<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nabalzbhf</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=Nabalzbhf"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Nabalzbhf"/>
		<updated>2026-05-06T18:57:10Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38994</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38994"/>
				<updated>2015-11-17T11:35:01Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Hunger-Dependent Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of Blood]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (amulet, spell, etc.), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[dexterity]] or [[intelligence]] every 5th level.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. &lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used.&lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], vampires did not gain a stat every 5th level.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]] thirsty vampires received only half the effect from most potions.&lt;br /&gt;
&lt;br /&gt;
As of [[0.13]] vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=ARCHIVED_Nabalzbhf%27s_Merfolk_Ice_Elementalist_Guide&amp;diff=33571</id>
		<title>ARCHIVED Nabalzbhf's Merfolk Ice Elementalist Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=ARCHIVED_Nabalzbhf%27s_Merfolk_Ice_Elementalist_Guide&amp;diff=33571"/>
				<updated>2014-12-13T05:31:24Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Added a category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character guide}}&lt;br /&gt;
{{version015}}&lt;br /&gt;
&lt;br /&gt;
If you choose a [[Merfolk]] [[Ice Elementalist]], you get to play with a lot of different options. You're already an excellent melee fighter with your [[Polearms]]/[[Dodging]] aptitudes, but you also have [[Ozocubu's Armour|great]] [[Condensation Shield|buffs]] for defense, a [[Summon Ice Beast|summon]] for backup, and some [[Throw Frost|Conjuration]] [[Throw Icicle|spells]] for dealing with enemies at a distance!&lt;br /&gt;
&lt;br /&gt;
If you haven't already, read the [[walkthrough]] and [[strategy guides]]. This guide assumes at least some familiarity with Crawl, and therefore doesn't cover extremely general aspects of the game.&lt;br /&gt;
&lt;br /&gt;
This guide is partially based on [[Vigrid's Hill Orc Fighter Guide]], so if you're looking for something with less spellcasting and more smashing stuff with shiny weapons, definitely check that out. If anyone wants to edit ''this guide'', I only ask that you do two things: Replace incorrect information rather than outright removing it, and keep things general so that players can adapt it to suit their needs.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
These are the skills you should be considering, and some information as to why. Visit the [[skill]] page for information on any I didn't cover.&lt;br /&gt;
&lt;br /&gt;
===Major Skills===&lt;br /&gt;
*'''[[Polearms]]:''' Focus this immediately! Once you reach [[minimum delay]] with your current weapon, you can begin to focus on other skills.&lt;br /&gt;
*'''[[Fighting]]:''' This increases your accuracy, and your [[HP]]. Good if you don't want to die from one hit.&lt;br /&gt;
*'''[[Dodging]]:''' Your most important defensive skill. Keep it high, and stay away from heavy armour.&lt;br /&gt;
*'''[[Charms]]:''' Used by everything from [[Ozocubu's Armour]] to [[Haste]]. Definitely keep an eye on this.&lt;br /&gt;
*'''[[Ice Magic]]:''' Obviously you should raise this, all of your starting spells use it.&lt;br /&gt;
&lt;br /&gt;
===Minor Skills===&lt;br /&gt;
*'''[[Shields]]:''' Extra protection at the cost of decreased damage. Read the &amp;quot;armour&amp;quot; section below for more information.&lt;br /&gt;
*'''[[Armour]]:''' You'll put XP into this eventually, especially if you end up wearing [[fire dragon armour]]. Just don't start off too fast.&lt;br /&gt;
*'''[[Spellcasting]]:''' This mainly gives you extra spell slots, level this if you need more spells.&lt;br /&gt;
*'''[[Conjurations]]:''' This can help get spells like [[Throw Icicle]] castable, but it's not too important.&lt;br /&gt;
*'''[[Summoning]]:''' A few levels for [[Summon Ice Beasts]] is fine, but don't invest in this much.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*'''[[Evocations]]:''' An early [[ring of invisibility]] or [[amulet of rage]] is very useful. Level this as needed.&lt;br /&gt;
*'''[[Invocations]]:''' You'll want at least enough to bring your god abilities' failure rates into the single digits, possibly more depending on the god.&lt;br /&gt;
*'''[[Stealth]]:''' Being able to run away before a fight even begins is always good. Invest a few levels in this.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
You'll want [[Dexterity]] for increased [[evasion]] most of the time, but if you move on to heavier armours, [[Strength]] can help offset the spellcasting and evasion penalties. For instance, you'll want '''at least''' 11 strength if you're wearing [[fire dragon armour]]. Your starting [[Intelligence]] is more than enough, just don't assume you'll ever be casting [[Glaciate]].&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
If you never use spells, your character will almost certainly die, it's as simple as that. If you don't want to cast, go play a Berserker. By the end of your game you'll want a wide selection, but it's best to start off slow, getting your most important spells castable. Then you can branch out.&lt;br /&gt;
&lt;br /&gt;
===Starting Spells===&lt;br /&gt;
'''[[Freeze]]''' will be your primary form of attack until you've raised your pole-arm skill. It ignores AC/EV, and slows cold-blooded enemies like [[adder]]s, but the damage caps out fairly quick.&lt;br /&gt;
&lt;br /&gt;
'''[[Ozocubu's Armour]]''' should be the second or third spell you learn. It offers AC, helping to offset your poor armour aptitude, and could last you well into the late game!&lt;br /&gt;
&lt;br /&gt;
'''[[Throw Frost]]''' is good for taking out stuff at a range. Grab it when you get the chance, either before or after Ozo's.&lt;br /&gt;
&lt;br /&gt;
At this point, you have a few options. Pick up '''[[Condensation Shield]]''' for more defense, '''[[Throw Icicle]]''' for increased ranged damage, or '''[[Summon Ice Beast]]''' for allies that can help you fight and [[pillar dancing|escape]]! All of these are good, so pick up whichever you want, whenever you need it.&lt;br /&gt;
&lt;br /&gt;
===Later Spells===&lt;br /&gt;
Further ice spells you can learn include [[Bolt of Cold]], [[Freezing Cloud]] and [[Ozocubu's Refrigeration]]. All of these are very effective against groups of enemies, but none of them are necessary, so I would advise being choosy about which ones you memorize.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, charms are definitely recommended. [[Repel Missiles]], [[Regeneration]], [[Shroud of Golubria]], [[Spectral Weapon]], [[Control Teleport]], [[Deflect Missiles]], and [[Haste]] are all excellent spells.&lt;br /&gt;
&lt;br /&gt;
Some cheap but useful spells from other schools include [[Animate Skeleton]], [[Apportation]], [[Blink]], [[Cure Poison]], and [[Summon Butterflies]].&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Equipment is very important for any class, but it's especially so for a melee heavy one like MfIE. Thankfully, [[polearms]] are abundant in the dungeon, and decent armour isn't rare by any means.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
When you start, you'll have to use whatever polearms are available. This means even if you plan on using a shield later, it's fine to use a good two-handed weapon early on. Just swing your weapon a few times to check its current [[weapon speed|delay]], and be very cautious if it's anything above 1.0. Never bother with scythes, unless they're an especially good artefact.&lt;br /&gt;
&lt;br /&gt;
For quick weapons like [[spear]]s and [[trident]]s, flat brands like [[draining]], [[electrocution]], and [[venom]] are good. Venom is especially good for kiting! For two-handed weapons like [[halberd]]s and [[glaive]]s, scaling brands like [[frost]], [[flame]], and [[vorpal]] are also good. If your two-handed weapon doesn't have a [[flame]] brand, make sure to keep a spear or trident for hydras.&lt;br /&gt;
&lt;br /&gt;
In all cases, if you find a good weapon with a [[holy wrath]], [[Speed (brand)|speed]], or [[vampiric]] brand, hold onto it! [[Protection]] weapons can also be good, since your armour's AC value will be low throughout the early-mid game.&lt;br /&gt;
&lt;br /&gt;
Eventually you'll want a [[demon trident]] if you're using shields, and a [[bardiche]] if you aren't. While you can't use a [[demon trident]] while worshipping a [[good god]], [[The Shining One]] will transform one into the even better [[trishula]].&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
You'll want to stick to robes, leather, or troll leather armour at first, since [[Ozocubu's Armour]] requires armour with an [[encumbrance rating]] of 4 or lower. If you absolutely need a particular [[resistance]] (such as [[poison resistance]] for [[Swamp]]), it might be worth wearing ring mail to get it, if you have no other option (such as a ring).&lt;br /&gt;
&lt;br /&gt;
Eventually you might move on to a heavier armour. [[Dragon armour]] is popular in the late game, especially [[fire dragon armour]] for [[Zot]]. Anything heavier than that is not recommended, as it will heavily impede your [[evasion]].&lt;br /&gt;
&lt;br /&gt;
Shields are popular for their extra defense, at the cost of a lower damage output. Playing with and without a shield is acceptable, so often it's best to decide based on what spawns in your game. If you run across a &amp;quot;[[shield]] of [[Resistance (ego)|resistance]]&amp;quot; early on, definitely use shields. If you run across a [[vampiric]] [[bardiche]], use that instead!&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
*'''[[Okawaru]]:''' The invocations Heroism and Finesse are both simple yet powerful additions to your toolbox, and he will give you weapons and armour of variable usefulness as you progress through the dungeon. While you can easily complete the game with Oka, if you want to collect all 15 [[Rune of Zot|Runes of Zot]], swapping to another god is recommended ([[The Shining One]] is a popular choice).&lt;br /&gt;
&lt;br /&gt;
*'''[[Makhleb]]:''' Health on kills, piety-powered destructive blasts and the ability to summon demons. His summons are much more powerful than ice-beasts, and HP is always useful, so Makhleb is a good choice. The one catch is you absolutely have to level Invocations, or risk summoning hostile demons.&lt;br /&gt;
&lt;br /&gt;
*'''[[Yredelemnul]]:''' Perhaps the absolute best god if all you want to do is win. He allows you to raise the dead to fight by your side, and gifts undead allies, all of which become more powerful once you can [[haste]]n them. In addition to that, Pain Mirror is a great panic button, Drain Life can heal you when you need it most, and Enslave Soul allows to make any unique in the game your permanent servant.&lt;br /&gt;
&lt;br /&gt;
*'''[[The Shining One]]:''' A poor choice for the early game due to his restrictions, but one of the absolute strongest gods for the extended game. He has so many useful abilities, I'm not even going to try and list them all here. If you want to swap to TSO later, make sure to save [[Crypt]] until you've swapped.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
*''Remember your buffs''. Casting Ozocubu's Armour and Condensation Shield before a tough fight can be the difference between life and death.&lt;br /&gt;
*''Use your ranged attacks''. Trolls, giants, and any other highly-competent melee combatant should get some ice to the face before they get too close. Never engage them in straight melee.&lt;br /&gt;
*''Know thy enemy''. Examine every foe you encounter. If they look dangerous, they probably are, and you shouldn't wade into an entire horde of them.&lt;br /&gt;
*''Merfolks love water''. It makes you faster, better at dodging, and deep water can keep away plenty of enemies.&lt;br /&gt;
*''Better them than you''. If you have allies, such as [[ice beast]]s, generally you want them to take hits for you, or at the very least, distract the weaker enemies while you mop up the rest. The game will continue if they're dead. It'll stop if you're dead. Besides, you have a reaching weapon perfectly suited for combat from the back row.&lt;br /&gt;
*''Items, Items, Items''. If you have less than 5 varieties of scroll, wand, ring, amulet and potion on your person, chances are you're woefully under-prepared for the challenges ahead. When you believe a situation has a decent chance of getting you killed, don't make the mistake of being too conservative - use those consumables!&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Royal_Jelly&amp;diff=33544</id>
		<title>The Royal Jelly</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Royal_Jelly&amp;diff=33544"/>
				<updated>2014-12-08T08:38:35Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Trimmed the &amp;quot;How To Kill It&amp;quot; section so it's easier to parse, then added yet another strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=royal jelly&lt;br /&gt;
|glyph={{Yellow|J}}&lt;br /&gt;
|tile=[[File:Royal jelly.png]]&lt;br /&gt;
|flags={{Eats items}}&amp;lt;br&amp;gt;{{Acid splash flag}}&amp;lt;br&amp;gt;{{No stairs flag}}&amp;lt;br&amp;gt;{{Sense invisible flag}}&amp;lt;br&amp;gt;{{Unique flag}}&lt;br /&gt;
|resistances={{Poison resistance}}, {{Acid resistance 3}}, &amp;lt;br&amp;gt;{{Constriction resistance}}, {{Water resistance}}, &amp;lt;br&amp;gt;{{Asphyxiation resistance}}&lt;br /&gt;
|vulnerabilities={{Silver vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=14176&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=196&lt;br /&gt;
|hp_range=230&lt;br /&gt;
|avg_hp=230&lt;br /&gt;
|armour_class=8&lt;br /&gt;
|evasion=4&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 14&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=50 ({{Hit type}}: {{Acid flavour}}: 7d3)&lt;br /&gt;
|attack2=30 ({{Hit type}}: {{Acid flavour}}: 7d3)&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=21&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=230&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=jelly&lt;br /&gt;
|species=jelly&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A particularly rich and golden gelatinous thing. Smaller jellies swim and pulse just below its surface, ready to burst forth at the slightest touch.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
&lt;br /&gt;
'''The royal jelly''' is the [[list of jellies|jelly]] boss of [[the Slime Pits]]. Located in the center of Slime:6, it will not emerge until you've entered the stone structure it resides in (or you make enough [[noise]] nearby to awaken it), giving you plenty of time to clear the rest of the floor first.&lt;br /&gt;
&lt;br /&gt;
It has an impressive amount of [[HP]], powerful [[acid]]ic melee attacks, exceptional speed, and an unusual defensive mechanism: whenever it's damaged, it spawns various powerful jelly-type monsters to attack you ([[azure jellies]], [[death ooze]]s, [[brown ooze]]s, and [[acid blob]]s). Like other jellies, allowing it to consume items or shooting ammunition at it will restore its HP. Fortunately, it cannot pursue you up [[stairs]], allowing you to abort attempts at killing it that you don't feel confident you can complete.&lt;br /&gt;
&lt;br /&gt;
Killing the royal jelly causes three things to happen:&lt;br /&gt;
&lt;br /&gt;
*[[Teleport control]] is no longer forbidden on the floor.&lt;br /&gt;
*The four central [[vault]]s that the royal jelly guarded turn from stone to transparent rock, making it easy to [[dig]] or [[teleport]] your way in.&lt;br /&gt;
*[[Jiyva]], the god of slimes, immediately ceases to exist once its only sentient worshiper dies. You can prevent this deicide by worshiping Jiyva yourself before killing TRJ, but killing such a high-ranking jelly will result in penance.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
===How To Kill It===&lt;br /&gt;
*[[Haste]] and a [[potion of might]]/[[potion of brilliance]] can help you deal lethal damage to TRJ before its reinforcements make life unbearable. [[Berserk]]ing also works, but might run out too quickly, and limits your options considerably.&lt;br /&gt;
*Fighting TRJ in one of the central stone corridors restricts how many monsters can reach you. Just be prepared for the angry jelly mob once you're done, possibly including [[giant eyeball]]s that can see through the now-transparent corridor walls...&lt;br /&gt;
*TRJ retreats behind its spawned jellies periodically, forcing you to fight through them. Attack wands, [[Bolt spells]], and [[smite]]-targeted attacks will all help to pierce through the surrounding jellies. Or, summon your own allies while adjacent to TRJ and box it in before attacking (works best in the corridors).&lt;br /&gt;
*Ranged weapon fighters will have a hard time, as most ammunition heals it. But there are exceptions. [[Stone]]s are never absorbed (although their damage is low), and the same goes for the always useful [[large rock]]. For sling users, [[exploding]] [[sling bullet]]s always mulch and cut through TRJ's low-AC spawns well. [[Penetration]]-branded [[bolt]]s and [[javelin]]s are fairly safe, so long as they land on an empty square. [[dispersal (brand)|Dispersal]] [[arrow]]s and [[tomahawk]]s will always mulch, but the constant blinking is often more trouble than it's worth.&lt;br /&gt;
*[[Banish]]ing TRJ via [[Lugonu]]'s [[ability]] doesn't unlock the vault or allow teleport control, meaning you'll need some way to deal with [[stone wall]]s. Corrupting the floor will open the vaults easily, but you'll need to move fast if you want to collect any of the non-artifact loot. Failing all else, a trip to the Abyss to kill TRJ will be necessary.&lt;br /&gt;
*TRJ is a natural creature, and thus vulnerable to [[torment]]. Reading two or three [[scrolls of torment]] will drop it to near death, and a few [[Bolt spells]] or [[smite]]-targeted attacks will kill it despite the surrounding army. Just be prepared to have your own HP be affected too (rN+++, [[Statue Form]], or undeath are advised)!&lt;br /&gt;
*[[Freezing Cloud]] will reliably kill TRJ in 10 or so turns. If you you can hold your own versus TRJ's reinforcements, you can cast Freezing Cloud early and let it do its job.&lt;br /&gt;
*With only 4 [[EV]], TRJ is fairly susceptible to [[Bolt of Inaccuracy]]. A hasted character with modest [[Evocations]] training can heavily injure or even kill TRJ by the time their [[rod of Inaccuracy]] runs out of charges, but don't be surprised if it only gets half the job done.&lt;br /&gt;
*If you decide to use summoning magic, you can't do better than [[Summon Dragon]].  Interspersing these with other high-level summons can create a wall of units capable of matching TRJ's allies. You'll need to plan ahead, of course: 18 or 19 Summonings skill, high intelligence, a ring of [[wizardry]], and [[Recall]] are the bare minimum, with a method of [channeling]] being highly recommended.&lt;br /&gt;
* Worshipers of [[Trog]] can also benefit from summons; a small pack of berserk [[iron troll]]s or [[stone giant]]s should survive long enough to deal tremendous damage to TRJ before being melted away.&lt;br /&gt;
*Hit TRJ 1-2 times so it spawns jellies/oozes, read a [[scroll of immolation]], then kill any of the spawns to set off a chain reaction. This strategy risks self-immolation, so ensure that you can kill one of the spawns at a distance immediately after reading the scroll. For example, Conjurations and Spellcasting at 20 means that [[Orb of Destruction]] reliably kills [[death ooze]]s in one hit. Being [[haste]]d helps, giving TRJ less time to respond to your appearance and move out of explosion range.&lt;br /&gt;
*If your evocations is fairly high, you can read a [[scroll of vulnerability]] or two and evoke a [[wand of polymorph]] to transform TRJ into something else. That something else will also dangerous, but it won't spit out extra jellies every time it's hit, and killing it will still unlock the vaults.&lt;br /&gt;
&lt;br /&gt;
===How To Escape It===&lt;br /&gt;
*TRJ will not follow you [[stairs|upstairs]], but its generated slimes will. If you plan on running back upstairs mid-fight, expect some of its spawns to follow you.&lt;br /&gt;
*If you need to escape the floor without pursuing jellies following you up, Haste will also allow you to make a fairly safe escape; TRJ will keep up with you, but nothing else will. If you wish to actually outrun TRJ, you'll likely need both Haste ''and'' [[Swiftness]].&lt;br /&gt;
*If you've accidentally created an army of jellies and need to abort, heal up and then stair dance so you can clear out the reinforcements without dealing with too many of them at a time. Entering the floor from different staircases will let you avoid being immediately surrounded.&lt;br /&gt;
*Don't panic and expect a [[scroll of blinking]] to save you; until TRJ is dead, controlled blinking is impossible on this floor. Of course, if you're surrounded by jellies on every side and the only available tiles to blink to are beyond the mob, even an uncontrolled blink should get you clear of them, and a hasted character should be able to outrun them.&lt;br /&gt;
*If you have high-powered [[Lee's Rapid Deconstruction]] or [[Shatter]], you can avoid fighting TRJ by breaking open the stone wall loot vaults. Just be sure to grab any useful non-artifact items before the floor's jellies eat them. Be aware that both spells are loud and will attract attention.&lt;br /&gt;
*[[Summon Butterflies]] can be a lifesaver for the character who finds himself otherwise fatally adjacent to a lone TRJ.  Alternatively retreating and casting Summon Butterflies can be a solution, provided you can withstand the several hits TRJ will deal you. Just remember not to damage TRJ at all or he'll spawn his auxiliary slimes, negating your retreat.&lt;br /&gt;
*Of course, if you wish to avoid this entire mess, you can simply worship Jiyva and open the vaults with a [[wand of digging]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.11]], the royal jelly was not able to regenerate naturally. This made the fight much easier to complete over several small assaults.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Crypt&amp;diff=33272</id>
		<title>The Crypt</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Crypt&amp;diff=33272"/>
				<updated>2014-11-28T18:44:30Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Crypt:3 */ Fixed typo, linked words.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|A huge repository for the ancient dead. The air is chill and fetid, the walls cold and damp. Bones are strewn liberally everywhere and the whole place resounds with the keening of the tortured souls of the unquiet dead.&lt;br /&gt;
&lt;br /&gt;
The Crypt is three levels deep and can be found between Vault:2 and Vault:3. It contains the entrance to the Tomb.&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|These stairs lead to an ancient crypt. Unfortunately, not everything that was buried there had the decency to stay dead.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Crypt entry.png]]&lt;br /&gt;
&lt;br /&gt;
'''The Crypt''' is a 3-floor [[branch]], its entrance found on [[Vaults]]:2 or 3. It is filled with all manner of [[undead]] opponents, and although it does not contain a [[rune of Zot]], it does hold the [[list of mummies|mummy]]-guarded entrance to [[the Tomb]], as well as a significant amount of treasure guarded by powerful undead foes on the final floor.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
the Crypts are made up of claustrophobic, winding hallways and large open chambers, all of which are built of [[wand of digging|dig]]-proof stone or metal [[wall]]s. [[Web]] [[trap]]s are a common sight here, choking hallways but also allowing cautious players to ensnare pursuing opponents.&lt;br /&gt;
&lt;br /&gt;
The Crypt is also a [[Noise#Ambient noise|very silent place]] (one might even say &amp;quot;dead quiet&amp;quot;), so noises will carry farther than you're accustomed to. While the majority of the Crypt's inhabitants attack you in relative silence ([[flying skull]]s are one of the few forms of undead capable of alerting others of your presence), even the noise made by your weapons striking your foes will be attracting attention. See the page on [[noise]] for more details. &lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Players will find their [[poison]], [[draining]], [[vampiricism]], or [[pain]]-[[brand]]ed weapons all but useless here. [[Holy wrath]] weapons and [[Dispel Undead]] are much more useful for clearing out the almost entirely undead population here, and [[scrolls of holy word]] make excellent room-clearing nukes, particularly if you worship a [[good god]]. [[Negative energy]] resistance will come in handy to negate enemy draining attacks and mitigate the impact of [[torment]] (an uncommon but significant threat). [[See invisible]] is also worth keeping on hand, as [[vampire knight]]s can be surprisingly dangerous to players who fail to notice them until they reach melee range.&lt;br /&gt;
&lt;br /&gt;
Beyond that, there are a handful of casters capable of hitting you with various elemental spells, and many of the opponents here hit fairly hard ([[ghoul (monster)|ghouls]], [[bone dragon]]s, and [[ancient champion]]s are particularly nasty in melee), so high [[AC]]/[[EV]] and a rank of [[fire]] and [[cold]] resistance will certainly help. Finally, don't be afraid to look up opponents you aren't familiar with, as many of the opponents here behave in very unusual ways, and a few of them ([[curse skull]]s, [[lich]]es, [[ancient lich]]es), [[curse toe]]s, and the powerful [[unique]] [[Khufu]]) are extreme threats that deserve serious caution.&lt;br /&gt;
&lt;br /&gt;
===Useful Traits===&lt;br /&gt;
*A [[holy wrath]] weapon&lt;br /&gt;
*[[Dispel Undead]]&lt;br /&gt;
*Strong physical defenses&lt;br /&gt;
*[[Negative energy]] resistance&lt;br /&gt;
*[[See invisible]]&lt;br /&gt;
&lt;br /&gt;
===Crypt:3===&lt;br /&gt;
The third floor of the Crypt always has a treasure vault, which can be sized anywhere from a modest room to all of the map. These always contain some of the most powerful undead enemies in the game, but often hold living and [[list of constructs#Golems|golem]] opponents as well.&lt;br /&gt;
&lt;br /&gt;
'''Eye to Eye With the Devil''': A small chamber which forces you to deal with multiple [[ancient lich]]es, [[curse skull]]s, and other potent threats before reaching the loot.&lt;br /&gt;
&lt;br /&gt;
'''Haunted Forest''': A full-floor graveyard, filled with dead [[tree]]s, gravestones, and mausoleums, each of which contains a variety of angry inhabitants.&lt;br /&gt;
&lt;br /&gt;
'''Cryptofortress''': A full-floor undead fortress, guarded by [[iron golem]]s. Exploration will reveal powerful liches, mummies, and vampires guarding the various loot heaps.&lt;br /&gt;
&lt;br /&gt;
'''Church of pain''': A cross-shaped map with 4 different monster sets: skeletons, vampires, ghosts, and mummies.&lt;br /&gt;
&lt;br /&gt;
'''Quadcrypt''': A full-floor vault divided in four quadrants: burial hoard (NE), chapel of [[Kikubaaqudgha]] (NW), catacombs (SE), and crematory (SW).&lt;br /&gt;
&lt;br /&gt;
'''Elkab''': A triparte Egyptian temple. Like the church of pain, it has four sets of monsters: skeleton, ghost, vampire, and mummy.&lt;br /&gt;
&lt;br /&gt;
'''The death's head''': A full-floor skull-shaped vault.&lt;br /&gt;
&lt;br /&gt;
'''Unholy cathedral''': A very compact vault with altars to [[Yredelemnul]] and [[Kikubaaqudgha]].&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Shadow}} || {{monsterlink|Hungry ghost}} ||  {{monsterlink|Silent spectre}} || {{monsterlink|Flayed ghost}} || {{monsterlink|Soul eater}} || {{monsterlink|Reaper}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Wraith}} || {{monsterlink|Freezing wraith}} || {{monsterlink|Shadow wraith}} || {{monsterlink|Phantasmal warrior}} || {{monsterlink|Eidolon}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Plague shambler}} || {{monsterlink|Ghoul (monster)}} || {{monsterlink|Bone dragon}} || {{monsterlink|Flying skull}} || {{monsterlink|Curse skull}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Necromancer (monster)}} || {{monsterlink|Deep dwarf death knight}} || {{monsterlink|Deep elf death mage}} || {{monsterlink|Wight}} || {{monsterlink|Skeletal warrior}} || {{monsterlink|Ancient champion}} &lt;br /&gt;
|- &lt;br /&gt;
| {{monsterlink|Vampire (monster)}} || {{monsterlink|Vampire mage}} || {{monsterlink|Vampire knight}} || {{monsterlink|Jiangshi}} || ||&lt;br /&gt;
|- &lt;br /&gt;
|{{monsterlink|Unborn}} || {{monsterlink|Revenant}} || {{monsterlink|Lich}} || {{monsterlink|Ancient lich}} || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Placed by vaults===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Dancing weapon}} || {{monsterlink|Iron golem}} || {{monsterlink|Crystal guardian}} || {{monsterlink|Curse toe}} || {{monsterlink|Hell knight}} ||{{monsterlink|Profane servitor}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Mummy (monster)}} || {{monsterlink|Guardian mummy}} ||  {{monsterlink|Mummy priest}} || {{monsterlink|Greater mummy}} || {{monsterlink|Khufu}} || {{monsterlink|Sphinx}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], the Crypt was 5 floors deep.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], there were [[crystal golem]]s instead of crystal guardians.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], the Crypt had a drastically different monster set. [[Zombie]]s, [[skeleton]]s, and [[skeletal warrior]]s were by a very large margin the most common monsters. It also was more quiet.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Earth_elemental&amp;diff=32990</id>
		<title>Earth elemental</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Earth_elemental&amp;diff=32990"/>
				<updated>2014-09-25T21:28:00Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=earth elemental&lt;br /&gt;
|glyph={{Brown|E}}&lt;br /&gt;
|tile=[[File:Earth elemental.png]]&lt;br /&gt;
|flags=&lt;br /&gt;
|resistances={{Fire resistance 3}}, {{Cold resistance 3}}, &amp;lt;br&amp;gt;{{Electricity resistance 3}}, {{Poison resistance 3}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=84&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=33-57&lt;br /&gt;
|avg_hp=45&lt;br /&gt;
|armour_class=14&lt;br /&gt;
|evasion=4&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 6&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=40 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=6&lt;br /&gt;
|base_hp=5&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=elemental&lt;br /&gt;
|species=earth elemental&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A spirit drawn from the elemental plane of earth, which exists in this world by inhabiting a lump of earth and rocks.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Earth elementals''' are lumbering brutes that are easily outrun, but pack a punch when faced head on. They are more durable than the other elementals, immune to virtually every type of damage other than pure physical damage. &lt;br /&gt;
&lt;br /&gt;
They are not normally encountered in the dungeon except in special vaults, though you can summon your own earth elementals by evoking a [[stone of tremors]], or invoking [[Qazlal]]'s Elemental Force while clouds of dust (petrifying or otherwise) are visible.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*They're slow, so almost any character can [[kite]] them easily.&lt;br /&gt;
*While elemental spellcasters may have a hard time with them, they take decent damage from [[Airstrike]] and [[Iskenderun's Mystic Blast]]. [[Earth Magic]] and spells that have a physical component (such as [[Throw Icicle]]) also work.&lt;br /&gt;
**Don't bother using [[Magic Dart]] though, since their AC means that it will do no damage over half the time.&lt;br /&gt;
*If using Qazlal's Elemental Force, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fire_elemental&amp;diff=32989</id>
		<title>Fire elemental</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fire_elemental&amp;diff=32989"/>
				<updated>2014-09-25T21:27:41Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=fire elemental&lt;br /&gt;
|glyph={{Red|E}}&lt;br /&gt;
|tile=[[File:Fire elemental.png]]&lt;br /&gt;
|flags={{Glows flag}}&amp;lt;br&amp;gt;{{Insubstantial flag}}&amp;lt;br&amp;gt;{{Levitate flag}}&lt;br /&gt;
|resistances={{Hellfire resistance}}, {{Electricity resistance}}, &amp;lt;br&amp;gt;{{Poison resistance}}, {{Negative energy resistance 3}}, &amp;lt;br&amp;gt;{{Torment resistance}}, {{Rot resistance 3}}, &amp;lt;br&amp;gt;{{Sticky flame resistance}}, {{Constriction resistance}}, &amp;lt;br&amp;gt;{{Drown resistance}}&lt;br /&gt;
|vulnerabilities={{Cold vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=196&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=21-45&lt;br /&gt;
|avg_hp=33&lt;br /&gt;
|armour_class=4&lt;br /&gt;
|evasion=12&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 13&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=0 ({{Hit type}}: {{Pure fire flavour}}: 9-14)&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=6&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=elemental&lt;br /&gt;
|species=fire elemental&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A spirit drawn from the elemental plane of fire, which exists in this world as a brilliant column of raging flames.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Fire elementals''' are animated beings of flame, dealing fire damage with their attacks and leaving a trail of flame [[cloud]]s behind them. They are resistant to most elements, but vulnerable to cold and fragile in general.&lt;br /&gt;
&lt;br /&gt;
They are rarely found normally except in fire-themed vaults or as part of [[Azrael]]'s band of monsters, though you can summon them yourself by evoking the [[lamp of fire]], or invoking [[Qazlal]]'s Elemental Force when clouds of fire (including those from a forest fire) are visible.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*[[Fire resistance]] will reduce their damage tremendously.&lt;br /&gt;
*A single zap from a [[wand of cold]] or other cold attack should destroy them.&lt;br /&gt;
*They have complete immunity to fire damage. Although they ignore most [[Fire Magic]], you can still take them out with either [[Bolt of Magma]] or [[Fire Storm]], as those also deal physical damage.&lt;br /&gt;
*If using Qazlal's Elemental Force, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Water_elemental&amp;diff=32988</id>
		<title>Water elemental</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Water_elemental&amp;diff=32988"/>
				<updated>2014-09-25T21:26:34Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=water elemental&lt;br /&gt;
|glyph={{Blue|E}}&lt;br /&gt;
|tile=[[File:Water elemental.png]]&lt;br /&gt;
|flags=&lt;br /&gt;
|resistances={{Electricity resistance}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities={{Fire vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=212&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=33-53&lt;br /&gt;
|avg_hp=43&lt;br /&gt;
|armour_class=4&lt;br /&gt;
|evasion=7&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 10 (swim: 60%)&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=22 ({{Hit type}}: {{Engulf flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=6&lt;br /&gt;
|base_hp=5&lt;br /&gt;
|extra_hp=4&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=elemental&lt;br /&gt;
|species=water elemental&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A spirit drawn from the elemental plane of water. It exists on this world as part of a body of water and can engulf other beings in its form, depriving them of breath and voice.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Water elementals''' are vaguely humanoid blobs of water, surging toward their foes and drowning the unwary. They are immune to [[electricity]] and [[poison]], and their melee attacks occasionally engulf their victims, dealing moderate [[asphyxiation]] damage each turn until their prey escapes. &lt;br /&gt;
&lt;br /&gt;
The process of drowning has the same effect as [[silence]] on the player: it prevents them from casting spells, reading scrolls, and using most [[god]]-gifted (invoked) abilities. &lt;br /&gt;
&lt;br /&gt;
They can be found in the company of the [[merfolk (monster)|merfolk]] witch [[Ilsuiw]] and her [[merfolk aquamancer]]s, occur naturally throughout [[Cocytus]], and can be susmmoned by monsters through the [[Summon Water Elementals]] spell.&lt;br /&gt;
&lt;br /&gt;
You can also summon them yourself by evoking the [[phial of floods]], or invoking [[Qazlal]]'s Elemental Force when clouds of cold or rain are visible.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Avoid simply '''[[Tab]]'''bing your way through combat with water elementals. Once they've engulfed you, you'll start taking irresistible damage each turn, but moving away from them breaks this effect. If possible, retreat each time they start the process.&lt;br /&gt;
**Players of [[unbreathing]] races are immune to the engulf damage and can still cast spells normally, making water elementals much less dangerous.&lt;br /&gt;
*Their [[electricity]] resistance makes it difficult for [[Air Magic]]-users to take them out, though [[Airstrike]] is a perfectly acceptable method for defeating them.&lt;br /&gt;
*Keep in mind that they move much faster when in water.&lt;br /&gt;
*If using Qazlal's Elemental Force, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], water elementals had normal melee attacks.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Air_elemental&amp;diff=32987</id>
		<title>Air elemental</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Air_elemental&amp;diff=32987"/>
				<updated>2014-09-25T21:26:08Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=air elemental&lt;br /&gt;
|glyph={{LightGrey|E}}&lt;br /&gt;
|tile=[[File:Air elemental.png]]&lt;br /&gt;
|flags={{Glows flag}}&amp;lt;br&amp;gt;{{Insubstantial flag}}&amp;lt;br&amp;gt;{{Levitate flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&lt;br /&gt;
|resistances={{Electricity resistance 3}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Sticky flame resistance}}, &amp;lt;br&amp;gt;{{Wind resistance}}, {{Constriction 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=223&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=21-45&lt;br /&gt;
|avg_hp=33&lt;br /&gt;
|armour_class=2&lt;br /&gt;
|evasion=18&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 25&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=15 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=6&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=elemental&lt;br /&gt;
|species=air elemental&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A spirit drawn from the elemental plane of air. It exists in this world as a swirling vortex of air, often dissipating and reforming.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Air elementals''' are animated beings of wind. Fast and [[ev]]asive, they are capable of dealing moderate physical damage. They occasionally dissipate, effectively [[submerging]] in any tile, only to reappear a few turns later.&lt;br /&gt;
&lt;br /&gt;
Monsters can summon them using the [[Summon Air Elementals]] spell, and sometimes they will be found following [[spriggan air mage]]s. Otherwise, you typically only find them in [[the Abyss]], the [[Cloud Mages' Chambers]], and certain [[vault]]s.&lt;br /&gt;
&lt;br /&gt;
You can also summon them yourself by evoking the [[fan of gales]], or invoking [[Qazlal]]'s Elemental Force when storm clouds or clouds of smoke are visible.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Air elementals are immune to all Air Magic. As such, even though [[Airstrike]] and [[Tornado]] seem perfectly suited for taking down hard-to-hit flying enemies, these just won't work.&lt;br /&gt;
*If using Qazlal's Elemental Force, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Air_elemental&amp;diff=32986</id>
		<title>Air elemental</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Air_elemental&amp;diff=32986"/>
				<updated>2014-09-25T21:25:37Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=air elemental&lt;br /&gt;
|glyph={{LightGrey|E}}&lt;br /&gt;
|tile=[[File:Air elemental.png]]&lt;br /&gt;
|flags={{Glows flag}}&amp;lt;br&amp;gt;{{Insubstantial flag}}&amp;lt;br&amp;gt;{{Levitate flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&lt;br /&gt;
|resistances={{Electricity resistance 3}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Sticky flame resistance}}, &amp;lt;br&amp;gt;{{Wind resistance}}, {{Constriction 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=223&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=21-45&lt;br /&gt;
|avg_hp=33&lt;br /&gt;
|armour_class=2&lt;br /&gt;
|evasion=18&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 25&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=15 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=6&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=elemental&lt;br /&gt;
|species=air elemental&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A spirit drawn from the elemental plane of air. It exists in this world as a swirling vortex of air, often dissipating and reforming.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Air elementals''' are animated beings of wind. Fast and [[ev]]asive, they are capable of dealing moderate physical damage. They occasionally dissipate, effectively [[submerging]] in any tile, only to reappear a few turns later.&lt;br /&gt;
&lt;br /&gt;
Monsters can summon them using the [[Summon Air Elementals]] spell, and sometimes they will be found following [[spriggan air mage]]s. Otherwise, you typically only find them in [[the Abyss]], the [[Cloud Mages' Chambers]], and certain [[vault]]s.&lt;br /&gt;
&lt;br /&gt;
