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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lyrick</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=Lyrick"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Lyrick"/>
		<updated>2026-05-09T15:14:45Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Antimagic&amp;diff=56437</id>
		<title>Antimagic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Antimagic&amp;diff=56437"/>
				<updated>2021-12-15T19:30:37Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: version bump, conciseness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|It reduces the magical energy of the wielder, and disrupts the spells and magical abilities of those hit. Natural abilities and divine invocations are not affected.}}&lt;br /&gt;
&lt;br /&gt;
The '''antimagic''' [[brand]] causes [[weapon]]s to interfere with the [[spellcasting]] of anything wounded by them.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
Monsters struck by these weapons gain a temporary spell failure rate (this rises as they take antimagic damage but falls over time), while players simply lose [[MP]] with each strike. This effect works on anything that uses magic, including [[silence]]-proof targets such as [[demon]]s and [[orbs of fire]]. The effect on monsters is treated as a status effect with increasing duration with increasing damage dealt to the target.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, so long as you are wielding this weapon, your max MP will be reduced by 2/3, making it something that caster characters should be cautious about wielding carelessly. However, a character who has already exhausted his MP pool is free to switch to it mid-combat, and in some cases the effect may be worth the sudden loss of the majority of your casting capacity.&lt;br /&gt;
&lt;br /&gt;
==Occurrence==&lt;br /&gt;
The antimagic brand is [[Trog]]'s special brand. His weapon gifts often (but not always) carry this brand. [[Vine stalker]]s also possess a unique antimagic [[auxiliary attack|bite attack]] which functions similarly.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Though it deals no extra damage, antimagic weapons are extremely useful against magical opponents. A well-enchanted weapon in the hands of a capable fighter will be able to cause most of an enemy's spells to fail, which amounts to semi-[[paralysis]]. As such, antimagic weapons can reduce the threat posed by powerful end-game opponents such as the lords of [[Hell]] or [[orbs of fire]] dramatically; you just have to get into melee range with the enemy first.&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Protection&amp;diff=56436</id>
		<title>Protection</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Protection&amp;diff=56436"/>
				<updated>2021-12-15T19:28:26Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: version bump&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|Weapon: It grants its wielder temporary protection when it strikes (+7 to AC).&amp;lt;br&amp;gt;&lt;br /&gt;
Shield: It protects its wearer from harm (+3 to AC).}}&lt;br /&gt;
&lt;br /&gt;
Unlike most [[brand]]s, weapons of '''protection''' do not offer the wielder any additional damage output. Instead, the wielder gains a +7 bonus to [[AC]] for a short period after hitting with the weapon, significantly improving your ability to mitigate injury. [[Shields]] of protection offer a constant +3 bonus.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The damage output sacrificed by choosing a defensive brand is significant, but - especially in the early game when characters often have little defence - 7 points of AC can contribute greatly to survivability.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], weapons of protection provided a passive bonus (+5 AC) instead of a temporary +7 AC on hit.&lt;br /&gt;
*Prior to [[0.6]], ranged weapons would generate with the protection brand instead of [[Evasion (brand)|evasion]].&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;br /&gt;
[[Category:Egos]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Freezing&amp;diff=56435</id>
		<title>Freezing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Freezing&amp;diff=56435"/>
				<updated>2021-12-15T19:26:50Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Version bump, more sources of freezing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
The '''freezing''' [[brand]] causes a [[weapon]] to freeze its target, inflicting an additional 0 to 50% [[cold]] damage (reduced proportionally by [[cold resistance]]). Although less effective against creatures with cold resistance, it can devastate anything vulnerable to cold. A weapon with this brand will glow with a cold, blue light when wielded, [[identify]]ing it.&lt;br /&gt;
&lt;br /&gt;
As an added effect, this brand is extremely useful when fighting [[:Category:Cold-blooded|cold-blooded]] monsters, as there is a chance with each hit that they will be temporarily [[slow]]ed (so long as they are not resistant to cold). This makes freezing weapons extremely useful for dealing with the [[list of draconians|draconian]] hordes encountered in [[the Realm of Zot]].&lt;br /&gt;
&lt;br /&gt;
This brand works best on heavy, high-damage weapons, since the extra cold damage dealt is determined by the amount of normal weapon damage you manage to get past an enemy's [[AC]].&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
Along with simply finding freezing weapons as randomly generated loot, there are a few sources guaranteed to generate them. [[Frost giant]]s always carry freezing [[battleaxe]]s. In [[ice cave]]s there are often freezing weapons. [[Fannar]] always comes with a [[staff of cold]], or a [[quarterstaff]] of freezing. Wights frequently carry weapons of freezing. Otherwise, reading a [[scroll of brand weapon]] has a good chance to apply the freezing brand to your weapon.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], unbranded weapon could be temporarily given this brand with the level 2 spell [[Freezing Aura]]. This temporary brand could be made permanent by reading a [[scroll of vorpalise weapon]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Flaming&amp;diff=56434</id>
		<title>Flaming</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Flaming&amp;diff=56434"/>
				<updated>2021-12-15T19:24:39Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Generalize article for melee or ranged, update version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
The '''flaming''' [[brand]] causes a [[weapon]] to burn its target, inflicting an additional 0 to 50% fire damage (reduced proportionally by [[fire resistance]]). Although less effective against creatures with fire resistance, it can devastate anything vulnerable to fire.&lt;br /&gt;
&lt;br /&gt;
As an added effect, this brand is extremely useful on slicing weapons when fighting [[hydra]]s. Flaming slicing weapons will reduce a hydra's head count by 1 with each hit, and they do not heal in the process.&lt;br /&gt;
&lt;br /&gt;
This brand works best on heavy, high-damage weapons, since the extra fire damage dealt is determined by the amount of normal weapon damage you manage to get past an enemy's [[AC]].&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
Along with simply finding flaming weapons as randomly generated loot, there are a number of sources guaranteed to generate them. [[Efreet]]s and the [[unique]] casters [[Erica]] and [[Azrael]] always carry [[scimitar]]s of flaming, and [[fire giant]]s always carry [[great sword]]s of flaming. [[Nessos]] is always generated with a flaming longbow. [[Trog]] frequently gifts weapons that come with the flaming brand. Otherwise, you have a good chance to grant your weapon the flaming brand with a [[scroll of brand weapon]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In older versions of Crawl, you could temporarily apply a flaming brand to your (unbranded) weapon with the spell [[Fire Brand]], which could be made permanent with a [[scroll of vorpalize weapon]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Flame&amp;diff=56433</id>
		<title>Flame</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Flame&amp;diff=56433"/>
				<updated>2021-12-15T19:18:43Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Flag duplicate page for deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{delete|Duplicate of [[Flaming]]}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
''This page is about the Flame [[Brand|brand]]. For the wand, see [[Wand of flame]]. For the card, see [[Deck of destruction#Flame card|Flame card]].''&lt;br /&gt;
&lt;br /&gt;
The flaming brand causes a weapon to burn its target, inflicting an additional 0 to 50% fire damage (reduced proportionally by fire resistance). Although less effective against creatures with fire resistance, it can devastate anything vulnerable to fire.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
Along with simply finding flaming weapons as randomly generated loot, there are a number of sources guaranteed to generate them. Efreets and the unique casters Erica and Azrael always carry scimitars of flaming, and fire giants always carry great swords of flaming. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Template:Brands&amp;diff=56432</id>
		<title>Template:Brands</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Template:Brands&amp;diff=56432"/>
				<updated>2021-12-15T19:17:24Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Consolidate ranged and melee Flaming brand pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;text-align: center; width: 60%; font-size: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | [[Brand|Brands]]&lt;br /&gt;
|-&lt;br /&gt;
! Melee weapons&lt;br /&gt;
| [[Antimagic]] • [[Chaos]] • [[Distortion]] • [[Dragon slaying]] • [[Draining (brand)|Draining]] • [[Electrocution]] • [[Flaming]] • [[Freezing]] • [[Holy wrath]] • [[Pain (brand)|Pain]] • [[Protection]] • [[Reaching]] • [[Reaping]] • [[Spectral_(brand)|Spectral]] • [[Speed (brand)|Speed]] • [[Vampiric]] • [[Venom]] • [[Vorpal]]&lt;br /&gt;
|-&lt;br /&gt;
! Launchers&lt;br /&gt;
| [[Electrocution]] • [[Flaming]] • [[Freezing]] • [[Penetration]] • [[Speed (brand)|Speed]] • [[Venom]] • [[Vorpal]]&lt;br /&gt;
|-&lt;br /&gt;
! Throwing weapons&lt;br /&gt;
| [[Atropa]] • [[Curare]] • [[Datura]] • [[Dispersal (brand)|Dispersal]] • [[Poisoned]] • [[Silver]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Infestation&amp;diff=56431</id>
		<title>Infestation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Infestation&amp;diff=56431"/>
				<updated>2021-12-15T19:16:21Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Unstub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|024}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Infestation''' is a level 8 [[Necromancy]] spell that applies the 'infested' status to monsters in a 5x5 smite-targeted area; a friendly [[death scarab]] erupts out of the victims when they die.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Infest the weaker monsters in a horde and kill them quickly to spawn a bunch of scarabs. Death scarabs are incredibly good allies; they are very fast, slow down enemies, are undead, and deal great damage. They also last for a fairly long time, letting you Infest new monsters you encounter to replenish your horde.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* Added in [[0.19]].&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stabber&amp;diff=56430</id>
		<title>Stabber</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stabber&amp;diff=56430"/>
				<updated>2021-12-15T19:11:31Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Add obsolete flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
Monsters with the '''Stabber''' flag will try to maintain their distance (using ranged attacks) until such a time as their target is incapacitated, at which time they switch to melee to attack their target. Stabbers without a means of ranged attack will assume normal monster behaviour. These monsters also bypass half the target's [[AC]] on stabs.&lt;br /&gt;
&lt;br /&gt;
In past versions, [[Spriggan Enchanter]]s and [[Spriggan Assassin]]s had this flag.&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Stabber|List of monsters with this flag]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This flag was added in [[0.13]].&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Manifold_Assault&amp;diff=56429</id>
		<title>Manifold Assault</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Manifold_Assault&amp;diff=56429"/>
				<updated>2021-12-14T20:21:00Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Contribution by petercordia https://crawl.develz.org/tavern/viewtopic.php?f=19&amp;amp;t=27226&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Manifold Assault''' is a level 5 [[Translocations]] spell which allows you to attack multiple targets within line of sight with melee attacks. Higher spellpower allows you to attack more targets at once, up to a maximum of four. This spell's delay is the same as your wielded weapon's attack delay.&lt;br /&gt;
&lt;br /&gt;
The number of targets is equal to (2 + [[Spell_Power]]/100). All hostile monsters that are in LOS have an equal chance to be targeted. Each target is hit by 1 attack from your weapon (or fist), with no auxiliary attacks. Weapon traits like cleaving or stabbing are similarly excluded.&lt;br /&gt;
&lt;br /&gt;
An exception is the artefact [[Gyre and Gimble]], with which you will hit each targeted enemy twice, once with each blade.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This spell takes quite a bit of investment to cast. Species like [[Gnoll]]s can spare the experience to use this spell, and afford to invest into melee combat stats.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Manifold Assault was added in [[0.27]].&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Scroll_of_vulnerability&amp;diff=56393</id>
		<title>Scroll of vulnerability</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Scroll_of_vulnerability&amp;diff=56393"/>
				<updated>2021-11-23T14:41:57Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Scroll&lt;br /&gt;
 |name=Scroll of vulnerability&lt;br /&gt;
 |appearance=different&lt;br /&gt;
 |cost=75&lt;br /&gt;
 |weight=2.0&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A scroll that briefly halves the willpower of the reader and any nearby beings, rendering them vulnerable to many magical effects. The scroll cannot affect those fully immune to such effects.}}&lt;br /&gt;
&lt;br /&gt;
Reading a '''scroll of vulnerability''' inflicts [[Vulnerability (status effect)|vulnerability]] on everything in your [[line of sight]] (including you), reducing [[willpower]] by half for a short duration. Monsters with unshakeable will are unaffected.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Remember that your own [[willpower]] is also affected! Watch out for enemy hexers like [[Erica]], [[Erolcha]], [[merfolk siren]]s, or [[orc sorcerer]]s when using this scroll.&lt;br /&gt;
*Scrolls of vulnerability aren't only for stabbers using [[Ensorcelled Hibernation]]; they can be useful for anyone with a [[wand of paralysis]] or [[Wand of charming|charming]] and a few levels in Evocations. They're also useful for worshippers of [[Lugonu]] to make banishing foes easier.&lt;br /&gt;
*Ideal enemies to read this against are powerful uniques without hexes in their spell set. Good targets would be nasty brutes like [[Donald]], [[Bai Suzhen]], [[Frederick]], or [[Sojobo]]. They can also be useful if you're struggling against say, [[hydra]]s or [[dire elephant]]s, though they aren't plentiful enough for this to be a regularly-used tactic.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.15]], scrolls of vulnerability would additionally cause all magical [[status effect]]s to immediately expire, and would reduce your current [[magical contamination]] by 1-5 points. Both of these effects were transferred to the [[potion of cancellation]].&lt;br /&gt;
&lt;br /&gt;
{{scrolls}}&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Nameless_horror&amp;diff=56322</id>
		<title>Nameless horror</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Nameless_horror&amp;diff=56322"/>
				<updated>2021-11-02T17:46:31Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: unstub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Nameless horror'''s are monsters that only appear as a result of [[miscast]] [[Summonings]] spells. They are [[durably summoned]] into existence, and their [[HD]] (and thus many of their stats) depend on the severity of the miscast.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Their large HP pools and ability to strip you of your magic make fighting them with spells a difficult proposition at best. Characters with access to direct damage spells that don't involve [[poison]] or [[negative energy]] have the best chances -- nameless horrors are outright immune to [[Hexes]] and can abjure other summons (not to mention the inherent risk of miscasting again and making ''more'' nameless horrors).&lt;br /&gt;
*As durable summons, nameless horrors are worth no [[XP]] and do not drop any loot, so there is no reason you cannot simply run away and leave them for later. Fortunately, they are no faster than the average character. If you can increase your movement speed at all, you can outrun them and leave them for later.&lt;br /&gt;
**Nameless horrors can't fly or use [[door]]s. If you can put some impassable terrain between you and them, you'll be able to safely leave them behind.&lt;br /&gt;
**Consider luring them upstairs to a cleared floor, then breaking away and leaving them where you'll only have to worry about them if you find yourself backtracking.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Nameless horrors were introduced in [[0.25]].&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Deep_elf_pyromancer&amp;diff=56321</id>
		<title>Deep elf pyromancer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Deep_elf_pyromancer&amp;diff=56321"/>
				<updated>2021-11-02T17:45:14Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: unstub, add info and basic tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{list of | deep elves}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful info==&lt;br /&gt;
'''Deep elf pyromancers''' are midgame casters that focus on [[fire magic]]. They are commonly found in the mid to late [[Dungeon]], and will also be found roaming the [[Elven Halls]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Like most deep elves, they can inflict impressive damage, but are also rather frail and possess no elemental resistances (not even to fire).&lt;br /&gt;
*Even one rank of fire resistance with significantly reduce the threat they pose. Good reason to carry around swap rings like a [[ring of fire]]&lt;br /&gt;
*[[Wand of iceblast|Wands of iceblast]] are great at taking out them out along with their summons.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Deep elf pyromancers were added in [[0.27]] as a [[fire]]-focused version of the [[deep elf mage]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Elf]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Condenser_vane&amp;diff=56320</id>
		<title>Condenser vane</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Condenser_vane&amp;diff=56320"/>
				<updated>2021-11-02T17:27:42Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: unstub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Miscellaneous item&lt;br /&gt;
 |name = Condenser vane&lt;br /&gt;
 |cost = ?&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A magical device that allows its wielder to create clouds that will engulf and surround all enemies in sight with various destructive clouds, their lethality increasing with Evocations skill.}}&lt;br /&gt;
&lt;br /&gt;
A '''condenser vane''' is evoked to engulf every monster in sight as well as the 8 squares surrounding it with semi-random [[cloud]]s, with the cloud types increasing in lethality with higher [[Evocations]] skill.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Evoking the vane engulfs each monster you see along with the 8 squares around it with dangerous clouds. While one may not choose exactly which clouds will spawn, types include (in order of increasing power) noxious fumes, flame/freezing vapour/poison gas, negative energy, thunder clouds, and acidic fog. Providing your target(s) are not fully resistant, much havoc can be wrought.&lt;br /&gt;
&lt;br /&gt;
