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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rasmus</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=Rasmus"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Rasmus"/>
		<updated>2026-05-05T18:19:21Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=65357</id>
		<title>Ignite Poison</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=65357"/>
				<updated>2022-09-01T17:58:13Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version028}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Ignite Poison''' is a level 3 [[Fire Magic|Fire]]/[[Transmutations|Transmutation]]/[[Poison Magic|Poison]] spell which causes all nearby [[poisoned]] creatures and poisonous [[cloud]]s to burst into flames.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
All poisonous and mephitic clouds in the caster's [[line of sight]] are replaced with flame clouds. All poisoned monsters in line of sight take [[fire]] damage and lose their poisoned status. Higher [[spell power]] increases the duration of the flame clouds and the damage taken by poisoned creatures.&lt;br /&gt;
&lt;br /&gt;
Poisoned creatures take direct damage according to how many poison stacks they have, dealing approximately 200%-300% of the potential poison damage immediately, depending on spell power.&lt;br /&gt;
&lt;br /&gt;
Duration of the flame clouds is &amp;lt;code&amp;gt;3 + (1d(20 + &amp;lt;power&amp;gt;) - 1) / 10&amp;lt;/code&amp;gt; turns&amp;lt;ref&amp;gt;{{source ref|0.28.0|spl-damage.cc|2022}}&amp;lt;/ref&amp;gt;—that is, from 3-5 turns to 3-15 turns.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ignite Poison deals unavoidable heavy fire damage to every poisoned creature in sight. Combine it with ways of applying poison to multiple enemies at once, such as [[Olgreb's Toxic Radiance]], for a powerful crowd-clearing tool. Or, use it to ignite poisonous clouds to fry all the monsters standing inside.&lt;br /&gt;
&lt;br /&gt;
*Ignite Poison works great when used together with [[Mephitic Cloud]]; the noxious clouds generated by the former spell turn into clouds of fire. First confuse them with Mephitic Cloud, possibly casting it a few times to cover a larger area, then cast Ignite Poison and let the monsters stumble through the flames. Be sure not to be standing in your own poisonous clouds when you set them ablaze.&lt;br /&gt;
**Monsters will happily walk into a cloud that they're immune to. As few monsters are immune to poison AND fire, venom mages can ignite poison to kill [[undead]], [[ice beast]]s, and other poison-resistant monsters.&lt;br /&gt;
**It doesn't matter where the clouds come from -- some enemies (such as [[swamp drake]]s, [[swamp dragon]]s, and [[green draconian]]s) are perfectly happy to fill the dungeon with poisonous clouds. Turn that tactic against them by converting their breath weapons into a sea of flames.&lt;br /&gt;
**A low-powered [[Condenser vane]] evocation -- up to Evo 5-ish it will most likely produce ignitable clouds -- combined with this spell is bananas. Just make sure you have no immediate plans to move anywhere.&lt;br /&gt;
*[[Vehumet]] considers this spell destructive; [[Venom Mage]]s looking for this spell should consider worshipping this god.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*[[Venom Mage]]s started with this spell in [[0.25]] and [[0.26]].&lt;br /&gt;
*Prior to [[0.18]], Salamander mystics had [[Localized Ignite Poison]] in their spellset.&lt;br /&gt;
*Prior to [[0.17]], Ignite Poison was a level-5 spell, but affected monsters with [[venom]]-branded attacks, poisonous [[chunk|flesh]], and [[potions of poison]]. It did not use the Poison Magic school.&lt;br /&gt;
*Prior to [[0.8]], Ignite Poison used to be an amazingly painful way to eliminate poison from one's own system.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Rakshasa&amp;diff=54715</id>
		<title>Rakshasa</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Rakshasa&amp;diff=54715"/>
				<updated>2021-07-02T19:01:37Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Rakshasas''' are [[demonic]] illusionists that wield [[whip]]s and spawn multiple decoys of themselves and any monsters in their [[line of sight]]. These decoys are every bit as dangerous as the original, but all decoys will disappear when the original is slain. Also, when reduced to 50% HP, they will occasionally create two duplicates instantly. They are a common sight in [[the Depths]], [[the Abyss]], and [[Lom Lobon]]'s realm in [[Pandemonium]] - but may show up as early as D:8.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Thanks to Force Lance, their ranged damage output is significant, especially to lightly armoured characters; even heavily armoured characters can be knocked out of an advantageous choke point. If you're uncomfortable facing a single rakshasa, flee before it duplicates and makes itself even deadlier.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.25]], rakshasas had [[Iskenderun's Mystic Blast]] instead of [[Force Lance]].&lt;br /&gt;
*Prior to [[0.14]], they knew [[Blink]], [[Invisibility]], [[Teleport Self]], and the much-less-deadly [[Rakshasa Summon]] in place of their current spellset.&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=54348</id>
		<title>Hepliaklqana</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=54348"/>
				<updated>2021-05-21T20:30:40Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Given Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
[[File:Hepliaklqana altar.png]] &amp;quot;Through your memory, the past survives and persists.&amp;quot;&lt;br /&gt;
{{flavour|Hepliaklqana the Forgotten accepts the worship of those who would remember their forebears, and fight alongside the greatest of them all. Hepliaklqana demands only that followers explore and form new experiences; as they advance in this service, they will find themselves able to shape and control their ancestor's memory, eventually bringing them into the ranks of the mythical heroes.&lt;br /&gt;
&lt;br /&gt;
Hepliaklqana's worshippers are served by a guardian formed from their memories of their greatest ancestor. This ancestor is at first remembered as they were at the start of their fabled adventures, but will advance in skill as their descendant does. Hepliaklqana always allows followers to recall their ancestor to their side, and, even if the ancestor is destroyed, Hepliaklqana will call it forth again not long after. Further advancement in Hepliaklqana's service allows worshippers to restore and strengthen their ancestor, to swap them with other creatures, and to choose how to remember their life's talents.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Hepliaklqana (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Hepliaklqana likes it when you explore the world.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity (on average, you lose 1 Piety about every 500 turns).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
While worshipping Hepliaklqana, your maximum HP is reduced by 10%. You also gain the presence of an ancestor, a permanent ally that fights alongside you.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Hazy&amp;quot;&lt;br /&gt;
*'''Recall''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Costs 2 MP.&lt;br /&gt;
*'''Ancestor Identity''' - Allows you to choose your ancestor's name and gender. This does not take any time.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;[Species] Child&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Storyteller&amp;quot;&lt;br /&gt;
*'''Ancestor Life''' - You may choose one of three backgrounds for your ancestor. This choice is permanent, and cannot be undone; even abandoning Hepliaklqana and rejoining won't alter your choice.&lt;br /&gt;
**'''Knights''' gain increased [[AC]], a [[shield]], and eventually get the ability to [[cleave]] through foes.&lt;br /&gt;
**'''Battlemages''' gain an increase to melee damage and an assortment of damaging [[Conjurations]].&lt;br /&gt;
**'''Hexers''' gain a branded [[short blade]] and an assortment of [[Hexes]].&lt;br /&gt;
&lt;br /&gt;
See the [[Hepliaklqana#Ancestor|Ancestor]] section below for more details.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Brooding&amp;quot;&lt;br /&gt;
*'''Transference''' - Swaps one creature with your ancestor. Costs 2 MP and a small amount of piety. That creature... may also be you.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Anamnesiscian&amp;quot;&lt;br /&gt;
*'''Idealise''' - Heals your ancestor, gives them an extra 4+(HD/3) AC, and temporarily doubles their damage and spell power. The quality of the healing and duration of the idealisation granted are both improved by the [[Invocations]] skill. Costs 4 MP and a small amount of piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Grand Scion&amp;quot;&lt;br /&gt;
*When using '''Transference''', creatures next to your target (i.e. the monster you swap your ancestor with) will be drained for a duration depending on Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Unforgettable&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
==Ancestor==&lt;br /&gt;
The player can choose from 3 types: battlemage, knight, and hexer. The ancestor's abilities scale off your XL and affect their HP, AC/EV, attack damage, magic resistance and spell list. Concrete formulas are as follows:&lt;br /&gt;
&lt;br /&gt;
*'''HD''' (XL - 1)*2/3 +1&lt;br /&gt;
*'''HP:''' HD * 5 + max(0, (HD - 12) * 5)&lt;br /&gt;
*'''MR:''' HD*HD/2&lt;br /&gt;
*'''Base damage:''' HD + 3, * 2 for the battlemage;&lt;br /&gt;
*'''Base AC:''' HD&lt;br /&gt;
**Knight gets 5+HD/2 additional AC, described as [[chain mail]] to the player&lt;br /&gt;
*'''Resistances:''' [[Fire resistance|rF+]], [[Cold resistance|rC+]], [[Negative energy]] immunity, [[Poison]] immunity&lt;br /&gt;
*[[Fly|Flies]], [[See invisible|sees invisible]], and regenerates quickly&lt;br /&gt;
&lt;br /&gt;
Ancestors do not time out, can follow you up &amp;amp; down stairs, and cannot be dispelled. If destroyed, your ancestor will reform after a few dozen turns. The normal ally XP penalty does not apply to your ancestor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Ancestor powers&lt;br /&gt;
|-&lt;br /&gt;
!XL&lt;br /&gt;
!Knight&lt;br /&gt;
!Battlemage&lt;br /&gt;
!Hexer&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Flail]], [[kite shield]], and [[chain mail]] (bonus AC above)&lt;br /&gt;
|[[Quarterstaff]], bonus base melee damage, [[Throw Frost]], [[Stone Arrow]]&lt;br /&gt;
|[[Dagger]] of [[draining (brand)|draining]], [[Slow]], [[Confuse]]&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|[[Broad axe]] of [[flaming]]&lt;br /&gt;
|[[Bolt of Magma]]&lt;br /&gt;
|[[Paralyse]]&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|[[Tower shield]] of [[reflection]], haste self&lt;br /&gt;
|[[Lajatang]] of [[freezing]], haste self&lt;br /&gt;
|[[Mass Confusion]], haste self&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|[[Broad axe]] of [[speed (brand)|speed]]&lt;br /&gt;
|[[Lehudib's Crystal Spear]]&lt;br /&gt;
|[[Antimagic]] [[quick blade]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Hepliaklqana believes that the only reasonable punishment for turning one's back on the path of memory is to be denied its use. All new experience is denied to the unfortunate apostate, until Hepliaklqana decides they have been punished enough. This will not be quick: unlike some, Hepliaklqana has a long memory...}} &lt;br /&gt;
&lt;br /&gt;
Your ancestor immediately leaves (though the decrease to your maximum HP remains until your punishment is over) and you are unable to earn any experience until Hepliaklqana decides it's taken enough; this takes approximately 2 experience levels worth of XP. The XP is permanently gone.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The ancestor can be chosen to complement your background, e.g. wizards can choose knights to provide defense while they are casting spells from afar, but at the moment there is noticeable power difference that makes this way of choosing less appealing.&lt;br /&gt;
&lt;br /&gt;
Hexer is generally considered to be stronger than the other two ancestor types since they can get [[Mass Confusion]] and an [[antimagic]] [[quick blade]]. Battlemage usually tapers off in power around [[Lair]] and has problems due to requiring a clear line of sight to the target.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Characters with ranged weapons or ranged [[Conjurations]] should be wary -- the moment you attack an enemy at range, your ancestor will happily charge towards your target and potentially get in the way of your attacks. [[Searing Ray]] in particular is tricky to use without your ancestor moving into the line of fire.&lt;br /&gt;
*Characters with fast movement speed ([[centaur]]s, [[spriggan]]s, [[felid]]s, and any character with [[boots of running]]) should be aware that their ancestor will still move at normal speed, making it quite likely that you'll leave them behind unless you deliberately slow down (you may set your autoexplore speed to theirs by hitting '''Ctrl+e'''). The recall ability is available from the start and only takes 1 turn to bring your ancestor to you should you have need of them -- it is up to you whether that is worth either the extra hassle of slowing down or the risk of leaving your ancestor alone with possible threats.&lt;br /&gt;
*[[Inner Flame]] or [[scrolls of immolation]] work well for followers of Hepliaklqana; target your ancestor, send them at your enemies, and watch them explode! They'll even come back no worse for the wear after the battle! Of course, you might make enough noise to attract attention to you while your ancestor is out of commission...&lt;br /&gt;
*You can also use Transference to execute a swap maneuver between your ancestor and a monster - either to pull it in close or to get away from it. As long as your ancestor is several tiles away from you, you can swap him with a monster right next to you to allow you to escape. This basically works like a &amp;quot;blink other away&amp;quot; spell if done right - with no checks for MR/Will on the monster's side.&lt;br /&gt;
*The same is possible for yourself... again, properly setup ('''T'''ell to '''r'''etreat helps) Transference also turns into a pretty controlled blink for you.&lt;br /&gt;
**This also works for you when you are playing a Formicid.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hepliaklqana was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=54347</id>
		<title>Hepliaklqana</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=54347"/>
				<updated>2021-05-21T20:30:05Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
[[File:Hepliaklqana altar.png]] &amp;quot;Through your memory, the past survives and persists.&amp;quot;&lt;br /&gt;
{{flavour|Hepliaklqana the Forgotten accepts the worship of those who would remember their forebears, and fight alongside the greatest of them all. Hepliaklqana demands only that followers explore and form new experiences; as they advance in this service, they will find themselves able to shape and control their ancestor's memory, eventually bringing them into the ranks of the mythical heroes.&lt;br /&gt;
&lt;br /&gt;
Hepliaklqana's worshippers are served by a guardian formed from their memories of their greatest ancestor. This ancestor is at first remembered as they were at the start of their fabled adventures, but will advance in skill as their descendant does. Hepliaklqana always allows followers to recall their ancestor to their side, and, even if the ancestor is destroyed, Hepliaklqana will call it forth again not long after. Further advancement in Hepliaklqana's service allows worshippers to restore and strengthen their ancestor, to swap them with other creatures, and to choose how to remember their life's talents.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Hepliaklqana (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Hepliaklqana likes it when you explore the world.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity (on average, you lose 1 Piety about every 500 turns).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
While worshipping Hepliaklqana, your maximum HP is reduced by 10%. You also gain the presence of an ancestor, a permanent ally that fights alongside you.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Hazy&amp;quot;&lt;br /&gt;
*'''Recall''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Costs 2 MP.&lt;br /&gt;
*'''Ancestor Identity''' - Allows you to choose your ancestor's name and gender. This does not take any time.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;[Species] Child&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Storyteller&amp;quot;&lt;br /&gt;
*'''Ancestor Life''' - You may choose one of three backgrounds for your ancestor. This choice is permanent, and cannot be undone; even abandoning Hepliaklqana and rejoining won't alter your choice.&lt;br /&gt;
**'''Knights''' gain increased [[AC]], a [[shield]], and eventually get the ability to [[cleave]] through foes.&lt;br /&gt;
**'''Battlemages''' gain an increase to melee damage and an assortment of damaging [[Conjurations]].&lt;br /&gt;
**'''Hexers''' gain a branded [[short blade]] and an assortment of [[Hexes]].&lt;br /&gt;
&lt;br /&gt;
See the [[Hepliaklqana#Ancestor|Ancestor]] section below for more details.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Brooding&amp;quot;&lt;br /&gt;
*'''Transference''' - Swaps one creature with your ancestor. Costs 2 MP and a small amount of piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Anamnesiscian&amp;quot;&lt;br /&gt;
*'''Idealise''' - Heals your ancestor, gives them an extra 4+(HD/3) AC, and temporarily doubles their damage and spell power. The quality of the healing and duration of the idealisation granted are both improved by the [[Invocations]] skill. Costs 4 MP and a small amount of piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Grand Scion&amp;quot;&lt;br /&gt;
*When using '''Transference''', creatures next to your target (i.e. the monster you swap your ancestor with) will be drained for a duration depending on Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Unforgettable&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
==Ancestor==&lt;br /&gt;
The player can choose from 3 types: battlemage, knight, and hexer. The ancestor's abilities scale off your XL and affect their HP, AC/EV, attack damage, magic resistance and spell list. Concrete formulas are as follows:&lt;br /&gt;
&lt;br /&gt;
*'''HD''' (XL - 1)*2/3 +1&lt;br /&gt;
*'''HP:''' HD * 5 + max(0, (HD - 12) * 5)&lt;br /&gt;
*'''MR:''' HD*HD/2&lt;br /&gt;
*'''Base damage:''' HD + 3, * 2 for the battlemage;&lt;br /&gt;
*'''Base AC:''' HD&lt;br /&gt;
**Knight gets 5+HD/2 additional AC, described as [[chain mail]] to the player&lt;br /&gt;
*'''Resistances:''' [[Fire resistance|rF+]], [[Cold resistance|rC+]], [[Negative energy]] immunity, [[Poison]] immunity&lt;br /&gt;
*[[Fly|Flies]], [[See invisible|sees invisible]], and regenerates quickly&lt;br /&gt;
&lt;br /&gt;
Ancestors do not time out, can follow you up &amp;amp; down stairs, and cannot be dispelled. If destroyed, your ancestor will reform after a few dozen turns. The normal ally XP penalty does not apply to your ancestor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Ancestor powers&lt;br /&gt;
|-&lt;br /&gt;
!XL&lt;br /&gt;
!Knight&lt;br /&gt;
!Battlemage&lt;br /&gt;
!Hexer&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Flail]], [[kite shield]], and [[chain mail]] (bonus AC above)&lt;br /&gt;
|[[Quarterstaff]], bonus base melee damage, [[Throw Frost]], [[Stone Arrow]]&lt;br /&gt;
|[[Dagger]] of [[draining (brand)|draining]], [[Slow]], [[Confuse]]&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|[[Broad axe]] of [[flaming]]&lt;br /&gt;
|[[Bolt of Magma]]&lt;br /&gt;
|[[Paralyse]]&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|[[Tower shield]] of [[reflection]], haste self&lt;br /&gt;
|[[Lajatang]] of [[freezing]], haste self&lt;br /&gt;
|[[Mass Confusion]], haste self&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|[[Broad axe]] of [[speed (brand)|speed]]&lt;br /&gt;
|[[Lehudib's Crystal Spear]]&lt;br /&gt;
|[[Antimagic]] [[quick blade]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Hepliaklqana believes that the only reasonable punishment for turning one's back on the path of memory is to be denied its use. All new experience is denied to the unfortunate apostate, until Hepliaklqana decides they have been punished enough. This will not be quick: unlike some, Hepliaklqana has a long memory...}} &lt;br /&gt;
&lt;br /&gt;
Your ancestor immediately leaves (though the decrease to your maximum HP remains until your punishment is over) and you are unable to earn any experience until Hepliaklqana decides it's taken enough; this takes approximately 2 experience levels worth of XP. The XP is permanently gone.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The ancestor can be chosen to complement your background, e.g. wizards can choose knights to provide defense while they are casting spells from afar, but at the moment there is noticeable power difference that makes this way of choosing less appealing.&lt;br /&gt;
&lt;br /&gt;
Hexer is generally considered to be stronger than the other two ancestor types since they can get [[Mass Confusion]] and an [[antimagic]] [[quick blade]]. Battlemage usually tapers off in power around [[Lair]] and has problems due to requiring a clear line of sight to the target.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Characters with ranged weapons or ranged [[Conjurations]] should be wary -- the moment you attack an enemy at range, your ancestor will happily charge towards your target and potentially get in the way of your attacks. [[Searing Ray]] in particular is tricky to use without your ancestor moving into the line of fire.&lt;br /&gt;
*Characters with fast movement speed ([[centaur]]s, [[spriggan]]s, [[felid]]s, and any character with [[boots of running]]) should be aware that their ancestor will still move at normal speed, making it quite likely that you'll leave them behind unless you deliberately slow down (you may set your autoexplore speed to theirs by hitting '''Ctrl+e'''). The recall ability is available from the start and only takes 1 turn to bring your ancestor to you should you have need of them -- it is up to you whether that is worth either the extra hassle of slowing down or the risk of leaving your ancestor alone with possible threats.&lt;br /&gt;
*[[Inner Flame]] or [[scrolls of immolation]] work well for followers of Hepliaklqana; target your ancestor, send them at your enemies, and watch them explode! They'll even come back no worse for the wear after the battle! Of course, you might make enough noise to attract attention to you while your ancestor is out of commission...&lt;br /&gt;
*You can also use Transference to execute a swap maneuver between your ancestor and a monster - either to pull it in close or to get away from it. As long as your ancestor is several tiles away from you, you can swap him with a monster right next to you to allow you to escape. This basically works like a &amp;quot;blink other away&amp;quot; spell if done right - with no checks for MR/Will on the monster's side.&lt;br /&gt;
*The same is possible for yourself... again, properly setup ('''T'''ell to '''r'''etreat helps) Transference also turns into a pretty controlled blink for you.&lt;br /&gt;
**This also works for you when you are playing a Formicid.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hepliaklqana was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=54346</id>
		<title>Hepliaklqana</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=54346"/>
				<updated>2021-05-21T20:29:25Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
[[File:Hepliaklqana altar.png]] &amp;quot;Through your memory, the past survives and persists.&amp;quot;&lt;br /&gt;
{{flavour|Hepliaklqana the Forgotten accepts the worship of those who would remember their forebears, and fight alongside the greatest of them all. Hepliaklqana demands only that followers explore and form new experiences; as they advance in this service, they will find themselves able to shape and control their ancestor's memory, eventually bringing them into the ranks of the mythical heroes.&lt;br /&gt;
&lt;br /&gt;
Hepliaklqana's worshippers are served by a guardian formed from their memories of their greatest ancestor. This ancestor is at first remembered as they were at the start of their fabled adventures, but will advance in skill as their descendant does. Hepliaklqana always allows followers to recall their ancestor to their side, and, even if the ancestor is destroyed, Hepliaklqana will call it forth again not long after. Further advancement in Hepliaklqana's service allows worshippers to restore and strengthen their ancestor, to swap them with other creatures, and to choose how to remember their life's talents.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Hepliaklqana (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Hepliaklqana likes it when you explore the world.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity (on average, you lose 1 Piety about every 500 turns).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
While worshipping Hepliaklqana, your maximum HP is reduced by 10%. You also gain the presence of an ancestor, a permanent ally that fights alongside you.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Hazy&amp;quot;&lt;br /&gt;
*'''Recall''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Costs 2 MP.&lt;br /&gt;
*'''Ancestor Identity''' - Allows you to choose your ancestor's name and gender. This does not take any time.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;[Species] Child&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Storyteller&amp;quot;&lt;br /&gt;
*'''Ancestor Life''' - You may choose one of three backgrounds for your ancestor. This choice is permanent, and cannot be undone; even abandoning Hepliaklqana and rejoining won't alter your choice.&lt;br /&gt;
**'''Knights''' gain increased [[AC]], a [[shield]], and eventually get the ability to [[cleave]] through foes.&lt;br /&gt;
**'''Battlemages''' gain an increase to melee damage and an assortment of damaging [[Conjurations]].&lt;br /&gt;
**'''Hexers''' gain a branded [[short blade]] and an assortment of [[Hexes]].&lt;br /&gt;
&lt;br /&gt;
See the [[Hepliaklqana#Ancestor|Ancestor]] section below for more details.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Brooding&amp;quot;&lt;br /&gt;
*'''Transference''' - Swaps one creature with your ancestor. Costs 2 MP and a small amount of piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Anamnesiscian&amp;quot;&lt;br /&gt;
*'''Idealise''' - Heals your ancestor, gives them an extra 4+(HD/3) AC, and temporarily doubles their damage and spell power. The quality of the healing and duration of the idealisation granted are both improved by the [[Invocations]] skill. Costs 4 MP and a small amount of piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Grand Scion&amp;quot;&lt;br /&gt;
*When using '''Transference''', creatures next to your target (i.e. the monster you swap your ancestor with) will be drained for a duration depending on Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Unforgettable&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
==Ancestor==&lt;br /&gt;
The player can choose from 3 types: battlemage, knight, and hexer. The ancestor's abilities scale off your XL and affect their HP, AC/EV, attack damage, magic resistance and spell list. Concrete formulas are as follows:&lt;br /&gt;
&lt;br /&gt;
*'''HD''' (XL - 1)*2/3 +1&lt;br /&gt;
*'''HP:''' HD * 5 + max(0, (HD - 12) * 5)&lt;br /&gt;
*'''MR:''' HD*HD/2&lt;br /&gt;
*'''Base damage:''' HD + 3, * 2 for the battlemage;&lt;br /&gt;
*'''Base AC:''' HD&lt;br /&gt;
**Knight gets 5+HD/2 additional AC, described as [[chain mail]] to the player&lt;br /&gt;
*'''Resistances:''' [[Fire resistance|rF+]], [[Cold resistance|rC+]], [[Negative energy]] immunity, [[Poison]] immunity&lt;br /&gt;
*[[Fly|Flies]], [[See invisible|sees invisible]], and regenerates quickly&lt;br /&gt;
&lt;br /&gt;
Ancestors do not time out, can follow you up &amp;amp; down stairs, and cannot be dispelled. If destroyed, your ancestor will reform after a few dozen turns. The normal ally XP penalty does not apply to your ancestor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Ancestor powers&lt;br /&gt;
|-&lt;br /&gt;
!XL&lt;br /&gt;
!Knight&lt;br /&gt;
!Battlemage&lt;br /&gt;
!Hexer&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Flail]], [[kite shield]], and [[chain mail]] (bonus AC above)&lt;br /&gt;
|[[Quarterstaff]], bonus base melee damage, [[Throw Frost]], [[Stone Arrow]]&lt;br /&gt;
|[[Dagger]] of [[draining (brand)|draining]], [[Slow]], [[Confuse]]&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|[[Broad axe]] of [[flaming]]&lt;br /&gt;
|[[Bolt of Magma]]&lt;br /&gt;
|[[Paralyse]]&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|[[Tower shield]] of [[reflection]], haste self&lt;br /&gt;
|[[Lajatang]] of [[freezing]], haste self&lt;br /&gt;
|[[Mass Confusion]], haste self&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|[[Broad axe]] of [[speed (brand)|speed]]&lt;br /&gt;
|[[Lehudib's Crystal Spear]]&lt;br /&gt;
|[[Antimagic]] [[quick blade]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Hepliaklqana believes that the only reasonable punishment for turning one's back on the path of memory is to be denied its use. All new experience is denied to the unfortunate apostate, until Hepliaklqana decides they have been punished enough. This will not be quick: unlike some, Hepliaklqana has a long memory...}} &lt;br /&gt;
&lt;br /&gt;
Your ancestor immediately leaves (though the decrease to your maximum HP remains until your punishment is over) and you are unable to earn any experience until Hepliaklqana decides it's taken enough; this takes approximately 2 experience levels worth of XP. The XP is permanently gone.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The ancestor can be chosen to complement your background, e.g. wizards can choose knights to provide defense while they are casting spells from afar, but at the moment there is noticeable power difference that makes this way of choosing less appealing.&lt;br /&gt;
&lt;br /&gt;
Hexer is generally considered to be stronger than the other two ancestor types since they can get [[Mass Confusion]] and an [[antimagic]] [[quick blade]]. Battlemage usually tapers off in power around [[Lair]] and has problems due to requiring a clear line of sight to the target.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Characters with ranged weapons or ranged [[Conjurations]] should be wary -- the moment you attack an enemy at range, your ancestor will happily charge towards your target and potentially get in the way of your attacks. [[Searing Ray]] in particular is tricky to use without your ancestor moving into the line of fire.&lt;br /&gt;
