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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MoogleDan</id>
		<title>CrawlWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MoogleDan"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/MoogleDan"/>
		<updated>2026-05-17T12:11:05Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Death_scarab&amp;diff=47239</id>
		<title>Death scarab</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Death_scarab&amp;diff=47239"/>
				<updated>2018-04-11T14:31:15Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{list of | arthropods}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Death scarabs''' are debilitating undead pests that assault intruders in packs, afflicting their foes with [[slow]] even as they [[vampiric|heal themselves with each bite]]. Groups of death scarabs can be found throughout [[the Tomb]] or in Tomb-themed rune vaults in the [[Spider's  Nest]], and they may be summoned by [[greater mummies]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*On their own, death scarabs are unlikely to kill a character capable of reaching the Tomb. However, their presence makes combat with any of the Tomb's other inhabitants significantly more dangerous. Unless you play an undead character, their irresistible [[slow]] attacks magnify the number of actions enemies get between your actions, and their erratic swarming behavior often blocks attacks against more serious foes. When possible, kill them at range before they get a chance to affect you, and give yourself time to recover after a fight so you don't find yourself getting [[torment]]ed while slow and injured.&lt;br /&gt;
*Their undead nature makes them immune to [[poison]]. They lack any [[fire]] or [[cold]] resistance, however, making [[Freezing Cloud]] and [[Fireball]] excellent (if noisy) methods for defeating them from a distance.&lt;br /&gt;
*They are very, very effective allies when raised with [[Animate Dead]]. A small pack will murder greater mummies without breaking a sweat. (It helps that they focus on murdering instead of zipping around like they do when alive.)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Death scarabs used to trail clouds of [[miasma]], but were somewhat less tough. &lt;br /&gt;
&lt;br /&gt;
Death scarabs were added in [[0.16]].&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Death_scarab&amp;diff=47238</id>
		<title>Death scarab</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Death_scarab&amp;diff=47238"/>
				<updated>2018-04-11T14:24:52Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{list of | arthropods}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Death scarabs''' are debilitating undead pests that assault intruders in packs, afflicting their foes with [[slow]] even as they [[vampiric|heal themselves with each bite]]. Groups of death scarabs can be found throughout [[the Tomb]] or in Tomb-themed rune vaults inthe [[Spider's  Nest]], and they may be summoned by [[greater mummies]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*On their own, death scarabs are unlikely to kill a character capable of reaching the Tomb. However, their presence makes combat with any of the Tomb's other inhabitants significantly more dangerous. Unless you play an undead character, their irresistible [[slow]] attacks magnify the number of actions enemies get between your actions, and their erratic swarming behavior often blocks attacks against more serious foes. When possible, kill them at range before they get a chance to affect you, and give yourself time to recover after a fight so you don't find yourself getting [[torment]]ed while slow and injured.&lt;br /&gt;
*Their undead nature makes them immune to [[poison]]. They lack any [[fire]] or [[cold]] resistance, however, making [[Freezing Cloud]] and [[Fireball]] excellent (if noisy) methods for defeating them from a distance.&lt;br /&gt;
*They are very, very effective allies when raised with [[Animate Dead]]. A small pack will murder greater mummies without breaking a sweat. (It helps that they focus on murdering instead of zipping around like they do when alive.)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Death scarabs used to trail clouds of [[miasma]], but were somewhat less tough. &lt;br /&gt;
&lt;br /&gt;
Death scarabs were added in [[0.16]].&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Saltling&amp;diff=47212</id>
		<title>Saltling</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Saltling&amp;diff=47212"/>
				<updated>2018-04-11T04:28:17Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21, de-stubbed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{monster&lt;br /&gt;
|name=saltling&lt;br /&gt;
|glyph={{White|8}}&lt;br /&gt;
|tile=[[File:Saltling.png]]&lt;br /&gt;
|flags=None&lt;br /&gt;
|resistances={{Poison resistance 3}}&amp;lt;br&amp;gt; {{Negative energy resistance 3}}&amp;lt;br&amp;gt; {{Electricity resistance}}&amp;lt;br&amp;gt; {{Rot resistance 3}}&amp;lt;br&amp;gt; {{Torment resistance}}&amp;lt;br&amp;gt; {{drown resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=271&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=22-32&lt;br /&gt;
|avg_hp=22&lt;br /&gt;
|armour_class=15&lt;br /&gt;
|evasion=5&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed=12&lt;br /&gt;
|size={{Small}}&lt;br /&gt;
|item_use={{Open doors}}&lt;br /&gt;
|attack1=20 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|hit_dice=8&lt;br /&gt;
|intelligence={{Brainless intelligence}}&lt;br /&gt;
|genus=golem&lt;br /&gt;
|species=saltling&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|A small, human-shaped agglomeration of salt. It was created by the lastfugitive loyalists of the fallen eastern empire, forced in desperation to construct golems from local resources to defend themselves.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Saltings''' are small, fast [[list of constructs|constructs]]. Hardly a threat on their own, they tend to appear in groups supporting [[ragged hierophant]]s, [[peacekeeper]]s, and [[servants of whispers]]. They are found almost exclusively in the [[Desolation of Salt]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Like all constructs, saltlings make no noise when injured. Take advantage of this fact by pulling them away from their groups at the edge of your line of sight. The fewer targets between you and an actual threat you have to deal with, the better.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Saltlings were added in [[0.19]].&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Servants_of_whispers&amp;diff=47211</id>
		<title>Servants of whispers</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Servants_of_whispers&amp;diff=47211"/>
				<updated>2018-04-11T04:24:41Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Created redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Servant of whispers]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Peacekeeper&amp;diff=47210</id>
		<title>Peacekeeper</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Peacekeeper&amp;diff=47210"/>
				<updated>2018-04-11T04:18:52Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21, de-stubbed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{monster&lt;br /&gt;
|name=peacekeeper&lt;br /&gt;
|glyph={{Yellow|8}}&lt;br /&gt;
|tile=[[File:Peacekeeper.png]]&lt;br /&gt;
|flags={{See invisible flag }}&lt;br /&gt;
|resistances={{Poison resistance 3}}, {{Negative energy resistance 3}}, {{Electricity resistance}}, {{Rot resistance 3}}, {{Torment resistance}}, {{drown resistance}}, {{Fire resistance}}, {{Cold resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=967&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=34-53&lt;br /&gt;
|avg_hp=45&lt;br /&gt;
|armour_class=20&lt;br /&gt;
|evasion=3&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed=15&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use=None&lt;br /&gt;
|attack1=25 ({{Bite type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=15 ({{Claw type}}: {{Plain flavour}})&lt;br /&gt;
|hit_dice=12&lt;br /&gt;
|intelligence={{Brainless intelligence}}&lt;br /&gt;
|genus=golem&lt;br /&gt;
|species=peacekeeper&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|A four-legged humanoid construct, tasked with recapturing escaped slaves and punishing heretics. Long after the fall of the empire it once served, it continues to enforce imperial law, knowing no jurisdiction.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Peacekeepers''' are fast, resilient [[list of constructs|constructs]] capable of hurling barbs like a [[manticore]], pinning the player in place, while boosting the damage output of their allies. They can be found in the [[Desolation of Salt]].&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster2&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Throw Barbs]] &lt;br /&gt;
|flags1=[[Spell slot flags#Natural flag|Natural Flag]]&lt;br /&gt;
|slot2=[[Battlecry]]&lt;br /&gt;
|flags2=[[Spell slot flags#Natural flag|Natural Flag]]&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Like everything in the Desolation, peacekeepers are much, much more dangerous when coupled with allies. Their barbs are annoying enough on their own, but become deadly when they hold you in place for a pack of might-enhanced [[saltling]]s to beat on. If you spot one, try to lure away its construct allies before engaging it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Peacekeepers were added in [[0.19]].&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Imperial_myrmidon&amp;diff=47209</id>
		<title>Imperial myrmidon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Imperial_myrmidon&amp;diff=47209"/>
				<updated>2018-04-11T04:09:23Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21, de-stubbed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{monster&lt;br /&gt;
|name=imperial myrmidon&lt;br /&gt;
|glyph={{LightCyan|p}}&lt;br /&gt;
|tile=[[File:imperial myrmidon.png]]&lt;br /&gt;
|flags={{Speaks flag}}&amp;lt;br&amp;gt; {{Warm blood flag}}&lt;br /&gt;
|resistances=None&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=3&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=1687&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=60&lt;br /&gt;
|hp_range=61-89&lt;br /&gt;
|avg_hp=75&lt;br /&gt;
|armour_class=1&lt;br /&gt;
|evasion=21&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed=12&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Open doors}}&amp;lt;br&amp;gt; {{Weapons armour}}&amp;lt;br&amp;gt; {{Starting equipment}}&amp;lt;br&amp;gt;&lt;br /&gt;
|attack1=30 ({{Hit type}}: {{Vuln flavour}})&lt;br /&gt;
|hit_dice=16&lt;br /&gt;
|intelligence={{Human intelligence}}&lt;br /&gt;
|genus=human&lt;br /&gt;
|species=human&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|A warrior initiated in the mysteries of a dying cult, dedicated to serve thrones long-fallen. Its blows strip away magical defenses, leaving its foes vulnerable to even the simplest hexes.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Imperial myrmidons''' are fast, aggressive support hexers with melee attacks that halve your [[magic resistance]], essentially being a crossbreed between [[phantasmal warrior]]s and [[vampire knight]]s. Disabling you with status effects and carving your health away with [[Agony]], they are dangerous on their own and deadly when paired with allies. They are found in the [[Desolation of Salt]], usually guarding treasure vaults.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster3&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Slow]]&lt;br /&gt;
|flags1=[[Spell slot flags#Wizard flag|Wizard flag]]&lt;br /&gt;
|slot2=[[Confuse]] &lt;br /&gt;
|flags2=[[Spell slot flags#Wizard flag|Wizard flag]]&lt;br /&gt;
|slot3=[[Agony]] &lt;br /&gt;
|flags3=[[Spell slot flags#Wizard flag|Wizard flag]]&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Three pips of [[magic resistance]] should be enough to be safe; that way, when your MR is halved, the hexes still have a fairly low (lower than 25%) of succeeding. Less is only risky if you engage them in melee; if you can defeat them at range, it's not much of an issue, though you might want a [[potion of curing]] on end to end [[confusion]] early.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Imperial myrmidons were added in [[0.19]].&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Halazid_warlock&amp;diff=47208</id>
		<title>Halazid warlock</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Halazid_warlock&amp;diff=47208"/>
				<updated>2018-04-11T03:21:28Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21, de-stubbed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{monster&lt;br /&gt;
|name=halazid warlock&lt;br /&gt;
|glyph={{Green|L}}&lt;br /&gt;
|tile=[[File:halazid warlock.png]]&lt;br /&gt;
|flags={{See invisible flag}}&amp;lt;br&amp;gt; {{Speaks flag}}&lt;br /&gt;
|resistances={{Cold resistance 2}}&amp;lt;br&amp;gt; {{Poison resistance 3}}&amp;lt;br&amp;gt; {{Negative energy resistance 3}}&amp;lt;br&amp;gt; {{Torment resistance}}&amp;lt;br&amp;gt; {{Drown resistance}}&amp;lt;br&amp;gt; {{Rot resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=1249&lt;br /&gt;
|holiness={{Undead}}&lt;br /&gt;
|magic_resistance=100&lt;br /&gt;
|hp_range=61-89&lt;br /&gt;
|avg_hp=75&lt;br /&gt;
|armour_class=8&lt;br /&gt;
|evasion=10&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed=12&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Open doors}}&amp;lt;br&amp;gt; &lt;br /&gt;
|attack1=20 ({{Touch type}}: {{Pain flavour}})&lt;br /&gt;
|hit_dice=18&lt;br /&gt;
|intelligence={{Human intelligence}}&lt;br /&gt;
|genus=lich&lt;br /&gt;
|species=lich&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|An ancient undead sorcerer, exhumed by the living divines Sheza and Sargol and forced to labour night and day to anchor them to the world. Even after the fall of the divine twins, it works to resurrect its fallen masters.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Halazid warlocks''' are powerful undead spellcasters who guard the deteriorating treasure vaults of the [[Desolation of Salt]] alongside [[servant of whispers|servants of whispers]], [[ragged hierophant]]s, [[imperial myrmidon]]s, and the usual bands of [[saltling]]s and [[peacekeeper]]s. Their [[Shadow Creatures]] will quickly swarm you with reinforcements, and their Bolt spells will punish any player lacking the proper resistances. Occasionally, they will sacrifice a non-summoned ally, creating an explosion of up to 110 [[negative energy]] damage.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster5&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Ghostly Sacrifice]] (5d22)&lt;br /&gt;
|flags1=[[Spell slot flags#Wizard flag|Wizard flag]]&lt;br /&gt;
|slot2=[[Bolt of Cold]] (3d25)&lt;br /&gt;
|flags2=[[Spell slot flags#Wizard flag|Wizard flag]]&lt;br /&gt;
|slot3=[[Abjuration]] &lt;br /&gt;
|flags3=[[Spell slot flags#Wizard flag|Wizard flag]]&lt;br /&gt;
|slot4=[[Bolt of Draining]] (3d27)&lt;br /&gt;
|flags4=[[Spell slot flags#Wizard flag|Wizard flag]]&lt;br /&gt;
|slot5=[[Shadow Creatures]] &lt;br /&gt;
|flags5=[[Spell slot flags#Wizard flag|Wizard flag]]&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Unlike the other swarms of enemies found in the Desolation of Salt, the Shadow Creatures from a halazid warlock are summoned, not permanent. [[Aura of Abjuration]] is an excellent method of clearing out their enormous summoned hordes. If you lack that spell, do what you can to engage them close up quickly. There may not be any blind hallway corners to lure them around, but the cloud cover can be very useful for avoiding a long-range battle.&lt;br /&gt;
*Don't forget that these units, unlike everything else here, are undead. Negative energy attacks will do nothing against them, but [[Dispel Undead]] tears them to ribbons quickly.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Halazid warlocks were added in [[0.19]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ragged_hierophant&amp;diff=47207</id>
