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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Roy</id>
		<title>CrawlWiki - User contributions [en]</title>
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		<updated>2026-05-06T18:11:27Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wizard_lab&amp;diff=41256</id>
		<title>Wizard lab</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wizard_lab&amp;diff=41256"/>
				<updated>2016-02-29T05:14:32Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: Redirected page to Wizard Laboratory&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Wizard Laboratory]]&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stabbing&amp;diff=41160</id>
		<title>Stabbing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stabbing&amp;diff=41160"/>
				<updated>2016-02-15T17:25:14Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: /* Stabbing Damage */ It is (W+S)/2, not W+(S/2)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
''This article is about stabbing attacks. For the weapon [[brand]], see [[Vorpal]].''&lt;br /&gt;
&lt;br /&gt;
Any time that you deliver a melee attack to an enemy which is distracted, asleep, or otherwise unable to defend itself properly, there's a chance that your character will make a '''stabbing''' attack. These attacks ignore [[EV]] and [[SH]] and deal significantly more damage than normal. Characters built around stabbing can deal absurd amounts of damage, often ending fights with powerful opponents in a single hit.&lt;br /&gt;
&lt;br /&gt;
==Stabbing Odds==&lt;br /&gt;
Your chance of delivering a stab attack varies based on your [[Stealth]] skill, your skill with the weapon you are currently wielding, your [[dexterity]], and the [[status effects]] the enemy is suffering from:&lt;br /&gt;
&lt;br /&gt;
'''Guaranteed to be stabs:'''&lt;br /&gt;
*[[Paralysis]]&lt;br /&gt;
*[[Sleep]]&lt;br /&gt;
&lt;br /&gt;
'''(Dexterity + ([[Stealth]] + Weapon skill)/2)/0.9% chance:'''&lt;br /&gt;
*[[Blind]] (or if the player is [[invisible]] and unseen)&lt;br /&gt;
&lt;br /&gt;
'''(Dexterity + ([[Stealth]] + Weapon skill)/2)% chance:'''&lt;br /&gt;
*[[Confusion]]&lt;br /&gt;
*[[Charm]]ed or otherwise friendly&lt;br /&gt;
*Held in a [[throwing net]] or [[web]]&lt;br /&gt;
*[[Petrify]]ing or petrified&lt;br /&gt;
*Fleeing&lt;br /&gt;
*Awake, but hasn't noticed you yet&lt;br /&gt;
*Distracted by damage from a non-player source&lt;br /&gt;
&lt;br /&gt;
You cannot make stab attacks while confused, at [[stat zero|zero dexterity]], or if your target is invisible.&lt;br /&gt;
&lt;br /&gt;
==Stabbing Damage==&lt;br /&gt;
The additional damage from a stab attempt varies based on the target's status effect, the weapon you make the attack with, your skill with the weapon, and your Stealth skill. The enemy's status effect and your weapon are the largest factors, determining which Tier of stabbing damage you'll inflict:&lt;br /&gt;
&lt;br /&gt;
'''Tiers:'''&lt;br /&gt;
*Stabbing attacks against creatures that are sleeping or paralyzed are '''tier 1''' stabbings, the most effective kind.&lt;br /&gt;
*Creatures that are petrified, petrifying, or held in a net fall under '''tier 2''' stabbings.&lt;br /&gt;
*Creatures that are confused, fleeing, friendly, or being invisistabbed fall under '''tier 3''' stabbings.&lt;br /&gt;
*Creatures that are simply distracted (or haven't noticed you yet) fall under '''tier 4''' stabbings, and are the least effective.&lt;br /&gt;
&lt;br /&gt;
'''Weapons:'''&lt;br /&gt;
&lt;br /&gt;
[[Short blades]] are the most effective weapon type for stabbing. [[Felid]] claws and weapons wielded while wearing [[boots of the Assassin]] are considered equivalent to short blades for purposes of stabbing damage.&lt;br /&gt;
&lt;br /&gt;
In addition to having higher multipliers, short blades provide bonus damage '''before the stabbing multiplier is applied'''. This extra damage is significantly increased if you are wielding a [[dagger]], but is capped at 30. With sufficiently high skill and dexterity, other short blades can also hit the cap. To get the maximum bonus you need to have DEX × (1 + (Weapon skill + Stealth skill)/2) &amp;gt; 350 with a dagger or 700 with another short blade. Even without this bonus, short blades are still the best for stabbing.&lt;br /&gt;
&lt;br /&gt;
The table below details the total damage bonus from your skills, tier, and weapon type:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:Stab_bonus|stab_table}}&lt;br /&gt;
&lt;br /&gt;
==Other Considerations==&lt;br /&gt;
Your Stealth skill is critical to being an effective stabber; along with increasing the damage you deal, it also makes it much easier to approach sleeping enemies, giving you the opportunity to inflict the most powerful stabs in the game. When stealth fails, magic also works well at creating opportunities: [[Ensorcelled Hibernation]], [[Confuse]], [[Confusing Touch]], [[Mephitic Cloud]], [[Petrify]], [[Alistair's Intoxication]], [[Enslavement]], [[Dazzling Spray]]... Alternatively, [[needle]]s of paralysis, sleep, or confusion also get the job done, as do throwing nets, though their effectiveness is highly dependent on your [[Throwing]] skill.&lt;br /&gt;
&lt;br /&gt;
[[The Shining One]] considers stabbing certain foes dishonorable and will put you under penance for it. Thankfully, the game will first provide a warning prompt if your attack would violate his code of conduct (&amp;quot;Really attack the helpless &amp;lt;foo&amp;gt;?&amp;quot;). This restriction only applies to intelligent, non-undead, non-demonic enemies - TSO doesn't mind if you backstab a distracted [[dragon]] or rip an [[Ice fiend]] open in its sleep.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], Long Blades were slightly more effective at stabbing than most other weapons, and [[club]]s and [[rod]]s could stab for special effects.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], Stabbing was a skill of its own, rather than being the average of your Stealth and weapon skills.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ego&amp;diff=41008</id>
		<title>Ego</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ego&amp;diff=41008"/>
				<updated>2016-02-09T04:01:15Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: /* History */ Jumping removed in 0.16&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
'''Egos''' are special abilities and [[intrinsic]]s found on [[weapons]], [[armour]], and other character items. When an item name shows as &amp;quot;+x foo of barring&amp;quot;, the &amp;quot;of barring&amp;quot; is the ego. For example: boots ''of running'', war axe ''of electrocution''. &lt;br /&gt;
&lt;br /&gt;
Egos on [[weapons]] are often referred to as [[brand]]s. Unlike other egos, many weapon brands can be added to normal weapons temporarily through certain spells (or permanently through certain exceptional methods). This page focuses on non-weapon egos; see the [[brand]] page for weapon egos.&lt;br /&gt;
&lt;br /&gt;
==Egos==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Effect&lt;br /&gt;
!Found on&lt;br /&gt;
!Putting On&lt;br /&gt;
!Taking Off&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Resistance (ego)|Resistance]]&lt;br /&gt;
| Gain 1 rank in [[fire resistance]] and [[cold resistance]].&lt;br /&gt;
| Robes, shields&lt;br /&gt;
| You feel resistant to extremes of temperature.&lt;br /&gt;
| You feel hot and cold all over.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Fire resistance]]&lt;br /&gt;
| Gain 1 rank of fire resistance.&lt;br /&gt;
| All body armour, barding, shields, *&lt;br /&gt;
| You feel resistant to fire.&lt;br /&gt;
| Was it this warm in here before?&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Cold resistance]]&lt;br /&gt;
| Gain 1 rank of cold resistance.&lt;br /&gt;
| All body armour, barding, shields, **&lt;br /&gt;
| You feel resistant to cold.&lt;br /&gt;
| You catch a bit of a chill.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Poison resistance]]&lt;br /&gt;
| Gain [[poison resistance]].&lt;br /&gt;
| Shields, cloaks, all body armour other than robes&lt;br /&gt;
| You feel healthy.&lt;br /&gt;
| You feel less healthy.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Positive energy]]&lt;br /&gt;
| Gain 1 level of [[life protection]].&lt;br /&gt;
| All body armour, shields&lt;br /&gt;
| Your life-force is being protected.&lt;br /&gt;
| You feel vulnerable.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Protection]]&lt;br /&gt;
| Gain +5 [[AC]] if on a weapon, +3 if on a shield.&lt;br /&gt;
| Weapons, shields&lt;br /&gt;
| You feel protected.&lt;br /&gt;
| You feel less protected.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Invisibility (ego)|Invisibility]]&lt;br /&gt;
| Can be evoked for [[invisibility]], but costs food to evoke and increases [[hunger]] cost per action.&lt;br /&gt;
| Cloaks&lt;br /&gt;
| You become transparent for a moment.&lt;br /&gt;
| n/a&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|Magic Resistance&lt;br /&gt;
| Gain +30 [[magic resistance]].&lt;br /&gt;
| All body armour, cloaks, wizard hats&lt;br /&gt;
| You feel resistant to magic.&lt;br /&gt;
| You feel less resistant to magic.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|Strength&lt;br /&gt;
| Gain +3 strength.&lt;br /&gt;
| Gloves&lt;br /&gt;
| You feel stronger.&lt;br /&gt;
| You feel weaker.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|Dexterity&lt;br /&gt;
| Gain +3 dexterity.&lt;br /&gt;
| Gloves&lt;br /&gt;
| You feel agile.&lt;br /&gt;
| You feel clumsy.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|Intelligence&lt;br /&gt;
| Gain +3 intelligence.&lt;br /&gt;
| Helmets, hats&lt;br /&gt;
| You feel clever.&lt;br /&gt;
| You feel stupid.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Running (ego)|Running]]&lt;br /&gt;
| Decreases [[movement]] delay by 1 (11% faster, for most [[species]]).&lt;br /&gt;
| Boots&lt;br /&gt;
| You feel quick.&lt;br /&gt;
| You feel rather sluggish.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Flight (ego)|Flight]]&lt;br /&gt;
| Can be evoked for indefinite [[fly|flight]], but costs nutrition to activate.&lt;br /&gt;
| Boots, barding&lt;br /&gt;
| You feel rather light.&lt;br /&gt;
| n/a&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|Stealth&lt;br /&gt;
| Gain +50 [[stealth]].&lt;br /&gt;
| Boots, barding&lt;br /&gt;
| You feel stealthy.&lt;br /&gt;
| You feel less stealthy.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|See invisible&lt;br /&gt;
| Gain [[see invisible]].&lt;br /&gt;
| Helmets, hats&lt;br /&gt;
| You feel perceptive.&lt;br /&gt;
| You feel less perceptive.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Archmagi (ego)|Archmagi]]&lt;br /&gt;
| Boosts [[spell power]] for all spells.&lt;br /&gt;
| Robes&lt;br /&gt;
| You feel powerful.&lt;br /&gt;
| You feel strangely numb.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Ponderousness]]&lt;br /&gt;
| Worsens your movement speed by 1 (10% slower for most species).&lt;br /&gt;
| Plate armours&lt;br /&gt;
| You feel rather ponderous.&lt;br /&gt;
| That put a bit of spring back into your step.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Reflection]]&lt;br /&gt;
| Reflects any blocked physical or magical ranged attacks back at the attacker.&lt;br /&gt;
| Shields&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Spirit shield]]&lt;br /&gt;
| Damage you receive is divided proportionally between HP and MP. Sets MP to 0 when first equipped.&lt;br /&gt;
| Hats&lt;br /&gt;
| You feel spirits watching over you.&lt;br /&gt;
| You feel strangely alone.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Archery]]&lt;br /&gt;
| +4 bonus to missile weapons.&lt;br /&gt;
| Gloves&lt;br /&gt;
| You feel that your aim is more steady.&lt;br /&gt;
| Your aim is not that steady any more.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; In [[volcano]]es, can very rarely be found on cloaks, boots, and gloves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; In [[ice cave]]s, can very rarely be found on cloaks, boots, and gloves.&lt;br /&gt;
&lt;br /&gt;
[[Crystal plate armour]]s and [[animal skin]]s are always generated without ego, except in some vaults, like volcanoes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], the archery ego penalised melee (-1,-1) and gave more accuracy than damage (+5,+3).&lt;br /&gt;
&lt;br /&gt;
The [[preservation]] ego was removed in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
The [[jumping]] ego was added for boots in [[0.14]] and removed in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Egos]]&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dazzling_Spray&amp;diff=40945</id>
		<title>Dazzling Spray</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dazzling_Spray&amp;diff=40945"/>
				<updated>2016-02-04T04:12:56Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: Update to new 0.15 success chance; fix formula, maxdmg, and range (taken from code); mark as being in book of maledictions; version0.17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Dazzling Spray&lt;br /&gt;
|level=3&lt;br /&gt;
|school1={{Conjurations}}&lt;br /&gt;
|school2={{Hexes}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Conjurations]]&lt;br /&gt;
*[[Book of Maledictions]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell fires a spread of scintillating energy bolts from the caster's fingertips which can dazzle the vision of any living creature they strike, leaving them stumbling about blindly.}}&lt;br /&gt;
&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Dazzling Spray&lt;br /&gt;
|formula = 2d(8+Power/4)&lt;br /&gt;
|maxdmg = 2d(20.5)&lt;br /&gt;
|maxsp = 50&lt;br /&gt;
