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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jozrael</id>
		<title>CrawlWiki - User contributions [en]</title>
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		<updated>2026-04-29T20:46:49Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orb&amp;diff=83844</id>
		<title>Orb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orb&amp;diff=83844"/>
				<updated>2025-09-15T16:07:31Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: https://www.reddit.com/r/dcss/comments/1mgrpbf/update_new_orbs_amulets_and_egos_brands_for/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
''This page refers to the type of equipment. For the object of your quest, see [[Orb of Zot]]. For the spell, see [[Orb of Destruction]].''&lt;br /&gt;
{{armour&lt;br /&gt;
 |name        = Orb&lt;br /&gt;
 |cost        = ?&lt;br /&gt;
 |weight      = &lt;br /&gt;
 |skill       = &lt;br /&gt;
 |skill2      = &lt;br /&gt;
 |AC          = 0&lt;br /&gt;
 |EV          = +0&lt;br /&gt;
 |SV          = 0&lt;br /&gt;
 |maxenc      = +0&lt;br /&gt;
 |size        = Any&lt;br /&gt;
 |acquirement =&lt;br /&gt;
 |weartime    = 5&lt;br /&gt;
 |grants      = special&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A sphere of crystal, carried in place of a shield. Magic scintillates within its interior.}}&lt;br /&gt;
&lt;br /&gt;
'''Orbs''' are a piece of equipment you can carry in your off-hand. Unlike [[shields]], they provide no defensive value, but come with one of several unique egos:&lt;br /&gt;
&lt;br /&gt;
*[[Attunement]] - Duplicates the main enhancer type of your magical staff, as well as occasionally restoring 1-3 MP when you melee attack with that staff. &lt;br /&gt;
*[[Energy]] - Provides two sources of passive [[channeling]]. Now scales with Evocations.&lt;br /&gt;
*[[Glass]] - Applies Vitrify occasionally to nearby enemies you damage, more often if you have large Evocations. &lt;br /&gt;
*[[Guile]] - Reduces [[willpower]] of both the wielder and their targets. Now scales with Evocations. It will take 16 Evocations for Guile to return to its old power level, but it can go even further beyond. &lt;br /&gt;
*[[Light]] - Surrounds the wielder with a 3-tile [[halo]]&lt;br /&gt;
*[[Mayhem]] - May send enemies into a [[frenzy]]&lt;br /&gt;
*[[Mesmerism]] - Inflicts Daze around you when you take damage in melee. The daze duration, cooldown, and effect radius are improved by Evocations skill. &lt;br /&gt;
*[[Pyromania]] - Adds a Fire enhancer, and a chance of unleashing a radius 2 explosion (like Flame Wave's tier 2) when something dies to a spell, evocable or (a)bility. Damage and trigger chance scales with Evocations. &lt;br /&gt;
*[[Stardust]] - Condenses MP you pay into a swarm of &amp;quot;shooting stars&amp;quot;, which are basically heavy foxfires with trampling. Each MP point = 1 shooting star, and their damage increases with Evocations. &lt;br /&gt;
*[[Wrath]] - Has a 20% of inducing [[berserk]] rage when the wielder attacks&lt;br /&gt;
&lt;br /&gt;
Orbs will always spawn with one of the egos listed above. [[Randart]] orbs will always spawn with one of these egos.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], orbs could not appear as [[randart]]s. Also, three [[unrand]] orbs were introduced in this version (all formely staff unrands).&lt;br /&gt;
*Equippable orbs were added in [[0.28]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Regular''' || [[File:Orb.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artefact''' || [[File:Orb randart1.png]] [[File:Orb randart2.png]] [[File:Orb randart3.png]] [[File:Orb randart4.png]]&lt;br /&gt;
|-&lt;br /&gt;
! || [[Unrandart]] Orbs&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Sphere of Battle]]''' || [[File:Sphere of battle.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Orb of Dispater]]''' || [[File:Orb of Dispater.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[crystal ball of Wucad Mu]]''' || [[File:Crystal ball of wucad mu.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Charlatan's Orb]]''' || [[File:Urand charlatan's orb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{armours}}&lt;br /&gt;
[[Category:Orbs]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Jiyva&amp;diff=81768</id>
		<title>Jiyva</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Jiyva&amp;diff=81768"/>
				<updated>2024-11-08T23:57:53Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: /* Tips &amp;amp; Tricks */ outdated information, not sure how to rephrase.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
[[File:Jiyva altar.png]] Slime for the Slime God!''&lt;br /&gt;
{{flavour|Jiyva is the ancient deity of the slimes. Followers are expected to support the spread and satiation of their fellow slimes by allowing them to consume items, and are forbidden from harming any slimes. Especially favoured followers will become as shapeless as their god, mutating wildly.&lt;br /&gt;
&lt;br /&gt;
Jiyva will gradually fill the dungeon with jellies, which will rapidly consume nearby items as well as slowly consuming items from elsewhere in the dungeon. As they spread slime across more of the dungeon, Jiyva will grant followers increasingly rapid health and magic regeneration, and will begin mutating them to better reflect Jiyva's image. Followers will later become able to call forth acidic ooze from the walls of the dungeon, and to turn monsters to slime with a touch.}}&lt;br /&gt;
&lt;br /&gt;
As Jiyva is the amorphous god, its name is also shapeless and will be slightly different in each game: Jiyva Juub, Jiyva Jichodgh, Jiyva Jojaun...&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Jiyva (or any other god). Also, characters who sacrificed love under [[Ru]] cannot join Jiyva.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Exploring areas, other than the [[Slime Pits]]. Piety is gained faster than other exploration-based gods.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity: You lose 1 piety per 340 turns, on average (1/17 chance every 20 turns).&lt;br /&gt;
&lt;br /&gt;
==Altar==&lt;br /&gt;
Unlike most altars, Jiyva's isn't guaranteed to be found in the [[Ecumenical Temple]] or [[the Dungeon]]. It is possible for the altar to be found at these locations, but only very rarely, and generally as part of a slime-related [[vault]]. The most common location for an easily accessible altar is in [[Lair]] levels 4 to 5, next to the entrance to [[the Slime Pits]], where it has an approximate 66.6% chance of appearing. It occasionally spawns in the [[Sewer]] (which itself, may not appear in your game). And like any god, Jiyva altars can be randomly generated in [[the Abyss]] or revealed from a [[faded altar]].&lt;br /&gt;
&lt;br /&gt;
There is a guaranteed altar in the main vault in the final level of [[the Slime Pits]], as well as a chance for further altars to show up on the earlier levels. However, killing [[the Royal Jelly]] without worshipping (or receiving penance from) Jiyva will immediately cause all altars to vanish. You'd have killed its last major worshipper -- and [[Dissolution]] alone can not sustain a god.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Squelcher&amp;quot;&lt;br /&gt;
*All [[List of jellies|slime]] and [[List of eyeballs|eyeball]] monsters turn neutral. (Passive)&lt;br /&gt;
*Jiyva protects you from the effects of slime-covered walls unless you are undergoing [[penance]]. (Passive)&lt;br /&gt;
*If there are no slimes on the current floor, Jiyva will spawn a [[jelly]] after some time has passed. (Passive)&lt;br /&gt;
*Slimes will now eat items they find on the floor; regular [[jelly|jellies]] will split after consuming enough items. [[Artefact]]s, [[evocable|miscellaneous evocables]] (like the [[box of beasts]] and [[condenser vane]]), and the [[figurine of a ziggurat]] are inedible. (Passive)&lt;br /&gt;
*Jiyva prevents you from hurting slimes. Slimes will absorb piercing and non-piercing attacks that hit them, preventing you from using slimes as cover.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Ooze&amp;quot;&lt;br /&gt;
*'''Regeneration''': You regenerate health and MP quicker, even under [[Inhibited Regeneration]]. At 1* piety, you gain +0.80 HP/turn and +0.25 MP/turn, which scales to +1.6 HP/turn and +0.5 MP/turn at 6* piety.&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Jelly&amp;quot;&lt;br /&gt;
*You are shielded from [[corrosive]] effects (rCorr). (Passive)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Slime Creature&amp;quot;&lt;br /&gt;
*'''Oozemancy''': Temporarily turns nearby walls within 4 tiles into acidic, slime-covered walls. These walls inflict acidic damage on enemies. Unlike [[Frozen Ramparts]], you can move while sustaining these walls. (3 MP, 8-12 piety)&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Dissolving [Species]&amp;quot;&lt;br /&gt;
*'''Slimify''': Coats your weapon with slime for a few turns, which turns the next enemy you hit with it into a slime and fully heals it. This only works against monsters with [[natural]] holiness or that are [[undead]] and not [[insubstantial]] (i.e. not [[Undead#Ghosts and Wraiths|ghosts]]). Natural monsters turn into slimes based on their HD (stronger monsters make stronger slimes), and [[derived undead]] simply turn neutral. In any case, the effect ends after it has converted one monster. Monsters converted in this way do not grant experience. (5 MP, 10-15 Piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Blob&amp;quot;&lt;br /&gt;
*'''Jelly Expulsion:''' Hits that take 25% or more of your maximum [[HP]] (including [[torment]]) will generate friendly, high-end jellies, similar to the effect of [[The Royal Jelly]]. The number of summoned jellies is dependent on the severity of the damage. (Passive)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Royal Jelly&amp;quot;&lt;br /&gt;
*'''Unlock the Slime Pits vaults''': The walls that block access to the slimy [[rune]] and other goodies will be removed. (Passive)&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
'''[[Piety|Piety level ***]] - Gain random mutations''': &lt;br /&gt;
Jiyva gives mutations as gifts, including rare mutations unique to Jiyva. Firstly, already present mutations have a 25% per-level chance of losing a level, with [[bad mutation]]s having a doubled chance. Then, 4 mutation levels are given out, which will tend to give maximum level mutations. This occurs only if you can safely mutate: [[mummies]], [[ghoul]]s, or [[Death Form]] characters are not eligible.&lt;br /&gt;
&lt;br /&gt;
For a list of Jiyva exclusive mutations, see [[Jiyva mutations]].&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Jiyva does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Jiyva's vengeance is swift and gurgling. All slimes turn against those who offend Jiyva, and Jiyva ensures a plentiful supply of further slimes. Victims, too, will find their own bodies becoming unstable; regularly transmuting into strange forms and acquiring debilitating mutations, as well as having any gifts of slime mutations stripped away from them.&lt;br /&gt;
&lt;br /&gt;
Jiyva's wrath lasts for a relatively short duration.}}&lt;br /&gt;
&lt;br /&gt;
Upon abandonment, all slimes will immediately turn hostile, and Jiyva will occasionally punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*You receive a few [[bad mutation]]s. These mutations bypass all forms of mutation resistance except for [[Zin]]'s protection.&lt;br /&gt;
*[[Polymorph]]s you into a [[Bat Form|bat]], [[Fungus Form|fungus]], [[Pig Form|pig]], [[Tree Form|tree]], or [[Wisp Form|wisp]].&lt;br /&gt;
*Floods you with [[Glow|mutagenic radiation]].&lt;br /&gt;
*Sends a number of [[durably summoned]] high level slimes and eyeballs to attack you.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Jiyva is best suited for characters that can play fast and loose, whenever from innate strength or boosted regeneration. Everything Jiyva offers will support that playstyle, from saving more items to spamming Slimify and Oozemancy. Both offensive abilities allow you to take on much more than your character can chew -- Slimify is a one-hit kill on almost everything in the game. Piety is gained rapidly, and hoarding 6* of piety serves no use, so use those abilities while you can.&lt;br /&gt;
&lt;br /&gt;
Along with some extremely strong regeneration, it may seem like the slime god is best suited for the early game. However, altars to Jiyva will rarely appear in the Dungeon, and while common in the Lair, aren't guaranteed, either. Even then, early worship means losing out on a variety of items. Meanwhile, high level PCs tend to acquire two things: lots of bad mutations, and lots of items. Jiyva gives many chances to clear bad mutations (and gain new, positive ones), and losing a [[scroll of blinking]] when you have five is much more manageable than if you don't have any at all.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*If Jiyva does not spawn in the [[Temple]], you can start by worshipping [[Elyvilon]], [[The Shining One]] or [[Ignis]]. Since Jiyva is chaotic, but not evil, you will not face retribution for converting from the former two.&lt;br /&gt;
*Although you can (and will) freely mutate and eventually filter out the bad ones, don't expect to become a superhero. Jiyva will change your mutations unpredictably, and you may get [[horns]], [[antennae]], a [[beak]], [[claws]], [[talons]], or [[hooves]] which may restrict your choice of armour. If you're a race who ignores most equipment slots (e.g. [[ogre]], [[troll]], [[felid]], [[octopode]]), these are very welcome.&lt;br /&gt;
*Eye monsters summoned by [[Mnoleg]] or [[Pan lord]]s will be neutral.&lt;br /&gt;
*High rates of magic regeneration and the allure of mutations such as [[Wild Magic (mutation)|Wild Magic]] make Jiyva tempting for spellcasting characters.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], Jiyva gave penance for attacking slimes instead of preventing you from harming them. Also, Jiyva could pacify slime-shaped [[shapeshifter (monster)|shapeshifters]].&lt;br /&gt;
*Prior to [[0.31]], monsters hit with Slimify were not fully healed.&lt;br /&gt;
*Prior to [[0.30]], jellies could eat [[evocable|miscellaneous evocables]] (as they were not once-per-game at the time).&lt;br /&gt;
*Prior to [[0.29]], the Jiyva altar at the front of Slime had an approximate 50% of appearing (based on [[vault]] weightings) rather than 66% (for any of the vaults).&lt;br /&gt;
*In [[0.28]], Jiyva was overhauled. Prior to this version:&lt;br /&gt;
**Jiyva worshippers gained piety by having jellies eat items, which recovered HP and MP (instead of a flat regeneration buff). These jellies could be summoned at 1* of piety.&lt;br /&gt;
**Jiyva gifted mutations more often, but not in bursts. Net mutations/time remained similar, though the logic meant that high level muts were far less common.&lt;br /&gt;
**Slimify cost 8-12 piety, and Oozemancy was not implemented.&lt;br /&gt;
**Passive rCorr was unlocked at 3*, and slime spawning at 6*. &lt;br /&gt;
**Jiyva could cure bad mutations as an invocable action, instead of favouring the removal of bad mutations with gifts.&lt;br /&gt;
**Jiyva could shuffle your [[attributes]].&lt;br /&gt;
*Prior to [[0.27]], Slimify produced [[death ooze]]s when affecting the [[undead]].&lt;br /&gt;
*Prior to [[0.26]], Jiyva's slimes would [[food|feed]] you when eating items.&lt;br /&gt;
*Prior to [[0.24]], Jiyva's Slimify ability didn't work properly on derived undead, and Torment damage would not trigger the slime-spawning ability.&lt;br /&gt;
*Prior to [[0.19]], Jiyva's jelly prayer paralysis was removed. Additionally, the Slime Pits were found on Lair:6-8 before the branch was shortened.&lt;br /&gt;
*Prior to [[0.14]], Jiyva's abilities were based off of your [[Invocations]] skill.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Chaotic Gods]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wucad_Mu%27s_Monastery&amp;diff=81767</id>
		<title>Wucad Mu's Monastery</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wucad_Mu%27s_Monastery&amp;diff=81767"/>
				<updated>2024-11-08T21:49:03Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: None of them actually&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{flavour|Though a thousand feet may have trod these floors, they appear solid and indestructible.}}&lt;br /&gt;
&lt;br /&gt;
'''Wucad Mu's Monastery''' is a quiet, seemingly empty place locked in perpetual autumn. It is filled with shadowy figures which take on the form of various monks that once trained and meditated there, as well as the immortal crystal semblance of Wucad Mu himself.&lt;br /&gt;
&lt;br /&gt;
Unlike most [[Wizlab]]s, there are very few actual monsters to fight in the monastery. The only combat you will see prior to the final chamber is when the shadows coalesce into hostile monks. These count as summoned creatures, and can be [[Abjuration|abjured]] with ease. If you lack any other means to deal with the monks, simply run away from them until they despawn; they are dangerous melee combatants, more will always appear to take their place, and there are zero benefits to defeating them.&lt;br /&gt;
&lt;br /&gt;
As you explore the silent hallways, shadowy apparitions will occasionally recreate scenes from ages past. Each of these numbered flavour messages takes place in the areas marked on the map, unless you defeat the statue before reaching said spots:&lt;br /&gt;
{{flavour|1. Strange, shadowy figures dance through the air in front of you.&amp;lt;br&amp;gt;&lt;br /&gt;
2. This room is filled with shadowy figures, quietly meditating.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Here, spectral monks perform complicated, martial routines; they fade quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Faint laughter comes from somewhere. Too faint to be real.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Grey monks gather around the fountain. They do not speak, nor look at each other.&amp;lt;br&amp;gt;&lt;br /&gt;
6. There is a faint scream of pain from a crouched figure. This too fades quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
7. A figure sits in silent meditation. It spots you, gestures wildly, and disappears.}}&lt;br /&gt;
&lt;br /&gt;
The central hall of the monastery contains an [[orange crystal statue]] depicting Wucad Mu himself. It is more dangerous than the average orange crystal statue, although it has lower hitpoints. Destroying the statue also destroys the shadows inhabiting the place, including any monks that are attacking you. ''(The shadows inhabiting this place fade forever.)''&lt;br /&gt;
&lt;br /&gt;
What little treasure is present is guarded by the statue and stored in a nearby room. What the treasure lacks in quantity, it makes up for in quality; a [[potion of experience]], [[potion of beneficial mutation]], [[Book of Enchantments]], and a [[manual]] (33% chance of [[Fighting]], 16.67% of [[Armour]], [[Spellcasting]], [[Staves]], or [[Dodging]]). Under the statue itself is the [[staff of Wucad Mu]].&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{{flavour|A flimsy representation of a monk; little more than a half-formed memory, yet still ready to fight.}}&lt;br /&gt;
