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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kernmantle</id>
		<title>CrawlWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kernmantle"/>
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		<updated>2026-05-10T07:26:00Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Aura&amp;diff=83642</id>
		<title>Aura</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Aura&amp;diff=83642"/>
				<updated>2025-07-07T08:43:55Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Umbra */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
'''Auras''' are passive abilities that emanate out of certain characters and monsters, affecting anything that comes within their range. The exact effect this has varies by aura.&lt;br /&gt;
&lt;br /&gt;
==Halo==&lt;br /&gt;
Halo auras emanate forth from certain holy weapons, monsters, and characters. It has the following effects:&lt;br /&gt;
*Negates [[invisibility]] of anything inside.&lt;br /&gt;
*Makes everything inside easier to hit. Attackers gain &amp;lt;code&amp;gt;1 + 1d8&amp;lt;/code&amp;gt; [[to-hit]] against anything inside. However, when players emit a halo, they aren't any easier to hit.&lt;br /&gt;
*Players have their [[stealth]] reduced by a factor of x40%.&lt;br /&gt;
*Negates the effect of any umbra they overlap with.&lt;br /&gt;
&lt;br /&gt;
'''Sources:'''&lt;br /&gt;
*Worshipers of [[the Shining One]] receive a halo with range based on [[piety]] (very small to nearly your entire [[line of sight]])&lt;br /&gt;
*Characters wielding an [[light|orb of light]] or the unrand artifact morningstar [[Eos]] receive a medium halo.&lt;br /&gt;
*[[Wu Jian]]'s Heavenly Storm causes a 2-tile halo for its duration.&lt;br /&gt;
*Many [[List of holy monsters|holy monsters]] have halos, the size of which depends on the monster in question. Weaker creatures like [[holy swine]] have tiny halos while powerful creatures like [[seraph]]im and [[ophan]]im have extremely large halos.&lt;br /&gt;
&lt;br /&gt;
==Umbra==&lt;br /&gt;
The opposite of a halo, umbras emanate forth from unholy angelic beings. It has the following effects:&lt;br /&gt;
&lt;br /&gt;
*Reduces the accuracy of all within the aura (excepting the being itself). Worshippers of [[Yredelemnul]] are immune to this effect.&lt;br /&gt;
*Increases stealth (players only).&lt;br /&gt;
*Negates the effect of any halo they overlap with.&lt;br /&gt;
&lt;br /&gt;
'''Sources:'''&lt;br /&gt;
*Worshipers of [[Yredelemnul]] receive an umbra with range based on piety.&lt;br /&gt;
*Equipping the [[ring of Shadows]] or [[Brilliance (artefact)|Brilliance]] grants a 3-tile umbra.&lt;br /&gt;
*[[Profane servitor]]s have a 5-tile umbra.&lt;br /&gt;
*[[Pandemonium lord]]s with a foul flame attack (roughly .25% chance per pan lord) have an umbra.&lt;br /&gt;
&lt;br /&gt;
==Status effect==&lt;br /&gt;
Some monsters emanate an aura that buffs nearby enemies or debuffs the player while in sight. Like other auras, these cannot be disabled and are not casted from any spells, and are instead constantly applied as long as the source is alive (and usually immediately end when the source dies or cannot see the target).&lt;br /&gt;
&lt;br /&gt;
'''Sources:'''&lt;br /&gt;
*{{monsterlink|Torpor snail}} - Inflicts [[slow]] to all nearby enemies.&lt;br /&gt;
*{{monsterlink|Polterguardian}} - Grants [[repel missiles]] to all nearby allies.&lt;br /&gt;
*{{monsterlink|Ironbound beastmaster}} - Grants [[haste]] to all allied [[natural]] monsters of [[monster intelligence|animal intelligence]] or lower.&lt;br /&gt;
*{{monsterlink|Glowing orange brain}} - Grants [[brilliance]] to all nearby allies that cast spells.&lt;br /&gt;
*{{monsterlink|Apis}} - Grants [[status effects|doubled health]] to all nearby allies.&lt;br /&gt;
*{{monsterlink|Ophan}} - Inflicts the [[Sentinel's Mark]] against the player.&lt;br /&gt;
*{{monsterlink|Martyred shade}} - Grants an [[Injury Bond]] to all nearby allies.&lt;br /&gt;
&lt;br /&gt;
==Silence==&lt;br /&gt;
When [[Silence]] auras emanate from a monster or the player, most creatures within the aura lose the ability to make any noise, including speech. This prevents:&lt;br /&gt;
*Reading scrolls.&lt;br /&gt;
*Casting spells (all spells for the player).&lt;br /&gt;
*Using [[god|divine]] abilities.&lt;br /&gt;
*[[T|Shouting]]. Attempting to shout will still take a turn.&lt;br /&gt;
&lt;br /&gt;
Monsters are unable to use spells/abilities with the &amp;quot;Wizard&amp;quot;, &amp;quot;Divine&amp;quot;, or &amp;quot;Vocal&amp;quot; [[spell slot flag]]s. Monsters can use &amp;quot;Magical&amp;quot; or &amp;quot;Natural&amp;quot; abilities in silence (most [[demon]]s use &amp;quot;Magical&amp;quot; abilities, for instance).&lt;br /&gt;
&lt;br /&gt;
When players emit the aura, their [[stealth]] is reduced by 50.&lt;br /&gt;
&lt;br /&gt;
'''Sources:'''&lt;br /&gt;
*Players can cast the [[Silence]] spell or use a [[scroll of silence]] to temporarily gain this aura.&lt;br /&gt;
{{monsters with spell|Silence}}&lt;br /&gt;
The following enemy inherently radiates Silence:  &lt;br /&gt;
*{{monsterlink|Silent spectre}} (as a permanent 12-tile aura, whether awake or [[dormant]])&lt;br /&gt;
&lt;br /&gt;
==Ring of clouds==&lt;br /&gt;
Certain monsters and items generate a ring of clouds around themselves. The specific cloud created depends on the source, but is always harmful (to others).&lt;br /&gt;
&lt;br /&gt;
'''Sources:'''&lt;br /&gt;
*The [[Salamander Hide Armour]] - [[cloud#Flame|Flame]] clouds.&lt;br /&gt;
*{{monsterlink|Weeping skull}} - Sparse clouds of [[cloud#Excruciating misery|excruciating misery]].&lt;br /&gt;
*{{monsterlink|Tainted leviathan}} - [[Miasma]] clouds.&lt;br /&gt;
*{{monsterlink|Pandemonium lord}} - Possible [[cloud#Thunder|thunder]], flame, [[cloud#Freezing vapour|freezing]], excruciating misery, [[cloud#Seething chaos|seething chaos]], [[cloud#Acidic fog|acid]], miasma, or [[cloud#Mutagenic fog|mutagenic]] clouds. See [[Pandemonium lord#Cloud rings]] for more details.&lt;br /&gt;
*{{monsterlink|Bai Suzhen}} - Thunder clouds (when in her dragon form).&lt;br /&gt;
*{{monsterlink|Asmodeus}} - Flame clouds.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.33]], ironbound beastmasters were given their haste aura, and apises were given their doubled health aura.&lt;br /&gt;
*Prior to [[0.32]], worshipping [[Dithmenos]] gave the player an umbra. This was moved to [[Yredelemnul]]. Also, [[glowing orange brain]]s were given their brilliance aura, [[ophan]]im were given their marking aura, [[polterguardian]]s were added with their repel missiles aura, and [[martyred shade]]s got their injury bond aura. Brilliance was re-added with an umbra.&lt;br /&gt;
*Prior to [[0.19]], [[Powered by Death]] gave regeneration from nearby corpses, relying on an aura to do so.&lt;br /&gt;
*The [[Moth of suppression]] and [[Suppression]] auras were added in [[0.12]], and removed in [[0.14]].&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hall_of_the_Hellbinder&amp;diff=83566</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=83566"/>
				<updated>2025-06-07T20:44:50Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Boss: Hellbinder */ abjuration obsolete&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. 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>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hall_of_the_Hellbinder&amp;diff=83565</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=83565"/>
				<updated>2025-06-07T20:43:18Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Boss: Hellbinder */ warding now obsolete&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. 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>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Alistair%27s_Party_Mansion&amp;diff=82792</id>
		<title>Alistair's Party Mansion</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Alistair%27s_Party_Mansion&amp;diff=82792"/>
				<updated>2025-03-20T19:48:40Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}{{stub}}&lt;br /&gt;
'''Alistair's Party Mansion''' is a [[wizlab|Wizard Laboratory]] thematically related to parties and the degeneration effect with rooms  colored in gray, green, and white. Inside the rooms are degeneration clouds, (permanently confused) wizards, invited guests, and demonspawn corruptor bosses. The loot consists of consumables, gold, any magical staff, potions of degeneration, books, and a condenser vane.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Alistair's Party Mansion has many wizards, but also many &amp;quot;degenerate&amp;quot; monsters. [[Potions of degeneration]] are scattered about, and [[cloud]]s of degeneration spawn indoors.&lt;br /&gt;
&lt;br /&gt;
[[Spellbook]]s, especially those of [[Transmutations]], can be found here. There is also a [[scroll of acquirement]] and a [[condenser vane]] (if possible).&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
| {{monsterlink|Wizard (monster)}}&lt;br /&gt;
| {{monsterlink|Necromancer (monster)}}&lt;br /&gt;
| {{monsterlink|Boggart}}&lt;br /&gt;
| {{monsterlink|Very ugly thing}}&lt;br /&gt;
| {{monsterlink|Spriggan druid}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Deep elf zephyrmancer}}&lt;br /&gt;
| {{monsterlink|Deep elf pyromancer}}&lt;br /&gt;
| {{monsterlink|Deep elf high priest}}&lt;br /&gt;
| {{monsterlink|Deep elf sorcerer}}&lt;br /&gt;
| {{monsterlink|Tentacled starspawn}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Great orb of eyes}}&lt;br /&gt;
| {{monsterlink|Glowing orange brain}}&lt;br /&gt;
| {{monsterlink|Glowing shapeshifter}}&lt;br /&gt;
| {{monsterlink|Entropy weaver}}&lt;br /&gt;
| {{monsterlink|Sphinx}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Cacodemon}}&lt;br /&gt;
| {{monsterlink|Green death}}&lt;br /&gt;
| {{monsterlink|Tentacled starspawn}}&lt;br /&gt;
| {{monsterlink|Worldbinder}}&lt;br /&gt;
| {{monsterlink|Corrupter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Two [[demonspawn corrupter]]s wait at the end of the wizlab, at the toprightmost room.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
&lt;br /&gt;
Going down the side hallway avoids the clouds of alcoholic mist and allows one to encounter the monsters singly rather than as a group.&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
[[File:Alistair minimap 029.png]]&lt;br /&gt;
&lt;br /&gt;
See {{source ref|0.29.0|/dat/des/portals/wizlab.des|2452}} for full map.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* Alistair's Party Mansion was introduced in [[0.28]].&lt;br /&gt;
* This wizlab was designed by [https://github.com/Hellmonk Hellmonk].&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Nobody&amp;diff=82705</id>
		<title>Nobody</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Nobody&amp;diff=82705"/>
				<updated>2025-03-14T20:56:38Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version-trunk}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Nobody''' is a [[unique]] [[revenant]] who is restored to full health with a different spellset, every time it suffers (what would have been) fatal damage, erasing one &amp;quot;memory&amp;quot; in the process. (See [[Pyrrhic Recollection]] for the full spellset list.) They have 3 memory charges, and can only be killed when at 0 charges, so you need to kill them (at least) '''''4''''' times. If left alone, they will eventually regain up to 3 memory charges. Conceptually, they are a super-powered [[Natasha]].&lt;br /&gt;
&lt;br /&gt;
The number of remaining memories is indicated by glowing flames on the Nobody's tile, or by [[X|examining]] it.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Depths]]&lt;br /&gt;
*[[The Vaults]]:2-5&lt;br /&gt;
*[[The Crypt]]&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Kill them fast! If you leave the battle for few hundred turns, Nobody's memory charges will be restored.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|Nobody will be added to the game.}}&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Nobody&amp;diff=82704</id>
		<title>Nobody</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Nobody&amp;diff=82704"/>
				<updated>2025-03-14T20:46:58Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version-trunk}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Nobody''' is a [[unique]] [[revenant]] who is restored to full health with a different spellset, every time it suffers (what would have been) fatal damage, erasing one &amp;quot;memory&amp;quot; in the process. (See [[Pyrrhic Recollection]] for the full spellset list.) They have 3 memory charges, so you need to kill them at least '''''4''''' times.&lt;br /&gt;
&lt;br /&gt;
The number of remaining memories is indicated by glowing flames on the Nobody's tile, or by [[X|examining]] it.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Depths]]&lt;br /&gt;
*[[The Vaults]]:2-5&lt;br /&gt;
*[[The Crypt]]&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Kill them fast! If you leave the battle for few hundred turns, Nobody's memory charges will be restored.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|Nobody will be added to the game.}}&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Nobody&amp;diff=82703</id>
		<title>Nobody</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Nobody&amp;diff=82703"/>
				<updated>2025-03-14T20:45:25Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version-trunk}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Nobody''' is a [[unique]] [[revenant]] who is restored to full health with a different spellset, every time it suffers (what would have been) fatal damage, erasing one &amp;quot;memory&amp;quot; in the process. (See [[Pyrrhic Recollection]] for the full spellset list.) They have 3 memory charges, so you need to kill them '''''4''''' times.&lt;br /&gt;
&lt;br /&gt;
The number of remaining memories is indicated by glowing flames on the Nobody's tile, or by [[X|examining]] it.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Depths]]&lt;br /&gt;
*[[The Vaults]]:2-5&lt;br /&gt;
*[[The Crypt]]&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Kill them fast! If you leave the battle for few hundred turns, Nobody's memory charges will be restored.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|Nobody will be added to the game.}}&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Desolation_of_Salt&amp;diff=82702</id>
		<title>Desolation of Salt</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Desolation_of_Salt&amp;diff=82702"/>
				<updated>2025-03-14T20:12:01Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version026}}&lt;br /&gt;
{{flavour|The Desolation was once ruled by the divines Sheza and Sargol. After the dread twins were cast down, the good gods reduced their former realm to salt, that such a terrible cult would never rise again. Amidst the ruins, only the last cultists of the dead gods, their heretical constructs, and the guardians of the cult's legendary treasure yet remain.}}&lt;br /&gt;
'''The Desolation of Salt''' (or simply '''Desolation''') is a temporary [[portal]] level. The Desolation is a very open area, with packs of weak [[list of constructs|constructs]] accompanied by a variety of support-focused allies.&lt;br /&gt;
&lt;br /&gt;
Desolation may appear in [[Vaults]] and [[Elven Halls]]. The portal is signaled by a &amp;quot;distant wind&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The layout of the Desolation is very simple, consisting of a large, open plain, largely devoid of structures save for the small, heavily guarded treasure vaults scattered around the centralized entrance and exit points. In lieu of permanent cover, there are large, shifting [[cloud]]s of salt that block line of sight but also conceal you from bands of foes, functioning as &amp;quot;virtual terrain&amp;quot; in an otherwise open level.&lt;br /&gt;
&lt;br /&gt;
===Useful Traits===&lt;br /&gt;
*Fast movement&lt;br /&gt;
*[[Stealth]]&lt;br /&gt;
*[[Smite]]-targeted attacks&lt;br /&gt;
*[[Fire]], [[cold]], [[electricity]], and [[negative energy]] resistance&lt;br /&gt;
*Patience&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
Exclusive to the Desolation are a number of constructs and their human allies. While these enemies are each fairly weak, as a pack, they generate a massive of volume of attacks that can rapidly whittle your health down to dangerously low levels. Combined with the general of lack of substantial cover to funnel enemies through, fighting the inhabitants of the Desolation can prove dangerous to the unprepared. Besides the risk of getting surrounded and overwhelmed, each unit brings its own troubles:&lt;br /&gt;
 &lt;br /&gt;
{{monsterlink|Saltling}} - Fast and plentiful, saltlings are common targets for ally buffs and can rapidly surround unfortunate players.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Peacekeeper}} - Swift and resilient, peacekeepers buff allied constructs and [[Throw Barbs]], leaving immobilized players open to enemy onslaught.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Crystal guardian}} - Durable sentinels with potent elemental ranged attacks.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Guardian serpent}} - These dangerous sentinels can instantly [[Blink_Allies_Encircling|surround]] you with out-of-sight allies.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ironbound convoker}} - Infuriating support casters which [[Word of Recall|recall]] and [[Might|strengthen]] enemy units.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Servant of whispers}} - These robed figures strike down interlopers with [[Lightning Bolt]]s and can cast [[Still Winds]], temporarily stripping away all cloud cover and shutting down [[cloud]]-based spells.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ragged hierophant}} - Although weak on their own, they can soak up damage directed toward allies and blast construct-surrounded foes with [[Resonance Strike]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Imperial myrmidon}} - These arcane fighters strip away [[willpower]] with their melee strikes, rendering their foes vulnerable to [[Agony]] and debilitating hexes.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Halazid warlock}} - Dreadful undead summoners, capable of casting [[Shadow Creatures]] and then sacrificing them for bursts of massive [[negative energy]] damage.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The name of the game here is [[stealth]]. The Desolation lacks useful bottlenecks, and while racing into the clouds might seem like an easy way to lose pursuers (especially for fast characters), be aware that as soon as you run into a servant of whispers, that cover vanishes and you've suddenly attracted a lot of attention. Even worse, a peacekeeper's barbs make retreat an extremely painful proposition. It's better by far to avoid getting into those situations in the first place.&lt;br /&gt;
&lt;br /&gt;
While few enemies here are especially dangerous on their own, most of them have mechanics that make them much deadlier in groups. As such, engaging them individually goes a long way to staying alive here. Saltlings should be one of your first concerns. These misshapen lumps serve as capable tanks when buffed, dishing out surprising damage and preventing you from reaching the serious threats beyond. Fortunately, they also fail to make noise when injured; if you can draw their attention with a quiet spell or ranged attack from the edge of your line of sight, they'll charge into melee with you without awakening their allies. Use this tactic to clear them out first, circling around known packs and leaving the dangerous foes for last.&lt;br /&gt;
&lt;br /&gt;
The myrmidons are likely the most dangerous single units present here, though crystal guardians and servants of whispers can dish out heavy elemental damage as well. Far worse are the ironbrand convokers, guardian serpents, and halazid warlocks, any of which can bring heavy reinforcements on top of you no matter how cautiously you avoid being social. Sound doesn't travel far here, so if need be, don't be afraid to unleash the heavy firepower to bring these guys down quickly. [[Earth Magic]] specialists shine here, as the many constructs you face serve wonderfully as targets for [[Lee's Rapid Deconstruction]], and nothing here enjoys [[Shatter]]. Finally, if faced with an especially bad situation, reading a [[scroll of teleport]] or [[scroll of summoning|summoning]] can be a lifesaver, especially once you've already cleared out the smaller foes outside of the more heavily guarded treasure vaults.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Desolation of Salt was added in [[0.19]]&lt;br /&gt;
&lt;br /&gt;
{{Portals}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ophan&amp;diff=82300</id>
		<title>Ophan</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ophan&amp;diff=82300"/>
				<updated>2025-01-22T19:30:52Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Useful Info */ inherent Sentinel Mark in effect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
{{list of | holy monsters}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Ophanim''' are annoying [[holy]] monsters with 6-tile [[Aura#Halo|halo aura]]s that attack solely using magic and their inherent, constantly-active [[Sentinel's Mark]] ability. As soon as they are in [[LOS]], they cast Holy Flames to surround you in a ring of [[Cloud#Blessed_fire|holy fire]], followed by Bolts of Fire in succeeding turns. But perhaps more alarmingly, you have the [[Mark]] status ''whenever you are in LOS'' (and lost as soon as you are out of LOS); quaffing a [[potion of cancellation]] is futile as the status is immediately reinstated if you are still in LOS. &lt;br /&gt;
&lt;br /&gt;
They are principally found in the holy-themed [[Pandemonium]] level, but also appear in deeper [[Ziggurat]] floors and [[The Abyss]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Get out of the ring of holy fire as soon as you can, preferably with a [[Blink]]. Undead characters should be wary as areas can soon be saturated with rings of holy fire.&lt;br /&gt;
**Or just stay in the ring and use your ranged weapons and spells. The clouds will dissipate after some time.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The Ophanim (Hebrew for &amp;quot;wheels&amp;quot;) are a class of celestial beings found in the Book of Enoch, where they guard the throne of God without sleeping, along with the Cherubim and Seraphim. The wheels seen in Ezekiel's vision of the chariot are believed to also be Ophanim.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.32|ophans will gain an aura that [[mark]]s the player while in [[line of sight]].}}&lt;br /&gt;
*Prior to [[0.16]], ophanim had 7-tile halos.&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ophan&amp;diff=82297</id>
		<title>Ophan</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ophan&amp;diff=82297"/>
				<updated>2025-01-22T19:04:33Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
{{list of | holy monsters}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Ophanim''' are moderately powerful [[holy]] monsters with 6-tile [[Aura#Halo|halo aura]]s that attack solely using magic and their inherent [[Sentinel's Mark]] ability. As soon as they are in [[LOS]], they [[mark]] you and cast Holy Flames to surround you in a ring of [[Cloud#Blessed_fire|holy fire]], followed by Bolts of Fire in succeeding turns. They are principally found in the holy-themed [[Pandemonium]] level, but also appear in deeper [[Ziggurat]] floors and [[The Abyss]].&lt;br /&gt;
&amp;lt;!-- Would be useful to code-dive to see what the timeout value is, if any, for the Sentinel's Mark. &lt;br /&gt;
Or, does it affect you every time it sees you for the first time? --&amp;gt;&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Get out of the ring of holy fire as soon as you can, preferably with a [[Blink]]. Undead characters should be wary as areas can soon be saturated with rings of holy fire.&lt;br /&gt;
**Or just stay in the ring and use your ranged weapons and spells. The clouds will dissipate after some time.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The Ophanim (Hebrew for &amp;quot;wheels&amp;quot;) are a class of celestial beings found in the Book of Enoch, where they guard the throne of God without sleeping, along with the Cherubim and Seraphim. The wheels seen in Ezekiel's vision of the chariot are believed to also be Ophanim.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.32|ophans will gain an aura that [[mark]]s the player while in [[line of sight]].}}&lt;br /&gt;
*Prior to [[0.16]], ophanim had 7-tile halos.&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_ambrosia&amp;diff=82295</id>
		<title>Potion of ambrosia</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_ambrosia&amp;diff=82295"/>
				<updated>2025-01-22T17:08:15Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{flavour|A strange substance, produced by ghost moths. Consuming it causes regeneration of health and magic, along with total befuddlement. The two effects are fundamentally linked - the regeneration ends the moment the confusion does.}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Potion&lt;br /&gt;
 |name=Potion of ambrosia&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of ambrosia''' inflicts 3-10 turns of [[confusion]] (bypassing [[clarity]]), but during this time, you'll quickly regenerate [[HP]] and [[MP]] (+3-5 HP and MP/turn). Ending the confusion ends the ambrosia effect, but extending confusion does not extend ambrosia.&lt;br /&gt;
&lt;br /&gt;
Ambrosia bypasses -Regen from [[Inhibited Regeneration]]. However, the potion's HP regeneration is reduced by the [[No Potion Heal]] mutation and stopped by the [[Robe of Vines]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ambrosia offers decent healing and great MP regen, but is dubious to use during combat. It is best used in situations where [[rest]]ing is difficult/unsafe, such as:&lt;br /&gt;
*When no threatening monsters are currently near, but you are still in great danger, and you otherwise have no safe retreat options.&lt;br /&gt;
**[[Shaft]]s are a prime example. When you're shafted, there could be any number of monsters approaching. Due to [[noise]], that's likely. You might not have the time to rest to 100% before another threat appears; that's where ambrosia can help.&lt;br /&gt;
**Another example is [[Vaults]]:5, when teleporting away from the center. The density of monsters make it hard to rest: ambrosia lets you recover a bit before the next encounter. Similarly, in the [[Tomb]], where outright escape can be problematic.&lt;br /&gt;
**A [[scroll of fog]] blocks LOS, forcing distant monsters to spend a few turns to approach you. During this time, you can drink ambrosia, get some extra MP, and [[potion of curing|cure]] it after.&lt;br /&gt;
*[[The Abyss]], or during the [[orb run]]. The monster spawns make it difficult/impossible to rest safely.&lt;br /&gt;
*For healing through lethal [[poison]], if you haven't identified [[potions of curing]] yet.&lt;br /&gt;
&lt;br /&gt;
Also, for the first few floors of the Dungeon (D:2 or so), it's unlikely for monsters to outdamage the ambrosia effect. For example, [[Monk]]s can use this potion to win fights they otherwise wouldn't.&lt;br /&gt;
&lt;br /&gt;
If you can [[blink]] and are in a near-death situation where you need HP/MP, cannot outrun your opponents, and ambrosia is your only practical source of healing: blink, quaff the ambrosia, benefit from a few turns of ambrosial healing, then quaff a [[potion of curing]] to end your confusion.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Note that confusion will set your [[SH]] to zero. A two-handed [[axe]] user won't mind, but most characters shouldn't use this in combat.&lt;br /&gt;
*While [[Vine Stalker]]s receive no HP benefit, their MP will still regenerate as normal, which works with their innate [[spirit shield]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.18]], clarity made potions of ambrosia useless.&lt;br /&gt;
*Potions of ambrosia were added in [[0.16]]. They are based upon the [[ambrosia]] food item found in [[0.14]] and earlier.&lt;br /&gt;
&lt;br /&gt;
{{potions}}&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Amulet_of_the_Air&amp;diff=80738</id>
		<title>Amulet of the Air</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Amulet_of_the_Air&amp;diff=80738"/>