|range = 5&lt;br /&gt;
|target = Beam&lt;br /&gt;
|special = Hits up to 3 targets, may temporarily [[dazzle]] them.&lt;br /&gt;
|hit_type = normal&lt;br /&gt;
|hit_adder = 9&lt;br /&gt;
|hit_num = 1&lt;br /&gt;
|hit_denom = 7&lt;br /&gt;
|dam_calculator = calcdice&lt;br /&gt;
|dam_numdice = 2&lt;br /&gt;
|dam_adder = 8&lt;br /&gt;
|dam_num = 1&lt;br /&gt;
|dam_denom = 4}}&lt;br /&gt;
&lt;br /&gt;
'''Dazzling Spray''' is a level 3 [[Conjurations]]/[[Hexes]] spell that fires up to three beams of energy at targets in the same general direction. If there are less than three legal targets within the same roughly 90° arc, then fewer beams will be fired. Along with dealing light irresistible damage which rises with [[spell power]], this spell can also [[dazzle]] [[natural]], [[demonic]], and [[holy]] monsters for several turns. The success rate of the dazzling effect is based on the monster's [[hit dice]], ignoring both [[magic resistance]] and your [[spell power]], making it useful even in the late game if you find a monster with low HD.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|Chance of Dazzling: (95 - 5 × HD)% }}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The exact impact of dazzling varies from creature to creature. Ranged attackers of all sorts are made significantly less effective when dazzled, and anything of animal intelligence or lower will be much less capable of attacking you in melee or pursuing you as you flee. Intelligent melee opponents will be able to find you easily enough, but they'll still suffer accuracy penalties as though you were [[invisible]].&lt;br /&gt;
&lt;br /&gt;
One of the best aspects of Dazzling Spray, however, is how easily it sets enemies up for [[stabbing]] opportunities. Even if you haven't trained [[Stealth]] at all, a character with significant training in their weapon skill will be able to do significantly more damage when stabbing, especially if wielding a [[short blade]], [[long blade]], or piercing [[polearm]]. Also, it's much easier to cast the level 3 spell Dazzling Spray than to cast the level 6 spell [[Invisibility]], and it provides similar benefits, even against enemies with [[see invisible]]. Remember, however, that it has no chance of dazzling plants, the undead, or anything non-living.&lt;br /&gt;
&lt;br /&gt;
Once it hits decent [[spellpower]], its damage output makes it useful for softening up approaching foes or clearing cannon fodder out of a band of enemies. Its unusual shape makes it great for hitting multiple scattered targets that a [[Bolt spell]] or [[Fireball]] would have difficulty with. Just make sure to adjust the spell's aim before firing; the game doesn't always auto-target the maximum number of enemies.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Although no ordinary monsters can cast Dazzling Spray, [[player ghost]]s who knew it in life can use a modified version of it. Instead of dazzling your character, it instead inflicts [[confusion]] with a chance to resist based on your [[experience level]].&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|Chance of player ghost dazzling you: (85 - 3 × XL)% }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], the chance of dazzling a monster was (85 - 3 * HD), making the spell more effective in the late game.&lt;br /&gt;
&lt;br /&gt;
Dazzling Spray was added in [[0.12]].&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Darkness&amp;diff=40944</id>
		<title>Darkness</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Darkness&amp;diff=40944"/>
				<updated>2016-02-04T03:43:26Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: Prior to 0.17, it was level *7*.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Darkness&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Hexes}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Burglary]]&lt;br /&gt;
*[[Book of Dreams]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Dims the light of the dungeon, reducing the range of vision.}}&lt;br /&gt;
&lt;br /&gt;
'''Darkness''' is a level 6 [[Hexes]] spell which reduces the [[LOS]] that creatures can see you (and that you can see other creatures) by 25%. Under normal circumstances, this reduces LOS by two tiles. When combined with a [[lantern of shadows]] or the [[demonspawn]] [[Demonspawn_mutations#Nightstalker|nightstalker]] mutation, the spell only reduces LOS by one tile more.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Darkness is an excellent spell for situations where you don't want to be seen, obviously. It makes it easier to move into range for [[stabbing]], helps when fleeing from monsters at the edge of your LOS, forces ranged enemies to move closer to you, and generally reduces the amount of attention you attract simply by keeping you out of sight.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], Darkness was a level 7 spell.&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Early_Game_Character_Building&amp;diff=40624</id>
		<title>Early Game Character Building</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Early_Game_Character_Building&amp;diff=40624"/>
				<updated>2016-01-22T02:25:06Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: /* Mages */ Linkify spells, schools, and backgrounds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
This guide gives general character building advice for the early game. Early game ends when you've reached the latest [[Ecumenical Temple]] spawn level, Dungeon level 7.&lt;br /&gt;
&lt;br /&gt;
==Build a Basic Plan==&lt;br /&gt;
&lt;br /&gt;
===Beginning===&lt;br /&gt;
&lt;br /&gt;
At the very start, focus on your primary killing skills. For melee characters, this involves raising your weapon skill (and usually, only the weapon skill) until it reaches minimum delay or kills your foes at a comfortable rate. For magic based characters, this is getting the useful spells in your starting book to acceptably low (at least less than 10%) failure rates by training their respective spell schools.&lt;br /&gt;
&lt;br /&gt;
===Defences===&lt;br /&gt;
&lt;br /&gt;
The consensus on character building after that is usually to work on your defense skills until that reaches comfortable numbers as well. For robe or leather wearers, this is likely going to be Dodging (which contributes to EV), and for heavy armor wearers this is likely going to be Armour (which improves your AC proportional to your armour's base AC).&lt;br /&gt;
&lt;br /&gt;
Shields provide an EV like boost to your defenses, allowing you a chance to block some incoming attacks, but early game EXP is precious and shields cause encumbrance issues. If you insist on wearing a shield early game, a buckler's penalties will be removed by 5 Shields skill, provided you are a race of normal size.&lt;br /&gt;
&lt;br /&gt;
For any character, Fighting skill is also a must; the bonus to physical combat is useful, but the extra HP is precious, especially to squishier caster types.&lt;br /&gt;
&lt;br /&gt;
===A note on hybrids===&lt;br /&gt;
&lt;br /&gt;
Even if you are aiming to be a &amp;quot;hybrid&amp;quot;, don't try training both your magic and your melee at the same time. You will have two ineffective killing methods, and they won't benefit you simultaneously.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&lt;br /&gt;
Your character gets an allocatable stat point every 3 levels. Where you put these in the early game depends on your character and perhaps, your plan for their future. Stat-zero is a valid concern for some starting character combinations.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
&lt;br /&gt;
It alleviates some of the penalties of wearing armour, and also improves your physical damage dealt. A valid choice for wearers of heavy armour.&lt;br /&gt;
&lt;br /&gt;
Don't let the removal of the weight system make you think strength is less desirable now.&lt;br /&gt;
&lt;br /&gt;
===Intelligence===&lt;br /&gt;
&lt;br /&gt;
It improves your spellcasting rates and decreases the hunger costs associated with them too. It'll also increase your spellpower. Spellcasters who suffer from low starting int or non-Elvish aptitudes for magic may consider putting a couple of early stat points into intelligence.&lt;br /&gt;
&lt;br /&gt;
===Dexterity===&lt;br /&gt;
&lt;br /&gt;
It improves your accuracy, and your Dodging skill scales off of it. An excellent choice for anyone wearing light equipment, and early game accuracy bonuses are a boon.&lt;br /&gt;
&lt;br /&gt;
For stabbers in particular, it'll improve your chances of landing a &amp;quot;stab&amp;quot; while unseen/unnoticed.&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
&lt;br /&gt;
Some backgrounds begin worshiping a god, but characters without gods should consider which god to initially worship. Read the section on [[Choosing a god]] if you need help with that.&lt;br /&gt;
&lt;br /&gt;
===Training Invocations===&lt;br /&gt;
&lt;br /&gt;
The [[Abyssal Knight]] background begins worshipping [[Lugonu]], and their early game can make excellent use of the Invocations skill; how much and when to start is up to the player, but don't neglect training your other skills in tandem, since banishment will not replace your main offensive options.&lt;br /&gt;
&lt;br /&gt;
==Skills by background==&lt;br /&gt;
&lt;br /&gt;
In the early game, preferred skills are directly based on the character's [[background]], with a few variations due to [[race]]. &lt;br /&gt;
&lt;br /&gt;
Review the [[Skills]] page if you are not sure how to turn skills on or off. Life gets much easier for characters who focus on just a few skills while getting started.&lt;br /&gt;
&lt;br /&gt;
===Warriors===&lt;br /&gt;
&lt;br /&gt;
Whether ranged or hand to hand, Warriors kill by using weapons. (In the case of [[Monk]]s, that weapon is their bare hands and feet, but for game purposes, those are weapons governed by the [[Unarmed Combat]] skill.) &lt;br /&gt;
&lt;br /&gt;
All warriors should turn off all skills other than their primary weapon. Improve the weapon skill to at least twice its starting level. After that, begin to branch out into fighting, throwing, armour, or shields depending on class and character design, but always leave weapon skill turned on during the early game.&lt;br /&gt;
&lt;br /&gt;
===Zealots===&lt;br /&gt;
&lt;br /&gt;
Like the warrior classes, by far the main focus is to improve weapon skill. When abyssal knights begin branching out to other skills, [[invocations]] should be turned on as well.&lt;br /&gt;
&lt;br /&gt;
===Hybrids===&lt;br /&gt;
&lt;br /&gt;
[[Transmuter]]s should get [[Spider Form]] castable and pour the rest into [[Unarmed Combat]]. Spider Form easily suffices for a killing tool, but [[Blade Hands]] will vastly eclipse it in damage once it is castable.&lt;br /&gt;
&lt;br /&gt;
[[Enchanter]]s should train Hexes to increase the effectiveness of [[Ensorcelled Hibernation]] and [[Confuse]] and pour the rest into [[Stealth]]. You can ignore Short Blades until your Hexes have enough power to reliably mess up your enemies; if your stealth skill keeps up, you'll one-shot any sleeping foe for a while yet.&lt;br /&gt;
&lt;br /&gt;
[[Warper]]s should get [[Shroud of Golubria]] to acceptable failure rates, then pour everything into their weapon skill.&lt;br /&gt;
&lt;br /&gt;
[[Skald]]s should focus on getting [[Shroud of Golubria]] and [[Regeneration]] to solid levels, then focus on their weapon skill. Depending on the route you take them, stealth or ranged weapons are both good choices.&lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
&lt;br /&gt;
For almost all mages, [[spellcasting]] is not particularly important in the early game. It is much more important to get killing and/or escape spells to Very Good, so casters should turn off all skills other than the necessary magic schools. Use 'I' often to check how easily you can cast your important spells. After failure rates for your critical combat spells are less than 10%, branching out into spellcasting and other magic schools becomes appropriate.&lt;br /&gt;
&lt;br /&gt;
The important exception to this is [[spriggan]] spell casters. Spriggans can use their considerable speed to escape almost anything in the early dungeon, so mere survival is not the first objective. Spriggans should begin preparing for the middle game, when their onerous dietary restrictions can actually make [[spell hunger]] a life-threatening problem. If you will be casting spells frequently, train up spellcasting until you have a sizable reserve of edibles.&lt;br /&gt;
&lt;br /&gt;
[[Wizard]]s, and [[Venom mage]]s should focus on getting their low level attack spells and [[Mephitic Cloud]] to &amp;lt;10% failure rates. These classes, particularly venom mages, may wish to branch into a weapon so they can kill confused low-level enemies more effectively. [[Poison Magic|Poison]] as a magic school is generally looked down upon, but the early skill levels are quite cheap and, if they make the spell more castable, will be worth the boost in survival and early game offense.&lt;br /&gt;
&lt;br /&gt;
[[Conjurer]]s have a couple spell and school options. [[Searing Ray]] gives you good killing power in the early game and works wonders in corridors; jackal packs and orcs will fall to it quickly. [[Dazzling Spray]] is a cheap multitarget spell that deals moderate damage and disorients foes, and the [[Hexes]] skill is also used for [[Fulminant Prism]], which conjures a sphere of energy that deals great damage to nearby units after 20 [[aut]]s. [[Battlesphere]] relies on the [[Charms]] school (not usable by any other spell in the [[Book of Conjurations|starting book]]), but it deals unrivaled damage for a starting spell, and combined with [[Magic Dart]] is an extremely efficient and effective killing tool.&lt;br /&gt;
