Evocable items</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Evocable_items&amp;diff=24187"/>
				<updated>2014-01-03T04:14:47Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: /* Summoning Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Evocable items''' are items which can be [[evoke]]d using the '''v''' key.  They offer a wide variety of spell-like abilities that have two clear advantages over regular spellcasting: they are not affected by most spellcasting penalties; most of them only require the player to increase his Evocations skill to become more powerful. All of them, except wands, must be [[wield]]ed before they may be evoked.&lt;br /&gt;
&lt;br /&gt;
On the other hand, their spell-like abilities are usually not as powerful as the ones a spellcaster can achieve after learning the actual spell. There is also often a hunger cost associated with using the item. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, they are a good choice for non-spellcasting players who wish to have a few magical options up their sleeves. Spellcasters, of course, can always use some of these to save from tapping into their own mana, or to even boost their mana (via the staff of channeling and crystal ball of energy).&lt;br /&gt;
&lt;br /&gt;
==Staves==&lt;br /&gt;
Staves are a fairly common type of evocable item that can also be used as a weapon. Like other [[magical staff|magical staves]], they count as normal [[staff|staves]] in combat and are affected by the Staves skill. They cannot be enchanted or branded.&lt;br /&gt;
&lt;br /&gt;
*[[Staff of channeling]]&lt;br /&gt;
*[[Sceptre of Asmodeus]]&lt;br /&gt;
*[[Staff of Dispater]]&lt;br /&gt;
*[[Staff of Wucad Mu]]&lt;br /&gt;
*[[Staff of Olgreb]]&lt;br /&gt;
&lt;br /&gt;
==Rods==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;''Main article: [[Rods]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
A rod is a rare type of staff (about 10% of all magical staves are rods) that can be evoked to cast spells. They have their own mana reservoir which is recharged over time. Each spell costs an amount of mana equal to its level. Different rods have different spells to evoke.&lt;br /&gt;
*[[List of Rods]]&lt;br /&gt;
&lt;br /&gt;
==Wands==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;''Main article: [[Wands]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
A wand is a magical device that contains several charges of a specific spell or effect.  It does not need to be wielded to be used.&lt;br /&gt;
*[[Wands#List of wands|List of Wands]]&lt;br /&gt;
&lt;br /&gt;
==Decks of cards==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;''Main article: [[Decks]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
Decks of cards are primarily the province of worshipers of [[Nemelex Xobeh]]. Evoking a deck draws a random card from the deck to produce a certain effect.&lt;br /&gt;
*[[Decks#List of Decks|List of decks]]&lt;br /&gt;
&lt;br /&gt;
==Summoning Items==&lt;br /&gt;
These items can be used to summon a creature or two, possibly along with other effects. In most cases, their power depends upon your Evocations skill. &lt;br /&gt;
&lt;br /&gt;
*[[File:Air elemental fan.png]] [[Fan of gales]]&lt;br /&gt;
*[[File:Bottled efreet.png]] [[Bottled efreet]]&lt;br /&gt;
*[[File:Lamp of fire.png]] [[Lamp of fire]]&lt;br /&gt;
*[[File:Stone of earth elementals.png]] [[Stone of tremors]]&lt;br /&gt;
*[[File:Box of beasts.png]] [[Box of beasts]]&lt;br /&gt;
*[[File:Lantern of shadows.png]] [[Lantern of shadows]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Items==&lt;br /&gt;
*[[File:Crystal ball of energy.png]] [[Crystal ball of energy]]&lt;br /&gt;
*[[File:Disc of storms.png]] [[Disc of storms]]&lt;br /&gt;
*[[File:Horn of geryon.png]] [[Horn of Geryon]]&lt;br /&gt;
&lt;br /&gt;
==Reaching Weapons==&lt;br /&gt;
These items are not magical and do not use Evocations for a successful hit.  They are included for completeness, since you technically &amp;quot;evoke&amp;quot; them with the '''v''' key to attack non-adjacent monsters.&lt;br /&gt;
*[[whip]]s of [[reaching]]&lt;br /&gt;
*[[polearms]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Evocable_items&amp;diff=24186</id>
		<title>Evocable items</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Evocable_items&amp;diff=24186"/>
				<updated>2014-01-03T04:14:05Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: /* Summoning Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Evocable items''' are items which can be [[evoke]]d using the '''v''' key.  They offer a wide variety of spell-like abilities that have two clear advantages over regular spellcasting: they are not affected by most spellcasting penalties; most of them only require the player to increase his Evocations skill to become more powerful. All of them, except wands, must be [[wield]]ed before they may be evoked.&lt;br /&gt;
&lt;br /&gt;
On the other hand, their spell-like abilities are usually not as powerful as the ones a spellcaster can achieve after learning the actual spell. There is also often a hunger cost associated with using the item. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, they are a good choice for non-spellcasting players who wish to have a few magical options up their sleeves. Spellcasters, of course, can always use some of these to save from tapping into their own mana, or to even boost their mana (via the staff of channeling and crystal ball of energy).&lt;br /&gt;
