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		<title>CrawlWiki - User contributions [en]</title>
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		<updated>2026-05-06T14:23:05Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Big_Wings&amp;diff=29561</id>
		<title>Big Wings</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Big_Wings&amp;diff=29561"/>
				<updated>2014-06-22T17:28:54Z</updated>
		
		<summary type="html">&lt;p&gt;Malor: You a word out. :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
|Rank||Effect||Flavor&lt;br /&gt;
|-&lt;br /&gt;
|1||Grants the [[Flight]] ability, allowing you to [[fly]] indefinitely.||Your wings are large and strong.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
'''Species notes:''' Exclusive to [[draconian]]s and [[gargoyle]]s. Black draconians and gargoyles naturally develop it at XL 14, though other draconians can acquire it as a random [[mutation]]. Note that this mutation only provides permanent flight if it develops naturally -- wings acquired via random mutation only provide temporary flight.&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
[[Good_mutations|Good mutation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutations]]&lt;br /&gt;
[[Category:Good Mutations]]&lt;/div&gt;</summary>
		<author><name>Malor</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Demonspawn_mutations&amp;diff=29560</id>
		<title>Demonspawn mutations</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Demonspawn_mutations&amp;diff=29560"/>
				<updated>2014-06-22T17:22:47Z</updated>
		
		<summary type="html">&lt;p&gt;Malor: fixed pluralization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
As [[demonspawn]] characters level up, they gain useful [[mutations]] due to their demonic ancestry. [[Demonspawn mutations]] are semi-random, according to the following rules. A 'facet' is a set of three levels in one mutation:&lt;br /&gt;
*90% of the time, they mutate as follows:&lt;br /&gt;
**They gain one body-slot facet&lt;br /&gt;
**They gain one scales facet&lt;br /&gt;
**They gain two tier 2 facets&lt;br /&gt;
**They gain one tier 3 facet&lt;br /&gt;
*10% of the time, they are &amp;quot;monstrous&amp;quot;, and instead mutate as follows:&lt;br /&gt;
**They gain three body-slot facets (claws, horns or antennae, hooves or talons)&lt;br /&gt;
**They have ''no'' scales facets&lt;br /&gt;
**They gain two tier 2 facets&lt;br /&gt;
**They gain one tier 3 facet&lt;br /&gt;
Monstrous demonspawn are far more offensive-minded: they have lower AC due to their inability to wear any armour other than cloaks, shields, and body armour, but their claws make them well-suited to [[Unarmed Combat]]. Your auxiliary attacks also support close combat.&lt;br /&gt;
&lt;br /&gt;
Here is a list of all possible demonspawn mutations. Note that many of these mutations can also be gained randomly. However, demonspawn mutations are unique in that they cannot be removed by any means. You can check your current mutations with shift-A.&lt;br /&gt;
&lt;br /&gt;
=Body-Slot Facets=&lt;br /&gt;
&lt;br /&gt;
Monstrous demonspawn develop 3 body-slot facets, while others gain 1.&lt;br /&gt;
&lt;br /&gt;
===Claws===&lt;br /&gt;
{{:Claws}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Horns===&lt;br /&gt;
{{:Horns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Antennae===&lt;br /&gt;
{{:Antennae}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hooves===&lt;br /&gt;
{{:Hooves}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talons===&lt;br /&gt;
{{:Talons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Scales Facets=&lt;br /&gt;
Most demonspawn develop scales; monstrous demonspawn do not. Demonspawn may still acquire scales through random mutation, but non-monstrous demonspawn can only get ranks of a scales mutation if it matches the one they would eventually develop later.&lt;br /&gt;
&lt;br /&gt;
===Molten Scales===&lt;br /&gt;
{{:Molten Scales}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Icy Blue Scales===&lt;br /&gt;
{{:Icy Blue Scales}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Slimy Green Scales===&lt;br /&gt;
{{:Slimy Green Scales}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thin Metallic Scales===&lt;br /&gt;
{{:Thin Metallic Scales}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Yellow Scales===&lt;br /&gt;
{{:Yellow Scales}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rough Black Scales===&lt;br /&gt;
{{:Rough Black Scales}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rugged Brown Scales===&lt;br /&gt;
{{:Rugged Brown Scales}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Iridescent Scales===&lt;br /&gt;
{{:Iridescent Scales}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Large Bone Plates===&lt;br /&gt;
{{:Large Bone Plates}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Repulsion Field===&lt;br /&gt;
{{:Repulsion Field}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thin Skeletal Structure===&lt;br /&gt;
{{:Thin Skeletal Structure}}&lt;br /&gt;
&lt;br /&gt;
=Tier 2 Facets=&lt;br /&gt;
All demonspawn develop two tier 2 facets.&lt;br /&gt;
&lt;br /&gt;
===Ignite Blood===&lt;br /&gt;
{{:Ignite Blood}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Icemail===&lt;br /&gt;
{{:Icemail}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Powered by Death===&lt;br /&gt;
{{:Powered By Death}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mana Shield===&lt;br /&gt;
{{:Mana Shield}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Demonic Guardian]]===&lt;br /&gt;
{{:Demonic Guardian}}&lt;br /&gt;
&lt;br /&gt;
===Nightstalker===&lt;br /&gt;
{{:Nightstalker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spiny===&lt;br /&gt;
{{:Spiny (mutation)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Powered by Pain===&lt;br /&gt;
{{:Powered By Pain}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Foul Stench===&lt;br /&gt;
{{:Foul Stench}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tier 3 Facets=&lt;br /&gt;
All demonspawn gain one tier 3 facet.&lt;br /&gt;
&lt;br /&gt;
===Hurl Hellfire===&lt;br /&gt;
{{:Hurl Hellfire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Passive Freeze===&lt;br /&gt;
{{:Passive Freeze}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Robust===&lt;br /&gt;
{{:Robust}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Negative Energy Resistance===&lt;br /&gt;
{{:Negative Energy Resistance (mutation)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Augmentation===&lt;br /&gt;
{{:Augmentation}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
Prior to [[0.14]] the negative energy facet granted a second level of rN, instead of the [[Black Mark]] passive ability.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], Demonic Guardian would function for Okawaru worshipers, often resulting in massive piety losses. Hellfire cost 25% of max HP instead of 15.&lt;br /&gt;
&lt;br /&gt;
Mana Shield was added in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Augmentation kicked in at low HP instead of high HP.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], [[magic resistance]] was available as a Tier 2 facet.&lt;br /&gt;
&lt;br /&gt;
[[Category:Intrinsic]]&lt;br /&gt;
[[Category:Mutations]]&lt;br /&gt;
[[Category:List]]&lt;/div&gt;</summary>
		<author><name>Malor</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Nemelex_Xobeh&amp;diff=29520</id>
		<title>Nemelex Xobeh</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Nemelex_Xobeh&amp;diff=29520"/>
				<updated>2014-06-19T07:21:24Z</updated>
		
		<summary type="html">&lt;p&gt;Malor: fixed a typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
[[File:Nemelex altar.png]] ''&amp;quot;It's all in the cards!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Nemelex is a strange and unpredictable trickster god, whose powers are invoked through magical packs of cards painted in the ichor of demons. Followers are expected to explore the world, and will receive decks of cards in return. Followers are encouraged to trust in the cards and use them as much as possible. However, the Trickster can ensure that fortune favours the bold.&lt;br /&gt;
&lt;br /&gt;
The Trickster's followers gain various ways to influence fate when playing cards. They will quickly gain the ability to draw from decks without needing to wield them, and to peek at the contents of decks in order to identify them. Later, followers will gain much more powerful abilities to manipulate the cards, allowing them to choose one of three drawn cards, to gain the effects of multiple cards at once, and finally to stack decks and re-order their contents.&lt;br /&gt;
&lt;br /&gt;