		<title>Ragged hierophant</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ragged_hierophant&amp;diff=47207"/>
				<updated>2018-04-11T03:15:41Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21, de-stubbed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{monster&lt;br /&gt;
|name=ragged hierophant&lt;br /&gt;
|glyph={{LightMagenta|p}}&lt;br /&gt;
|tile=[[File:ragged hierophant.png]]&lt;br /&gt;
|flags={{Speaks flag}}&amp;lt;br&amp;gt; {{See invisible flag}}&amp;lt;br&amp;gt; {{Warm blood flag}}&lt;br /&gt;
|resistances=None&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=4&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp= 1041&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=40&lt;br /&gt;
|hp_range=96-137&lt;br /&gt;
|avg_hp=120&lt;br /&gt;
|armour_class=1&lt;br /&gt;
|evasion=10&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed=10&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Open doors}}&amp;lt;br&amp;gt; {{Weapons armour}}&amp;lt;br&amp;gt; {{Starting equipment}}&amp;lt;br&amp;gt;&lt;br /&gt;
|attack1=12 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|hit_dice=9&lt;br /&gt;
|intelligence={{Human intelligence}}&lt;br /&gt;
|genus=human&lt;br /&gt;
|species=human&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|A bedraggled priest, once-fine robes now lined with salt and dust. Forsaken by the gods, it now relies on constructs to protect itself.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Ragged hierophants''' are support units, ill suited for direct combat. Instead, they reduce the damage done to their allies by redirecting it to themselves, and assault you from safety with [[Resonance Strike]], a [[smite]]-targeted spell which grows stronger for every [[list of constructs|constructs]] adjacent to the player, quickly whittling away players' health. They are found throughout the [[Desolation of Salt]].&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster2&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Injury Bond]]&lt;br /&gt;
|flags1=[[Spell slot flags#Wizard flag|Wizard flag]]&lt;br /&gt;
|slot2=[[Resonance Strike]] &lt;br /&gt;
|flags2=[[Spell slot flags#Wizard flag|Wizard flag]]&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*While a ragged hierophant can make [[saltling]]s and [[peacekeeper]]s significantly deadlier, they are fairly harmless on their own. If possible, pull their allies away from them with long-ranged attacks and quiet spells, going in for the kill once you've taken away their biggest weapons.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ragged hierophants were added in [[0.19]].&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Resonance_Strike&amp;diff=47206</id>
		<title>Resonance Strike</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Resonance_Strike&amp;diff=47206"/>
				<updated>2018-04-11T03:08:52Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21, de-stubbed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Calls a surge of power from the earth, striking an enemy within the caster's sight. The spell cascades through nearby constructs, growing in strength with each one standing near the target.}}&lt;br /&gt;
&lt;br /&gt;
'''Resonance Strike''' is a monster-only spell which strikes a target with [[smite]]-targeted accuracy. It deals little damage normally, but increases in power with each construct (usually [[saltling]]s, [[peacekeeper]]s, and [[crystal golem]]s) adjacent to the target.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Resonance Strike was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Injury_Bond&amp;diff=47205</id>
		<title>Injury Bond</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Injury_Bond&amp;diff=47205"/>
				<updated>2018-04-11T03:02:51Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21. Anyone know when the effect changed from being multi-target to single?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{Flavour|Binds the caster to a nearby ally, redirecting half of any damage the target suffers to the caster.}}&lt;br /&gt;
&lt;br /&gt;
'''Injury Bond''' is a monster-only spell which protects a single ally, causing half of any damage dealt to the recipient to instead affect the caster. This redirected damage can eventually kill the caster, ending the effect immediately.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Injury Bond was added in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
Prior to 0.??, Injury Bond affected all allies in the caster's line of sight.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Desolation_of_Salt&amp;diff=47204</id>
		<title>Desolation of Salt</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Desolation_of_Salt&amp;diff=47204"/>
				<updated>2018-04-11T02:55:41Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21, expanded strategy extensively&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|21}}&lt;br /&gt;
{{flavour|The Desolation was once ruled by the divines Sheza and Sargol. After the dread twins were cast down, the good gods reduced their former realm to salt, that such a terrible cult would never rise again. Amidst the ruins, only the last cultists of the dead gods, their heretical constructs, and the guardians of the cult's legendary treasure yet remain.}}&lt;br /&gt;
{{flavour|A seemingly endless, flat plain, wracked by blinding salt-storms. Anyone venturing across it would be lost beyond all hope in short order.}}&lt;br /&gt;
'''The Desolation of Salt''' (or simply '''Desolation''') is a mini-[[branch]] reached via a timed [[portal]] which may generate in the [[Vaults]] or [[Elven Halls]], signaled by the sound of &amp;quot;a distant wind.&amp;quot; The Desolation is designed around packs of weak [[list of constructs|constructs]] accompanied by a variety of support-focused allies, as well as using cloud concealment over wall cover.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The layout of the Desolation is very simple, consisting of a large, open plain, largely devoid of structures save for the small, heavily guarded treasure vaults scattered around the centralized entrance and exit points. In lieu of permanent cover, there are large, shifting clouds of salt that block line of sight but also conceal you from bands of foes, functioning as &amp;quot;virtual terrain&amp;quot; in an otherwise open level.&lt;br /&gt;
&lt;br /&gt;
===Useful Traits===&lt;br /&gt;
*Fast movement&lt;br /&gt;
*[[Stealth]]&lt;br /&gt;
*[[Smite]]-targeted attacks&lt;br /&gt;
*[[Fire]], [[cold]], [[electricity]] and [[negative energy]] resistance&lt;br /&gt;
*Patience&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
Exclusive to the Desolation are a number of constructs and their human allies. While these enemies are each fairly weak, as a pack, they generate a massive of volume of attacks that can rapidly whittle your health down to dangerously low levels. Combined with the general of lack of substantial cover to funnel enemies through, fighting the inhabitants of the Desolation can prove dangerous to the unprepared. Besides the risk of getting surrounded and overwhelmed, each unit brings its own troubles:&lt;br /&gt;
 &lt;br /&gt;
{{monsterlink|Saltling}} - Fast and plentiful, saltlings are common targets for ally buffs and can rapidly surround unfortunate players.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Peacekeeper}} - Swift and resilient, peacekeepers buff allied constructs and [[Throw Barbs]], leaving immobilized players open to enemy onslaught.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Crystal golem}} - Durable sentinels with potent elemental ranged attacks.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Servant of whispers}} - These robed figures strike down interlopers with [[Lightning Bolt]]s, and can cast [[Still Winds]], temporarily stripping away all cloud cover and shutting down [[cloud]]-based spells.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ragged hierophant}} - Although weak on their own, they can soak up damage directed toward allies, and blast construct-surrounded foes with [[Resonance Strike]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Imperial myrmidon}} - These arcane fighters strip away [[magic resistance]] with their melee strikes, rendering their foes vulnerable to [[Agony]] and debilitating hexes.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Halazid warlock}} - Dreadful undead summoners, capable of casting [[Shadow Creatures]] or sacrificing allies for a burst of massive [[negative energy]] damage.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ironbrand convoker}} - Infuriating support casters which [[recall]] and buff enemy units.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Guardian serpent}} - Although not terribly dangerous on their own, these sentinels can [[Blink_Allies_Encircling|encircle]] you with nearby allies.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The name of the game here is [[stealth]]. The Desolation lacks useful bottlenecks, and while racing into the clouds might seem like an easy way to lose pursuers (especially for fast characters), be aware that as soon as you run into a servant of whispers, that cover vanishes and you've suddenly attracted a lot of attention. Even worse, a peacekeeper's barbs make retreat an extremely painful proposition. It's better by far to avoid getting into those situations in the first place.&lt;br /&gt;
&lt;br /&gt;
While few enemies here are especially dangerous on their own, most of them have mechanics that make them much deadlier in groups. As such, engaging them individually goes a long way to staying alive here. Saltlings should be one of your first concerns. These misshapen lumps serve as capable tanks when buffed, dishing out surprising damage and preventing you from reaching the serious threats beyond. Fortunately, they also fail to make noise when injured; if you can draw their attention with a quiet spell or ranged attack from the edge of your line of sight, they'll charge into melee with you without awakening their allies. Use this tactic to clear them out first, circling around known packs and leaving the dangerous foes for last.&lt;br /&gt;
&lt;br /&gt;
The myrmidons are likely the most dangerous single units present here, though crystal golems and servants of whispers can dish out heavy elemental damage as well. Far worse are the ironbrand convokers, guardian serpents, and halazid warlocks, any of which can bring heavy reinforcements on top of you no matter how cautiously you avoid being social. Sound doesn't travel far here, so if need be, don't be afraid to unleash the heavy firepower to bring these guys down quickly. [[Earth Magic]] specialists shine here, as the many constructs you face serve wonderfully as targets for [[Lee's Rapid Deconstruction]], and nothing here enjoys [[Shatter]]. Finally, if faced with an especially bad situation, reading a [[scroll of teleport]] can be a lifesaver, especially once you've already cleared out the smaller foes outside of the more heavily guarded treasure vaults.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Desolation of Salt was added in [[0.19]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Amulet_of_the_acrobat&amp;diff=47203</id>
		<title>Amulet of the acrobat</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Amulet_of_the_acrobat&amp;diff=47203"/>
				<updated>2018-04-11T00:53:46Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Jewellery&lt;br /&gt;
 |name=Amulet of the acrobat&lt;br /&gt;
 |cost= ?&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|An amulet that allows the user to tumble and roll to evade the blows of their enemies, but only while moving and waiting. While taking other actions the amulet conveys no benefits. In order to function, it must first attune itself to the wearer's body at full health.}}&lt;br /&gt;
&lt;br /&gt;
Wearing an '''amulet of the acrobat''' grants a tremendous +15 boost to [[ev]]asion, but only on turns in which you make no actions other than moving or waiting. [[Riposte]] attacks and [[minotaur]] headbutt counters negate this benefit, as do the moving attacks of [[Wu Jian]] followers.&lt;br /&gt;
&lt;br /&gt;
This amulet grants no benefit unless it attunes itself to the wearer, which occurs at full health.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Gaining +15 EV is certainly a powerful effect, but having it depend upon the wearer doing nothing aggressive is a bit disappointing. Even if you happen to be able to [[poison]] or [[sticky flame]] an enemy, or [[Summonings|summon]] allies to fight for you as you dance around, those turns are likely better spent with you attacking as well. With the possible exception of letting [[Petrify]]-based [[stabbing|stabbers]] survive while they wait for their spell to kick in, this amulet is simply not designed with offense in mind.&lt;br /&gt;
&lt;br /&gt;
Instead, consider it a defensive tool for scenarios where you don't intend to kill everything, such as when ninja-ing runes or fleeing from a bad situation. In the early game especially, this boost can render threats such as [[centaur (monster)|centaurs]] and [[killer bee]]s much more manageable, allowing you to reposition yourself or flee the floor without taking nearly as much damage. Just remember that there are plenty of threats that ignore EV entirely.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The amulet of the acrobat will be added in 0.22.&lt;br /&gt;
&lt;br /&gt;
{{jewellery}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Diamond_obelisk&amp;diff=47033</id>
		<title>Diamond obelisk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Diamond_obelisk&amp;diff=47033"/>
				<updated>2018-04-08T18:41:12Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=diamond obelisk&lt;br /&gt;
|glyph={{White|8}}&lt;br /&gt;
|tile=[[File:Diamond obelisk.png]]&lt;br /&gt;
|flags={{Artificial flag}}&amp;lt;br&amp;gt;{{No exp gain flag}}&amp;lt;br&amp;gt;{{No poly flag}}&amp;lt;br&amp;gt;{{Stationary flag}}&lt;br /&gt;
|resistances={{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Wind resistance}}, &amp;lt;br&amp;gt;{{Drown resistance}}, {{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=0&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=10000&lt;br /&gt;
|avg_hp=10000&lt;br /&gt;
|armour_class=12&lt;br /&gt;
|evasion=1&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Starting equipment}}&amp;lt;br&amp;gt;{{Open doors}}&lt;br /&gt;
|attack1=&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=8&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=10000&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=diamond obelisk&lt;br /&gt;
|species=diamond obelisk&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A towering obelisk surrounded by a powerful storm.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Diamond obelisks''' are extremely rare [[statue]]s, most often found in circular [[vault]]s in the later parts of the game. They cannot move and have no attacks to speak of, but they are nearly invulnerable and surrounded by an endless windstorm effect, similar to the [[Tornado]] spell. At the far end of the vault is a single item of [[acquirement]] quality, but getting past them can take a ridiculous amount of firepower.&lt;br /&gt;
&lt;br /&gt;
If you step into the tornado, expect to be swirled about uncontrollably, taking a fair amount of damage every turn. The only way to exit the tornado is to step onto an empty square - if you find yourself lucky enough to be at its edge. Thankfully, you can also [[blink]] or [[teleport]] out.&lt;br /&gt;
&lt;br /&gt;
They can also be found near [[Qazlal]] shrines, safely locked away behind stone walls.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The tornado is completely predictable. If you don't make any movement while you are being transported, leaving the tornado is a very easy task.&lt;br /&gt;
*While characters under the effect of Tornado are immune to enemy Tornadoes, this windstorm will still affect you normally.&lt;br /&gt;
&lt;br /&gt;
