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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pekkekke</id>
		<title>CrawlWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pekkekke"/>
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		<updated>2026-05-08T22:23:05Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summon_Mushrooms&amp;diff=42980</id>
		<title>Summon Mushrooms</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summon_Mushrooms&amp;diff=42980"/>
				<updated>2016-09-15T07:59:53Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Version update, no change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
'''Summon Mushrooms''' is a monster-only spell which summons several [[wandering mushroom]]s and [[deathcap]]s. Although the mushrooms are unlikely to be a major threat to endgame characters, their attacks can [[confuse]] you and deal unavoidable [[negative energy]] damage, and they can get in the way of attacks against their summoner or attempts to escape.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], Summon Mushrooms only summoned wandering mushrooms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Tomb_of_Doroklohe&amp;diff=42933</id>
		<title>Tomb of Doroklohe</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Tomb_of_Doroklohe&amp;diff=42933"/>
				<updated>2016-08-31T10:29:22Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Version update, no change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
'''Tomb of Doroklohe''' is a monsters-only spell which surrounds the caster with temporary rock [[wall]]s on all sides, giving him time to recover mid-fight without fear of assault. Unless your character has some means of [[dig]]ging through rock, the caster will be able to regain a significant amount of [[HP]] by the time the walls dissipate.&lt;br /&gt;
&lt;br /&gt;
The walls created by this spell may not fully surround the caster if there are certain dungeon features in the spaces they would normally fill, and any items in those squares will be displaced (possibly inside the tomb).&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Before [[0.11]], the walls created by this spell were permanent.&lt;br /&gt;
&lt;br /&gt;
===Player Version===&lt;br /&gt;
Tomb of Doroklohe was a level 7 [[Conjurations]]/[[Earth Magic]] spell the player could cast in ''Dungeon Crawl'', but it was removed from the [[Stone Soup]] version of the game. The effect can still be duplicated via the [[Tomb card]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Obsolete spells]]&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Jelly&amp;diff=42798</id>
		<title>Jelly</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Jelly&amp;diff=42798"/>
				<updated>2016-08-16T10:50:04Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Updated mechanics regarding jellies eating items on the ground and references to amulet of rCorr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{list of | jellies}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Jellies''' are obnoxious opponents which introduce the player to the concept of [[corrosion]], a stackable debuff which inflicts a negative slaying bonus and an AC penalty. These attacks also deal significant amounts of [[acid]] damage, though you can reduce this significantly by filling as many armour slots as you can, especially the [[cloak]].&lt;br /&gt;
&lt;br /&gt;
Jellies also consume any items lying on the ground that the player has not seen, or [[door]]s they pass through while wandering [[the Dungeon]]. Doing so heals them, and if they consume enough items they'll split, creating a second identical jelly. Although fairly weak, these opponents can destroy valuable items and weaken you for a time.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*When you hear 'a slurping noise', it means a jelly has just eaten something. Jellies will only eaten items that the player has not seen, so it is safe to drop items without fear of jellies eating them. Fortunately, they can't eat [[stone]]s, [[large rock]]s, or [[artefact]]s.&lt;br /&gt;
*If at all possible, you should fight jellies using [[ranged attack]]s to avoid their acid. Characters lacking magic can simply throw common [[stone]]s or [[large rock]]s at the jelly, or use weak attack [[wand]]s that would otherwise go to waste, at the very least softening the jelly up before engaging it in melee.&lt;br /&gt;
*Wearing a [[ring of resist corrosion]] or another source of rCorr will greatly reduce the chance of corrosion, as well as the damage you sustain.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], jellies would eat items on the ground that the player had seen.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], jellies were notorious for permanently weakening weapons and armour used in combat against them. The [[corrosion]] overhaul changed this.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], jellies would not split no matter how many items they consumed.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], jellies were more durable and hit harder, but only had speed 9.&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=ARCHIVED_Mr._K%27s_Deep_Elf_Fire_Elementalist_guide&amp;diff=42797</id>
		<title>ARCHIVED Mr. K's Deep Elf Fire Elementalist guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=ARCHIVED_Mr._K%27s_Deep_Elf_Fire_Elementalist_guide&amp;diff=42797"/>
				<updated>2016-08-16T05:57:16Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Replaced link to &amp;quot;conjurer guide&amp;quot; with link to &amp;quot;conjurer&amp;quot;, thereby removing dead link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version}}&lt;br /&gt;
&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
'''THIS ARTICLE WAS WRITTEN FOR AN EARLIER VERSION OF ''CRAWL'', AND IS NO LONGER RELIABLE. TO HAVE IT REMOVED FROM THE ARCHIVES, PLEASE UPDATE IT FOR THE CURRENT VERSION.'''&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The '''Deep Elf Fire Elementalist''' is a [[conjurer]] with little resiliency, but possibly the greatest offensive arsenal in all of ''Dungeon Crawl''. Furthermore, the new skill training system, introduced in 0.9, allows you to compensate for weaknesses and enhance strengths more easily, making the character a reliable bet to get to (and clear) the Realm of Zot and even Ziggurats with little opposition.&lt;br /&gt;
&lt;br /&gt;
*[[Deep Elf|Deep Elves]] have the best aptitude for magic in the game. This includes a whopping +4 to Spellcasting and Charms, +3 to Hexes, +2 to Necromancy, and +1 for everything else save for Earth Magic, which is at 0. Not only that, but they gain a lot more MP than average (+3), and get a guaranteed Int increase every 4 levels. You'd be crazy to play them as anything but pure blasters!&lt;br /&gt;
*That said, they do have less HP than average (-2), but since 0.9 all races start with a bit more HP, which tones down the early game difficulty slightly. You won't get crushed by your first hobgoblin very often anymore. You'll also have to devote some stat increases to Strength, which starts at 5.&lt;br /&gt;
*Moreover, while training the Fighting skill used to be the bane of all spellcasters, the new skill training system allows even Deep Elves, with their bad aptitude (-2), to simply focus Fighting and gain more HP without having to ever swing a weapon. This offsets their greatest late-game weakness, a lack of HP.&lt;br /&gt;
&lt;br /&gt;
For an example of this character, see this [[Mr._K's_DEFE_example|DEFE journal]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The overall goal of a Deep Fire Elementalist is to get access to the most powerful [[Conjurations]] as early as possible to overpower their enemies with superior firepower. While defense still matters, never turn off your offensive skills until you've mastered them.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
The Fire Elementalist starts with a [[Book of Flames]] containing the following spells:&lt;br /&gt;
*[[Flame Tongue]]: your basic nuke. Not as good as Magic Dart, but still effective, except versus crimson imps. Stricly an early game spell.&lt;br /&gt;
*[[Throw Flame]]: long-range fire nuke. You'll use this a lot in the early game and a bit in the mid-game. By late-game, you should forget it.&lt;br /&gt;
*[[Inner Flame]]: don't bother, when it works it's brilliant, but often it won't. It can also kill you if the enemy happens to blow up too close to you.&lt;br /&gt;
*[[Conjure Flame]]: excellent tactical applications for this single-tile cloud spell. Undead and mindless enemies will happily walk through fire, intelligent monsters will stay away. Can be forgotten in the mid-game once you've learned other cloud spells or Fire Storm.&lt;br /&gt;
*[[Sticky Flame]]: not as good as it once was, due to its reduced range, but never misses and deals damage over time, perfect for some of the enemies prone to flight. Since dangerous enemies who can melee you for huge amounts of damage start creeping up in the mid-game, this spell's usefulness takes a nosedive right about then.&lt;br /&gt;
*[[Fireball]]: much better area of damage spell than Inner Flame. This will let you clear the Orcish Mines and the Lair. Upgrade to Delayed Fireball eventually for emergencies, like ghost moths, and keep it throughout the game unless you're desperate for additional offensive spell levels.&lt;br /&gt;
&lt;br /&gt;
===God Choice===&lt;br /&gt;
[[Vehumet]] is a no-brainer. He guarantees access to the most powerful Conjurations in the game, makes them cheaper, gives them a longer range, and improves your success rate with them. If you've never learned [[Fire Storm]] at level 15, well... it's fun. The MP gain from killing also favors area of damage spells and a large MP pool, which you'll definitely have.&lt;br /&gt;
&lt;br /&gt;
It's also possible to go for [[Sif Muna]], but the powers are simply not as good. Why get protection from miscasts when you can enhance your success rate to not miscast in the first place? Why train [[Invocations]] to spend a turn restoring MP when you can do it automatically by killing (sometimes gaining more MP than you just spent!)? Sif Muna's only real advantage is the infinite amount of books she'll provide, which is good late-game for versatility but can screw you over early because of its randomness. Vehumet's guaranteed book gifts are just more reliable, and it's not like you'll never be able to find or buy other books -- especially since you'll quickly be able to tackle the first few floors of a Ziggurat with ease. Also, by the late game, it's nearly guaranteed you'll have found a crystal ball of energy, which with proper Evocations training restores a lot more MP than Sif Muna's channeling, though with some added -- but manageable -- risks.&lt;br /&gt;
&lt;br /&gt;
An alternate choice -- but only a late-game one! -- is [[Kikubaaqudgha]]. While losing your access to Vehumet's spell-enhancing powers hurts a lot, Kiku offers some advantages, especially once you've received all of Vehumet's books.&lt;br /&gt;
*Piety is easier to maintain when scumming the Abyss or Pandemonium. Vehumet only cares about destroying living beings and the undead, while Kiku accepts the deaths of living beings and demons, which are plentiful in the late game.&lt;br /&gt;
*MP regen via corpse delivery and [[Sublimation of Blood]]. Not as powerful as Vehumet's MP gain from killing, since it requires extensive preparation and doesn't work depending on the monster types found in the level, but still better than nothing.&lt;br /&gt;
*All books of Necromancy gifted as Piety rises. Access to the [[Necronomicon]], in particular, can be game-changing thanks to [[Necromutation]], [[Haunt]], [[Borgnjor's Revivification]], and [[Death's Door]].&lt;br /&gt;
*Protection from death curses, Haunt-induced sickness and torment. This is ''amazing'' for clearing the Tomb and mummy-themed Ziggurat floors, among others.&lt;br /&gt;
&lt;br /&gt;
Do keep in mind that abandoning Vehumet has severe drawbacks. Not only will he visit punishments on you routinely, but your spells's success rates will take a dip and you'll lose the extra range and MP cost reduction. Also, if you're clearing Ziggurats (where gaining Vehumet piety is fine) and have a way of dealing with mummies (such as summons) then Kiku may not be for you.&lt;br /&gt;
&lt;br /&gt;
===Early Game===&lt;br /&gt;
Kill monsters at range, always rest to fill up MP, and learn all the spells in your initial book (except for Inner Flame) as soon as you can. Finding an altar of Vehumet ASAP is a priority, so save your scrolls and only start reading them when you reach Dungeon level 4: this way, if you read a scroll of magic mapping, you may discover the Temple.&lt;br /&gt;
&lt;br /&gt;
Once you earn Vehumet's second power, the failure rates of all your initial book's spells should drop down to 1%, no matter your skill. At this point focus Spellcasting to get as much MP as possible and to prepare yourself for the next batch of spells you'll learn. By now you should have found the Lair and the Orcish Mines: start by clearing the Lair, using Throw Flame, Fireball spam, and the occasional Sticky Flame. Just be careful not to bite off more than you can chew, and use potions of speed or any other tools at your disposal to escape whenever the situation looks too dangerous. Once you're done with the Lair clear the Orcish Mines for gold and the guaranteed level 4 shops -- a jewellery or book shop is an incredible boost.&lt;br /&gt;
&lt;br /&gt;
Your most annoying enemies in the early game will be:&lt;br /&gt;
*Crimson imps, which are immune to fire, unless you stumble upon a wand of frost/cold/magic darts to take them out. A wand of polymorph other can work too: they'll turn into another tier 5 demon, most of which are ''not'' immune to fire. Failing that, just lure them to the level above, melee them until they blink, then go back down. That'll learn them. A weapon of holy wrath will work in a pinch.&lt;br /&gt;
*Centaurs. Their arrows hurt. Try to find a buckler, and don't forget, once you enter the Lair, to focus Fighting and get 3-4 levels for the extra HP.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
Vehumet should have started gifting you books by now. The first book is the [[Book of Conjurations]], from which you can learn either [[Lightning Bolt]] or [[Bolt of Cold]], depending on your preference.&lt;br /&gt;
*'''Lightning Bolt''': lets you start training [[Air Magic]]. Can hit multiple enemies multiple times. Not very accurate, though, and ''extremely'' loud.&lt;br /&gt;
*'''Bolt of Cold''': harder to cast but does more reliable (and more silent) damage. You can just turn off [[Ice Magic]] to not train it; Vehumet's spell success enhancer and your Conjurations skill should be enough to let you cast it. However, if you're using a Fire Magic enhancer, it won't jive with Bolt of Cold.&lt;br /&gt;
&lt;br /&gt;
[[Freezing Cloud]] is also an option, depending on your Conjurations and Air Magic skills. Along with Fireball it'll let you deal with pretty much anything you'll encounter.&lt;br /&gt;
&lt;br /&gt;
Vehumet's second book is the [[Book of Power]]. Make sure to learn [[Orb of Destruction]] (blowing up uniques with a single spell is great!) and, if you feel like it, [[Iskenderun's Mystic Blast]]. The latter is cheap, elementally neutral, and can replace Sticky Flame in your arsenal. [[Poisonous Cloud]] is another option, especially if you've still got to tackle most of the Mines, Lair, or Elven Halls by the time you can learn it.&lt;br /&gt;
&lt;br /&gt;