At low levels of Evocations, you'll mostly get noxious fumes with the occasional burst of fire, ice, or poison. At moderate levels (about 8 in Evocations), you'll only rarely get noxious fumes, and mostly get fire, ice, and poison with the occasional burst of negative energy or storm clouds. At high levels (starting at around 14 Evocations), you can start getting clouds of acid; after that point, increasing Evocations makes dangerous clouds like negative energy, storms, and acid more common while decreasing the chances of getting fire, ice, and poison.&lt;br /&gt;
&lt;br /&gt;
==Maximizing effectiveness==&lt;br /&gt;
Contrary to intuition, the vane works best either on very high levels of Evocations when it generates acidic clouds pretty reliably... or on low levels of Evocations if you have picked up the spell [[Ignite Poison]]: that will turn both noxious fumes and poison clouds into fire clouds, against which only very few monsters that appear in packs are immune to.&lt;br /&gt;
&lt;br /&gt;
Also, since the condenser vane works very much like the spell [[Ignition]] does, it is best used when you are facing a (large) group of enemies with restricted room to manoeuvre: the density of monsters will create a carpet of clouds, ideally covering your entire line of sight. The entrance to [[Vaults]]:5 is an obvious one, as are [[Ziggurat]] floors.&lt;br /&gt;
&lt;br /&gt;
Since intelligent enemies will not willingly walk into the damaging clouds, consider combining a condenser vane carpet with a [[potion of attraction]] to pull them in nevertheless. Adding a [[scroll of silence]] on top makes the end vault of Elf:3 quite a bit easier.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Condenser vane replaced the [[wand of clouds]] in [[0.26]].&lt;br /&gt;
&lt;br /&gt;
{{Evocables}}&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ogre_(monster)&amp;diff=56318</id>
		<title>Ogre (monster)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ogre_(monster)&amp;diff=56318"/>
				<updated>2021-11-01T17:48:26Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: /* Tips &amp;amp; Tricks */ adjusted some advice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
''This article is about the monster. For the player [[species]], see [[ogre]].''&amp;lt;br&amp;gt;&lt;br /&gt;
{{list of|ogres}}&lt;br /&gt;
{{monster info|ogre}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Ogres are dangerous early monsters which often appear alone beginning on D:3, and in packs with [[two-headed ogre]]s and [[ogre mage]]s later on. They usually wield [[giant club]]s or [[giant spiked club]]s, but some may carry [[great mace]]s or [[dire flail]]s instead.&lt;br /&gt;
&lt;br /&gt;
Low level characters should be warned that ogres, combined with their weapons, deal enormous damage per hit (potentially up to 40 HP), and can easily one-shot weaker characters. However, they have no resistances and give a good amount of experience.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Apart from being very strong, ogres have no special abilities.&lt;br /&gt;
*If encountered early, they're an excellent target for attack wands and darts; they have poor evasion and low MR so they can be easily taken out.&lt;br /&gt;
*If you are going to fight them in melee, softening them up at range or [[hexes|hexing]] them first is also advisable.&lt;br /&gt;
*Unless you are a [[naga]] or barachi, remember that you can just walk away from them, retreat upstairs and choose a different stair to avoid them. They cannot do anything to you if you're not next to them.&lt;br /&gt;
*Ogres swing slowly. If you let an ogre swing at you once, then back off, you can create enough space to retreat.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.27]], Ogres did not have innately slow attacks, but their giant clubs would often slow them down anyway.&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=56287</id>
		<title>Gozag Ym Sagoz</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=56287"/>
				<updated>2021-10-28T20:00:39Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Conciseness, strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
[[File:Gozag altar.png]] ''&amp;quot;Greed is good.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Gozag Ym Sagoz the Greedy teaches that the world belongs to the rich. Those accepting this principle may exchange their gold for divine assistance. Followers of Gozag do not earn piety; the only way to impress this god is by amassing a fortune, and worshippers may request as much assistance as they can afford. Fortunately, Gozag's worshippers are said to have the touch of gold.&lt;br /&gt;
&lt;br /&gt;
For Gozag, both flesh and spirit are inferior to wealth, and therefore all monsters are turned to gold upon death. Other monsters may then be briefly distracted by imaginings of great wealth. Stalwarts can purchase immediate help in the form of potions, and may also pay to attract shopkeepers into the dungeon. Particularly well-off adherents may bribe the inhabitants of a branch of the dungeon to turn a blind eye to their presence, or even to change their allegiance.&lt;br /&gt;
&lt;br /&gt;
Gozag likes it when you collect gold.&lt;br /&gt;
&lt;br /&gt;
Gozag's powers are not affected by the Invocations skill.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Gozag Ym Sagoz or any other deity.&lt;br /&gt;
&lt;br /&gt;
===Additional Restrictions===&lt;br /&gt;
Gozag requires a service fee for joining; this starts at 0 [[gold]] and rises with the amount of gold generated in the game:&lt;br /&gt;
 Service fee = (Generated gold - Generated gold/log10(Generated gold+10))/2&lt;br /&gt;
&lt;br /&gt;
Characters without enough gold receive the message, &amp;quot;Gozag does not accept service from beggars like you!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Monk]]s who have not yet chosen a god are exempt from this fee, as are those who join Gozag through a [[faded altar]].&lt;br /&gt;
&lt;br /&gt;
==Appreciates/Deprecates==&lt;br /&gt;
Gozag Ym Sagoz is a reasonable businessgod, and does not allow personal feelings to affect its behavior one way or another. All interactions with Gozag Ym Sagoz revolve purely around gold. This also means that [[amulets of faith]] have no effect, since Gozag doesn't care about piety.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
As Gozag Ym Sagoz has no piety system, all divine abilities are available upon joining. Players are notified when they have gathered enough gold to use the next given ability.&lt;br /&gt;
&lt;br /&gt;
*'''Golden touch''': Defeated enemies turn into piles of gold (the amount of gold varies; bigger, stronger monsters tend to generate more), but never leave corpses.  Gold piles on the ground have a chance to distract monsters, causing brief confusion. (Passive)&lt;br /&gt;
&lt;br /&gt;
*'''Detect Gold''': You map the location of all gold on the floor. (Passive)&lt;br /&gt;
&lt;br /&gt;
*'''Potion Petition''': Purchase one set of potion effects. You immediately get the effects of one of three sets of potions, each containing 1-6 random, different potions. Sets containing more and/or better potions are more expensive to purchase. Once you activate the ability, you must choose and pay for one of the sets. You need to have at least 400 gold to be able to use Potion Petition. If your species cannot be hasted or go berserk, Gozag will not offer hasting or berserk effects.&lt;br /&gt;
&lt;br /&gt;
*'''Call Merchant''': Fund a merchant to set up a new [[shop]].  You choose one out of three different Merchants with different shop types. The first use of Call Merchant costs at most 800 gold for the best shop, increasing by 200 gold per use (though most shops are actually much cheaper). The chosen shop is placed at your feet.&lt;br /&gt;
&lt;br /&gt;
*'''Bribe Branch''': Send money to the inhabitants of a branch to turn them temporarily neutral or incite them to join you. [[Unique]] [[Hell]] and [[Pan]] lords are unaffected. (3000 Gold)&lt;br /&gt;
**You must be in the branch (or standing on the entrance) to use this ability. Adds 3000 gold to this branch's bribe fund. Monsters have a chance based on their HD (stronger monsters have a higher chance) to either become peaceful (for some gold from the bribe fund) or become your permanent allies (for more gold from the fund). The chance is rolled when they first notice you.&lt;br /&gt;
**Allied monsters take from the fund when fighting, but not over time.&lt;br /&gt;
**Attacking one of these pacified monsters result in turning all pacified monsters in sight hostile.&lt;br /&gt;
** This power can be incredibly useful in branches with dangerous enemies. Having a few [[Orb of fire|Orbs of fire]] or [[Ancient lich]]es on your side can make a big difference.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Gozag does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
The first of Gozag's punishments is commercial: all shops opened through Gozag's intervention shut their doors forever. The disloyal are advised to finish their shopping before they launch their betrayal. For as long as Gozag remains angered, potions will have a chance to fail when quaffed, and any foes that are encountered may be granted potions of their own to assist them against the ex-worshipper.&lt;br /&gt;
&lt;br /&gt;
Gozag's wrath lasts for a relatively long duration.}}&lt;br /&gt;
&lt;br /&gt;
Upon leaving Gozag Ym Sagoz, any funded stores close, as they are unable to pay their debts without your funds. Any bribed monsters turn hostile. In addition:&lt;br /&gt;
*Petition for your drink to fail: When quaffing potions, there is a high chance that you will lose a turn (but not the potion).&lt;br /&gt;
*Incite: Permanently buffs an enemy with a potion effect.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Gozag's most obvious drawback, the lack of corpses, is noticeable for characters who rely on [[Necromancy]] spells. It will be much more difficult to get dragon scales since dragons won't leave corpses. [[Dancing weapon]]s turn to gold too, so don't bother with the [[hall of blades]].&lt;br /&gt;
&lt;br /&gt;
Potion Petition is a strong button; getting [[haste]], [[might]], [[potion of heal wounds|heal wounds]], and/or [[invisibility]] in a single turn will get you out of many situations throughout the game. And compared to the amount of gold killing monsters gives you, the petition is quite cheap. However, its not the best ''emergency'' button; it might not provide the potion effect (combination) you need right this instant, and most potion effects are not immediate escapes. Therefore, the key with Gozag (and most other resources in the game) is to plan ahead; when in a dangerous, unbribed area like a rune [[vault]], or even just facing a bunch of scary enemies, use your potion petition before its too late. &lt;br /&gt;
&lt;br /&gt;
With enough spare money, funding armour and weapon shops can quickly result in a Gozag worshipper having much better gear throughout the game than the average player would have. Similarly, by funding potion and scroll shops, players can get a hold of many more consumables. However, like any regular shop, they're not guaranteed to have anything useful for the player to purchase.&lt;br /&gt;
&lt;br /&gt;
Bribe branch can drastically reduce the difficulty of a branch by turning enemies neutral or even friendly. Few things simplify the [[Realm of Zot]] like an allied [[orb of fire]]. If your bribery fund begins to run low, you can put an extra 3000 gold towards it by using the ability again. This can be used to ensure the final floor of a branch is fully bribed. Similarly, you can bribe the [[Dungeon]], [[Depths]], and the Realm of Zot ahead of time to simplify the orb run, once you've cleared the monsters guarding the [[Orb of Zot]].&lt;br /&gt;
&lt;br /&gt;
Gold distraction is a useful ability throughout the game, but it has an exaggerated effect in [[Ziggurat]]s; the massive amounts of gold will keep even a floor filled with silencing [[pandemonium lord]]s unable to do anything. In addition, Potion Petition will consistently give players various buffs (especially [[haste]]), even for [[mummies]] or [[lich form]] players.&lt;br /&gt;
&lt;br /&gt;
Gozag is one of the few gods you can abandon while keeping permanent benefits granted via worship (items from Called Merchants).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.26]], Gozag offered one free potion petition on worship. Gozag worshippers also had to deal with [[comestible]]s; corpses were edible, but gold isn't. While not often an issue, certain species, namely [[troll]]s, suffered.&lt;br /&gt;
*Prior to [[0.21]], Gozag could offer haste or berserk via potion petition to species that couldn't be hasted or go berserk.&lt;br /&gt;
*Several aspects of Gozag were different prior to [[0.17]]:&lt;br /&gt;
**Service fee was higher&lt;br /&gt;
**Gold distraction was centered on the generated gold, rather than the player.&lt;br /&gt;
**The cost of Potion Petition increased with use&lt;br /&gt;
**Only monsters that normally left corpses dropped gold.&lt;br /&gt;
**Bribes only worked on humanoid and demonic enemies.&lt;br /&gt;
**Call Merchant placed shops on unexplored floors in [[Dungeon]], [[Depths]], [[Vaults]], and only at your feet when those branches were fully explored.&lt;br /&gt;
*Gozag Ym Sagoz was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=56286</id>
		<title>Gozag Ym Sagoz</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=56286"/>
				<updated>2021-10-28T19:52:38Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: /* Given Abilities */  remove food&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
[[File:Gozag altar.png]] ''&amp;quot;Greed is good.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Gozag Ym Sagoz the Greedy teaches that the world belongs to the rich. Those accepting this principle may exchange their gold for divine assistance. Followers of Gozag do not earn piety; the only way to impress this god is by amassing a fortune, and worshippers may request as much assistance as they can afford. Fortunately, Gozag's worshippers are said to have the touch of gold.&lt;br /&gt;
&lt;br /&gt;
For Gozag, both flesh and spirit are inferior to wealth, and therefore all monsters are turned to gold upon death. Other monsters may then be briefly distracted by imaginings of great wealth. Stalwarts can purchase immediate help in the form of potions, and may also pay to attract shopkeepers into the dungeon. Particularly well-off adherents may bribe the inhabitants of a branch of the dungeon to turn a blind eye to their presence, or even to change their allegiance.&lt;br /&gt;
&lt;br /&gt;
Gozag likes it when you collect gold.&lt;br /&gt;
&lt;br /&gt;
Gozag's powers are not affected by the Invocations skill.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Gozag Ym Sagoz or any other deity.&lt;br /&gt;
&lt;br /&gt;
===Additional Restrictions===&lt;br /&gt;
Gozag requires a service fee for joining; this starts at 0 [[gold]] and rises with the amount of gold generated in the game:&lt;br /&gt;
 Service fee = (Generated gold - Generated gold/log10(Generated gold+10))/2&lt;br /&gt;
&lt;br /&gt;
Characters without enough gold receive the message, &amp;quot;Gozag does not accept service from beggars like you!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Monk]]s who have not yet chosen a god are exempt from this fee, as are those who join Gozag through a [[faded altar]].&lt;br /&gt;
&lt;br /&gt;
==Appreciates/Deprecates==&lt;br /&gt;
Gozag Ym Sagoz is a reasonable businessgod, and does not allow personal feelings to affect its behavior one way or another. All interactions with Gozag Ym Sagoz revolve purely around gold. This also means that [[amulets of faith]] have no effect, since Gozag doesn't care about piety.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
As Gozag Ym Sagoz has no piety system, all divine abilities are available upon joining. Players are notified when they have gathered enough gold to use the next given ability.&lt;br /&gt;
&lt;br /&gt;
*'''Golden touch''': Defeated enemies turn into piles of gold (the amount of gold varies; bigger, stronger monsters tend to generate more), but never leave corpses.  Gold piles on the ground have a chance to distract monsters, causing brief confusion. (Passive)&lt;br /&gt;
&lt;br /&gt;
*'''Detect Gold''': You map the location of all gold on the floor. (Passive)&lt;br /&gt;
&lt;br /&gt;
*'''Potion Petition''': Purchase one set of potion effects. You immediately get the effects of one of three sets of potions, each containing 1-6 random, different potions. Sets containing more and/or better potions are more expensive to purchase. Once you activate the ability, you must choose and pay for one of the sets. You need to have at least 400 gold to be able to use Potion Petition. If your species cannot be hasted or go berserk, Gozag will not offer hasting or berserk effects.&lt;br /&gt;
&lt;br /&gt;
*'''Call Merchant''': Fund a merchant to set up a new [[shop]].  You choose one out of three different Merchants with different shop types. The first use of Call Merchant costs at most 800 gold for the best shop, increasing by 200 gold per use (though most shops are actually much cheaper). The chosen shop is placed at your feet.&lt;br /&gt;
&lt;br /&gt;
*'''Bribe Branch''': Send money to the inhabitants of a branch to turn them temporarily neutral or incite them to join you. [[Unique]] [[Hell]] and [[Pan]] lords are unaffected. (3000 Gold)&lt;br /&gt;
**You must be in the branch (or standing on the entrance) to use this ability. Adds 3000 gold to this branch's bribe fund. Monsters have a chance based on their HD (stronger monsters have a higher chance) to either become peaceful (for some gold from the bribe fund) or become your permanent allies (for more gold from the fund). The chance is rolled when they first notice you.&lt;br /&gt;
**Allied monsters take from the fund when fighting, but not over time.&lt;br /&gt;
**Attacking one of these pacified monsters result in turning all pacified monsters in sight hostile.&lt;br /&gt;
** This power can be incredibly useful in branches with dangerous enemies. Having a few [[Orb of fire|Orbs of fire]] or [[Ancient lich]]es on your side can make a big difference.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Gozag does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
The first of Gozag's punishments is commercial: all shops opened through Gozag's intervention shut their doors forever. The disloyal are advised to finish their shopping before they launch their betrayal. For as long as Gozag remains angered, potions will have a chance to fail when quaffed, and any foes that are encountered may be granted potions of their own to assist them against the ex-worshipper.&lt;br /&gt;
&lt;br /&gt;
Gozag's wrath lasts for a relatively long duration.}}&lt;br /&gt;
&lt;br /&gt;
Upon leaving Gozag Ym Sagoz, any funded stores close, as they are unable to pay their debts without your funds. Any bribed monsters turn hostile. In addition:&lt;br /&gt;
*Petition for your drink to fail: When quaffing potions, there is a high chance that you will lose a turn (but not the potion).&lt;br /&gt;
*Incite: Permanently buffs an enemy with a potion effect.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Gozag's most obvious drawback, the lack of corpses, is noticeable for characters who rely on [[Necromancy]] spells. It will be much more difficult to get dragon scales since dragons won't leave corpses. [[Dancing weapon]]s turn to gold too, so don't bother with the [[hall of blades]].&lt;br /&gt;
&lt;br /&gt;
Potion Petition is a strong button; getting [[haste]], [[might]], [[potion of heal wounds|heal wounds]], and/or [[invisibility]] in a single turn will get you out of many situations. And compared to the amount of gold killing monsters gives you, the petition is quite cheap. However, its not the best ''emergency'' button; it might not provide the potion effect (combination) you need right this instant, and most potion effects are not immediate escapes. Therefore, the key with Gozag (and most other resources in the game) is to plan ahead; when in a dangerous, unbribed area like a rune [[vault]], or even just facing a bunch of scary enemies, use your potions! With enough spare money, funding armour and weapon shops can quickly result in a Gozag worshipper having much better gear throughout the mid-game, and even late-game, than the average player would have. Similarly, by funding potion and scroll shops, players can get ahold of many more consumables. But like Potion Petition, funded shops might not give many actually useful items.&lt;br /&gt;