&lt;br /&gt;
Elementalists and [[Summoner]]s can focus entirely on their spells or train a weapon after they have some spells that can help in melee combat like [[Conjure Flame]], [[Sticky Flame]], [[Ozocubu's Armour]], [[Summon Ice Beast]], etc.&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s should focus on their spells. If the character wants to dabble in melee, branch out to a weapon skill. Polearms (for [[reaching]] attacks through a line of undead servants) or staves (preparing for an eventual [[staff of death]]) are recommended.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
[[Artificer]]s should focus on a weapon, being essentially a gimped fighter unless and until good evocable items drop. Temple diving for [[Nemelex]] enables early access to decks, the most easily obtained evocable items.&lt;br /&gt;
&lt;br /&gt;
[[Wanderer]]s should wing it. Take a look at your early possessions and try to make a plan.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
Because of how [[Attack speed]] works, one handed weapons or polearms are the best in the early game. &lt;br /&gt;
&lt;br /&gt;
The first goal is to find a usable weapon with a decent brand. Consider weapons where the character has good aptitudes, especially if it cross trains with the current weapon of choice. Always pick up every blue or [[randart]] weapon that fits this criteria until a good brand appears. &lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
&lt;br /&gt;
Mages should never wear anything other than a robe in the early game. Leather armor and bucklers may seem dandy but in the early game, the greatest defense is killing your foe very fast and very reliably.&lt;br /&gt;
&lt;br /&gt;
Hybrid builds that need supplemental spells should not wear anything heavier than leather armor or bucklers in the early game, or their spells will be too unreliable for use.&lt;br /&gt;
&lt;br /&gt;
AC builds are typically spell-less, and should equip the heaviest armour and shield they can wear without seriously affecting their damage output.&lt;br /&gt;
&lt;br /&gt;
Similar to weapons, players should pick up and ID all blue or randart armors that might be useful until they find armor with decent brands or [[resistances]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ereshkigal&amp;diff=8947</id>
		<title>Ereshkigal</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ereshkigal&amp;diff=8947"/>
				<updated>2013-03-02T04:28:55Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{monster&lt;br /&gt;
|name=Ereshkigal&lt;br /&gt;
|glyph={{White|&amp;amp;}}&lt;br /&gt;
|tile=[[Image:Ereshkigal.png]]&lt;br /&gt;
|flags={{Unique flag}}&amp;lt;br&amp;gt;{{Spellcaster flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Evil flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&lt;br /&gt;
|resistances={{Electricity resistance}}, {{Poison resistance}}, {{Cold resistance}}, {{Negative energy resistance}}, {{Torment resistance}}, {{Rot resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=14085&lt;br /&gt;
|holiness={{Demonic}}&lt;br /&gt;
|magic_resistance=240&lt;br /&gt;
|hp_range=250&lt;br /&gt;
|avg_hp=250&lt;br /&gt;
|armour_class=10&lt;br /&gt;
|evasion=30&lt;br /&gt;
|habitat=land&lt;br /&gt;
|speed=14&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Weapons armour}}&lt;br /&gt;
|attack1=40 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=18&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=250&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=ereshkigal&lt;br /&gt;
|species=ereshkigal&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A fearsome arch-fiend who rules the deathly netherworld of Tartarus.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Ereshkigal''' is an ethereal demon lord who guards the bone [[rune]] on the lowest floor of [[Tartarus]]. She is notable for being fast and very difficult to hit, and calls demons to her aid while blasting you with cold and negative energy spells. She is encountered with a pack of [[shadow fiend]]s at her side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
{{Spellcaster&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Bolt of Draining]] (3d22)&lt;br /&gt;
|slot2=[[Bolt of Cold]] (3d27)&lt;br /&gt;
|slot3=[[Summon Greater Demon]]&lt;br /&gt;
|slot4=[[Symbol of Torment]]&lt;br /&gt;
|slot5=[[Paralyse]]&lt;br /&gt;
|slot6=[[Minor Healing]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Max [[life protection]] and [[cold resistance]] are advised to minimize the damage from her bolts, while high [[magic resistance]] or an [[amulet of stasis]] is necessary to prevent yourself from being paralyzed and torn to pieces. [[Torment]] resistance helps immensely as well, as both she and her Fiends will be tormenting you regularly.&lt;br /&gt;
**While [[Necromutation]] will provide living characters with immunity to torment, her [[Shadow fiend]]s can quickly unmake undead characters with [[Dispel Undead]]. Keep a large pack of summoned minions in the way to block their line of fire if you choose to face her while undead.&lt;br /&gt;
*Her [[ev]]asion can be a major headache unless you have ways around it. Powerful, undodgeable spells suchs as [[Shatter]] or [[Fire Storm]] work well ([[Ice Storm]] is less effective as she has cold resistance, but is still an option). Straight melee characters will have a harder time of it, but [[the Shining One]]'s divine halo and [[holy wrath]] weapons can help make your swings much more effective. As always, a source of [[Abjuration]] is useful to help keep her reinforcements from overwhelming you.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.12]], her spell set will be improved tremendously, replacing Bolt of Draining with [[Silence]] and Minor Healing with [[Major Healing]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In Mesopotamian mythology, [http://en.wikipedia.org/wiki/Ereshkigal Ereshkigal] was the goddess of Irkalla, the land of the dead or underworld.&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gehenna&amp;diff=8831</id>
		<title>Gehenna</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gehenna&amp;diff=8831"/>
				<updated>2013-02-28T04:42:49Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: /* Recommendations */ add wiki link to asmodeus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flavour|The fires of Gehenna have burnt many a confident hero, and they will burn evermore.&lt;br /&gt;
&lt;br /&gt;
Gehenna is seven levels deep and contains the obsidian rune. It can be accessed via the Vestibule of Hell.&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A gateway to Gehenna. You can feel the heat. Gehenna seems to be made out of nothing but flames, lava and hellfire.}}&lt;br /&gt;
&lt;br /&gt;
'''Gehenna''' is the [[fire]] branch of [[Hell]], accessible from [[the Vestibule of Hell]].&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Gehenna is 7 levels deep and populated by fire-themed monsters. You'll meet many [[hellion]]s and [[brimstone fiend]]s, but weaker monsters such as [[flaming corpse]]s can be found. All the while a mystical Hellish force will assault you as is usual for all Hell branches, causing multiple nasty effects.&lt;br /&gt;
&lt;br /&gt;
Gehenna's layout is fairly open, with streams of lava that may hide [[lava snake]]s or [[salamander]]s. You may also run into small sections of permanent flame [[cloud]]s.&lt;br /&gt;
&lt;br /&gt;
The last level of Gehenna contains the obsidian [[rune of Zot]], guarded by [[Asmodeus]].&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
The first six levels of Gehenna are not too tough, provided you have rF+++ (rF++ at the minimum) to reduce the damage of most attacks and have a way to kill the fire-resistant monsters you meet - [[Ice Magic|Ice]] or [[Earth Magic]] will make your travels much smoother. Gehenna:7, on the other hand, can be brutal if you manage to wake up too many enemies at once while inside [[Asmodeus]]' chambers: having several hellions all hellfire you at once is always a risk. Proceed with caution. Asmodeus himself is a tough customer, a weaker version of [[Cerebov]] if you will.&lt;br /&gt;
&lt;br /&gt;
Some means of restoring or sustaining abilities are recommended, since the effects of Hell can cause severe stat draining. It's also wise to carry some potions of healing to prevent your body from [[rot]]ting away, which may happen occasionally by the effects of Hell. In addition, if you still carry scrolls, you'll do well to bring a means of [[conservation]] or wear [[mottled dragon armour]]: one of the effects of Hell's mystical force in Gehenna is to cover you in [[Sticky Flame|sticky flames]]. [[Levitation]]/[[Flight]] or teleportation may be necessary to traverse lava ponds blocking the way, and may be required on the final level to access Asmodeus's vault.&lt;br /&gt;
&lt;br /&gt;
==Hell effects==&lt;br /&gt;
*[[Miscast_effect#Necromancy|Necromancy]] miscast: 16.66%&lt;br /&gt;
*[[Miscast_effect#Summoning|Summoning]] miscast: 8.33%&lt;br /&gt;
*[[Miscast_effect#Conjurations|Conjurations]] miscast: 4.16%&lt;br /&gt;
*[[Miscast_effect#Charms|Charms]] miscast: 2.08%&lt;br /&gt;
*[[Miscast_effect#Hexes|Hexes]] miscast: 2.08%&lt;br /&gt;
*[[Miscast_effect#Fire_magic|Fire magic]] miscast: 22.22%&lt;br /&gt;
*[[Brimstone fiend]]: 14.15%&lt;br /&gt;
*Summon 1-5 Gehenna monsters: 9.88%&lt;br /&gt;
*Nothing happens: 19.75%&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Gehenna Gehenna] is a term derived from a geographical site in Jerusalem known as the Valley of Hinnom. According to parts of the Bible, the site was initially where followers of various Ba'als, including Moloch, sacrificed their children by fire. The valley later became the common wasteyard for all the refuse of Jerusalem. Here the corpses and ashes of animals and people, as well as wastes and garbage were cast and, according to legend, consumed by a constant fire. In time it became deemed to be accursed and an image of the place of destruction in Jewish folklore. Gehenna is cited in the New Testament and in early Christian writing to represent the final place where the wicked will be punished or destroyed after resurrection.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]] [[Category:Hells]]&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Power&amp;diff=8775</id>
		<title>Spell Power</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Power&amp;diff=8775"/>
				<updated>2013-02-26T02:44:18Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: /* Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version09}}&lt;br /&gt;
&lt;br /&gt;
Most spells use a '''spell power''' value to determine their damage, range, duration, etc. You can display your spell power for known spells by bringing up your spell list with '''z''', then '''?''', then '''!''', which will display a screen looking like this:&lt;br /&gt;
&lt;br /&gt;
  Your Spells                      Power&lt;br /&gt;
 a - Fulsome Distillation          ######&lt;br /&gt;
 b - Evaporate                     #####.....&lt;br /&gt;
 c - Detect Creatures              ####...&lt;br /&gt;
 d - Blade Hands                   #######...&lt;br /&gt;
&lt;br /&gt;
Most [[spells]] have a capped spell power. A cap of 100 means that if your spell power is higher than 100, it will be set to 100. This is done to prevent players from casting super-powered low-level spells. The dots stop at the cap while the bars indicate how much effective spell power you have.&lt;br /&gt;
&lt;br /&gt;
==Equivalence==&lt;br /&gt;
&lt;br /&gt;
The amount of bars of spell power shown in spell description does not increase at the same rate as the actual spell power. Here is a table of what values can be hidden behind the various possible description shown by the game :&lt;br /&gt;
&lt;br /&gt;
 Value          Description&lt;br /&gt;
 0-4          #.........&lt;br /&gt;
 5-9          ##........&lt;br /&gt;
 10-14        ###.......&lt;br /&gt;
 15-24        ####......&lt;br /&gt;
 25-34        #####.....&lt;br /&gt;
 35-49        ######....&lt;br /&gt;
 50-74        #######...&lt;br /&gt;
 75-99        ########.. &lt;br /&gt;
 100-149      #########.&lt;br /&gt;
 150-200      ##########&lt;br /&gt;
&lt;br /&gt;
Here is a graph of the bars versus power:&lt;br /&gt;
&lt;br /&gt;
[[Image:Spell Power Bars vs Numeric.png|Bars versus numeric power]]&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
&lt;br /&gt;
First, the game calculates raw spell power using the following formula.&lt;br /&gt;
&lt;br /&gt;
  ((Spellcasting / 2) + (2 * [average_spell_schools]) + brilliance)&lt;br /&gt;
  * enhancers&lt;br /&gt;
  * (INT / 10)&lt;br /&gt;
&lt;br /&gt;
*'''Average spell schools''' is the average of all the skills necessary for the spell - up to three schools for some spells (e.g. [[Mephitic Cloud]], which requires Conjurations, Poison Magic, and Air Magic).&lt;br /&gt;
* '''Brilliance''' is the effect of a [[potion of brilliance]]. The boost is equal to three average skill levels, but is still applied even if your average skill level has reached the max of 27. This boost is wholly separate from the wizardry effect and from the temporary Intelligence gain (which also affects spell power).&lt;br /&gt;
*'''Enhancers''' is a factor calculated from rings of fire, staves of cold, a robe of the Archmagi, etc. You get +1 for every enhancer and -1 for every dampener. If the factor is positive, your spell power is multiplied by 1.5&amp;lt;sup&amp;gt;(factor)&amp;lt;/sup&amp;gt;. If it is negative, it is multiplied by 0.5&amp;lt;sup&amp;gt;(factor)&amp;lt;/sup&amp;gt;, effectively halving your power every dampener.&lt;br /&gt;
&lt;br /&gt;
