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		<updated>2026-04-29T07:09:28Z</updated>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Qazlal_Stormbringer&amp;diff=42971</id>
		<title>Qazlal Stormbringer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Qazlal_Stormbringer&amp;diff=42971"/>
				<updated>2016-09-05T17:24:54Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* Given Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:Qazlal altar.png]] ''&amp;quot;Let the forces of nature tear it all down!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Qazlal Stormbringer is a violent god of tempests, who delights in unleashing the forces of nature against the unsuspecting. Those who invite Qazlal's gaze will find themselves the eye in a storm of elemental destruction, from which only their god can protect them. Pious worshippers of Qazlal will gain the ability to direct and control the destructive might of the storm.&lt;br /&gt;
&lt;br /&gt;
Followers of Qazlal are protected from the clouds they create. As a follower of Qazlal gains divine favour, they are slowly surrounded by a loud storm, causing elemental clouds to appear near them, blocking attacks, and (for the particularly devout) deflecting incoming projectiles. Qazlal allows followers to incite nature against their foes, causing a localised natural disturbance or, for particularly devout followers, a more widespread disaster. Followers of Qazlal can give life to elemental clouds, turning them into elementals whose loyalty depends on the origin of the cloud. Followers can gain temporary resistances against the elements on taking damage from that element. Qazlal will eventually offer more permanent protection against an element of the devotee's choosing.&lt;br /&gt;
&lt;br /&gt;
Qazlal likes it when you or your allies kill living beings, you or your allies kill the undead, you or your allies kill demons and you or your allies kill holy beings.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Qazlal Stormbringer (or any other deity).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing natural, undead, demonic, or holy beings. The higher the enemy's [[HD]], and the lower your [[experience level]], the better the odds of you gaining [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Forgetting him (Your piety will slowly decrease over time).&lt;br /&gt;
*Abandoning him.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;[Your Species] Mishap&amp;quot;&lt;br /&gt;
*All worshipers are immune to the negative effects of any [[cloud]]s they generate, regardless of source. Naturally-occurring and enemy-generated clouds will harm you as normal, however. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Lightning Rod&amp;quot;&lt;br /&gt;
*Storm Shield: You passively generate randomly selected elemental clouds within two tiles of your location. Possible clouds include [[Conjure Flame|flaming clouds]], [[Freezing Cloud|clouds of freezing vapour]], clouds of thunder, and clouds of sparse dust. These deal their corresponding elemental damage to enemies which stand in them, provide you with a bonus to [[SH]], and generate significant amounts of [[noise]] at all times, greatly reducing your ability to be [[stealth]]y. The frequency with which these clouds generates, as well as the amount of noise they generate, rises with piety. This skill is upgraded further at **** piety (see below).  Note that Storm Shield clouds do not spawn in corridors (clouds only generate when a selected tile has no more than 3 adjacent walls), though the associated [[SH]] remains in effect.&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;[Your Species] Disaster&amp;quot;&lt;br /&gt;
*Upheaval: Blast a small [[smite]]-targeted area with elemental forces, dealing either [[fire]], [[cold]], [[electricity]], or earth (physical damage. Three of the elements also have an associated additional effect: fire creates temporary [[lava]] tiles nearby (shoving items aside), cold will [[Frozen|freeze]] the targets, while electricity will deal bonus damage to flying monsters. Raising [[Invocations]] increases this ability's damage, as well as its success rate and the area of effect (ranging from a single tile to a 2-radius burst). Costs 4 [[MP]], 3-5 piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Eye of the Storm&amp;quot;&lt;br /&gt;
*Elemental Force: Convert nearby clouds into [[list of elementals|elementals]]. Clouds you've created will produce friendly elementals, naturally occurring clouds will create neutrals, and clouds created by monsters will create hostiles (worth no XP). Invocations determines its success rate and the number of clouds affected per use. Costs 6 MP, 6-9 piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;[Your Species] Catastrophe&amp;quot;&lt;br /&gt;
*Upgraded Storm Shield: At **** piety, Storm Shield also grants you a permanent [[Repel Missiles]] effect and grants a small amount of [[SH]].&lt;br /&gt;
*Elemental Adaptation: Taking elemental damage occasionally grants you a single rank of resistance to the element of the damage. The following elements can be affected:&lt;br /&gt;
**[[Fire]]&lt;br /&gt;
**[[Cold]]&lt;br /&gt;
**Earth (this equates to physical attacks, granting you a small boost to [[AC]] and [[SH]])&lt;br /&gt;
**[[Electricity]]&lt;br /&gt;
*This resistance lasts for '''X''' turns. Passive, no cost.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;[Your Species] Cataclysm&amp;quot;&lt;br /&gt;
*Disaster Area: Unleash several uncontrollably aimed Upheavals at locations within your [[line of sight]]. Invocations increases damage dealt, success rate, and number of Upheavals. No square adjacent to you is affected.  Costs 7 MP, 10-15 piety.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;End of an Era&amp;quot;&lt;br /&gt;
*No new abilities&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Qazlal does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Qazlal's wrath is swift and unmistakable. Sinners are stripped of their resistances, assaulted by furious elementals, and surrounded by waves of molten lava.}}&lt;br /&gt;
Upon abandoning Qazlal, you are given 25 penance. Every so often, he will afflict you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
*33.3%: Summons hostile, [[durably summoned]] [[fire elemental|fire]], [[water elemental|water]], [[earth elemental|earth]], or [[air elemental]]s near you, upgraded with [[HD]] equal to your [[experience level]]. These are far more dangerous than normal elementals.&lt;br /&gt;
*33.3%: Causes a mighty clap of thunder at your location, generating significant levels of [[noise]].&lt;br /&gt;
*33.3%: Give you one of the following temporary mutations: rF--, rC--, rElec-. These are transient [[mutation]]s similar to those caused by [[wretched star]]s, and are removed as you gain XP.&lt;br /&gt;
All the time it will cause noise 50% of the time before other possible actions.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
True to his name, Qazlal Stormbringer brings an unparalleled amount of elemental devastation to bear for his worshipers. Even without training [[Invocations]], he greatly increases your damage output by blasting random tiles near your character with elemental fury. At low piety, this will rarely have much effect, but at high piety you will regularly see enemies take massive damage as the storm around you rages. This awesome devastation comes at a price, however - as your piety rises, you will generate more and more passive [[noise]] each turn. This eventually winds up being louder than if you [[t|shouted]] each and every turn, matching a [[Fireball]] spell in volume. As such, expect wandering monsters to find you wherever you go, particularly in quiet areas such as [[the Crypt]] and [[the Tomb]], and don't bother with the [[Stealth]] skill. Try to pull difficult enemies back to already-cleared areas to mitigate the threat of reinforcements.&lt;br /&gt;
&lt;br /&gt;
With Invocations, Qazlal becomes an extraordinarily powerful offensive force, in particular due to Upheaval and Disaster Area. Upheaval is a powerful smite-targeted ability which grows in area as your Invocations rises, eventually becoming a smaller, cheaper, random element [[Fire Storm]]. Blasting threatening enemies from the edge of your [[line of sight]] is easy, but mind your [[piety]] - spamming it can quickly cost you a * or two. Disaster Area is similarly devastating, but on a much larger scale; bursts of Upheaval will strike random locations within your line of sight, eradicating everything it strikes (at sufficiently high Invocations levels anyway). Even more expensive than Upheaval, this should only be used when you are facing plenty of enemies and want to wipe them out quickly. Also, be aware that it will never affect your tile or any tile adjacent to you.&lt;br /&gt;
&lt;br /&gt;
Elemental Force is less dramatic, but still has its uses. Quickly creating a small army of elementals can greatly increase your damage output, and will help distract dangerous opponents. Use it to call in some quick allies or to create a diversion, allowing you to flee to a nearby staircase.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to summon mercenaries using the [[Mercenary card]] while worshiping Qazlal, as they will not be immune to your storm clouds.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], Qazlal's wrath didn't cause noise 50% of the time before other possible actions, and could inflict bad mutation [[Deformed]] body. &lt;br /&gt;
&lt;br /&gt;
Qazlal Stormbringer was added in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
During Qazlal's original development, its final gift at maximum piety was to permanently grant the player a single rank of any elemental resistance. This was removed before release, however.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Qazlal_Stormbringer&amp;diff=42891</id>
		<title>Talk:Qazlal Stormbringer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Qazlal_Stormbringer&amp;diff=42891"/>
				<updated>2016-08-23T00:30:05Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When in 1 wide hallways, no storm clouds are created, can anyone confirm whether or not you still make noise? -[[User:orecros|orecros]] ([[User talk:orecros|talk]]) 19:28, 22 August 2016 (CEST)&lt;br /&gt;
&lt;br /&gt;
Commit that removed the permanent resist: http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=2744e81ddbcc -[[User:Slitherrr|Slitherrr]] ([[User talk:Slitherrr|talk]]) 03:36, 20 August 2014 (CEST)&lt;br /&gt;
:Yeah, I read about that. Apparently people just kept picking the AC boost, which was kind of a boring final mechanic. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 13:55, 20 August 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=34355</id>
		<title>Formicid</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=34355"/>
				<updated>2015-03-13T04:30:16Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Formicids are a species of humanoid ants. Just like their tiny insect ancestors, the Formicids are well adept at earth work, both on the physical and magical sides. Their abilities have been used to tunnel immense underground communities and structures, many of which are tens of thousands of years old.&lt;br /&gt;
&lt;br /&gt;
Perhaps unfortunately, their strong ties to earth have left them completely impervious to being teleported or hasted; Formicids are tied to the Earth with a complete sense of stasis. While this is seemingly a bad effect for a dungeon adventurer, stasis has the beneficial effect of preventing many types of nasty hexes and maledictions.&lt;br /&gt;
&lt;br /&gt;
With the ability to lift ten times their own weight, the Formicids have strength rivaling that of ogres. This, along with the fact that they have four arms, allows Formicid warriors to carry both a shield and a two-handed weapon at the same time.&lt;br /&gt;
&lt;br /&gt;
Formicids make good earth and venom mages, but are quite capable at both melee and ranged combat too, albeit a bit flimsy. They are naturally bad at air magic and conjurations.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Antennae]] 3: Formicids can sense monsters within 7 tiles (even through walls) and can also [[see invisible]].&lt;br /&gt;
**Formicids cannot wear any form of headgear.&lt;br /&gt;
*Formicids have four arms, and can treat most melee and ranged weapons as one-handed. [[Giant club]]s, [[giant spiked club]]s, and [[large rock]]s are still too large for them to wield, however. Their multiple limbs also allow them to use shields with the same reduced penalties as large races.&lt;br /&gt;
*Formicids can [[dig]] through walls as an innate ability. First, they have to extend their mandibles, and then move into a [[rock wall]] or [[iron grate]] to start making the tunnel. Digging takes 2+[[movement delay]] [[aut]]s per square, makes some noise, and has a hefty food cost.&lt;br /&gt;
*Formicids can create a [[shaft]] under themselves as an innate ability, allowing them to escape downwards, but at the cost of making a great deal of noise. (This ability does not function on the last level of a [[branch]], nor in [[the Abyss]], [[Hell]], [[Pandemonium]], or [[Ziggurat]]s.)&lt;br /&gt;
*Formicids have permanent [[stasis]], rendering them unable to take advantage of translocative effects, [[Haste]], [[Finesse]], and [[berserk]], but also granting immunity to [[paralysis]] and [[slow]]ing (but ''not'' [[petrify|petrification]]). [[Lugonu]]'s Bend Space ability and the [[Passage of Golubria]] spell work as normal, however.&lt;br /&gt;
&lt;br /&gt;
Formicids have a base [[Strength]] of 10, [[Intelligence]] of 5 and [[Dexterity]] of 4 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Abyssal Knight]], [[Healer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]]&lt;br /&gt;
*'''Mages:''' [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[intelligence]] every 4th level.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*10% more [[MP]] than average, before stepdowns.&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Formicids receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Formicid}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Formicids are blessed and cursed with some of the most dramatic species mutations in ''Crawl'', resulting in a very unique play experience. Their ability to wield 2-handed weapons and shields simultaneously, coupled with their high Armour skill aptitude and access to almost all armour, allows them to deal stupendous amounts of damage without sacrificing anything from their defenses. Although they still can't wield [[giant club]]s, wielding any 2-handed weapon in one hand is still a massive advantage, making a formicid with end-game quality equipment far deadlier than most.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they also come with one of the heaviest handicaps of any species, making it difficult to survive dangerous encounters that others can simply bail on. While permanent [[stasis]] does protect you from [[slow]] and [[paralysis]] effects, it also disables a wide variety of incredibly useful panic buttons; [[teleport]]s and [[blink]]s are the most obvious, but all sources of [[haste]] and [[berserk]]ing are also rendered useless, as well as [[Okawaru]]'s Finesse. Where some characters can simply buff up and plow their way through dangerous foes or crowds of attackers, disappearing if a fight starts looking unwinnable, a formicid must play more cautiously. &lt;br /&gt;
&lt;br /&gt;
Take advantage of the resources formicids have at their disposal. Your innate [[Dig]] ability allows you to create choke points, making it much safer to fight large bands of enemies. As it is fairly slow to use, you may want to create tunnels in advance, near areas where there are multiple enemies. Assuming you aren't at the bottom floor of a branch, your [[Shaft]] ability is a guaranteed escape from any fight, but consider using it ''before'' you're at the brink of death; it takes a few turns to kick in, and it's much easier to survive on an unexplored, dangerous floor when you're relatively unscathed. Spells that disable enemies ([[Slow]], [[Petrify]], [[Cause Fear]], and other [[Hexes]]) are excellent for making getaways. While formicids can't blink normally, [[Dithmenos]]' Shadow Step provides an effect similar to [[Controlled Blink]], although it requires a sleeping (or otherwise stationary) target. Likewise, [[Passage of Golubria]] and [[Lugonu]]'s Bend Space ability cause space to bend, not you, and thus still function as normal for you. [[Swiftness]] still functions correctly for you, so if you need a quick (but not lengthy) escape, it may be your best option&lt;br /&gt;
&lt;br /&gt;
Your antennae and high Stealth aptitude allow you to see large bands and dangerous opponents before engaging them, making it much easier for you to lure individuals away from a group or simply avoid the fight entirely. When pursued by an enemy you can't outrun or hex, luring it over a [[teleport trap]] is a great way to lose it, so keep an eye out for those. Be careful not to enter the trap yourself though, as it will vanish in spite of your stasis. Most importantly, don't forget that simply walking away before an impossible fight begins is sometimes the best option you've got. This makes [[boots]] of [[running]] particularly desirable; it is one of the only methods a formicid has of outrunning opponents.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], formicids could throw large rocks.&lt;br /&gt;
&lt;br /&gt;
Formicids were added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
During much of their development, formicids were known as '''dwants''' (or '''dwarf-ants'''). They also had less HP but leveled even faster than humans. In addition, they were particularly vulnerable to [[poison]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[http://git.develz.org/?p=crawl.git;a=shortlog;h=refs/heads/dwants Formicid development branch]&lt;br /&gt;
&lt;br /&gt;
[https://crawl.develz.org/tavern/viewtopic.php?f=8&amp;amp;t=8298 Tavern discussion]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Shoals&amp;diff=34354</id>
		<title>The Shoals</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Shoals&amp;diff=34354"/>
				<updated>2015-03-13T01:19:22Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* Monsters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
{{flavour|From afar you hear the steady sounds of waves and smell the salty spray. Upon reaching the Shoals, you are impressed by exotic underground beaches, making up a few islands in a vast sea. All of a sudden, a bloodcurdling scream fills the air, followed by a gurgle. Anxiously, you look around and wonder: Who is the predator? And who is the prey?&lt;br /&gt;
&lt;br /&gt;
The Shoals are five levels deep and contain the barnacled rune. A dungeon features only two of the Snake Pit, Swamp, Shoals and Spider Nest branches. If the Shoals are present, the entrance is located between Lair:3 and Lair:6.&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|Here be the Shoals: exotic underground beaches, salty spray and creatures that bite, stab and maul.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Shoals entry.png]] '''The Shoals''' branch is an archipelago of islands surrounded by deep waters, and home to many aquatic creatures and [[merfolk]]. Although dangerous, their lowest floor contains several treasure vaults and the barnacled [[rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
If you find the Shoals, you will not find [[the Swamp]] in your current game. The Shoals entrance is located between [[Lair]]:3 and Lair:6.&lt;br /&gt;
&lt;br /&gt;
The Shoals are 5 floors deep and set at sea, in a little archipelago of islands with beaches, tides, mangroves, and monsters. Unless you're amphibious or [[fly]]ing, you'll need to go up and down several flights of stairs to fully explore each floor. Also, mind the tide; as time passes, dry land will gradually turn to [[shallow water]], which can then turn to deep [[water]] (though this will eventually reverse itself when the tide goes back out).&lt;br /&gt;
&lt;br /&gt;
The Shoals are somewhat more difficult than the Swamp. There are few places to hide and you'll be attacked from all directions by polearm-wielding [[merfolk (monster)|merfolks]], [[Merfolk javelineer|javelineers]], and the occasional [[cyclops]]. There are also [[merfolk aquamancer]]s who take advantage of the terrain with their water magic, fast-moving [[harpies]] which steal your food, seductive [[siren]]s who'll pin you against the water's edge, vicious [[alligator snapping turtle]]s, and devastating [[kraken]]s. In exchange for this added difficulty, [[shop]]s will occasionally generate here.&lt;br /&gt;
&lt;br /&gt;
===Shoals:5===&lt;br /&gt;
The last floor is significantly more difficult than the earlier four. Shoals:5 is often heavily populated with several uniques (the sea witch [[Ilsuiw]] almost always makes an appearance) and legions of merfolk. Expect to face elemental damage in the form of [[brand]]ed polearms, and make sure to have at least rC+ before engaging Ilsuiw, as she can deal tremendous amounts of damage with [[Throw Icicle]]. Proceed carefully, explore the various chambers cautiously, try not to engage too large a band of merfolk at once, and fight on staircases when possible so you can retreat if overwhelmed.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*High [[EV]] and [[magic resistance]] are recommended for this branch. This means spellcasters and [[dodge]]rs are generally better suited for this place, while armour-dependent melee characters will struggle to survive. [[Repel Missiles]] and [[Deflect Missiles]] are almost mandatory for spellcasters to protect against spear-throwing and javelin-throwing merfolk.&lt;br /&gt;
*[[Flight]] and possibly [[Swiftness]] will make exploration a lot easier. Failing that, have some means of [[blink]]ing or [[teleportation]] in case you wind up trapped on an island waiting for the tide to set you free.&lt;br /&gt;
*Unless you're amphibious or flying, stay out of the water when fighting to avoid combat penalties.&lt;br /&gt;
*You can take cover behind rock walls, but try not to do this unless you are certain that there aren't even worse things behind them.&lt;br /&gt;
*It's easy to wake up entire hordes of merfolk if you aren't careful. [[Stealth]] pays off here, as does luring enemies to you instead of charging into combat.&lt;br /&gt;
*Mermaids and sirens have dangerous abilities that can cut off your ability to escape. They should be a high priority when encountered in any group.&lt;br /&gt;
*Most of the enemies in this branch do not see invisible, so invisibility can trivialize even the most difficult of encounters.&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|Merfolk (monster)}} || {{monsterlink|Mermaid}} || {{monsterlink|Siren}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Merfolk javelineer}} || {{monsterlink|Merfolk impaler}} || {{monsterlink|Merfolk aquamancer}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Centaur (monster)}} || {{monsterlink|Cyclops}} || {{monsterlink|Water nymph}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Sheep}} || {{monsterlink|Yak}} || {{monsterlink|Death yak}} || {{monsterlink|Catoblepas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Bat}} || {{monsterlink|Hippogriff}} || {{monsterlink|Manticore}} || {{monsterlink|Harpy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Snapping turtle}} || {{monsterlink|Alligator snapping turtle}} || {{monsterlink|Sea snake}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Plant}} || {{monsterlink|Oklob plant}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Kraken}} || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Uniques===&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|Polyphemus}} || {{monsterlink|Ilsuiw}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Shoals were added in the ''[[Stone Soup]]'' version of ''Crawl''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;br /&gt;
[[Category:Merfolk]]&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Elven_Halls&amp;diff=34333</id>
		<title>Elven Halls</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Elven_Halls&amp;diff=34333"/>
				<updated>2015-03-10T00:30:21Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* Layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|Whereas most elven folk would never move into a dark subterranean complex like this, the deep elves did. Their halls are filled with riches, but any passers-by should be aware of the legendary magical prowess of this species.&lt;br /&gt;
