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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MichaelH</id>
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		<link rel="self" type="application/atom+xml" href="http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MichaelH"/>
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		<updated>2026-05-07T02:30:54Z</updated>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Emperor_scorpion&amp;diff=51750</id>
		<title>Emperor scorpion</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Emperor_scorpion&amp;diff=51750"/>
				<updated>2020-03-12T19:41:34Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: Added tip about invisibility&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{list of | arthropods}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Emperor scorpions''' are extremely dangerous [[list of arthropods|arthropods]], capable of inflicting serious injuries and packing a dangerous [[poison]] sting. They can handle much more abuse than the average bug, and their poison resistance makes some common strategies for dealing with arthropods ineffective. Although dangerous individually, they are extremely serious threats when encountered in packs. Thankfully they're not very common, only appearing in significant numbers in the [[Spider's Nest]], usually guarding the [[rune]] chamber.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*[[Ignite Poison]] deals heavy, unavoidable damage, and is one of the best ways of dealing with large groups of emperor scorpions, though any high-level attack spell that hits multiple targets should work if you have enough [[MP]]. Just stay out of melee unless you've got some heavy armour.&lt;br /&gt;
*[[Poison resistance]] is almost a necessity for engaging these in melee: without it, they will be constantly inflicting more and more poison with every hit of their main attack, easily leaving you with dark red poison at the end of a fight.  Poison resistance will almost entirely negate this.&lt;br /&gt;
*[[Invisibility]] is an effective tool as Emperor Scorpions, like many denizens of the Spider Nest, cannot see invisible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.11]], emperor scorpions were weaker and vulnerable to poison.&lt;br /&gt;
&lt;br /&gt;
[[Category:Arachnid]]&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=51736</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=51736"/>
				<updated>2020-03-11T17:37:35Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|022}}&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 food are inferior to wealth, and therefore all corpses are turned into gold piles. These piles of gold may briefly distract nearby monsters. Stalwarts can order immediate help in the form of potions, with prices dictated by the Greedy. Particularly well-off adherents may attract shopkeepers into the dungeon, and even bribe entire branches of the dungeon.}}&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. The first use of Potion Petition is free, but each additional use costs 400 gold. 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 four different Merchants with different shop types, one of which is a food shop (Mummies and vampires are not offered the food shop, thus receive only three choices).  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. (Costs 3000 Gold)&lt;br /&gt;
**You must be in the branch 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;
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;
*Turn to gold: When buying from shops, there is a chance your purchase will turn into 1 piece of gold.&lt;br /&gt;
*Incite: Permanently buffs an enemy with a potion effect.&lt;br /&gt;
*Claim gold: Gozag claims about 10% of any gold you pick up (much like [[Zin]]).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Gozag's most obvious drawback, the lack of corpses, is not as bad as it sounds for most characters. Spellcasters may want to train more [[spellcasting]] than usual to reduce [[spell hunger]]. As long as you're not spamming high-level spells there's plenty of food in the game to keep you from starving, even without creating extra food shops. Note that it will be much more difficult to get dragon scales since dragons won't leave corpses.&lt;br /&gt;
&lt;br /&gt;
The most dangerous drawback of worshiping Gozag is the lack of a reliable panic button. While Potion Petition's gold cost is almost nothing compared to the gold dropped by monsters, there's no promise that any of the offered potions will be useful in a given situation. Even then, these are generally only buffs--the only form of escape Gozag can offer is haste. This means that planning ahead, and preparing for the future by stocking up on escape options, is even more important when worshiping Gozag. This is aided by funding potion and scroll shops, and buying useful scrolls and potions to provide safer panic buttons. &lt;br /&gt;
&lt;br /&gt;
In exchange, Gozag offers a large amount of power to those who plan ahead to use it. 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 than others might. 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;
Because Gozag's benefits are primarily oriented towards the late-game, and the god 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. Conveniently, this primarily means pure physical characters. Such characters don't have the food issues that tend to plague casters, making the removal of corpses a fairly painless drawback.&lt;br /&gt;
&lt;br /&gt;
Characters that rely heavily on [[corpse]]s, such as [[Necromancer]]s, [[ghoul]]s, and [[troll]]s, should think twice before choosing to follow Gozag, as you'll be turning everything you kill into gold. [[Felid]]s and [[kobold]]s also suffer to a lesser extent. [[Dancing weapon]]s turn to gold too, so don't bother with the [[hall of blades]].&lt;br /&gt;
&lt;br /&gt;
Gozag is an especially appealing choice for [[spriggan]]s, [[vampire]]s, and [[mummies]]; they have less use for corpses than most species (barring [[Necromancy]]). Spriggan worshippers can actually get access to ''more'' food than they usually would by calling in extra food shops, and Potion Petition helps make up for the fact that mummies can't normally drink potions.&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 [[0.21]], Gozag could offer haste or berserk via potion petition to species that couldn't be hasted or go berserk.&lt;br /&gt;
&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;
&lt;br /&gt;
Gozag Ym Sagoz was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=51735</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=51735"/>
				<updated>2020-03-11T17:37:12Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: Added vampires to last paragraph in strategy section as they no longer need corpses.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|022}}&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 food are inferior to wealth, and therefore all corpses are turned into gold piles. These piles of gold may briefly distract nearby monsters. Stalwarts can order immediate help in the form of potions, with prices dictated by the Greedy. Particularly well-off adherents may attract shopkeepers into the dungeon, and even bribe entire branches of the dungeon.}}&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. The first use of Potion Petition is free, but each additional use costs 400 gold. 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 four different Merchants with different shop types, one of which is a food shop (Mummies and vampires are not offered the food shop, thus receive only three choices).  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. (Costs 3000 Gold)&lt;br /&gt;
**You must be in the branch 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;
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;
*Turn to gold: When buying from shops, there is a chance your purchase will turn into 1 piece of gold.&lt;br /&gt;
*Incite: Permanently buffs an enemy with a potion effect.&lt;br /&gt;
*Claim gold: Gozag claims about 10% of any gold you pick up (much like [[Zin]]).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Gozag's most obvious drawback, the lack of corpses, is not as bad as it sounds for most characters. Spellcasters may want to train more [[spellcasting]] than usual to reduce [[spell hunger]]. As long as you're not spamming high-level spells there's plenty of food in the game to keep you from starving, even without creating extra food shops. Note that it will be much more difficult to get dragon scales since dragons won't leave corpses.&lt;br /&gt;
&lt;br /&gt;
The most dangerous drawback of worshiping Gozag is the lack of a reliable panic button. While Potion Petition's gold cost is almost nothing compared to the gold dropped by monsters, there's no promise that any of the offered potions will be useful in a given situation. Even then, these are generally only buffs--the only form of escape Gozag can offer is haste. This means that planning ahead, and preparing for the future by stocking up on escape options, is even more important when worshiping Gozag. This is aided by funding potion and scroll shops, and buying useful scrolls and potions to provide safer panic buttons. &lt;br /&gt;
&lt;br /&gt;
In exchange, Gozag offers a large amount of power to those who plan ahead to use it. 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 than others might. 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;
Because Gozag's benefits are primarily oriented towards the late-game, and the god 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. Conveniently, this primarily means pure physical characters. Such characters don't have the food issues that tend to plague casters, making the removal of corpses a fairly painless drawback.&lt;br /&gt;
&lt;br /&gt;
Characters that rely heavily on [[corpse]]s, such as [[Necromancer]]s, [[ghoul]]s, and [[troll]]s, should think twice before choosing to follow Gozag, as you'll be turning everything you kill into gold. [[Felid]]s and [[kobold]]s also suffer to a lesser extent. [[Dancing weapon]]s turn to gold too, so don't bother with the [[hall of blades]].&lt;br /&gt;
&lt;br /&gt;
Gozag is an especially appealing choice for [[spriggan]]s, [[vampires]]s, and [[mummies]]; they have less use for corpses than most species (barring [[Necromancy]]). Spriggan worshippers can actually get access to ''more'' food than they usually would by calling in extra food shops, and Potion Petition helps make up for the fact that mummies can't normally drink potions.&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 [[0.21]], Gozag could offer haste or berserk via potion petition to species that couldn't be hasted or go berserk.&lt;br /&gt;
&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;
&lt;br /&gt;
Gozag Ym Sagoz was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=51734</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=51734"/>
				<updated>2020-03-11T17:29:14Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: Removed reference to vampires needing corpses, which they no longer do&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|022}}&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 food are inferior to wealth, and therefore all corpses are turned into gold piles. These piles of gold may briefly distract nearby monsters. Stalwarts can order immediate help in the form of potions, with prices dictated by the Greedy. Particularly well-off adherents may attract shopkeepers into the dungeon, and even bribe entire branches of the dungeon.}}&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. The first use of Potion Petition is free, but each additional use costs 400 gold. 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 four different Merchants with different shop types, one of which is a food shop (Mummies and vampires are not offered the food shop, thus receive only three choices).  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. (Costs 3000 Gold)&lt;br /&gt;
**You must be in the branch 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;
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;
*Turn to gold: When buying from shops, there is a chance your purchase will turn into 1 piece of gold.&lt;br /&gt;
*Incite: Permanently buffs an enemy with a potion effect.&lt;br /&gt;
*Claim gold: Gozag claims about 10% of any gold you pick up (much like [[Zin]]).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Gozag's most obvious drawback, the lack of corpses, is not as bad as it sounds for most characters. Spellcasters may want to train more [[spellcasting]] than usual to reduce [[spell hunger]]. As long as you're not spamming high-level spells there's plenty of food in the game to keep you from starving, even without creating extra food shops. Note that it will be much more difficult to get dragon scales since dragons won't leave corpses.&lt;br /&gt;
&lt;br /&gt;
The most dangerous drawback of worshiping Gozag is the lack of a reliable panic button. While Potion Petition's gold cost is almost nothing compared to the gold dropped by monsters, there's no promise that any of the offered potions will be useful in a given situation. Even then, these are generally only buffs--the only form of escape Gozag can offer is haste. This means that planning ahead, and preparing for the future by stocking up on escape options, is even more important when worshiping Gozag. This is aided by funding potion and scroll shops, and buying useful scrolls and potions to provide safer panic buttons. &lt;br /&gt;
&lt;br /&gt;
In exchange, Gozag offers a large amount of power to those who plan ahead to use it. 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 than others might. 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;
Because Gozag's benefits are primarily oriented towards the late-game, and the god 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. Conveniently, this primarily means pure physical characters. Such characters don't have the food issues that tend to plague casters, making the removal of corpses a fairly painless drawback.&lt;br /&gt;
&lt;br /&gt;
Characters that rely heavily on [[corpse]]s, such as [[Necromancer]]s, [[ghoul]]s, and [[troll]]s, should think twice before choosing to follow Gozag, as you'll be turning everything you kill into gold. [[Felid]]s and [[kobold]]s also suffer to a lesser extent. [[Dancing weapon]]s turn to gold too, so don't bother with the [[hall of blades]].&lt;br /&gt;
&lt;br /&gt;
Gozag is an especially appealing choice for [[spriggan]]s and [[mummies]]; they have less use for corpses than most species (barring [[Necromancy]]). Spriggan worshippers can actually get access to ''more'' food than they usually would by calling in extra food shops, and Potion Petition helps make up for the fact that mummies can't normally drink potions.&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 [[0.21]], Gozag could offer haste or berserk via potion petition to species that couldn't be hasted or go berserk.&lt;br /&gt;
&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;
&lt;br /&gt;
Gozag Ym Sagoz was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fireball&amp;diff=49963</id>
		<title>Fireball</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fireball&amp;diff=49963"/>
				<updated>2019-03-05T01:16:24Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: Removed reference to Delayed Fireball.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Fireball&lt;br /&gt;
|level=5&lt;br /&gt;
|school1={{Conjurations}}&lt;br /&gt;
|school2={{Fire Magic}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Fire]]&lt;br /&gt;
*[[Book of Flames]]&lt;br /&gt;
*[[Book of the Tempests]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=5&lt;br /&gt;
|spellnoise=15&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This spell hurls an exploding bolt of fire. This spell does not cost additional spell levels if the learner already knows Delayed Fireball.}}&lt;br /&gt;
&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Fireball&lt;br /&gt;
|formula = 3d(3.33+Power/6) fire&lt;br /&gt;
|maxdmg = 3d37&lt;br /&gt;
|maxsp = 200&lt;br /&gt;
|range = 6&lt;br /&gt;
|target = Beam&lt;br /&gt;
|special = Explosion&lt;br /&gt;
|hit_type = normal&lt;br /&gt;
|hit_adder = 40&lt;br /&gt;
|hit_num = 0&lt;br /&gt;
|hit_denom = 1&lt;br /&gt;
|dam_calculator = calcdice&lt;br /&gt;
|dam_numdice = 3&lt;br /&gt;
|dam_adder = 10&lt;br /&gt;
|dam_num = 1&lt;br /&gt;
|dam_denom = 2}}&lt;br /&gt;
&lt;br /&gt;
'''Fireball''' is a level 5 [[Conjurations]]/[[Fire Magic]] spell which launches an exploding gout of fire at the targeted tile, dealing '''unavoidable''' [[fire]] damage to everything caught in the ensuing 3×3 explosion. It is an excellent mid-game attack spell, allowing you to rapidly wipe out clusters of enemies.&lt;br /&gt;
&lt;br /&gt;
Player-launched fireballs do&lt;br /&gt;
 calc_dice(3, 10 + power / 2)&lt;br /&gt;
damage, which is less than [[Bolt of Fire]] but still respectable, and at a slightly lower MP cost.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
If you learn the quirks of monster movement, you can potentially hit 8 monsters at a time with a single fireball. If your defenses are up to scratch, you may even want to take a hit or two to maximize your damage output, or to avoid running out of MP midfight.&lt;br /&gt;
&lt;br /&gt;
Its unavoidable nature and burst radius make it especially good for taking out annoying, hard-to-hit foes, such as bands of [[List of spriggans|spriggans]] or opponents hiding in the back row. Firing it at melee range can be dangerous, however; unless you can aim at a tile behind the foe you're engaged with, you're likely to get caught in your own blast.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
The monster version functions similarly to the player version.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Beastly_Appendage&amp;diff=49414</id>
		<title>Beastly Appendage</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Beastly_Appendage&amp;diff=49414"/>
				<updated>2018-10-19T17:14:11Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Beastly Appendage&lt;br /&gt;
|level=1&lt;br /&gt;
|school1={{Transmutations}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Changes]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=1&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|Causes monstrous horns or talons to grow from the caster's body, granting them a chance of making an extra attack in melee. It is not powerful enough to meld armour or enhance appendages that are already nonhuman.}}&lt;br /&gt;
&lt;br /&gt;
[[Beastly Appendage]] is a level 1 [[Transmutations]] spell which briefly gives you one of the following temporary [[Unarmed Combat]]-enhancing [[mutation]]s:&lt;br /&gt;
*[[Horns|Horns 2]] - Prevented by use of [[helmet]]s, but allows for an auxiliary headbutt. &lt;br /&gt;
*[[Talons|Talons 3]] - Prevented by use of [[boots]] or lack of feet, but allows for an auxiliary kick.&lt;br /&gt;
&lt;br /&gt;
Several [[species]] have restrictions on which mutations they can gain from this spell:&lt;br /&gt;
*Species that lack humanoid feet ([[naga]]s, [[centaur]]s, [[felid]]s) cannot gain talons&lt;br /&gt;
**Due to their hybrid nature, [[merfolk]] also cannot gain talons from Beastly Appendage.&lt;br /&gt;
*Octopodes, being incompatible with either mutation, gain a [[Good mutations#Tentacle Spike|spiked tentacle]] instead.&lt;br /&gt;
&lt;br /&gt;
The duration of these mutations is dependent upon your [[spell power]]. Sadly, you cannot cast it multiple times to get both effects; casting it again simply extends the duration of your current mutation.&lt;br /&gt;
&lt;br /&gt;
[[Transmuter]]s begin with this spell memorized.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Beastly Appendage can significantly improve the combat capabilities of low-level transmuters, though its effectiveness depends on which of the mutations you receive: Horns are more powerful than Talons. If you're willing to wear [[boots]] and only wear a [[hat]], you can guarantee that the more useful mutation will occur.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.12]], Claws 3 was a possible result.&lt;br /&gt;
*Prior to [[0.11]], Beastly Appendage gave you Tentacles for arms instead of Claws.&lt;br /&gt;
*Beastly Appendage was added in [[0.10]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Aura_of_Abjuration&amp;diff=49413</id>
		<title>Aura of Abjuration</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Aura_of_Abjuration&amp;diff=49413"/>
				<updated>2018-10-19T17:12:43Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Aura of Abjuration''' is a level 5 [[Summonings|Summoning]] spell which gives you an abjuration [[aura]]. Any hostile summoned creatures within its range will have their duration reduced each turn, and will be dismissed entirely when their duration hits 0.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*You can cast this spell before combat with a summoner. This saves you a turn in combat to cast this spell but costs you a turn of duration. This is usually worthwhile against opponents that have other means of hurting you badly from behind their summons; think [[Greater mummies]] and [[Fiend]]s. What you do with that extra time depends on the situation, typically run or kill the summoner.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], Aura of Abjuration was a level 6 spell and appeared solely in [[Grand Grimoire]].&lt;br /&gt;
&lt;br /&gt;
Aura of Abjuration was added in [[0.14]], replacing [[Mass Abjuration]].&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Apportation&amp;diff=49412</id>
