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		<updated>2026-05-02T12:20:00Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Donald&amp;diff=50843</id>
		<title>Donald</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Donald&amp;diff=50843"/>
				<updated>2019-09-02T13:42:20Z</updated>
		
		<summary type="html">&lt;p&gt;LNCP: Fixed spelling, grammar, prose.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Donald the Adventurer''' is a [[unique]] adventurer whose dialogue varies based on your current religion and the [[branch]] you find him in. He is stronger than an [[orc knight]], capable of swimming through [[deep water]], and often generates with a [[shield]] of [[reflection]], making him unusually dangerous to ranged weapon users and casters who rely on blockable spells. He also has the [[might]] and [[haste]] spells, resulting in him being near-impossible to outrun, and capable of dealing huge amounts of damage in a short space of time once he has activated his buff spells.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Swamp]]&lt;br /&gt;
*[[The Snake Pits]]&lt;br /&gt;
*[[The Shoals]]&lt;br /&gt;
*The [[Spider's Nest]]&lt;br /&gt;
*[[The Slime Pits]]&lt;br /&gt;
*[[The Crypt]]&lt;br /&gt;
*The [[Elven Halls]]&lt;br /&gt;
*The [[Orcish Mines]]:3-4&lt;br /&gt;
*The [[Vaults]]:1-4&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*If his shield is one of reflection, it makes combat significantly more dangerous and restricts your spell set (nothing ruins your day more than a reflected [[Lehudib's Crystal Spear]]). Bear in mind that [[Bolt spells]] and area of effect attack spells are unreflectable, such as [[Freezing Cloud]], [[Fireball]], [[Lee's Rapid Deconstruction]], [[Fulminant Prism]], etc.&lt;br /&gt;
*His HD means he's still susceptible to [[Mephitic Cloud]], and when he's confused his blocking ability and reflection powers will be set to zero.&lt;br /&gt;
*Trapping him with a [[throwing net]] also negates his blocking ability, though he might be able to reflect it back at you.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*When confused, Donald may make quacking noises, which is probably a reference to Donald Duck.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.19]], Donald and [[Wiglaf]] were combined. As a result, Donald gained Wiglaf's [[Haste]] and [[Might#Monster Version|Might]] spells. Additionally, Donald was cut from [[Labyrinth]]s.&lt;br /&gt;
*Donald received a significant upgrade in [[0.6]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Human]]&lt;/div&gt;</summary>
		<author><name>LNCP</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=50842</id>
		<title>Snake Pit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=50842"/>
				<updated>2019-08-30T11:36:49Z</updated>
		
		<summary type="html">&lt;p&gt;LNCP: /* Monsters */ Cleaned up previous edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{flavour|The corridors of the Snake Pit are home to all varieties of serpent, and are inhabited by a society of powerful nagas and salamanders.&lt;br /&gt;
&lt;br /&gt;
A dungeon features only one of the Snake Pit and Spider Nest branches.&lt;br /&gt;
&lt;br /&gt;
The entrance to this branch can be found between levels 2 and 4 of the Lair of Beasts.&lt;br /&gt;
&lt;br /&gt;
This branch is 4 levels deep.&lt;br /&gt;
&lt;br /&gt;
This branch contains the serpentine rune of Zot.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Snake entry.png]] The '''Snake Pit''' is one of the five [[branch]]es accessible through [[the Lair]]. Those who explore it are rewarded with the serpentine [[rune of Zot]], but must deal with the many [[list of snakes|snakes]], [[list of nagas|nagas, and salamanders]] that call these halls home. The Snake Pit and the [[Spider's Nest]] are mutually exclusive; if you come across the Snake Pit, the [[Spider's Nest]] will not generate in your current game.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Snake Pit is four floors deep and found between [[Lair]]:2-4. The entrance stairs are frequently guarded by a small group of [[naga (monster)|nagas]], usually in a distinct stone [[wall]]ed [[vault]].&lt;br /&gt;
&lt;br /&gt;
The Snake Pit's layout is very variable; floors can range from collections of small square rooms connected by [[door]]ed hallways to wide open areas, occasionally spotted with bodies of water. The [[wall]]s of the Snake Pits are made almost entirely out of rock, making [[wand of digging|digging]] easy. It most closely resembles a collection of generic floors from [[the Dungeon]], though it cannot host some of the more exotic Dungeon vaults and layouts. Like [[the Shoals]], this branch occasionally generates [[shop]]s, though this is by no means guaranteed.&lt;br /&gt;