&lt;br /&gt;
==Staves==&lt;br /&gt;
Staves are a fairly common type of evocable item that can also be used as a weapon. Like other [[magical staff|magical staves]], they count as normal [[staff|staves]] in combat and are affected by the Staves skill. They cannot be enchanted or branded.&lt;br /&gt;
&lt;br /&gt;
*[[Staff of channeling]]&lt;br /&gt;
*[[Sceptre of Asmodeus]]&lt;br /&gt;
*[[Staff of Dispater]]&lt;br /&gt;
*[[Staff of Wucad Mu]]&lt;br /&gt;
*[[Staff of Olgreb]]&lt;br /&gt;
&lt;br /&gt;
==Rods==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;''Main article: [[Rods]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
A rod is a rare type of staff (about 10% of all magical staves are rods) that can be evoked to cast spells. They have their own mana reservoir which is recharged over time. Each spell costs an amount of mana equal to its level. Different rods have different spells to evoke.&lt;br /&gt;
*[[List of Rods]]&lt;br /&gt;
&lt;br /&gt;
==Wands==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;''Main article: [[Wands]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
A wand is a magical device that contains several charges of a specific spell or effect.  It does not need to be wielded to be used.&lt;br /&gt;
*[[Wands#List of wands|List of Wands]]&lt;br /&gt;
&lt;br /&gt;
==Decks of cards==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;''Main article: [[Decks]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
Decks of cards are primarily the province of worshipers of [[Nemelex Xobeh]]. Evoking a deck draws a random card from the deck to produce a certain effect.&lt;br /&gt;
*[[Decks#List of Decks|List of decks]]&lt;br /&gt;
&lt;br /&gt;
==Summoning Items==&lt;br /&gt;
These items can be used to summon a creature or two. In most cases, their friendliness depends upon your Evocations skill. &lt;br /&gt;
*[[File:Air elemental fan.png]] [[Fan of gales]]&lt;br /&gt;
*[[File:Bottled efreet.png]] [[Bottled efreet]]&lt;br /&gt;
*[[File:Lamp of fire.png]] [[Lamp of fire]]&lt;br /&gt;
*[[File:Stone of earth elementals.png]] [[Stone of tremors]]&lt;br /&gt;
*[[File:Box of beasts.png]] [[Box of beasts]]&lt;br /&gt;
*[[File:Lantern of shadows.png]] [[Lantern of shadows]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Items==&lt;br /&gt;
*[[File:Crystal ball of energy.png]] [[Crystal ball of energy]]&lt;br /&gt;
*[[File:Disc of storms.png]] [[Disc of storms]]&lt;br /&gt;
*[[File:Horn of geryon.png]] [[Horn of Geryon]]&lt;br /&gt;
&lt;br /&gt;
==Reaching Weapons==&lt;br /&gt;
These items are not magical and do not use Evocations for a successful hit.  They are included for completeness, since you technically &amp;quot;evoke&amp;quot; them with the '''v''' key to attack non-adjacent monsters.&lt;br /&gt;
*[[whip]]s of [[reaching]]&lt;br /&gt;
*[[polearms]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stone_of_earth_elementals&amp;diff=24185</id>
		<title>Stone of earth elementals</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stone_of_earth_elementals&amp;diff=24185"/>
				<updated>2014-01-03T04:13:14Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Obsolete}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Miscellaneous item&lt;br /&gt;
 |name=stone of earth elementals&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=10&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A magical device for summoning earth elementals. It is rather unreliable, and usually requires several attempts to function correctly. Using it carries an element of risk, which is reduced if one is skilled in the appropriate elemental magic.}}&lt;br /&gt;
&lt;br /&gt;
A '''stone of earth elementals''' is an evocable item which summons an [[earth elemental]] from an adjacent [[wall#rock|rock wall]] tile as if you'd cast the [[Summon Elemental]] spell. The higher your [[Evocations]] skill, the more likely the device is to work, while having a high [[Earth Magic]] skill increases the likelihood of the earth elemental being allied to you instead of hostile:&lt;br /&gt;
&lt;br /&gt;
[[File:Dcss-datachart-stoneofearthelementals-friendly-summon-percentage.png|center|Selecting the skills you want to be trained]]&lt;br /&gt;
&lt;br /&gt;
Getting one friendly summon is guaranteed by Earth Magic skill 5, two are guaranteed by 10, etc. up to an effective max of five summons at Earth Magic skill 25.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Earth elementals are the most cooperative of the elemental kinds, requiring an Earth Magic skill of only 5 to max out their friendliness rate. This makes them perfect for use by characters who want access to summoned allies but don't want to waste much [[XP]] training skills they won't use. While earth elementals are frustratingly slow, they hit hard and can take a punch or two from most opponents.&lt;br /&gt;
&lt;br /&gt;
The slow nature of Earth elementals can be an asset. Because they're not ahead of you, they're not stealing part of your XP by taking your kills. If you're in a corridor and you need to escape a situation, they're always behind you; you double back through them and they save your virtual life.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