				<updated>2024-07-28T07:35:16Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{flavour|A sky-blue amulet, suffused with enchantments that protect the wearer and make their Air spells more powerful. Its creator lacked just one thing: a steady hand.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Amulet_of_the_air.png]] '''''the amulet of the Air'''''&lt;br /&gt;
&lt;br /&gt;
[[Amulet of inaccuracy|Inaccuracy]] (-5 [[to-hit]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[Air]] spell enhancer&amp;lt;br&amp;gt;&lt;br /&gt;
Provides [[Flight]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Electricity resistance|rElec]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Repel Missiles]] ego&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''amulet of the Air'''&amp;lt;ref&amp;gt;{{source ref|0.31.0|art-data.txt|1076}}&amp;lt;/ref&amp;gt; might lower your accuracy, but it offers great benefits in return. [[Air Magic]] specialists obviously benefit the most, though any character can appreciate this artefact. Both Repel Missiles and rElec are rare and valuable intrinsics. Any character who has seriously developed their skills will barely notice the accuracy drop. Overall, it's a strong amulet, especially in places where RMsl and/or rElec are useful.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.27]], this amulet gave +5 EV, but did not boost [[Air]] magic.&lt;br /&gt;
*Prior to [[0.12]], this artefact's base type was an [[amulet of controlled flight]]. When this [[intrinsic]] was removed in 0.12, the base type was changed to an [[amulet of inaccuracy]] and it received the permanent [[Repel Missiles]] effect to make up for that penalty.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Amulets]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Boris&amp;diff=80737</id>
		<title>Boris</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Boris&amp;diff=80737"/>
				<updated>2024-07-28T04:52:28Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: code reference for Boris reappearing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{list of|liches}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Boris, Master of Life and Death''' is a [[unique]] [[lich]], armed with a variety of powerful [[Conjurations]]. Although he's generally less dangerous than an [[ancient lich]] or [[dread lich]], he generates early enough to be a serious threat. &lt;br /&gt;
&lt;br /&gt;
Unlike other uniques, Boris can generate multiple times in one game. If killed (and has not yet reappeared), he has 16.7% chance of appearing on (almost) any new floor you explore (in the place of a regular hostile monster).&amp;lt;ref&amp;gt;{{source ref|0.31.0|mon-place.cc|3125}}&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Elven Halls]]:3&lt;br /&gt;
*[[The Depths]]&lt;br /&gt;
*[[The Vaults]]&lt;br /&gt;
*[[The Crypt]]&lt;br /&gt;
*[[The Tomb]]&lt;br /&gt;
&lt;br /&gt;
Boris will also occasionally appear among the enemies that spawn during the [[orb run]]. If you have the Orb, he will gain permanent [[haste]] and [[brilliance]] effect.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Boris is capable of one- or two-shotting careless characters. If you aren't confident you can handle him, run. Thankfully, he doesn't have [[haste]].&lt;br /&gt;
*Like all liches, Boris is weak to [[Silence]] and [[antimagic]], but immune to most [[hexes]].&lt;br /&gt;
*Players can [[kite]] Boris if they have [[Potion of haste|potions of haste]]; of his spells, only Orb of Destruction has full screen range, which you can dodge.&lt;br /&gt;
*The clouds of excruciating misery created by March of Sorrows will devastate players without [[negative energy resistance]]. If you don't resist them, step out of them as soon as possible!&lt;br /&gt;
*To avoid Orb of Destruction, you can move out of the way, [[Blink]], and/or create [[summon]]s. You can create your own OOD to negate it, but this creates an extremely loud [[noise]]. You can also get into melee range - staying in melee greatly reduces the strength of the orb.&lt;br /&gt;
*He lacks any summoning or area-of-effect spells, meaning that your own high-level summons should be able to bring him down. In addition, your summons will shield you from [[Iron Shot]] and [[Orb of Destruction]].&lt;br /&gt;
* '''Don't kill Boris.''' If you want to avoid encountering him again and again, just leave him where he is and he won't bother you again until you return to his floor. However, should you enter [[Pandemonium]] or the [[Ziggurat]] after Boris has been killed but before he has reappeared, you will have a 16.7% of meeting him on every Pan/Zig level (even if you left him alive on a previous Pan/Zig level). In any case, Boris can ''not'' reappear in: [[The Depths]], [[The Vaults]], [[The Tomb]], [[The Crypt]].&amp;lt;ref&amp;gt;{{source ref|0.31.0|mon-place.cc|3133}}&amp;lt;/ref&amp;gt; &lt;br /&gt;
&amp;lt;!-- What about a temporary portal, like Wizard's Lab?  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Although never explicitly stated in game, examination of flavor text reveals that he once had a powerful [[artefact]] [[dagger]] called [[Morg]] and a familiar named [[Natasha]]. Reuniting him with his lost possessions doesn't have any special effect, however.&lt;br /&gt;
*Boris and Natasha together are a reference to the characters from &amp;quot;[https://en.wikipedia.org/wiki/The_Adventures_of_Rocky_and_Bullwinkle_and_Friends The Adventures of Rocky and Bullwinkle and Friends]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.32|Boris will drop a [[randart]] [[robe]] each time you kill him.}}&lt;br /&gt;
*Prior to [[0.31]], Boris had [[Invisibility]] in place of [[March of Sorrows]]. He also spawned on fewer floors and didn't appear in the [[Elven Halls]] at all.&lt;br /&gt;
*Prior to [[0.27]], Boris did not gain buffs if you had the Orb.&lt;br /&gt;
*Prior to [[0.25]], Boris would not spawn as part of the orb run.&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shatter&amp;diff=80682</id>
		<title>Shatter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shatter&amp;diff=80682"/>
				<updated>2024-07-11T15:00:44Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Damage */ code reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
 |name=Shatter&lt;br /&gt;
 |formula = Nd(5+Power/3)&lt;br /&gt;
 |maxdmg = Nd72&lt;br /&gt;
 |maxsp = 200&lt;br /&gt;
 |range = 7&lt;br /&gt;
 |target = LOS&lt;br /&gt;
 |special = Destroys walls}}&lt;br /&gt;
'''Shatter''' is a level 9 [[Earth Magic]] spell which destroys [[wall]]s and attacks all monsters in [[line of sight]], dealing unavoidable physical damage.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Shatter deals damage and has a chance to destroy walls, where the closest targets are affected first. It is possible to damage monsters you didn't know about: if you break a wall, and this puts a monster in [[LOS]], you'll damage that monster as well.&lt;br /&gt;
&lt;br /&gt;
Like almost all effects in ''Crawl'', it won't damage targets/things behind transparent walls (unless you break the walls, as mentioned above). Nor does it have any effect on ''conjured'' entities (eg, [[orbs of destruction]], [[ball lightning]]).&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
Shatter deals &amp;lt;code&amp;gt;Nd(5+power/3) - [[AC]]/2&amp;lt;ref&amp;gt;{{source ref|0.31.0|spl-damage.cc|1471}}&amp;lt;/ref&amp;gt;&amp;lt;/code&amp;gt; damage. The number of dice (N) is determined by the target. When Shatter hits a monster, the number of dice is as follows, where the '''first applicable condition''' on this list applies; no other conditions further down the list can then apply.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot; style=&amp;quot;width:28em;border-bottom:thin solid black;&amp;quot;|Target&lt;br /&gt;
!align=&amp;quot;right&amp;quot; style=&amp;quot;width:3em;border-bottom:thin solid black;padding-left:1em;&amp;quot;|N&lt;br /&gt;
|-&lt;br /&gt;
|Monsters made from metal, stone or crystal&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|[[Insubstantial]] monsters&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Petrify]]ing/Petrified (reduced later by petrification reduction)&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|Monsters made from ice or bone&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|Slimy monsters&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Flying]] monsters&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
|All other monsters&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Players have a different, but similar list of conditions ([[#Monster version|See below]] for details).&lt;br /&gt;
&lt;br /&gt;
===Wall destruction===&lt;br /&gt;
The following [[dungeon features]] may be destroyed, but only if the caster has line of sight:&lt;br /&gt;
*[[Door]]: 100%, whether they are open or closed&lt;br /&gt;
*[[Iron grate]]: 100%&lt;br /&gt;
*[[Statue]] or orcish idol: 50%&lt;br /&gt;
*Rock, slimy, or crystal [[wall]]: 33%&lt;br /&gt;
*Tree: 33%&lt;br /&gt;
*Stone wall: 25%&lt;br /&gt;
*Metal wall: 15%&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Much like [[Fire Storm]] and [[Chain Lightning]], Shatter lives up to its level 9 spell status: it deals high damage, to everything on screen, in a short amount of time. Unlike the former spells, Shatter is a single school spell, so it's easier to train.&lt;br /&gt;
&lt;br /&gt;
There's one problem with Shatter as an ''attack spell'' - it doesn't do much against [[flying]] and [[insubstantial]] foes. In a 3-rune game, Shatter can be a questionable XP investment. A level 9 spell is a lot of XP, and it doesn't hit many of the big threats in [[Zot]] ([[orbs of fire]], [[electric golem]]s, [[list of dragons|dragons]]). Plus, [[crystal spear]] is likely to be more efficient against single targets. &lt;br /&gt;
&lt;br /&gt;
Still, if the XP cost isn't an issue (e.g. worshippers of [[Ashenzari]] or [[Vehumet]]; casters in [[extended]]), then Shatter can be a useful spell. It is a strong AOE that hits many targets for full damage. In Zot, [[Killer Klown]]s, [[Orb Guardian]]s, most [[list of draconians|draconians]] are hit normally; liches are especially vulnerable. In extended, good targets are certain Pan/Hell lords ([[Cerebov]], [[Ereshkigal]], [[Antaeus]]) and most inhabitants of [[Dis]].&lt;br /&gt;
&lt;br /&gt;
Perhaps more importantly, Shatter is a great utility spell, since it can break walls. See below for details.&lt;br /&gt;
&lt;br /&gt;
===Breaking Walls===&lt;br /&gt;
Shatter is one of the few ways to destroy stone and metal walls. Therefore, you can Shatter your way through many vaults, including: [[Slime Pits|Slime]]:5's loot chambers, [[Zot:5]]'s Orb chamber, the entrance of [[Tomb]], and rune vaults in [[extended]]. [[Sif Muna]] worshippers can use Divine Exegesis to break the arenas of a [[Gauntlet]].&lt;br /&gt;
&lt;br /&gt;
*You don't need an amazing success rate. Even when you have a &amp;gt;50% failure rate with 2 [[ring of wizardry|rings of wizardry]], it's reasonable to use Shatter to break walls. If you've trained Earth Magic for spells like [[Iron Shot]], [[Statue Form]], or [[LCS]], it's likely that Shatter is below 100% failure (at least with wizardry boosts). Just wait out the [[magical contamination]] each time you miscast. &lt;br /&gt;
*It makes stealing runes in [[Pan]]/[[Hell]] fairly easy. Go to the edge of the rune's room, use Shatter, then use [[Apportation]] to grab the rune. If that isn't enough, have [[haste]] and/or [[Swiftness]]. You can then [[teleport]] out to escape from the rune's (likely very angry) guardian.&lt;br /&gt;
*Shatter is extremely loud (noise 40, same as an [[alarm trap]] without mark). Using it in, say, Zot:5, will attract a huge group of monsters.&lt;br /&gt;
&lt;br /&gt;
==Monster version==&lt;br /&gt;
[[Player ghost]]s that knew Shatter in life might be able to cast it in death.&lt;br /&gt;
{{crawlquote|'''Power''': 5 + 4.5×HD&amp;lt;br&amp;gt;'''Damage''': Xd(5+Power/3)}}&lt;br /&gt;
&lt;br /&gt;
===Player Dice===&lt;br /&gt;
When Shatter hits a player, the number of dice is as follows, where the '''first applicable condition''' on this list applies, and no other conditions further down the list can then apply.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot; style=&amp;quot;width:28em;border-bottom:thin solid black;&amp;quot;|Target&lt;br /&gt;
!align=&amp;quot;right&amp;quot; style=&amp;quot;width:3em;border-bottom:thin solid black;padding-left:1em;&amp;quot;|N&lt;br /&gt;
|-&lt;br /&gt;
|[[Insubstantial]] ([[Storm Form]], [[Wisp Form]])&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Petrify]]ing/Petrified (reduced later by petrification reduction)&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|[[Gargoyle]]s&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|[[Statue Form]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|[[Flying]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
|All other players&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Gargoyle]]s in particular should avoid opening [[ghost vault]]s that have a ghost with Shatter, and other species should stay out of [[Statue Form]]. Be especially weary of [[Petrify]] - if you don't have the [[willpower]] to resist it, avoid the ghost entirely.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.22]], [[Jorgrun]] could cast Shatter.&lt;br /&gt;
*Prior to [[0.21]], icy monsters took 4 or 5 dice of damage, water elementals took 1 dice, insubstantial creatures took 0, and the order that dice were applied was different. Pandemonium lords could cast this spell, and flight reduced the damage taken by player gargoyles and statues from 6 dice to 1.&lt;br /&gt;
*Prior to [[0.15]], the range of Shatter was dependent on your [[Earth Magic]] skill.&lt;br /&gt;
*Prior to [[0.14]], Shatter had a high chance of destroying potions not being carried.&lt;br /&gt;
*Prior to [[0.10]], casting Shatter near permarock walls would damage monsters on the other side. After 0.10, monsters are only damaged if the wall is shattered in the process.&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sap_Magic&amp;diff=80681</id>
		<title>Sap Magic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sap_Magic&amp;diff=80681"/>
				<updated>2024-07-11T14:24:50Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|Taints a targeted creature's ability to cast spells. Casting a spell while afflicted with this condition causes the target to lose access to their magic, briefly preventing them from casting any further spells.}}&lt;br /&gt;
&lt;br /&gt;
'''Sap Magic''' is a monsters-only spell. Against players, it inflicts the {{Yellow|Sap}} status for 20-30 turns.&amp;lt;ref&amp;gt;{{source ref|0.30.1|beam.cc|3595}}&amp;lt;/ref&amp;gt; When you have this status, successfully casting any spell gives you the {{Red|-Cast}} status for 3-5 turns.&amp;lt;ref&amp;gt;{{source ref|0.30.1|spl-cast.cc|1028}}&amp;lt;/ref&amp;gt; Getting hit by Sap Magic multiple times will extend its duration (max. 50 turns). You can cure both Sap and -Cast with a [[potion of cancellation]].&lt;br /&gt;
&lt;br /&gt;
Monsters with [[Spell slot flags#Wizard flag|wizardly]] spells can be affected by Sap Magic too. They receive an [[antimagic]] penalty, which could make them falter when they try to cast spells.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Being in Sap status essentially means that you will be in a cycle of only being able to cast one spell every ~4 turns, until that status times out or you use a potion of cancellation. Thus, if you are primarily a spellcaster: a) make that one, periodic spell count; b) have a robust plan to create/maintain distance from, and/or avoid [[LOS]] to, pursuing enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], the Sap status had a 50% chance to increase your spell failure penalty each time when you cast a spell. There were three levels:&lt;br /&gt;
**{{Yellow|-Wiz}}: spell failure rate increased by 12%;&lt;br /&gt;
**{{LightRed|-Wiz}}: spell failure rate increased by 24%;&lt;br /&gt;
**{{Red|-Wiz}}: spell failure rate increased by 36%.&lt;br /&gt;
**Also, the spell had a 30% chance to have no effect when cast, despite being otherwise irresistible.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sap_Magic&amp;diff=80674</id>
		<title>Sap Magic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sap_Magic&amp;diff=80674"/>
				<updated>2024-07-09T12:37:21Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|Taints a targeted creature's ability to cast spells. Casting a spell while afflicted with this condition causes the target to lose access to their magic, briefly preventing them from casting any further spells.}}&lt;br /&gt;
&lt;br /&gt;
'''Sap Magic''' is a monsters-only spell. Against players, it inflicts the {{Yellow|Sap}} status for 20-30 turns.&amp;lt;ref&amp;gt;{{source ref|0.30.1|beam.cc|3595}}&amp;lt;/ref&amp;gt; When you have this status, successfully casting any spell gives you the {{Red|-Cast}} status for 3-5 turns.&amp;lt;ref&amp;gt;{{source ref|0.30.1|spl-cast.cc|1028}}&amp;lt;/ref&amp;gt; Getting hit by Sap Magic multiple times will extend its duration (max. 50 turns). You can cure both Sap and -Cast with a [[potion of cancellation]].&lt;br /&gt;
&lt;br /&gt;
Monsters with [[Spell slot flags#Wizard flag|wizardly]] spells can be affected by Sap Magic too. They receive an [[antimagic]] penalty, which could make them falter when they try to cast spells.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Being in Sap status essentially means that you will be in a cycle of only being able to cast one spell every ~4 turns, until the status time out or you consume a potion of cancellation, thus plan accordingly: make that spell count and have a way to create/maintain distance from pursuing enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], the Sap status had a 50% chance to increase your spell failure penalty each time when you cast a spell. There were three levels:&lt;br /&gt;
**{{Yellow|-Wiz}}: spell failure rate increased by 12%;&lt;br /&gt;
**{{LightRed|-Wiz}}: spell failure rate increased by 24%;&lt;br /&gt;
**{{Red|-Wiz}}: spell failure rate increased by 36%.&lt;br /&gt;
**Also, the spell had a 30% chance to have no effect when cast, despite being otherwise irresistible.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sap_Magic&amp;diff=80673</id>
		<title>Sap Magic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sap_Magic&amp;diff=80673"/>
				<updated>2024-07-09T12:36:10Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: added Strategy section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|Taints a targeted creature's ability to cast spells. Casting a spell while afflicted with this condition causes the target to lose access to their magic, briefly preventing them from casting any further spells.}}&lt;br /&gt;
&lt;br /&gt;
'''Sap Magic''' is a monsters-only spell. Against players, it inflicts the {{Yellow|Sap}} status for 20-30 turns.&amp;lt;ref&amp;gt;{{source ref|0.30.1|beam.cc|3595}}&amp;lt;/ref&amp;gt; When you have this status, successfully casting any spell gives you the {{Red|-Cast}} status for 3-5 turns.&amp;lt;ref&amp;gt;{{source ref|0.30.1|spl-cast.cc|1028}}&amp;lt;/ref&amp;gt; Getting hit by Sap Magic multiple times will extend its duration (max. 50 turns). You can cure both Sap and -Cast with a [[potion of cancellation]].&lt;br /&gt;
&lt;br /&gt;
Monsters with [[Spell slot flags#Wizard flag|wizardly]] spells can be affected by Sap Magic too. They receive an [[antimagic]] penalty, which could make them falter when they try to cast spells.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Being in Sapped status essentially means that, you will be in a cycle of only being able to cast one spell every ~4 turns, until the status time out or you consume a potion of cancellation, thus plan accordingly: make that spell count and have a way to create/maintain distance from pursuing enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], the Sap status had a 50% chance to increase your spell failure penalty each time when you cast a spell. There were three levels:&lt;br /&gt;
**{{Yellow|-Wiz}}: spell failure rate increased by 12%;&lt;br /&gt;
**{{LightRed|-Wiz}}: spell failure rate increased by 24%;&lt;br /&gt;
**{{Red|-Wiz}}: spell failure rate increased by 36%.&lt;br /&gt;
**Also, the spell had a 30% chance to have no effect when cast, despite being otherwise irresistible.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shatter&amp;diff=80672</id>
		<title>Shatter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shatter&amp;diff=80672"/>
				<updated>2024-07-09T12:01:37Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: no effect on conjured entities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
 |name=Shatter&lt;br /&gt;
 |formula = Nd(5+Power/3)&lt;br /&gt;
 |maxdmg = Nd72&lt;br /&gt;
 |maxsp = 200&lt;br /&gt;
 |range = 7&lt;br /&gt;
 |target = LOS&lt;br /&gt;
 |special = Destroys walls}}&lt;br /&gt;
'''Shatter''' is a level 9 [[Earth Magic]] spell which destroys [[wall]]s and attacks all monsters in [[line of sight]], dealing unavoidable physical damage.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Shatter deals damage and has a chance to destroy walls, where the closest targets are affected first. It is possible to damage monsters you didn't know about: if you break a wall, and this puts a monster in [[LOS]], you'll damage that monster as well.&lt;br /&gt;
&lt;br /&gt;
Like almost all effects in ''Crawl'', it won't damage targets/things behind transparent walls (unless you break the walls, as mentioned above). Nor does it have any effect on ''conjured'' entities (eg, [[orbs of destruction]], [[ball lightning]]).&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
Shatter deals &amp;lt;code&amp;gt;Nd(5+power/3)&amp;lt;/code&amp;gt; damage. The number of dice (N) is determined by the target. When Shatter hits a monster, the number of dice is as follows, where the '''first applicable condition''' on this list applies; no other conditions further down the list can then apply.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot; style=&amp;quot;width:28em;border-bottom:thin solid black;&amp;quot;|Target&lt;br /&gt;
!align=&amp;quot;right&amp;quot; style=&amp;quot;width:3em;border-bottom:thin solid black;padding-left:1em;&amp;quot;|N&lt;br /&gt;
|-&lt;br /&gt;
|Monsters made from metal, stone or crystal&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|[[Insubstantial]] monsters&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Petrify]]ing/Petrified (reduced later by petrification reduction)&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|Monsters made from ice or bone&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|Slimy monsters&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Flying]] monsters&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
|All other monsters&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Players have a different, but similar list of conditions ([[#Monster version|See below]] for details).&lt;br /&gt;
&lt;br /&gt;
===Wall destruction===&lt;br /&gt;
The following [[dungeon features]] may be destroyed, but only if the caster has line of sight:&lt;br /&gt;
*[[Door]]: 100%, whether they are open or closed&lt;br /&gt;
*[[Iron grate]]: 100%&lt;br /&gt;
*[[Statue]] or orcish idol: 50%&lt;br /&gt;
*Rock, slimy, or crystal [[wall]]: 33%&lt;br /&gt;
*Tree: 33%&lt;br /&gt;
*Stone wall: 25%&lt;br /&gt;
*Metal wall: 15%&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Much like [[Fire Storm]] and [[Chain Lightning]], Shatter lives up to its level 9 spell status: it deals high damage, to everything on screen, in a short amount of time. Unlike the former spells, Shatter is a single school spell, so it's easier to train.&lt;br /&gt;
&lt;br /&gt;
There's one problem with Shatter as an ''attack spell'' - it doesn't do much against [[flying]] and [[insubstantial]] foes. In a 3-rune game, Shatter can be a questionable XP investment. A level 9 spell is a lot of XP, and it doesn't hit many of the big threats in [[Zot]] ([[orbs of fire]], [[electric golem]]s, [[list of dragons|dragons]]). Plus, [[crystal spear]] is likely to be more efficient against single targets. &lt;br /&gt;
&lt;br /&gt;
Still, if the XP cost isn't an issue (e.g. worshippers of [[Ashenzari]] or [[Vehumet]]; casters in [[extended]]), then Shatter can be a useful spell. It is a strong AOE that hits many targets for full damage. In Zot, [[Killer Klown]]s, [[Orb Guardian]]s, most [[list of draconians|draconians]] are hit normally; liches are especially vulnerable. In extended, good targets are certain Pan/Hell lords ([[Cerebov]], [[Ereshkigal]], [[Antaeus]]) and most inhabitants of [[Dis]].&lt;br /&gt;
&lt;br /&gt;
Perhaps more importantly, Shatter is a great utility spell, since it can break walls. See below for details.&lt;br /&gt;
&lt;br /&gt;
===Breaking Walls===&lt;br /&gt;
Shatter is one of the few ways to destroy stone and metal walls. Therefore, you can Shatter your way through many vaults, including: [[Slime Pits|Slime]]:5's loot chambers, [[Zot:5]]'s Orb chamber, the entrance of [[Tomb]], and rune vaults in [[extended]]. [[Sif Muna]] worshippers can use Divine Exegesis to break the arenas of a [[Gauntlet]].&lt;br /&gt;
&lt;br /&gt;
*You don't need an amazing success rate. Even when you have a &amp;gt;50% failure rate with 2 [[ring of wizardry|rings of wizardry]], it's reasonable to use Shatter to break walls. If you've trained Earth Magic for spells like [[Iron Shot]], [[Statue Form]], or [[LCS]], it's likely that Shatter is below 100% failure (at least with wizardry boosts). Just wait out the [[magical contamination]] each time you miscast. &lt;br /&gt;
*It makes stealing runes in [[Pan]]/[[Hell]] fairly easy. Go to the edge of the rune's room, use Shatter, then use [[Apportation]] to grab the rune. If that isn't enough, have [[haste]] and/or [[Swiftness]]. You can then [[teleport]] out to escape from the rune's (likely very angry) guardian.&lt;br /&gt;
*Shatter is extremely loud (noise 40, same as an [[alarm trap]] without mark). Using it in, say, Zot:5, will attract a huge group of monsters.&lt;br /&gt;
&lt;br /&gt;
==Monster version==&lt;br /&gt;
[[Player ghost]]s that knew Shatter in life might be able to cast it in death.&lt;br /&gt;
{{crawlquote|'''Power''': 5 + 4.5×HD&amp;lt;br&amp;gt;'''Damage''': Xd(5+Power/3)}}&lt;br /&gt;
&lt;br /&gt;
===Player Dice===&lt;br /&gt;
When Shatter hits a player, the number of dice is as follows, where the '''first applicable condition''' on this list applies, and no other conditions further down the list can then apply.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot; style=&amp;quot;width:28em;border-bottom:thin solid black;&amp;quot;|Target&lt;br /&gt;
!align=&amp;quot;right&amp;quot; style=&amp;quot;width:3em;border-bottom:thin solid black;padding-left:1em;&amp;quot;|N&lt;br /&gt;
|-&lt;br /&gt;
|[[Insubstantial]] ([[Storm Form]], [[Wisp Form]])&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Petrify]]ing/Petrified (reduced later by petrification reduction)&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|[[Gargoyle]]s&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|[[Statue Form]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|[[Flying]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
|All other players&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Gargoyle]]s in particular should avoid opening [[ghost vault]]s that have a ghost with Shatter, and other species should stay out of [[Statue Form]]. Be especially weary of [[Petrify]] - if you don't have the [[willpower]] to resist it, avoid the ghost entirely.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.22]], [[Jorgrun]] could cast Shatter.&lt;br /&gt;
*Prior to [[0.21]], icy monsters took 4 or 5 dice of damage, water elementals took 1 dice, insubstantial creatures took 0, and the order that dice were applied was different. Pandemonium lords could cast this spell, and flight reduced the damage taken by player gargoyles and statues from 6 dice to 1.&lt;br /&gt;
*Prior to [[0.15]], the range of Shatter was dependent on your [[Earth Magic]] skill.&lt;br /&gt;
*Prior to [[0.14]], Shatter had a high chance of destroying potions not being carried.&lt;br /&gt;