&lt;br /&gt;
Snake:4 will always contain a stone-walled, heavily-guarded rune vault which is drastically different from the rest of the Snake Pits, but the specific design will vary from game to game. This vault will take up a large portion of Snake:4, but the rest of the floor will generally be made up of simple rooms and hallways.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
As with all rune branches, entering the Snake Pit when you first encounter it is not recommended; few characters will be ready for the many threats found within so early in the game. Survival here requires preparation for a fairly wide variety of damage types. First and foremost, all nagas and nearly all snakes will be capable of [[poison]]ing you, making poison resistance strongly recommended if you don't want to be constantly losing [[HP]] or burning through your [[potions of curing]]. Strongly consider delaying entry until you've acquired a reliable source of this resistance. It's not technically required, but it makes things much easier.&lt;br /&gt;
&lt;br /&gt;
[[Fire]] and [[electricity]] resistance are also surprisingly helpful. The many salamanders you encounter are capable of dealing fire damage with their standard melee attacks, and some come with fiery ranged attacks as well. Keeping up at least rF+ at all times is recommended. Even worse are the [[shock serpent]]s. Left unchecked, these pests are deadlier than [[electric eel]]s at range and are even worse when handled in melee, countering your melee attacks with unavoidable electricity damage. Although they aren't especially common, having a piece of rElec [[jewellery]] to swap in as needed is very useful, though [[potions of resistance]] will do in a pinch.&lt;br /&gt;
&lt;br /&gt;
By far the most dangerous opponents you'll encounter here are the various naga bands wandering each floor. All are capable of hitting you with [[Spit Poison]] at range, and can [[constrict]] you in melee (making them extremely dangerous for low-AC characters to tangle with), but each type has its own unique strengths that must be taken into account. They also come with a wide variety of weapons, ranging from measly [[club]]s to heavy 2-handed [[polearms]]. Read up on their individual pages for strategies, and pay attention to the exact composition of the band you face before acting. Also, when encountering naga mages and nagarajas, feel free to let them [[haste]] themselves and then lure them away from their allies. It's much easier to take them out in waves than all at once.&lt;br /&gt;
&lt;br /&gt;
Beyond the nagas, salamander bands can be a serious threat if you lack fire resistance, and the various snakes, while easy individually except [[anaconda]]s, can complicate fights with other foes. When facing both snakes and nagas, take advantage of their speed difference to lure the snakes into battle somewhere safe while the nagas slowly catch up. This may not be an option when dealing with guardian serpents, however. When these opponents are present, expect enemies to be blinking into encircling melee range with you regularly.&lt;br /&gt;
&lt;br /&gt;
===Snake Pit:4===&lt;br /&gt;
The bottom floor of the Snake Pit will always contain a large, heavily-guarded rune vault. There are eight possibilities:&lt;br /&gt;
*'''Three Stairways''' (snake_hunt): One of the nastier rune vaults, this vault's entrance chamber is filled with a variety of nagas, including nagarajas and [[guardian serpent]]s, as well as three upward [[stairs|staircases]] and some known, permanent [[teleport trap]]s. Because of this, players often find themselves out in the open facing several dangerous enemies as soon as they enter the floor (though due to the fact that one of these staircases may be an escape hatch, there may also be a normal staircase leading to another part of the floor). After clearing this chamber, there are several narrow hallways and small chambers densely packed with further guards, with the rune located all the way in the back.&lt;br /&gt;
*'''Serpent's Egg''' (snake_pit): A large rectangular chamber with an oval stone chamber in the middle, open at the top. The entire chamber is heavily populated with nagas of all sorts, and the rune can be found resting against the inner wall of the &amp;quot;egg&amp;quot;.&lt;br /&gt;
*'''Caduceus''' (minmay_snake_end_coiled): This vault consists of a large rectangular block with a straight hallway running through the middle and a winding hallway weaving back and forth over the central. All along these paths, nagas of various sorts will be waiting. The winding hallway eventually ends in a narrow, heavily-guarded chamber containing the rune, as well as several [[nagaraja]]s. This is by far the easiest rune vault, as almost any character can lure the guards out one or two at a time, eventually clearing their way to the end.&lt;br /&gt;