This can be used as a (very slow) form of [[Wand of digging|Digging]], since every time you successfully summon an elemental, you're consuming a rock wall tile.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
These were replaced with '''[[stones of tremors]]''' in [[0.13]].&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lamp_of_fire&amp;diff=24184</id>
		<title>Lamp of fire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lamp_of_fire&amp;diff=24184"/>
				<updated>2014-01-03T04:11:59Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Miscellaneous item&lt;br /&gt;
 |name=lamp of fire&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=10&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A magical lamp inhabited by benevolent fire spirits. Unlatching the case sets the spirits free to dance about in a blaze upon the bearer's enemies. Once released, the spirits within this device will dissipate, leaving it inert, though new ones may be attracted as its bearer battle through the dungeon and grows in wisdom and power.}}&lt;br /&gt;
&lt;br /&gt;
A '''lamp of fire''' is an evocable item which allows you fire powerful gouts of flame at your opponents. You may choose a target tile, and up to three blasts of flame will be launched in that general direction, generating flame [[cloud]]s along their path and up to three [[fire elemental]]s near the target. The higher your [[Evocations]] skill, the more damage the flames will deal and the more likely you are to get multiple fire elementals.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], this item simply allowed you to summon fire elementals one at a time from flaming [[cloud]]s or [[lava]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], it appeared unidentified as a '''blazing lamp'''.&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Evocable_items&amp;diff=24183</id>
		<title>Evocable items</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Evocable_items&amp;diff=24183"/>
				<updated>2014-01-03T04:09:42Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: /* Summoning Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Evocable items''' are items which can be [[evoke]]d using the '''v''' key.  They offer a wide variety of spell-like abilities that have two clear advantages over regular spellcasting: they are not affected by most spellcasting penalties; most of them only require the player to increase his Evocations skill to become more powerful. All of them, except wands, must be [[wield]]ed before they may be evoked.&lt;br /&gt;
&lt;br /&gt;
On the other hand, their spell-like abilities are usually not as powerful as the ones a spellcaster can achieve after learning the actual spell. There is also often a hunger cost associated with using the item. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, they are a good choice for non-spellcasting players who wish to have a few magical options up their sleeves. Spellcasters, of course, can always use some of these to save from tapping into their own mana, or to even boost their mana (via the staff of channeling and crystal ball of energy).&lt;br /&gt;
&lt;br /&gt;
==Staves==&lt;br /&gt;
Staves are a fairly common type of evocable item that can also be used as a weapon. Like other [[magical staff|magical staves]], they count as normal [[staff|staves]] in combat and are affected by the Staves skill. They cannot be enchanted or branded.&lt;br /&gt;
&lt;br /&gt;
*[[Staff of channeling]]&lt;br /&gt;
*[[Sceptre of Asmodeus]]&lt;br /&gt;
*[[Staff of Dispater]]&lt;br /&gt;
*[[Staff of Wucad Mu]]&lt;br /&gt;
*[[Staff of Olgreb]]&lt;br /&gt;
&lt;br /&gt;
==Rods==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;''Main article: [[Rods]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
A rod is a rare type of staff (about 10% of all magical staves are rods) that can be evoked to cast spells. They have their own mana reservoir which is recharged over time. Each spell costs an amount of mana equal to its level. Different rods have different spells to evoke.&lt;br /&gt;
*[[List of Rods]]&lt;br /&gt;
&lt;br /&gt;
==Wands==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;''Main article: [[Wands]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
A wand is a magical device that contains several charges of a specific spell or effect.  It does not need to be wielded to be used.&lt;br /&gt;
*[[Wands#List of wands|List of Wands]]&lt;br /&gt;
&lt;br /&gt;
==Decks of cards==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;''Main article: [[Decks]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
Decks of cards are primarily the province of worshipers of [[Nemelex Xobeh]]. Evoking a deck draws a random card from the deck to produce a certain effect.&lt;br /&gt;
*[[Decks#List of Decks|List of decks]]&lt;br /&gt;
&lt;br /&gt;
==Summoning Items==&lt;br /&gt;
These items can be used to summon a creature or two. In most cases, their friendliness depends upon your Evocations skill. &lt;br /&gt;
*[[File:Air elemental fan.png]] [[Fan of gales]]&lt;br /&gt;
*[[File:Bottled efreet.png]] [[Bottled efreet]]&lt;br /&gt;
*[[File:Lamp of fire.png]] [[Lamp of fire]]&lt;br /&gt;
*[[File:Stone of earth elementals.png]] [[Stone of earth elementals]]&lt;br /&gt;
*[[File:Box of beasts.png]] [[Box of beasts]]&lt;br /&gt;