&lt;br /&gt;
However, Gozag's true power lies in the third ability. Bribing a branch, while expensive, can drastically reduce the difficulty of a level by making potentially dangerous enemies become neutral or even friendly. Few things simplify the [[Realm of Zot]] like an allied [[orb of fire]]. If your bribery fund begins to run low, you can put an extra 3000 gold towards it by using the ability again. This can be used to ensure the final floor of a branch is fully bribed. Similarly, you can bribe the [[Dungeon]], [[Depths]], and the Realm of Zot ahead of time to simplify the orb run, once you've cleared the monsters guarding the [[Orb of Zot]].&lt;br /&gt;
&lt;br /&gt;
Gozag's gold distraction is noticible, if a little overlooked, thoughout a regular game. But where it really shines is the enemy-filled rooms of a [[Ziggurat]]; the massive amounts of gold will keep even a floor filled with silencing [[pandemonium lord]]s unable to do anything. In addition, Potion Petition will consistently give players various buffs (especailly [[haste]]), even in [[lich form]].&lt;br /&gt;
&lt;br /&gt;
As Gozag offers little before players have had time to build up a gold supply to purchase aid with, characters who have little trouble in the early game can best take advantage of Gozag.&lt;br /&gt;
&lt;br /&gt;
Gozag is one of the few gods you can abandon while keeping permanent benefits granted via worship (items from Called Merchants).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.26]], Gozag offered one free potion petition on worship. Gozag worshippers also had to deal with [[comestible]]s; corpses were edible, but gold isn't. While not often an issue, certain species, namely [[troll]]s, suffered.&lt;br /&gt;
*Prior to [[0.21]], Gozag could offer haste or berserk via potion petition to species that couldn't be hasted or go berserk.&lt;br /&gt;
*Several aspects of Gozag were different prior to [[0.17]]:&lt;br /&gt;
**Service fee was higher&lt;br /&gt;
**Gold distraction was centered on the generated gold, rather than the player.&lt;br /&gt;
**The cost of Potion Petition increased with use&lt;br /&gt;
**Only monsters that normally left corpses dropped gold.&lt;br /&gt;
**Bribes only worked on humanoid and demonic enemies.&lt;br /&gt;
**Call Merchant placed shops on unexplored floors in [[Dungeon]], [[Depths]], [[Vaults]], and only at your feet when those branches were fully explored.&lt;br /&gt;
*Gozag Ym Sagoz was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ironbound_frostheart&amp;diff=56285</id>
		<title>Ironbound frostheart</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ironbound_frostheart&amp;diff=56285"/>
				<updated>2021-10-28T19:48:37Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Add tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful info==&lt;br /&gt;
'''Ironbound frosthearts''' are threatening ice mages guarding the [[Vaults]]. Like the player spell [[Frozen Ramparts]], Frosthearts can freeze the walls adjacent to the player to harm them. They inflict the [[Frozen]] status, slowing down player movement.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
These enemies are dangerous when faced in conjunction with other Vaults denizens, who will swarm you or pelt you with missiles if you leave a corridor or chokepoint to avoid Creeping Frost. Disable them with hexes or break LOS with them to buy some time to deal with other enemies first. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ironbound frosthearts were added in [[0.27]].&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Tentacle_Throw&amp;diff=56284</id>
		<title>Tentacle Throw</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Tentacle_Throw&amp;diff=56284"/>
				<updated>2021-10-28T18:58:28Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Obsolete old article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Hurls a tentacle-constricted foe a considerable distance, injuring them.}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
In [[0.18]], along with octopode crushers (the only monsters that had this ability), Tentacle Throw was removed.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Rockslime&amp;diff=56283</id>
		<title>Rockslime</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Rockslime&amp;diff=56283"/>
				<updated>2021-10-28T18:54:07Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Unstub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{list of | jellies}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful info==&lt;br /&gt;
These rocky blobs resemble [[dire elephant]]s more than slime. Like other slimes they are commonly found in the [[The Slime Pits|Slime Pits]] but will occasionally show up elsewhere in the late dungeon and depths.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
They feature average willpower at the stage of the game they tend to appear at so they are fairly easy to paralyze or charm.&lt;br /&gt;
&lt;br /&gt;
With 12 speed, they will &amp;quot;outrun&amp;quot; most adventurers who try to walk away them. Fortunately, unlike [[quicksilver ooze]]s, [[acid blob]]s, or [[azure jelly|azure jellies]], their damage output is a bit more manageable.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Rockslimes were added in [[0.27]].&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Void_ooze&amp;diff=56282</id>
		<title>Void ooze</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Void_ooze&amp;diff=56282"/>
				<updated>2021-10-28T18:53:48Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Unstub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{list of | jellies}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful info==&lt;br /&gt;
Quicksilver oozes move fast and hit fast, with attacks that seem specifically geared towards disabling spellcasters. They are commonly found in the [[The Slime Pits|Slime Pits]] but are occasionally found in the late dungeon or depths.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Watch out for their asphyxiation and antimagic melee; their high speed can make escape difficult and you may be repeatedly engulfed while your magic is sapped away.&lt;br /&gt;
&lt;br /&gt;
They aren't very durable. Unavoidable damaging spells or wands/evocables can take care of them, if you are ready.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Quicksilver oozes were added in [[0.27]].&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Void_ooze&amp;diff=56281</id>
		<title>Void ooze</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Void_ooze&amp;diff=56281"/>
				<updated>2021-10-28T18:46:36Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Add info and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{list of | jellies}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Useful info==&lt;br /&gt;
Quicksilver oozes move fast and hit fast, with attacks that seem specifically geared towards disabling spellcasters. They are commonly found in the [[The Slime Pits|Slime Pits]] but are occasionally found in the late dungeon or depths.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Watch out for their asphyxiation and antimagic melee; their high speed can make escape difficult and you may be repeatedly engulfed while your magic is sapped away.&lt;br /&gt;
&lt;br /&gt;
They aren't very durable. Unavoidable damaging spells or wands/evocables can take care of them, if you are ready.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Quicksilver oozes were added in [[0.27]].&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Rockslime&amp;diff=56280</id>
		<title>Rockslime</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Rockslime&amp;diff=56280"/>
				<updated>2021-10-28T18:27:17Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Added info and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{list of | jellies}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Useful info==&lt;br /&gt;
These rocky blobs resemble [[dire elephant]]s more than slime. Like other slimes they are commonly found in the [[The Slime Pits|Slime Pits]] but will occasionally show up elsewhere in the late dungeon and depths.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
They feature average willpower at the stage of the game they tend to appear at so they are fairly easy to paralyze or charm.&lt;br /&gt;
&lt;br /&gt;
With 12 speed, they will &amp;quot;outrun&amp;quot; most adventurers who try to walk away them. Fortunately, unlike [[quicksilver ooze]]s, [[acid blob]]s, or [[azure jelly|azure jellies]], their damage output is a bit more manageable.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Rockslimes were added in [[0.27]].&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Scroll_of_vulnerability&amp;diff=56265</id>
		<title>Scroll of vulnerability</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Scroll_of_vulnerability&amp;diff=56265"/>
				<updated>2021-10-25T16:57:58Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Version bump, more strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Scroll&lt;br /&gt;
 |name=Scroll of vulnerability&lt;br /&gt;
 |appearance=different&lt;br /&gt;
 |cost=75&lt;br /&gt;
 |weight=2.0&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A scroll that briefly halves the willpower of the reader and any nearby beings, rendering them vulnerable to many magical effects. The scroll cannot affect those fully immune to such effects.}}&lt;br /&gt;
&lt;br /&gt;
Reading a '''scroll of vulnerability''' inflicts [[Vulnerability (status effect)|vulnerability]] on everything in your [[line of sight]] (including you), reducing [[willpower]] by half for a short duration. Monsters with unshakeable will are unaffected.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Remember that your own [[willpower]] is also affected! Watch out for enemy hexers like [[Erica]], [[Erolcha]], [[merfolk siren]]s, or [[orc sorcerer]]s when using this scroll.&lt;br /&gt;
*Scrolls of vulnerability aren't only for stabbers using [[Ensorcelled Hibernation]]; they can be useful for anyone with a [[wand of paralysis]] or [[Wand of charming|charming]] and a few levels in Evocations. They're also useful for worshippers of [[Lugonu]] to make banishing foes easier.&lt;br /&gt;
*Ideal enemies to read this against are powerful uniques without hexes in their spell set. Good targets would be nasty brutes like [[Donald]], [[Bai Suzhen]], [[Frederick]], or [[Sojobo]]. They can also be useful if you're struggling against say, [[hydra]s or [[dire elephant]]s, though they aren't plentiful enough for this to be a strategy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], scrolls of vulnerability would additionally cause all magical [[status effect]]s to immediately expire, and would reduce your current [[magical contamination]] by 1-5 points. Both of these effects were transferred to the [[potion of cancellation]].&lt;br /&gt;
&lt;br /&gt;
{{scrolls}}&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hailstorm&amp;diff=56264</id>
		<title>Hailstorm</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hailstorm&amp;diff=56264"/>
				<updated>2021-10-25T15:06:20Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Use template; add damage and strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
{{Flavour|Conjures a cannonade of hail. The peculiarities of the magic involved in creating the hail prevent the spell from hitting monsters adjacent to the caster. Due to the strong impact and cutting edges a significant portion of its damage bypasses cold resistance.}}&lt;br /&gt;
&lt;br /&gt;
'''Hailstorm''' is a Level 4 [[Conjurations]]/[[Ice Magic]] spell that drops hail on all tiles that are 2-3 spaces away from the caster (marked with 'x'):&lt;br /&gt;
&lt;br /&gt;
 .........&lt;br /&gt;
 .xxxxxxx.&lt;br /&gt;
 .xxxxxxx.&lt;br /&gt;
 .xx...xx.&lt;br /&gt;
 .xx.@.xx.&lt;br /&gt;
 .xx...xx.&lt;br /&gt;
 .xxxxxxx.&lt;br /&gt;
 .xxxxxxx.&lt;br /&gt;
 .........&lt;br /&gt;
&lt;br /&gt;
This spell deals up to 3d20 damage at max spellpower, making it an excellent unavoidable direct damage spell, if you can adapt to its awkward range. While it deals [[cold]] damage, it is only 40% resistible.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
* Has excellent synergy with [[Frozen Ramparts]] and [[Ozocubu's Armor]]&lt;br /&gt;
* If the opportunity presents itself, allowing weaker enemies to stand next to you will force stronger ones to stand helplessly 2-3 tiles away. (Be warned, some pack creatures can force their way to the front).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.27]], Hailstorm didn't affect creatures made entirely out of ice - [[ice beast]]s, [[ice statue]]s, and [[simulacra]].&lt;br /&gt;
*Hailstorm was added in [[0.25]].&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Tab&amp;diff=56247</id>
		<title>Tab</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Tab&amp;diff=56247"/>
				<updated>2021-10-18T15:07:31Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Add section for ranged tabbing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
Pressing '''Tab''' will automate combat for one turn, causing your character to attack the nearest hostile monster with the weapon you are currently wielding. [[Reaching]] weapons will take advantage of their reach and ranged weapons will fire whatever ammo you've got [[q]]uivered. If no target is within range, it will cause you to instead move toward the nearest monster.&lt;br /&gt;
&lt;br /&gt;
You can also press '''Shift-Tab''' or '''p''' to automate your quivered option for combat, firing your quivered ability, spell, or ranged weapon once at the nearest enemy (as if you pressed 'ff'). You will not move towards enemies with this command.&lt;br /&gt;
&lt;br /&gt;
Although combat can occasionally require complex decision making, most fights in ''Crawl'' are very straightforward. Along with providing a convenient means of speeding through harmless opponents, autofighting also helps you avoid certain dangers. Attacking by attempting to move into an enemy can be dangerous when fighting [[blink]]ing or trampling opponents, as you may suddenly find yourself wasting turns on unintentional movement while your enemies get free attacks. Additionally, using the tab key will stop the fight when the player gets too low on [[HP]] (50% by default), potentially prompting the player to reconsider the fight.&lt;br /&gt;
&lt;br /&gt;
Tabbing through combat does have its downsides, however. Tabbing characters will move into attack range without concern for giving the opponent a free first attack. When in range of multiple opponents of varying strengths, the AI may choose to attack a weak target while neglecting actual threats. Movement through Tabbing does not take terrain into account, sometimes resulting in poor choices in areas where [[traps]] and [[shallow water]] are plentiful. It doesn't take too many clumsy blunders to teach a player when to avoid the Tab key.&lt;br /&gt;
&lt;br /&gt;
[[Category:Commands]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fire_(command)&amp;diff=56246</id>
		<title>Fire (command)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fire_(command)&amp;diff=56246"/>
				<updated>2021-10-18T14:30:04Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Address new targeting and quivering options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
&lt;br /&gt;
The '''fire''' command, invoked by pressing '''[[f]]''', fires the [[Quiver (command)|quivered]] ranged weapon, evocable, invocation, ability, or spell at a square that you select (usually one with a [[monster]]). After pressing '''f''' and selecting a target to aim at, you can then fire by pressing:&lt;br /&gt;
*'''f''' (again) or '''Enter''' (to fire past the target, potentially hitting whatever's behind it if the first target is missed) or&lt;br /&gt;
*'''.''' (to fire directly at the target's tile, guaranteeing that the projectile will not travel past the tile you're aiming at even if it misses all targets). &lt;br /&gt;
&lt;br /&gt;
Non-targeted abilities will instead show the range of the ability (if applicable) and ask for confirmation to fire.&lt;br /&gt;
&lt;br /&gt;
Note that [[throwing]] weapons need merely to be quivered, but [[arrow]]s, [[bolt]]s, and [[sling bullet]]s require you to have an equipped [[bow]], [[crossbow]], or [[sling]] (respectively) before you can fire them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Commands]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Quiver_(command)&amp;diff=56245</id>
		<title>Quiver (command)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Quiver_(command)&amp;diff=56245"/>
				<updated>2021-10-18T14:13:10Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Include new quiver options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
&lt;br /&gt;
The '''Quiver''' command, invoked by pressing [[Q]], allows you to select a projectile, ammo, evocable, invocation, or ability for quick usage via the [[Fire (commmand)| fire]] command.&lt;br /&gt;
&lt;br /&gt;
As with the [[wield]] command, the player may choose to quiver nothing by pressing ‘-‘ (the minus key) when prompted to select an item.&lt;br /&gt;
&lt;br /&gt;
[[Category:Commands]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Rampaging&amp;diff=56244</id>
		<title>Rampaging</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Rampaging&amp;diff=56244"/>
				<updated>2021-10-18T13:50:06Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Added strategy section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{flavour|Its wearer takes one free step when moving towards enemies.}}&lt;br /&gt;
&lt;br /&gt;
'''Rampaging''' is an [[ego]] found only on [[boots]] and [[artefacts]]. When the wearer moves directly towards an enemy (i.e. the enemy is positioned in one of the cardinal directions from the wearer), they move one additional space without taking any additional time. If wearers are only one space away from their target, they move next to the target and immediately make a melee attack.&lt;br /&gt;
&lt;br /&gt;
[[Cheibriados]] disapproves of this ego; attempting to use this ego anyway as a Cheibriadite will quickly sap your piety.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
These boots will reduce the number of attacks you take while moving towards ranged enemies, which can make it useful for melee characters. In the event you find yourself with a horde in front of you and a weak enemy in another direction, these boots can aid you in your escape if you move towards them.&lt;br /&gt;
&lt;br /&gt;
Stabbers can get guaranteed stabs against foes 1 empty square away.&lt;br /&gt;
&lt;br /&gt;
Be cautious if you move towards an enemy in fog of war; you will uncover twice as many squares with each step, and may find yourself in a much more dangerous situation than you anticipated.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Rampaging was added in [[0.26]], replacing the [[running]] ego on boots.&lt;br /&gt;
&lt;br /&gt;
[[Category:Movement]]&lt;br /&gt;
[[Category:Egos]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Silent_spectre&amp;diff=49475</id>
		<title>Silent spectre</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Silent_spectre&amp;diff=49475"/>
				<updated>2018-12-13T21:28:59Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Replace some poor and/or outdated advice. Tornado+haste from the edge of the aura is not useful advice for most characters (even spellcasters). There are much cheaper alternatives that don't require level 9 spells.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=silent spectre&lt;br /&gt;
|glyph={{Cyan|W}}&lt;br /&gt;
|tile=[[File:Silent spectre.png]]&lt;br /&gt;
|flags={{Evil flag}}&amp;lt;br&amp;gt;{{Insubstantial flag}}&amp;lt;br&amp;gt;{{Levitate flag}}&amp;lt;br&amp;gt;{{No stairs flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&lt;br /&gt;
|resistances={{Cold resistance 3}}, {{Poison resistance 3}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Sticky flame resistance}}, &amp;lt;br&amp;gt;{{Constriction resistance}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability 2}}, {{Holy wrath vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=313&lt;br /&gt;
|holiness={{Undead}}&lt;br /&gt;
|magic_resistance=40&lt;br /&gt;
|hp_range=28-61&lt;br /&gt;
|avg_hp=44&lt;br /&gt;
|armour_class=5&lt;br /&gt;
|evasion=15&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Open doors}}&lt;br /&gt;