*Characters with fast movement speed ([[centaur]]s, [[spriggan]]s, [[felid]]s, and any character with [[boots of running]]) should be aware that their ancestor will still move at normal speed, making it quite likely that you'll leave them behind unless you deliberately slow down (you may set your autoexplore speed to theirs by hitting '''Ctrl+e'''). The recall ability is available from the start and only takes 1 turn to bring your ancestor to you should you have need of them -- it is up to you whether that is worth either the extra hassle of slowing down or the risk of leaving your ancestor alone with possible threats.&lt;br /&gt;
*[[Inner Flame]] or [[scrolls of immolation]] work well for followers of Hepliaklqana; target your ancestor, send them at your enemies, and watch them explode! They'll even come back no worse for the wear after the battle! Of course, you might make enough noise to attract attention to you while your ancestor is out of commission...&lt;br /&gt;
*You can also use Transference to execute a swap maneuver between your ancestor and a monster - either to pull it in close or to get away from it. As long as your ancestor is several tiles away from you, you can swap him with a monster right next to you to allow you to escape. This basically works like a &amp;quot;blink other away&amp;quot; spell if done right - with no checks for MR/Will on the monster's side.&lt;br /&gt;
*The same is possible for yourself... again, properly setup ('''T'''ell to '''r'''etreat helps) Transference also turns into a pretty controlled blink for you.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hepliaklqana was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fulsome_Distillation&amp;diff=54335</id>
		<title>Fulsome Distillation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fulsome_Distillation&amp;diff=54335"/>
				<updated>2021-05-14T15:21:38Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
{{spell&lt;br /&gt;
 |name=Fulsome Distillation&lt;br /&gt;
 |level=1&lt;br /&gt;
 |school1={{Transmutations}}&lt;br /&gt;
 |school2={{Necromancy}}&lt;br /&gt;
 |school3=&lt;br /&gt;
 |sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Chemistry]]&lt;br /&gt;
*[[Book of Stalking]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=1&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell extracts the vile and poisonous essences from a corpse. You probably don't want to drink the results. The type of the potion produced corresponds roughly to the effects of eating said corpse.}}&lt;br /&gt;
&lt;br /&gt;
[[Fulsome Distillation]] extracts essences from a corpse into a potion. The potions produced are mostly used as ammunition for [[Evaporate]].  The potions produced will be identified if necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:none; margin:0px; padding:0px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! Corpse&lt;br /&gt;
! Potion&lt;br /&gt;
|-&lt;br /&gt;
| [[Yellow wasp]]&lt;br /&gt;
| [[potion of slowing|Slowing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Red wasp]]&lt;br /&gt;
| [[potion of paralysis|Paralysis]]&lt;br /&gt;
|-&lt;br /&gt;
| Clean&lt;br /&gt;
| [[potion of water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
| Contaminated&lt;br /&gt;
| [[potion of confusion|Confusion]]&lt;br /&gt;
|-&lt;br /&gt;
| Poisonous&lt;br /&gt;
| [[potion of poison|Poison]]&lt;br /&gt;
|-&lt;br /&gt;
| Mutagenic&lt;br /&gt;
| [[potion of mutation|Mutation]]&lt;br /&gt;
|-&lt;br /&gt;
| Rot-Inducing&lt;br /&gt;
| [[potion of decay|Decay]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, monsters with sufficiently strong poison attacks (such as [[water moccasin]]s or [[scorpion]]s) will give [[potion of strong poison|potions of strong poison]], while contaminated corpses which weigh 90.0 [[aum]] or greater (includes large monsters like [[ogre (monster)|ogres]], [[giant]]s, [[shark]]s, etc.) will give [[potion of degeneration|potions of degeneration]].  Corpses which are both contaminated and poisonous will give potions of poison regardless of size.&lt;br /&gt;
&lt;br /&gt;
The spell will fail if you are [[Levitate|levitating]] over a corpse without [[Control Flight|controlled flight]] (&amp;quot;You can't reach the corpse!&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Warning!'''  Casting this spell on an orc corpse is considered desecration, which may cause problems if you are a [[Beogh|Beoghite]]!&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
* You will rapidly accumulate far more potions than you can carry.  Stash most of them, carrying 3-5 of each type you want.  Note that almost nothing will pick up these &amp;quot;bad&amp;quot; potions, so you can usually just leave them around the level.  ([[Jelly|Jellies]] notwithstanding!)&lt;br /&gt;
* Note that [[swamp drake]]s and [[swamp dragon]]s just give ordinary poison.  So do [[green rat]]s or [[kobold]]s, and those come in swarms.&lt;br /&gt;
* [[Necrophage]]s and [[vampire mosquito]]s both give the powerful [[potion of decay]].&lt;br /&gt;
* [[Spriggan]]s might consider distilling [[potion of water|potions of water]] for nutrition.&lt;br /&gt;
* If you like mutation roulette, [[sky beast]]s, [[ugly thing]]s, and [[shapeshifter]]s can give you all the [[potion of mutation|potions of mutation]] you want.&lt;br /&gt;
* The corpses that yield confusion potions are common early, but thin out rapidly later.  One response is to learn [[Mephitic Cloud]] as well.  Despite the apparent redundancy, this will relieve you of carrying a big stack of potions for your most popular cloud.&lt;br /&gt;
&lt;br /&gt;
==Warning==&lt;br /&gt;
Think thrice before worshipping Fedhas: Bottling up a corpse will place you under penance...&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This spell was removed in [[0.12]].  In earlier versions, potions produced also depended on spell power and whether or not the corpse was rotten: rotten corpses produced 'better' potions (e.g. decay instead of confusion), while all potions had a chance to be downgraded at low spell power.&lt;br /&gt;
&lt;br /&gt;
[[Category:Obsolete spells]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Maud&amp;diff=54325</id>
		<title>Maud</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Maud&amp;diff=54325"/>
				<updated>2021-05-13T11:35:21Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Maud the Forgotten''' is a [[unique]] melee fighter whose only notable trait is a tendency toward wielding powerful weapons. She can also spawn in (enchanted) heavy armor, with a wand, ring and potion.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Dungeon]]:10-14&lt;br /&gt;
*[[The Lair]]:3-8&lt;br /&gt;
*The [[Orcish Mines]]:2-4&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Maud is a spell-less warrior, so attack her from afar. She is not very dangerous in melee either; she has decent damage and a good weapon, but is only normal speed with poor [[AC]] and [[EV]]. Check her weapon to see if it's any good; demon weaponry is often very useful in the mid-game, especially if it's nicely branded.&lt;br /&gt;
&lt;br /&gt;
The whole situation may change drastically if her armor gives her resistance against your primary source of damage (say, fire resistance versus your fire spells), the wand happens to be one of acid, the ring allowing her to go invisible and the potion being one of might, haste or berserk rage.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Maud is a reference to the [[scroll of amnesia]] found in [http://www.nethack.org/ NetHack], a competing roguelike. When the [[scroll]] is read, in addition to causing maprot and ID-rot, it produces messages referring to Maud, the name itself being a reference to the [http://en.wikipedia.org/wiki/Maud_%28poem%29 Alfred Tennyson poem] of the same name.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Maud was removed in [[0.19]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Human]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Maud&amp;diff=54324</id>
		<title>Maud</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Maud&amp;diff=54324"/>
				<updated>2021-05-13T11:32:18Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Maud the Forgotten''' is a [[unique]] melee fighter whose only notable trait is a tendency toward wielding powerful weapons. She can also spawn in (enchanted) heavy armor, with a wand and potion.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Dungeon]]:10-14&lt;br /&gt;
*[[The Lair]]:3-8&lt;br /&gt;
*The [[Orcish Mines]]:2-4&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Maud is a spell-less warrior, so attack her from afar. She is not very dangerous in melee either; she has decent damage and a good weapon, but is only normal speed with poor [[AC]] and [[EV]]. Check her weapon to see if it's any good; demon weaponry is often very useful in the mid-game, especially if it's nicely branded.&lt;br /&gt;
&lt;br /&gt;
The whole situation may change drastically if her armor gives her resistance against your primary source of damage (say, fire resistance versus your fire spells), the wand happens to be one of acid and the potion one of might, haste or berserk rage.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Maud is a reference to the [[scroll of amnesia]] found in [http://www.nethack.org/ NetHack], a competing roguelike. When the [[scroll]] is read, in addition to causing maprot and ID-rot, it produces messages referring to Maud, the name itself being a reference to the [http://en.wikipedia.org/wiki/Maud_%28poem%29 Alfred Tennyson poem] of the same name.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Maud was removed in [[0.19]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Human]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Maud&amp;diff=54323</id>
		<title>Maud</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Maud&amp;diff=54323"/>
				<updated>2021-05-13T11:29:25Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Maud the Forgotten''' is a [[unique]] melee fighter whose only notable trait is a tendency toward wielding powerful weapons. She can also spawn in (enchanted) heavy armor and with a wand.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Dungeon]]:10-14&lt;br /&gt;
*[[The Lair]]:3-8&lt;br /&gt;
*The [[Orcish Mines]]:2-4&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Maud is a spell-less warrior, so attack her from afar. She is not very dangerous in melee either; she has decent damage and a good weapon, but is only normal speed with poor [[AC]] and [[EV]]. Check her weapon to see if it's any good; demon weaponry is often very useful in the mid-game, especially if it's nicely branded.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Maud is a reference to the [[scroll of amnesia]] found in [http://www.nethack.org/ NetHack], a competing roguelike. When the [[scroll]] is read, in addition to causing maprot and ID-rot, it produces messages referring to Maud, the name itself being a reference to the [http://en.wikipedia.org/wiki/Maud_%28poem%29 Alfred Tennyson poem] of the same name.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Maud was removed in [[0.19]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Human]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wall&amp;diff=54312</id>
		<title>Wall</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wall&amp;diff=54312"/>
				<updated>2021-05-12T08:41:32Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: Dispersal and Disjunction to blink enemies out of grates to conserve digging charges.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|&amp;quot;I know not whether Laws be right,&amp;lt;br&amp;gt;Or whether Laws be wrong;&amp;lt;br&amp;gt;All that we know who lie in gaol&amp;lt;br&amp;gt;Is that the wall is strong;&amp;lt;br&amp;gt;And that each day is like a year,&amp;lt;br&amp;gt;A year whose days are long.&amp;quot;&amp;lt;br&amp;gt;-Oscar Wilde, &amp;quot;Ballad of Reading Gaol&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
The most prominent features of the dungeon, '''walls''' block movement and often [[line of sight]]. In general, destroying or bypassing them requires one of several wands or spells, sometimes fairly powerful.&lt;br /&gt;
&lt;br /&gt;
==Wall Varieties==&lt;br /&gt;
===Rock===&lt;br /&gt;
{{crawlquote|This wall consists of simple rock.}}&lt;br /&gt;
Very common walls made from unworked stone that block LOS, but are relatively easily removed. Electrical attacks will bounce right off them. Rock is the only material for which the [[Passwall]] spell functions, allowing you to slip through it. Destroyed by:&lt;br /&gt;
*[[Formicid]]s' digging ability&lt;br /&gt;
*[[Dig]] (or a [[wand of digging]])&lt;br /&gt;
*[[Shatter]]&lt;br /&gt;
*[[Lugonu]]'s Corruption&lt;br /&gt;
*[[Dissolution]]&lt;br /&gt;
&lt;br /&gt;
===Translucent Rock===&lt;br /&gt;
{{crawlquote|The mineral this rock consists of is as translucent as good quality glass. Whether it is natural or magical, you can't tell.}}&lt;br /&gt;
Identical to rock walls, but they don't block LOS. Bear in mind that you can't [[blink]] or send [[smite]]-targeted attacks through them, even though you can see what's on the other side.&lt;br /&gt;
&lt;br /&gt;
===Stone===&lt;br /&gt;
{{crawlquote|A harder obstacle than rock walls. Only the mightiest magic can shatter stone walls.}}&lt;br /&gt;
More durable than rock walls, these require stronger magic to remove. As with rock walls, electrical attacks will bounce off these. Destroyed by:&lt;br /&gt;
*Shatter (at high [[spell power]])&lt;br /&gt;
*Corruption&lt;br /&gt;
&lt;br /&gt;
===Translucent Stone===&lt;br /&gt;
{{crawlquote|It has been imbued with arcane magics which render it translucent.}}&lt;br /&gt;
The stone analog to transparent rock.&lt;br /&gt;
&lt;br /&gt;
===Metal===&lt;br /&gt;
{{crawlquote|A wall of bluish-grey metal. As every dungeon electrician knows, this stuff will ground.}}&lt;br /&gt;
The most resilient normal walls of all. Destroyed by:&lt;br /&gt;
*Shatter (at very high [[spell power]])&lt;br /&gt;
*Corruption&lt;br /&gt;
&lt;br /&gt;
===Crystal===&lt;br /&gt;
{{crawlquote|For some reason, some dungeon walls, like this one, have been made of this polished crystal, imbued with arcane energies. They prevent its easy destruction, and make it reflect heat and cold.}}&lt;br /&gt;
Immune to most wall-removal methods, these reflect fire and cold the way stone walls reflect lightning. Destroyed by:&lt;br /&gt;
*Shatter&lt;br /&gt;
*Corruption&lt;br /&gt;
&lt;br /&gt;
===Trees===&lt;br /&gt;
[[File:tree1.png]][[File:tree2.png]][[File:tree3.png]][[File:tree4.png]][[File:tree5.png]][[File:tree6.png]][[File:tree7.png]][[File:tree8.png]][[File:tree9.png]][[File:tree10.png]][[File:tree11.png]][[File:tree12.png]][[File:tree13.png]][[File:tree14.png]][[File:tree15.png]][[File:tree16.png]][[File:tree1Dead.png]][[File:tree1LightRed.png]][[File:tree2Dead.png]][[File:tree2LightRed.png]][[File:tree2Yellow.png]][[File:tree6Yellow.png]][[File:tree7Red.png]][[File:tree10Red.png]]&lt;br /&gt;
{{crawlquote|While the dungeon is filled with dim magic light, in most places it is not bright enough to sustain any larger plants. It is uneven, though, and there are spots where, with the grace of Fedhas, trees as big as those on the surface can grow underground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Only YOU can prevent forest fires!&amp;quot;&amp;lt;br&amp;gt;-Smokey the Bear}}&lt;br /&gt;
Functionally walls, these block movement and LOS. Despite having the ability to walk through plants, followers of [[Fedhas Madash]] still cannot pass through trees. If lit ablaze, they cause forest fires that spread fire to the spaces (and other trees) around them. Destroyed by:&lt;br /&gt;
*[[Lightning Bolt]]&lt;br /&gt;
*[[Fireball]] - cast or wrung from a [[wand of random effects]]. This may easily take 20 tries or more.&lt;br /&gt;
*[[Starburst]]&lt;br /&gt;
*[[Shatter]]&lt;br /&gt;
*[[Tornado]]&lt;br /&gt;
*Corruption&lt;br /&gt;
*[[The Lernaean hydra]]&lt;br /&gt;
&lt;br /&gt;
===Mangroves===&lt;br /&gt;
[[File:Mangrove1.png]][[File:Mangrove2.png]][[File:Mangrove3.png]]&lt;br /&gt;
{{crawlquote|This tree is specially adapted for growing in swampy conditions. Its vines are too thick to see through.}}&lt;br /&gt;
These function identically to trees, save that they grow in [[shallow water]]. Destroyed by:&lt;br /&gt;
*Lightning Bolt&lt;br /&gt;
*Fireball&lt;br /&gt;
*Starburst&lt;br /&gt;
*Shatter&lt;br /&gt;
*Tornado&lt;br /&gt;
*Corruption&lt;br /&gt;
*The Lernaean hydra&lt;br /&gt;
&lt;br /&gt;
===Slime Covered Rock===&lt;br /&gt;
{{crawlquote|This wall is thickly coated with bright green slime. Ewwwwww.}}&lt;br /&gt;
Found only in [[the Slime Pits]], these will deal acid damage to any adventurer who touches them. [[Passwall]] ''can'' allow travel through them, but will result in taking significant damage. Destroyed by:&lt;br /&gt;
*Dig&lt;br /&gt;
*Shatter (at high [[spell power]])&lt;br /&gt;
*Corruption&lt;br /&gt;
*[[Dissolution]]&lt;br /&gt;
&lt;br /&gt;
===Rune-Carved Stone===&lt;br /&gt;
{{crawlquote|A strangely slime-free wall, carved all over with countless protective runes. One often repeated set of runes seems to refer to 'the royal jelly.'}}&lt;br /&gt;
These walls make up the outside portions of the central chamber of the bottom of the [[Slime Pits]]. They are otherwise identical to stone walls. Destroyed by:&lt;br /&gt;
*Shatter (at high spell power)&lt;br /&gt;
*Corruption&lt;br /&gt;
&lt;br /&gt;
===Rune-Carved Clear Stone===&lt;br /&gt;
{{crawlquote|A strangely slime-free stone wall, with strange lights twinkling within its airy confines. Mystical runes are scattered across its surface, seemingly referring to a 'Royal Jelly'.}}&lt;br /&gt;
These transparent walls make up the interior of the central chamber of Slime:5. If [[the Royal Jelly]] is dead (or if you have high [[piety]] with [[Jiyva]]), these walls will vanish, allowing easy access to the Slimy [[Rune of Zot]]. Without these methods, these walls can only be destroyed with:&lt;br /&gt;
*Shatter (at high [[spell power]])&lt;br /&gt;
*Corruption&lt;br /&gt;
&lt;br /&gt;
===Unnaturally Hard Wall===&lt;br /&gt;
{{crawlquote|You cannot affect this wall by any means.}}&lt;br /&gt;
Walls which are described as unnaturally hard are completely indestructible. The only way past them is to go around.&lt;br /&gt;
&lt;br /&gt;
===Translucent Unnaturally Hard Wall===&lt;br /&gt;
{{crawlquote|This wall is imbued with magic that not only makes it indestructible but also makes it translucent like glass.}}&lt;br /&gt;
The indestructible variant of translucent rock.&lt;br /&gt;
&lt;br /&gt;
===Open Sea===&lt;br /&gt;
{{crawlquote|Nothing but endless wind and waves, and not a lighthouse in sight. You'd be lost beyond all hope in short order - better not risk it.}}&lt;br /&gt;
While not walls in the traditional sense, these impassable tiles mark the outer borders of the [[Shoals]] and certain [[Sewers]] layouts.&lt;br /&gt;
&lt;br /&gt;
===Endless Lava===&lt;br /&gt;
{{crawlquote|A sea of fire and brimstone that goes as far as you can see. Which is not far because of the thick smoke.&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike small pools of lava where flight or levitation may allow short trips, floating above this inferno would cook you in no time thanks to runaway convection.}}&lt;br /&gt;
The fiery equivalent of the open sea tiles, these mark the outer borders of a floor across lava pools.&lt;br /&gt;
&lt;br /&gt;
===Endless Salt===&lt;br /&gt;
{{crawlquote|A seemingly endless, flat plain, wracked by blinding salt storms. Anyone venturing across it would be lost beyond all hope in short order.}}&lt;br /&gt;
Much like open sea and endless lava, these mark the outer borders of the [[Desolation of Salt]].&lt;br /&gt;
&lt;br /&gt;
===Dimension's Edge===&lt;br /&gt;
{{crawlquote|The edge of this tiny, isolated plane, where space itself dissolves into oblivion. Entering or affecting this black void is impossible.}}&lt;br /&gt;
Yet another impenetrable level border, this time bordering the [[Roulette of Golubria]].&lt;br /&gt;
&lt;br /&gt;
===Iron Grate===&lt;br /&gt;
{{crawlquote|This iron grate looks rusted, as if it could be disrupted with a spell or a wand quite easily. It's too strong to be breakable by hand, though.}}&lt;br /&gt;
These block movement, spells, and ranged attacks, but not LOS or [[smite]]-targeted attacks. They are usually found in special vaults, often sealing away monsters with smite-targeted attacks. They may also be generated as the result of stepping on a [[pressure plate]]. Destroyed by:&lt;br /&gt;
*Dig&lt;br /&gt;
*Shatter&lt;br /&gt;
*Corruption&lt;br /&gt;
In a pinch, [[Dispersal]] or [[Disjunction]] can be used to blink or teleport enemies out of grates, allowing you to conserve your digging charges.&lt;br /&gt;
&lt;br /&gt;
===Large Window===&lt;br /&gt;
{{crawlquote|A window embedded in the side of an enormous metal pipe, allowing observation of the water flowing inside.}}&lt;br /&gt;
Large windows are found in certain [[Sewers]] maps, and function identically to transparent rock walls.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.22]], [[Lee's Rapid Deconstruction]] could destroy walls, doors, iron grates and statues.&lt;br /&gt;
*Prior to [[0.20]], [[wand of disintegration|wands of disintegration]] could destroy rock walls and some other obstacles in the dungeon ([[door]]s, [[iron grate]]s, [[tree]]s, orcish idols, and most kinds of [[statue]]s). Also, [[eye of devastation|eyes of devastation]] could disintegrate rock walls with their [[Energy Bolt]] spell.&lt;br /&gt;
*Prior to [[0.17]], you could find [[boring beetle]]s, [[List of arthropods|arthropods]] capable of digging rock walls.&lt;br /&gt;
*Prior to [[0.11]], you could find '''walls of solid wax''':&lt;br /&gt;
{{crawlquote|These walls are built by bees. Occasionally a dungeon architect will manipulate bees into building wax walls for aesthetic reasons. (Theirs, not the bees'.) They are susceptible to fire and will melt and burn, given sufficient heat.}}&lt;br /&gt;
:Wax walls were frequently found in [[killer bee]] [[vault]]s, though they could also appear near [[altar]]s to [[Xom]] or in [[the Abyss]]. They often hid treasure, in particular royal jelly and honeycombs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Features]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Makhleb&amp;diff=54311</id>
		<title>Makhleb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Makhleb&amp;diff=54311"/>
				<updated>2021-05-11T19:05:25Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Given Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
[[File:Makhleb_altar.png]] ''&amp;quot;Blood and souls for Makhleb!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Makhleb the Destroyer is a fearsome deity of bloodshed and mortification of the flesh. Followers are expected to cleanse others by inflicting suffering and death on them in Makhleb's name, particularly if they kill natural creatures which require blood to survive. Dedicated followers may also access the raw energies and hell-spawned servants of chaos, so that they may better break the impure world and its false laws for their evil god's glory.&lt;br /&gt;
&lt;br /&gt;
Makhleb offers followers means to inflict immense damage through chaotic, destructive attacks. Followers will also be able to call in help from powerful demons. Makhleb's powers come with a price in blood. However, Makhleb will grant followers renewed health in return for killing beings of all kinds.&lt;br /&gt;
&lt;br /&gt;
Makhleb likes it when you or your allies kill living beings, you or your allies kill the undead, you or your allies kill demons and you or your allies kill holy beings.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Makhleb (or any other deity).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing living, undead, holy, or demonic beings (67% or more chance of +1 piety)&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity (lose 1 [[piety]] roughly every 320 turns)&lt;br /&gt;
*Abandonment. Your penance counter will be set to 25.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Spawn of Chaos&amp;quot;&lt;br /&gt;
:*No abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Disciple of Destruction&amp;quot;&lt;br /&gt;
:*'''Gain Health From Killing''' - When '''you''' kill a monster, gain health based on the [[HD]] of the killed monster. This is similar to the healing on kills provided by [[the Shining One]], but heals a larger amount per kill on average and can be triggered by any killed monster. Has a (piety - 30)/200 chance of happening. This does not trigger if your ally deals the killing blow. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Fanfare of Bloodshed&amp;quot;&lt;br /&gt;
:*'''Minor Destruction''' - Hurl a beam of random destructive energy ([[Throw Flame]], [[Shock]], [[Vitriol]], [[Pain]], or [[Stone Arrow]]). Damage and accuracy are based on your [[Invocations]] skill. (Costs 1 HP and 20-40 Food)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Fiendish&amp;quot;&lt;br /&gt;
:*'''Lesser Servant of Makhleb''' - Summons a [[neqoxec]], [[orange demon]], [[smoke demon]], [[hellwing]], or [[ynoxinul]] for a short time (an [[Abjuration]] duration between 2 and 6, with Invocations increasing the likelihood of achieving the maximum duration). There is a small risk the demon will spawn hostile (4/(20 + 3*[[Invocations]]): 20% if untrained, 8% at Invocations level 10, and 4% at level 27); otherwise it is allied. (Costs 4 HP, 50-100 Food, and 2-3 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Demolition [Species Name]&amp;quot;&lt;br /&gt;
:*'''Major Destruction''' - Hurl a large beam of random destructive energy ([[Bolt of Fire]], [[Lightning Bolt]], [[Sticky Flame]], [[Iron Shot]], [[Bolt of Draining]], [[Fireball]], or [[Orb of Electrocution]]). Damage and accuracy depend on your Invocations skill. (Costs 6 HP, 100-200 Food, and 0-1 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Pandemonic&amp;quot;&lt;br /&gt;
:*'''Greater Servant of Makhleb''' - Summons an [[executioner]], [[cacodemon]], [[balrug]], [[blizzard demon]], or [[green death]],  with the same duration as Lesser Servant of Makhleb but a higher chance of hostility at a given Invocations skill. (Costs 10 HP, 100-200 Food, and 5-8 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Champion of Chaos&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Upon desertion, you will occasionally experience one of the two following forms of [[divine retribution]]:&lt;br /&gt;
*Makhleb rains destruction upon you, which cannot be avoided by any means. You are instantly struck with one of the following spells:&lt;br /&gt;
** [[Flash Freeze]]&lt;br /&gt;
** [[Fireball]], sometimes [[Ghostly Fireball]]&lt;br /&gt;
** [[Lehudib's Crystal Spear]] (quite dangerous; watch your [[HP]]!)&lt;br /&gt;
** [[Iron Shot]]&lt;br /&gt;
** [[Lightning Bolt]]&lt;br /&gt;
** [[Orb of Electrocution]]&lt;br /&gt;
*1d(Experience Level/7) hostile Lesser Servants of Mahkleb are summoned. This is guaranteed to happen if your experience level is 7 or less, and becomes less likely as you gain levels.&lt;br /&gt;
*A hostile Greater Servant of Mahkleb is summoned.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Makhleb provides you with significant healing and cheap access to mid-power Conjurations and Summoning, making it an excellent god for melee characters (especially [[deep dwarf]] and [[vampire]] characters who have issues healing normally). Even so, most characters can benefit from the additional combat tools and HP restoration, and no species is too terrible at using Invocations. Since Makhleb accepts any kill, it is also one of the easiest gods to build piety for.&lt;br /&gt;
&lt;br /&gt;
Try to avoid using the Servant of Mahkleb abilities until you have an Invocations score in the double digits, when the hostility rate is below 8%. Even so, it's best not to rely too highly on demons when you're in extreme danger; even with Abjuration, a single poorly-timed [[smite]] can kill a wounded character. Summon your demonic ally before engaging a tough enemy, not as a panic button when you're almost dead.&lt;br /&gt;
&lt;br /&gt;
Be aware that the [[deep dwarf]]'s innate damage reduction (i.e. damage shaving) does not reduce the damage caused by using Mahkleb's abilities.&lt;br /&gt;
&lt;br /&gt;
If you should decide to abandon Makhleb for another [[god]], be aware that Makhleb's destruction will ''always'' strike you. [[Dodging]], [[Shields]], and [[Repel Missiles#Player sources|Repel Missiles]] provide no protection from it. An untimely [[Lehudib's Crystal Spear]] can bring your game to an untimely end, especially if you have a very low [[HP]] pool.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.16]], the player could sacrifice fresh [[corpse]]s to increase piety.&lt;br /&gt;
*Prior to [[0.14]], Makhleb's wrath would consist only of summoning hostile demonic servants.&lt;br /&gt;
*Prior to [[0.11]], Makhleb's abilities cost MP instead of HP.&lt;br /&gt;
*Prior to [[0.10]], Makhleb's Gain Health From Killing ability could also restore your MP. &lt;br /&gt;
*Prior to [[0.8]], [[Chaos Knight]]s could select Mahkleb as a starting god.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Chaotic Gods]]&lt;br /&gt;
[[Category:Evil Gods]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dispersal&amp;diff=54310</id>
		<title>Dispersal</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dispersal&amp;diff=54310"/>
				<updated>2021-05-11T18:40:52Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|0.26}}&lt;br /&gt;
:''This page describes the Dispersal [[spell]]. For the ammunition brand, see [[Dispersal (brand)]].''&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Dispersal''' is a level 6 [[Translocations|Translocation]] spell which attempts to clear away all monsters adjacent to you.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
If the spell manages to beat a monster's [[magic resistance]], the monster is instantly [[teleport]]ed away. If the spell fails, the monster will [[blink]] away, even if they have magic immunity.&lt;br /&gt;
&lt;br /&gt;
If there is not enough space for the monsters that would have blinked, they may get confused instead. This may happen for example if you go down the stairs and arrive in a very small room filled with enemies.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Disjunction]]&lt;br /&gt;
*[[Dispersal trap]]&amp;lt;!-- a new trap type in trunk [[0.23]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], there was only a 50% chance that the monster would blink away when the teleport attempt failed.&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dispersal&amp;diff=54309</id>
		<title>Dispersal</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dispersal&amp;diff=54309"/>
				<updated>2021-05-11T18:40:25Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|0.19}}&lt;br /&gt;
:''This page describes the Dispersal [[spell]]. For the ammunition brand, see [[Dispersal (brand)]].''&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Dispersal''' is a level 6 [[Translocations|Translocation]] spell which attempts to clear away all monsters adjacent to you.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