You'll eventually receive the [[Book of Annihilations]] from Vehumet. Keep track of your failure rate with Fire Storm, and when it's at ~40%, make an attempt to memorize it. It may take you a couple of tries; keep in mind that if you fail, the book will punish you with a Conjurations miscast, dealing severe damage, so don't do it unless you're at full HP. When you do learn it, focus Conjurations and Fire Magic to decrease your failure rate until it's sub-10%. Congratulations! You're now ready to destroy everything that crosses your path.&lt;br /&gt;
&lt;br /&gt;
Your most annoying enemies in the mid game will be:&lt;br /&gt;
*Centaur warriors and yaktaurs. See centaurs in the early game. Blow them up good.&lt;br /&gt;
*Hubris. Once you acquire the Book of Power, and especially the Book of Annihilations, you'll turn into an engine of destruction... but you're still incredibly fragile. It's important to keep an eye on your MP and remind yourself to take it slow and easy.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
Reduce Fire Storm's hunger cost by whatever means necessary (staff of energy, amulet of the gourmand, items with +Int, focusing Spellcasting) until you can cast it reliably without starving yourself. Then it's simply a matter of casting it to catch as many enemies as possible in its blast radius (to recover as much as MP as possible), waiting for the rest of the level to run over because of the loud noise, and repeating the process until everything within a mile has been cremated.&lt;br /&gt;
&lt;br /&gt;
Your end-game spell arsenal should look a little like this:&lt;br /&gt;
*[[Fire Storm]]: duh.&lt;br /&gt;
*[[Ring of Flames]]: protection from fire and most sources of cold damage, Fire Magic enhancer.&lt;br /&gt;
*[[Repel Missiles]]/[[Deflect Missiles]]: for yaktaurs and whatever else decides to take potshots at you.&lt;br /&gt;
*[[Blink]] + [[Control Teleport]]/[[Controlled Blink]]: to reposition yourself or escape.&lt;br /&gt;
*[[Fireball]]/[[Delayed Fireball]]: it's a free Fireball, it can let you kill enough enemies to regain MP for that last Fire Storm you need.&lt;br /&gt;
*[[Abjuration]]/[[Mass Abjuration]]: Vehumet will also gift you all the [[Summonings]] books, so take the opportunity to learn them both to counter summoners. Though a Fire Storm to the face also works brilliantly.&lt;br /&gt;
*[[Orb of Destruction]]: still a great spell in the late-game for dealing with monsters that are extremely resistant to Fire, such as golems or bone dragons. You can also use it to dig rock in a pinch.&lt;br /&gt;
*[[Haste]]: nothing much to say about it. It's Haste. Kill stuff faster. Or run away faster.&lt;br /&gt;
*[[Sublimation of Blood]]: amazing for emergency MP regeneration. Try to always carry around a few chunks of meat if you can. Otherwise, if you're at full HP, you can use it on yourself, but it'll hurt.&lt;br /&gt;
&lt;br /&gt;
Many, many more spells deserve to be included in this list; take a look at the [[Conjurer guide]] to learn more.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Other than normal caster-oriented skills, you should consider training...&lt;br /&gt;
*[[Evocations]]: in the late-game you'll want to use a [[crystal ball of energy]] to regen MP. You may also come across powerful rods or legendary decks of cards; both of these will benefit from high Evocations.&lt;br /&gt;
&lt;br /&gt;
But not training...&lt;br /&gt;
*[[Stealth]]: by the end game, you'll be slinging raging infernos around routinely, so... turn off Stealth at the start. It won't affect your survival too much, and it'll divert some much-needed XP to other skills (Stealth eats up quite a bit of XP).&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summon_Fire_Elementals&amp;diff=42796</id>
		<title>Summon Fire Elementals</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summon_Fire_Elementals&amp;diff=42796"/>
				<updated>2016-08-16T05:55:31Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Page creation, not much to add.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Summons one or more fire elementals}}&lt;br /&gt;
&lt;br /&gt;
'''Summon Fire Elementals''' is a monster-only spell that summons [[fire elemental|fire elementals]] to the caster's aid.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summon_Earth_Elementals&amp;diff=42795</id>
		<title>Summon Earth Elementals</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summon_Earth_Elementals&amp;diff=42795"/>
				<updated>2016-08-16T05:55:08Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Summons one or more earth elementals.}}&lt;br /&gt;
&lt;br /&gt;
'''Summon Earth Elementals''' is a monster-only spell that summons [[earth elemental|earth elementals]] to the caster's aid.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summon_Earth_Elementals&amp;diff=42794</id>
		<title>Summon Earth Elementals</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summon_Earth_Elementals&amp;diff=42794"/>
				<updated>2016-08-16T05:52:54Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Summons one or more earth elementals.}}&lt;br /&gt;
&lt;br /&gt;
'''Summon Earth Elementals''' is a monster only spell that summons [[earth elemental|earth elementals]] to the caster's aid.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summon_Earth_Elementals&amp;diff=42793</id>
		<title>Summon Earth Elementals</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summon_Earth_Elementals&amp;diff=42793"/>
				<updated>2016-08-16T05:52:20Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Page creation, not much to add.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version 018}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Summons one or more earth elementals.}}&lt;br /&gt;
&lt;br /&gt;
'''Summon Earth Elementals''' is a monster only spell that summons [[earth elemental|earth elementals]] to the caster's aid.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zot:5&amp;diff=42792</id>
		<title>Zot:5</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zot:5&amp;diff=42792"/>
				<updated>2016-08-16T05:41:55Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: /* Preparations */ Removed references to rMut and Lantern of Shadows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
'''Zot:5''' is the final floor of [[the Realm of Zot]]. Part of the floor is similar to Zot:1-4, but the rest is taken over by the massive Orb chamber, one of several pre-designed vaults containing the [[Orb of Zot]]. Picking up the Orb allows you to ascend the [[Dungeon]], escape, and win the game.&lt;br /&gt;
&lt;br /&gt;
The Orb chamber is one of the hardest places you'll have to trudge through, barring some of the worst [[Ziggurat]] floors. It is almost entirely constructed of indestructible walls, prevents teleport control, and has a layout that makes monsters likely to come at you in groups. These monsters include:&lt;br /&gt;
&lt;br /&gt;
*[[Ancient lich]]es: Very powerful spellcasters that can [[paralyse]] you, summon [[Tier-1 demon|Tier-1]] and [[Tier-2 demon|-2]] demons, and cast brutal [[Conjurations]] ([[Lehudib's Crystal Spear]], [[Orb of Destruction]], etc.).&lt;br /&gt;
*[[Orbs of fire]]: Fast, extremely durable opponents which inflict brutal [[fire]] damage and [[bad mutations]].&lt;br /&gt;
*[[Electric golem]]s: Extremely fast constructs that blink constantly and deal heavy [[electricity]] damage.&lt;br /&gt;
*[[Orb Guardian]]s: Although fairly bland compared to everything else on Zot:5, these melee monsters are powerful, move quickly, and come in great numbers.&lt;br /&gt;
*[[Killer Klown]]s: Unpredictable blinking pests whose melee attacks can inflict a very wide variety of random effects.&lt;br /&gt;
*All manner of [[list of dragons|dragons]] and [[list of draconians|draconians]].&lt;br /&gt;
&lt;br /&gt;
Charging in is almost certain suicide. To succeed, consider your build and plan your approach around that. The rest of the page provides helpful information and outlines common strategies.&lt;br /&gt;
&lt;br /&gt;
==Orb Chamber Map==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
##############################################################################&lt;br /&gt;
##############################################################################&lt;br /&gt;
#&lt;br /&gt;
# hall_of_Zot_5&lt;br /&gt;
#&lt;br /&gt;
##############################################################################&lt;br /&gt;
##############################################################################&lt;br /&gt;
&lt;br /&gt;
NAME:       hall_of_Zot&lt;br /&gt;
PLACE:      Zot:5&lt;br /&gt;
ORIENT:     north&lt;br /&gt;
TAGS:       no_dump&lt;br /&gt;
LFLAGS:     no_tele_control&lt;br /&gt;
LFLOORCOL:  magenta&lt;br /&gt;
LROCKCOL:   lightmagenta&lt;br /&gt;
LFLOORTILE: floor_rough_magenta&lt;br /&gt;
LROCKTILE:  wall_zot_lightmagenta&lt;br /&gt;
&lt;br /&gt;
#traps&lt;br /&gt;
SUBST:    C = X:900 c:100&lt;br /&gt;
KFEAT:    8 = any trap / w:20 floor&lt;br /&gt;
SHUFFLE:  ABab / ^^FF / ^^FF / ^^FF&lt;br /&gt;
SHUFFLE:  Aa / Bb&lt;br /&gt;
KFEAT:    A = any trap / w:30 floor&lt;br /&gt;
KFEAT:    B = any trap / w:10 floor&lt;br /&gt;
SUBST:    a=F, b=6 F&lt;br /&gt;
SUBST:    ^ = ^ .:10&lt;br /&gt;
SUBST:    . = .:500 ^&lt;br /&gt;
KMASK:    1! = no_item_gen&lt;br /&gt;
SUBST:    ! = ^ .:40&lt;br /&gt;
&lt;br /&gt;
#monsters&lt;br /&gt;
MONS:     patrolling Orb Guardian, Killer Klown, electric golem, orb of fire&lt;br /&gt;
MONS:     ancient lich, orange crystal statue / silver statue / ice statue&lt;br /&gt;
SUBST:    8=8., 8=8., 5=5.&lt;br /&gt;
SHUFFLE:  234&lt;br /&gt;
SUBST:    ? = .:8 ?&lt;br /&gt;
SUBST:    ? : KLM&lt;br /&gt;
SUBST:    K = 4:30 5 8 9&lt;br /&gt;
SUBST:    L = 4 5:30 8 9&lt;br /&gt;
SUBST:    M = 4 5 8:30 9&lt;br /&gt;
&lt;br /&gt;
COLOUR:   c = magenta&lt;br /&gt;
TILE:     c = dngn_stone_wall_magenta&lt;br /&gt;
&lt;br /&gt;
KITEM:    Z = Orb of Zot&lt;br /&gt;
&lt;br /&gt;
MAP&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXX.............XXXXXXXXXXXXXXXXXXXXXXXXX.............XXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXX...................XXXXXXXXXXXXXXXXXXX...................XXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXX..........3...........XXXXXXXXXXXXXXX...........3..........XXXXXXXXXX&lt;br /&gt;
XXXXXXXXXX..8.....................XXXXXXXXXXXXX.....................8..XXXXXXXXX&lt;br /&gt;
XXXXXXXXXX.......?..?.....8.8.....XXX...1...XXX.....8.8.....?..?.......XXXXXXXXX&lt;br /&gt;
XXXXXXXXXXX.8...........?.........XX..1...1..XX.........?...........8.XXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXX......................X1...!!!...1X......................XXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXX.....4....2....8.8......1.!Z!.1......8.8....2....4.....XXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXX....?...?.....?...?...X1...!!!...1X...?...?.....?....?...XXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXX.......?....?..........XX..1...1..XX..........?....2.......XXXXXXXXXX&lt;br /&gt;
XXXXXXXXXX.....8..........8.8.....XXX...1...XXX.....8.8..........8.....XXXXXXXXX&lt;br /&gt;
XXXXXXXXXX...8....................cXXXXXXXXXXXc....................8...XXXXXXXXX&lt;br /&gt;
XXXXXXXXXXX.....8.8.8..8.........ccccccccccccccc........8...8.8.8.....XXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXX...............8...XcccccccccccccccccX...8............8..XXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXX........8..8...XXXXcccccccccccccccccXXXX...8..8........XXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXa111accCCCCCCXXXXXcccccccccccccccccXXXXXCCCCCCccb111bXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXcc...............AA1.ccccccccccccccccc.1BB...............ccXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXcc...8.8..8.8.....cc1...ccccccccccccc...1cc.......8..8.8.8.ccXXXXXXXXX&lt;br /&gt;
XXXXXXXXXcc.8...8......8.8...ccc...ccccccccccc...ccc...8.8.8..8.......ccXXXXXXXX&lt;br /&gt;
XXXXXXXXXc.8..8....8.8........ccc...............ccc.....8....8..8.8....cXXXXXXXX&lt;br /&gt;
XXXXXXXXXc..8..8.8....8.8.8.5.cXcc.............ccXc.5.8.8.8....8.8...8.cXXXXXXXX&lt;br /&gt;
XXXXXXXXXc..8.....8.8.......8.cXXc.............cXXc8........8.....8.8..cXXXXXXXX&lt;br /&gt;
XXXXXXXXXc.8...8......8.8.....cXXcc.1...1...1.ccXXc......8.......8.....cXXXXXXXX&lt;br /&gt;
XXXXXXXXXc8..8...8.8.8.8...8.8cXXXc...........cXXXc8.8..8..8.8.8...8.8.cXXXXXXXX&lt;br /&gt;
XXXXXXXXXc.....8.........8....cXXcc...........ccXXc....8.8.............cXXXXXXXX&lt;br /&gt;
XXXXXXXXXcc...5..8..8.8....8.ccXXc.............cXXcc8.....8....8..5.8.ccXXXXXXXX&lt;br /&gt;
XXXXXXXXXXcc8......8....8.8.ccXXcc.............ccXXcc.8.8....8....8..ccXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXcc..............ccXXXc...............cXXXcc..............ccXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXccccccccccccccccXXXXcccccccc@ccccccccXXXXccccccccccccccccXXXXXXXXXXX&lt;br /&gt;
ENDMAP&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note that this layout is not the only one possible. While the general layout will always be very similar, the final chamber with the Orb may be different.&lt;br /&gt;
&lt;br /&gt;
===Legend:===&lt;br /&gt;
*X - Permanent rock walls that cannot be affected in any way&lt;br /&gt;
*x - [[Dig]]gable rock walls&lt;br /&gt;
*c - [[Shatter]]able stone walls&lt;br /&gt;
*C - Usually permanent rock walls (10% chance of stone walls)&lt;br /&gt;
*A, B - Floor with a 33% chance of being a trap&lt;br /&gt;
*a, b - Floor or granite [[statue]]s with a 1/100 chance of being an [[orange crystal statue|orange crystal]], [[silver statue|silver]], or [[ice statue]].&lt;br /&gt;
*. - Floor with a 1/51 chance of being a trap&lt;br /&gt;
*1 - Orb Guardian, also 1/3 chance of a trap&lt;br /&gt;
*2/3/4 - Random monsters (Killer Klowns, electric golems, or orbs of fire)&lt;br /&gt;
*5 - 1/2 chance of an ancient lich&lt;br /&gt;
*8 - 1/4 chance of a random hard monster, 1/3 chance of a trap&lt;br /&gt;
*? - 1/2 chance of anything that can generate in Zot, weighted toward the above listed monsters&lt;br /&gt;
&lt;br /&gt;
==Preparations==&lt;br /&gt;
The following items, abilities, and intrinsics are recommended for surviving the Orb chamber. They are ordered in terms of importance. A more experienced player can clear the chamber with fewer, while a player who just reached Zot:5 for the first time will probably want to have as many of them as possible.&lt;br /&gt;
*High HP ([[Fighting]] skill), MP ([[Spellcasting]], [[Invocations]], or [[Evocations]] skill), [[experience]] level, [[AC]], [[EV]], [[SH]], [[Piety]], etc.&lt;br /&gt;
*Max [[fire resistance]] for [[orbs of fire]].&lt;br /&gt;
*Sources of [[Haste]] to increase your mobility and damage output. The Haste spell, multiple [[potions of haste]], or a well-charged [[wand of hasting]] are all fine. Boots of [[running]] are also very welcome. A source of [[berserk]]ing is also effective for melee fighters, but much riskier.&lt;br /&gt;
*[[Electricity resistance]] for [[electric golem]]s.&lt;br /&gt;
*High [[magic resistance]] for ancient liches (&amp;quot;extremely&amp;quot; resistant or better to reliably avoid [[paralysis]]).&lt;br /&gt;
*[[Negative energy resistance]] and [[cold resistance]] for [[ancient lich]]es.&lt;br /&gt;
*[[Potions of cure mutation]] for when Orbs of Fire inevitably malmutate you.&lt;br /&gt;
*[[See invisible]] for ancient liches.&lt;br /&gt;
*[[Blink]] and [[teleport]] as an emergency escape alternative.&lt;br /&gt;
*Optional: [[Darkness]] if you intend to sneak in attracting as little attention as possible.&lt;br /&gt;
&lt;br /&gt;
==Preliminaries==&lt;br /&gt;
*Clear Zot:1-4. This is optional, but it gives a large amount of experience and makes the ascension run safer.&lt;br /&gt;
*If you have one, use a [[scroll of magic mapping]] once you reach Zot:5 to see the layout of the chamber.&lt;br /&gt;