*[[File:Lantern of shadows.png]] [[Lantern of shadows]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Items==&lt;br /&gt;
*[[File:Crystal ball of energy.png]] [[Crystal ball of energy]]&lt;br /&gt;
*[[File:Disc of storms.png]] [[Disc of storms]]&lt;br /&gt;
*[[File:Horn of geryon.png]] [[Horn of Geryon]]&lt;br /&gt;
&lt;br /&gt;
==Reaching Weapons==&lt;br /&gt;
These items are not magical and do not use Evocations for a successful hit.  They are included for completeness, since you technically &amp;quot;evoke&amp;quot; them with the '''v''' key to attack non-adjacent monsters.&lt;br /&gt;
*[[whip]]s of [[reaching]]&lt;br /&gt;
*[[polearms]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fan_of_gales&amp;diff=24182</id>
		<title>Fan of gales</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fan_of_gales&amp;diff=24182"/>
				<updated>2014-01-03T04:09:12Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;border: 1px solid #33A240; background-color: #9f9; border-left: 15px solid #33A240; margin-bottom: 20px; width: 100%; padding: 4px 10px; line-height: 1.1em; width: auto;&amp;quot;&amp;gt;'''''Version [[0.13]]''': This article is up to date for the latest stable release of Crawl.''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Miscellaneous item&lt;br /&gt;
 |name=fan of gales&lt;br /&gt;
 |cost=1100&lt;br /&gt;
 |weight=10&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|An enchanted fan inhabited by benevolent air spirits. Swinging the fan unleashes a blast of wind around the bearer and sets the spirits free to sweep away the bearer's enemies. Once released, the spirits within this device will dissipate, leaving it inert, though new ones may be attracted as its bearer battle through the dungeon and grows in wisdom and power.}}&lt;br /&gt;
&lt;br /&gt;
A '''fan of gales''' is an evocable item which summons an [[air elemental]], or maybe more, as well as calling forth a [[wind blast]]. The higher your [[Evocations]] skill, the more elementals are summoned. It will always summon one, and at most will summon three.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The wind blast is very useful for pushing back enemies that have gotten too close. In addition, air elementals are powerful allies. They always summon friendly, so feel free to use this when in trouble or before a big fight. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.13]] this item replaced the [[air elemental fan]].&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fan_of_gales&amp;diff=24181</id>
		<title>Fan of gales</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fan_of_gales&amp;diff=24181"/>
				<updated>2014-01-03T04:07:01Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;border: 1px solid #33A240; background-color: #9f9; border-left: 15px solid #33A240; margin-bottom: 20px; width: 100%; padding: 4px 10px; line-height: 1.1em; width: auto;&amp;quot;&amp;gt;'''''Version [[0.13]]''': This article is up to date for the latest stable release of Crawl.''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Miscellaneous item&lt;br /&gt;
 |name=fan of gales&lt;br /&gt;
 |cost=1100&lt;br /&gt;
 |weight=10&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|An enchanted fan inhabited by benevolent air spirits. Swinging the fan unleashes a blast of wind around the bearer and sets the spirits free to sweep away the bearer's enemies. Once released, the spirits within this device will dissipate, leaving it inert, though new ones may be attracted as its bearer battle through the dungeon and grows in wisdom and power.}}&lt;br /&gt;
&lt;br /&gt;
A '''fan of gales''' is an evocable item which summons an [[air elemental]], or maybe more, as well as calling forth a [[wind blast]]. The higher your [[Evocations]] skill, the more elementals are summoned. It will always summon one, and at most will summon three.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The wind blast is very useful for pushing back enemies that have gotten too close. In addition, air elementals are powerful allies. They always summon friendly, so feel free to use this when in trouble or before a big fight. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.13]] this item replaced the &amp;quot;air elemental fan&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fan_of_gales&amp;diff=24180</id>
		<title>Fan of gales</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fan_of_gales&amp;diff=24180"/>
				<updated>2014-01-03T04:05:45Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;border: 1px solid #33A240; background-color: #9f9; border-left: 15px solid #33A240; margin-bottom: 20px; width: 100%; padding: 4px 10px; line-height: 1.1em; width: auto;&amp;quot;&amp;gt;'''''Version [[0.13]]''': This article is up to date for the latest stable release of Crawl.''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Miscellaneous item&lt;br /&gt;
 |name=Fan of Gales&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=10&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|An enchanted fan inhabited by benevolent air spirits. Swinging the fan unleashes a blast of wind around the bearer and sets the spirits free to sweep away the bearer's enemies. Once released, the spirits within this device will dissipate, leaving it inert, though new ones may be attracted as its bearer battle through the dungeon and grows in wisdom and power.}}&lt;br /&gt;