If the spell manages to beat a monster's [[magic resistance]], the monster is instantly [[teleport]]ed away. If the spell fails, the monster will [[blink]] away, even if they have magic immunity.&lt;br /&gt;
&lt;br /&gt;
If there is not enough space for the monsters that would have blinked, they may get confused instead. This may happen for example if you go down the stairs and arrive in a very small room filled with enemies.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Disjunction]]&lt;br /&gt;
*[[Dispersal trap]]&amp;lt;!-- a new trap type in trunk [[0.23]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], there was only a 50% chance that the monster would blink away when the teleport attempt failed.&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cigotuvi%27s_Fleshworks&amp;diff=54308</id>
		<title>Cigotuvi's Fleshworks</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cigotuvi%27s_Fleshworks&amp;diff=54308"/>
				<updated>2021-05-11T13:10:24Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
{{flavour|This slick floor seems to pulse to an unknown beat.}}&lt;br /&gt;
&lt;br /&gt;
Cigotuvi has mastered the art of manipulating flesh, and his lab is a living testament to this fact, seeming like the interior of some vast, ghastly beast. The walls and floor are slick and membranous, pulsing to an unheard heartbeat and oozing thick, green ichor from every inch.&lt;br /&gt;
&lt;br /&gt;
The bulk of Cigotuvi's Fleshworks is devoted to cells that house test subjects in various stages of degeneration. Several are mutated humanoids; most are ugly things, shapeshifters, and abominations. While the walls of the Fleshworks are as hard as stone, the fleshy membranes that allow you to see into the cells are merely as tough as rock and can easily be dug through.&lt;br /&gt;
&lt;br /&gt;
The entrance hall consists of several short rooms with cells on either side containing abominations, deformed humanoids and some ugly things. After that lies a central, circular chamber that houses Cigotuvi's flesh golem.&lt;br /&gt;
&lt;br /&gt;
One side of the lab is dominated by a snaking passageway filled with shapeshifters in various guises. Several of them are likely to start off in the forms of various varieties of [[list of eyeballs|eyeball]]. There are also a few true [[floating eye]]s interspersed among the shapeshifters that are particularly hazardous. The final room on that side holds a pack of ugly/very ugly things that guard a portion of the lab's treasure.&lt;br /&gt;
&lt;br /&gt;
The other side of the lab contains more cells holding test subjects as well as some abominations. There are three rooms of note on this side: one holds four [[large abomination]]s, one holds more treasure, and the last contains yet more treasure guarded by several more large abominations and the terrible &amp;quot;Cigotuvi's Monster&amp;quot;, a 250 HP [[mutant beast]] whose glyph changes color over time.&lt;br /&gt;
&lt;br /&gt;
Beware: several rooms contain mutagenic fog, which will gradually [[magic contamination|contaminate]] you if you stand in it; you have a good chance of being [[Magic_contamination#Dissipation|mutated]] if you aren't careful about where you stand.  Wearing a [[scarf of cloud immunity]] will allow you to avoid the effects of mutagenic fog. Alternatively, it might be wise to bring a couple [[potion of mutation|potions of mutation]] to clear out particularly deleterious mutations before the boss fight. [[potion of cancellation|Potions of cancellation]] also work if used to reduce your contamination level, but they are relatively rare and it's a waste to use them unless you already have some [[good mutations]] you don't want to lose.&lt;br /&gt;
&lt;br /&gt;
Successfully looting Cigotuvi's Fleshworks will net you some gold, an [[artefact]] [[ring]] or the [[hat of the Alchemist]], some [[spell book]]s on [[Transmutations]], a [[staff of death]], several [[scrolls of summoning]], and a whole bunch of [[potion of mutation|potions of mutation]]. If you aren't confident in your ability to take on a variety of powerful monsters while avoiding heavy mutations, feel free to skip this area. If you want to play mutation roulette, Cigotuvi's Fleshworks is one of the best places to acquire the supplies to do so.&lt;br /&gt;
&lt;br /&gt;
Note: in 0.27 trunk, you are basically never forced to walk through mutagenic clouds - so you can clear the entirety of this lab without contamination. &lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{{flavour|This poor creature looks hideously deformed.}}&lt;br /&gt;
&lt;br /&gt;
{{LightGrey|@}}[[File:Deformed human.png]] {{Red|e}}[[File:Deformed elf.png]] {{LightRed|o}}[[File:Deformed orc.png]] '''Deformed [[human (monster)|humans]], [[elf|elves]], and [[orc]]s''' - These unfortunate beings are almost harmless. You need to [[dig]] them out of their cells to face them, and even then they aren't any more dangerous than their base types.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ugly thing}}and {{monsterlink|Very ugly thing}}- Pack melee monsters with randomly determined elemental attacks and resistances.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Shapeshifter}} and {{monsterlink|Glowing shapeshifter}} - Found in the corridors on either side of the lab. They rarely appear in their base forms and will shift unpredictably between various types of monsters.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Floating eye}}- Found among the horde of shapeshifters in the winding corridor, they can [[paralyze]] you as long as they can see you. Duck around a corner or use smite-targeted attacks to kill them quickly.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Small abomination}}and {{monsterlink|Large abomination}}- [[Demonic]] [[undead]] with slightly randomized stats. The big ones hit much harder, but tend to move slower.&lt;br /&gt;
&lt;br /&gt;
===Miniboss: Flesh Golem===&lt;br /&gt;
{{flavour|An animated mound of misshapen flesh, sculpted over an iron skeleton.}}&lt;br /&gt;
{{Red|8}} [[Image:Flesh golem.png]] You will encounter a '''flesh golem''' in the large circular chamber once you pass the prison cells. This is nothing more than a reskinned [[iron golem]]; it's strong and durable (not to mention immune to virtually all forms of magical attack), but it's slow enough to kite easily.&lt;br /&gt;
&lt;br /&gt;
===Boss: Cigotuvi's Monster===&lt;br /&gt;
{{flavour|A terrifying creation that appears to have been constructed from the body parts of every monstrous creature imaginable, with writhing tentacles sprouting from its form.}}&lt;br /&gt;
{{Magenta|X}} [[Image:Cigotuvis monster.png]] The last chamber on the left side of the Fleshworks will contain several [[large abomination]]s and '''Cigotuvi's Monster''', a primal [[mutant beast]] with increased durability and an extra trait. It has four attacks; one deals 40 damage without additional effect, but it also has the ability to [[constrict]] for 25 damage, [[reach]] for 25 damage and [[poison]], and [[trample]] for 25 damage.&lt;br /&gt;
&lt;br /&gt;
'''[[HP]]''': 250&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[HD]]''': 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recommendations''': Fast movement speed and a source of ranged damage will make [[kiting]] it fairly easy. It has resistances to almost everything, so using non-elemental [[Conjurations]] will help. Hit it hard to make sure you don't run out of room to safely retreat, and avoid melee unless you're playing a brute tank. If you have a source of [[silver]] damage, it can be very effective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MAP&lt;br /&gt;
ccccccccccccccccccccccccccccccccccccccccccccc&lt;br /&gt;
ccjjjcccc|cccccccccccAccccccccccccWWWW~5hcccc&lt;br /&gt;
c|...|c....|ccc---ccc+cccccccccccWh~~~.45hccc&lt;br /&gt;
c|8........|cc-I---m...m--ccccccW~.....845hcc&lt;br /&gt;
c.&amp;amp;5.......cc---G--m.7.m-F-cccccW~........hcc&lt;br /&gt;
c.8........cc---H--m...m-I--ccccW~.......~Wcc&lt;br /&gt;
c|.........cc-cccccm...mc---ccccc.......~Wccc&lt;br /&gt;
c|...|ccc+ccccc--cccc+cccccccccccc.....hWcccc&lt;br /&gt;
ccjjjccc..ccccIII-cm...m--H--ccccc+cccccccccc&lt;br /&gt;
cccccccc..ccc--P---m.7.m-F--cccccc&amp;quot;&amp;quot;ccccccccc&lt;br /&gt;
cceecccc..ccc-III--m...m---ccccccc&amp;quot;&amp;quot;cc$$g$$cc&lt;br /&gt;
ceddecc...cccc----cm...m-cccRccccc&amp;quot;&amp;quot;c...c...c&lt;br /&gt;
cedde+...cccccc--cccc+cccc---Rcccc&amp;quot;&amp;quot;c...c...c&lt;br /&gt;
ceddec...ccccccccc-m...m-KK---Rccc&amp;quot;&amp;quot;ccc+c+ccc&lt;br /&gt;
cceccccc+cccccccc--m.7.m---I--Rccc&amp;quot;&amp;quot;c...9...c&lt;br /&gt;
ccccccc...cccc---F-m...m----K-ccgc&amp;quot;&amp;quot;c...6...c&lt;br /&gt;
cccc.........c--G--m...mc----cc$$c&amp;quot;&amp;quot;c..6669.c&lt;br /&gt;
c.67...ccc...cc--cccc+cccc--ccc+cc&amp;quot;&amp;quot;c..66..cc&lt;br /&gt;
c...ccccccc+cccccc.m.....cccc.666c&amp;quot;&amp;quot;+.....ccc&lt;br /&gt;
cc...ccccc'''cccc..m.....4cc9.666c&amp;quot;&amp;quot;ccccccccc&lt;br /&gt;
cc...ccc''''''cc.!.m.....&amp;lt;4c9....+&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
c..cccc''''''''cc.......c4ccc....cc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&lt;br /&gt;
c..ccc'''''''''cccccc+cccccccccccccccccccc&amp;quot;&amp;quot;c&lt;br /&gt;
c..cc''''''''''ccccc...ccccccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&lt;br /&gt;
c..cc''''''''''ccc.......cccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
c..c'''''''''''cc.........ccc&amp;quot;&amp;quot;cccccccccccccc&lt;br /&gt;
c..c'c'c'c'c'ccc...........cc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
c..c8c8c'c8c8ccc...........ccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&lt;br /&gt;
c..cccccccccccc.....c.c.....cccccccccccccc&amp;quot;&amp;quot;c&lt;br /&gt;
c...76........+......?......+&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;ccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&lt;br /&gt;
c...76........c.....c.c.....c&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
ccmmmccccmmmcccc...........cccccc&amp;quot;&amp;quot;c&amp;quot;&amp;quot;ccccccc&lt;br /&gt;
c-----cc-----cccWW.......WWcc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;ccc&lt;br /&gt;
cc-JJccccIIIcccccWW..0..WWcc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;ccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
ccJJ-cccc-F-ccccccWWWWWWWccc&amp;quot;&amp;quot;ccccccccccc&amp;quot;&amp;quot;cc&lt;br /&gt;
cc-HccccccIIccccccccWWWccccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
ccccccccccccccccccccccccccccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;ccc&lt;br /&gt;
ccccccccccccccccccccccccccccccccccccccccccccc&lt;br /&gt;
ENDMAP&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.15]], this place had a lot of [[pulsating lump]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Firestarter&amp;diff=54307</id>
		<title>Firestarter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Firestarter&amp;diff=54307"/>
				<updated>2021-05-11T10:10:11Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version026}}&lt;br /&gt;
{{flavour|A huge mace imbued with potent fire magic. It fills those it strikes with inner flame, and offers protection against the resulting devastation as well as immunity to clouds of flame.}}&lt;br /&gt;
[[File:Firestarter.png]] '''''the +7 great mace &amp;quot;Firestarter&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
+7 [[great mace]]&lt;br /&gt;
&lt;br /&gt;
[[Flaming]]&amp;lt;br&amp;gt;&lt;br /&gt;
Adds [[Inner Flame]] enchantment on strike&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fire resistance|rF++]]&amp;lt;br&amp;gt;&lt;br /&gt;
Grants immunity to [[clouds]] of flame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Unless you're facing foes resistant to [[fire]], '''Firestarter'''&amp;lt;ref&amp;gt;{{source ref|0.24.1|art-data.txt|1221}}&amp;lt;/ref&amp;gt; is an exceptionally powerful weapon, combining a solid and well-enchanted base weapon, a decent [[brand]], an extremely useful defense (any source of rF++ is worth consideration), and one of the most brutal melee crowd-control methods in the game. &lt;br /&gt;
&lt;br /&gt;
The massive amount of [[noise]] it generates along the way has the benefit of waking up lots of monsters around you. &lt;br /&gt;
&lt;br /&gt;
While this is often seen as a threat, your previous actions and the fiery clouds they left behind have created deadly terrain for your enemies they first have to cross before they can reach you. This means that any monster not immune to fire will be damaged already as you engage it in melee combat.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Combine it with a [[potion of attraction]] to ensure pesky casters or ranged enemies hovering around the edges of your cloud carpet get pulled into the flames as well.&lt;br /&gt;
&lt;br /&gt;
And if a fire immune enemy appears, switch to a weapon of freezing. Only takes half a turn - but mind that you lose the fire cloud immunity when you unwield Firestarter.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Firestarter did not grant immunity to clouds of flame.&lt;br /&gt;
&lt;br /&gt;
Firestarter was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Maces &amp;amp; Flails]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Firestarter&amp;diff=54306</id>
		<title>Firestarter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Firestarter&amp;diff=54306"/>
				<updated>2021-05-11T10:09:34Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
{{flavour|A huge mace imbued with potent fire magic. It fills those it strikes with inner flame, and offers protection against the resulting devastation as well as immunity to clouds of flame.}}&lt;br /&gt;
[[File:Firestarter.png]] '''''the +7 great mace &amp;quot;Firestarter&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
+7 [[great mace]]&lt;br /&gt;
&lt;br /&gt;
[[Flaming]]&amp;lt;br&amp;gt;&lt;br /&gt;
Adds [[Inner Flame]] enchantment on strike&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fire resistance|rF++]]&amp;lt;br&amp;gt;&lt;br /&gt;
Grants immunity to [[clouds]] of flame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Unless you're facing foes resistant to [[fire]], '''Firestarter'''&amp;lt;ref&amp;gt;{{source ref|0.24.1|art-data.txt|1221}}&amp;lt;/ref&amp;gt; is an exceptionally powerful weapon, combining a solid and well-enchanted base weapon, a decent [[brand]], an extremely useful defense (any source of rF++ is worth consideration), and one of the most brutal melee crowd-control methods in the game. &lt;br /&gt;
&lt;br /&gt;
The massive amount of [[noise]] it generates along the way has the benefit of waking up lots of monsters around you. &lt;br /&gt;
&lt;br /&gt;
While this is often seen as a threat, your previous actions and the fiery clouds they left behind have created deadly terrain for your enemies they first have to cross before they can reach you. This means that any monster not immune to fire will be damaged already as you engage it in melee combat.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Combine it with a [[potion of attraction]] to ensure pesky casters or ranged enemies hovering around the edges of your cloud carpet get pulled into the flames as well.&lt;br /&gt;
&lt;br /&gt;
And if a fire immune enemy appears, switch to a weapon of freezing. Only takes half a turn - but mind that you lose the fire cloud immunity when you unwield Firestarter.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Firestarter did not grant immunity to clouds of flame.&lt;br /&gt;
&lt;br /&gt;
Firestarter was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Maces &amp;amp; Flails]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Firestarter&amp;diff=54305</id>
		<title>Firestarter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Firestarter&amp;diff=54305"/>
				<updated>2021-05-11T10:02:59Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Desirability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
{{flavour|A huge mace imbued with potent fire magic. It fills those it strikes with inner flame, and offers protection against the resulting devastation as well as immunity to clouds of flame.}}&lt;br /&gt;
[[File:Firestarter.png]] '''''the +7 great mace &amp;quot;Firestarter&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
+7 [[great mace]]&lt;br /&gt;
&lt;br /&gt;
[[Flaming]]&amp;lt;br&amp;gt;&lt;br /&gt;
Adds [[Inner Flame]] enchantment on strike&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fire resistance|rF++]]&amp;lt;br&amp;gt;&lt;br /&gt;
Grants immunity to [[clouds]] of flame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Unless you're facing foes resistant to [[fire]], '''Firestarter'''&amp;lt;ref&amp;gt;{{source ref|0.24.1|art-data.txt|1221}}&amp;lt;/ref&amp;gt; is an exceptionally powerful weapon, combining a solid and well-enchanted base weapon, a decent [[brand]], an extremely useful defense (any source of rF++ is worth consideration), and one of the most brutal melee crowd-control methods in the game. &lt;br /&gt;
&lt;br /&gt;
The massive amount of [[noise]] it generates along the way has the benefit of waking up lots of monsters around you. &lt;br /&gt;
&lt;br /&gt;
While this is often seen as a threat, your previous actions and the fiery clouds they left behind have created deadly terrain for your enemies they first have to cross before they can reach you. This means that any monster not immune to fire will be damaged already as you engage it in melee combat.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Firestarter did not grant immunity to clouds of flame.&lt;br /&gt;
&lt;br /&gt;
Firestarter was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Maces &amp;amp; Flails]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_attraction&amp;diff=54304</id>
		<title>Potion of attraction</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_attraction&amp;diff=54304"/>
				<updated>2021-05-11T09:54:41Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version026}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of attraction&lt;br /&gt;
 |cost = ?&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|An enchanted beverage that forced all monsters you see to become (fatally) attracted to you for several turns.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of attraction''' will pull all monsters towards you for several turns. Every turn, monsters will be pulled 3-ish tiles closer.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Being able to forcibly pull monsters towards you can serve a variety of different purposes - feel free to extend this list with your own discoveries:&lt;br /&gt;
&lt;br /&gt;
*Pull monsters into clouds or other Area of Effects to maximize their impact. &lt;br /&gt;
**Works especially well with a [[Condenser vane]] on open floors with large packs like Vaults:5.&lt;br /&gt;
**Can pull pesky enemies into a Silence zone surrounding you.&lt;br /&gt;
*Pull sleeping monsters towards your stealthy stabber: the forced movement from this potion does not wake them up.&lt;br /&gt;
*Combines well with (vampiric) Axe Magic, [[Wereblood]] and sources of haste and might. For those not faint at heart, that means 'zerking :)&lt;br /&gt;
&lt;br /&gt;
Other uses imaginable are combining the attraction effect with [[Corpse Rot]], [[Ring of Flames]], [[Eringya's Noxious Bog]] and other effects that are centered around the caster, especially if they have only a limited range.&lt;br /&gt;
&lt;br /&gt;
Also looking forward to finding [[Firestarter]]...&lt;br /&gt;
&lt;br /&gt;
==Warning==&lt;br /&gt;
The attraction effect may last longer than you desire... if your damage output is unable to quickly kill off all the monsters you pull towards yourself, you can quickly end up surrounded with reinforcements constantly pulled towards you. Reading a [[scroll of teleport]], [[blinking]] will get you breathing room - and the effect can be cancelled by quaffing a [[potion of cancellation]]. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Potion of attraction replaced the [[Potion of stabbing]] in [[0.26]].&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_attraction&amp;diff=54303</id>
		<title>Potion of attraction</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_attraction&amp;diff=54303"/>
				<updated>2021-05-11T09:54:02Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version026}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of attraction&lt;br /&gt;
 |cost = ?&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|An enchanted beverage that forced all monsters you see to become (fatally) attracted to yourself for several turns.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of attraction''' will pull all monsters towards you for several turns. Every turn, monsters will be pulled 3-ish tiles closer.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Being able to forcibly pull monsters towards you can serve a variety of different purposes - feel free to extend this list with your own discoveries:&lt;br /&gt;
&lt;br /&gt;
*Pull monsters into clouds or other Area of Effects to maximize their impact. &lt;br /&gt;
**Works especially well with a [[Condenser vane]] on open floors with large packs like Vaults:5.&lt;br /&gt;
**Can pull pesky enemies into a Silence zone surrounding you.&lt;br /&gt;
*Pull sleeping monsters towards your stealthy stabber: the forced movement from this potion does not wake them up.&lt;br /&gt;
*Combines well with (vampiric) Axe Magic, [[Wereblood]] and sources of haste and might. For those not faint at heart, that means 'zerking :)&lt;br /&gt;
&lt;br /&gt;
Other uses imaginable are combining the attraction effect with [[Corpse Rot]], [[Ring of Flames]], [[Eringya's Noxious Bog]] and other effects that are centered around the caster, especially if they have only a limited range.&lt;br /&gt;
&lt;br /&gt;
Also looking forward to finding [[Firestarter]]...&lt;br /&gt;
&lt;br /&gt;
==Warning==&lt;br /&gt;
The attraction effect may last longer than you desire... if your damage output is unable to quickly kill off all the monsters you pull towards yourself, you can quickly end up surrounded with reinforcements constantly pulled towards you. Reading a [[scroll of teleport]], [[blinking]] will get you breathing room - and the effect can be cancelled by quaffing a [[potion of cancellation]]. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Potion of attraction replaced the [[Potion of stabbing]] in [[0.26]].&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_attraction&amp;diff=54302</id>
		<title>Potion of attraction</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_attraction&amp;diff=54302"/>
				<updated>2021-05-11T09:49:45Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: Created page with &amp;quot;{{version026}} {{item  |itemtype = Potion  |name = Potion of attraction  |cost = ? }} {{flavour|An enchanted beverage that forced all monsters you see to become (fatally) attr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version026}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of attraction&lt;br /&gt;
 |cost = ?&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|An enchanted beverage that forced all monsters you see to become (fatally) attracted to yourself for several turns.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of attraction''' will pull all monsters towards you for several turns. Every turn, monsters will be pulled 3-ish tiles closer.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Being able to forcibly pull monsters towards you can serve a variety of different purposes - feel free to extend this list with your own discoveries:&lt;br /&gt;
&lt;br /&gt;
*Pull monsters into clouds or other Area of Effects to maximize their impact. &lt;br /&gt;
**Works especially well with a [[Condenser vane]] on open floors with large packs like Vaults:5.&lt;br /&gt;
**Can pull pesky enemies into a Silence zone surrounding you.&lt;br /&gt;
*Pull sleeping monsters towards your stealthy stabber: the forced movement from this potion does not wake them up.&lt;br /&gt;
&lt;br /&gt;
Other uses imaginable are combining the attraction effect with [[Corpse Rot]], [[Ring of Flames]], [[Eringya's Noxious Bog]] and other effects that are centered around the caster, especially if they have only a limited range.&lt;br /&gt;
&lt;br /&gt;
==Warning==&lt;br /&gt;
The attraction effect may last longer than you desire... if your damage output is unable to quickly kill off all the monsters you pull towards yourself, you can quickly end up surrounded with reinforcements constantly pulled towards you. Reading a [[scroll of teleport]], [[blinking]] will get you breathing room - and the effect can be cancelled by quaffing a [[potion of cancellation]]. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Potion of attraction replaced the [[Potion of stabbing]] in [[0.26]].&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion&amp;diff=54301</id>
		<title>Potion</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion&amp;diff=54301"/>
				<updated>2021-05-11T09:35:19Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* List of potions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{flavour|An unlabeled flask containing a single dose of unknown liquid.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then gave I her, - so tutor'd by my art, -&amp;lt;br&amp;gt;A sleeping potion, which so took effect&amp;lt;br&amp;gt;As I intended, for it wrought on her&amp;lt;br&amp;gt;The form of death: meantime I writ to Romeo&amp;lt;br&amp;gt;That he should hither come as this dire night,&amp;lt;br&amp;gt;To help to take her from her borrow'd grave,&amp;lt;br&amp;gt;Being the time the potion's force should cease.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-William Shakespeare, _Romeo and Juliet_}}&lt;br /&gt;
&lt;br /&gt;
'''Potions''' are useful consumable items represented by the &amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;'''!'''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt; character. Every potion has a specific effect (beneficial or harmful) when [[quaff]]ed. You can't drink potions while [[berserk]], in [[lich form]], if you're a [[mummy]], for a short time after casting [[Ozocubu's Refrigeration]], or if you have been injured after sacrificing Drink as a Ru worshipper.&lt;br /&gt;
&lt;br /&gt;
==Potion Identification==&lt;br /&gt;
Apart from using a [[scroll of identify]], there are several ways to determine the identity of potions you've picked up.&lt;br /&gt;
&lt;br /&gt;
Some classes begin with potions identified: [[fighter]]s start with a [[potion of might]], and [[wanderer]]s may start with some identified potions in their inventory.&lt;br /&gt;
 &lt;br /&gt;
Quaffing a random potion is the most obvious way to figure out its contents, but may be dangerous. You'll want to be somewhere safe with no monsters in sight, in case of a [[potion of ambrosia]], [[potion of lignification]], or [[potion of berserk rage]]. [[Potions of degeneration]] and [[potions of mutation]] are also harmful, but those effects do not wear off by simply passing turns.&lt;br /&gt;
&lt;br /&gt;
Monsters will sometimes drink potions within your [[line of sight]]; this identifies the potion, if it was unidentified.&lt;br /&gt;
&lt;br /&gt;
You may also guess at a potion's identity by the size of the stacks in your inventory. Potions of curing are the most common (about 25% of all potions generated), followed by potions of heal wounds (about 13% of all potions generated). This is very unreliable if your highest potion stack is only 2 or 3 since potions are sometimes generated in batches. On the other hand, [[potions of experience]] are very rare (less than 1% of all generated potions), so you're unlikely to pick one if you only drink potions when you have two or more of the same type.&lt;br /&gt;
&lt;br /&gt;
Some more notes on potion identification:&lt;br /&gt;
*A certain entry [[vault]] for the [[Orcish Mines]] has multiple potions scattered about in addition to several placed behind a door. Most of these are [[potions of degeneration]].&lt;br /&gt;
*The [[Sewer]] will often contain some [[potions of flight]].&lt;br /&gt;
&lt;br /&gt;
==List of potions==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Tile !! Potion of ... !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of ambrosia.png]] || [[Potion of ambrosia|ambrosia]] || Confuses you, but dramatically increases your health and magic regeneration for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of berserk rage.png]] || [[Potion of berserk rage|berserk rage]] || Makes you go [[berserk]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of brilliance.png]] || [[Potion of brilliance|brilliance]] || Grants the Brilliant condition for several turns (+spell power, removes spell hunger).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of cancellation.png]] || [[Potion of cancellation|cancellation]] || Ends many status effects, both good and bad, and reduces magic contamination.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of curing.png]] || [[Potion of curing|curing]] || Removes [[poison]], [[confusion]], and [[sickness]]; also heals 5-13 HP. Any rot damage is healed first. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of degeneration.png]] || [[Potion of degeneration|degeneration]] || Temporarily reduces all attributes (Str, Int, and Dex) by 1-3 points.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of experience.png]] || [[Potion of experience|experience]] || You immediately gain a level and a large amount of XP to apply to your skills.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of flight.png]] || [[Potion of flight|flight]] || Lets you [[fly]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of haste.png]] || [[Potion of haste|haste]] || Grants [[Haste]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of heal wounds.png]] || [[Potion of heal wounds|heal wounds]] || Heals 10-37 HP. Any rot damage is healed first.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of invisibility.png]] || [[Potion of invisibility|invisibility]] || Makes you [[invisible]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of lignification.png]] || [[Potion of lignification|lignification]] || Grants you [[Tree form]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of magic.png]] || [[Potion of magic|magic]] || Recovers 10-37 MP.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of might.png]] || [[Potion of might|might]] || Grants the Might condition for several turns (+melee damage)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of mutation.png]] || [[Potion of mutation|mutation]] || Removes 2-4 [[mutations]], then gives 1-3 random mutations, then gives one good mutation.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of resistance.png]] || [[Potion of resistance|resistance]] || Provides one level each of [[fire]], [[cold]], [[electricity]], [[poison]], and [[acid]] [[resistance]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| || [[Potion of attraction|attraction]] || Pulls all monsters in Line of Sight towards you for several turns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*[[0.25]] reworked [[potions of might]] and [[potion of brilliance|brilliance]] and replaced [[potions of agility]] with [[potions of stabbing]].&lt;br /&gt;