[[File:Qazlal_obelisk.png|thumb|Shrine of Qazlal found on D:2 featuring a diamond obelisk]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vault-only monsters]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spellspark_Servitor&amp;diff=47026</id>
		<title>Spellspark Servitor</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spellspark_Servitor&amp;diff=47026"/>
				<updated>2018-04-07T19:08:23Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21, removing obsolete Haste tip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
''This page covers the spell. For the summoned construct, see [[Spellforged servitor (monster)]].''&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Spellforged Servitor&lt;br /&gt;
|level=7&lt;br /&gt;
|school1={{Conjurations}}&lt;br /&gt;
|school2={{Summonings}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Power]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=7&lt;br /&gt;
|spellnoise=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell summons an extraplanar elemental and binds it to a durable shell of magical power forged from the caster's own magic. By drawing upon the energy of the vessel which gives it form, the servitor is capable of unleashing some of the destructive spells known to its creator, though the strongest and most volatile of magics cannot be imbued in this fashion.&amp;lt;br&amp;gt;&lt;br /&gt;
You can sustain at most one creature summoned by this spell.}}&lt;br /&gt;
&lt;br /&gt;
'''Spellforged Servitor''' is a level 7 [[Conjurations]]/[[Summonings]] spell which calls a [[spellforged servitor (monster)|spellforged servitor]] into existence. This is a fairly durable, omni-resistant construct which knows several Conjurations spells, chosen from your own list of known spells. The spellpower of its spells is based upon the spellpower with which you cast Spellforged Servitor in the first place.&lt;br /&gt;
&lt;br /&gt;
It will know up to 5 of the following spells (if you have them memorized and can cast them with a greater than 50% success rate):&lt;br /&gt;
*[[Airstrike]]&lt;br /&gt;
*[[Bolt of Cold]]&lt;br /&gt;
*[[Bolt of Draining]]&lt;br /&gt;
*[[Bolt of Fire]]&lt;br /&gt;
*[[Bolt of Magma]]&lt;br /&gt;
*[[Conjure Ball Lightning]]&lt;br /&gt;
*[[Dazzling Spray]]&lt;br /&gt;
*[[Fireball]]&lt;br /&gt;
*[[Flame Tongue]]&lt;br /&gt;
*[[Force Lance]]&lt;br /&gt;
*[[Freeze]]&lt;br /&gt;
*[[Freezing Cloud]]&lt;br /&gt;
*[[Orb of Destruction]]&lt;br /&gt;
*[[Iron Shot]]&lt;br /&gt;
*[[Iskenderun's Mystic Blast]]&lt;br /&gt;
*[[Lehudib's Crystal Spear]]&lt;br /&gt;
*[[Lightning Bolt]]&lt;br /&gt;
*[[LRD]]&lt;br /&gt;
*[[Magic Dart]]&lt;br /&gt;
*[[Mephitic Cloud]]&lt;br /&gt;
*[[Poison Arrow]]&lt;br /&gt;
*[[Poisonous Cloud]]&lt;br /&gt;
*[[Sandblast]]&lt;br /&gt;
*[[Sticky Flame]]&lt;br /&gt;
*[[Sting]]&lt;br /&gt;
*[[Stone Arrow]]&lt;br /&gt;
*[[Throw Flame]]&lt;br /&gt;
*[[Throw Frost]]&lt;br /&gt;
*[[Throw Icicle]]&lt;br /&gt;
*[[Venom Bolt]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*As its offenses are based upon the destructive magic you know, casters specializing in [[Conjurations]] who dabble in [[Summonings]] are much more likely to benefit from this spell than are summoners who dabble in Conjurations.&lt;br /&gt;
*You can control which spells your servitor will know by only having certain spells memorized. A servitor whose only actions are to cast [[Orb of Destruction]], [[Iron Shot]], or [[Lehudib's Crystal Spear]] will be much more effective than one who occasionally throws [[Magic Dart]] and [[Sandblast]] into the mix. Strongly consider [[scroll of amnesia|forgetting]] any low level spells you don't use anymore.&lt;br /&gt;
*Servitors may not have very high HP or defense, but they come with excellent elemental resistances, allowing them to endure significant assaults. A lucky spellforged servitor with a solid spell set can defeat a [[titan]] or [[orb of fire]] in a straight fight.&lt;br /&gt;
*[[Conjure Ball Lightning]] is even less safe in a servitor's hands than it is in yours. Make sure to have [[electricity]] resistance if you choose to arm your servitor with the spell.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
The following monsters are capable of casting Spellforged Servitor:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ancient lich}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Lich}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Frederick}}&lt;br /&gt;
&lt;br /&gt;
{{Brown|L}} [[File:Antique lich.png]] '''[[Antique lich|Zonguldrok]]'''&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Spellforged Servitor was added in [[0.14]].&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Web&amp;diff=46922</id>
		<title>Web</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Web&amp;diff=46922"/>
				<updated>2018-04-03T23:13:55Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{flavour|A spider's web. The spider who left it must have been huge, as it seems to be made for trapping [player's species]] rather than flies.&lt;br /&gt;
&lt;br /&gt;
Any creature caught in it will send out telltale vibrations, alerting and attracting spiders nearby.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Web.png]] A '''web''' is a [[trap]] which entangles anything which steps onto it as though it were hit by a [[throwing net]]. The victim becomes entangled and cannot move or attack until they either break the web or slip out of it. Some types of enemies are immune to nets ([[jelly|jellies]], [[insubstantial|non-corporeal spirits]], [[crimson imp]]s, [[giant spore]]s, anything [[size|giant-sized or larger]], etc.), and thus are not affected by webs. Also, all [[List of spiders|spiders]] (but not other arachnids like [[scorpion]]s) are immune to webs; this includes [[you]], if you're in [[Spider Form]]. The difference between a web and a [[net trap]] is that a web does not vanish after triggering, and since it extends from the ground all the way to the ceiling, it can affect [[fly]]ing creatures. &lt;br /&gt;
&lt;br /&gt;
Webs can be found in certain rare [[Dungeon]] vaults and [[the Crypt]], and they are found in huge numbers all over the [[Spider's Nest]]. Any monsters with the [[web sense]] property (i.e. [[List of arachnids|spiders]]) are alerted when something blunders into a web.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
More so than most traps, webs can be used to your advantage against careless enemies. Characters, especially [[Short Blades]] users, can deal preposterous damage to an enemy before it is able to escape. Just don't expect a web to slow down a rampaging [[emperor scorpion]] or [[dragon]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Traps]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sprint&amp;diff=46921</id>
		<title>Sprint</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sprint&amp;diff=46921"/>
				<updated>2018-04-03T22:55:19Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Not to be confused with [[Dungeon Sprint]], an alternate fast-paced version of Crawl.''&lt;br /&gt;
&lt;br /&gt;
{{version|021}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Causes the caster to move across terrain more rapidly for a short duration.}}&lt;br /&gt;
&lt;br /&gt;
'''Sprint''' is a monster-only spell which increases the movement speed of the caster by 50%.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This spell was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Harpoon_Shot&amp;diff=46920</id>
		<title>Harpoon Shot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Harpoon_Shot&amp;diff=46920"/>
				<updated>2018-04-03T22:29:08Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Added ally-ignoring effect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Fires a long and flexible barbed mass. The ensnared victim will either be pulled adjacent to the caster or collide with anything blocking the way.}}&lt;br /&gt;
&lt;br /&gt;
'''Harpoon Shot''' is a monster-only spell which inflicts a small amount of damage to the target before dragging them toward the caster. It ignores any allied units between the caster and the target; if the target collides with anything along the way, additional damage is dealt.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Briar_patch&amp;diff=46919</id>
		<title>Briar patch</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Briar_patch&amp;diff=46919"/>
				<updated>2018-04-03T22:27:26Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=briar patch&lt;br /&gt;
|glyph={{Yellow|P}}&lt;br /&gt;
|tile=[[File:Briar patch.png]]&lt;br /&gt;
|flags={{No exp gain flag}}&amp;lt;br&amp;gt;{{Spiny flag}}&amp;lt;br&amp;gt;{{Stationary flag}}&lt;br /&gt;
|resistances={{Poison resistance}}, {{Negative energy resistance 3}}, &amp;lt;br&amp;gt;{{Torment resistance}}, {{Constriction resistance}}, &amp;lt;br&amp;gt;{{Drown resistance}}, {{Water resistance}}&lt;br /&gt;
|vulnerabilities={{Fire vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=0&lt;br /&gt;
|holiness={{Plant}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=10-20&lt;br /&gt;
|avg_hp=15&lt;br /&gt;
|armour_class=10&lt;br /&gt;
|evasion=0&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 0&lt;br /&gt;
|size={{small}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=10&lt;br /&gt;
|base_hp=1&lt;br /&gt;
|extra_hp=1&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=plant&lt;br /&gt;
|species=briar patch&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A tangled cluster of thorny briars, sharp enough to pierce thick hide and armour. Though the gaps in the copse are plentiful enough to fire missiles through, walking through it looks like a painful prospect.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Briar patches''' are short lived obstacles conjured into existence by [[thorn hunter]]s. These walls of thorny vines will appear either between you and the hunter or behind you, cutting off your escape route. Although they will not attack you, melee attacks against them will [[spiny|cause you to take damage]], and they do not block projectile ranged attacks, allowing the thorn hunter to shoot you unimpeded. They are worth no [[experience]] and die shortly after you defeat their summoner.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Ranged fighters or spellcasters are largely unimpeded by briar patches. Physical ranged attacks can be fired right through them, as can most [[Conjurations]]. [[Bolt spells]] are especially effective, allowing you to clear the briar and hit the thorn hunter in one shot.&lt;br /&gt;
*[[Reaching]] melee weapons can attack briars safely.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Briar patches were added in [[0.14]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wall_of_Brambles&amp;diff=46918</id>
		<title>Wall of Brambles</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wall_of_Brambles&amp;diff=46918"/>
				<updated>2018-04-03T22:24:56Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Causes brambles to rapidly grow nearby. They have almost no structural strength, but the wicked thorns they bear make their removal difficult. Such brambles are sparse enough that almost any missile can pass through unhindered.}}&lt;br /&gt;
&lt;br /&gt;
'''Wall of Brambles''' is a monster-only spell which populates a large area either behind or in front of you with [[briar patch]]es. This doesn't immediately injure you, but it does cut off your ability to move toward the caster or to escape by foot. It is possible to cut through the briar patches, but doing so in melee [[spiny|inflicts significant amounts of damage]]; ranged attacks, however, are completely unimpeded by these obstacles.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Wall of Brambles was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Volley_of_Thorns&amp;diff=46917</id>
		<title>Volley of Thorns</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Volley_of_Thorns&amp;diff=46917"/>
				<updated>2018-04-03T22:22:46Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Launches a small hail of sharp thorns.}}&lt;br /&gt;
&lt;br /&gt;
'''Volley of Thorns''' is a monster-only spell which blasts you with a spray of deadly spines, dealing heavy ranged physical damage.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Volley of Thorns was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Thorn_hunter&amp;diff=46916</id>
		<title>Thorn hunter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Thorn_hunter&amp;diff=46916"/>
				<updated>2018-04-03T22:18:59Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{list of | plants}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Thorn hunters''' are swift-moving plants able to fire volleys of sharp thorns at their targets and raise [[briar patch]] barricades to keep you out of melee or cut off your retreat. Dangerous enough on their own, they often prove deadly when coupled with other threats. They can be found in [[the Swamp]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*[[Fire]] damage is particularly effective against them. Ranged weapons firing flame ammunition are perfectly suited for negating any advantage their briars provide.&lt;br /&gt;
*The briar patches will disintegrate on their own shortly after the thorn hunter dies. Don't bother tearing them down unless you have to.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Thorn hunters were added in [[0.14]].&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wand_of_iceblast&amp;diff=46915</id>
		<title>Wand of iceblast</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wand_of_iceblast&amp;diff=46915"/>
				<updated>2018-04-03T22:15:08Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Wand&lt;br /&gt;
 |name = Wand of iceblast&lt;br /&gt;
 |cost = ?&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A magical device which throws exploding shards of ice, partially harming even creatures resistant of cold.}}&lt;br /&gt;
&lt;br /&gt;
==Player use==&lt;br /&gt;
The shards from a '''wand of iceblast''' generate an unavoidable 3x3 explosion, much like a [[cold]] version of the spell [[Fireball]]. 40% of its damage is irresistible, making it at least somewhat effective against cold-resistant foes.&lt;br /&gt;
&lt;br /&gt;
==Tips and tricks==&lt;br /&gt;
*Wands of iceblast fill a unique slot in any [[Evocations]] specialist's arsenal, as they allow the enemy no chance to [[ev]]ade the attack or ignore it entirely with [[magic resistance]]. Just be aware that they lack oomph if fired without much training, and that they'll never be quite as potent as a trained spellcaster's Fireball.&lt;br /&gt;
*Firing a wand of iceblast at point-blank range guarantees you'll be caught in the blast. Use it ''before'' engaging in melee, or angle your shot diagonally behind your foe if possible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.21]], wands of iceblast could hold at most 15 charges.&lt;br /&gt;
&lt;br /&gt;
Wands of iceblast were added in [[0.18]].&lt;br /&gt;
&lt;br /&gt;
{{wands}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wand_of_iceblast&amp;diff=46914</id>
		<title>Wand of iceblast</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wand_of_iceblast&amp;diff=46914"/>
				<updated>2018-04-03T22:12:45Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Wand&lt;br /&gt;
 |name = Wand of iceblast&lt;br /&gt;
 |cost = ?&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A magical device which throws exploding shards of ice, partially harming even creatures resistant of cold.}}&lt;br /&gt;
&lt;br /&gt;
==Player use==&lt;br /&gt;
The shards from a '''wand of iceblast''' zapped by the player make a 3x3 explosion of [[cold]]. 40% of its damage is irresistible, making it at least somewhat effective against cold-resistant foes.&lt;br /&gt;
&lt;br /&gt;
==Tips and tricks==&lt;br /&gt;
*Wands of iceblast fill a unique slot in any [[Evocations]] specialist's arsenal, as they allow the enemy no chance to [[ev]]ade the attack or ignore it entirely with [[magic resistance]]. Just be aware that they lack oomph if fired without much training, and that they'll never be quite as potent as a trained spellcaster's [[Fireball]].&lt;br /&gt;