*'''Naga Fortress''' (snake_pit_salamanders_mu): The most elaborate of the Snake:4 vaults, this consists of a large trapezoidal stone structure taking up roughly half of the floor. Accessed from either the right or left corner of the structure, it consists of a series of hallways weaving back and forth over each other, eventually ending in the rune chamber. Each chamber contains a variety of nagas, and most also contain some lava with a few [[salamander mystic]]s or [[lindwurm]]s. However, the wide door to the final chamber instead hides anacondas and many other snakes, including [[shock serpent]]s.&lt;br /&gt;
*'''Spirals''' (grunt_snake_rune_spirals): A large corridor with two spirals branching off in each direction, guarded by various nagas and some guardian serpents. There are no chokepoints or sharp corners, but if you're stealthy you can pick off one or two nagas at a time. One spiral will contain the rune and the other will contain an acquirement-level item (or occasionally a rune mimic!)&lt;br /&gt;
*'''Pools''' (grunt_snake_rune_pools): This vault is filled with pools and [[sea snake]]s. Open opening a wide door you will find a small chamber with various snakes and a few nagas. Beyond this is another chamber with more nagas and sea snakes, and the final, larger chamber which contains similar threats.&lt;br /&gt;
*'''Serpentine Throne''' (grunt_snake_rune_serpentine_throne): A well-guarded snaking corridor leads to a large throne room filled with nagas. The rune is at the very back.&lt;br /&gt;
*'''Scales''' (johnstein_snake_rune_scales): A triangular stone structure with a double door entrance. Guarded by nagarajas, nagas, snakes and possibly [[Vashnia]]. Rune can be found in one of the three rooms in the back of the vault.&lt;br /&gt;
Note that salamanders are uncommon in these vaults, with the exception of the fortress.&lt;br /&gt;
&lt;br /&gt;
===Useful Traits===&lt;br /&gt;
*High [[AC]] and [[EV]]&lt;br /&gt;
*[[Poison]] and [[fire]] resistance at all times, [[electricity]] resistance as needed&lt;br /&gt;
*[[Blink]] or [[teleport]] (to escape constriction easily)&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|Anaconda}} || {{monsterlink|Black mamba}} || {{monsterlink|Electric eel}} || {{monsterlink|Guardian serpent}} || {{monsterlink|Lava snake}} || {{monsterlink|Mana viper}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Green|N}} [[File:Naga (monster).png]] '''[[Naga (monster)|Naga]]''' || {{monsterlink|Naga mage}} || {{monsterlink|Naga ritualist}} || {{monsterlink|Naga sharpshooter}} || {{monsterlink|Naga warrior}} || {{monsterlink|Nagaraja}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Salamander mystic}} || {{monsterlink|Salamander}} || {{monsterlink|Sea snake}} || {{monsterlink|Shock serpent}} || {{monsterlink|Water moccasin}} || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Vashnia}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.19]], [[Salamander stormcaller]]s are no more.&lt;br /&gt;
*Prior to [[0.18]], there were [[Salamander firebrand]]s instead of [[Salamander stormcaller]]s patrolling the Snake Pit.&lt;br /&gt;
*In [[0.17]], the Snake Pit was reduced to four instead of five levels, just like the other Lair branches.&lt;br /&gt;
*In [[0.15]], [[ball python]]s and [[adder]]s were removed, though they still appear in the rest of the dungeon.&lt;br /&gt;
*The monster set for the Snake Pit was greatly expanded in [[0.14]], adding [[salamander]]s, [[salamander mystic]]s, [[naga sharpshooter]]s, [[naga ritualist]]s, [[shock serpent]]s, [[mana viper]]s, and [[Vashnia]]. [[Lamia]] was also removed.&lt;br /&gt;
*Lamia was first introduced to the Snake Pit in [[0.12]].&lt;br /&gt;
*Prior to [[0.10]], nagas were unable to constrict you, making the branch much safer for melee characters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;br /&gt;
[[Category:Naga]]&lt;/div&gt;</summary>
		<author><name>LNCP</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=50841</id>
		<title>Snake Pit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=50841"/>
				<updated>2019-08-30T11:36:25Z</updated>
		
		<summary type="html">&lt;p&gt;LNCP: /* Monsters */  Compacted table of monsters and sorted alphabetically.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{flavour|The corridors of the Snake Pit are home to all varieties of serpent, and are inhabited by a society of powerful nagas and salamanders.&lt;br /&gt;
&lt;br /&gt;
A dungeon features only one of the Snake Pit and Spider Nest branches.&lt;br /&gt;
&lt;br /&gt;
The entrance to this branch can be found between levels 2 and 4 of the Lair of Beasts.&lt;br /&gt;
&lt;br /&gt;