*[[0.24]] removed [[potions of blood]].&lt;br /&gt;
*[[0.20]] merged [[potions of beneficial mutation]], [[potions of cure mutation]], and [[potions of mutation]].&lt;br /&gt;
*[[0.18]] removed [[potion of poison]].&lt;br /&gt;
*[[0.17]] removed [[potion of decay]] and [[potion of restore abilities]]. It also made any potion able to be found in a stack, so that information can no longer be used to narrow down the possibilities. Monster quaffing always identifies a potion. Potions of curing and heal wounds now heal rot first, instead of last; effectively, rotting reduces the effectiveness of healing until cured.&lt;br /&gt;
*[[0.16]] removed [[potion of coagulated blood]], [[potion of confusion]], and [[potion of porridge]]. It added [[potion of ambrosia]].&lt;br /&gt;
*[[0.15]] removed [[potion of strong poison]] and [[potion of paralysis]]. [[Potion of cancellation]] was added. Prior to this version, thirsty vampires received only half the effect from most potions.&lt;br /&gt;
*In [[0.14]], the basic 40 satiation for all potions was removed, and the [[potion of slowing]] was replaced with the [[potion of lignification]]. Potions of speed were renamed to potions of haste. Prior to 0.14, known potions that would have no effect could still be quaffed.&lt;br /&gt;
*Prior to [[0.13]], instead of potions of beneficial mutation, there were the potions of gain stat, which gave (as a mutation) increases to individual stats.&lt;br /&gt;
*Prior to [[0.12]], the [[Evaporate]] spell could consume potions to generate [[cloud]]s. You could also identify several unpleasant potions by creating samples of them through [[Fulsome Distillation]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Potion]]&lt;br /&gt;
&lt;br /&gt;
{{potions}}&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Condenser_vane&amp;diff=54300</id>
		<title>Condenser vane</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Condenser_vane&amp;diff=54300"/>
				<updated>2021-05-11T09:10:50Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: Created page with &amp;quot;{{version026}} {{item  |itemtype = Miscellaneous item  |name = Condenser vane  |cost = ? }} {{flavour|A magical device that allows its wielder to create clouds that will engul...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version026}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Miscellaneous item&lt;br /&gt;
 |name = Condenser vane&lt;br /&gt;
 |cost = ?&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A magical device that allows its wielder to create clouds that will engulf and surround all enemies in sight with various destructive clouds, their lethality increasing with Evocations skill.}}&lt;br /&gt;
&lt;br /&gt;
A '''condenser vane''' is evoked to engulf every monster in sight as well as the 8 squares surrounding it with semi-random [[cloud]]s, with the cloud types increasing in lethality with higher [[Evocations]] skill.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Evoking the vane engulfs each monster you see along with the 8 squares around it with dangerous clouds; your skill in Evocations is no longer linked to the area covered. While one may not choose exactly which clouds will spawn, types include (in order of increasing power) noxious fumes, flame/freezing vapour/poison gas, negative energy, thunder clouds, and acidic fog. Providing your target(s) are not fully resistant, much havoc can be wrought.&lt;br /&gt;
&lt;br /&gt;
At low levels of Evocations, you'll mostly get noxious fumes with the occasional burst of fire, ice, or poison. At moderate levels (about 8 in Evocations), you'll only rarely get noxious fumes, and mostly get fire, ice, and poison with the occasional burst of negative energy or storm clouds. At high levels (starting at around 14 Evocations), you can start getting clouds of acid; after that point, increasing Evocations makes dangerous clouds like negative energy, storms, and acid more common while decreasing the chances of getting fire, ice, and poison.&lt;br /&gt;
&lt;br /&gt;
(Disclaimer: the exact distribution may look slightly differently; taken over from Wand of Clouds and recollection of a prior discussion and code dive.)&lt;br /&gt;
&lt;br /&gt;
When you should use a wand of clouds largely depends on how much Evocations skill you have. Unskilled characters should avoid using the wand when fighting monsters immune to poison, as they will completely ignore noxious fumes and clouds of poison. Once you have a few levels of Evocations under your belt, a wand of clouds can make difficult encounters much easier by constantly dealing damage to dangerous creatures. It's especially effective if you can manage to keep a group of monsters in a cloud, and the high-end clouds can be particularly lethal. Of course, there's always the risk that you'll create a type of cloud that the majority of creatures you're fighting are immune to (clouds of fire when fighting fiery creatures, or negative energy when fighting the [[undead]]).&lt;br /&gt;
&lt;br /&gt;
==Maximizing effectiveness==&lt;br /&gt;
Contrary to intuition, Condenser vanes work best either on very high levels of evocations when they generate acidic clouds pretty reliably... or on no to very low levels of evocations if you have picked up the spell [[Ignite Poison]]: that will turn both noxious fumes and poison clouds into fire clouds, against which only very few monsters that appear in packs are immune to.&lt;br /&gt;
&lt;br /&gt;
Also, since the condenser vane works very much like the spell [[Ignition]] does, it is best used when you are facing a (large) group of enemies with restricted room to manoeuvre: the density of monsters will create a carpet of clouds, ideally covering your entire line of sight. The entrance to Vaults:5 is an obvious one, as are Ziggurat floors.&lt;br /&gt;
&lt;br /&gt;
Since intelligent enemies will not willingly walk into the damaging clouds, consider combining a condenser vane carpet with a [[Potion of attraction]] to pull them in nevertheless. Adding a [[Scroll of silence]] on top makes the end vault of Elf:3 quite a bit easier.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Condenser Vanes replaced the [[Wand of clouds]] in [[0.26]].&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_stabbing&amp;diff=54299</id>
		<title>Potion of stabbing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_stabbing&amp;diff=54299"/>
				<updated>2021-05-11T09:08:44Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Potion&lt;br /&gt;
 |name=Potion of Stabbing&lt;br /&gt;
 |cost=35&lt;br /&gt;
 |weight=4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour| A potion which makes the drinker better at attacking unaware enemies, giving attacks against distracted, confused or otherwise unaware creatures a chance to deal increased damage as if the target were completely helpless.}}&lt;br /&gt;
&lt;br /&gt;
'''Potions of stabbing''' grant your character the Stab [[status effect]] for &amp;lt;code&amp;gt;1d40 + 34&amp;lt;/code&amp;gt; (more) turns, up to a max of 80. This gives [[stabbing]] attacks you do against creatures that are confused, distracted, blind, netted, etc. a chance of being upgraded to [[sleep]]-level stabs.&lt;br /&gt;
&lt;br /&gt;
This potion is rather situational -- it can be a significant boon to stealthy characters or those who invest in [[Hexes]], disabling [[wand]]s, or [[summon]]ed allies, but heavily armored brutes, ranged weapon specialists, and pure mages will have few opportunities to make use of the benefits.&lt;br /&gt;
&lt;br /&gt;
As [[The Shining One]] prevents you from making any stabbing attacks at all, its followers have no use for potions of stabbing. Characters that are lucky enough to have found the [[Spriggan's Knife]] can just use that, as it already provides a more reliable version of this potion's effects.&lt;br /&gt;
&lt;br /&gt;
{{Crawlquote|Quaff Normally: &amp;quot;You feel ready to backstab.&amp;quot;&amp;lt;br&amp;gt;Quaff While Stabbing: &amp;quot;You feel more ready to backstab.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Removed in [[0.26]], replaced by [[Potion of attraction]].&lt;br /&gt;
*Introduced in [[0.25]], replacing [[potions of agility]].&lt;br /&gt;
&lt;br /&gt;
{{potions}}&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Transporter&amp;diff=54298</id>
		<title>Transporter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Transporter&amp;diff=54298"/>
				<updated>2021-05-11T08:31:37Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
{{flavour|A one-way portal to another place on this level. When using a transporter, adjacent allies and monsters will travel with you to the other side.}}&lt;br /&gt;
{{flavour|The destination site of a transporter. As the portal is one-way, you cannot use this location to return through the transporter.}}&lt;br /&gt;
&lt;br /&gt;
A '''transporter''' teleports you and adjacent creatures to its corresponding '''landing site''' -- much like a [[staircase]] except you remain on the same floor. Typically, these transporters lead to special [[vault]]s filled with additional challenges and treasure such as [[player ghost|ghost vaults]]. They are also used in navigating the [[Gauntlet]] and the [[Roulette of Golubria]].&lt;br /&gt;
&lt;br /&gt;
Use the '''&amp;lt;''' or '''&amp;gt;''' key to enter a transporter.&lt;br /&gt;
&lt;br /&gt;
==Warning==&lt;br /&gt;
Transporter vaults are often quite terrifying for the stage where you encounter them. In short, if a vault looks like it might kill you, it probably will - so discretion (and coming back later) is the better part of valor here.&lt;br /&gt;
&lt;br /&gt;
Also, contrary to different beliefs, teleportation triggered by reading a scroll, a monster spell, a trap or a [[Ring of teleportation]] can land you inside a transporter vault. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Nevertheless, there are a few ways how you can soften up the transporter vaults:&lt;br /&gt;
&lt;br /&gt;
* If there are enemies inside that leave damaging clouds, [Fire elemental]s for example, you can walk around the glass walls to drag these monsters around. With a bit of luck, another monster ends up in their fiery wake... wait a few turns till the cloud dissipates, repeat as necessary.&lt;br /&gt;
* Your allies will follow you in and out of a transporter vault, as long as they stand right next to you when you step through the transporter. This includes allies which no longer follow you across floors: skeletons, zombies, etc.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.21]], they were updated to display corresponding [[transporter landing site]]s.&lt;br /&gt;
*Transporters were introduced in [[0.20]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Entrance || Exit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Transporter.png]] || [[File:Transporter exit.png]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Transporter&amp;diff=54297</id>
		<title>Transporter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Transporter&amp;diff=54297"/>
				<updated>2021-05-11T08:30:49Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
{{flavour|A one-way portal to another place on this level. When using a transporter, adjacent allies and monsters will travel with you to the other side.}}&lt;br /&gt;
{{flavour|The destination site of a transporter. As the portal is one-way, you cannot use this location to return through the transporter.}}&lt;br /&gt;
&lt;br /&gt;
A '''transporter''' teleports you and adjacent creatures to its corresponding '''landing site''' -- much like a [[staircase]] except you remain on the same floor. Typically, these transporters lead to special [[vault]]s filled with additional challenges and treasure such as [[player ghost|ghost vaults]]. They are also used in navigating the [[Gauntlet]] and the [[Roulette of Golubria]].&lt;br /&gt;
&lt;br /&gt;
Use the '''&amp;lt;''' or '''&amp;gt;''' key to enter a transporter.&lt;br /&gt;
&lt;br /&gt;
==Warning==&lt;br /&gt;
Transporter vaults are often quite terrifying for the stage where you encounter them. In short, if a vault looks like it might kill you, it probably will - so discretion (and coming back later) is the better part of valor here.&lt;br /&gt;
&lt;br /&gt;
Also, contrary to different beliefs, teleportation triggered by reading a scroll, a monster spell, a trap or a [[Ring of teleportation]] can land you inside a transporter vault. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Nevertheless, there are a few ways how you can soften up the transporter vaults:&lt;br /&gt;
&lt;br /&gt;
* If there are enemies inside that leave damaging clouds, [Fire elemental]s for example, you can walk around the glass walls to drag these monsters around. With a bit of luck, another monster ends up in their fiery wake... wait a few turns till the cloud dissipates, repeat as necessary.&lt;br /&gt;
* Your allies will follow you in and out of a transporter vault, as long as they stand right next to you when you step through the transporter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.21]], they were updated to display corresponding [[transporter landing site]]s.&lt;br /&gt;
*Transporters were introduced in [[0.20]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Entrance || Exit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Transporter.png]] || [[File:Transporter exit.png]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Borgnjor%27s_Vile_Clutch&amp;diff=54296</id>
		<title>Borgnjor's Vile Clutch</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Borgnjor%27s_Vile_Clutch&amp;diff=54296"/>
				<updated>2021-05-11T08:11:16Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Borgnjor's Vile Clutch&lt;br /&gt;
|formula = 2d((Power + 70) / 20) per turn&lt;br /&gt;
|maxdmg = 2d(13.5) per turn&lt;br /&gt;
|maxsp = 200&lt;br /&gt;
|range = 6&lt;br /&gt;
|target = Beam&lt;br /&gt;
|special = Damage over time}}&lt;br /&gt;
&lt;br /&gt;
'''Borgnjor's Vile Clutch''', also known as '''BVC''' and '''zombie hands''' is a level 5 Necromancy/Earth spell in the books of Dreams and Unlife. It affects all enemies in a beam-targeted line with the [[constriction]] status (displayed as &amp;quot;constricted by zombie hands&amp;quot;), which deals damage over time until the affected monster(s) die, escape constriction (which they must waste turns to do), or the effect runs out. In most cases, the monster will die or escape before the status runs out. If you leave [[line of sight]] of any affected enemies, they are immediately released. &lt;br /&gt;
&lt;br /&gt;
==Resistant enemies==&lt;br /&gt;
Only a small number of monsters are not affected by BVC, all of which are also immune to regular types of constriction. They are as follows:&lt;br /&gt;
* [[List of jellies|All slimes and jellies]].&lt;br /&gt;
* [[:Category:insubstantial monsters|Insubstantial]] enemies, including [[wraith]]-type undead, many monsters in [[the Abyss]], and [[orbs of fire]].&lt;br /&gt;
* [[Spiny]] enemies, consisting of [[porcupine]]s, [[torturous demonspawn]], and [[Hell Sentinel]]s.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
BVC is a very versatile spell: You basically now have access to an unlimited number of [[Throwing net]]s that cannot only pin but even kill a large number of enemies in a few casts, and has a few specific benefits:&lt;br /&gt;
* Cannot be dodged and is largely irresistible (except for creatures listed above).&lt;br /&gt;
* Pins the target in place, allowing the player to move away even from fast enemies.&lt;br /&gt;
* Reduces the target's EV, making them easier to hit with melee or other destructive spells. This combos particularly well with [[bolt spell]]s, as BVC pins several creatures at once; it also works well with other high-level [[Earth Magic]] spells like [[Iron Shot]] or [[Lehudib's Crystal Spear]], both of which suffer somewhat from low accuracy.&lt;br /&gt;
* Makes the target waste turns trying to escape, similar to nets. Enemies that can reach you will still attack you in melee, but this means BVC's effect will last longer since they're no longer trying to escape.&lt;br /&gt;
** This notably also works on Fiends, who seem to prefer breaking loose from constriction over tormenting you. Place them in a cloud that harms them, keep the BVC up and that may already be enough to kill them comfortably, even if you encountered an early one in an Ice Cave.&lt;br /&gt;
* Destroys whole groups of enemies in corridors, since it affects the whole beam path.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.25]], BVC affected a smite-targeted 3x3 area instead of a beam path.&lt;br /&gt;
*Prior to [[0.22]], BVC was also found in the [[book of Necromancy]] and it did 33% more damage than currently.&lt;br /&gt;
*The spell was added in [[0.21]].&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lehudib%27s_Moon_Base&amp;diff=54280</id>
		<title>Lehudib's Moon Base</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lehudib%27s_Moon_Base&amp;diff=54280"/>
				<updated>2021-04-28T17:38:20Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
{{flavour|Lehudib, whose famous writings on earth magic left few personal details, is said to have studied the power of magical crystal with single-minded devotion and in the most distant location imaginable. After traveling to some forgotten Moon and carving a fortress into its very surface, the wizard somehow convinced the bizarre surface creatures there to stand guard. Who can say what other knowledge this self-described Lunar Mage learned in such isolation? Adventurers who manage to reach the remote Moon Base of Lehudib may indeed find powers beyond their comprehension.}}&lt;br /&gt;
&lt;br /&gt;
'''Lehudib's Moon Base''' is a [[Wizard Laboratory]], themed as the remote hideout of the famous [[Earth Magic|earth mage]] Lehudib. You'll find earth- and crystal-themed monsters typically seen in [[Vaults]] or [[Depths]], as well as eye monsters found in the [[Slime Pits]] and space-themed [[Abyss]] monsters. After taking the [[teleporter]] you find at one of four locations on the map, you'll face the legendary moon troll.&lt;br /&gt;
&lt;br /&gt;
You'll find random loot at the portal locations as well as a large pile near the Moon troll. Also near the Moon troll is an artefact [[spell book]] named after Lehudib with a theme of earth magic and one of [[Transmutations]], [[Conjurations]], or [[Translocations]]; this spellbook always contains the spell [[Lehudib's Crystal Spear]].&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
The following can be found throughout the map:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Golden eye}} - Only dangerous around other monsters, but their [[Confusion Gaze|confusing gaze]] does not require a direct line of fire. Take them out as quickly as possible if there are other threats. Harmless if you have [[clarity]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Eye of devastation}} - Slow, but fires blasts of devastating energies that can't be resisted but can be dodged.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Great orb of eyes}} - Can sap your magic, confuse or paralyze you, or just blast you with [[Disintegrate]]. Much less dangerous if you have high magic resistance.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Glowing orange brain}} - Yet another source of hexes, but can also summon in reinforcements. If you start getting flooded, take out the summoner promptly.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Neqoxec}} - Demons that can and will cast [[Malmutate]] at you, but aren't terribly dangerous otherwise unless you have exceptionally low intelligence. Block their line of effect until they come into range, then take them out.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Tentacled starspawn}} - Can reach out with tentacles and drag you towards its maw (and possibly toward other threats). Attacking its tentacles hurts it, so area-damaging attacks work well.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Starcursed mass}} - Will split into several entities -- the more of them you can see, the worse their smite-targeted damage gets. Keep attacking them to force them back together.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Stone giant}} - Huge, strong, and throws [[large rocks]] at range. Fairly straightforward to deal with, though they can do some serious physical damage.&lt;br /&gt;
&lt;br /&gt;
{{Brown|u}} [[File:Ugly thing1.png]] {{Brown|u}} [[File:Very ugly thing1.png]] '''Brown [[ugly thing]]s and [[very ugly thing]]s''' - Come in packs and have [[acid]]ic attacks to begin with, though they may change elemental affiliations when next to each other. The very ugly things are far more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Subguardians===&lt;br /&gt;
Two monsters guard specific treasure vaults in the moon base:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Cacodemon}} - A cacodemon and some other denizens guard some [[potion of mutation|potions of mutation]] in a sealed-off chamber with transparent walls, but the cacodemon can just [[Dig]] a way out. It comes with a couple nasty hexes, [[Malmutate]], and the energy bolts of an eye of devastation. &lt;br /&gt;
&lt;br /&gt;
{{LightMagenta|8}} [[File:Zot statue.png]] '''Lunar statue''' - This is an [[orange crystal statue]] with [[Lehudib's Crystal Spear]] instead of [[Mass Confusion]] and a 20% higher cast rate. It guards a single [[acquirement]]-level item. If you find it hard to defeat the statue, a [[Wand of enslavement]] on one of the [[Stone giant]]s can help out. 'T'ell the giant to charge towards the statue as you hide behind a pillar and as it arrives, step around to give the order to attack. You can then again hide behind the pillar while the giant pummels the statue on your behalf.&lt;br /&gt;
&lt;br /&gt;
Additionally, each of the four possible portal locations will have one of the following monsters guarding it, possibly with other reinforcements:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Crystal guardian}} - Not only has the toughness and strength of a [[list of golems|golem]], but can fire bouncing bolts of fire or cold. Bring both elemental resistances and don't stand with your back to a wall.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Quicksilver dragon}} - A swift-moving dragon that can breathe bolts of energy that strip away any buffs you have.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Wretched star}} - Not terribly lethal, but it can quickly bog you down with multiple bad mutations. These are, thankfully, temporary, but you probably won't recover from more than one or two of them over the course of the level.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|War gargoyle}} - Fast, heavily armored, and hits hard, but its most deadly feature is easily its [[Metal Splinters|shrapnel breath weapon]].&lt;br /&gt;
&lt;br /&gt;
===Moon Troll===&lt;br /&gt;
{{flavour|A bizarre breed of intelligent troll, glowing with mysterious power from beyond this world.}}&lt;br /&gt;
{{LightBlue|T}} [[File:Moon troll.png]] The final guardian of the base, the '''moon troll''' is a fast version of an [[iron troll]] with more [[hit dice]] that casts [[Corrosive Bolt]] (3d21) . It always wears [[moon troll leather armour]] if this item hasn't generated, otherwise it wears [[artefact]]-quality [[troll leather armour]]. It's wise to be [[haste|hasted]] and use your strongest attacks as the moon troll has considerable [[AC]] and multiple melee attacks. A source of [[Resist corrosion|corrosion resistance]] will reduce the damage and corrosion from corrosive bolt.&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
[[File:Moonbase minimap018.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc&lt;br /&gt;
ccccccccccccccccccccccccccccbbbccccccccccccccccccccccccccccc&lt;br /&gt;
ccccccccccccccccccccccccccc*bSb*cccccccccccccccccccccccccccc&lt;br /&gt;
cccccccccccccccccccccccccc.......ccccccccccccccccccccccccccc&lt;br /&gt;
cccccccccccccccccccccccccc...5...ccccccccccccccccccccccccccc&lt;br /&gt;
cccccccccccccccccccccccccccc...ccccccccccc..cccccccccccccccc&lt;br /&gt;
cccccccc.A.cccccccccccci............ccccc.....cccccccccccccc&lt;br /&gt;
ccccccc.....cccccccci....v...v..iv.....cc......ccccccccccccc&lt;br /&gt;
cccccc.......ccccccc.....v.......v........qKK...cccccccccccc&lt;br /&gt;
cccccc...&amp;amp;...cccccccc.....iccccc......cc..KKK....ccccccccccc&lt;br /&gt;
cccccc.......cccccccc.iccccccccccccc......KKK.....cccccccccc&lt;br /&gt;
ccccccc......cccccccccccccccccccccccccc...KK..KK...ccccccccc&lt;br /&gt;
cccccccc.&amp;lt;....cccccccccccccccccccccccc......2KKK....cccccccc&lt;br /&gt;
cccccccccccc...ccccccccccccc...ccccccc..KK..KKK......ccccccc&lt;br /&gt;
ccccccccccccc...ccccccF................KKK..KK3.KKK..ccccccc&lt;br /&gt;
cccccccccccccc...ccc.kF......K.........KKK.q...KKKK...cccccc&lt;br /&gt;
ccccccccccccccc.......Fc..K..2..K..c...KK......KKKq...cccccc&lt;br /&gt;
cccccccccccccccc.......cc....v....cc.......KKK.......ccccccc&lt;br /&gt;
cccvvbbbvvcccccc.......kc..vvvvv..c.......KKKK.....ccccccccc&lt;br /&gt;
ccvv*bRb*vvccccc...KK...cc..vvv2.cc...KK..KKKq...ccccccccccc&lt;br /&gt;
ccv.......vcccc....KKK...c....2..c...KKK.......ccccccccccccc&lt;br /&gt;
ccv...5...vcccck....KKK..cc.....cc..KKKq.....ccccccccccccccc&lt;br /&gt;
ccv.......vcccEEE....KK..kcccccccq..KK.......ccccccccccccccc&lt;br /&gt;
ccv.v...v.vccc..cck......ccc|Q|ccc.......cc..ccccccccc.jcccc&lt;br /&gt;
ccv..hvh..vcc....ccc....cc%%|||%%cc....ccc....ccccccc...Mccc&lt;br /&gt;
ccv..vvv..vccc.....ccckcc.%bbbbb%.ccqccc.....cc.jc......cccc&lt;br /&gt;
ccvh..v..hvccc.v...cJccc..bb...bb..cccOc...v.cM..cj.vv..cccc&lt;br /&gt;
ccvv.....vvccc....ccu.bb...........bb.fcc....cc..cc.v*.ccccc&lt;br /&gt;
cccv.....vccc..v..c...b.............b...c..v.2+.........bbcc&lt;br /&gt;
cccv.vhv.vccc..v..c...b......7......b...c..v..+.......5.Tbcc&lt;br /&gt;
cccv.....vccc2.v..cp..b.............b..oc..v..+.........bbcc&lt;br /&gt;
ccvv.....vvccc....cc..bb...........bb..cc....cc..cc.v*.ccccc&lt;br /&gt;
ccv..hvh..vccc.v..2c...b...........b...c2..v.cM..cj.vv..cccc&lt;br /&gt;
ccv..vvv..vccc.....c...bb.........bb...c.....cc.jc......cccc&lt;br /&gt;
ccv...v...vcc2...cccc...bb.......bb...cccc...2ccccccc...Mccc&lt;br /&gt;
ccv.v...v.vccc..cc..c....bbb...bbb....c.3cc..cc`````cc.jcccc&lt;br /&gt;
ccv.......vccc......cc...............cc...c++c```````c++cccc&lt;br /&gt;
ccvv.....vvcccc......cc.............cc2...c..m```````m..cccc&lt;br /&gt;
ccccc....cccccc.......ccc.........ccc.....c..m```````m..cccc&lt;br /&gt;
cccccc...ccccccc..v.....cccc...cccc....s..c..cc`````cc..cccc&lt;br /&gt;
ccccccc...ccccccc..........ccccc......KK..c...cmmmmmc...cccc&lt;br /&gt;
cccccccc...cccccc..vv.v...................cc...........ccccc&lt;br /&gt;
ccccccccc...ccccc..vvr.................K...ccM.......Mcccccc&lt;br /&gt;
cccccccccc...cccr......cccc.....cccc.....Ks.ccc.....ccc'cccc&lt;br /&gt;
cccc.cccccc........v..cccccc.g.ccccccs..KK....cnLnLnc..''ccc&lt;br /&gt;
ccc...cccccc....vv...ccccccc+++ccccccc..................''cc&lt;br /&gt;
cc.....ccccc..v.vv..rccccccc...ccccccc...................'cc&lt;br /&gt;
ccc..v..cccc........cccccg.G...G.gccccc....sI..&amp;quot;&amp;quot;.&amp;quot;&amp;quot;..I..''c&lt;br /&gt;
cccc..2.......rv....cccc...........ccccs...II.&amp;quot;.....&amp;quot;.II..'c&lt;br /&gt;
ccccc..vv.v.vv.....ccccc...........ccccc...I..&amp;quot;.....&amp;quot;..I..'c&lt;br /&gt;
cccccc.vv...vv.vv.rccccg...cc.cc...gcccc...IKKKKK6KKKKKI..'c&lt;br /&gt;
cccccc..r......vv.ccccc...cc...cc...ccccc..IKKKKK+KKKKKI..'c&lt;br /&gt;
ccccccc..v.3......cccc....c.....c....cccc..IKKKKKeKKKKKI..'c&lt;br /&gt;
cccccccc...v.vv..ccccc...............ccccc..IKKKKKKKKKI..''c&lt;br /&gt;
ccccccccc....vv..ccccM.g.....5.....g.Mccc''.....KKK.....''cc&lt;br /&gt;
ccccccccccc.....cccccc....c*...*c....ccccc''...........''ccc&lt;br /&gt;
ccccccccccccc.rcccccccccccccbPbcccccccccccc'''''''''''''cccc&lt;br /&gt;
ccccccccccccccccccccccccccccbbbccccccccccccccccccccccccccccc&lt;br /&gt;
cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Lehudib's Moon Base was added in [[0.17]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeon Branches]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Amulet_of_stasis&amp;diff=54267</id>
		<title>Amulet of stasis</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Amulet_of_stasis&amp;diff=54267"/>
				<updated>2021-04-26T15:39:32Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Jewellery&lt;br /&gt;
 |name=Amulet of stasis&lt;br /&gt;
 |cost=?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|An amulet meticulously constructed with magical wards to block magical and physiological effects that would otherwise teleport, slow, haste, enrage, or paralyse its wearer. Equipping it whilst already under such an effect will immediately end the effect, causing a large amount of magical contamination in the process.&lt;br /&gt;
&lt;br /&gt;
While the amulet is effective against most translocular magic, plane shifts such as banishment are beyond its ability to block.}}&lt;br /&gt;
&lt;br /&gt;
Wearing an '''amulet of stasis''' protects you from a wide variety of time and space altering effects, whether you want them to occur or not:&lt;br /&gt;
*[[Teleportation]] (with one exception, below)&lt;br /&gt;
*[[Blink]]ing&lt;br /&gt;
*[[Slow]]&lt;br /&gt;
*[[Haste]]&lt;br /&gt;
*[[Paralyze|Paralysis]]&lt;br /&gt;
*[[Finesse]]&lt;br /&gt;
*[[Berserk]]&lt;br /&gt;
*Level shifts in [[the Abyss]]&lt;br /&gt;
&lt;br /&gt;
You suffer no ill effect for blocking any of these effects in this way. Alternatively, you can equip an amulet of stasis to immediately dispel any of these effects that you may already be suffering from, but doing so will give you a sizable amount of [[magic contamination]].&lt;br /&gt;
&lt;br /&gt;
An amulet of stasis '''will not''' block any of the following:&lt;br /&gt;
*[[Petrify]]&lt;br /&gt;
*[[Aizul]]'s and [[the Enchantress]]' [[sleep]] spell, or the [[Miscast effect#Hexes|Hexes miscast]] sleep effect &lt;br /&gt;
*[[Banishment]]&lt;br /&gt;
*&amp;quot;Paralysis&amp;quot; inflicted by the onset of [[stat zero]]&lt;br /&gt;
*[[Teleporter|Teleporter pads]] (not to be confused with [[teleport trap]]s)&lt;br /&gt;
*Passing out as a result of [[Trog#Punishments|Trog]]'s [[wrath]]&lt;br /&gt;
*[[Passage of Golubria]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Many of the unwanted effects it protects against can also be blocked through high [[magic resistance]], making this amulet generally unnecessary. There are some situations in which having an amulet of stasis is useful, however:&lt;br /&gt;
*Guaranteed immunity to paralysis can be a lifesaver. The [[Slime Pits]], for example, are filled with [[giant eyeball]]s whose paralysis does not check MR.&lt;br /&gt;
*It can be used to get past an inconveniently placed [[teleport trap]], e.g. one placed at a choke point in [[Zot:5]] or Tomb:1. Or, to use a teleport trap as a cache.&lt;br /&gt;
*When fighting an enemy armed with [[dispersal (brand)|arrows of dispersal]] or a teleport spell.&lt;br /&gt;