&lt;br /&gt;
The Elven Halls are three levels deep.}}&lt;br /&gt;
{{flavour|A wide stair down to the murky depths of the halls of the deep elves, skilled warriors with blades and bows, and fearsome sorcerers and magicians.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Elf entry.png]] The '''Elven Halls''' is a mid-to-late game [[branch]] whose entrance is located on the third or fourth floor of the [[Orcish Mines]]. It is home to the [[list of deep elves|deep elves]], a subterranean race that is frail but versed in all types of magic, and occasionally a few of the orcs from the mines above can be found there as well. Although it has no [[rune]], the Halls occasionally house shops, and are littered with decent bows, blades, bucklers, and light armour. The deepest floor contains well-stocked treasure [[vault]]s as well, but these are fiercely guarded.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Halls are one of the least variable branches, full of small rooms connected by narrow corridors, though wide open spaces may make up large portions of certain floors. The third and final floor is guaranteed to have a very well guarded treasure vault taking up a significant amount of the map.&lt;br /&gt;
&lt;br /&gt;
Elf:2 usually (always?) has a vault full of [[Tukima%27s_Dance|Dancing Weapons]] of varying strengths with different enchantments. Enchanted [[Eveningstar|Eveningstars]] or [[Executioner%27s_axe|Executioner's axes]] are quite common finds! however, you have to be able to defeat it before you can use it&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Although the entrance is located in an early branch, it is not advisable to enter the Elven Halls right away. Characters below level 15 should probably steer clear, although it is possible to explore the first few floors relatively safely if you bring the right preparations and flee when clearly outmatched. The Halls are filled with packs of dangerous ranged casters and archers, so be sure to avoid getting surrounded in an open area. Instead, lure them into the long hallways to prevent most of them from getting a clear shot at you, and use Bolt or Cloud spells to eradicate long lines of them all at once. Also be prepared for summoned [[demon]]s, [[smite]]-happy priests, and the possibility of being [[banish]]ed to [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
===Elf: 3===&lt;br /&gt;
The last floor of the Elven Halls is especially dangerous, but its treasure vaults make it worth looting. Most of the floor should be similar to the floors above it, but the treasure vault itself will be filled with many extremely dangerous advanced deep elves, capable of hitting you with such devastating spells as [[Lehudib's Crystal Spear]], [[Summon Greater Demon]], and [[Hellfire]]. Always attempt to lure the enemies in the treasure vaults out one by one, and be ready to run (preferably while [[haste]]d) if too many elves notice you at once. [[Alistair's Intoxication]] with [[Clarity]], [[Mass Confusion]], and [[Discord]] all work very well for disabling large packs of visible elves, making it easy to pick off dangerous ones or escape without being pursued.&lt;br /&gt;
&lt;br /&gt;
Controlled teleports are not possible on Elf:3, making it extremely difficult to reach the treasure without killing your way past the guards first. Be careful attempting to teleport here, or entering with [[teleportitis]], as you risk getting stuck in the middle of a room full of brutal opponents.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
*Round out your elemental resistances for at least [[fire]] and [[cold]]. [[Negative energy]] resistance will help out against the [[Bolts of Draining]], though these are less common.&lt;br /&gt;
*A good amount of [[magic resistance]]; around +++.. will help you resist [[banish]]ment quite frequently (&amp;gt;95%), and additional pips will make it nearly impossible.&lt;br /&gt;
*Good defenses, and lots of HP. Despite the shallow depth, the monsters in Elf:3 are just a notch under [[The Vaults|Vaults:5]] in terms of damage; [[smiting]], [[hellfire]], [[LCS]], [[Bolt spells|bolts of everything]], and major melee and ranged physical damage are all present. [[Repel Missiles|Repel]]/[[Deflect Missiles]] will be quite helpful here.&lt;br /&gt;
*A good way of killing elves fast. If you are a fighter type, with a good weapon and solid weapon skill, you'll probably kill them quickly enough so long as you don't take on too many high-tier elves at once. The level 6 [[Bolt of Fire]]/[[Bolt of Cold|Cold]] spells work well, as do [[Poisonous Cloud]] and [[Freezing Cloud]]. Corridors are plenty, so simply shout for attention, let a couple enemies see you, walk down the corridor, and fill the halls with your deadly mist of choice.&lt;br /&gt;
*Escape options. The danger level in Elven Halls is volatile, and you should bring as many emergency items as you can. This strategy is a little moot for Elf:3, though; without any control over teleportation, and with a massive section of the map filled with very deadly opponents, [[scrolls of teleportation]] have a good chance of being suicidally unwise. If you are not fully prepared to face the dangers there, do not enter.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
*{{monsterlink|Deep elf fighter}}&lt;br /&gt;
*{{monsterlink|Deep elf knight}}&lt;br /&gt;
*{{monsterlink|Deep elf mage}}&lt;br /&gt;
*{{monsterlink|Deep elf conjurer}}&lt;br /&gt;
*{{monsterlink|Deep elf summoner}}&lt;br /&gt;
*{{monsterlink|Deep elf priest}}&lt;br /&gt;
*{{monsterlink|Orc knight}}&lt;br /&gt;
*{{monsterlink|Orc high priest}}&lt;br /&gt;
*{{monsterlink|Orc sorcerer}}&lt;br /&gt;
&lt;br /&gt;
===Elf: 3===&lt;br /&gt;
These monsters are most commonly found in the vault of Elf:3, but can rarely generate elsewhere.&lt;br /&gt;
*{{monsterlink|Deep elf blademaster}}&lt;br /&gt;
*{{monsterlink|Deep elf master archer}}&lt;br /&gt;
*{{monsterlink|Deep elf annihilator}}&lt;br /&gt;
*{{monsterlink|Deep elf sorcerer}}&lt;br /&gt;
*{{monsterlink|Deep elf death mage}}&lt;br /&gt;
*{{monsterlink|Deep elf demonologist}}&lt;br /&gt;
*{{monsterlink|Deep elf high priest}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], lower-tier orcs would generate here, and high tier elves were almost never seen outside of the Elf:3 vault.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], the Elven Halls were 5 floors deep, not 3. Prior to [[0.8]], they were 7 levels deep.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], you could restore teleport control to Elf:5 by drinking all of the sparkling [[fountain]]s dry.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]]&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Elven_Halls&amp;diff=34332</id>
		<title>Elven Halls</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Elven_Halls&amp;diff=34332"/>
				<updated>2015-03-10T00:29:48Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* Layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|Whereas most elven folk would never move into a dark subterranean complex like this, the deep elves did. Their halls are filled with riches, but any passers-by should be aware of the legendary magical prowess of this species.&lt;br /&gt;
&lt;br /&gt;
The Elven Halls are three levels deep.}}&lt;br /&gt;
{{flavour|A wide stair down to the murky depths of the halls of the deep elves, skilled warriors with blades and bows, and fearsome sorcerers and magicians.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Elf entry.png]] The '''Elven Halls''' is a mid-to-late game [[branch]] whose entrance is located on the third or fourth floor of the [[Orcish Mines]]. It is home to the [[list of deep elves|deep elves]], a subterranean race that is frail but versed in all types of magic, and occasionally a few of the orcs from the mines above can be found there as well. Although it has no [[rune]], the Halls occasionally house shops, and are littered with decent bows, blades, bucklers, and light armour. The deepest floor contains well-stocked treasure [[vault]]s as well, but these are fiercely guarded.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Halls are one of the least variable branches, full of small rooms connected by narrow corridors, though wide open spaces may make up large portions of certain floors. The third and final floor is guaranteed to have a very well guarded treasure vault taking up a significant amount of the map.&lt;br /&gt;
&lt;br /&gt;
Elf:2 usually (always?) has a vault full of [[Tukima%27s_Dance|Dancing Weapons]] of varying strengths with different enchantments. Enchanted [[Evening Star|Evening Stars]] or [[Executioner%27s_axe|Executioner's axes]] are quite common finds! however, you have to be able to defeat it before you can use it&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Although the entrance is located in an early branch, it is not advisable to enter the Elven Halls right away. Characters below level 15 should probably steer clear, although it is possible to explore the first few floors relatively safely if you bring the right preparations and flee when clearly outmatched. The Halls are filled with packs of dangerous ranged casters and archers, so be sure to avoid getting surrounded in an open area. Instead, lure them into the long hallways to prevent most of them from getting a clear shot at you, and use Bolt or Cloud spells to eradicate long lines of them all at once. Also be prepared for summoned [[demon]]s, [[smite]]-happy priests, and the possibility of being [[banish]]ed to [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
===Elf: 3===&lt;br /&gt;
The last floor of the Elven Halls is especially dangerous, but its treasure vaults make it worth looting. Most of the floor should be similar to the floors above it, but the treasure vault itself will be filled with many extremely dangerous advanced deep elves, capable of hitting you with such devastating spells as [[Lehudib's Crystal Spear]], [[Summon Greater Demon]], and [[Hellfire]]. Always attempt to lure the enemies in the treasure vaults out one by one, and be ready to run (preferably while [[haste]]d) if too many elves notice you at once. [[Alistair's Intoxication]] with [[Clarity]], [[Mass Confusion]], and [[Discord]] all work very well for disabling large packs of visible elves, making it easy to pick off dangerous ones or escape without being pursued.&lt;br /&gt;
&lt;br /&gt;
Controlled teleports are not possible on Elf:3, making it extremely difficult to reach the treasure without killing your way past the guards first. Be careful attempting to teleport here, or entering with [[teleportitis]], as you risk getting stuck in the middle of a room full of brutal opponents.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
*Round out your elemental resistances for at least [[fire]] and [[cold]]. [[Negative energy]] resistance will help out against the [[Bolts of Draining]], though these are less common.&lt;br /&gt;
*A good amount of [[magic resistance]]; around +++.. will help you resist [[banish]]ment quite frequently (&amp;gt;95%), and additional pips will make it nearly impossible.&lt;br /&gt;
*Good defenses, and lots of HP. Despite the shallow depth, the monsters in Elf:3 are just a notch under [[The Vaults|Vaults:5]] in terms of damage; [[smiting]], [[hellfire]], [[LCS]], [[Bolt spells|bolts of everything]], and major melee and ranged physical damage are all present. [[Repel Missiles|Repel]]/[[Deflect Missiles]] will be quite helpful here.&lt;br /&gt;
*A good way of killing elves fast. If you are a fighter type, with a good weapon and solid weapon skill, you'll probably kill them quickly enough so long as you don't take on too many high-tier elves at once. The level 6 [[Bolt of Fire]]/[[Bolt of Cold|Cold]] spells work well, as do [[Poisonous Cloud]] and [[Freezing Cloud]]. Corridors are plenty, so simply shout for attention, let a couple enemies see you, walk down the corridor, and fill the halls with your deadly mist of choice.&lt;br /&gt;
*Escape options. The danger level in Elven Halls is volatile, and you should bring as many emergency items as you can. This strategy is a little moot for Elf:3, though; without any control over teleportation, and with a massive section of the map filled with very deadly opponents, [[scrolls of teleportation]] have a good chance of being suicidally unwise. If you are not fully prepared to face the dangers there, do not enter.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
*{{monsterlink|Deep elf fighter}}&lt;br /&gt;
*{{monsterlink|Deep elf knight}}&lt;br /&gt;
*{{monsterlink|Deep elf mage}}&lt;br /&gt;
*{{monsterlink|Deep elf conjurer}}&lt;br /&gt;
*{{monsterlink|Deep elf summoner}}&lt;br /&gt;
*{{monsterlink|Deep elf priest}}&lt;br /&gt;
*{{monsterlink|Orc knight}}&lt;br /&gt;
*{{monsterlink|Orc high priest}}&lt;br /&gt;
*{{monsterlink|Orc sorcerer}}&lt;br /&gt;
&lt;br /&gt;
===Elf: 3===&lt;br /&gt;
These monsters are most commonly found in the vault of Elf:3, but can rarely generate elsewhere.&lt;br /&gt;
*{{monsterlink|Deep elf blademaster}}&lt;br /&gt;
*{{monsterlink|Deep elf master archer}}&lt;br /&gt;
*{{monsterlink|Deep elf annihilator}}&lt;br /&gt;
*{{monsterlink|Deep elf sorcerer}}&lt;br /&gt;
*{{monsterlink|Deep elf death mage}}&lt;br /&gt;
*{{monsterlink|Deep elf demonologist}}&lt;br /&gt;
*{{monsterlink|Deep elf high priest}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], lower-tier orcs would generate here, and high tier elves were almost never seen outside of the Elf:3 vault.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], the Elven Halls were 5 floors deep, not 3. Prior to [[0.8]], they were 7 levels deep.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], you could restore teleport control to Elf:5 by drinking all of the sparkling [[fountain]]s dry.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]]&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Elven_Halls&amp;diff=34331</id>
		<title>Elven Halls</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Elven_Halls&amp;diff=34331"/>
				<updated>2015-03-10T00:28:08Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* Layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|Whereas most elven folk would never move into a dark subterranean complex like this, the deep elves did. Their halls are filled with riches, but any passers-by should be aware of the legendary magical prowess of this species.&lt;br /&gt;
&lt;br /&gt;
The Elven Halls are three levels deep.}}&lt;br /&gt;
{{flavour|A wide stair down to the murky depths of the halls of the deep elves, skilled warriors with blades and bows, and fearsome sorcerers and magicians.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Elf entry.png]] The '''Elven Halls''' is a mid-to-late game [[branch]] whose entrance is located on the third or fourth floor of the [[Orcish Mines]]. It is home to the [[list of deep elves|deep elves]], a subterranean race that is frail but versed in all types of magic, and occasionally a few of the orcs from the mines above can be found there as well. Although it has no [[rune]], the Halls occasionally house shops, and are littered with decent bows, blades, bucklers, and light armour. The deepest floor contains well-stocked treasure [[vault]]s as well, but these are fiercely guarded.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Halls are one of the least variable branches, full of small rooms connected by narrow corridors, though wide open spaces may make up large portions of certain floors. The third and final floor is guaranteed to have a very well guarded treasure vault taking up a significant amount of the map.&lt;br /&gt;
&lt;br /&gt;
Elf:2 usually (always?) has a vault full of [[Dancing Weapons|Tukima%27s_Dance]] of varying strengths with different enchantments. Enchanted [[Evening Stars|Evening Star]] or [[Executioner's axes|Executioner%27s_axe]] are quite common finds! however, you have to be able to defeat it before you can use it&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Although the entrance is located in an early branch, it is not advisable to enter the Elven Halls right away. Characters below level 15 should probably steer clear, although it is possible to explore the first few floors relatively safely if you bring the right preparations and flee when clearly outmatched. The Halls are filled with packs of dangerous ranged casters and archers, so be sure to avoid getting surrounded in an open area. Instead, lure them into the long hallways to prevent most of them from getting a clear shot at you, and use Bolt or Cloud spells to eradicate long lines of them all at once. Also be prepared for summoned [[demon]]s, [[smite]]-happy priests, and the possibility of being [[banish]]ed to [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
===Elf: 3===&lt;br /&gt;
The last floor of the Elven Halls is especially dangerous, but its treasure vaults make it worth looting. Most of the floor should be similar to the floors above it, but the treasure vault itself will be filled with many extremely dangerous advanced deep elves, capable of hitting you with such devastating spells as [[Lehudib's Crystal Spear]], [[Summon Greater Demon]], and [[Hellfire]]. Always attempt to lure the enemies in the treasure vaults out one by one, and be ready to run (preferably while [[haste]]d) if too many elves notice you at once. [[Alistair's Intoxication]] with [[Clarity]], [[Mass Confusion]], and [[Discord]] all work very well for disabling large packs of visible elves, making it easy to pick off dangerous ones or escape without being pursued.&lt;br /&gt;
&lt;br /&gt;
Controlled teleports are not possible on Elf:3, making it extremely difficult to reach the treasure without killing your way past the guards first. Be careful attempting to teleport here, or entering with [[teleportitis]], as you risk getting stuck in the middle of a room full of brutal opponents.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
*Round out your elemental resistances for at least [[fire]] and [[cold]]. [[Negative energy]] resistance will help out against the [[Bolts of Draining]], though these are less common.&lt;br /&gt;
*A good amount of [[magic resistance]]; around +++.. will help you resist [[banish]]ment quite frequently (&amp;gt;95%), and additional pips will make it nearly impossible.&lt;br /&gt;
*Good defenses, and lots of HP. Despite the shallow depth, the monsters in Elf:3 are just a notch under [[The Vaults|Vaults:5]] in terms of damage; [[smiting]], [[hellfire]], [[LCS]], [[Bolt spells|bolts of everything]], and major melee and ranged physical damage are all present. [[Repel Missiles|Repel]]/[[Deflect Missiles]] will be quite helpful here.&lt;br /&gt;
*A good way of killing elves fast. If you are a fighter type, with a good weapon and solid weapon skill, you'll probably kill them quickly enough so long as you don't take on too many high-tier elves at once. The level 6 [[Bolt of Fire]]/[[Bolt of Cold|Cold]] spells work well, as do [[Poisonous Cloud]] and [[Freezing Cloud]]. Corridors are plenty, so simply shout for attention, let a couple enemies see you, walk down the corridor, and fill the halls with your deadly mist of choice.&lt;br /&gt;
*Escape options. The danger level in Elven Halls is volatile, and you should bring as many emergency items as you can. This strategy is a little moot for Elf:3, though; without any control over teleportation, and with a massive section of the map filled with very deadly opponents, [[scrolls of teleportation]] have a good chance of being suicidally unwise. If you are not fully prepared to face the dangers there, do not enter.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
*{{monsterlink|Deep elf fighter}}&lt;br /&gt;
*{{monsterlink|Deep elf knight}}&lt;br /&gt;
*{{monsterlink|Deep elf mage}}&lt;br /&gt;
*{{monsterlink|Deep elf conjurer}}&lt;br /&gt;
*{{monsterlink|Deep elf summoner}}&lt;br /&gt;
*{{monsterlink|Deep elf priest}}&lt;br /&gt;
*{{monsterlink|Orc knight}}&lt;br /&gt;
*{{monsterlink|Orc high priest}}&lt;br /&gt;
*{{monsterlink|Orc sorcerer}}&lt;br /&gt;
&lt;br /&gt;
===Elf: 3===&lt;br /&gt;
These monsters are most commonly found in the vault of Elf:3, but can rarely generate elsewhere.&lt;br /&gt;
*{{monsterlink|Deep elf blademaster}}&lt;br /&gt;
*{{monsterlink|Deep elf master archer}}&lt;br /&gt;
*{{monsterlink|Deep elf annihilator}}&lt;br /&gt;
*{{monsterlink|Deep elf sorcerer}}&lt;br /&gt;
*{{monsterlink|Deep elf death mage}}&lt;br /&gt;
*{{monsterlink|Deep elf demonologist}}&lt;br /&gt;
*{{monsterlink|Deep elf high priest}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], lower-tier orcs would generate here, and high tier elves were almost never seen outside of the Elf:3 vault.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], the Elven Halls were 5 floors deep, not 3. Prior to [[0.8]], they were 7 levels deep.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], you could restore teleport control to Elf:5 by drinking all of the sparkling [[fountain]]s dry.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]]&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Elven_Halls&amp;diff=34330</id>
		<title>Elven Halls</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Elven_Halls&amp;diff=34330"/>
				<updated>2015-03-10T00:27:04Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* Layout */ I've encountered this vault 4/4 times I've entered Elf over the past week. It is definitely worth noting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|Whereas most elven folk would never move into a dark subterranean complex like this, the deep elves did. Their halls are filled with riches, but any passers-by should be aware of the legendary magical prowess of this species.&lt;br /&gt;
&lt;br /&gt;
The Elven Halls are three levels deep.}}&lt;br /&gt;
{{flavour|A wide stair down to the murky depths of the halls of the deep elves, skilled warriors with blades and bows, and fearsome sorcerers and magicians.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Elf entry.png]] The '''Elven Halls''' is a mid-to-late game [[branch]] whose entrance is located on the third or fourth floor of the [[Orcish Mines]]. It is home to the [[list of deep elves|deep elves]], a subterranean race that is frail but versed in all types of magic, and occasionally a few of the orcs from the mines above can be found there as well. Although it has no [[rune]], the Halls occasionally house shops, and are littered with decent bows, blades, bucklers, and light armour. The deepest floor contains well-stocked treasure [[vault]]s as well, but these are fiercely guarded.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Halls are one of the least variable branches, full of small rooms connected by narrow corridors, though wide open spaces may make up large portions of certain floors. The third and final floor is guaranteed to have a very well guarded treasure vault taking up a significant amount of the map.&lt;br /&gt;
&lt;br /&gt;
Elf:2 usually (always?) has a vault full of [Dancing Weapons|Tukima%27s_Dance] of varying strengths with different enchantments. Enchanted [Evening Stars|Evening Star] or [Executioner's axes|Executioner%27s_axe] are quite common finds! however, you have to be able to defeat it before you can use it&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Although the entrance is located in an early branch, it is not advisable to enter the Elven Halls right away. Characters below level 15 should probably steer clear, although it is possible to explore the first few floors relatively safely if you bring the right preparations and flee when clearly outmatched. The Halls are filled with packs of dangerous ranged casters and archers, so be sure to avoid getting surrounded in an open area. Instead, lure them into the long hallways to prevent most of them from getting a clear shot at you, and use Bolt or Cloud spells to eradicate long lines of them all at once. Also be prepared for summoned [[demon]]s, [[smite]]-happy priests, and the possibility of being [[banish]]ed to [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
===Elf: 3===&lt;br /&gt;