This branch is 4 levels deep.&lt;br /&gt;
&lt;br /&gt;
This branch contains the serpentine rune of Zot.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Snake entry.png]] The '''Snake Pit''' is one of the five [[branch]]es accessible through [[the Lair]]. Those who explore it are rewarded with the serpentine [[rune of Zot]], but must deal with the many [[list of snakes|snakes]], [[list of nagas|nagas, and salamanders]] that call these halls home. The Snake Pit and the [[Spider's Nest]] are mutually exclusive; if you come across the Snake Pit, the [[Spider's Nest]] will not generate in your current game.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Snake Pit is four floors deep and found between [[Lair]]:2-4. The entrance stairs are frequently guarded by a small group of [[naga (monster)|nagas]], usually in a distinct stone [[wall]]ed [[vault]].&lt;br /&gt;
&lt;br /&gt;
The Snake Pit's layout is very variable; floors can range from collections of small square rooms connected by [[door]]ed hallways to wide open areas, occasionally spotted with bodies of water. The [[wall]]s of the Snake Pits are made almost entirely out of rock, making [[wand of digging|digging]] easy. It most closely resembles a collection of generic floors from [[the Dungeon]], though it cannot host some of the more exotic Dungeon vaults and layouts. Like [[the Shoals]], this branch occasionally generates [[shop]]s, though this is by no means guaranteed.&lt;br /&gt;
&lt;br /&gt;
Snake:4 will always contain a stone-walled, heavily-guarded rune vault which is drastically different from the rest of the Snake Pits, but the specific design will vary from game to game. This vault will take up a large portion of Snake:4, but the rest of the floor will generally be made up of simple rooms and hallways.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
As with all rune branches, entering the Snake Pit when you first encounter it is not recommended; few characters will be ready for the many threats found within so early in the game. Survival here requires preparation for a fairly wide variety of damage types. First and foremost, all nagas and nearly all snakes will be capable of [[poison]]ing you, making poison resistance strongly recommended if you don't want to be constantly losing [[HP]] or burning through your [[potions of curing]]. Strongly consider delaying entry until you've acquired a reliable source of this resistance. It's not technically required, but it makes things much easier.&lt;br /&gt;
&lt;br /&gt;
[[Fire]] and [[electricity]] resistance are also surprisingly helpful. The many salamanders you encounter are capable of dealing fire damage with their standard melee attacks, and some come with fiery ranged attacks as well. Keeping up at least rF+ at all times is recommended. Even worse are the [[shock serpent]]s. Left unchecked, these pests are deadlier than [[electric eel]]s at range and are even worse when handled in melee, countering your melee attacks with unavoidable electricity damage. Although they aren't especially common, having a piece of rElec [[jewellery]] to swap in as needed is very useful, though [[potions of resistance]] will do in a pinch.&lt;br /&gt;
&lt;br /&gt;
By far the most dangerous opponents you'll encounter here are the various naga bands wandering each floor. All are capable of hitting you with [[Spit Poison]] at range, and can [[constrict]] you in melee (making them extremely dangerous for low-AC characters to tangle with), but each type has its own unique strengths that must be taken into account. They also come with a wide variety of weapons, ranging from measly [[club]]s to heavy 2-handed [[polearms]]. Read up on their individual pages for strategies, and pay attention to the exact composition of the band you face before acting. Also, when encountering naga mages and nagarajas, feel free to let them [[haste]] themselves and then lure them away from their allies. It's much easier to take them out in waves than all at once.&lt;br /&gt;
&lt;br /&gt;
Beyond the nagas, salamander bands can be a serious threat if you lack fire resistance, and the various snakes, while easy individually except [[anaconda]]s, can complicate fights with other foes. When facing both snakes and nagas, take advantage of their speed difference to lure the snakes into battle somewhere safe while the nagas slowly catch up. This may not be an option when dealing with guardian serpents, however. When these opponents are present, expect enemies to be blinking into encircling melee range with you regularly.&lt;br /&gt;
&lt;br /&gt;
===Snake Pit:4===&lt;br /&gt;
The bottom floor of the Snake Pit will always contain a large, heavily-guarded rune vault. There are eight possibilities:&lt;br /&gt;