[[File:Deep troll monk ghost.png]] [[File:Demonspawn monk.png]] [[File:Draconian monk ghost.png]] '''Shadowy monks''' will occasionally form themselves out of the shadows in the monastery. Though only as strong as their base monsters ([[deep troll]]s, [[monstrous demonspawn]]s, and [[draconian monk|grey draconian monk]]s) and possessing only melee capabilities, these are opponents normally only found in [[the Depths]], [[the Realm of Zot]], and [[Pandemonium]], and they have significant strength and health. It is recommended to flee and time-out their summon duration, at most using [[Abjuration]] or fighting in the few chokepoints as absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
Said shadows are summoned every 150 to 300 [[aut]]: it is imperative to avoid getting hurt much during your visit and rush towards Wucad Mu, as there is little chance for rest otherwise.&lt;br /&gt;
&lt;br /&gt;
===Boss: Statue of Wucad Mu===&lt;br /&gt;
{{flavour|This statue, made from a fine glassy orange crystal, depicts a mystic known as Wucad Mu, who mastered the matters of the mind. Beware of the statue's powers, as you have no chance in mental combat against it.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Wucad mu statue.png]] Source of the shadows inhabiting the place, the '''Statue of Wucad Mu''' guards the central room of the monastery. It has half the [[HP]] of an ordinary [[orange crystal statue]], but another normal statue blocks your line-of-fire, delaying your attack. Unlike normal orange crystal statues, it also has the ability to cast [[Shadow Creatures]] and summon up to the cap of 4 of the following random monster list: (27.78% chance each) [[monstrous demonspawn]], [[deep troll]]s, (16.67% each) [[draconian monk|grey draconian monks]], [[shadow]]s, (5.56% each) [[hungry ghost]]s, and [[flayed ghost]]s.&lt;br /&gt;
&lt;br /&gt;
The statue will be spamming [[Divinations]] [[miscast effect|miscasts]] at you ([[confusion]], [[MP]] drain, and intelligence drain),  while continuing to summon. You can partially protect yourself with an [[amulet of clarity]] and a [[ring of sustain abilities]] and try nailing it with powerful non-elemental spells like [[Orb of Destruction]] or [[Lee's Rapid Deconstruction]]; even with the MP drain, the slow regeneration of [[Artificial|artificial-holiness]] monsters allows hit-and-run tactics. Melee-oriented characters without any of these options can buff themselves as much as possible, then rush or blink in with the heaviest weapon they have. If you're not confident you can smash the statue without being overcome by summons and confusion, you may wish to skip the level.&lt;br /&gt;
&lt;br /&gt;
Once you've gotten rid of the statue, you're completely safe for the remainder of your stay in the monastery.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MAP&lt;br /&gt;
tttttttttttttttttttttttttttttttttttttttt&lt;br /&gt;
tttttttttttttttttttttttttttttttttttttttt&lt;br /&gt;
ttttttttttttttTTTTTTTttttttttttttttttttt&lt;br /&gt;
ttttttTTTTTTTT.......TTTTTTTTTTTTttttttt&lt;br /&gt;
tttttT.........ccccc.............Ttttttt&lt;br /&gt;
ttttT.........cc777cc.............Tttttt&lt;br /&gt;
tttT.......cccc77777cccc...........Ttttt&lt;br /&gt;
ttT.......cc..cc777cc..cc......ccc..Tttt&lt;br /&gt;
ttT......cc....cc+cc....cc....cc6cc..Ttt&lt;br /&gt;
ttT.....Tc....G.....G....cT..cc6U6cc.Ttt&lt;br /&gt;
ttT.....cc...............cc...cc6cc..Ttt&lt;br /&gt;
ttT......+.G.....8.....G.c.....c+c...Ttt&lt;br /&gt;
ttT.....cc...............cc..........Ttt&lt;br /&gt;
ttT.....Tc....G.....G....cT..........Ttt&lt;br /&gt;
ttT.c..cTcc.............cccT.........Ttt&lt;br /&gt;
ttTcc++ccccccc.......ccccccc+cc......Ttt&lt;br /&gt;
ttcc5555cccdeccc+++cccfgccc444cc.....Ttt&lt;br /&gt;
ttc555555c....c.....c....c44444c....Tttt&lt;br /&gt;
ttc555555cc.............cc44444cc..ctttt&lt;br /&gt;
ttc555555ccccccccccccccccccc+cccc++ccttt&lt;br /&gt;
ttcc5555ccc.............ccc222cc3333cctt&lt;br /&gt;
tttccccccc...............+22222+33333ctt&lt;br /&gt;
ttttttttccc..ccc+++ccc..ccc222cc3333cctt&lt;br /&gt;
tttttttttcccccTT111Ttccccccccccccccccttt&lt;br /&gt;
ttttttttttttttT11111Tttttttttttttttttttt&lt;br /&gt;
tttttttttttT.........TTTTTTttttttttttttt&lt;br /&gt;
tttccccctttT.....G........Ttcccccttttttt&lt;br /&gt;
ttcc...cctT..............Ttcc...cctttttt&lt;br /&gt;
ttc..A..'..................'..&amp;lt;..ctttttt&lt;br /&gt;
ttcc...cctT.....TTTT.....Ttcc...cctttttt&lt;br /&gt;
tttccccctttT...TTttTT....Tttcccccttttttt&lt;br /&gt;
ttttttttttttTTTTttttTTTTTttttttttttttttt&lt;br /&gt;
tttttttttttttttttttttttttttttttttttttttt&lt;br /&gt;
tttttttttttttttttttttttttttttttttttttttt&lt;br /&gt;
ENDMAP&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
[[File:Human monk.png]] [[File:Iron troll monk ghost.png]]&lt;br /&gt;
&lt;br /&gt;
*Prior to [[0.14]], [[human (monster)|human]] and [[iron troll]] monks were used instead of monstrous demonspawn and grey draconians, making the monks much less dangerous and significantly slower. Also, shadows arrived somewhat less often (150 - 400 auts), and the statue of Wucad Mu did not know [[Shadow Creatures]].&lt;br /&gt;
*Prior to [[0.12|0.12-ea06430c]], [[rock troll]] monks were used instead of deep trolls.&lt;br /&gt;
*In [[0.15|0.15-6e04a135]], orange crystal statues will be immune to disintegration, making Wucad Mu's threat levels consistently high.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wucad_Mu%27s_Monastery&amp;diff=81766</id>
		<title>Wucad Mu's Monastery</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wucad_Mu%27s_Monastery&amp;diff=81766"/>
				<updated>2024-11-08T21:48:10Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: No longer exists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{flavour|Though a thousand feet may have trod these floors, they appear solid and indestructible.}}&lt;br /&gt;
&lt;br /&gt;
'''Wucad Mu's Monastery''' is a quiet, seemingly empty place locked in perpetual autumn. It is filled with shadowy figures which take on the form of various monks that once trained and meditated there, as well as the immortal crystal semblance of Wucad Mu himself.&lt;br /&gt;
&lt;br /&gt;
Unlike most [[Wizlab]]s, there are very few actual monsters to fight in the monastery. The only combat you will see prior to the final chamber is when the shadows coalesce into hostile monks. These count as summoned creatures, and can be [[Abjuration|abjured]] with ease. An [[amulet of warding]] or [[macabre finger necklace]] will also help protect you from them, as they only ever attack in melee. If you lack any other means to deal with the monks, simply run away from them until they despawn; they are dangerous melee combatants, more will always appear to take their place, and there are zero benefits to defeating them.&lt;br /&gt;
&lt;br /&gt;
As you explore the silent hallways, shadowy apparitions will occasionally recreate scenes from ages past. Each of these numbered flavour messages takes place in the areas marked on the map, unless you defeat the statue before reaching said spots:&lt;br /&gt;
{{flavour|1. Strange, shadowy figures dance through the air in front of you.&amp;lt;br&amp;gt;&lt;br /&gt;
2. This room is filled with shadowy figures, quietly meditating.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Here, spectral monks perform complicated, martial routines; they fade quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Faint laughter comes from somewhere. Too faint to be real.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Grey monks gather around the fountain. They do not speak, nor look at each other.&amp;lt;br&amp;gt;&lt;br /&gt;
6. There is a faint scream of pain from a crouched figure. This too fades quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
7. A figure sits in silent meditation. It spots you, gestures wildly, and disappears.}}&lt;br /&gt;
&lt;br /&gt;
The central hall of the monastery contains an [[orange crystal statue]] depicting Wucad Mu himself. It is more dangerous than the average orange crystal statue, although it has lower hitpoints. Destroying the statue also destroys the shadows inhabiting the place, including any monks that are attacking you. ''(The shadows inhabiting this place fade forever.)''&lt;br /&gt;
&lt;br /&gt;
What little treasure is present is guarded by the statue and stored in a nearby room. What the treasure lacks in quantity, it makes up for in quality; a [[potion of experience]], [[potion of beneficial mutation]], [[Book of Enchantments]], and a [[manual]] (33% chance of [[Fighting]], 16.67% of [[Armour]], [[Spellcasting]], [[Staves]], or [[Dodging]]). Under the statue itself is the [[staff of Wucad Mu]].&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{{flavour|A flimsy representation of a monk; little more than a half-formed memory, yet still ready to fight.}}&lt;br /&gt;
[[File:Deep troll monk ghost.png]] [[File:Demonspawn monk.png]] [[File:Draconian monk ghost.png]] '''Shadowy monks''' will occasionally form themselves out of the shadows in the monastery. Though only as strong as their base monsters ([[deep troll]]s, [[monstrous demonspawn]]s, and [[draconian monk|grey draconian monk]]s) and possessing only melee capabilities, these are opponents normally only found in [[the Depths]], [[the Realm of Zot]], and [[Pandemonium]], and they have significant strength and health. It is recommended to flee and time-out their summon duration, at most using [[Abjuration]] or fighting in the few chokepoints as absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
Said shadows are summoned every 150 to 300 [[aut]]: it is imperative to avoid getting hurt much during your visit and rush towards Wucad Mu, as there is little chance for rest otherwise.&lt;br /&gt;
&lt;br /&gt;
===Boss: Statue of Wucad Mu===&lt;br /&gt;
{{flavour|This statue, made from a fine glassy orange crystal, depicts a mystic known as Wucad Mu, who mastered the matters of the mind. Beware of the statue's powers, as you have no chance in mental combat against it.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Wucad mu statue.png]] Source of the shadows inhabiting the place, the '''Statue of Wucad Mu''' guards the central room of the monastery. It has half the [[HP]] of an ordinary [[orange crystal statue]], but another normal statue blocks your line-of-fire, delaying your attack. Unlike normal orange crystal statues, it also has the ability to cast [[Shadow Creatures]] and summon up to the cap of 4 of the following random monster list: (27.78% chance each) [[monstrous demonspawn]], [[deep troll]]s, (16.67% each) [[draconian monk|grey draconian monks]], [[shadow]]s, (5.56% each) [[hungry ghost]]s, and [[flayed ghost]]s.&lt;br /&gt;
&lt;br /&gt;
The statue will be spamming [[Divinations]] [[miscast effect|miscasts]] at you ([[confusion]], [[MP]] drain, and intelligence drain),  while continuing to summon. You can partially protect yourself with an [[amulet of clarity]] and a [[ring of sustain abilities]] and try nailing it with powerful non-elemental spells like [[Orb of Destruction]] or [[Lee's Rapid Deconstruction]]; even with the MP drain, the slow regeneration of [[Artificial|artificial-holiness]] monsters allows hit-and-run tactics. Melee-oriented characters without any of these options can buff themselves as much as possible, then rush or blink in with the heaviest weapon they have. If you're not confident you can smash the statue without being overcome by summons and confusion, you may wish to skip the level.&lt;br /&gt;
&lt;br /&gt;
Once you've gotten rid of the statue, you're completely safe for the remainder of your stay in the monastery.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MAP&lt;br /&gt;
tttttttttttttttttttttttttttttttttttttttt&lt;br /&gt;
tttttttttttttttttttttttttttttttttttttttt&lt;br /&gt;
ttttttttttttttTTTTTTTttttttttttttttttttt&lt;br /&gt;
ttttttTTTTTTTT.......TTTTTTTTTTTTttttttt&lt;br /&gt;
tttttT.........ccccc.............Ttttttt&lt;br /&gt;
ttttT.........cc777cc.............Tttttt&lt;br /&gt;
tttT.......cccc77777cccc...........Ttttt&lt;br /&gt;
ttT.......cc..cc777cc..cc......ccc..Tttt&lt;br /&gt;
ttT......cc....cc+cc....cc....cc6cc..Ttt&lt;br /&gt;
ttT.....Tc....G.....G....cT..cc6U6cc.Ttt&lt;br /&gt;
ttT.....cc...............cc...cc6cc..Ttt&lt;br /&gt;
ttT......+.G.....8.....G.c.....c+c...Ttt&lt;br /&gt;
ttT.....cc...............cc..........Ttt&lt;br /&gt;
ttT.....Tc....G.....G....cT..........Ttt&lt;br /&gt;
ttT.c..cTcc.............cccT.........Ttt&lt;br /&gt;
ttTcc++ccccccc.......ccccccc+cc......Ttt&lt;br /&gt;
ttcc5555cccdeccc+++cccfgccc444cc.....Ttt&lt;br /&gt;
ttc555555c....c.....c....c44444c....Tttt&lt;br /&gt;
ttc555555cc.............cc44444cc..ctttt&lt;br /&gt;
ttc555555ccccccccccccccccccc+cccc++ccttt&lt;br /&gt;
ttcc5555ccc.............ccc222cc3333cctt&lt;br /&gt;
tttccccccc...............+22222+33333ctt&lt;br /&gt;
ttttttttccc..ccc+++ccc..ccc222cc3333cctt&lt;br /&gt;
tttttttttcccccTT111Ttccccccccccccccccttt&lt;br /&gt;
ttttttttttttttT11111Tttttttttttttttttttt&lt;br /&gt;
tttttttttttT.........TTTTTTttttttttttttt&lt;br /&gt;
tttccccctttT.....G........Ttcccccttttttt&lt;br /&gt;
ttcc...cctT..............Ttcc...cctttttt&lt;br /&gt;
ttc..A..'..................'..&amp;lt;..ctttttt&lt;br /&gt;
ttcc...cctT.....TTTT.....Ttcc...cctttttt&lt;br /&gt;
tttccccctttT...TTttTT....Tttcccccttttttt&lt;br /&gt;
ttttttttttttTTTTttttTTTTTttttttttttttttt&lt;br /&gt;
tttttttttttttttttttttttttttttttttttttttt&lt;br /&gt;
tttttttttttttttttttttttttttttttttttttttt&lt;br /&gt;
ENDMAP&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
[[File:Human monk.png]] [[File:Iron troll monk ghost.png]]&lt;br /&gt;
&lt;br /&gt;
*Prior to [[0.14]], [[human (monster)|human]] and [[iron troll]] monks were used instead of monstrous demonspawn and grey draconians, making the monks much less dangerous and significantly slower. Also, shadows arrived somewhat less often (150 - 400 auts), and the statue of Wucad Mu did not know [[Shadow Creatures]].&lt;br /&gt;
*Prior to [[0.12|0.12-ea06430c]], [[rock troll]] monks were used instead of deep trolls.&lt;br /&gt;
*In [[0.15|0.15-6e04a135]], orange crystal statues will be immune to disintegration, making Wucad Mu's threat levels consistently high.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gell%27s_gravitambourine&amp;diff=81765</id>
		<title>Gell's gravitambourine</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gell%27s_gravitambourine&amp;diff=81765"/>
				<updated>2024-11-08T18:44:05Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Miscellaneous item&lt;br /&gt;
 |name=gell's gravitambourine&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A copper and tungsten tambourine that vibrates excitedly in your hands, as if eager to be used.&lt;br /&gt;
&lt;br /&gt;
Just as music brings people together, shaking it with the proper rhythm will draw a large group of monsters into a narrow space and hold any hostile ones in place for a short time with inescapable waves of crushing gravity.&lt;br /&gt;
&lt;br /&gt;
The area of effect and duration increases with Evocations skill.}}&lt;br /&gt;
&lt;br /&gt;
A '''gell's gravitambourine''' is smite-targeted in a large radius, which scales with [[Evocations]], and tries to pull every monster in that radius into as small an area as possible, then holds non-friendly ones in place there for several turns, as well as dealing some immediate (non-collision-based) damage to them.&lt;br /&gt;
&lt;br /&gt;
This item is [[alternate items|mutually exclusive]] with the [[phial of floods]]. Like with other miscellaneous evocables, only 1 gravitambourine (or phial of floods) will spawn in a given game.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
The radius of the gravitambourine's effect increases with [[Evocations]] skill, as well as its collision damage. The radius starts at 2, increasing to radius 3 above 9.5 Evocations, and radius 4 above 23.2 Evocations.&lt;br /&gt;
&lt;br /&gt;
Has 2 charges.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Its damage may be rather mediocre, but Gell's gravitambourine is a powerful escape evoker, particularly at moderate to high Evocations, as it can be used to reliably remove monsters from melee range and hold them away from you for several turns, while you can dispatch them from a distance or escape.&lt;br /&gt;
&lt;br /&gt;
If you are surrounded by monsters near a [[staircase]], you can activate this item before taking the stairs to guarantee that enemies won't follow you to the other floor.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Added in [[0.32]]. Alternates with the [[phial of floods]].&lt;br /&gt;
&lt;br /&gt;
{{Evocables}}&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Piety&amp;diff=81764</id>
		<title>Piety</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Piety&amp;diff=81764"/>
				<updated>2024-11-08T17:59:00Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: /* Piety Gain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
'''Piety''' is a measure of your standing with your chosen [[god]] and a resource used to activate divine abilities.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Piety is measured on a scale from 1-200; most characters start at 15 piety when first worshipping a god. If piety drops below 1, you are excommunicated and incur [[penance]]. Piety is gained by doing what your god likes, and lost for doing what it hates (see below for details).&lt;br /&gt;
&lt;br /&gt;
At certain piety thresholds, your god will grant abilities. Active abilities can be invoked with the '''a''' command; most cost piety to use. Passive abilities work automatically, and usually don't have a cost. Piety is also used, passively, for obtaining [[gift]]s and for resolving [[penance]].&lt;br /&gt;
&lt;br /&gt;
==Estimating Piety==&lt;br /&gt;
You cannot see your exact piety number in-game, but you can estimate it from the number of stars shown by your god's name on your [[HUD]]:&amp;lt;ref&amp;gt;{{source ref|0.31.0|religion.cc|4446}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=1 cellspacing=0 cellpadding=3&lt;br /&gt;
|-&lt;br /&gt;
!Ability Level !! Piety !! Description&lt;br /&gt;
|-&lt;br /&gt;
| || 1-29 || Noncommital&lt;br /&gt;
|-&lt;br /&gt;
|*|| 30-49 || Aware of your devotion&lt;br /&gt;
|-&lt;br /&gt;
|**|| 50-74 || Pleased with you&lt;br /&gt;
|-&lt;br /&gt;
|***|| 75-99 || Rising star&lt;br /&gt;
|-&lt;br /&gt;
|****|| 100-119 || Shining star&lt;br /&gt;
|-&lt;br /&gt;
|*****|| 120-159 || Favored servant&lt;br /&gt;
|-&lt;br /&gt;
|******|| 160-200 || Prized avatar&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Not coincidentally, these stars are the levels of piety required for you to receive new abilities. You don't always get a new ability for each star. For example, [[Okawaru]] gives the ability to invoke Heroism at *, and then nothing until Finesse at ****. &lt;br /&gt;
&lt;br /&gt;
Note that many gods grant powers that improve with your exact piety, not just your star level. Also, 'excess' piety can be used to invoke abilities more often. Therefore, gaining piety remains helpful until you reach the maximum.&lt;br /&gt;
&lt;br /&gt;
==Piety Gain==&lt;br /&gt;
Usually, you'll start with 15 piety on worship, though [[Monk]]s start at 50 piety. Worshipping from a [[faded altar]]s gives a +20 bonus, even for Monks.&lt;br /&gt;
&lt;br /&gt;
You can gain piety by following your god's conduct. A majority of gods reward you for one of two things:&lt;br /&gt;