*Firing a wand of iceblast at point-blank range guarantees you'll be caught in the blast. Use it ''before'' engaging in melee, or angle your shot diagonally behind your foe if possible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.21]], wands of iceblast could hold at most 15 charges.&lt;br /&gt;
&lt;br /&gt;
Wands of iceblast were added in [[0.18]].&lt;br /&gt;
&lt;br /&gt;
{{wands}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Submerges&amp;diff=46913</id>
		<title>Submerges</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Submerges&amp;diff=46913"/>
				<updated>2018-04-03T21:49:44Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
Non-adjacent monsters with the '''Submerges''' flag are able to hide or remain hidden in their current tile, ''even if in clear [[LOS]] of the player''. A monster so hiding is indistinguishable from the terrain it occupies. While submerged, the monster may move and remain completely hidden. However, any submerged monster adjacent to the player becomes immediately revealed. Typically, this is seen when [[:Category:Submerges|certain]] water-based creatures hide in [[water]] or lava-based creatures hide in [[lava]]. However, the [[trapdoor spider]] can hide on an ordinary dungeon tile (think of it as burrowing underneath the floor).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.18]], monsters with this flag could resubmerge if the player managed to escape their notice.&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
[[:Category:Submerges | List of monsters that can submerge or hide]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Harpoon_Shot&amp;diff=46912</id>
		<title>Harpoon Shot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Harpoon_Shot&amp;diff=46912"/>
				<updated>2018-04-03T21:47:29Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Created page, but it won't display correctly until the swamp worm's information is updated elsewhere.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Fires a long and flexible barbed mass. The ensnared victim will either be pulled adjacent to the caster or collide with anything blocking the way.}}&lt;br /&gt;
&lt;br /&gt;
'''Harpoon Shot''' is a monster-only spell which inflicts a small amount of damage to the target before dragging them toward the caster. If the target collides with anything along the way, additional damage is dealt.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Swamp_worm&amp;diff=46911</id>
		<title>Swamp worm</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Swamp_worm&amp;diff=46911"/>
				<updated>2018-04-03T21:42:45Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{list of|worms}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Swamp worms''' are quick-moving, amphibious predators which lurk [[submerge]]d in [[deep water|deep]] and [[shallow water]], attacking when you get too close. Their melee bite is nasty enough to be a threat to lightly-armored characters, and they can painfully drag distant foes into melee with their [[Harpoon Shot]]. They are common pests in [[the Swamp]], and appear in a handful of other water themed [[vault]]s.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Swamp worms are one of the least dangerous inhabitants of the Swamp. The biggest threat they pose is if they manage to pull you into a disadvantageous position while fighting bigger foes. The Swamp's layout makes it difficult to bottleneck opponents, so be aware of this threat, and don't simply button mash enemies while swamp worms are around.&lt;br /&gt;
*Due to their low [[magic resistance]], [[Hexes]] are very effective.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.21]], they lacked a ranged attack.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.18]], they were unable to leave the water and follow you. They could also [[submerge]] again if you walked away from them.&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mask_of_the_Dragon&amp;diff=46869</id>
		<title>Mask of the Dragon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mask_of_the_Dragon&amp;diff=46869"/>
				<updated>2018-03-24T04:17:46Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
{{flavour|The mask of the High Priest of ancient Erebora. In ancient times, the gods of the Ereborans ceased to answer their prayers, and in desperation, the people turned to the forbidden worship of dragons. Now, of their works, only this mask remains.}}&lt;br /&gt;
[[File:Mask_of_the_dragon.png]] '''''the +0 mask of the Dragon'''''&lt;br /&gt;
&lt;br /&gt;
+0 mask (essentially a [[hat]])&lt;br /&gt;
&lt;br /&gt;
+3 slaying&amp;lt;br&amp;gt;&lt;br /&gt;
+40 [[magic resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[See invisible]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''mask of the dragon''' provides an interesting trade-off. Additional magic resistance and see invisible are occasionally very useful, and gaining [[slaying]] bonuses from your head slot is very tempting for any character who relies on physical damage, but you give up any AC you may have gained from your helmet slot in the process. This is usually worthwhile, unless you are really low on AC or happen to have another extremely useful [[artefact]] hat or [[helmet]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Headgear]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Iron_giant&amp;diff=46867</id>
		<title>Iron giant</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Iron_giant&amp;diff=46867"/>
				<updated>2018-03-23T00:03:20Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
{{list of|giants}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Iron giants''' are strong, slow, durable humanoids that can deal massive damage with melee attacks, irresistible attack spells, and thrown allies. They are found most often in [[Tartarus]], but can occasionally generate in [[the Depths]] as well.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*While it's certainly possible to take iron giants on in melee, their range with Iron Shot is a mere four tiles. If you don't want to chance going toe to toe with one, feel free to take advantage of their slow speed and kite them with longer ranged attacks. Just be sure to change strategy if another enemy enters the fray, as the giant's [[Throw Ally]] ability can do surprisingly high damage (1d88) if the RNG isn't on your side.&lt;br /&gt;
*As with nearly all slow enemies, if all else fails, just walk away.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Iron giants were added in [[0.18]], inspired by [[Dungeon Sprint]]'s [[the Iron Giant]].&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=List_of_giants&amp;diff=46866</id>
		<title>List of giants</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=List_of_giants&amp;diff=46866"/>
				<updated>2018-03-22T23:54:31Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Shortened opening section, general cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
'''Giants''' are enormous humanoids who rely primarily on brute force, but often have powerful ranged attacks as well. Although their immense size allows them to endure heavy abuse before falling, they generally have terrible [[ev]]asion and are generally easy to hit. Several subspecies of giant inhabit the [[Dungeon]].&lt;br /&gt;
&lt;br /&gt;
==Giant Types==&lt;br /&gt;
{{monsterlink|Cyclops}} - Territorial agrarian giants, they protect their herds of [[dream sheep]] and [[yak]]s by viciously hurling boulders at their foes.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ettin}} - A larger and stronger version of the [[two-headed ogre]]. Will happily crush wandering adventurers into paste with its two massive weapons.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Fire giant}} - Incendiary hulks armed with [[flaming]] [[great sword]]s that can roast you at any distance.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Frost giant}} - Like fire giants, but cooler and with [[battleaxe]]s.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Stone giant}} - These monstrous creatures have the strength of mountains and hurl powerful bolts of earth at you (they're really just [[large rock]]s).&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Juggernaut}} - A swift-moving and extremely powerful giant that must rest after each colossal punch.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Iron giant}} - Exceptionally huge giants that can hurl [[iron shot]]s as well as [[Throw Ally|their allies]] at you.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Titan}} - A divine giant which has mastery over storm magic.&lt;br /&gt;
&lt;br /&gt;
===Uniques===&lt;br /&gt;
{{monsterlink|Polyphemus}}- An exceptionally successful cyclops shepherd; only he knows the secret to taming [[death yak]]s and [[catoblepas|catoblepae]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Antaeus}}- The largest giant of them all, Antaeus rules as demon lord over the icy realm of [[Cocytus]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Chuck}}- A unique stone giant found only in [[Dungeon Sprint]], he is notable for his large rock of [[returning]] and his stylin' cap.&lt;br /&gt;
&lt;br /&gt;
===Retired Giants===&lt;br /&gt;
{{monsterlink|Hill giant}} - The smallest of the giants, they were barely enormous, but still packed a punch with their [[giant club]]s. Removed in [[0.20]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|The Iron Giant}}- A massive, rusting hulk that called [[iron elemental]]s to his aid. Found only in Dungeon Sprint. Was converted into a [[iron giant|normal enemy]] in [[0.18]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists of monsters]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Iron_giant&amp;diff=46865</id>
		<title>Iron giant</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Iron_giant&amp;diff=46865"/>
				<updated>2018-03-22T23:48:48Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Removed unnecessary History chunk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{list of|giants}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Iron giants are strong, durable humanoids that appear mostly in [[Tartarus]], but can also be occasionally found in [[Depths]]. Their normal attack, iron shot, and throw all deal tremendous damage, especially to characters with low [[AC]]. (Throw deals 1d88.) Being tossed around can further make a bad situation worse.&lt;br /&gt;
&lt;br /&gt;
Fortunately, iron giants move slowly so you usually have ample opportunity to run. They're best taken on solo, if at all.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Iron giants were added in [[0.18]].&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Large_rock&amp;diff=46864</id>
		<title>Large rock</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Large_rock&amp;diff=46864"/>
				<updated>2018-03-22T23:44:46Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: /* History */ Corrected History&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{missile&lt;br /&gt;
 |name = Large rock&lt;br /&gt;
 |cost = 7&lt;br /&gt;
 |launcher = throwing&lt;br /&gt;
 |damage = 20&lt;br /&gt;
 |basedelay   = 20 (200%)&lt;br /&gt;
 |mindelay    = 7 at skill 26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A very large and very heavy stone.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, I run to the rock and I hide my face&amp;lt;br&amp;gt;The rock cried out, No hiding place&amp;lt;br&amp;gt;There's no hiding place down here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Negro spiritual. 19th cent.}}&lt;br /&gt;
&lt;br /&gt;
'''Large rocks''' are massive [[throwing]] weapons. Only [[troll]]s, [[ogre]]s, and [[list of giants|giants]] have the sheer size necessary to throw these effectively. For those who can throw them, they have the best damage and lowest base [[mulch]]ing rate of any thrown projectile (4%). Unfortunately, they're also extremely slow; a character with no Throwing skill requires two turns to hurl one. Once you have the training to wield them effectively, however, large rocks offer gruesome amounts of ranged damage.&lt;br /&gt;
&lt;br /&gt;
You can occasionally find them on the floor, but they are most often seen in the inventories of [[Cyclops|cyclopes]] and [[stone giant]]s, who enjoy throwing them at you. They are always generated unbranded... unless, that is, you find a [[shop|branded ammunition shop]], which may offer you large rocks with the following brands:&lt;br /&gt;
*[[Returning]]&lt;br /&gt;
*[[Poisoned]]&lt;br /&gt;
*[[Exploding]]&lt;br /&gt;
*[[Chaos]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Large Rock&lt;br /&gt;
|-&lt;br /&gt;
| [[File:rock.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.20]], large rocks could be used by ogres and trolls to vastly increase the power of their [[Sandblast]] spells.&lt;br /&gt;
*Prior to [[0.18]], the attack speed of Throwing weapons did not rely on your Throwing skill, making large rocks much easier to utilize even without training.&lt;br /&gt;
*Prior to [[0.16]], they had a mulch rate of 2%, and their range was somewhat randomized; attempting to throw them long distances with low [[strength]] would often result in a toss that comes short of its target.&lt;br /&gt;
*Prior to [[0.13]], large rocks were inherently [[penetration|penetrating]].&lt;br /&gt;
*Prior to [[0.11]], [[mulch]]ing a large rock would create a stack of stones.&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
[[Category:Throwing]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Large_rock&amp;diff=46863</id>
		<title>Large rock</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Large_rock&amp;diff=46863"/>
				<updated>2018-03-22T23:42:07Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{missile&lt;br /&gt;
 |name = Large rock&lt;br /&gt;
 |cost = 7&lt;br /&gt;
 |launcher = throwing&lt;br /&gt;
 |damage = 20&lt;br /&gt;
 |basedelay   = 20 (200%)&lt;br /&gt;
 |mindelay    = 7 at skill 26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A very large and very heavy stone.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, I run to the rock and I hide my face&amp;lt;br&amp;gt;The rock cried out, No hiding place&amp;lt;br&amp;gt;There's no hiding place down here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Negro spiritual. 19th cent.}}&lt;br /&gt;
&lt;br /&gt;
'''Large rocks''' are massive [[throwing]] weapons. Only [[troll]]s, [[ogre]]s, and [[list of giants|giants]] have the sheer size necessary to throw these effectively. For those who can throw them, they have the best damage and lowest base [[mulch]]ing rate of any thrown projectile (4%). Unfortunately, they're also extremely slow; a character with no Throwing skill requires two turns to hurl one. Once you have the training to wield them effectively, however, large rocks offer gruesome amounts of ranged damage.&lt;br /&gt;
&lt;br /&gt;
You can occasionally find them on the floor, but they are most often seen in the inventories of [[Cyclops|cyclopes]] and [[stone giant]]s, who enjoy throwing them at you. They are always generated unbranded... unless, that is, you find a [[shop|branded ammunition shop]], which may offer you large rocks with the following brands:&lt;br /&gt;
*[[Returning]]&lt;br /&gt;
*[[Poisoned]]&lt;br /&gt;
*[[Exploding]]&lt;br /&gt;
*[[Chaos]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Large Rock&lt;br /&gt;
|-&lt;br /&gt;
| [[File:rock.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.21]], the attack speed of Throwing weapons did not rely on your Throwing skill, making large rocks much easier to utilize even without training.&lt;br /&gt;
*Prior to [[0.20]], large rocks could be used by ogres and trolls to vastly increase the power of their [[Sandblast]] spells.&lt;br /&gt;
*Prior to [[0.16]], they had a mulch rate of 2%, and their range was somewhat randomized; attempting to throw them long distances with low [[strength]] would often result in a toss that comes short of its target.&lt;br /&gt;
*Prior to [[0.13]], large rocks were inherently [[penetration|penetrating]].&lt;br /&gt;