You can also summon them yourself by evoking the [[fan of gales]], or invoking [[Qazlal]]'s Elemental Force when storm clouds are visible.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Air elementals are immune to all Air Magic. As such, even though [[Airstrike]] and [[Tornado]] seem perfectly suited for taking down hard-to-hit flying enemies, these just won't work.&lt;br /&gt;
*If using Qazlal's Elemental Force, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Water_elemental&amp;diff=32985</id>
		<title>Water elemental</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Water_elemental&amp;diff=32985"/>
				<updated>2014-09-25T21:25:04Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=water elemental&lt;br /&gt;
|glyph={{Blue|E}}&lt;br /&gt;
|tile=[[File:Water elemental.png]]&lt;br /&gt;
|flags=&lt;br /&gt;
|resistances={{Electricity resistance}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities={{Fire vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=212&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=33-53&lt;br /&gt;
|avg_hp=43&lt;br /&gt;
|armour_class=4&lt;br /&gt;
|evasion=7&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 10 (swim: 60%)&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=22 ({{Hit type}}: {{Engulf flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=6&lt;br /&gt;
|base_hp=5&lt;br /&gt;
|extra_hp=4&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=elemental&lt;br /&gt;
|species=water elemental&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A spirit drawn from the elemental plane of water. It exists on this world as part of a body of water and can engulf other beings in its form, depriving them of breath and voice.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Water elementals''' are vaguely humanoid blobs of water, surging toward their foes and drowning the unwary. They are immune to [[electricity]] and [[poison]], and their melee attacks occasionally engulf their victims, dealing moderate [[asphyxiation]] damage each turn until their prey escapes. &lt;br /&gt;
&lt;br /&gt;
The process of drowning has the same effect as [[silence]] on the player: it prevents them from casting spells, reading scrolls, and using most [[god]]-gifted (invoked) abilities. &lt;br /&gt;
&lt;br /&gt;
They can be found in the company of the [[merfolk (monster)|merfolk]] witch [[Ilsuiw]] and her [[merfolk aquamancer]]s, occur naturally throughout [[Cocytus]], and can be susmmoned by monsters through the [[Summon Water Elementals]] spell.&lt;br /&gt;
&lt;br /&gt;
You can also summon them yourself by evoking the [[phial of floods]], or invoking [[Qazlal]]'s Elemental Force when rain clouds are visible.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Avoid simply '''[[Tab]]'''bing your way through combat with water elementals. Once they've engulfed you, you'll start taking irresistible damage each turn, but moving away from them breaks this effect. If possible, retreat each time they start the process.&lt;br /&gt;
**Players of [[unbreathing]] races are immune to the engulf damage and can still cast spells normally, making water elementals much less dangerous.&lt;br /&gt;
*Their [[electricity]] resistance makes it difficult for [[Air Magic]]-users to take them out, though [[Airstrike]] is a perfectly acceptable method for defeating them.&lt;br /&gt;
*Keep in mind that they move much faster when in water.&lt;br /&gt;
*If using Qazlal's Elemental Force, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], water elementals had normal melee attacks.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Water_elemental&amp;diff=32984</id>
		<title>Water elemental</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Water_elemental&amp;diff=32984"/>
				<updated>2014-09-25T21:24:53Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=water elemental&lt;br /&gt;
|glyph={{Blue|E}}&lt;br /&gt;
|tile=[[File:Water elemental.png]]&lt;br /&gt;
|flags=&lt;br /&gt;
|resistances={{Electricity resistance}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities={{Fire vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=212&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=33-53&lt;br /&gt;
|avg_hp=43&lt;br /&gt;
|armour_class=4&lt;br /&gt;
|evasion=7&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 10 (swim: 60%)&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=22 ({{Hit type}}: {{Engulf flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=6&lt;br /&gt;
|base_hp=5&lt;br /&gt;
|extra_hp=4&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=elemental&lt;br /&gt;
|species=water elemental&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A spirit drawn from the elemental plane of water. It exists on this world as part of a body of water and can engulf other beings in its form, depriving them of breath and voice.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Water elementals''' are vaguely humanoid blobs of water, surging toward their foes and drowning the unwary. They are immune to [[electricity]] and [[poison]], and their melee attacks occasionally engulf their victims, dealing moderate [[asphyxiation]] damage each turn until their prey escapes. &lt;br /&gt;
&lt;br /&gt;
The process of drowning has the same effect as [[silence]] on the player: it prevents them from casting spells, reading scrolls, and using most [[god]]-gifted (invoked) abilities. &lt;br /&gt;
&lt;br /&gt;
They can be found in the company of the [[merfolk (monster)|merfolk]] witch [[Ilsuiw]] and her [[merfolk aquamancer]]s, occur naturally throughout [[Cocytus]], and can be susmmoned by monsters through the [[Summon Water Elementals]] spell.&lt;br /&gt;
&lt;br /&gt;
You can also summon them yourself evoking the [[phial of floods]], or invoking [[Qazlal]]'s Elemental Force when rain clouds are visible.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Avoid simply '''[[Tab]]'''bing your way through combat with water elementals. Once they've engulfed you, you'll start taking irresistible damage each turn, but moving away from them breaks this effect. If possible, retreat each time they start the process.&lt;br /&gt;
**Players of [[unbreathing]] races are immune to the engulf damage and can still cast spells normally, making water elementals much less dangerous.&lt;br /&gt;
*Their [[electricity]] resistance makes it difficult for [[Air Magic]]-users to take them out, though [[Airstrike]] is a perfectly acceptable method for defeating them.&lt;br /&gt;
*Keep in mind that they move much faster when in water.&lt;br /&gt;
*If using Qazlal's Elemental Force, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], water elementals had normal melee attacks.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fire_elemental&amp;diff=32983</id>
		<title>Fire elemental</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fire_elemental&amp;diff=32983"/>
				<updated>2014-09-25T21:23:07Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Updated for 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=fire elemental&lt;br /&gt;
|glyph={{Red|E}}&lt;br /&gt;
|tile=[[File:Fire elemental.png]]&lt;br /&gt;
|flags={{Glows flag}}&amp;lt;br&amp;gt;{{Insubstantial flag}}&amp;lt;br&amp;gt;{{Levitate flag}}&lt;br /&gt;
|resistances={{Hellfire resistance}}, {{Electricity resistance}}, &amp;lt;br&amp;gt;{{Poison resistance}}, {{Negative energy resistance 3}}, &amp;lt;br&amp;gt;{{Torment resistance}}, {{Rot resistance 3}}, &amp;lt;br&amp;gt;{{Sticky flame resistance}}, {{Constriction resistance}}, &amp;lt;br&amp;gt;{{Drown resistance}}&lt;br /&gt;
|vulnerabilities={{Cold vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=196&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=21-45&lt;br /&gt;
|avg_hp=33&lt;br /&gt;
|armour_class=4&lt;br /&gt;
|evasion=12&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 13&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=0 ({{Hit type}}: {{Pure fire flavour}}: 9-14)&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=6&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=elemental&lt;br /&gt;
|species=fire elemental&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A spirit drawn from the elemental plane of fire, which exists in this world as a brilliant column of raging flames.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Fire elementals''' are animated beings of flame, dealing fire damage with their attacks and leaving a trail of flame [[cloud]]s behind them. They are resistant to most elements, but vulnerable to cold and fragile in general.&lt;br /&gt;
&lt;br /&gt;
They are rarely found normally except in fire-themed vaults or as part of [[Azrael]]'s band of monsters, though you can summon them yourself using the [[lamp of fire]] or [[Qazlal]]'s Elemental Force. &lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*[[Fire resistance]] will reduce their damage tremendously.&lt;br /&gt;
*A single zap from a [[wand of cold]] or other cold attack should destroy them.&lt;br /&gt;
*They have complete immunity to fire damage. Although they ignore most [[Fire Magic]], you can still take them out with either [[Bolt of Magma]] or [[Fire Storm]], as those also deal physical damage.&lt;br /&gt;
*If using Qazlal's Elemental Force, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Water_elemental&amp;diff=32982</id>
		<title>Water elemental</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Water_elemental&amp;diff=32982"/>
				<updated>2014-09-25T21:21:02Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Updated for 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=water elemental&lt;br /&gt;
|glyph={{Blue|E}}&lt;br /&gt;
|tile=[[File:Water elemental.png]]&lt;br /&gt;
|flags=&lt;br /&gt;
|resistances={{Electricity resistance}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities={{Fire vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=212&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=33-53&lt;br /&gt;
|avg_hp=43&lt;br /&gt;
|armour_class=4&lt;br /&gt;
|evasion=7&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 10 (swim: 60%)&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=22 ({{Hit type}}: {{Engulf flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=6&lt;br /&gt;
|base_hp=5&lt;br /&gt;
|extra_hp=4&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=elemental&lt;br /&gt;
|species=water elemental&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A spirit drawn from the elemental plane of water. It exists on this world as part of a body of water and can engulf other beings in its form, depriving them of breath and voice.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Water elementals''' are vaguely humanoid blobs of water, surging toward their foes and drowning the unwary. They are immune to [[electricity]] and [[poison]], and their melee attacks occasionally engulf their victims, dealing moderate [[asphyxiation]] damage each turn until their prey escapes. &lt;br /&gt;
&lt;br /&gt;
The process of drowning has the same effect as [[silence]] on the player: it prevents them from casting spells, reading scrolls, and using most [[god]]-gifted (invoked) abilities. &lt;br /&gt;
&lt;br /&gt;
They can be found in the company of the [[merfolk (monster)|merfolk]] witch [[Ilsuiw]] and her [[merfolk aquamancer]]s, occur naturally throughout [[Cocytus]], and can be susmmoned by monsters through the [[Summon Water Elementals]] spell.&lt;br /&gt;
&lt;br /&gt;
You can also summon them yourself using the [[phial of floods]] or [[Qazlal]]'s Elemental Force.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Avoid simply '''[[Tab]]'''bing your way through combat with water elementals. Once they've engulfed you, you'll start taking irresistible damage each turn, but moving away from them breaks this effect. If possible, retreat each time they start the process.&lt;br /&gt;
**Players of [[unbreathing]] races are immune to the engulf damage and can still cast spells normally, making water elementals much less dangerous.&lt;br /&gt;
*Their [[electricity]] resistance makes it difficult for [[Air Magic]]-users to take them out, though [[Airstrike]] is a perfectly acceptable method for defeating them.&lt;br /&gt;
*Keep in mind that they move much faster when in water.&lt;br /&gt;
*If using Qazlal's Elemental Force, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], water elementals had normal melee attacks.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Earth_elemental&amp;diff=32981</id>
		<title>Earth elemental</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Earth_elemental&amp;diff=32981"/>
				<updated>2014-09-25T21:18:07Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=earth elemental&lt;br /&gt;
|glyph={{Brown|E}}&lt;br /&gt;
|tile=[[File:Earth elemental.png]]&lt;br /&gt;
|flags=&lt;br /&gt;
|resistances={{Fire resistance 3}}, {{Cold resistance 3}}, &amp;lt;br&amp;gt;{{Electricity resistance 3}}, {{Poison resistance 3}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=84&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=33-57&lt;br /&gt;
|avg_hp=45&lt;br /&gt;
|armour_class=14&lt;br /&gt;
|evasion=4&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 6&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=40 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=6&lt;br /&gt;
|base_hp=5&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=elemental&lt;br /&gt;
|species=earth elemental&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A spirit drawn from the elemental plane of earth, which exists in this world by inhabiting a lump of earth and rocks.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Earth elementals''' are lumbering brutes that are easily outrun, but pack a punch when faced head on. They are more durable than the other elementals, immune to virtually every type of damage other than pure physical damage. &lt;br /&gt;
&lt;br /&gt;
They are not normally encountered in the dungeon except in special vaults, though you can summon your own earth elementals by evoking a [[stone of tremors]], or invoking [[Qazlal]]'s Elemental Force while clouds of dust are visible.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*They're slow, so almost any character can [[kite]] them easily.&lt;br /&gt;
*While elemental spellcasters may have a hard time with them, they take decent damage from [[Airstrike]] and [[Iskenderun's Mystic Blast]]. [[Earth Magic]] and spells that have a physical component (such as [[Throw Icicle]]) also work.&lt;br /&gt;
**Don't bother using [[Magic Dart]] though, since their AC means that it will do no damage over half the time.&lt;br /&gt;
*If using Qazlal's Elemental Force, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Air_elemental&amp;diff=32980</id>
		<title>Air elemental</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Air_elemental&amp;diff=32980"/>
				<updated>2014-09-25T21:17:49Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=air elemental&lt;br /&gt;
|glyph={{LightGrey|E}}&lt;br /&gt;
|tile=[[File:Air elemental.png]]&lt;br /&gt;
|flags={{Glows flag}}&amp;lt;br&amp;gt;{{Insubstantial flag}}&amp;lt;br&amp;gt;{{Levitate flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&lt;br /&gt;
|resistances={{Electricity resistance 3}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Sticky flame resistance}}, &amp;lt;br&amp;gt;{{Wind resistance}}, {{Constriction 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=223&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=21-45&lt;br /&gt;
|avg_hp=33&lt;br /&gt;
|armour_class=2&lt;br /&gt;
|evasion=18&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 25&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=15 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=6&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=elemental&lt;br /&gt;
|species=air elemental&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A spirit drawn from the elemental plane of air. It exists in this world as a swirling vortex of air, often dissipating and reforming.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Air elementals''' are animated beings of wind. Fast and [[ev]]asive, they are capable of dealing moderate physical damage. They occasionally dissipate, effectively [[submerging]] in any tile, only to reappear a few turns later.&lt;br /&gt;
&lt;br /&gt;
Monsters can summon them using the [[Summon Air Elementals]] spell, and sometimes they will be found following [[spriggan air mage]]s. Otherwise, you typically only find them in [[the Abyss]], the [[Cloud Mages' Chambers]], and certain [[vault]]s.&lt;br /&gt;
&lt;br /&gt;
You can also summon them yourself using the [[fan of gales]] or [[Qazlal]]'s Elemental Force.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Air elementals are immune to all Air Magic. As such, even though [[Airstrike]] and [[Tornado]] seem perfectly suited for taking down hard-to-hit flying enemies, these just won't work.&lt;br /&gt;
*If using Qazlal's Elemental Force, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Earth_elemental&amp;diff=32979</id>
		<title>Earth elemental</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Earth_elemental&amp;diff=32979"/>
				<updated>2014-09-25T21:16:17Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Reorganizing the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=earth elemental&lt;br /&gt;
|glyph={{Brown|E}}&lt;br /&gt;
|tile=[[File:Earth elemental.png]]&lt;br /&gt;
|flags=&lt;br /&gt;
|resistances={{Fire resistance 3}}, {{Cold resistance 3}}, &amp;lt;br&amp;gt;{{Electricity resistance 3}}, {{Poison resistance 3}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=84&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=33-57&lt;br /&gt;
|avg_hp=45&lt;br /&gt;
|armour_class=14&lt;br /&gt;
|evasion=4&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 6&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=40 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=6&lt;br /&gt;
|base_hp=5&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=elemental&lt;br /&gt;
|species=earth elemental&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A spirit drawn from the elemental plane of earth, which exists in this world by inhabiting a lump of earth and rocks.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Earth elementals''' are lumbering brutes that are easily outrun, but pack a punch when faced head on. They are more durable than the other elementals, immune to virtually every type of damage other than pure physical damage. &lt;br /&gt;
&lt;br /&gt;
They are not normally encountered in the dungeon except in special vaults, though you can summon your own earth elementals by evoking a [[stone of tremors]], or invoking [[Qazlal]]'s Elemental Force while clouds of dust are visible.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*They're slow, so almost any character can [[kite]] them easily.&lt;br /&gt;
*While elemental spellcasters may have a hard time with them, they take decent damage from [[Airstrike]] and [[Iskenderun's Mystic Blast]]. [[Earth Magic]] and spells that have a physical component (such as [[Throw Icicle]]) also work.&lt;br /&gt;
**Don't bother using [[Magic Dart]] though, since their AC means that it will do no damage over half the time.&lt;br /&gt;
*If using Qazlal's ability, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Earth_elemental&amp;diff=32978</id>
		<title>Earth elemental</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Earth_elemental&amp;diff=32978"/>
				<updated>2014-09-25T20:30:47Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Removed references to Summon Elementals, added references to Qaz.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=earth elemental&lt;br /&gt;
|glyph={{Brown|E}}&lt;br /&gt;
|tile=[[File:Earth elemental.png]]&lt;br /&gt;
|flags=&lt;br /&gt;
|resistances={{Fire resistance 3}}, {{Cold resistance 3}}, &amp;lt;br&amp;gt;{{Electricity resistance 3}}, {{Poison resistance 3}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=84&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=33-57&lt;br /&gt;
|avg_hp=45&lt;br /&gt;
|armour_class=14&lt;br /&gt;
|evasion=4&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 6&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=40 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=6&lt;br /&gt;
|base_hp=5&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=elemental&lt;br /&gt;
|species=earth elemental&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A spirit drawn from the elemental plane of earth, which exists in this world by inhabiting a lump of earth and rocks.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Earth elementals''' are lumbering brutes that are easily outrun, but pack a punch when faced head on. They are more durable than the other elementals, immune to virtually every type of damage other than pure physical damage. They are not normally encountered in the dungeon except in special vaults or when summoned by enemy casters, though you can accidentally summon hostile and/or neutral earth elementals with [[Qazlal]]'s Elemental Force ability.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*They're slow, so almost any character can [[kite]] them easily.&lt;br /&gt;
*While elemental spellcasters may have a hard time with them, they take decent damage from [[Airstrike]] and [[Iskenderun's Mystic Blast]]. [[Earth Magic]] and spells that have a physical component (such as [[Throw Icicle]]) also work.&lt;br /&gt;
**Don't bother using [[Magic Dart]] though, since their AC means that it will do no damage over half the time.&lt;br /&gt;
*You can summon your own earth elementals by evoking a [[stone of tremors]], or invoking [[Qazlal]]'s Elemental Force while clouds of dust are visible. If using Qazlal's ability, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Archery&amp;diff=32932</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Archery&amp;diff=32932"/>
				<updated>2014-09-17T18:45:11Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Oops, wrong numbers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|It improves your effectiveness with ranged weaponry.}}&lt;br /&gt;
&lt;br /&gt;
'''Archery''' is an [[ego]] found only on [[gloves]] that enhances your ability to fight with [[ranged weapon]]s: you receive a +4 [[slaying]] bonus when using [[throwing]], [[bows]], [[crossbows]], or [[slings]].&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Slaying bonuses are always desirable, but not all characters wind up using ranged weapons. If ranged weapons are your primary form of attack, these are an extremely welcome find. Spellcasters would likely prefer gloves of [[strength]] or [[dexterity]] (or a nice [[artefact]]), while melee fighters might find them unnecessary.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], archery gave +5 to accuracy and +3 to damage, at the cost of -1 slaying in melee.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], archery was only found on the [[bracers of archery]], a now-obsolete form of hand-slot armour.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Archery&amp;diff=32931</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Archery&amp;diff=32931"/>
				<updated>2014-09-17T18:44:36Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|It improves your effectiveness with ranged weaponry.}}&lt;br /&gt;
&lt;br /&gt;
'''Archery''' is an [[ego]] found only on [[gloves]] that enhances your ability to fight with [[ranged weapon]]s: you receive a +4 [[slaying]] bonus when using [[throwing]], [[bows]], [[crossbows]], or [[slings]].&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Slaying bonuses are always desirable, but not all characters wind up using ranged weapons. If ranged weapons are your primary form of attack, these are an extremely welcome find. Spellcasters would likely prefer gloves of [[strength]] or [[dexterity]] (or a nice [[artefact]]), while melee fighters might find them unnecessary.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], archery gave +6 to accuracy and +4 to damage, at the cost of -1 slaying in melee.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], archery was only found on the [[bracers of archery]], a now-obsolete form of hand-slot armour.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:Nabalzbhf&amp;diff=32930</id>
		<title>User:Nabalzbhf</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:Nabalzbhf&amp;diff=32930"/>
				<updated>2014-09-16T16:21:22Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* My Wishlist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm just a person who plays Crawl, you can find my stats [http://crawl.akrasiac.org/scoring/players/nabalzbhf.html here]. I usually play on [http://crawl.s-z.org/ CSZO] as [http://crawl.s-z.org/#watch-nabalzbhf Nabalzbhf].&lt;br /&gt;
&lt;br /&gt;
I competed in the [http://dobrazupa.org/tournament/0.15/overview.html 0.15 Tournament] as part of [http://dobrazupa.org/tournament/0.15/clans/moogledan.html Ashenzari's Archivists] (the wiki team), and my page for that is [http://dobrazupa.org/tournament/0.15/players/nabalzbhf.html here].&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
*[http://s-z.org/neil/git/?p=crawl.git;a=log;h=refs/heads/master The Best Commit Log]&lt;br /&gt;
*[http://dobrazupa.org/rcfiles/crawl-git/nabalzbhf.rc The Best RC File]&lt;br /&gt;
*[https://hexchat.github.io/ The Best IRC Client]&lt;br /&gt;
&lt;br /&gt;
== My Guide(s) ==&lt;br /&gt;
&lt;br /&gt;
[[Nabalzbhf's Merfolk Ice Elementalist Guide]]&lt;br /&gt;
&lt;br /&gt;
For reference, I'm 110% OK with anyone else editing &amp;quot;my&amp;quot; guides, if it's to add additional information, updates, or even counterpoints to give players more options. Just don't remove advice wholesale because you don't agree with it, at least replace it with something better.&lt;br /&gt;
&lt;br /&gt;
== My Wishlist ==&lt;br /&gt;
&lt;br /&gt;
* A bot that updates EVERY monster, item, etc.&lt;br /&gt;
** Someone already created a site that does this, but I don't have the URL...&lt;br /&gt;
*** We actually do use a bot to update all monster stats and spell sets. Items, not so much. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 19:39, 27 August 2014 (CEST)&lt;br /&gt;
* Support for Trunk along with the current version, similar to the Dwarf Fortress Wiki.&lt;br /&gt;
** We currently use the History section for these purposes, primarily because trunk content sometimes changes dramatically or gets removed entirely before reaching a stable release version. The idea of duplicating DFWiki's page-for-every-version style is pretty tempting though... --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 19:39, 27 August 2014 (CEST)&lt;br /&gt;
* A page for planning, [https://crawl.develz.org/wiki/doku.php?id=dcss:planning:0.15_plan here's an example].&lt;br /&gt;
* Guides for all of the popular combos.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:Nabalzbhf&amp;diff=32928</id>
		<title>User:Nabalzbhf</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:Nabalzbhf&amp;diff=32928"/>
				<updated>2014-09-16T07:23:51Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm just a person who plays Crawl, you can find my stats [http://crawl.akrasiac.org/scoring/players/nabalzbhf.html here]. I usually play on [http://crawl.s-z.org/ CSZO] as [http://crawl.s-z.org/#watch-nabalzbhf Nabalzbhf].&lt;br /&gt;
&lt;br /&gt;
I competed in the [http://dobrazupa.org/tournament/0.15/overview.html 0.15 Tournament] as part of [http://dobrazupa.org/tournament/0.15/clans/moogledan.html Ashenzari's Archivists] (the wiki team), and my page for that is [http://dobrazupa.org/tournament/0.15/players/nabalzbhf.html here].&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
*[http://s-z.org/neil/git/?p=crawl.git;a=log;h=refs/heads/master The Best Commit Log]&lt;br /&gt;
*[http://dobrazupa.org/rcfiles/crawl-git/nabalzbhf.rc The Best RC File]&lt;br /&gt;
*[https://hexchat.github.io/ The Best IRC Client]&lt;br /&gt;
&lt;br /&gt;
== My Guide(s) ==&lt;br /&gt;
&lt;br /&gt;
[[Nabalzbhf's Merfolk Ice Elementalist Guide]]&lt;br /&gt;
&lt;br /&gt;
For reference, I'm 110% OK with anyone else editing &amp;quot;my&amp;quot; guides, if it's to add additional information, updates, or even counterpoints to give players more options. Just don't remove advice wholesale because you don't agree with it, at least replace it with something better.&lt;br /&gt;
&lt;br /&gt;
== My Wishlist ==&lt;br /&gt;
&lt;br /&gt;
* A bot that updates EVERY monster, item, etc.&lt;br /&gt;
** Someone already created a site that does this, but I don't have the URL...&lt;br /&gt;
*** We actually do use a bot to update all monster stats and spell sets. Items, not so much. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 19:39, 27 August 2014 (CEST)&lt;br /&gt;
* Support for Trunk along with the current version, similar to the Dwarf Fortress Wiki.&lt;br /&gt;
** We currently use the History section for these purposes, primarily because trunk content sometimes changes dramatically or gets removed entirely before reaching a stable release version. The idea of duplicating DFWiki's page-for-every-version style is pretty tempting though... --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 19:39, 27 August 2014 (CEST)&lt;br /&gt;
* A page for planning, [https://crawl.develz.org/wiki/doku.php?id=dcss:planning:0.15_plan here's an example].&lt;br /&gt;
* Fixed registration.&lt;br /&gt;
* Guides for all of the popular combos.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:Nabalzbhf&amp;diff=32927</id>
		<title>User:Nabalzbhf</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:Nabalzbhf&amp;diff=32927"/>
				<updated>2014-09-16T07:23:26Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: adding guff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm just a person who plays Crawl, you can find my stats [http://crawl.akrasiac.org/scoring/players/nabalzbhf.html here]. I usually play on [http://crawl.s-z.org/ CSZO] as [http://crawl.s-z.org/#watch-nabalzbhf Nabalzbhf].&lt;br /&gt;
&lt;br /&gt;
I competed in the [http://dobrazupa.org/tournament/0.15/overview.html 0.15 Tournament] as part of [http://dobrazupa.org/tournament/0.15/clans/moogledan.html Ashenzari's Archivists] (the wiki team), and my page for that is [http://dobrazupa.org/tournament/0.15/players/nabalzbhf.html here].&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
*[http://s-z.org/neil/git/?p=crawl.git;a=log;h=refs/heads/master The Best Commit Log]&lt;br /&gt;
*[http://dobrazupa.org/rcfiles/crawl-git/nabalzbhf.rc The Best RC File]&lt;br /&gt;
*[https://hexchat.github.io/ The Best IRC Client]&lt;br /&gt;
&lt;br /&gt;
== My Guidea(s) ==&lt;br /&gt;
&lt;br /&gt;
[[Nabalzbhf's Merfolk Ice Elementalist Guide]]&lt;br /&gt;
&lt;br /&gt;
For reference, I'm 110% OK with anyone else editing &amp;quot;my&amp;quot; guides, if it's to add additional information, updates, or even counterpoints to give players more options. Just don't remove advice wholesale because you don't agree with it, at least replace it with something better.&lt;br /&gt;
&lt;br /&gt;
== My Wishlist ==&lt;br /&gt;
&lt;br /&gt;
* A bot that updates EVERY monster, item, etc.&lt;br /&gt;
** Someone already created a site that does this, but I don't have the URL...&lt;br /&gt;
*** We actually do use a bot to update all monster stats and spell sets. Items, not so much. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 19:39, 27 August 2014 (CEST)&lt;br /&gt;
* Support for Trunk along with the current version, similar to the Dwarf Fortress Wiki.&lt;br /&gt;
** We currently use the History section for these purposes, primarily because trunk content sometimes changes dramatically or gets removed entirely before reaching a stable release version. The idea of duplicating DFWiki's page-for-every-version style is pretty tempting though... --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 19:39, 27 August 2014 (CEST)&lt;br /&gt;
* A page for planning, [https://crawl.develz.org/wiki/doku.php?id=dcss:planning:0.15_plan here's an example].&lt;br /&gt;
* Fixed registration.&lt;br /&gt;
* Guides for all of the popular combos.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Spudwalt&amp;diff=32821</id>
		<title>User talk:Spudwalt</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Spudwalt&amp;diff=32821"/>
				<updated>2014-09-07T06:33:44Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Connection issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Welcome}}&lt;br /&gt;
&lt;br /&gt;
==zOMG BEST ENTRY VAULT EVER==&lt;br /&gt;
So, I just started up a new game, and about five seconds in, I notice that the Orb of Zot -- the magical world-changing artifact that I was going to have to fight my way through 27 floors plus sidebranches to get, the one that would force me to face incredible odds and nigh-insurmountable challenges, the one supposedly sitting in the bowels of the Realm of Zot -- is sitting practically right outside the entrance, along with three runes (gossamer, demonic, and golden, if anyone's curious). I wish I had a better way of screencapping this (PrintScreen doesn't really work on the console version), but I could at least get a textdump:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
##################&lt;br /&gt;
#................#&lt;br /&gt;
#...##########...######&lt;br /&gt;
#...# ..}....#.........&lt;br /&gt;
#.&amp;lt;.# .0&amp;lt;}...#@&amp;lt;....... &amp;lt;-- that &amp;quot;0&amp;quot; right in there&lt;br /&gt;
#...# ..}....#.........&lt;br /&gt;
#...##########...######&lt;br /&gt;
#................#&lt;br /&gt;
##################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''What. The. Shit.''&amp;lt;br&amp;gt;&lt;br /&gt;
I mean, yeah, it's inside a stone-walled chamber, so it's not like I'm going to be able to get at it without teleport control and/or a really good Lee's Rapid Deconstruction (I can't just corrupt things because this character's a Demigod), but ''dang'', that potentially makes this the easiest run ever! It's gotta be a mimic, right? There's no way the orb would just be sitting there on D:1... [[User:Spudwalt|--spudwalt]] 23:49, 3 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
:Heh, yeah, I'm afraid those are all mimics. I've seen a bunch of random &amp;quot;rune&amp;quot; vaults in the middle of the early Dungeon. Tons of out-of-depth monsters locked away behind transparent walls with a random rune in the middle, but it's always fake. --[[User:MoogleDan|MoogleDan]] 01:24, 4 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
::Yep, they were all mimics, even the staircase. The one mimicking the Orb was a &amp;quot;monstrous&amp;quot; mimic, which I'm not sure we have in the mimic article. It was a nasty little bugger, too. Good thing I blinked out of constriction. [[User:Spudwalt|--spudwalt]] 04:09, 4 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
:::I THOUGHT there was a fourth mimic type... If no one gets around to making one by tomorrow, I'll slap one together when I have the time. --[[User:MoogleDan|MoogleDan]] 05:15, 4 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
::::Okay, I KNOW I've seen the monstrous mimic you're describing, but I can't seem to find any details on it anywhere. I'll keep looking... --[[User:MoogleDan|MoogleDan]] 18:26, 4 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
==Tastes like chicken==&lt;br /&gt;
So, I was eating a bunch of stuff while wearing an amulet of the gourmand and randomly got this message:&lt;br /&gt;
{{flavour|This raw flesh tastes like chicken!}}&lt;br /&gt;
&lt;br /&gt;
The Crawl devs are pretty awesome people. [[User:Spudwalt|--spudwalt]] 07:10, 6 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
==Lua error==&lt;br /&gt;
I got an error message on my latest run of crawl (console version 0.11). The message is as follows:&lt;br /&gt;
{{flavour|Lua error: C:/Games/Dungeon Crawl/dat/des/altar/grunt_ashenzari_visionary.des:41: No vault found for tag 'grunt_ashenzari_visionary_shoals'}}&lt;br /&gt;
I guess there must be an error in generating that Ashenzari vault where he previews the two variable rune branches in the Lair. Anybody know if there's something I'd be able to do about this? [[User:Spudwalt|--spudwalt]] 19:58, 20 March 2013 (CET)&lt;br /&gt;
: You can report bugs to the devs [https://crawl.develz.org/mantis/main_page.php here]. --[[User:Flun|Flun]] 20:02, 20 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== 2013 Tourney ==&lt;br /&gt;
Hey spudwalt, have you set up your .rc file with &amp;quot;#TEAMCAPTAIN Flun&amp;quot; at the top of the file? I don't seem to see it in your [http://crawl.akrasiac.org/rcfiles/crawl-0.12/spudwalt.rc CAO .rc file]. It should look something like [http://dobrazupa.org/rcfiles/crawl-0.12/MoogleDan.rc this]. --[[User:Flun|Flun]] 21:45, 7 May 2013 (CEST)&lt;br /&gt;
:Did that get it? [[User:Spudwalt|--spudwalt]] 22:26, 7 May 2013 (CEST)&lt;br /&gt;
:: Yep, you are linked now! --[[User:Flun|Flun]] 05:07, 8 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== [http://crawl.akrasiac.org/rawdata/spudwalt/morgue-spudwalt-20130517-183927.txt YASD HOGl] ===&lt;br /&gt;
Hey Spudwalt, too bad about that guy you lost to Agnes... I've died to her before. I just watched the recording - I'm not sure if I would have tried to engage her at that XL. I would have put your chances at around 50/50 --[[User:Flun|Flun]] 21:05, 17 May 2013 (CEST)&lt;br /&gt;
:Mmm, I probably could have managed it if I'd been a bit smarter about fighting her and/or a bit luckier with my swings. I had a scroll of blinking (but didn't use it because I was stupid), so I could have blinked away and pelted her with a wand of fireball. [[User:Spudwalt|--spudwalt]] 21:46, 17 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Online morgue files==&lt;br /&gt;
Is there a way to access my morgue files online? [[User:Spudwalt|--spudwalt]] 19:29, 14 May 2013 (CEST)&lt;br /&gt;
: http://crawl.akrasiac.org/scoring/players/spudwalt.html  --[[User:Flun|Flun]] 19:44, 14 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Wins ==&lt;br /&gt;
Grats on your latest win! How come only 4 runes? Also I find the golden rune the scariest one to get! --[[User:Flun|Flun]] 15:43, 9 July 2013 (CEST)&lt;br /&gt;
:Mostly I only went for 4 runes 'cause this is only my second win. I'll try to do more extensive rune runs in the future, but after I prove to myself that I know what I'm doing.&lt;br /&gt;
:Taking on the Tomb was kind of a spur-of-the-moment thing. I had rRot from one of my demonspawn mutations, Dispel Undead, and max life protection. I figured I could do the Tomb, so long as I was careful, and there were only a couple really dicey moments. [[User:Spudwalt|--spudwalt]] 19:07, 9 July 2013 (CEST)&lt;br /&gt;
::I was the same way at first; every game I'd stick my toe in one or two more branches just to see how horrifying they actually are : )  Congrats, and good luck on your next! --[[User:MoogleDan|MoogleDan]] 21:39, 9 July 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Flavour Text==&lt;br /&gt;
You have no idea how grateful I was the day I noticed someone else updating those things :P  I think the moment that broke my will to update them was when they started changing [[Wiglaf]]'s flavour text 4 or 5 times in a couple months. --[[User:MoogleDan|MoogleDan]] 15:06, 24 July 2013 (CEST)&lt;br /&gt;
:It's not that bad; basically I just double-check things as I go instead of making an entire task out of updating flavor text.&lt;br /&gt;
:Still, every now and then you go to check the flavor text of something and suddenly there's a paragraph of impenetrable German staring you in the face. [[User:Spudwalt|--spudwalt]] 19:11, 24 July 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Most satisfying Sigmund kill ever. ==&lt;br /&gt;
&lt;br /&gt;
So Sigmund just hit me with a wand of polymorph and turned me into a dragon. Best day ever. [[User:Spudwalt|--spudwalt]] 20:59, 26 July 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Weapon choice article ==&lt;br /&gt;
&lt;br /&gt;
Good sir, I just have to say that your [[Weapon choice]] article is well done and exceptionally useful. I consider myself a fairly experienced player, but since I'd discovered that article I keep finding myself going back to reference it. The shame is that it's not all that readily findable to the casual wiki browser. How would you feel about having a link to it on the main page, most likely as a sub-bullet to the weapons article? Is that something you and the other contributors here would find acceptable? I'm sure I'm not the only one who would frequently show up to reference it. :) --[[User:Buddy23Lee|Buddy23Lee]] ([[User talk:Buddy23Lee|talk]]) 23:12, 27 August 2013 (CEST)&lt;br /&gt;
:I just realized it was listed under the strategy guides section, so maybe that's good enough. I still think it should be made more prominent, but I don't mean to make things all awkward by suggesting it. Anyway, I guess the main take away here is props for creating a great article I use all the time. :) --[[User:Buddy23Lee|Buddy23Lee]] ([[User talk:Buddy23Lee|talk]]) 11:59, 28 August 2013 (CEST)&lt;br /&gt;
::I added it to the list of articles recommended for beginners in the [[Walkthrough]] page. That should get it a little more foot traffic... --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 14:29, 28 August 2013 (CEST)&lt;br /&gt;
:::Well, I can't take credit for the entire article -- I mainly cleaned things up a bit and added the section on ranged weapons -- but yeah, it sounds like the sort of thing where finding it easily would be helpful. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 15:53, 28 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Thanks, random number gods ==&lt;br /&gt;
&lt;br /&gt;
Guess whose Felid character just found a gold dragon armor on D:3? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 23:41, 29 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Master Elementalist ==&lt;br /&gt;
&lt;br /&gt;
So, I just found a vault with a monster called a &amp;quot;master elementalist&amp;quot; at the end (four elemental chambers, one with fire elementals/clouds of fire, one with water elementals/deep water, etc.; each chamber has a door leading to the next one). The master elementalist himself looks like some sort of variant thing (maybe a variant wizard), but I don't think we have him in the wiki yet. Flavor text is as follows: ''The primal forces of the universe dance at this demented wizard's fingertips.'' I killed him before he was able to cast any spells, so I don't know what spells he had.&lt;br /&gt;