Nemelex Xobeh likes it when you explore the world.}}&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Offering a [[corpse]] (by praying while on a tile with corpses on the floor): 1 chance in (2 + Piety/50) of +1 [[piety]].&lt;br /&gt;
*Offering items other than decks (by praying while on a tile with items on the floor): chance depends on the item's value of +1 piety (+2 for artifacts).&lt;br /&gt;
*Drawing a card from a deck: about 40% for an unknown (unmarked) card, +30% for the last card in a deck (even marked).&lt;br /&gt;
&lt;br /&gt;
Nemelex gives the following messages when offering items by praying.&lt;br /&gt;
 &amp;quot;&amp;lt;item&amp;gt; disappears without additional glow.&amp;quot; (No piety gain)&lt;br /&gt;
 &amp;quot;&amp;lt;item&amp;gt; glows slightly and disappears.&amp;quot; (Piety +1)&lt;br /&gt;
 &amp;quot;&amp;lt;item&amp;gt; glows with a rainbow of weird colours and disappears.&amp;quot; (Piety +2)&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*You'll lose on average 1 piety every 700 turns.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
Nemelex gives card [[decks]] as gifts. If you are eligible for a gift, there's a Piety×2% chance to gain the first deck; after that it will be a Piety/6% chance. The [[Gift Timeout]] for each gift is between 6 and 14, but receiving a deck will also set a separate &amp;quot;decks&amp;quot; timeout at 10, which must also be 0 before you get another deck. The deck timeout is reduced by:&lt;br /&gt;
*Drawing cards from decks, especially if the card is unidentified/unmarked/the last card in the deck.&lt;br /&gt;
*Offering items (preferably high value) to Nemelex.&lt;br /&gt;
&lt;br /&gt;
Note that you can disable your ability to sacrifice categories of items on the religion status screen (accessed by pressing '''^''', then '''!'''). You can also inscribe the item with !p in order to receive warining message while trying to sacrifice inscribed item.&lt;br /&gt;
&lt;br /&gt;
The strength of a gift deck is chosen as follows:&lt;br /&gt;
*Legendary Deck: 0.18 × Piety%&lt;br /&gt;
**36% at max Piety&lt;br /&gt;
*Ornate Deck: 5 + (0.27 × Piety)%&lt;br /&gt;
**59% at max Piety&lt;br /&gt;
*Plain Deck: 95 - (0.45 × Piety)%&lt;br /&gt;
**5% at max Piety&lt;br /&gt;
&lt;br /&gt;
Possible gift decks are [[deck of destruction]], [[deck of escape]], [[deck of summoning]] and [[deck of wonders]]. The probability of getting the given type of deck is the following:&lt;br /&gt;
*Destruction: 40%&lt;br /&gt;
*Summoning: 30%&lt;br /&gt;
*Escape: 20%&lt;br /&gt;
*Wonders: 10%&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
All of Nemelex's abilities deal with manipulating or controlling decks.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Pannier&amp;quot;&lt;br /&gt;
*'''Card power improvement''': The power of any card you draw is increased by (Piety × (Evocation + 25) / 27) (see [[Decks#Card power|card power]] ). This improves your chances to get improved effects from Ornate or Legendary decks. In addition, when drawing the Damnation card, you'll have a slightly improved number of targets (about Piety/5% chance to get one more target). (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Jester&amp;quot;&lt;br /&gt;
*'''Draw One''': You can draw the first card from a deck in your [[inventory]] (instead of having to wield the deck in your hand). (Costs 2 MP)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Fortune-Teller&amp;quot;&lt;br /&gt;
*'''Peek at Two''': You can look at the two first cards of any deck in your inventory. This will identify the type of the deck if you didn't know it already (unless both revealed cards are the same). After the cards are seen, they are shuffled back into the deck. One card at random (other than the two you just peeked at) will be removed from the deck during the process, unless there were 2 cards or less remaining in the deck. Using this ability takes no time. (Costs 3 MP and 1-2 Piety.)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Soothsayer&amp;quot;&lt;br /&gt;
*'''Triple Draw''': Look at the first three cards of any deck in your inventory and draw one of them. Decks with fewer than three cards will be fully revealed. The remaining cards will be removed from the deck. Even if all viewed cards are undesirable, you ''must'' draw one of them; there is no way to back out once you've seen them. (Costs 2 MP, 100-200 Food, and 2-3 Piety)&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Magus&amp;quot;&lt;br /&gt;
*'''Deal Four''': Select a non-stacked deck in your inventory and draw four cards from it in a single turn. If the deck has insufficient cards, you draw the missing cards from a [[deck of punishment]]. If any cards remain, the deck is destroyed. (Costs 8 MP, 200-400 Food, and 10-15 Piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Cardsharp&amp;quot;&lt;br /&gt;
*'''Stack Five''': View the first five cards of any deck in your inventory and order them however you want. All other cards are removed from the deck. You can stack a deck only once. (Costs 5 MP, 250-500 Food, and 10-15 Piety)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Hand of Fortune&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
If you leave (voluntarily or not) Nemelex Xobeh, your penance counter will be set to 150 (seems quite high, but that's because only 1/3 of the penance is active, so the main part is just as high as for the other gods) and all decks (whether in your inventory or loose) will be shuffled.&lt;br /&gt;
&lt;br /&gt;
While your penance counter is above 100, Nemelex Xobeh will punish you about once every 2000 turns by drawing one of the following cards from the [[deck of punishments]] (equal chances):&lt;br /&gt;
*'''The Wraith''': Suffer a draining effect, and lose one experience level.  The latter affects undead as well as living characters.  This is the only card unique to the deck of punishments.&lt;br /&gt;
*'''Torment''': [[Symbol of Torment]] is cast at your location.&lt;br /&gt;
*'''Wild Magic''': You suffer a random miscast effect.&lt;br /&gt;
*'''Wrath''': You suffer the divine anger from a random god (not Nemelex).&lt;br /&gt;
*'''Xom''': You suffer a random bad Xom action.&lt;br /&gt;
*'''Famine''': Your hunger state is set to 500 (starving).&lt;br /&gt;
*'''The Curse''': Curse several items in your inventory (including potions, which turn into potions of decay).&lt;br /&gt;
*'''The Tomb''': Each unoccupied tile around you is replaced by a rock wall. You'll probably need a way to dig or teleport to get out.&lt;br /&gt;
*'''Damnation''': A monster in your [[LOS]] is banished to [[the Abyss]]. If there's no monster, you are banished instead.&lt;br /&gt;
*'''The Portal''': You are teleported (sometimes controlled or instant).&lt;br /&gt;
*'''The Minefield''': Randomly replaces several non-walls tiles around you with [[lava]] or [[deep water]].&lt;br /&gt;
&lt;br /&gt;
As with any deck, there's a 1% chance to draw from the [[deck of oddities]] instead (which contains the cards Genie, Bargain, Wrath, Xom, Feast, Famine, and Curse).&lt;br /&gt;
&lt;br /&gt;
In addition, the power of any cards you actually draw will be reduced by your penance, and there's a penance/30% chance when you draw any card from a deck (penance/10% if it's a marked or seen card) that the card will be replaced by one from a deck of Punishment.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*[[Nemelex guide]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.10]], letting time pass used to reduce the gift timeout.&lt;br /&gt;
*In [[0.11]], ''Mark Four'' was replaced with ''Deal Four''.&lt;br /&gt;
*Prior to [[0.14]], the type of decks provided were dependent on the type of items you were sacrificing. Also, [[deck of dungeons]] was available as a possible gift type. &lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Chaotic Gods]] [[Category:Featured Article]]&lt;/div&gt;</summary>
		<author><name>Malor</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Acid&amp;diff=29519</id>
		<title>Acid</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Acid&amp;diff=29519"/>
				<updated>2014-06-19T06:00:09Z</updated>
		
		<summary type="html">&lt;p&gt;Malor: removed link to obsolete &amp;quot;enchantment&amp;quot; entry.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{versionunknown}}&lt;br /&gt;
'''Acid''' is a [[damage type]] that can be reduced by filling as many of your [[armour slot]]s as possible. This protection comes at a price, as every piece of armour worn has a chance of being '''corroded'''.&lt;br /&gt;
&lt;br /&gt;
==Sources of Acid==&lt;br /&gt;
Acidic damage can come from several sources.&lt;br /&gt;
&lt;br /&gt;
===Acidic Flesh===&lt;br /&gt;
Some monsters have acidic flesh:&lt;br /&gt;
*[[Jelly]]&lt;br /&gt;