Once the raw spell power value is determined, a stepdown function is applied to obtain the '''real''' spell power. Every 50 real spell power is twice as difficult to obtain, and there is an absolute maximum of 200 real spell power. For example, 50 raw spell power is equivalent to 50 real spell power; 100 raw spell power is equivalent to 50 + 50/2 = 75 real spell power; and 500 raw spell power is equivalent to 50 + 100/2 + 200/4 + 150/8 = 168 real spell power. The maximum of 200 real spell power is reached at 750 raw spell power.&lt;br /&gt;
&lt;br /&gt;
==Spell Range==&lt;br /&gt;
&lt;br /&gt;
For most spells the range starts out at maximum, but for some spells like [[Flame Tongue]] the range increases based on spell power, after step down.   Given that [[Flame Tongue]] is the most common spell with variable range, it serves as a useful example.  Flame Tongue has a spell power cap of 40 for range and 25 for damage.&lt;br /&gt;
&lt;br /&gt;
If the spell power (pow in the following) is above the power cap, the spell has maximum range.  Otherwise:&lt;br /&gt;
&lt;br /&gt;
  range = [pow*(maxrange - minrange) + (powercap/2)] / (powercap + minrange)&lt;br /&gt;
&lt;br /&gt;
That's a bit involved.  It helps to notice that the addition of powercap/2 is to do rounding up (otherwise it will round down). So we have:&lt;br /&gt;
&lt;br /&gt;
  range = [pow*(maxrange - minrange)] / (powercap  +  minrange)&lt;br /&gt;
&lt;br /&gt;
This is the ratio of pow to powercap, over the possible ranges.  In effect, it is linear in range with spell power - once you get to about halfway between the maximum and minimum ranges, you are at about half of the power cap. 'About', because of the round up vs round down function.  &lt;br /&gt;
&lt;br /&gt;
In the table below, values of numerical power where either the range or displayed power change are shown. Note that the maximum power for Flame Tongue is 40.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Numerical power!!Power!!Range&lt;br /&gt;
|-&lt;br /&gt;
|0||&amp;lt;tt&amp;gt;#.....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@&amp;gt;...&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|5||&amp;lt;tt&amp;gt;##....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@&amp;gt;...&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|7||&amp;lt;tt&amp;gt;##....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|10||&amp;lt;tt&amp;gt;###...&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|15||&amp;lt;tt&amp;gt;####..&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|20||&amp;lt;tt&amp;gt;####..&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@--&amp;gt;.&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|25||&amp;lt;tt&amp;gt;#####.&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@--&amp;gt;.&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|34||&amp;lt;tt&amp;gt;#####.&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@---&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|35||&amp;lt;tt&amp;gt;######&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@---&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Demons&amp;diff=8716</id>
		<title>Demons</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Demons&amp;diff=8716"/>
				<updated>2013-02-24T23:58:15Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: Redirected page to Demon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Demon]]&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Tomb&amp;diff=8715</id>
		<title>The Tomb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Tomb&amp;diff=8715"/>
				<updated>2013-02-24T23:57:01Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: /* Location, Layout and Monsters */ link to the right mummy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page is about the [[Dungeon branches|dungeon branch]]. For the card, see [[Deck of emergency#Tomb card|Tomb card]].''&lt;br /&gt;
&lt;br /&gt;
{{flavour|The Tomb of the Ancients is a place of damnation, of horrors animated by the vilest necromancy. Honest creatures of the surface turn pale at the mere mention of its name, The list of those who have returned from this place of pure death is exceedingly short.&lt;br /&gt;
&lt;br /&gt;
The Tomb is three levels deep and contains the golden rune. Its entry is either on Crypt:2 or Crypt:3.&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A way to the Tomb of Ancients, a place of damnation, of horrors animated by the vilest necromancy.}}&lt;br /&gt;
&lt;br /&gt;
'''The Tomb of Ancients''' (usually referred to only as '''the Tomb''') is a [[branch]] located under [[the Crypt]], inhabited by dessicated mummies of all kinds. It holds the golden [[rune of Zot]], in addition to other treasures.&lt;br /&gt;
&lt;br /&gt;
==Location, Layout and Monsters==&lt;br /&gt;
Stairs to the Tomb are found on floor 2 or 3 of [[The Crypt]]. It's only 3 levels deep... but don't let that lull you into a false sense of security: it's one of the most dangerous places in the game, even for powerful characters. You'll meet a wide variety of mummies, which if not carefully dealt with can decimate you in a variety of nasty ways.&lt;br /&gt;
&lt;br /&gt;
Unlike other areas of the game, the layout of the Tomb is mostly fixed, with only a few insignificant variations. In order to reach the end, one must first go through the entrance hall on Tomb:1, then down to the large hall on Tomb:2, into one of the side rooms back up to Tomb:1, through a long hall (sometimes called &amp;quot;The Greater Mummy Gauntlet&amp;quot;) to another staircase down to Tomb:2, and from there down to Tomb:3. [[Teleport control]] is not possible until picking up the rune, and although random teleports can break this sequence, doing so on Tomb:1 is inadvisable.&lt;br /&gt;
&lt;br /&gt;
Also unlike many other areas of the game, the locations of encountered monsters are roughly fixed in every instance of Tomb, although exact placement can vary somewhat due to monsters wandering. In order of difficulty, the monsters one meets are:&lt;br /&gt;
&lt;br /&gt;
*[[Flying skull]]s: Although not dangerous themselves, they will alert nearby sleeping mummies of your presence.&lt;br /&gt;
*[[Mummy (monster)|Mummies]]: Although only a nuisance, their [[death curse]]s will curse equipment in your inventory. They are found all throughout Tomb.&lt;br /&gt;
*[[Guardian mummy|Guardian mummies]]: They hit harder and faster than normal mummies, and their death curses can be quite nasty. Although they are found throughout Tomb, there is a very large concentration of them near the up staircases on Tomb:3.&lt;br /&gt;
*[[Mummy priest]]s: Slightly slower than guardian mummies, but tougher. They cast [[Torment]], [[Smite]], [[Summon Undead]] and [[Summon Demon]], and their death curses are even nastier. One tends to find them scattered throughout Tomb as well, although they are less frequent than guardian mummies.&lt;br /&gt;
*[[Sphinx]]es: The only living things one will find in Tomb, these can paralyze, confuse, smite, or simply beat you to death if you are not careful. They have moderate durability, but no resistances to speak of and no death curses. One only finds them outside the main hall on Tomb:1 - there will always be a group of several sphinxes laying in wait there.&lt;br /&gt;
*[[Greater mummy|Greater mummies]]: The biggest threat in Tomb, they have the same spells as a mummy priest, but over three times the health, 50% more HD, and faster movement. These will kill you if you are not prepared. You'll find a few in the entrance hall on Tomb:1, a few more in the main hall on Tomb:2, a large number in the arcade on Tomb:1, then finally a good number more in the main chamber in Tomb:3. Try not to take more than one of these on at once!&lt;br /&gt;
&lt;br /&gt;
Mummies have the annoying ability to bestow a death curse curse upon you when killed, which can be as simple as cursing an item of gear all the way up to stat drain, torment and draining. See the [[death curse]] page for more details.&lt;br /&gt;
&lt;br /&gt;
On the plus side, the Tomb contains a [[rune of Zot]] and a large amount of loot in the side chambers on Tomb:3. Scattered loot is found throughout the rest of the branch.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
If not done correctly, Tomb is one of the deadliest places in the game. A character facing Tomb must tackle these three problems:&lt;br /&gt;
*Greater mummies and mummy priests can torment you, instantly cutting your HP by up to half. They can then smite you to finish the job.&lt;br /&gt;
*Greater mummies and mummy priests can summon a ton of undead and demons, which in addition to mobbing you also means they will frequently abjure your own summons.&lt;br /&gt;
*All mummies cast death curses when killed. The normal mummies only curse your items, but the others can slow you, rot you, torment you, drain you, drain your stats, and even occasionally kill you outright if you are low enough on HP. Since there are so many mummies in the Tomb, these effects can quickly reach debilitating levels.&lt;br /&gt;
&lt;br /&gt;
Some strategies, with their specific strengths and weaknesses, are outlined below.&lt;br /&gt;
&lt;br /&gt;
==Overall==&lt;br /&gt;
One should mix and match the strategies below: it is unlikely that one can do Tomb simply by being a Zin or a Kiku worshiper, or simply by having Dispel Undead, but a lichform necromancer of Kiku, or Zinnite with a holy weapon and silence, stands a very good chance of making it. The best general advice is to know your limits: if one encounter with a greater mummy nearly killed you, then the next one may very well finish you off. If you find your HP rotting beyond what you can repair, or that you are burning through all your royal jellies because of stat drain, don't continue - get out. It is by no means necessary to do Tomb to finish the game.&lt;br /&gt;
&lt;br /&gt;
===[[Silence]]===&lt;br /&gt;
Mummies are quite vulnerable to this spell, and with a good enough melee weapon you can even kill a greater mummy while it is in the silence radius. Silence is far more effective if combined with pre-silence [[Haste]]; in fact, if you are wielding a non-holy weapon this may be necessary. Be sure that the spell is at high enough power! Without that, it will run out before you kill the mummy, giving it a couple turns to cast while you are still silenced. Similarly, don't try to take on more than one greater mummy at a time just with Silence. They have a lot of HP, and unless you are extremely strong you may not be able to take out two before the Silence runs out. Make sure you have enough AC/EV to survive the mummies in melee: they aren't the most dangerous, but they can be a danger to weaker characters.&lt;br /&gt;
&lt;br /&gt;
The downside to this strategy alone is that you still need a way to deal with the death curses. Without that, you will have many rotted HP and drained stats to recover during and afterwards. Be sure to bring along some potions of restore abilities or royal jellies in case your stats drop too low for comfort.&lt;br /&gt;
&lt;br /&gt;
===[[Mass Abjuration]]===&lt;br /&gt;
In no way, shape or form is this spell enough to deal with Tomb on its own. However, it is very useful to have if you cannot silence the mummies. Otherwise, their summons may overwhelm you, and at the very least block you from reaching them. Mummies enjoy summoning things such as [[neqoxec]]s to mutate you; being able to abjure them quickly is often vital to stopping yourself from leaving Tomb with malmutation in addition to the normal rotting. Be sure to have it a high enough power (at least 10 Summoning skill or so) that you don't simply end up wasting all your MP trying to abjure the mummies' summons.&lt;br /&gt;
&lt;br /&gt;
Finding the [[Grand Grimoire]] to even get access to this spell is by no means guaranteed. If you lack access to Mass Abjuration, high-powered castings of [[Fire Storm]], [[Ice Storm]], or [[Tornado]] are another way to deal with summons (and the mummies themselves). If all else fails, remember that all summons have a finite lifespan, and going back upstairs and waiting a few dozen turns will get rid of them.&lt;br /&gt;
&lt;br /&gt;
===[[Necromutation]]/Undeath===&lt;br /&gt;
Being undead provides complete protection from the torment that the mummies are so fond of throwing at you. Additionally, it protects you against many of the nastier mummy death curse effects: you will not rot, be tormented, or suffer backlash damage from them. Mummies and ghouls have these characteristics intrinsically; vampires can gain all of them by becoming bloodless, and living characters can gain all of them by casting the spell Necromutation. Other than the high casting cost, there is no downside to casting Necromutation in Tomb: nothing in there casts Dispel Undead, and nothing can summon anything that casts it either. It will often pay for its own casting cost in terms of turns spent without hunger, and hungerless channeling.&lt;br /&gt;
&lt;br /&gt;
Being undead, however, is not an option if you are worshiping a good god. Also, unless you are a ghoul or a vampire, you will be unable to drink potions, depriving you of a good way of restoring health and/or MP. Restoring stats can be an even greater problem, since you will have to become living again in order to eat or drink (mummies can restore their stats by sacrificing one permanent MP).&lt;br /&gt;
&lt;br /&gt;
===[[Dispel Undead]]===&lt;br /&gt;