&lt;br /&gt;
I'd provide images, but unfortunately, screen captures don't seem to work well with tiles. The version is 0.12, in case anybody was wondering. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 22:44, 27 September 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== tiles database ==&lt;br /&gt;
Is the tiles database moving to a new server or something? I've tried checking back every so often for a while now (even after GDD and such came back up), but it's still down. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 20:06, 6 March 2014 (CET)&lt;br /&gt;
:Okay, seriously, is there a new link I have to go to or something? CommanderC's been uploading tiles, so he must have gotten them from somewhere. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 21:45, 6 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
::The easiest way to get the tiles is to download the source code for 0.14 from [http://crawl.develz.org/wordpress/downloads http://crawl.develz.org/wordpress/downloads]. The folder you want is source/rltiles. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 21:17, 10 April 2014 (CEST)&lt;br /&gt;
::I think you can also access them [https://gitorious.org/crawl/crawl/source/effbfde28b7e0fcc93d3d809aefa17a02064b7e9:crawl-ref/source/rltiles on this page] --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 21:28, 10 April 2014 (CEST)&lt;br /&gt;
:::Thanks! Now I can get on updating stuff. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 00:42, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==2014 Tournament==&lt;br /&gt;
Psssst... Do you still want in on the tournament this year? --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 16:43, 6 April 2014 (CEST)&lt;br /&gt;
:I was kinda thinking of sitting this one out, considering I didn't get any wins in any of the last few tournaments. If there's still an open slot by the time the tourney rolls around, I might just jump in anyway, but otherwise, I'll let somebody who's better at Crawl have a go. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 21:39, 6 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Adminship ==&lt;br /&gt;
&lt;br /&gt;
So, now that I'm an admin, is there anything in particular that that entails? Or should I basically keep doing what I've been doing? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 19:51, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Connection issues ==&lt;br /&gt;
&lt;br /&gt;
It's not just you. I'm not sure what's up, but if you want to talk about it, I'm usually on the [http://webchat.freenode.net/?channels=%23%23crawlwiki CrawlWiki IRC channel]. --[[User:Nabalzbhf|Nabalzbhf]] ([[User talk:Nabalzbhf|talk]]) 08:33, 7 September 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Spudwalt&amp;diff=32820</id>
		<title>User talk:Spudwalt</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Spudwalt&amp;diff=32820"/>
				<updated>2014-09-07T06:33:25Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Connection issues */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Welcome}}&lt;br /&gt;
&lt;br /&gt;
==zOMG BEST ENTRY VAULT EVER==&lt;br /&gt;
So, I just started up a new game, and about five seconds in, I notice that the Orb of Zot -- the magical world-changing artifact that I was going to have to fight my way through 27 floors plus sidebranches to get, the one that would force me to face incredible odds and nigh-insurmountable challenges, the one supposedly sitting in the bowels of the Realm of Zot -- is sitting practically right outside the entrance, along with three runes (gossamer, demonic, and golden, if anyone's curious). I wish I had a better way of screencapping this (PrintScreen doesn't really work on the console version), but I could at least get a textdump:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
##################&lt;br /&gt;
#................#&lt;br /&gt;
#...##########...######&lt;br /&gt;
#...# ..}....#.........&lt;br /&gt;
#.&amp;lt;.# .0&amp;lt;}...#@&amp;lt;....... &amp;lt;-- that &amp;quot;0&amp;quot; right in there&lt;br /&gt;
#...# ..}....#.........&lt;br /&gt;
#...##########...######&lt;br /&gt;
#................#&lt;br /&gt;
##################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''What. The. Shit.''&amp;lt;br&amp;gt;&lt;br /&gt;
I mean, yeah, it's inside a stone-walled chamber, so it's not like I'm going to be able to get at it without teleport control and/or a really good Lee's Rapid Deconstruction (I can't just corrupt things because this character's a Demigod), but ''dang'', that potentially makes this the easiest run ever! It's gotta be a mimic, right? There's no way the orb would just be sitting there on D:1... [[User:Spudwalt|--spudwalt]] 23:49, 3 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
:Heh, yeah, I'm afraid those are all mimics. I've seen a bunch of random &amp;quot;rune&amp;quot; vaults in the middle of the early Dungeon. Tons of out-of-depth monsters locked away behind transparent walls with a random rune in the middle, but it's always fake. --[[User:MoogleDan|MoogleDan]] 01:24, 4 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
::Yep, they were all mimics, even the staircase. The one mimicking the Orb was a &amp;quot;monstrous&amp;quot; mimic, which I'm not sure we have in the mimic article. It was a nasty little bugger, too. Good thing I blinked out of constriction. [[User:Spudwalt|--spudwalt]] 04:09, 4 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
:::I THOUGHT there was a fourth mimic type... If no one gets around to making one by tomorrow, I'll slap one together when I have the time. --[[User:MoogleDan|MoogleDan]] 05:15, 4 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
::::Okay, I KNOW I've seen the monstrous mimic you're describing, but I can't seem to find any details on it anywhere. I'll keep looking... --[[User:MoogleDan|MoogleDan]] 18:26, 4 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
==Tastes like chicken==&lt;br /&gt;
So, I was eating a bunch of stuff while wearing an amulet of the gourmand and randomly got this message:&lt;br /&gt;
{{flavour|This raw flesh tastes like chicken!}}&lt;br /&gt;
&lt;br /&gt;
The Crawl devs are pretty awesome people. [[User:Spudwalt|--spudwalt]] 07:10, 6 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
==Lua error==&lt;br /&gt;
I got an error message on my latest run of crawl (console version 0.11). The message is as follows:&lt;br /&gt;
{{flavour|Lua error: C:/Games/Dungeon Crawl/dat/des/altar/grunt_ashenzari_visionary.des:41: No vault found for tag 'grunt_ashenzari_visionary_shoals'}}&lt;br /&gt;
I guess there must be an error in generating that Ashenzari vault where he previews the two variable rune branches in the Lair. Anybody know if there's something I'd be able to do about this? [[User:Spudwalt|--spudwalt]] 19:58, 20 March 2013 (CET)&lt;br /&gt;
: You can report bugs to the devs [https://crawl.develz.org/mantis/main_page.php here]. --[[User:Flun|Flun]] 20:02, 20 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== 2013 Tourney ==&lt;br /&gt;
Hey spudwalt, have you set up your .rc file with &amp;quot;#TEAMCAPTAIN Flun&amp;quot; at the top of the file? I don't seem to see it in your [http://crawl.akrasiac.org/rcfiles/crawl-0.12/spudwalt.rc CAO .rc file]. It should look something like [http://dobrazupa.org/rcfiles/crawl-0.12/MoogleDan.rc this]. --[[User:Flun|Flun]] 21:45, 7 May 2013 (CEST)&lt;br /&gt;
:Did that get it? [[User:Spudwalt|--spudwalt]] 22:26, 7 May 2013 (CEST)&lt;br /&gt;
:: Yep, you are linked now! --[[User:Flun|Flun]] 05:07, 8 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== [http://crawl.akrasiac.org/rawdata/spudwalt/morgue-spudwalt-20130517-183927.txt YASD HOGl] ===&lt;br /&gt;
Hey Spudwalt, too bad about that guy you lost to Agnes... I've died to her before. I just watched the recording - I'm not sure if I would have tried to engage her at that XL. I would have put your chances at around 50/50 --[[User:Flun|Flun]] 21:05, 17 May 2013 (CEST)&lt;br /&gt;
:Mmm, I probably could have managed it if I'd been a bit smarter about fighting her and/or a bit luckier with my swings. I had a scroll of blinking (but didn't use it because I was stupid), so I could have blinked away and pelted her with a wand of fireball. [[User:Spudwalt|--spudwalt]] 21:46, 17 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Online morgue files==&lt;br /&gt;
Is there a way to access my morgue files online? [[User:Spudwalt|--spudwalt]] 19:29, 14 May 2013 (CEST)&lt;br /&gt;
: http://crawl.akrasiac.org/scoring/players/spudwalt.html  --[[User:Flun|Flun]] 19:44, 14 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Wins ==&lt;br /&gt;
Grats on your latest win! How come only 4 runes? Also I find the golden rune the scariest one to get! --[[User:Flun|Flun]] 15:43, 9 July 2013 (CEST)&lt;br /&gt;
:Mostly I only went for 4 runes 'cause this is only my second win. I'll try to do more extensive rune runs in the future, but after I prove to myself that I know what I'm doing.&lt;br /&gt;
:Taking on the Tomb was kind of a spur-of-the-moment thing. I had rRot from one of my demonspawn mutations, Dispel Undead, and max life protection. I figured I could do the Tomb, so long as I was careful, and there were only a couple really dicey moments. [[User:Spudwalt|--spudwalt]] 19:07, 9 July 2013 (CEST)&lt;br /&gt;
::I was the same way at first; every game I'd stick my toe in one or two more branches just to see how horrifying they actually are : )  Congrats, and good luck on your next! --[[User:MoogleDan|MoogleDan]] 21:39, 9 July 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Flavour Text==&lt;br /&gt;
You have no idea how grateful I was the day I noticed someone else updating those things :P  I think the moment that broke my will to update them was when they started changing [[Wiglaf]]'s flavour text 4 or 5 times in a couple months. --[[User:MoogleDan|MoogleDan]] 15:06, 24 July 2013 (CEST)&lt;br /&gt;
:It's not that bad; basically I just double-check things as I go instead of making an entire task out of updating flavor text.&lt;br /&gt;
:Still, every now and then you go to check the flavor text of something and suddenly there's a paragraph of impenetrable German staring you in the face. [[User:Spudwalt|--spudwalt]] 19:11, 24 July 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Most satisfying Sigmund kill ever. ==&lt;br /&gt;
&lt;br /&gt;
So Sigmund just hit me with a wand of polymorph and turned me into a dragon. Best day ever. [[User:Spudwalt|--spudwalt]] 20:59, 26 July 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Weapon choice article ==&lt;br /&gt;
&lt;br /&gt;
Good sir, I just have to say that your [[Weapon choice]] article is well done and exceptionally useful. I consider myself a fairly experienced player, but since I'd discovered that article I keep finding myself going back to reference it. The shame is that it's not all that readily findable to the casual wiki browser. How would you feel about having a link to it on the main page, most likely as a sub-bullet to the weapons article? Is that something you and the other contributors here would find acceptable? I'm sure I'm not the only one who would frequently show up to reference it. :) --[[User:Buddy23Lee|Buddy23Lee]] ([[User talk:Buddy23Lee|talk]]) 23:12, 27 August 2013 (CEST)&lt;br /&gt;
:I just realized it was listed under the strategy guides section, so maybe that's good enough. I still think it should be made more prominent, but I don't mean to make things all awkward by suggesting it. Anyway, I guess the main take away here is props for creating a great article I use all the time. :) --[[User:Buddy23Lee|Buddy23Lee]] ([[User talk:Buddy23Lee|talk]]) 11:59, 28 August 2013 (CEST)&lt;br /&gt;
::I added it to the list of articles recommended for beginners in the [[Walkthrough]] page. That should get it a little more foot traffic... --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 14:29, 28 August 2013 (CEST)&lt;br /&gt;
:::Well, I can't take credit for the entire article -- I mainly cleaned things up a bit and added the section on ranged weapons -- but yeah, it sounds like the sort of thing where finding it easily would be helpful. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 15:53, 28 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Thanks, random number gods ==&lt;br /&gt;
&lt;br /&gt;
Guess whose Felid character just found a gold dragon armor on D:3? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 23:41, 29 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Master Elementalist ==&lt;br /&gt;
&lt;br /&gt;
So, I just found a vault with a monster called a &amp;quot;master elementalist&amp;quot; at the end (four elemental chambers, one with fire elementals/clouds of fire, one with water elementals/deep water, etc.; each chamber has a door leading to the next one). The master elementalist himself looks like some sort of variant thing (maybe a variant wizard), but I don't think we have him in the wiki yet. Flavor text is as follows: ''The primal forces of the universe dance at this demented wizard's fingertips.'' I killed him before he was able to cast any spells, so I don't know what spells he had.&lt;br /&gt;
&lt;br /&gt;
I'd provide images, but unfortunately, screen captures don't seem to work well with tiles. The version is 0.12, in case anybody was wondering. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 22:44, 27 September 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== tiles database ==&lt;br /&gt;
Is the tiles database moving to a new server or something? I've tried checking back every so often for a while now (even after GDD and such came back up), but it's still down. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 20:06, 6 March 2014 (CET)&lt;br /&gt;
:Okay, seriously, is there a new link I have to go to or something? CommanderC's been uploading tiles, so he must have gotten them from somewhere. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 21:45, 6 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
::The easiest way to get the tiles is to download the source code for 0.14 from [http://crawl.develz.org/wordpress/downloads http://crawl.develz.org/wordpress/downloads]. The folder you want is source/rltiles. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 21:17, 10 April 2014 (CEST)&lt;br /&gt;
::I think you can also access them [https://gitorious.org/crawl/crawl/source/effbfde28b7e0fcc93d3d809aefa17a02064b7e9:crawl-ref/source/rltiles on this page] --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 21:28, 10 April 2014 (CEST)&lt;br /&gt;
:::Thanks! Now I can get on updating stuff. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 00:42, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==2014 Tournament==&lt;br /&gt;
Psssst... Do you still want in on the tournament this year? --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 16:43, 6 April 2014 (CEST)&lt;br /&gt;
:I was kinda thinking of sitting this one out, considering I didn't get any wins in any of the last few tournaments. If there's still an open slot by the time the tourney rolls around, I might just jump in anyway, but otherwise, I'll let somebody who's better at Crawl have a go. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 21:39, 6 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Adminship ==&lt;br /&gt;
&lt;br /&gt;
So, now that I'm an admin, is there anything in particular that that entails? Or should I basically keep doing what I've been doing? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 19:51, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Connection issues ==&lt;br /&gt;
&lt;br /&gt;
It's not just you. I'm not sure what's up, but if you want to talk about it, I'm usually on the [[http://webchat.freenode.net/?channels=%23%23crawlwiki CrawlWiki IRC channel]]. --[[User:Nabalzbhf|Nabalzbhf]] ([[User talk:Nabalzbhf|talk]]) 08:33, 7 September 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=CrawlWiki:Current_events&amp;diff=32819</id>
		<title>CrawlWiki:Current events</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=CrawlWiki:Current_events&amp;diff=32819"/>
				<updated>2014-09-07T04:25:54Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Edits Being Reverted? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community}}&lt;br /&gt;
&lt;br /&gt;
''This page is a collection of any projects or changes to the wiki that have been approved by site admins. If you have any suggestions, please add them to the [[CrawlWiki talk:Current events|Discussion]] page!'' &lt;br /&gt;
&lt;br /&gt;
=Pressing Issues=&lt;br /&gt;
==Edits Being Reverted?==&lt;br /&gt;
Over the last few days, a lot of edits have been inexplicably reverting and vanishing from the change log. I believe some of them have come back, but I've never seen this behavior before. Does anyone have any idea what could cause this sort of issue? --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 05:20, 7 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
* If you want to see how bad it is, just go to the Recent Changes page, and refresh a few times. The list will change, seemingly between at least two separate databases, but I've got no clue how something like that could happen. --[[User:Nabalzbhf|Nabalzbhf]] ([[User talk:Nabalzbhf|talk]]) 06:25, 7 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==0.15 Conversion==&lt;br /&gt;
Don't those bastards ever quit adding and subtracting from this game?!? Anyway, we've got another major conversion on the way. You can find the change log for it [[0.15|here]]. If you're looking for something to update, run through each of the items mentioned and go nuts! ...but not until 0.15 is officially released. You'll see the notice on the News section of the main page.&lt;br /&gt;
&lt;br /&gt;
==0.15 Tournament==&lt;br /&gt;
See [[Tournament/TeamWiki]] for more info.&lt;br /&gt;
&lt;br /&gt;
==Speedrunnning, Dungeon Sprint, and Zot Defence==&lt;br /&gt;
*These pages have always been weak points in our wiki. I've dabbled in the two alternate play modes, but never made a serious attempt at them, and I've never gone for an actual speed run. Could someone with experience in these fields give these pages some love?&lt;br /&gt;
**[[Speedrun]]&lt;br /&gt;
**[[Dungeon Sprint]]&lt;br /&gt;
***[[Red Sonja]]&lt;br /&gt;
***[[The Violet Keep of Menkaure]]&lt;br /&gt;
***[[The Ten Rune Challenge]]&lt;br /&gt;
***[[Fedhas' Mad Dash]]&lt;br /&gt;
***[[Ziggurat Sprint]]&lt;br /&gt;
***[[Thunderdome]]&lt;br /&gt;
***[[The Pits]]&lt;br /&gt;
***[[Arena of Blood]]&lt;br /&gt;
**[[Zot Defence]]&lt;br /&gt;
***[[Hall of Zot]]&lt;br /&gt;
***[[Battle Heart]]&lt;br /&gt;
***[[Two or Three?]]&lt;br /&gt;
***[[Columnade]]&lt;br /&gt;
***[[Glassed Sandwich]]&lt;br /&gt;
&lt;br /&gt;
==Site Redecoration==&lt;br /&gt;
The CrawlWiki is not a very visually compelling website. If you have suggestions on how we could tastefully change the appearance of the site to make it a little less bland, post them here!&lt;br /&gt;
*New background color&lt;br /&gt;
*New site logo (the current one really doesn't seem to have anything to do with the game)&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=32816</id>
		<title>Walkthrough</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=32816"/>
				<updated>2014-09-07T02:54:48Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Abyss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This page only covers the general strategy of the game. For specific topics and tactics, see the related pages. The following are good reads for beginners:&lt;br /&gt;
&lt;br /&gt;
*[[Background and race combinations for beginners]]&lt;br /&gt;
*[[Character guides]]&lt;br /&gt;
*[[Escaping from (and avoiding) trouble]]&lt;br /&gt;
*[[Strategy guides]]&lt;br /&gt;
*[[Tips and tricks]]&lt;br /&gt;
*[[Weapon choice]]&lt;br /&gt;
&lt;br /&gt;
For generic character building strategy see:&lt;br /&gt;
&lt;br /&gt;
*[[Early Game Character Building]]&lt;br /&gt;
*[[Mid Game Character Building]]&lt;br /&gt;
*[[Late Game Character Building]]&lt;br /&gt;
&lt;br /&gt;
You can also check each of the individual [[Branch]] pages for more information on a particular part of the dungeon.&lt;br /&gt;
&lt;br /&gt;
==Early Dungeon==&lt;br /&gt;
As the game starts, you'll find yourself in the [[Dungeon]]. The first levels are rather simple, but there are a few notable threats. [[Unique monster|Uniques]] (especially [[Sigmund]] and [[Grinder]]), [[player ghost]]s, [[ogre]]s, and bands of [[gnoll]]s or [[orc]]s all pose a significant threat on the first few levels. &lt;br /&gt;
&lt;br /&gt;
If you do decide to take on a threat, isolate that monster, and use any tricks at your disposal -- [[ranged weapon]]s, [[spells]], [[wand]]s, branded [[throwing]] weapons. etc. -- but remember, you're under no obligation to kill the monsters '''now'''. ''You'' get more powerful over the course of the game. The uniques and other &amp;quot;local bullies&amp;quot; don't.&lt;br /&gt;
&lt;br /&gt;
===The Temple===&lt;br /&gt;
Once you find the Temple, pick a god if you haven't yet (and aren't a [[demigod]]). If the particular god you want isn't in the Temple (perhaps your temple was corrupted by [[Lugonu]]), you can find it in the main dungeon. If you're looking to convert to one of the more unusual gods (i.e. [[Lugonu]] or [[Jiyva]]), then you may have to wait until later to convert.&lt;br /&gt;
&lt;br /&gt;
===Portals===&lt;br /&gt;
Throughout the game, you will find various [[portal]]s to optional levels. Many of the portals are timed, so if you wish to enter them at all, you must do so quickly!&lt;br /&gt;
&lt;br /&gt;
Portal levels have different themes, so always look up whichever Portal you've found, and consider whether you're equipped to deal with it. Some of these are obvious; you'll want fire resistance for the [[Volcano]], and cold resistance for the [[Ice Cave]]. If the portal plays to your weak points, skip it! Likewise, if the &amp;quot;guards&amp;quot; around the portal are too tough for you, you probably didn't want to go inside anyway.&lt;br /&gt;
&lt;br /&gt;
Before you venture into these portals, take a moment to [[drop]] anything you're certain you won't need for this portal -- You'll want to bring back any useful items you find. Once you're in, take stock of the situation, and explore carefully. Keep track of the exit portals (there's always at least one handy), and leave whenever you feel you're outmatched!&lt;br /&gt;
&lt;br /&gt;
Some of the first portals you might see include:&lt;br /&gt;
&lt;br /&gt;
*The [[Sewer]], filled with lots of water, and mostly weak monsters. Watch out for [[poison]]ous snakes, and whatever lurks at the end of this portal.&lt;br /&gt;
&lt;br /&gt;
*The [[Ossuary]], with lots of [[zombie]]s and/or [[mummy|mummies]], and occasionally more exotic undead.&lt;br /&gt;
&lt;br /&gt;
*The [[Bailey]], home to ranged combatants, typically armed with [[melee_weapon#polearms|polearms]] or [[ranged_weapon#crossbows|crossbows]].&lt;br /&gt;
&lt;br /&gt;
==Early Branches==&lt;br /&gt;
While exploring the dungeon, you will find the entrances to the [[Orcish Mines]] and [[the Lair]]. Even though they are generally discovered in that order, most players will find it easier to clear the [[Lair]] first.&lt;br /&gt;
&lt;br /&gt;
===The Lair===&lt;br /&gt;
The greatest threat of [[Lair]] is often fast moving enemies with poison, since these are the hardest to escape. Therefore, [[poison resistance]] is definitely recommended. If your characters lacks poison resistance and defenses in general, you might wish to explore a bit more of the dungeon, or dip into levels 1-3 of Orc.&lt;br /&gt;
&lt;br /&gt;
Other threats include [[hydra]]e which can mercilessly tear apart your character with multiple attacks, packs of hard-hitting and hard-to-hit [[blink frog]]s, and the occasional herd of extremely powerful [[elephant]]s or [[death yak]]s. Also, you may run into the rare fire-breather (such as a [[fire drake]], [[lindwurm]], or [[mottled dragon]]), so [[fire resistance]] can be useful.&lt;br /&gt;
&lt;br /&gt;
Like all the other branches you'll encounter, the final level of Lair is the hardest. Unless there's a [[portal]] there, which would be announced upon you entering the level, you won't lose anything by leaving it for later. So feel free to exit that floor if it's too hard, and come back to it when you're stronger.&lt;br /&gt;
&lt;br /&gt;
The Lair can have various branches, such as [[the Shoals]], [[the Swamp]], [[Snake Pit]], [[Spider's Nest]], and even [[the Slime Pits]]. These are all much more difficult than Lair, so ignore them until later!&lt;br /&gt;
&lt;br /&gt;
===The Orcish Mines===&lt;br /&gt;
Despite the entrance often appearing earlier, the [[Orcish Mines]] are tougher than [[the Lair]]. Various [[List of orcs|special types of orc]]s like [[orc warlord|warlords]],  [[orc sorcerer|sorcerers]], and [[orc high priest|high priests]] will standing in your way, and the final floor can have [[ogre magi]] and [[giant]]s.&lt;br /&gt;
&lt;br /&gt;
Levels are often split into multiple paths, with some parts being unreachable unless you use a scroll of magic mapping and [[dig]] your way to them. But typically this is a waste, and exploring every [[staircase]] is sufficient for finding most of the loot.&lt;br /&gt;
&lt;br /&gt;
You'll find the entrance to the [[Elven Halls]] on the lower levels, but don't go in yet, as the elves are much tougher than the orcs.&lt;br /&gt;
&lt;br /&gt;
==Later Dungeon==&lt;br /&gt;
After you've finished Lair and Orc, make sure to finish the dungeon. You'll find the entrances to [[the Vaults]] and [[the Depths]] before too long, but you should leave these for later. Once you're done, it's time to begin acquiring the [[runes of Zot]].&lt;br /&gt;
&lt;br /&gt;
==Lair Branches==&lt;br /&gt;
The easiest branches in which you can find [[rune]]s are the Lair branches. You will always have three branches to choose from: [[The Shoals]] or [[the Swamp]], [[Snake Pit]] or [[Spider's Nest]], and the innumerably more difficult [[Slime Pits]]. They're listed below in order of difficulty, from easiest to hardest. You might also refer to the Elven Halls section, if all the branches are too hard for you.&lt;br /&gt;
&lt;br /&gt;
All of these branches are made somewhat easier with poison resistance, and it's almost a requirement in Snake Pit and Spider's Nest. If you still haven't found any, you can attempt to skin a [[swamp dragon]] for [[swamp dragon hide|its hide]] in Swamp, hope for equipment to show up in Shoals, or explore levels 1-2 of the [[Elven Halls]].&lt;br /&gt;
&lt;br /&gt;
===Swamp===&lt;br /&gt;
Assuming you have poison resistance by now and a way to kill hydras (spells, flaming weapons or non-bladed weapons), [[the Swamp]] should be fairly simple. Be careful to only fight from solid ground unless your character does well in shallow water or can [[fly]] (if you're surprised while wading through shallow water, retreat to dry land, then turn and fight).&lt;br /&gt;
&lt;br /&gt;
Some of the bigger threats include [[thorn hunter]]s, [[simulacra]] (bring [[cold resistance]] if you can), and [[the Lernaean hydra]]. But if you can overcome it all, you will eventually find the [[Rune of Zot|decaying rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Shoals===&lt;br /&gt;
[[The Shoals]] are made up of several islands, surrounded by vast amounts of water. A source of flight is very important, as you'll probably need to fight from solid ground or [[fly]] to avoid incurring penalties, and shifting tides can confine you to one of the islands. If you don't have any source of flight, you might want to clear the first two levels of the Elven Halls in search of it.&lt;br /&gt;
&lt;br /&gt;
Expect to have to deal with foes such as [[list of merfolk|merfolk bands]], [[list of centaurs#satyrs|various satyrs]], and perhaps even the dreadful Witch of the Tides, [[Ilsiuw]]. Many of the enemies here use [[Hexes]], so [[magic resistance]] is important. [[Clarity]] and/or [[stasis]] are also useful.&lt;br /&gt;
&lt;br /&gt;
Whatever you do, be very careful when you explore, only [[autoexplore|autoexploring]] after you've eliminated most of the threats. Otherwise you will often find yourself trapped in combat, making your chances of collecting the [[Rune of Zot|barnacled rune of Zot]] very slim.&lt;br /&gt;
&lt;br /&gt;
===Snake Pit===&lt;br /&gt;
The [[Snake Pit]] is populated by hordes of [[list of snakes|snakes]] and [[list of nagas|nagas]]; [[Poison]] damage and [[constriction]] are both common, and this level is especially dangerous to spellcasters thanks to [[mana viper]]s. In addition to the obvious choice of [[poison resistance]], [[fire resistance]] will help with the [[salamander]]s, and [[electricity resistance]] will help with the [[shock serpent]]s. A way to nullify [[Teleport Other]] is also useful.&lt;br /&gt;
&lt;br /&gt;
If you're well prepared, and take things carefully, it won't take long until you slither across the [[Rune of Zot|serpentine rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Spider's Nest===&lt;br /&gt;
The Spider's nest has swarms of fast-moving [[list of arachnids|spiders]] that can quickly inflict severe poisoning, so don't enter without poison resistance unless absolutely necessary. But don't assume poison is all you have to worry about, as many spiders hit about as hard as [[yak]]s. Meanwhile, [[clarity]] will help with the Tarantellas, and [[see invisible]] will help you to deal with [[ghost moth]]s.&lt;br /&gt;
&lt;br /&gt;
Once you complete the final floor, you'll find the [[Rune of Zot|gossamer rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Slime Pits===&lt;br /&gt;
[[The Slime Pits]] are much more dangerous than the other branches, and require quite a lot of preparation before you can clear them with any semblance of safety. You shouldn't go here until you've ''at least'' completed the other two Lair branches, and even then, you're often better off acquiring your third rune from [[the Vaults]] or [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
Once you feel you're ready to enter the pits, you will need [[acid resistance]] and [[mutation resistance]]. Also, bring [[Clarity]] for the [[golden eye]]s if you have it. Make sure to read [[the royal jelly]]'s page and develop a strategy for dealing with it.&lt;br /&gt;
&lt;br /&gt;
The one exception to all of this is characters who worship [[Jiyva]], who can waltz in and pick up the [[Rune of Zot|slimy rune of Zot]] with no resistance after reaching 6 piety.&lt;br /&gt;
&lt;br /&gt;
==The Elven Halls==&lt;br /&gt;
If you lack poison resistance or a means of flight, clearing the first two floors of the [[Elven Halls]] may provide you with one or both of them. The Halls feature many dangerous [[list of deep elves|deep elven]] casters.&lt;br /&gt;
&lt;br /&gt;
Thanks to the wide variety of magic, virtually every [[resistance]] will come in handy, but the most important one is [[magic resistance]]. If your magic resistance is too low, you could be [[banishment|banished]], sending you to the [[Abyss]].&lt;br /&gt;
&lt;br /&gt;
Some people like to complete this branch fairly early, even before finishing any of the Lair Branches. While this isn't impossible by any means, it's very difficult, and shouldn't be tried by inexperienced players.&lt;br /&gt;
&lt;br /&gt;
==The Vaults==&lt;br /&gt;
[[The Vaults]] are an excellent place to collect your third [[Rune of Zot|rune]], although some characters may prefer [[the Abyss]]. In any case, you will need to obtain at least one [[Rune of Zot|rune]], preferably from a Lair branch.&lt;br /&gt;
&lt;br /&gt;
Once you enter, the most helpful thing you can have is decent [[AC]], [[EV]], and [[SH]]. Elemental damage isn't uncommon, but there's a wide variety, so it's best to have wide spread of [[resistance]]s. [[Magic resistance]] is particularly important for [[Vault sentinel]]s, so if you don't think you can fight an entire floor at once, you'll also want that.&lt;br /&gt;
&lt;br /&gt;
[[The Vaults#Vaults:5|Vaults:5]] is exponentially harder than the earlier levels, and often it's best to dip into the Depths before attempting it. Read the [[The_Vaults#Vaults:5|V:5]] page for a detailed list of the tools and strategies needed to reach that [[Rune of Zot|silver rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Crypt===&lt;br /&gt;
As you explore the Vaults, you'll eventually find [[the Crypt]], home to all manner of [[undead]]. You'll want [[negative energy resistance]] (more is always better), and a way to cure or resist [[rot]]. Cold resistance can also help.&lt;br /&gt;
&lt;br /&gt;
If you plan on converting to [[The Shining One]] later in your game, save this branch until then.&lt;br /&gt;
&lt;br /&gt;
===Tomb===&lt;br /&gt;
Inside the Crypt is [[The Tomb|the Tomb of Ancients]], chock-full of [[list of mummies|mummies]] and home to the [[Rune of Zot|golden rune of Zot]]. &lt;br /&gt;
&lt;br /&gt;
This is one of the most dangerous branches in the game, full of [[smiting]], [[torment]], and [[death curse]]s. Often the first thing you'll see is a band of[[sphinx]]es that can [[paralyse]] and smite you to death, so don't tread lightly.&lt;br /&gt;
&lt;br /&gt;
Lots of [[negative energy resistance]], [[sustain abilities]], and some way to deal with the [[rot]] are all required. Or, you could worship [[Kikubaaqudgha]] for that wonderful death curse protection and torment resistance.&lt;br /&gt;
&lt;br /&gt;
==Depths==&lt;br /&gt;
[[The Depths]] are fairly straightforward. 5 floors of elaborate layouts leading up to the [[The Realm of Zot|Realm of Zot]] entrance. Along the way, you'll find entrances to [[the Abyss]], [[the Vestibule of Hell]], and [[Pandemonium]].&lt;br /&gt;
&lt;br /&gt;
Be on the lookout for [[mutation resistance]] if you haven't found it already, because it's useful in all of the branches you'll explore from here on out.&lt;br /&gt;
&lt;br /&gt;
==Abyss==&lt;br /&gt;
The Abyss is the easiest of the branches you'll run across in the Depths. Unsurprisingly, followers of Lugonu will have an easier time here, particularly since they can live the Abyss whenever they want.&lt;br /&gt;
&lt;br /&gt;
No matter who you follow, though, you absolutely need mutation resistance here. Also, Apportation is great for nabbing that abyssal rune of Zot before you teleport away. You'll also want enough food to keep you from starving, since Abyss has a distinct lack of food, and most characters don't get to leave when they feel like it.&lt;br /&gt;
&lt;br /&gt;
Oddly, despite the constant -cTele, teleportation is often a decent way to escape a dodgy situation. So don't leave all your source of teleport behind!&lt;br /&gt;
&lt;br /&gt;
==Hell==&lt;br /&gt;
After you enter [[the Vestibule of Hell]] and kill all the enemies inside, you'll be granted with four branches: [[Gehenna]], [[Cocytus]], [[Tartarus]], and [[The Iron City of Dis]], all with their own [[Rune of Zot|rune]].&lt;br /&gt;
&lt;br /&gt;
These places all have three things in common: Annoying [[Hell effect]]s, [[torment]], and a distinct lack of [[food]]. Other than that, they each have their own &amp;quot;theme&amp;quot; with relevant resistances.&lt;br /&gt;
&lt;br /&gt;
*[[Gehenna]]: Home to fire, hellfire, even more fire, and the [[Rune of Zot|obsidian rune of Zot]].&lt;br /&gt;
*[[Cocytus]]: Realm of Ice and Annoying Amounts of Water. You'll find the [[Rune of Zot|icy rune of Zot]] here.&lt;br /&gt;
*[[Tartarus]]: Full of [[undead]], [[draining]], and [[dispel undead]]. Contains the [[Rune of Zot|bone rune of Zot]].&lt;br /&gt;
*[[Dis]]: A city where almost everything is made of iron, including the [[Rune of Zot|iron rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
If you can't clear [[the Realm of Zot]], you probably shouldn't even bother with these places, but if you want all 15 runes you'll have to enter them eventually.&lt;br /&gt;
&lt;br /&gt;
==Pandemonium==&lt;br /&gt;
[[Pandemonium]] is yet another place you probably shouldn't go to if you only want to win. It contains one [[rune]] guarded by a randomly generated panlord, the [[Rune of Zot|demonic rune of Zot]]. The [[Rune of Zot|other four]] are guarded by unique Pan Lords, which you only have one chance to kill or outsmart.&lt;br /&gt;
&lt;br /&gt;
This place requires a ton of [[Pandemonium#Preparation|preparation]], as you'll need to be able to deal with [[Cerebov]], [[Mnoleg]], [[Lom Lobon]], and/or [[Gloorx Vloq]] whenever the game throws them at you. Definitely check out the [[Pandemonium]] article and the articles on the individual pan lords before you enter!&lt;br /&gt;
&lt;br /&gt;
==Realm of Zot==&lt;br /&gt;
[[The Realm of Zot|Zot]], the final frontier... or maybe not, depending on your branch order. This is where you will find the [[Orb of Zot]], the entire reason you're in the dungeon.&lt;br /&gt;
&lt;br /&gt;
To obtain the orb, you'll want lots of [[fire resistance]], [[acid resistance]], and [[mutation resistance]]. [[Electricity resistance]], [[cold resistance]], [[poison resistance]], and [[see invisible]] are also helpful.&lt;br /&gt;
&lt;br /&gt;
Eventually you will arrive at [[Zot:5]], which contains the infamous Orb Chamber. Read that page for more details on how to not die there. Just know this: You'll probably want a source of [[Stasis]], in case you have to walk through a teleport trap.&lt;br /&gt;
&lt;br /&gt;
Note that even if you want to collect every rune, often it's best to clear out Zot first for the extra experience and items. Just don't pick up the orb!&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
When you've finished ransacking every place you wish, proceed to Zot:5 and claim the [[Orb of Zot]]! To save yourself a bit of distance, consider using [[Apportation]] to drag the Orb over to the nearest staircase (though this will take a while and make tons of noise, which is why you should clear out the Orb chamber first).&lt;br /&gt;
&lt;br /&gt;
Be warned that from the time you pick up the Orb, all portals in the dungeon will close, sealing off Hell and the other netherworlds. Furthermore, you will be under -cTele (that is, no teleport control ''anywhere'') from this point on.&lt;br /&gt;
&lt;br /&gt;
To finish the game, simply book it towards D:1. Your priority now is speed: use every method of speeding yourself up available to you, whether it's [[haste]], [[Swiftness]], [[dig]]ging yourself a shortcut, or anything else. Use of any potions, scrolls, or wands that can help you travel more quickly, and don't worry too much about [[magical contamination]]; it doesn't matter if you exit the Dungeon as a [[Blurry Vision|half-blind]], [[deformed]], [[mutation|mutant]] [[Herbivore|vegan]] so long as you've escaped safely.&lt;br /&gt;
&lt;br /&gt;
You can also make use of the game's autotravel feature (Ctrl+G), which will automatically calculate the shortest route to your destination, but this won't automatically use items for you.&lt;br /&gt;
&lt;br /&gt;
Occasionally residents of Pandemonium will appear to block your path, including [[Pandemonium lord]]s. If you can get around them, do so. If they block your path completely, only fight if you can clear a path within a few turns; otherwise, [[dig]] yourself a new path or take another route. Though you'll be under permanent -cTele, you can still make a semi-controlled [[blink]] by using a [[scroll of blinking]] or [[Controlled Blink]]; a random teleport, whether from a [[scroll of teleportation|scroll]] or [[wand of teleportation|wand]], can also get you free of a blockade.&lt;br /&gt;
&lt;br /&gt;
Only stop to heal if you're in danger of dying, and do so on an upwards stairway if possible. Just travel as quickly and efficiently as possible, avoid getting pinned down, and you should escape without too much trouble.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] [[the Depths]] branch replaced D:17-27, and it was made necessary to obtain a [[rune of Zot]] to enter [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=32802</id>
		<title>Walkthrough</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=32802"/>
				<updated>2014-09-06T22:10:02Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Repeating fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This page only covers the general strategy of the game. For specific topics and tactics, see the related pages. The following are good reads for beginners:&lt;br /&gt;
&lt;br /&gt;
*[[Background and race combinations for beginners]]&lt;br /&gt;
*[[Character guides]]&lt;br /&gt;
*[[Escaping from (and avoiding) trouble]]&lt;br /&gt;
*[[Strategy guides]]&lt;br /&gt;
*[[Tips and tricks]]&lt;br /&gt;
*[[Weapon choice]]&lt;br /&gt;
&lt;br /&gt;
For generic character building strategy see:&lt;br /&gt;
&lt;br /&gt;
*[[Early Game Character Building]]&lt;br /&gt;
*[[Mid Game Character Building]]&lt;br /&gt;
*[[Late Game Character Building]]&lt;br /&gt;
&lt;br /&gt;
You can also check each of the individual [[Branch]] pages for more information on a particular part of the dungeon.&lt;br /&gt;
&lt;br /&gt;
==Early Dungeon==&lt;br /&gt;
As the game starts, you'll find yourself in the [[Dungeon]]. The first levels are rather simple, but there are a few notable threats. [[Unique monster|Uniques]] (especially [[Sigmund]] and [[Grinder]]), [[player ghost]]s, [[ogre]]s, and bands of [[gnoll]]s or [[orc]]s all pose a significant threat on the first few levels. &lt;br /&gt;
&lt;br /&gt;
If you do decide to take on a threat, isolate that monster, and use any tricks at your disposal -- [[ranged weapon]]s, [[spells]], [[wand]]s, branded [[throwing]] weapons. etc. -- but remember, you're under no obligation to kill the monsters '''now'''. ''You'' get more powerful over the course of the game. The uniques and other &amp;quot;local bullies&amp;quot; don't.&lt;br /&gt;
&lt;br /&gt;
===The Temple===&lt;br /&gt;
Once you find the Temple, pick a god if you haven't yet (and aren't a [[demigod]]). If the particular god you want isn't in the Temple (perhaps your temple was corrupted by [[Lugonu]]), you can find it in the main dungeon. If you're looking to convert to one of the more unusual gods (i.e. [[Lugonu]] or [[Jiyva]]), then you may have to wait until later to convert.&lt;br /&gt;
&lt;br /&gt;
===Portals===&lt;br /&gt;