*[[Brown ooze]]&lt;br /&gt;
*[[Acid blob]]&lt;br /&gt;
*[[The royal jelly]]&lt;br /&gt;
*[[Dissolution]]&lt;br /&gt;
&lt;br /&gt;
Hitting such monsters with a melee weapon (or any wielded piece of armour) has a 30% chance of corroding that weapon. If you are wielding nothing but wearing [[gloves]], your gloves may corrode. If you are completely bare-handed, you will take 1d5 acid damage.  Attacks other than punches (kicks, tail slaps, etc.) will not incur damage or corrosion.&lt;br /&gt;
&lt;br /&gt;
===Acid Spit===&lt;br /&gt;
The following monsters can spit acid:&lt;br /&gt;
*[[Yellow draconian]]: 3d7&lt;br /&gt;
*[[Acid blob]] 3d7 (3d9 in [[Zot Defence]])&lt;br /&gt;
*[[Oklob plant]] 3d7 (3d6)&lt;br /&gt;
*[[Oklob sapling]] 3d7 (3d3)&lt;br /&gt;
&lt;br /&gt;
The above damage bypasses AC. The numbers are slightly adjusted when playing the Zot Defence variant. In addition to the above damage, acid spit causes 5 levels of &amp;quot;acid splash&amp;quot; damage (described below) which will harm you and can corrode your armour.&lt;br /&gt;
&lt;br /&gt;
===Acidic Melee Attacks===&lt;br /&gt;
The following monsters have acidic melee attacks:&lt;br /&gt;
*[[Jelly]]&lt;br /&gt;
*[[Brown ooze]]&lt;br /&gt;
*[[Acid blob]]&lt;br /&gt;
*[[Royal jelly]]&lt;br /&gt;
*[[Dissolution]]&lt;br /&gt;
&lt;br /&gt;
When struck by these monsters in melee, you will receive 3 levels of acid splash damage in addition to any regular (physical) damage the attack causes.&lt;br /&gt;
&lt;br /&gt;
===Slime Walls===&lt;br /&gt;
Standing next to the [[wall]]s of [[the Slime Pits]] will cause one level of acid splash damage for every level of depth, reaching 6 levels of splash damage on Slime:6. This damage is applied by every wall you are adjacent to: if you are surrounded by walls on Slime:1, you will receive eight separate level 1 splashes. Monsters without acid resistance will receive a flat 2d(level) damage from each wall.&lt;br /&gt;
&lt;br /&gt;
Worshipers of [[Jiyva]] are unaffected by slime walls. &lt;br /&gt;
&lt;br /&gt;
Thankfully, the acid splash from slime walls '''does not corrode items'''. But given how many monsters in the slime pits have corrosive attacks, this is of limited consolation.&lt;br /&gt;
&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
An acid splash will strike every [[armour slot]] - shield, helmet, body armour, gloves, boots, and cloak - with a chance of corroding each equal to the splash's level * 5%. If you are wearing a [[cloak]], it has a 50% chance of negating a successful corrosion against the helmet, body armour, gloves, and boots slots (each rolled separately). This protection will not harm the cloak, which can only sustain damage when the cloak slot is corroded.&lt;br /&gt;
&lt;br /&gt;
If you are not wearing armour in a given slot (excepting the shield slot), you will take 1d(splash level) damage (a cloak's 50% negation chance can also protect you from this). The [[Good_mutations#Fur|fur mutation]] ([[troll]]s and [[felid]]s) will reduce this damage by 20% per level of mutation.&lt;br /&gt;
&lt;br /&gt;
2d(splash level) damage is then added to the above, meaning a splash can cause anywhere from 2d to 7d damage. Finally, the total damage is reduced by your acid resistance, as shown below.&lt;br /&gt;
&lt;br /&gt;
==Acid Resistance==&lt;br /&gt;
Acid resistance protects you from any damage that gets past your armour. It is distinct from corrosion resistance, which protects your weapon and armour.&lt;br /&gt;
&lt;br /&gt;
The sources of acid resistance are:&lt;br /&gt;
*being a yellow [[draconian]]: rAcid+&lt;br /&gt;
*[[Amulet of resist corrosion]]: rAcid+&lt;br /&gt;
*[[Cloak of preservation]]: rAcid+&lt;br /&gt;
*[[Tiamat]]'s [[dragonskin cloak]] (50% chance per attack of rAcid+)&lt;br /&gt;
*Having the [[Good_mutations#Yellow_Scales|yellow scales]] mutation: rAcid+ for level 3.&lt;br /&gt;
&lt;br /&gt;
The maximum resistance possible is rAcid+++.&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Resistance Level !! Damage Taken (Player) !! Damage Taken (Monster)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 50% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 34% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 27% || 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any fractional amount remaining is rounded down (if you get hit with 3 points of acid damage and you have rAcid+, you will only take 1 point of damage; if you have rAcid+++, you will take no damage). Acid resistance is effective against acid spit and splashes but does not reduce the damage received when punching an acidic monster.&lt;br /&gt;
&lt;br /&gt;
All monsters with any degree of acid resistance are completely immune to acid damage.&lt;br /&gt;
&lt;br /&gt;
==Corrosion==&lt;br /&gt;
Corrosion can cause items (weapons and armour) to lose a single point of enchantment. Corrosion comes from two sources: striking a monster that has acidic flesh (which only affects your wielded item or gloves), and acid splashes (which affect all worn pieces of armour, but not your weapon). Thankfully, the acidic walls of [[the Slime Pits]] no longer cause corrosion.&lt;br /&gt;
&lt;br /&gt;
If an item is corroded, it still has a chance to resist the corrosion based on its enchantment value. The greater the absolute value of an item's enchantment level, the better its odds of resisting. For weapons, corrosion will only affect the weapon's damage enchantment; accuracy bonuses cannot be reduced, but will not defend the weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! Enchantment (+ or -) || Resist %&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 6%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 18%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 34%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 58%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 98%&lt;br /&gt;
|-&lt;br /&gt;
| 5 or more || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On top of that, the resist corrosion intrinsic (found on the [[amulet of resist corrosion]] and the [[cloak of preservation]]) gives you an additional 90% chance to resist corrosion. Dwarven items and [[crystal plate mail]] receive their own 80% resist chance as well.&lt;br /&gt;
&lt;br /&gt;
An item's enchantment cannot be reduced to lower than -5 from corrosion, but it is rare for an item to be reduced below -4, since at that level, it has a 98% chance to resist further corrosion.&lt;br /&gt;
&lt;br /&gt;
Finally, [[artefact]]s are completely immune to corrosion. When navigating [[the Slime Pits]], a common strategy is to wear a set of whatever artefacts you've found in place of corrodible items. Alternatively, a set of &amp;quot;junk&amp;quot; items can be worn and later discarded; this is preferable to taking extra acid damage by wearing nothing. Similarly, a junk weapon can be employed when engaging early acidic monsters in melee; by the mid-game or later you should have a corrosion-immune weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Damage types]]&lt;/div&gt;</summary>
		<author><name>Malor</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Rod_of_clouds&amp;diff=28409</id>
		<title>Rod of clouds</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Rod_of_clouds&amp;diff=28409"/>
				<updated>2014-05-06T12:40:11Z</updated>
		
		<summary type="html">&lt;p&gt;Malor: Added multiple cloud types seen in personal play.  Have not read the relevant code.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Evoking the '''rod of clouds''' emits a cone of [[cloud]]s at your target. These vary immensely in their ability to harm foes.&lt;br /&gt;
&lt;br /&gt;
Possible clouds include:&lt;br /&gt;
*'''Thin mist''' - These clouds do no damage, and merely get in the way of other clouds.&lt;br /&gt;
*'''Negative energy''' - Anything caught in these clouds will take [[negative energy]] damage each turn.&lt;br /&gt;
*'''Acidic clouds''' - Damages anything caught within, and may corrode equipment, including that worn by enemies.&lt;br /&gt;
*'''Fire clouds''' - Does heavy damage to creatures without fire resistance&lt;br /&gt;
*'''Poison clouds''' - Inflicts a poison status effect, cumulative over time.&lt;br /&gt;
*'''Thunderstorms''' - Does heavy electric damage to creatures without rElec.&lt;br /&gt;
&lt;br /&gt;
Clouds created by the rod can be quite durable.  &lt;br /&gt;
&lt;br /&gt;
At low evocations skill, this rod frequently conjures simple smoke, but it can occasionally be very powerful.  With high skill, its random nature can still make it useless (conjuring negative energy against undead), but it can be also be devastating (poison against insects, thunderstorms against most creatures, acid against almost anything.)  &lt;br /&gt;