*One of the possible [[death curse]]s from killing a [[mummy (monster)|mummy]] is being irresistibly slowed. Wearing one in [[the Tomb]] or on a mummy-themed [[Ziggurat]] floor may be wise.&lt;br /&gt;
*Another possible use for it is to prevent the berserkitis [[mutation]] from activating at unwanted times - although an [[amulet of clarity]] does this just as well with no downsides. In the same vein, if you inadvertently gain teleportitis or equip a cursed [[ring of teleportation]] with no [[scrolls of remove curse]], this amulet will counter them.&lt;br /&gt;
*Finally, this amulet renders you immune to the effects of the two worst mutations (teleportitis and berserkitis) you can possibly draw when you play mutation roulette. So, if you can spare the amulet slot for this very purpose... go ham :)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.18]], the amulet of stasis was removed. The only way to obtain stasis is by being a [[Formicid]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], amulets of stasis would remain unidentified until they successfully prevented or dispelled an effect.&lt;br /&gt;
&lt;br /&gt;
{{amulets}}&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=54215</id>
		<title>Beogh</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=54215"/>
				<updated>2021-04-06T11:39:43Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
[[File:Beogh altar.png]] ''&amp;quot;Drown the unbelievers in a sea of blood!&amp;quot;''&lt;br /&gt;
{{flavour|Beogh is an evil deity, worshipped by the cave orcs native to the dungeon. Only orcs may devote their service to Beogh, and they must prove their devotion with bloodshed. Especially fervent devotees of Beogh will find orcish followers flocking to their banner: it is an age of signs and portents, and the orcs have become increasingly certain that the coming of their Messiah is nigh.&lt;br /&gt;
&lt;br /&gt;
Followers of Beogh can smite their foes, and will even gain orcish followers of their own, who may be blessed by Beogh in battle and can be recalled as needed. Eventually, followers will gain the power to walk on water. Beogh will sometimes directly intervene to save a follower's life.&lt;br /&gt;
&lt;br /&gt;
Beogh likes it when you or your allied orcs kill living beings, you or your allied orcs kill the undead, you or your allied orcs kill demons and you or your allied orcs kill holy beings. Beogh especially likes it when you kill the priests of other religions.&lt;br /&gt;
&lt;br /&gt;
Beogh strongly dislikes it when you perform cannibalism, you attack allied orcs, you desecrate orcish remains or you destroy orcish idols.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Beogh the Brigand''' is a deity worshiped by the [[Orc|cave orc]]s native to the [[Dungeon]]. Only orcs may devote their service to Beogh, and must prove their devotion by bloodshed and sacrifice. Devout followers of Beogh can smite their foes, and especially fervent devotees of Beogh may even gain followers of their own, for the orcs still await their Messiah. There is no [[altar]] to Beogh in the [[Ecumenical Temple]], but [[orc priest]]s, [[orc high priest]]s, and [[Saint Roka]] will offer [[hill orc]] characters the opportunity to convert. Altars to Beogh can often be found in the [[Orcish Mines]].&lt;br /&gt;
&lt;br /&gt;
Beogh is considered an [[Evil#Evil_gods|evil]] god.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Beogh only tolerates [[hill orc]]s as worshipers.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing a living, holy, undead, or demonic creature.&lt;br /&gt;
*You killing a hostile priest.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Regardless of your behavior, you lose on average 1 [[piety]] every 320 turns. If you drop to 0 piety, you'll be excommunicated. You will also lose piety (or incur [[penance]]) for the following:&lt;br /&gt;
*Desecrating orcish remains (using orc corpses for any purpose, like [[Animate Dead]] or [[Animate Skeleton]]).&lt;br /&gt;
*Butchering an orc corpse or cannibalism (eating chunks from orc corpses).&lt;br /&gt;
*Destroying an [[Statue#Inanimate Statues|Orcish Idol]].&lt;br /&gt;
*Attacking an orcish ally. (Be careful if you are confused!)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Messenger&amp;quot;&lt;br /&gt;
*'''Protection from harm''' -  If you receive damage that should kill you, there's a 10 + (Piety/10) % chance to cancel all damage (instead, your Piety is reduced by 20 + 1d20). Unlike with good gods, this protection is canceled if you are under penance.&lt;br /&gt;
*'''Spread experience''' - Each time you gain some experience, Beogh will give an additional half of that amount among the orcish followers in your [[line of sight]]. Those experience points are not taken from those you would be receiving: the player doesn't lose any XP points.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Proselytiser&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Priest&amp;quot;&lt;br /&gt;
*'''Smiting''' - You can [[smite]] any monster in view. In 0.17, Damage at 0 Invocation ranges from 9-12 (avg 10), and linearly scales to 9-72 (avg 40) at 27 Invocation. In 0.16 and before, approximately 40 max damage with 27 invocations; the approximate formula was 6 + 1d(5 + Invocation Skill). This is unavoidable, and cannot be reduced by any factor except [[deep dwarf]] damage shaving. (3 MP, 80-160 Food, 3 Piety)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Missionary&amp;quot;&lt;br /&gt;
*'''Gain orcish followers''' - Non-summoned, shapeshifted, sleeping, confused or paralyzed orcs (even uniques, eg. [[Blork]]) around you may recognize you as their Messiah and turn friendly. The chance depends on your piety and experience level (the higher, the better) and the hit dice of the orc (the lower, the better). Conversions may happen when:&lt;br /&gt;
**A hostile orc notices you for the first time (including because you hit it or cast a spell on it)&lt;br /&gt;
**A hostile orc becomes significantly wounded (best not use poison!)&lt;br /&gt;
**You or one of your allies kill a non-ordinary orc (in this case, the monster will survive the killing blow, unless it was reduced under its max HP in negative). This works best on higher level orcs.&lt;br /&gt;
*'''Bless your orcish followers''' - Beogh may bless one of your followers when it kills an enemy or otherwise gains experience. The chance is 1d(Piety) &amp;gt;= 30, or one at random when ''you'' kill an enemy (10% chance). The blessing has one of the following effects:&lt;br /&gt;
**10%: An ordinary orc becomes an orc priest, otherwise 25% chance to add +1 to their weapon's accuracy, 25% chance to add +1 to their weapon's damage, 50% chance to add +1 to their armour's AC.&lt;br /&gt;
**90%: 50% chance to remove poison, sickness, confusion, rotting, slowing, or exhaustion (if they are so afflicted), otherwise heals 25% of the follower's HP.&lt;br /&gt;
**Beogh may also improve your followers' equipment and gift weapons, armour, and ammo to those who lack them.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Evangelist&amp;quot;&lt;br /&gt;
*'''Recall your orcish followers''' -  You can recall your orcish allies, as per the [[Recall]] spell (but only for orcs): all your orcish followers in the dungeon are teleported close to you over a number of turns. (2 MP, 50-100 Food)&lt;br /&gt;
&lt;br /&gt;
*'''Orc reinforcements''' - If you have no followers on this level and there are no other orcs (including hostile ones) on this level there's 1 in 20 chance that Beogh will give several permanent, friendly orcs to you.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Apostle&amp;quot;&lt;br /&gt;
*'''Walk on water''' -  You can cross [[deep water]] as if it was normal floor. Water walking will never end before reaching land, so you won't drown even if your piety falls too low.&lt;br /&gt;
*'''Give Item to Named Follower''': You have the ability to provide a one-time gift to a named follower of your choice. The gift can only be a weapon, a piece of body armor, or a shield. This will not work for unnamed orc followers, and once they receive a gift, it cannot be relinquished unless they die.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Messiah&amp;quot;&lt;br /&gt;
*'''Resurrection''': Bring a single orc back from the dead, converting them to your cause if they weren't already a follower. You must stand over their dead body, so if the orc didn't leave a corpse they can't be resurrected. Costs 35 piety.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Beogh does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Blasphemers against the word of Beogh find themselves confronted with direct and physical opposition. Those who still worship Beogh find their followers regularly deserting them; they, and others, are further assaulted by waves of orcish warriors. When working through intermediaries fails, Beogh hurls dancing electric weapons at offenders, or simply smites them - and when smiting true sinners, Beogh has a heavy hand indeed!}}&lt;br /&gt;
&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*25%: Beogh smites you, potentially dealing very significant damage. If you are worshiping another god at this point, there is a piety/4 % chance that the new god will protect you from this.&lt;br /&gt;
*13%: [[Durable summon|Durably summons]] 1d2 hostile [[dancing weapon]]s. These weapon will be +1d3-1/+1d3-1 and [[brand]]ed with [[electrocution]]. They will vanish when defeated.&lt;br /&gt;
*25%: Followers around you have a chance to turn hostile (only if you're still a follower of Beogh).&lt;br /&gt;
*37% (62% if you changed religion): Sends forth an army of [[durably summoned]] orcs, led by a stronger, occasionally named orc, whose type depends on your experience level.&lt;br /&gt;
&lt;br /&gt;
Note: in 0.27 (trunk 6th of April), Beogh is no longer annoyed if you cause the death of an Orc sent as reinforcement. This makes the use of a [[Condenser vane]], [[Scroll of immolation]] and other lasting area-of-effect things much safer to use.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Your orc recall ability tends to recall your strongest orcs first, gradually followed by your weaker orcs. You can effectively use this to summon a small band of elite reinforcements and quickly cancel the recall through the abilities menu, saving the fodder for particularly dangerous battles.&lt;br /&gt;
*Conversely, you can also use the recall ability to stash your Orcish Warlords on another level and leave the EXP from killing monsters for your lower-tier recruits. Example: You want to level your basic Orcs on D:15. Go up to a (fully cleared!!) D:14 and recall ALL your orcs, right on the stairs to D:15. Then go up to D:13 and recall until the Warlords (and Knights) have arrived. Now cancel the recall on D:13, go back down to D:14 and tell your basic Orcs to follow you to D:15.&lt;br /&gt;
*Try to fight in open areas when possible so your troops can reach the enemy.  Move toward enemies at an angle that ensures ranged attacks directed against you won't hit your followers behind you.  If you are exploring a level with a lot of tunnels, leave most of your followers on the previous level; you don't want your orcs to be standing in a conga line behind you, picking their noses, while getting blasted with lightning bolts.&lt;br /&gt;
*You should also consider leaving most of your followers behind when engaging enemies with powerful AoE attacks.  If you have a lot of orcs in a bad spot, you can move to the side and recall them to at least shuffle their positions.&lt;br /&gt;
*Hang on to any particularly powerful randarts that you may find, as they are potentially very useful gifts for your stronger followers. Remember that you can only ever gift one item, and that item can only be obtained again by picking it off your dead follower's corpse!&lt;br /&gt;
*Since you can only give one item to each follower, you should choose something that complements the equipment they already have.  An orc with a good two-handed weapon should be given armour. An orc with good armour should be given a two-handed weapon.  An orc with a good one-handed weapon and good armour should be given the biggest shield you can find.  For wizards and priests, prioritize armour or a shield, since their physical attacks are less important.&lt;br /&gt;
*Prioritize [[reaching]] weapons for your followers.  This will help compensate for the fact that you (or another orc) will usually be standing in front of them.&lt;br /&gt;
*Strangely enough, Beogh greatly appreciates it when you kill hostile orc priests. Take advantage of this for piety.&lt;br /&gt;
*Since conversions happen based on piety and XL, Beogh worshippers may want to delay clearing the [[Orcish Mines]] until they have maxed out their piety and gained some experience.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In very ancient versions of ''Crawl'', comments in the code referring to orc priest smiting stated that they were channeling the wrath of B.O.G. (Brian's Orc God). This eventually evolved into the name, &amp;quot;Beogh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], Beogh increased the benefits of armour and shields. Also, Water Walking would end immediately if piety dropped below 120, killing the character if over deep water or lava at the time the effect ended.&lt;br /&gt;
*Prior to [[0.18]], Beogh did not have the ability to resurrect orcs. Instead, Beogh rewarded the player for &amp;quot;blessing&amp;quot; (i.e. sacrificing) the corpses of fallen orcs. Also, the [[Orcish Mines]] had four easier levels with more low-level orcs but fewer strong orcs like [[orc knight]]s or [[orc warrior]]s.&lt;br /&gt;
*Prior to [[0.15]], players could not gift equipment to followers, and Beogh did not gift random gear to followers with empty equipment slots.&lt;br /&gt;
*Prior to [[0.14]], orcish versions of gear existed, and Beogh only granted bonuses for wearing orcish armour (as well as wielding orcish melee weapons).&lt;br /&gt;
*Prior to [[0.13]], hill orc [[priest]]s started with this religion.&lt;br /&gt;
*Prior to [[0.12]], recalling orcish followers did not have any delay, but it was not able to recall orcish followers from other levels. Shared experience was added in 0.12.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Evil Gods]]&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=54214</id>
		<title>Beogh</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=54214"/>
				<updated>2021-04-06T11:27:29Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: Noticed a change in Beogh's wrath on damaging allies in trunk 0.27.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
[[File:Beogh altar.png]] ''&amp;quot;Drown the unbelievers in a sea of blood!&amp;quot;''&lt;br /&gt;
{{flavour|Beogh is an evil deity, worshipped by the cave orcs native to the dungeon. Only orcs may devote their service to Beogh, and they must prove their devotion with bloodshed. Especially fervent devotees of Beogh will find orcish followers flocking to their banner: it is an age of signs and portents, and the orcs have become increasingly certain that the coming of their Messiah is nigh.&lt;br /&gt;
&lt;br /&gt;
Followers of Beogh can smite their foes, and will even gain orcish followers of their own, who may be blessed by Beogh in battle and can be recalled as needed. Eventually, followers will gain the power to walk on water. Beogh will sometimes directly intervene to save a follower's life.&lt;br /&gt;
&lt;br /&gt;
Beogh likes it when you or your allied orcs kill living beings, you or your allied orcs kill the undead, you or your allied orcs kill demons and you or your allied orcs kill holy beings. Beogh especially likes it when you kill the priests of other religions.&lt;br /&gt;
&lt;br /&gt;
Beogh strongly dislikes it when you perform cannibalism, you attack allied orcs, you desecrate orcish remains or you destroy orcish idols.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Beogh the Brigand''' is a deity worshiped by the [[Orc|cave orc]]s native to the [[Dungeon]]. Only orcs may devote their service to Beogh, and must prove their devotion by bloodshed and sacrifice. Devout followers of Beogh can smite their foes, and especially fervent devotees of Beogh may even gain followers of their own, for the orcs still await their Messiah. There is no [[altar]] to Beogh in the [[Ecumenical Temple]], but [[orc priest]]s, [[orc high priest]]s, and [[Saint Roka]] will offer [[hill orc]] characters the opportunity to convert. Altars to Beogh can often be found in the [[Orcish Mines]].&lt;br /&gt;
&lt;br /&gt;
Beogh is considered an [[Evil#Evil_gods|evil]] god.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Beogh only tolerates [[hill orc]]s as worshipers.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing a living, holy, undead, or demonic creature.&lt;br /&gt;
*You killing a hostile priest.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Regardless of your behavior, you lose on average 1 [[piety]] every 320 turns. If you drop to 0 piety, you'll be excommunicated. You will also lose piety (or incur [[penance]]) for the following:&lt;br /&gt;
*Desecrating orcish remains (using orc corpses for any purpose, like [[Animate Dead]] or [[Animate Skeleton]]).&lt;br /&gt;
*Butchering an orc corpse or cannibalism (eating chunks from orc corpses).&lt;br /&gt;
*Destroying an [[Statue#Inanimate Statues|Orcish Idol]].&lt;br /&gt;
*Attacking an orcish ally. (Be careful if you are confused!)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Messenger&amp;quot;&lt;br /&gt;
*'''Protection from harm''' -  If you receive damage that should kill you, there's a 10 + (Piety/10) % chance to cancel all damage (instead, your Piety is reduced by 20 + 1d20). Unlike with good gods, this protection is canceled if you are under penance.&lt;br /&gt;
*'''Spread experience''' - Each time you gain some experience, Beogh will give an additional half of that amount among the orcish followers in your [[line of sight]]. Those experience points are not taken from those you would be receiving: the player doesn't lose any XP points.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Proselytiser&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Priest&amp;quot;&lt;br /&gt;
*'''Smiting''' - You can [[smite]] any monster in view. In 0.17, Damage at 0 Invocation ranges from 9-12 (avg 10), and linearly scales to 9-72 (avg 40) at 27 Invocation. In 0.16 and before, approximately 40 max damage with 27 invocations; the approximate formula was 6 + 1d(5 + Invocation Skill). This is unavoidable, and cannot be reduced by any factor except [[deep dwarf]] damage shaving. (3 MP, 80-160 Food, 3 Piety)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Missionary&amp;quot;&lt;br /&gt;
*'''Gain orcish followers''' - Non-summoned, shapeshifted, sleeping, confused or paralyzed orcs (even uniques, eg. [[Blork]]) around you may recognize you as their Messiah and turn friendly. The chance depends on your piety and experience level (the higher, the better) and the hit dice of the orc (the lower, the better). Conversions may happen when:&lt;br /&gt;
**A hostile orc notices you for the first time (including because you hit it or cast a spell on it)&lt;br /&gt;
**A hostile orc becomes significantly wounded (best not use poison!)&lt;br /&gt;
**You or one of your allies kill a non-ordinary orc (in this case, the monster will survive the killing blow, unless it was reduced under its max HP in negative). This works best on higher level orcs.&lt;br /&gt;
*'''Bless your orcish followers''' - Beogh may bless one of your followers when it kills an enemy or otherwise gains experience. The chance is 1d(Piety) &amp;gt;= 30, or one at random when ''you'' kill an enemy (10% chance). The blessing has one of the following effects:&lt;br /&gt;
**10%: An ordinary orc becomes an orc priest, otherwise 25% chance to add +1 to their weapon's accuracy, 25% chance to add +1 to their weapon's damage, 50% chance to add +1 to their armour's AC.&lt;br /&gt;
**90%: 50% chance to remove poison, sickness, confusion, rotting, slowing, or exhaustion (if they are so afflicted), otherwise heals 25% of the follower's HP.&lt;br /&gt;
**Beogh may also improve your followers' equipment and gift weapons, armour, and ammo to those who lack them.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Evangelist&amp;quot;&lt;br /&gt;
*'''Recall your orcish followers''' -  You can recall your orcish allies, as per the [[Recall]] spell (but only for orcs): all your orcish followers in the dungeon are teleported close to you over a number of turns. (2 MP, 50-100 Food)&lt;br /&gt;
&lt;br /&gt;
*'''Orc reinforcements''' - If you have no followers on this level and there are no other orcs (including hostile ones) on this level there's 1 in 20 chance that Beogh will give several permanent, friendly orcs to you.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Apostle&amp;quot;&lt;br /&gt;
*'''Walk on water''' -  You can cross [[deep water]] as if it was normal floor. Water walking will never end before reaching land, so you won't drown even if your piety falls too low.&lt;br /&gt;
*'''Give Item to Named Follower''': You have the ability to provide a one-time gift to a named follower of your choice. The gift can only be a weapon, a piece of body armor, or a shield. This will not work for unnamed orc followers, and once they receive a gift, it cannot be relinquished unless they die.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Messiah&amp;quot;&lt;br /&gt;
*'''Resurrection''': Bring a single orc back from the dead, converting them to your cause if they weren't already a follower. You must stand over their dead body, so if the orc didn't leave a corpse they can't be resurrected. Costs 35 piety.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Beogh does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Blasphemers against the word of Beogh find themselves confronted with direct and physical opposition. Those who still worship Beogh find their followers regularly deserting them; they, and others, are further assaulted by waves of orcish warriors. When working through intermediaries fails, Beogh hurls dancing electric weapons at offenders, or simply smites them - and when smiting true sinners, Beogh has a heavy hand indeed!}}&lt;br /&gt;
&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*25%: Beogh smites you, potentially dealing very significant damage. If you are worshiping another god at this point, there is a piety/4 % chance that the new god will protect you from this.&lt;br /&gt;
*13%: [[Durable summon|Durably summons]] 1d2 hostile [[dancing weapon]]s. These weapon will be +1d3-1/+1d3-1 and [[brand]]ed with [[electrocution]]. They will vanish when defeated.&lt;br /&gt;
*25%: Followers around you have a chance to turn hostile (only if you're still a follower of Beogh).&lt;br /&gt;
*37% (62% if you changed religion): Sends forth an army of [[durably summoned]] orcs, led by a stronger, occasionally named orc, whose type depends on your experience level.&lt;br /&gt;
&lt;br /&gt;
Note: in 0.27 (trunk 6th of April), Beogh is no longer annoyed if you cause the death of an Orc sent as reinforcement. This makes the use of a [[Condenser vane]], [[Scroll of immolation]] and other lasting area-of-effect things much safer to use.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Your orc recall ability tends to recall your strongest orcs first, gradually followed by your weaker orcs. You can effectively use this to summon a small band of elite reinforcements and quickly cancel the recall through the abilities menu, saving the fodder for particularly dangerous battles.&lt;br /&gt;
*Try to fight in open areas when possible so your troops can reach the enemy.  Move toward enemies at an angle that ensures ranged attacks directed against you won't hit your followers behind you.  If you are exploring a level with a lot of tunnels, leave most of your followers on the previous level; you don't want your orcs to be standing in a conga line behind you, picking their noses, while getting blasted with lightning bolts.&lt;br /&gt;
*You should also consider leaving most of your followers behind when engaging enemies with powerful AoE attacks.  If you have a lot of orcs in a bad spot, you can move to the side and recall them to at least shuffle their positions.&lt;br /&gt;
*Hang on to any particularly powerful randarts that you may find, as they are potentially very useful gifts for your stronger followers. Remember that you can only ever gift one item, and that item can only be obtained again by picking it off your dead follower's corpse!&lt;br /&gt;
*Since you can only give one item to each follower, you should choose something that complements the equipment they already have.  An orc with a good two-handed weapon should be given armour. An orc with good armour should be given a two-handed weapon.  An orc with a good one-handed weapon and good armour should be given the biggest shield you can find.  For wizards and priests, prioritize armour or a shield, since their physical attacks are less important.&lt;br /&gt;
*Prioritize [[reaching]] weapons for your followers.  This will help compensate for the fact that you (or another orc) will usually be standing in front of them.&lt;br /&gt;
*Strangely enough, Beogh greatly appreciates it when you kill hostile orc priests. Take advantage of this for piety.&lt;br /&gt;
*Since conversions happen based on piety and XL, Beogh worshippers may want to delay clearing the [[Orcish Mines]] until they have maxed out their piety and gained some experience.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In very ancient versions of ''Crawl'', comments in the code referring to orc priest smiting stated that they were channeling the wrath of B.O.G. (Brian's Orc God). This eventually evolved into the name, &amp;quot;Beogh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], Beogh increased the benefits of armour and shields. Also, Water Walking would end immediately if piety dropped below 120, killing the character if over deep water or lava at the time the effect ended.&lt;br /&gt;
*Prior to [[0.18]], Beogh did not have the ability to resurrect orcs. Instead, Beogh rewarded the player for &amp;quot;blessing&amp;quot; (i.e. sacrificing) the corpses of fallen orcs. Also, the [[Orcish Mines]] had four easier levels with more low-level orcs but fewer strong orcs like [[orc knight]]s or [[orc warrior]]s.&lt;br /&gt;
*Prior to [[0.15]], players could not gift equipment to followers, and Beogh did not gift random gear to followers with empty equipment slots.&lt;br /&gt;
*Prior to [[0.14]], orcish versions of gear existed, and Beogh only granted bonuses for wearing orcish armour (as well as wielding orcish melee weapons).&lt;br /&gt;
*Prior to [[0.13]], hill orc [[priest]]s started with this religion.&lt;br /&gt;
*Prior to [[0.12]], recalling orcish followers did not have any delay, but it was not able to recall orcish followers from other levels. Shared experience was added in 0.12.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Evil Gods]]&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mutagenic_fog&amp;diff=54095</id>
		<title>Mutagenic fog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mutagenic_fog&amp;diff=54095"/>
				<updated>2021-02-06T19:41:41Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
'''Mutagenic fog''' is a dangerous kind of [[cloud]], a condensed form of [[magical contamination]]. Ending a turn standing within a mutagenic fog cloud will give your character a large dose of contamination, quickly reaching dangerous levels if you spend significant amounts of time in one. Monsters will [[polymorph]] instead, occasionally becoming a higher [[HD]] creature than they were before.&lt;br /&gt;
&lt;br /&gt;
Mutagenic fog is thankfully very rare, usually found in [[vault]]s in [[the Abyss]] and [[Cigotuvi's Fleshworks]] or emitted if you worship [[Xom]] and he thinks this place needs a bit more athmosphere.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], mutagenic fog inflicted [[bad mutation]]s on the player each turn, rather than giving them magical contamination.&lt;br /&gt;
&lt;br /&gt;
Mutagenic fog was added in [[0.8]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Features]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Malmutate&amp;diff=54079</id>
		<title>Malmutate</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Malmutate&amp;diff=54079"/>
				<updated>2021-02-03T12:07:27Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{flavour|Bestows a mutation on a target. The mutation is almost always harmful. It cannot affect artificial beings, and the undead will decompose if affected.}}&lt;br /&gt;
'''Malmutate''' is a level 6 [[Transmutation]]/[[Hexes]] monsters-only spell which attempts to mutate its target. If Malmutate is used on a player, there is an 80% chance that it will cause a [[bad mutation]] and a 20% chance it will cause a [[random mutation]]. Magic resistance is useless against this, but [[mutation resistance]] functions normally.&lt;br /&gt;
&lt;br /&gt;
When used on a monster, the victim gets the Wretched enchantment, unless the monster is an [[abomination]] or an [[ugly thing]]. This enchantment has the following effects:&lt;br /&gt;
* -8 [[AC]]&lt;br /&gt;
* -25% [[HD]]&lt;br /&gt;
&lt;br /&gt;
Abominations change their tile and ugly things change colour instead of the aforementioned effects.&lt;br /&gt;
&lt;br /&gt;
[[Undead]] and [[nonliving]] monsters are immune. Undead characters are immune from mutations, but they will decompose and take [[stat]] damage.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
Players can inflict similar effects with the [[Irradiate]] spell or the [[Plutonium Sword]]. [[Wretched star]]s and [[corrupter]]s can also cause temporary bad mutations, which will gradually disappear as the player gains experience.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Malmutate is a [[line of sight]]-targeted spell, rather than smite-targeted. If you do not have [[mutation resistance]], do your best to take cover until you can either get away or kill the caster. Any method of breaking line of effect will work -- [[teleport]]ing away, reading a [[scroll of fog]], ducking around a corner, ducking behind [[summon]]s, ducking behind other monsters... As long as the caster cannot target you, your genetics are safe.&lt;br /&gt;
**Summoning spells are particularly effective for blocking Malmutate. Either you'll get one or more meat shields who can either help you take the monster down or keep them busy so you can get away (depending on the situation), or you might get a [[nameless horror]] -- which, while still quite dangerous, can block Malmutate long enough for you to reach a staircase.&lt;br /&gt;
**Alternatively, just cast [[Necromutation]] if you are capable of doing so. Your stats might take a hit, but that will fix itself as you continue to explore and fight.&lt;br /&gt;
*Your best method of dealing with Malmutate is generally going to be either killing the monster in question as quickly as possible or not dealing with them in the first place. If you can snipe them from behind cover with smite-targeted or piercing attacks, by all means do so, but otherwise, make Malmutators your first priority.&lt;br /&gt;