		<title>Apportation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Apportation&amp;diff=49412"/>
				<updated>2018-10-19T17:10:18Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Apportation&lt;br /&gt;
|level=1&lt;br /&gt;
|school1={{Translocations}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;!-- *[[Book of Burglary]] --&amp;gt;&lt;br /&gt;
*[[Book of Cantrips]]&lt;br /&gt;
*[[Book of Party Tricks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=1&lt;br /&gt;
|spellnoise=0 (30 when apporting the Orb of Zot)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Pulls the top item or group of similar items from a distant pile to the floor near the caster. With low power, items might not be moved all the way to the caster's position.&lt;br /&gt;
&lt;br /&gt;
Extremely powerful magical items, such as the Orb of Zot, may actively resist the pull of this spell.}}&lt;br /&gt;
&lt;br /&gt;
'''Apportation''' is a level 1 [[Translocations]] spell which moves a targeted item in your [[line of sight]] toward your character. The distance you pull the item is determined by your [[spell power]]. The presence of monsters between you and the item has no impact on the spell's effect, and you can pull items over [[deep water]] and [[lava]], but the spell will not function if the object would drop in as a result. Physical obstacles, including [[iron grate]]s, will completely block your ability to affect an item, even though you can see it.&lt;br /&gt;
&lt;br /&gt;
There are some limitations, however:&lt;br /&gt;
*If you cast it on a stack of different items, it will only affect the top item in the stack. So long as that item moves, however, this will reveal the next item in the stack - however casting on multiple of the same stackable item eg. scrolls will move both as if there was only one.&lt;br /&gt;
*Successfully apporting the [[Orb of Zot]] will immediately begin the orb run (ascension) mechanics.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Apportation is surprisingly useful for a level 1 utility spell, and almost any non-[[Trog]] worshipper can get this spell functioning reliably with little effort. It only requires training in one skill ([[Translocations]]), thus making the [[experience]] cost to use it rather low. While your [[minotaur]] [[fighter]] is unlikely to get it anywhere near full spell power, even a moderate strength Apportation is useful for:&lt;br /&gt;
*Grabbing [[rune]]s without having to deal with all those inconveniently placed monsters.&lt;br /&gt;
*Picking up loot in [[the Abyss]] without risk of [[teleport]]ing away or backtracking into pursuing monsters.&lt;br /&gt;
*Stealing items out of [[vault]]s filled with dangerous [[cloud]]s or blocked by terrain you'd need to [[fly]] over.&lt;br /&gt;
*Retrieving [[ammo]] for ranged-combat characters.&lt;br /&gt;
*Minimizing your turncount, for turncount speedruns.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Apportation was available in the [[Book of Spatial Translocations]], the starting book for the Warper background.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], the player was able to use Apportation to move the Orb to the nearest stair case without having the orb run mechanics activate.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], the Orb only caused Apportation to fail 1-in-6 times.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], the Orb did not resist Apportation at all.&lt;br /&gt;
&lt;br /&gt;
In earlier versions, apporting only part of a pile of similar items would cause the remaining items to be destroyed.&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Apportation&amp;diff=49411</id>
		<title>Apportation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Apportation&amp;diff=49411"/>
				<updated>2018-10-19T17:09:33Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Apportation&lt;br /&gt;
|level=1&lt;br /&gt;
|school1={{Translocations}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;!-- *[[Book of Burglary]] --&amp;gt;&lt;br /&gt;
*[[Book of Cantrips]]&lt;br /&gt;
*[[Book of Party Tricks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=1&lt;br /&gt;
|spellnoise=0 (30 when apporting the Orb of Zot)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Pulls the top item or group of similar items from a distant pile to the floor near the caster. With low power, items might not be moved all the way to the caster's position.&lt;br /&gt;
&lt;br /&gt;
Extremely powerful magical items, such as the Orb of Zot, may actively resist the pull of this spell.}}&lt;br /&gt;
&lt;br /&gt;
'''Apportation''' is a level 1 [[Translocations]] spell which moves a targeted item in your [[line of sight]] toward your character. The distance you pull the item is determined by your [[spell power]]. The presence of monsters between you and the item has no impact on the spell's effect, and you can pull items over [[deep water]] and [[lava]], but the spell will not function if the object would drop in as a result. Physical obstacles, including [[iron grate]]s, will completely block your ability to affect an item, even though you can see it.&lt;br /&gt;
&lt;br /&gt;
There are some limitations, however:&lt;br /&gt;
*If you cast it on a stack of different items, it will only affect the top item in the stack. So long as that item moves, however, this will reveal the next item in the stack - however casting on multiple of the same stackable item eg. scrolls will move both as if there was only one.&lt;br /&gt;
*Successfully apporting the [[Orb of Zot]] will immediately begin the orb run (ascension) mechanics.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Apportation is surprisingly useful for a level 1 utility spell, and almost any non-[[Trog]] worshipper can get this spell functioning reliably with little effort. It only requires training in one skill ([[Translocations]]), thus making the [[experience]] cost to use it rather low. While your [[minotaur]] [[fighter]] is unlikely to get it anywhere near full spell power, even a moderate strength Apportation is useful for:&lt;br /&gt;
*Grabbing [[rune]]s without having to deal with all those inconveniently placed monsters.&lt;br /&gt;
*Picking up loot in [[the Abyss]] without risk of [[teleport]]ing away or backtracking into pursuing monsters.&lt;br /&gt;
*Stealing items out of [[vault]]s filled with dangerous [[cloud]]s or blocked by terrain you'd need to [[fly]] over.&lt;br /&gt;
*Retrieving [[ammo]] for ranged-combat characters.&lt;br /&gt;
*Minimizing your turncount, for turncount speedruns.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.22]], Apportation was available in the [[Book of Spatial Translocations]], the starting book for the Warper background.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], the player was able to use Apportation to move the Orb to the nearest stair case without having the orb run mechanics activate.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], the Orb only caused Apportation to fail 1-in-6 times.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], the Orb did not resist Apportation at all.&lt;br /&gt;
&lt;br /&gt;
In earlier versions, apporting only part of a pile of similar items would cause the remaining items to be destroyed.&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Apportation&amp;diff=49410</id>
		<title>Apportation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Apportation&amp;diff=49410"/>
				<updated>2018-10-19T17:08:54Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: Updated information on the spell's affect on the Orb Run.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Apportation&lt;br /&gt;
|level=1&lt;br /&gt;
|school1={{Translocations}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;!-- *[[Book of Burglary]] --&amp;gt;&lt;br /&gt;
*[[Book of Cantrips]]&lt;br /&gt;
*[[Book of Party Tricks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=1&lt;br /&gt;
|spellnoise=0 (30 when apporting the Orb of Zot)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Pulls the top item or group of similar items from a distant pile to the floor near the caster. With low power, items might not be moved all the way to the caster's position.&lt;br /&gt;
&lt;br /&gt;
Extremely powerful magical items, such as the Orb of Zot, may actively resist the pull of this spell.}}&lt;br /&gt;
&lt;br /&gt;
'''Apportation''' is a level 1 [[Translocations]] spell which moves a targeted item in your [[line of sight]] toward your character. The distance you pull the item is determined by your [[spell power]]. The presence of monsters between you and the item has no impact on the spell's effect, and you can pull items over [[deep water]] and [[lava]], but the spell will not function if the object would drop in as a result. Physical obstacles, including [[iron grate]]s, will completely block your ability to affect an item, even though you can see it.&lt;br /&gt;
&lt;br /&gt;
There are some limitations, however:&lt;br /&gt;
*If you cast it on a stack of different items, it will only affect the top item in the stack. So long as that item moves, however, this will reveal the next item in the stack - however casting on multiple of the same stackable item eg. scrolls will move both as if there was only one.&lt;br /&gt;
*Successfully apporting the [[Orb of Zot]] will immediately begin the orb run (ascension) mechanics.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Apportation is surprisingly useful for a level 1 utility spell, and almost any non-[[Trog]] worshipper can get this spell functioning reliably with little effort. It only requires training in one skill ([[Translocations]]), thus making the [[experience]] cost to use it rather low. While your [[minotaur]] [[fighter]] is unlikely to get it anywhere near full spell power, even a moderate strength Apportation is useful for:&lt;br /&gt;
*Grabbing [[rune]]s without having to deal with all those inconveniently placed monsters.&lt;br /&gt;
*Picking up loot in [[the Abyss]] without risk of [[teleport]]ing away or backtracking into pursuing monsters.&lt;br /&gt;
*Stealing items out of [[vault]]s filled with dangerous [[cloud]]s or blocked by terrain you'd need to [[fly]] over.&lt;br /&gt;
*Retrieving [[ammo]] for ranged-combat characters.&lt;br /&gt;
*Minimizing your turncount, for turncount speedruns.&lt;br /&gt;
*It can help you grab the Orb of Zot a little faster.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.22]], Apportation was available in the [[Book of Spatial Translocations]], the starting book for the Warper background.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], the player was able to use Apportation to move the Orb to the nearest stair case without having the orb run mechanics activate.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], the Orb only caused Apportation to fail 1-in-6 times.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], the Orb did not resist Apportation at all.&lt;br /&gt;
&lt;br /&gt;
In earlier versions, apporting only part of a pile of similar items would cause the remaining items to be destroyed.&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Apportation&amp;diff=49409</id>
		<title>Apportation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Apportation&amp;diff=49409"/>
				<updated>2018-10-19T17:05:49Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Apportation&lt;br /&gt;
|level=1&lt;br /&gt;
|school1={{Translocations}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;!-- *[[Book of Burglary]] --&amp;gt;&lt;br /&gt;
*[[Book of Cantrips]]&lt;br /&gt;
*[[Book of Party Tricks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=1&lt;br /&gt;
|spellnoise=0 (30 when apporting the Orb of Zot)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Pulls the top item or group of similar items from a distant pile to the floor near the caster. With low power, items might not be moved all the way to the caster's position.&lt;br /&gt;
&lt;br /&gt;
Extremely powerful magical items, such as the Orb of Zot, may actively resist the pull of this spell.}}&lt;br /&gt;
&lt;br /&gt;
'''Apportation''' is a level 1 [[Translocations]] spell which moves a targeted item in your [[line of sight]] toward your character. The distance you pull the item is determined by your [[spell power]]. The presence of monsters between you and the item has no impact on the spell's effect, and you can pull items over [[deep water]] and [[lava]], but the spell will not function if the object would drop in as a result. Physical obstacles, including [[iron grate]]s, will completely block your ability to affect an item, even though you can see it.&lt;br /&gt;
&lt;br /&gt;
There are some limitations, however:&lt;br /&gt;
*If you cast it on a stack of different items, it will only affect the top item in the stack. So long as that item moves, however, this will reveal the next item in the stack - however casting on multiple of the same stackable item eg. scrolls will move both as if there was only one.&lt;br /&gt;
*Successfully apporting the [[Orb of Zot]] can make the Orb chamber significantly easier - however 1-in-3 attempts fail, every attempt causes the Orb to [[noise|shriek]] louder than a [[scroll of noise]], and it can only be moved a maximum of (spell power / 10) - 1 tiles per casting. (The shriek can be beneficial as, as you're escaping with the Orb, monsters will be pulled to your old location as you escape instead of to your escape path.)&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Apportation is surprisingly useful for a level 1 utility spell, and almost any non-[[Trog]] worshipper can get this spell functioning reliably with little effort. It only requires training in one skill ([[Translocations]]), thus making the [[experience]] cost to use it rather low. While your [[minotaur]] [[fighter]] is unlikely to get it anywhere near full spell power, even a moderate strength Apportation is useful for:&lt;br /&gt;
*Grabbing [[rune]]s without having to deal with all those inconveniently placed monsters.&lt;br /&gt;
*Picking up loot in [[the Abyss]] without risk of [[teleport]]ing away or backtracking into pursuing monsters.&lt;br /&gt;
*Stealing items out of [[vault]]s filled with dangerous [[cloud]]s or blocked by terrain you'd need to [[fly]] over.&lt;br /&gt;
*Retrieving [[ammo]] for ranged-combat characters.&lt;br /&gt;
*Minimizing your turncount, for turncount speedruns.&lt;br /&gt;
*It can help you grab the Orb of Zot a little faster.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.22]], Apportation was available in the [[Book of Spatial Translocations]], the starting book for the Warper background.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], the Orb only caused Apportation to fail 1-in-6 times.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], the Orb did not resist Apportation at all.&lt;br /&gt;
&lt;br /&gt;
In earlier versions, apporting only part of a pile of similar items would cause the remaining items to be destroyed.&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Apportation&amp;diff=49408</id>
		<title>Apportation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Apportation&amp;diff=49408"/>
				<updated>2018-10-19T17:05:32Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: Took out link for Book of Spatial Translocations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Apportation&lt;br /&gt;
|level=1&lt;br /&gt;
|school1={{Translocations}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;!-- *[[Book of Burglary]] --&amp;gt;&lt;br /&gt;
*[[Book of Cantrips]]&lt;br /&gt;
*[[Book of Party Tricks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=1&lt;br /&gt;
|spellnoise=0 (30 when apporting the Orb of Zot)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Pulls the top item or group of similar items from a distant pile to the floor near the caster. With low power, items might not be moved all the way to the caster's position.&lt;br /&gt;
&lt;br /&gt;
Extremely powerful magical items, such as the Orb of Zot, may actively resist the pull of this spell.}}&lt;br /&gt;
&lt;br /&gt;
'''Apportation''' is a level 1 [[Translocations]] spell which moves a targeted item in your [[line of sight]] toward your character. The distance you pull the item is determined by your [[spell power]]. The presence of monsters between you and the item has no impact on the spell's effect, and you can pull items over [[deep water]] and [[lava]], but the spell will not function if the object would drop in as a result. Physical obstacles, including [[iron grate]]s, will completely block your ability to affect an item, even though you can see it.&lt;br /&gt;
&lt;br /&gt;
There are some limitations, however:&lt;br /&gt;
*If you cast it on a stack of different items, it will only affect the top item in the stack. So long as that item moves, however, this will reveal the next item in the stack - however casting on multiple of the same stackable item eg. scrolls will move both as if there was only one.&lt;br /&gt;
*Successfully apporting the [[Orb of Zot]] can make the Orb chamber significantly easier - however 1-in-3 attempts fail, every attempt causes the Orb to [[noise|shriek]] louder than a [[scroll of noise]], and it can only be moved a maximum of (spell power / 10) - 1 tiles per casting. (The shriek can be beneficial as, as you're escaping with the Orb, monsters will be pulled to your old location as you escape instead of to your escape path.)&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Apportation is surprisingly useful for a level 1 utility spell, and almost any non-[[Trog]] worshipper can get this spell functioning reliably with little effort. It only requires training in one skill ([[Translocations]]), thus making the [[experience]] cost to use it rather low. While your [[minotaur]] [[fighter]] is unlikely to get it anywhere near full spell power, even a moderate strength Apportation is useful for:&lt;br /&gt;
*Grabbing [[rune]]s without having to deal with all those inconveniently placed monsters.&lt;br /&gt;
*Picking up loot in [[the Abyss]] without risk of [[teleport]]ing away or backtracking into pursuing monsters.&lt;br /&gt;
*Stealing items out of [[vault]]s filled with dangerous [[cloud]]s or blocked by terrain you'd need to [[fly]] over.&lt;br /&gt;
*Retrieving [[ammo]] for ranged-combat characters.&lt;br /&gt;
*Minimizing your turncount, for turncount speedruns.&lt;br /&gt;
*It can help you grab the Orb of Zot a little faster.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.22]], Apportation was available in the [[Book of Spatial Translocations]], the starting book for the Warper background.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], the Orb only caused Apportation to fail 1-in-6 times.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], the Orb did not resist Apportation at all.&lt;br /&gt;
&lt;br /&gt;
In earlier versions, apporting only part of a pile of similar items would cause the remaining items to be destroyed.&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Animate_Skeleton&amp;diff=49407</id>
		<title>Animate Skeleton</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Animate_Skeleton&amp;diff=49407"/>
				<updated>2018-10-19T17:00:30Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: Updated to be listed as current with 0.22 after checking master changelog for changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Animate Skeleton''' is a level 1 [[Necromancy]] spell that animates a single non-animate, non-demonic [[skeleton]] to serve you as a mindless [[skeleton (monster)|undead slave]]. The caster must be standing on a skeleton or skeleton-bearing [[corpse]] in order for the spell to work. Because the spell is capable of summoning a skeleton directly out of a corpse, producing a pile of [[chunk]]s in the process, it is essentially a faster, superior method of butchering. Manually butchering a corpse only occasionally produces a skeleton, so casters with Animate Skeleton should only do so if they have no intent of creating a minion. If there are multiple corpses at your feet when you cast the spell, one of them will be chosen at random.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
As a means of reanimating corpses, Animate Skeleton is cheaper than but inferior to [[Animate Dead]], since the latter can produce stronger [[zombie]]s and attempts to animate everything in sight. Necromancers, especially worshipers of [[Kikubaaqudgha]] that can receive corpses reliably, may benefit from its synergy with [[Simulacrum]] by creating multiple simulacra of large monsters from the chunks.&lt;br /&gt;
&lt;br /&gt;
As a level-1 spell however, Animate Skeleton is a cheap strategic addition to any character not forbidden from Necromancy.  It produces long-lasting minions, some of them weapon-carrying, without forgoing chunks from their corpses.  This could be especially relevant for characters who are not otherwise benefiting from minions (who can block LOS against ranged attackers, enable distraction stabs, aid in escape, and generally take some attention off the player).&lt;br /&gt;
&lt;br /&gt;
Some physical [[attack flavour]]s are retained: skeletons of constricting monsters can constrict, hydra skeletons bite multiple times and elephant skeletons trample, however damage brands will not be retained.&lt;br /&gt;
&lt;br /&gt;
Control-F 'corpse' will find all possible targets for this spell that currently exist, both corpses and skeletalized remains.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Derived undead]]&lt;br /&gt;