*Clear everything outside the chamber first. This section will be just like the upper floors of Zot. Doing this will make escapes much safer.&lt;br /&gt;
&lt;br /&gt;
==Monster Strategies==&lt;br /&gt;
*Killing off ancient liches should be your top priority.&lt;br /&gt;
**Haste yourself whenever dealing with them. They can summon brutal demons with [[torment]] and [[hellfire]], or cast Iron Shot or Crystal Spear for massive damage. Some of the best ways of killing them are: good weapons of [[antimagic]] (a short sword of antimagic is ''not'' a good weapon) or [[holy wrath]], [[Dispel Undead]], [[Orb of Destruction]], [[Shatter]], [[Iron Shot]], [[Tornado]], [[Summon Horrible Things]], [[Dragon's Call]], or [[Shadow Creatures]]. If using heavy [[Conjurations]], couple it with a [[Spellforged Servitor]].&lt;br /&gt;
**Ideally you'll be able to kill any ancient liches before they summon too many demonic reinforcements. If they do get anything frightening out, remember that killing the summoner is the fastest method for destroying their summons. Attempting to flee by blinking is extremely risky, and by foot often results in death by torment and hellfire. Don't let the liches last long enough to make this a problem!&lt;br /&gt;
**Remember that they won't cast anything if they can't see a target; try not to spend too long with them in your [[line of sight]] without attending to them. Melee characters will want to retreat around corners to force them into melee range, as rushing towards them gives them several turns to hit you with a crystal spear or summon fiends, not to mention the fact that you'll likely encounter even more enemies as you enter unexplored areas.&lt;br /&gt;
*Orbs of fire are next on the list (but if you're facing ancient liches and orbs of the fire at the same time, you should strongly consider making an escape). If you lack at least rF++, they can deal incredible damage very quickly, and they will almost certainly mutate you several times if you don't resist mutations. There's no safe way to deal with them, since they chew through most summons fast and resist almost everything. Melee fighters should use antimagic weapons to negate their attacks (if you haven't found one yet, [[freezing]] or [[vorpal]] weapons are your best alternatives), while ranged fighters can deal significantly increased damage with [[silver]] ammunition. Conjurers should cast their most powerful non-elemental Conjurations, such as [[Iron Shot]], [[Crystal Spear]], [[Orb of Destruction]], [[Tornado]], [[Glaciate]], or [[Fire Storm]].&lt;br /&gt;
**Again, [[spellforged servitor (monster)|spellforged servitors]] shine here. Their elemental resistances allow them to soak a few orb of fire attacks without dying, their spells are nearly as potent as your own, and you can hide behind one to avoid any bad mutations reaching you.&lt;br /&gt;
*Whenever you come across a melee monster (Killer Klown, Orb Guardian, etc.), grab its attention and retreat to a safe place to kill it. Keep in mind that dragons and electric golems will shoot their breath/special attacks at you, so you may have to hide behind a corner to force it follow you.&lt;br /&gt;
*Speaking of Orb Guardians, they are fast and strong, but they ''can'' be confused. If you're about to be swarmed by a bunch, it's often a great idea to have them bashing one another instead of you.&lt;br /&gt;
*Moths of wrath may berserk monsters or you. Try not to be there when this happens to a pack of Orb Guardians.&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
'''WARNING: The strategies below call for specific abilities and tactics, and may not apply to your character!'''&lt;br /&gt;
&lt;br /&gt;
===Clear the Chamber Gradually===&lt;br /&gt;
The most straightforward strategy is to simply walk into the chamber, wake up as few monsters as possible, then retreat and kill them one by one. Repeat. When exploring the two areas adjacent to the Orb's chamber, stick to the dividing wall, peek around the corner, and lure back anything you find. Approaching too aggressively will likely lure out more than you'd like to take on all at once.&lt;br /&gt;
&lt;br /&gt;
===Lure Monsters Out===&lt;br /&gt;
By careful use of noise (shouting and spells are the most reliable means of generating this), you may be able to wake up a few monsters, get them chasing you, and run away. Note that due to the chamber layout and the patrolling Orb Guardians, this may be hard to do without getting swamped.&lt;br /&gt;
&lt;br /&gt;
===Go In With an Army===&lt;br /&gt;
If you can, summon as many creatures as possible. You can then hang back as they fight the enemies. This may be accomplished in many ways:&lt;br /&gt;
*Divine companions: Angels and daevas of [[The Shining One]], [[Trog]]'s Brothers in Arms, [[Makhleb]]'s Greater demons, [[Beogh]]'s orcish companions, [[Qazlal]]'s elementals, [[Yredelemnul]]'s undead army...&lt;br /&gt;
*[[Summonings]] spells: [[Shadow Creatures]] is relatively low level, but very powerful (albeit short-lived) in Zot.&lt;br /&gt;
*The [[demonspawn mutations#Demonic Guardian|Demonic Guardian]] [[demonspawn]] mutation gives you demonic guardians when [[tension]] is high. Zot:5 qualifies.&lt;br /&gt;
*Undead companions: Animate killed monsters and use [[Twisted Resurrection (player spell)|Twisted Resurrection]] on earlier floors to gather [[abomination]]s.&lt;br /&gt;
*Why compromise? [[Dragon's Call]]: There is no substitute.&lt;br /&gt;
*Worshipers of [[Fedhas]] can grow an [[oklob]] farm and lure enemies to it.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that in Zot, almost any permanent servant will be annhilated quickly, especially when the orbs of fire start tossing around fireballs. Hordes of minions can certainly take down any given local, but you'll be going through a ''lot'' of minions! Since all of these units are fairly short-lived, this makes summons and divine companions much more attractive than the more &amp;quot;permanent&amp;quot; minions, as they depend less on limited resources like corpses.&lt;br /&gt;
&lt;br /&gt;
===Blast Your Way Through===&lt;br /&gt;
A [[haste]]d [[Conjurations]] specialist with a reliable means of recharging MP ([[potions of magic]], [[Sif Muna]]'s channeling, [[Sublimation of Blood]], etc.) can often simply blast his way through with high-end spells like [[Lehudib's Crystal Spear]], [[Orb of Destruction]], [[Fire Storm]], or [[Glaciate]]. This is especially true when you're accompanied by a spellforged servitor. Mind the noise, don't attract more monsters than your MP can handle, and don't be afraid to fall back and recover if need be.&lt;br /&gt;
&lt;br /&gt;
===Lugonu's Corruption===&lt;br /&gt;
Worshiping [[Lugonu]] can make rushing into the Orb chamber a much less daunting task. If you corrupt the level at the entrance of the left or right side of the chamber (at &amp;quot;AA&amp;quot; or &amp;quot;BB&amp;quot; on the map), you will likely break through a path to the Orb room and in the meantime create walls and demons blocking the path of monsters. [[Haste]] yourself, rush past any remaining guardians, read a [[scroll of teleportation]], and grab the Orb. If you wind up in a dangerous spot, teleport yourself again and hope for a better landing. If need be, banishing yourself to the Abyss can save your life and give you a chance to heal, but don't forget that you will return to the exact same spot you left from.&lt;br /&gt;
&lt;br /&gt;
===Shatter/Lee's Rapid Deconstruction===&lt;br /&gt;
If you don't worship Lugonu, but can cast [[Shatter]] or [[Lee's Rapid Deconstruction]], you may use them to dig through the shatterable stone walls. Note, however, that this is much slower and will make a '''lot''' of noise, enough to instantly awaken almost every monster on the floor. As a bonus, however, Shatter deals very respectable damage to most enemies found here (apart from orbs of fire). Once you clear a path to the Orb, grab it quickly and teleport away as described above. [[Zin]]'s Sanctuary ability is a nice addition to keep you alive when all else fails.&lt;br /&gt;
&lt;br /&gt;
===Stealth/Stabbing===&lt;br /&gt;
Walk into the Orb chamber and try to stab any sleeping monsters (Orb Guardians, ancient liches, orbs of fire, etc.). If possible, cast [[Darkness]] to limit the number of opponents you have to deal with. Be sure to have a means of escape, preferably Haste, and make sure you are extremely stealthy if you want to try this approach. If an Orb Guardian wakes up, lure it outside the chamber before fighting it to avoid waking up any other monsters. When you're in sight of the Orb, grab it and teleport away.&lt;br /&gt;
&lt;br /&gt;
===Teleport with Safety System===&lt;br /&gt;
If you worship [[Nemelex Xobeh]], you can randomly teleport around and entomb yourself with a Tomb card in case of failure. If you land near enemies, blink away before entombing. If you worship Zin, you may use Sanctuary for a similar effect. [[Borgnjor's Revivification]], [[Death's Door]], or [[Elyvilon]] also work fairly well with this strategy.&lt;br /&gt;
&lt;br /&gt;
===Run and Teleport===&lt;br /&gt;
The fastest and riskiest approach involves simply teleporting on Zot:5 until you land near the Orb, grabbing it, and teleporting repeatedly until you find an up staircase. Be hasted for as much of this as possible, heal while waiting for teleports to kick in, and use [[potions of cancellation]] when needed to purge any excess [[magical contamination]]. Expect to take some damage as you flee. It's more than a little suicidal, but it's possible.&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
*Fast movement speed: Boots of running, Haste.&lt;br /&gt;
*Very stealthy ([[Agility]] and [[Flight]] can help)&lt;br /&gt;
*[[Darkness]] is helpful, in that the reciprocally reduced LOS makes it less likely that you will be spotted by a passing [[ancient lich]] or [[orb of fire]].&lt;br /&gt;
*Several potions of healing and a [[wand of heal wounds]] with scrolls of recharging&lt;br /&gt;
*Fire resistance (rElec is also recommended)&lt;br /&gt;
*The ability to teleport several times in a row (two teleport wands and a few scrolls of recharging will suffice)&lt;br /&gt;
*Several scrolls of fog and/or [[Summon Butterflies]] to avoid combat&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], digging out everything outside the Orb chamber would increase the chances of landing somewhere safe after a random teleport.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spoilers]]&lt;br /&gt;
[[Category:Strategy_Guides]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Cards&amp;diff=42791</id>
		<title>Talk:Cards</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Cards&amp;diff=42791"/>
				<updated>2016-08-16T05:36:02Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Created page with &amp;quot;This seems a lot like the decks page. Would it be possible to merge the two under the Decks page, but create a List of Cards page as well? ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a lot like the decks page. Would it be possible to merge the two under the Decks page, but create a List of Cards page as well? [[User:Pekkekke|Pekkekke]] ([[User talk:Pekkekke|talk]]) 07:36, 16 August 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Nerf&amp;diff=42790</id>
		<title>Talk:Nerf</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Nerf&amp;diff=42790"/>
				<updated>2016-08-16T05:26:49Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Created page with &amp;quot;Is this page necessary? ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this page necessary? [[User:Pekkekke|Pekkekke]] ([[User talk:Pekkekke|talk]]) 07:26, 16 August 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Glyph&amp;diff=42789</id>
		<title>Talk:Glyph</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Glyph&amp;diff=42789"/>
				<updated>2016-08-16T05:23:25Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Created page with &amp;quot;There is nothing here and nothing that I personally know of in crawl that one would identify as a glyph. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is nothing here and nothing that I personally know of in crawl that one would identify as a glyph. [[User:Pekkekke|Pekkekke]] ([[User talk:Pekkekke|talk]]) 07:23, 16 August 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Tournament&amp;diff=42787</id>
		<title>Tournament</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Tournament&amp;diff=42787"/>
				<updated>2016-08-16T05:22:06Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Added .18 tournament page and results&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The tournament is an event where players can join clans and compete against each other online for special banners and bragging rights. It usually starts directly after the release of a new version.&lt;br /&gt;
&lt;br /&gt;
Official tournament pages:&lt;br /&gt;
* [http://dobrazupa.org/tournament/0.18/ Crawl 0.18 Tournament]&lt;br /&gt;
* [http://dobrazupa.org/tournament/0.17/ Crawl 0.17 Tournament]&lt;br /&gt;
* [http://dobrazupa.org/tournament/0.16/ Crawl 0.16 Tournament]&lt;br /&gt;
* [http://dobrazupa.org/tournament/0.15/ Crawl 0.15 Tournament]&lt;br /&gt;
* [http://dobrazupa.org/tournament/0.14/ Crawl 0.14 Tournament]&lt;br /&gt;
* [http://dobrazupa.org/tournament/0.13/ Crawl 0.13 Tournament]&lt;br /&gt;
* [http://dobrazupa.org/tournament/0.12/overview.html Crawl 0.12 Tournament]&lt;br /&gt;
* [http://crawl.akrasiac.org/tourney12b/ Crawl 0.11 Tournament]&lt;br /&gt;
* [http://crawl.akrasiac.org/tourney12a/ Crawl 0.10 Tournament]&lt;br /&gt;
* [http://crawl.akrasiac.org/tourney11/index.html August 2011]&lt;br /&gt;
* [http://crawl.akrasiac.org/tourney10/ August 2010]&lt;br /&gt;
* [http://crawl.akrasiac.org/tourney09/index.html August 2009]&lt;br /&gt;
* [http://crawl.akrasiac.org/tourney/index.html August 2008]&lt;br /&gt;
&lt;br /&gt;
Leaderboards:&lt;br /&gt;
&lt;br /&gt;
* [http://dobrazupa.org/tournament/0.18/overview.html May 2016]&lt;br /&gt;
* [http://dobrazupa.org/tournament/0.17/overview.html November 2015]&lt;br /&gt;
* [http://dobrazupa.org/tournament/0.16/overview.html March 2015]&lt;br /&gt;
* [http://dobrazupa.org/tournament/0.15/overview.html August 2014]&lt;br /&gt;
* [http://dobrazupa.org/tournament/0.14/overview.html April 2014]&lt;br /&gt;
* [http://crawl.akrasiac.org/tourney11/overview.html August 2011]&lt;br /&gt;
* [http://crawl.akrasiac.org/tourney10/overview.html August 2010]&lt;br /&gt;
* [http://crawl.akrasiac.org/tourney09/overview.html August 2009]&lt;br /&gt;
* [http://crawl.akrasiac.org/tourney/overview.html August 2008]&lt;br /&gt;
&lt;br /&gt;
Unofficial tournaments:&lt;br /&gt;
&lt;br /&gt;
* [http://crawl11.dyndns.org/ May 2011]&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
[[Category:Tournament]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Random2&amp;diff=42786</id>
		<title>Talk:Random2</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Random2&amp;diff=42786"/>
				<updated>2016-08-16T05:20:03Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Created page with &amp;quot;Should this be kept? This seems like a rather arbitrary piece of source code to have maintained on the wiki. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should this be kept? This seems like a rather arbitrary piece of source code to have maintained on the wiki. [[User:Pekkekke|Pekkekke]] ([[User talk:Pekkekke|talk]]) 07:20, 16 August 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Frustrated_Philosophy&amp;diff=42785</id>
		<title>Talk:Frustrated Philosophy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Frustrated_Philosophy&amp;diff=42785"/>