*Killing creatures, or having an [[ally]] kill a creature. Some gods don't give piety for specific kills, e.g. [[Lugonu]] won't reward you for killing monsters in [[the Abyss]].&lt;br /&gt;
*Exploring the dungeon, i.e., revealing new tiles. You are not rewarded for exploring the [[Temple]] or deep water in [[the Shoals]].&lt;br /&gt;
&lt;br /&gt;
Different gods may have different means of gaining piety. For example, [[Zin]] appreciates [[gold]] donations (and killing [[evil]]/[[chaotic]] creatures), while [[Yredelemnul]]'s piety is solely determined by the number of friendly [[undead]] in sight. [[Gozag]] does not use piety at all - this god only cares for gold.&lt;br /&gt;
&lt;br /&gt;
For all gods but Ru, piety gain slows down by 1/3 at 4*, and slows down by another 1/3 at 6*.&amp;lt;ref&amp;gt;{{source ref|0.31.0|religion.cc|2433}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Piety Loss==&lt;br /&gt;
Using most types of abilities will cost a set amount of piety. This can bring you below a piety threshold, so watch out.&lt;br /&gt;
&lt;br /&gt;
You can lose piety by doing things your god dislikes - [[Trog]] hates it when you cast [[spell]]s; [[The Shining One]] hates when you do [[evil]]. Specifically, doing anything your god dislikes will reduce your piety directly, then inflict [[penance]]. While you're under penance, you don't gain piety - instead, any piety you would've gained is used to decrease penance.&lt;br /&gt;
&lt;br /&gt;
===Piety Decay===&lt;br /&gt;
Most gods have a piety decay. When worshipping these gods, your piety will naturally decrease over time. Every 10-30 [[decaAut]] (i.e. turns), the game makes a roll to deplete 1 piety. Depending on your god, there is a 1/17 or 1/35 chance to do so. Therefore, on average, you'll lose 1 piety every 340 or 700 turns, respectively.&lt;br /&gt;
&lt;br /&gt;
Gods with fast piety decay (lose 1 piety roughly every 340 turns):&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:500px&amp;quot;&amp;gt;&lt;br /&gt;
*[[Beogh]]&lt;br /&gt;
*[[Dithmenos]]&lt;br /&gt;
*[[Jiyva]]&lt;br /&gt;
*[[Kikubaaqudgha]]&lt;br /&gt;
*[[Lugonu]]&lt;br /&gt;
*[[Makhleb]]&lt;br /&gt;
*[[Okawaru]]&lt;br /&gt;
*[[Qazlal]]&lt;br /&gt;
*[[Sif Muna]]&lt;br /&gt;
*[[Trog]]&lt;br /&gt;
*[[Vehumet]]&lt;br /&gt;
*The [[Wu Jian Council]]&lt;br /&gt;
*[[Zin]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gods with slow piety decay (lose 1 piety roughly every 700 turns):&lt;br /&gt;
*[[Cheibriados]]&lt;br /&gt;
*[[Elyvilon]]&lt;br /&gt;
*[[Fedhas]]&lt;br /&gt;
*[[Hepliaklqana]]&lt;br /&gt;
*[[Nemelex Xobeh]]&lt;br /&gt;
*[[The Shining One]]&lt;br /&gt;
&lt;br /&gt;
[[Uskayaw]] has extremely fast piety gain and decay, while [[Ignis]] has none. [[Ashenzari]], [[Ru]], [[Xom]], and [[Yredelemnul]] have their own unique piety systems, which do not use the normal decay function. [[Gozag]] doesn't use piety at all.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Piety is a &amp;quot;semi-renewable&amp;quot; resource. It is much easier to obtain than [[scroll]]s or [[potion]]s, but still finite for most of the game (since there are only so many monsters to kill, tiles to explore, etc.). Still, you'll constantly gain piety, so don't be too stingy with divine abilities.&lt;br /&gt;
&lt;br /&gt;
Some gods have different piety systems, so you should treat their piety differently. See each god's page for more specific advice.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], there were five possible piety decay speeds.&lt;br /&gt;
*Prior to [[0.16]], gods didn't treat followers' kills the same as the player's for purposes of piety gain.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Piety&amp;diff=81763</id>
		<title>Piety</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Piety&amp;diff=81763"/>
				<updated>2024-11-08T17:58:46Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: /* Piety Gain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
'''Piety''' is a measure of your standing with your chosen [[god]] and a resource used to activate divine abilities.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Piety is measured on a scale from 1-200; most characters start at 15 piety when first worshipping a god. If piety drops below 1, you are excommunicated and incur [[penance]]. Piety is gained by doing what your god likes, and lost for doing what it hates (see below for details).&lt;br /&gt;
&lt;br /&gt;
At certain piety thresholds, your god will grant abilities. Active abilities can be invoked with the '''a''' command; most cost piety to use. Passive abilities work automatically, and usually don't have a cost. Piety is also used, passively, for obtaining [[gift]]s and for resolving [[penance]].&lt;br /&gt;
&lt;br /&gt;
==Estimating Piety==&lt;br /&gt;
You cannot see your exact piety number in-game, but you can estimate it from the number of stars shown by your god's name on your [[HUD]]:&amp;lt;ref&amp;gt;{{source ref|0.31.0|religion.cc|4446}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=1 cellspacing=0 cellpadding=3&lt;br /&gt;
|-&lt;br /&gt;
!Ability Level !! Piety !! Description&lt;br /&gt;
|-&lt;br /&gt;
| || 1-29 || Noncommital&lt;br /&gt;
|-&lt;br /&gt;
|*|| 30-49 || Aware of your devotion&lt;br /&gt;
|-&lt;br /&gt;
|**|| 50-74 || Pleased with you&lt;br /&gt;
|-&lt;br /&gt;
|***|| 75-99 || Rising star&lt;br /&gt;
|-&lt;br /&gt;
|****|| 100-119 || Shining star&lt;br /&gt;
|-&lt;br /&gt;
|*****|| 120-159 || Favored servant&lt;br /&gt;
|-&lt;br /&gt;
|******|| 160-200 || Prized avatar&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Not coincidentally, these stars are the levels of piety required for you to receive new abilities. You don't always get a new ability for each star. For example, [[Okawaru]] gives the ability to invoke Heroism at *, and then nothing until Finesse at ****. &lt;br /&gt;
&lt;br /&gt;
Note that many gods grant powers that improve with your exact piety, not just your star level. Also, 'excess' piety can be used to invoke abilities more often. Therefore, gaining piety remains helpful until you reach the maximum.&lt;br /&gt;
&lt;br /&gt;
==Piety Gain==&lt;br /&gt;
Usually, you'll start with 15 piety on worship, though [[Monk]]s start at 50 piety. Worshipping from a [[faded altar]]s gives a +20 bonus, even for Monks.&lt;br /&gt;
&lt;br /&gt;
You can gain piety by following your god's conduct. A majority of gods reward you for one of two things:&lt;br /&gt;
*Killing creatures, or having an [[ally]] kill a creature. Some gods don't give piety for specific kills, e.g. [[Lugonu]] won't reward you for killing monsters in [[the Abyss]].&lt;br /&gt;
*Exploring the dungeon, i.e., revealing new tiles. You are not rewarded for exploring the [[Temple]] or deep water in [[the Shoals]].&lt;br /&gt;
&lt;br /&gt;
Different gods may have different means of gaining piety. For example, [[Zin]] appreciates [[gold]] donations (and killing [[evil]]/[[chaotic]] creatures), while [[Yredelemnul]]'s piety is solely determined by the number of friendly [[undead]] in sight. [[Gozag]] does not use piety at all - this god only cares for gold.&lt;br /&gt;
&lt;br /&gt;
For all gods but Ru, piety gain slows down by 1/3 at 4*, and slows down by another 1/3 6*.&amp;lt;ref&amp;gt;{{source ref|0.31.0|religion.cc|2433}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Piety Loss==&lt;br /&gt;
Using most types of abilities will cost a set amount of piety. This can bring you below a piety threshold, so watch out.&lt;br /&gt;
&lt;br /&gt;
You can lose piety by doing things your god dislikes - [[Trog]] hates it when you cast [[spell]]s; [[The Shining One]] hates when you do [[evil]]. Specifically, doing anything your god dislikes will reduce your piety directly, then inflict [[penance]]. While you're under penance, you don't gain piety - instead, any piety you would've gained is used to decrease penance.&lt;br /&gt;
&lt;br /&gt;
===Piety Decay===&lt;br /&gt;
Most gods have a piety decay. When worshipping these gods, your piety will naturally decrease over time. Every 10-30 [[decaAut]] (i.e. turns), the game makes a roll to deplete 1 piety. Depending on your god, there is a 1/17 or 1/35 chance to do so. Therefore, on average, you'll lose 1 piety every 340 or 700 turns, respectively.&lt;br /&gt;
&lt;br /&gt;
Gods with fast piety decay (lose 1 piety roughly every 340 turns):&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:500px&amp;quot;&amp;gt;&lt;br /&gt;
*[[Beogh]]&lt;br /&gt;
*[[Dithmenos]]&lt;br /&gt;
*[[Jiyva]]&lt;br /&gt;
*[[Kikubaaqudgha]]&lt;br /&gt;
*[[Lugonu]]&lt;br /&gt;
*[[Makhleb]]&lt;br /&gt;
*[[Okawaru]]&lt;br /&gt;
*[[Qazlal]]&lt;br /&gt;
*[[Sif Muna]]&lt;br /&gt;
*[[Trog]]&lt;br /&gt;
*[[Vehumet]]&lt;br /&gt;
*The [[Wu Jian Council]]&lt;br /&gt;
*[[Zin]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gods with slow piety decay (lose 1 piety roughly every 700 turns):&lt;br /&gt;
*[[Cheibriados]]&lt;br /&gt;
*[[Elyvilon]]&lt;br /&gt;
*[[Fedhas]]&lt;br /&gt;
*[[Hepliaklqana]]&lt;br /&gt;
*[[Nemelex Xobeh]]&lt;br /&gt;
*[[The Shining One]]&lt;br /&gt;
&lt;br /&gt;
[[Uskayaw]] has extremely fast piety gain and decay, while [[Ignis]] has none. [[Ashenzari]], [[Ru]], [[Xom]], and [[Yredelemnul]] have their own unique piety systems, which do not use the normal decay function. [[Gozag]] doesn't use piety at all.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Piety is a &amp;quot;semi-renewable&amp;quot; resource. It is much easier to obtain than [[scroll]]s or [[potion]]s, but still finite for most of the game (since there are only so many monsters to kill, tiles to explore, etc.). Still, you'll constantly gain piety, so don't be too stingy with divine abilities.&lt;br /&gt;
&lt;br /&gt;
Some gods have different piety systems, so you should treat their piety differently. See each god's page for more specific advice.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], there were five possible piety decay speeds.&lt;br /&gt;
*Prior to [[0.16]], gods didn't treat followers' kills the same as the player's for purposes of piety gain.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=76077</id>
		<title>Beogh</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=76077"/>
				<updated>2023-11-06T19:26:03Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: /* Strategy */ Contradicts the above, that shared XP is additive, not taken from your s hare.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
[[File:Beogh altar.png]] ''&amp;quot;Drown the unbelievers in a sea of blood!&amp;quot;''&lt;br /&gt;
{{flavour|Beogh is an evil deity, worshipped by the cave orcs native to the dungeon. Only orcs may devote their service to Beogh, and they must prove their devotion with bloodshed. Especially fervent devotees of Beogh will find orcish followers flocking to their banner: it is an age of signs and portents, and the orcs have become increasingly certain that the coming of their Messiah is nigh.&lt;br /&gt;
&lt;br /&gt;
Followers of Beogh can smite their foes, and will even gain orcish followers of their own, who may be blessed by Beogh in battle and can be recalled as needed. Eventually, followers will gain the power to walk on water. Beogh will sometimes directly intervene to save a follower's life, and the chosen of Beogh will eventually be able to resurrect other orcs.&lt;br /&gt;
&lt;br /&gt;
Beogh likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings, and you destroy nonliving beings. Beogh especially likes it when you kill the priests of other religions.&lt;br /&gt;
&lt;br /&gt;
Beogh strongly dislikes it when you attack allied orcs or desecrate orcish remains.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Beogh the Brigand''' is the [[Orc|Hill Orc]] exclusive god of the dungeon, considered an [[Evil#Evil_gods|evil]] god.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Beogh only tolerates [[Hill Orc]]s as worshipers.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing a living, holy, undead, demonic, or nonliving creature.&lt;br /&gt;
*You killing a hostile priest.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity: You lose 1 piety per 340 turns, on average (1/17 chance every 20 turns).&lt;br /&gt;
*You will also lose piety (or incur [[penance]]) for the following:&lt;br /&gt;
**Desecrating orcish remains (using orcs for [[Necromancy]]).&lt;br /&gt;
**Attacking allied orcs. (Be careful if you are confused!)&lt;br /&gt;
&lt;br /&gt;
==Altar==&lt;br /&gt;
Beogh altars are most often found in the [[Orcish Mines]], rarely appearing in the Dungeon itself. However, the primary way for Hill Orcs to worship Beogh is to find a conscious [[orc priest]] (or [[orc high priest|high priest]] / [[Saint Roka]]), which gives them an '''a'''ctive ability to convert. If you have not abandoned Beogh before, all orcs within [[line of sight]] will be turned neutral. &lt;br /&gt;
&lt;br /&gt;
Like most gods, Beogh [[vault]]s can also be found in the [[Abyss]], and if Beogh is a valid god, available through a [[faded altar]].&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Messenger&amp;quot;&lt;br /&gt;
*'''Protection from harm''' -  If you receive damage that should kill you, there's a 10 + (Piety/10) % chance to cancel all damage (instead, your Piety is reduced by 20 + 1d20). Unlike with good gods, this protection is canceled if you are under penance.&lt;br /&gt;
*'''Spread experience''' - Each time you gain some experience, Beogh will give an additional half of that amount among the orcish followers in your [[line of sight]]. This specific effect does not reduce your own experience.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Proselytiser&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Priest&amp;quot;&lt;br /&gt;
*'''Smiting''' - You can [[smite]] any monster in view. Damage at 0 Invocation ranges from 9-12 (avg 10), and linearly scales to 9-72 (avg 40) at 27 Invocation.  This is unavoidable, and cannot be reduced by any means. (3 MP, 3 Piety)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Missionary&amp;quot;&lt;br /&gt;
*'''Gain orcish followers''' - Non-summoned, shapeshifted, sleeping, confused or paralyzed orcs (even uniques, eg. [[Blork]]) around you may recognize you as their Messiah and turn friendly. The chance raises with piety and [[XL]], but is lower for [[HD|stronger]] orcs. Conversions may happen when:&lt;br /&gt;
**You notice a hostile orc for the first time (including because you hit it or cast a spell on it)&lt;br /&gt;
**A hostile orc becomes significantly wounded (best not use poison!)&lt;br /&gt;
**You or one of your allies kill a non-ordinary orc (in this case, the monster will survive the killing blow, unless it was reduced under its max HP in negative). This works best on higher level orcs.&lt;br /&gt;
:Orcs, as permanent allies, will take XP when they deal damage. Your share of XP scales with damage dealt; if you did no damage, orcs will take 50% of the XP.&lt;br /&gt;
*'''Bless your orcish followers''' - Beogh may bless one of your followers when it kills an enemy or otherwise gains experience. The chance is 1d(Piety) &amp;gt;= 30, or one at random when ''you'' kill an enemy (10% chance). The blessing has one of the following effects:&lt;br /&gt;
**10%: An ordinary orc becomes an orc priest, otherwise 25% chance to add +1 to their weapon's accuracy, 25% chance to add +1 to their weapon's damage, 50% chance to add +1 to their armour's AC.&lt;br /&gt;
**90%: 50% chance to remove poison, sickness, confusion, rotting, slowing, or exhaustion (if they are so afflicted), otherwise heals 25% of the follower's HP.&lt;br /&gt;
**Beogh may also improve your followers' equipment and gift weapons, armour, and ammo to those who lack them.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Evangelist&amp;quot;&lt;br /&gt;
*'''Recall your orcish followers''' -  You can recall your orcish allies. All your orcish followers in the dungeon are teleported close to you over a number of turns. Strongest orcs are recalled first, at a rate of 1 orc every 3-6 [[aut]] (2-3 orcs/turn). (2 MP)&lt;br /&gt;
&lt;br /&gt;
*'''Orc reinforcements''' - If you have no followers on this level and there are no other orcs (including hostile ones) on this level, there's 1 in 20 chance that Beogh will give several permanent, friendly orcs to you.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Apostle&amp;quot;&lt;br /&gt;
*'''Walk on water''' -  You can cross [[deep water]] as if it was normal floor. Water walking will never end before reaching land, so you won't drown even if your piety falls too low.&lt;br /&gt;
*'''Give Item to Named Follower''': You have the ability to provide one gift to a named follower of your choice. The gift can be a weapon, a piece of body armour, or a shield. Once they receive a gift, you can not give them another, it cannot be relinquished unless they die.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Messiah&amp;quot;&lt;br /&gt;
*'''Resurrection''': Bring a single orc back from the dead, converting them to your cause if they weren't already a follower. You must stand over their dead body, so if the orc didn't leave a [[corpse]] they can't be resurrected. (35 Piety).&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Beogh does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Blasphemers against the word of Beogh find themselves confronted with direct and physical opposition. Those who still worship Beogh find their followers regularly deserting them; they, and others, are further assaulted by waves of orcish warriors. When working through intermediaries fails, Beogh hurls dancing electric weapons at offenders, or simply smites them - and when smiting true sinners, Beogh has a heavy hand indeed!}}&lt;br /&gt;
&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*25%: Beogh smites you, potentially dealing very significant damage. If you are worshiping another god at this point, there is a piety/4 % chance that the new god will protect you from this.&lt;br /&gt;
*13%: [[Durable summon|Durably summons]] 1-2 hostile [[dancing weapon]]s. These summoned weapon will be enchanted up to +2 and [[brand]]ed with [[electrocution]].&lt;br /&gt;
*25%: Followers around you have a chance to turn hostile (only if you're still a follower of Beogh).&lt;br /&gt;
*37% (62% if you changed religion): Sends forth an army of [[durably summoned]] orcs, led by a stronger, occasionally named orc, whose type depends on your experience level.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
From the time your orcish army assembles to Zot:4, it doesn't really matter how strong you are - your orcs can handle many threats on their own.&lt;br /&gt;
&lt;br /&gt;
Most of Beogh's strengths come from these orcs; careful management will prove to be great, but not necessary. A few high-level orcs are all you need. Once you convert the [[Orcish Mines]] (and possibly [[the Vaults]]), there's not too many reasons to conserve piety. Except for many, many uses of Smite, powered by [[Hill Orc]]'s extremely high Invocations aptitude. Use it to take out anything from dangerous uniques to a stair-locking [[vault warden]]. It ignores both AC and EV, making it fairly reliable when you need to take out a low health enemy.&lt;br /&gt;
&lt;br /&gt;
===Orcish Management===&lt;br /&gt;