*Prior to [[0.10]], casting Shatter near permarock walls would damage monsters on the other side. After 0.10, monsters are only damaged if the wall is shattered in the process.&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Demonspawn_warmonger&amp;diff=80670</id>
		<title>Demonspawn warmonger</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Demonspawn_warmonger&amp;diff=80670"/>
				<updated>2024-07-07T17:55:51Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Tips &amp;amp; Tricks */ corrected Sap Magic description (oops)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version028}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
{{list of | demonspawn}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Warmongers''' are demonspawn who can [[Haste Other|haste allies]] and [[Sap Magic|disrupt your magic]]. They can be found in the [[Pandemonium]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Spellcasters should be especially careful when fighting demonspawn warmongers, because their ability to cast [[Sap Magic]] on the player.  This has the effect of inflicting the {{Yellow|Sap}} status for 20-30 turns (stacking, to 50 max): when in this status, they will be able to cast one spell, after which they are restricted from all spellcasting for 3-5 turns. Luckily, the spell requires [[line of sight]], so you can hide behind summons or allies. Alternatively, you can turn [[invisible]], since warmongers cannot [[see invisible]] opponents. These effects can be neutralized with a [[potion of cancellation]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], demonspawns with the warmonger class could have any base (monstrous, gelid, infernal, or torturous), instead of all of them being monstrous.&lt;br /&gt;
*Prior to [[0.17]], warmongers could cast [[Grand Avatar]] instead of [[Haste Other]].&lt;br /&gt;
*Warmongers were added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Demonspawn]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Demonspawn_warmonger&amp;diff=80669</id>
		<title>Demonspawn warmonger</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Demonspawn_warmonger&amp;diff=80669"/>
				<updated>2024-07-07T13:00:28Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version028}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
{{list of | demonspawn}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Warmongers''' are demonspawn who can [[Haste Other|haste allies]] and [[Sap Magic|disrupt your magic]]. They can be found in the [[Pandemonium]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Spellcasters should be especially careful when fighting demonspawn warmongers, because their [[Sap Magic]] can block your ability to cast spells for 20-30 turns (stacking, to 50 max). Luckily, the spell requires [[line of sight]], so you can hide behind summons or allies. Alternatively, you can turn [[invisible]], since warmongers cannot [[see invisible]] opponents.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], demonspawns with the warmonger class could have any base (monstrous, gelid, infernal, or torturous), instead of all of them being monstrous.&lt;br /&gt;
*Prior to [[0.17]], warmongers could cast [[Grand Avatar]] instead of [[Haste Other]].&lt;br /&gt;
*Warmongers were added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Demonspawn]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Undying_armoury&amp;diff=80668</id>
		<title>Undying armoury</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Undying_armoury&amp;diff=80668"/>
				<updated>2024-07-07T11:52:56Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version-trunk}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
An '''Undying armoury''' can temporarily upgrade the weapons of 5-7 nearby allies. Those weapons tend to be top-tier items, with good plusses (from +4 to +9), and ''any'' brand, making possible normally unseen weapon/brand combinations: eg, a [[triple crossbow]] of [[distortion]]. These summoned weapons disappear once the monster is felled. They can also cast a damaging spell that also summons a short-lived [[dancing weapon]] near its target. Undying armouries appear in [[the Vaults]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TO BE RESEARCHED: is there a timeout on the bestowed weapons? Or do they persist for as long as the Undying armoury lives? Can it be affecting 5-7 new allies each time the spell is cast? Or are only 5-7 allies affected at any one time? --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.32|undying armouries will be added to the game, replacing [[tentacled monstrosities]] in the Vaults.}}&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Petrify&amp;diff=80667</id>
		<title>Petrify</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Petrify&amp;diff=80667"/>
				<updated>2024-07-07T10:52:49Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
'''Petrify''' is a level 4 [[Earth Magic|Earth]]/[[Alchemy]] spell that inflicts the '''Petrifying''' status, which first slows, then fully disables its target a few turns later.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Targets a creature, and up to two hostile creatures adjacent to any previous target (randomly chosen).&lt;br /&gt;
&lt;br /&gt;
If a victim fails a [[willpower]] check, it will gain the Petrifying status, which [[slow]]s them down, reduces [[EV]], and makes monsters vulnerable to low-tier [[stab]]s. They will turn to stone ('''Petrified''') soon after. Successfully casting Petrify on a target that is already petrifying causes immediate petrification.&lt;br /&gt;
&lt;br /&gt;
Petrified victims are unable to move or act for several turns. [[EV]] and [[SH]] are set to near 0. Monsters are vulnerable to high-tier [[stab]]s. Victims, now made of stone, receive significantly less damage: -33% while petrifying, and -50% while petrified (after AC).&amp;lt;ref&amp;gt;{{source ref|0.30.0|monster.cc|4199}} - monsters&amp;lt;br&amp;gt;{{source ref|0.30.0|ouch.cc|882}} - players&amp;lt;/ref&amp;gt; Being petrified also grants immunity to [[negative energy]] and [[torment]].&lt;br /&gt;
&lt;br /&gt;
While petrifying or petrified, creatures are vulnerable to [[Lee's Rapid Deconstruction]] and [[Shatter]].&lt;br /&gt;
&lt;br /&gt;
The Petrify spell is less likely to succeed on the side targets. The main target is affected with the spell's full [[enchantment power]]; side targets are only affected by 66% of the enchantment power.&lt;br /&gt;
&lt;br /&gt;
===Duration===&lt;br /&gt;
When a player is hit by Petrify, the petrifying status lasts for 2 [[decaAut]]. The petrified status lasts for 5 to 9 decaAut.&amp;lt;ref&amp;gt;{{source ref|0.30.1|player.cc|6927}}&amp;lt;/ref&amp;gt; However, since Petrify resolves at the end of the player's turn, monsters can usually get 6.5 - 10.5 actions in a row. (You get to act, then monsters move, then you're petrified for 9 turns, so monsters get 10 actions in a row.)&lt;br /&gt;
&lt;br /&gt;
When a monster is hit by the player's Petrify, the petrifying status lasts for 3 decaAut. The petrified status lasts for &amp;lt;code&amp;gt;150 / &amp;lt;([[HD]] + 5) * (10/[[Movement#Monster Speed|speed]]) + 1&amp;gt;&amp;lt;/code&amp;gt; decaAut, with a minimum of 8 decaAut.&amp;lt;ref&amp;gt;{{source ref|0.30.1|mon-ench.cc|2263}}&amp;lt;/ref&amp;gt; Note: a monster displayed as &amp;quot;Speed: 100%&amp;quot; has a speed stat of 10 for this formula.&lt;br /&gt;
&lt;br /&gt;
===Restrictions===&lt;br /&gt;
*Creatures with rPetrify are immune. For monsters, this includes those already made of stone ([[earth elemental]]s, [[gargoyle (monster)|gargoyle]]s, [[statue]]s), as well as [[catoblepae]]. For players, being a [[Gargoyle]], in [[Statue Form]], or under [[Zin]]'s Vitalisation grants rPetrify.&lt;br /&gt;
*[[Insubstantial]] creatures are immune, including insubstantial player forms ([[Wisp Form|Wisp]], [[Storm Form|Storm]], and [[Shadow Form]]).&lt;br /&gt;
&lt;br /&gt;
Players can cure ''petrifying'' with a [[potion of cancellation]], [[Elyvilon]]'s Purification, or [[Ru]]'s Draw Out Power. [[Yara's Violent Unravelling]] and [[Quicksilver Bolt]] are more dangerous ways to cure petrifying, and if aimed at a hostile target, they can cure petrified. Unfortunately, being completely petrified leaves you unable to act; at that point, your only recourse is to hope you survive until the status wears off.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
Other than the Petrify spell, [[Clouds#Calcifying dust|calcifying dust]] (such as from the [[Petrifying Cloud]] spell) and [[chaos]] effects may cause the Petrifying effect.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Petrify is essentially a [[Hexes]] spell that is not in the Hexes school. After a few turns, a Petrified monster becomes unable to do anything, and is vulnerable to high-tier [[stab]]s. It has a number of uses:&lt;br /&gt;
&lt;br /&gt;
*It can 'frontload' a battle. If Petrify works, a monster is basically dead, given it is alone and you are good enough at stabbing. If a few Petrify attempts don't work, you can escape the fight (e.g. by retreating upstairs before the monster gets into melee) and try again. In other words, Petrify lets you &amp;quot;win&amp;quot; against a dangerous monster before losing any HP.&lt;br /&gt;
*It can make it easier to escape. Pursuers can be frozen while you run to a safe place to heal - for example, you can petrify a monster to clog up a hallway. Petrify lasts longer than a spell like [[Confusing Touch]].&lt;br /&gt;
*It can be strong against tough foes with low [[willpower]], such as [[hornet]]s and [[two-headed ogre]]s.&lt;br /&gt;
&lt;br /&gt;
Note that being petrified reduces all damage by 50%, so [[Stone Arrow]]-ing a petrified target is significantly less effective. In order to get the full use of Petrify, invest into stabbing ([[Short Blades]] and [[Stealth]]), since the bonus from high-tier stabs is so high.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
Petrified targets are vulnerable to [[Lee's Rapid Deconstruction]] and [[Shatter]]. &lt;br /&gt;
*Against monsters, casting LRD on a wall (without Petrify) is usually better for damage than using Petrify + LRD on a monster. But, if there are no convenient walls, then you can use Petrify to create an LRD target. &lt;br /&gt;
*Watch out for [[Jorgrun]], who has both Petrify and LRD.&lt;br /&gt;
Casting this spell multiple times on the same target will speed the petrification process up. Two successful applications will turn most targets to stone immediately.&lt;br /&gt;
*Followers of [[Dithmenos]] can petrify a target in just one turn if their shadow successfully repeats the spell.  &lt;br /&gt;
When escaping a mob, it can be useful to petrify a nearby, low-level target in a hallway/bottleneck to block the progress of the rest of the mob.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
A few monsters also have access to Petrify, which works in the same way as the player version (except the changes to duration, as listed above).&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
Additionally, some monsters have other abilities that can result in petrification:&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Catoblepas}} ([[Petrifying Cloud]])&lt;br /&gt;
*Any creature with a [[chaos]]-branded attack or weapon&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], Petrify did not affect targets adjacent to the caster, but it had a full-[[LOS]] range. It was also a level 4 Earth/[[Transmutations]] spell.&lt;br /&gt;
*Prior to [[0.28]], creatures in the process of petrifying could not use [[SH]], and petrifying monsters couldn't use ranged attacks (but could use spells or melee normally). Also, being Petrified did not interrupt taking stairs; you'd be petrified, then the climbing action would complete.&lt;br /&gt;
*Prior to [[0.12]], petrifying monsters that flew using wings ([[harpy|harpies]], [[hippogriff]]s, etc.) would ground them. Petrifying such enemies over deep water or lava would kill them instantly.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Plasma_Beam&amp;diff=80664</id>
		<title>Plasma Beam</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Plasma_Beam&amp;diff=80664"/>
				<updated>2024-07-07T10:13:08Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: added strategies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Plasma Beam&lt;br /&gt;
|formula = 2 x 1d(11+(3*Power)/5)&lt;br /&gt;
|maxdmg = 2 x 1d131 [[electricity]] + [[fire]]&lt;br /&gt;
|maxsp = 200&lt;br /&gt;
|range = LOS&lt;br /&gt;
|target = Bolt&lt;br /&gt;
|tohit = 7+Power/40&lt;br /&gt;
|special = Two bolts&amp;lt;br&amp;gt;Elec ignores 1/2 AC&lt;br /&gt;
|hit_type = normal&lt;br /&gt;
|hit_adder = 7&lt;br /&gt;
|hit_num = 1&lt;br /&gt;
|hit_denom = 40&lt;br /&gt;
|dam_calculator = calcdice&lt;br /&gt;
|dam_numdice = 1&lt;br /&gt;
|dam_adder = 11&lt;br /&gt;
|dam_num = 3&lt;br /&gt;
|dam_denom = 5}}&lt;br /&gt;
'''Plasma Beam''' is a level 6 [[Fire Magic]]/[[Air Magic]] spell. This spell fires two inaccurate bolts - a [[fire]] bolt, and an [[electricity]] bolt - directed at the furthest enemy in range.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Fires two penetrating bolts at the furthest enemy in [[line of sight]]. If there are multiple enemies at the same distance, the target is randomly chosen. Both bolts will always be aimed at the same target.&lt;br /&gt;
&lt;br /&gt;
Bolts follow the same trajectory as any regular projectile. It's treated as if you aimed directly at the intended target, so there will always be one (and only one) possible path per target. You can view possible paths by targeting this spell.&lt;br /&gt;
&lt;br /&gt;
The electric bolt will ignore 1/2 of the target's [[AC]], as a property of &amp;lt;code&amp;gt;BEAM_ELEC&amp;lt;/code&amp;gt; damage. The fire bolt is fully affected by AC. This means that Plasma Beam, as a whole, is impacted x1.5 by AC than usual.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Awkward schooling, but a powerful spell. At 50 [[spellpower]], this spell deals 2 x 1d41 damage (avg. 42). [[Bombard]], another level 6 spell, would deal 9d5 (avg. 27) to a single target. While Bombard has multiple advantages (more [[to-hit|accurate]], quieter, can be aimed, irresistible damage, checks AC only once), this spell isn't weak by any means. As this spell is [[noise|loud]], beware of enemies you'll attract.&lt;br /&gt;
&lt;br /&gt;
With clever maneuvering to funnel enemies through hallways and bottlenecks, the spell's quirk of attacking its farthest enemy becomes a powerful advantage, as you are also striking all interposed enemies.&lt;br /&gt;
&lt;br /&gt;
[[staff|Staves]] of fire and air greatly enhance the spell's destructive power. The [[Elemental Staff]], because it enhances ''both'' schools, has twice the beneficial effect and should be highly prized.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Plasma beam targeting.png|thumb|left|Plasma Beam will always take the '''leftmost''' path.&amp;lt;br&amp;gt;(It is always aimed directly at the target)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], Plasma Beam's range depended on your [[spell power]] (3 at 0 power, 10 at 200 power).&lt;br /&gt;
*Plasma Beam was added in [[0.30]].&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=80653</id>
		<title>Ignite Poison</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=80653"/>
				<updated>2024-07-05T20:05:15Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Useful Info */ Ignite Poison does not instantly clear poison status&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Ignite Poison''' is a level 4 [[Fire Magic|Fire]]/[[Alchemy]] spell which causes all nearby [[poisoned]] creatures and poisonous [[cloud]]s to burst into flames.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
All poisoned monsters in line of sight take [[fire]] damage, based on their level of poisoning.  All poisonous clouds and noxious fumes (i.e. mephitic clouds) in the caster's [[line of sight]] are replaced with flame clouds. Tiles affected by [[Eringya's Noxious Bog]] have a chance to create short-lived flame clouds. &lt;br /&gt;
&lt;br /&gt;
Higher [[spell power]] increases the duration of the flame clouds and the damage taken by poisoned creatures.&lt;br /&gt;
&lt;br /&gt;
*Poisoned creatures take direct damage according to how many [[Poison#Monster Formula|poison stacks]] they have, dealing approximately 200%-300% of the potential poison damage immediately, depending on spell power.&amp;lt;ref&amp;gt;{{source ref|0.30.0|spl-damage.cc|2095}}&amp;lt;br&amp;gt;Specifically, Ignite Poison deals &amp;lt;code&amp;gt;(Stacks * 2)&amp;lt;/code&amp;gt;d&amp;lt;code&amp;gt;(12 + 6*pow/100)&amp;lt;/code&amp;gt; damage. At maximum poison (4 stacks; &amp;quot;extremely poisoned&amp;quot;), this ranges from 8d12 to 8d18. Like poison damage, this spell ignores [[AC]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Duration of the flame clouds from poison and noxious clouds is &amp;lt;code&amp;gt;3 + (1d(20 + &amp;lt;power&amp;gt;) - 1) / 10&amp;lt;/code&amp;gt; turns&amp;lt;ref&amp;gt;{{source ref|0.30.0|spl-damage.cc|2051}}&amp;lt;/ref&amp;gt;—that is, from 3-5 turns to 3-15 turns.&lt;br /&gt;
**Duration of the flame clouds from Noxious Bog is instead &amp;lt;code&amp;gt;1 + 1d(1 + &amp;lt;power&amp;gt;/30)&amp;lt;/code&amp;gt; turns (2-5 turns).&amp;lt;ref&amp;gt;{{source ref|0.30.0|spl-damage.cc|2013}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the spell can't affect monsters with fire immunity, e.g., [[lava snake]]s or [[salamander]]s. Casting the spell won't damage them, and they will retain their poison. It will still affect clouds under these monsters, however.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ignite Poison deals heavy, unavoidable fire damage to every poisoned creature in sight.&lt;br /&gt;
&lt;br /&gt;
*With [[Mercury Vapours]], it becomes a strong, reliable, and reasonably MP efficient way to kill lone monsters. While it deals less damage/turn than something like [[Iron Shot]], Ignite Poison never misses, ignores AC, and saves MP.&lt;br /&gt;
*With [[Olgreb's Toxic Radiance]], it's strong against whole groups. It's Mercury Vapours, but applied to everything on screen.&lt;br /&gt;
*With [[Mephitic Cloud]], it will create flame clouds. While not as impressive as the above effects, it can deal decent damage after you've confused an enemy.&lt;br /&gt;
*Particularly great with [[Eringya's Noxious Bog]], which inflicts high amounts of poison, even against those with poison resistance.&lt;br /&gt;
&lt;br /&gt;
The biggest downside is that Ignite Poison relies on poison, making it worse against enemies with poison resistance. It is also somewhat poor with turn economy. Otherwise, Ignite Poison is a very strong spell, usable even in the late game.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*It doesn't matter where the poison clouds come from, they'll be turned into fire. You can turn a [[swamp drake]]'s or [[swamp dragon]]'s breath against it. You can ignite clouds from a [[scroll of poison]] - just make sure you have no immediate plans to move anywhere. Can also convert clouds from a low-power [[condenser vane]].&lt;br /&gt;
*Ignite Poison doesn't count as a fiery beam; it doesn't create [[steam]] clouds on water, and it won't get rid of [[freezing vapour]]s.&lt;br /&gt;
*[[Vehumet]] considers this spell destructive; [[Alchemist]]s looking for this spell should consider worshipping this god.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], Ignite Poison was a level 3 Fire / Poison / Transmutation spell.&lt;br /&gt;
*[[Venom Mage]]s started with this spell in [[0.25]] and [[0.26]].&lt;br /&gt;
*Prior to [[0.18]], Salamander mystics had [[Localized Ignite Poison]] in their spellset.&lt;br /&gt;
*Prior to [[0.17]], Ignite Poison was a level 5 Fire / Transmutation spell, but it also affected monsters with [[venom]]-branded attacks, poisonous [[chunk|flesh]], and [[potions of poison]].&lt;br /&gt;
*Prior to [[0.8]], Ignite Poison used to be an amazingly painful way to eliminate poison from one's own system.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hell&amp;diff=80559</id>
		<title>Hell</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hell&amp;diff=80559"/>
				<updated>2024-06-21T09:39:32Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Hell's Mystical Force */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|This gateway leads to the Vestibule of Hell. Few would go there voluntarily.&lt;br /&gt;
&lt;br /&gt;
The Vestibule of Hell is guarded by Geryon, along with various denizens of each of the hells themselves.&lt;br /&gt;
&lt;br /&gt;
Portals to the Vestibule of Hell are found abundantly in the Depths.}}&lt;br /&gt;
{{flavour|Welcome to Hell! Please enjoy your stay.}}&lt;br /&gt;
'''Hell''' is a forbidding domain, crawling with demonic entities of all shapes and sizes. It is actually comprised of five separate branches: the [[Vestibule of Hell]] and its four sub-branches. &lt;br /&gt;
&lt;br /&gt;
==The Vestibule of Hell==&lt;br /&gt;
[[File:Hell entry.png]] You're guaranteed to find multiple portals to the Vestibule throughout the [[Depths]], though there is a [[Lair]]:5 vault that has a portal to Hell.&lt;br /&gt;
&lt;br /&gt;
[[Geryon]], the three-headed gatekeeper of the Hells, always appears. He is accompanied by all sorts of demons. The unique [[curse skull]] [[Murray]] will also be there 25% of the time.&lt;br /&gt;
&lt;br /&gt;
==Hell's Branches==&lt;br /&gt;
There are four branches accessible from the Vestibule of Hell:&lt;br /&gt;
*[[File:Gehenna entry.png]] [[Gehenna]], the [[fire]] branch, contains the obsidian rune of Zot.&lt;br /&gt;
*[[File:Cocytus entry.png]] [[Cocytus]], the [[cold]] branch, contains the icy rune of Zot.&lt;br /&gt;
*[[File:Tartarus entry.png]] [[Tartarus]], the [[undead]] branch containing [[negative energy]] damage, contains the bone rune of Zot.&lt;br /&gt;
*[[File:Dis entry.png]] [[The Iron City of Dis]], the iron branch containing physical damage, contains the iron rune of Zot.&lt;br /&gt;
&lt;br /&gt;
Each branch of Hell is 7 levels deep. Floors 1-6 are all about a quarter the size of a regular floor, containing only one gateway out and downstair. Notice how there isn't an ''upstair'' - instead, there are portals leading directly to the Vestibule.&lt;br /&gt;
&lt;br /&gt;
The final level of each houses a [[unique]], named [[demon]] lord protecting several treasure vaults, a [[rune of Zot]], and in some cases an [[unrandart]] weapon. These floors are often very large in comparison, even to regular dungeon floors.&lt;br /&gt;
&lt;br /&gt;
The [[Zot clock]] is shared between the Vestibule and the four branches.&lt;br /&gt;
&lt;br /&gt;
===Hell Effects===&lt;br /&gt;
Each Hell, excluding the Vestibule, will inflict a persistent effect on any who dare venture into them. &lt;br /&gt;
*'''Gehenna''' prevents [[scroll]] use,&lt;br /&gt;
*'''Cocytus''' prevents [[potion]] use, &lt;br /&gt;
*'''Tartarus''' halves [[willpower]], &lt;br /&gt;
*'''Dis''' inflicts two ranks of [[corrosion]]. &lt;br /&gt;
&lt;br /&gt;
These effects last for as long as you remain in their respective Hell.&lt;br /&gt;
&lt;br /&gt;
===Hell's Mystical Force===&lt;br /&gt;
In Hell's branches, every time you go down a staircase, Hell's &amp;quot;mystical force&amp;quot; may lash out at you:&amp;lt;ref&amp;gt;{{source ref|0.30.1|stairs.cc|484}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*25% - A transient bad [[mutation]]&lt;br /&gt;
*25% - Temporary [[stat drain]] (1-5 points of a random [[stat]])&lt;br /&gt;
*25% - Temporary [[Drain|HP drain]] (~13.3% max HP)&lt;br /&gt;
*25% - No effect&lt;br /&gt;
&lt;br /&gt;
In addition to this, there is a 16.67% chance of making [[Noise | noise]] (loudness 15), unless you are [[silence]]d.&lt;br /&gt;
&lt;br /&gt;
[[Zin]] will sometimes protect you from the forces of Hell. The chance to prevent an effect scales linearly, up to a 50% chance at maximum (200) piety. In addition, Zin's mutation protection will work as normal, even if the initial prevention fails; this leads to a true rate of 62.5% to prevent an effect at max piety.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Hell is generally considered part of the [[extended game]]. You shouldn't intend to clear the four branches unless you want all 15 runes, or otherwise want a challenge.&lt;br /&gt;
&lt;br /&gt;
That being said, most characters ready for [[Depths]] can complete the Vestibule in reasonable safety. This is often done for the [[Horn of Geryon]], obtained when you kill Geryon. For more details on completing the Vestibule, see [[Vestibule of Hell#Strategy|Vestibule of Hell]].&lt;br /&gt;
&lt;br /&gt;
It technically isn't required to defeat Geryon to enter the four sub-branches, but it is recommended. A character who can't defeat Geryon probably isn't ready for the other Hell branches.&lt;br /&gt;
&lt;br /&gt;
===Clearing Hell Branches===&lt;br /&gt;
You may be tempted to 'dive' each of the hell branches, rushing straight to the downstairs. However, XP is used to cure the effects of Hell's mystical force. Thus, clearing the floors is recommended if possible. &lt;br /&gt;
&lt;br /&gt;
Ideally, you have high resistances to counteract each branch's element: rF+++ for Gehenna, rC+++ for Cocytus, rN+++ for Tartarus, and a little bit of everything for Dis. Weapons with the [[holy wrath]] brand are effective against all manners of demons and undead.&lt;br /&gt;
&lt;br /&gt;
The portals out make [[stair dancing]] harder, but make escape easier. Should you take a nasty beating or realize you're under-prepared, simply take a portal back to the Vestibule, keeping whatever map knowledge you've had. Going back will make you experience more Hell effects, though.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.29]], Hell's Mystical Force happened over time, rather than when descending stairs.&lt;br /&gt;
*The Hells received a rework in [[0.28]]; introducing many new monsters and the unique branch-wide forces of each Hell. Prior to this version, Hell's Mystical Force was slower, but more varied, with miscasts and monster spawns. In addition, Hell's floors were normal sized, with 3 stairs in each direction.&lt;br /&gt;
*Prior to [[0.14]], players needed to evoke Geryon's horn to access the branches of Hell.&lt;br /&gt;
*Prior to [[0.9]], a frequent Hell effect was banishment. This was replaced with Malign Gateway, mostly to reduce annoyance to the player.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{branches}}&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wand_of_quicksilver&amp;diff=80541</id>
		<title>Wand of quicksilver</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wand_of_quicksilver&amp;diff=80541"/>
				<updated>2024-06-20T03:57:27Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Wand&lt;br /&gt;
 |name = Wand of quicksilver&lt;br /&gt;
 |cost = ?&lt;br /&gt;
}}{{flavour|A magical device which fires a beam of destructive energy, dispelling enchantments on creatures struck.}}&lt;br /&gt;
&lt;br /&gt;
The '''wand of quicksilver''' fires a [[Quicksilver Bolt]]. This is a powerful, somewhat inaccurate bolt, which ends all [[dispellable effects]] when it hits.&lt;br /&gt;
&lt;br /&gt;
Players will deal &amp;lt;code&amp;gt;6d(4.16 + 3.5 * [[Evocations]]/9)&amp;lt;/code&amp;gt; damage with this wand.&amp;lt;ref&amp;gt;{{source ref|0.30.0|zap-data.h|1375}}&amp;lt;br&amp;gt;Specifically, you'll deal &amp;lt;code&amp;gt;6d(15/6 * pow/9)&amp;lt;/code&amp;gt; damage, for pow = &amp;lt;code&amp;gt;15 + 3.5 * Evocations&amp;lt;/code&amp;gt; ({{source ref|0.30.0|evoke.cc|177}}). If you have the [[MP-Powered Wands]] mutation, then your &amp;quot;pow&amp;quot; gains a +33% boost.&amp;lt;/ref&amp;gt; Players have a [[to-hit]] of &amp;lt;code&amp;gt;10.6 + (3.5 * Evocations)/25&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;{{source ref|0.30.0|zap-data.h|1376}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monsters will deal &amp;lt;code&amp;gt;3d(7 + (30 + [[HD]])/14)&amp;lt;/code&amp;gt; damage with this wand.&amp;lt;ref&amp;gt;{{source ref|0.30.0|zap-data.h|1377}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is [[alternate items|mutually exclusive]] with the [[wand of acid]] and [[wand of light]]. When compared to acid and light, the wand of quicksilver has more range (7 tiles), and deals slightly more damage&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*There are many effects that you can dispel. In addition to every effect from a [[potion of cancellation]], quicksilver can also stop effects like [[Word of Recall]] and [[Bind Souls]].&lt;br /&gt;