&lt;br /&gt;
The long duration of summoned clouds typically means that you'll need to move if you want to try for a different effect against a given set of creatures, as the fight is likely to long since be over by the time the air is clear.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The rod of clouds was added in [[0.14]].&lt;/div&gt;</summary>
		<author><name>Malor</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Demon_whip&amp;diff=27728</id>
		<title>Demon whip</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Demon_whip&amp;diff=27728"/>
				<updated>2014-04-29T07:01:44Z</updated>
		
		<summary type="html">&lt;p&gt;Malor: Pain incorrectly linked to the pain spell; linked it to pain (brand) instead.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Demon whip&lt;br /&gt;
 |cost      = ?&lt;br /&gt;
 |weight    = 3.0&lt;br /&gt;
 |skill     = Maces &amp;amp; Flails&lt;br /&gt;
 |damage    = 11&lt;br /&gt;
 |accuracy  = +1&lt;br /&gt;
 |basedelay = 11 (110%)&lt;br /&gt;
 |mindelay  = 5 at skill 12&lt;br /&gt;
 |size      = Little&lt;br /&gt;
 |hands     = 1H&lt;br /&gt;
 |ranged    = No&lt;br /&gt;
 |damtype   = ?&lt;br /&gt;
 |acquirement = ? &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A terrible weapon, woven in the depths of the inferno.}}&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|This weapon falls into the [[Maces &amp;amp; Flails]] category. It is a one handed weapon, and it is best used by the dexterous.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Demonspawn]] are more deadly with it.}}&lt;br /&gt;
&lt;br /&gt;
'''Demon whips''' are the best all-purpose one-handed maces, and are generally considered to be the best one-handed weapons in the game. This is due to their combination of a superb min delay (5, so you will consistently get two attacks per turn) and good damage output. They are often found on the [[hell knight]]s in the later [[Dungeon]] and the [[Vestibule of Hell]], often with good [[scroll of enchant weapon|enchantment]] levels and [[brand]]s. Being fast weapons, they are best used with brands that do flat damage, such as [[electrocution]], [[pain (brand)|pain]], or [[distortion]].&lt;br /&gt;
&lt;br /&gt;
Demon whips can be blessed by [[the Shining One]] to turn them into [[sacred scourge]]s. These have a base damage of 12 and a [[holy wrath]] brand, and are superior to demon whips when facing demons or the undead.&lt;br /&gt;
&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;
! Demon whip || Sacred scourge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Demon whip.png]] || [[File:Sacred scourge.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
[[Category:Maces &amp;amp; Flails]]&lt;/div&gt;</summary>
		<author><name>Malor</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Big_Wings&amp;diff=27583</id>
		<title>Big Wings</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Big_Wings&amp;diff=27583"/>
				<updated>2014-04-27T21:57:20Z</updated>
		
		<summary type="html">&lt;p&gt;Malor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
|Rank||Effect||Flavor&lt;br /&gt;
|-&lt;br /&gt;
|1||Grants the [[Flight]] ability, allowing you to [[fly]] indefinitely.||Your wings are large and strong.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
'''Species notes:''' Exclusive to [[draconian]]s and [[gargoyle]]s.  Both develop it at XL14.&lt;br /&gt;
&lt;br /&gt;
Note that gargoyles, at least, can mutate to have 'large and strong wings' before XL14; this will provide flight that expires, while the automatic version at level 14 can be maintained indefinitely.  This may be 0.14-specific.&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
[[Good_mutations|Good mutation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutations]]&lt;br /&gt;
[[Category:Good Mutations]]&lt;/div&gt;</summary>
		<author><name>Malor</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Big_Wings&amp;diff=27582</id>
		<title>Big Wings</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Big_Wings&amp;diff=27582"/>
				<updated>2014-04-27T21:56:51Z</updated>
		
		<summary type="html">&lt;p&gt;Malor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
|Rank||Effect||Flavor&lt;br /&gt;
|-&lt;br /&gt;
|1||Grants the [[Flight]] ability, allowing you to [[fly]] indefinitely.||Your wings are large and strong.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
'''Species notes:''' Exclusive to [[draconian]]s and [[gargoyle]]s.  Both develop it at XL14.&lt;br /&gt;
&lt;br /&gt;
Note that gargoyles, at least, can mutate to have 'large and strong wings' before XL14; this will provide flight that expires.  The version at level 14 can be maintained indefinitely.  This may be 0.14-specific.&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
[[Good_mutations|Good mutation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutations]]&lt;br /&gt;
[[Category:Good Mutations]]&lt;/div&gt;</summary>
		<author><name>Malor</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vine_Stalker&amp;diff=27115</id>
		<title>Vine Stalker</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vine_Stalker&amp;diff=27115"/>
				<updated>2014-04-14T09:01:49Z</updated>
		
		<summary type="html">&lt;p&gt;Malor: /* Innate Abilities */  -- Vine Stalkers get Fangs 3 at L8&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Limber in shape, Vine Stalkers are anthropomorphic masses of thick vines. They possess a once-humanoid core, parasitized moments before death by the magical vines. Lacking any other discernible features, their faces are dominated by their disproportionate, vicious maw with which they disrupt and devour the magical energies of their foes.&lt;br /&gt;
&lt;br /&gt;
Magic courses freely through their bodies, and they can not only share any damage taken with their magical reserves, but in fact physically regenerate at an alarming rate. However these traits come at a price: the dual nature of their bodies makes them frail to the extreme and they cannot benefit from potions or wands to heal their wounds.&lt;br /&gt;
&lt;br /&gt;
Living examples of adaptation, Vine Stalkers level up quickly and lend well to an all-out offensive style; trusting their stealth to choose their prey and then their regenerating capabilities to power through the wounds they may sustain in battle. Many members of the species however, are seen wielding magic quite competently and then switching to a hybrid style when their reserves start to run low, thus replenishing their shroud of magic and their spells' fuel with each voracious bite.&lt;br /&gt;
&lt;br /&gt;
Their great offensive capabilities and intrinsic regeneration lead some Vine Stalkers to eschew more traditional defenses such as armour and dodging, although this proves fatally unwise often times when their judgement of their prey fails and they bite more than they can possibly chew.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Fangs]] 2, improving to [[Fangs]] 3 at level 8.&lt;br /&gt;
**[[Antimagic]] bite: A Vine Stalker's [[auxiliary attack|bite]] disrupts enemy spellcasting capabilities as though it had the [[antimagic]] [[brand]] (but does not reduce your maximum MP capacity). Each bite also has a chance to restore some [[MP]] depending on how much damage was inflicted and your current MP percentage.&lt;br /&gt;
{{crawlquote|'''Damage done''': Fangs_level×2 + 2×XL/3&amp;lt;br&amp;gt;'''Drained MP''': 1dDamage_done × (1.25 - MP/MaxMP)}}&lt;br /&gt;
*Vine Stalkers cannot restore HP with [[potion]]s or [[wand]]s. This does not prevent the [[status effect]] removal provided by [[potions of curing]].&lt;br /&gt;
*[[Regeneration]] 1. This increases at XL 6, and again at 12.&lt;br /&gt;
*[[Spirit shield]]&lt;br /&gt;
*[[Rotting]] resistance&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Necromancer]], [[Ice Elementalist]], [[Air Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[dexterity]] every 4th level.&lt;br /&gt;
*-30% less [[HP]] than average.&lt;br /&gt;
*+10% more [[MP]] than average, before stepdowns.&lt;br /&gt;
*+5 [[magic resistance]] per level.&lt;br /&gt;
*Upgrade to [[Fangs]] 3 at level 8.&lt;br /&gt;
*Upgrade to [[Regeneration]] 2 at level 6 and Regeneration 3 at level 12.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vine Stalkers receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Easy}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vine Stalker}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