*Prior to [[0.11]], [[mulch]]ing a large rock would create a stack of stones.&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
[[Category:Throwing]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sword_of_Cerebov&amp;diff=46862</id>
		<title>Sword of Cerebov</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sword_of_Cerebov&amp;diff=46862"/>
				<updated>2018-03-21T23:00:43Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{flavour|A twisted blade, covered in eerie flames. Its demonic power burns away some of the fire resistance of those it strikes.}}&lt;br /&gt;
[[File:Sword_of_cerebov.png]] '''''A great serpentine sword'''''&lt;br /&gt;
&lt;br /&gt;
+6 flamberge (17 damage, -2 accuracy, 160% speed, two-handed)&lt;br /&gt;
&lt;br /&gt;
[[Flaming]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
Inflicts rF- on hit&amp;lt;br&amp;gt;&lt;br /&gt;
[[Evil]]&lt;br /&gt;
&lt;br /&gt;
The '''sword of Cerebov''' is the [[fixedart]] great sword wielded by the [[unique]] [[Pandemonium lord]] [[Cerebov]]. Foes struck by the sword temporarily have their [[fire resistance]] reduced by one, which can make even fire-immune enemies vulnerable.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
As compared to a +6 [[triple sword]] of [[flaming]], this sword has lower base damage but will do more damage from its brand. It will do slightly more damage against foes with rF+, but less against non-resistant foes or ones with rF++ and above. Still, in general, this sword is more often carried as a prize than actually used, since most characters who can defeat Cerebov already have their endgame weapons.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The sword of Cerebov was upgraded significantly in [[0.13]]. Its base type was originally a [[great sword]] (which had one less base accuracy and damage), and its special effect only ignored fire resistance when calculating the sword's own damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Long blades]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ziggurat&amp;diff=46860</id>
		<title>Ziggurat</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ziggurat&amp;diff=46860"/>
				<updated>2018-03-21T21:28:59Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated flavor text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{flavour|A portal leading to a ziggurat.&lt;br /&gt;
&lt;br /&gt;
A ziggurat is a strange tower constructed of incrementally larger combat arenas, each containing greater wealth and even greater danger than the last. Beware, for a ziggurat is not a place for the faint of heart: even the bravest and most skilled adventurers have met their ends in one. While a portal to safety will be present on every level, once left, a ziggurat cannot be re-entered.&lt;br /&gt;
&lt;br /&gt;
One ziggurat is guaranteed in the Depths. Tales tell of an magical item found at the bottom of each ziggurat, granting access to a new ziggurat in turn. Such an item is also said to be found at the bottom of the Tomb of the Ancients. Each time a ziggurat is conquered by exiting it from the final floor, subsequent ziggurats will become increasingly dangerous and lucrative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
“Captain: Take off every ‘zig’!!&amp;lt;br&amp;gt;&lt;br /&gt;
Captain: For great justice.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Zero Wing}}&lt;br /&gt;
&lt;br /&gt;
'''Ziggurats''' are the most dangerous, unpredictable, and lucrative [[branch]]es in the game. Each Ziggurat has 27 oval- or cross-shaped floors, with each floor growing in size as you go down, containing increasingly more monsters of higher difficulty. The entrance to each floor closes as soon you walk through it; the only way out is at the opposite end of the floor. There, you will find large amounts of treasure, including armour, jewellery, valuable potions (many of which are [[potions of experience]]), manuals, and many other wonderful things, as well as one set of stairs going further down and two portals leading out of the Ziggurat.&lt;br /&gt;
&lt;br /&gt;
Each floor of a Ziggurat contains a number of monsters of a particular theme. On early floors, you'll face two or three, but the number of opponents rises dramatically as you descend, pitting you against massive hordes by the time you reach the deepest levels. Most are sets of monsters that would be generated in a particular branch, but some are ad-hoc. The deeper you go, the more dangerous it becomes; deeper floors will have a greater ratio of powerful monsters to weak ones, may generate all monsters awake and wandering (0% chance for Zig:1-4, 100% chance for Zig 25-27).&lt;br /&gt;
&lt;br /&gt;
Each floor may also contain a central clump of dungeon features. These are often purely cosmetic, but occasionally ramp up the difficulty of the floor significantly; an [[orange crystal statue]] or [[oklob plant]] cluster is no laughing matter.&lt;br /&gt;
&lt;br /&gt;
One Ziggurat portal is guaranteed to generate somewhere in [[the Depths]], and any [[Pandemonium]] floor has an 8% chance to contain a Ziggurat entrance.  Entry is denied until the player has at least two [[runes of Zot]] in her possession. Summoned creatures cannot follow the player through a Ziggurat portal or stairway.&lt;br /&gt;
&lt;br /&gt;
Once one has left a Ziggurat, the portal turns into an empty arch and may not be reentered. Any new portal encountered or created leads to the first floor of a fresh Ziggurat. Ziggurat portals have no timers.&lt;br /&gt;
&lt;br /&gt;
If the player should clear a Ziggurat successfully (i.e. completing all 27 floors), all subsequent Ziggurats will become significantly more difficult.&lt;br /&gt;
&lt;br /&gt;
==Monster Themes==&lt;br /&gt;
Unless mentioned otherwise, the chance for any given set is 5.89% for Zig:1-7, 5.56% for Zig:8-13, and 5.54% for Zig:14-27.&lt;br /&gt;
===Branches===&lt;br /&gt;
Lair, Shoals, and the [[Hells]] all have 50% chance of the normal chance to spawn.&lt;br /&gt;
*{{Magenta|Y}} [[File:Catoblepas.png]] Monsters from the '''[[Lair]]''', plus [[catoblepas]], [[dire elephant]]s, [[hellephant]]s, [[spriggan druid]]s, and [[caustic shrike]]s.&lt;br /&gt;
*{{LightCyan|o}} [[File:Orc_warlord.png]] Monsters from the '''[[Orcish Mines]]''', with bonus  [[orc warlord]]s, [[orc high priest]]s, [[orc sorcerer]]s, and [[stone giant]]s, plus [[iron troll]]s and depth-dependent priority for ''[[moths of wrath]]''.&lt;br /&gt;
*{{Yellow|e}} [[File:Deep_elf_demonologist.png]] Monsters from the '''[[Elven Halls]]''', with bonus ''[[deep elf high priest]]s'', [[deep elf blademaster]]s, [[deep elf master archer]]s, [[deep elf annihilator]]s, and [[deep elf demonologist]]s.&lt;br /&gt;
*{{Green|m}} [[File:Merfolk_aquamancer.png]] Monsters from '''[[the Shoals]]''', with bonus [[merfolk aquamancer]]s, [[merfolk javelineer]]s, [[merfolk impaler]]s, and [[water nymph]]s.&lt;br /&gt;
*{{Magenta|y}} [[File:Ghost_moth.png]] Monsters from the '''[[Spider's Nest]]''' with bonus ''[[ghost moth]]s'', [[hornet]]s and [[orb spider]]s.&lt;br /&gt;
*{{LightMagenta|N}} [[File:Greater_naga.png]] Monsters from the '''[[Snake Pit]]''', with bonus [[guardian serpent]]s and [[greater naga]], plus depth-dependent priority for [[quicksilver dragon]]s.&lt;br /&gt;
*{{LightGrey|l}} [[File:Death_drake.png]] Monster from the '''[[Swamp]]''' with bonus [[hydra]]e and [[swamp dragon]]s, and depth-dependent priority for [[tentacled monstrosity|tentacled monstrosities]] and [[shambling mangrove]]s, plus rare [[golden dragon]]s, [[green death]]s and [[death drake]]s.&lt;br /&gt;
*{{LightCyan|J}} [[File:Acid_blob.png]] Monsters from the '''[[Slime Pits]]''' (with loot inside a level-end-dividing room behind a door). Notably, this includes [[acid blob]]s, ''[[giant eyeball]]s'', and [[eyes of draining]].&lt;br /&gt;
*{{White|L}} [[File:Ancient_lich.png]] Monsters from the '''[[Vaults]]''', plus ''[[titan]]s'', [[golden dragon]]s, and ''[[ancient lich]]es'' with depth-dependent priority.&lt;br /&gt;
*{{LightGrey|D}} [[File:Bone_dragon.png]] Monsters from the '''[[Crypt]]''', with bonus [[bone dragon]]s, ''[[ancient lich]]es'', [[revenant]]s, and ''[[curse skull]]s'', plus [[profane servitor]]s.&lt;br /&gt;
*{{Blue|X}} [[File:Starcursed_mass.png]] Monsters from the '''[[Abyss]]''', plus a tiny chance of [[corrupter]]s. Notably, this includes [[starcursed mass]]es, [[lurking horror]]s, and [[wretched star]]s.&lt;br /&gt;
*{{White|1}} [[File:Ice_fiend.png]] Monsters from '''[[Cocytus]]''', with a minor bonus of ''[[ice fiend]]s'' and [[blizzard demon]]s.&lt;br /&gt;
*{{LightRed|1}} [[File:Brimstone_fiend.png]] Monsters from '''[[Gehenna]]''', with a minor bonus of ''[[brimstone fiend]]s'' and [[balrug]]s.&lt;br /&gt;
*{{Brown|1}} [[File:Hell_sentinel.png]] Monsters from the '''[[Iron City of Dis]]''', with a minor bonus of ''[[hell sentinel]]s'', [[dancing weapon]]s, and [[war gargoyle]]s.&lt;br /&gt;
*{{Magenta|1}} [[File:Shadow_fiend.png]] Monsters from '''[[Tartarus]]''', with a minor bonus of ''[[shadow fiend]]s'', [[curse toe]]s, and [[shadow demon]]s.&lt;br /&gt;
*{{White|M}} [[File:Greater_mummy.png]] Monsters from the '''[[Tomb]]''', with depth-dependent scaling for bonus ''[[greater mummy|greater mummies]]'' (reaching a 14.53% of spawns at Zig:27).&lt;br /&gt;
*{{LightRed|2}} [[File:Hellion.png]] Starting from Zig:8, '''[[Pandemonium]]''' spawns and a single [[Pandemonium lord]], with extra ''[[greater demon]]s'' and [[List_of_demonspawn#Demonspawn_Occupations|classed demonspawn]].&lt;br /&gt;
&lt;br /&gt;
===Theme Sets===&lt;br /&gt;
Giants, dragons, archers, and conjurers have 20% of the normal chance to place, while Lair rune branches has 50% of the normal chance.&lt;br /&gt;
*{{Magenta|C}} [[File:Titan.png]] '''[[List of giants|Giants]]''': [[hill giant]]s, [[cyclopes]], [[stone giant]]s, [[fire giant]]s, [[frost giant]]s, [[ettin]]s, ''[[titan]]s'', and ''[[juggernaut]]s''.&lt;br /&gt;
*{{LightCyan|D}} [[File:Quicksilver_dragon.png]] '''[[Dragon]]s''' of all colours, [[drake]]s of all types, and [[hydra]]e.&lt;br /&gt;
*{{LightGreen|d}} [[File:Draconian_zealot.png]] '''[[Draconian]]s''' of all colours and walks of life, with classed draconians increasing by depth.&lt;br /&gt;
*{{LightGrey|e}} [[File:Deep_elf_master_archer.png]] '''Archers''': [[centaur]]s, [[yaktaur]]s, [[centaur warrior]]s, [[yaktaur captain]]s, [[cyclops|cyclopes]], [[stone giant]]s,  [[naga sharpshooter]]s, [[merfolk javelineer]]s, [[deep elf master archer]]s, and rare [[faun]]s, [[satyr]], [[thorn hunter]]s.&lt;br /&gt;
*{{LightBlue|6}} [[File:Blood_saint.png]] '''Conjurers''': [[wizard_(monster)|wizard]]s, [[necromancer_(monster)|necromancer]]s, [[ogre mage]]s, [[orc sorcerer]]s, [[naga mage]]s, [[naga ritualist]]s, [[salamander mystic]]s, [[greater naga]], [[tengu conjurer]]s, [[tengu reaver]]s, [[spriggan air mage]]s, [[merfolk aquamancer]]s, [[deep elf conjurer]]s, [[deep elf annihilator]]s, [[deep elf sorcerer]]s, [[draconian scorcher]]s, [[draconian knight]]s, ''[[draconian annihilator]]s'', [[lich]]es, ''[[ancient lich]]es'', and ''[[blood saint]]s''.&lt;br /&gt;
*{{Green|X}} [[File:Tentacled_monstrosity.png]] '''Lair rune branches''': starting from Zig:14, monsters from the [[Swamp]], the [[Snake Pit]], the [[Shoals]], and the [[Spider's Nest]], with extra [[greater naga]], [[guardian serpent]]s, [[hydra]]e, [[swamp dragon]]s, [[tentacled monstrosity|tentacled monstrosities]], [[merfolk aquamancer]]s, [[merfolk javelineer]]s, [[alligator snapping turtle]]s, ''[[ghost moth]]s'', [[emperor scorpion]]s, and [[moths of wrath]].&lt;br /&gt;
&lt;br /&gt;
===Elemental===&lt;br /&gt;
Elemental floors all have 20% of the normal chance to place, aside from Chaos.&lt;br /&gt;
*{{Yellow|A}} [[File:Daeva.png]] '''Holy''': ''[[daeva]]s'', [[angel]]s, [[cherub]]s, ''[[pearl dragon]]s'', [[ophan|ophanim]], and [[apis]].&lt;br /&gt;
*{{Red|*}} [[File:Orb_of_fire.png]] '''Fire''': [[fire elemental]]s, [[fire drake]], [[hell hound]]s, [[efreet]]s, [[salamander stormcaller]]s, [[fire dragon]]s, [[fire giant]]s, and ''[[orbs of fire]]''.&lt;br /&gt;
*{{LightBlue|2}} [[File:Blizzard_demon.png]] '''Ice''': [[ice beast]]s, [[ice dragon]]s, [[frost giant]]s, [[ice devil]]s, [[blizzard demon]]s, ''[[ice fiend]]s'', [[simulacra]], [[white draconian|white]] [[draconian knight]]s, and [[shard shrike]]s.&lt;br /&gt;
*{{LightCyan|8}} [[File:Electric_golem.png]] '''Air''': [[insubstantial wisp]]s, [[air elemental]]s, ''[[titan]]s'', [[raiju]]s, [[storm dragon]]s, ''[[electric golem]]s'', [[spriggan air mage]]s, and [[shock serpent]]s.&lt;br /&gt;
*{{LightGreen|b}} [[File:Caustic shrike.png]] '''Earth''': [[gargoyle]]s, [[earth elemental]]s, [[torpor snail]]s, [[boulder beetle]]s, [[entropy weaver]]s, [[stone giant]]s, [[iron dragon]]s, [[crystal guardian]]s, [[war gargoyle]]s, [[iron golem]]s, [[octopode crusher]]s, [[hell sentinel]]s, ''[[juggernaut]]s'', and ''[[caustic shrike]]s''.&lt;br /&gt;
*{{Red|A}} [[File:Profane_servitor.png]] '''Negative energy''': [[spectral thing]]s, [[shadow wraith]]s, [[eidolon|eidola]], [[shadow dragon]]s, [[deep elf death mage]]s, [[death knight]]s, [[revenant]]s, [[profane servitor]]s, [[soul eater]]s, ''[[shadow fiend]]s'', and [[black sun]]s.&lt;br /&gt;
*{{Magenta|&amp;amp;}} [[File:Pandemonium_lord.png]] '''Chaos''': heavy depth dependence for [[chaos spawn]], [[ugly thing]]s, [[very ugly thing]]s, ''[[apocalypse crab]]s'', high-hd [[shapeshifter]]s and [[glowing shapeshifter]]s, [[Killer Klown]]s, ''[[chaos champion]]s'', high-tier demons and a multitude of ''[[pandemonium lord]]s''.&lt;br /&gt;
&lt;br /&gt;
==Fighting Strategies==&lt;br /&gt;
You should enter a Ziggurat as the last thing in the game if you are planning to finish it, as Zig:27 can potentially be the hardest place in the game. Preparation is somewhat similar to [[Pandemonium]], but you need even more care since the enemies are much harder.&lt;br /&gt;
&lt;br /&gt;
You will '''need''' the following:&lt;br /&gt;
*High experience level and skills.&lt;br /&gt;
*For spellcasters, the ability to cast Fire Storm and/or Ice Storm and/or Tornado at Great, ideally Excellent.&lt;br /&gt;
*[[Blink]] or [[Controlled Blink]] at Excellent, to avoid getting surrounded, create some distances from powerful enemies, or just escape.&lt;br /&gt;
*A [[ring of sustain attributes]] and an [[amulet of stasis]] for absorbing [[death curse]]s on mummy-themed floors.&lt;br /&gt;
*An [[amulet of resist corrosion]] for [[acid blob]]s on Slime Pit-themed floors.&lt;br /&gt;
*As many resistances as possible; at least something like rElec, rPois, rC+, and rF++. You should strive for rN+++, especially if you're susceptible to [[torment]].&lt;br /&gt;
&lt;br /&gt;
The following are ''recommended'', though not essential depending on the character:&lt;br /&gt;
*An [[amulet of resist mutation]] for mutagenic glow, [[shining eye]]s and [[neqoxec]]s. If you're a caster, these tend to die before they can even peek at your genome.&lt;br /&gt;
*Scrolls of identify to identify loot, scrolls of remove curse to remove cursed loot, scrolls of fog to block enemy sight, and scrolls of blinking as a backup to Blink/Controlled Blink. &lt;br /&gt;
*Wands of healing, hasting, and anything else you might need.&lt;br /&gt;
*Potions of curing to cure confusion (especially if you use a ball of energy), potions of heal wounds to recover lost HP, potions of might/agility/brilliance to enhance your battle prowess, and potions of magic to recover MP in a pinch.&lt;br /&gt;
*Some permafood depending on your metabolism and the spell hunger costs of your spells; coupled with the ample corpses you produce should keep you fed.&lt;br /&gt;
&lt;br /&gt;
Keep in mind you're limited to 52 items; only bring what you know will be useful, else you might not be able to take all the loot you want with you. Artefacts with multiple resistances and intrinsics are your friend!&lt;br /&gt;
&lt;br /&gt;
===Conjurer Strategy===&lt;br /&gt;
====Sample Runs====&lt;br /&gt;
*hyperbolic's uber Naga, who fully cleared several Ziggurats: [[http://crawl.akrasiac.org/rawdata/hyperbolic/morgue-hyperbolic-20100508-220232.txt]]&lt;br /&gt;