Throughout the game, you will find various [[portal]]s to optional levels. Many of the portals are timed, so if you wish to enter them at all, you must do so quickly!&lt;br /&gt;
&lt;br /&gt;
Portal levels have different themes, so always look up whichever Portal you've found, and consider whether you're equipped to deal with it. Some of these are obvious; you'll want fire resistance for the [[Volcano]], and cold resistance for the [[Ice Cave]]. If the portal plays to your weak points, skip it! Likewise, if the &amp;quot;guards&amp;quot; around the portal are too tough for you, you probably didn't want to go inside anyway.&lt;br /&gt;
&lt;br /&gt;
Before you venture into these portals, take a moment to [[drop]] anything you're certain you won't need for this portal -- You'll want to bring back any useful items you find. Once you're in, take stock of the situation, and explore carefully. Keep track of the exit portals (there's always at least one handy), and leave whenever you feel you're outmatched!&lt;br /&gt;
&lt;br /&gt;
Some of the first portals you might see include:&lt;br /&gt;
&lt;br /&gt;
*The [[Sewer]], filled with lots of water, and mostly weak monsters. Watch out for [[poison]]ous snakes, and whatever lurks at the end of this portal.&lt;br /&gt;
&lt;br /&gt;
*The [[Ossuary]], with lots of [[zombie]]s and/or [[mummy|mummies]], and occasionally more exotic undead.&lt;br /&gt;
&lt;br /&gt;
*The [[Bailey]], home to ranged combatants, typically armed with [[melee_weapon#polearms|polearms]] or [[ranged_weapon#crossbows|crossbows]].&lt;br /&gt;
&lt;br /&gt;
==Early Branches==&lt;br /&gt;
While exploring the dungeon, you will find the entrances to the [[Orcish Mines]] and [[the Lair]]. Even though they are generally discovered in that order, most players will find it easier to clear the [[Lair]] first.&lt;br /&gt;
&lt;br /&gt;
===The Lair===&lt;br /&gt;
The greatest threat of [[Lair]] is often fast moving enemies with poison, since these are the hardest to escape. Therefore, [[poison resistance]] is definitely recommended. If your characters lacks poison resistance and defenses in general, you might wish to explore a bit more of the dungeon, or dip into levels 1-3 of Orc.&lt;br /&gt;
&lt;br /&gt;
Other threats include [[hydra]]e which can mercilessly tear apart your character with multiple attacks, and [[blink frog]]s which act as even more annoying [[phantom]]s. Occasionally you might run into the rare fire-breather (such as a [[fire drake]], [[lindwurm]], or [[mottled dragon]]), so [[fire resistance]] can be useful.&lt;br /&gt;
&lt;br /&gt;
Like all the other branches you'll encounter, the final level of Lair is the hardest. Unless there's a [[portal]] there, which would be announced upon you entering the level, you won't lose anything by leaving it for later. So feel free to exit that floor if it's too hard, and come back to it when you're stronger.&lt;br /&gt;
&lt;br /&gt;
The Lair can have various branches, such as [[the Shoals]], [[the Swamp]], [[Snake Pit]], [[Spider's Nest]], and even [[the Slime Pits]]. These are all much more difficult than Lair, so ignore them until later!&lt;br /&gt;
&lt;br /&gt;
===The Orcish Mines===&lt;br /&gt;
Despite the entrance often appearing earlier, the [[Orcish Mines]] are tougher than [[the Lair]]. Various [[List of orcs|special types of orc]]s like [[orc warlord|warlords]],  [[orc sorcerer|sorcerers]], and [[orc high priest|high priests]] will standing in your way, and the final floor can have [[ogre magi]] and [[giant]]s.&lt;br /&gt;
&lt;br /&gt;
Levels are often split into multiple paths, with some parts being unreachable unless you use a scroll of magic mapping and [[dig]] your way to them. But typically this is a waste, and exploring every [[staircase]] is sufficient for finding most of the loot.&lt;br /&gt;
&lt;br /&gt;
You'll find the entrance to the [[Elven Halls]] on the lower levels, but don't go in yet, as the elves are much tougher than the orcs.&lt;br /&gt;
&lt;br /&gt;
==Later Dungeon==&lt;br /&gt;
After you've finished Lair and Orc, make sure to finish the dungeon. You'll find the entrances to [[the Vaults]] and [[the Depths]] before too long, but you should leave these for later. Once you're done, it's time to begin acquiring the [[runes of Zot]].&lt;br /&gt;
&lt;br /&gt;
==Lair Branches==&lt;br /&gt;
The easiest branches in which you can find [[rune]]s are the Lair branches. You will always have three branches to choose from: [[The Shoals]] or [[the Swamp]], [[Snake Pit]] or [[Spider's Nest]], and the innumerably more difficult [[Slime Pits]]. They're listed below in order of difficulty, from easiest to hardest. You might also refer to the Elven Halls section, if all the branches are too hard for you.&lt;br /&gt;
&lt;br /&gt;
All of these branches are made somewhat easier with poison resistance, and it's almost a requirement in Snake Pit and Spider's Nest. If you still haven't found any, you can attempt to skin a [[swamp dragon]] for [[swamp dragon hide|its hide]] in Swamp, hope for equipment to show up in Shoals, or explore levels 1-2 of the [[Elven Halls]].&lt;br /&gt;
&lt;br /&gt;
===Swamp===&lt;br /&gt;
Assuming you have poison resistance by now and a way to kill hydras (spells, flaming weapons or non-bladed weapons), [[the Swamp]] should be fairly simple. Be careful to only fight from solid ground unless your character does well in shallow water or can [[fly]] (if you're surprised while wading through shallow water, retreat to dry land, then turn and fight).&lt;br /&gt;
&lt;br /&gt;
Some of the bigger threats include [[thorn hunter]]s, [[simulacra]] (bring [[cold resistance]] if you can), and [[the Lernaean hydra]]. But if you can overcome it all, you will eventually find the [[Rune of Zot|decaying rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Shoals===&lt;br /&gt;
[[The Shoals]] are made up of several islands, surrounded by vast amounts of water. A source of flight is very important, as you'll probably need to fight from solid ground or [[fly]] to avoid incurring penalties, and shifting tides can confine you to one of the islands. If you don't have any source of flight, you might want to clear the first two levels of the Elven Halls in search of it.&lt;br /&gt;
&lt;br /&gt;
Expect to have to deal with foes such as [[list of merfolk|merfolk bands]], [[list of centaurs#satyrs|various satyrs]], and perhaps even the dreadful Witch of the Tides, [[Ilsiuw]]. Many of the enemies here use [[Hexes]], so [[magic resistance]] is important. [[Clarity]] and/or [[stasis]] are also useful.&lt;br /&gt;
&lt;br /&gt;
Whatever you do, be very careful when you explore, only [[autoexplore|autoexploring]] after you've eliminated most of the threats. Otherwise you will often find yourself trapped in combat, making your chances of collecting the [[Rune of Zot|barnacled rune of Zot]] very slim.&lt;br /&gt;
&lt;br /&gt;
===Snake Pit===&lt;br /&gt;
The [[Snake Pit]] is populated by hordes of [[list of snakes|snakes]] and [[list of nagas|nagas]]; [[Poison]] damage and [[constriction]] are both common, and this level is especially dangerous to spellcasters thanks to [[mana viper]]s. In addition to the obvious choice of [[poison resistance]], [[fire resistance]] will help with the [[salamander]]s, and [[electricity resistance]] will help with the [[shock serpent]]s. A way to nullify [[Teleport Other]] is also useful.&lt;br /&gt;
&lt;br /&gt;
If you're well prepared, and take things carefully, it won't take long until you slither across the [[Rune of Zot|serpentine rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Spider's Nest===&lt;br /&gt;
The Spider's nest has swarms of fast-moving [[list of arachnids|spiders]] that can quickly inflict severe poisoning, so don't enter without poison resistance unless absolutely necessary. But don't assume poison is all you have to worry about, as many spiders hit about as hard as [[yak]]s. Meanwhile, [[clarity]] will help with the Tarantellas, and [[see invisible]] will help you to deal with [[ghost moth]]s.&lt;br /&gt;
&lt;br /&gt;
Once you complete the final floor, you'll find the [[Rune of Zot|gossamer rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Slime Pits===&lt;br /&gt;
[[The Slime Pits]] are much more dangerous than the other branches, and require quite a lot of preparation before you can clear them with any semblance of safety. You shouldn't go here until you've ''at least'' completed the other two Lair branches, and even then often better off acquiring your third rune from [[the Vaults]] or [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
Once you feel you're ready to enter the pits, you will need [[acid resistance]] and [[mutation resistance]]. Also, bring [[Clarity]] for the [[golden eye]]s if you have it. Make sure to read [[the royal jelly]]'s page and develop a strategy for dealing with it.&lt;br /&gt;
&lt;br /&gt;
The one exception to all of this is characters who worship [[Jiyva]], who can waltz in and pick up the [[Rune of Zot|slimy rune of Zot]] with no resistance after reaching 6 piety.&lt;br /&gt;
&lt;br /&gt;
==The Elven Halls==&lt;br /&gt;
If you lack poison resistance or a means of flight, clearing the first two floors of the [[Elven Halls]] may provide you with one or both of them. The Halls feature many dangerous [[list of deep elves|deep elven]] casters.&lt;br /&gt;
&lt;br /&gt;
Thanks to the wide variety of magic, virtually every [[resistance]] will come in handy, but the most important one is [[magic resistance]]. If your magic resistance is too low, you could be [[banishment|banished]], sending you to the [[Abyss]].&lt;br /&gt;
&lt;br /&gt;
Some people like to complete this branch fairly early, even before finishing any of the Lair Branches. While this isn't impossible by any means, it's very difficult, and shouldn't be tried by inexperienced players.&lt;br /&gt;
&lt;br /&gt;
==The Vaults==&lt;br /&gt;
[[The Vaults]] are an excellent place to collect your third [[Rune of Zot|rune]], although some characters may prefer [[the Abyss]]. In any case, you will need to obtain at least one [[Rune of Zot|rune]], preferably from a Lair branch.&lt;br /&gt;
&lt;br /&gt;
Once you enter, the most helpful thing you can have is decent [[AC]], [[EV]], and [[SH]]. Elemental damage isn't uncommon, but there's a wide variety, so it's best to have wide spread of [[resistance]]s. [[Magic resistance]] is particularly important for [[Vault sentinel]]s, so if you don't think you can fight an entire floor at once, you'll also want that.&lt;br /&gt;
&lt;br /&gt;
[[The Vaults#Vaults:5|Vaults:5]] is exponentially harder than the earlier levels, and often it's best to dip into the Depths before attempting it. Read the [[The_Vaults#Vaults:5|V:5]] page for a detailed list of the tools and strategies needed to reach that [[Rune of Zot|silver rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Crypt===&lt;br /&gt;
As you explore the Vaults, you'll eventually find [[the Crypt]], home to all manner of [[undead]]. You'll want [[negative energy resistance]] (more is always better), and a way to cure or resist [[rot]]. Cold resistance can also help.&lt;br /&gt;
&lt;br /&gt;
If you plan on converting to [[The Shining One]] later in your game, save this branch until then.&lt;br /&gt;
&lt;br /&gt;
===Tomb===&lt;br /&gt;
Inside the Crypt is [[The Tomb|the Tomb of Ancients]], chock-full of [[list of mummies|mummies]] and home to the [[Rune of Zot|golden rune of Zot]]. &lt;br /&gt;
&lt;br /&gt;
This is one of the most dangerous branches in the game, full of [[smiting]], [[torment]], and [[death curse]]s. Often the first thing you'll see is a band of[[sphinx]]es that can [[paralyse]] and smite you to death, so don't tread lightly.&lt;br /&gt;
&lt;br /&gt;
Lots of [[negative energy resistance]], [[sustain abilities]], and some way to deal with the [[rot]] are all required. Or, you could worship [[Kikubaaqudgha]] for that wonderful death curse protection and torment resistance.&lt;br /&gt;
&lt;br /&gt;
==Depths==&lt;br /&gt;
[[The Depths]] are fairly straightforward. 5 floors of elaborate layouts leading up to the [[The Realm of Zot|Realm of Zot]] entrance. Along the way, you'll find entrances to [[the Abyss]], [[the Vestibule of Hell]], and [[Pandemonium]].&lt;br /&gt;
&lt;br /&gt;
Be on the lookout for [[mutation resistance]] if you haven't found it already, because it's useful in all of the branches you'll explore from here on out.&lt;br /&gt;
&lt;br /&gt;
==Abyss==&lt;br /&gt;
[[The Abyss]] is the easiest of the branches you'll run across in the Depths. You absolutely need [[mutation resistance]], and [[apportation]] is great for nabbing that [[Rune of Zot|abyssal rune of Zot]] before you teleport away. Of course, you'll also want enough [[food]] to keep you from [[starving]].&lt;br /&gt;
&lt;br /&gt;
Oddly, despite the constant [[-cTele]], teleportation is often a decent way to escape a dodgy situation. So don't leave all your source of teleport behind!&lt;br /&gt;
&lt;br /&gt;
==Hell==&lt;br /&gt;
After you enter [[the Vestibule of Hell]] and kill all the enemies inside, you'll be granted with four branchs: [[Gehenna]], [[Cocytus]], [[Tartarus]], and [[The Iron City of Dis]], all with their own [[Rune of Zot|rune]].&lt;br /&gt;
&lt;br /&gt;
These places all have three things in common: Annoying [[Hell effect]]s, [[torment]], and a distinct lack of [[food]]. Other than that, they each have their own &amp;quot;theme&amp;quot; with relevant resistances.&lt;br /&gt;
&lt;br /&gt;
*[[Gehenna]]: Home to fire, hellfire, even more fire, and the [[Rune of Zot|obsidian rune of Zot]].&lt;br /&gt;
*[[Cocytus]]: Realm of Ice and Annoying Amounts of Water. You'll find the [[Rune of Zot|icy rune of Zot]] here.&lt;br /&gt;
*[[Tartarus]]: Full of [[undead]], [[draining]], and [[dispel undead]]. Contains the [[Rune of Zot|bone rune of Zot]].&lt;br /&gt;
*[[Dis]]: A city where almost everything is made of iron, including the [[Rune of Zot|iron rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
If you can't clear [[the Realm of Zot]], you probably shouldn't even bother with these places, but if you want all 15 runes you'll have to enter them eventually.&lt;br /&gt;
&lt;br /&gt;
==Pandemonium==&lt;br /&gt;
[[Pandemonium]] is yet another place you probably shouldn't go to if you only want to win. It contains one [[rune]] guarded by a randomly generated panlord, the [[Rune of Zot|demonic rune of Zot]]. The [[Rune of Zot|other four]] are guarded by unique Pan Lords, which you only have one chance to kill or outsmart.&lt;br /&gt;
&lt;br /&gt;
This place requires a ton of [[Pandemonium#Preparation|preparation]], as you'll need to be able to deal with [[Cerebov]], [[Mnoleg]], [[Lom Lobon]], or [[Gloorx Vloq]] whenever the game throws them at you, so have fun with that!&lt;br /&gt;
&lt;br /&gt;
==Realm of Zot==&lt;br /&gt;
[[The Realm of Zot|Zot]], the final frontier... or maybe not, depending on your branch order. This is where you will find the [[Orb of Zot]], the entire reason you're in the dungeon.&lt;br /&gt;
&lt;br /&gt;
To obtain the orb, you'll want lots of [[fire resistance]], [[acid resistance]], and [[mutation resistance]]. [[Electricity resistance]], [[cold resistance]], [[poison resistance]], and [[see invisible]] are also helpful.&lt;br /&gt;
&lt;br /&gt;
Eventually you will arrive at [[Zot:5]], which contains the infamous Orb Chamber. Read that page for more details on how to not die there. Just know this: You'll probably want a source of [[Stasis]], in case you have to walk through a teleport traps.&lt;br /&gt;
&lt;br /&gt;
Note that even if you want to collect every rune, often it's best to clear out Zot first for the extra experience and items. Just don't pick up the orb!&lt;br /&gt;
==Ascension==&lt;br /&gt;
When you've finished ransacking every place you wish, proceed to Zot:5 and claim the [[Orb of Zot]]! To save yourself a bit of distance, consider using [[Apportation]] to drag the Orb over to the nearest staircase (though this will take a while and make tons of noise, which is why you should clear out the Orb chamber first).&lt;br /&gt;
&lt;br /&gt;
Be warned that from the time you pick up the Orb, all portals in the dungeon will close, sealing off Hell and the other netherworlds. Furthermore, you will be under -cTele (that is, no teleport control ''anywhere'') from this point on.&lt;br /&gt;
&lt;br /&gt;
To finish the game, simply book it towards D:1. Your priority now is speed: use every method of speeding yourself up available to you, whether it's [[haste]], [[Swiftness]], [[dig]]ging yourself a shortcut, or anything else. Use of any potions, scrolls, or wands that can help you travel more quickly, and don't worry too much about [[magical contamination]]; it doesn't matter if you exit the Dungeon as a [[Blurry Vision|half-blind]], [[deformed]], [[mutation|mutant]] [[Herbivore|vegan]] so long as you've escaped safely.&lt;br /&gt;
&lt;br /&gt;
You can also make use of the game's autotravel feature (Ctrl+G), which will automatically calculate the shortest route to your destination, but this won't automatically use items for you.&lt;br /&gt;
&lt;br /&gt;
Occasionally residents of Pandemonium will appear to block your path, including [[Pandemonium lord]]s. If you can get around them, do so. If they block your path completely, only fight if you can clear a path within a few turns; otherwise, [[dig]] yourself a new path or take another route. Though you'll be under permanent -cTele, you can still make a semi-controlled [[blink]] by using a [[scroll of blinking]] or [[Controlled Blink]]; a random teleport, whether from a [[scroll of teleportation|scroll]] or [[wand of teleportation|wand]], can also get you free of a blockade.&lt;br /&gt;
&lt;br /&gt;
Only stop to heal if you're in danger of dying, and do so on an upwards stairway if possible. Just travel as quickly and efficiently as possible, avoid getting pinned down, and you should escape without too much trouble.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] [[the Depths]] branch replaced D:17-27, and it was made necessary to obtain a [[rune of Zot]] to enter [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=32801</id>
		<title>Walkthrough</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=32801"/>
				<updated>2014-09-06T22:02:39Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: one last fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This page only covers the general strategy of the game. For specific topics and tactics, see the related pages. The following are good reads for beginners:&lt;br /&gt;
&lt;br /&gt;
*[[Background and race combinations for beginners]]&lt;br /&gt;
*[[Character guides]]&lt;br /&gt;
*[[Escaping from (and avoiding) trouble]]&lt;br /&gt;
*[[Strategy guides]]&lt;br /&gt;
*[[Tips and tricks]]&lt;br /&gt;
*[[Weapon choice]]&lt;br /&gt;
&lt;br /&gt;
For generic character building strategy see:&lt;br /&gt;
&lt;br /&gt;
*[[Early Game Character Building]]&lt;br /&gt;
*[[Mid Game Character Building]]&lt;br /&gt;
*[[Late Game Character Building]]&lt;br /&gt;
&lt;br /&gt;
You can also check each of the individual [[Branch]] pages for more information on a particular part of the dungeon.&lt;br /&gt;
&lt;br /&gt;
==Early Dungeon==&lt;br /&gt;
As the game starts, you'll find yourself in the [[Dungeon]]. The first levels are rather simple, but there are a few notable threats. [[Unique monster|Uniques]] (especially [[Sigmund]] and [[Grinder]]), [[player ghost]]s, [[ogre]]s, and bands of [[gnoll]]s or [[orc]]s all pose a significant threat on the first few levels. &lt;br /&gt;
&lt;br /&gt;
If you do decide to take on a threat, isolate that monster, and use any tricks at your disposal -- [[ranged weapon]]s, [[spells]], [[wand]]s, branded [[throwing]] weapons. etc. -- but remember, you're under no obligation to kill the monsters '''now'''. ''You'' get more powerful over the course of the game. The uniques and other &amp;quot;local bullies&amp;quot; don't.&lt;br /&gt;
&lt;br /&gt;
===The Temple===&lt;br /&gt;
Once you find the Temple, pick a god if you haven't yet (and aren't a [[demigod]]). If the particular god you want isn't in the Temple (perhaps your temple was corrupted by [[Lugonu]]), you can find it in the main dungeon. If you're looking to convert to one of the more unusual gods (i.e. [[Lugonu]] or [[Jiyva]]), then you may have to wait until later to convert.&lt;br /&gt;
&lt;br /&gt;
===Portals===&lt;br /&gt;
Throughout the game, you will find various [[portal]]s to optional levels. Many of the portals are timed, so if you wish to enter them at all, you must do so quickly!&lt;br /&gt;
&lt;br /&gt;
Portal levels have different themes, so always look up whichever Portal you've found, and consider whether you're equipped to deal with it. Some of these are obvious; you'll want fire resistance for the [[Volcano]], and cold resistance for the [[Ice Cave]]. If the portal plays to your weak points, skip it! Likewise, if the &amp;quot;guards&amp;quot; around the portal are too tough for you, you probably didn't want to go inside anyway.&lt;br /&gt;
&lt;br /&gt;
Before you venture into these portals, take a moment to [[drop]] anything you're certain you won't need for this portal -- You'll want to bring back any useful items you find. Once you're in, take stock of the situation, and explore carefully. Keep track of the exit portals (there's always at least one handy), and leave whenever you feel you're outmatched!&lt;br /&gt;
&lt;br /&gt;
Some of the first portals you might see include:&lt;br /&gt;
&lt;br /&gt;
*The [[Sewer]], filled with lots of water, and mostly weak monsters. Watch out for [[poison]]ous snakes, and whatever lurks at the end of this portal.&lt;br /&gt;
&lt;br /&gt;
*The [[Ossuary]], with lots of [[zombie]]s and/or [[mummy|mummies]], and occasionally more exotic undead.&lt;br /&gt;
&lt;br /&gt;
*The [[Bailey]], home to ranged combatants, typically armed with [[melee_weapon#polearms|polearms]] or [[ranged_weapon#crossbows|crossbows]].&lt;br /&gt;
&lt;br /&gt;
==Early Branches==&lt;br /&gt;
While exploring the dungeon, you will find the entrances to the [[Orcish Mines]] and [[the Lair]]. Even though they are generally discovered in that order, most players will find it easier to clear the [[Lair]] first.&lt;br /&gt;
&lt;br /&gt;
===The Lair===&lt;br /&gt;
The greatest threat of [[Lair]] is often fast moving enemies with poison, since these are the hardest to escape. Therefore, [[poison resistance]] is definitely recommended. If your characters lacks poison resistance and defenses in general, you might wish to explore a bit more of the dungeon, or dip into levels 1-3 of Orc.&lt;br /&gt;
&lt;br /&gt;
Other threats include [[hydra]]e which can mercilessly tear apart your character with multiple attacks, and [[blink frog]]s which act as even more annoying [[phantom]]s. Occasionally you might run into the rare fire-breather (such as a [[fire drake]], [[lindwurm]], or [[mottled dragon]]), so [[fire resistance]] can be useful.&lt;br /&gt;
&lt;br /&gt;
Like all the other branches you'll encounter, the final level of Lair is the hardest. Unless there's a [[portal]] there, which would be announced upon you entering the level, you won't lose anything by leaving it for later. So feel free to exit that floor if it's too hard, and come back to it when you're stronger.&lt;br /&gt;
&lt;br /&gt;
The Lair can have various branches, such as [[the Shoals]], [[the Swamp]], [[Snake Pit]], [[Spider's Nest]], and even [[the Slime Pits]]. These are all much more difficult than Lair, so ignore them until later!&lt;br /&gt;
&lt;br /&gt;
===The Orcish Mines===&lt;br /&gt;
Despite the entrance often appearing earlier, the [[Orcish Mines]] are tougher than [[the Lair]]. Various [[List of orcs|special types of orc]]s like [[orc warlord|warlords]],  [[orc sorcerer|sorcerers]], and [[orc high priest|high priests]] will standing in your way, and the final floor can have [[ogre magi]] and [[giant]]s.&lt;br /&gt;
&lt;br /&gt;
Levels are often split into multiple paths, with some parts being unreachable unless you use a scroll of magic mapping and [[dig]] your way to them. But typically this is a waste, and exploring every [[staircase]] is sufficient for finding most of the loot.&lt;br /&gt;
&lt;br /&gt;
You'll find the entrance to the [[Elven Halls]] on the lower levels, but don't go in yet, as the elves are much tougher than the orcs.&lt;br /&gt;
&lt;br /&gt;
==Later Dungeon==&lt;br /&gt;
After you've finished Lair and Orc, make sure to finish the dungeon. You'll find the entrances to [[the Vaults]] and [[the Depths]] before too long, but you should leave these for later. Once you're done, it's time to begin acquiring the [[runes of Zot]].&lt;br /&gt;
&lt;br /&gt;
==Lair Branches==&lt;br /&gt;
The easiest branches in which you can find [[runes]] are the Lair branches. You will always have three branches to choose from: [[The Shoals]] or [[the Swamp]], [[Snake Pit]] or [[Spider's Nest]], and the innumerably more difficult [[Slime Pits]]. They're listed below in order of difficulty, from easiest to hardest. You might also refer to the Elven Halls section, if all the branches are too hard for you.&lt;br /&gt;
&lt;br /&gt;
All of these branches are made somewhat easier with poison resistance, and it's almost a requirement in Snake Pit and Spider's Nest. If you still haven't found any, you can attempt to skin a [[swamp dragon]] for [[swamp dragon hide|its hide]] in Swamp, hope for equipment to show up in Shoals, or explore levels 1-2 of the [[Elven Halls]].&lt;br /&gt;
&lt;br /&gt;
===Swamp===&lt;br /&gt;
Assuming you have poison resistance by now and a way to kill hydras (spells, flaming weapons or non-bladed weapons), [[the Swamp]] should be fairly simple. Be careful to only fight from solid ground unless your character does well in shallow water or can [[fly]] (if you're surprised while wading through shallow water, retreat to dry land, then turn and fight).&lt;br /&gt;
&lt;br /&gt;
Some of the bigger threats include [[thorn hunter]]s, [[simulacra]] (bring [[cold resistance]] if you can), and [[the Lernaean hydra]]. But if you can overcome it all, you will eventually find the [[Rune of Zot|decaying rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Shoals===&lt;br /&gt;
[[The Shoals]] are made up of several islands, surrounded by vast amounts of water. A source of flight is very important, as you'll probably need to fight from solid ground or [[fly]] to avoid incurring penalties, and shifting tides can confine you to one of the islands. If you don't have any source of flight, you might want to clear the first two levels of the Elven Halls in search of it.&lt;br /&gt;
&lt;br /&gt;
Expect to have to deal with foes such as [[list of merfolk|merfolk bands]], [[list of centaurs#satyrs|various satyrs]], and perhaps even the dreadful Witch of the Tides, [[Ilsiuw]]. Many of the enemies here use [[Hexes]], so [[magic resistance]] is important. [[Clarity]] and/or [[stasis]] are also useful.&lt;br /&gt;
&lt;br /&gt;
Whatever you do, be very careful when you explore, only [[autoexplore|autoexploring]] after you've eliminated most of the threats. Otherwise you will often find yourself trapped in combat, making your chances of collecting the [[Rune of Zot|barnacled rune of Zot]] very slim.&lt;br /&gt;
&lt;br /&gt;
===Snake Pit===&lt;br /&gt;
The [[Snake Pit]] is populated by hordes of [[list of snakes|snakes]] and [[list of nagas|nagas]]; [[Poison]] damage and [[constriction]] are both common, and this level is especially dangerous to spellcasters thanks to [[mana viper]]s. In addition to the obvious choice of [[poison resistance]], [[fire resistance]] will help with the [[salamander]]s, and [[electricty resistance]] will help with the [[shock serpent]]s. A way to nullify [[teleport other]] is also useful.&lt;br /&gt;
&lt;br /&gt;
If you're well prepared, and take things carefully, it won't take long until you slither across the [[Rune of Zot|serpentine rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Spider's Nest===&lt;br /&gt;
The Spider's nest has swarms of fast-moving [[list of arachnids|spiders]] that can quickly inflict severe poisoning, so don't enter without poison resistance unless absolutely necessary. But don't assume poison is all you have to worry about, as many spiders hit about as hard as [[yak]]s. Meanwhile, [[clarity]] will help with the Tarantellas, and [[see invisible]] will help you to deal with [[ghost moth]]s.&lt;br /&gt;
&lt;br /&gt;
Once you complete the final floor, you'll find the [[Rune of Zot|gossamer rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Slime Pits===&lt;br /&gt;
[[The Slime Pits]] are much more dangerous than the other branches, and require quite a lot of preparation before you can clear them with any semblance of safety. You shouldn't go here until you've ''at least'' completed the other two Lair branches, and even then often better off acquiring your third rune from [[the Vaults]] or [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
Once you feel you're ready to enter the pits, you will need [[acid resistance]] and [[mutation resistance]]. Also, bring [[Clarity]] for the [[golden eyeballs]] if you have it. Make sure to read [[the royal jelly]]'s page and develop a strategy for dealing with it.&lt;br /&gt;
&lt;br /&gt;
The one exception to all of this is characters who worship [[Jiyva]], who can waltz in and pick up the [[Rune of Zot|slimy rune of Zot]] with no resistance after reaching 6 piety.&lt;br /&gt;
&lt;br /&gt;
==The Elven Halls==&lt;br /&gt;
If you lack poison resistance or a means of flight, clearing the first two floors of the [[Elven Halls]] may provide you with one or both of them. The Halls feature many dangerous [[list of deep elves|deep elven]] casters.&lt;br /&gt;
&lt;br /&gt;
Thanks to the wide variety of magic, virtually every [[resistance]] will come in handy, but the most important one is [[magic resistance]]. If your magic resistance is too low, you could be [[banishment|banished]], sending you to the [[Abyss]].&lt;br /&gt;
&lt;br /&gt;
Some people like to complete this branch fairly early, even before finishing any of the Lair Branches. While this isn't impossible by any means, it's very difficult, and shouldn't be tried by inexperienced players.&lt;br /&gt;
&lt;br /&gt;
==The Vaults==&lt;br /&gt;
[[The Vaults]] are an excellent place to collect your third [[Rune of Zot|rune]], although some characters may prefer [[the Abyss]]. In any case, you will need to obtain at least one [[Rune of Zot|rune]], preferably from a Lair branch.&lt;br /&gt;
&lt;br /&gt;
Once you enter, the most helpful thing you can have is decent [[AC]], [[EV]], and [[SH]]. Elemental damage isn't uncommon, but there's a wide variety, so it's best to have wide spread of [[resistance]]s. [[Magic resistance]] is particularly important for [[Vault sentinel]]s, so if you don't think you can fight an entire floor at once, you'll also want that.&lt;br /&gt;
&lt;br /&gt;
[[The Vaults#Vaults:5|Vaults:5]] is exponentially harder than the earlier levels, and often it's best to dip into the Depths before attempting it. Read the [[The_Vaults#Vaults:5|V:5]] page for a detailed list of the tools and strategies needed to reach that [[Rune of Zot|silver rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Crypt===&lt;br /&gt;
As you explore the Vaults, you'll eventually find [[the Crypt]], home to all manner of [[undead]]. You'll want [[negative energy resistance]] (more is always better), and a way to cure or resist [[rot]]. Cold resistance can also help.&lt;br /&gt;
&lt;br /&gt;
If you plan on converting to [[The Shining One]] later in your game, save this branch until then.&lt;br /&gt;
&lt;br /&gt;
===Tomb===&lt;br /&gt;
Inside the Crypt is [[The Tomb|the Tomb of Ancients]], chock-full of [[list of mummies|mummies]] and home to the [[Rune of Zot|golden rune of Zot]]. &lt;br /&gt;
&lt;br /&gt;
This is one of the most dangerous branches in the game, full of [[smiting]], [[torment]], and [[death curse]]s. Often the first thing you'll see is a band of[[sphinx]]es that can [[paralyse]] and smite you to death, so don't tread lightly.&lt;br /&gt;
&lt;br /&gt;
Lots of [[negative energy resistance]], [[sustain abilities]], and some way to deal with the [[rot]] are all required. Or, you could worship [[Kikubaaqudgha]] for that wonderful death curse protection and torment resistance.&lt;br /&gt;
&lt;br /&gt;
==Depths==&lt;br /&gt;
[[The Depths]] are fairly straightforward. 5 floors of elaborate layouts leading up to the [[The Realm of Zot|Realm of Zot]] entrance. Along the way, you'll find entrances to [[the Abyss]], [[the Vestibule of Hell]], and [[Pandemonium]].&lt;br /&gt;
&lt;br /&gt;
Be on the lookout for [[mutation resistance]] if you haven't found it already, because it's useful in all of the branches you'll explore from here on out.&lt;br /&gt;
&lt;br /&gt;
==Abyss==&lt;br /&gt;
[[The Abyss]] is the easiest of the branches you'll run across in the Depths. You absolutely need [[mutation resistance]], and [[apportation]] is great for nabbing that [[Rune of Zot|abyssal rune of Zot]] before you teleport away. Of course, you'll also want enough [[food]] to keep you from [[starving]].&lt;br /&gt;
&lt;br /&gt;
Oddly, despite the constant [[-cTele]], teleportation is often a decent way to escape a dodgy situation. So don't leave all your source of teleport behind!&lt;br /&gt;
&lt;br /&gt;
==Hell==&lt;br /&gt;
After you enter [[the Vestibule of Hell]] and kill all the enemies inside, you'll be granted with four branchs: [[Gehenna]], [[Cocytus]], [[Tartarus]], and [[The Iron City of Dis]], all with their own [[Rune of Zot|rune]].&lt;br /&gt;
&lt;br /&gt;
These places all have three things in common: Annoying [[Hell effect]]s, [[torment]], and a distinct lack of [[food]]. Other than that, they each have their own &amp;quot;theme&amp;quot; with relevant resistances.&lt;br /&gt;
&lt;br /&gt;
*[[Gehenna]]: Home to fire, hellfire, even more fire, and the [[Rune of Zot|obsidian rune of Zot]].&lt;br /&gt;
*[[Cocytus]]: Realm of Ice and Annoying Amounts of Water. You'll find the [[Rune of Zot|icy rune of Zot]] here.&lt;br /&gt;
*[[Tartarus]]: Full of [[undead]], [[draining]], and [[dispel undead]]. Contains the [[Rune of Zot|bone rune of Zot]].&lt;br /&gt;
*[[Dis]]: A city where almost everything is made of iron, including the [[Rune of Zot|iron rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
If you can't clear [[the Realm of Zot]], you probably shouldn't even bother with these places, but if you want all 15 runes you'll have to enter them eventually.&lt;br /&gt;
&lt;br /&gt;
==Pandemonium==&lt;br /&gt;
[[Pandemonium]] is yet another place you probably shouldn't go to if you only want to win. It contains on [[[rune]] guarded by a randomly generated panlord, the [[Rune of Zot|demonic rune of Zot]]. The rest are guarded by unique Pan Lords, which you only have one chance to kill or outsmart.&lt;br /&gt;
&lt;br /&gt;
This place requires a ton of [[Pandemonium#Preparation|preparation]], as you'll need to be able to deal with [[Cerebov]], [[Mnoleg]], [[Lom Lobon]], or [[Gloorx Vloq]] whenever the game throws them at you, so have fun with that!&lt;br /&gt;
&lt;br /&gt;
==Realm of Zot==&lt;br /&gt;
[[The Realm of Zot|Zot]], the final frontier... or maybe not, depending on your branch order. This is where you will find the [[Orb of Zot]], the entire reason you're in the dungeon.&lt;br /&gt;
&lt;br /&gt;
To obtain the orb, you'll want lots of [[fire resistance]], [[corrosion resistance]], and [[mutation resistance]]. [[Electricity resistance]], [[cold resistance]], [[poison resistance]], and [[see invisible]] are also helpful.&lt;br /&gt;
&lt;br /&gt;
Eventually you will arrive at [[Zot:5]], which contains the infamous Orb Chamber. Read that page for more details on how to not die there. Just know this: You'll probably want a source of [[Stasis]], in case you have to walk through a teleport traps.&lt;br /&gt;
&lt;br /&gt;
Note that even if you want to collect every rune, often it's best to clear out Zot first for the extra experience and items. Just don't pick up the orb!&lt;br /&gt;
==Ascension==&lt;br /&gt;
When you've finished ransacking every place you wish, proceed to Zot:5 and claim the [[Orb of Zot]]! To save yourself a bit of distance, consider using [[Apportation]] to drag the Orb over to the nearest staircase (though this will take a while and make tons of noise, which is why you should clear out the Orb chamber first).&lt;br /&gt;
&lt;br /&gt;
Be warned that from the time you pick up the Orb, all portals in the dungeon will close, sealing off Hell and the other netherworlds. Furthermore, you will be under -cTele (that is, no teleport control ''anywhere'') from this point on.&lt;br /&gt;
&lt;br /&gt;
To finish the game, simply book it towards D:1. YYour priority now is speed: use every method of speeding yourself up available to you, whether it's [[haste]], [[Swiftness]], [[dig]]ging yourself a shortcut, or anything else. Use of any potions, scrolls, or wands that can help you travel more quickly, and don't worry too muchabout [[magical contamination]]; it doesn't matter if you exit the Dungeon as a [[Blurry Vision|half-blind]], [[deformed]], [[mutation|mutant]] [[Herbivore|vegan]] so long as you've escaped safely.&lt;br /&gt;
&lt;br /&gt;
You can also make use of the game's autotravel feature (Ctrl+G), which will automatically calculate the shortest route to your destination, but this won't automatically use items for you.&lt;br /&gt;
&lt;br /&gt;
Occasionally residents of Pandemonium will appear to block your path, including [[Pandemonium lord]]s. If you can get around them, do so. If they block your path completely, only fight if you can clear a path within a few turns; otherwise, [[dig]] yourself a new path or take another route. Though you'll be under permanent -cTele, you can still make a semi-controlled [[blink]] by using a [[scroll of blinking]] or [[Controlled Blink]]; a random teleport, whether from a [[scroll of teleportation|scroll]] or [[wand of teleportation|wand]], can also get you free of a blockade.&lt;br /&gt;
&lt;br /&gt;
Only stop to heal if you're in danger of dying, and do so on an upwards stairway if possible. Just travel as quickly and efficiently as possible, avoid getting pinned down, and you should escape without too much trouble.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] [[the Depths]] branch replaced D:17-27, and it was made necessary to obtain a [[rune of Zot]] to enter [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=32800</id>
		<title>Walkthrough</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=32800"/>
				<updated>2014-09-06T21:52:56Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Oops, missed one bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This page only covers the general strategy of the game. For specific topics and tactics, see the related pages. The following are good reads for beginners:&lt;br /&gt;
&lt;br /&gt;
*[[Background and race combinations for beginners]]&lt;br /&gt;
*[[Character guides]]&lt;br /&gt;
*[[Escaping from (and avoiding) trouble]]&lt;br /&gt;
*[[Strategy guides]]&lt;br /&gt;
*[[Tips and tricks]]&lt;br /&gt;
*[[Weapon choice]]&lt;br /&gt;
&lt;br /&gt;
For generic character building strategy see:&lt;br /&gt;
&lt;br /&gt;
*[[Early Game Character Building]]&lt;br /&gt;
*[[Mid Game Character Building]]&lt;br /&gt;
*[[Late Game Character Building]]&lt;br /&gt;
&lt;br /&gt;
You can also check each of the individual [[Branch]] pages for more information on a particular part of the dungeon.&lt;br /&gt;
&lt;br /&gt;
==Early Dungeon==&lt;br /&gt;
As the game starts, you'll find yourself in the [[Dungeon]]. The first levels are rather simple, but there are a few notable threats. [[Unique monster|Uniques]] (especially [[Sigmund]] and [[Grinder]]), [[player ghost]]s, [[ogre]]s, and bands of [[gnoll]]s or [[orc]]s all pose a significant threat on the first few levels. &lt;br /&gt;
&lt;br /&gt;
If you do decide to take on a threat, isolate that monster, and use any tricks at your disposal -- [[ranged weapon]]s, [[spells]], [[wand]]s, branded [[throwing]] weapons. etc. -- but remember, you're under no obligation to kill the monsters '''now'''. ''You'' get more powerful over the course of the game. The uniques and other &amp;quot;local bullies&amp;quot; don't.&lt;br /&gt;
&lt;br /&gt;
===The Temple===&lt;br /&gt;
Once you find the Temple, pick a god if you haven't yet (and aren't a [[demigod]]). If the particular god you want isn't in the Temple (perhaps your temple was corrupted by [[Lugonu]]), you can find it in the main dungeon. If you're looking to convert to one of the more unusual gods (i.e. [[Lugonu]] or [[Jiyva]]), then you may have to wait until later to convert.&lt;br /&gt;
&lt;br /&gt;
===Portals===&lt;br /&gt;
Throughout the game, you will find various [[portal]]s to optional levels. Many of the portals are timed, so if you wish to enter them at all, you must do so quickly!&lt;br /&gt;
&lt;br /&gt;
Portal levels have different themes, so always look up whichever Portal you've found, and consider whether you're equipped to deal with it. Some of these are obvious; you'll want fire resistance for the [[Volcano]], and cold resistance for the [[Ice Cave]]. If the portal plays to your weak points, skip it! Likewise, if the &amp;quot;guards&amp;quot; around the portal are too tough for you, you probably didn't want to go inside anyway.&lt;br /&gt;
&lt;br /&gt;
Before you venture into these portals, take a moment to [[drop]] anything you're certain you won't need for this portal -- You'll want to bring back any useful items you find. Once you're in, take stock of the situation, and explore carefully. Keep track of the exit portals (there's always at least one handy), and leave whenever you feel you're outmatched!&lt;br /&gt;
&lt;br /&gt;
Some of the first portals you might see include:&lt;br /&gt;
&lt;br /&gt;
*The [[Sewer]], filled with lots of water, and mostly weak monsters. Watch out for [[poison]]ous snakes, and whatever lurks at the end of this portal.&lt;br /&gt;
&lt;br /&gt;
*The [[Ossuary]], with lots of [[zombie]]s and/or [[mummie]]s, and occasionally more exotic undead.&lt;br /&gt;
&lt;br /&gt;
*The [[Bailey]], home to ranged combatants, typically armed with [[melee_weapon#polearms|polearms]] or [[ranged_weapon#crossbows|crossbows]].&lt;br /&gt;