*'''Three Stairways''' (snake_hunt): One of the nastier rune vaults, this vault's entrance chamber is filled with a variety of nagas, including nagarajas and [[guardian serpent]]s, as well as three upward [[stairs|staircases]] and some known, permanent [[teleport trap]]s. Because of this, players often find themselves out in the open facing several dangerous enemies as soon as they enter the floor (though due to the fact that one of these staircases may be an escape hatch, there may also be a normal staircase leading to another part of the floor). After clearing this chamber, there are several narrow hallways and small chambers densely packed with further guards, with the rune located all the way in the back.&lt;br /&gt;
*'''Serpent's Egg''' (snake_pit): A large rectangular chamber with an oval stone chamber in the middle, open at the top. The entire chamber is heavily populated with nagas of all sorts, and the rune can be found resting against the inner wall of the &amp;quot;egg&amp;quot;.&lt;br /&gt;
*'''Caduceus''' (minmay_snake_end_coiled): This vault consists of a large rectangular block with a straight hallway running through the middle and a winding hallway weaving back and forth over the central. All along these paths, nagas of various sorts will be waiting. The winding hallway eventually ends in a narrow, heavily-guarded chamber containing the rune, as well as several [[nagaraja]]s. This is by far the easiest rune vault, as almost any character can lure the guards out one or two at a time, eventually clearing their way to the end.&lt;br /&gt;
*'''Naga Fortress''' (snake_pit_salamanders_mu): The most elaborate of the Snake:4 vaults, this consists of a large trapezoidal stone structure taking up roughly half of the floor. Accessed from either the right or left corner of the structure, it consists of a series of hallways weaving back and forth over each other, eventually ending in the rune chamber. Each chamber contains a variety of nagas, and most also contain some lava with a few [[salamander mystic]]s or [[lindwurm]]s. However, the wide door to the final chamber instead hides anacondas and many other snakes, including [[shock serpent]]s.&lt;br /&gt;
*'''Spirals''' (grunt_snake_rune_spirals): A large corridor with two spirals branching off in each direction, guarded by various nagas and some guardian serpents. There are no chokepoints or sharp corners, but if you're stealthy you can pick off one or two nagas at a time. One spiral will contain the rune and the other will contain an acquirement-level item (or occasionally a rune mimic!)&lt;br /&gt;
*'''Pools''' (grunt_snake_rune_pools): This vault is filled with pools and [[sea snake]]s. Open opening a wide door you will find a small chamber with various snakes and a few nagas. Beyond this is another chamber with more nagas and sea snakes, and the final, larger chamber which contains similar threats.&lt;br /&gt;
*'''Serpentine Throne''' (grunt_snake_rune_serpentine_throne): A well-guarded snaking corridor leads to a large throne room filled with nagas. The rune is at the very back.&lt;br /&gt;
*'''Scales''' (johnstein_snake_rune_scales): A triangular stone structure with a double door entrance. Guarded by nagarajas, nagas, snakes and possibly [[Vashnia]]. Rune can be found in one of the three rooms in the back of the vault.&lt;br /&gt;
Note that salamanders are uncommon in these vaults, with the exception of the fortress.&lt;br /&gt;
&lt;br /&gt;
===Useful Traits===&lt;br /&gt;
*High [[AC]] and [[EV]]&lt;br /&gt;
*[[Poison]] and [[fire]] resistance at all times, [[electricity]] resistance as needed&lt;br /&gt;
*[[Blink]] or [[teleport]] (to escape constriction easily)&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|Anaconda}} || {{monsterlink|Black mamba}} || {{monsterlink|Electric eel}} || {{monsterlink|Guardian serpent}} || {{monsterlink|Lava snake}} || {{monsterlink|Mana viper}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Green|N}} [[File:Naga (monster).png]] '''[[Naga (monster)|Naga]]''' || {{monsterlink|Naga mage}} || {{monsterlink|Naga ritualist}} || {{monsterlink|Naga sharpshooter}} || {{monsterlink|Naga warrior}} || {{monsterlink|Nagaraja}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Salamander mystic}} || {{monsterlink|Salamander}} || {{monsterlink|Sea snake}} || {{monsterlink|Shock serpent}} || {{monsterlink|Water moccasin}} || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Vashnia}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Green|N}} [[File:Naga (monster).png]] '''[[Naga (monster)|Naga]]'''&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.19]], [[Salamander stormcaller]]s are no more.&lt;br /&gt;
*Prior to [[0.18]], there were [[Salamander firebrand]]s instead of [[Salamander stormcaller]]s patrolling the Snake Pit.&lt;br /&gt;