*Recall will bring in your highest level orcs first. You can effectively use this to summon a small band of elite reinforcements and quickly cancel the recall through the abilities menu, saving the fodder for particularly dangerous battles.&lt;br /&gt;
**You can stash your Orcish Warlords on another level, leaving XP to level other orcs. Example: You want to level your basic Orcs on D:15. Go up to a (fully cleared!!) D:14, recalling ALL orcs right on the stairs to D:15. Then go up to D:13 and recall until the Warlords (and Knights) have arrived. Now cancel the recall, go back down to D:14, and tell your basic Orcs to follow you to D:15.&lt;br /&gt;
**You should also consider leaving most of your followers behind when engaging enemies with powerful AoE attacks.  If you have a lot of orcs in a bad spot, you can move to the side and recall them to at least shuffle their positions.&lt;br /&gt;
**You can '''t'''ell said Orcs to '''g'''uard a staircase if you know you'll be bringing monsters up.&lt;br /&gt;
*Since you can only give one item to each follower, you should choose something that complements the equipment they already have:&lt;br /&gt;
**Prioritize [[reaching]] weapons for your followers.  Most of the time, you (or another orc) will be in the way of 1-range weapons.&lt;br /&gt;
**An orc with a good two-hander enjoys armour. An orc with a good one-handed weapon, a shield. For wizards and priests, prioritize defense, since their physical attacks are less important. Ranged weapons are good for everyone.&lt;br /&gt;
**Hang on to, or [[stash]] any good artefacts that you may find, as they are potentially very useful gifts for your stronger followers.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks ===&lt;br /&gt;
*Since conversions are based on piety (and XL), Beogh worshippers may want to delay clearing the [[Orcish Mines]] until they have maxed out their piety.&lt;br /&gt;
*Try to fight in open areas when possible -- 3 fighters are better than one! &lt;br /&gt;
**Also, move at angles so that friendly orcs won't get hit by piercing attacks directed at you.&lt;br /&gt;
*Strangely enough, Beogh greatly appreciates it when you kill hostile orc priests. Take advantage of this for piety.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* In very ancient versions of ''Crawl'', comments in the code referring to orc priest smiting stated that they were channeling the wrath of B.O.G. (Brian's Orc God). This eventually evolved into the name, &amp;quot;Beogh.&amp;quot;&lt;br /&gt;
* Very rarely, an orc follower can be given the name &amp;quot;Judas&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], orcs that were near-death received less HP on conversion.&lt;br /&gt;
*Prior to [[0.27]], conversion occurred the turn after an Orc entered [[LOS]]. &lt;br /&gt;
:Also, monsters would attack slower with almost any weapon, &amp;lt;code&amp;gt;(1.0 + base delay) / 2&amp;lt;/code&amp;gt;, though orcs had higher base damage. For orc warlords, this meant that [[demon trident]]s and even [[spear]]s were stronger (per turn) than [[bardiche]]s. For example, a warlord would have stats of (32 + 6 dmg, 1.05 delay, 36.2 dmg/turn) with a +0 spear, but (32 + 18 dmg, 1.5 delay, 33.3 dmg/turn) with a +0 bardiche.&lt;br /&gt;
*Prior to [[0.19]], Beogh increased the benefits of armour and shields. Also, Water Walking would end immediately if piety dropped below 120, killing the character if over deep water or lava at the time the effect ended. Destroying an [[Statue#Inanimate Statues|orcish idol]] could anger Beogh.&lt;br /&gt;
*Prior to [[0.18]], Beogh did not have the ability to resurrect orcs. Instead, Beogh rewarded the player for &amp;quot;blessing&amp;quot; (i.e. sacrificing) the corpses of fallen orcs. Also, the [[Orcish Mines]] had four easier levels with more low-level orcs but fewer strong orcs like [[orc knight]]s or [[orc warrior]]s.&lt;br /&gt;
*Prior to [[0.17]], Smiting dealt approximately 40 max damage with 27 invocations; the approximate formula was 6 + 1d(5 + Invocation Skill).&lt;br /&gt;
*Prior to [[0.15]], players could not gift equipment to followers, and Beogh did not gift random gear to followers with empty equipment slots.&lt;br /&gt;
*Prior to [[0.14]], orcish versions of gear existed, and Beogh only granted bonuses for wearing orcish armour (as well as wielding orcish melee weapons).&lt;br /&gt;
*Prior to [[0.13]], hill orc [[priest]]s started with this religion.&lt;br /&gt;
*Prior to [[0.12]], recalling orcish followers did not have any delay, but it was not able to recall orcish followers from other levels. Shared experience was added in 0.12.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Evil Gods]]&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hall_of_the_Hellbinder&amp;diff=67671</id>
		<title>Hall of the Hellbinder</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hall_of_the_Hellbinder&amp;diff=67671"/>
				<updated>2023-01-05T21:57:01Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: ?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{flavour|This floor is hot to the touch. Deep below it burns a fire hotter than any other.}}&lt;br /&gt;
&lt;br /&gt;
The '''Hall of the Hellbinder''' is a [[Wizard Laboratory]] made of unnatural black walls and yellow floor sigils dedicated to control over all manner of [[demon]]s. Its map is a convoluted series of demonic summoning and containment chambers, with two small treasure rooms southeast of the entrance area, a portal out opposite of the entrance, and a wide open boss chamber at the very bottom. Expect to face almost any tier [[2]] or [[3]] demon along the way, as well as various demon summoners and gouts of flaming [[cloud]]s that fill the bottom-center of the halls.&lt;br /&gt;
&lt;br /&gt;
The treasure in the top two chambers consists of 18 squares of the following:&lt;br /&gt;
*83.33% chance: [[gold]]&lt;br /&gt;
*8.33% chance: [[scroll of torment]], [[scroll of summoning]]&lt;br /&gt;
&lt;br /&gt;
The boss chamber contains a wide spread of vaguely thematic items across 12 squares:&lt;br /&gt;
*20.27% chance: random [[spell book]]&lt;br /&gt;
*6.76% chance: [[rod of shadows]], [[ring of fire]], [[ring of protection from fire]], [[wand of fire]], [[wand of draining]], [[scroll of torment]], [[scroll of summoning]], [[staff of summoning]], [[gold]]&lt;br /&gt;
*0.68% chance: [[demon whip]], [[demon blade]], [[demon trident]]&lt;br /&gt;
*10.14% chance: a random moderate-quality item&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
The sheer variety of demons you can face here make proper preparations difficult, especially since red devils and reapers will have random weapon brands. [[Fire]], [[cold]], and [[poison]] resistance will definitely help minimize the amount of damage, [[negative energy]] resistance will help with the common soul eaters and [[mutation]] resistance will help with spare cacodemons. [[Willpower]] is of immense use for said cacodemons and [[banishment]] from deep elf demonologists. [[Hellfire]] is, as always, irresistible for players.&lt;br /&gt;
&lt;br /&gt;
The placement of demons in this Wizlab is fairly consistent, though the exact demons placed can vary significantly. The following section helps explain demon placement on the map found below.&lt;br /&gt;
&lt;br /&gt;
There are two groups of '''2'''s guarding the safe path midway through the Wizlab. Each '''2''' represents one of the following:&lt;br /&gt;
*32.79% chance&lt;br /&gt;
**{{monsterlink|Soul eater}}&lt;br /&gt;
*24.59% chance&lt;br /&gt;
**{{monsterlink|Hell beast}}&lt;br /&gt;
*16.39% chance&lt;br /&gt;
**{{monsterlink|Green death}}&lt;br /&gt;
**{{monsterlink|Reaper}}&lt;br /&gt;
*8.19% chance&lt;br /&gt;
**{{monsterlink|Tormentor}}&lt;br /&gt;
*1.64% chance&lt;br /&gt;
**{{monsterlink|Lorocyproca}}&lt;br /&gt;
&lt;br /&gt;
A single '''3''' accompanies each of the groups of '''2'''s. Two groups of '''3'''s can also be found shortly after entering the Halls. Each '''3''' represents one of the following:&lt;br /&gt;
*15.38% chance&lt;br /&gt;
**{{monsterlink|Ice devil}}&lt;br /&gt;
**{{monsterlink|Orange demon}}&lt;br /&gt;
**{{monsterlink|Red devil}}&lt;br /&gt;
**{{monsterlink|Sun demon}}&lt;br /&gt;
**{{monsterlink|Ynoxinul}}&lt;br /&gt;
*7.69% chance&lt;br /&gt;
**{{monsterlink|Rust devil}}&lt;br /&gt;
&lt;br /&gt;
There is a single '''7''' and a single '''f''' found shortly before reaching the Hellbinder's chambers. There are equal odds of these being either:&lt;br /&gt;
*Another '''3'''&lt;br /&gt;
*{{monsterlink|Deep elf demonologist}}&lt;br /&gt;
 &lt;br /&gt;
The two '''6'''s found midway through the map, one to a side, are some of the most dangerous creatures found here:&lt;br /&gt;
*25% chance&lt;br /&gt;
**{{monsterlink|Balrug}}&lt;br /&gt;
**{{monsterlink|Blizzard demon}}&lt;br /&gt;
**{{monsterlink|Cacodemon}}&lt;br /&gt;
**{{monsterlink|Hellion}}&lt;br /&gt;
&lt;br /&gt;
There is a single '''4''' and a single '''d''' found after passing through the first area of the map. There are equal odds of these being either:&lt;br /&gt;
*Another '''6'''&lt;br /&gt;
*{{monsterlink|Kobold demonologist}}&lt;br /&gt;
&lt;br /&gt;
===Boss: Hellbinder===&lt;br /&gt;
In the center of the altar room at the bottom of the map (located at the '''1'''), you'll find a randomly named '''hellbinder''' worshiping at an [[altar]] to [[Makhleb]]. Although he's armed with a [[demon blade]], his melee attacks are still much less devastating than his [[hellfire]] and demon summons. Any decent combat spell specialist or ranged attacker should be able to obliterate him before he can put up much of a fight, especially if they have [[Aura of Abjuration]] prepared to take care of his summons quickly. Warding (from an [[amulet of warding]], [[macabre finger necklace]], or [[staff of summoning]]) will keep you safe from some of his summoned foes, but will do nothing against the more dangerous ranged threats; if he manages to summon something actually threatening, don't be afraid to teleport and come back once his allies time out.&lt;br /&gt;
&lt;br /&gt;
{{flavour|A mighty spellcaster, wreathed in arcane energies, and muttering the most profane incantations you might have ever heard.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Red|@}} [[Image:Hellbinder.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[HP]]''': 150&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[HD]]''': 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spells''': [[Summon Minor Demon]], [[Summon Demon]], [[Haste]], [[Hellfire]], [[Blink Away]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Equipment''': [[Demon blade]], [[robe]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recommendations''': Fortunately, his demon summons are mostly weak for their relative depth, lacking [[Summon Greater Demon]]. Unfortunately, he can still blast you with 3d20 hellfire, or get a lucky nasty brand on his demon blade. Take him out fast to keep things simple.&lt;br /&gt;
&lt;br /&gt;
== Source ==&lt;br /&gt;
Nearly all of the unusual glyphs here are for specific decorative floor tiles, which are simply differently-coloured floor in console. The rest are as follows:&lt;br /&gt;
&lt;br /&gt;
'''1''' Hellbinder&lt;br /&gt;
&lt;br /&gt;
'''0''' Random tier-5 demon&lt;br /&gt;
&lt;br /&gt;
'''2 3 6''' Various demons (see above for details)&lt;br /&gt;
&lt;br /&gt;
'''4 d 7 f''' Demons or summoners&lt;br /&gt;
&lt;br /&gt;
'''h''' Fire cloud generator&lt;br /&gt;
&lt;br /&gt;
'''$ i''' Treasure&lt;br /&gt;
&lt;br /&gt;
'''A''' Entrance&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;''' Exit&lt;br /&gt;
&lt;br /&gt;
'''x''' Rock wall&lt;br /&gt;
&lt;br /&gt;
'''c''' Stone wall&lt;br /&gt;
&lt;br /&gt;
'''+''' Door&lt;br /&gt;
&lt;br /&gt;
Entrance on A, exit on &amp;lt;, stone on c, doors on +, rock on x, a fire [[cloud]] generator on h, and loot on $ and i. The 4d pair and 7f pair are both randomly a kobold demonologist and the 6 above or a deep elf demonologist and the 3 above. The 0 is a random [[Demon#Tier-5_Demons|5]] or other-such demonic weakling, a minor speed-bump before the hellbinder himself. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MAP&lt;br /&gt;
cccccccccccccccccccccccccccccccccccccccccccccc&lt;br /&gt;
ccccccc.cccccc...................cccccc.cccccc&lt;br /&gt;
ccccc.....cccc.cc+ccccc+ccccc+cc.cccc.....cccc&lt;br /&gt;
cccc..G-H..ccc.c...cccc.cccc...c.ccc...o...ccc&lt;br /&gt;
ccc../...\..cc.+.A.ccc...ccc.&amp;lt;.+.cc..|...../cc&lt;br /&gt;
ccc.I...3.J.cc.c...cc.....cc...c.cc.-O-.3./.cc&lt;br /&gt;
cc..|..u..|....ccccc..c.c..ccccc.....|.3./...c&lt;br /&gt;
cc..|.3Y..|....cccc..cc.cc..cccc......3./....c&lt;br /&gt;
ccc.L.....M.cc.ccc.....4.....ccc.cc....K----cc&lt;br /&gt;
ccc..\.../..cc.cc..cccc.cccc..cc.cc.../.....cc&lt;br /&gt;
cccc..N-P..ccc.+.......d.......+.ccc./.....ccc&lt;br /&gt;
ccccc.....cccc.ccccccccccccccccc.cccc.....cccc&lt;br /&gt;
ccccccc.cccccc...................cccccc.cccccc&lt;br /&gt;
ccccccc.cccccc.cccccccx.xccccccc.cccccc.cccccc&lt;br /&gt;
ccccccc.ccccccx.cccccc.c.cccccc.xcccccc.cccccc&lt;br /&gt;
ccccccc.cccccccx.cccc.ccc.cccc.xccccccc.cccccc&lt;br /&gt;
ccccccc.ccccccccx.cc.ccccc.cc.xcccccccc.cccccc&lt;br /&gt;
ccccccc.cccccccccc..ccccccc..cccccccccc.cccccc&lt;br /&gt;
ccccccc.cccc.6...................6.cccc.cccccc&lt;br /&gt;
ccccccc.cccc..ccccccccc.ccccccccc..cccc.cccccc&lt;br /&gt;
ccccccc.ccccc..cccc$$$c.c$$$cccc..ccccc.cccccc&lt;br /&gt;
ccccccc.cccccc..ccc$$$+.+$$$ccc..cccccc.cccccc&lt;br /&gt;
ccccccc.cc.cccc..cc$$$c.c$$$cc..cccc.cc.cccccc&lt;br /&gt;
ccccccc......c.x..ccccc.ccccc..x.c..Z...cccccc&lt;br /&gt;
ccccccc...o...x.c..cccc.cccc..c.x../..O.cccccc&lt;br /&gt;
cccccc..\.../..ccc..ccc.ccc..ccc../..OTO.ccccc&lt;br /&gt;
cccccc...\3/...cccc..cc.cc..cccc./2.2.U..ccccc&lt;br /&gt;
ccccc..\2CXD2/..cccc.......cccc./..2.3....cccc&lt;br /&gt;
cccccc..\|2|/...ccccc.\7/.cccccS--------Zccccc&lt;br /&gt;
cccccc...Q.R....ccccc..Y..ccccc......../.ccccc&lt;br /&gt;
ccccccc..ETF....ccccc..|..ccccc......./.cccccc&lt;br /&gt;
cccccccc........ccccc..f..ccccc......S.ccccccc&lt;br /&gt;
cccccccccc......cccc..ccc..cccc......ccccccccc&lt;br /&gt;
ccccccccccc.....ccc..ccccc..ccc.....cccccccccc&lt;br /&gt;
cccccccccccc.....c...ccccc...c.....ccccccccccc&lt;br /&gt;
cccccccccccc..\./..cc.ccc.cc..\./..ccccccccccc&lt;br /&gt;
ccccccccccccc..V..cccc.c.cccc..W..cccccccccccc&lt;br /&gt;
ccccccccccccc./...ccccchccccc...\.cccccccccccc&lt;br /&gt;
cccccccccccccc.....ccc.c.ccc.....ccccccccccccc&lt;br /&gt;
ccccccccccccccc.....c.ccc.c.....cccccccccccccc&lt;br /&gt;
ccccccccccccccccc.....ccc.....cccccccccccccccc&lt;br /&gt;
ccccccccccccccccccc....0....cccccccccccccccccc&lt;br /&gt;
ccccccccccccccccccccc.....cccccccccccccccccccc&lt;br /&gt;
cccccccccccccccccccccxc+cxcccccccccccccccccccc&lt;br /&gt;
ccccccccccccccccccccc.....cccccccccccccccccccc&lt;br /&gt;
ccccccccccccccccccc...G&amp;quot;H...cccccccccccccccccc&lt;br /&gt;
ccccccccccccccccc...GP...NH...cccccccccccccccc&lt;br /&gt;
cccccccccccccccc..G[.......]H..ccccccccccccccc&lt;br /&gt;
ccccccccccccccc../..N.....P..\..cccccccccccccc&lt;br /&gt;
ccccccccccccccc.I.............J.cccccccccccccc&lt;br /&gt;
cccccccccccccc..U.....G.H.....U..ccccccccccccc&lt;br /&gt;
cccccccccccccc.I.J.../...\...I.J.ccccccccccccc&lt;br /&gt;
ccccccccccccc..|..../..1..\....|..cccccccccccc&lt;br /&gt;
ccccccccccccc..|.../\.'''./\...|..cccccccccccc&lt;br /&gt;
ccccccccccccc..|../xx\'_'/xx\..|..cccccccccccc&lt;br /&gt;
cccccccccccc...L./..xxN'Pxx..\.M...ccccccccccc&lt;br /&gt;
cccccccccccci...W..G.xxxxx.H..V...iccccccccccc&lt;br /&gt;
ccccccccccccii...NP.........NP...iiccccccccccc&lt;br /&gt;
cccccccccccciii.................iiiccccccccccc&lt;br /&gt;
cccccccccccccccccccccccccccccccccccccccccccccc&lt;br /&gt;
ENDMAP&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.22]], this WizLab had more higher-tier demons.&lt;br /&gt;
*Prior to [[0.14|0.14-9ae1ffb6]], the vault contained a significantly different demon set. Hellions, sun demons, tormentors, and blizzard demons were more common; soul eaters and hell beasts were less common; the vault had a random chance for the kobold and deep elf demonologists; and neqoxecs were present while red and blue devils were absent. The vault's danger was thus more random than now. ([[http://s-z.org/neil/git/?p=crawl.git;f=crawl-ref/source/dat/des/portals/wizlab.des;hb=7225c62f196562aaa461aaba55639fb25dfc82fc#l1883|A 0.14.1 source link.]])&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Escaping_from_(and_avoiding)_trouble&amp;diff=67670</id>
		<title>Escaping from (and avoiding) trouble</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Escaping_from_(and_avoiding)_trouble&amp;diff=67670"/>
				<updated>2023-01-05T21:47:09Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: /* Escaping Trouble */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version029}}&lt;br /&gt;
{{advice}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Sometimes you can't win a fight, and the best thing to do is to run. Knowing how to escape from a deadly situation (such as an unexpected monster wandering into view when you're low on [[HP]], or a situation that has spiraled out of control (such as an enemy caster summoning a large number of deadly [[demon|demons]]) is a vital skill to survival in Dungeon Crawl.&lt;br /&gt;
&lt;br /&gt;
Crawl offers a number of escape options, as well as means of healing, disabling monsters, and many other things which just might save your life. &lt;br /&gt;
&lt;br /&gt;
==Avoiding trouble==&lt;br /&gt;
The best way to survive a troublesome predicament is keeping out of trouble in the first place. Let's see...&lt;br /&gt;
&lt;br /&gt;
===Don't move towards enemies===&lt;br /&gt;
Instead of running into the unknown, where more monsters might be waiting for you, let enemies come to you. Use those turns to reposition yourself or to soften up the enemy. Orcs are a case in point: a single [[orc]] might seem like an easy kill, but then when you get close to it you realize there were two [[orc priest]]s in the dark just waiting to smite your ass. Even if this pack was just a lone orc, it ''could'' have had those priests.&lt;br /&gt;
&lt;br /&gt;
===Retreat towards the known===&lt;br /&gt;
It's often tempting to flee &amp;quot;into the black&amp;quot; directly away from your enemy. Try to resist the urge, and retreat towards a known area, even at the cost of taking a free hit or two. Retreat towards a known staircase or escape hatch, especially if you're being chased by multiple enemies. Only enemies on squares directly next to you can go up or down stairs with you. Make sure your escape route is safe; you don't want to be running away only to come across even stronger enemies.&lt;br /&gt;
&lt;br /&gt;
===Explore only when at full health===&lt;br /&gt;
Unless you're going for a [[high score]], or face a timed [[portal]], you win nothing by exploring at anything less than full HP and MP. Always rest up; the [[Zot clock]] is extremely lenient. By pressing the '''5''' key, you can rest till your HP or MP are full again.&lt;br /&gt;
&lt;br /&gt;
===Use Tactical Positioning===&lt;br /&gt;
The layout of the dungeon, combined with [[line of sight]] management, can be used to your advantage. For example, you can lead enemies into corridors in order to fight them one by one. That way, you avoid taking 8 hits at once! No matter how big your axe is, its still a perilous situation to find yourself in.&lt;br /&gt;