&lt;br /&gt;
A '''fan of gales''' is an evocable item which summons a number of [[air elementals]], as well as calling forth a [[wind blast]]. The higher your [[Evocations]] skill, the more elementals are summoned. It will always summon one, and at most will summon three.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The wind blast is very useful for pushing back enemies that have gotten too close. In addition, air elementals are powerful allies. They always summon friendly, so feel free to use this when in trouble or before a big fight. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.13]] this item replaced the &amp;quot;air elemental fan&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Air_elemental_fan&amp;diff=24179</id>
		<title>Air elemental fan</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Air_elemental_fan&amp;diff=24179"/>
				<updated>2014-01-03T04:05:22Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Obsolete}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Miscellaneous item&lt;br /&gt;
 |name=air elemental fan&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=10&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A magical device for summoning air elementals. It is rather unreliable, and usually requires several attempts to function correctly. Using it carries an element of risk, which is reduced if one is skilled in the appropriate elemental magic.}}&lt;br /&gt;
&lt;br /&gt;
An '''air elemental fan''' is an evocable item which summons an [[air elemental]] from an adjacent air-containing tile as though you'd cast the [[Summon Elemental]] spell. The higher your [[Evocations]] skill, the more likely the device is to work, while having a high [[Air Magic]] skill increases the likelihood of the air elemental being allied to you instead of hostile:&lt;br /&gt;
&lt;br /&gt;
[[File:Dcss-datachart-airelementalfan-friendly-summon-percentage.png|center|Selecting the skills you want to be trained]]&lt;br /&gt;
Getting one friendly summons is guaranteed by Air Magic skill 15, two are guaranteed by 18, etc. up to an effective max of five summons at Air Magic skill 27.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Air elemental summoning requires the most elemental skill for successfully using an elemental evocation device. This makes them less than ideal for players looking to gain a few levels in a secondary skill in order to gain access to some allies; a [[lamp of fire]] only requires 10 Fire Magic skill, while a [[stone of earth elementals]] only requires 5 Earth Magic skill.  That being said, an air elemental fan and enough skill to summon at least a few friendly air elementals is enough to take down a [[diamond obelisk]], though it'll still take several hundred turns.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.13]] this item was replaced by the [[fan of gales]].&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Lair&amp;diff=24178</id>
		<title>The Lair</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Lair&amp;diff=24178"/>
				<updated>2014-01-03T03:28:57Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Most adventurers find the Lair of Beasts to be an exciting change of climate. And indeed, there is something to be said about getting gored, mauled and eaten rather than sliced, burnt or stabbed.&lt;br /&gt;
&lt;br /&gt;
The Lair is eight levels deep and contains the stairs to three more branches.}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|These stairs lead to the Lair of Beasts, for a change of climate.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lair entry.png]] '''The Lair of Beasts''' (commonly known as '''the Lair''') is a [[branch]] of the [[Dungeon]] filled with natural beasts of all kinds and offers a comparatively easy source of experience and treasure. While the lair itself does not contain a [[rune]], it will have entrances to three themed branches, all of which contain a [[Rune of Zot]]. There is one poison-themed branch ([[the Snake Pit]] or [[the Spider's Nest]]), one water-themed branch ([[the Swamp]] or [[the Shoals]]), and the acid-themed [[Slime Pits]].&lt;br /&gt;
&lt;br /&gt;
At the very bottom of the Lair you may even find a gate to the [[Hell]]s, though using it so early is likely suicide. The staircase to the Lair is often surrounded by [[plant]]s, [[fungus]], or occasionally (and unfortunately) an [[oklob plant]].&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Lair is 8 levels deep and its entrance is located on D:8-13. Floor layouts vary significantly, including wide open chambers with almost no cover, series of interconnected small chambers with 1-tile-wide hallways between them, and open areas dotted with either small forests or ponds. In any case, there will be [[shallow water]], [[deep water]], and occasionally [[lava]] placed throughout.&lt;br /&gt;
&lt;br /&gt;
The bottom floor of the Lair is most noticeably different. Some endings include a large forest or temple which takes up a large portion of the floor. The temple can contain hordes of [[demon]]s and a portal to the [[Vestibule of Hell]] or packs of [[dire elephant]]s which disguise themselves as statues until you reach the back rooms. As for the large forest, expect swarms of [[spriggan (monster)|spriggans]] and their wilderness allies.&lt;br /&gt;
&lt;br /&gt;