				<updated>2016-08-16T05:17:42Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This... really shouldn't be kept. --[[User:Tower|Tower]] ([[User talk:Tower|talk]]) 22:14, 25 July 2014 (CEST)&lt;br /&gt;
:Good heavens. Not only is this kinda horrible, but it looks like it's pretty old, too. Anybody object to me deleting this? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 00:12, 26 July 2014 (CEST)&lt;br /&gt;
::I disagree. It's not at all by chance that it has survived so many months. Describes in a very realistic manner the emotions of a DCSS beginner. Indeed the difference between a newbie's skills and sudden deaths and those of an game winner is enormous. DCSS is surely one of the most challenging games. Keeping such a satirical mirror of the unavoidable frustrations in our wiki bears testimony to our awareness of this dark side of the game's aspiration level. Anyone not willing to overcome the unavoidable first weeks/months of frustration will not stay with DCSS. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 00:32, 26 July 2014 (CEST)&lt;br /&gt;
::I really like it --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 01:12, 26 July 2014 (CEST)&lt;br /&gt;
::: I think it should be deleted. Satirical rants are not part of the wiki's scope and are better left on discussion forums. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 17:45, 27 July 2014 (CEST)&lt;br /&gt;
:::: Completely agree with Flun, primarily that this just isn't what this Wiki is for. Sticky this on the Tavern forum somewhere, but in a wiki it does not fit. Would love to see this deleted. [[User:Pekkekke|Pekkekke]] ([[User talk:Pekkekke|talk]]) 07:17, 16 August 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Minor_Healing&amp;diff=42784</id>
		<title>Minor Healing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Minor_Healing&amp;diff=42784"/>
				<updated>2016-08-16T05:07:37Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Updated header to .18. Verified that all monsters with minor healing are on the list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Heals a small amount of damage to the caster's body.}}&lt;br /&gt;
&lt;br /&gt;
''For Lesser Healing, the divine player ability with a similar name, see [[Elyvilon]]'s page.''&lt;br /&gt;
&lt;br /&gt;
'''Minor Healing''' is a monsters-only spell which restores a moderate amount of damage to the caster. It functions as a [[potion of heal wounds]], restoring an amount of [[HP]] based on the caster's [[hit dice]].&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Spriggan_druid&amp;diff=42783</id>
		<title>Talk:Spriggan druid</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Spriggan_druid&amp;diff=42783"/>
				<updated>2016-08-16T05:06:34Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Created page with &amp;quot;Should Young Spriggan Druids be their own page? They have different stats than normal Spriggan Druids, so why not give them their own page? ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should Young Spriggan Druids be their own page? They have different stats than normal Spriggan Druids, so why not give them their own page? [[User:Pekkekke|Pekkekke]] ([[User talk:Pekkekke|talk]]) 07:06, 16 August 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Titan&amp;diff=42782</id>
		<title>Titan</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Titan&amp;diff=42782"/>
				<updated>2016-08-16T05:02:55Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Replaced manually created stat and spell tables with auto-generated tables. Updated header.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{list of | giants}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Titans''' are the deadliest of the common [[list of giants|giants]], landing devastating blows in melee and blasting you at range with powerful [[Air Magic]]. They occasionally spawn in [[the Depths]], and are almost always found on the bottom floor of [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*First and foremost, don't engage them while [[fly]]ing; their Airstrike spell deals an extra 50% damage to flying characters. To deal with their other spells, have [[electricity]] resistance and avoid standing in a place that makes [[multizap]]s possible.&lt;br /&gt;
*Strong melee characters can generally take them out one-on-one, though you may want to [[haste]] or [[might]] yourself if that's available. [[Berserk]] works great if you know the titan is alone, but often they will appear in areas where monsters will quite often appear at the edge of your [[line of sight]] at inopportune times.&lt;br /&gt;
*Conjurers should use their most powerful non-electric [[Conjurations]], as a titan's low [[EV]] makes them easy targets. Even [[Bolt of Inaccuracy]] has a decent chance of hitting them. As they have only one attack, titans are also relatively easy to overwhelm with reasonably powerful summons.&lt;br /&gt;
*Don't bother with [[Mephitic Cloud]] -- their high [[HD]] means that there is only a 1/11 chance they will be affected per turn, generally letting them walk out unconfused. Other types of [[poison]] are quite effective, though.&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sphinx&amp;diff=42781</id>
		<title>Sphinx</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sphinx&amp;diff=42781"/>
				<updated>2016-08-16T04:59:16Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Replaced manually created stat and spell tables with auto-generated tables.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Sphinxes''' are hefty late-game beasts that pack a wide variety of debilitating [[Hexes]] in their spell lists. Because they can [[paralyze]] you, they're a much bigger threat when other enemies are around than when alone, but even then they have some decent melee attacks and the ability to [[smite]]. They can be found individually in [[the Depths]] and [[the Vaults]], and in a large, dangerous pack in [[the Tomb]]. They are also occasionally summoned by the [[unique]] sorceress [[Kirke]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*High [[magic resistance]] (at least +++, preferably ++++) will render them almost incapable of disabling you.&lt;br /&gt;
*Strong summoned allies can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies will kill or distract it until the effect wears off.&lt;br /&gt;
*If you see a sphinx with several strong allies that you're not ready for, consider [[teleport]]ing or using a [[Controlled Blink]] immediately. You may not get a second chance.&lt;br /&gt;
*You can summon your own friendly sphinxes with the spell [[Monstrous Menagerie]].&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Seraph&amp;diff=42780</id>
		<title>Seraph</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Seraph&amp;diff=42780"/>
				<updated>2016-08-16T04:57:05Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Replaced manually created stat table with auto-generated stat table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{list of | holy monsters}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|The Seraphim, or the Burning Ones, are the highest rank of the angelic hosts, the mightiest servants of the good gods. They have six wings and but one face, and are said to sometimes take the forms of fiery serpents.&lt;br /&gt;
----&lt;br /&gt;
“In the year that king Uzziah died I saw also the LORD sitting upon a throne, high and lifted up, and his train filled the temple.&amp;lt;br&amp;gt;&lt;br /&gt;
Above it stood the seraphims: each one had six wings; with twain he covered his face, and with twain he covered his feet, and with twain he did fly.&amp;lt;br&amp;gt;&lt;br /&gt;
And one cried unto another, and said, Holy, holy, holy, is the LORD of hosts: the whole earth is full of his glory.”&amp;lt;br&amp;gt;&lt;br /&gt;
-KJV Bible, Isaiah 6:1-3.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Seraphim''' are flying [[holy]] beings, the rugged, upgraded version of [[angel]]s. Like angels, they can heal themselves over time, but this rarely makes much difference in combat. They have a massive [[HP]] pool on par with some of the beefier [[unique]]s in the game, and always generate with a highly-enchanted [[flaming]] [[great sword]] and either [[pearl dragon armour]] or [[fire dragon armour]]. They are extremely rare, only appearing on holy-themed [[Pandemonium]] floors, and only one may generate per floor.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
As this monster is solely encountered in holy-themed Pandemonium, it is worth noting that an extremely resilient, normal-speed monster with only melee damage is not much of a threat compared to its level companions, such as [[pearl dragon]]s. Even [[undead]] and [[demonspawn]] characters can deal with it relatively safely, as it has no [[holy]] damage output. [[Fire]] resistance certainly helps though.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.16]], seraphim recieved a new, much more powerful spell list. They also began spawning during the Orb run (albeit rarely).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Seraphim (and all other holy creatures) would potentially be neutral toward worshipers of [[good gods]].&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mennas&amp;diff=42779</id>
		<title>Mennas</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mennas&amp;diff=42779"/>
				<updated>2016-08-16T04:56:02Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Update to .18, no change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
{{list of | holy monsters}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Mennas, the Voice of Zin''' is an incredibly dangerous [[unique]] [[angel]], the only one who normally appears in the main [[Dungeon]] not locked behind a wall. He is fast, extremely durable, and disables many player abilities with [[Silence]], making him a notorious menace to spellcasters.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Depths]]:3-5&lt;br /&gt;
*[[The Vaults]]:2-5&lt;br /&gt;
*[[The Crypt]]&lt;br /&gt;
*[[The Tomb]]&lt;br /&gt;
*[[Pandemonium]]&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Mennas has the speed of a [[centaur warrior]], hits harder than a [[stone giant]], and is almost as evasive as [[Ereshkigal]]. He has standard angel gear: a [[large shield]] and [[holy wrath]] weapon, making him exceedingly dangerous to [[undead]] or [[lichform]] characters. Needless to say, Mennas is hard to kill.&lt;br /&gt;
&lt;br /&gt;
Once Mennas sees you, it may already be too late. His high HD means that he has a decent chance of waking up even if you spend only one turn in his LOS. He's faster than most species, and once he gets even moderately close, his 6-tile Silence [[aura]] prevents casting spells, reading scrolls, and all ''invocable'' [[ability|abilities]]. Most traditional escape methods are impossible:&lt;br /&gt;
*You can't read a [[scroll of teleportation]], [[scroll of blinking]], or command your allies while silenced.&lt;br /&gt;
*Hasting yourself with a [[potion of speed]] or [[wand of hasting]] will only bring you up to his speed, which is almost never enough to escape with if he's already in melee range. Hasted [[centaur]]s, [[spriggan]]s, and those with boots of [[running]] should be fine though.&lt;br /&gt;
*Mennas' [[magic resistance]] is far too high for a [[wand of slowing]], [[wand of confusion]], or [[wand of paralysis]] to affect him.&lt;br /&gt;
*[[Spriggan]]s and other characters which actually have the speed to outrun him should be wary of his [[Confusion]] spell. Admittedly, spriggans rarely have low enough [[magic resistance]] for this to be a problem, but less mystically attuned species may have trouble here.&lt;br /&gt;
*Even [[Trog]]'s berserk ability requires the ability to speak.&lt;br /&gt;
&lt;br /&gt;
A well-equipped, mid-level tank character should be able to overcome his defenses with the aid of a [[potion of speed]] and [[potion of might|might]]. High-level casters or followers of [[Trog]] can also handle him easily enough if they spot him at the edge of their [[LOS]] (even Mennas will grudgingly succumb to [[Fire Storm]] or an army of berserk summoned allies). Anyone else may wish to escape immediately:&lt;br /&gt;
*Escape scrolls work fine so long as you read them outside of his silence radius. Don't wait until it's too late! Bear in mind that he sometimes allows his silence to almost run out before refreshing it. If you stand in a space diagonally adjacent to him, there's a chance he'll eventually give you an opportunity to read a scroll of teleport.&lt;br /&gt;
*Evocable escape routes (a [[wand of teleportation]], [[ring of teleportation]], [[Warpwright]] card, [[artefact]] with Blink ability, etc.) still function as normal, though waiting for a teleport to kick in will be painful. Retreating will reduce the number of attacks he'll deliver in the mean time.&lt;br /&gt;
*Hasting yourself with at least two tiles between you and him will let any non-[[naga]] species make it to a staircase without him catching up and following you.&lt;br /&gt;
*Non-Trog forms of berserk function, giving you an equivalent speed boost to Haste for a few turns. Just don't let it wear off before you've escaped, or you'll be heavily handicapped and no closer to getting away. Only use it if you really think you can reach that staircase in time.&lt;br /&gt;
*[[Nemelex Xobeh]]'s followers retain full use of all their [[deck]]s.&lt;br /&gt;
*The [[Good mutations#Blink|Blink]] [[mutation]] works as normal.&lt;br /&gt;
*Although they're uncommon and dangerous, hopping down a [[shaft]] will leave him behind. [[Formicid]]s benefit here.&lt;br /&gt;
*If you find him without waking him up, remember that you can just walk away. Returning later with more experience and better supplies can make a huge difference.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[http://en.wikipedia.org/w/index.php?title=Menas_of_Constantinople&amp;amp;redirect=no Mennas] was a Catholic saint of the early Christian church. He lived in the 6th century, and was excommunicated twice (and pardoned both times).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], Mennas could not spawn in [[Pandemonium]], and knew [[Confusion]] instead of [[Mass Confusion]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], worshipers of [[good gods]] would have a [[piety]]-based chance of turning Mennas neutral when they encountered him.&lt;br /&gt;
&lt;br /&gt;
Mennas was added in version [[0.8]].&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ironbound_preserver&amp;diff=42778</id>
		<title>Ironbound preserver</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ironbound_preserver&amp;diff=42778"/>
				<updated>2016-08-16T04:52:51Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Replaced manually created stat and spell tables with auto-generated tables.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Ironheart preservers''' are durable enemy support fighters which can take damage in place of their allies, making it more difficult to kill dangerous-yet-flimsy opponents first. Coupled with their ability to heal themselves, their presence can significantly lengthen battles with groups of foes. They can be found in [[the Vaults]], usually accompanying bands of [[deep troll]]s, [[list of deep elves|deep elves]], [[orc]]s, or [[ogre (monster)|ogres]], and often supporting a [[vault warden]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Injury Bond causes half the damage dealt to an affected enemy to be redirected to the ironheart preserver, effectively doubling the HP of everything around it until the preserver is destroyed. On top of that, they'll occasionally heal themselves if you let them live long enough to do so. Get around that by overwhelming them with a lethal amount of shared damage quickly. Pouring damage into soft, squishy targets (like the plentiful ogres in the Vaults) can kill them off rapidly, especially if you use area-of-effect spells that hit multiple targets.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ironheart preservers were added to the game in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Human]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dryad&amp;diff=42777</id>