*[[Skeleton (monster)]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], it was cominable with [[Sublimation of Blood]] to rapidly turning fallen foes into [[MP]] mid-fight.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], this spell was quite useful for characters wielding cursed blunt weapons, blunt weapons of [[vampiricism]], or blunt weapons of [[distortion]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], the spell took longer than the 1 turn it now takes to butcher and animate the skeleton.&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Animate_Dead&amp;diff=49406</id>
		<title>Animate Dead</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Animate_Dead&amp;diff=49406"/>
				<updated>2018-10-19T16:59:08Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: Updated to be listed as current with 0.22 after checking master changelog for changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
[[Animate Dead]] is a level 4 [[Necromancy]] spell that attempts to raise all [[corpse]]s and [[skeleton]]s in [[LOS]] as [[zombie]]s or [[skeleton (monster)|skeleton]]s. These minions cannot heal or use [[stairs]], but will serve you faithfully until death or until they crumble to dust. Some corpses cannot be raised in this manner.&lt;br /&gt;
&lt;br /&gt;
This spell is similar to [[Yredelemnul]]'s power of the same name.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Animate Dead is a very powerful spell for [[Kikubaaqudgha]] followers. Combining the Corpse Delivery ability with this spell allows you to rapidly create a large gang of allies at will, in exchange for a very affordable chunk of [[piety]] and [[MP]]. Other characters can also put it to good use; animating the remains of every powerful enemy you defeat on a given floor means that you'll have plenty of allies available in case you come across a very powerful [[unique]]. Couple it with [[Recall]] in order to compensate for the slow movement speed of the undead.&lt;br /&gt;
*Although pricier than [[Animate Skeleton]], Animate Dead offers significant advantages:&lt;br /&gt;
**Like skeletons, zombies have lower stats than the monsters they were raised from. However, the reduction is less dramatic (except for movement [[speed]]).&lt;br /&gt;
**Animate Dead can raise multiple corpses at once, and from a distance. This makes it a much more useful option in the middle of combat.&lt;br /&gt;
* Fast species may want to use the Ctrl-E command to limit the travelling speed to the lowest ally speed.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
The following corpses are unaffected by Animate Dead:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Shapeshifter}}&lt;br /&gt;
{{monsterlink|Glowing shapeshifter}}&lt;br /&gt;
&lt;br /&gt;
The following corpses are too rotten for a proper zombie. You will get skeletons instead.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Necrophage}}&lt;br /&gt;
{{monsterlink|Ghoul (monster)}}&lt;br /&gt;
{{monsterlink|Bog body}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Derived undead]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], raised creatures were permanent until death.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], [[plague shambler]]s would also only produce skeletons.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], [[vampire mosquito]]es, [[ugly thing]]s, [[very ugly thing]]s, [[guardian serpent]]s, [[sky beast]]s and [[Arachne]] could not be animated.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]] Animate Dead would ignore any corpses on a spot after the first corpse. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.5]], zombies and skeletons could use stairs, making this an excellent spell for creating armies.&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Alistair%27s_Intoxication&amp;diff=49405</id>
		<title>Alistair's Intoxication</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Alistair%27s_Intoxication&amp;diff=49405"/>
				<updated>2018-10-19T16:58:30Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: Updated to be listed as current with 0.22 after checking master changelog for changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|022}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Alistair's Intoxication''' is a level 5 [[Transmutations|Transmutation]]/[[Poison Magic|Poison]] spell which attempts to [[confuse]] all monsters in your line of sight, but may inflict [[vertigo]] on you.&lt;br /&gt;
&lt;br /&gt;
The monsters affected must:&lt;br /&gt;
* be [[Natural]];&lt;br /&gt;
* have Human [[monster intelligence|intelligence]]; and&lt;br /&gt;
* not have [[clarity]] or poison immunity.&lt;br /&gt;
&lt;br /&gt;
Monsters with rPois have a 2/3rds chance to resist, and monsters with poison immunity always resist.&lt;br /&gt;
&lt;br /&gt;
The chance of confusing each monster is (40+[[spell power]]/3)%, and the chance of giving yourself vertigo is (60-spell power/3)%. At maximum power (capped at 100), monsters will be affected 73% of the time, and you will get vertigo 27% of the time.&lt;br /&gt;
&lt;br /&gt;
Poison resistance offers no benefit to players when casting this spell.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Alistair's Intoxication can be used for tackling level 5 of [[The Vaults]], where the entrance stairs are surrounded by dozens of tough, but susceptible creatures.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* Prior to [[0.18]], Alistair's Intoxication was level 4, could never affect rPois monsters, and could confuse or int-drain the player instead of causing vertigo. Also, mummies and [[lichform]] characters were unable to cast this spell.&lt;br /&gt;
&lt;br /&gt;
*In versions [[0.9.2]] and earlier, susceptible monsters would be affected 100% of the time.&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Airstrike&amp;diff=49404</id>
		<title>Airstrike</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Airstrike&amp;diff=49404"/>
				<updated>2018-10-19T16:57:29Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|022}}&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Airstrike&lt;br /&gt;
|level=4&lt;br /&gt;
|school1={{Air Magic}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
* [[Book of the Sky]]&lt;br /&gt;
* [[Book of Air]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=2&lt;br /&gt;
|spellnoise=4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Causes the air around a creature to twist itself into a whirling vortex of meteorological fury. It is especially effective against flying enemies.}}&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Airstrike&lt;br /&gt;
|formula = 8 + 1d(2 + (Power)/7)&lt;br /&gt;
|maxdmg = 8 + 1d(214/7)&lt;br /&gt;
|maxsp = 200&lt;br /&gt;
|range = LOS&lt;br /&gt;
|target = Smite&lt;br /&gt;
|special = +50% damage vs. flying enemies}}&lt;br /&gt;
&lt;br /&gt;
'''Airstrike''' is a level 4 [[Air Magic]] spell which hits a single enemy, dealing moderate wind damage using [[smite]]-targeting (anything in your [[LOS]] can be targeted with perfect accuracy). It is particularly effective against [[:Category:Flying|flying opponents]], dealing 50% more damage than normal. Just be aware that this spell has no impact against [[:Category:Wind resistance|wind-resistant enemies]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Airstrike is a useful spell for elemental specialists who lack the means to deal with enemies immune to their attacks. [[Cloud]]-producing spells may match its accuracy and exceed its power, but they lack precision. It's also useful for summoners, as they can fire past their summoned creatures without fear, and it is lethal to most flying nuisances, like [[harpy|harpies]].&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
This spell is known by a number of opponents, making them significantly more dangerous for flying characters; if possible, land before engaging them. The following monsters can cast Airstrike:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Wind drake}}(0-26)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Blizzard demon}}(0-34)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Spriggan air mage}}(0-38)&lt;br /&gt;
&lt;br /&gt;
{{LightGrey|@}} [[Image:Cloud mage.png]] '''[[Cloud mage]]''' (0-50)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Gastronok}}(0-50)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Sojobo}}(0-50)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Titan}}(0-50)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* In 0.20, the Airstrike damage formula was given a much-wanted simplification. &lt;br /&gt;
(The old airstrike damage formula: 7 + 1d(1d4 1 + (1d(Power) - 1)/6) + (1d(Power) - 1)/7)&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Agony&amp;diff=49403</id>
		<title>Agony</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Agony&amp;diff=49403"/>
				<updated>2018-10-19T16:55:11Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Agony''' is a level 5 [[Necromancy]] spell which functions as a single-target [[torment]], cutting the [[HP]] of any one target that you have line of effect to in half. It cannot deal lethal damage, but it can very quickly soften up powerful, uninjured targets like [[hydra]]s or [[giant]]s to make them more manageable. Like torment, it is worthless against demons, plants, and the undead, and its damage can be reduced with [[negative energy resistance]] - being completely negated at rN+++. While it never misses, it can be resisted with high [[magic resistance]], although it ''does'' receive a [[spell power]] multiplier of 5.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
One of the greatest selling points of Agony is the fact that it can affect opponents at the edge of your line of sight. Hitting an enemy with it once or twice as they charge toward you makes it much easier to mop them up with whatever other attack spells you have available once they're in range. If you haven't branched into other magic schools, [[Pain]] makes a decent finishing blow, as it affects all the same creatures as Agony and only has to carve through a fraction of the HP it normally would.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
The monster version functions the same as the player version.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ugly_thing&amp;diff=49402</id>
		<title>Ugly thing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ugly_thing&amp;diff=49402"/>
				<updated>2018-10-19T16:50:48Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: /* Tips &amp;amp; Tricks */  Removed reference to no-longer-available &amp;quot;Repulsiveness Card&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|020}}&lt;br /&gt;
{{no-bot-monster&lt;br /&gt;
|name=ugly thing&lt;br /&gt;
|glyph={{Cyan|u}}&lt;br /&gt;
|tile=[[File:Ugly thing.png]]&lt;br /&gt;
|flags={{Glows flag}}&amp;lt;br&amp;gt;{{Herd flag}}&amp;lt;br&amp;gt;{{No gen derived flag}}&amp;lt;br&amp;gt;{{Warm blood flag}}&lt;br /&gt;
|resistances=Varies&lt;br /&gt;
|vulnerabilities={{Silver vulnerability}}&lt;br /&gt;
|max_chunks=4&lt;br /&gt;
|meat={{Mutagenic corpse}}&lt;br /&gt;
|xp=555&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=48&lt;br /&gt;
|hp_range=46-82&lt;br /&gt;
|avg_hp=64&lt;br /&gt;
|armour_class=4&lt;br /&gt;
|evasion=10&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10 (move: 90%)&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Open doors}}&lt;br /&gt;
|attack1=17 (Random type: Color-dependent effect)&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=12&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Animal intelligence}}&lt;br /&gt;
|genus=ugly thing&lt;br /&gt;
|species=ugly thing&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|An ugly thing. According to legend, this mutated creature is the otherworldly spawn of a wizard's breeding experiment. Yuck.&lt;br /&gt;
----&lt;br /&gt;
“Beauty is no quality in things themselves: It exists merely in the mind which contemplates them; and each mind perceives a different beauty. One person may even perceive deformity, where another is sensible of beauty; and every individual ought to acquiesce in his own sentiment, without pretending to regulate those of others.”&amp;lt;br&amp;gt;&lt;br /&gt;
-David Hume}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Ugly things''' are strangely-shaped, nauseating monsters that usually appear in groups. They are found mid-game in the [[Dungeon]] and in some [[branch]]es, particularly [[the Vaults]]. They come in a rainbow of colours, each of which has its own elemental attributes. Their attack types also vary: some ugly things bite, some headbutt, and others still will slap you with tentacles.&lt;br /&gt;
&lt;br /&gt;
'''Ugly Thing Varieties'''&lt;br /&gt;
*{{Red|u}} [[File:Ugly thing.png]] Red: [[Fire]] attack, rF+&lt;br /&gt;
*{{White|u}} [[File:Ugly thing5.png]] White: [[Cold]] attack, rC+&lt;br /&gt;
*{{Cyan|u}} [[File:Ugly thing3.png]] Cyan: [[Electricity]] attack, rElec+&lt;br /&gt;
*{{Brown|u}} [[File:Ugly thing1.png]] Brown: [[Acid]] attack, rAcid&lt;br /&gt;
*{{Green|u}} [[File:Ugly thing2.png]] Green: [[:Category:Nasty poison flavour|Nasty poison]] attack, rPois+&lt;br /&gt;
*{{Magenta|u}} [[File:Ugly thing4.png]] Purple: Extra damage, [[rot resistance|rRot]]&lt;br /&gt;
&lt;br /&gt;
Ugly things may change color each turn they spend adjacent to other ugly things or a character with [[magic contamination]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Packs of ugly things will spontaneously change their damage and resistance types mid-fight. If you rely on elemental damage, keep track of what you're up against before attacking.&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ancient_zyme&amp;diff=49363</id>
		<title>Ancient zyme</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ancient_zyme&amp;diff=49363"/>
				<updated>2018-08-29T19:01:08Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Ancient zymes''' are pestilential floating things which inflict [[sickness]] by their mere presence. Thankfully, they are not especially durable. They can be found in [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Characters with [[rotting resistance]] are immune to the passive sickness and can largely ignore ancient zymes.&lt;br /&gt;
**For characters that are still susceptible to sickness, boosting your [[regeneration rate]] will make the sickness pass more quickly, and you can cure your disease instantly with a [[potion of curing]] in a pinch. Of course, it's best to wait until after you've killed the zyme to use either method.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ancient zymes were added in [[0.12]].&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ancient_zyme&amp;diff=49362</id>
		<title>Ancient zyme</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ancient_zyme&amp;diff=49362"/>
				<updated>2018-08-29T18:59:02Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: /* Tips &amp;amp; Tricks */ Removed reference to ring of sustain attributes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Ancient zymes''' are pestilential floating things which inflict [[sickness]] by their mere presence. Thankfully, they are not especially durable. They can be found in [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Characters with [[rotting resistance]] are immune to the passive sickness and can largely ignore ancient zymes.&lt;br /&gt;
**For characters that are still susceptible to sickness, boosting your [[regeneration rate]] will make the sickness pass more quickly, and you can cure your disease instantly with a [[potion of curing]] in a pinch. Of course, it's best to wait until after you've killed the zyme to use either method.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ancient zymes were added in [[0.12]].&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=49244</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=49244"/>
				<updated>2018-08-14T17:04:04Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work (though divine ones will). On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command, or can bottle blood for later use with 'c'. Upon growing, they learn to transform into quick bats. Unlike other undead species, they may be mutated normally at all times.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]], nor can they wield [[holy wrath]] weapons.&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when thirsty or thirstier: [[Dragon Form]], [[Hydra Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of Blood]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Full''' || '''Satiated''' || '''Thirsty''' ||  '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' ||  Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' ||  Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' ||  None  || None || +50 to [[Stealth#Stealth Score|Stealth Score]]|| +100 to [[Stealth#Stealth Score|Stealth Score]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger Costs''' || Full || Full || Halved ||None&lt;br /&gt;
|-&lt;br /&gt;
| ''Resistances'' || ||  || || &lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' ||No || No || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || 1 || 2 ||3&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || Yes ||  Yes&lt;br /&gt;
|- &lt;br /&gt;
| '''Torment Resistance''' || No || No || No ||  Yes&lt;br /&gt;
|- &lt;br /&gt;
| ''Transformations'' || ||  || || &lt;br /&gt;
|-&lt;br /&gt;
| '''Bat Form''' || No || Yes || Yes ||  Yes&lt;br /&gt;
|- &lt;br /&gt;
| '''Other Forms and Berserk''' || Yes || Yes || No ||  No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform (except bat form), limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (amulet, spell, etc.), though other methods of healing are available (potions of curing, heal wounds and ambrosia function normally).&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Gladiator]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[dexterity]] or [[intelligence]] every 5th level.&lt;br /&gt;
*Average [[hit points]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bat form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows movement at [[spriggan]]-speed, 6 auts instead of 10, but disables some items, melds all armour and jewellery except an [[amulet]], prevents spellcasting, and weakens melee attacks. Wands may be used while in bat form. While in [[Bat Form]] you get a +5 bonus to [[dexterity]]. Entering bat form costs 2 MP and provides flight for the extent of the transformation. Bat form will only end itself if you go above satiated level of hunger.&lt;br /&gt;
{{flavour|Turn into a swift-moving vampire bat, increasing evasion but substantially weakening melee attacks.&lt;br /&gt;
&lt;br /&gt;
While transformed, any equipped weapons, armour and rings are melded, and the user becomes unable to evoke wands or cast spells.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with all the skills and equipment listed for their background, with the following exception:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. &lt;br /&gt;
&lt;br /&gt;
In corpseless branches (the [[Spider's Nest]] and the [[Slime Pits]] have no edible corpses, and the four [[Hell]]s and [[Pandemonium]] have few), you will have to work around lack of permafood for satiation.&lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*In an emergency situation, [[potion]]s can still be used.&lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.22]], vampires could not use wands while in bat form.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.19]], vampires had six distinct satiation states instead of four.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], vampires did not gain a stat every 5th level.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]] thirsty vampires received only half the effect from most potions. Also, vampires wouldn't mutate and would lose the effect of mutations at or below near bloodless.&lt;br /&gt;
&lt;br /&gt;
As of [[0.13]] vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=49243</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=49243"/>
				<updated>2018-08-14T17:03:29Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: /* Level Bonuses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work (though divine ones will). On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command, or can bottle blood for later use with 'c'. Upon growing, they learn to transform into quick bats. Unlike other undead species, they may be mutated normally at all times.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]], nor can they wield [[holy wrath]] weapons.&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when thirsty or thirstier: [[Dragon Form]], [[Hydra Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of Blood]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Full''' || '''Satiated''' || '''Thirsty''' ||  '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' ||  Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' ||  Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' ||  None  || None || +50 to [[Stealth#Stealth Score|Stealth Score]]|| +100 to [[Stealth#Stealth Score|Stealth Score]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger Costs''' || Full || Full || Halved ||None&lt;br /&gt;
|-&lt;br /&gt;
| ''Resistances'' || ||  || || &lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' ||No || No || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || 1 || 2 ||3&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || Yes ||  Yes&lt;br /&gt;
|- &lt;br /&gt;
| '''Torment Resistance''' || No || No || No ||  Yes&lt;br /&gt;
|- &lt;br /&gt;
| ''Transformations'' || ||  || || &lt;br /&gt;
|-&lt;br /&gt;
| '''Bat Form''' || No || Yes || Yes ||  Yes&lt;br /&gt;
|- &lt;br /&gt;