While there are very few [[altar]]s found in the Lair, those wishing to worship [[Jiyva]] can occasionally find his altar immediately outside of the Slime Pits. Doing so may result in him spawning in hungry jellies to menace your stash, however.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
If you haven't done so yet, read the article on [[hydra]]s.&lt;br /&gt;
&lt;br /&gt;
Although the [[Orcish Mines]] are often discovered first, many players choose the Lair as the first branch they explore. The Lair is a sprawling area, filled with more and better treasure than you've found thus far. There is a wide variety of possible monsters to encounter, but with a few exceptions they are easier prey than you'll find delving deeper into the dungeon, at least on the first few floors. Just keep an eye out for surprisingly deadly [[spiny frog]]s or the obscenely deadly hydras. As you descend deeper and deeper, you'll encounter other dangerous opponents, such as packs of [[blink frog]]s, [[elephant]]s, and (on Lair:7-8) the dreaded [[death yak]].&lt;br /&gt;
&lt;br /&gt;
Many monsters in the Lair are [[poison]]ous; bringing [[poison resistance]] will neutralize much of the potential damage output of the branch. This is less crucial for spellcasters or ranged fighters who usually don't let monsters get near enough to bite or sting. Beyond that, [[electricity resistance]] will help you avoid an embarrassing death by [[electric eel]] shocks, and [[fire resistance]] can come in handy on the bottom floors.&lt;br /&gt;
&lt;br /&gt;
As you go to lower floors of the Lair, keep an eye out for messages suggesting the presence of a timed portal on the floor: you can gain access to the [[Ice Cave]], [[Volcano]], and [[Labyrinth]] from here (although each game randomly determines which, if any, of those will be present).&lt;br /&gt;
&lt;br /&gt;
The second floor of the Lair is a good place to keep your [[stash]]; it's a centralized location in the dungeon, your [[inventory]] should be nearly full by this point, and almost all of the monsters generated in the Lair are animals which don't pick up items.&lt;br /&gt;
&lt;br /&gt;
You should probably clear at least the first 7 floors of the Lair before venturing into any of its sub-branches; these can contain surprisingly difficult early encounters, and may require much more training for some character builds. As for Lair:8, explore it carefully as there is often a pack of [[death yak]]s hiding somewhere. You may also run across rare [[Zot trap]]s. If you find the aforementioned jungle temple, proceed with caution; while it contains a small treasure heap somewhere in the back, it can also contain such surprises as statues suddenly turning into [[dire elephant]]s or a hidden chamber filled with a dozen mid-tier [[demon]]s. If you find a gate to the [[Vestibule of Hell]] in the very back of the temple, be aware that most characters this low-level will quickly perish upon entry.&lt;br /&gt;
&lt;br /&gt;
Note that a [[scroll of magic mapping]] will ''not'' display this secret room.&lt;br /&gt;
&lt;br /&gt;
==Lair:8 vaults==&lt;br /&gt;
The last level of the Lair is more difficult than the previous levels. It always includes at least one of these vaults:&lt;br /&gt;
*'''minmay_lair_end_enchanted_forest''': A forest populated by [[list of spriggans|spriggans]] and one or two young [[spriggan druid]]s.&lt;br /&gt;
*'''due_jungle_book''': A temple in the middle of the jungle. This vault contains an [[anaconda]] which is very fast and hits hard. Killing the anaconda will turn some of the statues into [[dire elephant]]s. Hint: This vault has a few doors and none of these monsters can open doors. &lt;br /&gt;
*'''evil_forest''': A forest with a gateway to the [[Vestibule of Hell]]. The gateway is guarded by several demons, including a [[sun demon]]. This vault also has a [[Wizard (monster)|wizard]] who sometimes can cast very dangerous spells, like [[banishment]].&lt;br /&gt;
*'''wormcave''' (S): A cave full of [[worm]]s, [[spiny worm]]s, [[brain worm]]s, [[giant leech]]es, [[lindwurm]]s, [[giant firefly| giant fireflies]] and [[rock worm]]s. There's also a single [[dragon]] guarding a minivault full of piles of gold, but that fight is optional (don't open the [[runed door]] if you aren't ready to face it).&lt;br /&gt;
*'''bearwithus''' (S): A cave with several kinds of bears. It contains a few [[honeycomb]]s.&lt;br /&gt;
*'''kennels''' (S) (aka Who let the dogs out?): This cave contains an [[acquirement]]-level object, guarded by lots of [[list of canines|dogs]], including [[war dog]]s and [[hell hound]]s.&lt;br /&gt;
*'''minmay_lair_end_frog_pond''': A pond with many frogs, [[vampire mosquito]]es, some [[electric eel]]s and a few [[giant leech]]es.&lt;br /&gt;
*'''evilmike_catoblepas_cave''': A series of caves full of [[yak]]s, [[death yak]]s, and [[catoblepas]]es signified by the presence of petrified plants and statues.&lt;br /&gt;
*'''guppyfry_lair_end_dragon''' (S): A grove of trees surrounded by a small lake. Full of lizards and lesser dragons, with one [[dragon]] in the center.&lt;br /&gt;
*'''grunt_lair_end_beastmaster''': A [[deep troll shaman]] has tamed some beasts including a [[catoblepas]], a pack of [[death yak]]s, and one the following: [[hydra]], [[lindwurm]] or [[dire elephant]].&lt;br /&gt;