'''Vine stalkers''' are a surprisingly durable species. In spite of their [[spriggan]]-sized [[HP]] pools and unimpressive defensive skill [[aptitude]]s, their innate [[spirit shield]] intrinsic means that a portion of all incoming damage is redirected to their [[MP]]; the larger the character's MP pool, the more damage will be redirected to it. On top of that, they have better HP regeneration than [[troll]]s, and each time they bite in melee, there's a chance that they'll recover a chunk of MP as well. Coupled with their full access to all forms of armour, this gives them an excellent capacity both to avoid serious injury and to recover from it after the fact. Just be ready for the appearance of [[eyes of draining]], [[ghost moth]]s, or other threats to your MP - these threats will chew through your supernatural defenses with lightning speed, leaving you significantly less hardy than normal.&lt;br /&gt;
&lt;br /&gt;
In spite of their excellent regeneration, they are even less capable of immediate healing than [[mummies]], unable to benefit from [[potions of heal wounds]] or [[wands of heal wounds]], and only receiving the [[status effect]] recovery aspect of [[potions of curing]]. This weakness is felt most powerfully in the early game, when a potion of heal wounds can completely restore your HP, but is still a significant penalty in the late game. Even so, their vastly enhanced regen is an excellent replacement, and all other sources of [[healing]] still function as normal.&lt;br /&gt;
&lt;br /&gt;
Apart from a knack for [[Stealth]] and a general weakness in defensive skills, vine stalkers have no real aptitude issues, and can easily be built for any role, excelling perhaps as sneaky [[stab]]bers.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Vine Stalkers were added in [[0.14]].&lt;/div&gt;</summary>
		<author><name>Malor</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shop&amp;diff=25602</id>
		<title>Shop</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shop&amp;diff=25602"/>
				<updated>2014-03-18T07:32:49Z</updated>
		
		<summary type="html">&lt;p&gt;Malor: Added &amp;quot;Slaves and Accessories&amp;quot; in the Vault-Defined Shops area.  Details in Crawl source at source/dat/des/variable/grated_community.des&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{Flavour|A shop in the dungeon, beyond sight of the world above, manned by a secretive and reclusive shopkeeper who cannot be bargained with, grants no refunds, and is interested in nothing you may have to sell. Some shops hawk antiques of unknown provenance, and offer little hint as to the quality or nature of their goods.}}&lt;br /&gt;
&lt;br /&gt;
Courageous merchants have opened '''shops''' throughout the [[Dungeon]] and its [[branch]]es. You can enter a shop by using the same key as for going down stairs ('''&amp;gt;'''). Each floor has roughly a 20% chance of containing at least one shop and a 4% chance of multiple shops. You may also be lucky and find a [[portal]] to a [[bazaar]], which always features several shops, but which is only accessible once.&lt;br /&gt;
&lt;br /&gt;
Unlike certain other roguelikes, players cannot sell items to shops, nor is there any way to rob them. Shops are given a random multiplier for their prices when defined ('greed'), so prices for the same item will vary between shops. The only player action which affects shops is drawing a [[Bargain card]], which grants you a discount for a short time.&lt;br /&gt;
&lt;br /&gt;
==Types of Shops==&lt;br /&gt;
Shops fall broadly into two categories. Most of the shops you'll find are randomly placed by the dungeon generator. There are also [[vault]]-defined shops; these only appear in specific vaults and usually contain an unusual or themed array of goods.&lt;br /&gt;
&lt;br /&gt;
There is some degree of overlap, in that a vault-defined shop can vary from being simply in a vault that calls for a specific type of normal shop (e.g. a bazaar that has a guaranteed wand shop, or even the shops on Orc:4) to a shop that is of a completely new type, with mostly pre-defined items. However, for the purposes of this article, vault-defined shops are those that appear as a completely new type of shop.&lt;br /&gt;
&lt;br /&gt;
===Normal Shops===&lt;br /&gt;
*'''General shops''' sell a random selection of [[item]]s, all unidentified, although you will be able to see item types you have identified.  Note that for jewellery, only the base type (not any enchantments) will be shown, and artefacts will always be unidentified.&lt;br /&gt;
*'''Book shops''' sell identified [[spellbooks]] and occasionally [[manual]]s.&lt;br /&gt;
*'''Armour shops''' sell identified [[armour]] (sometimes magical or [[artefact]]s).&lt;br /&gt;
*'''Weapon shops''' sell identified [[weapon]]s (sometimes [[brand]]ed or artefacts).&lt;br /&gt;
*'''Antique armour shops''' are similar to armour shops, but the stock is discounted and unidentified. With luck, you can acquire powerful gear here cheaply (or waste gold buying garbage).&lt;br /&gt;
*'''Antique weapon shops''' are similar to antique armour shops, but for weapons.&lt;br /&gt;
*'''Food shops''' sell [[comestible]]s, usually mostly rations.&lt;br /&gt;
*'''Wand shops''' sell identified [[wands]].&lt;br /&gt;
*'''Distilleries''' sell identified [[potions]].&lt;br /&gt;
*'''Scroll shops''' sell identified [[scrolls]].&lt;br /&gt;
*'''Jewellery shops''' sell identified [[ring]]s and [[amulet]]s (sometimes artefacts).&lt;br /&gt;
*'''Gadget shops''' sell identified [[evocable items]].&lt;br /&gt;
&lt;br /&gt;
===Vault-Defined Shops===&lt;br /&gt;
*'''Fishing supplies''' are theme shops only found in vaults surrounded by aquatic enemies; they stock [[spear]]s, [[trident]]s, [[javelin]]s, [[throwing net]]s, and sources of [[levitation]].&lt;br /&gt;
*'''Serpentskin sales''' are theme shops that sell items pertaining to the infliction of and resistance to [[poison]].&lt;br /&gt;
*'''Pet rocks''' are theme stores that sell [[stone]]s, [[sling bullet]]s, [[Earth Magic]] books, and miscellaneous items related to the earth. Often appear in sealed vaults with a nearby [[wand of digging]] and several rock-themed enemies like [[boring beetle]]s, [[earth elemental]]s, [[clay golem]]s, etc.; in these cases, you can either open the vault yourself with the wand or wait for a beetle to chew its way out.&lt;br /&gt;
*'''Gadget shops''' sell [[deck]]s and a variety of evocable items.&lt;br /&gt;
*'''Branded ammunition shops''' sell a variety of branded [[missile|missiles]].&lt;br /&gt;
*'''Fire shops''' are found near pools of lava with various lava-themed creatures swimming in them. As you might expect, they sell fire-based wands and ammunition, as well as [[scroll of immolation|scrolls of immolation]].&lt;br /&gt;
*'''Zin's Purification Stations''' are shops found near altars to [[Zin]] that sell [[potion of cure mutation|potions of cure mutation]].&lt;br /&gt;
*'''Slaves and Accessories''' are found in &amp;quot;grated communities&amp;quot;, and stock whips, wands of enslavement, wands of hasting, and rings of sustenance.&lt;br /&gt;
&lt;br /&gt;
In addition, there are two things that appear to be shops, but aren't:&lt;br /&gt;
*'''Shop [[mimic]]s''' resemble shops, and will attack you as soon as you step adjacent to them.&lt;br /&gt;
*[[File:Abandoned shop.png]]'''Abandoned shops''' sell no items and cannot be entered. They are very rarely generated, mostly found in [[the Abyss]] or in bazaars, but also appear when you buy out the entire stock of any other shop. There is no way to interact with them, and they will never be restocked.&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
Shops are only ever randomly generated in finite portions of the dungeon; neither shops nor bazaar portals can appear in [[Pandemonium]] or [[the Abyss]]. Thus, once you have explored all of the main dungeon, the [[Elven Halls]], the [[Orcish Mines]], [[the Vaults]], [[the Shoals]], and the [[Snake Pit]], you have found all the shops there are to find (with one exception; see below). Thus, unless you are saving for a [[ziggurat]] or a conversion to Zin, you might as well blow all your gold on the items you want, as you will have no other use for it.&lt;br /&gt;
&lt;br /&gt;
Worshipers of [[Nemelex Xobeh]] are a little luckier. By sacrificing jewellery, books, and miscellaneous items, they can get [[decks of dungeons]], which may contain [[Trowel card]]s. At high power, these cards can, once per game, create a portal to a bazaar.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Shops often sell items that you haven't [[Identification|identified]] yet. Purchasing these will identify them for you from that point on. This is very useful for scrolls and potions, saving you from risky experiments or wasted [[scrolls of identify]]. As undesirable goods are often extremely cheap, you can almost always afford to use this tactic. Antique shops are an exception; these sell unidentified items (even artefacts), but at a discount.&lt;br /&gt;