| '''Other Forms and Berserk''' || Yes || Yes || No ||  No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform (except bat form), limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (amulet, spell, etc.), though other methods of healing are available (potions of curing, heal wounds and ambrosia function normally).&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Gladiator]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[dexterity]] or [[intelligence]] every 5th level.&lt;br /&gt;
*Average [[hit points]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bat form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows movement at [[spriggan]]-speed, 6 auts instead of 10, but disables some items, melds all armour and jewellery except an [[amulet]], prevents spellcasting, and weakens melee attacks. Wands may be used while in bat form. While in [[Bat Form]] you get a +5 bonus to [[dexterity]]. Entering bat form costs 2 MP and provides flight for the extent of the transformation. Bat form will only end itself if you go above satiated level of hunger.&lt;br /&gt;
{{flavour|Turn into a swift-moving vampire bat, increasing evasion but substantially weakening melee attacks.&lt;br /&gt;
&lt;br /&gt;
While transformed, any equipped weapons, armour and rings are melded, and the user becomes unable to evoke wands or cast spells.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with all the skills and equipment listed for their background, with the following exception:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. &lt;br /&gt;
&lt;br /&gt;
In corpseless branches (the [[Spider's Nest]] and the [[Slime Pits]] have no edible corpses, and the four [[Hell]]s and [[Pandemonium]] have few), you will have to work around lack of permafood for satiation.&lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*In an emergency situation, [[potion]]s can still be used.&lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], vampires had six distinct satiation states instead of four.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], vampires did not gain a stat every 5th level.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]] thirsty vampires received only half the effect from most potions. Also, vampires wouldn't mutate and would lose the effect of mutations at or below near bloodless.&lt;br /&gt;
&lt;br /&gt;
As of [[0.13]] vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shadow_dragon&amp;diff=48845</id>
		<title>Shadow dragon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shadow_dragon&amp;diff=48845"/>
				<updated>2018-07-28T18:06:25Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: /* Tips &amp;amp; Tricks */  Removed reference to Amulet of Warding, no long in the game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{list of | dragons}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Shadow dragons''' are terrifying [[list of dragons|dragonkind]] whose breath and bite attacks inflict [[draining]]. Characters that lack resistance to [[negative energy]] may find themselves severely handicapped after combat with one if they allow the fight to go on too long. They are uncommon, usually only appearing in [[the Depths]], [[the Realm of Zot]], and the lowest floor of [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*[[Negative energy]] resistance will significantly reduce the effect of their draining, providing complete immunity with three ranks. If you have good reason to suspect a shadow dragon is coming (Vaults:5 is almost a guarantee), it's not a bad idea to come packing a [[ring of positive energy]] or other rN+ sources. [[Ghoul]]s and [[mummies]] need not worry, as they come with innate rN+++, and a shadow dragon's physical damage output is far less terrifying.&lt;br /&gt;
**If negative energy resistance is not an option, high [[ev]]asion, [[Repel Missiles]], or [[Deflect Missiles]] will allow you to dodge many of their breath attacks, although not infallibly. In any case, kill them as quickly as possible to limit their opportunities to drain you.&lt;br /&gt;
*Although shadow dragons aren't undead, they have the standard undead [[cold]] resistance, [[poison]] resistance, and immunity to negative energy. Being neither demonic nor undead, however, they are not susceptible to weapons of [[holy wrath]]. [[The Shining One]]'s Cleansing Flame is quite effective against them, however, as they are still considered [[evil]].&lt;br /&gt;
*Killing a shadow dragon may provide [[shadow dragon scales]], a body armour that provides very solid physical protection and better [[stealth]] capabilities than even a [[robe]], but with some penalties to [[ev]]asion and [[spell success]] rates.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], shadow dragons occasionally dropped hides when butchered that could be make into [[shadow dragon armour]] with a [[scroll of enchant armour]].&lt;br /&gt;
*Prior to [[0.16]], shadow dragons produced no hides.&lt;br /&gt;
*Prior to [[0.14]], shadow dragons were even more obnoxious. They were special-cased to flee from combat when moderately injured, only returning to drain you further after getting several spaces away from you while you fight other foes.&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Qazlal_Stormbringer&amp;diff=47565</id>
		<title>Qazlal Stormbringer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Qazlal_Stormbringer&amp;diff=47565"/>
				<updated>2018-04-24T20:32:14Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: /* Strategy */ Removed reference to Mercenary card, no longer in game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:Qazlal altar.png]] ''&amp;quot;Let the forces of nature tear it all down!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Qazlal Stormbringer is a violent god of tempests, who delights in unleashing the forces of nature against the unsuspecting. Those who invite Qazlal's gaze will find themselves the eye in a storm of elemental destruction, from which only their god can protect them. Pious worshippers of Qazlal will gain the ability to direct and control the destructive might of the storm.&lt;br /&gt;
&lt;br /&gt;
Followers of Qazlal are protected from the clouds they create. As a follower of Qazlal gains divine favour, they are slowly surrounded by a loud storm, causing elemental clouds to appear near them, blocking attacks, and (for the particularly devout) deflecting incoming projectiles. Qazlal allows followers to incite nature against their foes, causing a localised natural disturbance or, for particularly devout followers, a more widespread disaster. Followers of Qazlal eventually gain temporary resistances after taking damage, and can give life to clouds, turning them into allied elementals.&lt;br /&gt;
&lt;br /&gt;
Qazlal likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Qazlal Stormbringer (or any other deity).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing natural, undead, demonic, holy, or nonliving beings. The higher the enemy's [[HD]], and the lower your [[experience level]], the better the odds of you gaining [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Forgetting him (Your piety will slowly decrease over time).&lt;br /&gt;
*Abandoning him.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;[Your Species] Mishap&amp;quot;&lt;br /&gt;
*All worshipers are immune to the negative effects of any [[cloud]]s (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Lightning Rod&amp;quot;&lt;br /&gt;
*Storm Shield: You passively generate randomly selected elemental clouds within two tiles of your location. Possible clouds include [[Conjure Flame|flaming clouds]], [[Freezing Cloud|clouds of freezing vapour]], clouds of thunder, and clouds of sparse dust. These deal their corresponding elemental damage to enemies which stand in them, provide you with a bonus to [[SH]], and generate significant amounts of [[noise]] at all times, greatly reducing your ability to be [[stealth]]y. The frequency with which these clouds generates, as well as the amount of noise they generate, rises with piety. This skill is upgraded further at **** piety (see below).  Note that Storm Shield clouds do not spawn in corridors (clouds only generate when a selected tile has no more than 3 adjacent walls), though the associated [[SH]] remains in effect.&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;[Your Species] Disaster&amp;quot;&lt;br /&gt;
*Upheaval: Blast a small [[smite]]-targeted area with elemental forces, dealing either [[fire]], [[cold]], [[electricity]], or earth (physical damage. Three of the elements also have an associated additional effect: fire creates temporary [[lava]] tiles nearby (shoving items aside), cold will [[Frozen|freeze]] the targets, while electricity will deal bonus damage to flying monsters. Raising [[Invocations]] increases this ability's damage, as well as its success rate and the area of effect (ranging from a single tile to a 2-radius burst). Costs 4 [[MP]], 3-5 piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Eye of the Storm&amp;quot;&lt;br /&gt;
*Elemental Force: Convert nearby clouds into [[list of elementals|elementals]]. Clouds you've created will produce friendly elementals, naturally occurring clouds will create neutrals, and clouds created by monsters will create hostiles (worth no XP). Invocations determines its success rate and the number of clouds affected per use. Costs 6 MP, 6-9 piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;[Your Species] Catastrophe&amp;quot;&lt;br /&gt;
*Upgraded Storm Shield: At **** piety, Storm Shield also grants you a permanent [[Repel Missiles]] effect and grants a small amount of [[SH]].&lt;br /&gt;
*Elemental Adaptation: Taking elemental damage occasionally grants you a single rank of resistance to the element of the damage. The following elements can be affected:&lt;br /&gt;
**[[Fire]]&lt;br /&gt;
**[[Cold]]&lt;br /&gt;
**Earth (this equates to physical attacks, granting you a small boost to [[AC]] and [[SH]])&lt;br /&gt;
**[[Electricity]]&lt;br /&gt;
*This resistance lasts for '''X''' turns. Passive, no cost.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;[Your Species] Cataclysm&amp;quot;&lt;br /&gt;
*Disaster Area: Unleash several uncontrollably aimed Upheavals at locations within your [[line of sight]]. Invocations increases damage dealt, success rate, and number of Upheavals. No square adjacent to you is affected.  Costs 7 MP, 10-15 piety.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;End of an Era&amp;quot;&lt;br /&gt;
*No new abilities&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Qazlal does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Qazlal's wrath is swift and unmistakable. Sinners are stripped of their resistances, assaulted by furious elementals, and surrounded by waves of molten lava.}}&lt;br /&gt;
Upon abandoning Qazlal, you are given 25 penance. Every so often, he will afflict you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
*33.3%: Summons hostile, [[durably summoned]] [[fire elemental|fire]], [[water elemental|water]], [[earth elemental|earth]], or [[air elemental]]s near you, upgraded with [[HD]] equal to your [[experience level]]. These are far more dangerous than normal elementals.&lt;br /&gt;
*33.3%: Causes a mighty clap of thunder at your location, generating significant levels of [[noise]].&lt;br /&gt;
*33.3%: Give you one of the following temporary mutations: rF--, rC--, rElec-. These are transient [[mutation]]s similar to those caused by [[wretched star]]s, and are removed as you gain XP.&lt;br /&gt;
All the time it will cause noise 50% of the time before other possible actions.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
True to their name, Qazlal Stormbringer brings an unparalleled amount of elemental devastation to bear for their worshipers. Even without training [[Invocations]], Qazlal greatly increases your damage output by blasting random tiles near your character with elemental fury. At low piety, this will rarely have much effect, but at high piety you will regularly see enemies take massive damage as the storm around you rages. This awesome devastation comes at a price, however - as your piety rises, you will generate more and more passive [[noise]] each turn. This eventually winds up being louder than if you [[t|shouted]] each and every turn, matching a [[Fireball]] spell in volume. As such, expect wandering monsters to find you wherever you go, particularly in quiet areas such as [[the Crypt]] and [[the Tomb]], and don't bother with the [[Stealth]] skill. Try to pull difficult enemies back to already-cleared areas to mitigate the threat of reinforcements.&lt;br /&gt;
&lt;br /&gt;
With Invocations, Qazlal becomes an extraordinarily powerful offensive force, in particular due to Upheaval and Disaster Area. Upheaval is a powerful smite-targeted ability which grows in area as your Invocations rises, eventually becoming a smaller, cheaper, random element [[Fire Storm]]. Blasting threatening enemies from the edge of your [[line of sight]] is easy, but mind your [[piety]] - spamming it can quickly cost you a * or two. Disaster Area is similarly devastating, but on a much larger scale; bursts of Upheaval will strike random locations within your line of sight, eradicating everything it strikes (at sufficiently high Invocations levels anyway). Even more expensive than Upheaval, this should only be used when you are facing plenty of enemies and want to wipe them out quickly. Also, be aware that it will never affect your tile or any tile adjacent to you.&lt;br /&gt;
&lt;br /&gt;
Elemental Force is less dramatic, but still has its uses. Quickly creating a small army of elementals can greatly increase your damage output, and will help distract dangerous opponents. Use it to call in some quick allies or to create a diversion, allowing you to flee to a nearby staircase.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Qazlal's cloud immunity didn't apply to all clouds, just comprehended the player's ones.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], Qazlal's wrath didn't cause noise 50% of the time before other possible actions, and could inflict bad mutation [[Deformed]] body. &lt;br /&gt;
&lt;br /&gt;
Qazlal Stormbringer was added in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
During Qazlal's original development, its final gift at maximum piety was to permanently grant the player a single rank of any elemental resistance. This was removed before release, however.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Tomb&amp;diff=46602</id>
		<title>The Tomb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Tomb&amp;diff=46602"/>
				<updated>2018-02-13T03:50:35Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: /* Equipment */ Removed recommendation for ring of sustain abilities.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
''This page is about the [[Dungeon branches|dungeon branch]]. For the card, see [[Tomb card]].''&lt;br /&gt;
{{flavour|The Tomb of the Ancients is a place of damnation, of horrors animated by the vilest necromancy. Honest creatures of the surface turn pale at the mere mention of its name. The list of those who have returned from this place of pure death is exceedingly short.&lt;br /&gt;
&lt;br /&gt;
The Tomb is three levels deep and contains the golden rune. Its entry is either on Crypt:2 or Crypt:3.}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A way to the Tomb of Ancients, a place of damnation, of horrors animated by the vilest necromancy.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tomb entry.png]] '''The Tomb of the Ancients''' (usually referred to only as '''the Tomb''') is a [[branch]] located under [[the Crypt]], inhabited by dessicated [[list of mummies|mummies]] of all kinds. Although mostly bare of valuables, it holds the golden [[rune of Zot]] and two massive treasure heaps for those who manage to survive all the way to the end.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Stairs to the Tomb are found on floor 2 or 3 of [[the Crypt]]. It's only 3 levels deep, but don't let that lull you into a false sense of security: it's one of the most dangerous branches in the game, even for powerful characters. You'll meet a wide variety of mummies, which if not carefully dealt with can decimate you with their crippling [[death curse]]s. There is also a greater density of [[traps]] here than you'll find anywhere else.&lt;br /&gt;
&lt;br /&gt;
While it's not as deathly quiet as [[the Crypt]], the Tomb has very little in the way of [[Noise#Ambient noise|ambient noise]]. As a result, every sound (be it from casting a spell, hitting something with a weapon, or attracting the attention of a [[flying skull]]) will carry farther than you're used to. Be extra careful if you wish to avoid attracting attention.&lt;br /&gt;
&lt;br /&gt;
Unlike other areas of the game, the layout of the Tomb is mostly fixed, with only a few variations possible. Monster composition and placement is also extremely predictable, with a few very rare exceptions. You'll encounter the following, in order of difficulty:&lt;br /&gt;
&lt;br /&gt;
*[[Flying skull]]s: Although not dangerous themselves, these will alert nearby sleeping mummies of your presence.&lt;br /&gt;
*Random inhabitants of [[the Crypt]] may show up on Tomb:1, but they aren't very threatening.&lt;br /&gt;
*[[Mummy (monster)|Mummies]]: Although only a nuisance, their [[death curse]]s will [[curse]] equipment in your inventory, making gear swapping difficult.&lt;br /&gt;
*[[Guardian mummies]]: They hit harder and faster than normal mummies, and their death curses can be quite nasty.&lt;br /&gt;
*[[Revenant]]: Blinking foes which flood you with [[spectral thing]]s and heal any undead units that get caught in their crossfire.&lt;br /&gt;
*[[Mummy priest]]s: Slightly slower than guardian mummies, but tougher. They can cast [[Torment]], [[Smite]], [[Summon Undead]], and [[Summon Demon]], and their death curses are more likely to be unpleasant than those of the guardians.&lt;br /&gt;
*[[Sphinx]]es: Likely the only living things one will find in Tomb, these can paralyze, confuse, smite, or simply beat you to death if you are not careful. They have moderate durability, but no resistances to speak of and no death curses.&lt;br /&gt;
*[[Lich]]es / [[Ancient lich]]es: Capable of massive direct damage output and some of the nastiest summons of the game, liches and ancient liches always merit caution.&lt;br /&gt;
*[[Greater mummies]]: The biggest threat in Tomb, they have the same spells as a mummy priest, but over three times the health, 50% more HD, faster movement, and the highest chance of delivering devastating death curses. These will kill you if you are not prepared. Try not to take on more than one at a time!&lt;br /&gt;
*Random [[unique]]s: Although not guaranteed to show up, there are many dangerous uniques one can encounter in the Tomb at any time. If encountered alone, handle them as you normally would. If encountered along with several high level mummies, be extremely careful; even weak uniques become significantly deadlier when you've been repeatedly smited.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Mummy (monster)}} || {{monsterlink|Guardian mummy}} || {{monsterlink|Mummy priest}} || {{monsterlink|Greater mummy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Flying skull}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Brown|z}} [[File:Small zombie.png]] '''[[Zombie]]''' || {{LightGrey|z}} [[File:Skeleton small humanoid.png]] '''[[Skeleton (monster)|Skeleton]]''' || {{LightBlue|z}} [[File:Simulacrum small humanoid.png]] '''[[Simulacrum (monster)|Simulacrum]]''' ||&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Death scarab}} || {{monsterlink|Ushabti}} || {{monsterlink|Bennu}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rare Monsters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{monsterlink|Skeletal warrior}} || {{monsterlink|Ancient lich}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Revenant}} || {{monsterlink|Lich}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Placed by Vault Syntax on Tomb:1 (Never Generated Randomly)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Sphinx}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
1. Upon entering Tomb:1, you'll find yourself in an open hallway that boxes in the Tomb proper. This will contain a handful of mummies, guardian mummies, and assorted [[skeleton (monster)|skeletons]], but nothing particularly dangerous until you've gone halfway around the level. There you'll find a massive [[statue]]-lined hallway leading inwards, guarded by a large pack of sphinxes. Use stasis or very high [[magic resistance]] to keep from getting paralyzed, and try to lure them away a few at a time until you've cleared them out. Do not underestimate the strength of their smites - although individually weak, several turns of multiple smites ''will'' kill any character. If at all possible, avoid using a teleport to escape them if things start going badly; outrunning them with [[Haste]] is a ''much'' safer option here. Read [[scrolls of fog]] as needed to break line of sight and get yourself back to the Crypt ASAP.&lt;br /&gt;
&lt;br /&gt;
2. Past the hallway you'll find one of two possible interiors.&lt;br /&gt;
&lt;br /&gt;
2A. The first is a massive courtyard filled with several mummies, guardian mummies, mummy priests, and a greater mummy or two. Be careful upon entering, as the entrance will be heavily trapped. You may wish to lure these mummies to the outer hallway a few at a time to clear it. You'll find two side passages and a small room beyond here; all will be heavily trapped, but one of them will contain a staircase to Tomb:2.&lt;br /&gt;
&lt;br /&gt;
2B. Alternatively, you may find the statue-lined hallway extending inwards, filled with various mummies, [[lich]]es and [[revenant]]s. Each side will have further vertically aligned hallways, and there will be large chambers sealed off with [[door]]s at the ends. One of these two chambers will contain a staircase to Tomb:2. This is a significantly easier layout.&lt;br /&gt;