By far the most efficient way to deal damage to the mummies through magic (with the possible exception of very high-powered [[Shatter]]) is by casting Dispel Undead at them. Be very sure to have this spell at high power - even at full power, it may take several casts to take out a greater mummy. Wield a [[staff of death]] and/or be in lichform if necessary. Try to close to melee range while using this spell on greater mummies, possibly by using a corner. This makes them much less inclined to summon undead and demons, which will block you line of fire and force you to waste turns and possibly MP either killing or abjuring them. The same can hold true of mummy priests, although since they are slower and weaker it is usually possible to kill them from range with this spell.&lt;br /&gt;
&lt;br /&gt;
The other downsides to Dispel Undead are that it is single-target only, and that it's a Necromancy spell - those who worship the good gods will be unable to use it without incurring penance.&lt;br /&gt;
&lt;br /&gt;
===[[Kikubaaqudgha]]===&lt;br /&gt;
The god of Necromancy provides a number of tools which are extremely handy in dealing with Tomb. In fact, being a Kiku worshipper is arguably the easiest way to tackle the Tomb.&lt;br /&gt;
&lt;br /&gt;
Firstly, depending on your piety, he may lessen or entirely prevent mummy curses. When you add up all the item cursing, rot, stat drain, and other headaches that death curses cause, this makes clearing the Tomb far less painful than it would otherwise be. Additionally, Kiku provides some protection from torment, again scaling with piety. It never reaches 100%, but it's much better than nothing, and it couples very well with rN+++. If that isn't enough, he also provides guaranteed access to Necromutation, which ''will'' protect fully from torment. As icing on the cake, Kiku also provides access to Dispel Undead and Haunt, other useful anti-mummy tools. However, he doesn't provide any particular way to deal with summoned monsters, so you will likely need Mass Abjuration or high-powered attack spells for that. &lt;br /&gt;
&lt;br /&gt;
The downside to using Kiku to do Tomb is that he does not grant piety for killing undead, and his protection scales with piety, so you will become vulnerable if you waste too much time in there. Make sure to enter with 6* piety, preferably after just having tackled a living/demonic branch. Don't make the mistake of taking Tomb right after Crypt with Kiku.&lt;br /&gt;
&lt;br /&gt;
===[[The Shining One]]===&lt;br /&gt;
The Crusader God is not as strong as Kiku in Tomb, but he can still be immensely helpful. First of all, he gives rN+++ at max piety, which softens the blow of torment (reduces it to 35% HP loss rather than 50%, and this adds up over multiple torments). Secondly, he gives a holy weapon, which is by far the best way to kill mummies in melee. Thirdly, he gives HP for undead kills, which greatly increases survivability in Tomb and can help offset some mummy death curses. Cleansing Flame is also a good weapon for dealing with the mummies and their demonic summons.&lt;br /&gt;
&lt;br /&gt;
Finally, his Angel/Daeva summons are extremely useful - their own holy weapons hit hard, they serve as meatshields, and (perhaps best of all) they will absorb the death curses of any mummies they kill. The downside is that they can be mobbed by summons and they are vulnerable to abjuration themselves, so you cannot sit back and let them do all the work. Be aware that using lots of holy warriors also will drain your TSO piety (Then again, you will also be scoring lots of it from all the killed mummies, so it tends to even out if you don't go overboard). Also note that TSO provides no direct protection from mummy death curses, apart from the draining effect.&lt;br /&gt;
&lt;br /&gt;
===[[Zin]]===&lt;br /&gt;
A somewhat unusual choice for Tomb, and only for those with high powered Silence and possibly a holy weapon from their TSO days, Zin provides some protection from mummy death curses for those who don't wish to go down the path of Necromancy. He stops the nastier rot, and of course will protect you from mutation caused by any summoned neqoxecs. His vitalization can be used to cure the lighter rot as well as to reverse stat drain, although this will use up piety. Lastly, those who find themselves in a real bind can use his Sanctuary power as a last resort.&lt;br /&gt;
&lt;br /&gt;
===Raw Power===&lt;br /&gt;
For those characters who are already maxed in power, mummies are perfectly vulnerable to high-powered [[Shatter]], [[Tornado]] or [[Fire Storm]]. This isn't exactly an efficient or subtle way to do Tomb, but it certainly will work, and with lichform and channeling may even be sustainable. Even the greatest characters, however, will need a way to deal with the death curses - again lichform comes to mind, since most characters who can cast a level 9 spell can probably cast Necromutation. This is unlikely to be the strategy for those who are trying Tomb for the first time, but rather is more likely as a strategy for Ziggurat raiders.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]] [[Category:Mummy]]&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mnoleg&amp;diff=8609</id>
		<title>Mnoleg</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mnoleg&amp;diff=8609"/>
				<updated>2013-02-22T06:13:49Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: add wikilink to &amp;quot;list of eyeballs&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{monster&lt;br /&gt;
|name=Mnoleg&lt;br /&gt;
|glyph={{LightGreen|&amp;amp;}}&lt;br /&gt;
|tile=[[file:mnoleg.png]]&lt;br /&gt;
|flags={{Unique flag}}&amp;lt;br&amp;gt;{{Fighter  flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Spellcaster flag}}&amp;lt;br&amp;gt;{{Evil flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&lt;br /&gt;
|resistances={{Electricity resistance}}, {{Poison resistance}}, {{Fire resistance}}, {{Negative energy resistance}}, {{Torment resistance}}, {{Rot resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}, {{Silver vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=15000&lt;br /&gt;
|holiness={{Demonic}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=350&lt;br /&gt;
|avg_hp=350&lt;br /&gt;
|armour_class=10&lt;br /&gt;
|evasion=25&lt;br /&gt;
|habitat=land&lt;br /&gt;
|speed=13&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Open doors}}&lt;br /&gt;
|attack1=35 ({{Hit type}}: {{Mutate flavour}})&lt;br /&gt;
|attack2=23 ({{Hit type}}: {{Blink flavour}})&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=17&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=350&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=mnoleg&lt;br /&gt;
|species=mnoleg&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A weirdly glowing figure, dancing through the twisted air of Pandemonium.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Mnoleg''' is a unique [[Pandemonium lord]] and guardian of the glowing [[rune of Zot]]. Although he can [[smite]] you and has frustrating melee abilities, he's much more likely to try to kill you through his summoned allies. He is accompanied by a horde of [[neqoxec]]s, [[cacodemon]]s, and assorted [[list of eyeballs|eyeball-type monsters]] on his floor of [[Pandemonium]], which has dark red walls and yellow floors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
{{Spellcaster&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Summon Eyeballs]]&lt;br /&gt;
|slot2=[[Smiting]] (7-17)&lt;br /&gt;
|slot3=[[Malign Gateway]]&lt;br /&gt;
|slot4=[[Summon Horrible Things]]&lt;br /&gt;
|slot5=[[Summon Horrible Things]]&lt;br /&gt;
|slot6=''none''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Make sure to kill all of his allies before attracting Mnoleg's attention, preferably with a source of mutation resistance and a [[ring of sustain abilities]] equipped to keep you from deteriorating before the actual fight even starts.&lt;br /&gt;
*Mnoleg isn't that difficult as Pan lords go, but make sure to use [[Mass Abjuration]] or area of effect nukes ([[Ice Storm]] is best, since Mnoleg has no cold resistance) as soon as his summoned eyes appear. If you don't have magical options to counter them, be prepared to run away quickly if he summons [[giant eyeball]]s, as they can lead to certain death for the unwary, especially if you get [[constrict]]ed by his summoned [[tentacled monstrosities]].&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Rune_of_Zot&amp;diff=8426</id>
		<title>Rune of Zot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Rune_of_Zot&amp;diff=8426"/>
				<updated>2013-02-21T05:12:13Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: /* Strategy and Difficulty */ Add the branch for each rune, and add wikilinks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flavour|A talisman which allows entry into Zot's domain.}}&lt;br /&gt;
&lt;br /&gt;
'''Runes of Zot''' are required to enter [[the Realm of Zot]], which contains the [[Orb of Zot]], the goal of your quest, housed in a vault on its fifth level. They are thus necessary to win the game. Unlocking the portals to the Realm requires three runes, but advanced players may choose to collect more to earn a higher [[score#Rune Score|final score]].  In any given game, there will be a total of 15 possible runes to obtain. Runes do not occupy inventory slots, are weightless, and cannot be dropped.  You can see what runes you have by typing '''}''' or by checking the '''%''' screen (your Player Character resistances).&lt;br /&gt;
&lt;br /&gt;
==Rune locations==&lt;br /&gt;
&lt;br /&gt;
Runes can be found on the bottom floors of several dungeon [[branch]]es.&lt;br /&gt;
&lt;br /&gt;
* [[The Lair]] has no rune itself, but in any game, it has two of the following four branches (it always has the Slime Pits for a third):&lt;br /&gt;
** [[Image:Decaying_rune.png]] [[The Swamp]]:5 contains the decaying rune of Zot.&lt;br /&gt;
** [[Image:Barnacled_rune.png]] [[The Shoals]]:5 contains the barnacled rune of Zot. Will not occur in the same game as The Swamp.&lt;br /&gt;
** [[Image:Serpentine_rune.png]] [[The Snake Pit]]:5 contains the serpentine rune of Zot.&lt;br /&gt;
** [[Image:Gossamer_rune.png]] [[The Spider's Nest]]:5 contains the gossamer rune of Zot. Will not occur in the same game as The Snake Pit.&lt;br /&gt;
* [[Image:Slimy_rune.png]] [[The Slime Pits]]:6 contains the slimy rune of Zot.&lt;br /&gt;
* [[Image:Silver_rune.png]] [[The Vaults]]:8 contains the silver rune of Zot.&lt;br /&gt;
* [[The Crypt]] has no rune itself, but contains a branch to The Tomb.&lt;br /&gt;
** [[Image:Gold_rune.png]] [[The Tomb]]:3 contains the golden rune of Zot.&lt;br /&gt;
&lt;br /&gt;
You will also come across special runes in the following bonus levels.&lt;br /&gt;
&lt;br /&gt;
* [[Image:Abyssal_rune.png]] [[The Abyss]] contains the abyssal rune of Zot. This rune has a very low chance of being generated, increasing with time you spend wandering around in the Abyss - but if you happen to be a follower of Lugonu, this rate is greatly accelerated.  If you see the rune but cannot get it, e.g. if the Abyss shifts before you can reach it, do not despair: the game will keep generating abyssal runes until you pick one up.&lt;br /&gt;
* [[Pandemonium]] contains five runes.  &lt;br /&gt;
**The four unique Pandemonium lords each guard a unique rune that is generated ''once''. Leaving the level without the rune means it is lost forever:&lt;br /&gt;
*** [[Image:Glowing_rune.png]] [[Mnoleg]] guards the glowing rune of Zot.&lt;br /&gt;
*** [[Image:Magical_rune.png]] [[Lom Lobon]] guards the magical rune of Zot.&lt;br /&gt;
*** [[Image:Fiery_rune.png]] [[Cerebov]] guards the fiery rune of Zot.&lt;br /&gt;
*** [[Image:Dark_rune.png]] [[Gloorx Vloq]] guards the dark rune of Zot.&lt;br /&gt;
** The fifth is the demonic rune of Zot.  This may be found either guarded by random [[Pandemonium lord]]s, or found in any of several vaults ('hellion island', 'smiting', and 'eyes of draining' vaults guaranteed; others have 1/9 chance). Like the abyssal rune, it will be regenerated until picked up.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
| [[Image:Demonic_rune_1.png]] || [[Image:Demonic_rune_2.png]] || [[Image:Demonic_rune_3.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Demonic_rune_4.png]] || [[Image:Demonic_rune_5.png]] || [[Image:Demonic_rune_6.png]]&lt;br /&gt;
|}&lt;br /&gt;
* [[Hell]] contains a rune in each of its four subbranches:&lt;br /&gt;
** [[Image:Iron_rune.png]] [[Dispater]] in [[The Iron City of Dis]]:7 guards the iron rune of Zot.&lt;br /&gt;
** [[Image:Icy_rune.png]] [[Antaeus]] in [[Cocytus]]:7 guards the icy rune of Zot.&lt;br /&gt;
** [[Image:Obsidian_rune.png]] [[Asmodeus]] in [[Gehenna]]:7 guards the obsidian rune of Zot.&lt;br /&gt;
** [[Image:Bone_rune.png]] [[Ereshkigal]] in [[Tartarus]]:7 guards the bone rune of Zot.&lt;br /&gt;
&lt;br /&gt;
==Strategy and Difficulty==&lt;br /&gt;
All runes are not equal in difficulty of obtaining them.  Below they are in rough order of difficulty, with some basic strategy notes.  See the articles on the specific branches for more details.  Depending on your character build, some of the branches may be different in difficulty from what is given here.&lt;br /&gt;
===Easy===&lt;br /&gt;
These are the runes which are most commonly used for three or four rune ascensions.  None is particularly hard to get, although they may require some basic preparation.&lt;br /&gt;
* Serpentine ([[Snake Pit]]): Fairly straightforward, although [[poison resistance]] is a necessity.  The worst enemies are [[greater naga]]s.&lt;br /&gt;
* Decaying ([[Swamp]]): Swamp can be annoying, and be prepared to deal with a ton of [[hydra]]s and [[swamp drake]]s, but the branch is generally pretty tame.&lt;br /&gt;
* Barnacled ([[Shoals]]): Probably the hardest of the three &amp;quot;shuffled&amp;quot; branches, this area is easier if you have good [[EV]] or [[Repel Missiles|Repel]]/[[Deflect Missiles]]. [[Invisibility]] is very useful here.&lt;br /&gt;
