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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sifmole</id>
		<title>CrawlWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sifmole"/>
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		<updated>2026-05-07T22:22:25Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Saint_Roka&amp;diff=51759</id>
		<title>Talk:Saint Roka</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Saint_Roka&amp;diff=51759"/>
				<updated>2020-03-21T16:45:17Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: Created page with &amp;quot;&amp;quot;Prior to 0.18, the Orcish Mines were four levels deep.&amp;quot; -- Therefor the information that Saint Roka can appear on Orchish mines L4 is out of date.  I  would update to reflect...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Prior to 0.18, the Orcish Mines were four levels deep.&amp;quot; -- Therefor the information that Saint Roka can appear on Orchish mines L4 is out of date.  I  would update to reflect that Saint Roka can appear on Orchish Mines L2 but I don't know that this is true.&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wand&amp;diff=42629</id>
		<title>Wand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wand&amp;diff=42629"/>
				<updated>2016-07-23T16:24:36Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: /* History */ Fixed the Wand of fire formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A stick. Maybe it's magical.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[The principle of selection] is the magician's wand, by means of which he may summon into life whatever form and mould he pleases.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-William Youatt, _Sheep: their breeds, management, and diseases; to which is added the Mountain Shepherd's Manual_, ch. III. 1837.}}&lt;br /&gt;
&lt;br /&gt;
A '''wand''' is a magical device that contains several charges of a specific spell or effect.&lt;br /&gt;
&lt;br /&gt;
A player may zap a wand in the inventory with the '''[[V]]''' key (that is, e'''v'''oking it). This releases its magical effect at a target of the player's choice, and one charge of the wand will be depleted. A wand does not normally show how many charges it has left; this information can be gathered either by [[identification]] or by using a wand with sufficient [[Evocations]] skill. If the number of charges of a wand is unknown, zapping the wand will waste several charges. However, the game will record wand usage, so that the player can see how many times a wand has been zapped. Unlike [[rod]]s, a wand does not have to be [[wield]]ed to be used, and can even be used while the player's wielded [[weapon]] and [[shield]] are [[curse]]d.&lt;br /&gt;
&lt;br /&gt;
A wand with no charges left is empty, and will not function (but will still waste a turn as you discover this). Wands can be recharged using a [[scroll of recharging]], even if not emptied. [[Deep dwarves]] possess a racial ability that also lets them recharge wands, though at a permanent [[MP]] cost.&lt;br /&gt;
&lt;br /&gt;
A wand's [[spell power]] equals 15+2.5×[[Evocations]], though this is still limited by the spell power caps for the spell cast. For monsters zapping wands, the power is normally 30+[[hit dice]], although this can vary greatly depending on the type of wand. Some monsters, particularly [[unique]]s, may start with wands in their inventory.&lt;br /&gt;
&lt;br /&gt;
[[Xom]] is greatly entertained (200) when you use a wand of random effects on yourself or others.&lt;br /&gt;
&lt;br /&gt;
==List of wands==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:1px solid #000000;&amp;quot;&lt;br /&gt;
! Image !! Wand !! Description !! Max charges:&amp;lt;br&amp;gt; upon [[scroll of recharging|recharge]] !! Usable by monster&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand-i-acid.png]]&lt;br /&gt;
 | [[Wand of acid|Acid]]&lt;br /&gt;
 | [[Corrode]]s the target temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 | No&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of confusion.png]]&lt;br /&gt;
 | [[Wand of confusion|Confusion]]&lt;br /&gt;
 | [[Confuse]]s the target temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 48&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of digging.png]]&lt;br /&gt;
 | [[Wand of digging|Digging]]&lt;br /&gt;
 | Creates a tunnel through the targeted wall tile&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of disintegration.png]]&lt;br /&gt;
 | [[Wand of disintegration|Disintegration]]&lt;br /&gt;
 | Disintegrates the target or object&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 24&lt;br /&gt;
 | Yes, but damage is reduced to 2/3 of normal&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of enslavement.png]]&lt;br /&gt;
 | [[Wand of enslavement|Enslavement]]&lt;br /&gt;
 | Charms the target temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 24&lt;br /&gt;
 | No&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of flame.png]]&lt;br /&gt;
 | [[Wand of flame|Flame]]&lt;br /&gt;
 | Shoots a [[Throw Flame|puff of flame]] at the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 48&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of hasting.png]]&lt;br /&gt;
 | [[Wand of hasting|Hasting]]&lt;br /&gt;
 | [[Haste|Speeds up]] the target's movement and actions temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 9&lt;br /&gt;
 | Yes, on self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of heal wounds.png]]&lt;br /&gt;
 | [[Wand of heal wounds|Heal wounds]]&lt;br /&gt;
 | Significantly heals the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 9&lt;br /&gt;
 | Yes, on self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand-i-iceblast.png]]&lt;br /&gt;
 | [[Wand of iceblast|Iceblast]]&lt;br /&gt;
 | Casts a field explosion of [[cold]]&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 | No&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of lightning.png]]&lt;br /&gt;