&lt;br /&gt;
==Early Branches==&lt;br /&gt;
While exploring the dungeon, you will find the entrances to the [[Orcish Mines]] and [[the Lair]]. Even though they are generally discovered in that order, most players will find it easier to clear the [[Lair]] first.&lt;br /&gt;
&lt;br /&gt;
===The Lair===&lt;br /&gt;
The greatest threat of [[Lair]] is often fast moving enemies with poison, since these are the hardest to escape. Therefore, [[poison resistance]] is definitely recommended. If your characters lacks poison resistance and defenses in general, you might wish to explore a bit more of the dungeon, or dip into levels 1-3 of Orc.&lt;br /&gt;
&lt;br /&gt;
Other threats include [[hydra]]e which can mercilessly tear apart your character with multiple attacks, and [[blink frog]]s which act as even more annoying [[phantom]]s. Occasionally you might run into the rare fire-breather (such as a [[fire drake]], [[lindwurm]], or [[mottled dragon]]), so [[fire resistance]] can be useful.&lt;br /&gt;
&lt;br /&gt;
Like all the other branches you'll encounter, the final level of Lair is the hardest. Unless there's a [[portal]] there, which would be announced upon you entering the level, you won't lose anything by leaving it for later. So feel free to exit that floor if it's too hard, and come back to it when you're stronger.&lt;br /&gt;
&lt;br /&gt;
The Lair can have various branches, such as [[the Shoals]], [[the Swamp]], [[Snake Pit]], [[Spider's Nest]], and even [[the Slime Pits]]. These are all much more difficult than Lair, so ignore them until later!&lt;br /&gt;
&lt;br /&gt;
===The Orcish Mines===&lt;br /&gt;
Despite the entrance often appearing earlier, the [[Orcish Mines]] are tougher than [[the Lair]]. Various [[List of orcs|special types of orc]]s like [[orc warlord|warlords]],  [[orc sorcerer|sorcerers]], and [[orc high priest|high priests]] will standing in your way, and the final floor can have [[ogre magi]] and [[giant]]s.&lt;br /&gt;
&lt;br /&gt;
Levels are often split into multiple paths, with some parts being unreachable unless you use a scroll of magic mapping and [[dig]] your way to them. But typically this is a waste, and exploring every [[staircase]] is sufficient for finding most of the loot.&lt;br /&gt;
&lt;br /&gt;
You'll find the entrance to the [[Elven Halls]] on the lower levels, but don't go in yet, as the elves are much tougher than the orcs.&lt;br /&gt;
&lt;br /&gt;
==Later Dungeon==&lt;br /&gt;
After you've finished Lair and Orc, make sure to finish the dungeon. You'll find the entrances to [[the Vaults]] and [[the Depths]] before too long, but you should leave these for later. Once you're done, it's time to begin acquiring the [[runes of Zot]].&lt;br /&gt;
&lt;br /&gt;
==Lair Branches==&lt;br /&gt;
The easiest branches in which you can find [[runes]] are the Lair branches. You will always have three branches to choose from: [[The Shoals]] or [[the Swamp]], [[Snake Pit]] or [[Spider's Nest]], and the innumerably more difficult [[Slime Pits]]. They're listed below in order of difficulty, from easiest to hardest. You might also refer to the Elven Halls section, if all the branches are too hard for you.&lt;br /&gt;
&lt;br /&gt;
All of these branches are made somewhat easier with poison resistance, and it's almost a requirement in Snake Pit and Spider's Nest. If you still haven't found any, you can attempt to skin a [[swamp dragon]] for [[swamp dragon hide|its hide]] in Swamp, hope for equipment to show up in Shoals, or explore levels 1-2 of the [[Elven Halls]].&lt;br /&gt;
&lt;br /&gt;
===Swamp===&lt;br /&gt;
Assuming you have poison resistance by now and a way to kill hydras (spells, flaming weapons or non-bladed weapons), [[the Swamp]] should be fairly simple. Be careful to only fight from solid ground unless your character does well in shallow water or can [[fly]] (if you're surprised while wading through shallow water, retreat to dry land, then turn and fight).&lt;br /&gt;
&lt;br /&gt;
Some of the bigger threats include [[thorn hunter]]s, [[simulacra]] (bring [[cold resistance]] if you can), and [[the Lernaean hydra]]. But if you can overcome it all, you will eventually find the [[Rune of Zot|decaying rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Shoals===&lt;br /&gt;
[[The Shoals]] are made up of several islands, surrounded by vast amounts of water. A source of flight is very important, as you'll probably need to fight from solid ground or [[fly]] to avoid incurring penalties, and shifting tides can confine you to one of the islands. If you don't have any source of flight, you might want to clear the first two levels of the Elven Halls in search of it.&lt;br /&gt;
&lt;br /&gt;
Expect to have to deal with foes such as [[list of merfolk|merfolk bands]], [[list of centaurs#satyrs|various satyrs]], and perhaps even the dreadful Witch of the Tides, [[Ilsiuw]]. Many of the enemies here use [[Hexes]], so [[magic resistance]] is important. [[Clarity]] and/or [[stasis]] are also useful.&lt;br /&gt;
&lt;br /&gt;
Whatever you do, be very careful when you explore, only [[autoexplore|autoexploring]] after you've eliminated most of the threats. Otherwise you will often find yourself trapped in combat, making your chances of collecting the [[Rune of Zot|barnacled rune of Zot]] very slim.&lt;br /&gt;
&lt;br /&gt;
===Snake Pit===&lt;br /&gt;
The [[Snake Pit]] is populated by hordes of [[list of snakes|snakes]] and [[list of nagas|nagas]]; [[Poison]] damage and [[constriction]] are both common, and this level is especially dangerous to spellcasters thanks to [[mana viper]]s. In addition to the obvious choice of [[poison resistance]], [[fire resistance]] will help with the [[salamander]]s, and [[electricty resistance]] will help with the [[shock serpent]]s. A way to nullify [[teleport other]] is also useful.&lt;br /&gt;
&lt;br /&gt;
If you're well prepared, and take things carefully, it won't take long until you slither across the [[Rune of Zot|serpentine rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Spider's Nest===&lt;br /&gt;
The Spider's nest has swarms of fast-moving [[list of arachnids|spiders]] that can quickly inflict severe poisoning, so don't enter without poison resistance unless absolutely necessary. But don't assume poison is all you have to worry about, as many spiders hit about as hard as [[yak]]s. Meanwhile, [[clarity]] will help with the Tarantellas, and [[see invisible]] will help you to deal with [[ghost moth]]s.&lt;br /&gt;
&lt;br /&gt;
Once you complete the final floor, you'll find the [[Rune of Zot|gossamer rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Slime Pits===&lt;br /&gt;
[[The Slime Pits]] are much more dangerous than the other branches, and require quite a lot of preparation before you can clear them with any semblance of safety. You shouldn't go here until you've ''at least'' completed the other two Lair branches, and even then often better off acquiring your third rune from [[the Vaults]] or [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
Once you feel you're ready to enter the pits, you will need [[acid resistance]] and [[mutation resistance]]. Also, bring [[Clarity]] for the [[golden eyeballs]] if you have it. Make sure to read [[the royal jelly]]'s page and develop a strategy for dealing with it.&lt;br /&gt;
&lt;br /&gt;
The one exception to all of this is characters who worship [[Jiyva]], who can waltz in and pick up the [[Rune of Zot|slimy rune of Zot]] with no resistance after reaching 6 piety.&lt;br /&gt;
&lt;br /&gt;
==The Elven Halls==&lt;br /&gt;
If you lack poison resistance or a means of flight, clearing the first two floors of the [[Elven Halls]] may provide you with one or both of them. The Halls feature many dangerous [[list of deep elves|deep elven]] casters.&lt;br /&gt;
&lt;br /&gt;
Thanks to the wide variety of magic, virtually every [[resistance]] will come in handy, but the most important one is [[magic resistance]]. If your magic resistance is too low, you could be [[banishment|banished]], sending you to the [[Abyss]].&lt;br /&gt;
&lt;br /&gt;
Some people like to complete this branch fairly early, even before finishing any of the Lair Branches. While this isn't impossible by any means, it's very difficult, and shouldn't be tried by inexperienced players.&lt;br /&gt;
&lt;br /&gt;
==The Vaults==&lt;br /&gt;
[[The Vaults]] are an excellent place to collect your third [[Rune of Zot|rune]], although some characters may prefer [[the Abyss]]. In any case, you will need to obtain at least one [[Rune of Zot|rune]], preferably from a Lair branch.&lt;br /&gt;
&lt;br /&gt;
Once you enter, the most helpful thing you can have is decent [[AC]], [[EV]], and [[SH]]. Elemental damage isn't uncommon, but there's a wide variety, so it's best to have wide spread of [[resistance]]s. [[Magic resistance]] is particularly important for [[Vault sentinel]]s, so if you don't think you can fight an entire floor at once, you'll also want that.&lt;br /&gt;
&lt;br /&gt;
[[The Vaults#Vaults:5|Vaults:5]] is exponentially harder than the earlier levels, and often it's best to dip into the Depths before attempting it. Read the [[The_Vaults#Vaults:5|V:5]] page for a detailed list of the tools and strategies needed to reach that [[Rune of Zot|silver rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Crypt===&lt;br /&gt;
As you explore the Vaults, you'll eventually find [[the Crypt]], home to all manner of [[undead]]. You'll want [[negative energy resistance]] (more is always better), and a way to cure or resist [[rot]]. Cold resistance can also help.&lt;br /&gt;
&lt;br /&gt;
If you plan on converting to [[The Shining One]] later in your game, save this branch until then.&lt;br /&gt;
&lt;br /&gt;
===Tomb===&lt;br /&gt;
Inside the Crypt is [[The Tomb|the Tomb of Ancients]], chock-full of [[list of mummies|mummies]] and home to the [[Rune of Zot|golden rune of Zot]]. &lt;br /&gt;
&lt;br /&gt;
This is one of the most dangerous branches in the game, full of [[smiting]], [[torment]], and [[death curse]]s. Often the first thing you'll see is a band of[[sphinx]]es that can [[paralyse]] and smite you to death, so don't tread lightly.&lt;br /&gt;
&lt;br /&gt;
Lots of [[negative energy resistance]], [[sustain abilities]], and some way to deal with the [[rot]] are all required. Or, you could worship [[Kikubaaqudgha]] for that wonderful death curse protection and torment resistance.&lt;br /&gt;
&lt;br /&gt;
==Depths==&lt;br /&gt;
[[The Depths]] are fairly straightforward. 5 floors of elaborate layouts leading up to the [[The Realm of Zot|Realm of Zot]] entrance. Along the way, you'll find entrances to [[the Abyss]], [[the Vestibule of Hell]], and [[Pandemonium]].&lt;br /&gt;
&lt;br /&gt;
Be on the lookout for [[mutation resistance]] if you haven't found it already, because it's useful in all of the branches you'll explore from here on out.&lt;br /&gt;
&lt;br /&gt;
==Abyss==&lt;br /&gt;
[[The Abyss]] is the easiest of the branches you'll run across in the Depths. You absolutely need [[mutation resistance]], and [[apportation]] is great for nabbing that [[Rune of Zot|abyssal rune of Zot]] before you teleport away. Of course, you'll also want enough [[food]] to keep you from [[starving]].&lt;br /&gt;
&lt;br /&gt;
Oddly, despite the constant [[-cTele]], teleportation is often a decent way to escape a dodgy situation. So don't leave all your source of teleport behind!&lt;br /&gt;
&lt;br /&gt;
==Hell==&lt;br /&gt;
After you enter [[the Vestibule of Hell]] and kill all the enemies inside, you'll be granted with four branchs: [[Gehenna]], [[Cocytus]], [[Tartarus]], and [[The Iron City of Dis]], all with their own [[Rune of Zot|rune]].&lt;br /&gt;
&lt;br /&gt;
These places all have three things in common: Annoying [[Hell effect]]s, [[torment]], and a distinct lack of [[food]]. Other than that, they each have their own &amp;quot;theme&amp;quot; with relevant resistances.&lt;br /&gt;
&lt;br /&gt;
*[[Gehenna]]: Home to fire, hellfire, even more fire, and the [[Rune of Zot|obsidian rune of Zot]].&lt;br /&gt;
*[[Cocytus]]: Realm of Ice and Annoying Amounts of Water. You'll find the [[Rune of Zot|icy rune of Zot]] here.&lt;br /&gt;
*[[Tartarus]]: Full of [[undead]], [[draining]], and [[dispel undead]]. Contains the [[Rune of Zot|bone rune of Zot]].&lt;br /&gt;
*[[Dis]]: A city where almost everything is made of iron, including the [[Rune of Zot|iron rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
If you can't clear [[the Realm of Zot]], you probably shouldn't even bother with these places, but if you want all 15 runes you'll have to enter them eventually.&lt;br /&gt;
&lt;br /&gt;
==Pandemonium==&lt;br /&gt;
[[Pandemonium]] is yet another place you probably shouldn't go to if you only want to win. It contains on [[[rune]] guarded by a randomly generated panlord, the [[Rune of Zot|demonic rune of Zot]]. The rest are guarded by unique Pan Lords, which you only have one chance to kill or outsmart.&lt;br /&gt;
&lt;br /&gt;
This place requires a ton of [[Pandemonium#Preparation|preparation]], as you'll need to be able to deal with [[Cerebov]], [[Mnoleg]], [[Lom Lobon]], or [[Gloorx Vloq]] whenever the game throws them at you, so have fun with that!&lt;br /&gt;
&lt;br /&gt;
==Realm of Zot==&lt;br /&gt;
[[The Realm of Zot|Zot]], the final frontier... or maybe not, depending on your branch order. This is where you will find the [[Orb of Zot]], the entire reason you're in the dungeon.&lt;br /&gt;
&lt;br /&gt;
To obtain the orb, you'll want lots of [[fire resistance]], [[corrosion resistance]], and [[mutation resistance]]. [[Electricity resistance]], [[cold resistance]], [[poison resistance]], and [[see invisible]] are also helpful.&lt;br /&gt;
&lt;br /&gt;
Eventually you will arrive at [[Zot:5]], which contains the infamous Orb Chamber. Read that page for more details on how to not die there. Just know this: You'll probably want a source of [[Stasis]], in case you have to walk through a teleport traps.&lt;br /&gt;
&lt;br /&gt;
Note that even if you want to collect every rune, often it's best to clear out Zot first for the extra experience and items. Just don't pick up the orb!&lt;br /&gt;
==Ascension==&lt;br /&gt;
When you've finished ransacking every place you wish, proceed to Zot:5 and claim the [[Orb of Zot]]! To save yourself a bit of distance, consider using [[Apportation]] to drag the Orb over to the nearest staircase (though this will take a while and make tons of noise, which is why you should clear out the Orb chamber first).&lt;br /&gt;
&lt;br /&gt;
Be warned that from the time you pick up the Orb, all portals in the dungeon will close, sealing off Hell and the other netherworlds. Furthermore, you will be under -cTele (that is, no teleport control ''anywhere'') from this point on.&lt;br /&gt;
&lt;br /&gt;
To finish the game, simply book it towards D:1. YYour priority now is speed: use every method of speeding yourself up available to you, whether it's [[haste]], [[Swiftness]], [[dig]]ging yourself a shortcut, or anything else. Use of any potions, scrolls, or wands that can help you travel more quickly, and don't worry too muchabout [[magical contamination]]; it doesn't matter if you exit the Dungeon as a [[Blurry Vision|half-blind]], [[deformed]], [[mutation|mutant]] [[Herbivore|vegan]] so long as you've escaped safely.&lt;br /&gt;
&lt;br /&gt;
You can also make use of the game's autotravel feature (Ctrl+G), which will automatically calculate the shortest route to your destination, but this won't automatically use items for you.&lt;br /&gt;
&lt;br /&gt;
Occasionally residents of Pandemonium will appear to block your path, including [[Pandemonium lord]]s. If you can get around them, do so. If they block your path completely, only fight if you can clear a path within a few turns; otherwise, [[dig]] yourself a new path or take another route. Though you'll be under permanent -cTele, you can still make a semi-controlled [[blink]] by using a [[scroll of blinking]] or [[Controlled Blink]]; a random teleport, whether from a [[scroll of teleportation|scroll]] or [[wand of teleportation|wand]], can also get you free of a blockade.&lt;br /&gt;
&lt;br /&gt;
Only stop to heal if you're in danger of dying, and do so on an upwards stairway if possible. Just travel as quickly and efficiently as possible, avoid getting pinned down, and you should escape without too much trouble.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] [[the Depths]] branch replaced D:17-27, and it was made necessary to obtain a [[rune of Zot]] to enter [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=32799</id>
		<title>Walkthrough</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=32799"/>
				<updated>2014-09-06T21:52:13Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Updated a lot, changed a lot, removed a lot. It should be better, though.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This page only covers the general strategy of the game. For specific topics and tactics, see the related pages. The following are good reads for beginners:&lt;br /&gt;
&lt;br /&gt;
*[[Background and race combinations for beginners]]&lt;br /&gt;
*[[Character guides]]&lt;br /&gt;
*[[Escaping from (and avoiding) trouble]]&lt;br /&gt;
*[[Strategy guides]]&lt;br /&gt;
*[[Tips and tricks]]&lt;br /&gt;
*[[Weapon choice]]&lt;br /&gt;
&lt;br /&gt;
For generic character building strategy see:&lt;br /&gt;
&lt;br /&gt;
*[[Early Game Character Building]]&lt;br /&gt;
*[[Mid Game Character Building]]&lt;br /&gt;
*[[Late Game Character Building]]&lt;br /&gt;
&lt;br /&gt;
You can also check each of the individual [[Branch]] pages for more information on a particular part of the dungeon.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
* [[The Realm of Zot]] L1-4&lt;br /&gt;
* [[The Realm of Zot]] L5 - don't pick up the [[Orb of Zot]] yet&lt;br /&gt;
** [[The Vestibule of Hell]] - an excellent place for your late-game stash&lt;br /&gt;
** [[Pandemonium]] - remember to bring extra food and plenty of resistances&lt;br /&gt;
** [[Ziggurat]] (a portal can be found by wandering Pandemonium, if you haven't found one elsewhere) - only go here if you want the challenge or need more supplies or equipment; ziggurats are extremely difficult&lt;br /&gt;
* Pick up the Orb of Zot, run to Level 1, and escape!&lt;br /&gt;
&lt;br /&gt;
==Early Dungeon==&lt;br /&gt;
As the game starts, you'll find yourself in the [[Dungeon]]. The first levels are rather simple, but there are a few notable threats. [[Unique monster|Uniques]] (especially [[Sigmund]] and [[Grinder]]), [[player ghost]]s, [[ogre]]s, and bands of [[gnoll]]s or [[orc]]s all pose a significant threat on the first few levels. &lt;br /&gt;
&lt;br /&gt;
If you do decide to take on a threat, isolate that monster, and use any tricks at your disposal -- [[ranged weapon]]s, [[spells]], [[wand]]s, branded [[throwing]] weapons. etc. -- but remember, you're under no obligation to kill the monsters '''now'''. ''You'' get more powerful over the course of the game. The uniques and other &amp;quot;local bullies&amp;quot; don't.&lt;br /&gt;
&lt;br /&gt;
===The Temple===&lt;br /&gt;
Once you find the Temple, pick a god if you haven't yet (and aren't a [[demigod]]). If the particular god you want isn't in the Temple (perhaps your temple was corrupted by [[Lugonu]]), you can find it in the main dungeon. If you're looking to convert to one of the more unusual gods (i.e. [[Lugonu]] or [[Jiyva]]), then you may have to wait until later to convert.&lt;br /&gt;
&lt;br /&gt;
===Portals===&lt;br /&gt;
Throughout the game, you will find various [[portal]]s to optional levels. Many of the portals are timed, so if you wish to enter them at all, you must do so quickly!&lt;br /&gt;
&lt;br /&gt;
Portal levels have different themes, so always look up whichever Portal you've found, and consider whether you're equipped to deal with it. Some of these are obvious; you'll want fire resistance for the [[Volcano]], and cold resistance for the [[Ice Cave]]. If the portal plays to your weak points, skip it! Likewise, if the &amp;quot;guards&amp;quot; around the portal are too tough for you, you probably didn't want to go inside anyway.&lt;br /&gt;
&lt;br /&gt;
Before you venture into these portals, take a moment to [[drop]] anything you're certain you won't need for this portal -- You'll want to bring back any useful items you find. Once you're in, take stock of the situation, and explore carefully. Keep track of the exit portals (there's always at least one handy), and leave whenever you feel you're outmatched!&lt;br /&gt;
&lt;br /&gt;
Some of the first portals you might see include:&lt;br /&gt;
&lt;br /&gt;
*The [[Sewer]], filled with lots of water, and mostly weak monsters. Watch out for [[poison]]ous snakes, and whatever lurks at the end of this portal.&lt;br /&gt;
&lt;br /&gt;
*The [[Ossuary]], with lots of [[zombie]]s and/or [[mummie]]s, and occasionally more exotic undead.&lt;br /&gt;
&lt;br /&gt;
*The [[Bailey]], home to ranged combatants, typically armed with [[melee_weapon#polearms|polearms]] or [[ranged_weapon#crossbows|crossbows]].&lt;br /&gt;
&lt;br /&gt;
==Early Branches==&lt;br /&gt;
While exploring the dungeon, you will find the entrances to the [[Orcish Mines]] and [[the Lair]]. Even though they are generally discovered in that order, most players will find it easier to clear the [[Lair]] first.&lt;br /&gt;
&lt;br /&gt;
===The Lair===&lt;br /&gt;
The greatest threat of [[Lair]] is often fast moving enemies with poison, since these are the hardest to escape. Therefore, [[poison resistance]] is definitely recommended. If your characters lacks poison resistance and defenses in general, you might wish to explore a bit more of the dungeon, or dip into levels 1-3 of Orc.&lt;br /&gt;
&lt;br /&gt;
Other threats include [[hydra]]e which can mercilessly tear apart your character with multiple attacks, and [[blink frog]]s which act as even more annoying [[phantom]]s. Occasionally you might run into the rare fire-breather (such as a [[fire drake]], [[lindwurm]], or [[mottled dragon]]), so [[fire resistance]] can be useful.&lt;br /&gt;
&lt;br /&gt;
Like all the other branches you'll encounter, the final level of Lair is the hardest. Unless there's a [[portal]] there, which would be announced upon you entering the level, you won't lose anything by leaving it for later. So feel free to exit that floor if it's too hard, and come back to it when you're stronger.&lt;br /&gt;
&lt;br /&gt;
The Lair can have various branches, such as [[the Shoals]], [[the Swamp]], [[Snake Pit]], [[Spider's Nest]], and even [[the Slime Pits]]. These are all much more difficult than Lair, so ignore them until later!&lt;br /&gt;
&lt;br /&gt;
===The Orcish Mines===&lt;br /&gt;
Despite the entrance often appearing earlier, the [[Orcish Mines]] are tougher than [[the Lair]]. Various [[List of orcs|special types of orc]]s like [[orc warlord|warlords]],  [[orc sorcerer|sorcerers]], and [[orc high priest|high priests]] will standing in your way, and the final floor can have [[ogre magi]] and [[giant]]s.&lt;br /&gt;
&lt;br /&gt;
Levels are often split into multiple paths, with some parts being unreachable unless you use a scroll of magic mapping and [[dig]] your way to them. But typically this is a waste, and exploring every [[staircase]] is sufficient for finding most of the loot.&lt;br /&gt;
&lt;br /&gt;
You'll find the entrance to the [[Elven Halls]] on the lower levels, but don't go in yet, as the elves are much tougher than the orcs.&lt;br /&gt;
&lt;br /&gt;
==Later Dungeon==&lt;br /&gt;
After you've finished Lair and Orc, make sure to finish the dungeon. You'll find the entrances to [[the Vaults]] and [[the Depths]] before too long, but you should leave these for later. Once you're done, it's time to begin acquiring the [[runes of Zot]].&lt;br /&gt;
&lt;br /&gt;
==Lair Branches==&lt;br /&gt;
The easiest branches in which you can find [[runes]] are the Lair branches. You will always have three branches to choose from: [[The Shoals]] or [[the Swamp]], [[Snake Pit]] or [[Spider's Nest]], and the innumerably more difficult [[Slime Pits]]. They're listed below in order of difficulty, from easiest to hardest. You might also refer to the Elven Halls section, if all the branches are too hard for you.&lt;br /&gt;
&lt;br /&gt;
All of these branches are made somewhat easier with poison resistance, and it's almost a requirement in Snake Pit and Spider's Nest. If you still haven't found any, you can attempt to skin a [[swamp dragon]] for [[swamp dragon hide|its hide]] in Swamp, hope for equipment to show up in Shoals, or explore levels 1-2 of the [[Elven Halls]].&lt;br /&gt;
&lt;br /&gt;
===Swamp===&lt;br /&gt;
Assuming you have poison resistance by now and a way to kill hydras (spells, flaming weapons or non-bladed weapons), [[the Swamp]] should be fairly simple. Be careful to only fight from solid ground unless your character does well in shallow water or can [[fly]] (if you're surprised while wading through shallow water, retreat to dry land, then turn and fight).&lt;br /&gt;
&lt;br /&gt;
Some of the bigger threats include [[thorn hunter]]s, [[simulacra]] (bring [[cold resistance]] if you can), and [[the Lernaean hydra]]. But if you can overcome it all, you will eventually find the [[Rune of Zot|decaying rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Shoals===&lt;br /&gt;
[[The Shoals]] are made up of several islands, surrounded by vast amounts of water. A source of flight is very important, as you'll probably need to fight from solid ground or [[fly]] to avoid incurring penalties, and shifting tides can confine you to one of the islands. If you don't have any source of flight, you might want to clear the first two levels of the Elven Halls in search of it.&lt;br /&gt;
&lt;br /&gt;
Expect to have to deal with foes such as [[list of merfolk|merfolk bands]], [[list of centaurs#satyrs|various satyrs]], and perhaps even the dreadful Witch of the Tides, [[Ilsiuw]]. Many of the enemies here use [[Hexes]], so [[magic resistance]] is important. [[Clarity]] and/or [[stasis]] are also useful.&lt;br /&gt;
&lt;br /&gt;
Whatever you do, be very careful when you explore, only [[autoexplore|autoexploring]] after you've eliminated most of the threats. Otherwise you will often find yourself trapped in combat, making your chances of collecting the [[Rune of Zot|barnacled rune of Zot]] very slim.&lt;br /&gt;
&lt;br /&gt;
===Snake Pit===&lt;br /&gt;
The [[Snake Pit]] is populated by hordes of [[list of snakes|snakes]] and [[list of nagas|nagas]]; [[Poison]] damage and [[constriction]] are both common, and this level is especially dangerous to spellcasters thanks to [[mana viper]]s. In addition to the obvious choice of [[poison resistance]], [[fire resistance]] will help with the [[salamander]]s, and [[electricty resistance]] will help with the [[shock serpent]]s. A way to nullify [[teleport other]] is also useful.&lt;br /&gt;
&lt;br /&gt;
If you're well prepared, and take things carefully, it won't take long until you slither across the [[Rune of Zot|serpentine rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Spider's Nest===&lt;br /&gt;
The Spider's nest has swarms of fast-moving [[list of arachnids|spiders]] that can quickly inflict severe poisoning, so don't enter without poison resistance unless absolutely necessary. But don't assume poison is all you have to worry about, as many spiders hit about as hard as [[yak]]s. Meanwhile, [[clarity]] will help with the Tarantellas, and [[see invisible]] will help you to deal with [[ghost moth]]s.&lt;br /&gt;
&lt;br /&gt;
Once you complete the final floor, you'll find the [[Rune of Zot|gossamer rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Slime Pits===&lt;br /&gt;
[[The Slime Pits]] are much more dangerous than the other branches, and require quite a lot of preparation before you can clear them with any semblance of safety. You shouldn't go here until you've ''at least'' completed the other two Lair branches, and even then often better off acquiring your third rune from [[the Vaults]] or [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
Once you feel you're ready to enter the pits, you will need [[acid resistance]] and [[mutation resistance]]. Also, bring [[Clarity]] for the [[golden eyeballs]] if you have it. Make sure to read [[the royal jelly]]'s page and develop a strategy for dealing with it.&lt;br /&gt;
&lt;br /&gt;
The one exception to all of this is characters who worship [[Jiyva]], who can waltz in and pick up the [[Rune of Zot|slimy rune of Zot]] with no resistance after reaching 6 piety.&lt;br /&gt;
&lt;br /&gt;
==The Elven Halls==&lt;br /&gt;
If you lack poison resistance or a means of flight, clearing the first two floors of the [[Elven Halls]] may provide you with one or both of them. The Halls feature many dangerous [[list of deep elves|deep elven]] casters.&lt;br /&gt;
&lt;br /&gt;
Thanks to the wide variety of magic, virtually every [[resistance]] will come in handy, but the most important one is [[magic resistance]]. If your magic resistance is too low, you could be [[banishment|banished]], sending you to the [[Abyss]].&lt;br /&gt;
&lt;br /&gt;
Some people like to complete this branch fairly early, even before finishing any of the Lair Branches. While this isn't impossible by any means, it's very difficult, and shouldn't be tried by inexperienced players.&lt;br /&gt;
&lt;br /&gt;
==The Vaults==&lt;br /&gt;
[[The Vaults]] are an excellent place to collect your third [[Rune of Zot|rune]], although some characters may prefer [[the Abyss]]. In any case, you will need to obtain at least one [[Rune of Zot|rune]], preferably from a Lair branch.&lt;br /&gt;
&lt;br /&gt;
Once you enter, the most helpful thing you can have is decent [[AC]], [[EV]], and [[SH]]. Elemental damage isn't uncommon, but there's a wide variety, so it's best to have wide spread of [[resistance]]s. [[Magic resistance]] is particularly important for [[Vault sentinel]]s, so if you don't think you can fight an entire floor at once, you'll also want that.&lt;br /&gt;
&lt;br /&gt;
[[The Vaults#Vaults:5|Vaults:5]] is exponentially harder than the earlier levels, and often it's best to dip into the Depths before attempting it. Read the [[The_Vaults#Vaults:5|V:5]] page for a detailed list of the tools and strategies needed to reach that [[Rune of Zot|silver rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Crypt===&lt;br /&gt;
As you explore the Vaults, you'll eventually find [[the Crypt]], home to all manner of [[undead]]. You'll want [[negative energy resistance]] (more is always better), and a way to cure or resist [[rot]]. Cold resistance can also help.&lt;br /&gt;
&lt;br /&gt;
If you plan on converting to [[The Shining One]] later in your game, save this branch until then.&lt;br /&gt;
&lt;br /&gt;
===Tomb===&lt;br /&gt;
Inside the Crypt is [[The Tomb|the Tomb of Ancients]], chock-full of [[list of mummies|mummies]] and home to the [[Rune of Zot|golden rune of Zot]]. &lt;br /&gt;
&lt;br /&gt;
This is one of the most dangerous branches in the game, full of [[smiting]], [[torment]], and [[death curse]]s. Often the first thing you'll see is a band of[[sphinx]]es that can [[paralyse]] and smite you to death, so don't tread lightly.&lt;br /&gt;
&lt;br /&gt;
Lots of [[negative energy resistance]], [[sustain abilities]], and some way to deal with the [[rot]] are all required. Or, you could worship [[Kikubaaqudgha]] for that wonderful death curse protection and torment resistance.&lt;br /&gt;
&lt;br /&gt;
==Depths==&lt;br /&gt;
[[The Depths]] are fairly straightforward. 5 floors of elaborate layouts leading up to the [[The Realm of Zot|Realm of Zot]] entrance. Along the way, you'll find entrances to [[the Abyss]], [[the Vestibule of Hell]], and [[Pandemonium]].&lt;br /&gt;
&lt;br /&gt;
Be on the lookout for [[mutation resistance]] if you haven't found it already, because it's useful in all of the branches you'll explore from here on out.&lt;br /&gt;
&lt;br /&gt;
==Abyss==&lt;br /&gt;
[[The Abyss]] is the easiest of the branches you'll run across in the Depths. You absolutely need [[mutation resistance]], and [[apportation]] is great for nabbing that [[Rune of Zot|abyssal rune of Zot]] before you teleport away. Of course, you'll also want enough [[food]] to keep you from [[starving]].&lt;br /&gt;
&lt;br /&gt;
Oddly, despite the constant [[-cTele]], teleportation is often a decent way to escape a dodgy situation. So don't leave all your source of teleport behind!&lt;br /&gt;
&lt;br /&gt;
==Hell==&lt;br /&gt;
After you enter [[the Vestibule of Hell]] and kill all the enemies inside, you'll be granted with four branchs: [[Gehenna]], [[Cocytus]], [[Tartarus]], and [[The Iron City of Dis]], all with their own [[Rune of Zot|rune]].&lt;br /&gt;
&lt;br /&gt;
These places all have three things in common: Annoying [[Hell effect]]s, [[torment]], and a distinct lack of [[food]]. Other than that, they each have their own &amp;quot;theme&amp;quot; with relevant resistances.&lt;br /&gt;
&lt;br /&gt;
*[[Gehenna]]: Home to fire, hellfire, even more fire, and the [[Rune of Zot|obsidian rune of Zot]].&lt;br /&gt;
*[[Cocytus]]: Realm of Ice and Annoying Amounts of Water. You'll find the [[Rune of Zot|icy rune of Zot]] here.&lt;br /&gt;
*[[Tartarus]]: Full of [[undead]], [[draining]], and [[dispel undead]]. Contains the [[Rune of Zot|bone rune of Zot]].&lt;br /&gt;
*[[Dis]]: A city where almost everything is made of iron, including the [[Rune of Zot|iron rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
If you can't clear [[the Realm of Zot]], you probably shouldn't even bother with these places, but if you want all 15 runes you'll have to enter them eventually.&lt;br /&gt;
&lt;br /&gt;
==Pandemonium==&lt;br /&gt;
[[Pandemonium]] is yet another place you probably shouldn't go to if you only want to win. It contains on [[[rune]] guarded by a randomly generated panlord, the [[Rune of Zot|demonic rune of Zot]]. The rest are guarded by unique Pan Lords, which you only have one chance to kill or outsmart.&lt;br /&gt;
&lt;br /&gt;
This place requires a ton of [[Pandemonium#Preparation|preparation]], as you'll need to be able to deal with [[Cerebov]], [[Mnoleg]], [[Lom Lobon]], or [[Gloorx Vloq]] whenever the game throws them at you, so have fun with that!&lt;br /&gt;
&lt;br /&gt;
==Realm of Zot==&lt;br /&gt;
[[The Realm of Zot|Zot]], the final frontier... or maybe not, depending on your branch order. This is where you will find the [[Orb of Zot]], the entire reason you're in the dungeon.&lt;br /&gt;
&lt;br /&gt;
To obtain the orb, you'll want lots of [[fire resistance]], [[corrosion resistance]], and [[mutation resistance]]. [[Electricity resistance]], [[cold resistance]], [[poison resistance]], and [[see invisible]] are also helpful.&lt;br /&gt;
&lt;br /&gt;
Eventually you will arrive at [[Zot:5]], which contains the infamous Orb Chamber. Read that page for more details on how to not die there. Just know this: You'll probably want a source of [[Stasis]], in case you have to walk through a teleport traps.&lt;br /&gt;
&lt;br /&gt;
Note that even if you want to collect every rune, often it's best to clear out Zot first for the extra experience and items. Just don't pick up the orb!&lt;br /&gt;
==Ascension==&lt;br /&gt;
When you've finished ransacking every place you wish, proceed to Zot:5 and claim the [[Orb of Zot]]! To save yourself a bit of distance, consider using [[Apportation]] to drag the Orb over to the nearest staircase (though this will take a while and make tons of noise, which is why you should clear out the Orb chamber first).&lt;br /&gt;
&lt;br /&gt;
Be warned that from the time you pick up the Orb, all portals in the dungeon will close, sealing off Hell and the other netherworlds. Furthermore, you will be under -cTele (that is, no teleport control ''anywhere'') from this point on.&lt;br /&gt;
&lt;br /&gt;
To finish the game, simply book it towards D:1. YYour priority now is speed: use every method of speeding yourself up available to you, whether it's [[haste]], [[Swiftness]], [[dig]]ging yourself a shortcut, or anything else. Use of any potions, scrolls, or wands that can help you travel more quickly, and don't worry too muchabout [[magical contamination]]; it doesn't matter if you exit the Dungeon as a [[Blurry Vision|half-blind]], [[deformed]], [[mutation|mutant]] [[Herbivore|vegan]] so long as you've escaped safely.&lt;br /&gt;
&lt;br /&gt;
You can also make use of the game's autotravel feature (Ctrl+G), which will automatically calculate the shortest route to your destination, but this won't automatically use items for you.&lt;br /&gt;
&lt;br /&gt;
Occasionally residents of Pandemonium will appear to block your path, including [[Pandemonium lord]]s. If you can get around them, do so. If they block your path completely, only fight if you can clear a path within a few turns; otherwise, [[dig]] yourself a new path or take another route. Though you'll be under permanent -cTele, you can still make a semi-controlled [[blink]] by using a [[scroll of blinking]] or [[Controlled Blink]]; a random teleport, whether from a [[scroll of teleportation|scroll]] or [[wand of teleportation|wand]], can also get you free of a blockade.&lt;br /&gt;
&lt;br /&gt;
Only stop to heal if you're in danger of dying, and do so on an upwards stairway if possible. Just travel as quickly and efficiently as possible, avoid getting pinned down, and you should escape without too much trouble.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] [[the Depths]] branch replaced D:17-27, and it was made necessary to obtain a [[rune of Zot]] to enter [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zot:5&amp;diff=32798</id>
		<title>Zot:5</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zot:5&amp;diff=32798"/>
				<updated>2014-09-06T20:54:11Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Preliminaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
'''Zot:5''' is the final floor of [[the Realm of Zot]]. Part of the floor is similar to Zot:1-4, but the rest is taken over by the massive Orb chamber, one of several pre-designed vaults containing the [[Orb of Zot]]. Picking up the Orb allows you to ascend the [[Dungeon]], escape, and win the game.&lt;br /&gt;
&lt;br /&gt;
The Orb chamber is one of the hardest places you'll have to trudge through, barring some of the worst [[Ziggurat]] floors. It is almost entirely constructed of indestructible walls, prevents teleport control, and has a layout that makes monsters likely to come at you in groups. These monsters include:&lt;br /&gt;
&lt;br /&gt;
*[[Ancient lich]]es: Very powerful spellcasters that can [[paralyse]] you, summon [[Tier-1 demon|Tier-1]] and [[Tier-2 demon|-2]] demons, and cast brutal [[Conjurations]] ([[Lehudib's Crystal Spear]], [[Orb of Destruction]], etc.).&lt;br /&gt;
*[[Orbs of fire]]: Fast, extremely durable opponents which inflict brutal [[fire]] damage and [[bad mutations]].&lt;br /&gt;
*[[Electric golem]]s: Extremely fast constructs that blink constantly and deal heavy [[electricity]] damage.&lt;br /&gt;
*[[Orb Guardian]]s: Although fairly bland compared to everything else on Zot:5, these melee monsters are powerful, move quickly, and come in great numbers.&lt;br /&gt;
*[[Killer Klown]]s: Unpredictable blinking pests whose melee attacks can inflict a very wide variety of random effects.&lt;br /&gt;
*All manner of [[list of dragons|dragons]] and [[list of draconians|draconians]].&lt;br /&gt;
&lt;br /&gt;
Charging in is almost certain suicide. To succeed, consider your build and plan your approach around that. The rest of the page provides helpful information and outlines common strategies.&lt;br /&gt;
&lt;br /&gt;
==Orb Chamber Map==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
##############################################################################&lt;br /&gt;
##############################################################################&lt;br /&gt;
#&lt;br /&gt;
# hall_of_Zot_5&lt;br /&gt;
#&lt;br /&gt;
##############################################################################&lt;br /&gt;
##############################################################################&lt;br /&gt;
&lt;br /&gt;
NAME:       hall_of_Zot&lt;br /&gt;
PLACE:      Zot:5&lt;br /&gt;
ORIENT:     north&lt;br /&gt;
TAGS:       no_dump&lt;br /&gt;
LFLAGS:     no_tele_control&lt;br /&gt;
LFLOORCOL:  magenta&lt;br /&gt;
LROCKCOL:   lightmagenta&lt;br /&gt;
LFLOORTILE: floor_rough_magenta&lt;br /&gt;
LROCKTILE:  wall_zot_lightmagenta&lt;br /&gt;
&lt;br /&gt;
#traps&lt;br /&gt;
SUBST:    C = X:900 c:100&lt;br /&gt;
KFEAT:    8 = any trap / w:20 floor&lt;br /&gt;
SHUFFLE:  ABab / ^^FF / ^^FF / ^^FF&lt;br /&gt;
SHUFFLE:  Aa / Bb&lt;br /&gt;
KFEAT:    A = any trap / w:30 floor&lt;br /&gt;
KFEAT:    B = any trap / w:10 floor&lt;br /&gt;
SUBST:    a=F, b=6 F&lt;br /&gt;
SUBST:    ^ = ^ .:10&lt;br /&gt;
SUBST:    . = .:500 ^&lt;br /&gt;
KMASK:    1! = no_item_gen&lt;br /&gt;
SUBST:    ! = ^ .:40&lt;br /&gt;
&lt;br /&gt;
#monsters&lt;br /&gt;
MONS:     patrolling Orb Guardian, Killer Klown, electric golem, orb of fire&lt;br /&gt;
MONS:     ancient lich, orange crystal statue / silver statue / ice statue&lt;br /&gt;
SUBST:    8=8., 8=8., 5=5.&lt;br /&gt;
SHUFFLE:  234&lt;br /&gt;
SUBST:    ? = .:8 ?&lt;br /&gt;
SUBST:    ? : KLM&lt;br /&gt;
SUBST:    K = 4:30 5 8 9&lt;br /&gt;
SUBST:    L = 4 5:30 8 9&lt;br /&gt;
SUBST:    M = 4 5 8:30 9&lt;br /&gt;
&lt;br /&gt;
COLOUR:   c = magenta&lt;br /&gt;
TILE:     c = dngn_stone_wall_magenta&lt;br /&gt;
&lt;br /&gt;
KITEM:    Z = Orb of Zot&lt;br /&gt;
&lt;br /&gt;
MAP&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXX.............XXXXXXXXXXXXXXXXXXXXXXXXX.............XXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXX...................XXXXXXXXXXXXXXXXXXX...................XXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXX..........3...........XXXXXXXXXXXXXXX...........3..........XXXXXXXXXX&lt;br /&gt;
XXXXXXXXXX..8.....................XXXXXXXXXXXXX.....................8..XXXXXXXXX&lt;br /&gt;
XXXXXXXXXX.......?..?.....8.8.....XXX...1...XXX.....8.8.....?..?.......XXXXXXXXX&lt;br /&gt;
XXXXXXXXXXX.8...........?.........XX..1...1..XX.........?...........8.XXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXX......................X1...!!!...1X......................XXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXX.....4....2....8.8......1.!Z!.1......8.8....2....4.....XXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXX....?...?.....?...?...X1...!!!...1X...?...?.....?....?...XXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXX.......?....?..........XX..1...1..XX..........?....2.......XXXXXXXXXX&lt;br /&gt;