|attack1=15 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=8&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Normal intelligence}}&lt;br /&gt;
|genus=wraith&lt;br /&gt;
|species=silent spectre&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|The bane of wizards, these terrible spirits bring an unearthly silence to the area around them, making it impossible to recite the magical incantations involved with casting spells or reading scrolls.&lt;br /&gt;
----&lt;br /&gt;
“There is a silence where hath been no sound,&amp;lt;br&amp;gt;&lt;br /&gt;
There is a silence where no sound may be,—&amp;lt;br&amp;gt;&lt;br /&gt;
In the cold grave, under the deep, deep sea,&amp;lt;br&amp;gt;&lt;br /&gt;
Or in the wide desert where no life is found.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Thomas Hood, “Silence”. Early 19th cent.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Silent spectres''' are weak insubstantial [[undead]] that would be no real threat except for the permanent 12-tile [[aura]] of [[Silence]] they radiate. A character with even moderate weapon skills should be able to defeat them easily, but pure casters will find themselves suddenly incapable of casting spells, using abilities, or commanding allies. Fortunately it's easy to avoid them, as their large aura can be seen long before they enter your [[line of sight]]. Silent spectres cannot use stairs.  They can be randomly found in [[the Crypt]], [[the Abyss]], [[Tartarus]], and [[Ziggurat]]s, and elsewhere as part of predefined [[vault]]s.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Silence disables spellcasting and [[scroll]]s, but not [[wand]]s, [[potion]]s, [[evocable items]], or [[throw]]able items.&lt;br /&gt;
*Because their aura is so large, reaching them is often a difficult task. Javelins of penetration or a [[lamp of fire]] can destroy them quite effectively even if they are hidden behind a pack of enemies. A [[lightning rod]] can also do the trick, albeit from a much shorter distance.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Silent spectres were added to the game in [[0.8]].&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Death_scarab&amp;diff=49456</id>
		<title>Death scarab</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Death_scarab&amp;diff=49456"/>
				<updated>2018-11-22T14:36:57Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{list of | arthropods}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Death scarabs''' are debilitating undead pests that assault intruders in packs, afflicting their foes with [[slow]] and [[vampiric|healing themselves with each bite]]. Groups of death scarabs can be found throughout [[the Tomb]] or in Tomb-themed rune vaults in the [[Spider's  Nest]], and they may be summoned by [[greater mummies]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*On their own, death scarabs are unlikely to kill a character capable of reaching the Tomb. However, their presence makes combat with any of the Tomb's other inhabitants significantly more dangerous. Unless you play an undead character, their irresistible [[slow]] attacks magnify the number of actions enemies get between your actions, and their erratic swarming behavior often blocks attacks against more serious foes. When possible, kill them at range before they get a chance to affect you, and give yourself time to recover after a fight so you don't find yourself getting [[torment]]ed while slow and injured.&lt;br /&gt;
*Their undead nature makes them immune to [[poison]]. They lack any [[fire]] or [[cold]] resistance, however, making [[Freezing Cloud]] and [[Fireball]] excellent (if noisy) methods for defeating them from a distance.&lt;br /&gt;
*They are very, very effective allies when raised with [[Animate Dead]]. A small pack will murder greater mummies without breaking a sweat. (It helps that they focus on murdering instead of zipping around like they do when alive.)&lt;br /&gt;
*Raise your own army of death scarabs with [[Infestation]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Death scarabs used to trail clouds of [[miasma]], but were somewhat less tough. &lt;br /&gt;
&lt;br /&gt;
Death scarabs were added in [[0.16]].&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Infestation&amp;diff=49455</id>
		<title>Infestation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Infestation&amp;diff=49455"/>
				<updated>2018-11-22T14:19:43Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Infestation strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|019}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Infestation''' is a level 8 [[Necromancy]] spell that applies the 'infested' status to monsters in a 5x5 smite-targeted area; a friendly [[death scarab]] erupts out of the victims when they die.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Infest the weaker monsters in a horde and kill them quickly to spawn a bunch of scarabs. Death scarabs are incredibly good allies; they are very fast, slow down enemies, are undead, and deal great damage. They also last for a fairly long time, letting you Infest new monsters you encounter to replenish your horde.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* Added in [[0.19]].&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Pandemonium&amp;diff=49453</id>
		<title>Pandemonium</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Pandemonium&amp;diff=49453"/>
				<updated>2018-11-20T18:00:06Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Removed references to deprecated features, zig portals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
{{flavour|Pandemonium is an infinite realm of pain and suffering. While you can find a good deal of loot there, all these treasures are guarded by demons and even crueller demon lords. Many a hero, confusing confidence with megalomania, has died screaming in the barrage of torment and hellfire.&lt;br /&gt;
&lt;br /&gt;
Pandemonium is endless. Portals there are found abundantly in the deeper parts of the main dungeon. Note that getting back might be more difficult.&lt;br /&gt;
&lt;br /&gt;
No fewer than five runes can be found in Pandemonium:&lt;br /&gt;
&lt;br /&gt;
• a fiery rune in the well-heated realm of Cerebov&lt;br /&gt;
&lt;br /&gt;
• a glowing rune in the contaminated domain of Mnoleg&lt;br /&gt;
&lt;br /&gt;
• a magical rune guarded by the arcane powers of Lom Lobon and his minions&lt;br /&gt;
&lt;br /&gt;
• a dark rune in the shadowy abode of Gloorx Vloq&lt;br /&gt;
&lt;br /&gt;
• a demonic rune, owned by a less famous lord&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This gate leads to the endless halls of Pandemonium. Tales about successful lootings of these netherworlds are rare. Even the strongest and most experienced characters can die there. On the other hand, these halls contain several runes and lots of valuable items. It is much easier to get in than to get out.}}&lt;br /&gt;
&lt;br /&gt;
'''Pandemonium''' (or '''Pan''') is an infinite demonic realm, populated by all manner of [[demon]]s and randomly littered with any kind of treasure imaginable. One of the final [[branch]]es of the game to explore (and a purely optional one), it contains endless treasure and experience, and five [[runes of Zot]]:&lt;br /&gt;
&lt;br /&gt;
[[File:Demonic rune 1.png]]The demonic rune, lost somewhere in the endless halls of Pandemonium.&lt;br /&gt;
&lt;br /&gt;
[[File:Fiery rune.png]]The fiery rune, guarded by [[Cerebov]].&lt;br /&gt;
&lt;br /&gt;
[[File:Glowing rune.png]]The glowing rune, guarded by [[Mnoleg]].&lt;br /&gt;
&lt;br /&gt;
[[File:Magical rune.png]]The magical rune, guarded by [[Lom Lobon]].&lt;br /&gt;
&lt;br /&gt;
[[File:Dark rune.png]]The dark rune, guarded by [[Gloorx Vloq]].&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Like [[the Abyss]], Pandemonium is an infinite space containing endless opponents and loot, and you may explore it for as long as you like. However, unlike the Abyss, Pandemonium is comprised of individual, randomly generated realms, rather than an unmappable and limitless plain. Each realm is the size of an ordinary Dungeon floor, can come in a wide variety of layouts, usually contains one [[Pandemonium lord]] [[vault]], and may contain a rune of Zot. In fact, the only items guaranteed not to generate here are [[unrandart]]s; apart from the [[sword of Cerebov]], no unrand will ever generate in Pandemonium.&lt;br /&gt;
&lt;br /&gt;
You may enter Pandemonium through any Pandemonium entry portal, which can generate on [[Depths]]:1-5. Traveling from one realm of Pandemonium to the next can be accomplished through a transit portal, several of which can be found on each floor. Bear in mind that once you leave a particular realm, you will ''never'' be able to return to it again, potentially resulting in the permanent loss of runes of Zot. Exiting Pandemonium can be accomplished through either an exit portal, or by instead entering a portal to [[the Abyss]]. Actual exit portals are very rare, but they most commonly show up inside of a Pandemonium lord's vault, and each Pandemonium rune you collect increases the odds of finding an exit. Abyss portals are somewhat more common, but do require you to then escape the Abyss in order to return to the Dungeon. Note that self-[[banish]]ing via a [[distortion]] weapon is not an actual way out: after banishment, using the Abyssal escape portal simply returns you to the Pandemonium realm on which you were banished.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! '''Entry''' || '''Transit''' || '''Exit''' || '''Abyss'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pandemonium entry.png]] || [[File:Pandemonium transit.png]] || [[File:Pandemonium exit.png]] || [[File:Abyss entry.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Be aware that each time you travel to a new realm in Pandemonium, you will be placed at an entirely random point. There is no guarantee that another portal will be anywhere near where you enter, or that you won't be dumped in the middle of a horde of powerful demons. If your character knows any buff spells, it is a good idea to cast them before entering any portal.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
Any given realm of Pandemonium is capable of throwing almost any [[demon]] above tier-4 at you, but each realm is inhabited by only a fraction of the possible demons you can encounter. This means that you will be encountering tier-1 and -2 demons as a regular occurence; don't even consider entering Pandemonium unless you are comfortable with this. Also, there are a wide variety of [[list of demonspawn|demonspawn]] opponents here, each of which has a unique type and occupation, much like the [[list of draconians|draconians]] of [[the Realm of Zot]]. Although less of a threat than the most dangerous demons, their abilities can range from aggravating to devastating, and they tend to appear in swarms. See [[list of demonspawn|this article]] for further details.&lt;br /&gt;
&lt;br /&gt;
More dangerous than the demonspawn, [[hell sentinel]]s, and [[fiend]]s, however, are the [[Pandemonium lord]]s. These are essentially randomly generated [[unique]]s, each of which has its own resistances, attack brand, and spell set. They also tend to generate along with a very large horde of demons appropriate to the floor, making it a fairly common occurrence to come across multiple sources of [[torment]], heavy elemental damage, and a powerful [[unique]] all at once. Always e[[x]]amine a Pandemonium lord before engaging it in combat, and always act carefully; there's a chance that it'll be a pushover, but it's just as likely to be one of the deadliest opponents in the game.&lt;br /&gt;
&lt;br /&gt;
==The Runes==&lt;br /&gt;
Although players can conceivably acquire unlimited [[experience]] and treasure by farming Pandemonium realms endlessly, doing so serves little purpose; it is dangerous enough that most players capable of handling it already have all they need to clear the rest of the game. Searching for [[potions of mutation]] or items to open a [[treasure trove]] may be rewarding, but bear in mind that there are plenty of sources of [[bad mutations]] here as well. The main reason for anyone to enter Pandemonium is to retrieve its five runes of Zot.&lt;br /&gt;
&lt;br /&gt;
====The Demonic Rune====&lt;br /&gt;
While exploring random Pandemonium realms, the demonic rune of Zot will occasionally generate lying on the ground within the vault of a [[Pandemonium lord]]. This means you will always have to deal with a powerful horde of demons to get it (or at least to [[Apportation|apport]] it and run). Not all Pandemonium lords will have it in their lair though; there is an 11.1% chance that any normal vault will contain it, and a 100% chance for five particular vaults:&lt;br /&gt;
*'''Hellion Island''' - A square of terrain, surrounded by lava, populated by dozens of [[hellfire]]-flinging [[hellion]]s, all led by a single Pandemonium lord. ''Extremely dangerous'': one false move and you receive 5-8 hellfire bursts. Always be wary of lava pools as an indicator of this level.&lt;br /&gt;
*'''Eyes of Draining''' - Eight carefully spaced [[eyes of draining]], locked away behind [[grate]]s, will devastate your [[MP]] as you deal with a Pandemonium lord and its cohorts. The rune is locked away in a ninth cage in the center.&lt;br /&gt;
*'''Smiting''' - A hallway lined with [[smoke demon]]s, locked away behind grates. These will smite you repeatedly as you deal with the horde inside.&lt;br /&gt;
*'''Frozen Over''' - An open area filled with multiple [[blizzard demon]]s, with an [[ice statue]] in the middle sitting on top of the rune. The statue is surrounded by [[deep water]], preventing easy access. Expect heavy [[cold]], [[electricity]], and [[Airstrike]] damage.&lt;br /&gt;
*'''[[Pandemonium#The Shining One's Fortress|The Shining One's Fortress]]''' - see the section below.&lt;br /&gt;
&lt;br /&gt;
Once you have acquired the demonic rune, it will never appear again. If you fail to acquire it in a given realm before leaving, however, it will still appear in a future realm.&lt;br /&gt;
&lt;br /&gt;
===Unique Realms===&lt;br /&gt;
Along with the endless random realms of Pandemonium, traveling from realm to realm will eventually bring you to four unique realms, each of which is ruled over by a [[unique]] Pandemonium lord. Upon entering one of these, you will receive a message declaring whose realm you've entered. You can only enter each of these realms once per game; once you've left these realms, they are forever lost to you, taking any unclaimed runes with them. As such, it is best to delay entering Pandemonium until you are confident in your ability to take on all four challenges.&lt;br /&gt;
&lt;br /&gt;
In addition to specific messages that appear in a Pandemonium realm with a unique rune, you will be prompted with the following message if you attempt to leave a unique realm before acquiring the rune, further reducing the risk of missing it:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|An item of great power still resides in this realm, and once you leave you can never return. Are you sure you want to leave?}}&lt;br /&gt;
&lt;br /&gt;
It is entirely possible to steal these runes without killing the unique Pandemonium lords which guard them. Clever use of fast movement speed, [[scrolls of magic mapping]], [[Lee's Rapid Deconstruction]], [[Shatter]], and [[Apportation]] can allow you to snag the rune quickly and (relatively) safely. However, be aware that the respective Pandemonium lord will reappear and chase you down on later floors, unless and until it is slain. Similarly, failure to kill a unique Pandemonium lord whose rune you've stolen will add that lord to the list of enemies which may attack you during your [[ascension]].&lt;br /&gt;
&lt;br /&gt;
====The Fiery Rune: Cerebov's Realm====&lt;br /&gt;
{{crawlquote|Searing heat pours from the floors and walls of this place. The mighty Pandemonium lord Cerebov resides here.}}&lt;br /&gt;
&lt;br /&gt;
The fiery rune of Zot is guarded by [[Cerebov]], a powerful giant and master of [[Fire Magic]]. Its realm is primarily made up of long narrow hallways which intersect with small rectangular chambers, but roughly half of the map will consist of a massive metal fortress. Fully exploring the fortress will reveal several small treasure chambers, and killing Cerebov will reward you with the [[sword of Cerebov]]. Max out your [[fire]] resistance, and see the [[Cerebov]] article for further advice.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in Cerebov's realm:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orange demon}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Red devil}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Efreet}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Sun demon}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Balrug}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Brimstone fiend}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Cerebov}}.&lt;br /&gt;
&lt;br /&gt;
====The Glowing Rune: Mnoleg's Realm====&lt;br /&gt;
{{crawlquote|The air here is shimmering with an eerie glow. The mighty Pandemonium lord Mnoleg resides here.}}&lt;br /&gt;
&lt;br /&gt;
The glowing rune of Zot is guarded by [[Mnoleg]], a chaotic jester who delights in [[mutation|mutating]] its foes. Mnoleg's realm offers wide hallways and occasional [[door]]s, while its vault is made up of several wide diagonally crossing hallways. Apart from the rune, there is no guaranteed treasure to be found here. Use a source of [[mutation]] resistance, a [[ring of sustain attributes]], and an [[amulet of stasis]] while here, and see the [[Mnoleg]] article for further advice.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in Mnoleg's realm:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Hellwing}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ugly thing}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Large abomination}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Tentacled monstrosity}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Chaos spawn}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Neqoxec}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Cacodemon}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Mnoleg}}.&lt;br /&gt;
&lt;br /&gt;
====The Magical Rune: Lom Lobon's Realm====&lt;br /&gt;
{{crawlquote|You sense a powerful magical presence. It is not pleased. The mighty Pandemonium lord Lom Lobon resides here.}}&lt;br /&gt;
&lt;br /&gt;
The magical rune of Zot is guarded by [[Lom Lobon]], a powerful archmage demon who can inflict devastating amounts of [[electricity]] and [[cold]] damage. The realm is made up of crossing vertical and horizontal hallways and small chambers, while the rune vault is a massive green crystal structure, much of which is submerged in [[deep water]]. Both Lom Lobon and the rune reside in the large chamber in the center of this structure. Apart from the rune, there is no guaranteed treasure to be found here. Bring some [[electricity]], [[poison]], [[cold]], and [[magic resistance]], and see the [[Lom Lobon]] article for further advice.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in Lom Lobon's realm:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Wizard (monster)}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Deep elf annihilator}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Draconian annihilator}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Hellwing}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Rakshasa}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Blizzard demon}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Green death}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Lom Lobon}}.&lt;br /&gt;
&lt;br /&gt;
====The Dark Rune: Gloorx Vloq's Realm====&lt;br /&gt;
{{crawlquote|Shadowy figures dance across your vision. The mighty Pandemonium lord Gloorx Vloq resides here.}}&lt;br /&gt;
The dark rune of Zot is guarded by [[Gloorx Vloq]], a hooded demon with spectacular speed and access to all manner of devastating [[Necromancy]]. The floor is filled with open chambers and wide hallways, while Gloorx Vloq's vault is a large chamber filled with pillars, Executioners, and a back chamber containing the rune. Apart from the rune, there is no guaranteed treasure here. See the [[Gloorx Vloq]] article for further advice.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in Gloorx Vloq's realm:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Demonic crawler}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Shadow wraith}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Soul eater}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Executioner}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Gloorx Vloq}}.&lt;br /&gt;