&lt;br /&gt;
Even when you don't have corridors at your disposal, you still may have corners.Ranged attackers will follow you around a corner where you can melee them. You could give them several turns to fire at you by going closer. Or, you can take 2 turns to duck behind a corner, wait for them to come for you, then step up to attack in melee. Most monsters, such as [[centaur]]s, are unable to shoot their bows in melee.&lt;br /&gt;
&lt;br /&gt;
===Softening things up===&lt;br /&gt;
On the first few levels, collect [[stone]]s, [[dart]]s, and other throwables - even if you don't plan to go with them in the long run. [[Hunting sling]]s are especially lethal, even at zero skill. You should also be liberal with most wands you find: even a [[wand of flame]] can be very useful.&lt;br /&gt;
&lt;br /&gt;
===Noise is rarely your friend===&lt;br /&gt;
Try to always be aware of the noise you're generating, keeping a close eye on the noise meter. The less noise you make, the less likely you're going to be drawing in too many monsters at once. But noise in an advantageous position, like a corridor, can lure in packs of monsters into relative safety.&lt;br /&gt;
&lt;br /&gt;
===Bypass===&lt;br /&gt;
Just because it's often advantageous to completely clear a level before descending doesn't mean it's universally so. Encountering [[Sigmund]] or a particularly nasty pack of orcs on the first few levels of the dungeon are good examples. You can always come back later when you have the necessary equipment and experience to deal with them. Just don't go overboard.&lt;br /&gt;
&lt;br /&gt;
===Triple visitation===&lt;br /&gt;
Triple visitation means entering a level by all three staircases before you start exploring it in earnest. It ''can'' be a lifesaver, but quite tedious. If you get into trouble, you may see a closer staircase to retreat to. &lt;br /&gt;
&lt;br /&gt;
On the other hand, whenever you go down stairs, there is a risk of being put adjacent to a very dangerous creature, making this technique best for stealthy or swift adventurers. &lt;br /&gt;
&lt;br /&gt;
===Specialize before you generalize===&lt;br /&gt;
Make sure that your skills of choice have power to spare before investing in any others. Many troublesome situations are simply due to not having enough kill power. Don't forget to turn non-killing back on again once your engine's running, if they're useful -- e.g. dodging and stealth for a conjurer.&lt;br /&gt;
&lt;br /&gt;
==Options when in immediate danger==&lt;br /&gt;
While its best to prevent danger, sometimes it is unavoidable. Whenever you get [[shaft]]ed, or see an out of depth monster, or a dangerous pack of monsters just after finishing a fight, you can find help with various escape options:&lt;br /&gt;
&lt;br /&gt;
These are just some of the more useful, immediate tools at your disposal. Many more items might solve lethal situations. For example, a [[potion of might]] may give you the damage you need to handle a dangerous enemy. However, the Might status is not likely to help you when you are at low HP -- though it could still be a last resort.&lt;br /&gt;
&lt;br /&gt;
===Potions ('''q''')===&lt;br /&gt;
* [[Potion of berserk rage]]: hastes (and strengthens) you and adds 50% temporary HP... but when it runs out, you will be ''slowed'' instead, and you won't be able to berserk again for a while! Mostly useful for killing things (thus precluding the need to escape in the first place) or sprinting to the stairs a few tiles away. Do ''not'' use berserk as a poor man's swiftness! You will be slowed much longer than the berserk will last.&lt;br /&gt;
* [[Potion of ambrosia]]: Leaves you confused, but recovers both HP and MP as long as its confusion lasts. Useful when it'll be a few turns before the next monster comes, or if you need a quick MP heal.&lt;br /&gt;
* [[Potion of curing]]: heals a few HP and removes [[poison]] and [[confusion]], which may be critical to end.&lt;br /&gt;
* [[Potion of haste]]: allows you to run away, though you will be susceptible to ranged attacks until you break LOS/leave the level. Speed boost have nice synergy with [[scroll of fog|scrolls of fog]], allowing you to quickly break LOS. Also allows for kiting tactics.&lt;br /&gt;
* [[Potion of heal wounds]]: Heals approximately 25 HP. In the early game, it is a significant boost, but slowly loses effectiveness throughout the game.&lt;br /&gt;
===Scrolls ('''r''')===&lt;br /&gt;
*[[Scroll of fog]]: might help you cut line of sight to monsters that attack you from range. This can range from making a [[Centaur]] get into your melee range, to preventing an [[Ice Fiend]] from tormenting you during the [[orb run]].&lt;br /&gt;
*[[Scroll of butterflies]]: Creates a mass of butterflies, which must be killed or move out of the way for enemies to attack you. Similar uses to the scroll of fog, but does not work on piercing or [[smite]]-targeted attacks; does not generate if a scroll of fog is generated, and vice versa.&lt;br /&gt;
*[[Scroll of fear]]: helps in warding off packs or threats. It checks [[willpower]], so may not be successful against all monsters, but it may give you enough leeway to escape.&lt;br /&gt;
* [[Scroll of silence]]: Prevent enemies (and you!) from casting both spells and godly abilities. Make sure to check them ('''xv''') to make sure that silence can actually effect them! Very risky, but eases up many threats (such as [[Nikola]] or [[List of deep elves|deep elves]]).&lt;br /&gt;
* [[Scroll of teleportation]]: after a short delay of a few turns, translocates you to a random habitable square on the same level. This can be combined with other means of escape, then healing until teleport kicks in. Teleport early; if not to survive the delay, to survive if you get into another dangerous position (or even right next to where you were!). Beware of teleporting in unexplored levels, or where there is a dangerous [[vault]] (such as [[Elf]]:3 or the end of a rune branch). &lt;br /&gt;
* [[Scroll of blinking]]: allows you to instantly translocate yourself to any visible square (transparent walls are treated as solid). Extremely powerful, but not infallible. See its page for when it doesn't work.&lt;br /&gt;
&lt;br /&gt;
===Quiver ('''Q''')===&lt;br /&gt;
Includes wands ('''V''') and throwables ('''F''') (most other options may also be quivered).&lt;br /&gt;
* Uncontrolled [[Blink]]: instantly translocates you to a random blink-accessible square within [[line of sight]]. This can easily make the situation worse: imagine blinking from the edge of an orc pack to the center. But consider blinking from the center of an orc pack to the edge. LOS management is critical - for example, you can use a [[scroll of fog]] in conjunction so you ''can't'' see tiles near the enemy. Even stepping into a hallway can help your chances. In general, only use this if you can comfortably live several uses.&lt;br /&gt;
* [[Paralysis]]/[[Wand of polymorph|polymorph]]/[[Slow]]: very effective in the early game, where few enemies can resist. Outside of the early game or [[formicid]]s, it's best to act early or on yourself. Sources include [[wand]]s, [[curare]] [[dart]]s, and the [[Hexes]] school of magic.&lt;br /&gt;
* [[Wand of iceblast]], [[Wand of roots]], [[Lightning Rod]]...: Attacks that can't miss, be shrugged off, or disabled. You run the risk of rolling low, but enemies with low HP will likely die.&lt;br /&gt;
*[[Throwing net]]: Traps an enemy in a net, forcing them to waste turns breaking free. Even though spellcasters can still cast in a net, they often won't; monsters tend to &amp;quot;move&amp;quot; rather than cast.&lt;br /&gt;
&lt;br /&gt;
===[[God]]s ('''a''')===&lt;br /&gt;
As you should expect, abilities are simply unavailable if you aren't worshipping the god in question.&lt;br /&gt;
* [[Zin|Zin's]] Sanctuary: protects you from nearly every attack, and scares away monsters. Combine it with other escape options, with healing, or use it near the stairs.&lt;br /&gt;
* [[Lugonu|Lugonu's]] Enter the Abyss: removes you from any situation immediately, leaving all pursuing monsters behind, but costs both HP and all of your MP. Keep in mind that you will then be in the Abyss, so it still might not &amp;quot;save your life&amp;quot;.&lt;br /&gt;
* [[Elyvilon|Elyvilon's]] healing powers: more powerful than potions of heal wounds, but are limited by piety.&lt;br /&gt;
* [[Cheibriados]]' Step from Time: Moves you to nowhere and lets time pass. During that time, monsters wander away and may even forget about you. &lt;br /&gt;
* [[Dithmenos]]' Shadow Step: Half damage, invisibility, and a few resistances.&lt;br /&gt;
* [[Nemelex]] worshippers may draw upon their decks of escape. The [[tomb card]] can block any enemy not already close to you, the [[cloud card]] can act like a scroll of fog, and the [[elixir card]] can heal you. Combine with Triple Draw or Draw Four in order to get the most success.&lt;br /&gt;
* [[Ru]]: all the abilities can be used in dicey situations; two are more obvious (Draw Out Power is a heal, Power Leap opens up a gap). Apocalypse is very loud, but deals massive damage and gives statuses to anything still alive.&lt;br /&gt;
&lt;br /&gt;
Many gods also have offensive abilities that can help in tough battles. It's better to use [[Okawaru]]'s Heroism and Finesse early than a [[scroll of blinking]]!&lt;br /&gt;
&lt;br /&gt;
===Escape Spells ('''z''')===&lt;br /&gt;
====[[Translocations]]====&lt;br /&gt;
Translocations are designed in order to manipulate movement. Most of them can be used to solve some dicey situations, though some more than others.&lt;br /&gt;
*[[Blink]]: Blinking can also be used to give you time to teleport: blink, activate a teleport and then start running away -- even if the monsters are faster than you, they can only gain one square a turn if you're running, giving teleport time to kick in. Has a cooldown unless at max power.&lt;br /&gt;
*[[Passage of Golubria]]: Creates two portals, one targeted, and another just beside you. Limited to open enough areas, and at low spellpower, short distances. But even a single tile gap will let you reliably get away from monsters to climb the stairs. This spell can also teleport monsters, assuming they are willing to get into the portal.&lt;br /&gt;
*[[Iskenderun's Mystic Blast]] / [[Dispersal]]: Both spells will force enemies away. IMB deals damage, is at a much more reasonable spell level, but has a chance to fail based on [[size]]. Meanwhile, Dispersal, if you succeed a [[willpower]] check, will cause a full [[teleport]], but will always at least create a few tiles of distance.&lt;br /&gt;
&lt;br /&gt;
====Other Movement Spells====&lt;br /&gt;
*[[Swiftness]]: Reduces your movement delay for a short time before slowing you, usually enough to get you to the stairs.&lt;br /&gt;
*[[Passwall]]: A spell people love to underestimate (though for good reason -- it ''looks'' at first glance to be a crap spell). If you notice your trouble early enough, though, and you've mapped out your area beforehand (deep dwarves!) and found a 1-thickness wall to pass through towards safety, this is like a controlled teleport, thousands of turns before you could cast controlled teleport.&lt;br /&gt;
&lt;br /&gt;
====Disabling Tactics====&lt;br /&gt;
*[[Conjure Flame]]: Conjure flame is situational. Experiment with it and get a feel for it and when (if ever) you wish to invest in it. Understanding who fears flame and who doesn't is important here. Practice when you're ''not'' in a crisis.  It works best when you can hold a stupid enemy in the flame, by either meleeing them yourself, blocking them with servants (or their buddies), or confusing them in tight quarters (so they repeatedly wander through the cloud). And make sure to use it quite early; it takes 2 turns to activate.&lt;br /&gt;
*[[Hexes]]: Hex spells like [[Slow]], [[Ensorcelled Hibernation]], and [[Confusing Touch]] take a large skill investment to be worth the turns and MP. A good option for [[Enchanter]]s, who already use these spells for their day to day killing. Most of these allow a clean escape, and clean [[stab]]s.&lt;br /&gt;
*[[Mephitic Cloud]]: Confuses foes, which is very effective when it works. Creature with poison resistance or [[clarity]] are immune; monsters with 100+ HP will also often resist.  Even without immunity, Mephitic cloud can be used against an adjacent enemy in most cases (aim at the *):&lt;br /&gt;
&lt;br /&gt;
 .........  .........&lt;br /&gt;
 ...###...  ....###..&lt;br /&gt;
 ...#*#...  ....#*#..&lt;br /&gt;
 ...##Y...  ....Y##..&lt;br /&gt;
 ....@....  ....@....&lt;br /&gt;
 .........  .........&lt;br /&gt;
&lt;br /&gt;
Also note that risking self-[[confusion]] is sometimes worth it. If worse comes to worst, you can always drink a [[potion of curing]] (which you might have been wanting to do anyway). Most enemies can't, and even humanoids are unlikely to be carrying more than one potion.&lt;br /&gt;
&lt;br /&gt;
====Other====&lt;br /&gt;
* Summoning: Several summoning spells are great for defensive purposes even if they're useless for offense.  You can exchange places with allies automatically, but an enemy will have to fight through or walk around them to get to you.  This means that even a lowly rat can open up that vital one-square space for a stair escape! Prior to its removal, [[Summon Butterflies]] was a very useful distraction spell, creating multiple targets for only a level 1 spell.&lt;br /&gt;
* [[Death's Door]] and [[Borgnjor's Revivification]]: high level, emergency Necromancy spells. Death's Door makes you invulnerable for a short time, but will leave you with very little HP. Borgnjor's Revivification restores your health to the maximum; at the cost of permanent maximum HP. Use these when you know you have to; and have the Necromancy to spare.&lt;br /&gt;
&lt;br /&gt;
==Escaping Trouble==&lt;br /&gt;
&lt;br /&gt;
===Run early===&lt;br /&gt;
Once you've learned from experience that a certain monster type or monster-pack type is dangerous, run before it gets into melee, and re-enter the level from another place.&lt;br /&gt;
&lt;br /&gt;
===[[Pillar dancing]]===&lt;br /&gt;
If you are ''not'' at melee range of a melee monster of normal speed, you can regenerate health by circling a pillar for a while. If they are adjacent to you, they'll trigger [[attacks of opportunity]]. Other monsters might also become aware of you, so choose your spot carefully!&lt;br /&gt;
&lt;br /&gt;
===Leading them up===&lt;br /&gt;
Just because heading up staircases while followed is not a full escape doesn't mean it's not useful. Dealing with a nasty on a &amp;quot;cleared&amp;quot; level is much less troublesome than on one where your escape routes will often lead into unexplored territory, or wake up monsters lurking within it who can leap out to block your retreat. And teleporting on an unexplored level, that can be nasty!&lt;br /&gt;
&lt;br /&gt;
Enemies with [[Blink]] can be fully abandoned this way at little resource cost, though most have been removed from the early Dungeon. You may want to lead them two levels up instead of one, so they're not in the way in case you need to lead something else up afterwards. Can be tedious, though.&lt;br /&gt;
&lt;br /&gt;
===Use your abilities===&lt;br /&gt;
When you're facing an emergency situation, slow down. Stop and think about every item and ability at your disposal. Often times players forget to use their spells, god abilities or even consumables when it matters the most. You can even save your game, ask for advice from other players and come back later!&lt;br /&gt;
&lt;br /&gt;
===Learn to use marginal tools to non-marginal effect===&lt;br /&gt;
Items like the [[scroll of noise]] or [[scroll of immolation]] are often pooh-poohed, yet they can save your life. Don't toss them until you're sailing smoothly... or even at all! A situation solved with one of these means you've saved an instance of your more universal tools for later. You may likewise be tempted to ignore resistible wands, but the same applies. And because wands lose their potency late game: all the more reason to burn them early.&lt;br /&gt;
&lt;br /&gt;
===Engaging fast monsters by stepping away from them===&lt;br /&gt;
Doing this will keep them from getting a free hit, or in the case of [[bat]]s, ending their turn away from you.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Escaping_from_(and_avoiding)_trouble&amp;diff=67669</id>
		<title>Escaping from (and avoiding) trouble</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Escaping_from_(and_avoiding)_trouble&amp;diff=67669"/>
				<updated>2023-01-05T21:43:02Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: /* Quiver (Q) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version029}}&lt;br /&gt;
{{advice}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Sometimes you can't win a fight, and the best thing to do is to run. Knowing how to escape from a deadly situation (such as an unexpected monster wandering into view when you're low on [[HP]], or a situation that has spiraled out of control (such as an enemy caster summoning a large number of deadly [[demon|demons]]) is a vital skill to survival in Dungeon Crawl.&lt;br /&gt;
&lt;br /&gt;
Crawl offers a number of escape options, as well as means of healing, disabling monsters, and many other things which just might save your life. &lt;br /&gt;
&lt;br /&gt;
==Avoiding trouble==&lt;br /&gt;
The best way to survive a troublesome predicament is keeping out of trouble in the first place. Let's see...&lt;br /&gt;
&lt;br /&gt;
===Don't move towards enemies===&lt;br /&gt;
Instead of running into the unknown, where more monsters might be waiting for you, let enemies come to you. Use those turns to reposition yourself or to soften up the enemy. Orcs are a case in point: a single [[orc]] might seem like an easy kill, but then when you get close to it you realize there were two [[orc priest]]s in the dark just waiting to smite your ass. Even if this pack was just a lone orc, it ''could'' have had those priests.&lt;br /&gt;
&lt;br /&gt;
===Retreat towards the known===&lt;br /&gt;
It's often tempting to flee &amp;quot;into the black&amp;quot; directly away from your enemy. Try to resist the urge, and retreat towards a known area, even at the cost of taking a free hit or two. Retreat towards a known staircase or escape hatch, especially if you're being chased by multiple enemies. Only enemies on squares directly next to you can go up or down stairs with you. Make sure your escape route is safe; you don't want to be running away only to come across even stronger enemies.&lt;br /&gt;
&lt;br /&gt;
===Explore only when at full health===&lt;br /&gt;
Unless you're going for a [[high score]], or face a timed [[portal]], you win nothing by exploring at anything less than full HP and MP. Always rest up; the [[Zot clock]] is extremely lenient. By pressing the '''5''' key, you can rest till your HP or MP are full again.&lt;br /&gt;
&lt;br /&gt;
===Use Tactical Positioning===&lt;br /&gt;
The layout of the dungeon, combined with [[line of sight]] management, can be used to your advantage. For example, you can lead enemies into corridors in order to fight them one by one. That way, you avoid taking 8 hits at once! No matter how big your axe is, its still a perilous situation to find yourself in.&lt;br /&gt;