		<title>Dryad</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dryad&amp;diff=42777"/>
				<updated>2016-08-16T04:47:47Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Replaced manually created stat table with auto-generated state table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Dryads''' are aggressive tree spirits which seek to tear apart any who desecrate the woods they live in. Although almost harmless physically, they can awaken the [[tree]]s of the forest to batter you, and the vines they generate will drag you into the woods if you try to escape.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster3&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Awaken Vines]]&lt;br /&gt;
|flags1={{Wizard slot flag}}&lt;br /&gt;
|slot2=[[Awaken Forest]]&lt;br /&gt;
|flags2={{Wizard slot flag}}&lt;br /&gt;
|slot3=[[Minor Healing]] (2d4)&lt;br /&gt;
|flags3={{Emergency slot flag}}, {{Wizard slot flag}}&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Much like the walls of the [[Slime Pits]], trees affected by Awaken Forest can deal a surprising amount of damage if you don't try to avoid them. As there's no way to resist this damage, your best bet is to fight a dryad in the middle of a large clearing. If no such clearing is readily available, feel free to [[Bolt of Fire|make]] [[Lightning Bolt|one]].&lt;br /&gt;
*A dryad's vines will all die the moment you kill the dryad itself. Since she also summons them very rapidly, it's better to focus on killing the dryad than on clearing the vines. Don't simply [[Tab]] your way through combat, as you'll often wind up ignoring the dryad to kill the vines instead.&lt;br /&gt;
*You can summon your own dryad, complete with a hefty chunk of woodland terrain, through use of the [[Summon Forest]] spell.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Dryads were added in [[0.13]], but were only generated in [[0.14]].&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gnoll_shaman&amp;diff=42776</id>
		<title>Gnoll shaman</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gnoll_shaman&amp;diff=42776"/>
				<updated>2016-08-16T04:44:34Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Update to .18, no change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
{{list of | gnolls}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Gnoll shamans''' are support casters often found with packs of standard [[gnoll]]s. Only as powerful physically as a standard gnoll, they aren't much of a threat alone, but they can be dangerous if they manage to haste an ally with a powerful weapon.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Their Corona spell doesn't make a big difference for characters in heavy armour, but can make combat significantly riskier for [[ev]]asion-based characters.&lt;br /&gt;
*Try to separate them from their allies: hasted gnolls are not fun to fight. If this is not possible, at least target them in preference to normal gnolls.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], gnoll shamans knew [[Petrify]].&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dryad&amp;diff=42775</id>
		<title>Dryad</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dryad&amp;diff=42775"/>
				<updated>2016-08-16T04:43:59Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Update to .18, no change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=dryad&lt;br /&gt;
|glyph={{LightGreen|R}}&lt;br /&gt;
|tile=[[File:Dryad.png]]&lt;br /&gt;
|flags={{No poly flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&amp;lt;br&amp;gt;{{Warm blood flag}}&lt;br /&gt;
|resistances=None&lt;br /&gt;
|vulnerabilities={{Fire vulnerability}}&lt;br /&gt;
|max_chunks=3&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=352&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=80&lt;br /&gt;
|hp_range=36-69&lt;br /&gt;
|avg_hp=52&lt;br /&gt;
|armour_class=6&lt;br /&gt;
|evasion=12&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=10 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=8&lt;br /&gt;
|base_hp=4&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Normal intelligence}}&lt;br /&gt;
|genus=dryad&lt;br /&gt;
|species=dryad&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A spirit of nature, bound to the forest in which it resides. It is capable of calling upon the trees to defend against incursions.&lt;br /&gt;
----&lt;br /&gt;
• Roy Quixote: Wait, what's my beef with clean energy again?&amp;lt;br&amp;gt;&lt;br /&gt;
— Durkon Pansa: Dunno, but if'n ye prefer, I know a grove o'peach trees tha've been gettin' fresh wit tha locals.&amp;lt;br&amp;gt;&lt;br /&gt;
-Rich Burlew, “Haleo and Julean”}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Dryads''' are aggressive tree spirits which seek to tear apart any who desecrate the woods they live in. Although almost harmless physically, they can awaken the [[tree]]s of the forest to batter you, and the vines they generate will drag you into the woods if you try to escape.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster3&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Awaken Vines]]&lt;br /&gt;
|flags1={{Wizard slot flag}}&lt;br /&gt;
|slot2=[[Awaken Forest]]&lt;br /&gt;
|flags2={{Wizard slot flag}}&lt;br /&gt;
|slot3=[[Minor Healing]] (2d4)&lt;br /&gt;
|flags3={{Emergency slot flag}}, {{Wizard slot flag}}&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Much like the walls of the [[Slime Pits]], trees affected by Awaken Forest can deal a surprising amount of damage if you don't try to avoid them. As there's no way to resist this damage, your best bet is to fight a dryad in the middle of a large clearing. If no such clearing is readily available, feel free to [[Bolt of Fire|make]] [[Lightning Bolt|one]].&lt;br /&gt;
*A dryad's vines will all die the moment you kill the dryad itself. Since she also summons them very rapidly, it's better to focus on killing the dryad than on clearing the vines. Don't simply [[Tab]] your way through combat, as you'll often wind up ignoring the dryad to kill the vines instead.&lt;br /&gt;
*You can summon your own dryad, complete with a hefty chunk of woodland terrain, through use of the [[Summon Forest]] spell.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Dryads were added in [[0.13]], but were only generated in [[0.14]].&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draconian_zealot&amp;diff=42774</id>
		<title>Draconian zealot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draconian_zealot&amp;diff=42774"/>
				<updated>2016-08-16T04:42:13Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Updated header, no change in .18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{list of | draconians}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Draconian zealots''' are priests of an evil god. They are generally found in [[the Realm of Zot]] or, rarely, [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
[[Abjuration]] will help against its summons. [[Silence]] will prevent the zealot from using any spell.&lt;br /&gt;
&lt;br /&gt;
Be careful when fighting them in corridors: [[Zot]] monsters tend to be fairly tough, and their reanimated corpses can take a while to cut through, meaning that draconian zealots can easily cut you off with their [[Animate Dead]] spell.&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Seraph&amp;diff=42773</id>
		<title>Seraph</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Seraph&amp;diff=42773"/>
				<updated>2016-08-16T04:34:47Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Replaced manually created spell table with auto-generated spell table. Table is currently missing Abjuration, being looked in to&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{list of | holy monsters}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=seraph&lt;br /&gt;
|glyph={{LightMagenta|A}}&lt;br /&gt;
|tile=[[File:Seraph.png]]&lt;br /&gt;
|flags={{Fighter flag}}&amp;lt;br&amp;gt;{{Flying flag}}&amp;lt;br&amp;gt;{{Glows flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&lt;br /&gt;
|resistances={{Fire resistance 3}}, {{Electricity resistance}}, &amp;lt;br&amp;gt;{{Poison resistance}}, {{Negative energy resistance 3}}, &amp;lt;br&amp;gt;{{Rot resistance}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Holy resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=11250&lt;br /&gt;
|holiness={{Holy}}&lt;br /&gt;
|magic_resistance=160&lt;br /&gt;
|hp_range=183-239&lt;br /&gt;
|avg_hp=211&lt;br /&gt;
|armour_class=10&lt;br /&gt;
|evasion=20&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 15&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Weapons armour}}&amp;lt;br&amp;gt;{{Starting equipment}}&amp;lt;br&amp;gt;{{Open doors}}&lt;br /&gt;
|attack1=50 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=20 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=25&lt;br /&gt;
|base_hp=6&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=angel&lt;br /&gt;
|species=seraph&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|The Seraphim, or the Burning Ones, are the highest rank of the angelic hosts, the mightiest servants of the good gods. They have six wings and but one face, and are said to sometimes take the forms of fiery serpents.&lt;br /&gt;
----&lt;br /&gt;
“In the year that king Uzziah died I saw also the LORD sitting upon a throne, high and lifted up, and his train filled the temple.&amp;lt;br&amp;gt;&lt;br /&gt;
Above it stood the seraphims: each one had six wings; with twain he covered his face, and with twain he covered his feet, and with twain he did fly.&amp;lt;br&amp;gt;&lt;br /&gt;
And one cried unto another, and said, Holy, holy, holy, is the LORD of hosts: the whole earth is full of his glory.”&amp;lt;br&amp;gt;&lt;br /&gt;
-KJV Bible, Isaiah 6:1-3.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Seraphim''' are flying [[holy]] beings, the rugged, upgraded version of [[angel]]s. Like angels, they can heal themselves over time, but this rarely makes much difference in combat. They have a massive [[HP]] pool on par with some of the beefier [[unique]]s in the game, and always generate with a highly-enchanted [[flaming]] [[great sword]] and either [[pearl dragon armour]] or [[fire dragon armour]]. They are extremely rare, only appearing on holy-themed [[Pandemonium]] floors, and only one may generate per floor.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
As this monster is solely encountered in holy-themed Pandemonium, it is worth noting that an extremely resilient, normal-speed monster with only melee damage is not much of a threat compared to its level companions, such as [[pearl dragon]]s. Even [[undead]] and [[demonspawn]] characters can deal with it relatively safely, as it has no [[holy]] damage output. [[Fire]] resistance certainly helps though.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.16]], seraphim recieved a new, much more powerful spell list. They also began spawning during the Orb run (albeit rarely).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Seraphim (and all other holy creatures) would potentially be neutral toward worshipers of [[good gods]].&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=List_of_backgrounds&amp;diff=42772</id>
		<title>List of backgrounds</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=List_of_backgrounds&amp;diff=42772"/>
				<updated>2016-08-16T04:24:06Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Redirecting to the appropriate heading within backgrounds page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
#REDIRECT [[Background#List of backgrounds]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:Pekkekke&amp;diff=42771</id>
		<title>User:Pekkekke</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:Pekkekke&amp;diff=42771"/>
				<updated>2016-08-16T04:17:11Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Added welcome page because I'm tired of my name being red&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{welcome}}&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Angel&amp;diff=42770</id>
		<title>Angel</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Angel&amp;diff=42770"/>
				<updated>2016-08-16T04:15:44Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Update to .18, no change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
{{list of | holy monsters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Angels''' are the servants of [[the Shining One]], often equipped with [[blessed blade|blessed]] weapons of [[holy wrath]] and capable of healing themselves. Even worse, striking one down may trigger the cleansing flame of the Shining One, causing an unavoidable blast of [[experience level]]-proportional holy damage that is extremely dangerous to wounded [[undead]] or [[demonspawn]] characters. On the other hand, followers of [[good]] [[god]]s may be deemed worthy, and the angel will be neutral toward you.&lt;br /&gt;
&lt;br /&gt;
They are thankfully very rare, appearing only in [[the Abyss]], holy [[Pandemonium]] and [[Ziggurat]] floors, or certain rare [[vault]]s in which the angel is harmlessly tucked away.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Undead characters should keep their distance: either kill them from afar or run away.&lt;br /&gt;
*Angels often carry [[sacred scourge]]s or [[eudemon blade]]s. If you're not undead or demonspawn, it may be worth killing them in order to steal these, as they are among the best weapons in the game. Just be sure to have an escape plan for when things go pear-shaped.&lt;br /&gt;
*It's easy to avoid angels while wandering the Abyss. Just turn around when you see their 5-tile halo effect hit the edge of your [[LOS]].&lt;br /&gt;
&lt;br /&gt;
===Variant Angels===&lt;br /&gt;
Certain [[Zin]] altar vaults contain '''glowing angels'''. These are always behind transparent walls, so unless you let them out, the worst they can do is yell at you for being impious.&lt;br /&gt;
&lt;br /&gt;
{{flavour|A divine agent of Zin, it is a towering winged figure with an aura of brilliant white light. This angel's face, though, is marked by a scowl, as if its zeal against any real or perceived vice overshadows its goodness.}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.7]], the cleansing flame you suffer when killing angels was significantly more powerful.&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Primal_Wave&amp;diff=42769</id>
		<title>Primal Wave</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Primal_Wave&amp;diff=42769"/>
				<updated>2016-08-16T04:14:33Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Changed format to include all monsters who cast this and updated header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{NISpell&lt;br /&gt;
|name=Primal Wave&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Conjurations}}&lt;br /&gt;