*Very useful versus the powerful magic-users who immediately spawn [[Haste]] to close distance.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], it was possible to target yourself with this wand.&lt;br /&gt;
*The wand of quicksilver was added in [[0.29]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{wands}}&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wand_of_digging&amp;diff=80497</id>
		<title>Wand of digging</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wand_of_digging&amp;diff=80497"/>
				<updated>2024-06-10T22:39:37Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Wand&lt;br /&gt;
 |name = Wand of digging&lt;br /&gt;
 |cost = ?&lt;br /&gt;
 |weight = 10.0&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A magical device which drills tunnels through unworked rock.}}&lt;br /&gt;
&lt;br /&gt;
A '''wand of digging''' will remove a straight line of rock [[wall]]s in the direction [[zap]]ped; a targeter allows you to determine the exact path the line will take. &lt;br /&gt;
&lt;br /&gt;
It is effective on rock walls (normal or [[Wall#Translucent_Rock|transparent]]), and certain strange types of walls (such as the walls of the [[Slime Pits]], [[Pandemonium]], or the translucent membranes in [[Cigotuvi's Fleshworks]]). It also affects [[Statue#Inanimate statues|inanimate statue]]s, [[iron grate]]s, and all things petrified (whether [[Wall#Petrified_Trees|tree]], [[Plant#Variant_Plants|plant]], or [[Petrify|monster]]). Digging has no effect on non-rock walls, such as [[Wall#Stone|stone walls]], [[Wall#Metal|metal walls]], [[Wall#Crystal|crystal walls]], [[Wall#Unnaturally_Hard_Wall|&amp;quot;unnaturally hard&amp;quot; walls]], nor non-rock impediments such as [[Wall#Trees|trees]], [[Wall#Mangroves|mangroves]], [[bush]]es, or [[briar patch]]es.  In any case, you can't dig past the edge of the map. This wand does not benefit from [[Evocations]] skill.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Wands of digging let you create corridors and [[killhole]]s virtually anywhere with rock walls. Fighting enemies one-at-a-time is a vital tactic in ''Crawl'' - it'll turn unwinnable fights into something you can manage. It also be used to dig escape routes, create a path to otherwise inaccessible areas, or (if you have spare charges) create routes to enemies. &lt;br /&gt;
&lt;br /&gt;
Wands of digging are rare and come with few charges, so use them wisely. Also, beware: digging into a wall may reveal new monsters on the other side, perhaps making your situation worse. &lt;br /&gt;
&lt;br /&gt;
 Corridor:    Killhole:&lt;br /&gt;
 ..####.#     ..####.#&lt;br /&gt;
 ..###@##     ..###.##&lt;br /&gt;
 ..##.###     ...#@###&lt;br /&gt;
 ..#.####     ..#.####&lt;br /&gt;
 ...#####     ..##.###&amp;lt;br&amp;gt;&lt;br /&gt;
 Corridor uses 1 charge of digging. You can melee enemies 1 at a time, and your [[penetration|piercing]] attacks can hit multiple monsters.&lt;br /&gt;
 Killhole uses 1-2 charges of digging, depending on location. It blocks [[line of sight]] of everything but the front tile, preventing distant enemies from using [[smite-targeted]] attacks.&lt;br /&gt;
&lt;br /&gt;
Certain levels contain ''only'' stone or crystal walls, so it can be valuable to take account of that fact upon entering such levels.&lt;br /&gt;
&lt;br /&gt;
Even [[Formicid]]s can benefit from a wand of digging, as it digs tunnels without [[drain]]ing you.  &lt;br /&gt;
&lt;br /&gt;
A wand of digging reliably destroys a [[petrify|petrified]] monster (very useful when wrangling with a mob that includes a [[catoblepas]]!)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.23]], wands of digging had significantly more charges.&lt;br /&gt;
*Prior to [[0.22]], the wand could not be aimed past existing walls, reducing its precision.&lt;br /&gt;
*Prior to [[0.20]], this wand could not destroy inanimate statues.&lt;br /&gt;
*Prior to [[0.14]], this effect was also available through use of the level 4 [[Earth Magic]] spell [[Dig]].&lt;br /&gt;
*Prior to [[0.12]], monsters would never use wands of digging.&lt;br /&gt;
&lt;br /&gt;
{{wands}}&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Petrify&amp;diff=80496</id>
		<title>Petrify</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Petrify&amp;diff=80496"/>
				<updated>2024-06-10T22:33:01Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
'''Petrify''' is a level 4 [[Earth Magic|Earth]]/[[Alchemy]] spell that inflicts the '''Petrifying''' status, which first slows, then fully disables its target a few turns later.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Targets a creature, and up to two hostile creatures adjacent to any previous target (randomly chosen).&lt;br /&gt;
&lt;br /&gt;
If a victim fails a [[willpower]] check, it will gain the Petrifying status, which [[slow]]s them down, reduces [[EV]], and makes monsters vulnerable to low-tier [[stab]]s. They will turn to stone ('''Petrified''') soon after. Successfully casting Petrify on a target that is already petrifying causes immediate petrification.&lt;br /&gt;
&lt;br /&gt;
Petrified victims are unable to move or act for several turns. [[EV]] and [[SH]] are set to near 0. Monsters are vulnerable to high-tier [[stab]]s. Victims, now made of stone, receive significantly less damage: -33% while petrifying, and -50% while petrified (after AC).&amp;lt;ref&amp;gt;{{source ref|0.30.0|monster.cc|4199}} - monsters&amp;lt;br&amp;gt;{{source ref|0.30.0|ouch.cc|882}} - players&amp;lt;/ref&amp;gt; Being petrified also grants immunity to [[negative energy]] and [[torment]].&lt;br /&gt;
&lt;br /&gt;
While petrifying or petrified, creatures are vulnerable to [[Lee's Rapid Deconstruction]] and [[Shatter]].&lt;br /&gt;
&lt;br /&gt;
The Petrify spell is less likely to succeed on the side targets. The main target is affected with the spell's full [[enchantment power]]; side targets are only affected by 66% of the enchantment power.&lt;br /&gt;
&lt;br /&gt;
===Duration===&lt;br /&gt;
When a player is hit by Petrify, the petrifying status lasts for 2 [[decaAut]]. The petrified status lasts for 5 to 9 decaAut.&amp;lt;ref&amp;gt;{{source ref|0.30.1|player.cc|6927}}&amp;lt;/ref&amp;gt; However, since Petrify resolves at the end of the player's turn, monsters can usually get 6.5 - 10.5 actions in a row. (You get to act, then monsters move, then you're petrified for 9 turns, so monsters get 10 actions in a row.)&lt;br /&gt;
&lt;br /&gt;
When a monster is hit by the player's Petrify, the petrifying status lasts for 3 decaAut. The petrified status lasts for &amp;lt;code&amp;gt;150 / &amp;lt;([[HD]] + 5) * (10/[[Movement#Monster Speed|speed]]) + 1&amp;gt;&amp;lt;/code&amp;gt; decaAut, with an absolute minimum of 8 decaAut.&amp;lt;ref&amp;gt;{{source ref|0.30.1|mon-ench.cc|2263}}&amp;lt;/ref&amp;gt; For reference, monsters that are not 'fast' or 'slow' have 10 speed.&lt;br /&gt;
&lt;br /&gt;
===Restrictions===&lt;br /&gt;
*Creatures with rPetrify are immune. For monsters, this includes those already made of stone ([[earth elemental]]s, [[gargoyle (monster)|gargoyle]]s, [[statue]]s), as well as [[catoblepae]]. For players, being a [[Gargoyle]], in [[Statue Form]], or under [[Zin]]'s Vitalisation grants rPetrify.&lt;br /&gt;
*[[Insubstantial]] creatures are immune, including insubstantial player forms ([[Wisp Form|Wisp]], [[Storm Form|Storm]], and [[Shadow Form]]).&lt;br /&gt;
&lt;br /&gt;
Players can cure ''petrifying'' with a [[potion of cancellation]], [[Elyvilon]]'s Purification, or [[Ru]]'s Draw Out Power. [[Yara's Violent Unravelling]] and [[Quicksilver Bolt]] are more dangerous ways to cure petrifying, and if aimed at a hostile target, they can cure petrified. Unfortunately, being completely petrified leaves you unable to act; at that point, your only recourse is to hope you survive until the status wears off.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
Other than the Petrify spell, [[Clouds#Calcifying dust|calcifying dust]] (such as from the [[Petrifying Cloud]] spell) and [[chaos]] effects may cause the Petrifying effect.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Petrify is essentially a [[Hexes]] spell that is not in the Hexes school. After a few turns, a Petrified monster becomes unable to do anything, and is vulnerable to high-tier [[stab]]s. It has a number of uses:&lt;br /&gt;
&lt;br /&gt;
*It can 'frontload' a battle. If Petrify works, a monster is basically dead, given it is alone and you are good enough at stabbing. If a few Petrify attempts don't work, you can escape the fight (e.g. by retreating upstairs before the monster gets into melee) and try again. In other words, Petrify lets you &amp;quot;win&amp;quot; against a dangerous monster before losing any HP.&lt;br /&gt;
*It can make it easier to escape. Pursuers can be frozen while you run to a safe place to heal - for example, you can petrify a monster to clog up a hallway. Petrify lasts longer than a spell like [[Confusing Touch]].&lt;br /&gt;
*It can be strong against tough foes with low [[willpower]], such as [[hornet]]s and [[two-headed ogre]]s.&lt;br /&gt;
&lt;br /&gt;
Note that being petrified reduces all damage by 50%, so [[Stone Arrow]]-ing a petrified target is significantly less effective. In order to get the full use of Petrify, invest into stabbing ([[Short Blades]] and [[Stealth]]), since the bonus from stabs is so high.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Petrified targets are vulnerable to [[Lee's Rapid Deconstruction]], [[Shatter]], and [[wand of digging]]. &lt;br /&gt;
**For players, casting LRD on a wall is usually better for damage than using Petrify + LRD on a monster. But, if there are no convenient walls, then you can use Petrify to create an LRD target. &lt;br /&gt;
**For monsters, watch out for [[Jorgrun]], who has both Petrify and LRD.&lt;br /&gt;
*Casting this spell multiple times on the same target will speed the petrification process up. Two successful applications will turn most targets to stone immediately.&lt;br /&gt;
**Followers of [[Dithmenos]] can petrify a target in just one turn if their shadow successfully repeats the spell.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
A few monsters also have access to Petrify, which works in the same way as the player version (except the changes to duration, as listed above).&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
Additionally, some monsters have other abilities that can result in petrification:&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Catoblepas}} ([[Petrifying Cloud]])&lt;br /&gt;
*Any creature with a [[chaos]]-branded attack or weapon&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], Petrify did not affect targets adjacent to the caster, but it had a full-[[LOS]] range. It was also a level 4 Earth/[[Transmutations]] spell.&lt;br /&gt;
*Prior to [[0.28]], creatures in the process of petrifying could not use [[SH]], and petrifying monsters couldn't use ranged attacks (but could use spells or melee normally). Also, being Petrified did not interrupt taking stairs; you'd be petrified, then the climbing action would complete.&lt;br /&gt;
*Prior to [[0.12]], petrifying monsters that flew using wings ([[harpy|harpies]], [[hippogriff]]s, etc.) would ground them. Petrifying such enemies over deep water or lava would kill them instantly.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wand_of_digging&amp;diff=80495</id>
		<title>Wand of digging</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wand_of_digging&amp;diff=80495"/>
				<updated>2024-06-10T21:46:33Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Wand&lt;br /&gt;
 |name = Wand of digging&lt;br /&gt;
 |cost = ?&lt;br /&gt;
 |weight = 10.0&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A magical device which drills tunnels through unworked rock.}}&lt;br /&gt;
&lt;br /&gt;
A '''wand of digging''' will remove a straight line of rock [[wall]]s in the direction [[zap]]ped; a targeter allows you to determine the exact path the line will take. &lt;br /&gt;
&lt;br /&gt;
It is effective on rock walls (normal or [[Wall#Translucent_Rock|transparent]]), and certain strange types of walls (such as the walls of the [[Slime Pits]], [[Pandemonium]], or the translucent membranes in [[Cigotuvi's Fleshworks]]). It also affects [[Statue#Inanimate statues|inanimate statue]]s, [[iron grate]]s, and [[Wall#Petrified_Trees|petrified trees]]. Digging has no effect on non-rock walls, such as [[Wall#Stone|stone walls]], [[Wall#Metal|metal walls]], [[Wall#Crystal|crystal walls]], [[Wall#Unnaturally_Hard_Wall|&amp;quot;unnaturally hard&amp;quot; walls]], etc. nor non-rock impediments such as [[Wall#Trees|trees]], [[Wall#Mangroves|mangroves]], [[bush]]es, [[briar patch]]es, etc.  In any case, you can't dig past the edge of the map. This wand does not benefit from [[Evocations]] skill.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Wands of digging let you create corridors and [[killhole]]s virtually anywhere with rock walls. Fighting enemies one-at-a-time is a vital tactic in ''Crawl'' - it'll turn unwinnable fights into something you can manage. It also be used to dig escape routes, create a path to otherwise inaccessible areas, or (if you have spare charges) create routes to enemies. &lt;br /&gt;
&lt;br /&gt;
Wands of digging are rare and come with few charges, so use them wisely. Also, beware: digging into a wall may reveal new monsters on the other side, perhaps making your situation worse. &lt;br /&gt;
&lt;br /&gt;
 Corridor:    Killhole:&lt;br /&gt;
 ..####.#     ..####.#&lt;br /&gt;
 ..###@##     ..###.##&lt;br /&gt;
 ..##.###     ...#@###&lt;br /&gt;
 ..#.####     ..#.####&lt;br /&gt;
 ...#####     ..##.###&amp;lt;br&amp;gt;&lt;br /&gt;
 Corridor uses 1 charge of digging. You can melee enemies 1 at a time, and your [[penetration|piercing]] attacks can hit multiple monsters.&lt;br /&gt;
 Killhole uses 1-2 charges of digging, depending on location. It blocks [[line of sight]] of everything but the front tile, preventing distant enemies from using [[smite-targeted]] attacks.&lt;br /&gt;
&lt;br /&gt;
Certain levels contain ''only'' stone or crystal walls, so it can be valuable to take account of that fact upon entering such levels.&lt;br /&gt;
&lt;br /&gt;
Even [[Formicid]]s can benefit from a wand of digging, as it digs tunnels without [[drain]]ing you.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.23]], wands of digging had significantly more charges.&lt;br /&gt;
*Prior to [[0.22]], the wand could not be aimed past existing walls, reducing its precision.&lt;br /&gt;
*Prior to [[0.20]], this wand could not destroy inanimate statues.&lt;br /&gt;
*Prior to [[0.14]], this effect was also available through use of the level 4 [[Earth Magic]] spell [[Dig]].&lt;br /&gt;
*Prior to [[0.12]], monsters would never use wands of digging.&lt;br /&gt;
&lt;br /&gt;
{{wands}}&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wand_of_digging&amp;diff=80494</id>
		<title>Wand of digging</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wand_of_digging&amp;diff=80494"/>
				<updated>2024-06-10T20:47:10Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: linkified; added several more cases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Wand&lt;br /&gt;
 |name = Wand of digging&lt;br /&gt;
 |cost = ?&lt;br /&gt;
 |weight = 10.0&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A magical device which drills tunnels through unworked rock.}}&lt;br /&gt;
&lt;br /&gt;
A '''wand of digging''' will remove a straight line of rock [[wall]]s in the direction [[zap]]ped; a targeter allows you to determine the exact path the line will take. &lt;br /&gt;
&lt;br /&gt;
It is effective on rock walls (normal or [[Wall#Translucent_Rock|transparent]]), and certain strange types of walls (such as the walls of the [[Slime Pits]], [[Pandemonium]], or the translucent membranes in [[Cigotuvi's Fleshworks]]). It also affects [[Statue#Inanimate statues|inanimate statue]]s, [[iron grate]]s, and [[Wall#Petrified_Trees|petrified trees]]. Digging has no effect on non-rock walls, such as [[Wall#Stone|stone walls]], [[Wall#Metal|metal walls]], [[Wall#Crystal|crystal walls]], [[Wall#Unnaturally_Hard_Wall|&amp;quot;unnaturally hard&amp;quot; walls]], etc. nor non-rock impediments such as [[Wall#Trees|trees]], [[Wall#Mangroves|mangroves]], [[bush]]es, etc.  In any case, you can't dig past the edge of the map. This wand does not benefit from [[Evocations]] skill.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Wands of digging let you create corridors and [[killhole]]s virtually anywhere with rock walls. Fighting enemies one-at-a-time is a vital tactic in ''Crawl'' - it'll turn unwinnable fights into something you can manage. It also be used to dig escape routes, create a path to otherwise inaccessible areas, or (if you have spare charges) create routes to enemies. &lt;br /&gt;
&lt;br /&gt;
Wands of digging are rare and come with few charges, so use them wisely. Also, beware: digging into a wall may reveal new monsters on the other side, perhaps making your situation worse. &lt;br /&gt;
&lt;br /&gt;
 Corridor:    Killhole:&lt;br /&gt;
 ..####.#     ..####.#&lt;br /&gt;
 ..###@##     ..###.##&lt;br /&gt;
 ..##.###     ...#@###&lt;br /&gt;
 ..#.####     ..#.####&lt;br /&gt;
 ...#####     ..##.###&amp;lt;br&amp;gt;&lt;br /&gt;
 Corridor uses 1 charge of digging. You can melee enemies 1 at a time, and your [[penetration|piercing]] attacks can hit multiple monsters.&lt;br /&gt;
 Killhole uses 1-2 charges of digging, depending on location. It blocks [[line of sight]] of everything but the front tile, preventing distant enemies from using [[smite-targeted]] attacks.&lt;br /&gt;
&lt;br /&gt;
Certain levels contain ''only'' stone or crystal walls, so it can be valuable to take account of that fact upon entering such levels.&lt;br /&gt;
&lt;br /&gt;
Even [[Formicid]]s can benefit from a wand of digging, as it digs tunnels without [[drain]]ing you.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.23]], wands of digging had significantly more charges.&lt;br /&gt;
*Prior to [[0.22]], the wand could not be aimed past existing walls, reducing its precision.&lt;br /&gt;
*Prior to [[0.20]], this wand could not destroy inanimate statues.&lt;br /&gt;
*Prior to [[0.14]], this effect was also available through use of the level 4 [[Earth Magic]] spell [[Dig]].&lt;br /&gt;
*Prior to [[0.12]], monsters would never use wands of digging.&lt;br /&gt;
&lt;br /&gt;
{{wands}}&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_ambrosia&amp;diff=80187</id>
		<title>Potion of ambrosia</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_ambrosia&amp;diff=80187"/>
				<updated>2024-04-13T15:28:31Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|A strange substance, produced by ghost moths. Consuming it causes regeneration of health and magic, along with total befuddlement. The two effects are fundamentally linked - the regeneration ends the moment the confusion does.}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Potion&lt;br /&gt;
 |name=Potion of ambrosia&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of ambrosia''' inflicts 3-10 turns of [[confusion]] (bypassing [[clarity]]), but during this time, you'll quickly regenerate [[HP]] and [[MP]] (+3-5 HP and MP/turn). Ending the confusion ends the ambrosia effect, but extending confusion does not extend ambrosia.&lt;br /&gt;
&lt;br /&gt;
Ambrosia bypasses -Regen from [[Inhibited Regeneration]]. However, the potion's HP regeneration is reduced by the [[No Potion Heal]] mutation and stopped by the [[Robe of Vines]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ambrosia offers decent healing and great MP regen, but is dubious to use during combat. It is best used in situations where [[rest]]ing is difficult/unsafe, such as:&lt;br /&gt;
*When you 1. kill all threatening monsters in sight, 2. suspect/know that more are incoming, and 3. can't retreat upstairs.&lt;br /&gt;
**[[Shaft]]s are a prime example. When you're shafted, there could be any number of monsters approaching. Due to [[noise]], that's likely. You might not have the time to rest to 100% before another threat appears; that's where ambrosia can help.&lt;br /&gt;
**Another example is [[Vaults]]:5, when teleporting away from the center. The density of monsters make it hard to rest: ambrosia lets you recover a bit before the next encounter. Similarly, in the [[Tomb]], where outright escape can be problematic.&lt;br /&gt;
**A [[scroll of fog]] blocks LOS, forcing distant monsters to spend a few turns to approach you. During this time, you can drink ambrosia, get some extra MP, and [[potion of curing|cure]] it after.&lt;br /&gt;
*[[The Abyss]], or during the [[orb run]]. The monster spawns make it difficult/impossible to rest safely.&lt;br /&gt;
*For healing through lethal [[poison]], if you haven't identified [[potions of curing]] yet.&lt;br /&gt;
&lt;br /&gt;
Also, for the first few floors of the Dungeon (D:2 or so), it's unlikely for monsters to outdamage the ambrosia effect. For example, [[Monk]]s can use this potion to win fights they otherwise wouldn't.&lt;br /&gt;
&lt;br /&gt;
If you can [[blink]] and are in a near-death situation where you need HP/MP, cannot outrun your opponents, and ambrosia is your only practical source of healing: blink, quaff the ambrosia, benefit from a few turns of ambrosial healing, then quaff a [[potion of curing]] to end your confusion.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Note that confusion will set your [[SH]] to zero. A two-handed [[axe]] user won't mind, but most characters shouldn't use this in combat.&lt;br /&gt;
*While [[Vine Stalker]]s receive no HP benefit, their MP will still regenerate as normal, which works with their innate [[spirit shield]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.18]], clarity made potions of ambrosia useless.&lt;br /&gt;
*Potions of ambrosia were added in [[0.16]]. They are based upon the [[ambrosia]] food item found in [[0.14]] and earlier.&lt;br /&gt;
&lt;br /&gt;
{{potions}}&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mennas&amp;diff=80186</id>
		<title>Mennas</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mennas&amp;diff=80186"/>
				<updated>2024-04-13T14:39:43Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: Added Tips: wand of warping, Passage of Golubria, invisibility&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{list of | holy monsters}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Mennas, the Voice of Zin''' is an incredibly dangerous [[unique]] [[angel]], the only one who normally appears in the main [[Dungeon]] not locked behind a wall. He is fast, extremely durable, and disables many player abilities with [[Silence]], making him a notorious menace to spellcasters.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Depths]]:3-5&lt;br /&gt;
*[[The Vaults]]:2-5&lt;br /&gt;
*[[The Crypt]]&lt;br /&gt;
*[[The Tomb]]&lt;br /&gt;
*[[Pandemonium]]&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Mennas is a nasty foe. It's ''very'' difficult to escape from him: he has the speed of a [[haste]]d Human, and his [[Silence]] disables [[scroll]]s, [[god]] abilities, and [[spell]]s entirely. He's also quite durable and annoyingly evasive. If you were already low HP, and Mennas shows up, it's a big problem. Don't underestimate him, even if you're in [[extended]].&lt;br /&gt;
**As a holy monster, he is even more deadly to [[undead]], [[Demonspawn]], and [[Death Form]] players.&lt;br /&gt;
**If you see Mennas and don't think you can handle him, act immediately. You can initiate a [[scroll of teleport]], and even if you're silenced afterwards, it will still activate. Using [[Haste]] before he's in melee range allows you to run to a nearby stairs.&lt;br /&gt;
**[[Wand]]s and other [[evocable]]s still work during silence. A [[wand of quicksilver]], if it hits, will end the Silence spell. A [[phial of floods]] prevents him from casting Silence for a short while. Using a [[phantom mirror]] can be risky, since the Mennas clone can end up casting Silence (although you can attack the clone to dispel it instantly). A [[wand of warping]] can get you away from his silence radius (as well as doing healthy damage).&lt;br /&gt;
**[[Invisibility]], by potion or [[ability]], can be extremely useful.  &lt;br /&gt;
**His [[willpower]] is usually too high for a [[wand of paralysis]] or the like to work. A [[scroll of vulnerability]] with a high Evocations wand can disable him, though note that the scroll will make you susceptible to his Mass Confusion.&lt;br /&gt;
**[[Shaft]]s, if you happen to find one (or be a [[Formicid]]) can let you escape an adjacent Mennas.&lt;br /&gt;
*If you do try to fight Mennas, plan accordingly. A mid-level &amp;quot;tank&amp;quot; character should be able to overcome Mennas with [[haste]] and [[might]]. [[Berserk]] gives both effects, but if it runs out, the silence puts you in even more danger than usual. Casters have a much harder time, for rather obvious reasons.&lt;br /&gt;
**Mennas' guaranteed [[tower shield]] makes him significantly more durable in combat. If possible, use attacks that bypass shields, such as piercing, area-of-effect, or [[smite-targeted]] attacks.&lt;br /&gt;
**Casters can use spells that have lasting effects, such as Summoning spells ([[Malign Gateway]], [[Dragon's Call]]) or [[Polar Vortex]]. Before engaging, use [[Passage of Golubria]] to set up an emergency exit.&lt;br /&gt;
*Remember that he can use [[Mass Confusion]] if not currently under silence. Good [[willpower]] is important to avoid being confused, then silenced, then [[YASD]]ed.&lt;br /&gt;
*If you notice him without waking him up, remember that you can just walk away. Returning later with more experience and better equipment can make a huge difference (alternatively, just avoid him entirely -- you are under no obligation to kill every enemy you see).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[http://en.wikipedia.org/w/index.php?title=Menas_of_Constantinople&amp;amp;redirect=no Mennas] was a Catholic saint of the early Christian church. He lived in the 6th century, and was excommunicated twice (and pardoned both times).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], Mennas could [[see invisible]].&lt;br /&gt;
*Prior to [[0.16]], Mennas could not spawn in [[Pandemonium]] and knew [[Confusion]] instead of [[Mass Confusion]].&lt;br /&gt;
*Prior to [[0.15]], worshipers of [[good gods]] would have a [[piety]]-based chance of turning Mennas neutral when they encountered him.&lt;br /&gt;
*Mennas was added in version [[0.8]].&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sentinel%27s_Mark&amp;diff=80148</id>
		<title>Sentinel's Mark</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sentinel%27s_Mark&amp;diff=80148"/>
				<updated>2024-03-31T22:10:21Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{flavour|Bestows a strong beacon upon a targeted creature. It announces the presence and location of the marked creature to everyone on the same level.}}&lt;br /&gt;
&lt;br /&gt;
'''Sentinel's Mark''' is a monster-only spell which inflicts the '''Mark''' status, if it overcomes the target's [[willpower]]. This causes all monsters in the level to know your location. Sleeping monsters are not affected by this unless they wake up. Quaffing a [[potion of cancellation]] will dispel the status.&lt;br /&gt;
&lt;br /&gt;
You can also gain the Mark status when an [[alarm trap]] is triggered; this effect ignores your willpower and makes a very loud [[noise]].&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.26]], [[pandemonium lord]]s couldn't cast this spell.&lt;br /&gt;
*Prior to [[0.16]], its [[spell power]] didn't depend on the attacker's [[HD]] and was always 125.&lt;br /&gt;
*This spell was added in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Desolation_of_Salt&amp;diff=80101</id>
		<title>Desolation of Salt</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Desolation_of_Salt&amp;diff=80101"/>
				<updated>2024-03-24T19:29:30Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Monsters */ rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version026}}&lt;br /&gt;
{{flavour|The Desolation was once ruled by the divines Sheza and Sargol. After the dread twins were cast down, the good gods reduced their former realm to salt, that such a terrible cult would never rise again. Amidst the ruins, only the last cultists of the dead gods, their heretical constructs, and the guardians of the cult's legendary treasure yet remain.}}&lt;br /&gt;