&lt;br /&gt;
Even when you don't have corridors at your disposal, you still may have corners.Ranged attackers will follow you around a corner where you can melee them. You could give them several turns to fire at you by going closer. Or, you can take 2 turns to duck behind a corner, wait for them to come for you, then step up to attack in melee. Most monsters, such as [[centaur]]s, are unable to shoot their bows in melee.&lt;br /&gt;
&lt;br /&gt;
===Softening things up===&lt;br /&gt;
On the first few levels, collect [[stone]]s, [[dart]]s, and other throwables - even if you don't plan to go with them in the long run. [[Hunting sling]]s are especially lethal, even at zero skill. You should also be liberal with most wands you find: even a [[wand of flame]] can be very useful.&lt;br /&gt;
&lt;br /&gt;
===Noise is rarely your friend===&lt;br /&gt;
Try to always be aware of the noise you're generating, keeping a close eye on the noise meter. The less noise you make, the less likely you're going to be drawing in too many monsters at once. But noise in an advantageous position, like a corridor, can lure in packs of monsters into relative safety.&lt;br /&gt;
&lt;br /&gt;
===Bypass===&lt;br /&gt;
Just because it's often advantageous to completely clear a level before descending doesn't mean it's universally so. Encountering [[Sigmund]] or a particularly nasty pack of orcs on the first few levels of the dungeon are good examples. You can always come back later when you have the necessary equipment and experience to deal with them. Just don't go overboard.&lt;br /&gt;
&lt;br /&gt;
===Triple visitation===&lt;br /&gt;
Triple visitation means entering a level by all three staircases before you start exploring it in earnest. It ''can'' be a lifesaver, but quite tedious. If you get into trouble, you may see a closer staircase to retreat to. &lt;br /&gt;
&lt;br /&gt;
On the other hand, whenever you go down stairs, there is a risk of being put adjacent to a very dangerous creature, making this technique best for stealthy or swift adventurers. &lt;br /&gt;
&lt;br /&gt;
===Specialize before you generalize===&lt;br /&gt;
Make sure that your skills of choice have power to spare before investing in any others. Many troublesome situations are simply due to not having enough kill power. Don't forget to turn non-killing back on again once your engine's running, if they're useful -- e.g. dodging and stealth for a conjurer.&lt;br /&gt;
&lt;br /&gt;
==Options when in immediate danger==&lt;br /&gt;
While its best to prevent danger, sometimes it is unavoidable. Whenever you get [[shaft]]ed, or see an out of depth monster, or a dangerous pack of monsters just after finishing a fight, you can find help with various escape options:&lt;br /&gt;
&lt;br /&gt;
These are just some of the more useful, immediate tools at your disposal. Many more items might solve lethal situations. For example, a [[potion of might]] may give you the damage you need to handle a dangerous enemy. However, the Might status is not likely to help you when you are at low HP -- though it could still be a last resort.&lt;br /&gt;
&lt;br /&gt;
===Potions ('''q''')===&lt;br /&gt;
* [[Potion of berserk rage]]: hastes (and strengthens) you and adds 50% temporary HP... but when it runs out, you will be ''slowed'' instead, and you won't be able to berserk again for a while! Mostly useful for killing things (thus precluding the need to escape in the first place) or sprinting to the stairs a few tiles away. Do ''not'' use berserk as a poor man's swiftness! You will be slowed much longer than the berserk will last.&lt;br /&gt;
* [[Potion of ambrosia]]: Leaves you confused, but recovers both HP and MP as long as its confusion lasts. Useful when it'll be a few turns before the next monster comes, or if you need a quick MP heal.&lt;br /&gt;
* [[Potion of curing]]: heals a few HP and removes [[poison]] and [[confusion]], which may be critical to end.&lt;br /&gt;
* [[Potion of haste]]: allows you to run away, though you will be susceptible to ranged attacks until you break LOS/leave the level. Speed boost have nice synergy with [[scroll of fog|scrolls of fog]], allowing you to quickly break LOS. Also allows for kiting tactics.&lt;br /&gt;
* [[Potion of heal wounds]]: Heals approximately 25 HP. In the early game, it is a significant boost, but slowly loses effectiveness throughout the game.&lt;br /&gt;
===Scrolls ('''r''')===&lt;br /&gt;
*[[Scroll of fog]]: might help you cut line of sight to monsters that attack you from range. This can range from making a [[Centaur]] get into your melee range, to preventing an [[Ice Fiend]] from tormenting you during the [[orb run]].&lt;br /&gt;
*[[Scroll of butterflies]]: Creates a mass of butterflies, which must be killed or move out of the way for enemies to attack you. Similar uses to the scroll of fog, but does not work on piercing or [[smite]]-targeted attacks; does not generate if a scroll of fog is generated, and vice versa.&lt;br /&gt;
*[[Scroll of fear]]: helps in warding off packs or threats. It checks [[willpower]], so may not be successful against all monsters, but it may give you enough leeway to escape.&lt;br /&gt;
* [[Scroll of silence]]: Prevent enemies (and you!) from casting both spells and godly abilities. Make sure to check them ('''xv''') to make sure that silence can actually effect them! Very risky, but eases up many threats (such as [[Nikola]] or [[List of deep elves|deep elves]]).&lt;br /&gt;
* [[Scroll of teleportation]]: after a short delay of a few turns, translocates you to a random habitable square on the same level. This can be combined with other means of escape, then healing until teleport kicks in. Teleport early; if not to survive the delay, to survive if you get into another dangerous position (or even right next to where you were!). Beware of teleporting in unexplored levels, or where there is a dangerous [[vault]] (such as [[Elf]]:3 or the end of a rune branch). &lt;br /&gt;
* [[Scroll of blinking]]: allows you to instantly translocate yourself to any visible square (transparent walls are treated as solid). Extremely powerful, but not infallible. See its page for when it doesn't work.&lt;br /&gt;
&lt;br /&gt;
===Quiver ('''Q''')===&lt;br /&gt;
Includes wands ('''V''') and throwables ('''F''') (most other options may also be quivered).&lt;br /&gt;
* Uncontrolled [[Blink]]: instantly translocates you to a random blink-accessible square within [[line of sight]]. This can easily make the situation worse: imagine blinking from the edge of an orc pack to the center. But consider blinking from the center of an orc pack to the edge. LOS management is critical - for example, you can use a [[scroll of fog]] in conjunction so you ''can't'' see tiles near the enemy. Even stepping into a hallway can help your chances. In general, only use this if you can comfortably live several uses.&lt;br /&gt;
* [[Paralysis]]/[[Wand of polymorph|polymorph]]/[[Slow]]: very effective in the early game, where few enemies can resist. Outside of the early game or [[formicid]]s, it's best to act early or on yourself. Sources include [[wand]]s, [[curare]] [[dart]]s, and the [[Hexes]] school of magic.&lt;br /&gt;
* [[Wand of iceblast]], [[Wand of roots]], [[Lightning Rod]]...: Attacks that can't miss, be shrugged off, or disabled. You run the risk of rolling low, but enemies with low HP will likely die.&lt;br /&gt;
*[[Throwing net]]: Traps an enemy in a net, forcing them to waste turns breaking free. Even though spellcasters can still cast in a net, they often won't; monsters tend to &amp;quot;move&amp;quot; rather than cast.&lt;br /&gt;
&lt;br /&gt;
===[[God]]s ('''a''')===&lt;br /&gt;
As you should expect, abilities are simply unavailable if you aren't worshipping the god in question.&lt;br /&gt;
* [[Zin|Zin's]] Sanctuary: protects you from nearly every attack, and scares away monsters. Combine it with other escape options, with healing, or use it near the stairs.&lt;br /&gt;
* [[Lugonu|Lugonu's]] Enter the Abyss: removes you from any situation immediately, leaving all pursuing monsters behind, but costs both HP and all of your MP. Keep in mind that you will then be in the Abyss, so it still might not &amp;quot;save your life&amp;quot;.&lt;br /&gt;
* [[Elyvilon|Elyvilon's]] healing powers: more powerful than potions of heal wounds, but are limited by piety.&lt;br /&gt;
* [[Cheibriados]]' Step from Time: Moves you to nowhere and lets time pass. During that time, monsters wander away and may even forget about you. &lt;br /&gt;
* [[Dithmenos]]' Shadow Step: Half damage, invisibility, and a few resistances.&lt;br /&gt;
* [[Nemelex]] worshippers may draw upon their decks of escape. The [[tomb card]] can block any enemy not already close to you, the [[cloud card]] can act like a scroll of fog, and the [[elixir card]] can heal you. Combine with Triple Draw or Draw Four in order to get the most success.&lt;br /&gt;
* [[Ru]]: all the abilities can be used in dicey situations; two are more obvious (Draw Out Power is a heal, Power Leap opens up a gap). Apocalypse is very loud, but deals massive damage and gives statuses to anything still alive.&lt;br /&gt;
&lt;br /&gt;
Many gods also have offensive abilities that can help in tough battles. It's better to use [[Okawaru]]'s Heroism and Finesse early than a [[scroll of blinking]]!&lt;br /&gt;
&lt;br /&gt;
===Escape Spells ('''z''')===&lt;br /&gt;
====[[Translocations]]====&lt;br /&gt;
Translocations are designed in order to manipulate movement. Most of them can be used to solve some dicey situations, though some more than others.&lt;br /&gt;
*[[Blink]]: Blinking can also be used to give you time to teleport: blink, activate a teleport and then start running away -- even if the monsters are faster than you, they can only gain one square a turn if you're running, giving teleport time to kick in. Has a cooldown unless at max power.&lt;br /&gt;
*[[Passage of Golubria]]: Creates two portals, one targeted, and another just beside you. Limited to open enough areas, and at low spellpower, short distances. But even a single tile gap will let you reliably get away from monsters to climb the stairs. This spell can also teleport monsters, assuming they are willing to get into the portal.&lt;br /&gt;
*[[Iskenderun's Mystic Blast]] / [[Dispersal]]: Both spells will force enemies away. IMB deals damage, is at a much more reasonable spell level, but has a chance to fail based on [[size]]. Meanwhile, Dispersal, if you succeed a [[willpower]] check, will cause a full [[teleport]], but will always at least create a few tiles of distance.&lt;br /&gt;
&lt;br /&gt;
====Other Movement Spells====&lt;br /&gt;
*[[Swiftness]]: Reduces your movement delay for a short time before slowing you, usually enough to get you to the stairs.&lt;br /&gt;
*[[Passwall]]: A spell people love to underestimate (though for good reason -- it ''looks'' at first glance to be a crap spell). If you notice your trouble early enough, though, and you've mapped out your area beforehand (deep dwarves!) and found a 1-thickness wall to pass through towards safety, this is like a controlled teleport, thousands of turns before you could cast controlled teleport.&lt;br /&gt;
&lt;br /&gt;
====Disabling Tactics====&lt;br /&gt;
*[[Conjure Flame]]: Conjure flame is situational. Experiment with it and get a feel for it and when (if ever) you wish to invest in it. Understanding who fears flame and who doesn't is important here. Practice when you're ''not'' in a crisis.  It works best when you can hold a stupid enemy in the flame, by either meleeing them yourself, blocking them with servants (or their buddies), or confusing them in tight quarters (so they repeatedly wander through the cloud). And make sure to use it quite early; it takes 2 turns to activate.&lt;br /&gt;
*[[Hexes]]: Hex spells like [[Slow]], [[Ensorcelled Hibernation]], and [[Confusing Touch]] take a large skill investment to be worth the turns and MP. A good option for [[Enchanter]]s, who already use these spells for their day to day killing. Most of these allow a clean escape, and clean [[stab]]s.&lt;br /&gt;
*[[Mephitic Cloud]]: Confuses foes, which is very effective when it works. Creature with poison resistance or [[clarity]] are immune; monsters with 100+ HP will also often resist.  Even without immunity, Mephitic cloud can be used against an adjacent enemy in most cases (aim at the *):&lt;br /&gt;
&lt;br /&gt;
 .........  .........&lt;br /&gt;
 ...###...  ....###..&lt;br /&gt;
 ...#*#...  ....#*#..&lt;br /&gt;
 ...##Y...  ....Y##..&lt;br /&gt;
 ....@....  ....@....&lt;br /&gt;
 .........  .........&lt;br /&gt;
&lt;br /&gt;
Also note that risking self-[[confusion]] is sometimes worth it. If worse comes to worst, you can always drink a [[potion of curing]] (which you might have been wanting to do anyway). Most enemies can't, and even humanoids are unlikely to be carrying more than one potion.&lt;br /&gt;
&lt;br /&gt;
====Other====&lt;br /&gt;
* Summoning: Several summoning spells are great for defensive purposes even if they're useless for offense.  You can exchange places with allies automatically, but an enemy will have to fight through or walk around them to get to you.  This means that even a lowly rat can open up that vital one-square space for a stair escape! Prior to its removal, [[Summon Butterflies]] was a very useful distraction spell, creating multiple targets for only a level 1 spell.&lt;br /&gt;
* [[Death's Door]] and [[Borgnjor's Revivification]]: high level, emergency Necromancy spells. Death's Door makes you invulnerable for a short time, but will leave you with very little HP. Borgnjor's Revivification restores your health to the maximum; at the cost of permanent maximum HP. Use these when you know you have to; and have the Necromancy to spare.&lt;br /&gt;
&lt;br /&gt;
==Escaping Trouble==&lt;br /&gt;
&lt;br /&gt;
===Run early===&lt;br /&gt;
Once you've learned from experience that a certain monster type or monster-pack type is dangerous, run before it gets into melee, and re-enter the level from another place.&lt;br /&gt;
&lt;br /&gt;
===[[Pillar dancing]]===&lt;br /&gt;
If you are ''not'' at melee range of a melee monster of normal speed, you can regenerate health by circling a pillar for a while. If they are adjacent to you, they'll trigger [[attacks of opportunity]]. Other monsters might also become aware of you, so choose your spot carefully!&lt;br /&gt;
&lt;br /&gt;
===Leading them up===&lt;br /&gt;
Just because heading up staircases while followed is not a full escape doesn't mean it's not useful. Dealing with a nasty on a &amp;quot;cleared&amp;quot; level is much less troublesome than on one where your escape routes will often lead into unexplored territory, or wake up monsters lurking within it who can leap out to block your retreat. And teleporting on an unexplored level, that can be nasty!&lt;br /&gt;
&lt;br /&gt;
Enemies with [[Blink]] can be fully abandoned this way at little resource cost, though they most have been removed from the early Dungeon. You may want to lead them two levels up instead of one, so they're not in the way in case you need to lead something else up afterwards. Can be tedious, though.&lt;br /&gt;
&lt;br /&gt;
===Use your abilities===&lt;br /&gt;
When you're facing an emergency situation, slow down. Stop and think about every item and ability at your disposal. Often times players forget to use their spells, god abilities or even consumables when it matters the most. You can even save your game, ask for advice from other players and come back later!&lt;br /&gt;
&lt;br /&gt;
===Learn to use marginal tools to non-marginal effect===&lt;br /&gt;
Items like the [[scroll of noise]] or [[scroll of immolation]] are often pooh-poohed, yet they can save your life. Don't toss them until you're sailing smoothly... or even at all! A situation solved with one of these means you've saved an instance of your more universal tools for later. You may likewise be tempted to ignore resistible wands, but the same applies. And because wands lose their potency late game: all the more reason to burn them early.&lt;br /&gt;
&lt;br /&gt;
===Engaging fast monsters by stepping away from them===&lt;br /&gt;
Doing this will keep them from getting a free hit, or in the case of [[bat]]s, ending their turn away from you.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Escaping_from_(and_avoiding)_trouble&amp;diff=67668</id>
		<title>Escaping from (and avoiding) trouble</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Escaping_from_(and_avoiding)_trouble&amp;diff=67668"/>
				<updated>2023-01-05T21:40:01Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: /* Options when in immediate danger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version029}}&lt;br /&gt;
{{advice}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Sometimes you can't win a fight, and the best thing to do is to run. Knowing how to escape from a deadly situation (such as an unexpected monster wandering into view when you're low on [[HP]], or a situation that has spiraled out of control (such as an enemy caster summoning a large number of deadly [[demon|demons]]) is a vital skill to survival in Dungeon Crawl.&lt;br /&gt;
&lt;br /&gt;
Crawl offers a number of escape options, as well as means of healing, disabling monsters, and many other things which just might save your life. &lt;br /&gt;
&lt;br /&gt;
==Avoiding trouble==&lt;br /&gt;
The best way to survive a troublesome predicament is keeping out of trouble in the first place. Let's see...&lt;br /&gt;
&lt;br /&gt;
===Don't move towards enemies===&lt;br /&gt;
Instead of running into the unknown, where more monsters might be waiting for you, let enemies come to you. Use those turns to reposition yourself or to soften up the enemy. Orcs are a case in point: a single [[orc]] might seem like an easy kill, but then when you get close to it you realize there were two [[orc priest]]s in the dark just waiting to smite your ass. Even if this pack was just a lone orc, it ''could'' have had those priests.&lt;br /&gt;
&lt;br /&gt;
===Retreat towards the known===&lt;br /&gt;
It's often tempting to flee &amp;quot;into the black&amp;quot; directly away from your enemy. Try to resist the urge, and retreat towards a known area, even at the cost of taking a free hit or two. Retreat towards a known staircase or escape hatch, especially if you're being chased by multiple enemies. Only enemies on squares directly next to you can go up or down stairs with you. Make sure your escape route is safe; you don't want to be running away only to come across even stronger enemies.&lt;br /&gt;
&lt;br /&gt;
===Explore only when at full health===&lt;br /&gt;
Unless you're going for a [[high score]], or face a timed [[portal]], you win nothing by exploring at anything less than full HP and MP. Always rest up; the [[Zot clock]] is extremely lenient. By pressing the '''5''' key, you can rest till your HP or MP are full again.&lt;br /&gt;
&lt;br /&gt;
===Use Tactical Positioning===&lt;br /&gt;
The layout of the dungeon, combined with [[line of sight]] management, can be used to your advantage. For example, you can lead enemies into corridors in order to fight them one by one. That way, you avoid taking 8 hits at once! No matter how big your axe is, its still a perilous situation to find yourself in.&lt;br /&gt;
&lt;br /&gt;