The last floor of the Elven Halls is especially dangerous, but its treasure vaults make it worth looting. Most of the floor should be similar to the floors above it, but the treasure vault itself will be filled with many extremely dangerous advanced deep elves, capable of hitting you with such devastating spells as [[Lehudib's Crystal Spear]], [[Summon Greater Demon]], and [[Hellfire]]. Always attempt to lure the enemies in the treasure vaults out one by one, and be ready to run (preferably while [[haste]]d) if too many elves notice you at once. [[Alistair's Intoxication]] with [[Clarity]], [[Mass Confusion]], and [[Discord]] all work very well for disabling large packs of visible elves, making it easy to pick off dangerous ones or escape without being pursued.&lt;br /&gt;
&lt;br /&gt;
Controlled teleports are not possible on Elf:3, making it extremely difficult to reach the treasure without killing your way past the guards first. Be careful attempting to teleport here, or entering with [[teleportitis]], as you risk getting stuck in the middle of a room full of brutal opponents.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
*Round out your elemental resistances for at least [[fire]] and [[cold]]. [[Negative energy]] resistance will help out against the [[Bolts of Draining]], though these are less common.&lt;br /&gt;
*A good amount of [[magic resistance]]; around +++.. will help you resist [[banish]]ment quite frequently (&amp;gt;95%), and additional pips will make it nearly impossible.&lt;br /&gt;
*Good defenses, and lots of HP. Despite the shallow depth, the monsters in Elf:3 are just a notch under [[The Vaults|Vaults:5]] in terms of damage; [[smiting]], [[hellfire]], [[LCS]], [[Bolt spells|bolts of everything]], and major melee and ranged physical damage are all present. [[Repel Missiles|Repel]]/[[Deflect Missiles]] will be quite helpful here.&lt;br /&gt;
*A good way of killing elves fast. If you are a fighter type, with a good weapon and solid weapon skill, you'll probably kill them quickly enough so long as you don't take on too many high-tier elves at once. The level 6 [[Bolt of Fire]]/[[Bolt of Cold|Cold]] spells work well, as do [[Poisonous Cloud]] and [[Freezing Cloud]]. Corridors are plenty, so simply shout for attention, let a couple enemies see you, walk down the corridor, and fill the halls with your deadly mist of choice.&lt;br /&gt;
*Escape options. The danger level in Elven Halls is volatile, and you should bring as many emergency items as you can. This strategy is a little moot for Elf:3, though; without any control over teleportation, and with a massive section of the map filled with very deadly opponents, [[scrolls of teleportation]] have a good chance of being suicidally unwise. If you are not fully prepared to face the dangers there, do not enter.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
*{{monsterlink|Deep elf fighter}}&lt;br /&gt;
*{{monsterlink|Deep elf knight}}&lt;br /&gt;
*{{monsterlink|Deep elf mage}}&lt;br /&gt;
*{{monsterlink|Deep elf conjurer}}&lt;br /&gt;
*{{monsterlink|Deep elf summoner}}&lt;br /&gt;
*{{monsterlink|Deep elf priest}}&lt;br /&gt;
*{{monsterlink|Orc knight}}&lt;br /&gt;
*{{monsterlink|Orc high priest}}&lt;br /&gt;
*{{monsterlink|Orc sorcerer}}&lt;br /&gt;
&lt;br /&gt;
===Elf: 3===&lt;br /&gt;
These monsters are most commonly found in the vault of Elf:3, but can rarely generate elsewhere.&lt;br /&gt;
*{{monsterlink|Deep elf blademaster}}&lt;br /&gt;
*{{monsterlink|Deep elf master archer}}&lt;br /&gt;
*{{monsterlink|Deep elf annihilator}}&lt;br /&gt;
*{{monsterlink|Deep elf sorcerer}}&lt;br /&gt;
*{{monsterlink|Deep elf death mage}}&lt;br /&gt;
*{{monsterlink|Deep elf demonologist}}&lt;br /&gt;
*{{monsterlink|Deep elf high priest}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], lower-tier orcs would generate here, and high tier elves were almost never seen outside of the Elf:3 vault.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], the Elven Halls were 5 floors deep, not 3. Prior to [[0.8]], they were 7 levels deep.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], you could restore teleport control to Elf:5 by drinking all of the sparkling [[fountain]]s dry.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]]&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:The_Lernaean_hydra&amp;diff=34298</id>
		<title>Talk:The Lernaean hydra</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:The_Lernaean_hydra&amp;diff=34298"/>
				<updated>2015-03-05T23:52:02Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: Created page with &amp;quot;&amp;quot;Lerny&amp;quot; should redirect here --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lerny&amp;quot; should redirect here --[[User:Orecros|Orecros]] ([[User talk:Orecros|talk]]) 00:52, 6 March 2015 (CET)&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Throwing&amp;diff=34254</id>
		<title>Throwing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Throwing&amp;diff=34254"/>
				<updated>2015-03-04T00:39:36Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
The [[Throwing]] skill denotes how accurate and powerful your character is with thrown weapons and blowguns. It [[crosstrain]]s with the [[Slings]] skill. Note than unlike most weapon skills, improving your Throwing skill does not increase the speed of your attacks, except when attacking with a blowgun; only [[Haste]] and [[Finesse]] can allow you to throw faster.&lt;br /&gt;
&lt;br /&gt;
The following weapons use the Throwing skill:&lt;br /&gt;
&lt;br /&gt;
*[[Javelin]]s&lt;br /&gt;
*[[Stone]]s&lt;br /&gt;
*[[Large rock]]s&lt;br /&gt;
*[[Throwing net]]s&lt;br /&gt;
*[[Blowgun]]s&lt;br /&gt;
*[[Tomahawk]]s&lt;br /&gt;
&lt;br /&gt;
Anything not listed above can still be thrown, but it is usually useless to do so. a notable exception to this is exploding [[Sling bullet|Sling bullets]] which still deal the damage from the explosion. &lt;br /&gt;
&lt;br /&gt;
==Throwing Aptitudes==&lt;br /&gt;
From in-game documentation:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:Apt|skill_table|Throwing}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[category:Throwing]]&lt;br /&gt;
[[Category:Weapon skills]]&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=CrawlWiki_talk:Community_portal&amp;diff=34253</id>
		<title>CrawlWiki talk:Community portal</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=CrawlWiki_talk:Community_portal&amp;diff=34253"/>
				<updated>2015-03-04T00:07:51Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* Merge monster flag pages? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome! Use this page to discuss general topics about the Crawl Wiki. If you want to discuss a topic that is specific about playing [[Dungeon Crawl]], please consider discussing it in a relevant wiki page or on a forum (e.g. [https://crawl.develz.org/tavern/ The Tavern]).&lt;br /&gt;
&lt;br /&gt;
Old Discussions:&lt;br /&gt;
[[CrawlWiki:Community_portal/Archive 1]]: August 2012 – June 2013&lt;br /&gt;
&lt;br /&gt;
== Poll on scrolls of acquirement ==&lt;br /&gt;
&lt;br /&gt;
There's not much hilarious life and dialogue in this wiki I observed. And there are no such things like polls that might change that. So I make an attempt to introduce it. -- [[User:Bwijn|Bwijn]] 23:04, 21 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
What do you do *usually* when you find an identified scroll of acquirement?&lt;br /&gt;
&lt;br /&gt;
a) Read it immediately because any increase in power or shelter is crucial to success?&lt;br /&gt;
&lt;br /&gt;
b) Put it in a stash because as an advanced character in the deeper regions you will get better stuff?&lt;br /&gt;
&lt;br /&gt;
c) Use it soon to cover the worst weaknesses of your avatar, e. g. choose armour in hope for resistances for your spriggan?&lt;br /&gt;
&lt;br /&gt;
d) Put it aside because you might need later sth special for a Ziggurat/treasure trove access?&lt;br /&gt;
&lt;br /&gt;
Room for answers and debate:&lt;br /&gt;
&lt;br /&gt;
:I generally use them immediately. Treasure troves usually request other things, and there's nothing more frustrating than dying knowing you hadn't used some resource that might have saved you. As for WHAT I pick, it's almost always armour, if only because there's usually an armour slot that would benefit from a ludicrously good artifact, even if the RNG usually gives me a crappy +2 ring mail of uselessness. The only reason I might save it is if I haven't even found a mundane item for a particular armour slot yet, as that tends to make the acquirement give you a boring normal item. --[[User:MoogleDan|MoogleDan]] 23:53, 21 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
:I tend to a) use them immediately. Also I think that [https://crawl.develz.org/tavern/ the official forums] or  [http://www.reddit.com/r/roguelikes r/rogulikes] would be a much better place to have polls like this. You'll get more responses too =) --[[User:Flun|Flun]] 15:39, 22 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
::I normally do not use SoA immediately because I found out that the result in low depths (even Lair:2) and/or low XL tend to be be &amp;quot;pretty&amp;quot; disappointing. And like Dan it's mostly armour I acquire. - The proposals above are not meant as one and the other 3 not! I think that Dan's answer reflects that fine.&lt;br /&gt;
::As for Flun's ideas I don't consent. Surely the wiki will never be a competion to those forums. On the other hand I don't intend to spread my activities to a lot of places like that. Just sometimes when I'm here editing some stuff I miss a little non too serious talk. - Beyond that I have a research interest in my topic that is genuinely attached to increasing knowledge (wiki's core mission). My questions investigate aspects of this scroll that are not in the code-database but in the gameplay itself. So it depends on completely individual traits of behaviour. Hope I made myself understood. (I don't have to explain such difficult connections frequently, it's not my native language.) -- [[User:Bwijn|Bwijn]] 18:22, 22 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
:::I always use them immediately. Weapons and wands are my usual choices. --[[User:CommanderC|CommanderC]] 19:36, 22 March 2013 (CET)&lt;br /&gt;
:::: Re Bwijn: You have a good point. Anyways, will you be joining us in our tournament team? --[[User:Flun|Flun]] 20:01, 22 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
::::: I usually use them right off. As for what I request, it varies depending on the situation: I often ask for armor, but sometimes I'll ask for a weapon if I think I need a better one. If I'm running an Earth Elementalist and haven't found a staff of earth yet, I'll usually ask for that. [[User:Spudwalt|--spudwalt]] 00:55, 23 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
: I generally use them immediately as well.  I've never noticed that huge a difference in acquirements between shallow and deep levels - it's not directly affected by depth anyway, it's just less likely to give you stuff you've already seen, so having seen a whole lot of items makes it less likely to give you some of the more common ones.  But that might be because I almost always acquire armour, or occasionally jewellery - in both cases, the &amp;quot;common&amp;quot; items are usually more useful than, for example, with spellbooks.  And you have the not-small chance of getting a randart.&lt;br /&gt;
: The only case where I will &amp;quot;save&amp;quot; scrolls of acquirement, so to speak, is if they're in a shop.  In that case, I will usually wait until I have explored all of the shop-bearing branches, so I don't end up lacking the gold to buy something really awesome that I come across. -[[User:Ion frigate|Ion frigate]] 03:14, 23 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== Will you get warned, if new trunk-versions don't &amp;quot;stack&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
As online games are much too frequently disconnected I've downloaded my own trunk version to play at home. I'm not sure if any new &amp;quot;builds&amp;quot; can be installed over the previous? I saw once while online gaming that a new build &amp;quot;stacked&amp;quot; without problems. Will there be warnings if not? Only in the bug section? -- [[User:Bwijn|Bwijn]] 19:20, 27 July 2013 (CEST)&lt;br /&gt;
:Not sure, but a simple solution is to just make a backup copy of Crawl before you try it.  Just copy the whole directory/folder somewhere safe.  If it works, delete the backup if you don't want to feel like you're savescumming. -[[User:Ion frigate|Ion frigate]] 02:36, 28 July 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Backgrounds==&lt;br /&gt;
Just curious why the [[background]] article is separate from the [[list of backgrounds]]. There is probably a good reason for this I'm just foolishly not seeing it. If not, any thoughts about merging the two? One article to reference both doesn't look overly large. [[User:Buddy23Lee|Buddy23Lee]] 01:27, 3 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
:No reason at all! At least no substantial one. A lot of the original site framework has just stuck around due to being grandfathered in, and if it looks unreasonable, there is a good (but not 100%) chance that it's just been overlooked by others all this time. I think merging those two tiny pages makes sense, with [[List of backgrounds]] being turned into a redirect to [[Backgrounds#List of Backgrounds]]. Knock yourself out BL. --[[User:MoogleDan|MoogleDan]] 02:09, 3 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
::Thanks MoogleDan. I just wanted to make sure those types of merges aren't too controversial. I'm still trying to figure out if this wiki is better off with fewer, more centralized articles, or a larger number of smaller, more specific articles. Maybe I'm just overthinking things? [[User:Buddy23Lee|Buddy23Lee]] 02:18, 3 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Unnamed areas in 0.13a ==&lt;br /&gt;
&lt;br /&gt;
I took the stairs down to [[Spider's Nest]]:3 (had been there before) and stumbled upon an area of transparent green-rimmed fields that hadn't been there the last visit. No, the phenomen is NOT a status effect like [[Silence]] creates it. A right click description gives nothing but 'the floor'. It is a0-2632 trunk-version. Anyone who can give an explanation or clearing hint? [[File:UnnamedFields 013a.png]] -- [[User:Bwijn|Bwijn]] 08:52, 13 August 2013 (CEST)&lt;br /&gt;
:I believe that'd be the aura from a [[moth of suppression]]. [[User:Spudwalt|--spudwalt]] 09:22, 13 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
==MediaWiki engine upgrade and new extensions==&lt;br /&gt;
&lt;br /&gt;
Yesterday our server administrator ([[User:Epyon]]) upgraded our version of MediaWiki, the software that runs Crawl Wiki. We now have some new extensions including Parser Functions, Pipe Escape, Scribundo and Semantic MediaWiki. Other new stuff can be seen at [[Special:Version]]. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 15:31, 15 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Excellent news! --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 20:44, 15 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
The [https://www.mediawiki.org/wiki/Extension:Cite/Cite.php Cite] extension has also been added. This allows us to use the &amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt; and &amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt; tag for easier citing. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 14:49, 16 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
:It seems that there is something broken after the upgrade. I tried to upload a file and got this error message:&lt;br /&gt;
 Could not create directory &amp;quot;mwstore://local-backend/local-public/7/70.&lt;br /&gt;
--[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 23:07, 19 August 2013 (CEST)&lt;br /&gt;
:: Looks like its fixed now. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 20:28, 21 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
:::No, obviously not completely fixed. Just these days (2015!) I've seen the very same error message when I was wanting to upload a file. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 15:15, 7 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
==Item articles reconciliation==&lt;br /&gt;
&lt;br /&gt;
I was thinking of trying to merge [[Item]] with [[Items]] as they are obviously trying to describe the same thing. Does anyone care if I change [[Items]] into a redirect of [[Item]]? It's a decent length article, but looks like it's just copy &amp;amp; pasted content at present. --[[User:Buddy23Lee|Buddy23Lee]] ([[User talk:Buddy23Lee|talk]]) 21:36, 19 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
:No need to ask. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 23:07, 19 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Opening up registrations/edits==&lt;br /&gt;
Just curious, are we still planning to open up the registrations/edits? And if so, in which form? --[[User:Lokkij|Lokkij]] ([[User talk:Lokkij|talk]]) 00:00, 21 August 2013 (CEST)&lt;br /&gt;
: Kornel said he is still looking into it... not sure when it will come =/ --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 20:02, 21 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
One thing we could try is to create an account (called Anonymous or AnonymousUser) with a public password that would be available in the main page. I don't know if it will work, but if it doesn't it should be easy to cancel that account, or change its password and announce the new password in a less visible place. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 01:09, 1 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Joining a clan in tournament ==&lt;br /&gt;
&lt;br /&gt;
I'm considering to join a clan leader in tournament 0.13. Possible up to 19th Octobre says the online rule page. I'm not knowing anyone (beyond the available stats at http://dobrazupa.org/tournament/0.13/players/). Is it enough to write the clan captain's name in my rc file? Will he perceive that? Are there other ways to ask someone suitable in the list. Naturally I'm quite modest and won't ask a team that is in the top ten of clans. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 19:11, 18 October 2013 (CEST)&lt;br /&gt;
:Yep! Write it like the [http://dobrazupa.org/rcfiles/crawl-0.13/Flun.rc first line in my rc] --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 00:03, 19 October 2013 (CEST)&lt;br /&gt;
::I chose Clan *Silence of the Lamias* and wrote # Teamcaptain Drone in my rc file. Just like I remembered of last year. If I did copy/adapt your first line I would make myeself a team captain, isn't it? -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 08:48, 19 October 2013 (CEST)&lt;br /&gt;
::: Yep, [http://dobrazupa.org/tournament/0.13/clans/drone.html here] is your clan profile.--[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 14:46, 19 October 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== new version pictures' repository ==&lt;br /&gt;
&lt;br /&gt;
Where would I have to look for the [[decks]] icon images? They are missing a while now. Developers' image (new version) repository is where? - BTW this Community portal page could have another archivising clean up, isn't it?  It's filled with old stuff. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 20:28, 4 November 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
: In the [http://crawl.develz.org/wordpress/downloads source code]. They are created dynamically by combining several images in the [http://git.develz.org/?p=crawl.git;a=tree;f=crawl-ref/source/rltiles/item/misc;h=e283f8fe12bdc49d3360d5f33c537b25597da8f5;hb=refs/heads/stone_soup-0.13 source/rltiles/item/misc] folder. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 21:15, 4 November 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
::Thank you for the location. I downloaded the pictures under &amp;quot;raw&amp;quot;. But they seem to give only the deck type specific symbols. The deck frame picture is not included. -  Further on I found out: the &amp;lt;nowiki&amp;gt;[[Template:Item]]&amp;lt;/nowiki&amp;gt; is the right one. There you find the lines: &amp;quot;! align=&amp;quot;left&amp;quot; | Icon | [[File:{{lc:{{PAGENAME}}.png}}|32px]]&amp;quot;. I'm not sure how to insert the correct pagename.png. Please help out experienced operators! -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 22:15, 4 November 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
:::There are three base images. One for each kind of deck: plain (misc_deck.png), ornate (misc_deck_rare.png), and legendary (misc_deck_legendary.png). I have used the plain one. The way to obtain the correct names was clicking the red links.  --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 23:46, 4 November 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== DECj guide ==&lt;br /&gt;
&lt;br /&gt;
Hi everyone! I'm new here, but I'd like to share my playing experience, so I've made this guide: [[MistyMan's Deep Elf Conjurer of Vehumet guide]]. If people think it can be useful I'll put up appropriate interwiki.--[[User:MistyMan|MistyMan]] ([[User talk:MistyMan|talk]]) 16:37, 17 December 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== Development stop? ==&lt;br /&gt;
&lt;br /&gt;
I noticed that since 26 february 2014 no new 0.14a trunk versions have been published. Anybody of you who knows background? Has development completely stoped? Major devel team breakdown? Creative timeout only? -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 12:08, 15 March 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
:CDO was migrated to new servers starting then, and still is in the process of being migrated.  I'm guessing that putting out nightly builds is something that is still being migrated.  It also may be a lower priority, since the stable release of 0.14 is coming up soon (so 0.14a is about to branch off into 0.15 and 0.14 anyway).  But development is definitely [https://gitorious.org/crawl/crawl/activities still ongoing], and I imagine that if you play online you can get access to the latest trunk. -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 16:12, 15 March 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
::Thank you, Ion! Looking up for the new 0.14 stable today was a disappointment. The official Download section tells: &amp;quot;Latest stable release 0.13.2&amp;quot;! But the changelog that can be found is: &amp;quot;Stone Soup 0.13.1 (20131128)&amp;quot;. And still no new trunk versions since 26 february 2014. There must be a serious lack of manpower or of any care for responsible documentation /communication. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 14:58, 5 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Merge community, community portal pages project ==&lt;br /&gt;
&lt;br /&gt;
In order to facilitate this, would anyone have a problem if I renamed this particular page to Community Discussions and renamed the existing [[Community]] page to Community Portal? It seems like that would make a bit more sense since this page is less of an entry and more of a focused section.&lt;br /&gt;
&lt;br /&gt;
:Merging sounds like a good idea. My suggestion would be to put the stuff in [[Community]] in [[CrawlWiki:Community portal]] article and the discussions currently on Community Portal go into CrawlWiki_talk:Community portal talk page.--[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 15:45, 2 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: Okay, I've performed the merge so we should be good to go ahead and remove the old [[Community]] page now.--[[User:DC_Malleus|DC_Malleus]] ([[User talk:DC_Malleus|talk]]) 03:17, 5 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Monster Genus/Type Templates ==&lt;br /&gt;
&lt;br /&gt;
Would there be any objections if I started creating templates for monster genus and type? It feels like a conspicuous absence, so I wanted to check before just going ahead and doing it.&lt;br /&gt;
&lt;br /&gt;
:What contents are you going to write in those templates? Which pages will they link to? If we are going to add only a genus category to each monster, the [https://gitorious.org/crawl-wiki-monster-bot/crawl-wiki-monster-bot program] we use to update the monster templates should be able to do that without the need to create new templates. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 14:50, 9 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Strength weight ==&lt;br /&gt;
&lt;br /&gt;