* Abyssal ([[Abyss]]): Mostly just tedious, since it requires wandering for several thousand turns.  Have enough food, and be prepared to avoid the occasional [[lich]] or [[draconian]] if you can't take them.&lt;br /&gt;
* Silver ([[Vault]]): The hardest of the basic runes, since [[Vault]]:8 is filled with [[stone giant]]s, [[shadow dragon]]s, and other nasties.  Be very careful not to face too many monsters at once.&lt;br /&gt;
===Medium===&lt;br /&gt;
For those looking to expand beyond a basic ascension, these are the runes to start with.  They all require some type of special resistance: if you don't have it, you will likely die.&lt;br /&gt;
* Slimy ([[Slime Pits]]): [[Resist corrosion]] and [[mutation resistance]] are absolutely necessary, and be prepared to switch between them if you don't have a [[cloak of preservation]].  Be very careful with [[the royal jelly]]: stair dance it or take it in the corridors.  And bring a [[wand of digging]] if you don't have the spell.  Make sure you can kill things very quickly or take a fair bit of damage, as everything down here hits very hard in melee.&lt;br /&gt;
* [[Pandemonium]]: Be prepared for a journey: like the Abyss, the only way out is via a rare return portal.  Stairways just conduct you to another of Pan's infinite levels. You will need some protection from [[torment]].  rN+++ or [[Kiku]] protection is generally enough.  You need [[mutation resistance]]: the place is littered with [[neqoxec]]s and [[cacodemon]]s.  In fact, you may want to bring a [[potion of cure mutation]] as well if you have [[conservation]], just in case you get hit with something nasty.   Keep in mind that when you reach a level with a [[Pan lord]] and his rune, you're only going to get one chance at acquiring this rune: ''leaving the level means that rune never generates again'' (unless it was the demonic rune).  The unique Pan lords each need a different set of resistances to get their rune:&lt;br /&gt;
** Dark: [[Gloorx Vloq]] is the most difficult Pan lord, owing to his speed and spell set.  rN+++ is vital, as is some form of [[Haste]].  Unlike the rest of Pan, you also need [[poison resistance]], since otherwise his [[Poison Arrow]]s will be very painful.  Allies, if you can get them, are helpful in ensuring that all of his many attacks and spells aren't directed against you.&lt;br /&gt;
** Glowing: [[Mutation resistance]] is even more vital here.  Try to lure the [[neqoxec]]s around corners, so they don't get tons of free shots at you with [[Polymorph Other]].  [[Mnoleg]] himself isn't that difficult, although be prepared to [[abjuration|abjure]] if he starts summoning [[giant eyeball]]s.  And try to take him in a corridor, so you won't get mobbed by the [[large abomination]]s and [[tentacled monstrosities]] he summons.&lt;br /&gt;
** Fiery: As the name suggests, you really need [[fire resistance]] here.  rF++ is a bare minimum, and rF+++ is really what you need, since [[Cerebov]]'s sword hits you for one less level of fire resistance than you have.  Cerebov has a lot of hit points, so be prepared to teleport away and reengage him several times: he won't have fully healed before you do.  [[Abjuration]] is quite helpful since he enjoys summoning greater demons on you.  Cerebov has poor evasion, so spells such as [[Lehudib's Crystal Spear]] can be useful against him. [[Chain Lightning]] is also very effective.&lt;br /&gt;
** Magical: Have at least two levels of [[cold resistance]] and some source of [[electricity resistance]].  [[Lom Lobon]] is fairly weak if you can engage him in melee, although his [[blink]]ing can make that somewhat difficult.  Have high [[magic resistance]] so that the [[wizard (monster)|wizard]]s around his tower don't banish you.&lt;br /&gt;
** Demonic: Three specific vaults always have this rune.  The hellion island vault requires the use of ranged attacks: 10+ [[hellion]]s all dropping 3d15 [[hellfire]] bursts on you up to twice a turn is a quick death. The [[smiting]] vault is generally doable: [[Shatter]] or [[teleport control]] can greatly assist in getting past it, but even without them sufficient speed will generally let you survive.  The eyes vault is not difficult, but requires a [[wand of digging]] or [[disintegration]] to get the rune at all.  As for random vaults which might contain the rune, they vary hugely in difficulty.  Be prepared to run away.&lt;br /&gt;
* Golden ([[Tomb]]): Like the [[Hells]] and [[Pandemonium|Pan]], you will have to endure a fair amount of [[torment]].  Unlike the Hells and Pan, you will also endure mummy [[death curse]]s.  This includes stat drain, [[rotting]], pain]], slowing, and even more [[torment]].  [[Kikubaaqudgha]]  provides a good protection against it.  [[Necromutation]] protects you from the worst of the curses as well as torment, and nothing in [[Tomb]] has [[Dispel Undead]].  [[Zin]] can protect you from the rotting effects and stat drain, but [[The Shining One]] is more useful here: You can always do a quick conversion to [[Elyvilon]], and use purification to cure all the rotting.  See the [[Tomb]] article for more specific strategies, but know that it is very difficult to simply force your way through Tomb.  You need something to deal with its nasty effects or you will die.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
These runes are the riskiest to get, or require some very specific character builds.  Only go for them if you know what you're doing.&lt;br /&gt;
* [[Hell]]: This area is one of the hardest in the game.  It is filled with fiends, both found naturally and summoned by the Hell forces.  [[Zin]] gives a piety-dependent chance of blocking Hell effects: at full piety it is complete, making the area a lot easier.  Others have to be prepared for a fiend and a hellion to appear next to them at any moment, making [[regeneration]] and some means of [[torment]] protection absolutely vital.  As with Pan, specific strategies and resistances are needed for each rune:&lt;br /&gt;
** Iron ([[Dis]]): Dis is often perceived as the &amp;quot;easiest&amp;quot; Hell, but this is not entirely true.  It requires no specific resistances but a little of everything.  Or sometimes a lot of everything, as the last level contains both [[Brimstone fiend]]s and [[Ice fiend]]s.  [[Dispater]] himself is no pushover, casting powerful earth spells and bringing lots of greater demons to the party.  Have [[Abjuration]] ready.&lt;br /&gt;
** Icy ([[Cocytus]]): Have rC+++ for Cocytus.  This place is filled with [[Ice fiend]]s, who have, in addition torment and [[Bolt of Cold]], a horribly damaging cold-branded melee attack.  Be aware that even with [[conservation]], this place will trash your potions, since one of its specific Hell effects is to drop freezing clouds right on top of you.  [[Antaeus]] himself hits like a truck but luckily doesn't summon any friends.  Unluckily he tends to be escorted by four Ice fiends.  Separate them first.&lt;br /&gt;
** Obsidian ([[Gehenna]]): While Cocytus will trash your potions, Gehenna will trash your scrolls.  Have rF+++, but be aware that this doesn't help against the numerous [[Brimstone fiend]]s and [[hellion]]s who will gladly spam [[hellfire]] at you until you die.  Make sure to kill them quickly.  [[Asmodeus]] himself is not horribly difficult, but be aware that he is surrounded by a ring of flames and loves summoning fiends and [[Balrug]]s.&lt;br /&gt;
** Bone ([[Tartarus]]): If you're not undead, Tartarus can be easier than the other branches.  This occurs because rN+++ completely protects you against the draining attacks so frequent there.  Be aware that [[Ereshkigal]] is a little meaner than she looks: she may be somewhat low on HP, but she is fast, has absurdly high evasion, and can torment and summon greater demons to torment.  If you are undead, be very, very careful.  [[Shadow fiend]]s can make short work of you with [[Dispel Undead]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Formerly, there were many, indistinguishable demonic runes of Pandemonium, which could be collected ''ad infinitum'' (the record was 250-odd).  In version [[0.9]], the demonic rune is treated like the abyssal rune:  once you've picked one up, no more demonic runes will be generated.&lt;br /&gt;
&lt;br /&gt;
Before [[0.9]], runes were carried in main inventory, which led to silliness like piling extras on D:1 before going for the [[Orb of Zot|Orb]], or characters locking themselves out of Zot by forgetting their runes.  &lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=CrawlWiki:Community_portal&amp;diff=8425</id>
		<title>CrawlWiki:Community portal</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=CrawlWiki:Community_portal&amp;diff=8425"/>
				<updated>2013-02-21T01:22:28Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: /* MediaWiki Extensions Wishlist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community}}&lt;br /&gt;
&lt;br /&gt;
== MediaWiki Extensions Wishlist ==&lt;br /&gt;
Post what extensions you would like to see on the wiki.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediawiki.org/wiki/Extension:ParserFunctions ParserFunctions]&lt;br /&gt;
| For flexible templates&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediawiki.org/wiki/Extension:Pipe_Escape Pipe Escape]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediawiki.org/wiki/Extension:ConfirmEdit ConfirmEdit]&lt;br /&gt;
| For spam control, although Kornel said he will think this out first. &lt;br /&gt;
|-&lt;br /&gt;
| [http://www.semantic-mediawiki.org Semantic MediaWiki]&lt;br /&gt;
| To automatically generate lists (such as [[list of deep elves]] and [[Armour#Table of Armours|Table of Armours]]), and allow users to make custom queries.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ParserFunctions is crucial for creating elegant, flexible templates. Please install ASAP. [[User:Pex|Pex]] 11:49, 3 December 2011 (UTC)&lt;br /&gt;
:Whose palm do we have to grease to get ParserFunctions installed?  This type of functionality could be very useful--[[User:Petzl|Petzl]] 08:49, 31 August 2012 (UTC)&lt;br /&gt;
::In January we'll be upgrading the ChaosForge Wiki's to 1.20, which will add ParserFunctions from core. If by February this isn't done, you can officially stab me with a pointy thing until it's done --[[User:Epyon|Epyon]] 06:26, 20 December 2012 (CET)&lt;br /&gt;
:::It's February... -- [[User:Roy|Roy]] 02:22, 21 February 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
Semantic MediaWiki would offer two main advantages.  First, most lists and tables on the wiki could be automatically generated.  This means that most existing lists/tables could be kept automatically in sync, and it also means that adding more useful tables would be trivial.  For example, I think it might be nice to have, on every page like [[list of deep elves]], a summary table showing HP, HD, MR, etc., of each monster.  The second advantage is that users can make custom queries, such as &amp;quot;show me all backgrounds and their starting spells&amp;quot; (i.e., spells from the starting spell books). -- [[User:Roy|Roy]] 18:29, 17 February 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== Style guide == &lt;br /&gt;
&lt;br /&gt;
test: [[CrawlWiki:Style_guide]]&lt;br /&gt;
&lt;br /&gt;
==Old site==&lt;br /&gt;
Okay, does anyone know why the password on the old site stopped working?  I was migrating a bunch of species articles and then it died... I hope I wasn't doing something incorrectly. -[[User:Ion frigate|Ion frigate]] 23:38, 20 December 2012 (CET)&lt;br /&gt;
:Should be fixed now. Next time e-mail me as soon as something like that happens! --[[User:Epyon|Epyon]] 23:56, 20 December 2012 (CET)&lt;br /&gt;
::Thanks! I will, next time. -[[User:Ion frigate|Ion frigate]] 00:04, 21 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
==Background articles==&lt;br /&gt;
Just a general notice, I think a lot of these may be outdated, and they also tend to be woefully short.  Admittedly, background isn't that significant, and I think that's why a lot of these articles haven't gotten much attention, but still, it's something we should work on (although it probably will have to wait until we have most or all of the articles moved over).&lt;br /&gt;
&lt;br /&gt;
==Something that will likely take a while==&lt;br /&gt;
Just a general notice: redirects.  They're never in categories on the old wiki, meaning they can't be conveniently exported.  Thus, they're pretty much going to have to be created manually.  So, if you see a red link in an article, search to see if the topic already exists, and if it does, create a redirect. -[[User:Ion frigate|Ion frigate]] 02:14, 23 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
==Strategy guides==&lt;br /&gt;
A general guideline I think we should adopt for anyone writing a guide, and one that should be retroactively applied to already-written guides as much as possible: say the version(s) you are basing your guide on.  That should give newer players a decent impression of how up-to-date/out-of-date the guide is. -[[User:Ion frigate|Ion frigate]] 22:32, 6 February 2013 (CET)&lt;br /&gt;
:This should probably apply to all articles - perhaps it should be a goal to tag every page with a version? -- [[User:Roy|Roy]] 20:43, 18 February 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=CrawlWiki:Community_portal&amp;diff=8245</id>
		<title>CrawlWiki:Community portal</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=CrawlWiki:Community_portal&amp;diff=8245"/>
				<updated>2013-02-18T19:43:01Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: /* Strategy guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community}}&lt;br /&gt;