Even when you don't have corridors at your disposal, you still may have corners.Ranged attackers will follow you around a corner where you can melee them. You could give them several turns to fire at you by going closer. Or, you can take 2 turns to duck behind a corner, wait for them to come for you, then step up to attack in melee. Most monsters, such as [[centaur]]s, are unable to shoot their bows in melee.&lt;br /&gt;
&lt;br /&gt;
===Softening things up===&lt;br /&gt;
On the first few levels, collect [[stone]]s, [[dart]]s, and other throwables - even if you don't plan to go with them in the long run. [[Hunting sling]]s are especially lethal, even at zero skill. You should also be liberal with most wands you find: even a [[wand of flame]] can be very useful.&lt;br /&gt;
&lt;br /&gt;
===Noise is rarely your friend===&lt;br /&gt;
Try to always be aware of the noise you're generating, keeping a close eye on the noise meter. The less noise you make, the less likely you're going to be drawing in too many monsters at once. But noise in an advantageous position, like a corridor, can lure in packs of monsters into relative safety.&lt;br /&gt;
&lt;br /&gt;
===Bypass===&lt;br /&gt;
Just because it's often advantageous to completely clear a level before descending doesn't mean it's universally so. Encountering [[Sigmund]] or a particularly nasty pack of orcs on the first few levels of the dungeon are good examples. You can always come back later when you have the necessary equipment and experience to deal with them. Just don't go overboard.&lt;br /&gt;
&lt;br /&gt;
===Triple visitation===&lt;br /&gt;
Triple visitation means entering a level by all three staircases before you start exploring it in earnest. It ''can'' be a lifesaver, but quite tedious. If you get into trouble, you may see a closer staircase to retreat to. &lt;br /&gt;
&lt;br /&gt;
On the other hand, whenever you go down stairs, there is a risk of being put adjacent to a very dangerous creature, making this technique best for stealthy or swift adventurers. &lt;br /&gt;
&lt;br /&gt;
===Specialize before you generalize===&lt;br /&gt;
Make sure that your skills of choice have power to spare before investing in any others. Many troublesome situations are simply due to not having enough kill power. Don't forget to turn non-killing back on again once your engine's running, if they're useful -- e.g. dodging and stealth for a conjurer.&lt;br /&gt;
&lt;br /&gt;
==Options when in immediate danger==&lt;br /&gt;
While its best to prevent danger, sometimes it is unavoidable. Whenever you get [[shaft]]ed, or see an out of depth monster, or a dangerous pack of monsters just after finishing a fight, you can find help with various escape options:&lt;br /&gt;
&lt;br /&gt;
These are just some of the more useful, immediate tools at your disposal. Many more items might solve lethal situations. For example, a [[potion of might]] may give you the damage you need to handle a dangerous enemy. However, the Might status is not likely to help you when you are at low HP -- though it could still be a last resort.&lt;br /&gt;
&lt;br /&gt;
===Potions ('''q''')===&lt;br /&gt;
* [[Potion of berserk rage]]: hastes (and strengthens) you and adds 50% temporary HP... but when it runs out, you will be ''slowed'' instead, and you won't be able to berserk again for a while! Mostly useful for killing things (thus precluding the need to escape in the first place) or sprinting to the stairs a few tiles away. Do ''not'' use berserk as a poor man's swiftness! You will be slowed much longer than the berserk will last.&lt;br /&gt;
* [[Potion of ambrosia]]: Leaves you confused, but recovers both HP and MP as long as its confusion lasts. Useful when it'll be a few turns before the next monster comes, or if you need a quick MP heal.&lt;br /&gt;
* [[Potion of curing]]: heals a few HP and removes [[poison]] and [[confusion]], which may be critical to end.&lt;br /&gt;
* [[Potion of haste]]: allows you to run away, though you will be susceptible to ranged attacks until you break LOS/leave the level. Speed boost have nice synergy with [[scroll of fog|scrolls of fog]], allowing you to quickly break LOS. Also allows for kiting tactics.&lt;br /&gt;
* [[Potion of heal wounds]]: Heals approximately 25 HP. In the early game, it is a significant boost, but slowly loses effectiveness throughout the game.&lt;br /&gt;
===Scrolls ('''r''')===&lt;br /&gt;
*[[Scroll of fog]]: might help you cut line of sight to monsters that attack you from range. This can range from making a [[Centaur]] get into your melee range, to preventing an [[Ice Fiend]] from tormenting you during the [[orb run]].&lt;br /&gt;
*[[Scroll of butterflies]]: Creates a mass of butterflies, which must be killed or move out of the way for enemies to attack you. Similar uses to the scroll of fog, but does not work on piercing or [[smite]]-targeted attacks; does not generate if a scroll of fog is generated, and vice versa.&lt;br /&gt;
*[[Scroll of fear]]: helps in warding off packs or threats. It checks [[willpower]], so may not be successful against all monsters, but it may give you enough leeway to escape.&lt;br /&gt;
* [[Scroll of silence]]: Prevent enemies (and you!) from casting both spells and godly abilities. Make sure to check them ('''xv''') to make sure that silence can actually effect them! Very risky, but eases up many threats (such as [[Nikola]] or [[List of deep elves|deep elves]]).&lt;br /&gt;
* [[Scroll of teleportation]]: after a short delay of a few turns, translocates you to a random habitable square on the same level. This can be combined with other means of escape, then healing until teleport kicks in. Teleport early; if not to survive the delay, to survive if you get into another dangerous position (or even right next to where you were!). Beware of teleporting in unexplored levels, or where there is a dangerous [[vault]] (such as [[Elf]]:3 or the end of a rune branch). &lt;br /&gt;
* [[Scroll of blinking]]: allows you to instantly translocate yourself to any visible square (transparent walls are treated as solid). Extremely powerful, but not infallible. See its page for when it doesn't work.&lt;br /&gt;
&lt;br /&gt;
===Quiver ('''Q''')===&lt;br /&gt;
Includes wands ('''V''') and throwables ('''F''') (most other options may also be quivered).&lt;br /&gt;
* Uncontrolled [[Blink]]: instantly translocates you to a randomly blink-accessible square within [[line of sight]]. This can easily make the situation worse: imagine blinking from the edge of an orc pack to the center. But consider blinking from the center of an orc pack to the edge. LOS management is critical - for example, you can use a [[scroll of fog]] in conjunction so you ''can't'' see tiles near the enemy. Even stepping into a hallway can help your chances. In general, only use this if you can comfortably live several uses.&lt;br /&gt;
* [[Paralysis]]/[[Wand of polymorph|polymorph]]/[[Slow]]: very effective in the early game, where few enemies can resist. Outside of the early game or [[formicid]]s, it's best to act early or on yourself. Sources include [[wand]]s, [[curare]] [[dart]]s, and the [[Hexes]] school of magic.&lt;br /&gt;
* [[Wand of iceblast]], [[Wand of roots]], [[Lightning Rod]]...: Attacks that can't miss, be shrugged off, or disabled. You run the risk of rolling low, but enemies with low HP will likely die.&lt;br /&gt;
*[[Throwing net]]: Traps an enemy in a net, forcing them to waste turns breaking free. Even though spellcasters can still cast in a net, they often won't; monsters tend to &amp;quot;move&amp;quot; rather than cast.&lt;br /&gt;
&lt;br /&gt;
===[[God]]s ('''a''')===&lt;br /&gt;
As you should expect, abilities are simply unavailable if you aren't worshipping the god in question.&lt;br /&gt;
* [[Zin|Zin's]] Sanctuary: protects you from nearly every attack, and scares away monsters. Combine it with other escape options, with healing, or use it near the stairs.&lt;br /&gt;
* [[Lugonu|Lugonu's]] Enter the Abyss: removes you from any situation immediately, leaving all pursuing monsters behind, but costs both HP and all of your MP. Keep in mind that you will then be in the Abyss, so it still might not &amp;quot;save your life&amp;quot;.&lt;br /&gt;
* [[Elyvilon|Elyvilon's]] healing powers: more powerful than potions of heal wounds, but are limited by piety.&lt;br /&gt;
* [[Cheibriados]]' Step from Time: Moves you to nowhere and lets time pass. During that time, monsters wander away and may even forget about you. &lt;br /&gt;
* [[Dithmenos]]' Shadow Step: Half damage, invisibility, and a few resistances.&lt;br /&gt;
* [[Nemelex]] worshippers may draw upon their decks of escape. The [[tomb card]] can block any enemy not already close to you, the [[cloud card]] can act like a scroll of fog, and the [[elixir card]] can heal you. Combine with Triple Draw or Draw Four in order to get the most success.&lt;br /&gt;
* [[Ru]]: all the abilities can be used in dicey situations; two are more obvious (Draw Out Power is a heal, Power Leap opens up a gap). Apocalypse is very loud, but deals massive damage and gives statuses to anything still alive.&lt;br /&gt;
&lt;br /&gt;
Many gods also have offensive abilities that can help in tough battles. It's better to use [[Okawaru]]'s Heroism and Finesse early than a [[scroll of blinking]]!&lt;br /&gt;
&lt;br /&gt;
===Escape Spells ('''z''')===&lt;br /&gt;
====[[Translocations]]====&lt;br /&gt;
Translocations are designed in order to manipulate movement. Most of them can be used to solve some dicey situations, though some more than others.&lt;br /&gt;
*[[Blink]]: Blinking can also be used to give you time to teleport: blink, activate a teleport and then start running away -- even if the monsters are faster than you, they can only gain one square a turn if you're running, giving teleport time to kick in. Has a cooldown unless at max power.&lt;br /&gt;
*[[Passage of Golubria]]: Creates two portals, one targeted, and another just beside you. Limited to open enough areas, and at low spellpower, short distances. But even a single tile gap will let you reliably get away from monsters to climb the stairs. This spell can also teleport monsters, assuming they are willing to get into the portal.&lt;br /&gt;
*[[Iskenderun's Mystic Blast]] / [[Dispersal]]: Both spells will force enemies away. IMB deals damage, is at a much more reasonable spell level, but has a chance to fail based on [[size]]. Meanwhile, Dispersal, if you succeed a [[willpower]] check, will cause a full [[teleport]], but will always at least create a few tiles of distance.&lt;br /&gt;
&lt;br /&gt;
====Other Movement Spells====&lt;br /&gt;
*[[Swiftness]]: Reduces your movement delay for a short time before slowing you, usually enough to get you to the stairs.&lt;br /&gt;
*[[Passwall]]: A spell people love to underestimate (though for good reason -- it ''looks'' at first glance to be a crap spell). If you notice your trouble early enough, though, and you've mapped out your area beforehand (deep dwarves!) and found a 1-thickness wall to pass through towards safety, this is like a controlled teleport, thousands of turns before you could cast controlled teleport.&lt;br /&gt;
&lt;br /&gt;
====Disabling Tactics====&lt;br /&gt;
*[[Conjure Flame]]: Conjure flame is situational. Experiment with it and get a feel for it and when (if ever) you wish to invest in it. Understanding who fears flame and who doesn't is important here. Practice when you're ''not'' in a crisis.  It works best when you can hold a stupid enemy in the flame, by either meleeing them yourself, blocking them with servants (or their buddies), or confusing them in tight quarters (so they repeatedly wander through the cloud). And make sure to use it quite early; it takes 2 turns to activate.&lt;br /&gt;
*[[Hexes]]: Hex spells like [[Slow]], [[Ensorcelled Hibernation]], and [[Confusing Touch]] take a large skill investment to be worth the turns and MP. A good option for [[Enchanter]]s, who already use these spells for their day to day killing. Most of these allow a clean escape, and clean [[stab]]s.&lt;br /&gt;
*[[Mephitic Cloud]]: Confuses foes, which is very effective when it works. Creature with poison resistance or [[clarity]] are immune; monsters with 100+ HP will also often resist.  Even without immunity, Mephitic cloud can be used against an adjacent enemy in most cases (aim at the *):&lt;br /&gt;
&lt;br /&gt;
 .........  .........&lt;br /&gt;
 ...###...  ....###..&lt;br /&gt;
 ...#*#...  ....#*#..&lt;br /&gt;
 ...##Y...  ....Y##..&lt;br /&gt;
 ....@....  ....@....&lt;br /&gt;
 .........  .........&lt;br /&gt;
&lt;br /&gt;
Also note that risking self-[[confusion]] is sometimes worth it. If worse comes to worst, you can always drink a [[potion of curing]] (which you might have been wanting to do anyway). Most enemies can't, and even humanoids are unlikely to be carrying more than one potion.&lt;br /&gt;
&lt;br /&gt;
====Other====&lt;br /&gt;
* Summoning: Several summoning spells are great for defensive purposes even if they're useless for offense.  You can exchange places with allies automatically, but an enemy will have to fight through or walk around them to get to you.  This means that even a lowly rat can open up that vital one-square space for a stair escape! Prior to its removal, [[Summon Butterflies]] was a very useful distraction spell, creating multiple targets for only a level 1 spell.&lt;br /&gt;
* [[Death's Door]] and [[Borgnjor's Revivification]]: high level, emergency Necromancy spells. Death's Door makes you invulnerable for a short time, but will leave you with very little HP. Borgnjor's Revivification restores your health to the maximum; at the cost of permanent maximum HP. Use these when you know you have to; and have the Necromancy to spare.&lt;br /&gt;
&lt;br /&gt;
==Escaping Trouble==&lt;br /&gt;
&lt;br /&gt;
===Run early===&lt;br /&gt;
Once you've learned from experience that a certain monster type or monster-pack type is dangerous, run before it gets into melee, and re-enter the level from another place.&lt;br /&gt;
&lt;br /&gt;
===[[Pillar dancing]]===&lt;br /&gt;
If you are ''not'' at melee range of a melee monster of normal speed, you can regenerate health by circling a pillar for a while. If they are adjacent to you, they'll trigger [[attacks of opportunity]]. Other monsters might also become aware of you, so choose your spot carefully!&lt;br /&gt;
&lt;br /&gt;
===Leading them up===&lt;br /&gt;
Just because heading up staircases while followed is not a full escape doesn't mean it's not useful. Dealing with a nasty on a &amp;quot;cleared&amp;quot; level is much less troublesome than on one where your escape routes will often lead into unexplored territory, or wake up monsters lurking within it who can leap out to block your retreat. And teleporting on an unexplored level, that can be nasty!&lt;br /&gt;
&lt;br /&gt;
Enemies with [[Blink]] can be fully abandoned this way at little resource cost, though they most have been removed from the early Dungeon. You may want to lead them two levels up instead of one, so they're not in the way in case you need to lead something else up afterwards. Can be tedious, though.&lt;br /&gt;
&lt;br /&gt;
===Use your abilities===&lt;br /&gt;
When you're facing an emergency situation, slow down. Stop and think about every item and ability at your disposal. Often times players forget to use their spells, god abilities or even consumables when it matters the most. You can even save your game, ask for advice from other players and come back later!&lt;br /&gt;
&lt;br /&gt;
===Learn to use marginal tools to non-marginal effect===&lt;br /&gt;
Items like the [[scroll of noise]] or [[scroll of immolation]] are often pooh-poohed, yet they can save your life. Don't toss them until you're sailing smoothly... or even at all! A situation solved with one of these means you've saved an instance of your more universal tools for later. You may likewise be tempted to ignore resistible wands, but the same applies. And because wands lose their potency late game: all the more reason to burn them early.&lt;br /&gt;
&lt;br /&gt;
===Engaging fast monsters by stepping away from them===&lt;br /&gt;
Doing this will keep them from getting a free hit, or in the case of [[bat]]s, ending their turn away from you.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Frozen_Ramparts&amp;diff=67656</id>
		<title>Frozen Ramparts</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Frozen_Ramparts&amp;diff=67656"/>
				<updated>2023-01-04T21:27:20Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version029}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Frozen Ramparts''' is a Level 3 [[Ice Magic]] spell that temporarily covers all [[wall]]s within 2 tiles of the caster with ice. These ice-covered walls will inflict &amp;lt;code&amp;gt;1d(1 + 0.3 * power)&amp;lt;/code&amp;gt; [[cold]] damage&amp;lt;ref&amp;gt;{{source ref|0.29.0|spl-damage.cc|3880}}&amp;lt;/ref&amp;gt; damage on any monster that stands next to them (similar to the slime-covered walls of the [[Slime Pits]]). It does not check [[ev]]asion, and may slow down [[cold-blooded]] creatures. The caster and their allies are immune to the spell's effects.&lt;br /&gt;
&lt;br /&gt;
While the spell is active, attempting to cast the spell again will fail (but will not waste any time). Choose your battleground carefully, for you will not be able to move without ending the spell prematurely.&lt;br /&gt;
&lt;br /&gt;
[[Ice Elementalist]]s begin with this spell in their libraries.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
As Frozen Ramparts never misses, it's useful for fighting highly evasive enemies like [[killer bee]]s. It's also a fairly strong spell in its own right, made reliable by its accuracy.&lt;br /&gt;
&lt;br /&gt;
Frozen Ramparts deals significant damage over its duration to all enemies. However, it requires you to remain still and keep your enemies next to walls. It is most effective in corridors, but can perform adequately in semi-open areas so long as you can still position your foe(s) next to a wall.&lt;br /&gt;
&lt;br /&gt;
Do note that intelligent enemies may attempt to avoid ice-covered walls if (and only if) their health is low enough; if you need to reactivate the spell, you may need to wait until your foes are in position in order to catch them in the area. Unlike [[cloud]]s, weaker monsters will charge into the Ramparts without care.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
* [[Ozocubu's Armour]] shares its spell school, movement restrictions, and even spell level with Frozen Ramparts. The two spells possess impressive natural synergy.&lt;br /&gt;
* Despite their similarity to walls, [[tree]]s are not affected by Frozen Ramparts, making the spell of little use in forested areas like the [[Swamp]].&lt;br /&gt;
* ''Any'' change in position will break the ramparts, be it voluntary (movement, [[blink]]ing) or not ([[Force Lance]], being [[trample]]d). Take care to position yourself to maximize the spell's effectiveness, and consider using a different spell against creatures that can force you to move.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.29]], Frozen Ramparts ignored [[AC]], but did less damage: &amp;lt;code&amp;gt;1d(2 + 0.2 * power)&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Prior to [[0.27]], certain involuntary movements, such as an [[elephant]]'s [[trample]], did not disrupt the Ramparts.&lt;br /&gt;