Does the concept of [[strength weight]] still have its effects in 0.14? I've noticed that the &amp;quot;this weapon is better for the strong&amp;quot; or however it was worded is gone (and maybe has been for a while, I was content playing an older version before upgrading to 0.14). I'm asking because it's become less clear what attribute (if either) is particularly important for any particular weapon. Both the articles on [[strength]] and [[dexterity]] still make reference to strength weight and how they affect it, but it's not clear which weapons prefer strength or dexterity except perhaps in the most extreme and obvious cases (giant spiked club vs. quick blade). Any chance someone has some special insight into this and can add the info to the respective weapons articles and/or the strength weight article? [[User:Buddy23Lee|Buddy23Lee]] ([[User talk:Buddy23Lee|talk]]) 01:19, 26 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== 0.15 now definitely out ==&lt;br /&gt;
&lt;br /&gt;
One day in front of the [http://dobrazupa.org/tournament/0.15/ new tournament] version [[0.15]] now definitely is out. For 8 hours now it is even downloadable! We could and should react now as for the wiki. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 14:15, 28 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Merge monster flag pages? ==&lt;br /&gt;
&lt;br /&gt;
Monster flags take 1 or two sentences to describe, so all of the individual pages are stubs. It might be better if they all shared the same page --[[User:Orecros|Orecros]] ([[User talk:Orecros|talk]]) 01:07, 4 March 2015 (CET)&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Brand&amp;diff=34252</id>
		<title>Talk:Brand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Brand&amp;diff=34252"/>
				<updated>2015-03-04T00:07:26Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* Monsters and brands? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Monsters and brands? ==&lt;br /&gt;
&lt;br /&gt;
how often do monsters activate the brands on weapons--[[User:Orecros|Orecros]] ([[User talk:Orecros|talk]]) 01:07, 4 March 2015 (CET)&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Brand&amp;diff=34251</id>
		<title>Talk:Brand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Brand&amp;diff=34251"/>
				<updated>2015-03-04T00:07:13Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* Monsters and brands? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Monsters and brands? ==&lt;br /&gt;
&lt;br /&gt;
how often do monsters activate the brands on weapons&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=CrawlWiki_talk:Community_portal&amp;diff=34250</id>
		<title>CrawlWiki talk:Community portal</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=CrawlWiki_talk:Community_portal&amp;diff=34250"/>
				<updated>2015-03-04T00:03:49Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* Merge monster flag pages? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome! Use this page to discuss general topics about the Crawl Wiki. If you want to discuss a topic that is specific about playing [[Dungeon Crawl]], please consider discussing it in a relevant wiki page or on a forum (e.g. [https://crawl.develz.org/tavern/ The Tavern]).&lt;br /&gt;
&lt;br /&gt;
Old Discussions:&lt;br /&gt;
[[CrawlWiki:Community_portal/Archive 1]]: August 2012 – June 2013&lt;br /&gt;
&lt;br /&gt;
== Poll on scrolls of acquirement ==&lt;br /&gt;
&lt;br /&gt;
There's not much hilarious life and dialogue in this wiki I observed. And there are no such things like polls that might change that. So I make an attempt to introduce it. -- [[User:Bwijn|Bwijn]] 23:04, 21 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
What do you do *usually* when you find an identified scroll of acquirement?&lt;br /&gt;
&lt;br /&gt;
a) Read it immediately because any increase in power or shelter is crucial to success?&lt;br /&gt;
&lt;br /&gt;
b) Put it in a stash because as an advanced character in the deeper regions you will get better stuff?&lt;br /&gt;
&lt;br /&gt;
c) Use it soon to cover the worst weaknesses of your avatar, e. g. choose armour in hope for resistances for your spriggan?&lt;br /&gt;
&lt;br /&gt;
d) Put it aside because you might need later sth special for a Ziggurat/treasure trove access?&lt;br /&gt;
&lt;br /&gt;
Room for answers and debate:&lt;br /&gt;
&lt;br /&gt;
:I generally use them immediately. Treasure troves usually request other things, and there's nothing more frustrating than dying knowing you hadn't used some resource that might have saved you. As for WHAT I pick, it's almost always armour, if only because there's usually an armour slot that would benefit from a ludicrously good artifact, even if the RNG usually gives me a crappy +2 ring mail of uselessness. The only reason I might save it is if I haven't even found a mundane item for a particular armour slot yet, as that tends to make the acquirement give you a boring normal item. --[[User:MoogleDan|MoogleDan]] 23:53, 21 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
:I tend to a) use them immediately. Also I think that [https://crawl.develz.org/tavern/ the official forums] or  [http://www.reddit.com/r/roguelikes r/rogulikes] would be a much better place to have polls like this. You'll get more responses too =) --[[User:Flun|Flun]] 15:39, 22 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
::I normally do not use SoA immediately because I found out that the result in low depths (even Lair:2) and/or low XL tend to be be &amp;quot;pretty&amp;quot; disappointing. And like Dan it's mostly armour I acquire. - The proposals above are not meant as one and the other 3 not! I think that Dan's answer reflects that fine.&lt;br /&gt;
::As for Flun's ideas I don't consent. Surely the wiki will never be a competion to those forums. On the other hand I don't intend to spread my activities to a lot of places like that. Just sometimes when I'm here editing some stuff I miss a little non too serious talk. - Beyond that I have a research interest in my topic that is genuinely attached to increasing knowledge (wiki's core mission). My questions investigate aspects of this scroll that are not in the code-database but in the gameplay itself. So it depends on completely individual traits of behaviour. Hope I made myself understood. (I don't have to explain such difficult connections frequently, it's not my native language.) -- [[User:Bwijn|Bwijn]] 18:22, 22 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
:::I always use them immediately. Weapons and wands are my usual choices. --[[User:CommanderC|CommanderC]] 19:36, 22 March 2013 (CET)&lt;br /&gt;
:::: Re Bwijn: You have a good point. Anyways, will you be joining us in our tournament team? --[[User:Flun|Flun]] 20:01, 22 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
::::: I usually use them right off. As for what I request, it varies depending on the situation: I often ask for armor, but sometimes I'll ask for a weapon if I think I need a better one. If I'm running an Earth Elementalist and haven't found a staff of earth yet, I'll usually ask for that. [[User:Spudwalt|--spudwalt]] 00:55, 23 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
: I generally use them immediately as well.  I've never noticed that huge a difference in acquirements between shallow and deep levels - it's not directly affected by depth anyway, it's just less likely to give you stuff you've already seen, so having seen a whole lot of items makes it less likely to give you some of the more common ones.  But that might be because I almost always acquire armour, or occasionally jewellery - in both cases, the &amp;quot;common&amp;quot; items are usually more useful than, for example, with spellbooks.  And you have the not-small chance of getting a randart.&lt;br /&gt;
: The only case where I will &amp;quot;save&amp;quot; scrolls of acquirement, so to speak, is if they're in a shop.  In that case, I will usually wait until I have explored all of the shop-bearing branches, so I don't end up lacking the gold to buy something really awesome that I come across. -[[User:Ion frigate|Ion frigate]] 03:14, 23 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== Will you get warned, if new trunk-versions don't &amp;quot;stack&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
As online games are much too frequently disconnected I've downloaded my own trunk version to play at home. I'm not sure if any new &amp;quot;builds&amp;quot; can be installed over the previous? I saw once while online gaming that a new build &amp;quot;stacked&amp;quot; without problems. Will there be warnings if not? Only in the bug section? -- [[User:Bwijn|Bwijn]] 19:20, 27 July 2013 (CEST)&lt;br /&gt;
:Not sure, but a simple solution is to just make a backup copy of Crawl before you try it.  Just copy the whole directory/folder somewhere safe.  If it works, delete the backup if you don't want to feel like you're savescumming. -[[User:Ion frigate|Ion frigate]] 02:36, 28 July 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Backgrounds==&lt;br /&gt;
Just curious why the [[background]] article is separate from the [[list of backgrounds]]. There is probably a good reason for this I'm just foolishly not seeing it. If not, any thoughts about merging the two? One article to reference both doesn't look overly large. [[User:Buddy23Lee|Buddy23Lee]] 01:27, 3 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
:No reason at all! At least no substantial one. A lot of the original site framework has just stuck around due to being grandfathered in, and if it looks unreasonable, there is a good (but not 100%) chance that it's just been overlooked by others all this time. I think merging those two tiny pages makes sense, with [[List of backgrounds]] being turned into a redirect to [[Backgrounds#List of Backgrounds]]. Knock yourself out BL. --[[User:MoogleDan|MoogleDan]] 02:09, 3 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
::Thanks MoogleDan. I just wanted to make sure those types of merges aren't too controversial. I'm still trying to figure out if this wiki is better off with fewer, more centralized articles, or a larger number of smaller, more specific articles. Maybe I'm just overthinking things? [[User:Buddy23Lee|Buddy23Lee]] 02:18, 3 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Unnamed areas in 0.13a ==&lt;br /&gt;
&lt;br /&gt;
I took the stairs down to [[Spider's Nest]]:3 (had been there before) and stumbled upon an area of transparent green-rimmed fields that hadn't been there the last visit. No, the phenomen is NOT a status effect like [[Silence]] creates it. A right click description gives nothing but 'the floor'. It is a0-2632 trunk-version. Anyone who can give an explanation or clearing hint? [[File:UnnamedFields 013a.png]] -- [[User:Bwijn|Bwijn]] 08:52, 13 August 2013 (CEST)&lt;br /&gt;
:I believe that'd be the aura from a [[moth of suppression]]. [[User:Spudwalt|--spudwalt]] 09:22, 13 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
==MediaWiki engine upgrade and new extensions==&lt;br /&gt;
&lt;br /&gt;
Yesterday our server administrator ([[User:Epyon]]) upgraded our version of MediaWiki, the software that runs Crawl Wiki. We now have some new extensions including Parser Functions, Pipe Escape, Scribundo and Semantic MediaWiki. Other new stuff can be seen at [[Special:Version]]. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 15:31, 15 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Excellent news! --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 20:44, 15 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
The [https://www.mediawiki.org/wiki/Extension:Cite/Cite.php Cite] extension has also been added. This allows us to use the &amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt; and &amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt; tag for easier citing. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 14:49, 16 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
:It seems that there is something broken after the upgrade. I tried to upload a file and got this error message:&lt;br /&gt;
 Could not create directory &amp;quot;mwstore://local-backend/local-public/7/70.&lt;br /&gt;
--[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 23:07, 19 August 2013 (CEST)&lt;br /&gt;
:: Looks like its fixed now. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 20:28, 21 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
:::No, obviously not completely fixed. Just these days (2015!) I've seen the very same error message when I was wanting to upload a file. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 15:15, 7 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
==Item articles reconciliation==&lt;br /&gt;
&lt;br /&gt;
I was thinking of trying to merge [[Item]] with [[Items]] as they are obviously trying to describe the same thing. Does anyone care if I change [[Items]] into a redirect of [[Item]]? It's a decent length article, but looks like it's just copy &amp;amp; pasted content at present. --[[User:Buddy23Lee|Buddy23Lee]] ([[User talk:Buddy23Lee|talk]]) 21:36, 19 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
:No need to ask. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 23:07, 19 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Opening up registrations/edits==&lt;br /&gt;
Just curious, are we still planning to open up the registrations/edits? And if so, in which form? --[[User:Lokkij|Lokkij]] ([[User talk:Lokkij|talk]]) 00:00, 21 August 2013 (CEST)&lt;br /&gt;
: Kornel said he is still looking into it... not sure when it will come =/ --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 20:02, 21 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
One thing we could try is to create an account (called Anonymous or AnonymousUser) with a public password that would be available in the main page. I don't know if it will work, but if it doesn't it should be easy to cancel that account, or change its password and announce the new password in a less visible place. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 01:09, 1 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Joining a clan in tournament ==&lt;br /&gt;
&lt;br /&gt;
I'm considering to join a clan leader in tournament 0.13. Possible up to 19th Octobre says the online rule page. I'm not knowing anyone (beyond the available stats at http://dobrazupa.org/tournament/0.13/players/). Is it enough to write the clan captain's name in my rc file? Will he perceive that? Are there other ways to ask someone suitable in the list. Naturally I'm quite modest and won't ask a team that is in the top ten of clans. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 19:11, 18 October 2013 (CEST)&lt;br /&gt;
:Yep! Write it like the [http://dobrazupa.org/rcfiles/crawl-0.13/Flun.rc first line in my rc] --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 00:03, 19 October 2013 (CEST)&lt;br /&gt;
::I chose Clan *Silence of the Lamias* and wrote # Teamcaptain Drone in my rc file. Just like I remembered of last year. If I did copy/adapt your first line I would make myeself a team captain, isn't it? -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 08:48, 19 October 2013 (CEST)&lt;br /&gt;
::: Yep, [http://dobrazupa.org/tournament/0.13/clans/drone.html here] is your clan profile.--[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 14:46, 19 October 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== new version pictures' repository ==&lt;br /&gt;
&lt;br /&gt;
Where would I have to look for the [[decks]] icon images? They are missing a while now. Developers' image (new version) repository is where? - BTW this Community portal page could have another archivising clean up, isn't it?  It's filled with old stuff. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 20:28, 4 November 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
: In the [http://crawl.develz.org/wordpress/downloads source code]. They are created dynamically by combining several images in the [http://git.develz.org/?p=crawl.git;a=tree;f=crawl-ref/source/rltiles/item/misc;h=e283f8fe12bdc49d3360d5f33c537b25597da8f5;hb=refs/heads/stone_soup-0.13 source/rltiles/item/misc] folder. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 21:15, 4 November 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
::Thank you for the location. I downloaded the pictures under &amp;quot;raw&amp;quot;. But they seem to give only the deck type specific symbols. The deck frame picture is not included. -  Further on I found out: the &amp;lt;nowiki&amp;gt;[[Template:Item]]&amp;lt;/nowiki&amp;gt; is the right one. There you find the lines: &amp;quot;! align=&amp;quot;left&amp;quot; | Icon | [[File:{{lc:{{PAGENAME}}.png}}|32px]]&amp;quot;. I'm not sure how to insert the correct pagename.png. Please help out experienced operators! -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 22:15, 4 November 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
:::There are three base images. One for each kind of deck: plain (misc_deck.png), ornate (misc_deck_rare.png), and legendary (misc_deck_legendary.png). I have used the plain one. The way to obtain the correct names was clicking the red links.  --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 23:46, 4 November 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== DECj guide ==&lt;br /&gt;
&lt;br /&gt;
Hi everyone! I'm new here, but I'd like to share my playing experience, so I've made this guide: [[MistyMan's Deep Elf Conjurer of Vehumet guide]]. If people think it can be useful I'll put up appropriate interwiki.--[[User:MistyMan|MistyMan]] ([[User talk:MistyMan|talk]]) 16:37, 17 December 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== Development stop? ==&lt;br /&gt;
&lt;br /&gt;
I noticed that since 26 february 2014 no new 0.14a trunk versions have been published. Anybody of you who knows background? Has development completely stoped? Major devel team breakdown? Creative timeout only? -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 12:08, 15 March 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
:CDO was migrated to new servers starting then, and still is in the process of being migrated.  I'm guessing that putting out nightly builds is something that is still being migrated.  It also may be a lower priority, since the stable release of 0.14 is coming up soon (so 0.14a is about to branch off into 0.15 and 0.14 anyway).  But development is definitely [https://gitorious.org/crawl/crawl/activities still ongoing], and I imagine that if you play online you can get access to the latest trunk. -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 16:12, 15 March 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
::Thank you, Ion! Looking up for the new 0.14 stable today was a disappointment. The official Download section tells: &amp;quot;Latest stable release 0.13.2&amp;quot;! But the changelog that can be found is: &amp;quot;Stone Soup 0.13.1 (20131128)&amp;quot;. And still no new trunk versions since 26 february 2014. There must be a serious lack of manpower or of any care for responsible documentation /communication. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 14:58, 5 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Merge community, community portal pages project ==&lt;br /&gt;
&lt;br /&gt;
In order to facilitate this, would anyone have a problem if I renamed this particular page to Community Discussions and renamed the existing [[Community]] page to Community Portal? It seems like that would make a bit more sense since this page is less of an entry and more of a focused section.&lt;br /&gt;
&lt;br /&gt;
:Merging sounds like a good idea. My suggestion would be to put the stuff in [[Community]] in [[CrawlWiki:Community portal]] article and the discussions currently on Community Portal go into CrawlWiki_talk:Community portal talk page.--[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 15:45, 2 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: Okay, I've performed the merge so we should be good to go ahead and remove the old [[Community]] page now.--[[User:DC_Malleus|DC_Malleus]] ([[User talk:DC_Malleus|talk]]) 03:17, 5 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Monster Genus/Type Templates ==&lt;br /&gt;
&lt;br /&gt;
Would there be any objections if I started creating templates for monster genus and type? It feels like a conspicuous absence, so I wanted to check before just going ahead and doing it.&lt;br /&gt;
&lt;br /&gt;
:What contents are you going to write in those templates? Which pages will they link to? If we are going to add only a genus category to each monster, the [https://gitorious.org/crawl-wiki-monster-bot/crawl-wiki-monster-bot program] we use to update the monster templates should be able to do that without the need to create new templates. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 14:50, 9 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Strength weight ==&lt;br /&gt;
&lt;br /&gt;
Does the concept of [[strength weight]] still have its effects in 0.14? I've noticed that the &amp;quot;this weapon is better for the strong&amp;quot; or however it was worded is gone (and maybe has been for a while, I was content playing an older version before upgrading to 0.14). I'm asking because it's become less clear what attribute (if either) is particularly important for any particular weapon. Both the articles on [[strength]] and [[dexterity]] still make reference to strength weight and how they affect it, but it's not clear which weapons prefer strength or dexterity except perhaps in the most extreme and obvious cases (giant spiked club vs. quick blade). Any chance someone has some special insight into this and can add the info to the respective weapons articles and/or the strength weight article? [[User:Buddy23Lee|Buddy23Lee]] ([[User talk:Buddy23Lee|talk]]) 01:19, 26 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== 0.15 now definitely out ==&lt;br /&gt;
&lt;br /&gt;
One day in front of the [http://dobrazupa.org/tournament/0.15/ new tournament] version [[0.15]] now definitely is out. For 8 hours now it is even downloadable! We could and should react now as for the wiki. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 14:15, 28 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Merge monster flag pages? ==&lt;br /&gt;
&lt;br /&gt;
Monster flags take 1 or two sentences to describe, so all of the individual pages are stubs. It might be better if they all shared the same page&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Identification&amp;diff=34249</id>
		<title>Identification</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Identification&amp;diff=34249"/>
				<updated>2015-03-03T23:47:23Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
Any item can be completely '''identified''' by reading a [[scroll of identify]]. Unfortunately, there won't be enough scrolls for everything you want to identify, so it's helpful to know about other means of identification.&lt;br /&gt;
&lt;br /&gt;
==Checking items you have identified==&lt;br /&gt;
Press '''\''' for a list of items already identified. You can also use the command '''-''' to toggle the view to items you have not yet identified.&lt;br /&gt;
&lt;br /&gt;
==Pre-identified items==&lt;br /&gt;
Certain [[background]]s or [[species]] start with a couple of items identified:&lt;br /&gt;
*[[Deep Dwarf|Deep Dwarves]] recognize [[wands of heal wounds]].&lt;br /&gt;
*[[Spriggan]]s recognize [[potions of porridge]].&lt;br /&gt;
*[[Vampire]]s recognize [[potions of blood]].&lt;br /&gt;
*[[Assassin]]s recognize [[potions of poison]].&lt;br /&gt;
*[[Healer]]s recognize [[potions of curing]] and [[potions of heal wounds]].&lt;br /&gt;
*[[Warper]]s recognize [[scrolls of blinking]].&lt;br /&gt;
*[[Artificer]]s recognize [[wands of flame]], [[wands of enslavement]], [[wands of random effects]], and [[scrolls of recharging]].&lt;br /&gt;
*[[Wanderer]]s recognize [[scrolls of teleportation]] and may start with additional scrolls or potions, which they will also recognize.&lt;br /&gt;
&lt;br /&gt;
Additionally, converting to [[Ashenzari]] will identify [[scrolls of remove curse]], [[scrolls of curse weapon]], [[scrolls of curse armour]], and [[scrolls of curse jewellery]], if you haven't already identified them.&lt;br /&gt;
&lt;br /&gt;
==Identifying items in shops==&lt;br /&gt;
Anything bought from a non-antique [[shop]] will automatically be identified. This is especially useful for identifying bad items such as [[Curse#Item_Cursing|curse scrolls]], [[rings of hunger]], or harmful [[potions]], as all of these are quite cheap and identifying them this way will prevent you from harming yourself by experimenting with them.&lt;br /&gt;
&lt;br /&gt;
==Identifying items through use==&lt;br /&gt;