*In [[0.17]], the Snake Pit was reduced to four instead of five levels, just like the other Lair branches.&lt;br /&gt;
*In [[0.15]], [[ball python]]s and [[adder]]s were removed, though they still appear in the rest of the dungeon.&lt;br /&gt;
*The monster set for the Snake Pit was greatly expanded in [[0.14]], adding [[salamander]]s, [[salamander mystic]]s, [[naga sharpshooter]]s, [[naga ritualist]]s, [[shock serpent]]s, [[mana viper]]s, and [[Vashnia]]. [[Lamia]] was also removed.&lt;br /&gt;
*Lamia was first introduced to the Snake Pit in [[0.12]].&lt;br /&gt;
*Prior to [[0.10]], nagas were unable to constrict you, making the branch much safer for melee characters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;br /&gt;
[[Category:Naga]]&lt;/div&gt;</summary>
		<author><name>LNCP</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orcish_Mines&amp;diff=50815</id>
		<title>Orcish Mines</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orcish_Mines&amp;diff=50815"/>
				<updated>2019-08-29T11:56:15Z</updated>
		
		<summary type="html">&lt;p&gt;LNCP: /* Monsters */  Added a new monster sighted in the Mines on v0.23.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{flavour|The well-worked goldmines of the orcish tribes. These tortuous caverns are filled with orcs, their humanoid labourers, and piles of their freshly mined gold. Enterprising merchants have set up trading posts to help relieve the orcs of their auric burden. The haphazard manner in which orcs tend to dig their mineshafts has resulted in a complex and treacherous tangle of chambers in which it is easy to get trapped.&lt;br /&gt;
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The Orcish Mines are two levels deep and contain the entrance to the Elven Halls on their second level.&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|An entrance to the mines of the orcs, filled with their gold, but treacherous and easy to get trapped in.}}&lt;br /&gt;
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[[File:Orc entry.png]] The '''Orcish Mines''' are an early [[branch]] full of [[list of orcs|orcs]], [[gold]], and the entrance to the [[Elven Halls]]. Although the Mines lack a [[rune]], the bottom floor contains a guaranteed collection of [[shop]]s, and the gold found along the way makes it easy to afford any particularly useful treasures they may sell.&lt;br /&gt;
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==Layout==&lt;br /&gt;
The Orcish Mines are two floors deep and found between Dungeon:9-12. The entrance stairs are usually decorated with orcish idols and occasionally even [[altar]]s to [[Beogh]], and they are often guarded by a large group of orcs.&lt;br /&gt;
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Most floors of the Mines are made up of several disconnected open areas, all of which are accessible through either [[stairs]] or [[escape hatch]]es on adjacent floors. Occasionally, you'll also find floors that consist of more organized stonecraft, which is usually the case on Orc:2. These layouts can vary greatly (as can their difficulty), ranging from a handful of scattered rooms, to one huge room dominating much of the level, to an entire fortified compound housing [[Saint Roka]] and his throng of followers. &lt;br /&gt;
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As the Mines are made almost entirely of rock, bringing a [[wand of digging]] allows you to create shortcuts between portions of a floor. Expect almost no hallways or chokepoints aside from those you dig yourself.&lt;br /&gt;
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==Useful Info==&lt;br /&gt;
The Mines are one of the easiest areas in the game to get surrounded in. When exploring a new floor, you will often immediately encounter at least a few orcs who will shout, alerting nearby reinforcements. If you find yourself getting surrounded, especially if orc priests are involved, use [[Escaping_from_(and_avoiding)_trouble#Leading_them_up|stair dancing]] to defeat smaller groups of orcs in safety. When you move away from the stairs, avoid relying on false chokepoints; orcs are smart enough to maneuver past you to give other orcs access to you, and getting cornered with priests around is suicidal.&lt;br /&gt;
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Monster difficulty here is extremely variable. While most monsters are plain [[orc]]s, orc warriors, [[orc wizard]]s, and orc priests, you will also encounter [[orc sorcerer]]s, [[orc high priest]]s, [[orc knight]]s, and usually one or two [[orc warlord]]s. A few other types of monsters, including [[troll]]s and [[ogre]]s, are also eligible for generation (see list below). That being said, even the lesser orcs can be a handful; orc warriors in [[plate mail]] can take a beating while orc priests can [[smite]] you. Also, even if you can easily [[tab]] your way past dozens of common orcs without missing a beat, do pay attention to the combat logs; almost everything here is armed, and weapons of [[electrocution]] and [[distortion]] do generate here from time to time. Unless you're [[speedrun]]ning, exercise a little caution.&lt;br /&gt;