*Prior to [[0.26]], you could move without ending the spell.&lt;br /&gt;
*Frozen Ramparts was added in [[0.25]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Urug&amp;diff=48456</id>
		<title>Urug</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Urug&amp;diff=48456"/>
				<updated>2018-06-15T17:03:34Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|019}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Urug the Orcish Ballista''' is a [[unique]] [[list of orcs|orc]] who often carries [[javelin]]s and wields a heavy weapon. Although she lacks any particularly unique traits, she can be a danger in melee or at range.&lt;br /&gt;
&lt;br /&gt;
If you worship [[Beogh]], she may join you as a follower.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Dungeon]]:10-15&lt;br /&gt;
*The [[Orcish Mines]]:1-3&lt;br /&gt;
*[[The Lair]]:1-4&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Fragile characters should try not to get stuck at range with her any longer than they have to, as her javelins can deal brutal damage. Keep up [[Repel Missiles]] and try to kill her as quickly as possible, or run and come back later. She only has so much ammunition, and will eventually run out, but trying to lure her into using them all up in one attempt is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Urug's weapons were much less nasty for her depth.&lt;br /&gt;
&lt;br /&gt;
Urug was made significantly more dangerous in [[0.11]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Jozrael&amp;diff=48346</id>
		<title>User talk:Jozrael</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Jozrael&amp;diff=48346"/>
				<updated>2018-06-08T07:16:58Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Welcome}}&lt;br /&gt;
&lt;br /&gt;
== Why the hyphen to crosstrain? ==&lt;br /&gt;
&lt;br /&gt;
[https://github.com/crawl/crawl/blob/master/crawl-ref/docs/crawl_manual.rst#list-of-skills Crawl manual] itself uses the term &amp;quot;crosstraining&amp;quot; without the hyphen. Why move to &amp;quot;cross-training&amp;quot;?&lt;br /&gt;
--[[User:Arvy|Arvy]] ([[User talk:Arvy|talk]]) 08:15, 8 June 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
Heyas [[User:Arvy|Arvy]] - not a superuser of wikis so hope that mentioned ya. The spellcheck flagged it (which is NOT the biggest deal, but when I checked the ingame skills (m) menu I saw it listed cross-train there, and was listed in the dictionary as such https://www.merriam-webster.com/dictionary/cross-train. Idc either way, whatever you think is best :). [[User:Jozrael|Jozrael]] ([[User talk:Jozrael|talk]]) 09:16, 8 June 2018 (CEST)&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Jozrael&amp;diff=48345</id>
		<title>User talk:Jozrael</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Jozrael&amp;diff=48345"/>
				<updated>2018-06-08T07:16:38Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Welcome}}&lt;br /&gt;
&lt;br /&gt;
== Why the hyphen to crosstrain? ==&lt;br /&gt;
&lt;br /&gt;
[https://github.com/crawl/crawl/blob/master/crawl-ref/docs/crawl_manual.rst#list-of-skills Crawl manual] itself uses the term &amp;quot;crosstraining&amp;quot; without the hyphen. Why move to &amp;quot;cross-training&amp;quot;?&lt;br /&gt;
--[[User:Arvy|Arvy]] ([[User talk:Arvy|talk]]) 08:15, 8 June 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
Heyas [[User:Arvy|Arvy]] - not a superuser of wikis so hope that mentioned ya. The spellcheck flagged it (which is NOT the biggest deal, but when I checked the ingame skills (m) menu I saw it listed cross-train there, and was listed in the dictionary as such https://www.merriam-webster.com/dictionary/cross-train. Idc either way, whatever you think is best :).&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Skill&amp;diff=48340</id>
		<title>Skill</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Skill&amp;diff=48340"/>
				<updated>2018-06-08T04:39:35Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
'''Skills''' represent your character's effectiveness in offensive, defensive, and magical disciplines.  Starting skill levels depend on character [[species]] and [[background]].  As characters earn [[experience]], XP is spread across different skills according to the distribution specified on the Skill Screen ('''m'''), multiplied by species' [[aptitudes]].  Skill levels are capped at [[27]].&lt;br /&gt;
&lt;br /&gt;
Skill management is central to strategic play.  Allocating your XP to align with your [[aptitudes]], available [[Item|equipment]], and playstyle will make or break your character.   &lt;br /&gt;
&lt;br /&gt;
Every species (excepting [[Gnoll]]) is rated from -5 to +5 in each skill, with higher scores yielding faster skill progress. Training skills with poor aptitudes is possible, but will be notably slower and may leave characters underprepared for later content. &lt;br /&gt;
&lt;br /&gt;
==Skill Types==&lt;br /&gt;
Skills can be divided into three categories:&lt;br /&gt;
&lt;br /&gt;
'''Offense'''&lt;br /&gt;
*[[Fighting]]: Improves melee damage, melee accuracy, and max [[HP]].&lt;br /&gt;
*Weapon skills: Improve damage, accuracy, and attack speed with a weapon group. Training a weapon skill also gives a bonus to any skills that [[cross-train]] with it.&lt;br /&gt;
**[[Axes]]: Axes.     ''Cross-trains with [[Maces &amp;amp; Flails]] and [[Polearms]]''&lt;br /&gt;
**[[Bows]]: Bows.  &lt;br /&gt;
**[[Crossbows]]: Crossbows.&lt;br /&gt;
**[[Long Blades]]: Swords.     ''Cross-trains with [[Short Blades]]''&lt;br /&gt;
**[[Maces &amp;amp; Flails]]: Maces, flails and whips.     ''Cross-trains with [[Axes]] and [[Staves]]''&lt;br /&gt;
**[[Polearms]]: Spears, tridents, etc.     ''Cross-trains with [[Axes]] and [[Staves]]''&lt;br /&gt;
**[[Short Blades]]: Daggers, short swords, rapiers etc.     ''Cross-trains with [[Long Blades]]''&lt;br /&gt;
**[[Slings]]: Slings.  ''cross-trains with [[Throwing]]''&lt;br /&gt;
**[[Staves]]: Quarterstaves, lajatangs and magical staves.     ''Cross-trains with [[Maces &amp;amp; Flails]] and [[Polearms]]''&lt;br /&gt;
**[[Throwing]]:  Thrown weapons &amp;amp; blowguns.     ''cross-trains with [[Slings]]''&lt;br /&gt;
**[[Unarmed Combat]]: When without a wielded weapon. [[Auxiliary attacks]] are ''not'' improved.&lt;br /&gt;
&lt;br /&gt;
'''Defense'''&lt;br /&gt;
*[[Armour (skill)|Armour]]: Improves the [[AC]] bonus armour gives (more effective with heavier armour).  Reduces the impact of armour [[EV]] and [[spell success]] penalties.&lt;br /&gt;
*[[Dodging]]: Improves [[EV]].  More effective with lighter [[armour]] and higher [[dexterity]].&lt;br /&gt;
*[[Shields (skill)|Shields]]: Improves the [[SH]] bonus [[shields]] gives you. Reduces and eliminates the impact of shield [[EV]] and [[spell success]] penalties.&lt;br /&gt;
*[[Stealth]]: Reduces the likelihood of unaware monsters detecting you. Increases the chance of out of sight monsters losing track of you.&lt;br /&gt;
&lt;br /&gt;
'''Magic'''&lt;br /&gt;
*[[Spellcasting]]: Slightly increases the [[spell power]] and [[spell success|success rate]] of any spell you cast, reduces the [[spell hunger]] generated, increases your max [[MP]], and grants you extra spell levels to memorize more spells.&lt;br /&gt;
*[[Invocations]]: Improves the effectiveness of powers granted by your [[god]], increases your max [[MP]]. Some gods do not require training of this skill.&lt;br /&gt;
*[[Evocations]]: Improves the effectiveness of using [[wand]]s and [[evocable]]s. Increases your max [[MP]].&lt;br /&gt;
&lt;br /&gt;
The highest of your [[Spellcasting]], [[Invocations]] and [[Evocations]] skills will determine your [[MP]] bonus. For this purpose each level of Spellcasting skill counts as two.&lt;br /&gt;
&lt;br /&gt;
*[[Spell school]] skills: Improve [[spell power]] and [[spell success|success rate]].  Casting a single spell may rely on more than one skill.&lt;br /&gt;
**[[Air Magic]]: Mainly attack spells that focus on [[wind]] and [[electricity]].&lt;br /&gt;
**[[Conjurations]]: Direct attack magic.&lt;br /&gt;
**[[Charms]]: Magic to enhance your abilities.&lt;br /&gt;
**[[Earth Magic]]: Mainly attack spells that involve manipulation of the earth.&lt;br /&gt;
**[[Fire Magic]]: Attack spells that involve fire.&lt;br /&gt;
**[[Hexes]]: Magic to weaken enemies.&lt;br /&gt;
**[[Ice Magic]]: Mainly attack and enhancing spells that involve cold.&lt;br /&gt;
**[[Necromancy]]: Spells involving manipulation of negative energy and the undead.&lt;br /&gt;
**[[Poison Magic]]: Magic involving poison.&lt;br /&gt;
**[[Summonings]]: Magic involving temporarily creating allies.&lt;br /&gt;
**[[Translocations]]: Move yourself, enemies or objects.&lt;br /&gt;
**[[Transmutations]]: Transform yourself, enemies or objects.&lt;br /&gt;
&lt;br /&gt;
==The Skill Screen==&lt;br /&gt;
Pressing '''m''' will bring up the Skill Screen, allowing you to select which skills you'd like to train and how you'd like the game to invest your XP. It also shows your character's current skill levels and aptitude for each skill, complete with adjustments made for cross-training and opposed magic schools. You can switch between displaying only those skills you can train/have trained and all skills with the '''*''' button.&lt;br /&gt;
&lt;br /&gt;
You can select which skills to train by either clicking on its name in the list or pressing the key associated to it. Any skill that you haven't selected will have its name displayed in dark gray, and it will not improve. You can also choose to focus certain skills, causing them to gain twice the amount of experience they'd normally receive. Focused skill names are displayed in white, and their tiles icon will display with a blue glow.&lt;br /&gt;
&lt;br /&gt;
The skill screen also allows you to choose whether to divide your XP in auto or manual mode by pressing the '''/''' key. Auto mode adjusts the XP division so that skills you use more will receive the greatest share of new XP, while those you rarely use receive less. In manual mode, each active skill receives a perfectly equal share of gained XP, while focused skills receive double that.  Most veteran players advise always using manual mode, as it is far easier to control where your XP goes using it. Furthermore, you can ensure your XP is split between fewer skills, which is generally good strategy.&lt;br /&gt;
&lt;br /&gt;
You can set skill targets by pressing '''=''' in the skill menu, then the letter of the skill you want to set a target for, then entering the value to set a target at. Once that skill reaches the skill target, it will automatically turn off. This can also be done for weapons' min-delay and shields skill-to-remove-penalty by entering the item description and pressing '''s'''. Skill targets let you much more easily control exactly how many points you want in a particular skill, and stop you from forgetting to turn off skills. Additionally, should all of your skill targets be reached and you're no longer training anything, you are prompted to turn on a skill.&lt;br /&gt;
&lt;br /&gt;
Pressing '''!''' will switch between 3 views: training, where you can see how much of your experience is going towards each skill; cost, which compares the experience requirement of raising that skill by 1 level with a level 0 skill at 0 aptitude; and targets, which shows your current skill targets. &lt;br /&gt;
&lt;br /&gt;
===Skill Requirements===&lt;br /&gt;
In any case, you'll notice that you do not have access to all skills from the very beginning of the game. This is because many skills require associated equipment to become available:&lt;br /&gt;
*You must have an appropriate weapon in order to train its weapon skill.&lt;br /&gt;
*You must be carrying a shield to train [[Shields]].&lt;br /&gt;
*You must have a spell of a particular school memorized to train that school's skill.&lt;br /&gt;
**Having abilities provided by [[Kikubaaqudgha]] will allow training [[Necromancy]].&lt;br /&gt;
*You must worship a god who grants invocable powers to train [[Invocations]].&lt;br /&gt;
*You must be carrying an [[evocable items|evocable item]] or have abilities provided by [[Nemelex]] to train [[Evocations]].&lt;br /&gt;
&lt;br /&gt;
Additionally carrying a [[manual]] will always allow training the associated skill. Skill points gained from drinking a [[potion of experience]] are not subject to these restrictions.&lt;br /&gt;
&lt;br /&gt;
Removing these items, forgetting these spells, or abandoning these gods will cause you to no longer be able to train their skills, but you will not lose the progress you've made thus far.&lt;br /&gt;
&lt;br /&gt;
==Experience Required==&lt;br /&gt;
The chart below shows how many total [[skill point]]s must be allocated to a skill for it to reach each skill level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Total skill points!! !! Level !! Total skill points !! !! Level !! Total skill points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 50 || || 10 || 2,800 || || 19 || 12,300&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 150 || || 11 || 3,450 || || 20 || 13,950&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 300 || || 12 || 4,200 || || 21 || 15,750&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 500 || || 13 || 5,050 || || 22 || 17,700&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 750 || || 14 || 6,000 || || 23 || 19,800&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1,050 || || 15 || 7,050 || || 24 || 22,050&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1,400 || || 16 || 8,200 || || 25 || 24,450&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 1,800 || || 17 || 9,450 || || 26 || 27,000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 2,250 || || 18 || 10,800 || || 27 || 29,750&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These amounts are then adjusted based on your character's aptitudes. An aptitude of '''n''' means you'll need 2^(-n/4) times as much XP to advance as a character with an aptitude of zero for that skill would.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Aptitude &lt;br /&gt;
|| +5 || +4 || +3 || +2 || +1 || +0 || -1 || -2 || -3 || -4 || -5&lt;br /&gt;
|-&lt;br /&gt;
! XP Multiplier&lt;br /&gt;
|| 2.38 || 2.0 || 1.68 || 1.41 || 1.19 || 1.0 || 0.84 || 0.71 || 0.59 || 0.5 || 0.42&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*[[0.21]] - Added skill targets.&lt;br /&gt;
*[[0.18]] - Added the ability to see the relative cost of training different skills.&lt;br /&gt;
*[[0.15]] - Removed aptitude penalty for training opposed magic schools. Changed cross-training to give a direct bonus to cross-trained skills, rather than decreasing the XP cost of learning them.&lt;br /&gt;
*[[0.13]] - Removed [[Stabbing]] and [[Traps]] skills.&lt;br /&gt;
*[[0.12]] - Equalized all skill costs.  Formerly, [[Spellcasting]] cost 130%; [[Invocations]], [[Evocations]], and [[Stealth]] 80%.&lt;br /&gt;
*[[0.10]] - [[Stealth]] cost changed from 50% to 80%.&lt;br /&gt;
*[[0.10]] - Equipment impact on skill training standardized from skill level 0-27.&lt;br /&gt;
*[[0.9]] - Change to current skill system.  Formerly, [[XP]] was saved when earned, then applied to skills as they were used, resulting in repetitive and annoying [[victory dancing]] designed to funnel the [[XP]] appropriately.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Skill titles]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cross-train&amp;diff=48339</id>
		<title>Cross-train</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cross-train&amp;diff=48339"/>
				<updated>2018-06-08T04:38:37Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
All weapon skills '''cross-train''' with at least one other weapon skill. Experience invested in the main skill gives a direct 40% experience bonus to the secondary skills. The following weapon skills cross-train with each other:&lt;br /&gt;
&lt;br /&gt;
*[[Short Blades]] and [[Long Blades]] cross-train each other&lt;br /&gt;
*[[Axes]] and [[Staves]] cross-train [[Polearms]] and [[Maces &amp;amp; Flails]]&lt;br /&gt;
*[[Maces &amp;amp; Flails]] and [[Polearms]] cross-train [[Axes]] and [[Staves]]&lt;br /&gt;
*[[Throwing]] and [[Slings]] cross-train each other&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
In practice, this allows characters who specialize in a weapon type early on to diversify their arsenal by the mid- or late-game, should they come across an attractive weapon.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], cross-training gave an aptitude bonus to the secondary skills, rather than a direct experience bonus.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Crosstrain&amp;diff=48338</id>
		<title>Talk:Crosstrain</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Crosstrain&amp;diff=48338"/>
				<updated>2018-06-08T04:37:35Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: Jozrael moved page Talk:Crosstrain to Talk:Cross-train&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Cross-train]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cross-train&amp;diff=48335</id>
		<title>Cross-train</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cross-train&amp;diff=48335"/>
				<updated>2018-06-08T04:37:34Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: Jozrael moved page Crosstrain to Cross-train&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
All weapon skills '''crosstrain''' with at least one other weapon skill. Experience invested in the main skill gives a direct 40% experience bonus to the secondary skills. The following weapon skills crosstrain with each other:&lt;br /&gt;
&lt;br /&gt;
*[[Short Blades]] and [[Long Blades]] crosstrain each other&lt;br /&gt;
*[[Axes]] and [[Staves]] crosstrain [[Polearms]] and [[Maces &amp;amp; Flails]]&lt;br /&gt;
*[[Maces &amp;amp; Flails]] and [[Polearms]] crosstrain [[Axes]] and [[Staves]]&lt;br /&gt;
*[[Throwing]] and [[Slings]] crosstrain each other&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
In practice, this allows characters who specialize in a weapon type early on to diversify their arsenal by the mid- or late-game, should they come across an attractive weapon.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], crosstraining gave an aptitude bonus to the secondary skills, rather than a direct experience bonus.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Crosstrain&amp;diff=48336</id>
		<title>Crosstrain</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Crosstrain&amp;diff=48336"/>
				<updated>2018-06-08T04:37:34Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: Jozrael moved page Crosstrain to Cross-train&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Cross-train]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Cross-train&amp;diff=48337</id>
		<title>Talk:Cross-train</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Cross-train&amp;diff=48337"/>
				<updated>2018-06-08T04:37:34Z</updated>
		
		<summary type="html">&lt;p&gt;Jozrael: Jozrael moved page Talk:Crosstrain to Talk:Cross-train&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 0.15 mechanics ==&lt;br /&gt;
&lt;br /&gt;
Someone should explain the exact mechanics of the XP given. [[User:Hauzer|Hauzer]] ([[User talk:Hauzer|talk]]) 03:59, 29 August 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>	</entry>

	</feed>