If the item is a weapon, armour, ring or amulet, you may want to make sure that you can uncurse it (a [[scroll of remove curse]] will always work, and [[scrolls of enchant weapon]]/[[scroll of enchant armour|armour]] will uncurse weapons and armour, respectively) before trying to identify it through use. Some weapons and armour appear as shiny, runed, glowing, dyed, embroidered ''etc.'', while others are &amp;quot;plain&amp;quot;. It's worth noting that while &amp;quot;plain&amp;quot; weapons and armour are never [[brand]]ed, they often have random pluses or minuses: while (0,-1) and the like are common, armour and weapons up to +2 or +3 can be found by testing these items in bulk. Conversely, items with adjectives are almost never +0, but can have bonuses or maluses, and they don't necessarily have brands. Many of them will be cursed: any cursed weapon/armour has 1 chance in 3 of having an adjective. Even marked weapons are still more likely to be (-1, 0) or (+1, -1) than (+2, +3). More exotic descriptors such as &amp;quot;ancient&amp;quot;, &amp;quot;humming&amp;quot;, or &amp;quot;distressingly furry&amp;quot; indicate [[artefact]]s; even when unidentified, they will appear in white in the inventory listing.&lt;br /&gt;
&lt;br /&gt;
===[[Armour]]===&lt;br /&gt;
Armour is always fully identified when worn. This includes artefacts. The only risk with wearing un-ID'd non-artefact armour is being stuck by a curse with something suboptimal; there are no harmful armour [[ego]]s other than [[ponderousness]], which is exceedingly rare and not usually generated cursed. Artefact armour can occasionally be nasty: mutagenic radiation, teleportitis, and negative slaying are all possibilities.  You should always have a scroll of remove curse handy when trying on artefact armour.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon]]s===&lt;br /&gt;
Weapons will reveal any [[brand]]s (such as &amp;quot;of flaming&amp;quot;) when wielded - and all other special properties, too, if it's an artefact. To find their to-hit and to-damage bonuses, however, you need to have some skill with them. If your skill is above a certain value (randomly determined when the weapon is created), the weapon is in your [[inventory]], and you know that it is not cursed (eg: you have already wielded that weapon), the pluses will be revealed.&lt;br /&gt;
&lt;br /&gt;
If an enemy successfully hits you with a [[brand|branded]] weapon and activates its effect, the [[brand]] will be identified, but nothing else.&lt;br /&gt;
&lt;br /&gt;
Note that weapons of [[distortion]] can have dangerous effects if wielded while un-identified or unequipping, such as casting the user into [[the Abyss]]. The unique monsters [[Psyche]] and [[Sonja]] are likely to drop weapons of [[distortion]] or [[chaos]], and their weapons will be inscribed with their names.&lt;br /&gt;
&lt;br /&gt;
===[[Jewellery]]===&lt;br /&gt;
Some amulets and rings auto-identify but many do not. Amulets are generally safer to identify in this way than rings, since only the [[amulet of inaccuracy]] is harmful, and it's rarely cursed. &lt;br /&gt;
*The [[amulet of faith]] will auto-identify when put on if you are worshipping a god, or if worn when you pray at an altar, but beware as unequipping it will lower your piety by 1/3.&lt;br /&gt;
*The [[amulet of rage]], [[amulet of the gourmand]] and [[amulet of guardian spirit]] all auto-identify when worn - note that the last can be dangerous for spellcasters, as it will drain all your MP when put on or taken off. Don't put on un-ID'd amulets in combat.&lt;br /&gt;
*The [[amulet of stasis]] and the [[amulet of clarity]] both auto-identify when the player resists the corresponding effects.&lt;br /&gt;
*The [[amulet of warding]] will auto-identify when an attack from a summoned monster is deterred.&lt;br /&gt;
&lt;br /&gt;
This leaves the [[amulet of resist corrosion]], the [[amulet of resist mutation]], the [[amulet of conservation]], and the aforementioned [[amulet of inaccuracy]] to be identified.&lt;br /&gt;
&lt;br /&gt;
As for rings, they can be more dangerous than amulets, but many will auto-identify for you.&lt;br /&gt;
*These rings  all auto-identify when put on: [[ring of flight]], [[ring of teleportation]], [[ring of invisibility]], [[ring of magical power]], [[ring of regeneration]], [[ring of wizardry]], [[ring of fire]], [[ring of ice]] and most of the &amp;quot;stat rings&amp;quot;: [[ring of protection]], [[ring of evasion]], [[ring of strength]], [[ring of dexterity]], and [[ring of intelligence]].&lt;br /&gt;
*The [[ring of see invisible]] will identify if worn when a creature attempts to turn invisible, or if putting it on reveals a hitherto unseen invisible creature.&lt;br /&gt;
*The [[ring of sustain abilities]] will identify if worn when it protects you from stat drain.&lt;br /&gt;
*The [[ring of teleport control]] can be identified by teleporting or [[blink]]ing.&lt;br /&gt;
*The [[ring of teleportation]] and the negative versions of &amp;quot;stat rings&amp;quot; are usually cursed.&lt;br /&gt;
*The [[ring of sustenance]] and the [[ring of hunger]] will auto-identify when your hunger status changes. Rings of hunger are always cursed. If a ring is cursed and does not auto-identify it should be removed with a scroll of remove curse as soon as possible, since there is a very good chance that it's a ring of hunger.&lt;br /&gt;
&lt;br /&gt;
This leaves the following rings to be identified normally:&lt;br /&gt;
*The rings of resistance ([[ring of poison resistance|poison]], [[ring of protection from fire|fire]], [[ring of protection from cold|cold]], [[ring of life protection|negative energy]], and [[ring of protection from magic|magic protection]]) can produce revealing messages when they protect you from something, though it is only unambiguous if you have no other source of the resistance to the resisted element.  Usually it is best to simply use an identify scroll on those rings that don't identify through other means; for the resistance rings, though, it is possible to use a safe source of the element to be resisted. Generally a self-targeted low-level spell will do; potions of poison can be used to test for poison resistance, though be sure to be at full health in a safe area first.&lt;br /&gt;
*[[Rings of slaying]] must be identified with a scroll.&lt;br /&gt;
&lt;br /&gt;
Artefact jewellery will reveal any properties that would auto-identify when worn; for example, a ring with +5 Int and rElec will reveal the Int bonus but not the resistance when worn. As such, you'll often need to use scrolls of identify to fully identify them. Artefact jewellery that is partially identified will be inscribed as such.&lt;br /&gt;
&lt;br /&gt;
===[[Scrolls]]===&lt;br /&gt;
As of 0.15, all scrolls Auto-Identify when read, even if their effects aren't obviously perceived. for instance, a [[Scroll of remove curse]] will print the message &amp;quot;you feel like something is helping you&amp;quot; even if it doesn't remove a curse&lt;br /&gt;
&lt;br /&gt;
For best results when read-IDing scrolls, be sure that you:&lt;br /&gt;
*Are on an unexplored level, standing on stairs leading to a clear level (to retreat if it's a teleportation, noise, or another harmful scroll, and to make the most out of magic mapping)&lt;br /&gt;
*Test the most numerous unknown scrolls you have first (to make it more probable to discover the more common identify, teleportation, and remove curse scrolls first and to avoid wasting more valuable scrolls)&lt;br /&gt;
*Don't have any allies nearby (to not offend them and possibly your deity with fear, immolation, torment, or holy word)&lt;br /&gt;
*Are carrying at least 1 wand (recharging)&lt;br /&gt;
&lt;br /&gt;
Conditions can be adjusted as your knowledge improves. For example, if you are playing as a [[formicid]], you don't have to worry about accidentally teleporting, due to the permanent [[stasis]] effect. Some of the less common scrolls are very valuable and therefore it is not wasteful to use a scroll of identify on single scrolls that have been single for some time (e.g. brand weapon).&lt;br /&gt;
&lt;br /&gt;
Identifying scrolls is all about balance. On the one hand, you shouldn't waste scrolls of identify out of sheer curiosity, but on the other, it's massively annoying to die on level 3 with several scrolls of teleportation, fear, or blinking in your inventory. When read-identifying scrolls, watch out for the following detrimental effects:&lt;br /&gt;
*The scrolls of immolation and torment both cause serious HP damage, though torment is never directly lethal (always deals half of your health). Scrolls of holy word cause similar damage to undead or demonic characters.&lt;br /&gt;
*If you have any allies in sight, reading a scroll of fear, immolation, or torment (or holy word, for undead/demonic allies) is liable to cause them to turn on you. On top of that, some [[god]]s get angry if you harm your allies.&lt;br /&gt;
*Scrolls of random uselessness may produce friendly butterflies, which can be troublesome for characters worshiping a god who dislikes the death of allies.&lt;br /&gt;
&lt;br /&gt;
===[[Potions]]===&lt;br /&gt;
All potions auto-identify when quaffed, but some (for example potions of poison and decay) are seriously harmful. It may be sensible to wait until you have larger potion stacks before trying them, so that you are more likely to discover the [[potion of curing]], which is the most common potion and will cure poisoning and rotting. This also reduces the chance of wasting a [[potion of cure mutation]]. The [[potion of blood]] is always red, and it will auto identify when it turns into a [[potion of coagulated blood]] after a while. Note that wearing an [[amulet of resist mutation]] or having [[poison resistance]] will ''not'' interfere with identifying the corresponding potions, but will protect from their effects.&lt;br /&gt;
&lt;br /&gt;
A second way to identify potions is to witness monsters quaffing them. You'll have to note the effect the potion has on the monster; once you've seen it, the appropriate potion type will be marked as &amp;quot;tried by monster&amp;quot; and it can be inscribed with its identity depending on the effects you saw.&lt;br /&gt;
&lt;br /&gt;
Note that potions of porridge are almost always described as a &amp;quot;gluggy white&amp;quot; or &amp;quot;gluggy brown&amp;quot; potion.&lt;br /&gt;
&lt;br /&gt;
It is not cowardice to avoid quaff-IDing potions entirely. Scrolls of identify are common enough that using them on every unidentified potion you find is not unreasonable.&lt;br /&gt;
&lt;br /&gt;
===[[Wands]]===&lt;br /&gt;
Wands usually auto-identify when zapped at a monster which does not resist them, but until you have a fairly high [[Evocation]]s skill, the only way to determine the number of charges in a wand is to use a scroll of identify.&lt;br /&gt;
&lt;br /&gt;
The best way to identify wands is by zapping at a monster who is at least one square away from you, close to a rock wall, yet without the shot being perpendicular to the wall. This will ensure that if the wand is a fireball you will not be hit by the blast, if the wand is digging it will become identified due to digging the wall, and if the wand is lightning it will not hurt you by bouncing back at you. Wands should be tested on weak monsters in case they are hastened or turned invisible. If the game tells you &amp;quot;nothing happens&amp;quot; and the enemy is uninjured, it's a [[wand of healing]].&lt;br /&gt;
&lt;br /&gt;
Another method is to zap the wands at a section of wall. If this fails attempt to use it on yourself. This can use more charges, but is slightly safer and does not require a monster to be present. In fact, you should make sure that there ''aren't'' any nearby monsters, since a [[wand of confusion]] or a [[wand of enslavement]] will cause you to confuse yourself.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], many things would not fully identify when used, wielded, worn, or put on, and scrolls of identify could rarely affect multiple items&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], scrolls of curse weapon, armour, and jewelry existed which would curse a random equipped object of that type &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], scrolls of enchant weapon, scrolls of fear, scrolls of holy word, scrolls of torment, and scrolls of vorpalise weapon would only identify when read if they affected something.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], wield-IDing [[magical staves]] would only work if the spellcaster's skills exceeded a certain value, much like with weapons now.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6]] and the removal of the [[Divinations]] school of magic, you could also identify items using the [[Identify]] spell.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Identification&amp;diff=34248</id>
		<title>Identification</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Identification&amp;diff=34248"/>
				<updated>2015-03-03T23:21:33Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* Scrolls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
Any item can be completely '''identified''' by reading a [[scroll of identify]]. Unfortunately, there won't be enough scrolls for everything you want to identify, so it's helpful to know about other means of identification.&lt;br /&gt;
&lt;br /&gt;
==Checking items you have identified==&lt;br /&gt;
Press '''\''' for a list of items already identified. You can also use the command '''-''' to toggle the view to items you have not yet identified.&lt;br /&gt;
&lt;br /&gt;
==Pre-identified items==&lt;br /&gt;
Certain [[background]]s or [[species]] start with a couple of items identified:&lt;br /&gt;
*[[Deep Dwarf|Deep Dwarves]] recognize [[wands of heal wounds]].&lt;br /&gt;
*[[Spriggan]]s recognize [[potions of porridge]].&lt;br /&gt;
*[[Vampire]]s recognize [[potions of blood]].&lt;br /&gt;
*[[Assassin]]s recognize [[potions of poison]].&lt;br /&gt;
*[[Healer]]s recognize [[potions of curing]] and [[potions of heal wounds]].&lt;br /&gt;
*[[Warper]]s recognize [[scrolls of blinking]].&lt;br /&gt;
*[[Artificer]]s recognize [[wands of flame]], [[wands of enslavement]], [[wands of random effects]], and [[scrolls of recharging]].&lt;br /&gt;
*[[Wanderer]]s recognize [[scrolls of teleportation]] and may start with additional scrolls or potions, which they will also recognize.&lt;br /&gt;
&lt;br /&gt;
Additionally, converting to [[Ashenzari]] will identify [[scrolls of remove curse]], [[scrolls of curse weapon]], [[scrolls of curse armour]], and [[scrolls of curse jewellery]], if you haven't already identified them.&lt;br /&gt;
&lt;br /&gt;
==Identifying items in shops==&lt;br /&gt;
Anything bought from a non-antique [[shop]] will automatically be identified. This is especially useful for identifying bad items such as [[Curse#Item_Cursing|curse scrolls]], [[rings of hunger]], or harmful [[potions]], as all of these are quite cheap and identifying them this way will prevent you from harming yourself by experimenting with them.&lt;br /&gt;
&lt;br /&gt;
==Identifying items through use==&lt;br /&gt;
If the item is a weapon, armour, ring or amulet, you may want to make sure that you can uncurse it (a [[scroll of remove curse]] will always work, and [[scrolls of enchant weapon]]/[[scroll of enchant armour|armour]] will uncurse weapons and armour, respectively) before trying to identify it through use. Some weapons and armour appear as shiny, runed, glowing, dyed, embroidered ''etc.'', while others are &amp;quot;plain&amp;quot;. It's worth noting that while &amp;quot;plain&amp;quot; weapons and armour are never [[brand]]ed, they often have random pluses or minuses: while (0,-1) and the like are common, armour and weapons up to +2 or +3 can be found by testing these items in bulk. Conversely, items with adjectives are almost never +0, but can have bonuses or maluses, and they don't necessarily have brands. Many of them will be cursed: any cursed weapon/armour has 1 chance in 3 of having an adjective. Even marked weapons are still more likely to be (-1, 0) or (+1, -1) than (+2, +3). More exotic descriptors such as &amp;quot;ancient&amp;quot;, &amp;quot;humming&amp;quot;, or &amp;quot;distressingly furry&amp;quot; indicate [[artefact]]s; even when unidentified, they will appear in white in the inventory listing.&lt;br /&gt;
&lt;br /&gt;
===[[Armour]]===&lt;br /&gt;
Armour is always fully identified when worn. This includes artefacts. The only risk with wearing un-ID'd non-artefact armour is being stuck by a curse with something suboptimal; there are no harmful armour [[ego]]s other than [[ponderousness]], which is exceedingly rare and not usually generated cursed. Artefact armour can occasionally be nasty: mutagenic radiation, teleportitis, and negative slaying are all possibilities.  You should always have a scroll of remove curse handy when trying on artefact armour.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon]]s===&lt;br /&gt;
Weapons will reveal any [[brand]]s (such as &amp;quot;of flaming&amp;quot;) when wielded - and all other special properties, too, if it's an artefact. To find their to-hit and to-damage bonuses, however, you need to have some skill with them. If your skill is above a certain value (randomly determined when the weapon is created), the weapon is in your [[inventory]], and you know that it is not cursed (eg: you have already wielded that weapon), the pluses will be revealed.&lt;br /&gt;
&lt;br /&gt;
If an enemy successfully hits you with a [[brand|branded]] weapon and activates its effect, the [[brand]] will be identified, but nothing else.&lt;br /&gt;
&lt;br /&gt;
Note that weapons of [[distortion]] can have dangerous effects if wielded while un-identified or unequipping, such as casting the user into [[the Abyss]]. The unique monsters [[Psyche]] and [[Sonja]] are likely to drop weapons of [[distortion]] or [[chaos]], and their weapons will be inscribed with their names.&lt;br /&gt;
&lt;br /&gt;
===[[Jewellery]]===&lt;br /&gt;
Some amulets and rings auto-identify but many do not. Amulets are generally safer to identify in this way than rings, since only the [[amulet of inaccuracy]] is harmful, and it's rarely cursed. &lt;br /&gt;
*The [[amulet of faith]] will auto-identify when put on if you are worshipping a god, or if worn when you pray at an altar, but beware as unequipping it will lower your piety by 1/3.&lt;br /&gt;
*The [[amulet of rage]], [[amulet of the gourmand]] and [[amulet of guardian spirit]] all auto-identify when worn - note that the last can be dangerous for spellcasters, as it will drain all your MP when put on or taken off. Don't put on un-ID'd amulets in combat.&lt;br /&gt;
*The [[amulet of stasis]] and the [[amulet of clarity]] both auto-identify when the player resists the corresponding effects.&lt;br /&gt;
*The [[amulet of warding]] will auto-identify when an attack from a summoned monster is deterred.&lt;br /&gt;
&lt;br /&gt;
This leaves the [[amulet of resist corrosion]], the [[amulet of resist mutation]], the [[amulet of conservation]], and the aforementioned [[amulet of inaccuracy]] to be identified.&lt;br /&gt;
&lt;br /&gt;
As for rings, they can be more dangerous than amulets, but many will auto-identify for you.&lt;br /&gt;
*These rings  all auto-identify when put on: [[ring of flight]], [[ring of teleportation]], [[ring of invisibility]], [[ring of magical power]], [[ring of regeneration]], [[ring of wizardry]], [[ring of fire]], [[ring of ice]] and most of the &amp;quot;stat rings&amp;quot;: [[ring of protection]], [[ring of evasion]], [[ring of strength]], [[ring of dexterity]], and [[ring of intelligence]].&lt;br /&gt;
*The [[ring of see invisible]] will identify if worn when a creature attempts to turn invisible, or if putting it on reveals a hitherto unseen invisible creature.&lt;br /&gt;
*The [[ring of sustain abilities]] will identify if worn when it protects you from stat drain.&lt;br /&gt;
*The [[ring of teleport control]] can be identified by teleporting or [[blink]]ing.&lt;br /&gt;
*The [[ring of teleportation]] and the negative versions of &amp;quot;stat rings&amp;quot; are usually cursed.&lt;br /&gt;
*The [[ring of sustenance]] and the [[ring of hunger]] will auto-identify when your hunger status changes. Rings of hunger are always cursed. If a ring is cursed and does not auto-identify it should be removed with a scroll of remove curse as soon as possible, since there is a very good chance that it's a ring of hunger.&lt;br /&gt;
&lt;br /&gt;
This leaves the following rings to be identified normally:&lt;br /&gt;
*The rings of resistance ([[ring of poison resistance|poison]], [[ring of protection from fire|fire]], [[ring of protection from cold|cold]], [[ring of life protection|negative energy]], and [[ring of protection from magic|magic protection]]) can produce revealing messages when they protect you from something, though it is only unambiguous if you have no other source of the resistance to the resisted element.  Usually it is best to simply use an identify scroll on those rings that don't identify through other means; for the resistance rings, though, it is possible to use a safe source of the element to be resisted. Generally a self-targeted low-level spell will do; potions of poison can be used to test for poison resistance, though be sure to be at full health in a safe area first.&lt;br /&gt;
*[[Rings of slaying]] must be identified with a scroll.&lt;br /&gt;
&lt;br /&gt;
Artefact jewellery will reveal any properties that would auto-identify when worn; for example, a ring with +5 Int and rElec will reveal the Int bonus but not the resistance when worn. As such, you'll often need to use scrolls of identify to fully identify them. Artefact jewellery that is partially identified will be inscribed as such.&lt;br /&gt;
&lt;br /&gt;
===[[Scrolls]]===&lt;br /&gt;
As of 0.15, all scrolls Auto-Identify when read, even if their effects aren't obviously perceived. for instance, a [[Scroll of remove curse]] will print the message &amp;quot;you feel like something is helping you&amp;quot; even if it doesn't remove a curse&lt;br /&gt;
&lt;br /&gt;
For best results when read-IDing scrolls, be sure that you:&lt;br /&gt;
*Are on an unexplored level, standing on stairs leading to a clear level (to retreat if it's a teleportation, noise, or another harmful scroll, and to make the most out of magic mapping)&lt;br /&gt;
*Test the most numerous unknown scrolls you have first (to make it more probable to discover the more common identify, teleportation, and remove curse scrolls first and to avoid wasting more valuable scrolls)&lt;br /&gt;
*Don't have any allies nearby (to not offend them and possibly your deity with fear, immolation, torment, or holy word)&lt;br /&gt;
*Are carrying at least 1 wand (recharging)&lt;br /&gt;
&lt;br /&gt;
Conditions can be adjusted as your knowledge improves. For example, if you are playing as a [[formicid]], you don't have to worry about accidentally teleporting, due to the permanent [[stasis]] effect. Some of the less common scrolls are very valuable and therefore it is not wasteful to use a scroll of identify on single scrolls that have been single for some time (e.g. brand weapon).&lt;br /&gt;
&lt;br /&gt;
Identifying scrolls is all about balance. On the one hand, you shouldn't waste scrolls of identify out of sheer curiosity, but on the other, it's massively annoying to die on level 3 with several scrolls of teleportation, fear, or blinking in your inventory. When read-identifying scrolls, watch out for the following detrimental effects:&lt;br /&gt;
*The scrolls of immolation and torment both cause serious HP damage, though torment is never directly lethal (always deals half of your health). Scrolls of holy word cause similar damage to undead or demonic characters.&lt;br /&gt;
*If you have any allies in sight, reading a scroll of fear, immolation, or torment (or holy word, for undead/demonic allies) is liable to cause them to turn on you. On top of that, some [[god]]s get angry if you harm your allies.&lt;br /&gt;
*Scrolls of random uselessness may produce friendly butterflies, which can be troublesome for characters worshiping a god who dislikes the death of allies.&lt;br /&gt;
&lt;br /&gt;
===[[Potions]]===&lt;br /&gt;