&lt;br /&gt;
====The Shining One's Fortress====&lt;br /&gt;
[[File:PanAngels018.png|Agelic Fortress minimap]]&lt;br /&gt;
{{crawlquote|The tension of great conflict fills the air!}}&lt;br /&gt;
Along with the four unique panlord realms, you may come across this realm in your travels. Populated only with [[:Category:Holy holiness|holy]] opponents, [[the Shining One]]'s Fortress contains significant amounts of treasure, three exit portals located in a corner far from where you spawn, and the demonic rune of Zot (if you haven't found it yet elsewhere). [[Undead]] and [[demonspawn]] characters should proceed with extreme caution. The rune can be found in the treasure vault at the center of the fortress, guarded by the [[seraph]] and his allies.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in the Shining One's Fortress:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Angel}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Daeva}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Cherub}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ophan}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Apis}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Pearl dragon}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Seraph}}&lt;br /&gt;
&lt;br /&gt;
====Mennas &amp;amp; Ignacio====&lt;br /&gt;
Along with the endless stream of Pandemonium lords, there are also two [[unique]] non-boss enemies found here: [[Mennas]] the Voice of [[Zin]], and [[Ignacio]] the [[executioner]] of [[Makhleb]]. Mennas is a fast and competent melee fighter who has a tendency to [[silence]] everything around him (except for the resident demons, of course). Ignacio, meanwhile, is even faster and carries a well-enchanted [[executioner's axe]] of [[pain (brand)|pain]]. Either can very rarely be found wandering any of the realms of Pandemonium. If you encounter one and fail to kill it, it may still show up in later realms.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Mennas}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ignacio}}&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
Due to the very diverse monster set you will face in Pandemonium, you should try to be ready for a little bit of everything before entering. The more powerful you are in every field, the better your chance of survival. That being said, it is strongly recommended you bring ''at least'' the following:&lt;br /&gt;
*[[Fire]] resistance, preferably rF+++ when facing [[Cerebov]].&lt;br /&gt;
*[[Cold]] resistance, preferably rC+++ when facing [[Lom Lobon]].&lt;br /&gt;
*A source of [[electricity]] resistance when facing Lom Lobon.&lt;br /&gt;
*A source of [[poison]] resistance when facing [[Gloorx Vloq]] or [[green death]]s.&lt;br /&gt;
*Any source of [[torment]] resistance for dealing with [[fiend]]s, [[tormentor]]s, and Gloorx Vloq.&lt;br /&gt;
*Some inventory space for the loot you come across.&lt;br /&gt;
*A [[wand of digging]], or spells that destroy walls. Some exits (along with pan lord) lie just behind a rockwall. &lt;br /&gt;
&lt;br /&gt;
Of course, you don't necessarily have to gather all five runes in a single trip. Leaving Pandemonium and then returning after you've resupplied or levelled up has no punishment, and any of the preset realms you have not yet visited will still be waiting for you when you return. Just be aware that you do not get to choose when you find any given preset realm, or even an exit.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.21]], the rate at which unique pandemonium floors appeared was increased.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.18]], Pan did occasionally offer a [[Ziggurat]] to conquer, but no more.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], Pandemonium didn't spawn primarily tier 3 and above demons.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], Mennas could not be found in Pandemonium.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Pandemonium runes carried did not increase your odds of finding an exit. Pandemonium did not feature a set of [[List_of_demonspawn|demonspawn monsters]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], self-banishing via a distortion weapon was an effective way to escape, equivalent to using a portal to the Abyss. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], there were infinite demonic runes of Zot. The record for most collected came in at over 250.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.7]], [[scrolls of magic mapping]] and [[Lugonu]]'s Gate yourself to the Abyss ability were both disabled in Pandemonium.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6]], you received no warning message upon entering the realm of a unique Pandemonium lord.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draining&amp;diff=47242</id>
		<title>Draining</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draining&amp;diff=47242"/>
				<updated>2018-04-11T16:34:34Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: /* Resistance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
'''Draining''' is an effect that withers its victim, reducing their general effectiveness. Its exact effect varies depending on the target.&lt;br /&gt;
&lt;br /&gt;
Draining can come from necromantic effects, from certain divine abilities, or from removing items with the *Drain ego.&lt;br /&gt;
&lt;br /&gt;
==Vs. Monsters==&lt;br /&gt;
When used against susceptible monsters, it inflicts the Drained [[status effect]], causing the creature to function as though it had fewer HD than it actually does. This reduces the strength of their attacks and spells, as well as reducing their [[magic resistance]]. This status effect can be stacked through multiple hits, but will wear off over time.&lt;br /&gt;
&lt;br /&gt;
All [[demon]]s, [[undead]], [[:Category: Nonliving holiness|non-living constructs]], and [[:Category: Plant holiness|plants]] are completely immune to draining, as are any [[:Category: Natural holiness|natural]] monsters with at least one rank of [[negative energy]] resistance.&lt;br /&gt;
&lt;br /&gt;
==Vs. Players==&lt;br /&gt;
Draining effects directed against the player will reduce all of their [[skills]] by an amount proportional to the amount of draining you've sustained. At low levels of draining, this might amount to a penalty of half a skill level; at extreme levels, you could be drained all the way to 0 skills.&lt;br /&gt;
&lt;br /&gt;
These drained skill levels will be restored as you gain [[experience]], eventually being cured entirely. The worse the drain, the longer it'll take to work off the effect, especially once you realize that your attacks may now be weaker and slower, and some of your best spells may no longer be available.&lt;br /&gt;
&lt;br /&gt;
==Resistance==&lt;br /&gt;
Draining from the brand and spells count as necromancy, and as such can be reduced with [[negative energy]] resistance; damage and draining are reduced by 50/75/100%, depending on how many ranks of resistance you have.&lt;br /&gt;
&lt;br /&gt;
Draining from item egos and god effects are not related to negative energy, and cannot be resisted (they will even affect undead players).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Priot to [[0.16]], negative resistance lowered draining and negative damage by 33/66/100% as your resistance increased.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], draining monsters would permanently reduce their [[HD]], making them slightly less dangerous, reducing their [[XP]] value, and eventually killing them outright if they hit 0 HD.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], getting drained would damage your character's experience, potentially forcing you down a level. This was permanent, but you could simply gain more experience to make up for it. This had no impact on your skills.&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draining&amp;diff=47241</id>
		<title>Draining</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draining&amp;diff=47241"/>
				<updated>2018-04-11T16:34:05Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
'''Draining''' is an effect that withers its victim, reducing their general effectiveness. Its exact effect varies depending on the target.&lt;br /&gt;
&lt;br /&gt;
Draining can come from necromantic effects, from certain divine abilities, or from removing items with the *Drain ego.&lt;br /&gt;
&lt;br /&gt;
==Vs. Monsters==&lt;br /&gt;
When used against susceptible monsters, it inflicts the Drained [[status effect]], causing the creature to function as though it had fewer HD than it actually does. This reduces the strength of their attacks and spells, as well as reducing their [[magic resistance]]. This status effect can be stacked through multiple hits, but will wear off over time.&lt;br /&gt;
&lt;br /&gt;
All [[demon]]s, [[undead]], [[:Category: Nonliving holiness|non-living constructs]], and [[:Category: Plant holiness|plants]] are completely immune to draining, as are any [[:Category: Natural holiness|natural]] monsters with at least one rank of [[negative energy]] resistance.&lt;br /&gt;
&lt;br /&gt;
==Vs. Players==&lt;br /&gt;
Draining effects directed against the player will reduce all of their [[skills]] by an amount proportional to the amount of draining you've sustained. At low levels of draining, this might amount to a penalty of half a skill level; at extreme levels, you could be drained all the way to 0 skills.&lt;br /&gt;
&lt;br /&gt;
These drained skill levels will be restored as you gain [[experience]], eventually being cured entirely. The worse the drain, the longer it'll take to work off the effect, especially once you realize that your attacks may now be weaker and slower, and some of your best spells may no longer be available.&lt;br /&gt;
&lt;br /&gt;
==Resistance==&lt;br /&gt;
Draining from the brand and spells count as necromancy, and as such can be reduced with [[negative energy]] resistance; damage and draining are reduced by 50/75/100%, depending on how many ranks of resistance you have.&lt;br /&gt;
&lt;br /&gt;
Draining from item egos and god effects are not related to negative energy (they will even affect undead players).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Priot to [[0.16]], negative resistance lowered draining and negative damage by 33/66/100% as your resistance increased.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], draining monsters would permanently reduce their [[HD]], making them slightly less dangerous, reducing their [[XP]] value, and eventually killing them outright if they hit 0 HD.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], getting drained would damage your character's experience, potentially forcing you down a level. This was permanent, but you could simply gain more experience to make up for it. This had no impact on your skills.&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draining&amp;diff=47240</id>
		<title>Draining</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draining&amp;diff=47240"/>
				<updated>2018-04-11T14:55:42Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Make drain resistance a separate tab, incorporate divine/item related draining&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
'''Draining''' is an effect withers its victim, reducing their general effectiveness. Its exact effect varies depending on the target.&lt;br /&gt;
&lt;br /&gt;
Draining can come from necromantic effects, from certain divine abilities, or from removing items with the *Drain ego.&lt;br /&gt;
&lt;br /&gt;
==Vs. Monsters==&lt;br /&gt;
When used against susceptible monsters, it inflicts the Drained [[status effect]], causing the creature to function as though it had fewer HD than it actually does. This reduces the strength of their attacks and spells, as well as reducing their [[magic resistance]]. This status effect can be stacked through multiple hits, but will wear off over time.&lt;br /&gt;
&lt;br /&gt;
All [[demon]]s, [[undead]], [[:Category: Nonliving holiness|non-living constructs]], and [[:Category: Plant holiness|plants]] are completely immune to draining, as are any [[:Category: Natural holiness|natural]] monsters with at least one rank of [[negative energy]] resistance.&lt;br /&gt;
&lt;br /&gt;
==Vs. Players==&lt;br /&gt;
Draining effects directed against the player will reduce all of your [[skills]] by an amount directly proportional to the amount of draining you've sustained. At low levels of draining, this might amount to a penalty of half a skill level; at extreme levels, you could be drained all the way to 0 skills.&lt;br /&gt;
&lt;br /&gt;
These drained skill levels will be restored as you gain [[experience]], eventually being cured entirely. The worse the drain, the longer it'll take to work off the effect, especially once you realize that your attacks may now be weaker and slower, and some of your best spells may no longer be available.&lt;br /&gt;
&lt;br /&gt;
==Resistance==&lt;br /&gt;
Draining from the brand and spells count as necromancy, and as such can be reduced with [[negative energy]] resistance; damage and draining are reduced by 50/75/100%, depending on how many ranks of resistance you have.&lt;br /&gt;
&lt;br /&gt;
Draining from item egos and god effects are not related to negative energy (they will even affect undead players).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Priot to [[0.16]], negative resistance lowered draining and negative damage by 33/66/100% as your resistance increased.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], draining monsters would permanently reduce their [[HD]], making them slightly less dangerous, reducing their [[XP]] value, and eventually killing them outright if they hit 0 HD.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], getting drained would damage your character's experience, potentially forcing you down a level. This was permanent, but you could simply gain more experience to make up for it. This had no impact on your skills.&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Short_sword&amp;diff=46719</id>
		<title>Short sword</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Short_sword&amp;diff=46719"/>
				<updated>2018-02-23T14:57:15Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: update to 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name        = Short sword&lt;br /&gt;
 |cost        = ?&lt;br /&gt;
 |weight      = 8.0&lt;br /&gt;
 |skill       = Short Blades&lt;br /&gt;
 |damage      = 6&lt;br /&gt;
 |accuracy    = +4&lt;br /&gt;
 |basedelay   = 11 (110%)&lt;br /&gt;
 |mindelay    = 5 at skill 12&lt;br /&gt;
 |hands       = 1H&lt;br /&gt;
 |size        = Small&lt;br /&gt;
 |ranged      = No&lt;br /&gt;
 |damtype     = Slicing (piercing)&lt;br /&gt;
 |acquirement = 10&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A small, double-edged blade with a short grip.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who was the first that forged the deadly blade?&amp;lt;br&amp;gt;Of rugged steel his savage soul was made&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Albius Tibullus, _Elegies_ I, xi. ca. 25 B.C.&lt;br /&gt;
&lt;br /&gt;
trans. James Grainger, 1822.}}&lt;br /&gt;
{{crawlquote|This weapon falls into the '[[Short Blades]]' category. It is a one handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
The '''short sword''' is a weapon in the [[Short Blades]] category. Many [[backgrounds]] have a short sword as a choice of weapon, and early monsters (such as kobolds, goblins and orcs) often wield them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Short sword1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Short sword2.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artifact''' || [[File:Short sword3.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
[[Category:Short blades]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Short_Blades&amp;diff=46718</id>
		<title>Short Blades</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Short_Blades&amp;diff=46718"/>
				<updated>2018-02-23T14:54:39Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: update to 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
The '''Short Blades''' skill denotes how adept your character is at using short bladed weapons. Although these weapons have the lowest base damage in the game, you can attack fast with them, and they do obscene amounts of damage when used for [[stabbing]]. This skill [[crosstrain]]s with the [[Long Blades]] skill. &lt;br /&gt;
&lt;br /&gt;
{{skill aptitudes}}&lt;br /&gt;
&lt;br /&gt;
==List of Short Blades==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Hands || Size || Missile || Throw || Dam Type || Prob&lt;br /&gt;
|-&lt;br /&gt;
| [[Dagger]] || 4 || +6 || 10 || One || Little || None || No || Piercing || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Quick blade]] || 5 || +6 || 7 || One || Little || None || No || Piercing || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Short sword]] || 6 || +4 || 11 || One || Small || None || No || Piercing || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Rapier]] || 8 || +4 || 12 || One || Small || None || No || Piercing || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Captain's Cutlass]] is an artefact short blade that deals slicing damage.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.16]], [[cutlass]] was renamed to rapier. Short sword and rapier damage type was changed from slicing to piercing.&lt;br /&gt;
*In [[0.14]], [[sabre]] was renamed to cutlass.&lt;br /&gt;
*In [[0.9]], [[knife]] was removed.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Melee weapon#Short Blades|List of short blades]]&lt;br /&gt;
*[[Species#Melee_.26_Ranged_Combat|Table of species aptitudes]]&lt;br /&gt;
*[[Weapon_selection#Short_Blades|Short blades selection strategy]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Weapon skills]]&lt;br /&gt;
[[Category:Short blades|*]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Rapier&amp;diff=46717</id>
		<title>Rapier</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Rapier&amp;diff=46717"/>
				<updated>2018-02-23T14:52:43Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: update to version 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Rapier&lt;br /&gt;
 |cost      = ?&lt;br /&gt;
 |weight    = -&lt;br /&gt;
 |skill     = Short Blades&lt;br /&gt;
 |damage    = 8&lt;br /&gt;
 |accuracy  = +4&lt;br /&gt;
 |basedelay = 12 (120%)&lt;br /&gt;
 |mindelay  = 5 at skill 14&lt;br /&gt;
 |hands     = 1H&lt;br /&gt;
 |size      = Medium&lt;br /&gt;
 |damtype   = Slicing (piercing)&lt;br /&gt;
 |ranged    = No&lt;br /&gt;
 |acquirement = 10&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A slender, sharply pointed sword, with an uncommonly elegant design.}}&lt;br /&gt;
&lt;br /&gt;
The '''rapier''' is the short blade with the highest base damage, making it a desirable choice for both [[stabbing]] and actual melee combat (though [[quick blade]]s are generally considered more powerful). Rapiers are fairly uncommon, but some early- and mid-game monsters wield them (such as the [[unique]] [[summoner]] [[Eustachio]], the deadly scientist [[Nikola]], and the deep elves of the [[Elven Halls]]). Coupled with a flat-damage brand such as [[electrocution]], [[pain (brand)|pain]], or [[distortion]], a rapier can be a devastating weapon.&lt;br /&gt;
&lt;br /&gt;
Note that rapiers are special-cased to have a minimum delay of 5, even though all other weapons with a base delay of 12 have a min delay of 6.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.19]], the base damage of rapiers was increased from 7 to 8.&lt;br /&gt;
&lt;br /&gt;
Rapiers were added in [[0.16]], replacing [[cutlass]]es.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Common&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Rapier1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Rapier2.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artifact''' || [[File:Rapier3.png]]&lt;br /&gt;
|-&lt;br /&gt;
! || [[Unrandart]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Captain's cutlass]]''' || [[File:Captain's_cutlass.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Arc blade]]''' || [[File:Arc_blade.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
[[Category:Short blades]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wand_of_flame&amp;diff=46628</id>