|school2={{Ice Magic}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|spellnoise=25}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Primal Wave''' is a monsters-only spell that causes massive amounts of water to surge into you, dealing significant damage, pushing you around, and turning the terrain beneath and near you to [[shallow water]] (if it isn't already). Fortunately, it cannot knock you into [[deep water]], and it deals 40% less damage if your character is either aquatic ([[merfolk]], [[octopode]], [[Ice Form]]) or does not breathe (gray [[draconian]], [[gargoyle]], [[mummy]], [[vampire]], [[ghoul]], [[Necromutation]], [[Statue Form]]).&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
You can produce a primal wave by [[evocations|evoking]] a [[phial of floods]]. &lt;br /&gt;
&lt;br /&gt;
[[Category: Monster spells]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Tyrant_leech&amp;diff=42768</id>
		<title>Tyrant leech</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Tyrant_leech&amp;diff=42768"/>
				<updated>2016-08-16T04:10:57Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Updated header, no change in .18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{list of | worms}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Giant leeches''' are slow, [[evil]] worms that have an unwholesome [[vampiric]] bite, healing themselves when they damage you. They are generally only found in [[the Swamp]] or guarding its entrance.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The easiest strategy is to simply [[kite]] them at range, especially given the fact that in melee, they hit fairly hard and can heal themselves.&lt;br /&gt;
*If you are unable to bleed, giant leeches can't heal themselves. [[Mummies]], [[gargoyle]]s, and below-satiated [[vampire]]s are naturally unable to bleed, and the following [[Transmutations]] induce the same effect: [[Spider Form]], [[Ice Form]], [[Statue Form]] and [[Necromutation]].&lt;br /&gt;
*Remember that each level of [[life protection]] gives you a 33% chance of negating the healing effect of vampiric attacks. rN+++ makes it completely ineffective.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.11]], giant leeches were much weaker.&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Entropy_weaver&amp;diff=42767</id>
		<title>Entropy weaver</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Entropy_weaver&amp;diff=42767"/>
				<updated>2016-08-16T04:06:58Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Removed unnecessary wording and updated header to version .18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{list of | arthropods}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Entropy weavers''' are potentially devastating arachnoid casters which, if allowed to use their powerful magic, can inflict massive amounts of [[corrosion]], rendering a character extremely weak and vulnerable. They can be found in [[the Spider's Nest]], [[the Vaults]], and [[the Depths]], usually accompanied by several [[list of spiders|lesser arachnids]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Their Chant Word of Entropy spell requires 3 turns to cast, and renders the weaver immobile until the spell is complete, allowing you several turns to disable them before the spell lands. [[Silence]] and [[confusion]] can accomplish this, as can killing them before they manage to finish, but it may be wiser to [[blink]] away first. If there's a rock you can hide behind to break [[line of sight]], this works just as well.&lt;br /&gt;
*If they do land their spell, don't expect to be effective in melee for quite some time. They and their allies will be tremendously dangerous at this point, so a [[teleport]] to safety may be the best course of action.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Entropy weavers were added in [[0.17]].&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lava_Orc&amp;diff=42766</id>
		<title>Lava Orc</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lava_Orc&amp;diff=42766"/>
				<updated>2016-08-16T03:46:51Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Fixed a recent edit that omitted a &amp;quot;not&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{flavour|These strange humanoids are made of living stone, with a unique heat-based metabolism. Ordinarily slow and hardy, when anything puts some stress on them, they literally fire up, turning into fast-moving lava. Outwardly, their shape mostly resembles that of Orcs, thus the name.&lt;br /&gt;
&lt;br /&gt;
They are unique in their ability to swim in lava: even the Djinn, while immune to fire, can't swim through a treacle of molten rock. In order to be able to use regular equipment, Lava Orcs have invented special fire-proof backpacks; vulnerable items like scrolls or books are not accessible when their owner is too hot.&lt;br /&gt;
&lt;br /&gt;
Many things can fire up their metabolism: facing multiple and/or dangerous enemies, being badly hurt, suffering fire damage, berserking, and obviously being submerged in lava. As their heat grows, Lava Orcs gain normal speed, become more accustomed to fire, have their stony skin soften, gain extra power when casting fire magic, become vulnerable to cold, speed up even more, and finally cause fire damage to all creatures in their presence.&lt;br /&gt;
&lt;br /&gt;
Lava Orcs make good melee fighters, preferring axes. They're pretty bad spellcasters, except for transmutations, fire and earth magic.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Conservation|Conserve scrolls]]: The chance of losing your scrolls to fire attacks was reduced by 90%.&lt;br /&gt;
*[[Saprovore 1]]: Lava Orcs could tolerate rotten meat if they were [[hungry]] or worse.&lt;br /&gt;
*Lava Orcs could not memorize [[Ozocubu's Armour]].&lt;br /&gt;
*Lava Orcs gain a bonus when using orcish weapons and armour. For Lava Orcs, orcish armour impedes spellcasting less than other armours and improves their effective Armour skill. They deal slightly more damage with orcish weapons.&lt;br /&gt;
*Lava Orcs can worship [[Beogh]], but their '''Heat Aura''' will be suppressed.&lt;br /&gt;
&lt;br /&gt;
The following innate abilities depend on your character's temperature:&lt;br /&gt;
*Up to 4:&lt;br /&gt;
**'''Fire resistance 1''': rF+&lt;br /&gt;
**'''Stoneskin''': AC bonus of 2+0.2×XL&lt;br /&gt;
&lt;br /&gt;
*5 - 8:&lt;br /&gt;
**'''Fire resistance 1''': rF+&lt;br /&gt;
**'''Stoneskin''': AC bonus of 2+0.2×XL&lt;br /&gt;
&lt;br /&gt;
*9 - 10:&lt;br /&gt;
**'''Fire resistance 2''': rF++&lt;br /&gt;
**'''Lava boost''': [[Fire Magic]] and [[Earth Magic]] spells are enhanced, [[Ice Magic]] spells suffer a penalty&lt;br /&gt;
&lt;br /&gt;
*11 - 12:&lt;br /&gt;
**'''Fire resistance 3''': rF+++&lt;br /&gt;
**'''Cold vulnerability 1''': rC-&lt;br /&gt;
**'''Fire boost''': Fire Magic enhanced, Ice Magic penalized&lt;br /&gt;
&lt;br /&gt;
*13 - 14:&lt;br /&gt;
**'''Fire resistance 3''': rF+++&lt;br /&gt;
**'''Cold vulnerability 1''': rC-&lt;br /&gt;
**'''Fire boost''': Fire Magic enhanced, Ice Magic penalized&lt;br /&gt;
**'''Passive heat''': Any adjacent monster that attacks you in melee will suffer 0-4 points of [[fire]] damage (Ignores [[AC]] and [[EV]])&lt;br /&gt;
&lt;br /&gt;
*15+:&lt;br /&gt;
**'''Fire resistance 3''': rF+++&lt;br /&gt;
**'''Cold vulnerability 1''': rC-&lt;br /&gt;
**'''Fire boost''': Fire Magic enhanced, Ice Magic penalized&lt;br /&gt;
**'''Passive heat''': Any adjacent monster that attacks you in melee will suffer 0-4 points of [[fire]] damage (Ignores AC and EV)&lt;br /&gt;
**'''Heat aura''': You are surrounded by a fiery aura that burns any creature, friendly or not (0-10 fire damage, time-scaled)&lt;br /&gt;
**'''No scrolls''': You can't read [[scroll]]s (but books are allowed)&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
Lava Orcs are recommended for the following backgrounds: &lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Gladiator]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]], [[Abyssal Knight]], [[Death Knight (background)|Death Knight]], [[Healer]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Fire Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 5th level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Lava Orcs receive the skills and equipment listed for their background, with these exceptions:&lt;br /&gt;
*[[Bread ration]]s are replaced by [[meat ration]]s.&lt;br /&gt;
*All weapons and armor are orcish quality, where such variants exist.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
Lava Orcs were an easy species to play.&lt;br /&gt;
&lt;br /&gt;
== Skill aptitudes ==&lt;br /&gt;
The higher the value, the better the aptitude.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
![[Skill]]!![[Aptitude]]!![[Skill]]!![[Aptitude]]!![[Skill]]!![[Aptitude]]&lt;br /&gt;
|- &lt;br /&gt;
|colspan=2 align=&amp;quot;center&amp;quot;|'''''Attack'''''||colspan=2 align=&amp;quot;center&amp;quot;|'''''Miscellaneous'''''||colspan=2 align=&amp;quot;center&amp;quot;|'''''Magic'''''&lt;br /&gt;
|-&lt;br /&gt;
|[[Fighting]]||align=&amp;quot;right&amp;quot;|2||[[Armour]]||align=&amp;quot;right&amp;quot;|1||[[Spellcasting]]||align=&amp;quot;right&amp;quot;|-3&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon|Short Blades]]||align=&amp;quot;right&amp;quot;|0||[[Dodging]]||align=&amp;quot;right&amp;quot;|-2||[[Conjurations]]||align=&amp;quot;right&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon|Long Blades]]||align=&amp;quot;right&amp;quot;|1||[[Stealth]]||align=&amp;quot;right&amp;quot;|-1||[[Hexes]]||align=&amp;quot;right&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon|Axes]]||align=&amp;quot;right&amp;quot; |2||[[Shields]]||align=&amp;quot;right&amp;quot;|1||[[Charms]]||align=&amp;quot;right&amp;quot;|-1&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon|Maces &amp;amp;amp; Flails]]||align=&amp;quot;right&amp;quot;|1||||||[[Summonings]]||align=&amp;quot;right&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon|Polearms]]||align=&amp;quot;right&amp;quot;|1||||||[[Necromancy]]||align=&amp;quot;right&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Magical staff|Staves]]||align=&amp;quot;right&amp;quot;|-1||||||[[Translocations]]||align=&amp;quot;right&amp;quot;|-2&lt;br /&gt;
|-&lt;br /&gt;
|[[Unarmed Combat]]||align=&amp;quot;right&amp;quot;|1||||||[[Transmutation]]||align=&amp;quot;right&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|||||[[Fire Magic]]||align=&amp;quot;right&amp;quot;|2||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Throwing]]||align=&amp;quot;right&amp;quot;|-1||[[Ice Magic]]||align=&amp;quot;right&amp;quot;|-4||[[Invocations]]||align=&amp;quot;right&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon|Slings]]||align=&amp;quot;right&amp;quot;|-2||[[Air Magic]]||align=&amp;quot;right&amp;quot;|-3||[[Evocations]]||align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon|Bows]]||align=&amp;quot;right&amp;quot;|-2||[[Earth Magic]]||align=&amp;quot;right&amp;quot;|1||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon|Crossbows]]||align=&amp;quot;right&amp;quot;|-2||[[Poison Magic]]||align=&amp;quot;right&amp;quot;|-1||[[Experience]]||align=&amp;quot;right&amp;quot;|-1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
A fired-up Lava Orc's fiery aura can make several types of enemies much easier to deal with (powerful [[derived undead|undead]], [[player ghost]]s, etc.), especially in the early game, when 0-10 damage is much more significant. The downside is that you have to wait while you warm up. Some tips include:&lt;br /&gt;
*Back up from (or even better, kite) powerful enemies while you're waiting for your temperature to rise.&lt;br /&gt;
*You can instantly superheat yourself by taking a dip in [[lava]] (though doing so takes about a turn and a half, giving fast enemies a free shot or two). You can also flee through the lava if you have trouble.&lt;br /&gt;
**Walking through [[shallow water]] will cool you off (and generate [[steam]] [[cloud]]s).&lt;br /&gt;
*Going [[berserk]] also instantaneously maxes out your heat.&lt;br /&gt;
*Strangely enough, [[fire]] and [[cold]] damage have no impact on your internal temperature. Don't assume that being covered in [[sticky flame]] will get you fired up faster!&lt;br /&gt;
&lt;br /&gt;
The ability to deal passive damage in melee combined with a Lava Orc's natural aptitude for [[axes]] makes them well-suited for a riskier combat style. While many characters will retreat into corridors to avoid getting swarmed, an axe-wielding Lava Orc can fling himself into a pack of enemies and cleave/burn his way to victory. Just be aware that getting surrounded by dangerous enemies can still be quite fatal for the careless.&lt;br /&gt;
&lt;br /&gt;
One disadvantage of your fiery metabolism is your relative inability to prevent yourself from heating up when facing powerful foes. This can be a disadvantage when you are facing something with powerful [[cold]] attacks (though many of those foes will have equal trouble with your fiery nature) or if you really need your natural AC boost. If you do need to cool off quickly, try walking through [[shallow water]], though this depends on having water nearby. Another downside is that your metabolism won't heat up for an enemy you can't sense, meaning you'll have just as much trouble dealing with invisible [[orc wizard]]s, [[unseen horror]]s, and [[Sigmund]] as anyone else.&lt;br /&gt;
&lt;br /&gt;
When facing lava orc [[player ghost]]s, be aware that they do not have a temperature system, and that their resistances were permanently determined by what they had in life when they died. As such, don't worry about them suddenly blasting fire at everything adjacent to them, speeding up, or gaining more fire resistance over the course of the fight.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Lava Orcs were considered for inclusion in [[0.13]], [[0.14]], and [[0.15]], but were ultimately removed before being included in any stable version.  Prior to 0.13, they had existed in Erocrawl, an experimental version of Crawl, for a long time (since around the [[0.9]]-era). This was the same branch of Crawl that gave rise to [[octopode]]s.&lt;br /&gt;
&lt;br /&gt;
For a good portion of their development period, lava orcs had movement speed effects based on their temperature: although sluggish at low temperatures, the hotter they became, the faster they could move. This was removed while the species was still only available in trunk.&lt;br /&gt;
&lt;br /&gt;
[[Category:Obsolete species]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=0.11.0&amp;diff=42765</id>
		<title>0.11.0</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=0.11.0&amp;diff=42765"/>
				<updated>2016-08-16T03:41:34Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Added a bunch of links. No other changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Changelog for Dungeon Crawl Stone Soup 0.11&lt;br /&gt;
&lt;br /&gt;
Stone Soup 0.11 (20121001)&lt;br /&gt;
--------------------------&lt;br /&gt;
&lt;br /&gt;
0.11 Highlights&lt;br /&gt;
----------&lt;br /&gt;
* A new branch: the [[Spider's Nest|Spider Nest]].&lt;br /&gt;
* The [[Swamp]] branch is less annoying now.&lt;br /&gt;
* Missile enchantments are no more.&lt;br /&gt;
* Monster [[constriction]] vs the player has been overhauled.&lt;br /&gt;
* New monsters: [[Arachne]], [[Fannar]], [[orb spider]], [[bog body]], [[Hell Sentinel]].&lt;br /&gt;
* Removed monsters: [[Jozef]], [[bog mummy]], [[midge]], [[Pit fiend|Pit Fiend]], [[hairy devil]].&lt;br /&gt;
* Lots of new vaults and tiles.&lt;br /&gt;
* [[Crawl options|Config file]] overhaul: lists require += when appending, you don't need to upgrade your config by hand anymore (after this last(?) time).&lt;br /&gt;
&lt;br /&gt;
Branches, environment&lt;br /&gt;
---------------------&lt;br /&gt;
* New [[wizlab]]: Roulette of Golubria.&lt;br /&gt;
* A metric buttload of new vaults, including several new branch endings and a full-level vault for deeper parts of the main dungeon.&lt;br /&gt;