All potions auto-identify when quaffed, but some (for example potions of poison and decay) are seriously harmful. It may be sensible to wait until you have larger potion stacks before trying them, so that you are more likely to discover the [[potion of curing]], which is the most common potion and will cure poisoning and rotting. This also reduces the chance of wasting a [[potion of cure mutation]]. The [[potion of blood]] is always red, and it will auto identify when it turns into a [[potion of coagulated blood]] after a while. Note that wearing an [[amulet of resist mutation]] or having [[poison resistance]] will ''not'' interfere with identifying the corresponding potions, but will protect from their effects.&lt;br /&gt;
&lt;br /&gt;
A second way to identify potions is to witness monsters quaffing them. You'll have to note the effect the potion has on the monster; once you've seen it, the appropriate potion type will be marked as &amp;quot;tried by monster&amp;quot; and it can be inscribed with its identity depending on the effects you saw.&lt;br /&gt;
&lt;br /&gt;
Note that potions of porridge are almost always described as a &amp;quot;gluggy white&amp;quot; or &amp;quot;gluggy brown&amp;quot; potion.&lt;br /&gt;
&lt;br /&gt;
It is not cowardice to avoid quaff-IDing potions entirely. Scrolls of identify are common enough that using them on every unidentified potion you find is not unreasonable.&lt;br /&gt;
&lt;br /&gt;
===[[Wands]]===&lt;br /&gt;
Wands usually auto-identify when zapped at a monster which does not resist them, but until you have a fairly high [[Evocation]]s skill, the only way to determine the number of charges in a wand is to use a scroll of identify.&lt;br /&gt;
&lt;br /&gt;
The best way to identify wands is by zapping at a monster who is at least one square away from you, close to a rock wall, yet without the shot being perpendicular to the wall. This will ensure that if the wand is a fireball you will not be hit by the blast, if the wand is digging it will become identified due to digging the wall, and if the wand is lightning it will not hurt you by bouncing back at you. Wands should be tested on weak monsters in case they are hastened or turned invisible. If the game tells you &amp;quot;nothing happens&amp;quot; and the enemy is uninjured, it's a [[wand of healing]].&lt;br /&gt;
&lt;br /&gt;
Another method is to zap the wands at a section of wall. If this fails attempt to use it on yourself. This can use more charges, but is slightly safer and does not require a monster to be present. In fact, you should make sure that there ''aren't'' any nearby monsters, since a [[wand of confusion]] or a [[wand of enslavement]] will cause you to confuse yourself.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], many things would not fully identify when used, wielded, worn, or put on, and scrolls of identify could rarely affect multiple items&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], scrolls of enchant weapon, scrolls of fear, scrolls of holy word, scrolls of torment, and scrolls of vorpalise weapon would only identify when read if they affected something.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], wield-IDing [[magical staves]] would only work if the spellcaster's skills exceeded a certain value, much like with weapons now.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6]] and the removal of the [[Divinations]] school of magic, you could also identify items using the [[Identify]] spell.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Identification&amp;diff=34247</id>
		<title>Identification</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Identification&amp;diff=34247"/>
				<updated>2015-03-03T23:08:25Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* History */ 0.15 is out, updating page to read for 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
Any item can be completely '''identified''' by reading a [[scroll of identify]]. Unfortunately, there won't be enough scrolls for everything you want to identify, so it's helpful to know about other means of identification.&lt;br /&gt;
&lt;br /&gt;
==Checking items you have identified==&lt;br /&gt;
Press '''\''' for a list of items already identified. You can also use the command '''-''' to toggle the view to items you have not yet identified.&lt;br /&gt;
&lt;br /&gt;
==Pre-identified items==&lt;br /&gt;
Certain [[background]]s or [[species]] start with a couple of items identified:&lt;br /&gt;
*[[Deep Dwarf|Deep Dwarves]] recognize [[wands of heal wounds]].&lt;br /&gt;
*[[Spriggan]]s recognize [[potions of porridge]].&lt;br /&gt;
*[[Vampire]]s recognize [[potions of blood]].&lt;br /&gt;
*[[Assassin]]s recognize [[potions of poison]].&lt;br /&gt;
*[[Healer]]s recognize [[potions of curing]] and [[potions of heal wounds]].&lt;br /&gt;
*[[Warper]]s recognize [[scrolls of blinking]].&lt;br /&gt;
*[[Artificer]]s recognize [[wands of flame]], [[wands of enslavement]], [[wands of random effects]], and [[scrolls of recharging]].&lt;br /&gt;
*[[Wanderer]]s recognize [[scrolls of teleportation]] and may start with additional scrolls or potions, which they will also recognize.&lt;br /&gt;
&lt;br /&gt;
Additionally, converting to [[Ashenzari]] will identify [[scrolls of remove curse]], [[scrolls of curse weapon]], [[scrolls of curse armour]], and [[scrolls of curse jewellery]], if you haven't already identified them.&lt;br /&gt;
&lt;br /&gt;
==Identifying items in shops==&lt;br /&gt;
Anything bought from a non-antique [[shop]] will automatically be identified. This is especially useful for identifying bad items such as [[Curse#Item_Cursing|curse scrolls]], [[rings of hunger]], or harmful [[potions]], as all of these are quite cheap and identifying them this way will prevent you from harming yourself by experimenting with them.&lt;br /&gt;
&lt;br /&gt;
==Identifying items through use==&lt;br /&gt;
If the item is a weapon, armour, ring or amulet, you may want to make sure that you can uncurse it (a [[scroll of remove curse]] will always work, and [[scrolls of enchant weapon]]/[[scroll of enchant armour|armour]] will uncurse weapons and armour, respectively) before trying to identify it through use. Some weapons and armour appear as shiny, runed, glowing, dyed, embroidered ''etc.'', while others are &amp;quot;plain&amp;quot;. It's worth noting that while &amp;quot;plain&amp;quot; weapons and armour are never [[brand]]ed, they often have random pluses or minuses: while (0,-1) and the like are common, armour and weapons up to +2 or +3 can be found by testing these items in bulk. Conversely, items with adjectives are almost never +0, but can have bonuses or maluses, and they don't necessarily have brands. Many of them will be cursed: any cursed weapon/armour has 1 chance in 3 of having an adjective. Even marked weapons are still more likely to be (-1, 0) or (+1, -1) than (+2, +3). More exotic descriptors such as &amp;quot;ancient&amp;quot;, &amp;quot;humming&amp;quot;, or &amp;quot;distressingly furry&amp;quot; indicate [[artefact]]s; even when unidentified, they will appear in white in the inventory listing.&lt;br /&gt;
&lt;br /&gt;
===[[Armour]]===&lt;br /&gt;
Armour is always fully identified when worn. This includes artefacts. The only risk with wearing un-ID'd non-artefact armour is being stuck by a curse with something suboptimal; there are no harmful armour [[ego]]s other than [[ponderousness]], which is exceedingly rare and not usually generated cursed. Artefact armour can occasionally be nasty: mutagenic radiation, teleportitis, and negative slaying are all possibilities.  You should always have a scroll of remove curse handy when trying on artefact armour.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon]]s===&lt;br /&gt;
Weapons will reveal any [[brand]]s (such as &amp;quot;of flaming&amp;quot;) when wielded - and all other special properties, too, if it's an artefact. To find their to-hit and to-damage bonuses, however, you need to have some skill with them. If your skill is above a certain value (randomly determined when the weapon is created), the weapon is in your [[inventory]], and you know that it is not cursed (eg: you have already wielded that weapon), the pluses will be revealed.&lt;br /&gt;
&lt;br /&gt;
If an enemy successfully hits you with a [[brand|branded]] weapon and activates its effect, the [[brand]] will be identified, but nothing else.&lt;br /&gt;
&lt;br /&gt;
Note that weapons of [[distortion]] can have dangerous effects if wielded while un-identified or unequipping, such as casting the user into [[the Abyss]]. The unique monsters [[Psyche]] and [[Sonja]] are likely to drop weapons of [[distortion]] or [[chaos]], and their weapons will be inscribed with their names.&lt;br /&gt;
&lt;br /&gt;
===[[Jewellery]]===&lt;br /&gt;
Some amulets and rings auto-identify but many do not. Amulets are generally safer to identify in this way than rings, since only the [[amulet of inaccuracy]] is harmful, and it's rarely cursed. &lt;br /&gt;
*The [[amulet of faith]] will auto-identify when put on if you are worshipping a god, or if worn when you pray at an altar, but beware as unequipping it will lower your piety by 1/3.&lt;br /&gt;
*The [[amulet of rage]], [[amulet of the gourmand]] and [[amulet of guardian spirit]] all auto-identify when worn - note that the last can be dangerous for spellcasters, as it will drain all your MP when put on or taken off. Don't put on un-ID'd amulets in combat.&lt;br /&gt;
*The [[amulet of stasis]] and the [[amulet of clarity]] both auto-identify when the player resists the corresponding effects.&lt;br /&gt;
*The [[amulet of warding]] will auto-identify when an attack from a summoned monster is deterred.&lt;br /&gt;
&lt;br /&gt;
This leaves the [[amulet of resist corrosion]], the [[amulet of resist mutation]], the [[amulet of conservation]], and the aforementioned [[amulet of inaccuracy]] to be identified.&lt;br /&gt;
&lt;br /&gt;
As for rings, they can be more dangerous than amulets, but many will auto-identify for you.&lt;br /&gt;
*These rings  all auto-identify when put on: [[ring of flight]], [[ring of teleportation]], [[ring of invisibility]], [[ring of magical power]], [[ring of regeneration]], [[ring of wizardry]], [[ring of fire]], [[ring of ice]] and most of the &amp;quot;stat rings&amp;quot;: [[ring of protection]], [[ring of evasion]], [[ring of strength]], [[ring of dexterity]], and [[ring of intelligence]].&lt;br /&gt;
*The [[ring of see invisible]] will identify if worn when a creature attempts to turn invisible, or if putting it on reveals a hitherto unseen invisible creature.&lt;br /&gt;
*The [[ring of sustain abilities]] will identify if worn when it protects you from stat drain.&lt;br /&gt;
*The [[ring of teleport control]] can be identified by teleporting or [[blink]]ing.&lt;br /&gt;
*The [[ring of teleportation]] and the negative versions of &amp;quot;stat rings&amp;quot; are usually cursed.&lt;br /&gt;
*The [[ring of sustenance]] and the [[ring of hunger]] will auto-identify when your hunger status changes. Rings of hunger are always cursed. If a ring is cursed and does not auto-identify it should be removed with a scroll of remove curse as soon as possible, since there is a very good chance that it's a ring of hunger.&lt;br /&gt;
&lt;br /&gt;
This leaves the following rings to be identified normally:&lt;br /&gt;
*The rings of resistance ([[ring of poison resistance|poison]], [[ring of protection from fire|fire]], [[ring of protection from cold|cold]], [[ring of life protection|negative energy]], and [[ring of protection from magic|magic protection]]) can produce revealing messages when they protect you from something, though it is only unambiguous if you have no other source of the resistance to the resisted element.  Usually it is best to simply use an identify scroll on those rings that don't identify through other means; for the resistance rings, though, it is possible to use a safe source of the element to be resisted. Generally a self-targeted low-level spell will do; potions of poison can be used to test for poison resistance, though be sure to be at full health in a safe area first.&lt;br /&gt;
*[[Rings of slaying]] must be identified with a scroll.&lt;br /&gt;
&lt;br /&gt;
Artefact jewellery will reveal any properties that would auto-identify when worn; for example, a ring with +5 Int and rElec will reveal the Int bonus but not the resistance when worn. As such, you'll often need to use scrolls of identify to fully identify them. Artefact jewellery that is partially identified will be inscribed as such.&lt;br /&gt;
&lt;br /&gt;
===[[Scrolls]]===&lt;br /&gt;
Most scrolls, but not all, will auto-identify when read. Reading one of these scrolls will always identify it:&lt;br /&gt;
*[[Scroll of acquirement]]&lt;br /&gt;
*[[Scroll of blinking]]&lt;br /&gt;
*[[Scroll of enchant weapon]]&lt;br /&gt;
*[[Scroll of fear]]&lt;br /&gt;
*[[Scroll of fog]]&lt;br /&gt;
*[[Scroll of holy word]]&lt;br /&gt;
*[[Scroll of immolation]]&lt;br /&gt;
*[[Scroll of magic mapping]]&lt;br /&gt;
*[[Scroll of noise]]&lt;br /&gt;
*[[Scroll of random uselessness]]&lt;br /&gt;
*[[Scroll of silence]]&lt;br /&gt;
*[[Scroll of summoning]] (unless in a cramped or crowded place where the monsters couldn't be created)&lt;br /&gt;
*[[Scroll of teleportation]]&lt;br /&gt;
*[[Scroll of torment]]&lt;br /&gt;
*[[Scroll of vorpalize weapon]]&lt;br /&gt;
*[[Scroll of vulnerability]]&lt;br /&gt;
&lt;br /&gt;
Reading one of these scrolls will ask for an item to use it on:&lt;br /&gt;
*[[Scroll of enchant armour]] (identified if used on a piece of armour and the enchantment succeeds)&lt;br /&gt;
*[[Scroll of identify]] (identified if used on an unidentified item)&lt;br /&gt;
*[[Scroll of recharging]] (identified if used on a wand or rod)&lt;br /&gt;
&lt;br /&gt;
The following scrolls may identify, based on certain conditions:&lt;br /&gt;
*[[Scroll of amnesia]] (if you have at least one spell memorized)&lt;br /&gt;
*[[Scroll of curse armour]] (if wearing at least one uncursed piece of armour)&lt;br /&gt;
*[[Scroll of curse jewellery]] (if wearing at least one piece of uncursed jewellery)&lt;br /&gt;
*[[Scroll of curse weapon]] (if wielding an uncursed weapon)&lt;br /&gt;
*[[Scroll of remove curse]] (if you are wearing at least one cursed item)&lt;br /&gt;
&lt;br /&gt;
For best results when read-IDing scrolls, be sure that you:&lt;br /&gt;
*Are on an unexplored level, standing on stairs leading to a clear level (to retreat if it's a teleportation, noise, or another harmful scroll, and to make the most out of magic mapping)&lt;br /&gt;
*Test the most numerous unknown scrolls you have first (to make it more probable to discover the more common identify, teleportation, curse, and remove curse scrolls first and to avoid wasting more valuable scrolls)&lt;br /&gt;
*Don't have any allies nearby (to not offend them and possibly your deity with fear, immolation, torment, or holy word)&lt;br /&gt;
*Wield the best uncursed weapon you have (to identify curse weapon and benefit from weapon enchantment scrolls)&lt;br /&gt;
*Are carrying an unidentified piece of armour and an unidentified wand, even if it's just the number of charges (best chance to correctly use identify, enchant armour or recharge). Note that on an ''unsuccessful'' reading of one of these scrolls, the game will auto-inscribe the ''type'' of scroll with the item it was tested with.  This makes it easy to rule out possibilities!&lt;br /&gt;
&lt;br /&gt;
For the brave, be sure that you have a cursed item equipped (to identify remove curse).  Not infrequently this may be one that was just cursed by a curse armour/weapon/jewellery scroll, if you are identifying a number of scrolls at once.&lt;br /&gt;
&lt;br /&gt;
Conditions can be adjusted as your knowledge improves. For example, once you've discovered scrolls of remove curse, cursing your weapon with a scroll of curse weapon is no problem at all. Some of the less common scrolls are very valuable and therefore it is not wasteful to use a scroll of identify on single scrolls that have been single for some time (e.g. vorpalise weapon).&lt;br /&gt;
&lt;br /&gt;
Identifying scrolls is all about balance. On the one hand, you shouldn't waste scrolls of identify out of sheer curiosity, but on the other, it's massively annoying to die on level 3 with several scrolls of teleportation, fear, or blinking in your inventory. When read-identifying scrolls, watch out for the following detrimental effects:&lt;br /&gt;
*The scrolls of immolation and torment both cause serious HP damage, though torment is never directly lethal. Scrolls of holy word cause similar damage to undead or demonic characters.&lt;br /&gt;
*If you have any allies in sight, reading a scroll of fear, immolation, or torment (or holy word, for undead/demonic allies) is liable to cause them to turn on you. On top of that, some [[god]]s get angry if you harm your allies.&lt;br /&gt;
*Your armour, weapon, or jewelry may become cursed, though scrolls of remove curse are fairly common.&lt;br /&gt;
*Scrolls of random uselessness may produce friendly butterflies, which can be troublesome for characters worshiping a god who dislikes the death of allies.&lt;br /&gt;
&lt;br /&gt;
===[[Potions]]===&lt;br /&gt;
All potions auto-identify when quaffed, but some (for example potions of poison and decay) are seriously harmful. It may be sensible to wait until you have larger potion stacks before trying them, so that you are more likely to discover the [[potion of curing]], which is the most common potion and will cure poisoning and rotting. This also reduces the chance of wasting a [[potion of cure mutation]]. The [[potion of blood]] is always red, and it will auto identify when it turns into a [[potion of coagulated blood]] after a while. Note that wearing an [[amulet of resist mutation]] or having [[poison resistance]] will ''not'' interfere with identifying the corresponding potions, but will protect from their effects.&lt;br /&gt;
&lt;br /&gt;
A second way to identify potions is to witness monsters quaffing them. You'll have to note the effect the potion has on the monster; once you've seen it, the appropriate potion type will be marked as &amp;quot;tried by monster&amp;quot; and it can be inscribed with its identity depending on the effects you saw.&lt;br /&gt;
&lt;br /&gt;
Note that potions of porridge are almost always described as a &amp;quot;gluggy white&amp;quot; or &amp;quot;gluggy brown&amp;quot; potion.&lt;br /&gt;
&lt;br /&gt;
It is not cowardice to avoid quaff-IDing potions entirely. Scrolls of identify are common enough that using them on every unidentified potion you find is not unreasonable.&lt;br /&gt;
&lt;br /&gt;
===[[Wands]]===&lt;br /&gt;
Wands usually auto-identify when zapped at a monster which does not resist them, but until you have a fairly high [[Evocation]]s skill, the only way to determine the number of charges in a wand is to use a scroll of identify.&lt;br /&gt;
&lt;br /&gt;
The best way to identify wands is by zapping at a monster who is at least one square away from you, close to a rock wall, yet without the shot being perpendicular to the wall. This will ensure that if the wand is a fireball you will not be hit by the blast, if the wand is digging it will become identified due to digging the wall, and if the wand is lightning it will not hurt you by bouncing back at you. Wands should be tested on weak monsters in case they are hastened or turned invisible. If the game tells you &amp;quot;nothing happens&amp;quot; and the enemy is uninjured, it's a [[wand of healing]].&lt;br /&gt;
&lt;br /&gt;
Another method is to zap the wands at a section of wall. If this fails attempt to use it on yourself. This can use more charges, but is slightly safer and does not require a monster to be present. In fact, you should make sure that there ''aren't'' any nearby monsters, since a [[wand of confusion]] or a [[wand of enslavement]] will cause you to confuse yourself.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], many things would not fully identify when used, wielded, worn, or put on, and scrolls of identify could rarely affect multiple items&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], scrolls of enchant weapon, scrolls of fear, scrolls of holy word, scrolls of torment, and scrolls of vorpalise weapon would only identify when read if they affected something.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], wield-IDing [[magical staves]] would only work if the spellcaster's skills exceeded a certain value, much like with weapons now.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6]] and the removal of the [[Divinations]] school of magic, you could also identify items using the [[Identify]] spell.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Identification&amp;diff=34246</id>
		<title>Identification</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Identification&amp;diff=34246"/>
				<updated>2015-03-03T23:05:04Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
Any item can be completely '''identified''' by reading a [[scroll of identify]]. Unfortunately, there won't be enough scrolls for everything you want to identify, so it's helpful to know about other means of identification.&lt;br /&gt;
&lt;br /&gt;
==Checking items you have identified==&lt;br /&gt;
Press '''\''' for a list of items already identified. You can also use the command '''-''' to toggle the view to items you have not yet identified.&lt;br /&gt;
&lt;br /&gt;
==Pre-identified items==&lt;br /&gt;
Certain [[background]]s or [[species]] start with a couple of items identified:&lt;br /&gt;
*[[Deep Dwarf|Deep Dwarves]] recognize [[wands of heal wounds]].&lt;br /&gt;
*[[Spriggan]]s recognize [[potions of porridge]].&lt;br /&gt;
*[[Vampire]]s recognize [[potions of blood]].&lt;br /&gt;
*[[Assassin]]s recognize [[potions of poison]].&lt;br /&gt;
*[[Healer]]s recognize [[potions of curing]] and [[potions of heal wounds]].&lt;br /&gt;
*[[Warper]]s recognize [[scrolls of blinking]].&lt;br /&gt;
*[[Artificer]]s recognize [[wands of flame]], [[wands of enslavement]], [[wands of random effects]], and [[scrolls of recharging]].&lt;br /&gt;
*[[Wanderer]]s recognize [[scrolls of teleportation]] and may start with additional scrolls or potions, which they will also recognize.&lt;br /&gt;
&lt;br /&gt;
Additionally, converting to [[Ashenzari]] will identify [[scrolls of remove curse]], [[scrolls of curse weapon]], [[scrolls of curse armour]], and [[scrolls of curse jewellery]], if you haven't already identified them.&lt;br /&gt;
&lt;br /&gt;
==Identifying items in shops==&lt;br /&gt;
Anything bought from a non-antique [[shop]] will automatically be identified. This is especially useful for identifying bad items such as [[Curse#Item_Cursing|curse scrolls]], [[rings of hunger]], or harmful [[potions]], as all of these are quite cheap and identifying them this way will prevent you from harming yourself by experimenting with them.&lt;br /&gt;
&lt;br /&gt;
==Identifying items through use==&lt;br /&gt;
If the item is a weapon, armour, ring or amulet, you may want to make sure that you can uncurse it (a [[scroll of remove curse]] will always work, and [[scrolls of enchant weapon]]/[[scroll of enchant armour|armour]] will uncurse weapons and armour, respectively) before trying to identify it through use. Some weapons and armour appear as shiny, runed, glowing, dyed, embroidered ''etc.'', while others are &amp;quot;plain&amp;quot;. It's worth noting that while &amp;quot;plain&amp;quot; weapons and armour are never [[brand]]ed, they often have random pluses or minuses: while (0,-1) and the like are common, armour and weapons up to +2 or +3 can be found by testing these items in bulk. Conversely, items with adjectives are almost never +0, but can have bonuses or maluses, and they don't necessarily have brands. Many of them will be cursed: any cursed weapon/armour has 1 chance in 3 of having an adjective. Even marked weapons are still more likely to be (-1, 0) or (+1, -1) than (+2, +3). More exotic descriptors such as &amp;quot;ancient&amp;quot;, &amp;quot;humming&amp;quot;, or &amp;quot;distressingly furry&amp;quot; indicate [[artefact]]s; even when unidentified, they will appear in white in the inventory listing.&lt;br /&gt;
&lt;br /&gt;
===[[Armour]]===&lt;br /&gt;
Armour is always fully identified when worn. This includes artefacts. The only risk with wearing un-ID'd non-artefact armour is being stuck by a curse with something suboptimal; there are no harmful armour [[ego]]s other than [[ponderousness]], which is exceedingly rare and not usually generated cursed. Artefact armour can occasionally be nasty: mutagenic radiation, teleportitis, and negative slaying are all possibilities.  You should always have a scroll of remove curse handy when trying on artefact armour.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon]]s===&lt;br /&gt;