		<title>Wand of flame</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wand_of_flame&amp;diff=46628"/>
				<updated>2018-02-19T22:45:23Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Wand&lt;br /&gt;
 |name = Wand of flame&lt;br /&gt;
 |weight = 10.0&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A magical device which throws little bits of flame.}}&lt;br /&gt;
&lt;br /&gt;
A '''wand of flame''' has the same effect as the spell [[Throw Flame]], but its power is based on your [[Evocations]] skill (15+2.5×Evocations). This wand may have at most 48 charges.&lt;br /&gt;
&lt;br /&gt;
Like other sources of fire, if it crosses a pool of water it will create a [[cloud]] of steam.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Although it does produce [[fire]], wands of flame are not powerful enough to burn [[tree]]s. You'll need a [[wand of fire]], [[wand of fireball]], or a lucky shot from a [[wand of random effects]] for that.&lt;br /&gt;
&lt;br /&gt;
Use this to take out [[electric eel]]s even at low skill; the steam will block vision while damaging them.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], this wand could hold up to 24 charges.&lt;br /&gt;
&lt;br /&gt;
{{wands}}&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wand_of_flame&amp;diff=46627</id>
		<title>Wand of flame</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wand_of_flame&amp;diff=46627"/>
				<updated>2018-02-19T22:45:08Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: update to 0.21, added strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Wand&lt;br /&gt;
 |name = Wand of flame&lt;br /&gt;
 |weight = 10.0&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A magical device which throws little bits of flame.}}&lt;br /&gt;
&lt;br /&gt;
A '''wand of flame''' has the same effect as the spell [[Throw Flame]], but its power is based on your [[Evocations]] skill (15+2.5×Evocations). This wand may have at most 48 charges.&lt;br /&gt;
&lt;br /&gt;
Like other sources of fire, if it crosses a pool of water it will create a [[cloud]] of steam.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Although it does produce [[fire]], wands of flame are not powerful enough to burn [[tree]]s. You'll need a [[wand of fire]], [[wand of fireball]], or a lucky shot from a [[wand of random effects]] for that.&lt;br /&gt;
&lt;br /&gt;
Use this to take out [[electric eels]] even at low skill; the steam will block vision while damaging them.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], this wand could hold up to 24 charges.&lt;br /&gt;
&lt;br /&gt;
{{wands}}&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Transporter_landing_site&amp;diff=46626</id>
		<title>Transporter landing site</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Transporter_landing_site&amp;diff=46626"/>
				<updated>2018-02-19T22:44:52Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Created page with &amp;quot;{{version021}}  {{flavour|The destination site of a transporter. As the portal is one-way, you cannot use this location to return through the transporter.}}  A '''transporter...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|The destination site of a transporter. As the portal is one-way, you cannot use this location to return through the transporter.}}&lt;br /&gt;
&lt;br /&gt;
A '''transporter landing site''' is the destination of a corresponding transporter.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Transporter landing sites were introduced in [[0.21]].&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Transporter&amp;diff=46625</id>
		<title>Transporter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Transporter&amp;diff=46625"/>
				<updated>2018-02-19T22:41:32Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Created page with &amp;quot;{{version021}}  {{flavour|A one-way portal to another place on this level. When using a transporter, adjacent allies and monsters will travel with you to the other side.}}  A...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A one-way portal to another place on this level. When using a transporter, adjacent allies and monsters will travel with you to the other side.}}&lt;br /&gt;
&lt;br /&gt;
A '''transporter''' teleports you and surrounding creatures to its corresponding [[transporter landing site|landing site]]. Typically, these transporters go to special contained areas filled with challenges and treasure. Use the '''&amp;gt;''' button to use a transporter.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.21]], they were updated to display corresponding [[transporter landing site]]s.&lt;br /&gt;
&lt;br /&gt;
Transporters were introduced in [[0.20]].&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Pandemonium&amp;diff=46624</id>
		<title>Pandemonium</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Pandemonium&amp;diff=46624"/>
				<updated>2018-02-19T22:32:49Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
{{flavour|Pandemonium is an infinite realm of pain and suffering. While you can find a good deal of loot there, all these treasures are guarded by demons and even crueller demon lords. Many a hero, confusing confidence with megalomania, has died screaming in the barrage of torment and hellfire.&lt;br /&gt;
&lt;br /&gt;
Pandemonium is endless. Portals there are found abundantly in the deeper parts of the main dungeon. Note that getting back might be more difficult.&lt;br /&gt;
&lt;br /&gt;
No fewer than five runes can be found in Pandemonium:&lt;br /&gt;
&lt;br /&gt;
• a fiery rune in the well-heated realm of Cerebov&lt;br /&gt;
&lt;br /&gt;
• a glowing rune in the contaminated domain of Mnoleg&lt;br /&gt;
&lt;br /&gt;
• a magical rune guarded by the arcane powers of Lom Lobon and his minions&lt;br /&gt;
&lt;br /&gt;
• a dark rune in the shadowy abode of Gloorx Vloq&lt;br /&gt;
&lt;br /&gt;
• a demonic rune, owned by a less famous lord&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This gate leads to the endless halls of Pandemonium. Tales about successful lootings of these netherworlds are rare. Even the strongest and most experienced characters can die there. On the other hand, these halls contain several runes and lots of valuable items. It is much easier to get in than to get out.}}&lt;br /&gt;
&lt;br /&gt;
'''Pandemonium''' (or '''Pan''') is an infinite demonic realm, populated by all manner of [[demon]]s and randomly littered with any kind of treasure imaginable. One of the final [[branch]]es of the game to explore (and a purely optional one), it contains endless treasure and experience, an unlimited number of [[Ziggurat]]s for those players patient enough to hunt them down, and five [[runes of Zot]]:&lt;br /&gt;
&lt;br /&gt;
[[File:Demonic rune 1.png]]The demonic rune, lost somewhere in the endless halls of Pandemonium.&lt;br /&gt;
&lt;br /&gt;
[[File:Fiery rune.png]]The fiery rune, guarded by [[Cerebov]].&lt;br /&gt;
&lt;br /&gt;
[[File:Glowing rune.png]]The glowing rune, guarded by [[Mnoleg]].&lt;br /&gt;
&lt;br /&gt;
[[File:Magical rune.png]]The magical rune, guarded by [[Lom Lobon]].&lt;br /&gt;
&lt;br /&gt;
[[File:Dark rune.png]]The dark rune, guarded by [[Gloorx Vloq]].&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Like [[the Abyss]], Pandemonium is an infinite space containing endless opponents and loot, and you may explore it for as long as you like. However, unlike the Abyss, Pandemonium is comprised of individual, randomly generated realms, rather than an unmappable and limitless plain. Each realm is the size of an ordinary Dungeon floor, can come in a wide variety of layouts, usually contains one [[Pandemonium lord]] [[vault]], and may contain a rune of Zot. In fact, the only items guaranteed not to generate here are [[unrandart]]s; apart from the [[sword of Cerebov]], no unrand will ever generate in Pandemonium.&lt;br /&gt;
&lt;br /&gt;
You may enter Pandemonium through any Pandemonium entry portal, which can generate on [[Depths]]:1-5. Traveling from one realm of Pandemonium to the next can be accomplished through a transit portal, several of which can be found on each floor. Bear in mind that once you leave a particular realm, you will ''never'' be able to return to it again, potentially resulting in the permanent loss of runes of Zot. Exiting Pandemonium can be accomplished through either an exit portal, or by instead entering a portal to [[the Abyss]]. Actual exit portals are very rare, but they most commonly show up inside of a Pandemonium lord's vault, and each Pandemonium rune you collect increases the odds of finding an exit. Abyss portals are somewhat more common, but do require you to then escape the Abyss in order to return to the Dungeon. Note that self-[[banish]]ing via a [[distortion]] weapon is not an actual way out: after banishment, using the Abyssal escape portal simply returns you to the Pandemonium realm on which you were banished.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! '''Entry''' || '''Transit''' || '''Exit''' || '''Abyss'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pandemonium entry.png]] || [[File:Pandemonium transit.png]] || [[File:Pandemonium exit.png]] || [[File:Abyss entry.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Be aware that each time you travel to a new realm in Pandemonium, you will be placed at an entirely random point. There is no guarantee that another portal will be anywhere near where you enter, or that you won't be dumped in the middle of a horde of powerful demons. If your character knows any buff spells, it is a good idea to cast them before entering any portal.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
Any given realm of Pandemonium is capable of throwing almost any [[demon]] above tier-4 at you, but each realm is inhabited by only a fraction of the possible demons you can encounter. This means that you will be encountering tier-1 and -2 demons as a regular occurence; don't even consider entering Pandemonium unless you are comfortable with this. Also, there are a wide variety of [[list of demonspawn|demonspawn]] opponents here, each of which has a unique type and occupation, much like the [[list of draconians|draconians]] of [[the Realm of Zot]]. Although less of a threat than the most dangerous demons, their abilities can range from aggravating to devastating, and they tend to appear in swarms. See [[list of demonspawn|this article]] for further details.&lt;br /&gt;
&lt;br /&gt;
More dangerous than the demonspawn, [[hell sentinel]]s, and [[fiend]]s, however, are the [[Pandemonium lord]]s. These are essentially randomly generated [[unique]]s, each of which has its own resistances, attack brand, and spell set. They also tend to generate along with a very large horde of demons appropriate to the floor, making it a fairly common occurrence to come across multiple sources of [[torment]], heavy elemental damage, and a powerful [[unique]] all at once. Always e[[x]]amine a Pandemonium lord before engaging it in combat, and always act carefully; there's a chance that it'll be a pushover, but it's just as likely to be one of the deadliest opponents in the game.&lt;br /&gt;
&lt;br /&gt;
==The Runes==&lt;br /&gt;
Although players can conceivably acquire unlimited [[experience]] and treasure by farming Pandemonium realms endlessly, doing so serves little purpose; it is dangerous enough that most players capable of handling it already have all they need to clear the rest of the game. Searching for [[potions of mutation]] or items to open a [[treasure trove]] may be rewarding, but bear in mind that there are plenty of sources of [[bad mutations]] here as well. The main reason for anyone to enter Pandemonium is to retrieve its five runes of Zot.&lt;br /&gt;
&lt;br /&gt;
====The Demonic Rune====&lt;br /&gt;
While exploring random Pandemonium realms, the demonic rune of Zot will occasionally generate lying on the ground within the vault of a [[Pandemonium lord]]. This means you will always have to deal with a powerful horde of demons to get it (or at least to [[Apportation|apport]] it and run). Not all Pandemonium lords will have it in their lair though; there is an 11.1% chance that any normal vault will contain it, and a 100% chance for five particular vaults:&lt;br /&gt;
*'''Hellion Island''' - A square of terrain, surrounded by lava, populated by dozens of [[hellfire]]-flinging [[hellion]]s, all led by a single Pandemonium lord. ''Extremely dangerous'': one false move and you receive 5-8 hellfire bursts. Always be wary of lava pools as an indicator of this level.&lt;br /&gt;
*'''Eyes of Draining''' - Eight carefully spaced [[eyes of draining]], locked away behind [[grate]]s, will devastate your [[MP]] as you deal with a Pandemonium lord and its cohorts. The rune is locked away in a ninth cage in the center.&lt;br /&gt;
*'''Smiting''' - A hallway lined with [[smoke demon]]s, locked away behind grates. These will smite you repeatedly as you deal with the horde inside.&lt;br /&gt;
*'''Frozen Over''' - An open area filled with multiple [[blizzard demon]]s, with an [[ice statue]] in the middle sitting on top of the rune. The statue is surrounded by [[deep water]], preventing easy access. Expect heavy [[cold]], [[electricity]], and [[Airstrike]] damage.&lt;br /&gt;
*'''[[Pandemonium#The Shining One's Fortress|The Shining One's Fortress]]''' - see the section below.&lt;br /&gt;
&lt;br /&gt;
Once you have acquired the demonic rune, it will never appear again. If you fail to acquire it in a given realm before leaving, however, it will still appear in a future realm.&lt;br /&gt;
&lt;br /&gt;
===Unique Realms===&lt;br /&gt;
Along with the endless random realms of Pandemonium, traveling from realm to realm will eventually bring you to four unique realms, each of which is ruled over by a [[unique]] Pandemonium lord. Upon entering one of these, you will receive a message declaring whose realm you've entered. You can only enter each of these realms once per game; once you've left these realms, they are forever lost to you, taking any unclaimed runes with them. As such, it is best to delay entering Pandemonium until you are confident in your ability to take on all four challenges.&lt;br /&gt;
&lt;br /&gt;
In addition to specific messages that appear in a Pandemonium realm with a unique rune, you will be prompted with the following message if you attempt to leave a unique realm before acquiring the rune, further reducing the risk of missing it:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|An item of great power still resides in this realm, and once you leave you can never return. Are you sure you want to leave?}}&lt;br /&gt;
&lt;br /&gt;
It is entirely possible to steal these runes without killing the unique Pandemonium lords which guard them. Clever use of fast movement speed, [[scrolls of magic mapping]], [[Lee's Rapid Deconstruction]], [[Shatter]], and [[Apportation]] can allow you to snag the rune quickly and (relatively) safely. However, be aware that the respective Pandemonium lord will reappear and chase you down on later floors, unless and until he is slain. Similarly, failure to kill a unique Pandemonium lord whose rune you've stolen will add that lord to the list of enemies which may attack you during your [[ascension]].&lt;br /&gt;
&lt;br /&gt;
====The Fiery Rune: Cerebov's Realm====&lt;br /&gt;
{{crawlquote|Searing heat pours from the floors and walls of this place. The mighty Pandemonium lord Cerebov resides here.}}&lt;br /&gt;
&lt;br /&gt;
The fiery rune of Zot is guarded by [[Cerebov]], a powerful giant and master of [[Fire Magic]]. His realm is primarily made up of long narrow hallways which intersect with small rectangular chambers, but roughly half of the map will consist of his massive metal fortress. Fully exploring the fortress will reveal several small treasure chambers, and killing Cerebov will reward you with the [[sword of Cerebov]]. Max out your [[fire]] resistance, and see the [[Cerebov]] article for further advice.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in Cerebov's realm:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orange demon}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Red devil}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Efreet}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Sun demon}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Balrug}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Brimstone fiend}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Cerebov}}.&lt;br /&gt;
&lt;br /&gt;
====The Glowing Rune: Mnoleg's Realm====&lt;br /&gt;
{{crawlquote|The air here is shimmering with an eerie glow. The mighty Pandemonium lord Mnoleg resides here.}}&lt;br /&gt;
&lt;br /&gt;
The glowing rune of Zot is guarded by [[Mnoleg]], a chaotic jester who delights in [[mutation|mutating]] his foes. His realm offers wide hallways and occasional [[door]]s, while his vault is made up of several wide diagonally crossing hallways. Apart from the rune, there is no guaranteed treasure to be found here. Use a source of [[mutation]] resistance, a [[ring of sustain attributes]], and an [[amulet of stasis]] while here, and see the [[Mnoleg]] article for further advice.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in Mnoleg's realm:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Hellwing}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ugly thing}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Large abomination}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Tentacled monstrosity}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Chaos spawn}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Neqoxec}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Cacodemon}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Mnoleg}}.&lt;br /&gt;
&lt;br /&gt;
====The Magical Rune: Lom Lobon's Realm====&lt;br /&gt;
{{crawlquote|You sense a powerful magical presence. It is not pleased. The mighty Pandemonium lord Lom Lobon resides here.}}&lt;br /&gt;
&lt;br /&gt;
The magical rune of Zot is guarded by [[Lom Lobon]], a powerful archmage demon who can inflict devastating amounts of [[electricity]] and [[cold]] damage. His realm is made up of crossing vertical and horizontal hallways and small chambers, while his vault is a massive green crystal structure, much of which is submerged in [[deep water]]. He and the rune reside in the large chamber in the center of this structure. Apart from the rune, there is no guaranteed treasure to be found here. Bring some [[electricity]], [[poison]], [[cold]], and [[magic resistance]], and see the [[Lom Lobon]] article for further advice.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in Lom Lobon's realm:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Wizard (monster)}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Deep elf annihilator}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Draconian annihilator}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Hellwing}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Rakshasa}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Blizzard demon}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Green death}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Lom Lobon}}.&lt;br /&gt;
&lt;br /&gt;
====The Dark Rune: Gloorx Vloq's Realm====&lt;br /&gt;
{{crawlquote|Shadowy figures dance across your vision. The mighty Pandemonium lord Gloorx Vloq resides here.}}&lt;br /&gt;
The dark rune of Zot is guarded by [[Gloorx Vloq]], a hooded demon with spectacular speed and access to all manner of devastating [[Necromancy]]. His floor is filled with open chambers and wide hallways, while his vault is a large chamber filled with pillars, executioners, and a back chamber containing the rune. Apart from the rune, there is no guaranteed treasure here. See the [[Gloorx Vloq]] article for further advice.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in Gloorx Vloq's realm:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Demonic crawler}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Shadow wraith}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Soul eater}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Executioner}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Gloorx Vloq}}.&lt;br /&gt;
&lt;br /&gt;
====The Shining One's Fortress====&lt;br /&gt;
[[File:PanAngels018.png|Agelic Fortress minimap]]&lt;br /&gt;