*Unidentified artefacts for sale will have unique descriptions displayed in white text, even when unidentified. Be careful though; they may have undesirable properties and are sometimes cursed.&lt;br /&gt;
*If you lack the gold to buy something in a shop, you can use the menu to add it to your shopping list. The game will then remind you about the item when you've acquired enough gold. You can use the '''$''' command at any time to review your current shopping list.&lt;br /&gt;
*You can examine what's for sale at any shop you've already visited. Simply press '''CTRL'''+'''f''', search for &amp;quot;shop&amp;quot;, press '''!''' to look into descriptions, and then press the letter of the shop you're interested in.&lt;br /&gt;
*If you get messages about a &amp;quot;tolling bell&amp;quot; when exploring, that means a [[bazaar]] portal is on your level - hurry up and find it, as it will not stay open forever. If you find a bazaar that is unannounced, the portal will last until you choose to enter it. It's usually best to enter immediately if you have a moderate amount of gold (around 1000-2000); this will let you buy just about any awesome item or a large number of consumables, and the potential benefit to immediate survivability is usually well worth the tiny risk of losing out on particularly awesome (un)randart because you didn't have enough gold.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]], wand shops and gadget shops will be merged, and will also sell rods.&lt;br /&gt;
&lt;br /&gt;
Gadget shops were added in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], all undesirable scrolls and potions cost 1 gold.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Features]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Malor</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shop&amp;diff=25601</id>
		<title>Shop</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shop&amp;diff=25601"/>
				<updated>2014-03-18T07:31:14Z</updated>
		
		<summary type="html">&lt;p&gt;Malor: Undo revision 25600 by Malor (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{Flavour|A shop in the dungeon, beyond sight of the world above, manned by a secretive and reclusive shopkeeper who cannot be bargained with, grants no refunds, and is interested in nothing you may have to sell. Some shops hawk antiques of unknown provenance, and offer little hint as to the quality or nature of their goods.}}&lt;br /&gt;
&lt;br /&gt;
Courageous merchants have opened '''shops''' throughout the [[Dungeon]] and its [[branch]]es. You can enter a shop by using the same key as for going down stairs ('''&amp;gt;'''). Each floor has roughly a 20% chance of containing at least one shop and a 4% chance of multiple shops. You may also be lucky and find a [[portal]] to a [[bazaar]], which always features several shops, but which is only accessible once.&lt;br /&gt;
&lt;br /&gt;
Unlike certain other roguelikes, players cannot sell items to shops, nor is there any way to rob them. Shops are given a random multiplier for their prices when defined ('greed'), so prices for the same item will vary between shops. The only player action which affects shops is drawing a [[Bargain card]], which grants you a discount for a short time.&lt;br /&gt;
&lt;br /&gt;
==Types of Shops==&lt;br /&gt;
Shops fall broadly into two categories. Most of the shops you'll find are randomly placed by the dungeon generator. There are also [[vault]]-defined shops; these only appear in specific vaults and usually contain an unusual or themed array of goods.&lt;br /&gt;
&lt;br /&gt;
There is some degree of overlap, in that a vault-defined shop can vary from being simply in a vault that calls for a specific type of normal shop (e.g. a bazaar that has a guaranteed wand shop, or even the shops on Orc:4) to a shop that is of a completely new type, with mostly pre-defined items. However, for the purposes of this article, vault-defined shops are those that appear as a completely new type of shop.&lt;br /&gt;
&lt;br /&gt;
===Normal Shops===&lt;br /&gt;
*'''General shops''' sell a random selection of [[item]]s, all unidentified, although you will be able to see item types you have identified.  Note that for jewellery, only the base type (not any enchantments) will be shown, and artefacts will always be unidentified.&lt;br /&gt;
*'''Book shops''' sell identified [[spellbooks]] and occasionally [[manual]]s.&lt;br /&gt;
*'''Armour shops''' sell identified [[armour]] (sometimes magical or [[artefact]]s).&lt;br /&gt;
*'''Weapon shops''' sell identified [[weapon]]s (sometimes [[brand]]ed or artefacts).&lt;br /&gt;
*'''Antique armour shops''' are similar to armour shops, but the stock is discounted and unidentified. With luck, you can acquire powerful gear here cheaply (or waste gold buying garbage).&lt;br /&gt;
*'''Antique weapon shops''' are similar to antique armour shops, but for weapons.&lt;br /&gt;
*'''Food shops''' sell [[comestible]]s, usually mostly rations.&lt;br /&gt;
*'''Wand shops''' sell identified [[wands]].&lt;br /&gt;
*'''Distilleries''' sell identified [[potions]].&lt;br /&gt;
*'''Scroll shops''' sell identified [[scrolls]].&lt;br /&gt;
*'''Jewellery shops''' sell identified [[ring]]s and [[amulet]]s (sometimes artefacts).&lt;br /&gt;
*'''Gadget shops''' sell identified [[evocable items]].&lt;br /&gt;
&lt;br /&gt;
===Vault-Defined Shops===&lt;br /&gt;
*'''Fishing supplies''' are theme shops only found in vaults surrounded by aquatic enemies; they stock [[spear]]s, [[trident]]s, [[javelin]]s, [[throwing net]]s, and sources of [[levitation]].&lt;br /&gt;
*'''Serpentskin sales''' are theme shops that sell items pertaining to the infliction of and resistance to [[poison]].&lt;br /&gt;
*'''Pet rocks''' are theme stores that sell [[stone]]s, [[sling bullet]]s, [[Earth Magic]] books, and miscellaneous items related to the earth. Often appear in sealed vaults with a nearby [[wand of digging]] and several rock-themed enemies like [[boring beetle]]s, [[earth elemental]]s, [[clay golem]]s, etc.; in these cases, you can either open the vault yourself with the wand or wait for a beetle to chew its way out.&lt;br /&gt;
*'''Gadget shops''' sell [[deck]]s and a variety of evocable items.&lt;br /&gt;
*'''Branded ammunition shops''' sell a variety of branded [[missile|missiles]].&lt;br /&gt;
*'''Fire shops''' are found near pools of lava with various lava-themed creatures swimming in them. As you might expect, they sell fire-based wands and ammunition, as well as [[scroll of immolation|scrolls of immolation]].&lt;br /&gt;
*'''Zin's Purification Stations''' are shops found near altars to [[Zin]] that sell [[potion of cure mutation|potions of cure mutation]].&lt;br /&gt;
&lt;br /&gt;
In addition, there are two things that appear to be shops, but aren't:&lt;br /&gt;
*'''Shop [[mimic]]s''' resemble shops, and will attack you as soon as you step adjacent to them.&lt;br /&gt;
*[[File:Abandoned shop.png]]'''Abandoned shops''' sell no items and cannot be entered. They are very rarely generated, mostly found in [[the Abyss]] or in bazaars, but also appear when you buy out the entire stock of any other shop. There is no way to interact with them, and they will never be restocked.&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
Shops are only ever randomly generated in finite portions of the dungeon; neither shops nor bazaar portals can appear in [[Pandemonium]] or [[the Abyss]]. Thus, once you have explored all of the main dungeon, the [[Elven Halls]], the [[Orcish Mines]], [[the Vaults]], [[the Shoals]], and the [[Snake Pit]], you have found all the shops there are to find (with one exception; see below). Thus, unless you are saving for a [[ziggurat]] or a conversion to Zin, you might as well blow all your gold on the items you want, as you will have no other use for it.&lt;br /&gt;
&lt;br /&gt;
Worshipers of [[Nemelex Xobeh]] are a little luckier. By sacrificing jewellery, books, and miscellaneous items, they can get [[decks of dungeons]], which may contain [[Trowel card]]s. At high power, these cards can, once per game, create a portal to a bazaar.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Shops often sell items that you haven't [[Identification|identified]] yet. Purchasing these will identify them for you from that point on. This is very useful for scrolls and potions, saving you from risky experiments or wasted [[scrolls of identify]]. As undesirable goods are often extremely cheap, you can almost always afford to use this tactic. Antique shops are an exception; these sell unidentified items (even artefacts), but at a discount.&lt;br /&gt;
*Unidentified artefacts for sale will have unique descriptions displayed in white text, even when unidentified. Be careful though; they may have undesirable properties and are sometimes cursed.&lt;br /&gt;