* A new [[Dungeon Sprint|Sprint]] map by st, based on the [[Ziggurat]].&lt;br /&gt;
* [[Vault|Vaults]] are more common.&lt;br /&gt;
* There are three new level layouts for the dungeon and various branches.&lt;br /&gt;
* You don't lose portal vaults after being banished from one.&lt;br /&gt;
* Escaping the [[Abyss]] places you where you came from, but grants short-term immunity to most forms of [[banishment]].&lt;br /&gt;
* [[Pandemonium]]: slightly fewer exits to the dungeon are placed, but there are many more exits through the abyss (which will return you to the Dungeon).&lt;br /&gt;
* The [[Elven Halls]] are only three levels deep.&lt;br /&gt;
* [[Branch]] difficulty doesn't depend on where their entrance was anymore.&lt;br /&gt;
* Traps of a given type deal the same damage no matter where they are.&lt;br /&gt;
* [[Axe trap|Axe traps]] got axed.&lt;br /&gt;
* [[Wax wall|Wax walls]] are no more.&lt;br /&gt;
* There are no more randomly generated [[Door#History|secret doors]], but they can still be found in vaults.&lt;br /&gt;
* The [[Swamp]] has an improved layout, with smaller and more compact levels, and more trees. It is also less misty than before.&lt;br /&gt;
* Swamp trees are now mangroves, and are opaque.&lt;br /&gt;
* Spider Nest: replaces the old spider portal vault, contains the gossamer rune of Zot.&lt;br /&gt;
* Games will have one of the Spider Nest or [[Snake Pit]], and one of the Swamp or [[Shoals]], guaranteeing one poison themed branch and one water themed one.&lt;br /&gt;
&lt;br /&gt;
Character&lt;br /&gt;
---------&lt;br /&gt;
* [[Human|Humans]] get slightly more stat increases.&lt;br /&gt;
* [[Naga|Nagas]] get constriction at XL13 now.&lt;br /&gt;
* [[Tengu]] can fly when transformed.&lt;br /&gt;
* [[Draconian#Grey|Grey Draconians]] are better at [[Earth]] and worse at [[Air]], get more [[AC]], and no longer fumble in [[shallow water|water]].&lt;br /&gt;
* [[Felid|Felids]] are better at combat and [[Evocations]], worse at [[Summonings]].&lt;br /&gt;
* Felid [[Jump attack|pounces]] (sneak attacks) do more damage.&lt;br /&gt;
* The Evocations skill increases max [[MP]].&lt;br /&gt;
* Forms without some sort of hands can't use [[wands]]/etc.&lt;br /&gt;
&lt;br /&gt;
Monsters&lt;br /&gt;
--------&lt;br /&gt;
* [[Player ghost]] [[Sticky Flame]] autohits but is range 1.&lt;br /&gt;
* [[Berserk]] monsters are immune to [[fear]].&lt;br /&gt;
* [[List of plants|Plants]] don't feel [[torment]]. [[Oklob]] farms ahoy!&lt;br /&gt;
* Monsters attached to the ground are -TELE.&lt;br /&gt;
* [[Jellies]], [[porcupines]], [[Flaming corpse|flaming corpses]] won't get constricted.&lt;br /&gt;
* Magical [[staff|staves]] work for monsters as something more than a mere cudgel.&lt;br /&gt;
* Monsters can use [[ring|rings]] and [[amulet|amulets]].&lt;br /&gt;
* Mindless monsters don't have any skills (zombies with pain weapons, etc.).&lt;br /&gt;
* New uniques:&lt;br /&gt;
** [[Arachne]], half-human, half-spider.&lt;br /&gt;
** [[Fannar]], an elven ice elementalist.&lt;br /&gt;
* [[Margery]] gets dragon armour.&lt;br /&gt;
* Monsters with arcane spells won't wear heavy armour.&lt;br /&gt;
* [[Donald]] can spawn in [[Labyrinth|Labyrinths]], and complains about them.&lt;br /&gt;
* [[Urug]] is drastically stronger.&lt;br /&gt;
* [[Mimic_(monster)|Mimics]] can be &amp;quot;inept&amp;quot;, (no adjective), &amp;quot;ravenous&amp;quot; or &amp;quot;monstrous&amp;quot;, with a progression of strength and abilities.&lt;br /&gt;
* New monster: [[orb spider]]. Shoots weak [[orbs of destruction]] at you.&lt;br /&gt;
* Removed: [[Jozef]], [[midge|midges]], [[killer bee larva|killer bee larvae]], [[hairy devil|hairy devils]].&lt;br /&gt;
* [[Porcupines]] get spines.&lt;br /&gt;
* [[Hell Sentinel|Hell Sentinels]] replace [[Pit fiend|Pit Fiends]].&lt;br /&gt;
* [[Boulder beetle|Boulder beetles]] can roll as a boulder.&lt;br /&gt;
* [[Jumping spider|Jumping spiders]] can ensnare you with [[web|webs]] in melee.&lt;br /&gt;
* Poison attacks from [[sea snake|sea snakes]] and [[redback|redbacks]] can only be partially [[Poison resistance|resisted]].&lt;br /&gt;
* [[Hit dice]] and damage have been increased for all spider enemies.&lt;br /&gt;
* [[Emperor scorpion|Emperor scorpions]] are much stronger.&lt;br /&gt;
* [[Ghost moth|Ghost moths]] have been nerfed.&lt;br /&gt;
* [[Vampire mosquito|Vampire mosquitoes]] lose their sickness attack, gain a stronger [[vampiric]] attack.&lt;br /&gt;
* [[Swamp worm|Swamp worms]] have better melee accuracy.&lt;br /&gt;
* [[Giant leech|Giant leeches]] are more dangerous.&lt;br /&gt;
* [[Bog mummies]] have been replaced with [[bog bodies]]: no death curse, stronger spells, can be decomposed via [[Fedhas]] prayer.&lt;br /&gt;
* Monsters who [[submerge]] stop fleeing.&lt;br /&gt;
* [[Aura#Umbra|Umbras]] don't give bonuses to demons anymore.&lt;br /&gt;
* Monsters (and player ghosts) can cast [[Ozocubu's Refrigeration]].&lt;br /&gt;
* Monsters cast emergency spells more often.&lt;br /&gt;
* Monster [[constriction]] has been overhauled. Escape is easier, [[blinking]] counts as two escape attempts (rather than always succeeding), and damage values are saner.&lt;br /&gt;
* A &amp;quot;damageless constriction&amp;quot; effect has been implemented for certain monsters, particularly mimics.&lt;br /&gt;
* [[The Royal Jelly]] is able to regenerate.&lt;br /&gt;
&lt;br /&gt;
Spells&lt;br /&gt;
------&lt;br /&gt;
* [[Lee's Rapid Deconstruction]] works in [[Slime Pits|Slime]] now.&lt;br /&gt;
* [[Iskenderun's Mystic Blast]] often explodes, but can still safely be used at point blank range.&lt;br /&gt;
* [[Death Channel]] is level 6.&lt;br /&gt;
* [[Simulacrum]] works on [[beef jerky|beef jerkies]], [[sausage|sausages]] and [[meat ration|meat rations]].&lt;br /&gt;
* Removed: [[Projected Noise]].&lt;br /&gt;
&lt;br /&gt;
Items&lt;br /&gt;
-----&lt;br /&gt;
* [[Artefacts]] can get [[distortion]].&lt;br /&gt;
* [[Blowgun|Blowguns]] can get [[evasion (brand)|evasion]].&lt;br /&gt;
* Wearing/removing armour can be aborted.&lt;br /&gt;
* Fixed artefacts with fixed appearance start identified.&lt;br /&gt;
* Weapons may [[corrode]] upon stabbing a jelly.&lt;br /&gt;
* [[Ambrosia]] gives more mp, but only as you digest it.&lt;br /&gt;
* Raw [[troll hide|troll hides]] grant regeneration.&lt;br /&gt;
* [[Jewelry]] auto-ids when it shows an obvious effect.&lt;br /&gt;
* [[Ankus|Ankuses]], [[scroll of detect curse|scrolls of detect curse]], [[amulet of controlled flight|amulets of controlled flight]], and [[rod of smiting|rods of smiting]] are no more.&lt;br /&gt;
* [[Rod of striking|Rods of striking]] are better.&lt;br /&gt;
* [[Staff of energy|Staves of energy]] reduce [[spell hunger]] to 1/3 instead of eliminating it.&lt;br /&gt;
* Missile enchantments are no more, greatly simplifying inventory management.&lt;br /&gt;
** Formulas have been changed to compensate, with skill filling the role of missile enchantments.&lt;br /&gt;
* All missile [[brands]] start visible.&lt;br /&gt;
* Visored [[helmet|helmets]] don't prevent bite attacks.&lt;br /&gt;
* Identifying weapons by use works instantly but requires a random (per item) level of skill.&lt;br /&gt;
* Unbranded items can't be glowing/runed unless they're cursed.&lt;br /&gt;
* New item: [[Lightning rod]]. Has a continuous effect across multiple zaps, and allows you to spray wide cones of electricity at your enemies.&lt;br /&gt;
* [[Randart]] weapons have a wider selection of names.&lt;br /&gt;
* [[Acquirement]] will not provide you with items your god hates.&lt;br /&gt;
&lt;br /&gt;
Cards&lt;br /&gt;
-----&lt;br /&gt;
* [[Trowel card|Trowel]] works everywhere.&lt;br /&gt;
* [[Sage card|Sage]] won't time out or be overwritten on a new draw.&lt;br /&gt;
* Removed: [[Spade card|Spade]].&lt;br /&gt;
* [[Map card|Map]] and [[Dowsing card|Dowsing]] have been combined into one.&lt;br /&gt;
* Walls from the [[Tomb card|Tomb]] expire after a while.&lt;br /&gt;
* New: the [[Mercenary card|Mercenary]]. Allows you to purchase allies.&lt;br /&gt;
* [[Warpwright card|Warpwright]] teleport traps expire shortly.&lt;br /&gt;
&lt;br /&gt;
Gods&lt;br /&gt;
----&lt;br /&gt;
* [[Trog]] accepts kills of holies.&lt;br /&gt;
* Abandoning [[Kikubaaqudgha]] rots all currently existing corpses.&lt;br /&gt;
* Kikubaaqudgha no longer guarantees getting all [[necromancy]] spells: instead, he gifts [[books]] with a random selection of spells.&lt;br /&gt;
* Banishing monsters grants some XP and [[Lugonu]] piety.&lt;br /&gt;
* New [[Xom]] effect: mass [[Inner Flame|inner flame]].&lt;br /&gt;
* [[Nemelex]] gives far fewer [[Deck of summoning|decks of summoning]].&lt;br /&gt;
* Nemelex loses the Mark Four ability, gains Deal Four.&lt;br /&gt;
* Nemelex doesn't try to enforce &amp;quot;genuine&amp;quot; use of cards -- was too inaccurate.&lt;br /&gt;
* Xom can't gift permanent allies anymore.&lt;br /&gt;
* Xom grants far fewer item gifts.&lt;br /&gt;
* Xom acts drastically more often when you're in a tough fight.&lt;br /&gt;
* [[Elyvilon]] doesn't take piety when life-saving allies.&lt;br /&gt;
* Non-newbie Elyvilonites can't destroy non-unholy weapons.&lt;br /&gt;
* [[Fedhas]]' Sunlight stays in place.&lt;br /&gt;
* [[Okawaru]] gives almost no heed to kills and sacrifices of easy monsters, rewards toughest fights more.&lt;br /&gt;
* Concurrent god [[wrath|wraths]] don't dilute each other anymore.&lt;br /&gt;
&lt;br /&gt;
Interface&lt;br /&gt;
---------&lt;br /&gt;
* [[Stash]] tracking, annotations, etc, work for portal levels.&lt;br /&gt;
* [[Mutation]] notes mention how it was gained or lost.&lt;br /&gt;
* Removed options: pizza, ood_interesting, rare_interesting, note_all_spells.&lt;br /&gt;
* New options: auto_drop_chunks, autofight_throw, dump_kill_breakdowns, show_travel_trail, sacrifice_before_explore.&lt;br /&gt;
* [[Webtiles]] chat is now logged (can be disabled via note_chat_messages).&lt;br /&gt;
* The show_gold_turns and show_game_turns options are now enabled by default: you will see how much gold you have, and how much time your actions take.&lt;br /&gt;
* Fake translations: dwarven, jägerkin, kraut, wide.&lt;br /&gt;
* Loads of new tiles.&lt;br /&gt;
* The unique Pan/Hell lords get special tall tiles.&lt;br /&gt;
* An in-game high scores browser.&lt;br /&gt;
* Picking up stackable items shows how many you picked up.&lt;br /&gt;
* Every item, monster, feature has a description.&lt;br /&gt;
* Many descriptions were improved.&lt;br /&gt;
* [[Autoexplore]] stops on items sacrificeable to your god.&lt;br /&gt;
* [[Rods]] appear as a separate item class.&lt;br /&gt;
* Autopickup settings can now be configured in-game, via the '\' key.&lt;br /&gt;
* Several improvements have been made to the tutorial.&lt;br /&gt;
* [[Lantern of shadows]] no longer makes the whole screen dark grey in console mode.&lt;br /&gt;
* Targetting prompts have been massively improved. Almost all area of effect spells are now supported, and bounce paths (e.g. from lightning bolt) are displayed.&lt;br /&gt;
* Some added or improved status indicators.&lt;br /&gt;
* Message filters are case-insensitive.&lt;br /&gt;
* Webtiles has experimental support for watching console games on servers running both webtiles and dgamelaunch.&lt;br /&gt;
* Local tiles now has an abilities tab.&lt;br /&gt;
&lt;br /&gt;
Wizmode&lt;br /&gt;
-------&lt;br /&gt;
* &amp;amp;^P to polymorph into a form.&lt;br /&gt;
* &amp;amp;P to rebuild a level based on a vault.&lt;br /&gt;
* &amp;amp;^M to memorise a spell.&lt;br /&gt;
* &amp;amp;# to (partially) load a character dump file.&lt;br /&gt;
&lt;br /&gt;
Technical&lt;br /&gt;
---------&lt;br /&gt;
* Local tiles can display non-ASCII characters, in default builds only Latin, Greek and Cyrillic.&lt;br /&gt;
&lt;br /&gt;
[[Category: Crawl Versions]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Webtiles&amp;diff=42764</id>
		<title>Webtiles</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Webtiles&amp;diff=42764"/>
				<updated>2016-08-16T03:39:11Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Redirect to WebTiles when user searches &amp;quot;webtile&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[WebTiles]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Blinking&amp;diff=42763</id>
		<title>Blinking</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Blinking&amp;diff=42763"/>
				<updated>2016-08-16T03:33:42Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Disambiguation page for if user searches &amp;quot;blinking&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Blinking''' may refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Blink|Blink (spell)]]&lt;br /&gt;
* [[Controlled Blink]]&lt;br /&gt;
* [[Scroll of blinking]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Distortion]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Evasion_(brand)&amp;diff=42762</id>
		<title>Evasion (brand)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Evasion_(brand)&amp;diff=42762"/>
				<updated>2016-08-16T03:11:58Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Update header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|It affects your evasion (+5 to EV)}}&lt;br /&gt;
&lt;br /&gt;
'''Evasion''' is a [[brand]] that [[ranged weapons]] may have which grants the player +5 [[EV]]. Although this may help you survive battles with other ranged monsters and can prove useful should you need to flee, it is generally preferable to have a brand that helps you deal extra damage in combat.&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Porcupines&amp;diff=42761</id>
		<title>Porcupines</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Porcupines&amp;diff=42761"/>
				<updated>2016-08-16T02:54:20Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Plural redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[porcupine]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Kryia%27s_mail_coat&amp;diff=42760</id>
		<title>Kryia's mail coat</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Kryia%27s_mail_coat&amp;diff=42760"/>
				<updated>2016-08-16T02:32:54Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Added some information regarding desirability. Updated version header.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{flavour|This armour is said to have been forged for Kryia in her old age. The queen insisted on leading her armies from the front even into old age, but as her aging body failed her, this coat helped to enhance the healing draughts that kept her alive.}}&lt;br /&gt;
[[File:Kryia's mail coal.png]] '''''the +7 Kryia's mail coat'''''&lt;br /&gt;
&lt;br /&gt;
+7 [[scale mail]]&lt;br /&gt;
&lt;br /&gt;
DeviceHeal*2&amp;lt;br&amp;gt;&lt;br /&gt;
[[cold|rC+]]&lt;br /&gt;
&lt;br /&gt;
DeviceHeal multiplier does not work on Deep Dwarf characters.&lt;br /&gt;
&lt;br /&gt;
==Desirablility==&lt;br /&gt;
&lt;br /&gt;
The ability of '''Kryia's mail coat''' to double healing from potions and wands is of great use in the early to mid-game, but its utility is far less in the late game or extended. Casters will usually wear something lighter to minimize penalties to spellcasting, and fighters will typically find heavier armour that provides better defenses. Even hybrids will often find armour that simply has better innate resistances. However, for a character lacking in cold resistance or relying heavily on healing as a crutch, Kryia's mail coat is very useful.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Kryia's mail coat was introduced in version [[0.17]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Body armour]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Joseph&amp;diff=42759</id>
		<title>Joseph</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Joseph&amp;diff=42759"/>