&lt;br /&gt;
3. As soon as you enter Tomb:2, you'll find yourself in a large open chamber with several mummies of all sorts in sight. This room's inhabitants are nearly identical in composition to those in the Tomb:1 courtyard. If necessary, stairdance to pull them up in manageable numbers until the room is clear.&lt;br /&gt;
&lt;br /&gt;
4. You'll find several doors off to the side of this open chamber, leading to a series of small rooms that envelops half of the map. These will contain mummies, guardians, and priests, as well as many traps. Eventually you'll find a staircase back up to Tomb:1. Go up it to continue exploring normally. Alternatively, at this point it is fairly safe to attempt to skip ahead through random teleportation; doing so lets you avoid one of the more dangerous areas of the Tomb. Keep teleporting (with [[teleport trap]]s if available or a [[ring of teleportation]]) until you find yourself in a new area (see #6).&lt;br /&gt;
&lt;br /&gt;
5. Heading back up, you'll find yourself in the only unexplored portion of Tomb:1 left, the large horseshoe surrounding the inner courtyard. You will encounter a few guardian mummies and mummy priests here, as well as an unpredictable scattering of traps, but the majority of its inhabitants are greater mummies encountered in the long open hallways. Handled carefully, you should only encounter one or two greater mummies at a time; make too much [[noise]] and you may wind up with a lot more on your hands. Consider luring them back to the nearest corner before engaging them, and remember that a teleport to safety is almost guaranteed to send you back to the now-clear first area of Tomb:1. At the end of the horseshoe, you'll find another staircase to Tomb:2.&lt;br /&gt;
&lt;br /&gt;
6. Remember the small chambers you found on Tomb:2 earlier? Now you get to clear a mirror image of those on the other side. Expect more of the same, and eventually you'll find three staircases leading to Tomb:3.&lt;br /&gt;
&lt;br /&gt;
7. All three staircases leading to Tomb:3 place you in the same area, the start of a short, wide hallway leading to the treasure vaults and rune chamber. You will almost immediately encounter an absurd number of guardian mummies, followed by plenty of reinforcements in the form of flying skulls, mummy priests, and greater mummies (over a dozen of each is not unusual). Eventually the flow of mummies will stop, freeing you to explore and loot the place, but expect to find several mummy stragglers as you go. [[Teleport control]] is restored once you have the rune.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
If not done correctly, Tomb is one of the deadliest places in the game. A character facing Tomb must tackle these three problems:&lt;br /&gt;
*Greater mummies and mummy priests can torment you, instantly cutting your HP by up to half. They can then smite you to finish the job.&lt;br /&gt;
*Greater mummies and mummy priests can summon a ton of undead and demons, which in addition to mobbing you also means they will frequently abjure your own summons.&lt;br /&gt;
*All mummies cast death curses when killed. The normal mummies only curse your items, but the others can slow you, rot you, torment you, drain you, drain your stats, and even occasionally kill you outright if you are low enough on HP. Since there are so many mummies in the Tomb, these effects can quickly reach debilitating levels.&lt;br /&gt;
&lt;br /&gt;
Some strategies, with their specific strengths and weaknesses, are outlined below. One should mix and match them to fit your character: it is unlikely that one can do Tomb simply by being a Zin or a Kiku worshiper, or simply by having Dispel Undead, but a lichform necromancer of Kiku, or Zinnite with a holy weapon and silence, stands a very good chance of making it. The best general advice is to know your limits. If one encounter with a greater mummy nearly killed you, then the next one may very well finish you off. If you find your HP rotting beyond what you can repair, or that you are burning through all your potions of restore abilities because of stat drain, don't continue - get out. It is by no means necessary to do Tomb to finish the game.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
*[[Amulet of regeneration]] - Cuts down on recovery time between waves of mummies.&lt;br /&gt;
*Gear with [[negative energy]] resistance - Reduces damage from [[torment]] and [[draining]] death curses.&lt;br /&gt;
*Gear with [[stat]] boosts - Makes any stat damage you take less of an issue, improves your general performance.&lt;br /&gt;
*Gear with [[magic resistance]] - Characters with low magic resistance will have a much worse time dealing with the sphinxes than characters with insurmountable magic resistance. You don't need it for the entire branch, but it's very useful for that one stretch (and handy when dealing with ancient liches out of the blue).&lt;br /&gt;
*Apart from the occasional summoned demon or surprising [[unique]], there are no sources of [[fire]], [[cold]], [[poison]], [[acid]], or [[electricity]] damage in this branch, and the only likely source of [[mutation]] is if you accidentally step into a [[Zot trap]].&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*[[Necromutation]] - Provides undead immunity to draining, torment, and [[rot]] (but prevents you from quaffing [[potions of restore abilities]] to recover stat damage!) for living characters.&lt;br /&gt;
*[[Statue Form]] - Provides significant draining, torment, and rot resistance without preventing you from worshiping a [[good god]] or blocking access to food and potions. Slows your actions, however.&lt;br /&gt;
*[[Silence]] - Disables the spells of all mummies within its aura.&lt;br /&gt;
*[[Aura of Abjuration]] - Quickly disposes of dangerous summoned monsters.&lt;br /&gt;
*[[Dragon's Call]] - Produces allies strong enough to handle even greater mummies, costs you no time, and can affect enemies at the edge of your line of sight.&lt;br /&gt;
*[[Dispel Undead]] - Deals heavy damage to almost everything in the Tomb. Only affects one target at a time though.&lt;br /&gt;
*[[Bolt of Inaccuracy]] - Deals extreme damage to anything it strikes, and mummies are generally clumsy enough to make easy targets.&lt;br /&gt;
*[[Shatter]] - Deals heavy, unavoidable damage to nearly the entire screen. Noisy, but also tears down walls.&lt;br /&gt;
*[[Fire Storm]] - Heavy, smite-targeted damage to a large area of effect.&lt;br /&gt;
*[[Tornado]] - Heavy damage to everything within range of it (though ineffective in hallways).&lt;br /&gt;
*[[Flight]] - Allows you to ignore mechanical [[trap]]s.&lt;br /&gt;
*[[Regeneration]] - Recovers between fights faster.&lt;br /&gt;
&lt;br /&gt;
===Gods===&lt;br /&gt;
*[[Kikubaaqudgha]] - Provides significant torment resistance, negates most death curses, provides access to useful Necromancy spells. Mind your piety, as nothing in Tomb other than the sphinxes grants it.&lt;br /&gt;
*[[The Shining One]] - Provides rN+++, a weapon of holy wrath, powerful [[holy]] burst attacks, HP and MP recovery on each kill, summonable angelic warriors, and general support and Abjuration protection for your summoned allies.&lt;br /&gt;
*[[Zin]] - Provides immunity to stat loss and rot, temporary invulnerability (though at a high piety cost).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.19]], the [[Anubis guard]]s were no more, but the [[ushabti]] inherited their place.&lt;br /&gt;
&lt;br /&gt;
In [[0.17]], the [[Unborn]] were no more, but [[Ancient champion]]s were filling the gap.&lt;br /&gt;
&lt;br /&gt;
In [[0.16]], even more non-mummy opponents were added: [[Anubis guard]]s, [[bennu]], [[death scarab]]s, and [[ushabti]].&lt;br /&gt;
&lt;br /&gt;
In [[0.15]], the Tomb received a new layout of the courtyard in Tomb:1, as well as more non-mummy monsters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]] [[Category:Mummy]] [[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Salamander_hide_armour&amp;diff=46601</id>
		<title>Salamander hide armour</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Salamander_hide_armour&amp;diff=46601"/>
				<updated>2018-02-13T03:48:37Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: Updated header to 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{flavour|A leather armour made of a salamander's skin.}}&lt;br /&gt;
[[File:Salamander_hide_armour.png]] '''''the +3 salamander hide armour'''''&lt;br /&gt;
&lt;br /&gt;
+3 [[leather armour]]&lt;br /&gt;
&lt;br /&gt;
rF++&amp;lt;br&amp;gt;&lt;br /&gt;
Allows [[berserk]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''salamander hide armour''' is a very nice unrand if you're playing an [[EV]] or caster character, providing all the [[fire]] resistance you will ever need. At-will berserking without wasting an equipment slot is also an excellent feature. Couple it with [[Ozocubu's Armour]] for a thematically inappropriate but superlative defense.&lt;br /&gt;
&lt;br /&gt;
In spite of the name, you can't make your own by butchering [[salamander]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Body armour]]&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hell&amp;diff=46481</id>
		<title>Hell</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hell&amp;diff=46481"/>
				<updated>2018-02-06T14:46:10Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: /* Recommendations */ Removed recommendation for sustaining / restoring abilities as that no longer exists.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{flavour|This gateway leads to the Vestibule of Hell. Few would go there voluntarily.&lt;br /&gt;
&lt;br /&gt;
The hallway to the four hells is guarded by Geryon. Heroes who prove their worth in the vestibule and blow Geryon's horn may explore the different regions of Hell: Dis, Gehenna, Cocytus and Tartarus.&lt;br /&gt;
&lt;br /&gt;
Portals to the Vestibule of Hell are found abundantly in the Depths.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lasciate ogne speranza, voi ch'intrate.&amp;quot; -Dante Alighieri, Divina Commedia, &amp;quot;L'Inferno&amp;quot;, Canto III. Circa 1315&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Welcome to the Vestibule of Hell! Welcome to Hell! Please enjoy your stay.}}&lt;br /&gt;
&lt;br /&gt;
'''Hell''' is a forbidding domain crawling with demonic entities of all shapes and sizes. It is actually comprised of five separate branches: [[The Vestibule of Hell]] and its four subbranches. From the main dungeon, all Hell portals lead to the Vestibule; it is from there that one ventures into Hell's branches.&lt;br /&gt;
&lt;br /&gt;
===The Vestibule of Hell===&lt;br /&gt;
[[File:Hell entry.png]] You'll find multiple portals to the Vestibule in the [[Depths]] (though one possible [[Lair]]:8 layout contains one behind a temple filled with demons, as well as rarely on the bottom of the [[Orcish Mines]]). The Vestibule's most famous denizen is [[Geryon]], a cowardly three-headed demon, with whom you'll also find flocks of demons and [[hell knight]]s. The unique [[curse skull]] [[Murray]] will also be there 25% of the time.&lt;br /&gt;
&lt;br /&gt;
The Vestibule is generally safe to clear if you've finished exploring the Dungeon and are hardy enough to have cleared the [[Elven Halls]] and [[the Vaults]] (see [[The Vestibule of Hell|the article]] for further strategy tips). Once the Vestibule has been cleared, it can serve as a [[stash]] location.  Monsters can respawn here—just at a low rate.&lt;br /&gt;
&lt;br /&gt;
===Hell's branches===&lt;br /&gt;
It is not necessary to kill Geryon to enter the branches of Hell, but given the endless minions that he will spawn when using his [[Horn of Geryon|horn]], it is highly advisable. Also, if you can't kill Geryon, you probably shouldn't enter any of the hells anyway.&lt;br /&gt;
&lt;br /&gt;
There are four branches accessible from the Vestibule of Hell:&lt;br /&gt;
*[[File:Gehenna entry.png]] [[Gehenna]], the fire branch, contains the obsidian rune of Zot.&lt;br /&gt;
*[[File:Cocytus entry.png]] [[Cocytus]], the cold branch, contains the icy rune of Zot.&lt;br /&gt;
*[[File:Tartarus entry.png]] [[Tartarus]], the undead branch, contains the bone rune of Zot.&lt;br /&gt;
*[[File:Dis entry.png]] [[The Iron City of Dis]], the iron branch, contains the iron rune of Zot.&lt;br /&gt;
&lt;br /&gt;
Each branch of Hell is 7 levels deep. The final level of each houses a unique, named [[demon]] protecting several treasure vaults, a [[rune of Zot]], and in some cases an [[unrandart]] weapon. A unique feature of the Hell branches is that there are no stairs leading upwards; all exits from a given floor are stairways leading farther down or portals leading directly back to the Vestibule. While this means that you can't make use of [[stair dancing]] like you could in other areas, it makes escape considerably easier. Should you take a nasty beating or realize you're underprepared, simply take a portal back to the Vestibule; once you've recovered, you can resume exploration from the top of the branch. You'll retain the maps of the levels you've made so far, making it easier to find your way back down.&lt;br /&gt;
&lt;br /&gt;
Besides the vaults on the final level, [[item]]s and food in Hell are almost nonexistent, generally only acquired if dropped by a slain monster (e.g. a [[potion of blood]] from a [[vampire]] or weapons from [[red devil]]s or [[skeletal warrior]]s). For the most part, the only thing you'll find to eat will be the occasional pack of [[hell hound]]s or [[hell hog]]s, and those mostly appear in Gehenna. This gives you yet another reason to move through the Hells as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
[[Teleport control]] is disabled on the last level of each branch until their respective runes are acquired.&lt;br /&gt;
&lt;br /&gt;
===Hell's Mystical Force===&lt;br /&gt;
In Hell's branches (but not the Vestibule), resting is difficult. Every 20 turns, there is a chance that a &amp;quot;[[Miscast effects#Hell effects|mystical force]]&amp;quot; may lash out at you.  This usually just selects a random miscast, but may also summon demons or level appropriate monsters.  Potential effects include:&lt;br /&gt;
&lt;br /&gt;
*Random [[miscast]] effects:&lt;br /&gt;
**Slowing you for a few turns&lt;br /&gt;
**Confusing you for a few turns&lt;br /&gt;
**Making you berserk for a few turns&lt;br /&gt;
**1-7 [[stat]] drain&lt;br /&gt;
**Rotting&lt;br /&gt;
**Opening a [[Malign Gateway]] to summon an [[eldritch tentacle]].&lt;br /&gt;
**Blasting you with a branch-specific attack (e.g. clouds of freezing vapour in Cocytus, sticky flame in Gehenna)&lt;br /&gt;
**Blasting you with magical energy -- irresistible damage&lt;br /&gt;
**And assorted other nasty things&lt;br /&gt;
*Spawning demons or other monsters around you, up to and including [[Tier-1_demon#The_Fiends|fiend]]s. These are not summons: they cannot be [[Abjuration|abjured]] and are worth experience.&lt;br /&gt;
&lt;br /&gt;
Arguably, the first two miscast effects are the most dangerous; being slowed or confused while surrounded by freshly summoned demons (or when fighting one of the demon lords on the last level) can be deadly. However, over a period of time, stat drain can become quite onerous, particularly if the same stat is drained repeatedly.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
The safest strategy of acquiring Hell's runes is to ignore as many monsters as possible and dive to the next level. Every upward staircase in Hell's branches returns you straight to the Vestibule anyway, so you don't even have to face the monsters twice. Fighting with monsters to get experience may be tempting, but in Hell these seeming benefits are often negated by the actions of the mystical force. It's all fun and games until you're helplessly paralyzed or suffer two successive -7 hits on one of your stats.&lt;br /&gt;
&lt;br /&gt;
If you do plan on fighting in Hell - a pastime for powerful characters only! - make sure you have high resistances to counteract each branch's element: rF+++ for Gehenna, rC+++ for Cocytus, rN+++ for Tartarus, and a little bit of everything for Dis. In addition, you'll want a means of [[flying]], [[Abjuration]], a means of [[blink]]ing if you get surrounded by summoned demons, and plenty of food (unless you're in [[lichform]] or are a [[mummy]]/bloodless [[vampire]]). Weapons with the [[holy wrath]] brand are effective against all manners of demons and undead too. Also, at high piety, [[Zin]] will frequently block the effects of Hell's mystical force, making his worshipers particularly well-suited to plumbing Hell's depths.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], players needed to evoke Geryon's horn to access the branches of Hell.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], a frequent Hell effect was banishment.  This was replaced with Malign Gateway, mostly to reduce annoyance to the player.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=God&amp;diff=46101</id>
		<title>God</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=God&amp;diff=46101"/>
				<updated>2018-01-21T16:46:03Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: /* The pantheon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
'''Gods''' are a central concept to ''[[Dungeon Crawl]]''. The game's pantheon features 25 distinct deities, and they provide increasingly powerful abilities to their worshipers, but punish them for any violation of their individual commandments. Your character may only worship a single god at once, and most gods punish followers for abandoning them, so choose wisely.&lt;br /&gt;
&lt;br /&gt;
==The pantheon==&lt;br /&gt;
&lt;br /&gt;
* [[The Shining One]], a good god of honourable crusade against evil.&lt;br /&gt;
* [[Ashenzari]] the Shackled, god of divinations and [[curse]]s.&lt;br /&gt;
* [[Beogh]] the Brigand, evil god of the [[list of orcs|orcs]].&lt;br /&gt;
* [[Cheibriados]] the Contemplative, the slow god.&lt;br /&gt;
* [[Dithmenos]] the Shadowed, god of darkness.&lt;br /&gt;
* [[Elyvilon]] the Healer, good god of healing.&lt;br /&gt;
* [[Fedhas Madash]], god of [[plant]]s.&lt;br /&gt;
* [[Gozag Ym Sagoz]] the Greedy, god of mercantilism and gold.&lt;br /&gt;
* [[Hepliaklqana]] the Forgotten&lt;br /&gt;
* [[Jiyva]] the Shapeless, chaotic god of [[list of jellies|slimes]].&lt;br /&gt;
* [[Kikubaaqudgha]], an evil demon-god of [[Necromancy|necromantic magic]].&lt;br /&gt;
* [[Lugonu]] the Unformed, chaotic evil god of [[the Abyss]].&lt;br /&gt;
* [[Makhleb]] the Destroyer, an evil god of slaughter and bloodshed.&lt;br /&gt;
* [[Nemelex Xobeh]], the trickster god of [[card]]s.&lt;br /&gt;
* [[Okawaru]] the Warmaster, god of battle.&lt;br /&gt;
* [[Qazlal Stormbringer]], god of storms.&lt;br /&gt;
* [[Ru]] the Awakened, god of sacrifice and inner power.&lt;br /&gt;
* [[Sif Muna]] the Loreminder, god of [[magic]] and mystical secrets.&lt;br /&gt;
* [[Trog]] the Wrathful, a violent god of [[berserk|rage]].&lt;br /&gt;
* [[Uskayaw]] the Reveler, a god of wild dancing.&lt;br /&gt;
* [[Vehumet]], god of destructive magic.&lt;br /&gt;
* [[Wu Jian|Wu Jian Council]], a council of formerly mortal monks.&lt;br /&gt;
* [[Xom]] the Unpredictable, god of chaos.&lt;br /&gt;
* [[Yredelemnul]] the Dark, evil god of death.&lt;br /&gt;
* [[Zin]] the Law-Giver, a good god of law and purity.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Joining a god==&lt;br /&gt;
You may become a follower of a god in a number of ways. You can begin with a religious [[background]] ([[Berserker]], worshiping Trog; [[Abyssal Knight]], worshiping Lugonu; or [[Chaos Knight]], worshiping Xom). Otherwise, you may [[pray]] ('p' in .18 and older, &amp;gt; in .19) at a god's [[altar]], where you will be shown a description of the god (and their commandments) and are given the option to worship them.&lt;br /&gt;
&lt;br /&gt;
[[Orc priest]]s, [[orc high priest]]s and [[Saint Roka]] may offer [[hill orc]]s the opportunity to convert to [[Beogh]] (guaranteed the first time they see one of these monsters). This conversion can be done by using the special 'a'bility ''Convert to Beogh''.  All orcs within sight of the player will be pacified the first time the player uses this ability in a game.&lt;br /&gt;
&lt;br /&gt;
Some species have religious restrictions on which gods they may worship.&lt;br /&gt;
&lt;br /&gt;
* [[Demigod]]s may not worship any god.&lt;br /&gt;
* Only [[Hill Orc]]s may worship Beogh.&lt;br /&gt;
* Evil or [[undead]] races ([[Demonspawn]], [[Ghoul]]s, [[Mummy|Mummies]], and [[Vampire]]s) may not worship good-aligned gods (Zin, Elyvilon, and the Shining One).&lt;br /&gt;
* Undead races also may not worship [[Fedhas Madash]].&lt;br /&gt;
* [[Gargoyle]]s may not worship [[Yredelemnul]].&lt;br /&gt;
&lt;br /&gt;
==Changing or renouncing gods==&lt;br /&gt;
You can abandon your god for another by praying at your new god's altar, or by renouncing your faith with the &amp;quot;Renounce Religion&amp;quot; ability. The latter can be done at any time as a special ability (command '''a'''). In addition, good gods will excommunicate you for casting the spell [[Necromutation]], and Yredelemnul will excommunicate you for casting [[Statue Form]].&lt;br /&gt;
&lt;br /&gt;
Abandoning a god will always incur [[penance]] and usually results in [[divine retribution]], with a few exceptions. Leaving a good god will incur penance, but they will not exhibit wrath upon you unless you begin worshiping an evil god (Beogh, Yredelemnul, Lugonu, Kikubaaqugdgha, or Makhleb). Additionally, Zin will punish you for joining Jiyva or Xom, who are chaotic gods (along with Lugonu).  Bear in mind that the good gods never forget about you; even if you join an evil god 100,000 turns later, you will still incur their wrath for doing so.&lt;br /&gt;