*sh's Fire Storm run: [http://crawl.akrasiac.org/rawdata/sh/morgue-sh-20091014-090636.txt] with ttyrec at [http://crawl.akrasiac.org/rawdata/sh/2009-10-13.15:41:31.ttyrec.bz2]&lt;br /&gt;
*Luca's Extension + Ice Storm run: [http://crawl.akrasiac.org/rawdata/Luca/morgue-Luca-20091212-220305.txt] with ttyrec at [http://crawl.akrasiac.org/rawdata/Luca/2009-12-12.02:02:06.ttyrec.bz2]&lt;br /&gt;
&lt;br /&gt;
The basic strategy is to use [[Necromutation]], along with all relevant buff spells, and alternate between casting a Storm/Tornado and channeling MP. Depending on your god choice, you can also use Sif Muna's channel (more reliable) or Vehumet's MP gain on killing (somewhat more random, but passive). Keep in mind that you can't escape to rest for MP, so make sure to have backup in the form of a crystal ball of energy, potions of magic, Sublimation of Blood, etc...&lt;br /&gt;
&lt;br /&gt;
Note: Don't bother using [[Shatter]]. This, at [[Earth Magic]] 25 or higher, does damage to everything in LOS, and while the damage is comparable to Ice/Fire Storm for non-flying/levitating monsters (3d55 at power 150 and more for skeletons and simulacra), it is only about a third for flying/levitating ones (such as a lot of Pandemonium lords). It would take an average of 8-9 hits to kill a flying Pan lord.&lt;br /&gt;
&lt;br /&gt;
====Specific Floors====&lt;br /&gt;
On Pandemonium lord floors, be prepared to be on the receiving of the occasional [[Lehudib's Crystal Spear]] and [[Dispel Undead]]. If you use Fire Storm, try to position yourself so that non-lord monsters, Pan lord summons and your own summons create a buffer that prevent the lords from coming close to you. Then blast with Fire Storm without destroying your monster shield. If you use Ice Storm, try to get the direct path blocked by a non-lord monster, while still having an opening to shoot Ice Storm near the lords.&lt;br /&gt;
&lt;br /&gt;
On mummy floors, wear an amulet of stasis and a ring of sustain abilities. Try not to kill too many greater/guardian mummies at once since you may get 3 points of random stat drain for each kill. If one of your stats dips low, try to swap in weapons or jewellery boosting it. If a stat gets ''dangerously'' low, semi-controlled blink to a corner, surround yourself with summons, end Necromutation, eat a royal jelly or quaff a potion of restore abilities, and recast Necromutation right away. Flooding the level with powerful summons to soak as many curses as possible can also work.&lt;br /&gt;
&lt;br /&gt;
On angel/daeva floors, get out of lich form, cast [[Regeneration]], and try to overpower them. If things go badly, consider casting [[Borgnjor's Revivification]]. If you decide to escape, go as near to the exit as possible, possibly using a lantern of shadows, cast [[Death's Door]], and then alternate Storm/Tornado to scrolls of blinking/Controlled Blink and mana channeling to get to the downstairs as soon as possible. Once you are at the downstairs, apport any useful object until Death's Door runs out. Alternatively, you can escape the Ziggurat, but note that nearby angels/daevas will follow you out, so make sure you come out on a clear level and teleport away.&lt;br /&gt;
&lt;br /&gt;
On crypt floors, mages casting Fire Storm should be ''very'' wary of [[unborn]], both in and ''out'' of LOS. You will take severe self-inflicted damage if you flame even one of these while Yredelemnul's [[Mirror Damage]] ability is active. The mirrored damage ignores both your resistances and AC, unless you've cast Death's Door. If it's in your LOS, you'll have seen it &amp;quot;kneel in prayer and [be] bathed in unholy energy.&amp;quot; Thereafter, for approximately 20 turns, its glyph's colors will be alternating. You can also see if Mirror Damage is active by e'''[[x]]'''amining it to see if it is &amp;quot;reflecting injuries&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On slime floors, the treasure will always be somewhat protected, in a centered chamber rather than on the open floor.&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
In addition to the general equipment:&lt;br /&gt;
*Enhancers (e.g. rings of fire/ice, staff of conjuration/fire/cold/air, etc...) to enhance the power of Fire/Ice Storm and/or Tornado as needed. A [[robe of the Archmagi]] is amazing for this purpose.&lt;br /&gt;
*Staff/rings of wizardry to improve the success rates of Fire/Ice Storm and/or Tornado, if necessary. Also, try downgrading your shield type (large shield to a normal shield, normal shield to a buckler) if your Shields skill isn't high enough to get rid of the spellcasting penalty. Your offense is your best defense.&lt;br /&gt;
*A [[crystal ball of energy]] if you have high Evocations (you will probably find one soon in the Ziggurat) or a [[staff of energy]].&lt;br /&gt;
*Identify scrolls, as many as you have. You're going to be going through a lot of stashes.&lt;br /&gt;
&lt;br /&gt;
==== Example Spell Set ====&lt;br /&gt;
 Your Spells                       Type                          Failure   Level       &lt;br /&gt;
 a - Fire Storm                    Conjuration/Fire              1%          9&lt;br /&gt;
 b - Blink                         Translocation                 0%          2&lt;br /&gt;
 c - Flight                        Charms/Air                    0%          4&lt;br /&gt;
 e - Deflect Missiles              Charms/Air                    0%          6&lt;br /&gt;
 j - Abjuration                    Summoning                     0%          3&lt;br /&gt;
 s - Summon Butterflies            Summoning                     0%          1&lt;br /&gt;
 u - Dispel Undead                 Necromancy                    0%          5&lt;br /&gt;
 x - Sublimation of Blood          Necromancy                    0%          2&lt;br /&gt;
 B - Controlled Blink              Translocation                 1%          7&lt;br /&gt;
 Q - Swiftness                     Enchantment                   0%          2&lt;br /&gt;
 M - Mass Abjuration               Summoning                     0%          6&lt;br /&gt;
 V - Phase Shift                   Translocation                 0%          5&lt;br /&gt;
 X - Necromutation                 Transmutation/Necromancy      1%          8&lt;br /&gt;
 Y - Borgnjor's Revivification     Necromancy                    1%          7&lt;br /&gt;
&lt;br /&gt;
==== Optional Spells ====&lt;br /&gt;
You may want the following spells:&lt;br /&gt;
*[[Airstrike]]: to kill giant eyeballs, which may appear in Pan lord floors, if you lack [[Fire Storm]] and its smite-targeting.&lt;br /&gt;
*[[Dispel Undead]]: to kill undead anacondas rushing at you, skeletal dragons who survive Fire Storm, or to kill mummies one by one.&lt;br /&gt;
*[[Discord]]: this makes floors with many natural monsters with low MR, such as orc or merfolk floors, very easy.&lt;br /&gt;
*[[Lehudib's Crystal Spear]]: to kill dangerous monsters (especially Pan lords) who get close to you.&lt;br /&gt;
*[[Phase Shift]] to boost your EV.&lt;br /&gt;
*[[Ring of Flames]]: to enhance [[Fire Storm]]'s power and allow you to walk in clouds of flame.&lt;br /&gt;
*[[Sublimation of Blood]]: you can use this to restore MP.&lt;br /&gt;
&lt;br /&gt;
===Crusader Strategy===&lt;br /&gt;
See coolrobin's Ogre Chaos Knight of Lugonu: [http://crawl.akrasiac.org/rawdata/coolrobin/morgue-coolrobin-20091101-161113.txt morgue] and [http://crawl.akrasiac.org/rawdata/coolrobin/2009-11-01.00:42:05.ttyrec.bz2 ttyrec]&lt;br /&gt;
&lt;br /&gt;
See 78291's torment immune Demonspawn crusader/reaver of Okawaru, failed run at [http://crawl.akrasiac.org/rawdata/78291/morgue-78291-20091103-033303.txt], first ziggurat at [http://crawl.akrasiac.org/rawdata/78291/2009-11-02.01:20:34.ttyrec], and second ziggurat (with death to daevas) at [http://crawl.akrasiac.org/rawdata/78291/2009-11-02.20:29:48.ttyrec] and [http://crawl.akrasiac.org/rawdata/78291/2009-11-03.03:06:22.ttyrec].&lt;br /&gt;
&lt;br /&gt;
* First, convert to [[Lugonu]] (for corruption and self-banishment), [[The Shining One]] (for peaceful angel/daevas, divine warriors), [[Elyvilon]] (peaceful angel/daevas, healing), or Okawaru (attack speed boost and skills boost).&lt;br /&gt;
* Set up as many spells and enchantments as described for conjurers as you can. You probably won't have Necromutation (and can't use it anyway with the good gods) or Fire/Ice Storm and Tornado, though.&lt;br /&gt;
* The [[Silence]] spell, while counter-productive for pure conjurers, works beautifully for a crusader-type character against spellcasters. It even stops mummies from tormenting and smiting! Use a [[lantern of shadows]] along with it when needed.&lt;br /&gt;
* Bring a way to channel mana, and a staff of energy for hunger-less casting.&lt;br /&gt;
* Consider being able to cast [[Aura of Abjuration]].&lt;br /&gt;
&lt;br /&gt;
Fight in melee with all buffs (Haste, Might, etc...) except for berserk: it will ''definitely'' expire before you've cleared all monsters on the harder floors, and being slowed/exhausted in the middle of a pack of demons or some such is a surefire way to die. Angel/Daeva floors can be handled by proper god choice or by escaping.&lt;br /&gt;
&lt;br /&gt;
=== Spell-less Strategy ===&lt;br /&gt;
&lt;br /&gt;
Do not attempt to fully clear a Ziggurat without spells of some sort. It is very likely to be fatal. Having said that, the first few floors are usually safe for many XL27 characters, although this can still be risky.&lt;br /&gt;
&lt;br /&gt;
== Strategies For Troublesome Floors ==&lt;br /&gt;
&lt;br /&gt;
=== Skip With Death's Door ===&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;Conjurer strategy&amp;quot; above. Cast Death's Door after getting as close as possible to the stairs. Make a break for it.&lt;br /&gt;
	&lt;br /&gt;
=== Banishment With Lugonu ===&lt;br /&gt;
&lt;br /&gt;
Banish yourself to the Abyss, so you can recover. You'll return to the same level after leaving the Abyss.&lt;br /&gt;
&lt;br /&gt;
=== Banishment With Distortion Weapon and Amulet of Stasis ===&lt;br /&gt;
&lt;br /&gt;
You may also try to banish yourself with a [[distortion]] weapon. However, you have about the same chance of going to the Abyss as to be instantly teleported on the level, damaged and confused. An amulet of stasis or -TELE artifact will prevent this, though, and allows you to use distortion with the only downside of confusion and HP damage.&lt;br /&gt;
&lt;br /&gt;
==Wizard Mode==&lt;br /&gt;
Ziggurats can be entered in [[wizard mode]] using &amp;amp;L to place a vault called &amp;quot;ziggurat_fallback&amp;quot;, &amp;amp;{ to map the level, and XT to teleport to the portal.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.18]], Ziggurat portals will no longer generate in Pandemonium. There is a new item called [[figurine of a ziggurat]] which creates a ziggurat portal. Figurines always spawn on the 27th floor of a ziggurat and on level 3 of [[Tomb]].&lt;br /&gt;
&lt;br /&gt;
[[0.16]] introduced so-called megazigs. Every time a ziggurat is cleared, subsequent ziggurats become much harder.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], entry was denied until the player had at least three [[runes of Zot]] in her possession.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], a Ziggurat portal could be summoned by the [[Trowel card]] of a legendary [[Deck of dungeons]] once per game. The [[Trowel card]] was removed in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Ziggurat portals would generate randomly in the main [[Dungeon]], and required you pay an admission fee of 2,100 to 14,000 [[gold]] to enter.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], you could use [[Projected Noise]] at the bottom of the map, then walk around the top end (or vice-versa).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], it was possible to permanently leave a Ziggurat via [[Banishment]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Figurine_of_a_ziggurat&amp;diff=46859</id>
		<title>Figurine of a ziggurat</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Figurine_of_a_ziggurat&amp;diff=46859"/>
				<updated>2018-03-21T21:24:44Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21, added escape route use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Miscellaneous item&lt;br /&gt;
 |name=Figurine of a ziggurat&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A small figurine made of some strange material, shaped like a stepped pyramid. It is remarkably detailed – almost like a real, vast structure, shrunk somehow smaller than a human hand.}}&lt;br /&gt;
&lt;br /&gt;
The '''figurine of a ziggurat''' is an [[Evocation|evocable]] item which creates a portal to a [[ziggurat]] upon use, being consumed in the process. Unlike all other evocable items, it can be evoked even after sacrificing evocations to [[Ru]].&lt;br /&gt;
&lt;br /&gt;
The treasure found within a ziggurat is often very impressive, and players may be tempted to use the figurine immediately to gain access. However, the figurine serves a surprisingly useful secondary purpose - creating a ziggurat and jumping in is a 100% effective escape route from danger, although it does take two turns to use. Just be aware that your tile must be clear, or the item will not be evoked.&lt;br /&gt;
&lt;br /&gt;
The figurine is never generated as a random loot. Instead, a single figurine is guaranteed to generate on the third floor of [[the Tomb]] and the twenty-seventh floor of each ziggurat.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The figurine of a ziggurat was added in [[0.18]].&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Quicksilver_dragon_scales&amp;diff=46858</id>
		<title>Quicksilver dragon scales</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Quicksilver_dragon_scales&amp;diff=46858"/>
				<updated>2018-03-21T05:23:59Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
{{armour&lt;br /&gt;
 |name        = Quicksilver dragon scales&lt;br /&gt;
 |cost        = ?&lt;br /&gt;
 |weight      = &lt;br /&gt;
 |skill       = &lt;br /&gt;
 |skill2      = &lt;br /&gt;
 |AC          = 9&lt;br /&gt;
 |EV          = -7&lt;br /&gt;
 |SV          =  &lt;br /&gt;
 |maxenc      = 0&lt;br /&gt;
 |size        = Small, Medium, Large, Big&lt;br /&gt;
 |grants      = MR+&lt;br /&gt;
 |acquirement =&lt;br /&gt;
 |weartime    = &lt;br /&gt;
 |GDR         = 37%&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|The scales of a quicksilver dragon. Although it does not provide its wearer with as much protection as the armour made from the scales of some heavier dragons, it is somewhat lighter and less encumbering. It is excellent at repelling enchantments - and therefore cannot be enchanted beyond its current form.}}&lt;br /&gt;
&lt;br /&gt;
'''Quicksilver dragon scales''' are a curious form of body armour which offer very nice physical defenses while leaving the wearer relatively unencumbered. They also grant a single rank of [[magic resistance]], but this mystical defense prevents the armour from being enchanted beyond +0.&lt;br /&gt;
&lt;br /&gt;
This item may randomly generate when you slay a [[quicksilver dragon]].&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Not being able to enchant your armour may seem like an intimidating handicap, but quicksilver dragon armour is still surprisingly effective defensively. Thanks to its impressive base AC, its usefulness rises rapidly with [[Armour skill]] training, providing solid medium armour defense with light armour encumbrance. Topped off with a universally useful intrinsic, quicksilver dragon armour is a very nice item to come by.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], quicksilver dragon scales were known as quicksilver dragon armour and were obtained by turning a [[quicksilver dragon hide]] into armour with a [[scroll of enchant armour]].&lt;br /&gt;
&lt;br /&gt;
Quicksilver dragon armour had its armour class reduced from 10 to 9 in [[0.17]].&lt;br /&gt;
&lt;br /&gt;
Quicksilver dragon armour was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Armour''' || [[Image:Quicksilver dragon armour.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{armours}}&lt;br /&gt;