*If you lack the gold to buy something in a shop, you can use the menu to add it to your shopping list. The game will then remind you about the item when you've acquired enough gold. You can use the '''$''' command at any time to review your current shopping list.&lt;br /&gt;
*You can examine what's for sale at any shop you've already visited. Simply press '''CTRL'''+'''f''', search for &amp;quot;shop&amp;quot;, press '''!''' to look into descriptions, and then press the letter of the shop you're interested in.&lt;br /&gt;
*If you get messages about a &amp;quot;tolling bell&amp;quot; when exploring, that means a [[bazaar]] portal is on your level - hurry up and find it, as it will not stay open forever. If you find a bazaar that is unannounced, the portal will last until you choose to enter it. It's usually best to enter immediately if you have a moderate amount of gold (around 1000-2000); this will let you buy just about any awesome item or a large number of consumables, and the potential benefit to immediate survivability is usually well worth the tiny risk of losing out on particularly awesome (un)randart because you didn't have enough gold.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]], wand shops and gadget shops will be merged, and will also sell rods.&lt;br /&gt;
&lt;br /&gt;
Gadget shops were added in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], all undesirable scrolls and potions cost 1 gold.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Features]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Malor</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shop&amp;diff=25600</id>
		<title>Shop</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shop&amp;diff=25600"/>
				<updated>2014-03-18T07:29:25Z</updated>
		
		<summary type="html">&lt;p&gt;Malor: /* Vault-Defined Shops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{Flavour|A shop in the dungeon, beyond sight of the world above, manned by a secretive and reclusive shopkeeper who cannot be bargained with, grants no refunds, and is interested in nothing you may have to sell. Some shops hawk antiques of unknown provenance, and offer little hint as to the quality or nature of their goods.}}&lt;br /&gt;
&lt;br /&gt;
Courageous merchants have opened '''shops''' throughout the [[Dungeon]] and its [[branch]]es. You can enter a shop by using the same key as for going down stairs ('''&amp;gt;'''). Each floor has roughly a 20% chance of containing at least one shop and a 4% chance of multiple shops. You may also be lucky and find a [[portal]] to a [[bazaar]], which always features several shops, but which is only accessible once.&lt;br /&gt;
&lt;br /&gt;
Unlike certain other roguelikes, players cannot sell items to shops, nor is there any way to rob them. Shops are given a random multiplier for their prices when defined ('greed'), so prices for the same item will vary between shops. The only player action which affects shops is drawing a [[Bargain card]], which grants you a discount for a short time.&lt;br /&gt;
&lt;br /&gt;
==Types of Shops==&lt;br /&gt;
Shops fall broadly into two categories. Most of the shops you'll find are randomly placed by the dungeon generator. There are also [[vault]]-defined shops; these only appear in specific vaults and usually contain an unusual or themed array of goods.&lt;br /&gt;
&lt;br /&gt;
There is some degree of overlap, in that a vault-defined shop can vary from being simply in a vault that calls for a specific type of normal shop (e.g. a bazaar that has a guaranteed wand shop, or even the shops on Orc:4) to a shop that is of a completely new type, with mostly pre-defined items. However, for the purposes of this article, vault-defined shops are those that appear as a completely new type of shop.&lt;br /&gt;
&lt;br /&gt;
===Normal Shops===&lt;br /&gt;
*'''General shops''' sell a random selection of [[item]]s, all unidentified, although you will be able to see item types you have identified.  Note that for jewellery, only the base type (not any enchantments) will be shown, and artefacts will always be unidentified.&lt;br /&gt;
*'''Book shops''' sell identified [[spellbooks]] and occasionally [[manual]]s.&lt;br /&gt;
*'''Armour shops''' sell identified [[armour]] (sometimes magical or [[artefact]]s).&lt;br /&gt;
*'''Weapon shops''' sell identified [[weapon]]s (sometimes [[brand]]ed or artefacts).&lt;br /&gt;
*'''Antique armour shops''' are similar to armour shops, but the stock is discounted and unidentified. With luck, you can acquire powerful gear here cheaply (or waste gold buying garbage).&lt;br /&gt;
*'''Antique weapon shops''' are similar to antique armour shops, but for weapons.&lt;br /&gt;
*'''Food shops''' sell [[comestible]]s, usually mostly rations.&lt;br /&gt;
*'''Wand shops''' sell identified [[wands]].&lt;br /&gt;
*'''Distilleries''' sell identified [[potions]].&lt;br /&gt;
*'''Scroll shops''' sell identified [[scrolls]].&lt;br /&gt;
*'''Jewellery shops''' sell identified [[ring]]s and [[amulet]]s (sometimes artefacts).&lt;br /&gt;
*'''Gadget shops''' sell identified [[evocable items]].&lt;br /&gt;
&lt;br /&gt;
===Vault-Defined Shops===&lt;br /&gt;
*'''Fishing supplies''' are theme shops only found in vaults surrounded by aquatic enemies; they stock [[spear]]s, [[trident]]s, [[javelin]]s, [[throwing net]]s, and sources of [[levitation]].&lt;br /&gt;
*'''Serpentskin sales''' are theme shops that sell items pertaining to the infliction of and resistance to [[poison]].&lt;br /&gt;
*'''Pet rocks''' are theme stores that sell [[stone]]s, [[sling bullet]]s, [[Earth Magic]] books, and miscellaneous items related to the earth. Often appear in sealed vaults with a nearby [[wand of digging]] and several rock-themed enemies like [[boring beetle]]s, [[earth elemental]]s, [[clay golem]]s, etc.; in these cases, you can either open the vault yourself with the wand or wait for a beetle to chew its way out.&lt;br /&gt;
*'''Gadget shops''' sell [[deck]]s and a variety of evocable items.&lt;br /&gt;
*'''Branded ammunition shops''' sell a variety of branded [[missile|missiles]].&lt;br /&gt;
*'''Fire shops''' are found near pools of lava with various lava-themed creatures swimming in them. As you might expect, they sell fire-based wands and ammunition, as well as [[scroll of immolation|scrolls of immolation]].&lt;br /&gt;
*'''Zin's Purification Stations''' are shops found near altars to [[Zin]] that sell [[potion of cure mutation|potions of cure mutation]].&lt;br /&gt;
*'''Slaves and Accessories''' are found in &amp;quot;grated communities&amp;quot;, and stock whips, wands of enslavement, wands of hasting, and rings of sustenance.&lt;br /&gt;
&lt;br /&gt;
In addition, there are two things that appear to be shops, but aren't:&lt;br /&gt;
*'''Shop [[mimic]]s''' resemble shops, and will attack you as soon as you step adjacent to them.&lt;br /&gt;
*[[File:Abandoned shop.png]]'''Abandoned shops''' sell no items and cannot be entered. They are very rarely generated, mostly found in [[the Abyss]] or in bazaars, but also appear when you buy out the entire stock of any other shop. There is no way to interact with them, and they will never be restocked.&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
Shops are only ever randomly generated in finite portions of the dungeon; neither shops nor bazaar portals can appear in [[Pandemonium]] or [[the Abyss]]. Thus, once you have explored all of the main dungeon, the [[Elven Halls]], the [[Orcish Mines]], [[the Vaults]], [[the Shoals]], and the [[Snake Pit]], you have found all the shops there are to find (with one exception; see below). Thus, unless you are saving for a [[ziggurat]] or a conversion to Zin, you might as well blow all your gold on the items you want, as you will have no other use for it.&lt;br /&gt;
&lt;br /&gt;
Worshipers of [[Nemelex Xobeh]] are a little luckier. By sacrificing jewellery, books, and miscellaneous items, they can get [[decks of dungeons]], which may contain [[Trowel card]]s. At high power, these cards can, once per game, create a portal to a bazaar.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Shops often sell items that you haven't [[Identification|identified]] yet. Purchasing these will identify them for you from that point on. This is very useful for scrolls and potions, saving you from risky experiments or wasted [[scrolls of identify]]. As undesirable goods are often extremely cheap, you can almost always afford to use this tactic. Antique shops are an exception; these sell unidentified items (even artefacts), but at a discount.&lt;br /&gt;