&lt;br /&gt;
Switching between good gods (Zin, Elyvilon, or The Shining One) will not result in any divine retribution. In fact, half of your piety will carry over from one god to the other upon conversion. Note that switching back to the first god will not restore piety; the number is simply halved again.&lt;br /&gt;
&lt;br /&gt;
Ru will never inflict divine retribution for abandonment, but any sacrifices that the player makes are permanent.&lt;br /&gt;
&lt;br /&gt;
==Altars==&lt;br /&gt;
[[Altar]]s for most gods (except [[Lugonu]], [[Jiyva]], and [[Beogh]]) are likely to appear in the [[Ecumenical Temple]], which holds anywhere from 6 to 14 altars. Any altars not found in the Temple are guaranteed to appear in the main [[Dungeon]] between level 1 and level 9. Additional altars may be found in various other locations deeper into the Dungeon and its sub-branches.&lt;br /&gt;
&lt;br /&gt;
[[Lugonu]]'s altars may be found in [[the Abyss]] or in the rare corrupted version of the Ecumenical Temple. [[Jiyva]]'s altars may found at the entrance to or inside [[the Slime Pits]], and, very rarely, early in the main dungeon. Finally, altars to [[Beogh]] can appear in the [[Orcish Mines]], or more rarely in the main dungeon, most commonly near the entrance to the [[Orcish Mines]].&lt;br /&gt;
&lt;br /&gt;
Players may also find a [[faded altar]] in the early Dungeon. Praying at a faded altar allows the player to convert to a randomly selected god with additional [[piety]].&lt;br /&gt;
&lt;br /&gt;
[[0.20]] release introduced transporter vaults, which have a chance of an altar to [[Lugonu]] or [[Jiyva]], as well as other gods&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Choosing a god]]&lt;br /&gt;
* [[Piety]]&lt;br /&gt;
* [[Divine retribution]]&lt;br /&gt;
* [[God comparison]]&lt;br /&gt;
* [[Pray]]er&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* [[Wu Jian|Wu Jian Council]] is currently undergoing work in trunk.&lt;br /&gt;
&lt;br /&gt;
* In 0.19, [[Uskayaw]] the Reveler and [[Hepliaklqana]] the Forgotten joined the pantheon, and Pakellas the Inventive, the engineer god of magical devices, was removed.&lt;br /&gt;
&lt;br /&gt;
* [[Pakellas]] the god of magical gadgets joined the pantheon in [[0.18]]. &lt;br /&gt;
&lt;br /&gt;
* Random choice by [[faded altar]]s were introduced in [[0.17]].&lt;br /&gt;
&lt;br /&gt;
*[[Gozag Ym Sagoz]] the Greedy and [[Ru]] the Awakened were added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
*[[Qazlal Stormbringer]] was added in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
*[[Dithmenos]] was introduced in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
* Prior to version [[0.9]], one did not incur penance by switching from one good god to another.  This was removed, since it allowed for Zin worshipers to safely switch to Jiyva by momentarily switching to TSO or Elyvilon.  Switching between good gods is still safe, since no wrath will be exhibited, but if you leave for an evil god you will be facing the wrath of both (or all) of your former gods.&lt;br /&gt;
&lt;br /&gt;
*In [[0.8]] instant divine retribution was removed. You could also find altars in the main Dungeon at level 1.&lt;br /&gt;
&lt;br /&gt;
*Prior to [[0.6]], altars were not always guaranteed to appear in the Ecumenical Temple or between Dungeon levels 2-9.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wu_Jian&amp;diff=46100</id>
		<title>Wu Jian</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wu_Jian&amp;diff=46100"/>
				<updated>2018-01-21T16:45:31Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: Removed &amp;quot;trunk only&amp;quot; label&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:wu_jian_altar.png]] ''&amp;quot;Follow the Path!&amp;quot;''&lt;br /&gt;
{{flavour|The Wu Jian Council is a congregation of martial monks, ascended to divinity after battling their way out of the afterlife. Disciples of the Council are able to execute acrobatic martial maneuvers, such as wall jumps, spinning attacks and punishing lunges. They will eventually become able to request help in the form of a storm of heavenly clouds. Followers unlock these abilities through practice, so they do not benefit from training Invocations.&lt;br /&gt;
&lt;br /&gt;
The god revolves around three &amp;quot;martial attacks&amp;quot; and the interactions between them. The player is incentivized to use these special attacks in difficult fights, and they're designed to prevent any of the three from being overcentralizing or optimal for any particular build.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship the Wu Jian (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Wu Jian likes it when you kill living beings, you destroy the undead, you&lt;br /&gt;
kill demons, you kill holy beings and you destroy nonliving beings.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity(?)&amp;lt;sup&amp;gt;Need piety decay rate if it exists&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
(Note: The piety levels for these abilities may not all be correct, need someone to verify)&lt;br /&gt;
&lt;br /&gt;
'''Piety level (0):''' &amp;quot;Young Dog&amp;quot;&lt;br /&gt;
* No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''Piety level (*):''' &amp;quot;Young Crane&amp;quot;&lt;br /&gt;
*'''Whirlwind:''' Triggered by moving from a tile adjacent to an enemy to another tile adjacent to it. Attacks surrounding monsters. Can cause slow. Whirlwind is the most spammable of the moves, so it is assigned a non-stacking, longer duration debuff so players are incentivized to improvise once the effect triggers. The slow lasts around six turns.&lt;br /&gt;
&lt;br /&gt;
'''Piety level (**):''' &amp;quot;Young Tiger&amp;quot;&lt;br /&gt;
*'''Wall Jump:''' Triggered by moving against a solid obstacle. It propels the character two tiles in the opposite direction, attacking in an area of effect. Can cause a brief distraction to onlookers. Wall Jump provides the most benefit in terms of positioning and escape, while being the least spammable, and as such is assigned a shorter duration, more tactical debuff (1-3 turns).&lt;br /&gt;
&lt;br /&gt;
'''Piety level (***):''' &amp;quot;Young Dragon&amp;quot;&lt;br /&gt;
*'''Lunge:''' Triggered by moving towards an enemy. Deals extra damage against slowed or distracted enemies. It is important that constantly luring and lunging against full-speed monsters isn't optimal; hence, Lunge doesn't impart any status effect, and instead exploits monsters who are already unable to kite effectively.&lt;br /&gt;
&lt;br /&gt;
'''Piety level (****):''' &amp;quot;Red Sash&amp;quot;&lt;br /&gt;
*'''Serpent's Lash:''' Instant ability with Exhaustion and a moderate Piety cost (5-7). Causes your next two movement actions to be instant, and boosts your martial attacks during them. Serpent's Lash can be used as a simple escape, but given how the geometry of the level affects Wall Jump, it's generally more efficient to use martial attacks even when running away, which combines well with the kit.&lt;br /&gt;
&lt;br /&gt;
'''Piety level (*****):''' &amp;quot;Golden Sash&amp;quot;&lt;br /&gt;
* '''Heaven on Earth:''' Summons a storm of golden clouds. Provides a hefty Slaying bonus and constantly triggers a powerful opaque fog, reducing visibility and protecting against ranged monsters. The storm is very short lived, but continuing to use martial attacks against multiple enemies refreshes the duration and increases the slaying bonus. It can last indefinitely if the player is able to stay in combat against multiple enemies in the open. Heaven on Earth has explicit synergy with Serpent's Lash, as the latter will prevent the storm from decaying while allowing the player to build it back up quickly. Costs 21-31 Piety&lt;br /&gt;
&lt;br /&gt;
'''Piety level (******):''' &amp;quot;Sifu&amp;quot;&lt;br /&gt;
* No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Those who turn against the Council must be prepared to endure death by a thousand cuts. No hiding place is secure, no disguise perfect enough to avoid the sudden spring of traps, the flying daggers and the armies of animated weapons that will ambush the betrayer.}}&lt;br /&gt;
Being under penance while worshipping Wu Jian results in the title &amp;quot;Wooden Rat&amp;quot;.&lt;br /&gt;
Upon abandoning Wu Jian the penance counter is set at 25. &lt;br /&gt;
Punishments include summoning various branded dancing weapons &amp;amp; applying a debuff (barbs, slow, silence or stat drain &amp;amp; corrosion). Barbs debuff is accompanied by a dagger of electrocution, slow is accompanied by a quarterstaff of speed, &amp;amp; silence is accompanied by a dire flail of flaming.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
There isn't a 1-to-1 relation between moving and attacking. Instead, moving causes the player to trigger the appropriate martial attack a number of times that averages out to your normal attack speed.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Added in [[0.20]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orb_of_Zot&amp;diff=44724</id>
		<title>Orb of Zot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orb_of_Zot&amp;diff=44724"/>
				<updated>2017-01-21T21:52:40Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Once you have escaped to the surface with this invaluable artefact, your quest is complete.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Orb_of_Zot.png]] The '''Orb of Zot''' is located in a vault on the deepest floor of [[the Realm of Zot]], guarded by terrible monsters ([[ancient lich]]es, [[Orb Guardian]]s, [[orbs of fire]], all kinds of [[list of dragons|dragons]] and [[list of draconians|draconians]]) and surrounded by indestructible walls. Acquiring the Orb and escaping back to the surface is the final step to win the game. Doing so without fighting your way past its guardians is nearly impossible, as the floor slows down [[teleportation]] and renders [[Controlled Blink]] random, and the Orb actively resists [[Apportation]] attempts (1 out of every 3 attempts will fail, and each attempt will create a loud [[noise]]).&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
Once the Orb is in your possession, you will have to make it out of the dungeon to win the game. This is part of the game is often referred to as the ''orb run''. During the orb run, numerous terrible things happen. [[Controlled Blink]] becomes random, and almost all teleports will take 5 to 9 turns longer to kick in ([[teleport trap]]s still function immediately, however, and can almost always be found near the Orb). All floors of the Dungeon will now begin spawning a wide variety of [[Hell]]- and [[Pandemonium]]-type monsters, [[Orb Guardian]]s, and [[Pandemonium lord]]s, all at a greatly increased rate (see [[monster generation]]). Most of these will generate just beyond your [[line of sight]]. On top of all that, the Orb itself emits strange energy, reducing your [[stealth]] and causing [[magic contamination]] to last longer. &lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
*You don't need to pick up the Orb of Zot as soon as you reach it. If you want a higher score, you should clear out the extended end-game and collect all 15 runes before beginning the ascent.&lt;br /&gt;
*The only enemies that matter once you have the Orb are the ones that get in your way. Ignore any enemies that aren't able to kill you or that you can simply run away from. For this reason, boots of [[running]] or other sources of fast movement speed are extremely useful at this point.&lt;br /&gt;
*Your goal after picking up the Orb is to get out of the Dungeon as quickly as possible. Use auto-travel (Shift + G) to make the game calculate the fastest route out possible.&lt;br /&gt;
*Don't be afraid to use up your consumable items at this point. [[Potions of haste]], [[scrolls of holy word]], and all manner of restoratives should be used as needed to clear a path to the exit as quickly as possible. Also, if you've got a [[wand of digging]], feel free to create impromptu tunnels if it'll get you away from nasty opponents or up a floor even faster. If you're feeling paranoid (and why shouldn't you be?), consider creating those pathways ''before'' you grab the Orb.&lt;br /&gt;
*Even with the delay on teleportation, it's worth considering as an escape option. If you find yourself cornered by enemies or a long way away from the next stair case up, activate a teleport and hold out until it kicks in. [[Teleport trap]]s still function instantly, by the way.&lt;br /&gt;
*[[The Abyss]] is unique in that its monster generation rate and makeup is unaffected once you pick up the Orb. If you're cornered and could use a chance to heal up in (relative) safety, zipping off to the Abyss will give you the time you need. Of course, unless you're a [[Lugonu]] follower, convenient access to the Abyss is rarely available...&lt;br /&gt;
*Find ''Dungeon Crawl'' too easy? For an added challenge, try avoiding [[the Tomb]], [[Pandemonium]], or the branches of [[Hell]] until you're already on your Orb run.&lt;br /&gt;
*Using Apportation on the Orb of Zot WILL start the Orb run. Previously it was advisable to apport the orb to the nearest stairs, but now using Apportation will begin the ascension. Plan accordingly.&lt;br /&gt;
&lt;br /&gt;
==Zot Defence==&lt;br /&gt;
In the [[Zot Defence]] mini-game, you are instead charged with guarding the Orb from wave after wave of random enemies. Only after you've fought off enough enemies to earn 15 runes are you allowed to grab the Orb and escape.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Orb of Zot has undergone many adjustments over the course of ''Crawl'''s updates:&lt;br /&gt;
*Pre-[[0.8]] - The Orb's traits were initially as follows:&lt;br /&gt;
**Took up an inventory slot, weighing 30 [[aum]]. You could drop it at will.&lt;br /&gt;
**Did not resist [[Apportation]] attempts at all.&lt;br /&gt;
**Delayed 50% of the [[teleport]] attempts by 5-9 turns.&lt;br /&gt;
**When picked up, it would remove the -cTele effect from [[Zot:5]], and would seal all portals to [[the Abyss]], [[Pandemonium]], and the four branches of [[Hell]].&lt;br /&gt;
*[[0.8]] - The Orb began resisting attempts at Apportation. 1 out of every 6 attempts at Apportation would fail.&lt;br /&gt;
*[[0.9]] - Picking up the Orb no longer removed -cTele from Zot:5, and added -cTele as long as it was in your possession. Also, the Orb's weight was increased to 60 [[aum]].&lt;br /&gt;
*[[0.10]] - The Orb's penalties to [[stealth]] and [[magic contamination]] loss were introduced.&lt;br /&gt;
*[[0.12]] - The player could no longer drop the Orb once it was in their possession. Also, the Apportation failure rate rose to every 1 in 3 attempts.&lt;br /&gt;
*[[0.13]] - Possession of the Orb now increased the delay before a teleport 100% of the time. Also, the monsters you face while ascending were made more deadly (fewer weak demons, plus the addition of [[Orb Guardian]]s).&lt;br /&gt;
*[[0.14]] - Grabbing the Orb no longer sealed the portals to Abyss/Pan/Hell, and no longer counted as an inventory item.&lt;br /&gt;
*[[0.17]] - Possessing the Orb now rendered [[Controlled Blink]] random.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wizcastle.gif|right|thumb|200px|The Orb's origin.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orb_of_Zot&amp;diff=44723</id>
		<title>Orb of Zot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orb_of_Zot&amp;diff=44723"/>
				<updated>2017-01-21T21:52:27Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Once you have escaped to the surface with this invaluable artefact, your quest is complete.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Orb_of_Zot.png]] The '''Orb of Zot''' is located in a vault on the deepest floor of [[the Realm of Zot]], guarded by terrible monsters ([[ancient lich]]es, [[Orb Guardian]]s, [[orbs of fire]], all kinds of [[list of dragons|dragons]] and [[list of draconians|draconians]]) and surrounded by indestructible walls. Acquiring the Orb and escaping back to the surface is the final step to win the game. Doing so without fighting your way past its guardians is nearly impossible, as the floor slows down [[teleportation]] and renders [[Controlled Blink]] random, and the Orb actively resists [[Apportation]] attempts (1 out of every 3 attempts will fail, and each attempt will create a loud [[noise]]).&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
Once the Orb is in your possession, you will have to make it out of the dungeon to win the game. This is part of the game is often referred to as the ''orb run''. During the orb run, numerous terrible things happen. [[Controlled Blink]] becomes random, and almost all teleports will take 5 to 9 turns longer to kick in ([[teleport trap]]s still function immediately, however, and can almost always be found near the Orb). All floors of the Dungeon will now begin spawning a wide variety of [[Hell]]- and [[Pandemonium]]-type monsters, [[Orb Guardian]]s, and [[Pandemonium lord]]s, all at a greatly increased rate (see [[monster generation]]). Most of these will generate just beyond your [[line of sight]]. On top of all that, the Orb itself emits strange energy, reducing your [[stealth]] and causing [[magic contamination]] to last longer. &lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
*You don't need to pick up the Orb of Zot as soon as you reach it. If you want a higher score, you should clear out the extended end-game and collect all 15 runes before beginning the ascent.&lt;br /&gt;
*The only enemies that matter once you have the Orb are the ones that get in your way. Ignore any enemies that aren't able to kill you or that you can simply run away from. For this reason, boots of [[running]] or other sources of fast movement speed are extremely useful at this point.&lt;br /&gt;
*Your goal after picking up the Orb is to get out of the Dungeon as quickly as possible. Use auto-travel (Shift + G) to make the game calculate the fastest route out possible.&lt;br /&gt;
*Don't be afraid to use up your consumable items at this point. [[Potions of haste]], [[scrolls of holy word]], and all manner of restoratives should be used as needed to clear a path to the exit as quickly as possible. Also, if you've got a [[wand of digging]], feel free to create impromptu tunnels if it'll get you away from nasty opponents or up a floor even faster. If you're feeling paranoid (and why shouldn't you be?), consider creating those pathways ''before'' you grab the Orb.&lt;br /&gt;
*Even with the delay on teleportation, it's worth considering as an escape option. If you find yourself cornered by enemies or a long way away from the next stair case up, activate a teleport and hold out until it kicks in. [[Teleport trap]]s still function instantly, by the way.&lt;br /&gt;
*[[The Abyss]] is unique in that its monster generation rate and makeup is unaffected once you pick up the Orb. If you're cornered and could use a chance to heal up in (relative) safety, zipping off to the Abyss will give you the time you need. Of course, unless you're a [[Lugonu]] follower, convenient access to the Abyss is rarely available...&lt;br /&gt;
*Find ''Dungeon Crawl'' too easy? For an added challenge, try avoiding [[the Tomb]], [[Pandemonium]], or the branches of [[Hell]] until you're already on your Orb run.&lt;br /&gt;
*Using Apportation WILL start the Orb run. Previously it was advisable to apport the orb to the nearest stairs, but now using Apportation will begin the ascension. Plan accordingly.&lt;br /&gt;
&lt;br /&gt;
==Zot Defence==&lt;br /&gt;
In the [[Zot Defence]] mini-game, you are instead charged with guarding the Orb from wave after wave of random enemies. Only after you've fought off enough enemies to earn 15 runes are you allowed to grab the Orb and escape.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Orb of Zot has undergone many adjustments over the course of ''Crawl'''s updates:&lt;br /&gt;
*Pre-[[0.8]] - The Orb's traits were initially as follows:&lt;br /&gt;
**Took up an inventory slot, weighing 30 [[aum]]. You could drop it at will.&lt;br /&gt;
**Did not resist [[Apportation]] attempts at all.&lt;br /&gt;
**Delayed 50% of the [[teleport]] attempts by 5-9 turns.&lt;br /&gt;
**When picked up, it would remove the -cTele effect from [[Zot:5]], and would seal all portals to [[the Abyss]], [[Pandemonium]], and the four branches of [[Hell]].&lt;br /&gt;
*[[0.8]] - The Orb began resisting attempts at Apportation. 1 out of every 6 attempts at Apportation would fail.&lt;br /&gt;
*[[0.9]] - Picking up the Orb no longer removed -cTele from Zot:5, and added -cTele as long as it was in your possession. Also, the Orb's weight was increased to 60 [[aum]].&lt;br /&gt;
*[[0.10]] - The Orb's penalties to [[stealth]] and [[magic contamination]] loss were introduced.&lt;br /&gt;
*[[0.12]] - The player could no longer drop the Orb once it was in their possession. Also, the Apportation failure rate rose to every 1 in 3 attempts.&lt;br /&gt;
*[[0.13]] - Possession of the Orb now increased the delay before a teleport 100% of the time. Also, the monsters you face while ascending were made more deadly (fewer weak demons, plus the addition of [[Orb Guardian]]s).&lt;br /&gt;
*[[0.14]] - Grabbing the Orb no longer sealed the portals to Abyss/Pan/Hell, and no longer counted as an inventory item.&lt;br /&gt;
*[[0.17]] - Possessing the Orb now rendered [[Controlled Blink]] random.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wizcastle.gif|right|thumb|200px|The Orb's origin.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orb_of_Zot&amp;diff=44722</id>