				<updated>2016-08-16T02:18:56Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Update to .18, no change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Joseph, a Mercenary''' is a [[unique]] [[human (monster)|human]] armed with a [[quarterstaff]] and [[sling]], both of which are often [[brand]]ed. Whether he is more dangerous in melee or at range depends entirely upon what he generates with.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Dungeon]]:7-10&lt;br /&gt;
*[[The Lair]]:1&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*His sling can do significant damage quickly, even to characters in decent armour. Try to face him without a lot of enemy support, and take him out quickly.&lt;br /&gt;
*If you have access to them, [[Repel Missiles]] and [[Invisibility]] will greatly reduce his ability to harm you at range.&lt;br /&gt;
&lt;br /&gt;
[[Category:Human]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Scroll_of_fog&amp;diff=42758</id>
		<title>Scroll of fog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Scroll_of_fog&amp;diff=42758"/>
				<updated>2016-08-16T02:16:11Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Update to .18, no change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Scroll&lt;br /&gt;
 |name=Scroll of fog&lt;br /&gt;
 |cost=10&lt;br /&gt;
 |weight=2.0&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|This scroll surrounds the reader with a dense cloud of fog.}}&lt;br /&gt;
&lt;br /&gt;
Reading a '''scroll of fog''' creates several [[cloud]]s of harmless, opaque smoke. These are centered around the player and last for several turns. This has little apparent usefulness, but can be very helpful in certain situations:&lt;br /&gt;
*Enemy abilities and spells that create dangerous clouds cannot affect tiles that already have clouds, rendering you temporarily immune to those.&lt;br /&gt;
*The locations of [[invisible]] monsters standing in clouds are revealed by the disturbances they create.&lt;br /&gt;
*You can block [[line of sight]] by placing two or more clouds of smoke between you and the enemy, protecting you from dangerous ranged attackers, [[smite]]rs, and [[torment]]ers long enough for you to flee or position yourself somewhere safer. Better still, while enemies can't attack tiles they can't see, you ''can''; firing at tiles where you predict opponents may be can get you several free hits while the enemy charges toward you (just watch out for the, &amp;quot;You feel more experienced,&amp;quot; message to alert you that the enemy's dead).&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summon_Minor_Demon&amp;diff=42757</id>
		<title>Summon Minor Demon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summon_Minor_Demon&amp;diff=42757"/>
				<updated>2016-08-16T02:15:07Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Version header change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
'''Summon Minor Demon''' is a monster-only spell that summons 1-3 [[lesser demon]]s, with a duration dependent on the spellcaster's [[HD]].&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This spell is usually the least of your problems.  In fact, it can in some cases be downright helpful, as the summoned demons may block line of sight to monsters that [[neqoxec|would otherwise do nasty things to you]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summon_Minor_Demon&amp;diff=42756</id>
		<title>Summon Minor Demon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summon_Minor_Demon&amp;diff=42756"/>
				<updated>2016-08-16T02:14:50Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Added table of monsters that cast this spell and updated version header.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
'''Summon Minor Demon''' is a monster-only spell that summons 1-3 [[lesser demon]]s, with a duration dependent on the spellcaster's [[HD]].&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This spell is usually the least of your problems.  In fact, it can in some cases be downright helpful, as the summoned demons may block line of sight to monsters that [[neqoxec|would otherwise do nasty things to you]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Minor_Healing&amp;diff=42755</id>
		<title>Talk:Minor Healing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Minor_Healing&amp;diff=42755"/>
				<updated>2016-08-16T02:11:51Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Deleted own comment based on incorrect version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Seraph&amp;diff=42754</id>
		<title>Seraph</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Seraph&amp;diff=42754"/>
				<updated>2016-08-16T02:07:39Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Edited for .18. Updated header and spells list. Abjuration was missing, and flags had not been updated to reflect that all Seraph abilities other than Warning Cry are now divine.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{list of | holy monsters}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=seraph&lt;br /&gt;
|glyph={{LightMagenta|A}}&lt;br /&gt;
|tile=[[File:Seraph.png]]&lt;br /&gt;
|flags={{Fighter flag}}&amp;lt;br&amp;gt;{{Flying flag}}&amp;lt;br&amp;gt;{{Glows flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&lt;br /&gt;
|resistances={{Fire resistance 3}}, {{Electricity resistance}}, &amp;lt;br&amp;gt;{{Poison resistance}}, {{Negative energy resistance 3}}, &amp;lt;br&amp;gt;{{Rot resistance}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Holy resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=11250&lt;br /&gt;
|holiness={{Holy}}&lt;br /&gt;
|magic_resistance=160&lt;br /&gt;
|hp_range=183-239&lt;br /&gt;
|avg_hp=211&lt;br /&gt;
|armour_class=10&lt;br /&gt;
|evasion=20&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 15&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Weapons armour}}&amp;lt;br&amp;gt;{{Starting equipment}}&amp;lt;br&amp;gt;{{Open doors}}&lt;br /&gt;
|attack1=50 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=20 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=25&lt;br /&gt;
|base_hp=6&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=angel&lt;br /&gt;
|species=seraph&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|The Seraphim, or the Burning Ones, are the highest rank of the angelic hosts, the mightiest servants of the good gods. They have six wings and but one face, and are said to sometimes take the forms of fiery serpents.&lt;br /&gt;
----&lt;br /&gt;
“In the year that king Uzziah died I saw also the LORD sitting upon a throne, high and lifted up, and his train filled the temple.&amp;lt;br&amp;gt;&lt;br /&gt;
Above it stood the seraphims: each one had six wings; with twain he covered his face, and with twain he covered his feet, and with twain he did fly.&amp;lt;br&amp;gt;&lt;br /&gt;
And one cried unto another, and said, Holy, holy, holy, is the LORD of hosts: the whole earth is full of his glory.”&amp;lt;br&amp;gt;&lt;br /&gt;
-KJV Bible, Isaiah 6:1-3.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Seraphim''' are flying [[holy]] beings, the rugged, upgraded version of [[angel]]s. Like angels, they can heal themselves over time, but this rarely makes much difference in combat. They have a massive [[HP]] pool on par with some of the beefier [[unique]]s in the game, and always generate with a highly-enchanted [[flaming]] [[great sword]] and either [[pearl dragon armour]] or [[fire dragon armour]]. They are extremely rare, only appearing on holy-themed [[Pandemonium]] floors, and only one may generate per floor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster7&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Warning Cry]]&lt;br /&gt;
|flags1={{Natural slot flag}}, {{No silent slot flag}}&lt;br /&gt;
|slot2=[[Summon Holies]]&lt;br /&gt;
|flags2={{Priest slot flag}}&lt;br /&gt;
|slot3=[[Injury Bond]]&lt;br /&gt;
|flags3={{Priest slot flag}}&lt;br /&gt;
|slot4=[[Cleansing Flame]]&lt;br /&gt;
|flags4={{Priest slot flag}}&lt;br /&gt;
|slot5=[[Smiting]] (7-17)&lt;br /&gt;
|flags5={{Priest slot flag}}&lt;br /&gt;
|slot6=[[Minor Healing]] (2d12)&lt;br /&gt;
|flags6={{Emergency slot flag}}, {{Priest slot flag}}&lt;br /&gt;
|slot7=[[Abjuration]]&lt;br /&gt;
|flags7={{Priest slot flag}}&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
As this monster is solely encountered in holy-themed Pandemonium, it is worth noting that an extremely resilient, normal-speed monster with only melee damage is not much of a threat compared to its level companions, such as [[pearl dragon]]s. Even [[undead]] and [[demonspawn]] characters can deal with it relatively safely, as it has no [[holy]] damage output. [[Fire]] resistance certainly helps though.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.16]], seraphim recieved a new, much more powerful spell list. They also began spawning during the Orb run (albeit rarely).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Seraphim (and all other holy creatures) would potentially be neutral toward worshipers of [[good gods]].&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Seraph&amp;diff=42753</id>
		<title>Seraph</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Seraph&amp;diff=42753"/>
				<updated>2016-08-16T01:58:03Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Undo revision 42737 by Pekkekke (talk) -- Realised that the last update was from trunk, not .18. Re-editing after.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{list of | holy monsters}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=seraph&lt;br /&gt;
|glyph={{LightMagenta|A}}&lt;br /&gt;
|tile=[[File:Seraph.png]]&lt;br /&gt;
|flags={{Fighter flag}}&amp;lt;br&amp;gt;{{Flying flag}}&amp;lt;br&amp;gt;{{Glows flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&lt;br /&gt;
|resistances={{Fire resistance 3}}, {{Electricity resistance}}, &amp;lt;br&amp;gt;{{Poison resistance}}, {{Negative energy resistance 3}}, &amp;lt;br&amp;gt;{{Rot resistance}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Holy resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=11250&lt;br /&gt;
|holiness={{Holy}}&lt;br /&gt;
|magic_resistance=160&lt;br /&gt;
|hp_range=183-239&lt;br /&gt;
|avg_hp=211&lt;br /&gt;
|armour_class=10&lt;br /&gt;
|evasion=20&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 15&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Weapons armour}}&amp;lt;br&amp;gt;{{Starting equipment}}&amp;lt;br&amp;gt;{{Open doors}}&lt;br /&gt;
|attack1=50 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=20 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=25&lt;br /&gt;
|base_hp=6&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=angel&lt;br /&gt;
|species=seraph&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|The Seraphim, or the Burning Ones, are the highest rank of the angelic hosts, the mightiest servants of the good gods. They have six wings and but one face, and are said to sometimes take the forms of fiery serpents.&lt;br /&gt;
----&lt;br /&gt;
“In the year that king Uzziah died I saw also the LORD sitting upon a throne, high and lifted up, and his train filled the temple.&amp;lt;br&amp;gt;&lt;br /&gt;
Above it stood the seraphims: each one had six wings; with twain he covered his face, and with twain he covered his feet, and with twain he did fly.&amp;lt;br&amp;gt;&lt;br /&gt;
And one cried unto another, and said, Holy, holy, holy, is the LORD of hosts: the whole earth is full of his glory.”&amp;lt;br&amp;gt;&lt;br /&gt;
-KJV Bible, Isaiah 6:1-3.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Seraphim''' are flying [[holy]] beings, the rugged, upgraded version of [[angel]]s. Like angels, they can heal themselves over time, but this rarely makes much difference in combat. They have a massive [[HP]] pool on par with some of the beefier [[unique]]s in the game, and always generate with a highly-enchanted [[flaming]] [[great sword]] and either [[pearl dragon armour]] or [[fire dragon armour]]. They are extremely rare, only appearing on holy-themed [[Pandemonium]] floors, and only one may generate per floor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster6&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Hunting Cry]]&lt;br /&gt;
|flags1={{Natural slot flag}}, {{No silent slot flag}}&lt;br /&gt;
|slot2=[[Summon Holies]]&lt;br /&gt;
|flags2={{Priest slot flag}}&lt;br /&gt;
|slot3=[[Injury Bond]]&lt;br /&gt;
|flags3={{Demonic slot flag}}&lt;br /&gt;
|slot4=[[Cleansing Flame]]&lt;br /&gt;
|flags4={{Priest slot flag}}&lt;br /&gt;
|slot5=[[Smiting]] (7-17)&lt;br /&gt;
|flags5={{Demonic slot flag}}&lt;br /&gt;
|slot6=[[Minor Healing]] (2d12)&lt;br /&gt;
|flags6={{Emergency slot flag}}, {{Demonic slot flag}}&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
As this monster is solely encountered in holy-themed Pandemonium, it is worth noting that an extremely resilient, normal-speed monster with only melee damage is not much of a threat compared to its level companions, such as [[pearl dragon]]s. Even [[undead]] and [[demonspawn]] characters can deal with it relatively safely, as it has no [[holy]] damage output. [[Fire]] resistance certainly helps though.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.16]], seraphim recieved a new, much more powerful spell list. They also began spawning during the Orb run (albeit rarely).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Seraphim (and all other holy creatures) would potentially be neutral toward worshipers of [[good gods]].&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summon_Vermin&amp;diff=42752</id>
		<title>Summon Vermin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summon_Vermin&amp;diff=42752"/>
				<updated>2016-08-16T01:24:53Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Updated flavor text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Summons multiple spiders, rats, and worms.}}&lt;br /&gt;
&lt;br /&gt;
'''Summon Vermin''' is a monster-only spell which summons a mix of orange rats, spiders and worms:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Hell rat}} - (40%)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Redback}} - (25%)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Demonic crawler}} - (15%)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Tarantella}} - (10%)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Jumping spider}} - (10%)&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]] it was able to generate [[rock worm]]s.&lt;br /&gt;
&lt;br /&gt;
Summon Vermin was added in [[0.13]]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Minor_Healing&amp;diff=42742</id>
		<title>Talk:Minor Healing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Minor_Healing&amp;diff=42742"/>
				<updated>2016-08-13T12:45:52Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Seraph do not belong on this list as of .18 but I can't figure out the formatting to remove them. [[User:Pekkekke|Pekkekke]] ([[User talk:Pekkekke|talk]]) 14:45, 13 August 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Minor_Healing&amp;diff=42741</id>
		<title>Talk:Minor Healing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Minor_Healing&amp;diff=42741"/>
				<updated>2016-08-13T12:45:42Z</updated>
		
		<summary type="html">&lt;p&gt;Pekkekke: Created page with &amp;quot;Seraph do not belong on this list but I can't figure out the formatting to remove them. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Seraph do not belong on this list but I can't figure out the formatting to remove them. [[User:Pekkekke|Pekkekke]] ([[User talk:Pekkekke|talk]]) 14:45, 13 August 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Pekkekke</name></author>	</entry>

	</feed>