Along with the four unique panlord realms, you may come across this realm in your travels. Populated only with [[:Category:Holy holiness|holy]] opponents, [[the Shining One]]'s Fortress contains significant amounts of treasure, three exit portals located in a corner far from where you spawn, and the demonic rune of Zot (if you haven't found it yet elsewhere). [[Undead]] and [[demonspawn]] characters should proceed with extreme caution, while characters who worship good gods can largely ignore much of the damage dealt by enemies here. The rune can be found in the treasure vault at the center of the fortress, guarded by the [[seraph]] and his allies.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in the Shining One's Fortress:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Angel}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Daeva}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Cherub}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ophan}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Apis}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Pearl dragon}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Seraph}}&lt;br /&gt;
&lt;br /&gt;
====Mennas &amp;amp; Ignacio====&lt;br /&gt;
Along with the endless stream of Pandemonium lords, there are also two [[unique]] non-boss enemies found here: [[Mennas]] the Voice of [[Zin]], and [[Ignacio]] the [[executioner]] of [[Makhleb]]. Mennas is a fast and competent melee fighter who has a tendency to [[silence]] everything around him (except for the resident demons, of course). Ignacio, meanwhile, is even faster and carries a well-enchanted [[executioner's axe]] of [[pain (brand)|pain]]. Either can very rarely be found wandering any of the realms of Pandemonium. If you encounter one and fail to kill it, it may still show up in later realms.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Mennas}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ignacio}}&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
Due to the very diverse monster set you will face in Pandemonium, you should try to be ready for a little bit of everything before entering. The more powerful you are in every field, the better your chance of survival. That being said, it is strongly recommended you bring ''at least'' the following:&lt;br /&gt;
*[[Fire]] resistance, preferably rF+++ when facing [[Cerebov]].&lt;br /&gt;
*[[Cold]] resistance, preferably rC+++ when facing [[Lom Lobon]].&lt;br /&gt;
*A source of [[electricity]] resistance when facing Lom Lobon.&lt;br /&gt;
*A source of [[poison]] resistance when facing [[Gloorx Vloq]] or [[green death]]s.&lt;br /&gt;
*Any source of [[torment]] resistance for dealing with [[fiend]]s, [[tormentor]]s, and Gloorx Vloq.&lt;br /&gt;
*Methods for [[healing]]/[[teleport]]ing/[[blink]]ing to safety.&lt;br /&gt;
*A source of [[Haste]].&lt;br /&gt;
*Some inventory space for the loot you come across.&lt;br /&gt;
*A [[wand of digging]], or spells that destroy walls. Some exits (along with pan lord) lie just behind a rockwall. &lt;br /&gt;
&lt;br /&gt;
Of course, you don't necessarily have to gather all five runes in a single trip. Leaving Pandemonium and then returning after you've resupplied or levelled up has no punishment, and any of the preset realms you have not yet visited will still be waiting for you when you return. Just be aware that you do not get to choose when you find any given preset realm, or even an exit.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.21]], the rate at which unique pandemonium floors appeared was increased.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.18]], Pan did occasionally offer a [[Ziggurat]] to conquer, but no more.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], Pandemonium didn't spawn primarily tier 3 and above demons.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], Mennas could not be found in Pandemonium.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Pandemonium runes carried did not increase your odds of finding an exit. Pandemonium did not feature a set of [[List_of_demonspawn|demonspawn monsters]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], self-banishing via a distortion weapon was an effective way to escape, equivalent to using a portal to the Abyss. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], there were infinite demonic runes of Zot. The record for most collected came in at over 250.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.7]], [[scrolls of magic mapping]] and [[Lugonu]]'s Gate yourself to the Abyss ability were both disabled in Pandemonium.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6]], you received no warning message upon entering the realm of a unique Pandemonium lord.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Pandemonium&amp;diff=46623</id>
		<title>Pandemonium</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Pandemonium&amp;diff=46623"/>
				<updated>2018-02-19T22:32:36Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: update to 0.21, unique pan lord floor spawn rate increase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{flavour|Pandemonium is an infinite realm of pain and suffering. While you can find a good deal of loot there, all these treasures are guarded by demons and even crueller demon lords. Many a hero, confusing confidence with megalomania, has died screaming in the barrage of torment and hellfire.&lt;br /&gt;
&lt;br /&gt;
Pandemonium is endless. Portals there are found abundantly in the deeper parts of the main dungeon. Note that getting back might be more difficult.&lt;br /&gt;
&lt;br /&gt;
No fewer than five runes can be found in Pandemonium:&lt;br /&gt;
&lt;br /&gt;
• a fiery rune in the well-heated realm of Cerebov&lt;br /&gt;
&lt;br /&gt;
• a glowing rune in the contaminated domain of Mnoleg&lt;br /&gt;
&lt;br /&gt;
• a magical rune guarded by the arcane powers of Lom Lobon and his minions&lt;br /&gt;
&lt;br /&gt;
• a dark rune in the shadowy abode of Gloorx Vloq&lt;br /&gt;
&lt;br /&gt;
• a demonic rune, owned by a less famous lord&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This gate leads to the endless halls of Pandemonium. Tales about successful lootings of these netherworlds are rare. Even the strongest and most experienced characters can die there. On the other hand, these halls contain several runes and lots of valuable items. It is much easier to get in than to get out.}}&lt;br /&gt;
&lt;br /&gt;
'''Pandemonium''' (or '''Pan''') is an infinite demonic realm, populated by all manner of [[demon]]s and randomly littered with any kind of treasure imaginable. One of the final [[branch]]es of the game to explore (and a purely optional one), it contains endless treasure and experience, an unlimited number of [[Ziggurat]]s for those players patient enough to hunt them down, and five [[runes of Zot]]:&lt;br /&gt;
&lt;br /&gt;
[[File:Demonic rune 1.png]]The demonic rune, lost somewhere in the endless halls of Pandemonium.&lt;br /&gt;
&lt;br /&gt;
[[File:Fiery rune.png]]The fiery rune, guarded by [[Cerebov]].&lt;br /&gt;
&lt;br /&gt;
[[File:Glowing rune.png]]The glowing rune, guarded by [[Mnoleg]].&lt;br /&gt;
&lt;br /&gt;
[[File:Magical rune.png]]The magical rune, guarded by [[Lom Lobon]].&lt;br /&gt;
&lt;br /&gt;
[[File:Dark rune.png]]The dark rune, guarded by [[Gloorx Vloq]].&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Like [[the Abyss]], Pandemonium is an infinite space containing endless opponents and loot, and you may explore it for as long as you like. However, unlike the Abyss, Pandemonium is comprised of individual, randomly generated realms, rather than an unmappable and limitless plain. Each realm is the size of an ordinary Dungeon floor, can come in a wide variety of layouts, usually contains one [[Pandemonium lord]] [[vault]], and may contain a rune of Zot. In fact, the only items guaranteed not to generate here are [[unrandart]]s; apart from the [[sword of Cerebov]], no unrand will ever generate in Pandemonium.&lt;br /&gt;
&lt;br /&gt;
You may enter Pandemonium through any Pandemonium entry portal, which can generate on [[Depths]]:1-5. Traveling from one realm of Pandemonium to the next can be accomplished through a transit portal, several of which can be found on each floor. Bear in mind that once you leave a particular realm, you will ''never'' be able to return to it again, potentially resulting in the permanent loss of runes of Zot. Exiting Pandemonium can be accomplished through either an exit portal, or by instead entering a portal to [[the Abyss]]. Actual exit portals are very rare, but they most commonly show up inside of a Pandemonium lord's vault, and each Pandemonium rune you collect increases the odds of finding an exit. Abyss portals are somewhat more common, but do require you to then escape the Abyss in order to return to the Dungeon. Note that self-[[banish]]ing via a [[distortion]] weapon is not an actual way out: after banishment, using the Abyssal escape portal simply returns you to the Pandemonium realm on which you were banished.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! '''Entry''' || '''Transit''' || '''Exit''' || '''Abyss'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pandemonium entry.png]] || [[File:Pandemonium transit.png]] || [[File:Pandemonium exit.png]] || [[File:Abyss entry.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Be aware that each time you travel to a new realm in Pandemonium, you will be placed at an entirely random point. There is no guarantee that another portal will be anywhere near where you enter, or that you won't be dumped in the middle of a horde of powerful demons. If your character knows any buff spells, it is a good idea to cast them before entering any portal.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
Any given realm of Pandemonium is capable of throwing almost any [[demon]] above tier-4 at you, but each realm is inhabited by only a fraction of the possible demons you can encounter. This means that you will be encountering tier-1 and -2 demons as a regular occurence; don't even consider entering Pandemonium unless you are comfortable with this. Also, there are a wide variety of [[list of demonspawn|demonspawn]] opponents here, each of which has a unique type and occupation, much like the [[list of draconians|draconians]] of [[the Realm of Zot]]. Although less of a threat than the most dangerous demons, their abilities can range from aggravating to devastating, and they tend to appear in swarms. See [[list of demonspawn|this article]] for further details.&lt;br /&gt;
&lt;br /&gt;
More dangerous than the demonspawn, [[hell sentinel]]s, and [[fiend]]s, however, are the [[Pandemonium lord]]s. These are essentially randomly generated [[unique]]s, each of which has its own resistances, attack brand, and spell set. They also tend to generate along with a very large horde of demons appropriate to the floor, making it a fairly common occurrence to come across multiple sources of [[torment]], heavy elemental damage, and a powerful [[unique]] all at once. Always e[[x]]amine a Pandemonium lord before engaging it in combat, and always act carefully; there's a chance that it'll be a pushover, but it's just as likely to be one of the deadliest opponents in the game.&lt;br /&gt;
&lt;br /&gt;
==The Runes==&lt;br /&gt;
Although players can conceivably acquire unlimited [[experience]] and treasure by farming Pandemonium realms endlessly, doing so serves little purpose; it is dangerous enough that most players capable of handling it already have all they need to clear the rest of the game. Searching for [[potions of mutation]] or items to open a [[treasure trove]] may be rewarding, but bear in mind that there are plenty of sources of [[bad mutations]] here as well. The main reason for anyone to enter Pandemonium is to retrieve its five runes of Zot.&lt;br /&gt;
&lt;br /&gt;
====The Demonic Rune====&lt;br /&gt;
While exploring random Pandemonium realms, the demonic rune of Zot will occasionally generate lying on the ground within the vault of a [[Pandemonium lord]]. This means you will always have to deal with a powerful horde of demons to get it (or at least to [[Apportation|apport]] it and run). Not all Pandemonium lords will have it in their lair though; there is an 11.1% chance that any normal vault will contain it, and a 100% chance for five particular vaults:&lt;br /&gt;
*'''Hellion Island''' - A square of terrain, surrounded by lava, populated by dozens of [[hellfire]]-flinging [[hellion]]s, all led by a single Pandemonium lord. ''Extremely dangerous'': one false move and you receive 5-8 hellfire bursts. Always be wary of lava pools as an indicator of this level.&lt;br /&gt;
*'''Eyes of Draining''' - Eight carefully spaced [[eyes of draining]], locked away behind [[grate]]s, will devastate your [[MP]] as you deal with a Pandemonium lord and its cohorts. The rune is locked away in a ninth cage in the center.&lt;br /&gt;
*'''Smiting''' - A hallway lined with [[smoke demon]]s, locked away behind grates. These will smite you repeatedly as you deal with the horde inside.&lt;br /&gt;
*'''Frozen Over''' - An open area filled with multiple [[blizzard demon]]s, with an [[ice statue]] in the middle sitting on top of the rune. The statue is surrounded by [[deep water]], preventing easy access. Expect heavy [[cold]], [[electricity]], and [[Airstrike]] damage.&lt;br /&gt;
*'''[[Pandemonium#The Shining One's Fortress|The Shining One's Fortress]]''' - see the section below.&lt;br /&gt;
&lt;br /&gt;
Once you have acquired the demonic rune, it will never appear again. If you fail to acquire it in a given realm before leaving, however, it will still appear in a future realm.&lt;br /&gt;
&lt;br /&gt;
===Unique Realms===&lt;br /&gt;
Along with the endless random realms of Pandemonium, traveling from realm to realm will eventually bring you to four unique realms, each of which is ruled over by a [[unique]] Pandemonium lord. Upon entering one of these, you will receive a message declaring whose realm you've entered. You can only enter each of these realms once per game; once you've left these realms, they are forever lost to you, taking any unclaimed runes with them. As such, it is best to delay entering Pandemonium until you are confident in your ability to take on all four challenges.&lt;br /&gt;
&lt;br /&gt;
In addition to specific messages that appear in a Pandemonium realm with a unique rune, you will be prompted with the following message if you attempt to leave a unique realm before acquiring the rune, further reducing the risk of missing it:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|An item of great power still resides in this realm, and once you leave you can never return. Are you sure you want to leave?}}&lt;br /&gt;
&lt;br /&gt;
It is entirely possible to steal these runes without killing the unique Pandemonium lords which guard them. Clever use of fast movement speed, [[scrolls of magic mapping]], [[Lee's Rapid Deconstruction]], [[Shatter]], and [[Apportation]] can allow you to snag the rune quickly and (relatively) safely. However, be aware that the respective Pandemonium lord will reappear and chase you down on later floors, unless and until he is slain. Similarly, failure to kill a unique Pandemonium lord whose rune you've stolen will add that lord to the list of enemies which may attack you during your [[ascension]].&lt;br /&gt;
&lt;br /&gt;
====The Fiery Rune: Cerebov's Realm====&lt;br /&gt;
{{crawlquote|Searing heat pours from the floors and walls of this place. The mighty Pandemonium lord Cerebov resides here.}}&lt;br /&gt;
&lt;br /&gt;
The fiery rune of Zot is guarded by [[Cerebov]], a powerful giant and master of [[Fire Magic]]. His realm is primarily made up of long narrow hallways which intersect with small rectangular chambers, but roughly half of the map will consist of his massive metal fortress. Fully exploring the fortress will reveal several small treasure chambers, and killing Cerebov will reward you with the [[sword of Cerebov]]. Max out your [[fire]] resistance, and see the [[Cerebov]] article for further advice.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in Cerebov's realm:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orange demon}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Red devil}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Efreet}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Sun demon}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Balrug}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Brimstone fiend}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Cerebov}}.&lt;br /&gt;
&lt;br /&gt;
====The Glowing Rune: Mnoleg's Realm====&lt;br /&gt;
{{crawlquote|The air here is shimmering with an eerie glow. The mighty Pandemonium lord Mnoleg resides here.}}&lt;br /&gt;
&lt;br /&gt;
The glowing rune of Zot is guarded by [[Mnoleg]], a chaotic jester who delights in [[mutation|mutating]] his foes. His realm offers wide hallways and occasional [[door]]s, while his vault is made up of several wide diagonally crossing hallways. Apart from the rune, there is no guaranteed treasure to be found here. Use a source of [[mutation]] resistance, a [[ring of sustain attributes]], and an [[amulet of stasis]] while here, and see the [[Mnoleg]] article for further advice.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in Mnoleg's realm:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Hellwing}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ugly thing}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Large abomination}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Tentacled monstrosity}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Chaos spawn}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Neqoxec}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Cacodemon}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Mnoleg}}.&lt;br /&gt;
&lt;br /&gt;
====The Magical Rune: Lom Lobon's Realm====&lt;br /&gt;
{{crawlquote|You sense a powerful magical presence. It is not pleased. The mighty Pandemonium lord Lom Lobon resides here.}}&lt;br /&gt;
&lt;br /&gt;
The magical rune of Zot is guarded by [[Lom Lobon]], a powerful archmage demon who can inflict devastating amounts of [[electricity]] and [[cold]] damage. His realm is made up of crossing vertical and horizontal hallways and small chambers, while his vault is a massive green crystal structure, much of which is submerged in [[deep water]]. He and the rune reside in the large chamber in the center of this structure. Apart from the rune, there is no guaranteed treasure to be found here. Bring some [[electricity]], [[poison]], [[cold]], and [[magic resistance]], and see the [[Lom Lobon]] article for further advice.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in Lom Lobon's realm:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Wizard (monster)}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Deep elf annihilator}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Draconian annihilator}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Hellwing}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Rakshasa}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Blizzard demon}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Green death}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Lom Lobon}}.&lt;br /&gt;
&lt;br /&gt;
====The Dark Rune: Gloorx Vloq's Realm====&lt;br /&gt;
{{crawlquote|Shadowy figures dance across your vision. The mighty Pandemonium lord Gloorx Vloq resides here.}}&lt;br /&gt;
The dark rune of Zot is guarded by [[Gloorx Vloq]], a hooded demon with spectacular speed and access to all manner of devastating [[Necromancy]]. His floor is filled with open chambers and wide hallways, while his vault is a large chamber filled with pillars, executioners, and a back chamber containing the rune. Apart from the rune, there is no guaranteed treasure here. See the [[Gloorx Vloq]] article for further advice.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in Gloorx Vloq's realm:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Demonic crawler}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Shadow wraith}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Soul eater}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Executioner}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Gloorx Vloq}}.&lt;br /&gt;
&lt;br /&gt;
====The Shining One's Fortress====&lt;br /&gt;
[[File:PanAngels018.png|Agelic Fortress minimap]]&lt;br /&gt;