'''The Desolation of Salt''' (or simply '''Desolation''') is a temporary [[portal]] level. The Desolation is a very open area, with packs of weak [[list of constructs|constructs]] accompanied by a variety of support-focused allies.&lt;br /&gt;
&lt;br /&gt;
Desolation may appear in [[Vaults]] and [[Elven Halls]]. The portal is signaled by a &amp;quot;distant wind&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The layout of the Desolation is very simple, consisting of a large, open plain, largely devoid of structures save for the small, heavily guarded treasure vaults scattered around the centralized entrance and exit points. In lieu of permanent cover, there are large, shifting [[cloud]]s of salt that block line of sight but also conceal you from bands of foes, functioning as &amp;quot;virtual terrain&amp;quot; in an otherwise open level.&lt;br /&gt;
&lt;br /&gt;
===Useful Traits===&lt;br /&gt;
*Fast movement&lt;br /&gt;
*[[Stealth]]&lt;br /&gt;
*[[Smite]]-targeted attacks&lt;br /&gt;
*[[Fire]], [[cold]], [[electricity]], and [[negative energy]] resistance&lt;br /&gt;
*Patience&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
Exclusive to the Desolation are a number of constructs and their human allies. While these enemies are each fairly weak, as a pack, they generate a massive of volume of attacks that can rapidly whittle your health down to dangerously low levels. Combined with the general of lack of substantial cover to funnel enemies through, fighting the inhabitants of the Desolation can prove dangerous to the unprepared. Besides the risk of getting surrounded and overwhelmed, each unit brings its own troubles:&lt;br /&gt;
 &lt;br /&gt;
{{monsterlink|Saltling}} - Fast and plentiful, saltlings are common targets for ally buffs and can rapidly surround unfortunate players.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Peacekeeper}} - Swift and resilient, peacekeepers buff allied constructs and [[Throw Barbs]], leaving immobilized players open to enemy onslaught.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Crystal guardian}} - Durable sentinels with potent elemental ranged attacks.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Guardian serpent}} - These dangerous sentinels can instantly [[Blink_Allies_Encircling|surround]] you with out-of-sight allies.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ironbound convoker}} - Infuriating support casters which [[Word of Recall|recall]] and [[Might|strengthen]] enemy units.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Servant of whispers}} - These robed figures strike down interlopers with [[Lightning Bolt]]s and can cast [[Still Winds]], temporarily stripping away all cloud cover and shutting down [[cloud]]-based spells.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ragged hierophant}} - Although weak on their own, they can soak up damage directed toward allies and blast construct-surrounded foes with [[Resonance Strike]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Imperial myrmidon}} - These arcane fighters strip away [[willpower]] with their melee strikes, rendering their foes vulnerable to [[Agony]] and debilitating hexes.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Halazid warlock}} - Dreadful undead summoners, capable of casting [[Shadow Creatures]] and then sacrificing them for bursts of massive [[negative energy]] damage.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The name of the game here is [[stealth]]. The Desolation lacks useful bottlenecks, and while racing into the clouds might seem like an easy way to lose pursuers (especially for fast characters), be aware that as soon as you run into a servant of whispers, that cover vanishes and you've suddenly attracted a lot of attention. Even worse, a peacekeeper's barbs make retreat an extremely painful proposition. It's better by far to avoid getting into those situations in the first place.&lt;br /&gt;
&lt;br /&gt;
While few enemies here are especially dangerous on their own, most of them have mechanics that make them much deadlier in groups. As such, engaging them individually goes a long way to staying alive here. Saltlings should be one of your first concerns. These misshapen lumps serve as capable tanks when buffed, dishing out surprising damage and preventing you from reaching the serious threats beyond. Fortunately, they also fail to make noise when injured; if you can draw their attention with a quiet spell or ranged attack from the edge of your line of sight, they'll charge into melee with you without awakening their allies. Use this tactic to clear them out first, circling around known packs and leaving the dangerous foes for last.&lt;br /&gt;
&lt;br /&gt;
The myrmidons are likely the most dangerous single units present here, though crystal guardians and servants of whispers can dish out heavy elemental damage as well. Far worse are the ironbrand convokers, guardian serpents, and halazid warlocks, any of which can bring heavy reinforcements on top of you no matter how cautiously you avoid being social. Sound doesn't travel far here, so if need be, don't be afraid to unleash the heavy firepower to bring these guys down quickly. [[Earth Magic]] specialists shine here, as the many constructs you face serve wonderfully as targets for [[Lee's Rapid Deconstruction]], and nothing here enjoys [[Shatter]]. Finally, if faced with an especially bad situation, reading a [[scroll of teleport]] can be a lifesaver, especially once you've already cleared out the smaller foes outside of the more heavily guarded treasure vaults.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Desolation of Salt was added in [[0.19]]&lt;br /&gt;
&lt;br /&gt;
{{Portals}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brilliance_(artefact)&amp;diff=80044</id>
		<title>Brilliance (artefact)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brilliance_(artefact)&amp;diff=80044"/>
				<updated>2024-03-18T17:43:45Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* History */ updating future attributes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
''This article is about the obsolete [[artefact]]. For the [[potion]] effect, see [[potion of brilliance]]. For the monster-only spell, see [[Aura of Brilliance]].''&lt;br /&gt;
{{flavour|A brightly shining eveningstar. It illuminates the dungeon's recesses, but its halo may alert enemies to your presence. Its light is hated by the undead, and reveals the machinations of those who would prefer to stay invisible.}}&lt;br /&gt;
[[File:Mace_of_brilliance.png]] '''''the +1 eveningstar Brilliance'''''&lt;br /&gt;
&lt;br /&gt;
+1 [[eveningstar]]&lt;br /&gt;
&lt;br /&gt;
[[Holy wrath]] [[brand]]&amp;lt;br&amp;gt;&lt;br /&gt;
+5 [[AC]]&amp;lt;br&amp;gt;&lt;br /&gt;
+5 INT&amp;lt;br&amp;gt;&lt;br /&gt;
rN+&amp;lt;br&amp;gt;&lt;br /&gt;
-50 [[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 tile [[halo]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.32|Brilliance will return with the new '''foul flame''' brand and provide an [[umbra]]. The brand will deal an additional 3/4 of damage to holy beings, an extra 1/4 to undead and demons, and an extra 1/2 damage to all others. Holy beings won't be able to use this item.}}&lt;br /&gt;
*This unrandart eveningstar was retired in [[0.19]]. The halo effect was moved onto [[Eos]].&lt;br /&gt;
*Prior to [[0.15]], this was a [[mace]] known as the [[mace of Brilliance]]. It had See invisible but only a -20 stealth penalty (pre-halo).&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Maces &amp;amp; Flails]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orb_of_fire&amp;diff=80043</id>
		<title>Orb of fire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orb_of_fire&amp;diff=80043"/>
				<updated>2024-03-18T17:32:00Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Killing Methods */ added LCS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Orbs of fire''' (or '''OOFs''') are fast, powerful, extremely durable horrors with access to brutal [[Fire Magic]] and the ability to inflict [[bad mutations]]. These end-game monsters have traumatized many adventurers who died just before reaching the [[Orb of Zot]]. They can occasionally be found throughout [[the Realm of Zot]] or in certain [[Ziggurat]] floors, and are always found in the Orb chamber of [[Zot:5]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Orbs of fire are one of the toughest enemies you'll encounter in a 3-rune game. The usual maxims of ''Crawl'' apply even more than usual:&lt;br /&gt;
*Buff up! Battling one with [[haste]], [[might]], and/or [[brilliance]] will significantly reduce the amount of time it has to roast and mutate you. A [[potion of resistance]] directly reduces the damage you'll take.&lt;br /&gt;
*Have ''some'' level of [[fire resistance]]. Having rF+++ reduces fire damage by 80%, making it much easier to survive their onslaught. Characters with sufficiently strong offensive abilities can get away with rF+, but be prepared to face their incredibly high damage output.&lt;br /&gt;
*Avoid fighting more than one at a time. One orb is dangerous on its own; two orbs are (for most characters) a serious cause for concern. Since OOFs are so durable, you're unlikely to kill even one before taking serious damage. Try not to stay in open areas for too long. &lt;br /&gt;
**Being near an OOF and [[Killer Klown]] at the same time is even worse; the latter can [[silence]] you, making it very difficult to escape from the orb. Moreover, it can turn you into a [[bad form]], making the orb nearly impossible to fight.&lt;br /&gt;
*Orbs of fire are fast, so it's difficult to escape from one. If an orb is at the edge of [[LOS]], you can [[haste]] up and run away. [[Scrolls of blinking]] (when combined with haste) are as useful as ever.&lt;br /&gt;
&lt;br /&gt;
===Killing Methods===&lt;br /&gt;
Orbs of fire are very durable enemies that are immune to [[fire]], [[electricity]], [[poison]], and [[negative energy]], and partially resistant to [[cold]]. The following can work well against orbs of fire (but aren't the only ways to deal with them):&lt;br /&gt;
* '''Weapons:''' By the time you reach Zot:5, characters dedicated to melee combat or [[Ranged Weapons]] will often have the stats to win the fight, at least with buffs and multiple sources of rF+. You don't need a perfect brand - a +9 weapon of [[flaming]] is perfectly fine to use.&lt;br /&gt;
* '''Throwing:''' They are weak to [[silver]], so a skilled thrower will find silver [[javelin]]s brutally effective. Killing them with 2 or 3 shots isn't uncommon.&lt;br /&gt;
* '''Irresistible Attack Spells:''' Spells like [[Lehudib's Crystal Spear]], [[Iron Shot]], [[Orb of Destruction]], and [[Maxwell's Capacitive Coupling]] ignore all resistances, making them effective magical options. A [[spellforged servitor]] can fire the former two (while blocking malmutate attempts in the process).&lt;br /&gt;
* '''Summoning:''' [[Malign Gateway]]'s tentacles are immune to fire, so they'll have no trouble in a 1v1 fight. Spellforged Servitor, as mentioned above, can also function well.&lt;br /&gt;
**[[Kiku]] worshippers can summon masses of [[spectral thing]]s and [[simulacrum]]/[[Infestation|death scarab]]s with Unearth Wretches.&lt;br /&gt;
**Most [[Makhleb]] summons won't last long against an orb of fire, but [[balrug]]s are immune to fire, so are great to have against OOFs.&lt;br /&gt;
* '''Level 9 Spells:''' [[Fire Storm]] is a perfectly valid option. While orbs are immune to fire, Fire Storm deals 50% physical damage. The same applies to the likes of [[Chain Lightning]], [[Polar Vortex]], and [[Dragon's Call]]. However, [[Shatter]] performs quite poorly against flying creatures.&lt;br /&gt;
*'''Antimagic:''' While [[antimagic]] won't kill directly, it greatly reduces the amount of spells an orb of fire will cast. ''Good'' weapons of antimagic (a short sword is not a good weapon), a [[Vine Stalker]]'s bite, and [[Enfeeble]] are effective at disabling an OOF. Even [[Summon Mana Viper]] can work, if the viper doesn't die trying to approach.&lt;br /&gt;
&lt;br /&gt;
'''Reminder: these are not the only ways to kill orbs of fire!''' This is just a list of common archetypes that work; you may find other things useful. Also, you don't have to kill everything in Crawl. Sneaking up and stealing the Orb can be a valid option, depending on the character.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*[[Silence]] is worthless against orbs of fire.&lt;br /&gt;
*Orbs of fire can fire bolts through other orbs of fire. However, orbs will generally avoid harming their (non-fire-immune) allies. E.g. standing next to an [[orb guardian]] will usually prevent you from being hit from Fireball.&lt;br /&gt;
*[[Freezing Cloud]] can be used to block bolts of fire (but not [[Fireball]]), reducing the orb's ability to injure you.&lt;br /&gt;
*The glowing colors the orb cycles through in console mode indicate merely that it has cast a spell; it bears no relation to the type of spell cast or about to be cast.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], they were [[:Category:Water_vulnerability|vulnerable to water]].&lt;br /&gt;
*In very ancient, pre-''Stone Soup'' versions of Crawl, these monsters were instead called &amp;quot;Swords&amp;quot;, [http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/docs/obsolete/changes.340;h=e5a83c8a424315c601165caccb2dc744e9322d31;hb=315c7ef50eea9a7d45bc844f173e2b7b3191cbc3#l46 as can be seen in this ancient changelog], in a reference to the [http://en.wikipedia.org/wiki/Chronicles_of_an_Age_of_Darkness Chronicles of an Age of Darkness] by Hugh Cook. This explains the rather nonsensical (from a thematic standpoint) inclusion of Malmutate in their spell set, since they were originally very different monsters.&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hell&amp;diff=80039</id>
		<title>Hell</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hell&amp;diff=80039"/>
				<updated>2024-03-17T17:46:20Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Hell's Mystical Force */ revised, as per source code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|This gateway leads to the Vestibule of Hell. Few would go there voluntarily.&lt;br /&gt;
&lt;br /&gt;
The Vestibule of Hell is guarded by Geryon, along with various denizens of each of the hells themselves.&lt;br /&gt;
&lt;br /&gt;
Portals to the Vestibule of Hell are found abundantly in the Depths.}}&lt;br /&gt;
{{flavour|Welcome to Hell! Please enjoy your stay.}}&lt;br /&gt;
'''Hell''' is a forbidding domain, crawling with demonic entities of all shapes and sizes. It is actually comprised of five separate branches: the [[Vestibule of Hell]] and its four sub-branches. &lt;br /&gt;
&lt;br /&gt;
==The Vestibule of Hell==&lt;br /&gt;
[[File:Hell entry.png]] You're guaranteed to find multiple portals to the Vestibule throughout the [[Depths]], though there is a [[Lair]]:5 vault that has a portal to Hell.&lt;br /&gt;
&lt;br /&gt;
[[Geryon]], the three-headed gatekeeper of the Hells, always appears. He is accompanied by all sorts of demons. The unique [[curse skull]] [[Murray]] will also be there 25% of the time.&lt;br /&gt;
&lt;br /&gt;
==Hell's Branches==&lt;br /&gt;
There are four branches accessible from the Vestibule of Hell:&lt;br /&gt;
*[[File:Gehenna entry.png]] [[Gehenna]], the [[fire]] branch, contains the obsidian rune of Zot.&lt;br /&gt;
*[[File:Cocytus entry.png]] [[Cocytus]], the [[cold]] branch, contains the icy rune of Zot.&lt;br /&gt;
*[[File:Tartarus entry.png]] [[Tartarus]], the [[undead]] branch containing [[negative energy]] damage, contains the bone rune of Zot.&lt;br /&gt;
*[[File:Dis entry.png]] [[The Iron City of Dis]], the iron branch containing physical damage, contains the iron rune of Zot.&lt;br /&gt;
&lt;br /&gt;
Each branch of Hell is 7 levels deep. Floors 1-6 are all about a quarter the size of a regular floor, containing only one gateway out and downstair. Notice how there isn't an ''upstair'' - instead, there are portals leading directly to the Vestibule.&lt;br /&gt;
&lt;br /&gt;
The final level of each houses a [[unique]], named [[demon]] lord protecting several treasure vaults, a [[rune of Zot]], and in some cases an [[unrandart]] weapon. These floors are often very large in comparison, even to regular dungeon floors.&lt;br /&gt;
&lt;br /&gt;
The [[Zot clock]] is shared between the Vestibule and the four branches.&lt;br /&gt;
&lt;br /&gt;
===Hell Effects===&lt;br /&gt;
Each Hell, excluding the Vestibule, will inflict a persistent effect on any who dare venture into them. &lt;br /&gt;
*'''Gehenna''' prevents [[scroll]] use,&lt;br /&gt;
*'''Cocytus''' prevents [[potion]] use, &lt;br /&gt;
*'''Tartarus''' halves [[willpower]], &lt;br /&gt;
*'''Dis''' inflicts two ranks of [[corrosion]]. &lt;br /&gt;
&lt;br /&gt;
These effects last for as long as you remain in their respective Hell.&lt;br /&gt;
&lt;br /&gt;
===Hell's Mystical Force===&lt;br /&gt;
In Hell's branches, every time you go down a staircase, Hell's &amp;quot;mystical force&amp;quot; may lash out at you. Potential effects include:&amp;lt;ref&amp;gt;{{source ref|0.30.1|stairs.cc|484}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*25% - A transient bad [[mutation]]&lt;br /&gt;
*25% - Temporary [[stat drain]] (1-5 points of a random [[stat]])&lt;br /&gt;
*25% - Temporary [[Drain|HP drain]] (~13.3% max HP)&lt;br /&gt;
*25% - No effect&lt;br /&gt;
&lt;br /&gt;
In addition to this, there is a 16.67% chance of making [[Noise | noise]] (loudness 15), unless you are [[silence]]d.&lt;br /&gt;
&lt;br /&gt;
[[Zin]] will sometimes protect you from the forces of Hell. The chance to prevent an effect scales linearly, up to a 50% chance at maximum (200) piety. In addition, Zin's mutation protection will work as normal, even if the initial prevention fails; this leads to a true rate of 62.5% to prevent an effect at max piety.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Hell is generally considered part of the [[extended game]]. You shouldn't intend to clear the four branches unless you want all 15 runes, or otherwise want a challenge.&lt;br /&gt;
&lt;br /&gt;
That being said, most characters ready for [[Depths]] can complete the Vestibule in reasonable safety. This is often done for the [[Horn of Geryon]], obtained when you kill Geryon. For more details on completing the Vestibule, see [[Vestibule of Hell#Strategy|Vestibule of Hell]].&lt;br /&gt;
&lt;br /&gt;
It technically isn't required to defeat Geryon to enter the four sub-branches, but it is recommended. A character who can't defeat Geryon probably isn't ready for the other Hell branches.&lt;br /&gt;
&lt;br /&gt;
===Clearing Hell Branches===&lt;br /&gt;
You may be tempted to 'dive' each of the hell branches, rushing straight to the downstairs. However, XP is used to cure the effects of Hell's mystical force. Thus, clearing the floors is recommended if possible. &lt;br /&gt;
&lt;br /&gt;
Ideally, you have high resistances to counteract each branch's element: rF+++ for Gehenna, rC+++ for Cocytus, rN+++ for Tartarus, and a little bit of everything for Dis. Weapons with the [[holy wrath]] brand are effective against all manners of demons and undead.&lt;br /&gt;
&lt;br /&gt;
The portals out make [[stair dancing]] harder, but make escape easier. Should you take a nasty beating or realize you're under-prepared, simply take a portal back to the Vestibule, keeping whatever map knowledge you've had. Going back will make you experience more Hell effects, though.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.29]], Hell's Mystical Force happened over time, rather than when descending stairs.&lt;br /&gt;
*The Hells received a rework in [[0.28]]; introducing many new monsters and the unique branch-wide forces of each Hell. Prior to this version, Hell's Mystical Force was slower, but more varied, with miscasts and monster spawns. In addition, Hell's floors were normal sized, with 3 stairs in each direction.&lt;br /&gt;
*Prior to [[0.14]], players needed to evoke Geryon's horn to access the branches of Hell.&lt;br /&gt;
*Prior to [[0.9]], a frequent Hell effect was banishment. This was replaced with Malign Gateway, mostly to reduce annoyance to the player.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{branches}}&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dimension_Anchor&amp;diff=76474</id>
		<title>Dimension Anchor</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dimension_Anchor&amp;diff=76474"/>
				<updated>2023-12-01T01:00:41Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: Passage of Golubria clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|Blocks any translocations attempted by the affected target, be they voluntary or not. This includes even some cross-plane effects, although notably not Banishment.}}&lt;br /&gt;
&lt;br /&gt;
'''Dimension Anchor''' is a monster-only spell that attempts to temporarily afflict you with the {{Red|-Tele}} [[status effect]], preventing you from [[blink]]ing or [[teleport]]ing. (The spell has no effect on behavior of [[Passage of Golubria]] portals.) The spell can be resisted with [[willpower]]. &lt;br /&gt;
Attempting to blink or teleport results in the following message:&lt;br /&gt;
{{crawlquote|You cannot teleport because you are locked down by Dimension Anchor.}}&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*If you have one, quaffing a [[potion of cancellation]] will end the status effect.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.26]], the same effect could occur as a result of a [[Translocations]] [[miscast]]. Also, [[pandemonium lord]]s couldn't cast this spell.&lt;br /&gt;
*This spell was added in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cigotuvi%27s_Dreadful_Rot&amp;diff=76050</id>
		<title>Cigotuvi's Dreadful Rot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cigotuvi%27s_Dreadful_Rot&amp;diff=76050"/>
				<updated>2023-11-05T19:01:42Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: restructured sentence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
'''Cigotuvi's Dreadful Rot''' is a level 2 [[Necromancy]]/[[Air Magic]]/[[Poison Magic]] spell which creates a cloud of [[miasma]] on your tile.&lt;br /&gt;
&lt;br /&gt;
[[Hedge Wizard]]s start with this spell in their libraries.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Creates a [[cloud]] of [[miasma]] on the user's tile. This slows, heavily poisons, and damages most creatures that steps inside. [[Undead]] and [[nonliving]] monsters are unaffected. You are immune to this cloud while you cast this spell, however you must immediately move out of the cloud to avoid suffering its effects. Each cast [[drain]]s about 9% of the player's max [[HP]], which can be restored by earning [[XP]].&amp;lt;ref&amp;gt;{{source ref|0.30.0|spl-clouds.cc|48}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strategy== &lt;br /&gt;
Most monsters in the early game won't willingly walk through the miasma cloud. In a hallway, you can create a cloud, then attack behind it for a few turns. It can also be used to escape foes, if used in a hallway.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Works well with [[Mephitic Cloud]], as [[confused]] monsters can fall into the cloud. Can also be combined with [[Lesser Beckoning]] or a [[potion of attraction]] for the same result.&lt;br /&gt;
*[[Undead]] and [[nonliving]] monsters are unaffected by miasma. Also watch out for monsters with ranged attacks&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*This spell was added in [[0.30]], replacing both [[Corpse Rot]] and [[Conjure Flame]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Banishment&amp;diff=75812</id>
		<title>Banishment</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Banishment&amp;diff=75812"/>
				<updated>2023-10-26T21:13:11Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|Banishes a creature into the Abyss.}}&lt;br /&gt;
'''Banishment''' is a spell, ability, and general effect that sends a creature to [[the Abyss]]. Although it deals no damage, the Abyss is dangerous for underleveled characters.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
===Against the Player===&lt;br /&gt;
Sends you to the Abyss. The destination floor is determined by your [[XL]]; the higher, the deeper you go. Note that if you have visited the Abyss before, you will always be sent, at least, to the deepest floor you had visited. If you are already in the Abyss, you'll be sent a floor deeper.&lt;br /&gt;
&lt;br /&gt;
When leaving the Abyss after being banished, you will return to the [[Dungeon]] level, floor of [[Pandemonium]], or [[Ziggurat]] level that you were formerly on. This is different from entering an Abyss portal, as a portal lets you escape Pandemonium, but Banishment does not.&lt;br /&gt;
&lt;br /&gt;
After escaping the Abyss via a gate out, you are immune to banishment (from distortion, chaos, or spell) for the next 10-19 [[decaAut]].&amp;lt;ref&amp;gt;{{source ref|0.30.1|stairs.cc|796}}&amp;lt;/ref&amp;gt; This does not render immunity to [[Xom]].&lt;br /&gt;
&lt;br /&gt;
===Against Monsters===&lt;br /&gt;
Banishes a monster and its items. Normal monsters are gone forever, but banished [[unique]]s and monsters with high [[HD]] can be found wandering the Abyss.&amp;lt;ref&amp;gt;{{source ref|0.30.1|monster.cc|4661}}&amp;lt;/ref&amp;gt; Any [[artefact]]s lost to the Abyss will eventually generate there.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
The player can be banished by the following ways:&lt;br /&gt;
*The Banishment spell&lt;br /&gt;
*Being hit by a [[distortion]] attack (5% chance)&lt;br /&gt;
*Unwielding a weapon of distortion (25% chance)&lt;br /&gt;
*[[Chaos]], [[chaotic]] effects, and [[Xom]]&lt;br /&gt;
*The [[divine retribution|wrath]] of [[Lugonu]]&lt;br /&gt;
&lt;br /&gt;
Lugonu gives worshippers the Banishment ability, which works like the monster spell, except it inflicts the [[malmutate]] status if it fails the willpower check. Also, Lugonu will banish nearby monsters whenever another god's wrath occurs.&lt;br /&gt;
&lt;br /&gt;
A full list of monsters which banish can be seen [[#Monsters|below]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Banishment is very dangerous to low level characters; you could be face-to-face with an [[ancient lich]] at XL 9. Around XL 15 - 20 is where the Abyss becomes survivable; an XL 27 character should have no problems in Abyss:3. &lt;br /&gt;
&lt;br /&gt;
If you get banished early, don't lose hope yet. You can worship [[Lugonu]] (if an [[altar]] is found) for an immediate way out. You will receive [[penance]] from your previous god, but Lugonu provides some protection against that. Otherwise, getting [[XP]] will eventually force a way out, and you can also find an exit by walking around.&lt;br /&gt;
&lt;br /&gt;
Generally, prevention is better than the cure. The methods to avoid banishment depend on the source:&lt;br /&gt;
*Distortion/chaos attacks can be avoided by avoiding melee encounters. Ranged attacks are obvious - just about any character can use [[wand]]s. If it is a weapon, you can use [[Tukima's Dance]] to disarm the enemy.&lt;br /&gt;
*The spell &amp;quot;Banishment&amp;quot; can be resisted by [[willpower]]. Having Will+++ is usually sufficient (gives a ~1% chance to banish); Will++++ gives full immunity. You can also block its line of fire (e.g. stand behind other monsters, hostile or friendly), block its [[line of sight]], or [[silence]]/[[waterlog]] the caster.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
===Spell===&lt;br /&gt;
'''Banishment''' is a monster-only spell. It must have a line of fire to the target, and must overcome the target's [[willpower]]. It can be used from any distance within [[LOS]]. Casters with higher [[HD]] are more likely to succeed, and are more likely to send you deeper.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell|Banishment}}&lt;br /&gt;
&lt;br /&gt;
===Distortion===&lt;br /&gt;
These monsters generate with [[distortion]] or [[chaos]] weapons, or have innate attacks with these traits. A hit by a distortion weapon has a 5% chance of banishment; chaos weapons have a 0.135% chance. Note that these brands do work with the [[reaching]] of Polearms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- placed roughly in order you'll encounter them in the dungeon --&amp;gt;&lt;br /&gt;