*'''hangedman_lair_in_review''' (S): A series of ruined rooms. This vault is a review of the Lair's monster set: it contains one monster of each type.&lt;br /&gt;
&lt;br /&gt;
The vaults with an '''(S)''' after the name are small endings: you will always get two small endings or one big one.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
*Bugs: [[Giant cockroach]], [[giant mite]], [[giant ant]], [[giant centipede]], [[scorpion]], [[yellow wasp]], [[trapdoor spider]], [[redback]], [[fire crab]], [[goliath beetle]], [[boring beetle]], [[boulder beetle]], [[agate snail]], [[giant slug]], [[elephant slug]], [[worm]], [[brain worm]], [[rock worm]], [[spiny worm]];&lt;br /&gt;
**By the Swamp entrance: [[Swamp worm]], [[vampire mosquito]], [[giant leech]];&lt;br /&gt;
**By the Spider's Nest entrance: [[Wolf spider]], [[tarantella]], [[jumping spider]], [[demonic crawler]], [[orb spider]]&lt;br /&gt;
**Vault Only: [[Killer bee]], [[killer bee larva]], [[queen bee]], [[worker ant]], [[soldier ant]], [[queen ant]];&lt;br /&gt;
*Jellies: None &lt;br /&gt;
**By the Slime Pits: [[Slime creature]], [[ooze]], [[jelly]], [[giant amoeba]], [[brown ooze]], [[pulsating lump]], [[giant eyeball]], [[eye of draining]], [[eye of devastation]]; Only behind runed doors: [[acid blob]], [[azure jelly]]&lt;br /&gt;
**Vault Only: [[ooze]], [[jelly]], [[brown ooze]], [[death ooze]], [[azure jelly]], [[acid blob]];&lt;br /&gt;
*Fish: [[Big fish]], [[giant goldfish]], [[jellyfish]], [[electric eel]], [[shark]];&lt;br /&gt;
*Rodents: [[Rat]], [[bat]], [[quokka]], [[grey rat]], [[green rat]], [[orange rat]];&lt;br /&gt;
*Canines: [[Jackal]], [[hound]], [[war dog]], [[wolf]];&lt;br /&gt;
**Vault Only: [[Hell hound]];&lt;br /&gt;
*Beasts: [[Raven]], [[sheep]], [[yak]], [[death yak]], [[black bear]], [[grizzly bear]], [[polar bear]], [[elephant]], [[dire elephant]], [[porcupine]];&lt;br /&gt;
*Mythical: [[Griffon]], [[hippogriff]], [[hydra]], [[manticore]], [[catoblepas]];&lt;br /&gt;
*Snakes: [[Ball python]], [[adder]], [[water moccasin]], [[black mamba]]; &lt;br /&gt;
*Frogs: [[Giant frog]], [[spiny frog]], [[blink frog]];&lt;br /&gt;
*Lizards: [[Giant newt]], [[giant gecko]], [[iguana]], [[komodo dragon]], [[basilisk]], [[fire drake]], [[lindwurm]];&lt;br /&gt;
*Dragons: [[Wyvern]], [[steam dragon]];&lt;br /&gt;
**Vault Only: [[ice dragon]], [[dragon]];&lt;br /&gt;
*Demons: None normally&lt;br /&gt;
**By [[ice cave]]: [[White imp]]&lt;br /&gt;
**By the Vestibule of Hell: [[Sun demon]], [[smoke demon]], [[rotting devil]], [[hellwing]], [[orange demon]];&lt;br /&gt;
*Humanoids: None normally (except uniques)&lt;br /&gt;
**By the Shoals entrance: [[Centaur (monster)|Centaur]], [[mermaid]];&lt;br /&gt;
**By the Snake Pit entrance: [[Naga (monster)|Naga]], [[naga warrior]];&lt;br /&gt;
**By the Vestibule of Hell: [[Wizard (monster)|Crazed wizard]] (identical to a standard wizard);&lt;br /&gt;
**In the Lair:8 Forest: [[Spriggan (monster)|Spriggan]], [[spriggan druid]], [[spriggan rider]] (on [[giant firefly]]);&lt;br /&gt;
*Plants: [[Oklob plant]], [[ballistomycete]], [[giant spore]], [[wandering mushroom]];&lt;br /&gt;
*Statues: [[statue#Inanimate Statues|Elephant-shaped statue]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] the Lair's entrance will be located on D:8-11.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], a scroll of magic mapping would reveal the secret rooms of the temple on Lair:8.&lt;br /&gt;
&lt;br /&gt;
The dragon-themed and deep troll shaman ending vaults on the eighth floor was added in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zombie&amp;diff=24177</id>
		<title>Zombie</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zombie&amp;diff=24177"/>
				<updated>2014-01-03T03:27:29Z</updated>
		
		<summary type="html">&lt;p&gt;Jebus: /* Identifying Zombies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
{{Flavour|A corpse raised to undeath by necromancy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It seemed that while the zombie came from the grave, it was neither a ghost, nor yet a person who had been raised like Lazarus from the dead. The zombie, they say, is a soulless human corpse, still dead, but taken from the grave and endowed by sorcery with a mechanical semblance of life-it is a dead body with is made to walk and act and move as if it was alive. People who have the power to do this go to a fresh grave, dig up the body before it has had time to rot, galvanize it into movement, and then make of it a servant or slave, occasionally for the commission of some crime, more often simply as a drudge around the habitation or the farm, setting it dull heavy tasks, and beating it like a dumb beast if it slackens.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
-William Seabrook, _The Magic Island_. 1929.}}&lt;br /&gt;
&lt;br /&gt;
'''Zombies''' are the reanimated corpses of once-living creatures. They are a type of [[derived undead]], and are referred to in game as either &amp;quot;small zombies&amp;quot; or &amp;quot;large zombies&amp;quot;. Either way, they are considerably slower, stupider, and clumsier than whatever they were when they were alive. Dealing them damage reduces their max HP, making them unable to recover from injuries. On the flip side, they do come with undead resistances to [[cold]] and [[negative energy]].&lt;br /&gt;
&lt;br /&gt;