Along with the four unique panlord realms, you may come across this realm in your travels. Populated only with [[:Category:Holy holiness|holy]] opponents, [[the Shining One]]'s Fortress contains significant amounts of treasure, three exit portals located in a corner far from where you spawn, and the demonic rune of Zot (if you haven't found it yet elsewhere). [[Undead]] and [[demonspawn]] characters should proceed with extreme caution, while characters who worship good gods can largely ignore much of the damage dealt by enemies here. The rune can be found in the treasure vault at the center of the fortress, guarded by the [[seraph]] and his allies.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in the Shining One's Fortress:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Angel}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Daeva}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Cherub}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ophan}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Apis}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Pearl dragon}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Seraph}}&lt;br /&gt;
&lt;br /&gt;
====Mennas &amp;amp; Ignacio====&lt;br /&gt;
Along with the endless stream of Pandemonium lords, there are also two [[unique]] non-boss enemies found here: [[Mennas]] the Voice of [[Zin]], and [[Ignacio]] the [[executioner]] of [[Makhleb]]. Mennas is a fast and competent melee fighter who has a tendency to [[silence]] everything around him (except for the resident demons, of course). Ignacio, meanwhile, is even faster and carries a well-enchanted [[executioner's axe]] of [[pain (brand)|pain]]. Either can very rarely be found wandering any of the realms of Pandemonium. If you encounter one and fail to kill it, it may still show up in later realms.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Mennas}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ignacio}}&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
Due to the very diverse monster set you will face in Pandemonium, you should try to be ready for a little bit of everything before entering. The more powerful you are in every field, the better your chance of survival. That being said, it is strongly recommended you bring ''at least'' the following:&lt;br /&gt;
*[[Fire]] resistance, preferably rF+++ when facing [[Cerebov]].&lt;br /&gt;
*[[Cold]] resistance, preferably rC+++ when facing [[Lom Lobon]].&lt;br /&gt;
*A source of [[electricity]] resistance when facing Lom Lobon.&lt;br /&gt;
*A source of [[poison]] resistance when facing [[Gloorx Vloq]] or [[green death]]s.&lt;br /&gt;
*Any source of [[torment]] resistance for dealing with [[fiend]]s, [[tormentor]]s, and Gloorx Vloq.&lt;br /&gt;
*Methods for [[healing]]/[[teleport]]ing/[[blink]]ing to safety.&lt;br /&gt;
*A source of [[Haste]].&lt;br /&gt;
*Some inventory space for the loot you come across.&lt;br /&gt;
*A [[wand of digging]], or spells that destroy walls. Some exits (along with pan lord) lie just behind a rockwall. &lt;br /&gt;
&lt;br /&gt;
Of course, you don't necessarily have to gather all five runes in a single trip. Leaving Pandemonium and then returning after you've resupplied or levelled up has no punishment, and any of the preset realms you have not yet visited will still be waiting for you when you return. Just be aware that you do not get to choose when you find any given preset realm, or even an exit.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.21]], the rate at which unique pandemonium floors appeared was increased.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.18]], Pan did occasionally offer a [[Ziggurat]] to conquer, but no more.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], Pandemonium didn't spawn primarily tier 3 and above demons.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], Mennas could not be found in Pandemonium.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Pandemonium runes carried did not increase your odds of finding an exit. Pandemonium did not feature a set of [[List_of_demonspawn|demonspawn monsters]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], self-banishing via a distortion weapon was an effective way to escape, equivalent to using a portal to the Abyss. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], there were infinite demonic runes of Zot. The record for most collected came in at over 250.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.7]], [[scrolls of magic mapping]] and [[Lugonu]]'s Gate yourself to the Abyss ability were both disabled in Pandemonium.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6]], you received no warning message upon entering the realm of a unique Pandemonium lord.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Help_talk:Updating_to_a_new_version&amp;diff=46622</id>
		<title>Help talk:Updating to a new version</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Help_talk:Updating_to_a_new_version&amp;diff=46622"/>
				<updated>2018-02-19T22:28:33Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have created this page because at the moment there is no real structure as to what to do when a new version is released. I hope this will be useful for future users in future years, and it also outlines some basic editing principles and formatting guidance. Please could someone read through this, confirm that what I have written is okay, add anything else you think should be added (perhaps expand part 4), before I integrate this article into the community template so that it is one of the &amp;quot;help&amp;quot; articles. I did not want to go straight in with this article (especially as a fairly new user) and make mistakes. Thank you. (Side note: I have noticed the Current projects page is horrifically out of date, and really the only project which should be occurring right now is &amp;quot;update all articles to 0.21&amp;quot;, so this page seems kind of redundant and unhelpful.)&lt;br /&gt;
&lt;br /&gt;
--[[User:NormalPerson7|NormalPerson7]] ([[User talk:NormalPerson7|talk]]) 22:29, 19 February 2018 (CET)&lt;br /&gt;
:looks sensible --[[User:Lyrick|Lyrick]] ([[User talk:Lyrick|talk]]) 23:28, 19 February 2018 (CET)&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Line_of_sight&amp;diff=46612</id>
		<title>Line of sight</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Line_of_sight&amp;diff=46612"/>
				<updated>2018-02-18T02:40:16Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: LOS strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|020}}&lt;br /&gt;
&lt;br /&gt;
For most species the default [[line of sight]] (LOS) is a 15x15 square (for [[Barachi|Barachim]] it is a 17x17 square).&lt;br /&gt;
&lt;br /&gt;
There are some ways to modify your line of sight:&lt;br /&gt;
&lt;br /&gt;
* The spell [[Darkness]] reduces LOS by 25%. The same effect is also provided by the [[Robe of Night]].&lt;br /&gt;
* The [[demonspawn]]-exclusive [[nightstalker]] mutation reduces LOS by 1, 2, or 3 tiles depending on rank.&lt;br /&gt;
&lt;br /&gt;
The following drawing shows tiles within the default field of view with their grid distance.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
777777777777777&lt;br /&gt;
766666666666667&lt;br /&gt;
765555555555567&lt;br /&gt;
765444444444567&lt;br /&gt;
765433333334567&lt;br /&gt;
765432222234567&lt;br /&gt;
765432111234567&lt;br /&gt;
7654321@1234567&lt;br /&gt;
765432111234567&lt;br /&gt;
765432222234567&lt;br /&gt;
765433333334567&lt;br /&gt;
765444444444567&lt;br /&gt;
765555555555567&lt;br /&gt;
766666666666667&lt;br /&gt;
777777777777777&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
If you can't see them, they can't see you. With very few exceptions, '''enemies that can't see you can't attack you.'''&lt;br /&gt;
&lt;br /&gt;
There are several ways to break your line of sight with an enemy&lt;br /&gt;
&lt;br /&gt;
*Teleporting/blinking out of range&lt;br /&gt;
*Closing doors&lt;br /&gt;
*Turning a corner&lt;br /&gt;
*Going up/down stairs or shafts&lt;br /&gt;
*[[Zin|Imprison]]ing them, or [[tomb card|yourself]]&lt;br /&gt;
*If you are faster than them, you can also run away.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.20]] [[Barachi|Barachim]], a species with the unique +LOS mutation, were added.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.19]], the [[Shadow card]] existed and could be used to further reduce the player's LOS.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.18]], the [[Lantern of shadows|lantern of shadows]] existed and could be used to further reduce the player's LOS.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], line of sight was circular with a radius of about 8.&lt;br /&gt;
&lt;br /&gt;
In [[0.7]], the [[developers]] made an undocumented change to the LOS. Ranges are circular now, so every spell and ability that reaches a set distance got about two squares lopped off the diagonals. Stealthy characters can now reach their target in 5 squares (instead of 8) at certain angles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cause_Fear&amp;diff=46611</id>
		<title>Cause Fear</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cause_Fear&amp;diff=46611"/>
				<updated>2018-02-18T02:20:05Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: Added strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|0.19}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Cause Fear''' is a level 4 [[Hexes]] spell which attempts to panic all monsters in your [[line of sight]], causing them to run away from your current position. It only affects [[natural]], non-[[berserk]] monsters, and it must overcome its victim's [[magic resistance]].&lt;br /&gt;
&lt;br /&gt;
Reading the [[scroll of fear]] has the same effect as casting Cause Fear with full power. The [[Banshee card]] also features a fear effect.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
The monster version of Cause Fear makes the player unable to move toward the caster. If the caster closes to melee range, the player will still be able to engage them in melee, but may sometimes &amp;quot;flinch away in fear&amp;quot;, causing the attack to miss. Depending on how well you can fight from a distance and what areas of the floor this cuts you off from, this may or may not be a problem. Fear also prevents the player from [[berserk]]ing. High magic resistance can prevent this spell from affecting you. [[Clarity]] confers immunity to this spell.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Despite its numerous conditions, cause fear is an immensely powerful spell, capable of affecting several opponents per casting and taking some heat off your shoulders, making it great for escapes or just thinning out a crowd temporarily. &lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to 0.?, Cause Fear only penalized moving toward the caster. Attacks against the caster were unaffected.&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Magic_points&amp;diff=46610</id>
		<title>Magic points</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Magic_points&amp;diff=46610"/>
				<updated>2018-02-16T19:46:17Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: MP restoration shortening&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
'''Magic points''' or '''Mana points''' (usually abbreviated to MP) is the amount of magical energy which a given character has. It is used for spellcasting, for invoking divine powers (with the exception of [[Trog]]) and for evoking abilities granted by worn items, mutations, and intrinsic abilities.&lt;br /&gt;
&lt;br /&gt;
Having your MP fall to zero is not directly lethal, but can be very hazardous for a spellcaster. MP will regenerate up to your maximum with time, and it is often recommended that spellcasters should rest up to full MP after every fight.&lt;br /&gt;
&lt;br /&gt;
Some items like [[ring of magical power|rings of magical power]] or [[staff of power|staves of power]] can increase a given character's reserves of magical power.&lt;br /&gt;
&lt;br /&gt;
Your maximum MP without benefit of items is a function of your experience level, your race, and whichever of your [[Spellcasting]], [[Evocations]], and [[Invocations]] skill is higher. Training Spellcasting provides twice as much MP as Invocations or Evocations. Depending on your character, though, this may not be a concern.&lt;br /&gt;
&lt;br /&gt;
A typical character starts with 0-7 MP (e.g. 0 for a Minotaur Fighter, 6 for Deep Elf Conjurer, 7 for Deep Elf Wizard) and eventually grows to many times that (30-40 for a level 20 Mummy Necromancer, or 50-60 when using extra items).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
MP is a very important stat for spellcasters. Early or mid game rings of magical power are extremely useful, since MP costs are low and your base mana pool is small. However, as your MP hits around the 40+ mark, the efficiency of this stat gets drastically lower. Perhaps the only source of MP that you should use at this point is a staff of magical power, but even that could be replaced by an enhancer staff if you find one appropriate for you.&lt;br /&gt;
&lt;br /&gt;
Methods of MP restoration:&lt;br /&gt;
&lt;br /&gt;
*Resting.&lt;br /&gt;
*Consumables: The [[potion of magic]] recovers a decent amount of magic with no downsides. [[Potions of ambrosia]] offer significant HP and MP regen for a duration but confuses you for the entirety of it; if you cure the confusion, the ambrosia will end too.&lt;br /&gt;
*Casting [[sublimation of blood]], which restores your MP at the cost of your own health. (Remember to save 2 MP for this!)&lt;br /&gt;
*Wearing an [[Amulet of magic regeneration]].&lt;br /&gt;
*God abilities: [[Ru]], [[Sif Muna]], [[Gozag]], and [[Nemelex]] offer ways to actively recover your mana, with varying degrees of reliability.&lt;br /&gt;
*God passives: [[Vehumet]] lets you recover MP when killing monsters. [[The Shining One]] offers a similar power that only works against unholy and demonic enemies. Worshipers of [[Jiyva]] can recover MP when slimes consume items.&lt;br /&gt;
*Evocable items. [[Staves of energy]] can be evoked for a chance to regenerate a little MP. [[Crystal balls of energy]] and the [[Staff of Wucad Mu]] can let you recover significant amounts of MP per turn, but with a chance of backfiring.&lt;br /&gt;
*Biting an enemy as a [[Vine Stalker]].&lt;br /&gt;
*Being a [[demonspawn]] can grant you access to the spirit shield mutation series, which will grant you improved MP regeneration, especially when you are low on MP (at the cost of your health regeneration), or can grant you the powered by pain mutation which could restore some MP when you take damage. Or you could get both.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
* Highest Skill = max(Spellcasting, Invocations/2, Evocations/2)&lt;br /&gt;
* MP = Scale*(min(XL, 23) + Highest Skill + min(8, Highest Skill, XL)/2) + Species Modifier&lt;br /&gt;
* Sources of MP scaling:&lt;br /&gt;
**[[Good_mutations#High MP|High MP mutation]]: +10% per level&lt;br /&gt;
**[[Bad_mutations#Low_MP|Low MP mutation]]: -10% per level&lt;br /&gt;
**[[Elyvilon]]'s [[Divine vigour]]: +50%&lt;br /&gt;
* Sources of flat MP bonuses (applied after scaling):&lt;br /&gt;
**[[ring of magical power|Rings of magical power]]: +9 MP&lt;br /&gt;
**[[Maxwell's etheric cage]]: +4 MP&lt;br /&gt;
**[[staff of power|Staves of power]]: +15 MP&lt;br /&gt;
*Wielding a weapon of [[antimagic]] divides MP by 3. This is applied after all other modifiers.&lt;br /&gt;
&lt;br /&gt;
==MP modifiers==&lt;br /&gt;
&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Magic Points}}&lt;br /&gt;
&lt;br /&gt;
[[Demigod]]s additionally start with the [[High MP]] mutation.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[0.17]] simplified MP calculations. The base formula was:&lt;br /&gt;
 XL + Permanent MP + (XL*Species modifier + 1)/3 + (XL*Species modifier + 1)/3 + max(Spellcasting*XL*3/14 + Spellcasting, Invocations*XL/6.5 + Invocations/3, Evocations*XL/6)&lt;br /&gt;
&lt;br /&gt;
Then a stepdown function was applied and MP was capped at 50. Species aptitudes used to be multiplicative, but are now additive.&lt;br /&gt;
&lt;br /&gt;
Before [[0.14]], the formula was:&lt;br /&gt;
 Unscaled MP = XL + Permanent MP + (XL*Species modifier + 1)/3 +&lt;br /&gt;
 max(Spellcasting*XL/4, Invocations*XL/6, Evocations*XL/6)&lt;br /&gt;
where ''Permanent MP '' was a constant determined by the player's background and species.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Quick_blade&amp;diff=46609</id>
		<title>Quick blade</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Quick_blade&amp;diff=46609"/>
				<updated>2018-02-15T04:15:21Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: removed reference to warp weapon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name = Quick blade&lt;br /&gt;
 |cost = 150&lt;br /&gt;
 |weight = 5.0&lt;br /&gt;
 |damage = 5&lt;br /&gt;
 |size = One-handed&lt;br /&gt;
 |skill = Short Blades&lt;br /&gt;
 |accuracy = +6&lt;br /&gt;
 |basedelay = 7 (70%)&lt;br /&gt;
 |mindelay = 3 at skill 8&lt;br /&gt;
 |damtype = Stabbing&lt;br /&gt;
 |hands     = 1H&lt;br /&gt;
 |ranged    = No&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This carefully wrought short sword is preternaturally well-balanced, making it much easier for even inexperienced handlers to attack with it quickly.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He hath loosed the fateful lightning of His terrible swift sword...&lt;br /&gt;
&lt;br /&gt;
-Julia Ward Howe, &amp;quot;The Battle Hymn of the Republic&amp;quot;. 1861}}&lt;br /&gt;
&lt;br /&gt;
The '''quick blade''' is the fastest weapon in the game, and the only weapon which can reach an unhasted [[attack delay]] of 3 without a speed brand. As such, a quick blade with a [[pain (brand)|pain]], [[electrocution]], or [[distortion]] brand is a very effective vehicle for damage, especially when coupled with high [[ring of slaying|slaying]] bonuses. However, like any other short blade, its damage against armored opponents is underwhelming.&lt;br /&gt;
&lt;br /&gt;
Quick blades are rare, and are most commonly obtained by way of [[Trog]] and [[Okawaru]]'s [[scroll of acquirement#Weapon acquirement|weapon acquirements]]. Failing this, a character with Short Blades skill will often receive one upon reading a [[scroll of acquirement]]. [[Deep elf blademaster]]s have a 1/26 chance of receiving twin quick blades; since there are two blademasters guaranteed in the [[Elven Halls|Elf:3]] treasure vault, an Elf run has a chance slightly under 1/13 of producing quick blades. Some of the more powerful [[List of spriggans|spriggans]] also carry them on occasion. They can be found on the ground at deeper dungeon levels, often with good enchantments, but rarely branded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Quick blades&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Quickblade.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Quickblade2.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artifact''' || [[File:Quickblade3.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
[[Category:Short blades]]&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ring_of_slaying&amp;diff=46608</id>
		<title>Ring of slaying</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ring_of_slaying&amp;diff=46608"/>
				<updated>2018-02-15T04:07:36Z</updated>
		
		<summary type="html">&lt;p&gt;Lyrick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Jewellery&lt;br /&gt;
 |name = Ring of slaying&lt;br /&gt;
 |cost = ?&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This ring increases or decreases the wearer's effectiveness with ranged weapons and melee attacks.}}&lt;br /&gt;
&lt;br /&gt;
A '''±X ring of slaying''' affects the [[accuracy]] and [[damage]] of your melee (including unarmed), ranged, and auxiliary attacks. The modifier ranges from -6 to +6; negatively enchanted rings are usually cursed. &lt;br /&gt;
&lt;br /&gt;
A functionally identical effect occasionally appears on [[artefact]] jewellery and armour, denoted as &amp;quot;Slay ±X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Very high, if the bonus is decent. Having more damage means killing enemies faster and being exposed to their attacks less.&lt;br /&gt;
&lt;br /&gt;
Characters with fast weapons and/or auxiliary attacks stand to benefit more from slaying, as it is applied per hit.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Before the weapon enchantment merge in [[0.15]], rings of slaying had two distinct bonuses--one for accuracy, and one for damage.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], slaying was more powerful as it was included before the weapon skill multiplier. &lt;br /&gt;
&lt;br /&gt;
{{jewellery}}&lt;/div&gt;</summary>
		<author><name>Lyrick</name></author>	</entry>

	</feed>