{{monsterlink|Crazy Yiuf}} (quarterstaff of chaos, 100% chance of possession) &amp;lt;br&amp;gt;&lt;br /&gt;
{{monsterlink|Psyche}} (dagger of distortion, 25%; dagger of chaos, 75%) &amp;lt;br&amp;gt;&lt;br /&gt;
{{monsterlink|Sonja}} (dagger or short sword of distortion, 50%) &amp;lt;br&amp;gt;&lt;br /&gt;
{{monsterlink|Donald}} (distortion, 4%) &amp;lt;br&amp;gt;&lt;br /&gt;
{{monsterlink|Frederick}} (distortion, 4%) &amp;lt;br&amp;gt;&lt;br /&gt;
{{monsterlink|Margery}} (distortion, 4%) &amp;lt;br&amp;gt;&lt;br /&gt;
{{monsterlink|Hell knight}} (distortion, 4%) &amp;lt;br&amp;gt;&lt;br /&gt;
{{monsterlink|Spriggan defender}} (distortion, 10%) &amp;lt;br&amp;gt;&lt;br /&gt;
{{monsterlink|The Enchantress}} (distortion, 25%) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These monsters have innate distortion or chaotic melee attacks:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Spatial vortex}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{monsterlink|Spatial maelstrom}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{monsterlink|Chaos spawn}} (also trails [[cloud]]s of chaos) &amp;lt;br&amp;gt;&lt;br /&gt;
{{monsterlink|Apocalypse crab}} (can breathe clouds of chaos) &amp;lt;br&amp;gt;&lt;br /&gt;
{{monsterlink|Eldritch tentacle}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that any other monster capable of wielding weapons can pick up a distortion weapon and use it. This can result in even lowly monsters such as [[goblin]]s banishing you, albeit very rarely. Also, [[pandemonium lord]]s and [[player ghost]]s may come with distortion/chaos attacks.&lt;br /&gt;
&amp;lt;!-- Useful to see probability of distortion weapons in Hall of Blades? Code-divers, here's your opportunity! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.29]], banished monsters appeared only on Abyss:1 instead of following the player into deeper levels.&lt;br /&gt;
*Prior to [[0.27]], more monsters, such as [[lich]]es, had Banishment in one of their spellbooks.&lt;br /&gt;
*Prior to [[0.26]], banishment didn't give full [[XP]]. Also, weapons of [[distortion]] had a 10% chance to banish the target, instead of 5%. Followers of [[Nemelex]] had a chance to banish themselves by drawing the [[Exile card]].&lt;br /&gt;
*Prior to [[0.25]], the player could be banished via [[Zot trap]]s or a severe [[Translocations]] or [[Summoning]] [[miscast effect]].&lt;br /&gt;
*Prior to [[0.19]], all [[ogre magi]] could cast Banishment. Also, the [[Xom card]] existed, which had a chance of banishing the player.&lt;br /&gt;
*Prior to [[0.18]], banishment could send the player only to Abyss:1. The depth of the banishment didn't depend on the banisher's [[HD]].&lt;br /&gt;
*Prior to [[0.13]], draconian shifters were able to banish you. Also, attempting to use a [[scroll of vorpalise weapon]] to make a temporary distortion brand permanent could also result in banishment.&lt;br /&gt;
*Prior to [[0.12]], being banished while in the Abyss had no effect.&lt;br /&gt;
*Prior to [[0.11]], self-banishment would cause you to leave a [[Ziggurat]] (once you got out of the Abyss).&lt;br /&gt;
*Prior to [[0.9]], one of the possible outcomes of [[Hell's mystical force]] was banishment.&lt;br /&gt;
*Prior to [[0.8]], there was a resistible player version of this spell which sent one target to the Abyss. It was a level 4 Translocations spell. Renouncing Lugonu, Makhleb or Vehumet could result in immediate banishment.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cocytus&amp;diff=70966</id>
		<title>Cocytus</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cocytus&amp;diff=70966"/>
				<updated>2023-06-23T20:17:37Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: Added Tips &amp;amp; Tricks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version028}}&lt;br /&gt;
{{flavour|Cocytus is a grim and frost-bitten wasteland. Intruders will find the biting winds and icy inhabitants of the wastes impeding their progress.&lt;br /&gt;
&lt;br /&gt;
The frigid cold congeals potions.&lt;br /&gt;
&lt;br /&gt;
Cocytus is seven levels deep and contains the icy rune. It can be accessed via the Vestibule of Hell.&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A gateway to the freezing wastes of Cocytus. From the frost-bitten lands, a cold chill touches your soul.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Cocytus entry.png]] '''Cocytus''' is the [[cold]]-themed branch of [[Hell]], accessible from the [[Vestibule of Hell]].&lt;br /&gt;
&lt;br /&gt;
==Denizens==&lt;br /&gt;
&lt;br /&gt;
===General Hell monsters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
| {{monsterlink|Hellion}}&lt;br /&gt;
| {{monsterlink|Tormentor}}&lt;br /&gt;
| {{monsterlink|Ancient lich}}&lt;br /&gt;
| {{monsterlink|Dread lich}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Branch specific===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
| {{cyan|s}} [[File:Simulacrum (monster).png]] '''[[Simulacrum (monster)|Simulacra]]'''&lt;br /&gt;
| {{monsterlink|Freezing wraith}}&lt;br /&gt;
| {{monsterlink|Frost giant}}&lt;br /&gt;
| {{monsterlink|Titan}}&lt;br /&gt;
| {{monsterlink|Azure jelly}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Shard shrike}}&lt;br /&gt;
| {{monsterlink|Wendigo}}&lt;br /&gt;
| {{monsterlink|Nargun}}&lt;br /&gt;
| {{monsterlink|Ice fiend}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lord===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
| {{monsterlink|Antaeus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Cocytus is 7 levels deep and populated by several kinds of &amp;quot;ice&amp;quot;-themed monsters, of which [[ice fiend]]s and powerful [[simulacra]] are the most dangerous if you lack proper cold resistance. [[Wendigo]]s will turn those simulacra into blasts of ice, while [[Nargun]]s will petrify and punch through ill-suited characters. You'll also meet several undead dragons and draconians, [[titan]]s, [[elemental wellspring]]s, and [[shard shrike]]s. All the while a mystical Hellish force will assault you as is usual for all [[Hell]] branches, causing multiple nasty effects.&lt;br /&gt;
&lt;br /&gt;
As far as layout goes, Cocytus is fairly open with several streams and lakes of deep water. Like the other hells, Cocytus' first 6 floors are much shorter; containing one staircase up and down.&lt;br /&gt;
&lt;br /&gt;
The last level of Cocytus contains the icy [[rune of Zot]], which is guarded by [[Antaeus]] and a multitude of ice fiends.&lt;br /&gt;
&lt;br /&gt;
===Hell Effects===&lt;br /&gt;
In addition to the universal [[Hell#Hell's Mystical Force|forces of hell]], Cocytus's bitter cold congeals [[potions]], preventing them from being used inside. (no permanent damage is done)&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
Cocytus is one of the harder Hell branches, and you should not venture here until you've cleared almost everything else in the game, aside possibly from Zot:5, the [[Tomb]], [[Pandemonium]], and [[Ziggurat]]s. Having as much cold resistance as possible is strongly recommended, with rC+ being a strict minimum.&lt;br /&gt;
&lt;br /&gt;
[[Fly]]ing is useful throughout the branch, and especially on the final floor to navigate the sometimes vast expanses of water. In absence of flight, translocations such as [[Passage of Golubria]] can also make your travel through the waterlogged levels of Cocytus much more efficient.&lt;br /&gt;
&lt;br /&gt;
Having access to fire-based attacks or powerful Fire conjurations such as [[Fire Storm]] will make your journey much smoother, as the vast majority of monsters in Cocytus are not resistant to fire, and many are even vulnerable to it. [[Holy wrath]] weapons are also very effective. See the [[Antaeus]] article for advice on defeating the branch's boss.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Keep in mind that an elemental wellspring's [[Primal Wave]] can cover you and your adjacent hexes with (temporarily summoned) shallow water, rendering any stairwells inaccessible. For that reason, if you are in a static defensive position, staying 2 squares away from the stairway will keep the stairway open for any possible escape.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In ancient mythology, [http://en.wikipedia.org/wiki/Cocytus Cocytus] was one of the rivers in Hades, with the most famous one being the Styx. In Dante Alighieri's ''Divine Comedy'', Cocytus is the ninth and final circle of Hell, where traitors are imprisoned in its frozen waters along with Satan.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], Cocytus did not render potions within unusable, had regular sized floors, had a weaker set of monsers (no Wendigos or Nargun), and had a different and slower set of hell effects.&lt;br /&gt;
*During the Christmas holiday of 2014 and 2015, online ''Crawl'' servers renamed Cocytus to the '''North Pole''':&lt;br /&gt;
{{flavour|This gateway leads to the North Pole.&lt;br /&gt;
&lt;br /&gt;
The North Pole is a festive place, home to all the world's good cheer.&lt;br /&gt;
&lt;br /&gt;
The North Pole is seven levels deep and contains the icy rune. It can be accessed via the Vestibule of Hell.}}&lt;br /&gt;
&lt;br /&gt;
This had no effect on gameplay, and was just plain silly.&lt;br /&gt;
*Before [[0.20]], many rune level layouts in Cocytus required flight or use of translocations to access the rune vault.&lt;br /&gt;
*Cocytus got a new layout in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]]&lt;br /&gt;
[[Category:Hells]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Primal_Wave&amp;diff=70965</id>
		<title>Primal Wave</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Primal_Wave&amp;diff=70965"/>
				<updated>2023-06-23T20:08:19Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: primal wave's shallow water summons do, in fact, cover over stairways rendering them temporarily accessible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|Conjures a torrent of water that may knock back the target, and creates a pool of shallow water for a short duration.}}&lt;br /&gt;
&lt;br /&gt;
'''Primal Wave''' is a monsters-only spell that causes massive amounts of water to surge into you, dealing significant damage, pushing you around, and turning the terrain beneath and near you to [[shallow water]] (if it isn't already). Fortunately, it cannot knock you into [[deep water]].&lt;br /&gt;
&lt;br /&gt;
This spell deals 50% physical and 50% drowning damage. Amphibious ([[merfolk]], [[octopode]], [[barachi]], [[Ice Form]], gray [[draconian]]), [[unbreathing]] ([[gargoyle]], [[mummy]], [[vampire]], [[ghoul]], [[Necromutation]], [[Statue Form]]), and [[aquatic]] creatures are immune to drowning, and will take a total of 50% damage from the spell.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
Players can produce a primal wave by [[evocations|evoking]] a [[phial of floods]]. This will also waterlog monsters caught in the wave, acting like [[Silence]] for those that need to breathe.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], Primal Wave did 40% less damage to creatures that resisted it.&lt;br /&gt;
*Prior to [[0.26]], the water generation was different.&lt;br /&gt;
&lt;br /&gt;
[[Category: Monster spells]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Elemental_wellspring&amp;diff=70964</id>
		<title>Elemental wellspring</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Elemental_wellspring&amp;diff=70964"/>
				<updated>2023-06-23T20:06:17Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Elemental wellsprings''' are obnoxious aquatic monsters which batter you with [[Primal Wave]]s, all the while breaking down into hostile [[water elemental]]s. They can be found in [[Cocytus]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Primal Wave is a fairly powerful spell, dealing significant damage and pushing you around the battlefield. Resisting it is tricky: unless you're an aquatic character ([[octopode]]s and [[merfolk]]) or non-breathing (grey [[draconian]]s and the undead), you'll take full damage. Flight will help you navigate the suddenly flooded battlefield. A side-effect of the primal flood is a 3x3 square of shallow water that renders useful terrain features (like stairways!) temporarily inaccessible. These water summons time out on their own; killing the spellcaster has no effect.&lt;br /&gt;
*The water elementals an elemental wellspring summons function like any other summoned unit: if you kill the summoner, the summons die with it. However, ignoring them might be risky for spellcasters, as their attacks can effectively [[silence]] you. Moving away from the elemental will break its hold on you and end the silence... at least until it hits you again.&lt;br /&gt;
*Wellsprings can't [[see invisible]], and are much less likely to cast magic against an [[invisible]] character.&lt;br /&gt;
*You probably shouldn't be spending very long in [[Cocytus]] anyway. If you see a wellspring and don't want to deal with it, consider just changing direction and exploring somewhere else. Those [[stairs]] can generate anywhere.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Elemental wellsprings were originally used in [[Depths]] and [[Forest]] during [[0.13]] and [[0.14]] development, with an initial version directly and relentlessly casting an uncapped [[Summon Water Elementals]] alongside the [[Primal Wave]]s. They were considered excessive for their depth in their spam, and removed before the stable releases. Though retired, they were brought back in [[0.16]] for use in post-game.&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hell&amp;diff=68439</id>
		<title>Hell</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hell&amp;diff=68439"/>
				<updated>2023-05-03T03:15:06Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version029}}&lt;br /&gt;
{{flavour|This gateway leads to the Vestibule of Hell. Few would go there voluntarily.&lt;br /&gt;
&lt;br /&gt;
The hallway to the four hells is guarded by Geryon, along with various denizens of the hells themselves.&lt;br /&gt;
&lt;br /&gt;
Portals to the Vestibule of Hell are found abundantly in the Depths.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lasciate ogne speranza, voi ch'intrate.&amp;quot; -Dante Alighieri, Divina Commedia, &amp;quot;L'Inferno&amp;quot;, Canto III. Circa 1315&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Welcome to Hell! Please enjoy your stay.}}&lt;br /&gt;
&lt;br /&gt;
'''Hell''' is a forbidding domain crawling with demonic entities of all shapes and sizes. It is actually comprised of five separate branches: [[The Vestibule of Hell]] and its four subbranches. From the main dungeon, all Hell portals lead to the Vestibule; it is from there that one ventures into Hell's branches.&lt;br /&gt;
&lt;br /&gt;
===The Vestibule of Hell===&lt;br /&gt;
[[File:Hell entry.png]] You're guaranteed to find multiple portals to the Vestibule throughout the [[Depths]] (though there is a [[Lair]]:6 vault that also has a portal to Hell). The Vestibule's most famous denizen is [[Geryon]], the three-headed gatekeeper of the Hells; he is accompanied by flocks of demons and [[hell knight]]s. The unique [[curse skull]] [[Murray]] will also be there 25% of the time.&lt;br /&gt;
&lt;br /&gt;
The Vestibule is generally safe to clear if you've finished exploring the Dungeon and are hardy enough to have cleared the [[Elven Halls]] and [[the Vaults]] (see [[The Vestibule of Hell|the article]] for further strategy tips).&lt;br /&gt;
&lt;br /&gt;
===Hell's branches===&lt;br /&gt;
It is not necessary to kill Geryon to enter the branches of Hell, but given the endless minions that he will spawn when using his [[Horn of Geryon|horn]], it is highly advisable. Also, if you can't kill Geryon, you probably aren't ready for any of the Hells.&lt;br /&gt;
&lt;br /&gt;
There are four branches accessible from the Vestibule of Hell:&lt;br /&gt;
*[[File:Gehenna entry.png]] [[Gehenna]], the [[fire]] branch, contains the obsidian rune of Zot.&lt;br /&gt;
*[[File:Cocytus entry.png]] [[Cocytus]], the [[cold]] branch, contains the icy rune of Zot.&lt;br /&gt;
*[[File:Tartarus entry.png]] [[Tartarus]], the [[undead]] branch containing [[negative energy]] damage, contains the bone rune of Zot.&lt;br /&gt;
*[[File:Dis entry.png]] [[The Iron City of Dis]], the iron branch containing physical damage, contains the iron rune of Zot.&lt;br /&gt;
&lt;br /&gt;
Each branch of Hell is 7 levels deep. Floors 1-6 are all about a quarter the size of a regular floor, containing only one gateway out and downstair. Notice that there isn't an ''upstair'' - instead, they are portals leading directly back to the Vestibule. While this makes [[stair dancing]] harder, it makes escape considerably easier. Should you take a nasty beating or realize you're under-prepared, simply take a portal back to the Vestibule, keeping whatever map knowledge you've had.&lt;br /&gt;
&lt;br /&gt;
The final level of each houses a [[unique]], named [[demon]] lord protecting several treasure vaults, a [[rune of Zot]], and in some cases an [[unrandart]] weapon. These floors are often very large in comparison, even to regular dungeon floors.&lt;br /&gt;
&lt;br /&gt;
===Hell Effects===&lt;br /&gt;
Each Hell will inflict a persistent effect on any who dare venture into them. &lt;br /&gt;
*'''Gehenna''' prevents [[scroll]] use,&lt;br /&gt;
*'''Cocytus''' prevents [[potion]] use, &lt;br /&gt;
*'''Tartarus''' halves [[willpower]], &lt;br /&gt;
*'''Dis''' inflicts two ranks of [[corrosion]]. &lt;br /&gt;
&lt;br /&gt;
These effects last for as long as you remain in their respective Hell.&lt;br /&gt;
&lt;br /&gt;
===Hell's Mystical Force===&lt;br /&gt;
In Hell's branches, every time you go down a staircase, Hell's &amp;quot;mystical force&amp;quot; will lash out at you. Potential effects include:&amp;lt;ref&amp;gt;{{source ref|0.29.0|stairs.cc|468}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*25% - A transient bad [[mutation]]&lt;br /&gt;
*25% - Temporary [[stat drain]] (1-5 points of a random [[stat]])&lt;br /&gt;
*25% - Temporary [[Drain|HP drain]] (~13.3% max HP)&lt;br /&gt;
*16.67% - [[Noise]] (loudness 15)&lt;br /&gt;
*8.33% - Nothing&lt;br /&gt;
&lt;br /&gt;
[[Zin]] will sometimes protect you from the forces of Hell. The chance to prevent an effect scales linearly, up to a 50% chance at maximum (200) piety. In addition, Zin's mutation protection will work as normal, even if the initial prevention fails; this leads to a true rate of 62.5% to prevent an effect at max piety.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
The safest strategy of acquiring Hell's runes is to ignore as many monsters as possible and dive to the next level. Every upward staircase in Hell's branches returns you straight to the Vestibule. However, beware of crowding the staircase; it's your only way back down, after all.&lt;br /&gt;
&lt;br /&gt;
Fighting with monsters to get experience may be tempting, but in Hell these seeming benefits are often negated by the actions of the mystical force. It's all fun and games until your maximum HP is [[drain]]ed in half or you recieve [[berserkitis]] right next to monsters.&lt;br /&gt;
&lt;br /&gt;
If you do plan on fighting or even staying in Hell - a pastime for powerful characters only - make sure you have high resistances to counteract each branch's element: rF+++ for Gehenna, rC+++ for Cocytus, rN+++ for Tartarus, and a little bit of everything for Dis. In addition, you'll want a means of [[flying]] and a means of [[blink]]ing if you get surrounded by summoned demons. &lt;br /&gt;
&lt;br /&gt;
Weapons with the [[holy wrath]] brand are effective against all manners of demons and undead too. Also, at high piety, [[Zin]] will frequently block the effects of Hell's mystical force, making Zin worshippers particularly well-suited to plumbing Hell's depths.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.29]], Hell's Mystical Force happened over time, rather than when descending stairs.&lt;br /&gt;
*The Hells received a rework in [[0.28]]; introducing many new monsters and the unique branch-wide forces of each Hell. Prior to this version, Hell's Mystical Force was slower, but more varied, with miscasts and monster spawns. In addition, Hell's floors were normal sized, with 3 stairs in each direction.&lt;br /&gt;
*Prior to [[0.14]], players needed to evoke Geryon's horn to access the branches of Hell.&lt;br /&gt;
*Prior to [[0.9]], a frequent Hell effect was banishment.  This was replaced with Malign Gateway, mostly to reduce annoyance to the player.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Scroll_of_torment&amp;diff=68416</id>
		<title>Scroll of torment</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Scroll_of_torment&amp;diff=68416"/>
				<updated>2023-04-29T15:45:49Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Scroll&lt;br /&gt;
 |name=Scroll of torment&lt;br /&gt;
 |appearance=different&lt;br /&gt;
 |cost=?&lt;br /&gt;
 |weight=2.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A scroll that calls on the powers of darkness to inflict great pain on any nearby creature -- including the reader! This halves the resilience of all living creatures, although it is never directly fatal.}}&lt;br /&gt;
&lt;br /&gt;
Reading a [[scroll of torment]] inflicts [[torment]] on yourself and all monsters in your [[line of sight]], cutting their HP in half. Demons and the undead are immune, while each rank of rN+ offers the victim 5% resistance.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*A scroll of torment coupled with some decent healing items is an excellent ace-in-the-hole item, allowing you to mangle enemies far out of your league if found and identified in the early game. If you happen to have torment immunity ([[mummy]], [[ghoul]], bloodless [[vampire]], and characters in [[lichform]] or [[Tree Form]] as a result of drinking a [[potion of lignification]]), it becomes an excellent nuke.&lt;br /&gt;
*Tormenting [[The Royal Jelly]] is effective, but will still create many high-level jellies. These can be blown up, either with a [[scroll of immolation]] or [[Ignition]]. Read a 2nd scroll of torment before immolating if you want to create even more cannon fodder, cutting TRJ's health to a quarter - and watch the fireworks.&lt;br /&gt;
*Worshippers of [[Kikubaaqudgha]] with sufficiently high [[piety]] have a chance to receive some protection from torment effects, sometimes preventing the damage altogether.&lt;br /&gt;
*Use of this item without means to heal yourself or escape from the situation is generally ill-advised, unless you have some significant torment protection from being a [[gargoyle]] or in [[Statue Form]], worshipping [[Kikubaaqudgha]], or being a [[mummy]], [[ghoul]] or bloodless [[vampire]], who are completely immune.&lt;br /&gt;
&lt;br /&gt;
{{scrolls}}&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_lignification&amp;diff=68415</id>
		<title>Potion of lignification</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_lignification&amp;diff=68415"/>
				<updated>2023-04-29T15:44:22Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version029}}&lt;br /&gt;
{{flavour|A potion which temporarily transforms the imbiber into an animated tree with branches capable of holding weapons. Such a tree is quite resilient, although it is rooted in place while the transformation lasts, and cannot teleport.}}&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Potion&lt;br /&gt;
 |name=Potion of lignification&lt;br /&gt;
 |cost=70&lt;br /&gt;
 |weight=4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of lignification''' transforms you into [[Tree Form]] for a little while. As a tree, you cannot move, [[blink]], or [[teleport]], and your [[EV]] is reduced to almost nothing. You ''can'' read [[scroll]]s, cast [[spells]], wield weapons, and zap [[wand]]s, however, and you are granted significant HP, physical defense, and plant resistances (rPois, immune to pain and torment). &lt;br /&gt;
&lt;br /&gt;
[[Ghoul]]s and bloodless [[vampires]] are unaffected, while followers of [[Zin]] incur [[piety]] loss and [[penance]] if they knowingly drink this potion. Tree Form also doesn't stop [[Lugonu]]'s Bend Space ability.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Lignification is great at both the beginning and end of an adventure. Early on, the high AC, rPois, and unarmed branch attacks make it very useful for defeating tough and/or poisonous monsters like [[killer bee]]s. In the extended portions of the game, immunity to [[torment]] give it a dedicated use against enemies like [[curse toe]]s. It's especially good in [[the Tomb]], avoiding [[death curse]]s as well as the ever-common [[dispersal trap]]s.&lt;br /&gt;
&lt;br /&gt;
Species with armour restrictions ([[Felid]]s, [[Octopode]]s, oddly-[[size]]d species) will enjoy the AC for a greater amount of time. [[Troll]]s have a special use for Tree Form, as its high AC and boosted, non-chopping unarmed attacks are perfect for taking out [[hydra]]s.&lt;br /&gt;
&lt;br /&gt;
Of course, this comes at a major cost - the complete lack of movement and teleportation - which should not be taken lightly. Hallways are as important as ever, for example. Ranged enemies will be able to strike you from impunity, too. A [[potion of cancellation]] will let you end Tree Form early, but such potions are rare and valuable; choose when to enter Tree Form carefully. &lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*A [[potion of attraction]] will force reaching/ranged enemies, such as polearm wielding [[Gnoll (monster)|gnolls]], to come closer.&lt;br /&gt;
*A [[scroll of torment]] can be very powerful, given your immunity in Tree Form.&lt;br /&gt;
*The inability to move also gives immunity to enemies that shove you around ([[wind drake]]s, [[swamp worm]]s, monsters with [[Force Lance]], [[Roxanne]]).&lt;br /&gt;
*Tree Form will negate the attack penalties of standing in [[shallow water]].&lt;br /&gt;
*Keep in mind that transforming into Tree Form will suppress the innate abilities associated with your original species, leading to possibily unexpected results. For example, if you were a [[formicid]], quaffing the potion to fight an invisible enemy might be counter-productive, since you will lose your [[Good_mutations#Antennae|Antennae]] which allowed you to see invisible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], plants, including players in treeform, gave rN+++.&lt;br /&gt;
*Prior to [[0.27]], treeform gave you 48% [[GDR]] (instead of AC determining it).&lt;br /&gt;
*Prior to [[0.24]], vampires below full were unaffected.&lt;br /&gt;
*Prior to [[0.15]], you could not quaff potions, eat, or speak while in [[Tree Form]].&lt;br /&gt;
*Potions of lignification were added in [[0.14]], replacing [[potions of slowing]].&lt;br /&gt;
&lt;br /&gt;
{{potions}}&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=56842</id>
		<title>Formicid</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=56842"/>
				<updated>2022-01-23T19:13:06Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Strategy */ added shaft strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version026}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|The Formicids are a species of humanoid ants. Just like their tiny insect ancestors, the Formicids are well adept at earth work, both on the physical and magical sides. Their abilities have been used to tunnel immense underground communities and structures, many of which are tens of thousands of years old.&lt;br /&gt;
&lt;br /&gt;
Perhaps unfortunately, their strong ties to earth have left them completely impervious to being teleported or hasted; Formicids are tied to the earth with a complete sense of stasis. While this is a seemingly bad property for a dungeon adventurer, stasis has the beneficial effect of preventing many types of nasty hexes and maledictions.&lt;br /&gt;
&lt;br /&gt;
With the ability to lift ten times their own weight, the Formicids have strength rivaling that of ogres. This, along with the fact that they have four arms, allows Formicid warriors to equip both a shield and a two-handed weapon at the same time.&lt;br /&gt;
&lt;br /&gt;
Formicids make good earth and venom mages, but are quite capable at both melee and ranged combat too. They are naturally bad at air magic and conjurations.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*'''[[Antennae]] 3:''' Formicids can sense monsters within 7 tiles (even through walls) and can also [[see invisible]].&lt;br /&gt;