XXXXXXXXXX.....8..........8.8.....XXX...1...XXX.....8.8..........8.....XXXXXXXXX&lt;br /&gt;
XXXXXXXXXX...8....................cXXXXXXXXXXXc....................8...XXXXXXXXX&lt;br /&gt;
XXXXXXXXXXX.....8.8.8..8.........ccccccccccccccc........8...8.8.8.....XXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXX...............8...XcccccccccccccccccX...8............8..XXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXX........8..8...XXXXcccccccccccccccccXXXX...8..8........XXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXa111accCCCCCCXXXXXcccccccccccccccccXXXXXCCCCCCccb111bXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXcc...............AA1.ccccccccccccccccc.1BB...............ccXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXcc...8.8..8.8.....cc1...ccccccccccccc...1cc.......8..8.8.8.ccXXXXXXXXX&lt;br /&gt;
XXXXXXXXXcc.8...8......8.8...ccc...ccccccccccc...ccc...8.8.8..8.......ccXXXXXXXX&lt;br /&gt;
XXXXXXXXXc.8..8....8.8........ccc...............ccc.....8....8..8.8....cXXXXXXXX&lt;br /&gt;
XXXXXXXXXc..8..8.8....8.8.8.5.cXcc.............ccXc.5.8.8.8....8.8...8.cXXXXXXXX&lt;br /&gt;
XXXXXXXXXc..8.....8.8.......8.cXXc.............cXXc8........8.....8.8..cXXXXXXXX&lt;br /&gt;
XXXXXXXXXc.8...8......8.8.....cXXcc.1...1...1.ccXXc......8.......8.....cXXXXXXXX&lt;br /&gt;
XXXXXXXXXc8..8...8.8.8.8...8.8cXXXc...........cXXXc8.8..8..8.8.8...8.8.cXXXXXXXX&lt;br /&gt;
XXXXXXXXXc.....8.........8....cXXcc...........ccXXc....8.8.............cXXXXXXXX&lt;br /&gt;
XXXXXXXXXcc...5..8..8.8....8.ccXXc.............cXXcc8.....8....8..5.8.ccXXXXXXXX&lt;br /&gt;
XXXXXXXXXXcc8......8....8.8.ccXXcc.............ccXXcc.8.8....8....8..ccXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXcc..............ccXXXc...............cXXXcc..............ccXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXccccccccccccccccXXXXcccccccc@ccccccccXXXXccccccccccccccccXXXXXXXXXXX&lt;br /&gt;
ENDMAP&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note that this layout is not the only one possible. While the general layout will always be very similar, the final chamber with the Orb may be different.&lt;br /&gt;
&lt;br /&gt;
===Legend:===&lt;br /&gt;
*X - Permanent rock walls that cannot be affected in any way&lt;br /&gt;
*x - [[Dig]]gable rock walls&lt;br /&gt;
*c - [[Shatter]]able stone walls&lt;br /&gt;
*C - Usually permanent rock walls (10% chance of stone walls)&lt;br /&gt;
*A, B - Floor with a 33% chance of being a trap&lt;br /&gt;
*a, b - Floor or granite [[statue]]s with a 1/100 chance of being an [[orange crystal statue|orange crystal]], [[silver statue|silver]], or [[ice statue]].&lt;br /&gt;
*. - Floor with a 1/51 chance of being a trap&lt;br /&gt;
*1 - Orb Guardian, also 1/3 chance of a trap&lt;br /&gt;
*2/3/4 - Random monsters (Killer Klowns, electric golems, or orbs of fire)&lt;br /&gt;
*5 - 1/2 chance of an ancient lich&lt;br /&gt;
*8 - 1/4 chance of a random hard monster, 1/3 chance of a trap&lt;br /&gt;
*? - 1/2 chance of anything that can generate in Zot, weighted toward the above listed monsters&lt;br /&gt;
&lt;br /&gt;
==Preparations==&lt;br /&gt;
The following items, abilities, and intrinsics are recommended for surviving the Orb chamber. They are ordered in terms of importance. A more experienced player can clear the chamber with fewer, while a player who just reached Zot:5 for the first time will probably want to have as many of them as possible.&lt;br /&gt;
*High HP ([[Fighting]] skill), MP ([[Spellcasting]], [[Invocations]], or [[Evocations]] skill), [[experience]] level, [[AC]], [[EV]], [[SH]], [[Piety]], etc.&lt;br /&gt;
*Max [[fire resistance]] and [[mutation resistance]] for [[orbs of fire]].&lt;br /&gt;
*Sources of [[Haste]] to increase your mobility and damage output. The Haste spell, multiple [[potions of haste]], or a well-charged [[wand of hasting]] are all fine. Boots of [[running]] are also very welcome. A source of [[berserk]]ing is also effective for melee fighters, but much riskier.&lt;br /&gt;
*[[Electricity resistance]] for [[electric golem]]s.&lt;br /&gt;
*High [[magic resistance]] for ancient liches (&amp;quot;extremely&amp;quot; resistant or better to reliably avoid [[paralysis]]).&lt;br /&gt;
*[[Negative energy resistance]] and [[cold resistance]] for [[ancient lich]]es.&lt;br /&gt;
*A source of mutation resistance for orbs of fire. An [[amulet of resist mutation]] is the most common option. [[Potions of cure mutation]] are helpful in case the resistance fails you.&lt;br /&gt;
*[[See invisible]] for ancient liches.&lt;br /&gt;
*[[Blink]] and [[teleport]] as an emergency escape alternative.&lt;br /&gt;
*Optional: [[Darkness]]/[[lantern of shadows]] if you intend to sneak in attracting as little attention as possible.&lt;br /&gt;
&lt;br /&gt;
==Preliminaries==&lt;br /&gt;
*Clear Zot:1-4. This is optional, but it gives a large amount of experience and makes the ascension run safer.&lt;br /&gt;
*If you have one, use a [[scroll of magic mapping]] once you reach Zot:5 to see the layout of the chamber.&lt;br /&gt;
*Clear everything outside the chamber first. This section will be just like the upper floors of Zot. Doing this will make escapes much safer.&lt;br /&gt;
&lt;br /&gt;
==Monster Strategies==&lt;br /&gt;
*Killing off ancient liches should be your top priority.&lt;br /&gt;
**Haste yourself whenever dealing with them. They can summon brutal demons with [[torment]] and [[hellfire]], or cast Iron Shot or Crystal Spear for massive damage. Some of the best ways of killing them are: good weapons of [[antimagic]] (a short sword of antimagic is ''not'' a good weapon) or [[holy wrath]], [[Dispel Undead]], [[Orb of Destruction]], [[Shatter]], [[Iron Shot]], [[Tornado]], [[Summon Horrible Things]], [[Dragon's Call]], or [[Shadow Creatures]]. If using heavy [[Conjurations]], couple it with a [[Spellforged Servitor]].&lt;br /&gt;
**Ideally you'll be able to kill any ancient liches before they summon too many demonic reinforcements. If they do get anything frightening out, remember that killing the summoner is the fastest method for destroying their summons. Attempting to flee by blinking is extremely risky, and by foot often results in death by torment and hellfire. Don't let the liches last long enough to make this a problem!&lt;br /&gt;
**Remember that they won't cast anything if they can't see a target; try not to spend too long with them in your [[line of sight]] without attending to them. Melee characters will want to retreat around corners to force them into melee range, as rushing towards them gives them several turns to hit you with a crystal spear or summon fiends, not to mention the fact that you'll likely encounter even more enemies as you enter unexplored areas.&lt;br /&gt;
*Orbs of fire are next on the list (but if you're facing ancient liches and orbs of the fire at the same time, you should strongly consider making an escape). If you lack at least rF++, they can deal incredible damage very quickly, and they will almost certainly mutate you several times if you don't resist mutations. There's no safe way to deal with them, since they chew through most summons fast and resist almost everything. Melee fighters should use antimagic weapons to negate their attacks (if you haven't found one yet, [[freezing]] or [[vorpal]] weapons are your best alternatives), while ranged fighters can deal significantly increased damage with [[silver]] ammunition. Conjurers should cast their most powerful non-elemental Conjurations, such as [[Iron Shot]], [[Crystal Spear]], [[Orb of Destruction]], [[Tornado]], [[Glaciate]], or [[Fire Storm]].&lt;br /&gt;
**Again, [[spellforged servitor (monster)|spellforged servitors]] shine here. Their elemental resistances allow them to soak a few orb of fire attacks without dying, their spells are nearly as potent as your own, and you can hide behind one to avoid any bad mutations reaching you.&lt;br /&gt;
*Whenever you come across a melee monster (Killer Klown, Orb Guardian, etc.), grab its attention and retreat to a safe place to kill it. Keep in mind that dragons and electric golems will shoot their breath/special attacks at you, so you may have to hide behind a corner to force it follow you.&lt;br /&gt;
*Speaking of Orb Guardians, they are fast and strong, but they ''can'' be confused. If you're about to be swarmed by a bunch, it's often a great idea to have them bashing one another instead of you.&lt;br /&gt;
*Moths of wrath may berserk monsters or you. Try not to be there when this happens to a pack of Orb Guardians.&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
'''WARNING: The strategies below call for specific abilities and tactics, and may not apply to your character!'''&lt;br /&gt;
&lt;br /&gt;
===Clear the Chamber Gradually===&lt;br /&gt;
The most straightforward strategy is to simply walk into the chamber, wake up as few monsters as possible, then retreat and kill them one by one. Repeat. When exploring the two areas adjacent to the Orb's chamber, stick to the dividing wall, peek around the corner, and lure back anything you find. Approaching too aggressively will likely lure out more than you'd like to take on all at once.&lt;br /&gt;
&lt;br /&gt;
===Lure Monsters Out===&lt;br /&gt;
By careful use of noise (shouting and spells are the most reliable means of generating this), you may be able to wake up a few monsters, get them chasing you, and run away. Note that due to the chamber layout and the patrolling Orb Guardians, this may be hard to do without getting swamped.&lt;br /&gt;
&lt;br /&gt;
===Go In With an Army===&lt;br /&gt;
If you can, summon as many creatures as possible. You can then hang back as they fight the enemies. This may be accomplished in many ways:&lt;br /&gt;
*Divine companions: Angels and daevas of [[The Shining One]], [[Trog]]'s Brothers in Arms, [[Makhleb]]'s Greater demons, [[Beogh]]'s orcish companions, [[Qazlal]]'s elementals, [[Yredelemnul]]'s undead army...&lt;br /&gt;
*[[Summonings]] spells: [[Shadow Creatures]] is relatively low level, but very powerful (albeit short-lived) in Zot.&lt;br /&gt;
*The [[demonspawn mutations#Demonic Guardian|Demonic Guardian]] [[demonspawn]] mutation gives you demonic guardians when [[tension]] is high. Zot:5 qualifies.&lt;br /&gt;
*Undead companions: Animate killed monsters and use [[Twisted Resurrection]] on earlier floors to gather [[abomination]]s.&lt;br /&gt;
*Why compromise? [[Dragon's Call]]: There is no substitute.&lt;br /&gt;
*Worshipers of [[Fedhas]] can grow an [[oklob]] farm and lure enemies to it.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that in Zot, almost any permanent servant will be annhilated quickly, especially when the orbs of fire start tossing around fireballs. Hordes of minions can certainly take down any given local, but you'll be going through a ''lot'' of minions! Since all of these units are fairly short-lived, this makes summons and divine companions much more attractive than the more &amp;quot;permanent&amp;quot; minions, as they depend less on limited resources like corpses.&lt;br /&gt;
&lt;br /&gt;
===Blast Your Way Through===&lt;br /&gt;
A [[haste]]d [[Conjurations]] specialist with a reliable means of recharging MP ([[potions of magic]], [[Sif Muna]]'s channeling, [[Sublimation of Blood]], etc.) can often simply blast his way through with high-end spells like [[Lehudib's Crystal Spear]], [[Orb of Destruction]], [[Fire Storm]], or [[Glaciate]]. This is especially true when you're accompanied by a spellforged servitor. Mind the noise, don't attract more monsters than your MP can handle, and don't be afraid to fall back and recover if need be.&lt;br /&gt;
&lt;br /&gt;
===Lugonu's Corruption===&lt;br /&gt;
Worshiping [[Lugonu]] can make rushing into the Orb chamber a much less daunting task. If you corrupt the level at the entrance of the left or right side of the chamber (at &amp;quot;AA&amp;quot; or &amp;quot;BB&amp;quot; on the map), you will likely break through a path to the Orb room and in the meantime create walls and demons blocking the path of monsters. [[Haste]] yourself, rush past any remaining guardians, read a [[scroll of teleportation]], and grab the Orb. If you wind up in a dangerous spot, teleport yourself again and hope for a better landing. If need be, banishing yourself to the Abyss can save your life and give you a chance to heal, but don't forget that you will return to the exact same spot you left from.&lt;br /&gt;
&lt;br /&gt;
===Shatter/Lee's Rapid Deconstruction===&lt;br /&gt;
If you don't worship Lugonu, but can cast [[Shatter]] or [[Lee's Rapid Deconstruction]], you may use them to dig through the shatterable stone walls. Note, however, that this is much slower and will make a '''lot''' of noise, enough to instantly awaken almost every monster on the floor. As a bonus, however, Shatter deals very respectable damage to most enemies found here (apart from orbs of fire). Once you clear a path to the Orb, grab it quickly and teleport away as described above. [[Zin]]'s Sanctuary ability is a nice addition to keep you alive when all else fails.&lt;br /&gt;
&lt;br /&gt;
===Stealth/Stabbing===&lt;br /&gt;
Walk into the Orb chamber and try to stab any sleeping monsters (Orb Guardians, ancient liches, orbs of fire, etc.). If possible, cast [[Darkness]] to limit the number of opponents you have to deal with. Be sure to have a means of escape, preferably Haste, and make sure you are extremely stealthy if you want to try this approach. If an Orb Guardian wakes up, lure it outside the chamber before fighting it to avoid waking up any other monsters. When you're in sight of the Orb, grab it and teleport away.&lt;br /&gt;
&lt;br /&gt;
===Teleport with Safety System===&lt;br /&gt;
If you worship [[Nemelex Xobeh]], you can randomly teleport around and entomb yourself with a Tomb card in case of failure. If you land near enemies, blink away before entombing. If you worship Zin, you may use Sanctuary for a similar effect. [[Borgnjor's Revivification]], [[Death's Door]], or [[Elyvilon]] also work fairly well with this strategy.&lt;br /&gt;
&lt;br /&gt;
===Run and Teleport===&lt;br /&gt;
The fastest and riskiest approach involves simply teleporting on Zot:5 until you land near the Orb, grabbing it, and teleporting repeatedly until you find an up staircase. Be hasted for as much of this as possible, heal while waiting for teleports to kick in, and use [[potions of cancellation]] when needed to purge any excess [[magical contamination]]. Expect to take some damage as you flee. It's more than a little suicidal, but it's possible.&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
*Fast movement speed: Boots of running, Haste.&lt;br /&gt;
*Very stealthy ([[Agility]] and [[Flight]] can help)&lt;br /&gt;
*[[Darkness]] is helpful, in that the reciprocally reduced LOS makes it less likely that you will be spotted by a passing [[ancient lich]] or [[orb of fire]].&lt;br /&gt;
*Several potions of healing and a [[wand of heal wounds]] with scrolls of recharging&lt;br /&gt;
*Fire resistance (rElec is also recommended)&lt;br /&gt;
*The ability to teleport several times in a row (two teleport wands and a few scrolls of recharging will suffice)&lt;br /&gt;
*Several scrolls of fog and/or [[Summon Butterflies]] to avoid combat&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], digging out everything outside the Orb chamber would increase the chances of landing somewhere safe after a random teleport.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spoilers]]&lt;br /&gt;
[[Category:Strategy_Guides]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zot:5&amp;diff=32797</id>
		<title>Zot:5</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zot:5&amp;diff=32797"/>
				<updated>2014-09-06T20:53:51Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Preparations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
'''Zot:5''' is the final floor of [[the Realm of Zot]]. Part of the floor is similar to Zot:1-4, but the rest is taken over by the massive Orb chamber, one of several pre-designed vaults containing the [[Orb of Zot]]. Picking up the Orb allows you to ascend the [[Dungeon]], escape, and win the game.&lt;br /&gt;
&lt;br /&gt;
The Orb chamber is one of the hardest places you'll have to trudge through, barring some of the worst [[Ziggurat]] floors. It is almost entirely constructed of indestructible walls, prevents teleport control, and has a layout that makes monsters likely to come at you in groups. These monsters include:&lt;br /&gt;
&lt;br /&gt;
*[[Ancient lich]]es: Very powerful spellcasters that can [[paralyse]] you, summon [[Tier-1 demon|Tier-1]] and [[Tier-2 demon|-2]] demons, and cast brutal [[Conjurations]] ([[Lehudib's Crystal Spear]], [[Orb of Destruction]], etc.).&lt;br /&gt;
*[[Orbs of fire]]: Fast, extremely durable opponents which inflict brutal [[fire]] damage and [[bad mutations]].&lt;br /&gt;
*[[Electric golem]]s: Extremely fast constructs that blink constantly and deal heavy [[electricity]] damage.&lt;br /&gt;
*[[Orb Guardian]]s: Although fairly bland compared to everything else on Zot:5, these melee monsters are powerful, move quickly, and come in great numbers.&lt;br /&gt;
*[[Killer Klown]]s: Unpredictable blinking pests whose melee attacks can inflict a very wide variety of random effects.&lt;br /&gt;
*All manner of [[list of dragons|dragons]] and [[list of draconians|draconians]].&lt;br /&gt;
&lt;br /&gt;
Charging in is almost certain suicide. To succeed, consider your build and plan your approach around that. The rest of the page provides helpful information and outlines common strategies.&lt;br /&gt;
&lt;br /&gt;
==Orb Chamber Map==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
##############################################################################&lt;br /&gt;
##############################################################################&lt;br /&gt;
#&lt;br /&gt;
# hall_of_Zot_5&lt;br /&gt;
#&lt;br /&gt;
##############################################################################&lt;br /&gt;
##############################################################################&lt;br /&gt;
&lt;br /&gt;
NAME:       hall_of_Zot&lt;br /&gt;
PLACE:      Zot:5&lt;br /&gt;
ORIENT:     north&lt;br /&gt;
TAGS:       no_dump&lt;br /&gt;
LFLAGS:     no_tele_control&lt;br /&gt;
LFLOORCOL:  magenta&lt;br /&gt;
LROCKCOL:   lightmagenta&lt;br /&gt;
LFLOORTILE: floor_rough_magenta&lt;br /&gt;
LROCKTILE:  wall_zot_lightmagenta&lt;br /&gt;
&lt;br /&gt;
#traps&lt;br /&gt;
SUBST:    C = X:900 c:100&lt;br /&gt;
KFEAT:    8 = any trap / w:20 floor&lt;br /&gt;
SHUFFLE:  ABab / ^^FF / ^^FF / ^^FF&lt;br /&gt;
SHUFFLE:  Aa / Bb&lt;br /&gt;
KFEAT:    A = any trap / w:30 floor&lt;br /&gt;
KFEAT:    B = any trap / w:10 floor&lt;br /&gt;
SUBST:    a=F, b=6 F&lt;br /&gt;
SUBST:    ^ = ^ .:10&lt;br /&gt;
SUBST:    . = .:500 ^&lt;br /&gt;
KMASK:    1! = no_item_gen&lt;br /&gt;
SUBST:    ! = ^ .:40&lt;br /&gt;
&lt;br /&gt;
#monsters&lt;br /&gt;
MONS:     patrolling Orb Guardian, Killer Klown, electric golem, orb of fire&lt;br /&gt;
MONS:     ancient lich, orange crystal statue / silver statue / ice statue&lt;br /&gt;
SUBST:    8=8., 8=8., 5=5.&lt;br /&gt;
SHUFFLE:  234&lt;br /&gt;
SUBST:    ? = .:8 ?&lt;br /&gt;
SUBST:    ? : KLM&lt;br /&gt;
SUBST:    K = 4:30 5 8 9&lt;br /&gt;
SUBST:    L = 4 5:30 8 9&lt;br /&gt;
SUBST:    M = 4 5 8:30 9&lt;br /&gt;
&lt;br /&gt;
COLOUR:   c = magenta&lt;br /&gt;
TILE:     c = dngn_stone_wall_magenta&lt;br /&gt;
&lt;br /&gt;
KITEM:    Z = Orb of Zot&lt;br /&gt;
&lt;br /&gt;
MAP&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXX.............XXXXXXXXXXXXXXXXXXXXXXXXX.............XXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXX...................XXXXXXXXXXXXXXXXXXX...................XXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXX..........3...........XXXXXXXXXXXXXXX...........3..........XXXXXXXXXX&lt;br /&gt;
XXXXXXXXXX..8.....................XXXXXXXXXXXXX.....................8..XXXXXXXXX&lt;br /&gt;
XXXXXXXXXX.......?..?.....8.8.....XXX...1...XXX.....8.8.....?..?.......XXXXXXXXX&lt;br /&gt;
XXXXXXXXXXX.8...........?.........XX..1...1..XX.........?...........8.XXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXX......................X1...!!!...1X......................XXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXX.....4....2....8.8......1.!Z!.1......8.8....2....4.....XXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXX....?...?.....?...?...X1...!!!...1X...?...?.....?....?...XXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXX.......?....?..........XX..1...1..XX..........?....2.......XXXXXXXXXX&lt;br /&gt;
XXXXXXXXXX.....8..........8.8.....XXX...1...XXX.....8.8..........8.....XXXXXXXXX&lt;br /&gt;
XXXXXXXXXX...8....................cXXXXXXXXXXXc....................8...XXXXXXXXX&lt;br /&gt;
XXXXXXXXXXX.....8.8.8..8.........ccccccccccccccc........8...8.8.8.....XXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXX...............8...XcccccccccccccccccX...8............8..XXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXX........8..8...XXXXcccccccccccccccccXXXX...8..8........XXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXa111accCCCCCCXXXXXcccccccccccccccccXXXXXCCCCCCccb111bXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXcc...............AA1.ccccccccccccccccc.1BB...............ccXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXcc...8.8..8.8.....cc1...ccccccccccccc...1cc.......8..8.8.8.ccXXXXXXXXX&lt;br /&gt;
XXXXXXXXXcc.8...8......8.8...ccc...ccccccccccc...ccc...8.8.8..8.......ccXXXXXXXX&lt;br /&gt;
XXXXXXXXXc.8..8....8.8........ccc...............ccc.....8....8..8.8....cXXXXXXXX&lt;br /&gt;
XXXXXXXXXc..8..8.8....8.8.8.5.cXcc.............ccXc.5.8.8.8....8.8...8.cXXXXXXXX&lt;br /&gt;
XXXXXXXXXc..8.....8.8.......8.cXXc.............cXXc8........8.....8.8..cXXXXXXXX&lt;br /&gt;
XXXXXXXXXc.8...8......8.8.....cXXcc.1...1...1.ccXXc......8.......8.....cXXXXXXXX&lt;br /&gt;
XXXXXXXXXc8..8...8.8.8.8...8.8cXXXc...........cXXXc8.8..8..8.8.8...8.8.cXXXXXXXX&lt;br /&gt;
XXXXXXXXXc.....8.........8....cXXcc...........ccXXc....8.8.............cXXXXXXXX&lt;br /&gt;
XXXXXXXXXcc...5..8..8.8....8.ccXXc.............cXXcc8.....8....8..5.8.ccXXXXXXXX&lt;br /&gt;
XXXXXXXXXXcc8......8....8.8.ccXXcc.............ccXXcc.8.8....8....8..ccXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXcc..............ccXXXc...............cXXXcc..............ccXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXccccccccccccccccXXXXcccccccc@ccccccccXXXXccccccccccccccccXXXXXXXXXXX&lt;br /&gt;
ENDMAP&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note that this layout is not the only one possible. While the general layout will always be very similar, the final chamber with the Orb may be different.&lt;br /&gt;
&lt;br /&gt;
===Legend:===&lt;br /&gt;
*X - Permanent rock walls that cannot be affected in any way&lt;br /&gt;
*x - [[Dig]]gable rock walls&lt;br /&gt;
*c - [[Shatter]]able stone walls&lt;br /&gt;
*C - Usually permanent rock walls (10% chance of stone walls)&lt;br /&gt;
*A, B - Floor with a 33% chance of being a trap&lt;br /&gt;
*a, b - Floor or granite [[statue]]s with a 1/100 chance of being an [[orange crystal statue|orange crystal]], [[silver statue|silver]], or [[ice statue]].&lt;br /&gt;
*. - Floor with a 1/51 chance of being a trap&lt;br /&gt;
*1 - Orb Guardian, also 1/3 chance of a trap&lt;br /&gt;
*2/3/4 - Random monsters (Killer Klowns, electric golems, or orbs of fire)&lt;br /&gt;
*5 - 1/2 chance of an ancient lich&lt;br /&gt;
*8 - 1/4 chance of a random hard monster, 1/3 chance of a trap&lt;br /&gt;
*? - 1/2 chance of anything that can generate in Zot, weighted toward the above listed monsters&lt;br /&gt;
&lt;br /&gt;
==Preparations==&lt;br /&gt;
The following items, abilities, and intrinsics are recommended for surviving the Orb chamber. They are ordered in terms of importance. A more experienced player can clear the chamber with fewer, while a player who just reached Zot:5 for the first time will probably want to have as many of them as possible.&lt;br /&gt;
*High HP ([[Fighting]] skill), MP ([[Spellcasting]], [[Invocations]], or [[Evocations]] skill), [[experience]] level, [[AC]], [[EV]], [[SH]], [[Piety]], etc.&lt;br /&gt;
*Max [[fire resistance]] and [[mutation resistance]] for [[orbs of fire]].&lt;br /&gt;
*Sources of [[Haste]] to increase your mobility and damage output. The Haste spell, multiple [[potions of haste]], or a well-charged [[wand of hasting]] are all fine. Boots of [[running]] are also very welcome. A source of [[berserk]]ing is also effective for melee fighters, but much riskier.&lt;br /&gt;
*[[Electricity resistance]] for [[electric golem]]s.&lt;br /&gt;
*High [[magic resistance]] for ancient liches (&amp;quot;extremely&amp;quot; resistant or better to reliably avoid [[paralysis]]).&lt;br /&gt;
*[[Negative energy resistance]] and [[cold resistance]] for [[ancient lich]]es.&lt;br /&gt;
*A source of mutation resistance for orbs of fire. An [[amulet of resist mutation]] is the most common option. [[Potions of cure mutation]] are helpful in case the resistance fails you.&lt;br /&gt;
*[[See invisible]] for ancient liches.&lt;br /&gt;
*[[Blink]] and [[teleport]] as an emergency escape alternative.&lt;br /&gt;
*Optional: [[Darkness]]/[[lantern of shadows]] if you intend to sneak in attracting as little attention as possible.&lt;br /&gt;
&lt;br /&gt;
==Preliminaries==&lt;br /&gt;
*Clear Zot:1-4. This is optional, but it gives a large amount of experience and makes the ascension run safer.&lt;br /&gt;
*If you have one, use a [[scroll of magic mapping]] once you reach Zot:5 to see the layout of the chamber.&lt;br /&gt;
*Clear everything outside the chamber first. This will be just like the upper floors of Zot. Doing this will make teleport escapes much safer.&lt;br /&gt;
&lt;br /&gt;
==Monster Strategies==&lt;br /&gt;
*Killing off ancient liches should be your top priority.&lt;br /&gt;
**Haste yourself whenever dealing with them. They can summon brutal demons with [[torment]] and [[hellfire]], or cast Iron Shot or Crystal Spear for massive damage. Some of the best ways of killing them are: good weapons of [[antimagic]] (a short sword of antimagic is ''not'' a good weapon) or [[holy wrath]], [[Dispel Undead]], [[Orb of Destruction]], [[Shatter]], [[Iron Shot]], [[Tornado]], [[Summon Horrible Things]], [[Dragon's Call]], or [[Shadow Creatures]]. If using heavy [[Conjurations]], couple it with a [[Spellforged Servitor]].&lt;br /&gt;
**Ideally you'll be able to kill any ancient liches before they summon too many demonic reinforcements. If they do get anything frightening out, remember that killing the summoner is the fastest method for destroying their summons. Attempting to flee by blinking is extremely risky, and by foot often results in death by torment and hellfire. Don't let the liches last long enough to make this a problem!&lt;br /&gt;
**Remember that they won't cast anything if they can't see a target; try not to spend too long with them in your [[line of sight]] without attending to them. Melee characters will want to retreat around corners to force them into melee range, as rushing towards them gives them several turns to hit you with a crystal spear or summon fiends, not to mention the fact that you'll likely encounter even more enemies as you enter unexplored areas.&lt;br /&gt;
*Orbs of fire are next on the list (but if you're facing ancient liches and orbs of the fire at the same time, you should strongly consider making an escape). If you lack at least rF++, they can deal incredible damage very quickly, and they will almost certainly mutate you several times if you don't resist mutations. There's no safe way to deal with them, since they chew through most summons fast and resist almost everything. Melee fighters should use antimagic weapons to negate their attacks (if you haven't found one yet, [[freezing]] or [[vorpal]] weapons are your best alternatives), while ranged fighters can deal significantly increased damage with [[silver]] ammunition. Conjurers should cast their most powerful non-elemental Conjurations, such as [[Iron Shot]], [[Crystal Spear]], [[Orb of Destruction]], [[Tornado]], [[Glaciate]], or [[Fire Storm]].&lt;br /&gt;
**Again, [[spellforged servitor (monster)|spellforged servitors]] shine here. Their elemental resistances allow them to soak a few orb of fire attacks without dying, their spells are nearly as potent as your own, and you can hide behind one to avoid any bad mutations reaching you.&lt;br /&gt;
*Whenever you come across a melee monster (Killer Klown, Orb Guardian, etc.), grab its attention and retreat to a safe place to kill it. Keep in mind that dragons and electric golems will shoot their breath/special attacks at you, so you may have to hide behind a corner to force it follow you.&lt;br /&gt;
*Speaking of Orb Guardians, they are fast and strong, but they ''can'' be confused. If you're about to be swarmed by a bunch, it's often a great idea to have them bashing one another instead of you.&lt;br /&gt;
*Moths of wrath may berserk monsters or you. Try not to be there when this happens to a pack of Orb Guardians.&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
'''WARNING: The strategies below call for specific abilities and tactics, and may not apply to your character!'''&lt;br /&gt;
&lt;br /&gt;
===Clear the Chamber Gradually===&lt;br /&gt;
The most straightforward strategy is to simply walk into the chamber, wake up as few monsters as possible, then retreat and kill them one by one. Repeat. When exploring the two areas adjacent to the Orb's chamber, stick to the dividing wall, peek around the corner, and lure back anything you find. Approaching too aggressively will likely lure out more than you'd like to take on all at once.&lt;br /&gt;
&lt;br /&gt;
===Lure Monsters Out===&lt;br /&gt;
By careful use of noise (shouting and spells are the most reliable means of generating this), you may be able to wake up a few monsters, get them chasing you, and run away. Note that due to the chamber layout and the patrolling Orb Guardians, this may be hard to do without getting swamped.&lt;br /&gt;
&lt;br /&gt;
===Go In With an Army===&lt;br /&gt;
If you can, summon as many creatures as possible. You can then hang back as they fight the enemies. This may be accomplished in many ways:&lt;br /&gt;
*Divine companions: Angels and daevas of [[The Shining One]], [[Trog]]'s Brothers in Arms, [[Makhleb]]'s Greater demons, [[Beogh]]'s orcish companions, [[Qazlal]]'s elementals, [[Yredelemnul]]'s undead army...&lt;br /&gt;
*[[Summonings]] spells: [[Shadow Creatures]] is relatively low level, but very powerful (albeit short-lived) in Zot.&lt;br /&gt;
*The [[demonspawn mutations#Demonic Guardian|Demonic Guardian]] [[demonspawn]] mutation gives you demonic guardians when [[tension]] is high. Zot:5 qualifies.&lt;br /&gt;
*Undead companions: Animate killed monsters and use [[Twisted Resurrection]] on earlier floors to gather [[abomination]]s.&lt;br /&gt;
*Why compromise? [[Dragon's Call]]: There is no substitute.&lt;br /&gt;
*Worshipers of [[Fedhas]] can grow an [[oklob]] farm and lure enemies to it.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that in Zot, almost any permanent servant will be annhilated quickly, especially when the orbs of fire start tossing around fireballs. Hordes of minions can certainly take down any given local, but you'll be going through a ''lot'' of minions! Since all of these units are fairly short-lived, this makes summons and divine companions much more attractive than the more &amp;quot;permanent&amp;quot; minions, as they depend less on limited resources like corpses.&lt;br /&gt;
&lt;br /&gt;
===Blast Your Way Through===&lt;br /&gt;
A [[haste]]d [[Conjurations]] specialist with a reliable means of recharging MP ([[potions of magic]], [[Sif Muna]]'s channeling, [[Sublimation of Blood]], etc.) can often simply blast his way through with high-end spells like [[Lehudib's Crystal Spear]], [[Orb of Destruction]], [[Fire Storm]], or [[Glaciate]]. This is especially true when you're accompanied by a spellforged servitor. Mind the noise, don't attract more monsters than your MP can handle, and don't be afraid to fall back and recover if need be.&lt;br /&gt;
&lt;br /&gt;
===Lugonu's Corruption===&lt;br /&gt;
Worshiping [[Lugonu]] can make rushing into the Orb chamber a much less daunting task. If you corrupt the level at the entrance of the left or right side of the chamber (at &amp;quot;AA&amp;quot; or &amp;quot;BB&amp;quot; on the map), you will likely break through a path to the Orb room and in the meantime create walls and demons blocking the path of monsters. [[Haste]] yourself, rush past any remaining guardians, read a [[scroll of teleportation]], and grab the Orb. If you wind up in a dangerous spot, teleport yourself again and hope for a better landing. If need be, banishing yourself to the Abyss can save your life and give you a chance to heal, but don't forget that you will return to the exact same spot you left from.&lt;br /&gt;
&lt;br /&gt;
===Shatter/Lee's Rapid Deconstruction===&lt;br /&gt;
If you don't worship Lugonu, but can cast [[Shatter]] or [[Lee's Rapid Deconstruction]], you may use them to dig through the shatterable stone walls. Note, however, that this is much slower and will make a '''lot''' of noise, enough to instantly awaken almost every monster on the floor. As a bonus, however, Shatter deals very respectable damage to most enemies found here (apart from orbs of fire). Once you clear a path to the Orb, grab it quickly and teleport away as described above. [[Zin]]'s Sanctuary ability is a nice addition to keep you alive when all else fails.&lt;br /&gt;
&lt;br /&gt;
===Stealth/Stabbing===&lt;br /&gt;
Walk into the Orb chamber and try to stab any sleeping monsters (Orb Guardians, ancient liches, orbs of fire, etc.). If possible, cast [[Darkness]] to limit the number of opponents you have to deal with. Be sure to have a means of escape, preferably Haste, and make sure you are extremely stealthy if you want to try this approach. If an Orb Guardian wakes up, lure it outside the chamber before fighting it to avoid waking up any other monsters. When you're in sight of the Orb, grab it and teleport away.&lt;br /&gt;
&lt;br /&gt;
===Teleport with Safety System===&lt;br /&gt;
If you worship [[Nemelex Xobeh]], you can randomly teleport around and entomb yourself with a Tomb card in case of failure. If you land near enemies, blink away before entombing. If you worship Zin, you may use Sanctuary for a similar effect. [[Borgnjor's Revivification]], [[Death's Door]], or [[Elyvilon]] also work fairly well with this strategy.&lt;br /&gt;
&lt;br /&gt;
===Run and Teleport===&lt;br /&gt;
The fastest and riskiest approach involves simply teleporting on Zot:5 until you land near the Orb, grabbing it, and teleporting repeatedly until you find an up staircase. Be hasted for as much of this as possible, heal while waiting for teleports to kick in, and use [[potions of cancellation]] when needed to purge any excess [[magical contamination]]. Expect to take some damage as you flee. It's more than a little suicidal, but it's possible.&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
*Fast movement speed: Boots of running, Haste.&lt;br /&gt;
*Very stealthy ([[Agility]] and [[Flight]] can help)&lt;br /&gt;
*[[Darkness]] is helpful, in that the reciprocally reduced LOS makes it less likely that you will be spotted by a passing [[ancient lich]] or [[orb of fire]].&lt;br /&gt;
*Several potions of healing and a [[wand of heal wounds]] with scrolls of recharging&lt;br /&gt;
*Fire resistance (rElec is also recommended)&lt;br /&gt;
*The ability to teleport several times in a row (two teleport wands and a few scrolls of recharging will suffice)&lt;br /&gt;
*Several scrolls of fog and/or [[Summon Butterflies]] to avoid combat&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], digging out everything outside the Orb chamber would increase the chances of landing somewhere safe after a random teleport.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spoilers]]&lt;br /&gt;
[[Category:Strategy_Guides]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potions_of_haste&amp;diff=32796</id>
		<title>Potions of haste</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potions_of_haste&amp;diff=32796"/>
				<updated>2014-09-06T20:52:48Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Redirected page to Potion of haste&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Potion of haste]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_haste&amp;diff=32795</id>
		<title>Potion of haste</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_haste&amp;diff=32795"/>
				<updated>2014-09-06T20:51:59Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Updating the page to match the new name.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of haste&lt;br /&gt;
 |cost = 25&lt;br /&gt;
 |weight = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|An enchanted beverage which speeds the actions of anyone who drinks it.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of haste''' grants a character [[haste]]. All your actions will be 50% faster for 1d40 + 39 (more) turns (max 79), making it excellent for both escaping dangerous opponents and dealing much more damage in combat.&lt;br /&gt;
&lt;br /&gt;
Being hastened will gradually give you [[magic contamination]], and the act of quaffing another potion to extend the condition adds 1 extra point. Even so, potions of haste are the least contaminating method for acquiring haste; both the spell Haste and the [[wand of hasting]] add +1 when first used and +2 when used to extend a Haste. Unfortunately, they are also the only form that is vulnerable to item destruction by [[cold]] damage.&lt;br /&gt;
&lt;br /&gt;
[[Cheibriados]] [[penance|punishes]] followers who knowingly drink potions of speed.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|Normal: &amp;quot;You feel yourself speed up.&amp;quot;&amp;lt;br&amp;gt;Already Hastened: &amp;quot;You feel as though you will be hastened longer.&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_haste&amp;diff=32793</id>
		<title>Potion of haste</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_haste&amp;diff=32793"/>
				<updated>2014-09-06T20:50:12Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Nabalzbhf moved page Potion of speed to Potion of haste: Potions of Speed were renamed to Potions of Haste.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of speed&lt;br /&gt;
 |cost = 25&lt;br /&gt;
 |weight = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|An enchanted beverage which speeds the actions of anyone who drinks it.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of speed''' grants a character [[haste]]. All your actions will be 50% faster for 1d40 + 39 (more) turns (max 79), making it excellent for both escaping dangerous opponents and dealing much more damage in combat.&lt;br /&gt;
&lt;br /&gt;
Being hastened will gradually give you [[magic contamination]], and the act of quaffing another potion to extend the condition adds 1 extra point. Even so, potions of speed are the least contaminating method for acquiring haste; both the spell Haste and the [[wand of hasting]] add +1 when first used and +2 when used to extend a Haste. Unfortunately, they are also the only form that is vulnerable to item destruction by [[cold]] damage.&lt;br /&gt;
&lt;br /&gt;
[[Cheibriados]] [[penance|punishes]] followers who knowingly drink potions of speed.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|Normal: &amp;quot;You feel yourself speed up.&amp;quot;&amp;lt;br&amp;gt;Already Hastened: &amp;quot;You feel as though you will be hastened longer.&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_speed&amp;diff=32794</id>
		<title>Potion of speed</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_speed&amp;diff=32794"/>
				<updated>2014-09-06T20:50:12Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Nabalzbhf moved page Potion of speed to Potion of haste: Potions of Speed were renamed to Potions of Haste.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Potion of haste]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=-cTele&amp;diff=32791</id>
		<title>-cTele</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=-cTele&amp;diff=32791"/>
				<updated>2014-09-06T18:09:50Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Redirects are useful.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Teleport_control#-cTele]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Acid_resistance&amp;diff=32623</id>
		<title>Acid resistance</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Acid_resistance&amp;diff=32623"/>
				<updated>2014-09-05T21:10:19Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Redirected page to Acid#Acid Resistance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Acid#Acid_Resistance]]&lt;br /&gt;
[[Category:Resistance]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sceptre_of_Torment&amp;diff=32602</id>
		<title>Sceptre of Torment</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sceptre_of_Torment&amp;diff=32602"/>
				<updated>2014-09-05T04:58:08Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Changed +slay value for the update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This truly accursed weapon is an instrument of Hell.}}&lt;br /&gt;
[[File:Sceptre_of_torment.png]] '''''the +7 Sceptre of Torment'''''&lt;br /&gt;
&lt;br /&gt;
+7 [[mace]]&lt;br /&gt;
&lt;br /&gt;
Forces [[Symbol of Torment]]&amp;lt;br&amp;gt;&lt;br /&gt;
Evil &lt;br /&gt;
&lt;br /&gt;
The effect triggers on 50% of attacks and 0.5% of turns that it is wielded. &lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Great if you're undead, good if you can cast [[Necromutation]] to become so, and useless otherwise. Even if you are undead, make sure to have a backup, since the weapon is barely mediocre against anything torment-immune.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Maces &amp;amp; Flails]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Weapon_choice&amp;diff=32550</id>