Weapons will reveal any [[brand]]s (such as &amp;quot;of flaming&amp;quot;) when wielded - and all other special properties, too, if it's an artefact. To find their to-hit and to-damage bonuses, however, you need to have some skill with them. If your skill is above a certain value (randomly determined when the weapon is created), the weapon is in your [[inventory]], and you know that it is not cursed (eg: you have already wielded that weapon), the pluses will be revealed.&lt;br /&gt;
&lt;br /&gt;
If an enemy successfully hits you with a [[brand|branded]] weapon and activates its effect, the [[brand]] will be identified, but nothing else.&lt;br /&gt;
&lt;br /&gt;
Note that weapons of [[distortion]] can have dangerous effects if wielded while un-identified or unequipping, such as casting the user into [[the Abyss]]. The unique monsters [[Psyche]] and [[Sonja]] are likely to drop weapons of [[distortion]] or [[chaos]], and their weapons will be inscribed with their names.&lt;br /&gt;
&lt;br /&gt;
===[[Jewellery]]===&lt;br /&gt;
Some amulets and rings auto-identify but many do not. Amulets are generally safer to identify in this way than rings, since only the [[amulet of inaccuracy]] is harmful, and it's rarely cursed. &lt;br /&gt;
*The [[amulet of faith]] will auto-identify when put on if you are worshipping a god, or if worn when you pray at an altar, but beware as unequipping it will lower your piety by 1/3.&lt;br /&gt;
*The [[amulet of rage]], [[amulet of the gourmand]] and [[amulet of guardian spirit]] all auto-identify when worn - note that the last can be dangerous for spellcasters, as it will drain all your MP when put on or taken off. Don't put on un-ID'd amulets in combat.&lt;br /&gt;
*The [[amulet of stasis]] and the [[amulet of clarity]] both auto-identify when the player resists the corresponding effects.&lt;br /&gt;
*The [[amulet of warding]] will auto-identify when an attack from a summoned monster is deterred.&lt;br /&gt;
&lt;br /&gt;
This leaves the [[amulet of resist corrosion]], the [[amulet of resist mutation]], the [[amulet of conservation]], and the aforementioned [[amulet of inaccuracy]] to be identified.&lt;br /&gt;
&lt;br /&gt;
As for rings, they can be more dangerous than amulets, but many will auto-identify for you.&lt;br /&gt;
*These rings  all auto-identify when put on: [[ring of flight]], [[ring of teleportation]], [[ring of invisibility]], [[ring of magical power]], [[ring of regeneration]], [[ring of wizardry]], [[ring of fire]], [[ring of ice]] and most of the &amp;quot;stat rings&amp;quot;: [[ring of protection]], [[ring of evasion]], [[ring of strength]], [[ring of dexterity]], and [[ring of intelligence]].&lt;br /&gt;
*The [[ring of see invisible]] will identify if worn when a creature attempts to turn invisible, or if putting it on reveals a hitherto unseen invisible creature.&lt;br /&gt;
*The [[ring of sustain abilities]] will identify if worn when it protects you from stat drain.&lt;br /&gt;
*The [[ring of teleport control]] can be identified by teleporting or [[blink]]ing.&lt;br /&gt;
*The [[ring of teleportation]] and the negative versions of &amp;quot;stat rings&amp;quot; are usually cursed.&lt;br /&gt;
*The [[ring of sustenance]] and the [[ring of hunger]] will auto-identify when your hunger status changes. Rings of hunger are always cursed. If a ring is cursed and does not auto-identify it should be removed with a scroll of remove curse as soon as possible, since there is a very good chance that it's a ring of hunger.&lt;br /&gt;
&lt;br /&gt;
This leaves the following rings to be identified normally:&lt;br /&gt;
*The rings of resistance ([[ring of poison resistance|poison]], [[ring of protection from fire|fire]], [[ring of protection from cold|cold]], [[ring of life protection|negative energy]], and [[ring of protection from magic|magic protection]]) can produce revealing messages when they protect you from something, though it is only unambiguous if you have no other source of the resistance to the resisted element.  Usually it is best to simply use an identify scroll on those rings that don't identify through other means; for the resistance rings, though, it is possible to use a safe source of the element to be resisted. Generally a self-targeted low-level spell will do; potions of poison can be used to test for poison resistance, though be sure to be at full health in a safe area first.&lt;br /&gt;
*[[Rings of slaying]] must be identified with a scroll.&lt;br /&gt;
&lt;br /&gt;
Artefact jewellery will reveal any properties that would auto-identify when worn; for example, a ring with +5 Int and rElec will reveal the Int bonus but not the resistance when worn. As such, you'll often need to use scrolls of identify to fully identify them. Artefact jewellery that is partially identified will be inscribed as such.&lt;br /&gt;
&lt;br /&gt;
===[[Scrolls]]===&lt;br /&gt;
Most scrolls, but not all, will auto-identify when read. Reading one of these scrolls will always identify it:&lt;br /&gt;
*[[Scroll of acquirement]]&lt;br /&gt;
*[[Scroll of blinking]]&lt;br /&gt;
*[[Scroll of enchant weapon]]&lt;br /&gt;
*[[Scroll of fear]]&lt;br /&gt;
*[[Scroll of fog]]&lt;br /&gt;
*[[Scroll of holy word]]&lt;br /&gt;
*[[Scroll of immolation]]&lt;br /&gt;
*[[Scroll of magic mapping]]&lt;br /&gt;
*[[Scroll of noise]]&lt;br /&gt;
*[[Scroll of random uselessness]]&lt;br /&gt;
*[[Scroll of silence]]&lt;br /&gt;
*[[Scroll of summoning]] (unless in a cramped or crowded place where the monsters couldn't be created)&lt;br /&gt;
*[[Scroll of teleportation]]&lt;br /&gt;
*[[Scroll of torment]]&lt;br /&gt;
*[[Scroll of vorpalize weapon]]&lt;br /&gt;
*[[Scroll of vulnerability]]&lt;br /&gt;
&lt;br /&gt;
Reading one of these scrolls will ask for an item to use it on:&lt;br /&gt;
*[[Scroll of enchant armour]] (identified if used on a piece of armour and the enchantment succeeds)&lt;br /&gt;
*[[Scroll of identify]] (identified if used on an unidentified item)&lt;br /&gt;
*[[Scroll of recharging]] (identified if used on a wand or rod)&lt;br /&gt;
&lt;br /&gt;
The following scrolls may identify, based on certain conditions:&lt;br /&gt;
*[[Scroll of amnesia]] (if you have at least one spell memorized)&lt;br /&gt;
*[[Scroll of curse armour]] (if wearing at least one uncursed piece of armour)&lt;br /&gt;
*[[Scroll of curse jewellery]] (if wearing at least one piece of uncursed jewellery)&lt;br /&gt;
*[[Scroll of curse weapon]] (if wielding an uncursed weapon)&lt;br /&gt;
*[[Scroll of remove curse]] (if you are wearing at least one cursed item)&lt;br /&gt;
&lt;br /&gt;
For best results when read-IDing scrolls, be sure that you:&lt;br /&gt;
*Are on an unexplored level, standing on stairs leading to a clear level (to retreat if it's a teleportation, noise, or another harmful scroll, and to make the most out of magic mapping)&lt;br /&gt;
*Test the most numerous unknown scrolls you have first (to make it more probable to discover the more common identify, teleportation, curse, and remove curse scrolls first and to avoid wasting more valuable scrolls)&lt;br /&gt;
*Don't have any allies nearby (to not offend them and possibly your deity with fear, immolation, torment, or holy word)&lt;br /&gt;
*Wield the best uncursed weapon you have (to identify curse weapon and benefit from weapon enchantment scrolls)&lt;br /&gt;
*Are carrying an unidentified piece of armour and an unidentified wand, even if it's just the number of charges (best chance to correctly use identify, enchant armour or recharge). Note that on an ''unsuccessful'' reading of one of these scrolls, the game will auto-inscribe the ''type'' of scroll with the item it was tested with.  This makes it easy to rule out possibilities!&lt;br /&gt;
&lt;br /&gt;
For the brave, be sure that you have a cursed item equipped (to identify remove curse).  Not infrequently this may be one that was just cursed by a curse armour/weapon/jewellery scroll, if you are identifying a number of scrolls at once.&lt;br /&gt;
&lt;br /&gt;
Conditions can be adjusted as your knowledge improves. For example, once you've discovered scrolls of remove curse, cursing your weapon with a scroll of curse weapon is no problem at all. Some of the less common scrolls are very valuable and therefore it is not wasteful to use a scroll of identify on single scrolls that have been single for some time (e.g. vorpalise weapon).&lt;br /&gt;
&lt;br /&gt;
Identifying scrolls is all about balance. On the one hand, you shouldn't waste scrolls of identify out of sheer curiosity, but on the other, it's massively annoying to die on level 3 with several scrolls of teleportation, fear, or blinking in your inventory. When read-identifying scrolls, watch out for the following detrimental effects:&lt;br /&gt;
*The scrolls of immolation and torment both cause serious HP damage, though torment is never directly lethal. Scrolls of holy word cause similar damage to undead or demonic characters.&lt;br /&gt;
*If you have any allies in sight, reading a scroll of fear, immolation, or torment (or holy word, for undead/demonic allies) is liable to cause them to turn on you. On top of that, some [[god]]s get angry if you harm your allies.&lt;br /&gt;
*Your armour, weapon, or jewelry may become cursed, though scrolls of remove curse are fairly common.&lt;br /&gt;
*Scrolls of random uselessness may produce friendly butterflies, which can be troublesome for characters worshiping a god who dislikes the death of allies.&lt;br /&gt;
&lt;br /&gt;
===[[Potions]]===&lt;br /&gt;
All potions auto-identify when quaffed, but some (for example potions of poison and decay) are seriously harmful. It may be sensible to wait until you have larger potion stacks before trying them, so that you are more likely to discover the [[potion of curing]], which is the most common potion and will cure poisoning and rotting. This also reduces the chance of wasting a [[potion of cure mutation]]. The [[potion of blood]] is always red, and it will auto identify when it turns into a [[potion of coagulated blood]] after a while. Note that wearing an [[amulet of resist mutation]] or having [[poison resistance]] will ''not'' interfere with identifying the corresponding potions, but will protect from their effects.&lt;br /&gt;
&lt;br /&gt;
A second way to identify potions is to witness monsters quaffing them. You'll have to note the effect the potion has on the monster; once you've seen it, the appropriate potion type will be marked as &amp;quot;tried by monster&amp;quot; and it can be inscribed with its identity depending on the effects you saw.&lt;br /&gt;
&lt;br /&gt;
Note that potions of porridge are almost always described as a &amp;quot;gluggy white&amp;quot; or &amp;quot;gluggy brown&amp;quot; potion.&lt;br /&gt;
&lt;br /&gt;
It is not cowardice to avoid quaff-IDing potions entirely. Scrolls of identify are common enough that using them on every unidentified potion you find is not unreasonable.&lt;br /&gt;
&lt;br /&gt;
===[[Wands]]===&lt;br /&gt;
Wands usually auto-identify when zapped at a monster which does not resist them, but until you have a fairly high [[Evocation]]s skill, the only way to determine the number of charges in a wand is to use a scroll of identify.&lt;br /&gt;
&lt;br /&gt;
The best way to identify wands is by zapping at a monster who is at least one square away from you, close to a rock wall, yet without the shot being perpendicular to the wall. This will ensure that if the wand is a fireball you will not be hit by the blast, if the wand is digging it will become identified due to digging the wall, and if the wand is lightning it will not hurt you by bouncing back at you. Wands should be tested on weak monsters in case they are hastened or turned invisible. If the game tells you &amp;quot;nothing happens&amp;quot; and the enemy is uninjured, it's a [[wand of healing]].&lt;br /&gt;
&lt;br /&gt;
Another method is to zap the wands at a section of wall. If this fails attempt to use it on yourself. This can use more charges, but is slightly safer and does not require a monster to be present. In fact, you should make sure that there ''aren't'' any nearby monsters, since a [[wand of confusion]] or a [[wand of enslavement]] will cause you to confuse yourself.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.15]], nearly everything will fully identify when used, wielded, worn, or put on, but identify scrolls will only identify one item per use.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], scrolls of enchant weapon, scrolls of fear, scrolls of holy word, scrolls of torment, and scrolls of vorpalise weapon would only identify when read if they affected something.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], wield-IDing [[magical staves]] would only work if the spellcaster's skills exceeded a certain value, much like with weapons now.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6]] and the removal of the [[Divinations]] school of magic, you could also identify items using the [[Identify]] spell.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Identification&amp;diff=34245</id>
		<title>Identification</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Identification&amp;diff=34245"/>
				<updated>2015-03-03T23:04:44Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
Any item can be completely '''identified''' by reading a [[scroll of identify]]. Unfortunately, there won't be enough scrolls for everything you want to identify, so it's helpful to know about other means of identification.&lt;br /&gt;
&lt;br /&gt;
==Checking items you have identified==&lt;br /&gt;
Press '''\''' for a list of items already identified. You can also use the command '''-''' to toggle the view to items you have not yet identified.&lt;br /&gt;
&lt;br /&gt;
==Pre-identified items==&lt;br /&gt;
Certain [[background]]s or [[species]] start with a couple of items identified:&lt;br /&gt;
*[[Deep Dwarf|Deep Dwarves]] recognize [[wands of heal wounds]].&lt;br /&gt;
*[[Spriggan]]s recognize [[potions of porridge]].&lt;br /&gt;
*[[Vampire]]s recognize [[potions of blood]].&lt;br /&gt;
*[[Assassin]]s recognize [[potions of poison]].&lt;br /&gt;
*[[Healer]]s recognize [[potions of curing]] and [[potions of heal wounds]].&lt;br /&gt;
*[[Warper]]s recognize [[scrolls of blinking]].&lt;br /&gt;
*[[Artificer]]s recognize [[wands of flame]], [[wands of enslavement]], [[wands of random effects]], and [[scrolls of recharging]].&lt;br /&gt;
*[[Wanderer]]s recognize [[scrolls of teleportation]] and may start with additional scrolls or potions, which they will also recognize.&lt;br /&gt;
&lt;br /&gt;
Additionally, converting to [[Ashenzari]] will identify [[scrolls of remove curse]], [[scrolls of curse weapon]], [[scrolls of curse armour]], and [[scrolls of curse jewellery]], if you haven't already identified them.&lt;br /&gt;
&lt;br /&gt;
==Identifying items in shops==&lt;br /&gt;
Anything bought from a non-antique [[shop]] will automatically be identified. This is especially useful for identifying bad items such as [[Curse#Item_Cursing|curse scrolls]], [[rings of hunger]], or harmful [[potions]], as all of these are quite cheap and identifying them this way will prevent you from harming yourself by experimenting with them.&lt;br /&gt;
&lt;br /&gt;
==Identifying items through use==&lt;br /&gt;
If the item is a weapon, armour, ring or amulet, you may want to make sure that you can uncurse it (a [[scroll of remove curse]] will always work, and [[scrolls of enchant weapon]]/[[scroll of enchant armour|armour]] will uncurse weapons and armour, respectively) before trying to identify it through use. Some weapons and armour appear as shiny, runed, glowing, dyed, embroidered ''etc.'', while others are &amp;quot;plain&amp;quot;. It's worth noting that while &amp;quot;plain&amp;quot; weapons and armour are never [[brand]]ed, they often have random pluses or minuses: while (0,-1) and the like are common, armour and weapons up to +2 or +3 can be found by testing these items in bulk. Conversely, items with adjectives are almost never +0, but can have bonuses or maluses, and they don't necessarily have brands. Many of them will be cursed: any cursed weapon/armour has 1 chance in 3 of having an adjective. Even marked weapons are still more likely to be (-1, 0) or (+1, -1) than (+2, +3). More exotic descriptors such as &amp;quot;ancient&amp;quot;, &amp;quot;humming&amp;quot;, or &amp;quot;distressingly furry&amp;quot; indicate [[artefact]]s; even when unidentified, they will appear in white in the inventory listing.&lt;br /&gt;
&lt;br /&gt;
===[[Armour]]===&lt;br /&gt;
Armour is always fully identified when worn. This includes artefacts. The only risk with wearing un-ID'd non-artefact armour is being stuck by a curse with something suboptimal; there are no harmful armour [[ego]]s other than [[ponderousness]], which is exceedingly rare and not usually generated cursed. Artefact armour can occasionally be nasty: mutagenic radiation, teleportitis, and negative slaying are all possibilities.  You should always have a scroll of remove curse handy when trying on artefact armour.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon]]s===&lt;br /&gt;
Weapons will reveal any [[brand]]s (such as &amp;quot;of flaming&amp;quot;) when wielded - and all other special properties, too, if it's an artefact. To find their to-hit and to-damage bonuses, however, you need to have some skill with them. If your skill is above a certain value (randomly determined when the weapon is created), the weapon is in your [[inventory]], and you know that it is not cursed (eg: you have already wielded that weapon), the pluses will be revealed.&lt;br /&gt;
&lt;br /&gt;
If an enemy successfully hits you with a [[brand|branded] weapon and activates its effect, the [[brand]] will be identified, but nothing else.&lt;br /&gt;
&lt;br /&gt;
Note that weapons of [[distortion]] can have dangerous effects if wielded while un-identified or unequipping, such as casting the user into [[the Abyss]]. The unique monsters [[Psyche]] and [[Sonja]] are likely to drop weapons of [[distortion]] or [[chaos]], and their weapons will be inscribed with their names.&lt;br /&gt;
&lt;br /&gt;
===[[Jewellery]]===&lt;br /&gt;
Some amulets and rings auto-identify but many do not. Amulets are generally safer to identify in this way than rings, since only the [[amulet of inaccuracy]] is harmful, and it's rarely cursed. &lt;br /&gt;
*The [[amulet of faith]] will auto-identify when put on if you are worshipping a god, or if worn when you pray at an altar, but beware as unequipping it will lower your piety by 1/3.&lt;br /&gt;
*The [[amulet of rage]], [[amulet of the gourmand]] and [[amulet of guardian spirit]] all auto-identify when worn - note that the last can be dangerous for spellcasters, as it will drain all your MP when put on or taken off. Don't put on un-ID'd amulets in combat.&lt;br /&gt;
*The [[amulet of stasis]] and the [[amulet of clarity]] both auto-identify when the player resists the corresponding effects.&lt;br /&gt;
*The [[amulet of warding]] will auto-identify when an attack from a summoned monster is deterred.&lt;br /&gt;
&lt;br /&gt;
This leaves the [[amulet of resist corrosion]], the [[amulet of resist mutation]], the [[amulet of conservation]], and the aforementioned [[amulet of inaccuracy]] to be identified.&lt;br /&gt;
&lt;br /&gt;
As for rings, they can be more dangerous than amulets, but many will auto-identify for you.&lt;br /&gt;
*These rings  all auto-identify when put on: [[ring of flight]], [[ring of teleportation]], [[ring of invisibility]], [[ring of magical power]], [[ring of regeneration]], [[ring of wizardry]], [[ring of fire]], [[ring of ice]] and most of the &amp;quot;stat rings&amp;quot;: [[ring of protection]], [[ring of evasion]], [[ring of strength]], [[ring of dexterity]], and [[ring of intelligence]].&lt;br /&gt;
*The [[ring of see invisible]] will identify if worn when a creature attempts to turn invisible, or if putting it on reveals a hitherto unseen invisible creature.&lt;br /&gt;
*The [[ring of sustain abilities]] will identify if worn when it protects you from stat drain.&lt;br /&gt;
*The [[ring of teleport control]] can be identified by teleporting or [[blink]]ing.&lt;br /&gt;
*The [[ring of teleportation]] and the negative versions of &amp;quot;stat rings&amp;quot; are usually cursed.&lt;br /&gt;
*The [[ring of sustenance]] and the [[ring of hunger]] will auto-identify when your hunger status changes. Rings of hunger are always cursed. If a ring is cursed and does not auto-identify it should be removed with a scroll of remove curse as soon as possible, since there is a very good chance that it's a ring of hunger.&lt;br /&gt;
&lt;br /&gt;
This leaves the following rings to be identified normally:&lt;br /&gt;
*The rings of resistance ([[ring of poison resistance|poison]], [[ring of protection from fire|fire]], [[ring of protection from cold|cold]], [[ring of life protection|negative energy]], and [[ring of protection from magic|magic protection]]) can produce revealing messages when they protect you from something, though it is only unambiguous if you have no other source of the resistance to the resisted element.  Usually it is best to simply use an identify scroll on those rings that don't identify through other means; for the resistance rings, though, it is possible to use a safe source of the element to be resisted. Generally a self-targeted low-level spell will do; potions of poison can be used to test for poison resistance, though be sure to be at full health in a safe area first.&lt;br /&gt;
*[[Rings of slaying]] must be identified with a scroll.&lt;br /&gt;
&lt;br /&gt;
Artefact jewellery will reveal any properties that would auto-identify when worn; for example, a ring with +5 Int and rElec will reveal the Int bonus but not the resistance when worn. As such, you'll often need to use scrolls of identify to fully identify them. Artefact jewellery that is partially identified will be inscribed as such.&lt;br /&gt;
&lt;br /&gt;
===[[Scrolls]]===&lt;br /&gt;
Most scrolls, but not all, will auto-identify when read. Reading one of these scrolls will always identify it:&lt;br /&gt;
*[[Scroll of acquirement]]&lt;br /&gt;
*[[Scroll of blinking]]&lt;br /&gt;
*[[Scroll of enchant weapon]]&lt;br /&gt;
*[[Scroll of fear]]&lt;br /&gt;
*[[Scroll of fog]]&lt;br /&gt;
*[[Scroll of holy word]]&lt;br /&gt;
*[[Scroll of immolation]]&lt;br /&gt;
*[[Scroll of magic mapping]]&lt;br /&gt;
*[[Scroll of noise]]&lt;br /&gt;
*[[Scroll of random uselessness]]&lt;br /&gt;
*[[Scroll of silence]]&lt;br /&gt;
*[[Scroll of summoning]] (unless in a cramped or crowded place where the monsters couldn't be created)&lt;br /&gt;
*[[Scroll of teleportation]]&lt;br /&gt;
*[[Scroll of torment]]&lt;br /&gt;
*[[Scroll of vorpalize weapon]]&lt;br /&gt;
*[[Scroll of vulnerability]]&lt;br /&gt;
&lt;br /&gt;
Reading one of these scrolls will ask for an item to use it on:&lt;br /&gt;
*[[Scroll of enchant armour]] (identified if used on a piece of armour and the enchantment succeeds)&lt;br /&gt;
*[[Scroll of identify]] (identified if used on an unidentified item)&lt;br /&gt;
*[[Scroll of recharging]] (identified if used on a wand or rod)&lt;br /&gt;
&lt;br /&gt;
The following scrolls may identify, based on certain conditions:&lt;br /&gt;
*[[Scroll of amnesia]] (if you have at least one spell memorized)&lt;br /&gt;
*[[Scroll of curse armour]] (if wearing at least one uncursed piece of armour)&lt;br /&gt;
*[[Scroll of curse jewellery]] (if wearing at least one piece of uncursed jewellery)&lt;br /&gt;
*[[Scroll of curse weapon]] (if wielding an uncursed weapon)&lt;br /&gt;
*[[Scroll of remove curse]] (if you are wearing at least one cursed item)&lt;br /&gt;
&lt;br /&gt;
For best results when read-IDing scrolls, be sure that you:&lt;br /&gt;
*Are on an unexplored level, standing on stairs leading to a clear level (to retreat if it's a teleportation, noise, or another harmful scroll, and to make the most out of magic mapping)&lt;br /&gt;
*Test the most numerous unknown scrolls you have first (to make it more probable to discover the more common identify, teleportation, curse, and remove curse scrolls first and to avoid wasting more valuable scrolls)&lt;br /&gt;
*Don't have any allies nearby (to not offend them and possibly your deity with fear, immolation, torment, or holy word)&lt;br /&gt;
*Wield the best uncursed weapon you have (to identify curse weapon and benefit from weapon enchantment scrolls)&lt;br /&gt;