		<title>Orb of Zot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orb_of_Zot&amp;diff=44722"/>
				<updated>2017-01-21T21:51:14Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Once you have escaped to the surface with this invaluable artefact, your quest is complete.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Orb_of_Zot.png]] The '''Orb of Zot''' is located in a vault on the deepest floor of [[the Realm of Zot]], guarded by terrible monsters ([[ancient lich]]es, [[Orb Guardian]]s, [[orbs of fire]], all kinds of [[list of dragons|dragons]] and [[list of draconians|draconians]]) and surrounded by indestructible walls. Acquiring the Orb and escaping back to the surface is the final step to win the game. Doing so without fighting your way past its guardians is nearly impossible, as the floor slows down [[teleportation]] and renders [[Controlled Blink]] random, and the Orb actively resists [[Apportation]] attempts (1 out of every 3 attempts will fail, and each attempt will create a loud [[noise]]).&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
Once the Orb is in your possession, you will have to make it out of the dungeon to win the game. This is part of the game is often referred to as the ''orb run''. During the orb run, numerous terrible things happen. [[Controlled Blink]] becomes random, and almost all teleports will take 5 to 9 turns longer to kick in ([[teleport trap]]s still function immediately, however, and can almost always be found near the Orb). All floors of the Dungeon will now begin spawning a wide variety of [[Hell]]- and [[Pandemonium]]-type monsters, [[Orb Guardian]]s, and [[Pandemonium lord]]s, all at a greatly increased rate (see [[monster generation]]). Most of these will generate just beyond your [[line of sight]]. On top of all that, the Orb itself emits strange energy, reducing your [[stealth]] and causing [[magic contamination]] to last longer. &lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
*You don't need to pick up the Orb of Zot as soon as you reach it. If you want a higher score, you should clear out the extended end-game and collect all 15 runes before beginning the ascent.&lt;br /&gt;
*The only enemies that matter once you have the Orb are the ones that get in your way. Ignore any enemies that aren't able to kill you or that you can simply run away from. For this reason, boots of [[running]] or other sources of fast movement speed are extremely useful at this point.&lt;br /&gt;
*Your goal after picking up the Orb is to get out of the Dungeon as quickly as possible. Use auto-travel (Shift + G) to make the game calculate the fastest route out possible.&lt;br /&gt;
*Don't be afraid to use up your consumable items at this point. [[Potions of haste]], [[scrolls of holy word]], and all manner of restoratives should be used as needed to clear a path to the exit as quickly as possible. Also, if you've got a [[wand of digging]], feel free to create impromptu tunnels if it'll get you away from nasty opponents or up a floor even faster. If you're feeling paranoid (and why shouldn't you be?), consider creating those pathways ''before'' you grab the Orb.&lt;br /&gt;
*Even with the delay on teleportation, it's worth considering as an escape option. If you find yourself cornered by enemies or a long way away from the next stair case up, activate a teleport and hold out until it kicks in. [[Teleport trap]]s still function instantly, by the way.&lt;br /&gt;
*[[The Abyss]] is unique in that its monster generation rate and makeup is unaffected once you pick up the Orb. If you're cornered and could use a chance to heal up in (relative) safety, zipping off to the Abyss will give you the time you need. Of course, unless you're a [[Lugonu]] follower, convenient access to the Abyss is rarely available...&lt;br /&gt;
*Find ''Dungeon Crawl'' too easy? For an added challenge, try avoiding [[the Tomb]], [[Pandemonium]], or the branches of [[Hell]] until you're already on your Orb run.&lt;br /&gt;
&lt;br /&gt;
==Zot Defence==&lt;br /&gt;
In the [[Zot Defence]] mini-game, you are instead charged with guarding the Orb from wave after wave of random enemies. Only after you've fought off enough enemies to earn 15 runes are you allowed to grab the Orb and escape.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Orb of Zot has undergone many adjustments over the course of ''Crawl'''s updates:&lt;br /&gt;
*Pre-[[0.8]] - The Orb's traits were initially as follows:&lt;br /&gt;
**Took up an inventory slot, weighing 30 [[aum]]. You could drop it at will.&lt;br /&gt;
**Did not resist [[Apportation]] attempts at all.&lt;br /&gt;
**Delayed 50% of the [[teleport]] attempts by 5-9 turns.&lt;br /&gt;
**When picked up, it would remove the -cTele effect from [[Zot:5]], and would seal all portals to [[the Abyss]], [[Pandemonium]], and the four branches of [[Hell]].&lt;br /&gt;
*[[0.8]] - The Orb began resisting attempts at Apportation. 1 out of every 6 attempts at Apportation would fail.&lt;br /&gt;
*[[0.9]] - Picking up the Orb no longer removed -cTele from Zot:5, and added -cTele as long as it was in your possession. Also, the Orb's weight was increased to 60 [[aum]].&lt;br /&gt;
*[[0.10]] - The Orb's penalties to [[stealth]] and [[magic contamination]] loss were introduced.&lt;br /&gt;
*[[0.12]] - The player could no longer drop the Orb once it was in their possession. Also, the Apportation failure rate rose to every 1 in 3 attempts.&lt;br /&gt;
*[[0.13]] - Possession of the Orb now increased the delay before a teleport 100% of the time. Also, the monsters you face while ascending were made more deadly (fewer weak demons, plus the addition of [[Orb Guardian]]s).&lt;br /&gt;
*[[0.14]] - Grabbing the Orb no longer sealed the portals to Abyss/Pan/Hell, and no longer counted as an inventory item.&lt;br /&gt;
*[[0.17]] - Possessing the Orb now rendered [[Controlled Blink]] random.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wizcastle.gif|right|thumb|200px|The Orb's origin.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ice_cave&amp;diff=43288</id>
		<title>Ice cave</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ice_cave&amp;diff=43288"/>
				<updated>2016-10-18T17:49:44Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: Added potential locations based on icecave.des.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A desolate cavern shaped from solid ice and filled with the echoes of bestial howls. The intricate carvings and statues which once lined its walls have been warped and obscured by centuries of slow melting and refreezing.&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A permanent cold front seems to surround this portal. Whatever lives on the other side, they will be full of grim and arctic fury. You note that the archway is melting away.}}&lt;br /&gt;
&lt;br /&gt;
The '''ice cave''' is a temporary sub-[[branch]] filled with frost-themed (and sometimes [[undead]] or [[demon]]ic) creatures. It can be found in the middle-[[Dungeon]] (D:11-16), [[the Lair]], [[the Orcish Mines]], [[the Elven Halls]], [[Swamp]], [[Snake]], [[Shoals]], or [[Spider]], though not all games will have one. These entrances are often guarded by a pack of [[ice beast]]s, [[white imp]]s or [[freezing wraith]]s, and you can tell when you're near one when you see ice-covered floors and walls.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
There are many different layouts possible for the ice cave. A common simple one is a series of large rooms, each of which is defended by [[ice beast]]s or [[ice statue]]s. An even shorter, simpler one tosses you into one large room filled with foes which has a strangely colored tile in the middle of the room. Stepping on it will teleport you to an identical chamber with even more guards. More elaborate ice caves will be long, narrow tunnels, often choked with harmful freezing [[cloud]]s and concluded with a well-defended stone structure. In all cases, the majority of the loot will be found in the very back of the cave, though lesser caches can sometimes be found along the way.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*While [[Fire Magic]] or a [[flaming]] weapon will go a long toward wiping out anything you find in the caves, having [[cold resistance]] is much more important. Without it, almost all enemies will be dealing significant amounts of extra damage to you, and walking through freezing clouds without resistance can drain you quickly. Fortunately for those who come in without rC+++, much of the equipment you find will provide cold resistance. Unfortunately, most of this equipment will only be found at the very end of the cave.&lt;br /&gt;
*If you have [[Mephitic Cloud]] and [[poison]] resistance, a safe way past areas with freezing clouds is to place mephitic clouds in empty tiles and only walk on them; new clouds cannot form in tiles that already have another kind of cloud. If you have [[scrolls of fog]] to spare (or the [[cloak of the Thief]]), simple fog clouds also work nicely.&lt;br /&gt;
*Use [[wands of digging]] to get past areas guarded by [[ice statue]]s or to bypass freezing cloud zones. Many ice caves have rivers of deep water designed to make you walk the long way around, but flight or controlled blink will get you over them, allowing you to skip much of the level.&lt;br /&gt;
*If you start encountering powerful demons midway through your explorations, be aware that an [[Ice fiend]] is probably waiting for you at the end, along with a pack of [[simulacra]] and [[ice devil]]s. Act cautiously from this point on! You don't want to enter melee with the Ice fiend if you have any alternative, but getting mobbed by its friends while it torments you can be just as deadly. Lure enemies into combat one at a time as best you can, and don't be afraid to run or teleport away if need be: discretion is the better part of valor.&lt;br /&gt;
*Characters who specialize in [[Hexes]] and [[Stabbing]] ([[spriggan]] [[enchanter]]s, for instance) should bear in mind that monsters with cold resistance are immune to [[Ensorcelled Hibernation]]. Stick with [[Confusion]] and [[Enslavement]] instead.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{{monsterlink|Yak}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Death yak}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Wolf}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Polar bear}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ice dragon}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Frost giant}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ice beast}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ice statue}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Simulacrum}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Freezing wraith}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ufetubus}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|White imp}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Blue devil}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ice devil}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ice fiend}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|blizzard demon}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Sewers&amp;diff=43287</id>
		<title>The Sewers</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Sewers&amp;diff=43287"/>
				<updated>2016-10-18T17:43:08Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: Added depths in which sewer will generate based on sewer.des.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{Flavour|Every inhabited place needs to dispose of its waste products. The Dungeon too has its stinking sewers and drains, full of filthy water and ignored by most but used as hideaways by the disgusting and the desperate. Old tales speak of dangerous creatures stalking through the foul-smelling green water, preying on each other without mercy. The tales also allude to valuable items accidentally washed into the drainage tunnels, forgotten and left to grow mouldy in the damp caverns.&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|Every settlement brings forth the unpleasant sewers and drains, ignored by most but hideaways for others. Old tales speak of dangerous creatures, bathing in disgustingly green water, preying on each other without mercy. The tales also tell of the valuable items left by daring and unfortunate visitors, left to collect dust in the damp caverns. You have an uncanny feeling that the drain will fall apart rather soon.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
[[File:Sewer portal.png]]'''The Sewers''' is an optional mini-[[branch]], located somewhere between floors 3 and 6 of [[the Dungeon]] (though it does not generate in all games). Although its layout varies dramatically from instance to instance, it's usually filled with regions of [[shallow water|shallow]] and [[deep water]], a variety of (mostly) weak early game opponents, and some useful [[potion]]s, [[scroll]]s, and occasionally equipment to help you on your way.&lt;br /&gt;
&lt;br /&gt;
The entrance to the Sewers is a timed portal, which will close forever if you take too long reaching it. Once you reach a floor with a Sewers portal, you'll receive a message about hearing &amp;quot;the sound of rushing water&amp;quot;. When you get close, you'll usually see patches of dirty green and blue water, as well as a large number of rats, roaches, snakes, and other vermin guarding the entrance. If you have one available, a [[scroll of magic mapping]] can help you find the entrance much faster.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
The exact inhabitants of the sewers vary from layout to layout, but many monsters are common to most possible layouts:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Bat}} || {{monsterlink|Rat}} || {{monsterlink|Green rat}} || {{monsterlink|Jackal}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Giant newt}} || {{monsterlink|Giant gecko}} || {{monsterlink|Ball python}} || {{monsterlink|Adder}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Giant cockroach}} || {{monsterlink|Giant mite}} || {{Brown|K}} [[File:Kobold (monster).png]] '''[[Kobold (monster)|Kobold]]''' ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other monsters only appear in specific layouts, usually as the &amp;quot;boss&amp;quot; defending the loot at the end:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ooze}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Jelly}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Worm}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orange rat}}- Surprisingly deadly if allowed to swarm you, and a legitimate [[draining]] threat.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Giant slug}}- Very dangerous in melee, but easy to kite or outrun.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Giant frog}}- Two or three are found in the watery center of a couple spiral vaults. Surprisingly dangerous in melee.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Crocodile}}- Very dangerous in melee.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Big kobold}}- Dangerous if armed with [[curare]] [[needle]]s or a crossbow. One layout contains a few big kobold necromancers, which have [[Animate Dead]] to take advantage of the rat corpses lying around.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Mermaid}}- Found in a couple areas of deep water in the middle of one layout. Dangerous, and potentially a starvation threat if you lack the ability to fight at range.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Siren}}- Found in a large area of deep water at the end of one layout, very dangerous.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Purgy}}- Found in a large circular island layout, very dangerous.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
Loot only appears at the ending, in small chambers along the path, or in kobold rooms. Mermaid endings generally do not have much loot, while jelly/frog endings have loot ranging from [[evocable items]], [[magical staff|magical staves]], and [[randarts]] to stacks of potions, usually common in nature. Sometimes there is an altar to [[Elyvilon]] or [[Zin]], perhaps with potions scattered about. Frequently there's a deep-water shortcut or route to more treasure; [[merfolk]], [[tengu]], [[octopode]]s, or grey [[draconian]]s might go for that, but other characters will have to depend on a [[ring of flight|ring]] or [[potion of flight|potions of flight]], which can be risky. Another way to reach loot that lies behind deep water is to use [[Spider Form]], though non-[[Transmuter]]s may not have access to it.&lt;br /&gt;
&lt;br /&gt;
There are always readily accessible exit gates near the entrance in case you're quickly overwhelmed, but once you leave the Sewers, you can never return.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Remember that enemies that are not amphibious are easier to defeat if you face them while they're standing in shallow water. This is very useful for taking out big kobolds (assuming they don't simply kill you at range with [[dart]]s and [[needle]]s).&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Portal Timeout Messages'''&amp;lt;br&amp;gt;1st: &amp;quot;The drain is slowly rusting away.&amp;quot;&amp;lt;br&amp;gt;2nd: &amp;quot;The drain is rusting away.&amp;quot;&amp;lt;br&amp;gt;3rd: &amp;quot;The drain is quickly rusting away.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dungeon_branches&amp;diff=43108</id>
		<title>Dungeon branches</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dungeon_branches&amp;diff=43108"/>
				<updated>2016-10-03T16:20:38Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
The page provides a map of the various dungeon branches and how they interconnect. For tips and tricks on surviving the individual branches, see the [[walkthrough]] and the branches' pages. You can bring up an in-game overview of the Dungeon and its various branches and portals by pressing Ctrl-O.&lt;br /&gt;
&lt;br /&gt;
==Dungeon Overview==&lt;br /&gt;
New characters start on level one of [[the Dungeon]], except for [[Abyssal Knight]]s, who begin in [[the Abyss]].&lt;br /&gt;
*[[File:Dungeon exit.png]] [[The Dungeon]] (15 levels)&lt;br /&gt;
**[[File:Temple entry.png]] [[Ecumenical Temple]] (Dungeon Level 4-7, 1 level)&lt;br /&gt;
**[[File:Lair entry.png]] [[The Lair]] (Dungeon Level 8-11, 8 levels)&lt;br /&gt;
***[[File:Swamp entry.png]] [[The Swamp]] (The Lair Level 3-6, 4 levels, rune)&lt;br /&gt;
***[[File:Shoals entry.png]] [[The Shoals]] (The Lair Level 3-6, 4 levels, rune, may randomly replace the Swamp)&lt;br /&gt;
***[[File:Snake entry.png]] [[The Snake Pit]] (The Lair Level 3-6, 4 levels, rune)&lt;br /&gt;
***[[File:Spider entry.png]] [[The Spider's Nest]] (The Lair Level 3-6, 4 levels, rune, may randomly replace the Snake Pit)&lt;br /&gt;
***[[File:Slime entry.png]] [[The Slime Pits]] (The Lair Level 6-8, 6 levels, rune)&lt;br /&gt;
**[[File:Orc entry.png]] [[Orcish Mines]] (Dungeon Level 9-12, 4 levels)&lt;br /&gt;
***[[File:Elf entry.png]] [[Elven Halls]] (Orcish Mines Level 3-4, 3 levels)&lt;br /&gt;
**[[File:Vaults entry.png]] [[The Vaults]] (Dungeon Level 14-15, 5 levels, rune)&lt;br /&gt;
***[[File:Crypt entry.png]] [[The Crypt]] (The Vaults Level 2-3, 3 levels)&lt;br /&gt;
****[[File:Tomb entry.png]] [[The Tomb]] (The Crypt Level 2-3, 3 levels, rune)&lt;br /&gt;
*[[File:Depths entry.png]] [[The Depths]] (Dungeon Level 15, 5 levels)&lt;br /&gt;
**[[File:Hell entry.png]] [[The Vestibule of Hell]] (Portals in The Depths, 1 level)&lt;br /&gt;
***[[File:Cocytus entry.png]] [[Cocytus]] (7 levels, rune)&lt;br /&gt;
***[[File:Gehenna entry.png]] [[Gehenna]] (7 levels, rune)&lt;br /&gt;
***[[File:Tartarus entry.png]] [[Tartarus]] (7 levels, rune)&lt;br /&gt;
***[[File:Dis entry.png]] [[The Iron City of Dis]] (7 levels, rune)&lt;br /&gt;
**[[File:Abyss entry.png]] [[The Abyss]] (Portals in The Depths, 5 endless toroidal levels, rune)&lt;br /&gt;
**[[File:Pandemonium entry.png]] [[Pandemonium]] (Portals in The Depths, infinite number of non-revisitable levels, 5 runes)&lt;br /&gt;
**[[File:Zot entry.png]] [[The Realm of Zot]] (The Depths level 5, 5 levels, Orb of Zot)&lt;br /&gt;
&lt;br /&gt;
There are a total of at least 100 levels in the game (plus two infinite realms).&lt;br /&gt;
&lt;br /&gt;
In addition to the standard dungeon branches, all dungeons will contain a randomly selected variety of [[vault]]s with a specific design and theme, and [[portal]]s to fantastic extra-dimensional realms.&lt;br /&gt;
&lt;br /&gt;
[http://i.imgur.com/Ens4iz2.png Version 0.19 Dungeon Map Diagram]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Portals==&lt;br /&gt;
Optional [[portals]] to fantastic extra-dimensional realms can be randomly found throughout the Dungeon and its branches. While none of these contain runes, they nearly always contain above-average loot and useful experience. If you know how to handle each one's theme, they can often be cleared without excessive risk. All such portals are single-entry only, and after you exit their realm, they will be gone along with anything you left inside.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, all these portals are temporary, and will disappear if not entered within a certain length of time. There are actually two clocks running: a shorter countdown while you're on the level with the portal, and a longer one when you've gone to another level. If you stay on the level, you may receive increasingly-urgent messages as the timer runs out, and the portal's appearance (check with 'x', then 'v') may indicate how much of the timer has expired. When a portal on your current level expires, you will get a message to the effect of, &amp;quot;The walls and floor of the dungeon suddenly vibrate!&amp;quot; Portals will not start closing until you reach the floor that they are on, so there's no need to rush through early floors in order to access them.&lt;br /&gt;