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On the plus side, the Mines typically contain 1000-3000 [[gold]] and much enchanted and branded equipment, including plate mail and heavy weaponry on the warriors and various [[robe]]s on the mages, priests, and sorcerers. You can also find shops here, both randomly and guaranteed on the bottom floor (though the bottom floor's shops are heavily guarded).&lt;br /&gt;
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While most of the Orcish Mines can be reached via normal staircases, some portions may only be accessible through escape hatches. As these sections almost certainly contain more gold and may contain shops, it's not a bad idea to eventually use each escape hatch, just in case. It is not especially safe to do this until you feel confident that you can take on large groups of standard orcs, however, as an unlucky hatch may land you in a lot of trouble with no easy way out.&lt;br /&gt;
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==Recommendations==&lt;br /&gt;
Although the Mines entrance may be discovered first, it is common to ignore it until you've attempted [[the Lair]], which is widely considered to be a less dangerous branch. Some character types, in particular [[Venom Mage]]s, may wish to clear the Mines first since the only poison-resistant monsters there are [[warg]]s. The hordes of low-level monsters make this branch a good place to build [[piety]] with gods who award killing or blood sacrifices. [[Necromancer]]s can also make good use of the large quantity of corpses generated here. Followers of the orc god [[Beogh]] may wish to max out their piety before entering here so they can recruit as many high-level allies as possible.&lt;br /&gt;
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No specific resistances or other intrinsics are required to clear the Orcish Mines, although being strong in melee or having good spells for crowd control is highly recommended, and a rank of [[fire]] and [[cold]] resistance helps protect you from the spells of orc wizards and sorcerers. If you cannot comfortably defeat roaming orc packs in the Dungeon, you are not ready for this branch.&lt;br /&gt;
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Along with granting access to the Elven Halls, the bottom level shops are an excellent incentive to clear this branch. Their contents aren't free, but it's common to find at least one item for sale that is useful throughout the game.&lt;br /&gt;
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==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Orc}} || {{monsterlink|Orc wizard}} || {{monsterlink|Orc priest}} || {{monsterlink|Orc warrior}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Orc knight}} || {{monsterlink|Orc sorcerer}}  || {{monsterlink|Orc high priest}} || {{monsterlink|Orc warlord}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Yellow|g}} [[File:Gnoll (monster).png]] '''[[Gnoll (monster)|Gnoll]]''' || {{monsterlink|Gnoll shaman}} || {{monsterlink|Gnoll sergeant}} || {{monsterlink|Warg}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Troll (monster)}} || {{monsterlink|Iron troll}} || {{monsterlink|Rust devil}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ogre (monster)}} || {{monsterlink|Two-headed ogre}} || {{monsterlink|Ogre mage}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Cyclops}} || {{monsterlink|Stone giant}} || {{monsterlink|Ettin}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==History==&lt;br /&gt;
Prior to [[0.18]], the Orcish Mines were four levels deep.&lt;br /&gt;
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Prior to [[0.14]], the Orcish Mines' entrance was located on D:6-11.&lt;br /&gt;
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Earlier versions of ''Crawl'' had sections of the Orcish Mines that were completely disconnected from all other areas. Using [[shaft]]s, escape hatches, or [[teleport]]s carelessly could maroon your character in an unescapable area, unless you had a source of [[dig]]ging or teleportation.&lt;br /&gt;
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[[Category:Dungeon_Branches]]&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>LNCP</name></author>	</entry>

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