&lt;br /&gt;
== MediaWiki Extensions Wishlist ==&lt;br /&gt;
Post what extensions you would like to see on the wiki.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediawiki.org/wiki/Extension:ParserFunctions ParserFunctions]&lt;br /&gt;
| For flexible templates&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediawiki.org/wiki/Extension:Pipe_Escape Pipe Escape]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediawiki.org/wiki/Extension:ConfirmEdit ConfirmEdit]&lt;br /&gt;
| For spam control, although Kornel said he will think this out first. &lt;br /&gt;
|-&lt;br /&gt;
| [http://www.semantic-mediawiki.org Semantic MediaWiki]&lt;br /&gt;
| To automatically generate lists (such as [[list of deep elves]] and [[Armour#Table of Armours|Table of Armours]]), and allow users to make custom queries.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ParserFunctions is crucial for creating elegant, flexible templates. Please install ASAP. [[User:Pex|Pex]] 11:49, 3 December 2011 (UTC)&lt;br /&gt;
:Whose palm do we have to grease to get ParserFunctions installed?  This type of functionality could be very useful--[[User:Petzl|Petzl]] 08:49, 31 August 2012 (UTC)&lt;br /&gt;
::In January we'll be upgrading the ChaosForge Wiki's to 1.20, which will add ParserFunctions from core. If by February this isn't done, you can officially stab me with a pointy thing until it's done --[[User:Epyon|Epyon]] 06:26, 20 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
Semantic MediaWiki would offer two main advantages.  First, most lists and tables on the wiki could be automatically generated.  This means that most existing lists/tables could be kept automatically in sync, and it also means that adding more useful tables would be trivial.  For example, I think it might be nice to have, on every page like [[list of deep elves]], a summary table showing HP, HD, MR, etc., of each monster.  The second advantage is that users can make custom queries, such as &amp;quot;show me all backgrounds and their starting spells&amp;quot; (i.e., spells from the starting spell books). -- [[User:Roy|Roy]] 18:29, 17 February 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== Style guide == &lt;br /&gt;
&lt;br /&gt;
test: [[CrawlWiki:Style_guide]]&lt;br /&gt;
&lt;br /&gt;
==Old site==&lt;br /&gt;
Okay, does anyone know why the password on the old site stopped working?  I was migrating a bunch of species articles and then it died... I hope I wasn't doing something incorrectly. -[[User:Ion frigate|Ion frigate]] 23:38, 20 December 2012 (CET)&lt;br /&gt;
:Should be fixed now. Next time e-mail me as soon as something like that happens! --[[User:Epyon|Epyon]] 23:56, 20 December 2012 (CET)&lt;br /&gt;
::Thanks! I will, next time. -[[User:Ion frigate|Ion frigate]] 00:04, 21 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
==Background articles==&lt;br /&gt;
Just a general notice, I think a lot of these may be outdated, and they also tend to be woefully short.  Admittedly, background isn't that significant, and I think that's why a lot of these articles haven't gotten much attention, but still, it's something we should work on (although it probably will have to wait until we have most or all of the articles moved over).&lt;br /&gt;
&lt;br /&gt;
==Something that will likely take a while==&lt;br /&gt;
Just a general notice: redirects.  They're never in categories on the old wiki, meaning they can't be conveniently exported.  Thus, they're pretty much going to have to be created manually.  So, if you see a red link in an article, search to see if the topic already exists, and if it does, create a redirect. -[[User:Ion frigate|Ion frigate]] 02:14, 23 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
==Strategy guides==&lt;br /&gt;
A general guideline I think we should adopt for anyone writing a guide, and one that should be retroactively applied to already-written guides as much as possible: say the version(s) you are basing your guide on.  That should give newer players a decent impression of how up-to-date/out-of-date the guide is. -[[User:Ion frigate|Ion frigate]] 22:32, 6 February 2013 (CET)&lt;br /&gt;
:This should probably apply to all articles - perhaps it should be a goal to tag every page with a version? -- [[User:Roy|Roy]] 20:43, 18 February 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=CrawlWiki:Community_portal&amp;diff=8244</id>
		<title>CrawlWiki:Community portal</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=CrawlWiki:Community_portal&amp;diff=8244"/>
				<updated>2013-02-18T19:42:28Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: /* Strategy guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community}}&lt;br /&gt;
&lt;br /&gt;
== MediaWiki Extensions Wishlist ==&lt;br /&gt;
Post what extensions you would like to see on the wiki.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediawiki.org/wiki/Extension:ParserFunctions ParserFunctions]&lt;br /&gt;
| For flexible templates&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediawiki.org/wiki/Extension:Pipe_Escape Pipe Escape]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediawiki.org/wiki/Extension:ConfirmEdit ConfirmEdit]&lt;br /&gt;
| For spam control, although Kornel said he will think this out first. &lt;br /&gt;
|-&lt;br /&gt;
| [http://www.semantic-mediawiki.org Semantic MediaWiki]&lt;br /&gt;
| To automatically generate lists (such as [[list of deep elves]] and [[Armour#Table of Armours|Table of Armours]]), and allow users to make custom queries.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ParserFunctions is crucial for creating elegant, flexible templates. Please install ASAP. [[User:Pex|Pex]] 11:49, 3 December 2011 (UTC)&lt;br /&gt;
:Whose palm do we have to grease to get ParserFunctions installed?  This type of functionality could be very useful--[[User:Petzl|Petzl]] 08:49, 31 August 2012 (UTC)&lt;br /&gt;
::In January we'll be upgrading the ChaosForge Wiki's to 1.20, which will add ParserFunctions from core. If by February this isn't done, you can officially stab me with a pointy thing until it's done --[[User:Epyon|Epyon]] 06:26, 20 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
Semantic MediaWiki would offer two main advantages.  First, most lists and tables on the wiki could be automatically generated.  This means that most existing lists/tables could be kept automatically in sync, and it also means that adding more useful tables would be trivial.  For example, I think it might be nice to have, on every page like [[list of deep elves]], a summary table showing HP, HD, MR, etc., of each monster.  The second advantage is that users can make custom queries, such as &amp;quot;show me all backgrounds and their starting spells&amp;quot; (i.e., spells from the starting spell books). -- [[User:Roy|Roy]] 18:29, 17 February 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== Style guide == &lt;br /&gt;
&lt;br /&gt;
test: [[CrawlWiki:Style_guide]]&lt;br /&gt;
&lt;br /&gt;
==Old site==&lt;br /&gt;
Okay, does anyone know why the password on the old site stopped working?  I was migrating a bunch of species articles and then it died... I hope I wasn't doing something incorrectly. -[[User:Ion frigate|Ion frigate]] 23:38, 20 December 2012 (CET)&lt;br /&gt;
:Should be fixed now. Next time e-mail me as soon as something like that happens! --[[User:Epyon|Epyon]] 23:56, 20 December 2012 (CET)&lt;br /&gt;
::Thanks! I will, next time. -[[User:Ion frigate|Ion frigate]] 00:04, 21 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
==Background articles==&lt;br /&gt;
Just a general notice, I think a lot of these may be outdated, and they also tend to be woefully short.  Admittedly, background isn't that significant, and I think that's why a lot of these articles haven't gotten much attention, but still, it's something we should work on (although it probably will have to wait until we have most or all of the articles moved over).&lt;br /&gt;
&lt;br /&gt;
==Something that will likely take a while==&lt;br /&gt;
Just a general notice: redirects.  They're never in categories on the old wiki, meaning they can't be conveniently exported.  Thus, they're pretty much going to have to be created manually.  So, if you see a red link in an article, search to see if the topic already exists, and if it does, create a redirect. -[[User:Ion frigate|Ion frigate]] 02:14, 23 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
==Strategy guides==&lt;br /&gt;
A general guideline I think we should adopt for anyone writing a guide, and one that should be retroactively applied to already-written guides as much as possible: say the version(s) you are basing your guide on.  That should give newer players a decent impression of how up-to-date/out-of-date the guide is. -[[User:Ion frigate|Ion frigate]] 22:32, 6 February 2013 (CET)&lt;br /&gt;
:This should probably apply to all articles.  Perhaps it should be a goal to tag EVERY article with what version it applies to?&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=CrawlWiki_talk:Style_guide&amp;diff=8243</id>
		<title>CrawlWiki talk:Style guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=CrawlWiki_talk:Style_guide&amp;diff=8243"/>
				<updated>2013-02-18T19:40:47Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: added my thoughts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factual articles vs guides, separate them on different namespaces? ==&lt;br /&gt;
My proposal for this is:&lt;br /&gt;
&lt;br /&gt;
* Factual articles go on the main namespace&lt;br /&gt;
* Guides go in the guides namespace. These can be more subjective in their content. &lt;br /&gt;
* Specific tips on factual articles can remain on those articles, but they must be accepted by the general community.&lt;br /&gt;
&lt;br /&gt;
Any comments on this setup? --[[User:Flun|Flun]] 16:47, 20 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
:Is there any way to add a &amp;quot;Strategy&amp;quot; tab like the Discussion one? Or something similar. My opinion is that if we want strategy completely separated by facts, the strategy section should be something integral with every page, like Discussion (any similar highlighted link in the main template should do, but a separate tab would shine). --[[User:Palin|Palin]] 22:04, 20 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
::IMO that would be too complex - even if we could do that, people would rarely read the strategy section, because they might not notice or might not bother to.  I think the system we have now for articles is good, though some articles need to be brought up to this standard: separate facts and strategy within the article itself, and as Flun says, keep the strategy given in factual articles (as in, not strategy guides) to things that are fairly universally accepted.  -[[User:Ion frigate|Ion frigate]] 22:51, 20 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
: Does anyone have preferences on what we should call namespace for guides? Just &amp;quot;Guides&amp;quot;? An example article would be [[Guides:bob's SpEn Guide]]. --[[User:Flun|Flun]] 04:10, 21 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
:One downside of using a separate namespace that only the main namespace is searched by default.  This might make finding strategy articles more difficult.  What about just using a convention of prefixing all the strategy articles with whatever name you choose (say, &amp;quot;Strategy:&amp;quot;) but not actually make that a technical wiki namespace? -- [[User:Roy|Roy]] 20:40, 18 February 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
:For what it's worth, I'd prefer to keep strategy tips in a clearly labeled section within the article, rather than having to click on a separate article for each strategy item. -- [[User:Roy|Roy]] 20:40, 18 February 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=PDA&amp;diff=8242</id>
		<title>PDA</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=PDA&amp;diff=8242"/>
				<updated>2013-02-18T19:36:04Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: Redirected page to Pearl dragon armour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Pearl dragon armour]]&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=GDA&amp;diff=8241</id>
		<title>GDA</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=GDA&amp;diff=8241"/>
				<updated>2013-02-18T19:35:46Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: Redirected page to Gold dragon armour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Gold dragon armour]]&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=LCS&amp;diff=8236</id>
		<title>LCS</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=LCS&amp;diff=8236"/>
				<updated>2013-02-18T16:48:24Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: Redirected page to Lehudib's Crystal Spear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Lehudib's Crystal Spear]]&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shatter&amp;diff=8229</id>
		<title>Shatter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shatter&amp;diff=8229"/>
				<updated>2013-02-18T06:34:39Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version010}}&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Shatter&lt;br /&gt;
|level=9&lt;br /&gt;
|school1={{Earth Magic}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|castingnoise=7&lt;br /&gt;
|spellnoise=30&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
* [[Book of the Tempests]]&lt;br /&gt;
* [[Book of the Earth]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell causes a burst of concussive force around the caster, which will damage most creatures, although those composed of stone, metal or crystal, or otherwise brittle, will particularly suffer. The magic has been known to adversely affect walls.}}&lt;br /&gt;