[[Category:Body armour]]&lt;br /&gt;
[[Category:Dragon armour]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Serpent_of_Hell_(Dis)&amp;diff=46857</id>
		<title>Serpent of Hell (Dis)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Serpent_of_Hell_(Dis)&amp;diff=46857"/>
				<updated>2018-03-21T05:03:43Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{no-bot-monster&lt;br /&gt;
|name=Serpent of Hell&lt;br /&gt;
|glyph={{DarkGrey|D}}&lt;br /&gt;
|flags={{Spellcaster flag}}&amp;lt;br&amp;gt;{{Sense invisible flag}}&amp;lt;br&amp;gt;{{Evil flag}}&lt;br /&gt;
|resistances=Standard: {{Poison resistance}}, {{Rot resistance}}, {{Negative energy resistance}}, {{Torment resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}, {{Dragon slaying vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=7390&lt;br /&gt;
|holiness={{Demonic}}&lt;br /&gt;
|magic_resistance=186&lt;br /&gt;
|hp_range=323&lt;br /&gt;
|avg_hp=323&lt;br /&gt;
|armour_class=20&lt;br /&gt;
|evasion=12&lt;br /&gt;
|habitat=land&lt;br /&gt;
|speed=14&lt;br /&gt;
|size={{Giant}}&lt;br /&gt;
|item_use={{Open doors}}&lt;br /&gt;
|attack1=35 ({{Bite type}}: {{Reach flavour}})&lt;br /&gt;
|attack2=35 ({{Bite type}}: {{Reach flavour}})&lt;br /&gt;
|attack3=35 ({{Bite type}}: {{Reach flavour}})&lt;br /&gt;
|attack4=35 ({{Bite type}}: {{Reach flavour}})&lt;br /&gt;
|hit_dice=20&lt;br /&gt;
|base_hp=4&lt;br /&gt;
|extra_hp=4&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=serpent of hell&lt;br /&gt;
|species=serpent of hell&lt;br /&gt;
}}&lt;br /&gt;
{{list of | dragons}}&lt;br /&gt;
{{Flavour|A towering three-headed beast with an army's worth of swords for teeth. Each of its scales is a shield with a razored edge.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
The '''Serpent of Hell''' is a [[unique]] dragon whose elemental affinity varies based on which branch of [[Hell]] you encounter it in. When faced in [[the Iron City of Dis]], the Serpent is capable of breathing deadly shrapnel and magic-stripping energies at you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Spellcaster&lt;br /&gt;
|number=Dis&lt;br /&gt;
|slot1=[[Metal Splinters]] (3d32)&lt;br /&gt;
|slot2=[[Lehudib's Crystal Spear]] (?)&lt;br /&gt;
|slot3=[[Abjuration]]&lt;br /&gt;
|slot4=[[Quicksilver Bolt]] (3d20)&lt;br /&gt;
|slot5=[[Summon Dragon]]&lt;br /&gt;
|slot6=''none''&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The Dis iteration of the Serpent of Hell is an extremely durable monster capable of pouring out tremendous damage that ignores all resistances. Its multiple attacks per turn each hit fairly hard, but its spells are far more frightening. Metal Splinters can be gruesome for characters with low AC, Quicksilver Bolt injures you while negating any buffs you have in place, and Lehudib's Crystal Spear simply maims any character that manages to be hit by it. Summon Dragon complicates the fight with additional enemies, and Abjuration prevents you from bringing in reinforcements, but these effects are generally less of a concern than the Serpent's direct damage spells. To top it all off, all three of its attack spells are considered natural abilities, completely ignoring the effects of [[antimagic]] weapons.&lt;br /&gt;
*[[Earth Magic]] specialists can beat the Serpent at its own game, hammering it with their own Crystal Spears until the beast falls. [[Air Magic]] can also be very effective here, as it does not possess [[electricity]] resistance.&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Serpent_of_Hell_(Dis)&amp;diff=46856</id>
		<title>Serpent of Hell (Dis)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Serpent_of_Hell_(Dis)&amp;diff=46856"/>
				<updated>2018-03-21T05:03:29Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21. Anyone able to pull its new spell damage?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{no-bot-monster&lt;br /&gt;
|name=Serpent of Hell&lt;br /&gt;
|glyph={{DarkGrey|D}}&lt;br /&gt;
|flags={{Spellcaster flag}}&amp;lt;br&amp;gt;{{Sense invisible flag}}&amp;lt;br&amp;gt;{{Evil flag}}&lt;br /&gt;
|resistances=Standard: {{Poison resistance}}, {{Rot resistance}}, {{Negative energy resistance}}, {{Torment resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}, {{Dragon slaying vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=7390&lt;br /&gt;
|holiness={{Demonic}}&lt;br /&gt;
|magic_resistance=186&lt;br /&gt;
|hp_range=323&lt;br /&gt;
|avg_hp=323&lt;br /&gt;
|armour_class=20&lt;br /&gt;
|evasion=12&lt;br /&gt;
|habitat=land&lt;br /&gt;
|speed=14&lt;br /&gt;
|size={{Giant}}&lt;br /&gt;
|item_use={{Open doors}}&lt;br /&gt;
|attack1=35 ({{Bite type}}: {{Reach flavour}})&lt;br /&gt;
|attack2=35 ({{Bite type}}: {{Reach flavour}})&lt;br /&gt;
|attack3=35 ({{Bite type}}: {{Reach flavour}})&lt;br /&gt;
|attack4=35 ({{Bite type}}: {{Reach flavour}})&lt;br /&gt;
|hit_dice=20&lt;br /&gt;
|base_hp=4&lt;br /&gt;
|extra_hp=4&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=serpent of hell&lt;br /&gt;
|species=serpent of hell&lt;br /&gt;
}}&lt;br /&gt;
{{list of | dragons}}&lt;br /&gt;
{{Flavour|A towering three-headed beast with an army's worth of swords for teeth. Each of its scales is a shield with a razored edge.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
The '''Serpent of Hell''' is a [[unique]] dragon whose elemental affinity varies based on which branch of [[Hell]] you encounter it in. When faced in [[the Iron City of Dis]], the Serpent is capable of breathing deadly shrapnel and magic-stripping energies at you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Spellcaster&lt;br /&gt;
|number=Dis&lt;br /&gt;
|slot1=[[Metal Splinters]] (3d32)&lt;br /&gt;
|slot2=[[Lehudib's Crystal Spear]] (?)&lt;br /&gt;
|slot3=[[Abjuration]]&lt;br /&gt;
|slot4=[[Quicksilver Bolt]] (3d20)&lt;br /&gt;
|slot5=[[Summon Dragon]]&lt;br /&gt;
|slot6=''none''&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The Dis iteration of the Serpent of Hell is an extremely durable monster capable of pouring out tremendous damage that ignores all resistances. Its multiple attacks per turn each hit fairly hard, but its spells are far more frightening. Metal Splinters can be gruesome for characters with low AC, Quicksilver Bolt injures you while negating any buffs you have in place, and Lehudib's Crystal Spear simply maims any character that manages to be hit by it. Summon Dragon complicates the fight with additional enemies, and Abjuration prevents you from bringing in reinforcements, but these effects are generally less of a concern than the Serpent's direct damage spells. To top it all off, all three of its attack spells are considered natural abilities, completely ignoring the effects of [[antimagic]] weapons.&lt;br /&gt;
*[[Earth Magic]] specialists can beat the Serpent at its own game, hammering it with their own Crystal Spears until the beast falls. [[Air Magic]] can also be very effective here, as it does not possess [[electricity]] resistance.&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sword_of_Zonguldrok&amp;diff=46855</id>
		<title>Sword of Zonguldrok</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sword_of_Zonguldrok&amp;diff=46855"/>
				<updated>2018-03-21T04:41:55Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{flavour|A blade imbued with the essence of a legendary necromancer. Those slain in its presence are reanimated by its power and forced to fight on.}}&lt;br /&gt;
[[File:Sword_of_zonguldrok.png]] '''''the +9 Sword of Zonguldrok'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+9 [[double sword]]&lt;br /&gt;
[[Reaping]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
Evil&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is always part of the loot in [[Zonguldrok's Shrine]], but can be found elsewhere too.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''sword of Zonguldrok''' is a good weapon, but not a great one. Even with its high enchantment level, its lack of a damage brand makes its damage output noticeably worse than a well-enchanted branded [[demon blade]] or [[double sword]], and it may cause you food problems unless you judiciously unwield it to kill edible, easy monsters. Friendly zombies can be useful, particularly if you can clear the majority of a floor before using your army to storm a particularly nasty vault, but the sword doesn't do anything that casting [[Animate Dead]] or even [[Animate Skeleton]] doesn't do. Use this weapon if you have nothing better yet and you don't see food problems being an issue, or as a pseudo-spell enhancer to turn your attack spells into ally generators as well.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that it passively uses a [[Necromancy|necromantic]] effect each turn, even wielding it is enough to offend the [[good god]]s.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], this fixed artefact created hostile undead in your LOS, was [[cursed]], and would recurse itself when wielded (33.3% chance). &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], this artefact was a [[long sword]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Long blades]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orange_crystal_plate_armour&amp;diff=46854</id>
		<title>Orange crystal plate armour</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orange_crystal_plate_armour&amp;diff=46854"/>
				<updated>2018-03-21T03:43:05Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
{{flavour|A suit of armour carved from transparent orange crystal. It provides remarkable protection for both mind and body. The wearer can even channel psychic energies through the crystal itself, enhancing their magical abilities. However, it's rather heavy...}}&lt;br /&gt;
[[File:Orange_crystal_plate_armour.png]] '''''the +8 orange crystal plate armour'''''&lt;br /&gt;
&lt;br /&gt;
+8 [[crystal plate armour]]&lt;br /&gt;
&lt;br /&gt;
[[Archmagi]] [[ego]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Intelligence]] +3&amp;lt;br&amp;gt;&lt;br /&gt;
[[Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''orange crystal plate armour''' offers impressive physical defense, a hard-to-come-by special defense, and a better boost to [[spellpower]] than a [[robe of the Archmagi]]. Any character who relies heavily on magic will want to wear this, but unfortunately few will actually be able to. The two [[species]] best able to handle ultra-heavy armour ([[ogre]]s and [[troll]]s) are too large to fit, and for a medium-sized character to wear it comfortably would require investing in [[strength]], not [[intelligence]], greatly reducing their spellcasting potential.&lt;br /&gt;
&lt;br /&gt;
In the end, it's an interesting and very effective piece of equipment for heavily-armoured thugs, but only a few fortunate hybrid characters with very high stats ([[demigod]]s or followers of [[Cheibriados]], perhaps) will be able to take full advantage of what it offers.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], orange crystal plate armour had [[sustain abilities]]&lt;br /&gt;
&lt;br /&gt;
Orange crystal plate armour was added in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Body armour]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Undeadhunter&amp;diff=46853</id>
		<title>Undeadhunter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Undeadhunter&amp;diff=46853"/>
				<updated>2018-03-21T02:42:33Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21. Does anyone know when it stopped being evil?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{flavour|A weapon imbued with magic to disrupt and destroy the forces binding undead creatures together. Legends say that, long ago, a lich lord created many such weapons to ensure the loyalty of his undead servants. Sadly, this mace might be the last one left.}}&lt;br /&gt;
[[File:Great_mace_undeadhunter.png]] '''''the +7 great mace &amp;quot;Undeadhunter&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
+7 [[great mace]]&lt;br /&gt;
&lt;br /&gt;
[[Disruption]]&amp;lt;br&amp;gt;&lt;br /&gt;
rN+&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
'''&amp;quot;Undeadhunter&amp;quot;''' is a solidly enchanted weapon that deals superlative damage to undead opponents. While disruption is less versatile than [[holy wrath]] (as it has no impact against [[demon]]s), it can be used by [[demonspawn]], [[vampire]]s, [[mummies]], and [[ghoul]]s, and its damage output against undead opponents is far superior to a weapon of holy wrath. If you find it and are already using two-handed maces, it's a good switch for places such as [[the Tomb]] or [[the Crypt]], or when facing down [[bone dragon]]s or [[lich]]es. A mundane weapon with a more universally powerful brand is likely to be better for general use, though.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&amp;quot;Undeadhunter&amp;quot; used to be considered an evil weapon, and the good gods forbade the use of it. This aspect of the disruption brand was removed in version ??.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Undeadhunter&amp;quot; was given a disruption brand in [[0.9]].  Prior to that, it simply bore a holy wrath brand, and was unwieldable by evil characters as usual.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Maces &amp;amp; Flails]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Reaper&amp;diff=46852</id>
		<title>Reaper</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Reaper&amp;diff=46852"/>
				<updated>2018-03-21T02:23:00Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=reaper&lt;br /&gt;
|glyph={{LightGrey|2}}&lt;br /&gt;
|tile=[[File:Reaper.png]]&lt;br /&gt;
|flags={{Fighter flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&lt;br /&gt;
|resistances={{Cold resistance}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability 2}}, {{Holy wrath vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=1484&lt;br /&gt;
|holiness={{Demonic}}&lt;br /&gt;
|magic_resistance=100&lt;br /&gt;
|hp_range=53-97&lt;br /&gt;
|avg_hp=75&lt;br /&gt;
|armour_class=15&lt;br /&gt;
|evasion=10&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Starting equipment}}&amp;lt;br&amp;gt;{{Open doors}}&lt;br /&gt;
|attack1=45 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=14&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=reaper&lt;br /&gt;
|species=reaper&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A skeletal form wielding a giant scythe, ceaselessly harvesting the souls of the living.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
“All our times have come.&lt;br /&gt;
&amp;lt;br&amp;gt;Here but now they're gone.&lt;br /&gt;
&amp;lt;br&amp;gt;Seasons don't fear the reaper,&lt;br /&gt;
&amp;lt;br&amp;gt;Nor do the wind, the sun or the rain.&lt;br /&gt;
&amp;lt;br&amp;gt;We can be like they are.&lt;br /&gt;
&amp;lt;br&amp;gt;Come on baby, don't fear the reaper.”&lt;br /&gt;
 &lt;br /&gt;
-Buck Dharma, Blue Öyster Cult, “(Don't Fear) The Reaper”. 1976.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Reapers''' are [[tier-2 demon]]s armed with randomly [[brand]]ed [[scythe]]s. They lack magic, but have decent lasting power and their [[reaching]] melee attacks can deal heavy damage, especially if their scythes are branded with something brutal. They can normally be found in [[the Abyss]], [[Pandemonium]], and the [[Hell]]s (most often in [[the Iron City of Dis]] and [[Tartarus]]), but they also appear on occasion as the result of [[Necromancy]] [[miscast effect#Necromancy|miscast effects]] or [[list of mummies|mummy]] [[death curse]]s. Some monsters can also summon them through the [[Summon Greater Demon]] spell.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Their reaching attacks hit even harder than [[stone giant]]s, and they have similar lasting power. Respect them, particularly if you encounter them early (e.g. through a Necromancy miscast).&lt;br /&gt;
*While melee fighters shouldn't have much trouble with them on their own, they can be devastating when allowed to attack from the back row while you deal with more immediate opponents. Be especially careful if their weapon brand suddenly turns out to be [[chaos]] or [[distortion]].&lt;br /&gt;