**Formicids cannot wear any form of headgear.&lt;br /&gt;
*Formicids have four arms, and can treat most melee and ranged weapons as one-handed. [[Giant club]]s, [[giant spiked club]]s, and [[large rock]]s are still too large for them to use, however. Their multiple limbs also allow them to use [[shields]] with the same reduced penalties as large races.&lt;br /&gt;
*Formicids can dig through walls as an innate ability. First, they have to extend their mandibles, and then move into a [[rock wall]] or [[iron grate]] to start making the tunnel. Digging takes 2+[[movement delay]] [[aut]]s per square and makes some noise.&lt;br /&gt;
*Formicids can create a [[shaft]] under themselves as an innate ability, allowing them to escape downwards. Unlike digging, this ability is silent. Note that you cannot use it on the last level of a [[branch]], nor in [[the Abyss]], [[Hell]], [[Pandemonium]], or [[Ziggurat]]s.&lt;br /&gt;
*Formicids have permanent [[stasis]], rendering them unable to take advantage of translocative effects, [[Haste]], [[berserk]], and [[Swiftness]], but also granting immunity to [[paralysis]] and [[slow]]ing (but ''not'' [[petrify|petrification]]). [[Okawaru]]'s Finesse, [[Lugonu]]'s Bend Space, and the [[Passage of Golubria]] spell work as normal, however.&lt;br /&gt;
&lt;br /&gt;
Formicids have a base [[Strength]] of 12, [[Intelligence]] of 7 and [[Dexterity]] of 6 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Abyssal Knight]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]]&lt;br /&gt;
*'''Mages:''' [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[intelligence]] every 4th level.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*10% more [[MP]] than average, before stepdowns.&lt;br /&gt;
*+4 [[willpower]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Formicids receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Formicid}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Formicids are blessed and cursed with some of the most dramatic species mutations in ''Crawl'', resulting in a very unique play experience. Their ability to wield 2-handed weapons and shields simultaneously, coupled with their high Armour skill aptitude and access to almost all armour, allows them to deal stupendous amounts of damage without sacrificing anything from their defenses. Although they still can't wield [[giant club]]s, wielding any 2-handed weapon in one hand is still a massive advantage, making a formicid with end-game quality equipment far deadlier than most.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they also come with one of the heaviest handicaps of any species, making it difficult to survive dangerous encounters that others can simply bail on. While permanent [[stasis]] does protect you from [[slow]] and [[paralysis]] effects, it also disables a wide variety of incredibly useful panic buttons; [[teleport]]s and [[blink]]s are the most obvious, but all sources of [[haste]] and [[berserk]]ing are also rendered useless. Where some characters can simply buff up and plow their way through dangerous foes or crowds of attackers before disappearing if a fight starts looking unwinnable, a formicid must play more cautiously. &lt;br /&gt;
&lt;br /&gt;
Take advantage of the resources formicids have at their disposal. Your innate [[dig]]ging ability allows you to create choke points, making it much safer to fight large bands of enemies. As it is fairly slow to use, you may want to create zig-zagging tunnels (to break line of sight) in advance, near areas where there are multiple enemies. Assuming you aren't at the bottom floor of a branch, your [[Shaft]] ability is a guaranteed escape from any fight, but consider using it ''before'' you're at the brink of death; it takes a few turns to kick in, and it's much easier to survive on an unexplored, more dangerous floor when you're relatively unscathed. If the floor(s) below are cleared of danger, the shaft ability can provide a pain-free way to make multiple attempts at raiding a difficult area; eg, when entering a [[ghost vault]], you need not reach a teleporter to escape cleanly.&lt;br /&gt;
&lt;br /&gt;
While formicids can't blink normally, [[Dithmenos]]' Shadow Step provides an effect similar to a [[scroll of blinking]]. Likewise, [[Passage of Golubria]] and [[Lugonu]]'s Bend Space ability cause space to bend, not you, and thus still function as normal for you. Spells that disable enemies ([[Slow]], [[Petrify]], [[Cause Fear]], and other [[Hexes]]) are excellent for letting you just outrun enemies you can't handle. Also, do not overlook your Formicid's excellent Earth and Transmutation aptitudes: [[Passwall]] in combination with your innate digging ability is a panic button that only takes a few turns. Set up right, it's even better than reading a scroll of blinking since you will end up with a wall between you and your pursuers. Be sure to leave enough time for the spell to complete (two turns at minimum); attempting to flee this way when you are one hit away from death will likely end poorly. While of limited usefulness, [[Invisibility]] can help to evade monsters you cannot otherwise outrun, especially on the last floor of a branch.&lt;br /&gt;
&lt;br /&gt;
Your antennae and high Stealth aptitude allow you to see large bands and dangerous opponents before engaging them, making it much easier for you to lure individuals away from a group or simply avoid fights entirely. When pursued by an enemy you can't outrun or hex, luring it over a [[teleport trap]] is a great way to lose it, so keep an eye out for those. Be careful not to enter the trap yourself, as it will still activate and vanish in spite of your stasis. Most importantly, don't forget that simply walking away before an impossible fight begins is sometimes the best option you've got. This makes [[boots]] of [[running]] particularly desirable; it is one of the only methods a formicid has of outrunning opponents.&lt;br /&gt;
&lt;br /&gt;
When it comes to [[god]] selection for a more [[melee]]-oriented fomicid character, [[Trog]] may seem like a poor choice due to formicids' stasis, but isn't entirely out of the question. While Trog's berserk ability will not function, both of its later, more powerful invocations will still function normally. &lt;br /&gt;
&lt;br /&gt;
Another god you might consider is [[Lugonu]], whose Bend Space ability will allow you to blink despite your stasis. Later, you'll get the ability to [[banish]] dangerous foes to the [[Abyss]] or retreat there yourself in an emergency -- while the Abyss isn't exactly safe, it can still be safer than, say, staring down multiple [[orbs of fire]]. Alternatively, use a weapon of [[distortion]] to force your foes to blink away and create some distance (or just banish them); distortion even works on monsters that are immune to being banished normally!&lt;br /&gt;
&lt;br /&gt;
Choosing to worship [[Gozag]] may also prove beneficial - bribing branches can render particularly dangerous levels like Vaults:5 or Zot:5 much safer, while distracting monsters with piles of gold will give you time to walk away.&lt;br /&gt;
&lt;br /&gt;
Preparing a route to the surface for the [[Orb run]] is particularly easy for a Formicid. Once you've cleared Zot:5 and the orb chamber, there's virtually nothing to stop you from digging tunnels all the way up through the Dungeon to make the shortest route possible. You can also choose to leave a few blind corner tunnels to give yourself a chance to rest or [[Passwall]] around any dangerous monsters that bar your way.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.28]], digging through walls will happen at normal speed but incur [[draining]].&lt;br /&gt;
*Prior to [[0.25]], formicids could cast [[Swiftness]].&lt;br /&gt;
*Prior to [[0.18]], formicids were able to dig even when transformed, had -2 [[Throwing]] aptitude, and could not use [[Okawaru]]'s Finesse.&lt;br /&gt;
*Prior to [[0.15]], formicids could throw [[large rock]]s.&lt;br /&gt;
*Formicids were added in [[0.14]].&lt;br /&gt;
*During much of their development, formicids were known as '''&amp;quot;dwants&amp;quot;''' (or '''dwarf-ants'''). They also had less HP but leveled even faster than humans. In addition, they were particularly vulnerable to [[poison]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[https://crawl.develz.org/tavern/viewtopic.php?f=8&amp;amp;t=8298 Tavern discussion]&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Spudwalt&amp;diff=56630</id>
		<title>User talk:Spudwalt</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Spudwalt&amp;diff=56630"/>
				<updated>2022-01-05T23:14:02Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Is there a quick way to know if a feature is Trunk Only ? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Welcome}}&lt;br /&gt;
&lt;br /&gt;
==zOMG BEST ENTRY VAULT EVER==&lt;br /&gt;
So, I just started up a new game, and about five seconds in, I notice that the Orb of Zot -- the magical world-changing artifact that I was going to have to fight my way through 27 floors plus sidebranches to get, the one that would force me to face incredible odds and nigh-insurmountable challenges, the one supposedly sitting in the bowels of the Realm of Zot -- is sitting practically right outside the entrance, along with three runes (gossamer, demonic, and golden, if anyone's curious). I wish I had a better way of screencapping this (PrintScreen doesn't really work on the console version), but I could at least get a textdump:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
##################&lt;br /&gt;
#................#&lt;br /&gt;
#...##########...######&lt;br /&gt;
#...# ..}....#.........&lt;br /&gt;
#.&amp;lt;.# .0&amp;lt;}...#@&amp;lt;....... &amp;lt;-- that &amp;quot;0&amp;quot; right in there&lt;br /&gt;
#...# ..}....#.........&lt;br /&gt;
#...##########...######&lt;br /&gt;
#................#&lt;br /&gt;
##################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''What. The. Shit.''&amp;lt;br&amp;gt;&lt;br /&gt;
I mean, yeah, it's inside a stone-walled chamber, so it's not like I'm going to be able to get at it without teleport control and/or a really good Lee's Rapid Deconstruction (I can't just corrupt things because this character's a Demigod), but ''dang'', that potentially makes this the easiest run ever! It's gotta be a mimic, right? There's no way the orb would just be sitting there on D:1... [[User:Spudwalt|--spudwalt]] 23:49, 3 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
:Heh, yeah, I'm afraid those are all mimics. I've seen a bunch of random &amp;quot;rune&amp;quot; vaults in the middle of the early Dungeon. Tons of out-of-depth monsters locked away behind transparent walls with a random rune in the middle, but it's always fake. --[[User:MoogleDan|MoogleDan]] 01:24, 4 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
::Yep, they were all mimics, even the staircase. The one mimicking the Orb was a &amp;quot;monstrous&amp;quot; mimic, which I'm not sure we have in the mimic article. It was a nasty little bugger, too. Good thing I blinked out of constriction. [[User:Spudwalt|--spudwalt]] 04:09, 4 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
:::I THOUGHT there was a fourth mimic type... If no one gets around to making one by tomorrow, I'll slap one together when I have the time. --[[User:MoogleDan|MoogleDan]] 05:15, 4 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
::::Okay, I KNOW I've seen the monstrous mimic you're describing, but I can't seem to find any details on it anywhere. I'll keep looking... --[[User:MoogleDan|MoogleDan]] 18:26, 4 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
==Tastes like chicken==&lt;br /&gt;
So, I was eating a bunch of stuff while wearing an amulet of the gourmand and randomly got this message:&lt;br /&gt;
{{flavour|This raw flesh tastes like chicken!}}&lt;br /&gt;
&lt;br /&gt;
The Crawl devs are pretty awesome people. [[User:Spudwalt|--spudwalt]] 07:10, 6 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
==Lua error==&lt;br /&gt;
I got an error message on my latest run of crawl (console version 0.11). The message is as follows:&lt;br /&gt;
{{flavour|Lua error: C:/Games/Dungeon Crawl/dat/des/altar/grunt_ashenzari_visionary.des:41: No vault found for tag 'grunt_ashenzari_visionary_shoals'}}&lt;br /&gt;
I guess there must be an error in generating that Ashenzari vault where he previews the two variable rune branches in the Lair. Anybody know if there's something I'd be able to do about this? [[User:Spudwalt|--spudwalt]] 19:58, 20 March 2013 (CET)&lt;br /&gt;
: You can report bugs to the devs [https://crawl.develz.org/mantis/main_page.php here]. --[[User:Flun|Flun]] 20:02, 20 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== 2013 Tourney ==&lt;br /&gt;
Hey spudwalt, have you set up your .rc file with &amp;quot;#TEAMCAPTAIN Flun&amp;quot; at the top of the file? I don't seem to see it in your [http://crawl.akrasiac.org/rcfiles/crawl-0.12/spudwalt.rc CAO .rc file]. It should look something like [http://dobrazupa.org/rcfiles/crawl-0.12/MoogleDan.rc this]. --[[User:Flun|Flun]] 21:45, 7 May 2013 (CEST)&lt;br /&gt;
:Did that get it? [[User:Spudwalt|--spudwalt]] 22:26, 7 May 2013 (CEST)&lt;br /&gt;
:: Yep, you are linked now! --[[User:Flun|Flun]] 05:07, 8 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== [http://crawl.akrasiac.org/rawdata/spudwalt/morgue-spudwalt-20130517-183927.txt YASD HOGl] ===&lt;br /&gt;
Hey Spudwalt, too bad about that guy you lost to Agnes... I've died to her before. I just watched the recording - I'm not sure if I would have tried to engage her at that XL. I would have put your chances at around 50/50 --[[User:Flun|Flun]] 21:05, 17 May 2013 (CEST)&lt;br /&gt;
:Mmm, I probably could have managed it if I'd been a bit smarter about fighting her and/or a bit luckier with my swings. I had a scroll of blinking (but didn't use it because I was stupid), so I could have blinked away and pelted her with a wand of fireball. [[User:Spudwalt|--spudwalt]] 21:46, 17 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Online morgue files==&lt;br /&gt;
Is there a way to access my morgue files online? [[User:Spudwalt|--spudwalt]] 19:29, 14 May 2013 (CEST)&lt;br /&gt;
: http://crawl.akrasiac.org/scoring/players/spudwalt.html  --[[User:Flun|Flun]] 19:44, 14 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Wins ==&lt;br /&gt;
Grats on your latest win! How come only 4 runes? Also I find the golden rune the scariest one to get! --[[User:Flun|Flun]] 15:43, 9 July 2013 (CEST)&lt;br /&gt;
:Mostly I only went for 4 runes 'cause this is only my second win. I'll try to do more extensive rune runs in the future, but after I prove to myself that I know what I'm doing.&lt;br /&gt;
:Taking on the Tomb was kind of a spur-of-the-moment thing. I had rRot from one of my demonspawn mutations, Dispel Undead, and max life protection. I figured I could do the Tomb, so long as I was careful, and there were only a couple really dicey moments. [[User:Spudwalt|--spudwalt]] 19:07, 9 July 2013 (CEST)&lt;br /&gt;
::I was the same way at first; every game I'd stick my toe in one or two more branches just to see how horrifying they actually are : )  Congrats, and good luck on your next! --[[User:MoogleDan|MoogleDan]] 21:39, 9 July 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Flavour Text==&lt;br /&gt;
You have no idea how grateful I was the day I noticed someone else updating those things :P  I think the moment that broke my will to update them was when they started changing [[Wiglaf]]'s flavour text 4 or 5 times in a couple months. --[[User:MoogleDan|MoogleDan]] 15:06, 24 July 2013 (CEST)&lt;br /&gt;
:It's not that bad; basically I just double-check things as I go instead of making an entire task out of updating flavor text.&lt;br /&gt;
:Still, every now and then you go to check the flavor text of something and suddenly there's a paragraph of impenetrable German staring you in the face. [[User:Spudwalt|--spudwalt]] 19:11, 24 July 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Most satisfying Sigmund kill ever. ==&lt;br /&gt;
&lt;br /&gt;
So Sigmund just hit me with a wand of polymorph and turned me into a dragon. Best day ever. [[User:Spudwalt|--spudwalt]] 20:59, 26 July 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Weapon choice article ==&lt;br /&gt;
&lt;br /&gt;
Good sir, I just have to say that your [[Weapon choice]] article is well done and exceptionally useful. I consider myself a fairly experienced player, but since I'd discovered that article I keep finding myself going back to reference it. The shame is that it's not all that readily findable to the casual wiki browser. How would you feel about having a link to it on the main page, most likely as a sub-bullet to the weapons article? Is that something you and the other contributors here would find acceptable? I'm sure I'm not the only one who would frequently show up to reference it. :) --[[User:Buddy23Lee|Buddy23Lee]] ([[User talk:Buddy23Lee|talk]]) 23:12, 27 August 2013 (CEST)&lt;br /&gt;
:I just realized it was listed under the strategy guides section, so maybe that's good enough. I still think it should be made more prominent, but I don't mean to make things all awkward by suggesting it. Anyway, I guess the main take away here is props for creating a great article I use all the time. :) --[[User:Buddy23Lee|Buddy23Lee]] ([[User talk:Buddy23Lee|talk]]) 11:59, 28 August 2013 (CEST)&lt;br /&gt;
::I added it to the list of articles recommended for beginners in the [[Walkthrough]] page. That should get it a little more foot traffic... --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 14:29, 28 August 2013 (CEST)&lt;br /&gt;
:::Well, I can't take credit for the entire article -- I mainly cleaned things up a bit and added the section on ranged weapons -- but yeah, it sounds like the sort of thing where finding it easily would be helpful. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 15:53, 28 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Thanks, random number gods ==&lt;br /&gt;
&lt;br /&gt;
Guess whose Felid character just found a gold dragon armor on D:3? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 23:41, 29 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Master Elementalist ==&lt;br /&gt;
&lt;br /&gt;
So, I just found a vault with a monster called a &amp;quot;master elementalist&amp;quot; at the end (four elemental chambers, one with fire elementals/clouds of fire, one with water elementals/deep water, etc.; each chamber has a door leading to the next one). The master elementalist himself looks like some sort of variant thing (maybe a variant wizard), but I don't think we have him in the wiki yet. Flavor text is as follows: ''The primal forces of the universe dance at this demented wizard's fingertips.'' I killed him before he was able to cast any spells, so I don't know what spells he had.&lt;br /&gt;
&lt;br /&gt;
I'd provide images, but unfortunately, screen captures don't seem to work well with tiles. The version is 0.12, in case anybody was wondering. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 22:44, 27 September 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== tiles database ==&lt;br /&gt;
Is the tiles database moving to a new server or something? I've tried checking back every so often for a while now (even after GDD and such came back up), but it's still down. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 20:06, 6 March 2014 (CET)&lt;br /&gt;
:Okay, seriously, is there a new link I have to go to or something? CommanderC's been uploading tiles, so he must have gotten them from somewhere. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 21:45, 6 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
::The easiest way to get the tiles is to download the source code for 0.14 from [http://crawl.develz.org/wordpress/downloads http://crawl.develz.org/wordpress/downloads]. The folder you want is source/rltiles. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 21:17, 10 April 2014 (CEST)&lt;br /&gt;
::I think you can also access them [https://gitorious.org/crawl/crawl/source/effbfde28b7e0fcc93d3d809aefa17a02064b7e9:crawl-ref/source/rltiles on this page] --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 21:28, 10 April 2014 (CEST)&lt;br /&gt;
:::Thanks! Now I can get on updating stuff. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 00:42, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==2014 Tournament==&lt;br /&gt;
Psssst... Do you still want in on the tournament this year? --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 16:43, 6 April 2014 (CEST)&lt;br /&gt;
:I was kinda thinking of sitting this one out, considering I didn't get any wins in any of the last few tournaments. If there's still an open slot by the time the tourney rolls around, I might just jump in anyway, but otherwise, I'll let somebody who's better at Crawl have a go. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 21:39, 6 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Adminship ==&lt;br /&gt;
&lt;br /&gt;
So, now that I'm an admin, is there anything in particular that that entails? Or should I basically keep doing what I've been doing? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 19:51, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Connection issues ==&lt;br /&gt;
&lt;br /&gt;
It's not just you. I'm not sure what's up, but if you want to talk about it, I'm usually on the [http://webchat.freenode.net/?channels=%23%23crawlwiki CrawlWiki IRC channel]. --[[User:Nabalzbhf|Nabalzbhf]] ([[User talk:Nabalzbhf|talk]]) 08:33, 7 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Adding new users ==&lt;br /&gt;
&lt;br /&gt;
So, a while back Flun asked me to help out with adding new users, and I just realized I don't know how to create new accounts for people. Where do I go to do that? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 07:16, 23 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Getting kicked offline ==&lt;br /&gt;
&lt;br /&gt;
Is anybody else having problems with getting kicked offline while trying to edit things? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 22:58, 28 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Errors uploading images ==&lt;br /&gt;
&lt;br /&gt;
Welp, looks like my updates of the various image files might have to wait a while yet. I tried uploading the tile for the Majin-Bo, and got this error message:&amp;lt;br&amp;gt;&lt;br /&gt;
 Could not create directory &amp;quot;mwstore://local-backend/local-public/f/fb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I then tried updating the file for Leech, and got a slightly different error message:&lt;br /&gt;
 Could not create directory &amp;quot;mwstore://local-backend/local-public/f/f5&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At least now I can actually download the new image files so I have them ready to go. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 05:37, 12 March 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
== wyrmbane ==&lt;br /&gt;
&lt;br /&gt;
The page was (and now is again) understating how great Wrymbane is.  If the wiki is going to provide strategic advice, it should be good advice.  Right now a newer player could easily read that section and conclude that the Wyrmbane he found isn't worth switching to.&lt;br /&gt;
&lt;br /&gt;
I asked the current #2 and #4 players in the tourney (Walker, Morgan) about this before editing the page and they agreed. [[User:Rast|Rast]] ([[User talk:Rast|talk]]) 15:15, 20 March 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
PS: Using freezing over dragonslaying vs draconians is bad advice. You don't need rElec to murder storm dragons; it's nice to have, no more.   When I asked the guys what the #1 unrand was, they said that a more interesting question was what the #2 was, because #1 isn't really a debate.  [[User:Rast|Rast]] ([[User talk:Rast|talk]]) 15:20, 20 March 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
: I hate to say it, Spuds, but he's right about the power level of the weapon. I was avoiding using absolutes when I wrote up Wyrmbane before, but it really is just an absurdly good item. I won a SpMo recently that decided in the late game to abandon short blades entirely so it could use Wyrmbane two-handed, and it was absolutely worth it. As for the freezing brand, that can be mentioned on the draconian page, as it's still good advice in most games (one can't guarantee Wyrmbane will show up every time); it's a little silly to argue against the weapon in an edge case like that. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 17:55, 20 March 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
:: Huh. Well, if you thought using it as a ''spriggan'' with their -3 Polearms aptitude was worth it, then I guess it really is ''that'' good.&lt;br /&gt;
:: When you say &amp;quot;late game&amp;quot;, had you switched to Wyrmbane right after you found it, or had you found it earlier and waited a while before switching? Also, would it still be useful for a caster character that was going after one of the storm spells ('cause those require stupid amounts of experience to cast)? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 18:05, 20 March 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
::: *checks the file for details* I bought it on turn 58400 out of 87016. Not sure how long it took me to level it up, but I basically swapped between stab kills using a +9 rapier of electrocution and standard fights with Wyrmbane. I had to sacrifice an rF+ buckler to do so and had no regrets whatsoever.&lt;br /&gt;
&lt;br /&gt;
::: As for characters who have min/maxed themselves to the point where they can Fire Storm / Singularity combo anything to death at zero risk, sure, okay, you'll probably want to use an enhancer staff rather than a very deadly spear. The vast majority of characters do hybridize themselves to some extent, however, and the damage output, resistances, AC bonus, and berserk access on Wyrmbane are just unbeatable outside of absurdly overpowered randarts (and those don't happen anymore). Besides, most of the damage it deals is from the +18 enchantment, not the base damage, and you only need 12 Polearms skill to reach mindelay. That's really not that much (even with a =3 aptitude). --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 18:19, 20 March 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
:::: &amp;quot;spear&amp;quot;... The game calls it a lance.  It's base damage (which matters) of 8 is closer to a trident's 9 than a spear's 6, though it has the min delay of a spear (.5) instead of the trident (.6).  If lance was a weapon type that existed outside of Wyrmbane, it would be better than either spear or trident. [[User:Rast|Rast]] ([[User talk:Rast|talk]]) 02:48, 21 March 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
::: The earlier you find Wyrmbane, the '''more''' you should want to switch to it.  +5 AC, rage, rPois in the early game?  Hell yes.  The fact that it will be &amp;quot;only&amp;quot; +8 through Lair and Orc is not a problem.&lt;br /&gt;
::: I can't comment on pure casters, except to say that the AC and resistances work the same for anyone, even if you have +0 in polearms.  And your other hand is still free for a nice buckler. [[User:Rast|Rast]] ([[User talk:Rast|talk]]) 02:41, 21 March 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
==Image Upload Fixed??!??==&lt;br /&gt;
Kornel is telling me that it's fixed, but I don't have time to confirm at the moment. Want to try your hand at it and see if it's functioning again? --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 01:28, 27 March 2015 (CET)&lt;br /&gt;
: IT LIVES 03:01, 27 March 2015 (CET)&lt;br /&gt;
:: Woo! Now for me to not be lazy and actually add some images. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 13:49, 28 March 2015 (CET)&lt;br /&gt;
::: ...Or for you to go ahead and automate the process for all of them :P  Much obliged good sir. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 13:55, 8 April 2015 (CEST)&lt;br /&gt;
::: Automate wut? That was all manual. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 20:37, 8 April 2015 (CEST)&lt;br /&gt;
:::: ...Right. Of course. How silly of me. *backs away slowly to the door* --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 02:21, 9 April 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