**Fortunately, neqoxecs and shining eyes are fairly fragile. Cacodemons make difficult opponents but are manageable enough if you're ready for traveling around where they appear, and orbs of fire are so incredibly dangerous that it's already worth hitting them with everything you have.&lt;br /&gt;
**Even more fortunately, neqoxecs cannot see invisible. Especially reliable evocable sources of invisibility provide great utility here. &lt;br /&gt;
*If you ''do'' end up taking some mutations, it's usually not immediately lethal. If you have any [[potions of mutation]] saved up, those have a decent chance of fixing your problems (though they might leave you with a set of new ones).&lt;br /&gt;
**Resistance to mutation will also work a quaffed potion of mutation. If you have a source of rMut and do not want to roll the dice, equip it before drinking the potion and it will mostly only remove your existing muts.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This spell was added in [[0.12]], replacing the monster version of [[Polymorph Other]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Staff_of_Olgreb&amp;diff=54065</id>
		<title>Staff of Olgreb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Staff_of_Olgreb&amp;diff=54065"/>
				<updated>2021-02-02T11:24:59Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Desirability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version026}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Magical staves&lt;br /&gt;
 |name=staff of Olgreb&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=15&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A staff which was once wielded by the mighty wizard Olgreb. It increases the power of its wielder's poison magic, grants immunity to poison, and can be evoked to activate its own venomous spells with strength depending on Evocations skill. If the wielder is skilled in Evocations, they can inflict poison damage on those struck by it, even piercing through poison resistance.}}&lt;br /&gt;
&lt;br /&gt;
The '''+9 staff of Olgreb''' is an [[artefact]] [[magical staff]] which aids in the casting of [[Poison Magic]], much like a [[staff of poison]] does. Any poison spell cast while wielding the staff of Olgreb will gain a boost to [[spell power]], usually causing it to deal more damage and/or last longer (the specific impact of this, if any, depends on the spell).&lt;br /&gt;
&lt;br /&gt;
Additionally, the wielder is rendered immune to poisons while holding the staff. This is one of the few ways one can obtain poison immunity, besides casting [[Necromutation]] or starting as an [[undead]] or [[Gargoyle]].&lt;br /&gt;
&lt;br /&gt;
The staff can be used in melee combat, functioning as a +9 [[staff]]. You can improve your combat performance with this weapon by training [[Fighting]] and [[Staves]]. It has a chance to deal resistance-piercing poison damage based on [[Evocations]]:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Activation Rate''': Evocations × 10%&amp;lt;br&amp;gt;'''Extra Damage''': 1d(Evocations × 1.875) - 1&amp;lt;br&amp;gt;30% of this damage is irresistible.&amp;lt;br&amp;gt;The target will be poisoned. This effect ignores [[poison resistance]].}}&lt;br /&gt;
&lt;br /&gt;
You can also evoke it to cast [[Olgreb's Toxic Radiance]].&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''OTR Success Rate''': (1 + [[Evocations]]) × 16.6% (100% at 5 Evocations)&amp;lt;br&amp;gt;'''Spell Power''': (1 + Evocations) × 5&amp;lt;br&amp;gt;'''Cost''': 4 [[MP]], 50 [[food]]}}&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
If you plan on using lots of [[Poison Magic]], this is an excellent item to find. Not only will it enhance your poisonous spells, the extra damage and high chance to poison can come in handy for fighting some of the nastier poison-resistant enemies. It's far superior to a plain [[staff of poison]].&lt;br /&gt;
&lt;br /&gt;
Even if you don't want to use poison magic much, you may still wish to train a little Evocations to take advantage of the evocable ability. While ineffective against anything poison-resistant, it is extremely useful against large groups of enemies, especially swarms of [[list of arthropods|insects or spiders]]. Additionally, the poison immunity granted by the staff can be extremely helpful in surviving places like the [[Spider's Nest]] or [[Snake Pit]].&lt;br /&gt;
&lt;br /&gt;
The staff will occasionally spawn in a special [[vault]] full of assorted poisonous enemies ([[list of arthropods|ants, bees,]] and [[list of snakes|snakes]]). This can be an excellent find early on, though attempting to reach the staff at the end without already having a source of poison resistance can be risky. [[Frozen Ramparts]] really helps you in there, since none of the ants, snakes and bees are resistant and it will quickly dispatch them.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.25]], the Staff of Olgreb had a chance to cast [[Venom Bolt]] as well as Olgreb's Toxic Radiance when evoked, and only had a resistance-piercing chance to poison instead of dealing additional poison damage.&lt;br /&gt;
*Prior to [[0.19]], its enchantment level was based on your skill with [[Poison Magic]] (Poison Magic/3).&lt;br /&gt;
*Prior to [[0.14]], it only granted poison resistance instead of complete immunity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Staves]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Pandemonium&amp;diff=54013</id>
		<title>Pandemonium</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Pandemonium&amp;diff=54013"/>
				<updated>2021-01-20T18:09:46Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* The Demonic Rune */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
{{flavour|Pandemonium is an infinite realm of pain and suffering. While you can find a good deal of loot there, all these treasures are guarded by demons and even crueller demon lords. Many a hero, confusing confidence with megalomania, has died screaming in the barrage of torment and hellfire.&lt;br /&gt;
&lt;br /&gt;
Pandemonium is endless. Portals there are found abundantly in the deeper parts of the main dungeon. Note that getting back might be more difficult.&lt;br /&gt;
&lt;br /&gt;
No fewer than five runes can be found in Pandemonium:&lt;br /&gt;
&lt;br /&gt;
• a fiery rune in the well-heated realm of Cerebov&lt;br /&gt;
&lt;br /&gt;
• a glowing rune in the contaminated domain of Mnoleg&lt;br /&gt;
&lt;br /&gt;
• a magical rune guarded by the arcane powers of Lom Lobon and his minions&lt;br /&gt;
&lt;br /&gt;
• a dark rune in the shadowy abode of Gloorx Vloq&lt;br /&gt;
&lt;br /&gt;
• a demonic rune, owned by a less famous lord&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This gate leads to the endless halls of Pandemonium. Tales about successful lootings of these netherworlds are rare. Even the strongest and most experienced characters can die there. On the other hand, these halls contain several runes and lots of valuable items. It is much easier to get in than to get out.}}&lt;br /&gt;
&lt;br /&gt;
'''Pandemonium''' (or '''Pan''') is an infinite demonic realm, populated by all manner of [[demon]]s and randomly littered with any kind of treasure imaginable. One of the final [[branch]]es of the game to explore (and a purely optional one), it contains endless treasure and experience, and five [[runes of Zot]]:&lt;br /&gt;
&lt;br /&gt;
[[File:Demonic rune 1.png]]The demonic rune, lost somewhere in the endless halls of Pandemonium.&lt;br /&gt;
&lt;br /&gt;
[[File:Fiery rune.png]]The fiery rune, guarded by [[Cerebov]].&lt;br /&gt;
&lt;br /&gt;
[[File:Glowing rune.png]]The glowing rune, guarded by [[Mnoleg]].&lt;br /&gt;
&lt;br /&gt;
[[File:Magical rune.png]]The magical rune, guarded by [[Lom Lobon]].&lt;br /&gt;
&lt;br /&gt;
[[File:Dark rune.png]]The dark rune, guarded by [[Gloorx Vloq]].&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Like [[the Abyss]], Pandemonium is an infinite space containing endless opponents and loot, and you may explore it for as long as you like. However, unlike the Abyss, Pandemonium is comprised of individual, randomly generated realms, rather than an unmappable and limitless plain. Each realm is the size of an ordinary Dungeon floor, can come in a wide variety of layouts, usually contains one [[Pandemonium lord]] [[vault]], and may contain a rune of Zot. In fact, the only items guaranteed not to generate here are [[unrandart]]s; apart from the [[sword of Cerebov]], no unrand will ever generate in Pandemonium.&lt;br /&gt;
&lt;br /&gt;
You may enter Pandemonium through any Pandemonium entry portal, which can generate on [[Depths]]:1-5. Traveling from one realm of Pandemonium to the next can be accomplished through a transit portal, several of which can be found on each floor. Bear in mind that once you leave a particular realm, you will ''never'' be able to return to it again, potentially resulting in the permanent loss of runes of Zot. Exiting Pandemonium can be accomplished through either an exit portal, or by instead entering a portal to [[the Abyss]]. Actual exit portals are very rare, but they most commonly show up inside of a Pandemonium lord's vault, and each Pandemonium rune you collect increases the odds of finding an exit. Abyss portals are somewhat more common, but do require you to then escape the Abyss in order to return to the Dungeon. Note that self-[[banish]]ing via a [[distortion]] weapon is not an actual way out: after banishment, using the Abyssal escape portal simply returns you to the Pandemonium realm on which you were banished.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! '''Entry''' || '''Transit''' || '''Exit''' || '''Abyss'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pandemonium entry.png]] || [[File:Pandemonium transit.png]] || [[File:Pandemonium exit.png]] || [[File:Abyss entry.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Be aware that each time you travel to a new realm in Pandemonium, you will be placed at an entirely random point. There is no guarantee that another portal will be anywhere near where you enter, or that you won't be dumped in the middle of a horde of powerful demons. If your character knows any buff spells, it is a good idea to cast them before entering any portal.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
Any given realm of Pandemonium is capable of throwing almost any [[demon]] above tier-4 at you, but each realm is inhabited by only a fraction of the possible demons you can encounter. This means that you will be encountering tier-1 and -2 demons as a regular occurence; don't even consider entering Pandemonium unless you are comfortable with this. Also, there are a wide variety of [[list of demonspawn|demonspawn]] opponents here, each of which has a unique type and occupation, much like the [[list of draconians|draconians]] of [[the Realm of Zot]]. Although less of a threat than the most dangerous demons, their abilities can range from aggravating to devastating, and they tend to appear in swarms. See [[list of demonspawn|this article]] for further details.&lt;br /&gt;
&lt;br /&gt;
More dangerous than the demonspawn, [[hell sentinel]]s, and [[fiend]]s, however, are the [[Pandemonium lord]]s. These are essentially randomly generated [[unique]]s, each of which has its own resistances, attack brand, and spell set. They also tend to generate along with a very large horde of demons appropriate to the floor, making it a fairly common occurrence to come across multiple sources of [[torment]], heavy elemental damage, and a powerful [[unique]] all at once. Always e[[x]]amine a Pandemonium lord before engaging it in combat, and always act carefully; there's a chance that it'll be a pushover, but it's just as likely to be one of the deadliest opponents in the game.&lt;br /&gt;
&lt;br /&gt;
==The Runes==&lt;br /&gt;
Although players can conceivably acquire unlimited [[experience]] and treasure by farming Pandemonium realms endlessly, doing so serves little purpose; it is dangerous enough that most players capable of handling it already have all they need to clear the rest of the game. Searching for [[potions of mutation]] or items to open a [[treasure trove]] may be rewarding, but bear in mind that there are plenty of sources of [[bad mutations]] here as well. The main reason for anyone to enter Pandemonium is to retrieve its five runes of Zot.&lt;br /&gt;
&lt;br /&gt;
====The Demonic Rune====&lt;br /&gt;
While exploring random Pandemonium realms, the demonic rune of Zot will occasionally generate lying on the ground within the vault of a [[Pandemonium lord]]. This means you will always have to deal with a powerful horde of demons to get it (or at least to [[Apportation|apport]] it and run). Not all Pandemonium lords will have it in their lair though; there is an 11.1% chance that any normal vault will contain it, and a 100% chance for five particular vaults:&lt;br /&gt;
*'''Hellion Island''' - A square of terrain, surrounded by lava, populated by dozens of [[hellfire]]-flinging [[hellion]]s, all led by a single Pandemonium lord. ''Extremely dangerous'': one false move and you receive 5-8 hellfire bursts. Always be wary of lava pools as an indicator of this level.&lt;br /&gt;
*'''Eyes of Draining''' - Eight carefully spaced [[eyes of draining]], locked away behind [[grate]]s, will devastate your [[MP]] as you deal with a Pandemonium lord and its cohorts. The rune is locked away in a ninth cage in the center.&lt;br /&gt;
*'''Smiting''' - A hallway lined with [[smoke demon]]s, locked away behind grates. These will smite you repeatedly as you deal with the horde inside.&lt;br /&gt;
*'''Frozen Over''' - An open area filled with multiple [[blizzard demon]]s, with an [[ice statue]] in the middle sitting on top of the rune. The statue is surrounded by [[deep water]], preventing easy access. Expect heavy [[cold]], [[electricity]], and [[Airstrike]] damage.&lt;br /&gt;
*'''[[Pandemonium#The Shining One's Fortress|The Shining One's Fortress]]''' - see the section below.&lt;br /&gt;
&lt;br /&gt;
Once you have acquired the demonic rune, the rune will never appear again. These five special levels will still show up - so you can find yourself on Hellion Island long after you collected the demonic rune. If you fail to acquire it in a given realm before leaving, however, it will still appear in a future realm.&lt;br /&gt;
&lt;br /&gt;
===Unique Realms===&lt;br /&gt;
Along with the endless random realms of Pandemonium, traveling from realm to realm will eventually bring you to four unique realms, each of which is ruled over by a [[unique]] Pandemonium lord. Upon entering one of these, you will receive a message declaring whose realm you've entered. You can only enter each of these realms once per game; once you've left these realms, they are forever lost to you, taking any unclaimed runes with them. As such, it is best to delay entering Pandemonium until you are confident in your ability to take on all four challenges.&lt;br /&gt;
&lt;br /&gt;
In addition to specific messages that appear in a Pandemonium realm with a unique rune, you will be prompted with the following message if you attempt to leave a unique realm before acquiring the rune, further reducing the risk of missing it:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|An item of great power still resides in this realm, and once you leave you can never return. Are you sure you want to leave?}}&lt;br /&gt;
&lt;br /&gt;
It is entirely possible to steal these runes without killing the unique Pandemonium lords which guard them. Clever use of fast movement speed, [[scrolls of magic mapping]], [[Lee's Rapid Deconstruction]], [[Shatter]], and [[Apportation]] can allow you to snag the rune quickly and (relatively) safely. However, be aware that the respective Pandemonium lord will reappear and chase you down on later floors, unless and until it is slain. Similarly, failure to kill a unique Pandemonium lord whose rune you've stolen will add that lord to the list of enemies which may attack you during your [[ascension]].&lt;br /&gt;
&lt;br /&gt;
====The Fiery Rune: Cerebov's Realm====&lt;br /&gt;
{{crawlquote|Searing heat pours from the floors and walls of this place. The mighty Pandemonium lord Cerebov resides here.}}&lt;br /&gt;
&lt;br /&gt;
The fiery rune of Zot is guarded by [[Cerebov]], a powerful giant and master of [[Fire Magic]]. Its realm is primarily made up of long narrow hallways which intersect with small rectangular chambers, but roughly half of the map will consist of a massive metal fortress. Fully exploring the fortress will reveal several small treasure chambers, and killing Cerebov will reward you with the [[sword of Cerebov]]. Max out your [[fire]] resistance, and see the [[Cerebov]] article for further advice.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in Cerebov's realm:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orange demon}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Red devil}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Efreet}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Sun demon}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Balrug}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Brimstone fiend}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Cerebov}}.&lt;br /&gt;
&lt;br /&gt;
====The Glowing Rune: Mnoleg's Realm====&lt;br /&gt;
{{crawlquote|The air here is shimmering with an eerie glow. The mighty Pandemonium lord Mnoleg resides here.}}&lt;br /&gt;
&lt;br /&gt;
The glowing rune of Zot is guarded by [[Mnoleg]], a chaotic jester who delights in [[mutation|mutating]] its foes. Mnoleg's realm offers wide hallways and occasional [[door]]s, while its vault is made up of several wide diagonally crossing hallways. Apart from the rune, there is no guaranteed treasure to be found here. Breaking line of sight from monsters with [[Malmutate]] is difficult due to [[Cacodemon|Cacodemons's]] [[Dig]] spell. Bring [[Potion of mutation|potions of mutation]] to remove any particularly bad mutations and see the [[Mnoleg]] article for further advice.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in Mnoleg's realm:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Hellwing}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ugly thing}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Large abomination}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Tentacled monstrosity}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Chaos spawn}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Neqoxec}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Cacodemon}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Mnoleg}}.&lt;br /&gt;
&lt;br /&gt;
====The Magical Rune: Lom Lobon's Realm====&lt;br /&gt;
{{crawlquote|You sense a powerful magical presence. It is not pleased. The mighty Pandemonium lord Lom Lobon resides here.}}&lt;br /&gt;
&lt;br /&gt;
The magical rune of Zot is guarded by [[Lom Lobon]], a powerful archmage demon who can inflict devastating amounts of [[electricity]] and [[cold]] damage. The realm is made up of crossing vertical and horizontal hallways and small chambers, while the rune vault is a massive green crystal structure, much of which is submerged in [[deep water]]. Both Lom Lobon and the rune reside in the large chamber in the center of this structure. Apart from the rune, there is no guaranteed treasure to be found here. Bring some [[electricity]], [[poison]], [[cold]], and [[magic resistance]], and see the [[Lom Lobon]] article for further advice.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in Lom Lobon's realm:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Wizard (monster)}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Deep elf annihilator}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Draconian annihilator}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Hellwing}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Rakshasa}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Blizzard demon}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Green death}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Lom Lobon}}.&lt;br /&gt;
&lt;br /&gt;
====The Dark Rune: Gloorx Vloq's Realm====&lt;br /&gt;
{{crawlquote|Shadowy figures dance across your vision. The mighty Pandemonium lord Gloorx Vloq resides here.}}&lt;br /&gt;
The dark rune of Zot is guarded by [[Gloorx Vloq]], a hooded demon with spectacular speed and access to all manner of devastating [[Necromancy]]. The floor is filled with open chambers and wide hallways, while Gloorx Vloq's vault is a large chamber filled with pillars, Executioners, and a back chamber containing the rune. Apart from the rune, there is no guaranteed treasure here. See the [[Gloorx Vloq]] article for further advice.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in Gloorx Vloq's realm:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Demonic crawler}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Shadow wraith}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Soul eater}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Executioner}}.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Gloorx Vloq}}.&lt;br /&gt;
&lt;br /&gt;
====The Shining One's Fortress====&lt;br /&gt;
[[File:PanAngels018.png|Agelic Fortress minimap]]&lt;br /&gt;
{{crawlquote|The tension of great conflict fills the air!}}&lt;br /&gt;
Along with the four unique panlord realms, you may come across this realm in your travels. Populated only with [[:Category:Holy holiness|holy]] opponents, [[the Shining One]]'s Fortress contains significant amounts of treasure, three exit portals located in a corner far from where you spawn, and the demonic rune of Zot (if you haven't found it yet elsewhere). [[Undead]] and [[demonspawn]] characters should proceed with extreme caution. The rune can be found in the treasure vault at the center of the fortress, guarded by the [[seraph]] and his allies.&lt;br /&gt;
&lt;br /&gt;
The following monsters are found in the Shining One's Fortress:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Angel}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Daeva}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Cherub}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ophan}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Apis}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Pearl dragon}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Seraph}}&lt;br /&gt;
&lt;br /&gt;
====Mennas &amp;amp; Ignacio====&lt;br /&gt;
Along with the endless stream of Pandemonium lords, there are also two [[unique]] non-boss enemies found here: [[Mennas]] the Voice of [[Zin]], and [[Ignacio]] the [[executioner]] of [[Makhleb]]. Mennas is a fast and competent melee fighter who has a tendency to [[silence]] everything around him (except for the resident demons, of course). Ignacio, meanwhile, is even faster and carries a well-enchanted [[executioner's axe]] of [[pain (brand)|pain]]. Either can very rarely be found wandering any of the realms of Pandemonium. If you encounter one and fail to kill it, it may still show up in later realms.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Mennas}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ignacio}}&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
Due to the very diverse monster set you will face in Pandemonium, you should try to be ready for a little bit of everything before entering. The more powerful you are in every field, the better your chance of survival. That being said, it is strongly recommended you bring ''at least'' the following:&lt;br /&gt;
*[[Fire]] resistance, preferably rF+++ when facing [[Cerebov]].&lt;br /&gt;
*[[Cold]] resistance, preferably rC+++ when facing [[Lom Lobon]].&lt;br /&gt;
*A source of [[electricity]] resistance when facing Lom Lobon.&lt;br /&gt;
*A source of [[poison]] resistance when facing [[Gloorx Vloq]] or [[green death]]s.&lt;br /&gt;
*Any source of [[torment]] resistance for dealing with [[fiend]]s, [[tormentor]]s, and Gloorx Vloq.&lt;br /&gt;
*Some inventory space for the loot you come across.&lt;br /&gt;
*A [[wand of digging]], or spells that destroy walls. Some exits (along with pan lord) lie just behind a rockwall. &lt;br /&gt;
&lt;br /&gt;
Of course, you don't necessarily have to gather all five runes in a single trip. Leaving Pandemonium and then returning after you've resupplied or levelled up has no punishment, and any of the preset realms you have not yet visited will still be waiting for you when you return. Just be aware that you do not get to choose when you find any given preset realm, or even an exit.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.21]], the rate at which unique pandemonium floors appeared was increased.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.18]], Pan did occasionally offer a [[Ziggurat]] to conquer, but no more.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], Pandemonium didn't spawn primarily tier 3 and above demons.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], Mennas could not be found in Pandemonium.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Pandemonium runes carried did not increase your odds of finding an exit. Pandemonium did not feature a set of [[List_of_demonspawn|demonspawn monsters]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], self-banishing via a distortion weapon was an effective way to escape, equivalent to using a portal to the Abyss. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], there were infinite demonic runes of Zot. The record for most collected came in at over 250.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.7]], [[scrolls of magic mapping]] and [[Lugonu]]'s Gate yourself to the Abyss ability were both disabled in Pandemonium.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6]], you received no warning message upon entering the realm of a unique Pandemonium lord.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Rasmus&amp;diff=53975</id>
		<title>User talk:Rasmus</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Rasmus&amp;diff=53975"/>
				<updated>2021-01-16T13:04:21Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Updating articles with unknown information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Signing posts==&lt;br /&gt;
Just a heads up: if you end a post on a talk page with four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;), then it'll automatically create a signature that includes links to your profile and talk page, as well as a timestamp of when you posted. That's generally the preferred way to sign posts here, though I appreciate you putting your name after your post on [[Talk:Summon Lightning Spire]]. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 19:53, 8 August 2020 (CEST)&lt;br /&gt;
&lt;br /&gt;
==DCSS Bugs and Where to Report Them==&lt;br /&gt;
Hi! I checked the game where your char was chain-paralyzed by floating eyes. Your morgue shows that you got at least a turn of immunity after each paralysis. The problem was not with the floating eyes, but with the auto-explore trying to restore your MPs while next to an eye of draining. This is a bug, so I reported it here: https://crawl.develz.org/mantis/view.php?id=12371&lt;br /&gt;
&lt;br /&gt;
By the way, it's better to use bug trackers, [https://crawl.develz.org/mantis/view_all_bug_page.php Mantis] or [https://github.com/crawl/crawl/issues GitHub], when you get something like this. The chance that the devs notice your problem if you post it in this wiki is pretty low :). [[User:Ge0ff|Ge0ff]] ([[User talk:Ge0ff|talk]]) 15:21, 7 October 2020 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Updating articles with unknown information ==&lt;br /&gt;
&lt;br /&gt;
In your update to the [[Eringya's Noxious Bog]] article, you said:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;A [[Staff of Olgreb]] and the poison immunity it confers to you may still make you immune - please update this article when you had a chance to try it out.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you don't know how something works, ask a question on the article's Talk page instead of updating an article with potentially incorrect information. (Incidentally, the Staff of Olgreb does ''not'' provide immunity to bogs -- they still damage creatures that are immune to poison, but to a lesser degree than poison-resistant creatures.)&lt;br /&gt;
&lt;br /&gt;
If you download the offline version of Dungeon Crawl, you can enter Wizard Mode by hitting '''&amp;amp;'''; this is essentially a debug mode that gives you control over your character and the dungeon around you. This can be used to test things (like, for example, the interaction between bogs and the Staff of Olgreb) in order to provide accurate information to the wiki.&lt;br /&gt;
&lt;br /&gt;
Thanks for continuing to help with the updates! [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 20:44, 15 January 2021 (CET)&lt;br /&gt;
&lt;br /&gt;
Okido - thanks for the tip. Will heed your advice going forward while continuing to update the Wiki.&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Jiyva&amp;diff=53964</id>
		<title>Jiyva</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Jiyva&amp;diff=53964"/>
				<updated>2021-01-15T17:21:55Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Altar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
[[File:Jiyva altar.png]] ''Slime for the Slime God!''&lt;br /&gt;
{{flavour|Jiyva is the ancient deity of the slimes. Followers are expected to support the spread and satiation of their fellow slimes by allowing them to consume items, and are forbidden from harming any slimes. Especially favoured followers will become as shapeless as their god, as their attributes and mutations shift around under Jiyva's influence.&lt;br /&gt;
&lt;br /&gt;
Jiyva's followers can request jellies, which will consume nearby items and provide sustenance to the follower in doing so. Jiyva will also consume items left elsewhere in the dungeon. Followers will later become able to turn monsters to slime, and eventually to reshape themselves to remove harmful mutations. As their piety grows, Jiyva will, with increasing frequency, drop jellies into the dungeon; rearrange followers' attributes based on their skills and armour; and mutate followers to better reflect Jiyva's image.&lt;br /&gt;
&lt;br /&gt;
Jiyva likes it when you sacrifice items by allowing slimes to consume them.&lt;br /&gt;
&lt;br /&gt;
Jiyva strongly dislikes it when you attack fellow slimes or you kill slimes.&lt;br /&gt;
&lt;br /&gt;
Jiyva's powers are based on piety instead of Invocations skill.}}&lt;br /&gt;
&lt;br /&gt;
As Jiyva is the amorphous god, its name is also shapeless and will be slightly different in each game: Jiyva Juub, Jiyva Jichodgh, Jiyva Jojaun...&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Allowing slimes to devour items.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Attacking and killing slimes.&lt;br /&gt;
*Inactivity (loses about 1 [[Piety]] every 400 turns).&lt;br /&gt;
&lt;br /&gt;
==Altar==&lt;br /&gt;