*Tiles players (and those who read monster descriptions) should beware: no matter how undead this monster looks/sounds, it is not.  [[Dispel Undead]] will have no effect.&lt;br /&gt;
&lt;br /&gt;
[[Category:Demon]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Firestarter&amp;diff=46851</id>
		<title>Firestarter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Firestarter&amp;diff=46851"/>
				<updated>2018-03-21T02:16:14Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{flavour|A huge mace imbued with potent fire magic. It fills those it strikes with inner flame, and offers protection against the resulting devastation as well as immunity to clouds of flame.}}&lt;br /&gt;
[[File:Firestarter.png]] '''''the +7 great mace &amp;quot;Firestarter&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
+7 [[great mace]]&lt;br /&gt;
&lt;br /&gt;
[[Flaming]]&amp;lt;br&amp;gt;&lt;br /&gt;
Adds [[Inner Flame]] enchantment on strike&lt;br /&gt;
[[Fire resistance|rF++]]&amp;lt;br&amp;gt;&lt;br /&gt;
Grants immunity to [[clouds]] of flame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Unless you're facing foes resistant to [[fire]], '''Firestarter''' is an exceptionally powerful weapon, combining a solid and well-enchanted base weapon, a decent [[brand]], an extremely useful defense (any source of rF++ is worth consideration), and one of the most brutal melee crowd-control methods in the game. That being said, its downsides are very significant. The amount of [[noise]] you'll be producing in combat will awaken many nearby monsters, so expect reinforcements to be a constant threat. Also, many of the major sources of fire damage in the game are resistant or immune to fire damage themselves, making the weapon a useful defense against them, but not exactly ideal offensively speaking.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Firestarter did not grant immunity to clouds of flame.&lt;br /&gt;
&lt;br /&gt;
Firestarter was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Maces &amp;amp; Flails]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Water_moccasin&amp;diff=46850</id>
		<title>Water moccasin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Water_moccasin&amp;diff=46850"/>
				<updated>2018-03-21T02:03:50Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
{{list of | snakes}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=water moccasin&lt;br /&gt;
|glyph={{Brown|S}}&lt;br /&gt;
|tile=[[File:Water moccasin.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&lt;br /&gt;
|resistances={{Poison resistance}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=2&lt;br /&gt;
|meat={{Poisonous corpse}}&lt;br /&gt;
|xp=149&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=20&lt;br /&gt;
|hp_range=16-38&lt;br /&gt;
|avg_hp=27&lt;br /&gt;
|armour_class=2&lt;br /&gt;
|evasion=15&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 14 (swim: 60%)&lt;br /&gt;
|size={{small}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=10 ({{Bite type}}: {{Poison flavour}}: 10-20)&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=5&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Reptile intelligence}}&lt;br /&gt;
|genus=snake&lt;br /&gt;
|species=water moccasin&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A largish venomous brown snake. It usually lives near water, and is an able swimmer.&lt;br /&gt;
----&lt;br /&gt;
“The latter lived in the country, and before his house there was an oak, in which there was a lair of snakes. His servants killed the snakes, but Melampus gathered wood and burnt the reptiles, and reared the young ones. And when the young were full grown, they stood beside him at each of his shoulders as he slept, and they purged his ears with their tongues. He started up in a great fright, but understood the voices of the birds flying overhead, and from what he learned from them he foretold to men what should come to pass.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Pseudo-Apollodorus , _Library and Epitome_, 1.9.11. circa 150 BC.&amp;lt;br&amp;gt;&lt;br /&gt;
trans. Sir James George Frazer, 1913.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“A snake, with mottles rare,&amp;lt;br&amp;gt;&lt;br /&gt;
Surveyed my chamber floor,&amp;lt;br&amp;gt;&lt;br /&gt;
In feature as the worm before,&amp;lt;br&amp;gt;&lt;br /&gt;
But ringed with power.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Emily Dickinson, “In Winter In My Room”. circa 1860.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Water moccasins''' are larger and stronger than the [[adder]]s found early on, but are otherwise very similar. They move fast, inflict [[poison]] with their bites, and move quickly through water. They commonly appear in [[the Lair]] and [[the Snake Pits]], and may appear in the middle-[[Dungeon]]. They can also be generated as allies with the spell [[Sticks to Snakes]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Ideally, you should be equipped to survive poison by the time you encounter them. If you find yourself having difficulty handling moccasins, be extremely wary of the Lair, as [[black mamba]]s are far, far deadlier.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.6]], water moccasins were called '''brown snakes'''.&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gauntlets_of_War&amp;diff=46849</id>
		<title>Gauntlets of War</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gauntlets_of_War&amp;diff=46849"/>
				<updated>2018-03-21T01:48:53Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Updated for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
{{flavour|A pair of thick steel gauntlets. They were Okawaru's reward for a mighty warlord. The owner is destined to die in battle, but what a death it will be!}}&lt;br /&gt;
[[File:Gauntlets_of_war.png]] '''''the +3 pair of gauntlets of War'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+3 [[gloves]]&lt;br /&gt;
&lt;br /&gt;
+5 [[slaying]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''gauntlets of War''' provide a solid chunk of general defense and a +5 [[slaying]] bonus in the gloves slot: what more could you want? Very useful for any character, and definitely superior to any non-[[artefact]] option available.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Gloves]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fortitude_card&amp;diff=46848</id>
		<title>Fortitude card</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fortitude_card&amp;diff=46848"/>
				<updated>2018-03-21T01:34:37Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
The '''Fortitude card''' grants [[Deep Dwarf|damage shaving]] along with a boost to [[strength]].&lt;br /&gt;
&lt;br /&gt;
The Fortitude card could be found in the following [[Decks|decks]] over these two versions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
![[0.15]]&lt;br /&gt;
![[0.16]]&lt;br /&gt;
![[0.17]]&lt;br /&gt;
![[0.18]]&lt;br /&gt;
|----&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of destruction|Destruction]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of war|War]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of defence|Defence]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of war|War]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of defence|Defence]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of war|War]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of defence|Defence]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of war|War]]&lt;br /&gt;
|----&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Fortitude card was added in [[0.15]] to provide a buff similar to the [[Battlelust card]].&lt;br /&gt;
&lt;br /&gt;
It was removed in [[0.19]] when decks were simplified.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Cards]]&lt;br /&gt;
*[[Decks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Deck]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hat_of_the_High_Council&amp;diff=46847</id>
		<title>Hat of the High Council</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hat_of_the_High_Council&amp;diff=46847"/>
				<updated>2018-03-21T01:31:55Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{flavour|A relic of some ancient wizarding war. Centuries later, it still crackles with effects from the residual hexes and magical energies it was once subjected to on a daily basis; spellcasters able to get a handle on its power, however, will find it enhances the power of their spells.}}&lt;br /&gt;
&lt;br /&gt;
[[File:hat of the High Council.png]] '''''the +2 hat of the High Council'''''&lt;br /&gt;
&lt;br /&gt;
+2 [[hat]]&lt;br /&gt;
&lt;br /&gt;
[[Archmagi]]&amp;lt;br&amp;gt;&lt;br /&gt;
Anti-[[wizardry]]&amp;lt;br&amp;gt;&lt;br /&gt;
-50 [[Stealth]]&lt;br /&gt;
&lt;br /&gt;
The anti-wizardry property of this fixedart adds a raw +7% spell failure rate to all spells before other wizardry reductions are applied. See [[Spell Success]] for details.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''hat of the High Council''' is a piece of headgear to be used carefully. Essentially giving you the [[Good_mutations#Wild_Magic|Wild Magic mutation]], characters who use little magic will have no use for it, as its defensive value is worse than a normal +2 [[helmet]] even before you consider the [[stealth]] penalty. Hybrid combat/spellcasters and characters who rely heavily on spells should also be careful with it; casting a spell reliably is almost always preferable to casting spells with high power.&lt;br /&gt;
&lt;br /&gt;
The only characters for whom this hat is likely to be a good idea are those who have already trained the spells they intend to cast well past the point of reliability, and for them the additional spell power can be very welcome. Only late-game spellcasters who have stabilized their highest level spells are likely to fit this category.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The hat of the High Council was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
In [[0.15]], the stealth penalty was increased from -20 to -50.&lt;br /&gt;
&lt;br /&gt;
This artifact was removed in [[0.20]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Headgear]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Arc_Blade&amp;diff=46846</id>
		<title>Arc Blade</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Arc_Blade&amp;diff=46846"/>
				<updated>2018-03-21T01:30:22Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Cleaned up for 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{flavour|A blade somehow crafted from pure electricity. Striking an enemy with it occasionally unleashes a static discharge.}}&lt;br /&gt;
[[File:Arc_blade.png]] '''''the +4 arc blade'''''&lt;br /&gt;
&lt;br /&gt;
+4 [[rapier]]&lt;br /&gt;
&lt;br /&gt;
33.3% chance: Casts [[Static Discharge]] on the target&amp;lt;br&amp;gt;&lt;br /&gt;
{{Electricity resistance}}&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The arc blade is a very solid weapon for the early- and mid-game. The damage output from Static Discharge can quickly take down most early [[unique]]s and many later threats, especially if your Short Blades skill is sufficient to reach min delay. Against crowds, the damage instead spreads out, a useful effect if you can fight foes in a bottleneck.&lt;br /&gt;
&lt;br /&gt;
Against electric-resistant targets, however, this weapon is no better than a +4 rapier that happens to grant rElec. Carrying an alternate weapon is strongly advised, as electricity resistance is very common later on.&lt;br /&gt;
&lt;br /&gt;
Be careful of using this weapon near summons, allies, and, if you're a [[Fedhas]] worshipper, plants.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The arc blade was introduced in 0.14.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], it was a +3, +5 weapon.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], it was a [[cutlass]].&lt;br /&gt;
&lt;br /&gt;
[[category:unrands]]&lt;br /&gt;
[[category:short blades]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fortitude_card&amp;diff=46845</id>
		<title>Fortitude card</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fortitude_card&amp;diff=46845"/>
				<updated>2018-03-21T01:03:08Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Cleaned up History&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
The Fortitude card grants damage shaving along with a strength boost.&lt;br /&gt;
&lt;br /&gt;
The Fortitude card could be found in the following [[Decks|decks]] over these two versions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
![[0.15]]&lt;br /&gt;
![[0.16]]&lt;br /&gt;
![[0.17]]&lt;br /&gt;
![[0.18]]&lt;br /&gt;
|----&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of destruction|Destruction]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of war|War]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of defence|Defence]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of war|War]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of defence|Defence]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of war|War]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of defence|Defence]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of war|War]]&lt;br /&gt;
|----&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*The Fortitude card was added in [[0.15]] to provide a buff similar to the [[Battlelust card]].&lt;br /&gt;
*It was removed in [[0.19]] when decks were simplified.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Cards]]&lt;br /&gt;
*[[Decks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Deck]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hat_of_the_High_Council&amp;diff=46844</id>
		<title>Hat of the High Council</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hat_of_the_High_Council&amp;diff=46844"/>
				<updated>2018-03-21T00:46:45Z</updated>
		
		<summary type="html">&lt;p&gt;MoogleDan: Cleaned up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{flavour|A relic of some ancient wizarding war. Centuries later, it still crackles with effects from the residual hexes and magical energies it was once subjected to on a daily basis; spellcasters able to get a handle on its power, however, will find it enhances the power of their spells.}}&lt;br /&gt;
&lt;br /&gt;
[[File:hat of the High Council.png]] '''''the +2 hat of the High Council'''''&lt;br /&gt;
&lt;br /&gt;
+2 [[hat]]&lt;br /&gt;
&lt;br /&gt;
[[Archmagi]]&amp;lt;br&amp;gt;&lt;br /&gt;
Anti-[[wizardry]]&amp;lt;br&amp;gt;&lt;br /&gt;
-50 [[Stealth]]&lt;br /&gt;
&lt;br /&gt;
The anti-wizardry property of this fixedart adds a raw +7% spell failure rate to all spells before other wizardry reductions are applied. See [[Spell Success]] for details.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''hat of the High Council''' is a piece of headgear to be used carefully. Essentially giving you the [[Good_mutations#Wild_Magic|Wild Magic mutation]], characters who use little magic will have no use for it, as its defensive value is worse than a normal +2 [[helmet]] even before you consider the [[stealth]] penalty. Hybrid combat/spellcasters and characters who rely heavily on spells should also be careful with it; casting a spell reliably is almost always preferable to casting spells with high power.&lt;br /&gt;
&lt;br /&gt;
The only characters for whom this hat is likely to be a good idea are those who have already trained the spells they intend to cast well past the point of reliability, and for them the additional spell power can be very welcome. Only late-game spellcasters who have stabilized their highest level spells are likely to fit this category.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*The hat of the High Council was added in [[0.14]].&lt;br /&gt;
*In [[0.15]], the stealth penalty was increased from -20 to -50.&lt;br /&gt;
*This artifact was removed in [[0.20]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Headgear]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>	</entry>

	</feed>