== policy ==&lt;br /&gt;
&lt;br /&gt;
Dear Spudwalt,&amp;lt;br&amp;gt;&lt;br /&gt;
You're always welcome to correct errors. It is wellknown that you are a very experienced crawler and wiki teamer. I very much regret that all the other experienced wiki teamers/admins (Ion, Moogle Dan, CommanderC, Flun) have mostly withdrawn from active wiki editing. And I do appreciate that you tend to a compromising style of conflict solving. This is an integrative manner as any admin should prefer. We need more and better cooperation to keep going the crawl wiki! I'd -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 13:53, 15 October 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
== book Script rerun needed ==&lt;br /&gt;
&lt;br /&gt;
Hey, if you know the script procedure please rerun book script as the tables show obsolete parameters. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 15:14, 25 June 2016 (CEST)&lt;br /&gt;
:Unfortunately, I don't know how any of the scripting stuff on here works. By &amp;quot;obsolete parameters&amp;quot; did you mean the spell lists haven't been updated? 'Cause we could probably do that manually. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 23:57, 26 June 2016 (CEST)&lt;br /&gt;
&lt;br /&gt;
== new 0.20 version &amp;amp; tournament present ==&lt;br /&gt;
&lt;br /&gt;
Hey, dear @spudwalt!&amp;lt;br&amp;gt;&lt;br /&gt;
As the only known active admin, would you please update our crawl wiki to version [[0.20]]? It was released 25 May 2017. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 15:02, 28 May 2017 (CEST)&lt;br /&gt;
:I'm pretty busy with other stuff these days, but I'll keep doing what I've been doing -- occasionally dropping by the wiki to make edits, as well as making accounts for new editors that want them. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 05:42, 30 May 2017 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Hello there, looking to assist. ==&lt;br /&gt;
&lt;br /&gt;
I recently got my account working, and wish to help out with getting articles and such updated for .20&lt;br /&gt;
You seemed to be pretty much the only active user when looking at changed articles, so...hello~&lt;br /&gt;
I'll be fixing up what I can when not at work or busy with current tourney. Is there anything in particular that needs focused on? [[User:Angani|Angani]] ([[User talk:Angani|talk]]) 17:55, 1 June 2017 (CEST)&lt;br /&gt;
:Hello again! There's a couple people who hang around updating stuff -- I'm actually usually not this active, but 0.20 just came out, so I crawled back out of my internet hole to do at least some updates.&lt;br /&gt;
:As far as projects go, I don't know that there's any one area that needs concentrating on over anything else. I usually just kind of pick one thing -- for example, I'm currently updating all the unrandart pages, and I'll probably upload some updated tiles after that. If you had anything in mind to improve right away, feel free to get started. Some good places to look for stuff to do would be things like the Special Pages; you can find a bunch of pages that detail things like pages with broken links or double redirect pages. You could also check the [[:Category:Crystal Ball Articles]], as those are pages we've flagged for updates once a new version comes out, but sometimes it takes a while before anyone gets to them.&lt;br /&gt;
:Good luck with the tournament! I've mostly given up on competing -- I've been playing since 0.10 and only have 5 wins to my name, which says something about my general level of skill. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 18:53, 1 June 2017 (CEST)&lt;br /&gt;
::Been a while, but got back onto some editing here after a user requested a page update. Was curious how we delete pages, as I see no way to do so. You had the Classes page put up for deletion back in 2016 and I don't see a need for it either, but I don't know how to remove it. [[User:Angani|Angani]] ([[User talk:Angani|talk]]) 22:35, 1 December 2017 (CEST)&lt;br /&gt;
:::I think deleting pages might be an admin thing? I'm not sure -- I'll have to look at it later, 'cause I'm currently having some display errors on here (logged on to make an account for a guy and oh hey I'm suddenly seeing zero text on pages). [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 06:50, 8 January 2018 (CET)&lt;br /&gt;
::::Yep, deleting stuff is an admin thing. Took care of the Classes page, and I'll browse through the other pages that have been marked for deletion at some point. I think the display errors must have been from an in-progress site format change -- everything's working fine now and the wiki interface looks all shiny and new now. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 06:18, 12 January 2018 (CET)&lt;br /&gt;
&lt;br /&gt;
== Wiki update scripts ==&lt;br /&gt;
&lt;br /&gt;
Okay, does anybody know how the process that automatically imported monster stats into the wiki worked? 'Cause we should probably run that again, seeing as how basically all the monsters' stats are a couple of versions out of date.&amp;lt;br&amp;gt;&lt;br /&gt;
I know CommanderC used to run this sort of thing, and I think that script he used has something to do with [https://gitorious.org/crawl-wiki-monster-bot/crawl-wiki-monster-bot this], but I don't know how wiki scripting works at all. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 16:24, 7 February 2018 (CET)&lt;br /&gt;
&lt;br /&gt;
== Dispel Undead Range ==&lt;br /&gt;
&lt;br /&gt;
Hey, Mr. Spudwalt! I saw that e.g. your recently written article about [[Dispel Undead Range]] isn't working yet. No monsters that cast it are revealed, probably all those still enlisted in [[Dispel Undead]]. I'd say a script has to be run to activate it. Well, I trust you will know which.&lt;br /&gt;
&lt;br /&gt;
BTW I'd like to thank you for your most valuable work here over all the years! Crawl Wiki would be lost without someone like you. Regrettably we don't even have implemented the 'thank you'-button or other recognition culture like wikipedia barnstars. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 11:06, 16 July 2020 (CEST)&lt;br /&gt;
:The main issue is that the [[Module:Table of monsters|monster module]] hasn't been updated for 0.25 yet, which means the various new spell pages aren't pulling from it yet. I'll do that now. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 04:11, 17 July 2020 (CEST)&lt;br /&gt;
::Thank you very much! In the meantime I've noticed that spellbooks as well might need a script run. For example [[Book of Flames]] up to today contains two obsolete spells instead of [[Foxfire]]. Would you look to it too? -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 19:19, 17 July 2020 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Account creation ==&lt;br /&gt;
&lt;br /&gt;
I'm talking on IRC to &amp;quot;jfcaron&amp;quot;, who is a fairly regular player and commenter there. They tell me they have followed the usual procedure for creating an account - and, while I can't check what they have _done_, they describe following the right procedure - and nothing has happened although accounts have been created recently.&lt;br /&gt;
&lt;br /&gt;
They emailed from a gmail address with the string &amp;quot;jfcaron&amp;quot; in it, requesting that Wiki username.&lt;br /&gt;
&lt;br /&gt;
Please, can you assist? [[User:Pinkbeast|Pinkbeast]] ([[User talk:Pinkbeast|talk]]) 14:22, 28 October 2020 (CET)&lt;br /&gt;
:Found the problem -- his message got caught in my spam filter. Taking care of it now. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 04:58, 29 October 2020 (CET)&lt;br /&gt;
&lt;br /&gt;
== Is there a quick way to know if a feature is Trunk Only ? ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Kernmantle|Kernmantle]] ([[User talk:Kernmantle|talk]]) 00:14, 6 January 2022 (CET)&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=56615</id>
		<title>Formicid</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=56615"/>
				<updated>2022-01-05T04:48:23Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: /* Innate Abilities */ digging incurs draining&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version026}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|The Formicids are a species of humanoid ants. Just like their tiny insect ancestors, the Formicids are well adept at earth work, both on the physical and magical sides. Their abilities have been used to tunnel immense underground communities and structures, many of which are tens of thousands of years old.&lt;br /&gt;
&lt;br /&gt;
Perhaps unfortunately, their strong ties to earth have left them completely impervious to being teleported or hasted; Formicids are tied to the earth with a complete sense of stasis. While this is a seemingly bad property for a dungeon adventurer, stasis has the beneficial effect of preventing many types of nasty hexes and maledictions.&lt;br /&gt;
&lt;br /&gt;
With the ability to lift ten times their own weight, the Formicids have strength rivaling that of ogres. This, along with the fact that they have four arms, allows Formicid warriors to equip both a shield and a two-handed weapon at the same time.&lt;br /&gt;
&lt;br /&gt;
Formicids make good earth and venom mages, but are quite capable at both melee and ranged combat too. They are naturally bad at air magic and conjurations.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*'''[[Antennae]] 3:''' Formicids can sense monsters within 7 tiles (even through walls) and can also [[see invisible]].&lt;br /&gt;
**Formicids cannot wear any form of headgear.&lt;br /&gt;
*Formicids have four arms, and can treat most melee and ranged weapons as one-handed. [[Giant club]]s, [[giant spiked club]]s, and [[large rock]]s are still too large for them to use, however. Their multiple limbs also allow them to use [[shields]] with the same reduced penalties as large races.&lt;br /&gt;
*Formicids can dig through walls as an innate ability. First, they have to extend their mandibles, and then move into a [[rock wall]] or [[iron grate]] to start making the tunnel. Digging takes 2+[[movement delay]] [[aut]]s per square, makes some noise, and incurs a [[draining]] penalty.&lt;br /&gt;
*Formicids can create a [[shaft]] under themselves as an innate ability, allowing them to escape downwards. Unlike digging, this ability is silent. Note that you cannot use it on the last level of a [[branch]], nor in [[the Abyss]], [[Hell]], [[Pandemonium]], or [[Ziggurat]]s.&lt;br /&gt;
*Formicids have permanent [[stasis]], rendering them unable to take advantage of translocative effects, [[Haste]], [[berserk]], and [[Swiftness]], but also granting immunity to [[paralysis]] and [[slow]]ing (but ''not'' [[petrify|petrification]]). [[Okawaru]]'s Finesse, [[Lugonu]]'s Bend Space, and the [[Passage of Golubria]] spell work as normal, however.&lt;br /&gt;
&lt;br /&gt;
Formicids have a base [[Strength]] of 12, [[Intelligence]] of 7 and [[Dexterity]] of 6 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Abyssal Knight]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]]&lt;br /&gt;
*'''Mages:''' [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[intelligence]] every 4th level.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*10% more [[MP]] than average, before stepdowns.&lt;br /&gt;
*+4 [[willpower]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Formicids receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Formicid}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Formicids are blessed and cursed with some of the most dramatic species mutations in ''Crawl'', resulting in a very unique play experience. Their ability to wield 2-handed weapons and shields simultaneously, coupled with their high Armour skill aptitude and access to almost all armour, allows them to deal stupendous amounts of damage without sacrificing anything from their defenses. Although they still can't wield [[giant club]]s, wielding any 2-handed weapon in one hand is still a massive advantage, making a formicid with end-game quality equipment far deadlier than most.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they also come with one of the heaviest handicaps of any species, making it difficult to survive dangerous encounters that others can simply bail on. While permanent [[stasis]] does protect you from [[slow]] and [[paralysis]] effects, it also disables a wide variety of incredibly useful panic buttons; [[teleport]]s and [[blink]]s are the most obvious, but all sources of [[haste]] and [[berserk]]ing are also rendered useless. Where some characters can simply buff up and plow their way through dangerous foes or crowds of attackers before disappearing if a fight starts looking unwinnable, a formicid must play more cautiously. &lt;br /&gt;
&lt;br /&gt;
Take advantage of the resources formicids have at their disposal. Your innate [[dig]]ging ability allows you to create choke points, making it much safer to fight large bands of enemies. As it is fairly slow to use, you may want to create zig-zagging tunnels (to break line of sight) in advance, near areas where there are multiple enemies. Assuming you aren't at the bottom floor of a branch, your [[Shaft]] ability is a guaranteed escape from any fight, but consider using it ''before'' you're at the brink of death; it takes a few turns to kick in, and it's much easier to survive on an unexplored, more dangerous floor when you're relatively unscathed.&lt;br /&gt;
&lt;br /&gt;
While formicids can't blink normally, [[Dithmenos]]' Shadow Step provides an effect similar to a [[scroll of blinking]]. Likewise, [[Passage of Golubria]] and [[Lugonu]]'s Bend Space ability cause space to bend, not you, and thus still function as normal for you. Spells that disable enemies ([[Slow]], [[Petrify]], [[Cause Fear]], and other [[Hexes]]) are excellent for letting you just outrun enemies you can't handle. Also, do not overlook your Formicid's excellent Earth and Transmutation aptitudes: [[Passwall]] in combination with your innate digging ability is a panic button that only takes a few turns. Set up right, it's even better than reading a scroll of blinking since you will end up with a wall between you and your pursuers. Be sure to leave enough time for the spell to complete (two turns at minimum); attempting to flee this way when you are one hit away from death will likely end poorly.&lt;br /&gt;
&lt;br /&gt;
Your antennae and high Stealth aptitude allow you to see large bands and dangerous opponents before engaging them, making it much easier for you to lure individuals away from a group or simply avoid fights entirely. When pursued by an enemy you can't outrun or hex, luring it over a [[teleport trap]] is a great way to lose it, so keep an eye out for those. Be careful not to enter the trap yourself, as it will still activate and vanish in spite of your stasis. Most importantly, don't forget that simply walking away before an impossible fight begins is sometimes the best option you've got. This makes [[boots]] of [[running]] particularly desirable; it is one of the only methods a formicid has of outrunning opponents.&lt;br /&gt;
&lt;br /&gt;
When it comes to [[god]] selection for a more [[melee]]-oriented fomicid character, [[Trog]] may seem like a poor choice due to formicids' stasis, but isn't entirely out of the question. While Trog's berserk ability will not function, both of its later, more powerful invocations will still function normally. &lt;br /&gt;
&lt;br /&gt;
Another god you might consider is [[Lugonu]], whose Bend Space ability will allow you to blink despite your stasis. Later, you'll get the ability to [[banish]] dangerous foes to the [[Abyss]] or retreat there yourself in an emergency -- while the Abyss isn't exactly safe, it can still be safer than, say, staring down multiple [[orbs of fire]]. Alternatively, use a weapon of [[distortion]] to force your foes to blink away and create some distance (or just banish them); distortion even works on monsters that are immune to being banished normally!&lt;br /&gt;
&lt;br /&gt;
Choosing to worship [[Gozag]] may also prove beneficial - bribing branches can render particularly dangerous levels like Vaults:5 or Zot:5 much safer, while distracting monsters with piles of gold will give you time to walk away.&lt;br /&gt;
&lt;br /&gt;
Preparing a route to the surface for the [[Orb run]] is particularly easy for a Formicid. Once you've cleared Zot:5 and the orb chamber, there's virtually nothing to stop you from digging tunnels all the way up through the Dungeon to make the shortest route possible. You can also choose to leave a few blind corner tunnels to give yourself a chance to rest or [[Passwall]] around any dangerous monsters that bar your way.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.25]], formicids could cast [[Swiftness]].&lt;br /&gt;
*Prior to [[0.18]], formicids were able to dig even when transformed, had -2 [[Throwing]] aptitude, and could not use [[Okawaru]]'s Finesse.&lt;br /&gt;
*Prior to [[0.15]], formicids could throw [[large rock]]s.&lt;br /&gt;
*Formicids were added in [[0.14]].&lt;br /&gt;
*During much of their development, formicids were known as '''&amp;quot;dwants&amp;quot;''' (or '''dwarf-ants'''). They also had less HP but leveled even faster than humans. In addition, they were particularly vulnerable to [[poison]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[https://crawl.develz.org/tavern/viewtopic.php?f=8&amp;amp;t=8298 Tavern discussion]&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=56614</id>
		<title>Formicid</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=56614"/>
				<updated>2022-01-05T04:45:45Z</updated>
		
		<summary type="html">&lt;p&gt;Kernmantle: removed reference to food&lt;/p&gt;
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&lt;div&gt;{{version026}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|The Formicids are a species of humanoid ants. Just like their tiny insect ancestors, the Formicids are well adept at earth work, both on the physical and magical sides. Their abilities have been used to tunnel immense underground communities and structures, many of which are tens of thousands of years old.&lt;br /&gt;
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Perhaps unfortunately, their strong ties to earth have left them completely impervious to being teleported or hasted; Formicids are tied to the earth with a complete sense of stasis. While this is a seemingly bad property for a dungeon adventurer, stasis has the beneficial effect of preventing many types of nasty hexes and maledictions.&lt;br /&gt;
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With the ability to lift ten times their own weight, the Formicids have strength rivaling that of ogres. This, along with the fact that they have four arms, allows Formicid warriors to equip both a shield and a two-handed weapon at the same time.&lt;br /&gt;
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Formicids make good earth and venom mages, but are quite capable at both melee and ranged combat too. They are naturally bad at air magic and conjurations.}}&lt;br /&gt;
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==Innate Abilities==&lt;br /&gt;
*'''[[Antennae]] 3:''' Formicids can sense monsters within 7 tiles (even through walls) and can also [[see invisible]].&lt;br /&gt;
**Formicids cannot wear any form of headgear.&lt;br /&gt;
*Formicids have four arms, and can treat most melee and ranged weapons as one-handed. [[Giant club]]s, [[giant spiked club]]s, and [[large rock]]s are still too large for them to use, however. Their multiple limbs also allow them to use [[shields]] with the same reduced penalties as large races.&lt;br /&gt;
*Formicids can dig through walls as an innate ability. First, they have to extend their mandibles, and then move into a [[rock wall]] or [[iron grate]] to start making the tunnel. Digging takes 2+[[movement delay]] [[aut]]s per square, makes some noise.&lt;br /&gt;
*Formicids can create a [[shaft]] under themselves as an innate ability, allowing them to escape downwards. Unlike digging, this ability is silent. Note that you cannot use it on the last level of a [[branch]], nor in [[the Abyss]], [[Hell]], [[Pandemonium]], or [[Ziggurat]]s.&lt;br /&gt;
*Formicids have permanent [[stasis]], rendering them unable to take advantage of translocative effects, [[Haste]], [[berserk]], and [[Swiftness]], but also granting immunity to [[paralysis]] and [[slow]]ing (but ''not'' [[petrify|petrification]]). [[Okawaru]]'s Finesse, [[Lugonu]]'s Bend Space, and the [[Passage of Golubria]] spell work as normal, however.&lt;br /&gt;
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Formicids have a base [[Strength]] of 12, [[Intelligence]] of 7 and [[Dexterity]] of 6 (before Background modifiers).&lt;br /&gt;
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==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Abyssal Knight]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]]&lt;br /&gt;
*'''Mages:''' [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
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==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[intelligence]] every 4th level.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*10% more [[MP]] than average, before stepdowns.&lt;br /&gt;
*+4 [[willpower]] per level.&lt;br /&gt;
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==Starting Skills and Equipment==&lt;br /&gt;
Formicids receive the skills and equipment listed for their background.&lt;br /&gt;
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==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
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{{species_aptitudes|Formicid}}&lt;br /&gt;
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==Strategy==&lt;br /&gt;
Formicids are blessed and cursed with some of the most dramatic species mutations in ''Crawl'', resulting in a very unique play experience. Their ability to wield 2-handed weapons and shields simultaneously, coupled with their high Armour skill aptitude and access to almost all armour, allows them to deal stupendous amounts of damage without sacrificing anything from their defenses. Although they still can't wield [[giant club]]s, wielding any 2-handed weapon in one hand is still a massive advantage, making a formicid with end-game quality equipment far deadlier than most.&lt;br /&gt;
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Unfortunately, they also come with one of the heaviest handicaps of any species, making it difficult to survive dangerous encounters that others can simply bail on. While permanent [[stasis]] does protect you from [[slow]] and [[paralysis]] effects, it also disables a wide variety of incredibly useful panic buttons; [[teleport]]s and [[blink]]s are the most obvious, but all sources of [[haste]] and [[berserk]]ing are also rendered useless. Where some characters can simply buff up and plow their way through dangerous foes or crowds of attackers before disappearing if a fight starts looking unwinnable, a formicid must play more cautiously. &lt;br /&gt;
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Take advantage of the resources formicids have at their disposal. Your innate [[dig]]ging ability allows you to create choke points, making it much safer to fight large bands of enemies. As it is fairly slow to use, you may want to create zig-zagging tunnels (to break line of sight) in advance, near areas where there are multiple enemies. Assuming you aren't at the bottom floor of a branch, your [[Shaft]] ability is a guaranteed escape from any fight, but consider using it ''before'' you're at the brink of death; it takes a few turns to kick in, and it's much easier to survive on an unexplored, more dangerous floor when you're relatively unscathed.&lt;br /&gt;
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While formicids can't blink normally, [[Dithmenos]]' Shadow Step provides an effect similar to a [[scroll of blinking]]. Likewise, [[Passage of Golubria]] and [[Lugonu]]'s Bend Space ability cause space to bend, not you, and thus still function as normal for you. Spells that disable enemies ([[Slow]], [[Petrify]], [[Cause Fear]], and other [[Hexes]]) are excellent for letting you just outrun enemies you can't handle. Also, do not overlook your Formicid's excellent Earth and Transmutation aptitudes: [[Passwall]] in combination with your innate digging ability is a panic button that only takes a few turns. Set up right, it's even better than reading a scroll of blinking since you will end up with a wall between you and your pursuers. Be sure to leave enough time for the spell to complete (two turns at minimum); attempting to flee this way when you are one hit away from death will likely end poorly.&lt;br /&gt;
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Your antennae and high Stealth aptitude allow you to see large bands and dangerous opponents before engaging them, making it much easier for you to lure individuals away from a group or simply avoid fights entirely. When pursued by an enemy you can't outrun or hex, luring it over a [[teleport trap]] is a great way to lose it, so keep an eye out for those. Be careful not to enter the trap yourself, as it will still activate and vanish in spite of your stasis. Most importantly, don't forget that simply walking away before an impossible fight begins is sometimes the best option you've got. This makes [[boots]] of [[running]] particularly desirable; it is one of the only methods a formicid has of outrunning opponents.&lt;br /&gt;
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When it comes to [[god]] selection for a more [[melee]]-oriented fomicid character, [[Trog]] may seem like a poor choice due to formicids' stasis, but isn't entirely out of the question. While Trog's berserk ability will not function, both of its later, more powerful invocations will still function normally. &lt;br /&gt;
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Another god you might consider is [[Lugonu]], whose Bend Space ability will allow you to blink despite your stasis. Later, you'll get the ability to [[banish]] dangerous foes to the [[Abyss]] or retreat there yourself in an emergency -- while the Abyss isn't exactly safe, it can still be safer than, say, staring down multiple [[orbs of fire]]. Alternatively, use a weapon of [[distortion]] to force your foes to blink away and create some distance (or just banish them); distortion even works on monsters that are immune to being banished normally!&lt;br /&gt;
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Choosing to worship [[Gozag]] may also prove beneficial - bribing branches can render particularly dangerous levels like Vaults:5 or Zot:5 much safer, while distracting monsters with piles of gold will give you time to walk away.&lt;br /&gt;
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Preparing a route to the surface for the [[Orb run]] is particularly easy for a Formicid. Once you've cleared Zot:5 and the orb chamber, there's virtually nothing to stop you from digging tunnels all the way up through the Dungeon to make the shortest route possible. You can also choose to leave a few blind corner tunnels to give yourself a chance to rest or [[Passwall]] around any dangerous monsters that bar your way.&lt;br /&gt;
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==History==&lt;br /&gt;
*Prior to [[0.25]], formicids could cast [[Swiftness]].&lt;br /&gt;
*Prior to [[0.18]], formicids were able to dig even when transformed, had -2 [[Throwing]] aptitude, and could not use [[Okawaru]]'s Finesse.&lt;br /&gt;
*Prior to [[0.15]], formicids could throw [[large rock]]s.&lt;br /&gt;
*Formicids were added in [[0.14]].&lt;br /&gt;
*During much of their development, formicids were known as '''&amp;quot;dwants&amp;quot;''' (or '''dwarf-ants'''). They also had less HP but leveled even faster than humans. In addition, they were particularly vulnerable to [[poison]].&lt;br /&gt;
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==References==&lt;br /&gt;
[https://crawl.develz.org/tavern/viewtopic.php?f=8&amp;amp;t=8298 Tavern discussion]&lt;br /&gt;
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{{species}}&lt;/div&gt;</summary>
		<author><name>Kernmantle</name></author>	</entry>

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