&lt;br /&gt;
*[[File:Bailey portal.png]] [[Bailey]] - A keep guarded by [[gnoll]]s, [[goblin]]s, and/or [[orc]]s&lt;br /&gt;
*[[File:Bazaar portal.png]] [[Bazaar]] - Shopping spree! Portals to bazaars are usually temporary but may rarely be permanent. Permanent ones will not be announced.&lt;br /&gt;
*[[File:Ice cave portal.png]] [[Ice Cave]] - Freezing [[cloud]]s, wild animals, and occasionally icy [[demon]]s.&lt;br /&gt;
*[[File:Labyrinth portal.png]] [[Labyrinth]] - A shifting maze with an exit at the center guarded by a [[minotaur (monster)|minotaur]]. Bring extra food!&lt;br /&gt;
*[[File:Ossuary portal.png]] [[Ossuary]] - A small tomb filled with [[derived undead|the undead]] and [[mummy (monster)|mummies]].&lt;br /&gt;
*[[File:Sewer portal.png]] [[The Sewers]] - Fetid waterways teeming with [[list of rats|rats]], [[list of snakes|snakes]], and occasionally nastier things.&lt;br /&gt;
*[[File:Treasure trove portal.png]] [[Treasure trove]] - Contains several [[acquirement]]-level items, but getting in requires a rare and valuable item in return.  Is always permanent.&lt;br /&gt;
*[[File:Volcano portal.png]] [[Volcano]] - Fire and lava everywhere. Also lava-dwelling creatures.&lt;br /&gt;
*[[File:Wizlab portal.png]] [[Wizard Laboratory]] - The abandoned laboratory of one of several famous mages.&lt;br /&gt;
*[[File:Ziggurat portal.png]] [[Ziggurat]] - The ultimate challenge: [[27]] floors of increasingly difficult battles, but with riches untold for those who win through. Is always permanent, though frequently appears in the one-time-entry levels of Pandemonium.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The [[Spider's Nest]] was made a full-fledged branch in [[0.11]].&lt;br /&gt;
&lt;br /&gt;
The [[Enchanted Forest]] was considered for inclusion in [[0.14]], but was eventually rejected after several months of play-testing in [[trunk]]. This branch would have occasionally replaced [[the Crypt]].&lt;br /&gt;
&lt;br /&gt;
The [[Hall of Blades]] was removed in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
The lair branches were shortened from 5 to 4 levels in [[0.17]].&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dungeon_branches&amp;diff=43107</id>
		<title>Dungeon branches</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dungeon_branches&amp;diff=43107"/>
				<updated>2016-10-03T14:12:28Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
The page provides a map of the various dungeon branches and how they interconnect. For tips and tricks on surviving the individual branches, see the [[walkthrough]] and the branches' pages. You can bring up an in-game overview of the Dungeon and its various branches and portals by pressing Ctrl-O.&lt;br /&gt;
&lt;br /&gt;
==Dungeon Overview==&lt;br /&gt;
New characters start on level one of [[the Dungeon]], except for [[Abyssal Knight]]s, who begin in [[the Abyss]].&lt;br /&gt;
*[[File:Dungeon exit.png]] [[The Dungeon]] (15 levels)&lt;br /&gt;
**[[File:Temple entry.png]] [[Ecumenical Temple]] (Dungeon Level 4-7, 1 level)&lt;br /&gt;
**[[File:Lair entry.png]] [[The Lair]] (Dungeon Level 8-11, 8 levels)&lt;br /&gt;
***[[File:Swamp entry.png]] [[The Swamp]] (The Lair Level 3-6, 4 levels, rune)&lt;br /&gt;
***[[File:Shoals entry.png]] [[The Shoals]] (The Lair Level 3-6, 4 levels, rune, may randomly replace the Swamp)&lt;br /&gt;
***[[File:Snake entry.png]] [[The Snake Pit]] (The Lair Level 3-6, 4 levels, rune)&lt;br /&gt;
***[[File:Spider entry.png]] [[The Spider's Nest]] (The Lair Level 3-6, 4 levels, rune, may randomly replace the Snake Pit)&lt;br /&gt;
***[[File:Slime entry.png]] [[The Slime Pits]] (The Lair Level 6-8, 6 levels, rune)&lt;br /&gt;
**[[File:Orc entry.png]] [[Orcish Mines]] (Dungeon Level 9-12, 4 levels)&lt;br /&gt;
***[[File:Elf entry.png]] [[Elven Halls]] (Orcish Mines Level 3-4, 3 levels)&lt;br /&gt;
**[[File:Vaults entry.png]] [[The Vaults]] (Dungeon Level 14-15, 5 levels, rune)&lt;br /&gt;
***[[File:Crypt entry.png]] [[The Crypt]] (The Vaults Level 2-3, 3 levels)&lt;br /&gt;
****[[File:Tomb entry.png]] [[The Tomb]] (The Crypt Level 2-3, 3 levels, rune)&lt;br /&gt;
*[[File:Depths entry.png]] [[The Depths]] (Dungeon Level 15, 5 levels)&lt;br /&gt;
**[[File:Hell entry.png]] [[The Vestibule of Hell]] (Portals in The Depths, 1 level)&lt;br /&gt;
***[[File:Cocytus entry.png]] [[Cocytus]] (7 levels, rune)&lt;br /&gt;
***[[File:Gehenna entry.png]] [[Gehenna]] (7 levels, rune)&lt;br /&gt;
***[[File:Tartarus entry.png]] [[Tartarus]] (7 levels, rune)&lt;br /&gt;
***[[File:Dis entry.png]] [[The Iron City of Dis]] (7 levels, rune)&lt;br /&gt;
**[[File:Abyss entry.png]] [[The Abyss]] (Portals in The Depths, 5 endless toroidal levels, rune)&lt;br /&gt;
**[[File:Pandemonium entry.png]] [[Pandemonium]] (Portals in The Depths, infinite number of non-revisitable levels, 5 runes)&lt;br /&gt;
**[[File:Zot entry.png]] [[The Realm of Zot]] (The Depths level 5, 5 levels, Orb of Zot)&lt;br /&gt;
&lt;br /&gt;
There are a total of at least 100 levels in the game (plus two infinite realms).&lt;br /&gt;
&lt;br /&gt;
In addition to the standard dungeon branches, all dungeons will contain a randomly selected variety of [[vault]]s with a specific design and theme, and [[portal]]s to fantastic extra-dimensional realms.&lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/FI6QwIq.png Version 0.19 Dungeon Map Diagram]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Portals==&lt;br /&gt;
Optional [[portals]] to fantastic extra-dimensional realms can be randomly found throughout the Dungeon and its branches. While none of these contain runes, they nearly always contain above-average loot and useful experience. If you know how to handle each one's theme, they can often be cleared without excessive risk. All such portals are single-entry only, and after you exit their realm, they will be gone along with anything you left inside.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, all these portals are temporary, and will disappear if not entered within a certain length of time. There are actually two clocks running: a shorter countdown while you're on the level with the portal, and a longer one when you've gone to another level. If you stay on the level, you may receive increasingly-urgent messages as the timer runs out, and the portal's appearance (check with 'x', then 'v') may indicate how much of the timer has expired. When a portal on your current level expires, you will get a message to the effect of, &amp;quot;The walls and floor of the dungeon suddenly vibrate!&amp;quot; Portals will not start closing until you reach the floor that they are on, so there's no need to rush through early floors in order to access them.&lt;br /&gt;
&lt;br /&gt;
*[[File:Bailey portal.png]] [[Bailey]] - A keep guarded by [[gnoll]]s, [[goblin]]s, and/or [[orc]]s&lt;br /&gt;
*[[File:Bazaar portal.png]] [[Bazaar]] - Shopping spree! Portals to bazaars are usually temporary but may rarely be permanent. Permanent ones will not be announced.&lt;br /&gt;
*[[File:Ice cave portal.png]] [[Ice Cave]] - Freezing [[cloud]]s, wild animals, and occasionally icy [[demon]]s.&lt;br /&gt;
*[[File:Labyrinth portal.png]] [[Labyrinth]] - A shifting maze with an exit at the center guarded by a [[minotaur (monster)|minotaur]]. Bring extra food!&lt;br /&gt;
*[[File:Ossuary portal.png]] [[Ossuary]] - A small tomb filled with [[derived undead|the undead]] and [[mummy (monster)|mummies]].&lt;br /&gt;
*[[File:Sewer portal.png]] [[The Sewers]] - Fetid waterways teeming with [[list of rats|rats]], [[list of snakes|snakes]], and occasionally nastier things.&lt;br /&gt;
*[[File:Treasure trove portal.png]] [[Treasure trove]] - Contains several [[acquirement]]-level items, but getting in requires a rare and valuable item in return.  Is always permanent.&lt;br /&gt;
*[[File:Volcano portal.png]] [[Volcano]] - Fire and lava everywhere. Also lava-dwelling creatures.&lt;br /&gt;
*[[File:Wizlab portal.png]] [[Wizard Laboratory]] - The abandoned laboratory of one of several famous mages.&lt;br /&gt;
*[[File:Ziggurat portal.png]] [[Ziggurat]] - The ultimate challenge: [[27]] floors of increasingly difficult battles, but with riches untold for those who win through. Is always permanent, though frequently appears in the one-time-entry levels of Pandemonium.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The [[Spider's Nest]] was made a full-fledged branch in [[0.11]].&lt;br /&gt;
&lt;br /&gt;
The [[Enchanted Forest]] was considered for inclusion in [[0.14]], but was eventually rejected after several months of play-testing in [[trunk]]. This branch would have occasionally replaced [[the Crypt]].&lt;br /&gt;
&lt;br /&gt;
The [[Hall of Blades]] was removed in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
The lair branches were shortened from 5 to 4 levels in [[0.17]].&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dungeon_branches&amp;diff=43106</id>
		<title>Dungeon branches</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dungeon_branches&amp;diff=43106"/>
				<updated>2016-10-03T13:41:11Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
The page provides a map of the various dungeon branches and how they interconnect. For tips and tricks on surviving the individual branches, see the [[walkthrough]] and the branches' pages. You can bring up an in-game overview of the Dungeon and its various branches and portals by pressing Ctrl-O.&lt;br /&gt;
&lt;br /&gt;
==Dungeon Overview==&lt;br /&gt;
New characters start on level one of [[the Dungeon]], except for [[Abyssal Knight]]s, who begin in [[the Abyss]].&lt;br /&gt;
*[[File:Dungeon exit.png]] [[The Dungeon]] (15 levels)&lt;br /&gt;
**[[File:Temple entry.png]] [[Ecumenical Temple]] (Dungeon Level 4-7, 1 level)&lt;br /&gt;
**[[File:Lair entry.png]] [[The Lair]] (Dungeon Level 8-11, 8 levels)&lt;br /&gt;
***[[File:Swamp entry.png]] [[The Swamp]] (The Lair Level 3-6, 4 levels, rune)&lt;br /&gt;
***[[File:Shoals entry.png]] [[The Shoals]] (The Lair Level 3-6, 4 levels, rune, may randomly replace the Swamp)&lt;br /&gt;
***[[File:Snake entry.png]] [[The Snake Pit]] (The Lair Level 3-6, 4 levels, rune)&lt;br /&gt;
***[[File:Spider entry.png]] [[The Spider's Nest]] (The Lair Level 3-6, 4 levels, rune, may randomly replace the Snake Pit)&lt;br /&gt;
***[[File:Slime entry.png]] [[The Slime Pits]] (The Lair Level 6-8, 6 levels, rune)&lt;br /&gt;
**[[File:Orc entry.png]] [[Orcish Mines]] (Dungeon Level 9-12, 4 levels)&lt;br /&gt;
***[[File:Elf entry.png]] [[Elven Halls]] (Orcish Mines Level 3-4, 3 levels)&lt;br /&gt;
**[[File:Vaults entry.png]] [[The Vaults]] (Dungeon Level 14-15, 5 levels, rune)&lt;br /&gt;
***[[File:Crypt entry.png]] [[The Crypt]] (The Vaults Level 2-3, 3 levels)&lt;br /&gt;
****[[File:Tomb entry.png]] [[The Tomb]] (The Crypt Level 2-3, 3 levels, rune)&lt;br /&gt;
*[[File:Depths entry.png]] [[The Depths]] (Dungeon Level 15, 5 levels)&lt;br /&gt;
**[[File:Hell entry.png]] [[The Vestibule of Hell]] (Portals in The Depths, 1 level)&lt;br /&gt;
***[[File:Cocytus entry.png]] [[Cocytus]] (7 levels, rune)&lt;br /&gt;
***[[File:Gehenna entry.png]] [[Gehenna]] (7 levels, rune)&lt;br /&gt;
***[[File:Tartarus entry.png]] [[Tartarus]] (7 levels, rune)&lt;br /&gt;
***[[File:Dis entry.png]] [[The Iron City of Dis]] (7 levels, rune)&lt;br /&gt;
**[[File:Abyss entry.png]] [[The Abyss]] (Portals in The Depths, 5 endless toroidal levels, rune)&lt;br /&gt;
**[[File:Pandemonium entry.png]] [[Pandemonium]] (Portals in The Depths, infinite number of non-revisitable levels, 5 runes)&lt;br /&gt;
**[[File:Zot entry.png]] [[The Realm of Zot]] (The Depths level 5, 5 levels, Orb of Zot)&lt;br /&gt;
&lt;br /&gt;
There are a total of at least 100 levels in the game (plus two infinite realms).&lt;br /&gt;
&lt;br /&gt;
In addition to the standard dungeon branches, all dungeons will contain a randomly selected variety of [[vault]]s with a specific design and theme, and [[portal]]s to fantastic extra-dimensional realms.&lt;br /&gt;
&lt;br /&gt;
[http://i.imgur.com/lsXRj9b.png Version 0.19 Dungeon Map Diagram]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Portals==&lt;br /&gt;
Optional [[portals]] to fantastic extra-dimensional realms can be randomly found throughout the Dungeon and its branches. While none of these contain runes, they nearly always contain above-average loot and useful experience. If you know how to handle each one's theme, they can often be cleared without excessive risk. All such portals are single-entry only, and after you exit their realm, they will be gone along with anything you left inside.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, all these portals are temporary, and will disappear if not entered within a certain length of time. There are actually two clocks running: a shorter countdown while you're on the level with the portal, and a longer one when you've gone to another level. If you stay on the level, you may receive increasingly-urgent messages as the timer runs out, and the portal's appearance (check with 'x', then 'v') may indicate how much of the timer has expired. When a portal on your current level expires, you will get a message to the effect of, &amp;quot;The walls and floor of the dungeon suddenly vibrate!&amp;quot; Portals will not start closing until you reach the floor that they are on, so there's no need to rush through early floors in order to access them.&lt;br /&gt;
&lt;br /&gt;
*[[File:Bailey portal.png]] [[Bailey]] - A keep guarded by [[gnoll]]s, [[goblin]]s, and/or [[orc]]s&lt;br /&gt;
*[[File:Bazaar portal.png]] [[Bazaar]] - Shopping spree! Portals to bazaars are usually temporary but may rarely be permanent. Permanent ones will not be announced.&lt;br /&gt;
*[[File:Ice cave portal.png]] [[Ice Cave]] - Freezing [[cloud]]s, wild animals, and occasionally icy [[demon]]s.&lt;br /&gt;
*[[File:Labyrinth portal.png]] [[Labyrinth]] - A shifting maze with an exit at the center guarded by a [[minotaur (monster)|minotaur]]. Bring extra food!&lt;br /&gt;
*[[File:Ossuary portal.png]] [[Ossuary]] - A small tomb filled with [[derived undead|the undead]] and [[mummy (monster)|mummies]].&lt;br /&gt;
*[[File:Sewer portal.png]] [[The Sewers]] - Fetid waterways teeming with [[list of rats|rats]], [[list of snakes|snakes]], and occasionally nastier things.&lt;br /&gt;
*[[File:Treasure trove portal.png]] [[Treasure trove]] - Contains several [[acquirement]]-level items, but getting in requires a rare and valuable item in return.  Is always permanent.&lt;br /&gt;
*[[File:Volcano portal.png]] [[Volcano]] - Fire and lava everywhere. Also lava-dwelling creatures.&lt;br /&gt;
*[[File:Wizlab portal.png]] [[Wizard Laboratory]] - The abandoned laboratory of one of several famous mages.&lt;br /&gt;
*[[File:Ziggurat portal.png]] [[Ziggurat]] - The ultimate challenge: [[27]] floors of increasingly difficult battles, but with riches untold for those who win through. Is always permanent, though frequently appears in the one-time-entry levels of Pandemonium.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The [[Spider's Nest]] was made a full-fledged branch in [[0.11]].&lt;br /&gt;
&lt;br /&gt;
The [[Enchanted Forest]] was considered for inclusion in [[0.14]], but was eventually rejected after several months of play-testing in [[trunk]]. This branch would have occasionally replaced [[the Crypt]].&lt;br /&gt;
&lt;br /&gt;
The [[Hall of Blades]] was removed in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
The lair branches were shortened from 5 to 4 levels in [[0.17]].&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_ambrosia&amp;diff=38154</id>
		<title>Potion of ambrosia</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_ambrosia&amp;diff=38154"/>
				<updated>2015-09-16T19:18:53Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: Added category: Potion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A strange substance, produced by ghost moths. Consuming it causes regeneration of health and magic, along with total befuddlement. The two effects are fundamentally linked - the regeneration ends the moment the confusion does.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of ambrosia''' immediately inflicts you with 3-10 turns of [[confusion]], during which time you also benefit from a greatly increased [[HP]] and [[MP]] regeneration rate (+3-5 HP and MP per turn on top of standard regeneration). Unlike most sources of regeneration, this effect even functions for [[deep dwarves]] and bloodless [[vampire]]s. However, any source of [[clarity]] renders the potion completely ineffectual, and extending your confusion through any means will ''not'' extend the duration of the regenerative effects.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Potions of ambrosia are situational items at best, combining a curious form of healing with near-uselessness in combat. Deep dwarves and vampires will obviously want to collect them for their healing benefits between fights, but others may have difficulty coming up with safe uses for them. In the early game they can be very effective at negating lethal levels of [[poison]] or for recovering health during a long, drawn-out fight with [[phantom]]s and other moderate threats, but later on they may be worth ignoring, particularly for characters relying heavily on [[shields]] for defense.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Potions of ambrosia were added in [[0.16]]. They are based upon the [[ambrosia]] food item found in [[0.14]] and earlier.&lt;br /&gt;
&lt;br /&gt;
[[Category:Potion]]&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_ambrosia&amp;diff=38153</id>
		<title>Potion of ambrosia</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_ambrosia&amp;diff=38153"/>
				<updated>2015-09-16T19:18:32Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: Undo revision 38152 by MichaelH (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A strange substance, produced by ghost moths. Consuming it causes regeneration of health and magic, along with total befuddlement. The two effects are fundamentally linked - the regeneration ends the moment the confusion does.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of ambrosia''' immediately inflicts you with 3-10 turns of [[confusion]], during which time you also benefit from a greatly increased [[HP]] and [[MP]] regeneration rate (+3-5 HP and MP per turn on top of standard regeneration). Unlike most sources of regeneration, this effect even functions for [[deep dwarves]] and bloodless [[vampire]]s. However, any source of [[clarity]] renders the potion completely ineffectual, and extending your confusion through any means will ''not'' extend the duration of the regenerative effects.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Potions of ambrosia are situational items at best, combining a curious form of healing with near-uselessness in combat. Deep dwarves and vampires will obviously want to collect them for their healing benefits between fights, but others may have difficulty coming up with safe uses for them. In the early game they can be very effective at negating lethal levels of [[poison]] or for recovering health during a long, drawn-out fight with [[phantom]]s and other moderate threats, but later on they may be worth ignoring, particularly for characters relying heavily on [[shields]] for defense.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Potions of ambrosia were added in [[0.16]]. They are based upon the [[ambrosia]] food item found in [[0.14]] and earlier.&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_ambrosia&amp;diff=38152</id>
		<title>Potion of ambrosia</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_ambrosia&amp;diff=38152"/>
				<updated>2015-09-16T19:17:44Z</updated>
		
		<summary type="html">&lt;p&gt;MichaelH: Added Potion of Ambrosia to &amp;quot;Potions&amp;quot; category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A strange substance, produced by ghost moths. Consuming it causes regeneration of health and magic, along with total befuddlement. The two effects are fundamentally linked - the regeneration ends the moment the confusion does.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of ambrosia''' immediately inflicts you with 3-10 turns of [[confusion]], during which time you also benefit from a greatly increased [[HP]] and [[MP]] regeneration rate (+3-5 HP and MP per turn on top of standard regeneration). Unlike most sources of regeneration, this effect even functions for [[deep dwarves]] and bloodless [[vampire]]s. However, any source of [[clarity]] renders the potion completely ineffectual, and extending your confusion through any means will ''not'' extend the duration of the regenerative effects.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Potions of ambrosia are situational items at best, combining a curious form of healing with near-uselessness in combat. Deep dwarves and vampires will obviously want to collect them for their healing benefits between fights, but others may have difficulty coming up with safe uses for them. In the early game they can be very effective at negating lethal levels of [[poison]] or for recovering health during a long, drawn-out fight with [[phantom]]s and other moderate threats, but later on they may be worth ignoring, particularly for characters relying heavily on [[shields]] for defense.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Potions of ambrosia were added in [[0.16]]. They are based upon the [[ambrosia]] food item found in [[0.14]] and earlier.&lt;br /&gt;
&lt;br /&gt;
[[Category:Potions]]&lt;/div&gt;</summary>
		<author><name>MichaelH</name></author>	</entry>

	</feed>