Zombies may appear in [[the Dungeon]] as random monsters, or be created by players (or other monsters) through [[Necromancy]] or the [[Invocations]] of certain gods. Note that hostile zombies can serve as a &amp;quot;preview&amp;quot; of upcoming monsters: since they're weaker than the original, the zombie version of monsters will often show up a level or two before the live version.&lt;br /&gt;
&lt;br /&gt;
As servants, zombies are extremely useful for characters who need meat shields, and make up the main component of a [[necromancer]]'s or [[death knight]]'s strategy. Often simply hiding behind your zombies and waiting is a good strategy in battle against strong foes. Note that a newly-animated zombie can pick up weapons and armor from the square it was animated on (usually their old equipment), but that's your last chance to equip them, as they can't pick anything up or wield/wear new items. Also, you're not getting, ''e.g.'', zombie![[Psyche]]'s dagger of chaos back until her zombie is destroyed! Despite having significant disadvantages, zombies can still be very strong, particularly in the case of strong physical monsters or well-equipped [[unique]]s.&lt;br /&gt;
&lt;br /&gt;
One shortcoming of zombies is that they are unable to use stairs, trapping them on the level they were created. However, there are several ways to overcome this difficulty. Carrying a corpse between floors allows you to animate it on whichever level you choose. Another way is to lure dangerous monsters back up to floors already filled with your waiting army.&lt;br /&gt;
&lt;br /&gt;
==Identifying Zombies==&lt;br /&gt;
Although zombie versions of each monster will have different stats, ''Crawl'' tends to lump them together, making identification at a glance difficult. In console mode, zombies will be separated into '''z'''s and '''Z'''s, representing large or small zombies. Tiles mode is more specific, providing unique tiles for several categories of monster, but there is still a lot of possible variation within those categories. In either mode, you can always press '''x''' and highlight the zombie in question to determine exactly what type of monster you are dealing with.&lt;br /&gt;
&lt;br /&gt;
Below are all the categories of zombies in tiles mode:&lt;br /&gt;
&lt;br /&gt;
[[Image:Bat zombie.png]] [[Bat]]s&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie centaur.png]] [[Centaur (monster)|Centaurs]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie crab.png]] Crabs&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie draconian.png]] [[List of draconians|Draconians]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie dragon.png]] [[List of dragons|Dragons]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie drake.png]] Drakes&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie fish.png]] Fish&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie frog.png]] Frogs&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie griffon.png]] [[Griffon]]s&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie bug.png]] [[List of insects|Insects]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie bee.png]] Insects (winged)&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie harpy.png]] [[Harpy|Harpies]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie hound.png]] [[List of canines|Hounds and canines]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Small zombie.png]] Humanoids (small)&lt;br /&gt;
&lt;br /&gt;
[[Image:Large zombie.png]] Humanoids (large)&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie hydra 1.png]] [[Hydra]]s with one head...&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie hydra 2.png]] ...two heads...&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie hydra 3.png]] ...three heads...&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie hydra 4.png]] ...four heads...&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie hydra 5.png]] ...or five or more heads&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie kraken head.png]] [[Kraken]]s&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie lizard.png]] Lizards&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie naga.png]] [[List of nagas|Nagas]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie octopode.png]] [[Octopode (monster)|Octopodes]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie ogre.png]] [[Ogre (monster)|Ogres]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie small quadruped.png]] Quadrupeds (small)&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie large quadruped.png]] Quadrupeds (large)&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie winged quadruped.png]] Quadrupeds (winged)&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie rat.png]] [[List of rats|Rats]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie snake.png]] [[List of snakes|Snakes]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie spider.png]] [[List of spiders|Spiders]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie troll.png]] [[List of trolls|Trolls]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Zombie worm.png]] [[List of worms|Worms]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters]]&lt;br /&gt;
[[Category:Undead holiness]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>	</entry>

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