		<title>Weapon choice</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Weapon_choice&amp;diff=32550"/>
				<updated>2014-09-03T19:06:12Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Handedness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
''Crawl'' presents the player and character with a potentially bewildering array of [[weapon]] choices. However, when all the dust clears and the parade of short swords, demon whips, and clubs has passed by, weapons have six main properties:&lt;br /&gt;
*Damage: How much damage, on average, the weapon does per strike.&lt;br /&gt;
*Accuracy: How likely the weapon is to actually hit.&lt;br /&gt;
*Speed: How long you must wait after attacking before you can act again.&lt;br /&gt;
*Handedness: Whether the weapon requires one or two hands to use.&lt;br /&gt;
*Skill: How fast your [[species]] can learn to use the weapon.&lt;br /&gt;
*Special: Some weapon types have unique traits that distinguish them from the others.&lt;br /&gt;
&lt;br /&gt;
A player simply wants to pick the weapon that has a combination that deals the most damage in the shortest amount of time, to the largest set of monsters, on average.&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
Each of these properties is briefly described below:&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
The approximate formula for a weapon's damage is as follows:&lt;br /&gt;
    Damage = 1d(base damage × strength bonus) × skill bonus + (to-damage enchantment + slaying)&lt;br /&gt;
&lt;br /&gt;
When you examine a weapon, the damage number it gives you is the base damage. The [[strength]] bonus multiplier is rarely much higher than 1×, except for very strong characters wielding very large weapons. The flat Slaying bonus comes from [[rings of slaying]] and some [[artefacts]], and stacks with the damage enchantment on your weapon (the second number in a weapon's +X, +X). The skill bonus multiplier is based on your [[Fighting]] and Weapon skill; when both are maxed out it averages around a 2× multiplier (though this amount is rather variable). Finally, your weapon's [[brand]] adjusts your damage even further; see the appropriate [[Brand]] page for details.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
A weapon's speed, or more accurately its attack delay, is as follows:&lt;br /&gt;
    Delay = base delay − weapon skill/2&lt;br /&gt;
&lt;br /&gt;
A weapon's base delay is given in the form of a percentage (110%, 150%, etc.); however, the game tracks most actions in terms of [[aut]]s. When unaffected by [[Haste]], [[Slow]], or similar effects, an unmodified, unarmed attack takes 10 auts (the same time it takes for most monsters and most species to take most actions). Wielding a weapon will multiply this by the base delay % given in the weapon's description. A [[short sword]], for example, has a base delay of 110%; 10 auts × 110% = 11 auts, meaning an attack with a short sword and no [[Short Blades]] skill will take slightly longer than throwing a punch.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you can reduce the time it takes to make attacks by training the skill appropriate to the weapon you wield. Every 2 skill you gain reduces the delay % by 10, down to the weapon's minimum delay (which is the base delay divided by 2, rounded down, but with a maximum of 70%). [[Cutlass]]es are a special case with a min delay of 50%, and the [[Haste]] [[status effect]] and [[Speed brand]] can both reduce it further than normal, but never below a minimum of 20%.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy is one of the more complex attributes of a weapon, being affected by the base type, weapon skill, Slaying bonuses, and [[dexterity]]. It is important to choose accurate weapons in the early game; at that point, however, the best way to do so is by choosing an accurate weapon type. Later on, the only time you'll find weapons being very inaccurate is if you're also unskilled with it, as a large part of accuracy comes from weapon skill. Thus, accuracy becomes a secondary consideration - reasonable accuracy comes with sane weapon delay.&lt;br /&gt;
&lt;br /&gt;
===Handedness===&lt;br /&gt;
There are two categories of weapons here: one-handed or two-handed. The difference is simple; one-handed weapons can be used along with a [[shield]], while two-handed weapons can't. The only exception to this rule is [[Formicid]]s, who can wield a two-handed weapon and a shield.&lt;br /&gt;
&lt;br /&gt;
While shields do provide significant amounts of defense, some of the most powerful melee and ranged weapons are two-handed. You should probably make the choice based on your [[species]]' [[aptitude]]s.&lt;br /&gt;
&lt;br /&gt;
Note that the handedness of a weapon varies with the [[size]] of your character: some weapons that are one-handed for normal and larger sized creatures will be two-handed for small or little ones. This also determines which kinds of shields are appropriately sized for you and how much skill is required to effectively wear them. See the [[Size]] article for further details.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Each [[species]] has an aptitude for each of the [[skill]]s in ''Crawl''; taking advantage of the skills you're good at will allow you to become powerful faster, greatly increasing your chance of survival. Unless you're intentionally trying to challenge yourself, you should usually try to wield weapons suited for your species.&lt;br /&gt;
&lt;br /&gt;
====Cross-training====&lt;br /&gt;
One aspect of weapon choice is that training in most weapon types makes it easier to learn certain other weapon types. Training in one type improves your aptitude for the weapon type you're cross-training by +4, cutting the experience cost to learn it roughly in half. This bonus lasts for as long as the weapon type you're training is at a lower skill level than the first weapon skill. Once it exceeds the first weapon skill, that skill will start receiving a cross-training bonus instead. Cross-training skills are linked as follows:&lt;br /&gt;
&lt;br /&gt;
*[[Maces &amp;amp; Flails]]:[[Axes]]&lt;br /&gt;
*[[Axes]]:[[Polearms]]&lt;br /&gt;
*[[Staves]]:[[Maces &amp;amp; Flails]]&lt;br /&gt;
*[[Staves]]:[[Polearms]]&lt;br /&gt;
*[[Short Blades]]:[[Long Blades]]&lt;br /&gt;
*[[Throwing]]:[[Slings]]&lt;br /&gt;
&lt;br /&gt;
Each weapon type is capable of being useful all throughout the game, though some excel over others in certain sections. Also, generally speaking, cross-training is less efficient than simply training in the weapon you intend to use (a choice strongly influenced by your species' aptitudes). As such, choosing to cross-train is essentially choosing to toss out the experience invested in the weapon skill you don't intend to use later on. However, some [[background]]s start you with weapon types your species may not be particularly adept at, and you may stumble across extremely powerful weapons outside of your current skill set. In these cases, particularly if you haven't gotten terribly far yet, it may be worth changing the skills you train and the weapons you intend to use.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
Most weapon types have certain traits that distinguish them from the others:&lt;br /&gt;
*[[Long Blades]]: One of the least exciting weapon types, but solid. They deal high damage and give a small bonus to [[Stabbing]] damage.&lt;br /&gt;
*[[Short Blades]]: Although they do low damage, they attack extremely fast and give a large bonus to Stabbing.&lt;br /&gt;
*[[Maces &amp;amp; Flails]]: These do heavy damage, and offer large species the most powerful two-handed weapons in the game. Also good vs. [[hydra]]s.&lt;br /&gt;
*[[Polearms]]: Although they only deal moderate damage, these weapons all have an innate [[reaching]] attack.&lt;br /&gt;
*[[Axes]]: Heavy damage and [[cleaving]] make axes excellent for crowd-control.&lt;br /&gt;
*[[Staves]]: These weapons are most distinguished by the [[magical staves]] they give you access to, but their mundane options aren't too bad either.&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat: A Special Case==&lt;br /&gt;
Of course, you don't ''have'' to wield a weapon to kill foes; it's perfectly feasible to beat things to death with your fists. Whether or not doing so is particularly worthwhile largely depends on your character.&lt;br /&gt;
&lt;br /&gt;
Unarmed attacks are on par with many Short Blades in terms of speed and generally do more damage (a great deal more at high skill levels). Additionally, unarmed combat combos well with many [[Transmutations]], which are designed  to give bonuses to unarmed combat, and several [[mutation]]s are geared towards aiding unarmed strikes.&lt;br /&gt;
&lt;br /&gt;
There are distinct disadvantages, however; fighting weaponless gives up any potential benefits from having a weapon (such as [[brand]]s, enchantment bonuses, and anything extra that comes with any [[artefact]] weaponry you might find). Unarmed combat is also very skill-dependent, meaning it takes considerably more skill to bring your attack power up to par with other weapons. Additionally, unarmed combat is penalized more by wearing heavy armour and shields than any other form of melee combat, so those who want to get the most out of their punches may wish to wear little in the way of defense. While [[Transmuter]]s probably won't care (as they can't use most equipment while transformed), others might sacrifice much of their defenses.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the decision to forgo a weapon depends on personal preference. While some characters are better suited for unarmed combat (Transmuters and races with beneficial mutations like [[troll]]s), any character may make effective use of unarmed combat with sufficient skill investment. See the [[Unarmed combat]] page for more details.&lt;br /&gt;
&lt;br /&gt;
==Combining these: Small or Large Weapons?==&lt;br /&gt;
The number that any player wants to maximize is the weapon's damage divided by its delay. Choosing a weapon should seem to be a matter of picking the weapon for which this number is largest. However, one should consider whether to use a fast (min delay 3-5), medium speed (min delay 6), or slow (min delay 7) weapon before choosing a weapon:&lt;br /&gt;
&lt;br /&gt;
===Fast Weapons===&lt;br /&gt;
Short blades, whips, and demon whips/scourges are the only weapons that normally fall into this category. However, any weapon can have a min delay of 4 or less if it has a [[speed brand]]. These are not normally generated on anything other than short blades and staves, but do occur on artefact weapons of other types from time to time. The chief advantage of faster weapons is that they benefit more from slaying bonuses and enchantment: this flat extra damage is applied each time you land a hit, regardless of how hard you hit. Additionally, several weapon brands apply an amount of extra damage that is not affected by the weapon itself: these flat brands are far more beneficial on small weapons. Unfortunately, most such brands can be resisted.  &lt;br /&gt;
&lt;br /&gt;
The downside to smaller weapons is that they have poor performance against high-AC targets, many of which appear in the later game. A monster's [[AC]] reduction is simply applied more often. Brands can help with this to some degree, as their damage will bypass AC, but a small, fast weapon is always going to suffer somewhat against armoured monsters. This can be overcome reasonably well with slaying and enchantment bonuses, but it remains a disadvantage.&lt;br /&gt;
&lt;br /&gt;
===Strong Weapons===&lt;br /&gt;
The best definition of a &amp;quot;strong but slow&amp;quot; weapon is one with a min delay of 7, the max. Within this category, one should obviously strive for the strongest weapon one has skill for. The best are [[executioner's axe]]s, [[bardiche]]s, [[claymore]]s, and (if you can wield them) [[giant spiked club]]s. [[Lajatang]]s are also a worthy choice if you're a staff user, although considerably less powerful than the others. These weapons benefit the most from brands such as [[freezing]], [[flaming]], and [[holy wrath]], whose extra damage is proportional to the weapon's base damage. Their high damage is excellent for punching through monsters' armour.&lt;br /&gt;
&lt;br /&gt;
While their higher minimum delay is somewhat of a downside, it is not a huge one. However, these weapons have two considerable downsides. The first is that the worthwhile ones all require huge skill investments (levels 18-26), making them more difficult to use for hybrid characters. Lajatangs are something of an exception, but they also do less damage. Secondly, not having a shield is a sacrifice - how much of one depends on your style and character type, but it is always a sacrifice. It leads to one advantage, however, in that you don't have to put XP into the Shields skill, and because weapon skill provides a multiplier effect on base damage, those many skill levels increase your damage much more than they would for lighter weapons. There are a few one-handed delay 7 weapon of note: [[eveningstar]]s, [[bastard sword]]s, and [[broad axe]]s. Eveningstars and bastard swords are certainly adequate weapons, especially against very high AC opponents, but some players may prefer the significantly faster [[sacred scourge]]s/[[demon whip]]s and [[eudemon blade]]s/[[demon blade]]s for the increased speed. Broad axes, meanwhile, sacrifice too much speed for too little damage increase, and are generally worth avoiding.&lt;br /&gt;
&lt;br /&gt;
==Weapon Schools: Advantages and Disadvantages==&lt;br /&gt;
===[[Weapon#Short blades|Short Blades]]===&lt;br /&gt;
Highest aptitudes: +3 (Kobolds, Halflings)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Easy to find good ones early on.&lt;br /&gt;
*Fastest weapons in the game, particularly [[quick blade]]s.&lt;br /&gt;
*Lots of races have good or better aptitudes.&lt;br /&gt;
*All one-handed.&lt;br /&gt;
*Crosstrains to Long Blades.&lt;br /&gt;
*Very good for [[stabbing]], especially [[dagger]]s.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Poor against armoured targets.&lt;br /&gt;
*Benefit little from proportional brands.&lt;br /&gt;
*[[Quick blade]]s, by far the best, are quite rare even later on.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon#Long Blades|Long Blades]]===&lt;br /&gt;
Highest aptitudes: +2 (High Elves, Minotaurs)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*High damage and speed.&lt;br /&gt;
*Can go one- or two-handed, contains good weapons for both.&lt;br /&gt;
*Fairly common in the mid- and late-game; [[demon blade]]s are easily found.&lt;br /&gt;
*Can crosstrain from short blades, which many players will have from the early game.&lt;br /&gt;
*[[TSO]] can upgrade the damage output of all of them, though [[demon blade]]s are best.&lt;br /&gt;
*Races strong with them are usually good for hybrid builds.&lt;br /&gt;
*Decent for stabbing.&lt;br /&gt;
*[[Claymore]]s are the strongest weapons most characters can wield.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Fairly rare before D:10 or so.&lt;br /&gt;
*All cut off hydra heads.&lt;br /&gt;
*Only [[Fighter]]s and [[Gladiator]]s can start with them.&lt;br /&gt;
*Bastard swords and claymores are extremely rare.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon#Maces &amp;amp; Flails|Maces and Flails]]===&lt;br /&gt;
Highest aptitudes: +3 (Ogres)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Can either go the fast or slow route, through [[demon whip]]s, [[giant spiked club]]s, [[eveningstar]]s and the like.&lt;br /&gt;
*Very easy to find.&lt;br /&gt;
*Whips are a good starting weapon.&lt;br /&gt;
*None cut off hydra heads.&lt;br /&gt;
*Also used for rods, although they're as bad as clubs.&lt;br /&gt;
*For large races, [[giant spiked club]] has highest base damage in the game.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Most races good with them are bad with magic, and vice versa&lt;br /&gt;
&lt;br /&gt;
'''Best Choices'''&lt;br /&gt;
*[[Demon whip]]s and [[sacred scourge]]s have a superb min delay and good damage output and are considered one of the best one handed weapons in the game.&lt;br /&gt;
*[[Eveningstar]]s are also very good weapons but are very rare. They will outdamage demon whips against heavily armoured opponents.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon#Axes|Axes]]===&lt;br /&gt;
Highest aptitude: +3 (Hill Orcs)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*All axes can [[cleave]] to hit multiple opponents.&lt;br /&gt;
*[[Battleaxe]]s are quite good two-handed weapons and are fairly common.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Most races good with them are also bad with magic, and vice versa.&lt;br /&gt;
*Single handed axes aren't worth using in the long run; all are fairly bad, forcing a two-handed build.&lt;br /&gt;
*Executioner's axes are rare, only found through [[Okawaru]]/[[Trog]], acquirement, some uniques, and very rarely on the floor/in shops.&lt;br /&gt;
*[[Cleaving]] encourages fighting enemies in groups, which is risky.&lt;br /&gt;
&lt;br /&gt;
'''Best Choices'''&lt;br /&gt;
*[[Hand axe]]s are not bad starting weapons for classes that start weaponless.&lt;br /&gt;
*Forget about shields and go for the biggest, baddest axe that you can find.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon#Polearms|Polearms]]===&lt;br /&gt;
Highest aptitudes: +4 (Merfolk)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*[[Spear]]s and [[trident]]s are excellent weapons early on.&lt;br /&gt;
*[[Demon trident]]s and [[bardiche]]s are common later on.&lt;br /&gt;
*Can go one-handed or two-handed.&lt;br /&gt;
*Crosstrains to both Maces &amp;amp; Flails and Axes.&lt;br /&gt;
*All polearms have inherent [[reaching]].&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Nothing good for small races, since they become two-handed or unwieldable.&lt;br /&gt;
*Few races are particularly good with them (other than [[Merfolk]], it's just [[Minotaur]]s, [[Tengu]] and [[Hill Orc]]s with a positive aptitude).&lt;br /&gt;
*Lower base damage than most other weapon types.&lt;br /&gt;
&lt;br /&gt;
'''Best Choices'''&lt;br /&gt;
*[[Trident]]s are an excellent starting weapon and the most broadly useful of the common polearms.&lt;br /&gt;
*[[Halberd]]s, [[scythe]]s, and [[glaive]]s are all usually inferior due to their high delay, though enough skill can make them more usable.&lt;br /&gt;
*[[Demon trident]]s (and [[trishula]]s) are the best polearms due to their combination of low min delay and damage output.&lt;br /&gt;
*[[Bardiche]]s are extremely slow, but have enough damage output to make up for it. If you find a nice branded or randart one, consider it as a keeper.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon#Staves|Staves]]===&lt;br /&gt;
Highest aptitudes: +2 (Minotaurs)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Quarterstaves are probably the best early-game weapon, very accurate.&lt;br /&gt;
*Can have the [[speed brand]].&lt;br /&gt;
*Can be used for enhancer staves.&lt;br /&gt;
*Crosstrains to two separate skills, Polearms and M&amp;amp;F.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Only minotaurs and tengu have positive aptitudes, and then only elves, humans, draconians, and octopodes have +0 aptitudes. All others are negative.&lt;br /&gt;
*Only two choices in normal weapons: [[lajatang]]s and quarterstaves.&lt;br /&gt;
*If you're not wielding an enhancer staff, you can't wear a shield, as lajatangs and quarterstaves are both two-handed.&lt;br /&gt;
*In order to get use out of an enhancer staff you also have to train [[Evocations]] and a spell skill.&lt;br /&gt;
&lt;br /&gt;
Best choices&lt;br /&gt;
*A staff of earth with good Evocations and Earth Magic deals high AC-checked damage if you have already invested in earth magic.  Do not train earth only for the staff, however.&lt;br /&gt;
*A lajatang is a respectable weapon that requires comparatively little skill investment. Additionally, it is by far the strongest non-artefact weapon that can have a speed brand.&lt;br /&gt;
*Quarterstaves are good accurate starting weapons.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
Ranged weapons work a little differently from other weapons - while they do allow you to hit things from a distance, they require ammunition to do so. Once you're out of ammunition, a bow is nothing more than a hunk of wood that is less effective at bludgeoning things to death than your fists. As such, many ranged weapon specialists carry a secondary melee weapon for use in close quarters.&lt;br /&gt;
&lt;br /&gt;
====[[Blowgun]]s====&lt;br /&gt;
Highest aptitude: +3 (Centaurs, Halflings, Kobolds)&amp;lt;br&amp;gt;&lt;br /&gt;
Ammunition: [[Needle]]s&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Can be used to soften up targets from a distance.&lt;br /&gt;
*Can inflict a variety of helpful debuffs.&lt;br /&gt;
*[[Curare]]-tipped needles are extremely powerful.&lt;br /&gt;
*Uses the [[Throwing]] skill, which improves performance of weapons like [[javelin]]s or [[throwing net]]s.&lt;br /&gt;
*Needles are extremely light.&lt;br /&gt;
*Can still be used while [[Status effects#Net|held]] in a net or [[web]].&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Curare needles are useless against [[:Category:Poison resistance|poison resistant]] monsters.&lt;br /&gt;
*Non-poisoned needles are rare, curare needles exceptionally so.&lt;br /&gt;
*Blowguns aren't really intended to deal damage.&lt;br /&gt;
&lt;br /&gt;
Useful notes: Blowguns work best as a support weapon. They are best used by characters that are less skilled at straight-up melee combat (stabbers in particular can make good use of them). Characters that have a few ranks in [[Throwing]] already may also consider using a blowgun.&lt;br /&gt;
&lt;br /&gt;
====[[Sling]]s====&lt;br /&gt;
Highest aptitude: +4 (Halflings)&amp;lt;br&amp;gt;&lt;br /&gt;
Ammunition: [[Stone]]s or [[sling bullet]]s&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Can be used effectively with a shield.&lt;br /&gt;
*Can use common stones as ammunition, though sling bullets do more damage.&lt;br /&gt;
*[[Jelly|Jellies]] won't eat stones.&lt;br /&gt;
*Quite fast.&lt;br /&gt;
*Can occasionally be found on early [[goblin]]s.&lt;br /&gt;
*Crosstrains with [[Throwing]] weapons.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*The weakest of the offensive ranged weapons&lt;br /&gt;
&lt;br /&gt;
Useful notes: While they have trouble damaging heavily armored opponents, slings are quite effective against other foes and are especially useful against jellies, as they are the only ranged weapon that can use ammo that jellies can't eat. The ability to wear a shield without impacting your performance can also be quite helpful. Slings are best used by the small species (all of which have the best aptitudes), but larger characters can also make effective use of them.&lt;br /&gt;
&lt;br /&gt;
====[[Bow]]s/[[Longbow]]s====&lt;br /&gt;
Highest aptitude: +3 (Centaurs, High Elves)&amp;lt;br&amp;gt;&lt;br /&gt;
Ammunition: [[Arrow]]s&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Fast.&lt;br /&gt;
*All [[centaur (monster)|centaur]]s carry bows, making them probably the most common ranged weapon.&lt;br /&gt;
*Can easily replenish arrow supply from centaurs.&lt;br /&gt;
*Longbows are slower, but have more power.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Somewhat inaccurate.&lt;br /&gt;
*Jellies eat arrows.&lt;br /&gt;
*Smaller characters cannot use longbows.&lt;br /&gt;
&lt;br /&gt;
Useful notes: Bows, while somewhat inaccurate, are as fast as slings and have more power, allowing them to more easily deal with tougher enemies. Centaur characters (much like their monstrous brethren) are particularly effective with bows, as their high speed allows them to [[kite]] enemies with ease. Most archers will wish to eventually upgrade to a longbow, the reduced accuracy and speed of which can easily be negated by increased weapon skill.&lt;br /&gt;
&lt;br /&gt;
====[[Crossbow]]s====&lt;br /&gt;
Highest aptitude: +2 (Kobolds)&amp;lt;br&amp;gt;&lt;br /&gt;
Ammunition: [[Bolt]]s&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Very powerful and accurate.&lt;br /&gt;
*[[Yaktaur]]s all carry crossbows, making it easy to find one that's at least halfway decent.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*The slowest ranged weapon.&lt;br /&gt;
*Crossbows are very rare until yaktaurs start showing up.&lt;br /&gt;
*Jellies eat bolts.&lt;br /&gt;
*Few species are particularly good with them (only kobolds, minotaurs, deep dwarves, centaurs, and tengu have positive aptitudes)&lt;br /&gt;
&lt;br /&gt;
Useful notes: Crossbows are probably the most difficult ranged weapon to make effective use of, as they are rare for the first half of the game. Bolts are somewhat common, but can still be hard to find on occasion. As such, [[Hunter]]s that start with a crossbow will probably want to make sure they have a decent backup weapon in case of ammunition shortages.&lt;br /&gt;
&lt;br /&gt;
That being said, crossbows are the most powerful and accurate ranged weapon available (as the many yaktaurs roaming the lower portions of the dungeon will gladly demonstrate), though they are rather slow.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], there were two additional forms of handedness: hand-and-half weapons and double weapons. These each received further penalties when wielded with a shield, but were otherwise one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mirror_Damage&amp;diff=32548</id>
		<title>Mirror Damage</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mirror_Damage&amp;diff=32548"/>
				<updated>2014-09-03T18:29:54Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
'''Mirror Damage''' is a monster-only spell which causes any damage inflicted on the caster to also be inflicted on the attacker, similar to [[Yredelemnul]]'s Pain Mirror ability. This damage is not affected by any resistances you have: whatever damage the caster takes, you take too (although [[Deep Dwarf#Damage Reduction|deep dwarf damage shaving]] still works). The caster's glyph will change colors while this is in effect, and it lasts for roughly 20 turns.&lt;br /&gt;
&lt;br /&gt;
The following enemies cast Mirror Damage:&lt;br /&gt;
*{{monsterlink|Unborn}}&lt;br /&gt;
*{{monsterlink|Deep dwarf death knight}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Any time you see either of these casters coming at you, pay close attention for them to begin use of this spell. Any time you see the message, &amp;quot;X kneels in prayer and is bathed in unholy energy,&amp;quot; that means it has activated Mirror Damage. Try to snipe these casters when their shields are down, and focus your fire elsewhere in the meantime. Alternatively, summoned allies can fight them for you, but this will chew through your army quickly.&lt;br /&gt;
&lt;br /&gt;
Be aware that Mirror Damage can affect you even if the caster is out of your [[line of sight]]. Be ''extremely'' cautious using high-level spells while fighting enemies with Mirror Damage. You might strike them off-screen, particularly in the case of spells like [[Fire Storm]] and [[Ice Storm]]. Even if you hit them while their shields are down, they could raise them at any point during your spell's duration.&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mirror_Damage&amp;diff=32547</id>
		<title>Mirror Damage</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mirror_Damage&amp;diff=32547"/>
				<updated>2014-09-03T18:29:19Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
'''Mirror Damage''' is a monster-only spell which causes any damage inflicted on the caster to also be inflicted on the attacker, similar to [[Yredelemnul]]'s Pain Mirror ability. This damage is not affected by any resistances you have: whatever damage the caster takes, you take too (although [[Deep Dwarf#Damage Reduction|deep dwarf damage shaving]] still works). The caster's glyph will change colors while this is in effect, and it lasts for roughly 20 turns.&lt;br /&gt;
&lt;br /&gt;
The following enemies cast Mirror Damage:&lt;br /&gt;
*{{monsterlink|Unborn}}&lt;br /&gt;
*{{monsterlink|Deep dwarf death knight}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Any time you see either of these casters coming at you, pay close attention for them to begin use of this spell. Any time you see the message, &amp;quot;X kneels in prayer and is bathed in unholy energy,&amp;quot; that means it has activated Mirror Damage. Try to snipe these casters when their shields are down, and focus your fire elsewhere in the meantime. Alternatively, summoned allies can fight them for you, but this will chew through your army quickly.&lt;br /&gt;
&lt;br /&gt;
Be aware that Mirror Damage can affect you even if the caster is out of your [[line of sight]]. Be ''extremely'' cautious using high-level spells while fighting enemies with Mirror Damage. You might strike them off-screen, particularly in the case of spells like [[firestorm]] and [[icestorm]]. Even if you hit them while their shields are down, they could raise them at any point during your spell's duration.&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Vaults&amp;diff=32546</id>
		<title>The Vaults</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Vaults&amp;diff=32546"/>
				<updated>2014-09-03T18:23:15Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Vaults:5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|Possibly constructed by some powerful madman, the Vaults are said to be home to great treasures. The blood spattered liberally around the entrance suggests that there is a certain amount of violence, too.&lt;br /&gt;
&lt;br /&gt;
The Vaults are five levels deep and contain the silver rune, as well as the entrances to two more branches. They can only be entered while carrying at least one rune of Zot. The entrance can be found on either level 13 or 14 of the main dungeon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vaults entry.png]] '''The Vaults''' are a convoluted 5-floor [[Dungeon branch]] filled with long, wide hallways and countless treasure chambers (most of which are unfortunately empty). They are guarded by a wide variety of late-game monsters, as well as a number of guards unique to the branch, but the promise of the silver [[rune of Zot]], access to [[the Crypt]], and four guaranteed treasure or [[shop]] vaults makes it well worth the hazards. &lt;br /&gt;
&lt;br /&gt;
The gate to the Vaults can be found on either floor 13 or 14 of [[the Dungeon]], which can only be opened by carrying at least one [[Rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Vaults are a sprawling compound made up of wide hallways and small chambers of various shapes and sizes, most of which are separated by [[door]]s. Composed primarily of stone, metal, and green crystal [[wall]]s, only the most powerful [[Earth Magic]] specialists or [[Lugonu]] followers can expect to alter the floor plan much. Because the arrangement of rooms can be extremely convoluted, it's easy to get cut off from the stairway back up if you aren't careful; try to clear rooms methodically to avoid enemies you missed showing up when you're already half dead.&lt;br /&gt;
&lt;br /&gt;
The fifth and final floor changes this pattern abruptly. The floor contains four very large rectangular chambers that take up almost the entire area, except for a cross-shaped central hallway separating them all and an outer hallway bordering everything. These four large vault chambers have openings at each corner. All three normal staircases from the 4th to the 5th floor dump you in the very center of the floor, which will be surrounded by many [[vault guard]]s and other angry Vault inhabitants. Fortunately, this floor also houses an immense amount of loot and possibly shops, along with the silver rune of Zot.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
The Vaults are inhabited by a wide variety of monsters (almost anything that can appear in the lowest floors of the Dungeon or [[the Depths]] can generate here) with a very diverse array of attacks, but generally speaking the biggest threat is simply getting beaten to death by sheer brute force. [[Stone giant]]s, [[yaktaur]] bands, and other creatures which have high physical damage output at range are common enough, and the wide hallways and open chambers make it difficult to effectively bottleneck opponents or cut off lines of fire. Pack enemies also appear in great numbers, ranging from high-level [[orc]] bands to devastating [[hell knight]] packs, and the various guard units unique to the Vaults each cause their own issues:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Vault guard}}- Plentiful lumbering oafs with heavy weapons and sturdy armour.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ironbrand convoker}}- Recalls and buffs enemy units from elsewhere on the floor.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ironheart preserver}}- Soaks partial damage for other enemies, effectively doubling their HP until the preserver dies.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Vault sentinel}}- Wakes up nearby enemies, afflicts you with [[Sentinel's Mark]], often has a [[crossbow]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Vault warden}}- Can open or seal shut [[door]]s and [[stairs]] around you, forcing you to kill him to escape.&lt;br /&gt;
&lt;br /&gt;
Bring sufficient firepower, take your time, and be ready to take a different staircase down if the one you just used places you in a fight you don't want to deal with right away. Also, if you get hit with a Sentinel's Mark, retreat to an empty floor as quickly as possible. The reinforcements it will bring can be devastating on a mostly unexplored floor.&lt;br /&gt;
&lt;br /&gt;
Do not enter Vaults:5 before you are ready for it. If you had difficulty with floors 1-4, floor 5 will probably be too much for you, and even peeking down there ''can be immediately fatal''.&lt;br /&gt;
&lt;br /&gt;
===Vaults:5===&lt;br /&gt;
The fifth floor is an abrupt change from the first four. All of the standard down staircases to V:5 place you in the very center of the floor, with a ring of over a dozen [[vault guard]]s waiting for you and several other (much more dangerous) opponents lurking right behind them. These monsters can include [[titan]]s, [[storm dragon]]s, [[quicksilver dragon]]s, [[shadow dragon]]s, and [[lich]]es, along with the worst of what you've encountered on the top 4 floors. No matter what your character type may be, charging in and slugging it out is very likely to go poorly.&lt;br /&gt;
&lt;br /&gt;
You should always [[haste]]n yourself (either through the potion or spell) and use various [[buff]]s at your disposal before heading down. You'll have to move fast, either to dart through the ring of guards towards a hallway, or to kill as many of them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Melee characters may be tempted to [[stair dancing|stair dance]] to break up the enemy as much as possible. This can work very well against the ring of vault guards below, but a [[vault warden]] sealing the staircases from the edge of your vision, a [[tentacled monstrosity]] constricting you, or a [[list of dragons|dragon]] trampling you away from the stairs before you can make it back up will ruin your day. Mages with level 6-9 [[Conjurations]] can usually take out a Vault Warden quickly, but that still leaves you subject to several attacks in the mean time. &lt;br /&gt;
&lt;br /&gt;
Casting [[Alistair's Intoxication]] with [[clarity]] works well here; you'll confuse the majority of the guards, causing them to injure each other and leaving you free to take out the more serious threats. This is still a dangerous strategy, however, as the noise you generate will wake and lure out monsters from the four treasure vaults.&lt;br /&gt;
&lt;br /&gt;
Possibly the safest option is to read a [[scroll of magic mapping]], and make a [[teleport control|controlled teleport]] to the hallways on the edge of the map. This area is much more lightly defended than the center, and a well-prepared character can easily handle the few units that may be waiting for you there. Once you've secured your landing site, circle the floor (being mindful of the openings at each quadrant corner; there'll always be a couple units waiting for you), clearing hallways as you go and avoiding the center. Once you've cleared the perimeter, lure the central guards out a few at a time until the stairs are secured. At that point, begin dissecting the actual chambers slowly and methodically, luring foes one at a time around corners whenever possible.&lt;br /&gt;
&lt;br /&gt;
Resistances are much more important on V:5 than on the floors above. The [[draining]] attacks of shadow dragons can strip away your [[skill]] levels with frightening speed unless you have [[negative energy]] resistance, the more the better. Failing that, high [[ev]]asion and [[Repel Missiles]] helps tremendously. Storm dragon breath can be brutal as well without [[electricity]] resistance, which also protects against the lightning bolts of titans, but these also know [[Airstrike]], so avoid [[fly]]ing in their presence. [[Quicksilver dragon]]s deal severe damage regardless of your defenses and can dispel any buffs you might be taking advantage of, so try to make them a high priority. Packing some [[fire]] and [[cold]] resistance on top of everything else is advisable, as there are plenty of other dragon types around, not to mention casters with broad spell lists.&lt;br /&gt;
&lt;br /&gt;
The worst possible thing that can happen on Vaults:5 is to receive a [[Sentinel's Mark]]. If this happens, quaff a [[potion of cancellation]], breath on yourself if you're a [[Draconian|Purple Draconian]], or quickly retreat up the stairs to Vaults:4.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], it was not necessary to obtain a [[rune of Zot]] to enter this branch, and its entrance was located on D:15-20. Also, the four chambers on Vault:5 only had entrances on the corners nearest the center of the floor.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], the Vaults were made up of 8 floors, the first 7 of which were all wide open areas spotted with rectangular rooms. Also, the [[vault guard]] was the only guard-type monster found here, and they usually appeared on the eighth floor.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Unborn_deep_dwarf&amp;diff=32545</id>
		<title>Unborn deep dwarf</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Unborn_deep_dwarf&amp;diff=32545"/>
				<updated>2014-09-03T18:07:34Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=unborn deep dwarf&lt;br /&gt;
|glyph={{White|q}}&lt;br /&gt;
|tile=[[File:Unborn deep dwarf.png]]&lt;br /&gt;
|flags={{Actual spells flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&amp;lt;br&amp;gt;{{No regenerate flag}}&amp;lt;br&amp;gt;{{Evil flag}}&amp;lt;br&amp;gt;{{Spellcaster flag}}&lt;br /&gt;
|resistances={{Cold resistance}}, {{Poison resistance 3}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability 2}}, {{Holy wrath vulnerability}}&lt;br /&gt;
|max_chunks=4&lt;br /&gt;
|meat={{Contaminated corpse}}&lt;br /&gt;
|xp=1339&lt;br /&gt;
|holiness={{Undead}}&lt;br /&gt;
|magic_resistance=117&lt;br /&gt;
|hp_range=63-91&lt;br /&gt;
|avg_hp=77&lt;br /&gt;
|armour_class=2&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={{Weapons armour}}&amp;lt;br&amp;gt;{{Starting equipment}}&amp;lt;br&amp;gt;{{Open doors}}&lt;br /&gt;
|attack1=17 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=11&lt;br /&gt;
|base_hp=5&lt;br /&gt;
|extra_hp=4&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=dwarf&lt;br /&gt;
|species=deep dwarf&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
{{list of | deep dwarves}}&lt;br /&gt;
{{Flavour|A deep dwarf that has honed its empathy with the powers of earth and death at the cost of its natural lifeforce, transcending mortality in a peculiar dwarven fashion.}}&lt;br /&gt;
&lt;br /&gt;
'''Unborn deep dwarves''' are strange dwarven [[lich]]es. They boast powerful [[Necromancy]] along with an extremely dangerous ability to reflect damage back at you. Like all deep dwarves, they do not regenerate health naturally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
{{Spellcaster&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Agony]]&lt;br /&gt;
|slot2=[[Dispel Undead]] (3d19)&lt;br /&gt;
|slot3=[[Mirror Damage]]&lt;br /&gt;
|slot4=[[Animate Dead]]&lt;br /&gt;
|slot5=[[Haunt]]&lt;br /&gt;
|slot6=[[Mirror Damage]]&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Living characters facing unborn deep dwarves should definitely bring at least one rank of [[life protection]] to negate Agony. Undead characters can rely on summoned hordes to block the line of fire necessary for Dispel Undead to hit you. [[Abjuration]] can exorcise whatever horrible things Haunt surrounds you with. In the end, though, Mirror Damage is still the most dangerous spell they possess.&lt;br /&gt;
*As with the [[deep dwarf death knight]], when an unborn deep dwarf &amp;quot;kneels in prayer and is bathed in unholy energy,&amp;quot; that means it has activated Mirror Damage. In the console game, its glyph will change from a steady white {{White|q}} to an alternating purple {{Magenta|q}} and grey {{LightGrey|q}}. You can also see if mirror damage is active by e'''[[x]]'''amining the dwarf to see if it is &amp;quot;reflecting injuries.&amp;quot; The spell lasts approximately 20 turns.&lt;br /&gt;
*When an unborn deep dwarf is reflecting damage, do not hit it with any big [[Conjurations]]. Even if it isn't reflecting damage, don't use any massive multi-turn spells like [[Ice Storm]], [[Fire Storm]], or [[Tornado]], as it may turn on reflection halfway through the spell. Instead, snipe at it while it is not reflecting, or use summons to take it out.&lt;br /&gt;
*Deep dwarf [[ziggurat]] levels are especially dangerous due to unborn dwarves; they can reflect damage back even when offscreen, making the usual ziggurat strategies extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Unborn deep dwarves were replaced with [[unborn]] in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarf]]&lt;br /&gt;