Unlike most altars, Jiyva's isn't guaranteed to be found in the [[Ecumenical Temple]] or [[the Dungeon]]. It is possible for the altar to be found at these locations, but only very rarely, and generally as part of a slime-related [[vault]]. The most common location for an easily accessible altar is in [[Lair]] levels 5 to 6, next to the entrance to [[the Slime Pits]].&lt;br /&gt;
&lt;br /&gt;
There is a guaranteed altar in the main vault in the final level of [[the Slime Pits]], as well as a chance for further altars to show up on the earlier levels. Altars to Jiyva can also be randomly generated in [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
You may also be lucky to pick up Jiyva on a [[Faded altar]].&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Squelcher&amp;quot;&lt;br /&gt;
*All [[List of jellies|slime]] and [[List of eyeballs|eyeball]] monsters turn neutral. (Passive)&lt;br /&gt;
*Jiyva protects you from the effects of slime-covered walls unless you are undergoing [[penance]]. (Passive)&lt;br /&gt;
*If there are no slimes on the current floor, Jiyva will spawn a [[jelly]] after some time has passed. (Passive)&lt;br /&gt;
*Slimes will now eat items they find on the floor, granting [[piety]] depending on the value of the item; regular [[jelly|jellies]] will split after consuming enough items. Only [[artefact]]s are inedible. (Passive)&lt;br /&gt;
*'''Stat shuffling''': Your stats are modified depending on your skills and the [[encumbrance rating]] of your body armour. The sum of all your stats does not change. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Ooze&amp;quot;&lt;br /&gt;
*'''Request jelly''': Summons a [[jelly]] to devour items. (2 MP, 20-40 Food, 1-2 Piety)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Jelly&amp;quot;&lt;br /&gt;
*When your fellow slimes consume an item, you receive a [[piety]]/200 chance of increasing your satiation by 70 (a little over 1/20th of a [[chunk]] of flesh). (Passive)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Slime Creature&amp;quot;&lt;br /&gt;
*You are shielded from [[corrosive]] effects. This functions exactly like wearing a [[ring of resist corrosion]]. (Passive)&lt;br /&gt;
*'''Gain random mutations''': Jiyva gives mutations as gifts, including rare [[Jiyva mutations|mutations unique to Jiyva]]. This occurs only if you can safely mutate: [[mummies]], [[ghoul]]s, or [[lich form]] characters are not eligible.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Dissolving [Species]&amp;quot;&lt;br /&gt;
*'''Slimify''': Coats your weapon with slime for a few turns, which turns the next enemy you hit with it into a slime. This only works against monsters with [[natural]] holiness or that are [[undead]] and not [[insubstantial]] (i.e. not [[Undead#Ghosts and Wraiths|ghosts]]). Natural monsters turn into slimes based on their HD (stronger monsters make stronger slimes), corporeal undead become [[death ooze]]s, and [[derived undead]] simply turn neutral. In any case, the effect ends after it has converted one monster. Monsters converted in this way do not grant experience. (4 MP, 100-200 Food, 8-12 Piety)&lt;br /&gt;
*When your fellow slimes consume an item, you receive a [[piety]]/200 chance of recovering some [[MP]]. The amount depends on the price of the item. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Blob&amp;quot;&lt;br /&gt;
*'''Cure Bad Mutations''': Removes a randomly selected bad mutation. (8 MP, 200-400 Food, 15-23 Piety)&lt;br /&gt;
*When your fellow slimes consume an item, you receive a [[piety]]/200 chance of recovering some [[HP]]. The amount depends on the price of the item. (Passive)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Royal Jelly&amp;quot;&lt;br /&gt;
*Hits that take 25% or more of your maximum [[HP]] (including [[Symbol of Torment]]) will generate friendly, high-end jellies, similar to the effect of [[The Royal Jelly]]. (Passive)&lt;br /&gt;
*'''Unlock the Slime Pits vaults''': The walls that block access to the slimy [[rune]] and other goodies will be removed. (Passive)&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Jiyva does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Jiyva's vengeance is swift and gurgling. All slimes turn against those who offend Jiyva, and Jiyva ensures a plentiful supply of further slimes. Victims, too, will find their own bodies becoming unstable; regularly transmuting into strange forms and acquiring debilitating mutations, as well as having any gifts of slime mutations stripped away from them.&lt;br /&gt;
&lt;br /&gt;
Jiyva's wrath lasts for a relatively short duration.}}&lt;br /&gt;
&lt;br /&gt;
Upon abandonment, all slimes will immediately turn hostile, and Jiyva will occasionally punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*You receive a few [[bad mutation]]s. These mutations bypass all forms of mutation resistance except for [[Zin]]'s protection.&lt;br /&gt;
*[[Polymorph]]s you into a [[Bat Form|bat]], [[Fungus Form|fungus]], [[Pig Form|pig]], [[Tree Form|tree]], or [[Wisp Form|wisp]].&lt;br /&gt;
*Floods you with [[Glow|mutagenic radiation]].&lt;br /&gt;
*Sends a number of [[durably summoned]] high level slimes and eyeballs to attack you.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Jiyva is best used by a high level, late game player character. More than the other gods, Jiyva can be inconvenient for an early game character; slimes getting in the way of your spells, slimes eating items, and slimes running over levels and killing monsters (thus consuming XP) justify Jiyva's placement far from the [[Ecumenical Temple]]. High level PCs tend to acquire two things; lots of bad mutations, and lots of junk laying around the dungeon. It is easy for someone who has already cleared the main dungeon to rapidly max out their piety score and remove all negative mutations, while retaining any positive ones and gaining plenty of new ones.&lt;br /&gt;
*This doesn't mean that Jiyva cannot be used by an early game character, though. Strong characters who can clear floors quickly without much rest will have fewer items consumed by slimes. Or one can be stealthy; kill things quietly, lure enemies around one by one, and pick up as many items as you can before the slimes wake up. Do not be concerned about the potentially lost XP from early floors; those ogre kills would have been but a drop in the bucket, and if you were planning to go Jiyva eventually it would save you dealing with [[divine retribution]] or the handicap of godlessness until you reach the Slime Pits. You can start by worshipping [[Elyvilon]] or [[The Shining One]] - since Jiyva is chaotic but not evil, you will not face retribution for converting.&lt;br /&gt;
*Although you can (and will) freely mutate and filter out the bad ones with the appropriate invocation, don't expect to become a superhero. Jiyva will change your mutations unpredictably, and you may get [[horns]], [[antennae]], a [[beak]], [[claws]], [[talons]], or [[hooves]] which may restrict your choice of armor. If you're a race who ignores most equipment slots (e.g. [[ogre]], [[troll]], [[felid]], [[octopode]]), these are very welcome.&lt;br /&gt;
*Jiyva's stat shuffling will focus your stats depending on numerous factors; mostly to make the best use of your current skills, but also to accommodate your body armor better.&lt;br /&gt;
*Eye monsters summoned by [[Mnoleg]] or [[Pan lord]]s will be neutral. [[Shapeshifter]]s transformed into slime or eye monsters will turn neutral, too.&lt;br /&gt;
*Jiyva is one of the few gods you can abandon while keeping permanent benefits granted via worship (desirable mutations). However these may be offset by the bad mutations imposed upon leaving.&lt;br /&gt;
*Note that even a god can die! If you kill The Royal Jelly without first converting to (or being penanced by) Jiyva, you will have killed its last worshiper, thereby killing the god itself! You will get a message about &amp;quot;the power ruling this place&amp;quot; vanishing, with all of Jiyva's altars being removed from the game at that point.&lt;br /&gt;
&lt;br /&gt;
==Guides==&lt;br /&gt;
*[[Buddy23Lee's Troll monk of Jiyva (&amp;quot;slime troll&amp;quot;) guide]] (0.12)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.24]], Jiyva's Slimify ability didn't work properly on derived undead and Torment damage would not trigger the slime-spawning ability.&lt;br /&gt;
*Prior to [[0.19]], Jiyva's jelly prayer paralysis was removed. Additionally, the Slime Pits were found on Lair:6-8 before the branch was shortened.&lt;br /&gt;
*Prior to [[0.14]], Jiyva's abilities were based off of your [[Invocations]] skill.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Chaotic Gods]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Eringya%27s_Noxious_Bog&amp;diff=53963</id>
		<title>Eringya's Noxious Bog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Eringya%27s_Noxious_Bog&amp;diff=53963"/>
				<updated>2021-01-15T12:08:34Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version026}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Eringya's Noxious Bog&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Poison Magic}}&lt;br /&gt;
|school2={{Transmutations}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*The [[Fen Folio]]&lt;br /&gt;
*[[Book of Alchemy]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=2&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|Causes the caster to release a torrent of sludge, which transforms the dungeon into a toxic bog around the caster's position. The sludge damages and poisons all monsters, even those resistant to poison. The sludge is temporary and cannot replace deep water or lava. Spellpower will increase both the duration of the torrent and how long the sludge lingers.}}&lt;br /&gt;
&lt;br /&gt;
'''Eringya's Noxious Bog''' is a Level 6 [[Poison Magic]]/[[Transmutations]] spell that surrounds the user with toxic sludge in their line of sight. The sludge acts similarly to [[shallow water]], but also deals damage to and poisons anything swimming or wading through it (even poison-resistant creatures will take damage). Flying creatures are not affected. Since [[Ignite Poison]] could basically explode your entire line of sight, its effect has been nerfed to still cause damage, but no longer be a full blown [[Firestorm]] in combination with this spell.&lt;br /&gt;
&lt;br /&gt;
This includes you: without flying, you can get trapped in your own bog unless you risk heavy poisoning, which rPois will only reduce, but not eliminate. A [[Staff of Olgreb]] and the poison immunity it confers to you may still make you immune - please update this article when you had a chance to try it out.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
This spell refers to a mage called Eringya; this is the first reference to them in-game since the removal of the spell [[Eringya's Surprising Bouquet]] and the [[wizlab]] level [[Eringya's Formal Garden]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.26]] the spell would leave a toxic wake behind you, much like Xom's chaos clouds, allowing you to poison enemies while running away from them.&lt;br /&gt;
Eringya's Noxious Bog was added in [[0.25]].&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Eringya%27s_Noxious_Bog&amp;diff=53962</id>
		<title>Eringya's Noxious Bog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Eringya%27s_Noxious_Bog&amp;diff=53962"/>
				<updated>2021-01-15T12:08:06Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Eringya's Noxious Bog&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Poison Magic}}&lt;br /&gt;
|school2={{Transmutations}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*The [[Fen Folio]]&lt;br /&gt;
*[[Book of Alchemy]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=2&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|Causes the caster to release a torrent of sludge, which transforms the dungeon into a toxic bog around the caster's position. The sludge damages and poisons all monsters, even those resistant to poison. The sludge is temporary and cannot replace deep water or lava. Spellpower will increase both the duration of the torrent and how long the sludge lingers.}}&lt;br /&gt;
&lt;br /&gt;
'''Eringya's Noxious Bog''' is a Level 6 [[Poison Magic]]/[[Transmutations]] spell that surrounds the user with toxic sludge in their line of sight. The sludge acts similarly to [[shallow water]], but also deals damage to and poisons anything swimming or wading through it (even poison-resistant creatures will take damage). Flying creatures are not affected. Since [[Ignite poison]] could basically explode your entire line of sight, its effect has been nerfed to still cause damage, but no longer be a full blown [[Firestorm]] in combination with this spell.&lt;br /&gt;
&lt;br /&gt;
This includes you: without flying, you can get trapped in your own bog unless you risk heavy poisoning, which rPois will only reduce, but not eliminate. A [[Staff of Olgreb]] and the poison immunity it confers to you may still make you immune - please update this article when you had a chance to try it out.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
This spell refers to a mage called Eringya; this is the first reference to them in-game since the removal of the spell [[Eringya's Surprising Bouquet]] and the [[wizlab]] level [[Eringya's Formal Garden]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.26]] the spell would leave a toxic wake behind you, much like Xom's chaos clouds, allowing you to poison enemies while running away from them.&lt;br /&gt;
Eringya's Noxious Bog was added in [[0.25]].&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Eringya%27s_Noxious_Bog&amp;diff=53961</id>
		<title>Eringya's Noxious Bog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Eringya%27s_Noxious_Bog&amp;diff=53961"/>
				<updated>2021-01-15T12:04:58Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Eringya's Noxious Bog&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Poison Magic}}&lt;br /&gt;
|school2={{Transmutations}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*The [[Fen Folio]]&lt;br /&gt;
*[[Book of Alchemy]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=2&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|Causes the caster to release a torrent of sludge, which transforms the dungeon into a toxic bog in the caster's wake. The sludge damages and poisons all monsters, even those resistant to poison. The sludge is temporary, cannot replace deep water or lava, and cannot be sustained out of the caster's sight. Spellpower will increase both the duration of the torrent and how long the sludge lingers.}}&lt;br /&gt;
&lt;br /&gt;
'''Eringya's Noxious Bog''' is a Level 6 [[Poison Magic]]/[[Transmutations]] spell that causes the user to leave toxic sludge in their wake. The sludge acts similarly to [[shallow water]], but also deals damage to and poisons anything swimming or wading through it (even poison-resistant creatures will take damage). Flying creatures are not affected.&lt;br /&gt;
&lt;br /&gt;
This includes you: without flying, you can get trapped in your own bog unless you risk heavy poisoning, which rPois will only reduce, but not eliminate. A [[Staff of Olgreb]] and the poison immunity it confers to you may still make you immune - please update this article when you had a chance to try it out.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
This spell refers to a mage called Eringya; this is the first reference to them in-game since the removal of the spell [[Eringya's Surprising Bouquet]] and the [[wizlab]] level [[Eringya's Formal Garden]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Eringya's Noxious Bog was added in [[0.25]].&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sword_of_Zonguldrok&amp;diff=53909</id>
		<title>Sword of Zonguldrok</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sword_of_Zonguldrok&amp;diff=53909"/>
				<updated>2021-01-13T17:43:42Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{flavour|A blade imbued with the essence of a legendary necromancer. Those slain in its presence are reanimated by its power and forced to fight on.}}&lt;br /&gt;
[[File:Sword_of_zonguldrok.png]] '''''the +9 Sword of Zonguldrok'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+9 [[double sword]]&lt;br /&gt;
&lt;br /&gt;
[[Reaping]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
Evil&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is always part of the loot in [[Zonguldrok's Shrine]], but can be found elsewhere too.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''sword of Zonguldrok'''&amp;lt;ref&amp;gt;{{source ref|0.25.1|art-data.txt|275}}&amp;lt;/ref&amp;gt; is a good weapon, but not a great one. Even with its high enchantment level, its lack of a damaging brand makes its damage output noticeably worse than a well-enchanted branded [[demon blade]] or [[double sword]]. Still, friendly zombies can be useful, particularly if you can clear the majority of a floor before using your army to storm a particularly nasty vault, but the sword doesn't do anything that casting [[Animate Dead]] or even [[Animate Skeleton]] doesn't do. Use this weapon if you have nothing better yet and you don't see food problems being an issue, or as a pseudo-spell enhancer to turn your attack spells into ally generators as well: even though the weapon's description reads like you have to kill your foes with it, wielding it is enough to trigger its effect on a kill. Using a fireball or other means of destruction works just as well.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that it passively uses a [[Necromancy|necromantic]] effect each turn, even wielding it is enough to offend the [[good god]]s.&lt;br /&gt;
&lt;br /&gt;
== References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.26]] and the removal of the food / hunger system, having all slain monsters turned into zombies could create food problems.&lt;br /&gt;
*Prior to [[0.19]], the sword created hostile undead in your LOS, was [[cursed]], and would recurse itself when wielded (33.3% chance). &lt;br /&gt;
*Prior to [[0.9]], this artefact was a [[long sword]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Long blades]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Iskenderun%27s_Battlesphere&amp;diff=53902</id>
		<title>Iskenderun's Battlesphere</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Iskenderun%27s_Battlesphere&amp;diff=53902"/>
				<updated>2021-01-13T11:05:15Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Iskenderun's Battlesphere&lt;br /&gt;
|level=5&lt;br /&gt;
|school1={{Conjurations}}&lt;br /&gt;
|school2={{Charms}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Power]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=4&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell conjures a small globe of magical energy linked to the caster's own reserves of power, which will hover alongside its creator and augment their destructive might. While the battlesphere cannot take independent action, it will fire volleys of energy at the caster's enemies in near-perfect sync with its creator's own destructive conjurations. With increasing spell power, the battlesphere lasts longer and deals more damage per volley.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Iskenderun's Battlesphere''' is a level 5 [[Conjurations]]/[[Charms]] spell which conjures a friendly [[battlesphere]] to support your magical attacks. This construct will shoot a burst of perfectly accurate, irresistible energy each time you cast a Conjurations spell, aimed at the same target you attacked (assuming it has a clear line of fire), but will eventually dissipate after running out of magical charges or timing out. The battlesphere can be targeted and destroyed by enemy attacks, but will not block your own beam spells from passing through it to strike the enemy. You may only summon one battlesphere at a time; casting it while one already exists will recall it to your location and increase both its duration and number of charges (max 20). Battlespheres die immediately when left alone on a different level. &lt;br /&gt;
&lt;br /&gt;
The only conjurations that battlespheres won't support are: [[Static Discharge]], [[Conjure Flame]], Iskenderun's Battlesphere (obviously), [[Fulminant Prism]], [[Freezing Cloud]], [[Conjure Ball Lightning]], [[Chain Lightning]] and [[Fire Storm]].&lt;br /&gt;
&lt;br /&gt;
The following spells trigger battlesphere despite not being conjurations: [[Sandblast]], [[Freeze]] and [[Airstrike]].&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|&lt;br /&gt;
Damage formula: 2d(6 + Power/11)&amp;lt;br&amp;gt;&lt;br /&gt;
Number of charges: 4 + (1d(Power + 10)-1)/10&amp;lt;br&amp;gt;&lt;br /&gt;
Max. spellpower: 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Iskenderun's Battlesphere works very well together with [[Magic dart]]. The dart never misses, only costs 1 MP, has your entire line of sight as range - and if the Battlesphere has a free path to shoot at your enemy, it will do so, significantly boosting the damage output of Magic Dart. You do not block the sphere's firing path, neither does the sphere block yours. &lt;br /&gt;
&lt;br /&gt;
It does block the line of sight for monsters, though! While not perfectly reliable, with good pathing and a bit of luck, you can keep your sphere between yourself and a nasty hexer / banisher / malmutator. While being able to blast them to your heart's content with the battlesphere supporting your damage output. Or while you run towards the stairs.&lt;br /&gt;
&lt;br /&gt;
If your sphere does not fire, check for a clear firing path from its position. Your sphere is an ally, so the 't' menu can be used to order it around. tf (tell to follow) brings it back to you, should it have drifted into the wrong corner of the screen.&lt;br /&gt;
&lt;br /&gt;
This combination is very stealthy because both the dart and the sphere are pretty silent in what they do. While it will still wake up sleeping enemies, it will draw far less attention than a [[Fireball]] or [[Lightning bolt]] does. &lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Battlespheres created by monsters function identically to your own.&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.26]], Iskenderun's Battlesphere will be a pure [[Conjurations]] spell and will only trigger when used with other Conjurations spells (apart from Spellforged Servitor). It will fire as you bowl your enemies with an [[Orb of destruction]]. &lt;br /&gt;
*Prior to [[0.20]], this spell could be found in the [[book of Conjurations]] instead of the [[book of Power]].&lt;br /&gt;
*In [[0.18]], The battlesphere supports mephitic cloud, and probably more spells also.&lt;br /&gt;
*Prior to [[0.14]], this was a level 4 spell.&lt;br /&gt;
*Iskenderun's Battlesphere was added in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Iskenderun%27s_Battlesphere&amp;diff=53901</id>
		<title>Iskenderun's Battlesphere</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Iskenderun%27s_Battlesphere&amp;diff=53901"/>
				<updated>2021-01-13T11:03:56Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Iskenderun's Battlesphere&lt;br /&gt;
|level=5&lt;br /&gt;
|school1={{Conjurations}}&lt;br /&gt;
|school2={{Charms}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Power]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=4&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell conjures a small globe of magical energy linked to the caster's own reserves of power, which will hover alongside its creator and augment their destructive might. While the battlesphere cannot take independent action, it will fire volleys of energy at the caster's enemies in near-perfect sync with its creator's own destructive conjurations. With increasing spell power, the battlesphere lasts longer and deals more damage per volley.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Iskenderun's Battlesphere''' is a level 5 [[Conjurations]]/[[Charms]] spell which conjures a friendly [[battlesphere]] to support your magical attacks. This construct will shoot a burst of perfectly accurate, irresistible energy each time you cast a Conjurations spell, aimed at the same target you attacked (assuming it has a clear line of fire), but will eventually dissipate after running out of magical charges or timing out. The battlesphere can be targeted and destroyed by enemy attacks, but will not block your own beam spells from passing through it to strike the enemy. You may only summon one battlesphere at a time; casting it while one already exists will recall it to your location and increase both its duration and number of charges (max 20). Battlespheres die immediately when left alone on a different level. &lt;br /&gt;
&lt;br /&gt;
The only conjurations that battlespheres won't support are: [[Static Discharge]], [[Conjure Flame]], Iskenderun's Battlesphere (obviously), [[Fulminant Prism]], [[Freezing Cloud]], [[Conjure Ball Lightning]], [[Chain Lightning]] and [[Fire Storm]].&lt;br /&gt;
&lt;br /&gt;
The following spells trigger battlesphere despite not being conjurations: [[Sandblast]], [[Freeze]] and [[Airstrike]].&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|&lt;br /&gt;
Damage formula: 2d(6 + Power/11)&amp;lt;br&amp;gt;&lt;br /&gt;
Number of charges: 4 + (1d(Power + 10)-1)/10&amp;lt;br&amp;gt;&lt;br /&gt;
Max. spellpower: 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Iskenderun's Battlesphere works very well together with [[Magic dart]]. The dart never misses, only costs 1 MP, has your entire line of sight as range - and if the Battlesphere has a free path to shoot at your enemy, it will do so, significantly boosting the damage output of Magic Dart. You do not block the sphere's firing path, neither does the sphere block yours. &lt;br /&gt;
&lt;br /&gt;
It does block the line of sight for monsters, though! While not perfectly reliable, with good pathing and a bit of luck, you can keep your sphere between yourself and a nasty hexer / banisher / malmutator. While being able to blast them to your heart's content with the battlesphere supporting your damage output. Or while you run towards the stairs.&lt;br /&gt;
&lt;br /&gt;
If your sphere does not fire, check for a clear firing path from its position. Your sphere is an ally, so the 't' menu can be used to order it around. tf (tell to follow) brings it back to you, should it have drifted into the wrong corner of the screen.&lt;br /&gt;
&lt;br /&gt;
This combination is very stealthy because both the dart and the sphere are pretty silent in what they do. While it will still wake up sleeping enemies, it will draw far less attention than a [[Fireball]] or [[Lightning bolt]] does. &lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Battlespheres created by monsters function identically to your own.&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.26]], Iskenderun's Battlesphere will be a pure [[Conjurations]] spell and will only trigger when used with other Conjurations spells (apart from Spellforged Servitor).&lt;br /&gt;
*Prior to [[0.20]], this spell could be found in the [[book of Conjurations]] instead of the [[book of Power]].&lt;br /&gt;
*In [[0.18]], The battlesphere supports mephitic cloud, and probably more spells also.&lt;br /&gt;
*Prior to [[0.14]], this was a level 4 spell.&lt;br /&gt;
*Iskenderun's Battlesphere was added in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Iskenderun%27s_Battlesphere&amp;diff=53900</id>
		<title>Iskenderun's Battlesphere</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Iskenderun%27s_Battlesphere&amp;diff=53900"/>
				<updated>2021-01-13T10:48:36Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Iskenderun's Battlesphere&lt;br /&gt;
|level=5&lt;br /&gt;
|school1={{Conjurations}}&lt;br /&gt;
|school2={{Charms}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Power]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=4&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell conjures a small globe of magical energy linked to the caster's own reserves of power, which will hover alongside its creator and augment their destructive might. While the battlesphere cannot take independent action, it will fire volleys of energy at the caster's enemies in near-perfect sync with its creator's own destructive conjurations. With increasing spell power, the battlesphere lasts longer and deals more damage per volley.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Iskenderun's Battlesphere''' is a level 5 [[Conjurations]]/[[Charms]] spell which conjures a friendly [[battlesphere]] to support your magical attacks. This construct will shoot a burst of perfectly accurate, irresistible energy each time you cast a Conjurations spell, aimed at the same target you attacked (assuming it has a clear line of fire), but will eventually dissipate after running out of magical charges or timing out. The battlesphere can be targeted and destroyed by enemy attacks, but will not block your own beam spells from passing through it to strike the enemy. You may only summon one battlesphere at a time; casting it while one already exists will recall it to your location and increase both its duration and number of charges (max 20). Battlespheres die immediately when left alone on a different level. &lt;br /&gt;
&lt;br /&gt;
The only conjurations that battlespheres won't support are: [[Static Discharge]], [[Conjure Flame]], Iskenderun's Battlesphere (obviously), [[Fulminant Prism]], [[Freezing Cloud]], [[Conjure Ball Lightning]], [[Chain Lightning]] and [[Fire Storm]].&lt;br /&gt;
&lt;br /&gt;
The following spells trigger battlesphere despite not being conjurations: [[Sandblast]], [[Freeze]] and [[Airstrike]].&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|&lt;br /&gt;
Damage formula: 2d(6 + Power/11)&amp;lt;br&amp;gt;&lt;br /&gt;
Number of charges: 4 + (1d(Power + 10)-1)/10&amp;lt;br&amp;gt;&lt;br /&gt;
Max. spellpower: 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Battlespheres created by monsters function identically to your own.&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.26]], Iskenderun's Battlesphere will be a pure [[Conjurations]] spell and will only trigger when used with other Conjurations spells (apart from Spellforged Servitor).&lt;br /&gt;
*Prior to [[0.20]], this spell could be found in the [[book of Conjurations]] instead of the [[book of Power]].&lt;br /&gt;
*In [[0.18]], The battlesphere supports mephitic cloud, and probably more spells also.&lt;br /&gt;
*Prior to [[0.14]], this was a level 4 spell.&lt;br /&gt;
*Iskenderun's Battlesphere was added in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=53878</id>
		<title>Ignite Poison</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=53878"/>
				<updated>2021-01-12T12:49:35Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Ignite Poison''' is a level 3 [[Fire Magic|Fire]]/[[Transmutations|Transmutation]]/[[Poison Magic|Poison]] spell which causes all nearby [[poisoned]] creatures and poisonous [[cloud]]s to burst into flames.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