&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
 |name=Shatter&lt;br /&gt;
 |formula = 3d(5+Power/3)&lt;br /&gt;
 |maxdmg = 3d(71.67)&lt;br /&gt;
 |maxsp = 200&lt;br /&gt;
 |range = 3+[[Earth Magic]]/5&lt;br /&gt;
 |target = LOS&lt;br /&gt;
 |special = Destroys walls}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shatter''' is a level 9 [[Earth Magic]] spell which attacks all monsters (enemy or allied) in a (3 + Earth Magic/5) tile radius, dealing unavoidable physical damage. Against particularly vulnerable monsters (those made of stone, metal, crystal, bone, or ice) this spell deals devastating amounts of damage, while resistant opponents will only be lightly injured or remain completely unscathed. The spell also affects many objects in your line of sight:&lt;br /&gt;
*All [[potion]]s that are not being carried by you or a monster have a 90% chance of being destroyed. Do not cast this near your [[stash]].&lt;br /&gt;
*The following [[Dungeon]] features may be destroyed:&lt;br /&gt;
**[[Door]]s: 100%, whether they are open, closed, or secret&lt;br /&gt;
**[[Iron grate]]: 100%&lt;br /&gt;
**Inanimate [[statue]]s: 50%&lt;br /&gt;
**Green crystal [[wall]]s: 50%&lt;br /&gt;
**Rock wall: ([[Spell power]] / 4)% (Max 50%)&lt;br /&gt;
**Slimy wall: (Spell power / 4)% (Max 50%)&lt;br /&gt;
**Stone wall: (Spell power / 6)% (Max 33.3%)&lt;br /&gt;
**Metal wall: (Spell power / 10)% (Max 20%)&lt;br /&gt;
&lt;br /&gt;
Shatter does not damage the player, even in [[Statue Form]] (barring miscast effects).&lt;br /&gt;
&lt;br /&gt;
==Damage Modifiers==&lt;br /&gt;
*Damage ×1.5: [[Ice beast]]s, [[Simulacrum|simulacra]], and [[ice statue]]s&lt;br /&gt;
*Damage ×2: [[Earth elemental]]s, [[clay golem]]s, [[stone golem]]s, [[gargoyle]]s, [[iron elemental]]s, [[iron golem]]s, [[metal gargoyle]]s, [[crystal golem]]s, [[silver statue]]s, [[orange crystal statue]]s, [[Roxanne]], [[skeleton]]s, [[skeletal warrior]]s, [[curse skull]]s, [[Murray]], and [[petrify]]ing monsters&lt;br /&gt;
*Damage ×4: [[petrify|Petrified]] monsters&lt;br /&gt;
*Damage / 3: [[Fly]]ing or [[Levitation|levitating]] monsters, [[water elemental]]s, [[jellyfish]]es, and all slimes and jellies.&lt;br /&gt;
*[[Insubstantial]] monsters take no damage from Shatter.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Much like [[Fire Storm]], [[Ice Storm]], and [[Tornado]], Shatter lives up to its level 9 spell status, allowing the player to do obscene amounts of damage in a very short amount of time. Effectively targeting everything on the screen with each casting, Shatter can function as a top-notch crowd control spell under the right circumstances. Better still, because its only spell school is Earth Magic, it takes less training to get it to a reliable casting success rate than its other elemental counterparts.&lt;br /&gt;
&lt;br /&gt;
However, Shatter is also much less versatile than the Storm spells. Flying enemies take much less damage than average, rendering it much less useful against [[orbs of fire]], most [[list of dragons|dragons]], and a large number of [[demon]]s (including all of the fiends). Even when it does clear the screen, the spell is so loud that it can attract plenty of reinforcements. However, it does shine under certain circumstances; anything you'll encounter in [[the Tomb]] can be put to rest by spamming this spell a few times, making it excellent not only for breaking into the place but also for subduing its angry inhabitants if they decide to swarm you (though you may want to be in [[lich form]] or worship [[Kiku]] to reduce the impact of their [[death curse]]s). Also, many of the late-game bosses lack flight and take full damage from it, and anything they summon will be pulverized in the process, making it an interesting alternative to [[Mass Abjuration]]:&lt;br /&gt;
*[[Geryon]]&lt;br /&gt;
*[[Antaeus]]&lt;br /&gt;
*[[Ereshkigal]]&lt;br /&gt;
*[[Dispater]]&lt;br /&gt;
*[[Mnoleg]]&lt;br /&gt;
*[[Cerebov]]&lt;br /&gt;
&lt;br /&gt;
For individual targets, however, you will likely get more efficient damage output using [[Iron Shot]] or [[Lehudib's Crystal Spear]].&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shatterninja&amp;quot;===&lt;br /&gt;
The fact that this spell quickly removes many walls, including those of stone or metal, actually gives it a surprising second use. Namely, it is useful to steal (&amp;quot;ninja&amp;quot;) runes from certain difficult areas of the game, most notably [[Pandemonium]] and [[Hell]], simply by using the spell to open holes in the vaults that hold those runes. [[Apportation]] can then very quickly get you the rune, or [[Haste]] and [[Swiftness]] if for some reason that is not an option. A well-timed teleport can then minimize your exposure to the (likely very angry) guardian of the rune.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], casting Shatter near permarock walls would damage monsters on the other side. After 0.10, monsters will only be damaged if the wall is shattered in the process.&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=CrawlWiki:Community_portal&amp;diff=8170</id>
		<title>CrawlWiki:Community portal</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=CrawlWiki:Community_portal&amp;diff=8170"/>
				<updated>2013-02-17T17:29:42Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community}}&lt;br /&gt;
&lt;br /&gt;
== MediaWiki Extensions Wishlist ==&lt;br /&gt;
Post what extensions you would like to see on the wiki.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediawiki.org/wiki/Extension:ParserFunctions ParserFunctions]&lt;br /&gt;
| For flexible templates&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediawiki.org/wiki/Extension:Pipe_Escape Pipe Escape]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediawiki.org/wiki/Extension:ConfirmEdit ConfirmEdit]&lt;br /&gt;
| For spam control, although Kornel said he will think this out first. &lt;br /&gt;
|-&lt;br /&gt;
| [http://www.semantic-mediawiki.org Semantic MediaWiki]&lt;br /&gt;
| To automatically generate lists (such as [[list of deep elves]] and [[Armour#Table of Armours|Table of Armours]]), and allow users to make custom queries.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ParserFunctions is crucial for creating elegant, flexible templates. Please install ASAP. [[User:Pex|Pex]] 11:49, 3 December 2011 (UTC)&lt;br /&gt;
:Whose palm do we have to grease to get ParserFunctions installed?  This type of functionality could be very useful--[[User:Petzl|Petzl]] 08:49, 31 August 2012 (UTC)&lt;br /&gt;
::In January we'll be upgrading the ChaosForge Wiki's to 1.20, which will add ParserFunctions from core. If by February this isn't done, you can officially stab me with a pointy thing until it's done --[[User:Epyon|Epyon]] 06:26, 20 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
Semantic MediaWiki would offer two main advantages.  First, most lists and tables on the wiki could be automatically generated.  This means that most existing lists/tables could be kept automatically in sync, and it also means that adding more useful tables would be trivial.  For example, I think it might be nice to have, on every page like [[list of deep elves]], a summary table showing HP, HD, MR, etc., of each monster.  The second advantage is that users can make custom queries, such as &amp;quot;show me all backgrounds and their starting spells&amp;quot; (i.e., spells from the starting spell books). -- [[User:Roy|Roy]] 18:29, 17 February 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== Style guide == &lt;br /&gt;
&lt;br /&gt;
test: [[CrawlWiki:Style_guide]]&lt;br /&gt;
&lt;br /&gt;
==Old site==&lt;br /&gt;
Okay, does anyone know why the password on the old site stopped working?  I was migrating a bunch of species articles and then it died... I hope I wasn't doing something incorrectly. -[[User:Ion frigate|Ion frigate]] 23:38, 20 December 2012 (CET)&lt;br /&gt;
:Should be fixed now. Next time e-mail me as soon as something like that happens! --[[User:Epyon|Epyon]] 23:56, 20 December 2012 (CET)&lt;br /&gt;
::Thanks! I will, next time. -[[User:Ion frigate|Ion frigate]] 00:04, 21 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
==Background articles==&lt;br /&gt;
Just a general notice, I think a lot of these may be outdated, and they also tend to be woefully short.  Admittedly, background isn't that significant, and I think that's why a lot of these articles haven't gotten much attention, but still, it's something we should work on (although it probably will have to wait until we have most or all of the articles moved over).&lt;br /&gt;
&lt;br /&gt;
==Something that will likely take a while==&lt;br /&gt;
Just a general notice: redirects.  They're never in categories on the old wiki, meaning they can't be conveniently exported.  Thus, they're pretty much going to have to be created manually.  So, if you see a red link in an article, search to see if the topic already exists, and if it does, create a redirect. -[[User:Ion frigate|Ion frigate]] 02:14, 23 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
==Strategy guides==&lt;br /&gt;
A general guideline I think we should adopt for anyone writing a guide, and one that should be retroactively applied to already-written guides as much as possible: say the version(s) you are basing your guide on.  That should give newer players a decent impression of how up-to-date/out-of-date the guide is. -[[User:Ion frigate|Ion frigate]] 22:32, 6 February 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=CrawlWiki:Community_portal&amp;diff=8166</id>
		<title>CrawlWiki:Community portal</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=CrawlWiki:Community_portal&amp;diff=8166"/>
				<updated>2013-02-17T17:06:18Z</updated>
		
		<summary type="html">&lt;p&gt;Roy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community}}&lt;br /&gt;
&lt;br /&gt;
== MediaWiki Extensions Wishlist ==&lt;br /&gt;
Post what extensions you would like to see on the wiki.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extension&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediawiki.org/wiki/Extension:ParserFunctions ParserFunctions]&lt;br /&gt;
| For flexible templates&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediawiki.org/wiki/Extension:Pipe_Escape Pipe Escape]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediawiki.org/wiki/Extension:ConfirmEdit ConfirmEdit]&lt;br /&gt;
| For spam control, although Kornel said he will think this out first. &lt;br /&gt;
|-&lt;br /&gt;
| [http://www.semantic-mediawiki.org Semantic MediaWiki]&lt;br /&gt;
| To automatically generate most lists (e.g., [[Armour#Table of Armours|Table of Armours]]), which ensures that they are in sync, and to allow users to make custom queries (say, &amp;quot;list all monsters sorted by MR&amp;quot; or &amp;quot;all starting books&amp;quot; or &amp;quot;all spells found in starting books&amp;quot;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ParserFunctions is crucial for creating elegant, flexible templates. Please install ASAP. [[User:Pex|Pex]] 11:49, 3 December 2011 (UTC)&lt;br /&gt;
:Whose palm do we have to grease to get ParserFunctions installed?  This type of functionality could be very useful--[[User:Petzl|Petzl]] 08:49, 31 August 2012 (UTC)&lt;br /&gt;
::In January we'll be upgrading the ChaosForge Wiki's to 1.20, which will add ParserFunctions from core. If by February this isn't done, you can officially stab me with a pointy thing until it's done --[[User:Epyon|Epyon]] 06:26, 20 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Style guide == &lt;br /&gt;
&lt;br /&gt;
test: [[CrawlWiki:Style_guide]]&lt;br /&gt;
&lt;br /&gt;
==Old site==&lt;br /&gt;
Okay, does anyone know why the password on the old site stopped working?  I was migrating a bunch of species articles and then it died... I hope I wasn't doing something incorrectly. -[[User:Ion frigate|Ion frigate]] 23:38, 20 December 2012 (CET)&lt;br /&gt;
:Should be fixed now. Next time e-mail me as soon as something like that happens! --[[User:Epyon|Epyon]] 23:56, 20 December 2012 (CET)&lt;br /&gt;
::Thanks! I will, next time. -[[User:Ion frigate|Ion frigate]] 00:04, 21 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
==Background articles==&lt;br /&gt;
Just a general notice, I think a lot of these may be outdated, and they also tend to be woefully short.  Admittedly, background isn't that significant, and I think that's why a lot of these articles haven't gotten much attention, but still, it's something we should work on (although it probably will have to wait until we have most or all of the articles moved over).&lt;br /&gt;
&lt;br /&gt;
==Something that will likely take a while==&lt;br /&gt;
Just a general notice: redirects.  They're never in categories on the old wiki, meaning they can't be conveniently exported.  Thus, they're pretty much going to have to be created manually.  So, if you see a red link in an article, search to see if the topic already exists, and if it does, create a redirect. -[[User:Ion frigate|Ion frigate]] 02:14, 23 December 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
==Strategy guides==&lt;br /&gt;
A general guideline I think we should adopt for anyone writing a guide, and one that should be retroactively applied to already-written guides as much as possible: say the version(s) you are basing your guide on.  That should give newer players a decent impression of how up-to-date/out-of-date the guide is. -[[User:Ion frigate|Ion frigate]] 22:32, 6 February 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Roy</name></author>	</entry>

	</feed>