*Are carrying an unidentified piece of armour and an unidentified wand, even if it's just the number of charges (best chance to correctly use identify, enchant armour or recharge). Note that on an ''unsuccessful'' reading of one of these scrolls, the game will auto-inscribe the ''type'' of scroll with the item it was tested with.  This makes it easy to rule out possibilities!&lt;br /&gt;
&lt;br /&gt;
For the brave, be sure that you have a cursed item equipped (to identify remove curse).  Not infrequently this may be one that was just cursed by a curse armour/weapon/jewellery scroll, if you are identifying a number of scrolls at once.&lt;br /&gt;
&lt;br /&gt;
Conditions can be adjusted as your knowledge improves. For example, once you've discovered scrolls of remove curse, cursing your weapon with a scroll of curse weapon is no problem at all. Some of the less common scrolls are very valuable and therefore it is not wasteful to use a scroll of identify on single scrolls that have been single for some time (e.g. vorpalise weapon).&lt;br /&gt;
&lt;br /&gt;
Identifying scrolls is all about balance. On the one hand, you shouldn't waste scrolls of identify out of sheer curiosity, but on the other, it's massively annoying to die on level 3 with several scrolls of teleportation, fear, or blinking in your inventory. When read-identifying scrolls, watch out for the following detrimental effects:&lt;br /&gt;
*The scrolls of immolation and torment both cause serious HP damage, though torment is never directly lethal. Scrolls of holy word cause similar damage to undead or demonic characters.&lt;br /&gt;
*If you have any allies in sight, reading a scroll of fear, immolation, or torment (or holy word, for undead/demonic allies) is liable to cause them to turn on you. On top of that, some [[god]]s get angry if you harm your allies.&lt;br /&gt;
*Your armour, weapon, or jewelry may become cursed, though scrolls of remove curse are fairly common.&lt;br /&gt;
*Scrolls of random uselessness may produce friendly butterflies, which can be troublesome for characters worshiping a god who dislikes the death of allies.&lt;br /&gt;
&lt;br /&gt;
===[[Potions]]===&lt;br /&gt;
All potions auto-identify when quaffed, but some (for example potions of poison and decay) are seriously harmful. It may be sensible to wait until you have larger potion stacks before trying them, so that you are more likely to discover the [[potion of curing]], which is the most common potion and will cure poisoning and rotting. This also reduces the chance of wasting a [[potion of cure mutation]]. The [[potion of blood]] is always red, and it will auto identify when it turns into a [[potion of coagulated blood]] after a while. Note that wearing an [[amulet of resist mutation]] or having [[poison resistance]] will ''not'' interfere with identifying the corresponding potions, but will protect from their effects.&lt;br /&gt;
&lt;br /&gt;
A second way to identify potions is to witness monsters quaffing them. You'll have to note the effect the potion has on the monster; once you've seen it, the appropriate potion type will be marked as &amp;quot;tried by monster&amp;quot; and it can be inscribed with its identity depending on the effects you saw.&lt;br /&gt;
&lt;br /&gt;
Note that potions of porridge are almost always described as a &amp;quot;gluggy white&amp;quot; or &amp;quot;gluggy brown&amp;quot; potion.&lt;br /&gt;
&lt;br /&gt;
It is not cowardice to avoid quaff-IDing potions entirely. Scrolls of identify are common enough that using them on every unidentified potion you find is not unreasonable.&lt;br /&gt;
&lt;br /&gt;
===[[Wands]]===&lt;br /&gt;
Wands usually auto-identify when zapped at a monster which does not resist them, but until you have a fairly high [[Evocation]]s skill, the only way to determine the number of charges in a wand is to use a scroll of identify.&lt;br /&gt;
&lt;br /&gt;
The best way to identify wands is by zapping at a monster who is at least one square away from you, close to a rock wall, yet without the shot being perpendicular to the wall. This will ensure that if the wand is a fireball you will not be hit by the blast, if the wand is digging it will become identified due to digging the wall, and if the wand is lightning it will not hurt you by bouncing back at you. Wands should be tested on weak monsters in case they are hastened or turned invisible. If the game tells you &amp;quot;nothing happens&amp;quot; and the enemy is uninjured, it's a [[wand of healing]].&lt;br /&gt;
&lt;br /&gt;
Another method is to zap the wands at a section of wall. If this fails attempt to use it on yourself. This can use more charges, but is slightly safer and does not require a monster to be present. In fact, you should make sure that there ''aren't'' any nearby monsters, since a [[wand of confusion]] or a [[wand of enslavement]] will cause you to confuse yourself.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.15]], nearly everything will fully identify when used, wielded, worn, or put on, but identify scrolls will only identify one item per use.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], scrolls of enchant weapon, scrolls of fear, scrolls of holy word, scrolls of torment, and scrolls of vorpalise weapon would only identify when read if they affected something.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], wield-IDing [[magical staves]] would only work if the spellcaster's skills exceeded a certain value, much like with weapons now.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6]] and the removal of the [[Divinations]] school of magic, you could also identify items using the [[Identify]] spell.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lugonu&amp;diff=34244</id>
		<title>Lugonu</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lugonu&amp;diff=34244"/>
				<updated>2015-03-03T22:55:17Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lugonu altar.png]] ''&amp;quot;Spread carnage and corruption!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Banished to the chaotic realm of the Abyss, Lugonu the Unformed seeks followers to spread bloodshed and corruption in the overworld. Those who gain Lugonu's favour will be granted some of the power of the Abyss itself, allowing them to call forth eldritch horrors, and even to travel between the overworld and the Abyss at will.&lt;br /&gt;
&lt;br /&gt;
Followers of Lugonu gain powers to depart the Abyss at will, to bend space around themselves, and to banish monsters to the Abyss. Later they will be able to corrupt the ordered world, opening a gate for creatures of the Abyss to pass through, and to gate themselves directly into this realm of chaos. Lugonu will eventually offer to corrupt a follower's weapon, imbuing it with the distorting energies of the Abyss, and will protect the follower from the normally harmful effects of unwielding such a weapon. Lugonu expects followers to spread unceasing chaos in the overworld, and as such does not grant piety to worshippers while they remain in the Abyss itself.&lt;br /&gt;
&lt;br /&gt;
Lugonu likes it when you banish creatures to the Abyss, you sacrifice fresh corpses (by standing over them and praying), you or your allies kill living beings, you or your allies kill the undead, you or your allies kill demons and you or your allies kill holy beings.}}&lt;br /&gt;
&lt;br /&gt;
[[Abyssal Knight]]s begin play worshiping Lugonu.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Killing or having an ally kill a living, holy, undead, or demonic creature. (67% chance of +1 [[Piety]]; higher chance for creatures with high [[HD]], lower as your your experience level rises). You cannot receive piety for killing anything in the Abyss.&lt;br /&gt;
*Banishing any kind of creature (67% chance of +1 [[Piety]]; higher chance for creatures with high [[HD]], lower as your your experience level rises).&lt;br /&gt;
*Offering a fresh corpse by [[pray]]ing while standing over it. (40% chance of +1 Piety, better odds for creatures with high HD)&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity: You lose 1 piety every 320 turns or so&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Abyss-Baptised&amp;quot;&lt;br /&gt;
*You may unwield [[distortion]] [[brand]]ed weapons without suffering any of the normal ill effects. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Unweaver&amp;quot;&lt;br /&gt;
*'''Depart the Abyss''' - You can immediately leave the Abyss, returning to the point you initially entered the Abyss from. (Costs 1 MP, 150-300 Food, and 10-15 Piety)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Distorting [Species Name]&amp;quot;&lt;br /&gt;
*'''Bend Space''' - You can perform uncontrolled blinks at will, with a chance of causing adjacent monsters to blink as well. All affected targets that fail a coinflip check take damage (Max: 1d6 HP). The chance of affecting adjacent monsters, as well as the damage dealt, increases with [[Invocations]]. This blink cannot be controlled in any way, ignores [[stasis]], and can't be blocked by the power of the Abyss. (Costs 1 MP, 50-100 Food, and 1d4 HP)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! Invocations || Adjacent Monster Blink Chance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;2 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 47%&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 59%&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 74%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Agent of Entropy&amp;quot;&lt;br /&gt;
*'''Banish''' - You can zap a beam of [[banishment]], sending a single target to the Abyss. The power of the beam scales with your Invocations skill: min(100, 16 + 8 × Invocations). You receive XP proportional to the percentage of the monster's max HP you had already inflicted as damage on it: 50 + 50×(Damage/MaxHP) percent. Banished [[uniques]] and more powerful monsters will appear while exploring the Abyss. Do not use this on [[the royal jelly]] unless you have some means of breaking into the stone vaults in its lair. (Costs 4 MP, 200-400 Food, and 3-4 Piety)&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Schismatic&amp;quot;&lt;br /&gt;
*'''Corrupt''' - You can corrupt the non-Abyss floor you're on, randomly converting the walls and floors of a large area around you to randomly selected other tiles. Altars may become altars to Lugonu. Stairs and portals cannot be changed, and harder walls are more likely to resist. Unnaturally hard walls are immune to this effect. In addition, a pack of abyssal creatures will be summoned, all of them neutral. The higher your Invocations, the higher the amount of monsters. You may only corrupt a floor once. (Costs 7 MP, 5 HP, 500-1000 Food, and 10-14 Piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Envoy of Void&amp;quot;&lt;br /&gt;
*'''Gate yourself to the Abyss''' - You can instantly banish yourself to the Abyss, but at a high price. (Costs a random non-lethal amount of HP, all MP (minimum 9 MP to cast), 500-1000 Food, and 35 Piety) &lt;br /&gt;
&lt;br /&gt;
In addition, Lugonu provides the following:&lt;br /&gt;
*'''Abyssal Rune Attraction''' - While in the Abyss, the chance of a placed item resulting in an Abyssal rune is normally 5% in Abyss:3, 10% in Abyss:4, and 23% in Abyss:5. For followers of Lugonu, it is 10% in Abyss:3, 23% in Abyss:4 and 50% in Abyss:5. (Passive)&lt;br /&gt;
*'''Corrupt Your Weapon''' - If you pray on an altar of Lugonu with piety at 160 or more and while wielding a non-artefact weapon which doesn't have the distortion brand, Lugonu will corrupt your weapon. Corrupting a weapon removes [[curse]]s, applies a [[scroll of enchant weapon]] III effect to its enchantment, and adds the distortion brand. This is free, but can only be done once per game. Since the piety cost of travelling to the Abyss may easily take you below 160 Piety, the easiest way to use this ability is by corrupting altars in the main dungeon or entering the Abyss through a portal.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Corrupter of Planes&amp;quot;&lt;br /&gt;
* No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
If you leave Lugonu, your penance counter will be increased by 50. Lugonu will not accept you again until your penance counter reaches zero.&lt;br /&gt;
&lt;br /&gt;
While under penance (for leaving him/her), Lugonu will punish you about once every 2,000 turns.&lt;br /&gt;
&lt;br /&gt;
A punishment from Lugonu has two independent components:&lt;br /&gt;
*(1) 50%: Random [[Miscast#Translocation|Translocation miscast]] effect (including banishment!)&lt;br /&gt;
*(1) 17%: You [[teleport]] instantly&lt;br /&gt;
*(1) 8%: You randomly blink&lt;br /&gt;
*(1) 25%: Nothing&lt;br /&gt;
*(2) 1 + experience level/7 hostile [[small abomination]]s, [[large abomination]]s, [[thrashing horror]]s, and [[ancient zyme]]s are summoned to fight you (100% if your experience level is &amp;lt;= 14, less likely as your experience level increases, large abomination rate replacing small abomination rate with experience level, ancient zymes rather unlikely)&lt;br /&gt;
*(2) A hostile [[Tentacled starspawn]], [[Wretched star]], or [[Starcursed mass]] is summoned to fight you, alongside 1 + (1d[experience level/9] - 1) of the previous set.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Worshiping Lugonu offers characters some interesting escape options early on. Bend Space is one of the cheapest means of blinking in the game, and the ability to banish insurmountable obstacles to the Abyss is a useful method of insta-killing foes (though overusing it will burn through piety quickly and leave you underleveled).&lt;br /&gt;
&lt;br /&gt;
Altars to Lugonu are mainly found in [[the Abyss]], quite rarely, a corrupted version of the [[Ecumenical Temple]] is generated. Part of the dungeon may very rarely be corrupted, either containing an altar of [[Xom]] or Lugonu. You can also create your own altars to Lugonu by using the Corrupt ability on a floor with an altar to another god, but this requires you to already be a follower. Because of this, being an Abyssal Knight is the only way to guarantee yourself access to Lugonu in the early game. Alternatively, [[Miscast effect#Translocations|Miscast Effects]] for the [[translocations]] school can send you to the abyss, if you can take up to 43 damage from failed attempts&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[IonFrigate's Abyssal Knight guide]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], Lugonu followers received no protection from distortion weapon unwielding effects. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Lugonu's wrath would summon demons instead of Abyss natives.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], banishing enemies provided no experience, and Lugonu gave no piety for demon kills.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], followers of Lugonu had better blinking in the Abyss.&lt;br /&gt;
&lt;br /&gt;
In early versions of ''Crawl'', Lugonu was known as Lucy, but the name was changed to make the god more androgynous.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Evil Gods]][[Category:Chaotic Gods]]&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lugonu&amp;diff=34243</id>
		<title>Lugonu</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lugonu&amp;diff=34243"/>
				<updated>2015-03-03T03:05:44Z</updated>
		
		<summary type="html">&lt;p&gt;Orecros: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lugonu altar.png]] ''&amp;quot;Spread carnage and corruption!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Banished to the chaotic realm of the Abyss, Lugonu the Unformed seeks followers to spread bloodshed and corruption in the overworld. Those who gain Lugonu's favour will be granted some of the power of the Abyss itself, allowing them to call forth eldritch horrors, and even to travel between the overworld and the Abyss at will.&lt;br /&gt;
&lt;br /&gt;
Followers of Lugonu gain powers to depart the Abyss at will, to bend space around themselves, and to banish monsters to the Abyss. Later they will be able to corrupt the ordered world, opening a gate for creatures of the Abyss to pass through, and to gate themselves directly into this realm of chaos. Lugonu will eventually offer to corrupt a follower's weapon, imbuing it with the distorting energies of the Abyss, and will protect the follower from the normally harmful effects of unwielding such a weapon. Lugonu expects followers to spread unceasing chaos in the overworld, and as such does not grant piety to worshippers while they remain in the Abyss itself.&lt;br /&gt;
&lt;br /&gt;
Lugonu likes it when you banish creatures to the Abyss, you sacrifice fresh corpses (by standing over them and praying), you or your allies kill living beings, you or your allies kill the undead, you or your allies kill demons and you or your allies kill holy beings.}}&lt;br /&gt;
&lt;br /&gt;
[[Abyssal Knight]]s begin play worshiping Lugonu.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Killing or having an ally kill a living, holy, undead, or demonic creature. (67% chance of +1 [[Piety]]; higher chance for creatures with high [[HD]], lower as your your experience level rises). You cannot receive piety for killing anything in the Abyss.&lt;br /&gt;
*Banishing any kind of creature (67% chance of +1 [[Piety]]; higher chance for creatures with high [[HD]], lower as your your experience level rises).&lt;br /&gt;
*Offering a fresh corpse by [[pray]]ing while standing over it. (40% chance of +1 Piety, better odds for creatures with high HD)&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity: You lose 1 piety every 320 turns or so&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Abyss-Baptised&amp;quot;&lt;br /&gt;
*You may unwield [[distortion]] [[brand]]ed weapons without suffering any of the normal ill effects. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Unweaver&amp;quot;&lt;br /&gt;
*'''Depart the Abyss''' - You can immediately leave the Abyss, returning to the point you initially entered the Abyss from. (Costs 1 MP, 150-300 Food, and 10-15 Piety)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Distorting [Species Name]&amp;quot;&lt;br /&gt;
*'''Bend Space''' - You can perform uncontrolled blinks at will, with a chance of causing adjacent monsters to blink as well. All affected targets that fail a coinflip check take damage (Max: 1d6 HP). The chance of affecting adjacent monsters, as well as the damage dealt, increases with [[Invocations]]. This blink cannot be controlled in any way, ignores [[stasis]], and can't be blocked by the power of the Abyss. (Costs 1 MP, 50-100 Food, and 1d4 HP)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! Invocations || Adjacent Monster Blink Chance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;2 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 47%&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 59%&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 74%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Agent of Entropy&amp;quot;&lt;br /&gt;
*'''Banish''' - You can zap a beam of [[banishment]], sending a single target to the Abyss. The power of the beam scales with your Invocations skill: min(100, 16 + 8 × Invocations). You receive XP proportional to the percentage of the monster's max HP you had already inflicted as damage on it: 50 + 50×(Damage/MaxHP) percent. Banished [[uniques]] and more powerful monsters will appear while exploring the Abyss. Do not use this on [[the royal jelly]] unless you have some means of breaking into the stone vaults in its lair. (Costs 4 MP, 200-400 Food, and 3-4 Piety)&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Schismatic&amp;quot;&lt;br /&gt;
*'''Corrupt''' - You can corrupt the non-Abyss floor you're on, randomly converting the walls and floors of a large area around you to randomly selected other tiles. Altars may become altars to Lugonu. Stairs and portals cannot be changed, and harder walls are more likely to resist. Unnaturally hard walls are immune to this effect. In addition, a pack of abyssal creatures will be summoned, all of them neutral. The higher your Invocations, the higher the amount of monsters. You may only corrupt a floor once. (Costs 7 MP, 5 HP, 500-1000 Food, and 10-14 Piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Envoy of Void&amp;quot;&lt;br /&gt;
*'''Gate yourself to the Abyss''' - You can instantly banish yourself to the Abyss, but at a high price. (Costs a random non-lethal amount of HP, all MP (minimum 9 MP to cast), 500-1000 Food, and 35 Piety) &lt;br /&gt;
&lt;br /&gt;
In addition, Lugonu provides the following:&lt;br /&gt;
*'''Abyssal Rune Attraction''' - While in the Abyss, the chance of a placed item resulting in an Abyssal rune is normally 5% in Abyss:3, 10% in Abyss:4, and 23% in Abyss:5. For followers of Lugonu, it is 10% in Abyss:3, 23% in Abyss:4 and 50% in Abyss:5. (Passive)&lt;br /&gt;
*'''Corrupt Your Weapon''' - If you pray on an altar of Lugonu with piety at 160 or more and while wielding a non-artefact weapon which doesn't have the distortion brand, Lugonu will corrupt your weapon. Corrupting a weapon removes [[curse]]s, applies a [[scroll of enchant weapon]] III effect to its enchantment, and adds the distortion brand. This is free, but can only be done once per game. Since the piety cost of travelling to the Abyss may easily take you below 160 Piety, the easiest way to use this ability is by corrupting altars in the main dungeon or entering the Abyss through a portal.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Corrupter of Planes&amp;quot;&lt;br /&gt;
* No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
If you leave Lugonu, your penance counter will be increased by 50. Lugonu will not accept you again until your penance counter reaches zero.&lt;br /&gt;
&lt;br /&gt;
While under penance (for leaving him/her), Lugonu will punish you about once every 2,000 turns.&lt;br /&gt;
&lt;br /&gt;
A punishment from Lugonu has two independent components:&lt;br /&gt;
*(1) 50%: Random [[Miscast#Translocation|Translocation miscast]] effect (including banishment!)&lt;br /&gt;
*(1) 17%: You [[teleport]] instantly&lt;br /&gt;
*(1) 8%: You randomly blink&lt;br /&gt;
*(1) 25%: Nothing&lt;br /&gt;
*(2) 1 + experience level/7 hostile [[small abomination]]s, [[large abomination]]s, [[thrashing horror]]s, and [[ancient zyme]]s are summoned to fight you (100% if your experience level is &amp;lt;= 14, less likely as your experience level increases, large abomination rate replacing small abomination rate with experience level, ancient zymes rather unlikely)&lt;br /&gt;
*(2) A hostile [[Tentacled starspawn]], [[Wretched star]], or [[Starcursed mass]] is summoned to fight you, alongside 1 + (1d[experience level/9] - 1) of the previous set.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Worshiping Lugonu offers characters some interesting escape options early on. Bend Space is one of the cheapest means of blinking in the game, and the ability to banish insurmountable obstacles to the Abyss is a useful method of insta-killing foes (though overusing it will burn through piety quickly and leave you underleveled).&lt;br /&gt;
&lt;br /&gt;
Altars to Lugonu can only be found in [[the Abyss]], unless the corrupted version of the [[Ecumenical Temple]] is generated. You can also create your own altars to Lugonu by using the Corrupt ability on a floor with an altar to another god, but this requires you to already be a follower. Because of this, being an Abyssal Knight is the only way to guarantee yourself access to Lugonu in the early game. Alternatively, [[Miscast effect#Translocations|Miscast Effects]] for the [[translocations]] school can send you to the abyss, if you can take up to 43 damage from failed attempts&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[IonFrigate's Abyssal Knight guide]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], Lugonu followers received no protection from distortion weapon unwielding effects. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Lugonu's wrath would summon demons instead of Abyss natives.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], banishing enemies provided no experience, and Lugonu gave no piety for demon kills.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], followers of Lugonu had better blinking in the Abyss.&lt;br /&gt;
&lt;br /&gt;
In early versions of ''Crawl'', Lugonu was known as Lucy, but the name was changed to make the god more androgynous.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Evil Gods]][[Category:Chaotic Gods]]&lt;/div&gt;</summary>
		<author><name>Orecros</name></author>	</entry>

	</feed>