[[Category:Obsolete monsters]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zerkitis&amp;diff=32542</id>
		<title>Zerkitis</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zerkitis&amp;diff=32542"/>
				<updated>2014-09-03T03:04:57Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Oops, wrong link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Berserk#Berserkitis]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zerkitis&amp;diff=32541</id>
		<title>Zerkitis</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zerkitis&amp;diff=32541"/>
				<updated>2014-09-03T03:04:23Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Adding a common shorted form of &amp;quot;berserkitis&amp;quot; as a redirect page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Berserk_(mutation)]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=32443</id>
		<title>Walkthrough</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=32443"/>
				<updated>2014-09-02T10:20:58Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This walkthrough charts the progress of a melee fighter wearing heavy armour who worships [[Trog]], [[Okawaru]] or [[The Shining One]]. If you have ascended using a different type of character, feel free to enhance this guide according to your experience. The progression order should apply to most characters.&lt;br /&gt;
&lt;br /&gt;
This page only covers the general strategy of the game. For specific topics and tactics, see the related pages. The following are good reads for beginners:&lt;br /&gt;
&lt;br /&gt;
*[[Escaping from (and avoiding) trouble]]&lt;br /&gt;
*[[Tips and tricks]]&lt;br /&gt;
*[[Strategy guides]]&lt;br /&gt;
*[[Character guides]]&lt;br /&gt;
*[[Weapon choice]]&lt;br /&gt;
&lt;br /&gt;
For generic character building strategy see:&lt;br /&gt;
&lt;br /&gt;
*[[Early Game Character Building]]&lt;br /&gt;
*[[Mid Game Character Building]]&lt;br /&gt;
*[[Late Game Character Building]]&lt;br /&gt;
&lt;br /&gt;
After you win the game, consider writing a character guide for your combination.&lt;br /&gt;
&lt;br /&gt;
You can also look at published wins on public servers for more hints.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
* Character Selection&lt;br /&gt;
* Early game (approx. D:1 - D:9)&lt;br /&gt;
** Pre-Temple dungeon&lt;br /&gt;
** [[Ecumenical Temple]] - pick a [[god]] and establish a temporary [[stash]] if necessary&lt;br /&gt;
** Post-Temple upper dungeon&lt;br /&gt;
** Occasional [[portal]]s appear throughout the dungeon.&lt;br /&gt;
* Early branches (order may vary)&lt;br /&gt;
** [[The Lair]], L1-6 - establish [[stash]], preferably on L1&lt;br /&gt;
** [[Orcish Mines]], L1-3 - should get you some decent weapons and armour&lt;br /&gt;
* Middle dungeon (D:10 - D:15)&lt;br /&gt;
* Middle branches&lt;br /&gt;
** [[The Lair]], L7-8&lt;br /&gt;
** [[Orcish Mines]], L4&lt;br /&gt;
** [[The Swamp]], L1-4 - may wish to delay if you cannot swim or [[fly]]&lt;br /&gt;
** [[The Shoals]] L1-4 - may wish to delay if you cannot swim or fly&lt;br /&gt;
** [[The Snake Pits]] L1-4 - may wish to delay if you lack [[poison resistance]]&lt;br /&gt;
** [[The Spider's Nest]] L1-4 - may wish to delay if you lack poison resistance&lt;br /&gt;
** [[Elven Halls]] L1-2 - should get you some accessories and books&lt;br /&gt;
* [[The Depths]] - entered on D:15&lt;br /&gt;
* Branch endings, either for loot or a rune (order may vary, delay if you have teleportitis)&lt;br /&gt;
** [[The Crypt]] L5&lt;br /&gt;
** [[The Swamp]] L5&lt;br /&gt;
** [[The Shoals]] L5&lt;br /&gt;
** [[The Snake Pits]] L5 - definitely delay if you lack poison resistance&lt;br /&gt;
** [[The Spider's Nest]] L5 - definitely delay if you lack poison resistance&lt;br /&gt;
** [[Elven Halls]] L3 - delay if you lack high magic resistance&lt;br /&gt;
* [[The Vaults]] L1-4 - You need a [[rune]] to get into The Vaults&lt;br /&gt;
** [[The Crypt]] L1-3&lt;br /&gt;
** [[The Vaults]] L5 &lt;br /&gt;
* [[The Realm of Zot]] L1-4&lt;br /&gt;
* [[The Realm of Zot]] L5 - don't pick up the [[Orb of Zot]] yet&lt;br /&gt;
* Bonus branches (optional, order may vary, some characters may find any of these very hard)&lt;br /&gt;
** [[The Slime Pits]]&lt;br /&gt;
** [[The Abyss]] - explore until you get the rune: this can take a long time&lt;br /&gt;
** [[The Vestibule of Hell]] - an excellent place for your late-game stash&lt;br /&gt;
** [[Tartarus]]&lt;br /&gt;
** [[The Iron City of Dis]]&lt;br /&gt;
** [[Gehenna]]&lt;br /&gt;
** [[Cocytus]]&lt;br /&gt;
** [[The Tomb]] - delay if you have teleportitis&lt;br /&gt;
** [[Pandemonium]] - remember to bring extra food and plenty of resistances&lt;br /&gt;
** [[Ziggurat]] (a portal can be found by wandering Pandemonium, if you haven't found one elsewhere) - only go here if you want the challenge or need more supplies or equipment; ziggurats are extremely difficult&lt;br /&gt;
* Pick up the Orb of Zot, run to Level 1, and escape!&lt;br /&gt;
&lt;br /&gt;
==Character selection==&lt;br /&gt;
Note that while race selection is locked in and significantly affects the whole game, the background/weapon selection only determines starting equipment,and skills, but doesn't affect the game in any other way (i.e you can develop any skills you choose). Also, initial god selection (if applicable) can be changed, but you will incur [[penance]], which may be deadly if you are not powerful enough yet.&lt;br /&gt;
&lt;br /&gt;
If you're new to Crawl, you'll have to experiment until you find a race/background combination that works for you. See the [[background and race combinations for beginners]] page for guidance.&lt;br /&gt;
&lt;br /&gt;
Don't forget to read the strategy guide for your character combination, if available. The available guides are listed earlier in this article.&lt;br /&gt;
&lt;br /&gt;
==Early game==&lt;br /&gt;
&lt;br /&gt;
At the start of the game, start descending through the dungeon. Sometimes you'll need to skip levels and take the first stairs down as soon as possible, without further exploration, if they appear too risky. Uniques (especially [[Sigmund]] and [[Grinder]]), [[player ghost]]s, [[ogre]]s, and bands of [[gnoll]]s or [[orc]]s all pose a significant threat on the first few levels. You may be able to isolate the most dangerous monsters and kill them from afar, or by using any tricks at your disposal -- wands, spells, branded [[throwing]] weapons. etc. -- but remember, you're under no obligation to kill the monsters '''now'''. Remember, ''you'' get more powerful over the course of the game. The uniques and other &amp;quot;local bullies&amp;quot; don't.&lt;br /&gt;
&lt;br /&gt;
Once you find the Temple, pick a god if you haven't yet (and aren't a [[demigod]]). If the particular god you want isn't in the Temple (perhaps you got the &amp;quot;corrupted temple&amp;quot;), you can find it in the main dungeon. If you're looking to convert to one of the more unusual gods (i.e. [[Beogh]], [[Lugonu]], or [[Jiyva]]), then you may have to wait until later to convert.&lt;br /&gt;
&lt;br /&gt;
Then, continue exploring the dungeon until you find the entrances to the [[Orcish Mines]] and [[the Lair]]. Even though they are generally discovered in that order, most players will find it easier to clear the [[Lair]] first. These branches are not just digressions; clearing them is a major part of the game, and you will get significant resources from each. But, speaking of digressions...&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
Throughout the game, you will find various [[portal]]s to optional levels. If a portal [[treasure trove|demands a price]], ignore it for now. Many of the portals are timed, so if you wish to enter them at all, you must do so quickly. Portal levels have different themes, and each has characteristic types of monsters and other threats. First, look up the portal, and consider whether you're equipped to deal with it. Some of these are obvious; You'll want fire resistance for the [[Volcano]], cold resistance for the [[Ice Cave]], or extra food for the [[Labyrinth]]. If the portal plays to your weak points, just skip it! (That ''is'' what &amp;quot;optional&amp;quot; means, after all.) Likewise, if the &amp;quot;guards&amp;quot; around the portal are too tough for you, you probably didn't want to go inside anyway. If the portal's timer runs out before you're ready to go in, well, that's life in the dungeon.&lt;br /&gt;
&lt;br /&gt;
If you decide to venture in, take a moment to set up your resistances and [[drop]] anything you're certain you won't need for this portal -- You'll want to bring back any useful items you find. Once you're in, take stock of the situation, and explore carefully. Keep track of the exit portals (there's always at least one handy). If you're outmatched, take what you've got so far (if anything) and skedaddle -- whatever's around the next bend surely isn't worth getting killed! If you step in and immediately face an &amp;quot;oh, sh*t&amp;quot; situation, '''RUN''', because it's not going to get easier!&lt;br /&gt;
&lt;br /&gt;
Most likely, the first portal you find will be the [[Sewer]], which is good practice for your general strategy here. The sewer features lots of water, and mostly weak monsters, but there will be [[poison]]ous snakes, and the end of the sewer can have nastier monsters. [[Fly]]ing and [[amphibious]] species may be able to reach some extra treasure because of their ability to cross deep water. The second is likely to be the [[Ossuary]], with lots of zombies and/or mummies, and occasionally more exotic undead. Both are highly variable, with many possible maps and a range of hazard levels. The [[Bailey]] may show up a bit later -- this one needs distance attacks, defense against missiles, and a fair dose of raw killing power.&lt;br /&gt;
&lt;br /&gt;
== Early branches ==&lt;br /&gt;
While most of the individual branches are more-or-less optional, you do need to clear several of them to get your [[Rune of Zot|runes]] and win the game. Often when you first reach a branch entrance, you will not be strong enough to deal with the inhabitants, so you'll have to gather experience and equipment in the main dungeon, then come back later. When you do venture in, you should normally clear ''all but the last level''. These &amp;quot;branch endings&amp;quot;, ''especially'' those with runes, are much more dangerous than the rest of their branch! It's wiser to leave them be until you've gotten more powerful and are ready to take them on. Note that runes are not needed for anything until you are ready to enter [[the Vaults]] or [[the Realm of Zot]].&lt;br /&gt;
&lt;br /&gt;
It is generally safe to clear the all but the last level of [[the Lair]] when you find it. The first 3-4 levels are not too much of a challenge. You'll find packs of rats, various fast-moving poisonous snakes, [[Giant frog|frogs]] and assorted other beasts. (Watch out for [[spiny frog]]s, an early threat.) As you go deeper, [[sheep]] and [[Yak|yaks]] will occasionally be joined by [[death yak]]s, [[elephant]]s, and sometimes even [[dire elephant]]s. The occasional [[hydra]] will rear its heads, so make sure you have a means to deal with it. Establish your [[stash]] on L2; only beasts spawn on this level, and they can't pick up items. If you start having trouble with the beasts, return to the main dungeon (or other branches) for a while, rinse and repeat. Watch out for the occasional fire-breather such as a [[lindwurm]], [[fire drake]], or even a [[mottled dragon]]. If you're confident in your abilities, you may consider clearing Lair:8; however, be prepared to leave in a hurry, as Lair:8 always has a dangerous vault that you may not be able to handle.&lt;br /&gt;
&lt;br /&gt;
Despite the entrance appearing earlier, the [[Orcish Mines]] are tougher than [[the Lair]]. While bands of plain orcs don't pose much difficulty, [[orc warrior]]s (nasty), [[orc knight]]s (nastier), and [[orc warlord]]s (deadly) may appear as you go deeper, punctuated by various [[ogre]] types and [[troll]]s. On the mystical side, you'll see plenty of [[orc wizard]]s who can turn invisible, [[orc priest]]s who can smite you from afar for serious damage, and even [[orc sorcerer]]s summoning demons. To add insult to injury, levels are often split into multiple paths, with some parts being unreachable unless you use a scroll of magic mapping and [[dig]] your way to them. You'll find the entrance to the [[Elven Halls]] on the lower levels, but don't go in yet, as the elves are much tougher than the orcs. As noted above, don't even touch the last level unless you're really &amp;quot;sweeping all before you&amp;quot; (and then watch out for [[orc warlord]]s and [[orc high priest]]s). You may also find a big [[ogre]] vault on Orc:4 -- if so, this will be your introduction to [[ogre mage]]s!&lt;br /&gt;
&lt;br /&gt;
== Middle dungeon ==&lt;br /&gt;
After you've explored the majority of the early branches, continue to explore the main dungeon, but take it slow. Monster difficulty will start to ramp up noticeably. You'll find the entrances to [[the Vaults]] and [[Hell]] before too long. When you begin to feel uncomfortable with how dangerous the dungeon's monsters are, it's time to backtrack a bit and clear the branches you've passed over so far, especially finishing the [[Orcish Mines]] and [[Lair]].&lt;br /&gt;
&lt;br /&gt;
== Middle branches ==&lt;br /&gt;
Assuming you have poison resistance by now and a way to kill hydras (spells, flaming weapons or non-bladed weapons), [[the Swamp]] should be your first target... if it exists (Only one of Swamp and Shoals will appear in any game). Be careful to only fight from solid ground unless your character does well in shallow water or can [[fly]] (if you're surprised while wading through shallow water, retreat to dry land, then turn and fight). If you lack poison resistance, you may either get a swamp dragon hide in the swamp, or do the [[Elven Halls]] L1-2 first and hope to find equipment there.&lt;br /&gt;
&lt;br /&gt;
If your game has generated the [[Shoals]] instead, the first few floors can be cleared now, so long as you're careful. Again, fight from solid ground or while [[fly]]ing to avoid incurring penalties. A source of flight is much more important in the Shoals than it is in the Swamp, as the Shoals have large patches of shallow water that you must traverse between areas of dry land. The shifting tides may even confine you to an island; if that happens, either fly to the next island or wait for the tides to shift. Expect to have to deal with foes such as [[list of merfolk|merfolk bands]], [[snapping turtle]]s, [[harpy|harpies]], and possibly even a [[kraken]].&lt;br /&gt;
&lt;br /&gt;
Afterwards, you can clear the first four floors of the [[Snake Pit]] or the [[Spider's Nest]] (again, assuming you have poison resistance). The Snake Pit is populated by [[list of snakes|snakes]] and hordes of [[list of nagas|nagas]]; a large portion of their damage comes from poisoning you, but you'll also face a few heavy melee threats such as [[anaconda]]s or [[naga warrior]]s. The Spider's nest has swarms of fast-moving [[list of arachnids|spiders]] that can quickly inflict severe poisoning, so poison resistance is almost mandatory. Decent AC is also recommended, as many spiders hit about as hard as [[yak]]s.&lt;br /&gt;
&lt;br /&gt;
If you lack poison resistance or a means of flight, clearing the first two floors of the [[Elven Halls]] may provide you with one or both of them. The Halls feature many dangerous [[list of deep elves|deep elven]] casters, especially on the third and final floor, so avoid going there for now. Even while exploring the upper floors, try to have high [[magic resistance]] to avoid getting [[Banishment|banished]]. On the physical side, there are also deep elves who love to pelt you from afar with their bows. [[Repel Missiles]] or [[Deflect Missiles]] are of great use here, if you have them.&lt;br /&gt;
&lt;br /&gt;
As you explore these areas, you may find additional portals to places like the [[Volcano]], [[Ice Cave]], or [[Labyrinth]]. Should you find one, prepare yourself adequately before entering (i.e. fire resistance for the Volcano, extra food for the Labyrinth, etc.)&lt;br /&gt;
&lt;br /&gt;
The [[Slime Pits]] are much more dangerous than any of the other branches found so far, and require quite a lot of preparation before you can clear them with any semblance of safety.&lt;br /&gt;
&lt;br /&gt;
If you wish to enter [[The Vaults]], you will need to obtain at least one rune. This means you will need to descend to L5 of [[The Swamp]], [[The Shoals]], [[The Snake Pit]], or [[The Spider's Nest]]. If you lack poison resistance, the Shoals are the least dangerous. &lt;br /&gt;
&lt;br /&gt;
[[The Vaults]] (L1-4) are next. The primary threats here are mostly physical ones, so having a decent set of armour helps. [[Plate armour]] or better is generally enough to be able to fight your way through without too much trouble. Again, the fifth and final floor of the Vaults is extremely dangerous; do not enter it yet.&lt;br /&gt;
&lt;br /&gt;
You can then explore [[the Crypt]], which is a great source of piety with [[The Shining One]]. If you worship another god and plan to switch later to [[The Shining One]], you may want to delay clearing [[the Crypt]] (although you may also use [[the Abyss]] for this purpose). [[Dispel Undead]] and the [[Necromancy]] to back it will make the Crypt almost trivial. You'll find an entrance to the [[Tomb]] somewhere along the way, but '''DO NOT ENTER IT'''. The Tomb is one of the most dangerous places in the entire game, even for end-game characters.&lt;br /&gt;
&lt;br /&gt;
== Branch endings ==&lt;br /&gt;
You should now be ready to the take the bottom floors of the various branches you've come across so far. If you're uncertain of your ability to do so, finish exploring the main dungeon first, though you won't be able to open the gate to the [[Realm of Zot]] yet. These &amp;quot;branch endings&amp;quot; are significantly different from the preceding levels, with non-random layouts and a high concentration of powerful monsters. They should be played carefully: explore in a circular fashion from the upstairs, ready to retreat at the first sign of danger, and try to pull individual monsters back to you instead of fighting large packs. See the individual branch pages for needed preparation and strategy. You will need high magic resistance for [[Elven Halls]], poison resistance for the [[Snake Pit]] and [[Spider's Nest]], a way to [[fly]] for the [[Shoals]] and [[Swamp]], and electricity resistance and high AC for [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
== Lower dungeon and Zot ==&lt;br /&gt;
After you have your first three runes, finish exploring the main dungeon, if you haven't already done so.&lt;br /&gt;
&lt;br /&gt;
Once you've cleared the main dungeon, go unlock the portal to [[the Realm of Zot]]. You should be able to clear the first four levels: they are similar to the [[Elven Halls]] and feature lots of narrow corridors inhabited by [[list of draconians|draconians]] instead of elves. Remember to use an [[amulet of resist corrosion]] to deal with yellow draconians, a source of [[electricity resistance]] for black draconians, and lots of [[fire resistance]] plus an [[amulet of resist mutation]] for [[orb of fire|orbs of fire]]. You may also consider clearing the outer portion of [[Zot:5]] -- as long as you don't go near the orb chamber, the threats you face will be primarily on the same level as the first four Zot floors.&lt;br /&gt;
&lt;br /&gt;
== Late branches ==&lt;br /&gt;
After clearing the majority of the Realm of Zot, you may choose to do a few of the optional branches. Their difficulty varies based on your character, but they provide plenty of experience, loot, and more runes. Note that you risk getting mutated in these branches, so if you already have good gear and experience, are low on [[potion of cure mutation|potions of cure mutation]], and don't plan on randomly teleporting in Zot:5, you may wish to clear that first. You may also delay some of these if you lack sufficient gear for them (such as corrosion resistance for the [[Slime Pits]] or high-power spells for [[the Tomb]]).&lt;br /&gt;
&lt;br /&gt;
If you are worshiping another god and intend to switch to [[The Shining One]], do so now and clear [[the Crypt]] to boost your piety.&lt;br /&gt;
&lt;br /&gt;
You may find a portal to a [[Wizard Laboratory]] while exploring late-game areas. These areas vary greatly in what sorts of threats you may face; look up whatever laboratory you find yourself in before proceeding.&lt;br /&gt;
&lt;br /&gt;
The [[Slime Pits]] are the easiest, but only enter if you have an [[amulet of resist mutation]] (or the mutation resistance mutation), and an [[amulet of resist corrosion]]. Clear the last level extremely carefully, avoiding the structure in the center until you've cleared everything else. Kill [[the royal jelly]], but be careful since it spawns more jellies when damaged. After you've killed the royal jelly, you can get the loot and the rune by [[dig]]ging, [[teleport]]ing, or [[Passwall]]ing through the walls of the loot chambers. Alternately, before you kill the royal jelly you can convert to [[Jiyva]], which will turn all the monsters in this branch neutral toward you and eventually unlock the rune vaults. Just be prepared to deal with your former god's wrath and hungry jellies eating your items.&lt;br /&gt;
&lt;br /&gt;
[[The Abyss]] contains another rune, but you'll have to spend a lot of time wandering through the chaotic, demon-infested realm in order to find it. Bring extra food and [[mutation resistance]], as well as any other resistances you'll need to deal with the various demons and cosmic horrors you'll find during your explorations. On the upside, you can find almost any item in the Abyss, so it's a good place to find additional equipment or supplies you're running low on. It's also a good place to build piety with [[The Shining One]], if you've already cleared the [[Crypt]] or have burned through some of your piety in other locations. In order to find the rune, you'll have to descend to at least Abyss:3.&lt;br /&gt;
&lt;br /&gt;
You can also enter [[the Vestibule of Hell]] and kill everything there for an excellent end-game stash location.&lt;br /&gt;
&lt;br /&gt;
[[Hell]]'s four branches each require particular resistances and contain fiends to [[torment]] you. Again, life protection is a must, and sustain abilities or several [[potion of restore abilities|potions of restore abilities]] is recommended. Every branch has loot and a rune at the end. You can also get the [[Sceptre of Asmodeus]] and the [[Staff of Dispater]] here. Note that you will very likely be cast into [[the Abyss]] at least once. It's recommended you read their respective pages and prepare carefully, as some of the most dangerous monsters in ''Crawl'' are found in these branches.&lt;br /&gt;
&lt;br /&gt;
[[The Tomb]], filled with mummies, is one of the most dangerous branches in the game. These cast death curses when killed (including torment for priests and greater mummies), but the real problem are mummy priests and greater mummies, who can both torment *and* smite you, resulting in a quick death; this can be mitigated with torment resistance or immunity. [[Kikubaaqudgha]] provides protection from mummy curses at high piety, so his worshippers should have relatively little difficulty. Alternately, if you are a summoner or a follower of a god who grants summoning invocations ([[The Shining One]] is perfect here), you can let your summons handle the mummies, though you'll need to proceed carefully. Life protection is a must to reduce harm from torment. [[The Tomb]] contains loot at the very end and a rune. If you have teleportitis and lack torment resistance, avoid it. Some players may be able to survive this branch anyway, but it's quite risky.&lt;br /&gt;
&lt;br /&gt;
== Zot:5 ==&lt;br /&gt;
If you do have teleportitis, no means to cure it, and don't plan to randomly teleport in Zot:5 or can still become stronger, you may want to do [[Pandemonium]] or [[the Abyss]] first in hopes of finding a potion of cure mutation (or enough potions of mutation to randomly remove it). You could also attempt a [[Ziggurat]], although that can quickly become ''very'' dangerous, so don't be afraid to leave early. If you don't want all the runes, you may also consider converting to Zin and building piety with donations to use his Cure All Mutations ability.&lt;br /&gt;
&lt;br /&gt;
Read [[Zot:5]] for more details on the level itself and the strategies for clearing it. In any case, this is the time to clear out the Orb chamber in preparation for your ascension.&lt;br /&gt;
&lt;br /&gt;
== Bonus branches ==&lt;br /&gt;
You can now take the Orb and ascend for a multi-rune, but not &amp;quot;complete&amp;quot; win... ''or'' you can leave the Orb in place and prepare for [[Pandemonium]]. Make sure you bring plenty of food, and the recommended equipment/resistances described on that page.&lt;br /&gt;
&lt;br /&gt;
When entering a new [[Pandemonium]] level, check for a message indicating the presence of a powerful demon lord. If such a message appears, this is your one chance to kill the demon lord and grab the rune (in [[Cerebov]]'s level, make sure you get the loot from his castle, too). Otherwise, explore and take the first portal you find to a new [[Pandemonium]] level. If you stumble across a randomly-named demon, kill him and see if there is a demonic rune. If you've killed [[Mnoleg]], [[Gloorx Vloq]], [[Lom Lobon]] and [[Cerebov]] and still have no demonic rune, continue through [[Pandemonium]] until you find one.&lt;br /&gt;
&lt;br /&gt;
After all this, or in case you stumble upon a portal to one while roaming [[Pandemonium]], you can raid one or more [[Ziggurat]]s. Note that this can be extremely dangerous and the loot will be virtually useless since you can already kill everything in the game anyway. If you haven't found a portal to a [[Ziggurat]] yet, you may be able to create one using a legendary deck of changes or a legendary deck of dungeons. Failing that, just wander around [[Pandemonium]] until you find one.&lt;br /&gt;
&lt;br /&gt;
Finishing a [[Ziggurat]] is extremely hard: the later levels may be full of multiple Pan lords who haste themselves and summon tormenting and smiting demons before casting [[glaciate]] and [[firestorm], so there may be no safe strategy for it with your current character. Nonetheless, it is possible to fully clear them. Of course, you may also opt to enter one earlier (having found or made a portal) to get some of the loot in the upper floors, which are often quite survivable.&lt;br /&gt;
&lt;br /&gt;
Once you have done all that, find an exit from [[Pandemonium]]; while exits to the Dungeon are safer to use, exits through the [[Abyss]] are far more common. If you want the abyssal rune and haven't found it yet, wander around the Abyss until you find it. At this point, you can search for a portal back to the dungeon and make your way back to Zot:5.&lt;br /&gt;
&lt;br /&gt;
== Ascension ==&lt;br /&gt;
So, when you've finished ransacking every place you wish, just proceed to Zot:5 and claim the [[Orb of Zot]]! To save yourself a bit of distance, consider using [[Apportation]] to drag the Orb over to the nearest staircase (though this will take a while and make tons of noise, which is why you should clear out the Orb chamber first). Be warned that from the time you pick up the Orb, all portals in the dungeon will close, sealing off Hell and the other netherworlds. Furthermore, you will be under -cTele (that is, no teleport control ''anywhere'') from this point on.&lt;br /&gt;
&lt;br /&gt;
To finish the game, simply book it towards D:1. Make use of the game's autotravel feature (Ctrl+G), which will automatically calculate the shortest route to your destination. Your priority now is speed: use every method of speeding yourself up available to you, whether it's [[haste]], [[Swiftness]], [[dig]]ging yourself a shortcut, or anything else. Make use of any potions, scrolls, or wands that can help you travel more quickly, and don't worry about [[magical contamination]]; it doesn't matter if you exit the Dungeon as a [[Blurry Vision|half-blind]], [[deformed]], [[mutation|mutant]] [[Herbivore|vegan]] so long as you've escaped safely.&lt;br /&gt;
&lt;br /&gt;
Occasionally residents of Pandemonium will appear to block your path, including [[Pandemonium lord]]s. If you can get around them, do so. If they block your path completely, only fight if you can clear a path within a few turns; otherwise, [[dig]] yourself a new path or take another route. Though you'll be under permanent -cTele, you can still make a semi-controlled [[blink]] by using a [[scroll of blinking]] or [[Controlled Blink]]; a random teleport, whether from a [[scroll of teleportation|scroll]] or [[wand of teleportation|wand]], can also get you free of a blockade. Only stop to heal if you're in danger of dying, and use any means of healing quickly that remain at your disposal. Just travel as quickly and efficiently as possible, avoid getting pinned down, and you should escape without too much trouble.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] [[the Depths]] branch replaced D:17-27, and it was made necessary to obtain a [[rune of Zot]] to enter [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Electricity_resistance&amp;diff=32421</id>
		<title>Electricity resistance</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Electricity_resistance&amp;diff=32421"/>
				<updated>2014-09-01T18:07:57Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: Redirected page to Electricity#Electricity Resistance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Electricity#Electricity_Resistance]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fly&amp;diff=32420</id>
		<title>Fly</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fly&amp;diff=32420"/>
				<updated>2014-09-01T15:17:29Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
'''Fly''' is a [[status effect]] that sends you soaring above the ground. A flying player can ignore water, [[lava]], and most traps, gains a bonus to [[stealth]], receives twice the normal benefit of the [[Swiftness]] spell, and gets a small increase to speed if the character is a [[tengu]].&lt;br /&gt;
&lt;br /&gt;
Its only downside is that you take extra damage from [[Airstrike]].&lt;br /&gt;
&lt;br /&gt;
Player species with the innate ability to fly include [[gargoyle]]s and [[tengu]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.12]] and earlier, flight reduced self-damage taken from static discharge, and negated additional damage from [[electrocution]] weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;br /&gt;
[[Category:Movement]]&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=ARCHIVED_Nabalzbhf%27s_Merfolk_Ice_Elementalist_Guide&amp;diff=32419</id>
		<title>ARCHIVED Nabalzbhf's Merfolk Ice Elementalist Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=ARCHIVED_Nabalzbhf%27s_Merfolk_Ice_Elementalist_Guide&amp;diff=32419"/>
				<updated>2014-09-01T14:48:02Z</updated>
		
		<summary type="html">&lt;p&gt;Nabalzbhf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character guide}}&lt;br /&gt;
{{version015}}&lt;br /&gt;
&lt;br /&gt;
If you choose a [[Merfolk]] [[Ice Elementalist]], you get to play with a lot of different options. You're already an excellent melee fighter with your [[Polearms]]/[[Dodging]] aptitudes, but you also have [[Ozocubu's Armour|great]] [[Condensation Shield|buffs]] for defense, a [[Summon Ice Beast|summon]] for backup, and some [[Throw Frost|Conjuration]] [[Throw Icicle|spells]] for dealing with enemies at a distance!&lt;br /&gt;
&lt;br /&gt;
If you haven't already, read the [[walkthrough]] and [[strategy guides]]. This guide assumes at least some familiarity with Crawl, and therefore doesn't cover extremely general aspects of the game.&lt;br /&gt;
&lt;br /&gt;
This guide is partially based on [[Vigrid's Hill Orc Fighter Guide]], so if you're looking for something with less spellcasting and more smashing stuff with shiny weapons, definitely check that out. If anyone wants to edit ''this guide'', I only ask that you do two things: Replace incorrect information rather than outright removing it, and keep things general so that players can adapt it to suit their needs.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
These are the skills you should be considering, and some information as to why. Visit the [[skill]] page for information on any I didn't cover.&lt;br /&gt;
&lt;br /&gt;
===Major Skills===&lt;br /&gt;
*'''[[Polearms]]:''' Focus this immediately! Once you reach [[minimum delay]] with your current weapon, you can begin to focus on other skills.&lt;br /&gt;
*'''[[Fighting]]:''' This increases your accuracy, and your [[HP]]. Good if you don't want to die from one hit.&lt;br /&gt;
*'''[[Dodging]]:''' Your most important defensive skill. Keep it high, and stay away from heavy armour.&lt;br /&gt;
*'''[[Charms]]:''' Used by everything from [[Ozocubu's Armour]] to [[Haste]]. Definitely keep an eye on this.&lt;br /&gt;
*'''[[Ice Magic]]:''' Obviously you should raise this, all of your starting spells use it.&lt;br /&gt;
&lt;br /&gt;
===Minor Skills===&lt;br /&gt;
*'''[[Shields]]:''' Extra protection at the cost of decreased damage. Read the &amp;quot;armour&amp;quot; section below for more information.&lt;br /&gt;
*'''[[Armour]]:''' You'll put XP into this eventually, especially if you end up wearing [[fire dragon armour]]. Just don't start off too fast.&lt;br /&gt;
*'''[[Spellcasting]]:''' This mainly gives you extra spell slots, level this if you need more spells.&lt;br /&gt;
*'''[[Conjurations]]:''' This can help get spells like [[Throw Icicle]] castable, but it's not too important.&lt;br /&gt;
*'''[[Summoning]]:''' A few levels for summon ice beasts is fine, but don't invest in this much.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*'''[[Evocations]]:''' An early [[ring of invisibility]] or [[amulet of rage]] is very useful. Level this as needed.&lt;br /&gt;
*'''[[Invocations]]:''' You'll want at least enough to bring your god abilities' failure rates into the single digits, possibly more depending on the god.&lt;br /&gt;
*'''[[Stealth]]:''' Being able to run away before a fight even begins is always good. Invest a few levels in this.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
You'll want [[Dexterity]] for increased [[evasion]] most of the time, but if you move on to heavier armours, [[Strength]] can help offset the spellcasting and evasion penalties. For instance, you'll want '''at least''' 11 strength if you're wearing [[fire dragon armour]]. Your starting [[Intelligence]] is more than enough, just don't assume you'll ever be casting [[Glaciate]].&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
If never use spells, your character will almost certainly die, it's as simple as that. If you don't want to cast, go play a Berserker. By the end of your game you'll want a wide selection, but it's best to start off slow, getting your most important spells castable. Then you can branch out.&lt;br /&gt;
&lt;br /&gt;
===Starting Spells===&lt;br /&gt;
'''[[Freeze]]''' will be your primary form of attack until you've raised your pole-arm skill. It ignores AC/EV, and slows cold-blooded enemies like [[adder]]s, but the damage caps out fairly quick.&lt;br /&gt;
&lt;br /&gt;
'''[[Ozocubu's Armour]]''' should be the second or third spell you learn. It offers AC, helping to offset your poor armour aptitude, and could last you well into the late game!&lt;br /&gt;
&lt;br /&gt;
'''[[Throw Frost]]''' is good for taking out stuff at a range, grab it when you get the chance, either before or after Ozo's.&lt;br /&gt;
&lt;br /&gt;
At this point, you have a few options. Pick up '''[[Condensation Shield]]''' for more defense, '''[[Throw Icicle]]''' for increased ranged damage, or '''[[Summon Ice Beast]]''' for allies that can help you fight and [[pillar dancing|escape]]! All of these are good, so pick up whichever you want, whenever you need it.&lt;br /&gt;
&lt;br /&gt;
===Later Spells===&lt;br /&gt;
Further ice spells you can learn include [[Bolt of Cold]], [[Freezing Cloud]] and [[Ozocubu's Refrigeration]]. All of these are very effective against groups of enemies, but none of them are necessary, so I would advise being choosy about which ones you memorize.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, charms are definitely recommended. [[Repel Missiles]], [[Regeneration]], [[Shroud of Golubria]], [[Spectral Weapon]], [[Control Teleport]], [[Deflect Missiles]], and [[Haste]] are all excellent spells.&lt;br /&gt;
&lt;br /&gt;
Some cheap but useful spells from other schools include [[Animate Skeleton]], [[Apportation]], [[Blink]], [[Cure Poison]], and [[Summon Butterflies]].&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Equiptment is very important for any class, but it's especially so for a melee heavy one like MfIE. Thankfully, [[polearms]] are abundant in the dungeon, and decent armour isn't rare by any means.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
When you start, you'll have to use whatever polearms are available. This means even if you plan on using a shield later, it's fine to use a good two-handed weapon early on. Just swing your weapon a few times to check its current [[weapon speed|delay]], and be very cautious if it's anything above 1.0. Never bother with Scythes, unless they're an especially good artefact.&lt;br /&gt;
&lt;br /&gt;
For quick weapons like [[spear]]s and [[trident]]s, flat brands like [[draining]], [[electrocution]], and [[venom]] are good. Venom is especially good for kiting! For two-handed weapons like [[halberd]]s and [[glaive]]s, scaling brands like [[frost]], [[flame]], and [[vorpal]] are also good. If your two-handed weapon doesn't have a [[flame]] brand, make sure to keep a spear or trident for hydras.&lt;br /&gt;
&lt;br /&gt;
In all cases, if you find a good weapon with a [[holy wrath]], [[Speed (brand)|speed]], or [[vampiric]] brand, hold onto it! [[Protection]] weapons can also be good, since your armour's AC value will be low throughout the early-mid game.&lt;br /&gt;
&lt;br /&gt;
Eventually you'll want a [[demon trident]] if you're using shields, and a [[bardiche]] if you aren't. While you can't use a [[demon trident]] while worshipping a [[good god]], [[The Shining One]] will transform one into the even better [[trishula]].&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
You'll want to stick to robes and leather armour at first, since [[Ozocubu's Armour]] requires armour with an [[encumbrance rating]] of 4 or lower. If you absolutely need a particular [[resistance]] (such as [[poison resistance]] for [[Swamp]]), it might be worth wearing ring mail to get it, if you have no other option (such as a ring).&lt;br /&gt;
&lt;br /&gt;
Eventually you might move on to a heavier armour. [[Dragon armour]] is popular in the late game, especially [[fire dragon armour]] for [[Zot]]. Anything heavier than that is not recommended, as it will heavily impede your [[evasion]].&lt;br /&gt;
&lt;br /&gt;
Shields are popular for their extra defense, at the cost of a lower damage output. Playing with and without a shield is acceptable, so often it's best to decide based on what spawns in your game. If you run across a &amp;quot;[[shield]] of [[Resistance (ego)|resistance]]&amp;quot; early on, definitely use shields. If you run across a [[vampiric]] [[bardiche]], use that instead!&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
*'''[[Okawaru]]:''' The invocations Heroism and Finesse are both simple yet powerful additions to your toolbox, and he will give you weapons and armour of variable usefulness as you progress through the dungeon. While you can easily complete the game with Oka, if you want to collect all 15 [[Rune of Zot|Runes of Zot]], swapping to another god is recommended ([[The Shining One]] is a popular choice).&lt;br /&gt;
&lt;br /&gt;
*'''[[Makhleb]]:''' Health on kills, piety-powered destructive blasts and the ability to summon demons. His summons are much more powerful than ice-beasts, and HP is always useful, so Makhleb is a good choice. The one catch is you absolutely have to level invocations, or risk summoning hostile demons.&lt;br /&gt;
&lt;br /&gt;
*'''[[Yredelemnul]]:''' Perhaps the absolute best god if all you want to do is win. He allows you to raise the dead to fight by your side, and gifts undead allies, all of which become more powerful once you can [[haste]]n them. In addition to that, Pain Mirror is a great panic button, Drain Life can heal you when you need it most, and Enslave Soul allows to make any unique in the game your permanent servant.&lt;br /&gt;
&lt;br /&gt;
*'''[[The Shining One]]:''' A poor choice for the early game due to his restrictions, but one of the absolute strongest gods for the extended game. He has so many useful abilities, I'm not even going to try and list them all here. If you want to swap from Okawaru to TSO, make sure to not clear [[Crypt]] until you've made the change.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
*''Remember your buffs''. Casting Ozocubu's Armour and Condensation Shield before a tough fight can be the difference between life and death.&lt;br /&gt;
*''Use your ranged attacks''. Trolls, giants, and any other highly-competent melee combatant should get some ice to the face before they get too close. Never engage them in straight melee.&lt;br /&gt;
*''Know thy enemy''. Examine every foe you encounter. If they look dangerous, they probably are, and you shouldn't wade into an entire horde of them.&lt;br /&gt;
*''Merfolks love water''. It makes you faster, better at dodging, and deep water can keep away plenty of enemies.&lt;br /&gt;
*''Better them than you''. If you have allies, such as [[ice beast]]s, generally you want them to take hits for you, or at the very least, distract the weaker enemies while you mop up the rest. The game will continue if they're dead. It'll stop if you're dead.&lt;br /&gt;
*''Items, Items, Items''. If you have less than 5 varieties of scroll, wand, ring, amulet and potion on your person, chances are you're woefully under-prepared for the challenges ahead.&lt;/div&gt;</summary>
		<author><name>Nabalzbhf</name></author>	</entry>

	</feed>