All poison and mephitic clouds in caster's [[line of sight]] are replaced with flame clouds. All poisoned monsters in line of sight take damage and lose their poisoned status. Higher [[spell power]] may increase the duration of the flame clouds and the damage taken by poisoned creatures.&lt;br /&gt;
&lt;br /&gt;
Poisoned creatures take direct damage according to how many poison stacks they have, dealing approximately 200%-300% of the potential poison damage immediately, depending on spell power.&lt;br /&gt;
&lt;br /&gt;
Duration of the flame clouds is &amp;lt;code&amp;gt;3 + (1d(20 + &amp;lt;power&amp;gt;) - 1) / 10&amp;lt;/code&amp;gt; turns&amp;lt;ref&amp;gt;{{source ref|0.24.0|spl-damage.cc|1400}}&amp;lt;/ref&amp;gt;—that is, from 3-5 turns to 3-15 turns.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ignite Poison deals unavoidable heavy fire damage to every poisoned creature in sight. Combine it with ways of applying poison to multiple enemies at once, such as [[Olgreb's Toxic Radiance]], for a powerful crowd-clearing tool. Or use it to ignite the poison clouds breathed by a [[Swamp dragon]] or [[Golden dragon]] to fry all the other monsters standing inside.&lt;br /&gt;
&lt;br /&gt;
*Ignite Poison works great when used together with [[Mephitic Cloud]]; the noxious clouds generated by the former spell turn into clouds of fire. First confuse them with Mephitic Cloud, possibly casting it a few times to cover a larger area, then (once the monsters are confused) cast Ignite Poison and let the monsters stumble through the flames. &lt;br /&gt;
&lt;br /&gt;
*Also note that monsters which are immune to Mephitic Cloud will happily walk through its noxious clouds to reach you. If you cast Ignite Poison at the right moment you can blast them as well.&lt;br /&gt;
&lt;br /&gt;
*Some monsters may not want to walk into a cloud of fire if they are not yet standing in a cloud. Any cloud will do: steam (from zapping a wand of flame over water), poison (from casting poisonous vapours), etc. &lt;br /&gt;
&lt;br /&gt;
*Few monsters are immune to poison AND fire. Using ignite poison, you can kill undeads, early [[phantom]]s and all the other nasties that are a real pain early on for a [[Venom Mage]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.18]], Salamander mystics had [[Localized Ignite Poison]] in their spellset.&lt;br /&gt;
*Prior to [[0.17]], Ignite Poison was a level-5 spell, but affected monsters with poison-branded attacks, chunks, and potions of poison. It did not use the Poison Magic school.&lt;br /&gt;
*Prior to [[0.8]], Ignite Poison used to be an amazingly painful way to eliminate poison from one's own system.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=53877</id>
		<title>Ignite Poison</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=53877"/>
				<updated>2021-01-12T12:48:44Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Ignite Poison''' is a level 3 [[Fire Magic|Fire]]/[[Transmutations|Transmutation]]/[[Poison Magic|Poison]] spell which causes all nearby [[poisoned]] creatures and poisonous [[cloud]]s to burst into flames.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
All poison and mephitic clouds in caster's [[line of sight]] are replaced with flame clouds. All poisoned monsters in line of sight take damage and lose their poisoned status. Higher [[spell power]] may increase the duration of the flame clouds and the damage taken by poisoned creatures.&lt;br /&gt;
&lt;br /&gt;
Poisoned creatures take direct damage according to how many poison stacks they have, dealing approximately 200%-300% of the potential poison damage immediately, depending on spell power.&lt;br /&gt;
&lt;br /&gt;
Duration of the flame clouds is &amp;lt;code&amp;gt;3 + (1d(20 + &amp;lt;power&amp;gt;) - 1) / 10&amp;lt;/code&amp;gt; turns&amp;lt;ref&amp;gt;{{source ref|0.24.0|spl-damage.cc|1400}}&amp;lt;/ref&amp;gt;—that is, from 3-5 turns to 3-15 turns.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ignite Poison deals unavoidable heavy fire damage to every poisoned creature in sight. Combine it with ways of applying poison to multiple enemies at once, such as [[Olgreb's Toxic Radiance]], for a powerful crowd-clearing tool. Or use it to ignite the poison clouds breathed by [[Swamp Dragon]] or [[Golden Dragon]] to fry all the other monsters standing inside.&lt;br /&gt;
&lt;br /&gt;
*Ignite Poison works great when used together with [[Mephitic Cloud]]; the noxious clouds generated by the former spell turn into clouds of fire. First confuse them with Mephitic Cloud, possibly casting it a few times to cover a larger area, then (once the monsters are confused) cast Ignite Poison and let the monsters stumble through the flames. &lt;br /&gt;
&lt;br /&gt;
*Also note that monsters which are immune to Mephitic Cloud will happily walk through its noxious clouds to reach you. If you cast Ignite Poison at the right moment you can blast them as well.&lt;br /&gt;
&lt;br /&gt;
*Some monsters may not want to walk into a cloud of fire if they are not yet standing in a cloud. Any cloud will do: steam (from zapping a wand of flame over water), poison (from casting poisonous vapours), etc. &lt;br /&gt;
&lt;br /&gt;
*Few monsters are immune to poison AND fire. Using ignite poison, you can kill undeads, early [[phantom]]s and all the other nasties that are a real pain early on for a [[Venom Mage]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.18]], Salamander mystics had [[Localized Ignite Poison]] in their spellset.&lt;br /&gt;
*Prior to [[0.17]], Ignite Poison was a level-5 spell, but affected monsters with poison-branded attacks, chunks, and potions of poison. It did not use the Poison Magic school.&lt;br /&gt;
*Prior to [[0.8]], Ignite Poison used to be an amazingly painful way to eliminate poison from one's own system.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=53876</id>
		<title>Ignite Poison</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=53876"/>
				<updated>2021-01-12T12:48:27Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Ignite Poison''' is a level 3 [[Fire Magic|Fire]]/[[Transmutations|Transmutation]]/[[Poison Magic|Poison]] spell which causes all nearby [[poisoned]] creatures and poisonous [[cloud]]s to burst into flames.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
All poison and mephitic clouds in caster's [[line of sight]] are replaced with flame clouds. All poisoned monsters in line of sight take damage and lose their poisoned status. Higher [[spell power]] may increase the duration of the flame clouds and the damage taken by poisoned creatures.&lt;br /&gt;
&lt;br /&gt;
Poisoned creatures take direct damage according to how many poison stacks they have, dealing approximately 200%-300% of the potential poison damage immediately, depending on spell power.&lt;br /&gt;
&lt;br /&gt;
Duration of the flame clouds is &amp;lt;code&amp;gt;3 + (1d(20 + &amp;lt;power&amp;gt;) - 1) / 10&amp;lt;/code&amp;gt; turns&amp;lt;ref&amp;gt;{{source ref|0.24.0|spl-damage.cc|1400}}&amp;lt;/ref&amp;gt;—that is, from 3-5 turns to 3-15 turns.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ignite Poison deals unavoidable heavy fire damage to every poisoned creature in sight. Combine it with ways of applying poison to multiple enemies at once, such as [[Olgreb's Toxic Radiance]], for a powerful crowd-clearing tool. Or use it to ignite the poison clouds breathed by [[Swamp Dragon]]s or [[Golden Dragon]]s to fry all the other monsters standing inside.&lt;br /&gt;
&lt;br /&gt;
*Ignite Poison works great when used together with [[Mephitic Cloud]]; the noxious clouds generated by the former spell turn into clouds of fire. First confuse them with Mephitic Cloud, possibly casting it a few times to cover a larger area, then (once the monsters are confused) cast Ignite Poison and let the monsters stumble through the flames. &lt;br /&gt;
&lt;br /&gt;
*Also note that monsters which are immune to Mephitic Cloud will happily walk through its noxious clouds to reach you. If you cast Ignite Poison at the right moment you can blast them as well.&lt;br /&gt;
&lt;br /&gt;
*Some monsters may not want to walk into a cloud of fire if they are not yet standing in a cloud. Any cloud will do: steam (from zapping a wand of flame over water), poison (from casting poisonous vapours), etc. &lt;br /&gt;
&lt;br /&gt;
*Few monsters are immune to poison AND fire. Using ignite poison, you can kill undeads, early [[phantom]]s and all the other nasties that are a real pain early on for a [[Venom Mage]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.18]], Salamander mystics had [[Localized Ignite Poison]] in their spellset.&lt;br /&gt;
*Prior to [[0.17]], Ignite Poison was a level-5 spell, but affected monsters with poison-branded attacks, chunks, and potions of poison. It did not use the Poison Magic school.&lt;br /&gt;
*Prior to [[0.8]], Ignite Poison used to be an amazingly painful way to eliminate poison from one's own system.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wall&amp;diff=53875</id>
		<title>Wall</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wall&amp;diff=53875"/>
				<updated>2021-01-12T12:43:23Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|&amp;quot;I know not whether Laws be right,&amp;lt;br&amp;gt;Or whether Laws be wrong;&amp;lt;br&amp;gt;All that we know who lie in gaol&amp;lt;br&amp;gt;Is that the wall is strong;&amp;lt;br&amp;gt;And that each day is like a year,&amp;lt;br&amp;gt;A year whose days are long.&amp;quot;&amp;lt;br&amp;gt;-Oscar Wilde, &amp;quot;Ballad of Reading Gaol&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
The most prominent features of the dungeon, '''walls''' block movement and often [[LOS]]. In general, destroying or bypassing them requires one of several wands or spells, sometimes fairly powerful.&lt;br /&gt;
&lt;br /&gt;
==Wall Varieties==&lt;br /&gt;
===Rock===&lt;br /&gt;
{{crawlquote|This wall consists of simple rock.}}&lt;br /&gt;
Very common walls made from unworked stone that block LOS, but are relatively easily removed. Electrical attacks will bounce right off them. Rock is the only material for which the [[Passwall]] spell operates, allowing you to slip through it. Destroyed by:&lt;br /&gt;
*[[Dig]]&lt;br /&gt;
*[[Shatter]]&lt;br /&gt;
*[[Orb of Destruction]]&lt;br /&gt;
*[[Lugonu|Corruption]]&lt;br /&gt;
*[[Dissolution]]&lt;br /&gt;
&lt;br /&gt;
===Translucent Rock===&lt;br /&gt;
{{crawlquote|The mineral this rock consists of is as translucent as good quality glass. Whether it is natural or magical, you can't tell.}}&lt;br /&gt;
Identical to rock walls, but they don't block LOS. Bear in mind that you can't [[blink]] through them, even if you can see what's inside. [[Smite]]-targeted attacks are blocked.&lt;br /&gt;
&lt;br /&gt;
===Stone===&lt;br /&gt;
{{crawlquote|A harder obstacle than rock walls. Only the mightiest magic can shatter stone walls.}}&lt;br /&gt;
More durable than rock walls, these require stronger magic to remove. As with rock walls, electrical attacks will bounce off these. Destroyed by:&lt;br /&gt;
*Shatter (at high [[spell power]])&lt;br /&gt;
*Corruption&lt;br /&gt;
&lt;br /&gt;
===Translucent Stone===&lt;br /&gt;
{{crawlquote|It has been imbued with arcane magics which render it translucent.}}&lt;br /&gt;
The stone analog to transparent rock.&lt;br /&gt;
&lt;br /&gt;
===Metal===&lt;br /&gt;
{{crawlquote|A wall of bluish-grey metal. As every dungeon electrician knows, this stuff will ground.}}&lt;br /&gt;
The most resilient normal walls of all. Destroyed by:&lt;br /&gt;
*Shatter (at very high [[spell power]])&lt;br /&gt;
*Corruption&lt;br /&gt;
&lt;br /&gt;
===Crystal===&lt;br /&gt;
{{crawlquote|For some reason, some dungeon walls, like this one, have been made of this polished crystal, imbued with arcane energies. They prevent its easy destruction, and make it reflect heat and cold.}}&lt;br /&gt;
Immune to most wall-removal methods, these reflect fire and cold the way stone walls reflect lightning. Destroyed by:&lt;br /&gt;
*Shatter&lt;br /&gt;
&lt;br /&gt;
===Trees===&lt;br /&gt;
[[File:tree1.png]][[File:tree2.png]][[File:tree3.png]][[File:tree4.png]][[File:tree5.png]][[File:tree6.png]][[File:tree7.png]][[File:tree8.png]][[File:tree9.png]][[File:tree10.png]][[File:tree11.png]][[File:tree12.png]][[File:tree13.png]][[File:tree14.png]][[File:tree15.png]][[File:tree16.png]][[File:tree1Dead.png]][[File:tree1LightRed.png]][[File:tree2Dead.png]][[File:tree2LightRed.png]][[File:tree2Yellow.png]][[File:tree6Yellow.png]][[File:tree7Red.png]][[File:tree10Red.png]]&lt;br /&gt;
{{crawlquote|While the dungeon is filled with dim magic light, in most places it is not bright enough to sustain any larger plants. It is uneven, though, and there are spots where, with the grace of Fedhas, trees as big as those on the surface can grow underground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Only YOU can prevent forest fires!&amp;quot;&amp;lt;br&amp;gt;-Smokey the Bear}}&lt;br /&gt;
Functionally walls, these block movement, and can block LOS if you try to look beyond two adjacent ones. Destroyed by:&lt;br /&gt;
*[[Bolt of Fire]]&lt;br /&gt;
*[[Lightning Bolt]]&lt;br /&gt;
*[[Fireball]] - cast or wrung from a [[Wand of random effects]]. This may easily take 20 tries or more.&lt;br /&gt;
*[[Shatter]]&lt;br /&gt;
*[[Tornado]]&lt;br /&gt;
*Corruption&lt;br /&gt;
*[[The Lernaean hydra]]&lt;br /&gt;
&lt;br /&gt;
===Mangroves===&lt;br /&gt;
[[File:Mangrove1.png]][[File:Mangrove2.png]][[File:Mangrove3.png]]&lt;br /&gt;
{{crawlquote|This tree is specially adapted for growing in swampy conditions. Its vines are too thick to see through.}}&lt;br /&gt;
These function identically to trees, except that they block LOS. Destroyed by:&lt;br /&gt;
*[[Bolt of Fire]]&lt;br /&gt;
*[[Lightning Bolt]]&lt;br /&gt;
*Shatter&lt;br /&gt;
*Corruption&lt;br /&gt;
&lt;br /&gt;
===Slime Covered Rock===&lt;br /&gt;
{{crawlquote|This wall is thickly coated with bright green slime. Ewwwwww.}}&lt;br /&gt;
Found only in [[the Slime Pits]], these will corrode any adventurer who touches them. Destroyed by:&lt;br /&gt;
*Dig&lt;br /&gt;
*Shatter (at high [[spell power]])&lt;br /&gt;
*Orb of Destruction&lt;br /&gt;
*Corruption&lt;br /&gt;
*[[Dissolution]]&lt;br /&gt;
&lt;br /&gt;
===Rune Carved Stone===&lt;br /&gt;
{{crawlquote|This strangely slime-free wall is carved all over with countless mystic runes. One often repeated set of runes seems to refer to 'the royal jelly.'}}&lt;br /&gt;
These walls make up the central chamber of the bottom of the [[Slime Pits]], where the Slimy [[Rune of Zot]] is found. If [[the royal jelly]] is dead (or if you have high [[piety]] with [[Jiyva]]), these walls will turn into translucent rock, allowing easy access to the rune. Without these methods, these walls can only be destroyed with:&lt;br /&gt;
*Shatter (at high [[spell power]])&lt;br /&gt;
*Corruption&lt;br /&gt;
&lt;br /&gt;
===Unnaturally Hard Wall===&lt;br /&gt;
{{crawlquote|You cannot affect this wall by any means.}}&lt;br /&gt;
Walls which are described as unnaturally hard are completely indestructible. The only way past them is to go around.&lt;br /&gt;
&lt;br /&gt;
===Translucent Unnaturally Hard Wall===&lt;br /&gt;
{{crawlquote|This wall is imbued with magic that not only makes it indestructible but also makes it translucent like glass.}}&lt;br /&gt;
The indestructible variant of translucent rock.&lt;br /&gt;
&lt;br /&gt;
===Open Sea===&lt;br /&gt;
{{crawlquote|Nothing but endless wind and waves, and not a lighthouse in sight. You'd be lost beyond all hope in short order - better not risk it.}}&lt;br /&gt;
While not walls in the traditional sense, these impassable tiles mark the outer borders of the [[Shoals]] and certain [[Sewers]] layouts.&lt;br /&gt;
&lt;br /&gt;
===Endless Lava===&lt;br /&gt;
{{crawlquote|A sea of fire and brimstone that goes as far as you can see. Which is not far because of the thick smoke.&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike small pools of lava where flight or levitation may allow short trips, floating above this inferno would cook you in no time thanks to runaway convection.}}&lt;br /&gt;
The fiery equivalent of the open sea tiles, these mark the outer borders of a floor across lava pools.&lt;br /&gt;
&lt;br /&gt;
===Endless Salt===&lt;br /&gt;
{{crawlquote|A seemingly endless, flat plain, wracked by blinding salt storms. Anyone venturing across it would be lost beyond all hope in short order.}}&lt;br /&gt;
Much like open sea and endless lava, these mark the outer borders of the [[Desolation of Salt]].&lt;br /&gt;
&lt;br /&gt;
===Dimension's Edge===&lt;br /&gt;
{{crawlquote|The edge of this tiny, isolated plane, where space itself dissolves into oblivion. Entering or affecting this black void is impossible.}}&lt;br /&gt;
Yet another impenetrable level border, this time bordering the [[Roulette of Golubria]].&lt;br /&gt;
&lt;br /&gt;
===Iron Grate===&lt;br /&gt;
{{crawlquote|This iron grate looks rusted, as if it could be disrupted with a spell or a wand quite easily. It's too strong to be breakable by hand, though.}}&lt;br /&gt;
These block movement, spells, and ranged attacks, but not LOS or [[smite]]-targeted attacks. They are usually found in special vaults, sealing away monsters with smite-targeted attacks, though they may also be generated as the result of stepping on a [[pressure plate]]. Destroyed by:&lt;br /&gt;
*Dig&lt;br /&gt;
*Shatter&lt;br /&gt;
*Orb of Destruction&lt;br /&gt;
*Corruption&lt;br /&gt;
&lt;br /&gt;
===Large Window===&lt;br /&gt;
{{crawlquote|A window embedded in the side of an enormous metal pipe, allowing observation of the water flowing inside.}}&lt;br /&gt;
Large windows are found in certain [[Sewers]] maps, and function identically to transparent rock walls.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.22]], [[Lee's Rapid Deconstruction]] could destroy walls, doors, iron grates and statues.&lt;br /&gt;
*Prior to [[0.20]], [[wand of disintegration|wands of disintegration]] could destroy rock walls and some other obstacles in the dungeon ([[door]]s, [[iron grate]]s, [[tree]]s, orcish idols, and most kinds of [[statue]]s). Also, [[eye of devastation|eyes of devastation]] could disintegrate rock walls with their [[Energy Bolt]] spell.&lt;br /&gt;
*Prior to [[0.17]], you could find [[boring beetle]]s, [[List of arthropods|arthropods]] capable of digging rock walls.&lt;br /&gt;
*Prior to [[0.11]], you could find '''walls of solid wax''':&lt;br /&gt;
{{crawlquote|These walls are built by bees. Occasionally a dungeon architect will manipulate bees into building wax walls for aesthetic reasons. (Theirs, not the bees'.) They are susceptible to fire and will melt and burn, given sufficient heat.}}&lt;br /&gt;
:Wax walls were frequently found in [[killer bee]] [[vault]]s, though they could also appear near [[altar]]s to [[Xom]] or in [[the Abyss]]. They often hid treasure, in particular royal jelly and honeycombs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Features]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Tower_shield_of_Ignorance&amp;diff=53868</id>
		<title>Tower shield of Ignorance</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Tower_shield_of_Ignorance&amp;diff=53868"/>
				<updated>2021-01-08T14:28:33Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Desirability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{flavour|A shield unearthed from the remains of a ruined city. It bears an inscription written in an ancient language. Scholars and wise men laboured for countless hours to decipher it, and in time, a translation was finally settled on:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;With a shield like this, who needs to think?&amp;quot;}}&lt;br /&gt;
[[File:Shield_of_ignorance.png]] '''''the +10 tower shield of Ignorance'''''&lt;br /&gt;
&lt;br /&gt;
+10 [[tower shield]]&lt;br /&gt;
&lt;br /&gt;
-4 [[INT]]&amp;lt;br&amp;gt;&lt;br /&gt;
rN+&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
For most characters, the '''tower shield of Ignorance''' is ruled out simply by virtue of it being a [[tower shield]]; [[size|smaller]] characters can't wield it, and medium-sized characters need to invest a tremendous amount of [[experience]] into their [[Shields skill]] to mitigate the severe penalties large shields apply. Large characters and [[formicid]]s have a significantly easier time of it, but the arguments against the shield continue. -4 [[intelligence]] is a huge penalty for any spellcaster, and since any non-[[Trog]] character can benefit from learning at least a little magic, this is significant in almost all cases. Finally, while it does offer an impressive amount of shielding plus a rank of occasionally-helpful [[negative energy]] resistance, it's often more tempting to take advantage of the [[fire]], [[cold]], or [[poison]] resistances you can find on non-artefact [[buckler]]s and [[kite shield]]s.&lt;br /&gt;
&lt;br /&gt;
However, for the fighters and non-Gnolls among you: this shield is a terrific boost to your survivability. Swinging a melee weapon, you do not have to wait until you have reached 25 in Shields to offset its penalty. The inherent +10 enchantment allows you to put all your enchant armor scrolls on your remaining armor slots. And if you have found an amulet of scarf offering reflection properties, not only will you block a lot of the projectiles fired at you by Yaktaurs and Giants, but you will send them right back to where they came from.&lt;br /&gt;
&lt;br /&gt;
In summary: not a great find for a mage or a Gnoll, but definitely one for any bruiser.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.25]], this was known as the large shield of Ignorance.&lt;br /&gt;
*Prior to [[0.20]], this shield gave +4 [[AC]], reduced intelligence by 6, and only had a +6 enchantment. Also, it had *[[Curse]] property (33% chance to recurse itself on equip).&lt;br /&gt;
*Prior to [[0.19]], this shield had +2 [[EV]] and only a +2 [[AC]] bonus. &lt;br /&gt;
*Prior to [[0.15]], this shield had a +8 enchantment level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Shields]]&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shadow_Creatures&amp;diff=53867</id>
		<title>Shadow Creatures</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shadow_Creatures&amp;diff=53867"/>
				<updated>2021-01-08T10:00:12Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Sample Results */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|0.22}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Shadow Creatures&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Summonings}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
* [[Book of Dreams]]&lt;br /&gt;
* [[Book of Summonings]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=4&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|Creates replicas of creatures native to the caster's current location, weaving them from shadows and threads of Abyssal matter.&amp;lt;br&amp;gt;You can sustain at most four creatures summoned by this spell.}}&lt;br /&gt;
&lt;br /&gt;
'''Shadow Creatures''' is a [[Summonings]] spell with context-sensitive results. Regardless of spell power, casting it will generate one monster or one group of monsters appropriate for the current level. The duration of the summoned creatures is inversely dependent on their [[hit dice]], so weaker creatures will last longer. Monsters normally generated with equipment are given summoned versions of their weapons and armour which disappear with them. Despite the flavor text, any equipment of summoned monsters will dissipate into smoke on their death (or sooner for thrown missiles). This spell will not summon creatures opposed by your god.&lt;br /&gt;
&lt;br /&gt;
Band members don't count towards the summoning cap of 4.&lt;br /&gt;
&lt;br /&gt;
==Monster version==&lt;br /&gt;
The monster version of this spell summons 1d(1 + hit dice/5) monsters or groups.&lt;br /&gt;
&lt;br /&gt;
The following monsters can cast Shadow Creatures:&lt;br /&gt;
*{{monsterlink|Boggart}}&lt;br /&gt;
*{{monsterlink|Glowing orange brain}}&lt;br /&gt;
*{{monsterlink|Orange crystal statue}}&lt;br /&gt;
*{{monsterlink|Shadow demon}}&lt;br /&gt;
&lt;br /&gt;
==Sample Results==&lt;br /&gt;
*In the [[Dungeon]], results can be extremely varied due to the very broad range of possible monsters you can encounter. For example, on D:12 it might produce a band of [[ogre]]s including an [[ogre mage]]... or it might produce a single [[hobgoblin]].&lt;br /&gt;
*In [[The Lair]], this can produce anything from a single plant to a herd of [[death yak]]s.  &lt;br /&gt;
*In the [[Orcish Mines]], it usually produces a group of orcs, possibly including warriors, priests, and sorcerers. [[Troll (monster)|trolls]] and ogres are possible though.&lt;br /&gt;
*In the [[Swamp]], it can spawn a single friendly plant or a pack of [[slime creature]]s.&lt;br /&gt;
*In the [[Snake Pit]], it often summons a pack of [[Naga_(monster)|nagas]], which can include mages and warriors, or a single [[adder]], [[water moccasin]], [[black mamba]], or [[anaconda]].&lt;br /&gt;
*In the [[Vault]]s, it produces anything from [[Cyclops|cyclopes]] and packs of [[ogre]]s to packs of [[ugly thing]]s (including [[very ugly thing]]s) and [[deep troll]] skeletons.&lt;br /&gt;
*In [[the Realm of Zot]], it tends to summon [[dragon]]s, [[electric golem]]s, &amp;quot;friendly&amp;quot; [[moth of wrath|moths of wrath]], entire bands of [[draconian]]s, and even occasional [[orb of fire|orbs of fire]]. It is absurdly powerful there, even if you can hardly cast it. Be aware that moths of wrath will often berserk the hostile natives, which can lead to a nasty death for the unwary. Which includes the possible case where the moth berserks you while a Draconian Shifter blinks a group of monsters around you. It's a very bad time to &amp;quot;see red&amp;quot; as a full mage only wielding a staff and no more access to your spells, potions, wands and scrolls while Orbs of Fire, Orb Guardians and others snuggle up on you.&lt;br /&gt;
*It is much less useful in places that have weak &amp;quot;random encounters&amp;quot; but very strong special encounters, such as [[Hell]], [[the Tomb]], and the last level of [[the Vaults]]. It is useless in a [[Labyrinth]], producing nothing. Consider using a more reliable Summonings spell in these places.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
*Prior to [[0.18]], Shadow Creatures was level 5. &lt;br /&gt;
*Prior to [[0.12]] this spell was considered [[unholy]].&lt;br /&gt;
*In 0.10, the duration of Shadow Creatures summons was reduced.&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shadow_Creatures&amp;diff=53866</id>
		<title>Shadow Creatures</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shadow_Creatures&amp;diff=53866"/>
				<updated>2021-01-08T09:58:49Z</updated>
		
		<summary type="html">&lt;p&gt;Rasmus: /* Sample Results */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|0.22}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Shadow Creatures&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Summonings}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
* [[Book of Dreams]]&lt;br /&gt;
* [[Book of Summonings]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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{{Flavour|Creates replicas of creatures native to the caster's current location, weaving them from shadows and threads of Abyssal matter.&amp;lt;br&amp;gt;You can sustain at most four creatures summoned by this spell.}}&lt;br /&gt;
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'''Shadow Creatures''' is a [[Summonings]] spell with context-sensitive results. Regardless of spell power, casting it will generate one monster or one group of monsters appropriate for the current level. The duration of the summoned creatures is inversely dependent on their [[hit dice]], so weaker creatures will last longer. Monsters normally generated with equipment are given summoned versions of their weapons and armour which disappear with them. Despite the flavor text, any equipment of summoned monsters will dissipate into smoke on their death (or sooner for thrown missiles). This spell will not summon creatures opposed by your god.&lt;br /&gt;
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Band members don't count towards the summoning cap of 4.&lt;br /&gt;
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==Monster version==&lt;br /&gt;
The monster version of this spell summons 1d(1 + hit dice/5) monsters or groups.&lt;br /&gt;
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The following monsters can cast Shadow Creatures:&lt;br /&gt;
*{{monsterlink|Boggart}}&lt;br /&gt;
*{{monsterlink|Glowing orange brain}}&lt;br /&gt;
*{{monsterlink|Orange crystal statue}}&lt;br /&gt;
*{{monsterlink|Shadow demon}}&lt;br /&gt;
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==Sample Results==&lt;br /&gt;
*In the [[Dungeon]], results can be extremely varied due to the very broad range of possible monsters you can encounter. For example, on D:12 it might produce a band of [[ogre]]s including an [[ogre mage]]... or it might produce a single [[hobgoblin]].&lt;br /&gt;
*In [[The Lair]], this can produce anything from a single plant to a herd of [[death yak]]s.  &lt;br /&gt;
*In the [[Orcish Mines]], it usually produces a group of orcs, possibly including warriors, priests, and sorcerers. [[Troll (monster)|trolls]] and ogres are possible though.&lt;br /&gt;
*In the [[Swamp]], it can spawn a single friendly plant or a pack of [[slime creature]]s.&lt;br /&gt;
*In the [[Snake Pit]], it often summons a pack of [[Naga_(monster)|nagas]], which can include mages and warriors, or a single [[adder]], [[water moccasin]], [[black mamba]], or [[anaconda]].&lt;br /&gt;
*In the [[Vault]]s, it produces anything from [[Cyclops|cyclopes]] and packs of [[ogre]]s to packs of [[ugly thing]]s (including [[very ugly thing]]s) and [[deep troll]] skeletons.&lt;br /&gt;
*In [[the Realm of Zot]], it tends to summon [[dragon]]s, [[electric golem]]s, &amp;quot;friendly&amp;quot; [[moth of wrath|moths of wrath]], entire bands of [[draconian]]s, and even occasional [[orb of fire|orbs of fire]]. It is absurdly powerful there, even if you can hardly cast it. Be aware that moths of wrath will often berserk the hostile natives, which can lead to a nasty death for the unwary. Which includes the possible case where the moth berserks you while a Draconian Shifter blinks a group of monsters around you. Not the place you want to be as a full mage only wielding a staff and no more access to your spells, potions, wands and scrolls. &lt;br /&gt;
*It is much less useful in places that have weak &amp;quot;random encounters&amp;quot; but very strong special encounters, such as [[Hell]], [[the Tomb]], and the last level of [[the Vaults]]. It is useless in a [[Labyrinth]], producing nothing. Consider using a more reliable Summonings spell in these places.&lt;br /&gt;
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== History ==&lt;br /&gt;
*Prior to [[0.18]], Shadow Creatures was level 5. &lt;br /&gt;
*Prior to [[0.12]] this spell was considered [[unholy]].&lt;br /&gt;
*In 0.10, the duration of Shadow Creatures summons was reduced.&lt;/div&gt;</summary>
		<author><name>Rasmus</name></author>	</entry>

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