*Unidentified artefacts for sale will have unique descriptions displayed in white text, even when unidentified. Be careful though; they may have undesirable properties and are sometimes cursed.&lt;br /&gt;
*If you lack the gold to buy something in a shop, you can use the menu to add it to your shopping list. The game will then remind you about the item when you've acquired enough gold. You can use the '''$''' command at any time to review your current shopping list.&lt;br /&gt;
*You can examine what's for sale at any shop you've already visited. Simply press '''CTRL'''+'''f''', search for &amp;quot;shop&amp;quot;, press '''!''' to look into descriptions, and then press the letter of the shop you're interested in.&lt;br /&gt;
*If you get messages about a &amp;quot;tolling bell&amp;quot; when exploring, that means a [[bazaar]] portal is on your level - hurry up and find it, as it will not stay open forever. If you find a bazaar that is unannounced, the portal will last until you choose to enter it. It's usually best to enter immediately if you have a moderate amount of gold (around 1000-2000); this will let you buy just about any awesome item or a large number of consumables, and the potential benefit to immediate survivability is usually well worth the tiny risk of losing out on particularly awesome (un)randart because you didn't have enough gold.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]], wand shops and gadget shops will be merged, and will also sell rods.&lt;br /&gt;
&lt;br /&gt;
Gadget shops were added in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], all undesirable scrolls and potions cost 1 gold.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Features]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Malor</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Torment&amp;diff=24992</id>
		<title>Torment</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Torment&amp;diff=24992"/>
				<updated>2014-02-15T08:01:30Z</updated>
		
		<summary type="html">&lt;p&gt;Malor: Updated obsolete reference to scroll of vorpalize weapon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&lt;br /&gt;
[[Torment]] is a nearly irresistible effect that cuts the [[HP]] of its targets by half.&lt;br /&gt;
&lt;br /&gt;
==Sources of Torment (Player)==&lt;br /&gt;
You can invoke torment against all living creatures in your line of sight (including you) in the following ways:&lt;br /&gt;
*Reading a [[scroll of torment]]&lt;br /&gt;
*Wielding or attacking with the [[Sceptre of Torment]]&lt;br /&gt;
*Drawing a power 2 Pain card from a [[deck of destruction]] or [[deck of war]]&lt;br /&gt;
*Drawing a Torment card from the [[deck of punishment]]&lt;br /&gt;
*Sacrificing a corpse to [[Kikubaaqudgha]] (requires high piety)&lt;br /&gt;
&lt;br /&gt;
Unless you have torment resistance, the damage you take will make this a dangerous technique. The spell [[Agony]] is a safe alternative: although it only halves the HP of one monster, can't affect monsters with any [[life protection]], and can be blocked by [[magic resistance]], it does not harm you when cast.&lt;br /&gt;
&lt;br /&gt;
You can also accidentally invoke a torment effect against only yourself in the following ways:&lt;br /&gt;
*Trying to make a [[pain (brand)|pain brand]] permanent by using a [[scroll of brand weapon]]&lt;br /&gt;
*Incurring Kikubaaqudgha wrath&lt;br /&gt;
*[[Xom]] acting&lt;br /&gt;
*High level [[Necromancy]] miscast effects, as caused by&lt;br /&gt;
**Miscasting Necromancy spells very badly&lt;br /&gt;
**Failing to memorize a spell from the [[Necronomicon]]&lt;br /&gt;
**Mummy [[death curse]]s&lt;br /&gt;
**[[Hell]] effects (common in [[Tartarus]], but possible in any branch)&lt;br /&gt;
&lt;br /&gt;
==Sources of Torment (Monsters)==&lt;br /&gt;
The following monsters can invoke torment against all living creatures in their LOS at will:&lt;br /&gt;
*[[Brimstone fiend]]&lt;br /&gt;
*[[Ice fiend]]&lt;br /&gt;
*[[Shadow fiend]]&lt;br /&gt;
*[[Curse skull]]&lt;br /&gt;
*[[Curse toe]]&lt;br /&gt;
*[[Mummy priest]]&lt;br /&gt;
*[[Greater mummy]]&lt;br /&gt;
*[[Tormentor]]&lt;br /&gt;
*Some [[Pandemonium lord]]s&lt;br /&gt;
&lt;br /&gt;
As well as the following [[unique]]s:&lt;br /&gt;
*[[Menkaure]]&lt;br /&gt;
*[[Khufu]]&lt;br /&gt;
*[[Ereshkigal]]&lt;br /&gt;
*[[Gloorx Vloq]]&lt;br /&gt;
*[[Murray]]&lt;br /&gt;
&lt;br /&gt;
They won't cast [[Symbol of Torment]] if their target is immune to it. Friendly monsters, like the ones you can get by casting [[Summon Greater Demon]], won't cast symbol of torment while you are in their LOS.&lt;br /&gt;
&lt;br /&gt;
If a monster invokes torment, you will see the message&lt;br /&gt;
{{crawlquote|&amp;quot;The &amp;lt;monster&amp;gt; calls on the powers of darkness!&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Torment Resistance and Immunity==&lt;br /&gt;
There are only a few sources of torment resistance or immunity, but fortunately they all stack. In order of effectiveness:&lt;br /&gt;
*Being [[undead]] ([[mummy]], [[ghoul]], bloodless [[vampire]], or [[lichform]] through [[Necromutation]]) blocks it entirely.&lt;br /&gt;
*The spell [[Death's Door]] negates all damage from torment. It's risky to use around [[smiting]] monsters, but may be worth it.&lt;br /&gt;
*The final level of the [[demonspawn]] [[demonspawn mutation#Negative Energy Resistance|negative energy resistance]] facet completely negates 50% of all torment attempts, but does nothing against those that hit you.&lt;br /&gt;
*[[Kikubaaqudgha]] provides torment protection that rises with piety, reducing it to 1/5 of your HP lost on average at max piety.&lt;br /&gt;
*Being a [[gargoyle]] or in [[Statue Form]] halves torment damage.&lt;br /&gt;
*[[Life Protection]] reduces torment damage by 10% (5% of your max HP) per level (so at rN+++, 35% HP loss). Do not underestimate this protection: over three torments (an unfortunate but not uncommon situation), rN+++ will leave you with over twice as much HP as you would have had without it. When stacked with protection from other sources, this takes a lot of the bite out of torment.&lt;br /&gt;
*[[Deep dwarf]] damage shaving will reduce torment damage by 1-11 HP (amount rises with experience level).&lt;br /&gt;
*An [[amulet of guardian spirit]] will convert some of the torment HP damage into MP damage.&lt;br /&gt;
&lt;br /&gt;
These sources of torment immunity should be avoided:&lt;br /&gt;
*Having 3 HP or less renders you immune to torment. Not recommended.&lt;br /&gt;
*Several [[bad form]]s also give immunity to torment: [[Tree Form]], [[Fungus Form]] and [[Wisp Form]].&lt;br /&gt;
*Being [[petrified]].&lt;br /&gt;
&lt;br /&gt;
There are also some common-sense methods of avoiding torment which shouldn't be overlooked:&lt;br /&gt;
&lt;br /&gt;
*Removing LOS from monsters - if they can't see you, they can't torment you! A [[scroll of fog]], simply closing a door, retreating at speed or teleporting away can be the wisest option if unprepared to deal with multiple torment-capable enemies, especially if there are [[smiting|smiting-]] or [[hellfire|hellfire-capable]] monsters around.&lt;br /&gt;
*Fighting torment-capable monsters one at a time - you can only kill one enemy at a time in most situations, so you're just giving the others time to torment you down if you fight multiple enemies.&lt;br /&gt;
*Or, of course, kill the source of the torment! In most situations it's wise to prioritise killing monsters capable of tormenting you, and there's no point in spending a turn casting statue form to avoid torment if you can reliably kill all torment-capable monsters in sight with a fire storm.&lt;br /&gt;
*Only a few sources of torment can be [[silence]]d, but if you possess reasonable melee prowess, it's often a good idea if possible.  Specifically, silence will only work on mummies: [[mummy priest]]s, [[greater mummies]], [[Menkaure]], and [[Khufu]].  Be careful doing this in [[Tomb]], as more tormenters may show up at the edge of LOS.  Careful use of terrain can minimize this risk.  Note that silence does NOT work on other undead, namely [[curse skull]]s, [[curse toe]]s, or [[Murray]].&lt;br /&gt;
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==History==&lt;br /&gt;
Prior to [[0.8]], players could also cast [[Symbol of Torment]] as a L6 Necromancy spell.  The spell would not work for players immune to torment.&lt;br /&gt;
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Prior to [[0.13]], stepping on a [[Zot trap]] could also invoke torment as a random miscast.  When Zot traps were given their own special set of effects in 0.13, torment was not included.&lt;br /&gt;
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[[CATEGORY: Effects]]&lt;/div&gt;</summary>
		<author><name>Malor</name></author>	</entry>

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