 | [[Wand of lightning|Lightning]]&lt;br /&gt;
 | Shoots a [[lightning bolt]] at the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of paralysis.png]]&lt;br /&gt;
 | [[Wand of paralysis|Paralysis]]&lt;br /&gt;
 | [[Paralyze]]s the target temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of polymorph.png]]&lt;br /&gt;
 | [[Wand of polymorph|Polymorph]]&lt;br /&gt;
 | Target reforms as a random creature &lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of random effects.png]]&lt;br /&gt;
 | [[Wand of random effects|Random effects]]&lt;br /&gt;
 | Randomly selects any other wand and duplicates its effect&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 48&lt;br /&gt;
 | No&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of slowing.png]]&lt;br /&gt;
 | [[Wand of slowing|Slowing]]&lt;br /&gt;
 | [[Slow]]s the target temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 48&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of teleportation.png]]&lt;br /&gt;
 | [[Wand of teleportation|Teleportation]]&lt;br /&gt;
 | [[Teleport]]s the target after a few turns&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 9&lt;br /&gt;
 | Yes, on self and player&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- sources for wand max charges/recharges: &lt;br /&gt;
     makeitem.cc:_wand_max_initial_charges(), &lt;br /&gt;
     itemprop.cc:wand_charge_value(), wand_max_charges()&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Images===&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;
| [[File:Wand bone.png]] || [[File:Wand brass.png]] || [[File:Wand bronze.png]] || [[File:Wand copper.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wand glass.png]] || [[File:Wand gold.png]] || [[File:Wand iron.png]] || [[File:Wand ivory.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wand lead.png]] || [[File:Wand plastic.png]] || [[File:Wand silver.png]] || [[File:Wand wood.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==High-tier wands==&lt;br /&gt;
Some wands are considered too dangerous to be generated in the inventory of monsters with HD less than 5. Monsters with the [[:Category:No HT wand|No HT wand]] flag are also excluded. [[Ijyb]] is the exception to this rule.&lt;br /&gt;
&lt;br /&gt;
*[[Wand of acid]]&lt;br /&gt;
*[[Wand of iceblast]]&lt;br /&gt;
*[[Wand of lightning]]&lt;br /&gt;
*[[Wand of paralysis]]&lt;br /&gt;
*[[Wand of disintegration]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.18]], wands' charge differences were not easily visible even if identified.&lt;br /&gt;
&lt;br /&gt;
[[0.18]] removed the [[wand of cold]], [[Wand of draining|draining]], [[Wand of fire|fire]], [[Wand of fireball|fireball]], [[Wand of frost|frost]], [[Wand of invisibility|invisibility]], and [[Wand of magic darts|magic darts]], but introduced wands of acid and iceblast. Wands of fire, cold and draining were high-tier wands.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], wands were not automatically identified when picked up. However, zapping a wand with an unknown number of charges did not waste any charges.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], wands weighted 10.0 [[aum]] each.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wand|*]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Crown_of_Eternal_Torment&amp;diff=38444</id>
		<title>Crown of Eternal Torment</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Crown_of_Eternal_Torment&amp;diff=38444"/>
				<updated>2015-10-04T16:33:29Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: Dev blog says the crown has been removed. Marking this as obsolete and updating history.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A gold crown set with jet-black gems. It permanently afflicts its wearer with agonising pain, substantially reducing their resilience but rendering them immune to further torments.}}&lt;br /&gt;
[[File:Crown_of_eternal_torment.png]] '''''the +3 crown of Eternal Torment'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+3 crown (0 base AC)&lt;br /&gt;
&lt;br /&gt;
[[Torment]] immunity&amp;lt;br&amp;gt;&lt;br /&gt;
[[Negative energy|rN+++]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[See invisible]]&amp;lt;br&amp;gt;&lt;br /&gt;
Reduces max [[HP]] by 20%&amp;lt;br&amp;gt;&lt;br /&gt;
[[Curse]]s itself when worn&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''crown of Eternal Torment''' is an extremely situational piece of equipment, granting rN+++ and torment immunity in exchange for a sizable portion of your maximum health. Admittedly, immunity to torment makes certain encounters significantly less terrifying, but that's still a lot of lost durability. Having 4/5 normal health means that all other hostile attacks are effectively dealing 125% more damage than normal, and slows your [[regeneration rate]] by a significant chunk. The item may be useful for taking on [[the Tomb]] and [[Tartarus]], but almost any other branch of the game will be decidedly deadlier if you choose to wear it; most branches don't have sources of torment to begin with, and several of those that do have plenty of other devastating threats, such as [[hellfire]]. Use this artefact at your own risk, and make sure to keep some [[scrolls of remove curse]] on hand so you can remove it when you decide to wear a less dangerous piece of equipment.&lt;br /&gt;
&lt;br /&gt;
Oh, and it has [[see invisible]]. That's nice.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The crown of Eternal Torment was to be added in [[0.17]] but was stated as removed in the 9/6/2015 developer blog.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Headgear]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Staff_of_Wucad_Mu&amp;diff=38028</id>
		<title>Staff of Wucad Mu</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Staff_of_Wucad_Mu&amp;diff=38028"/>
				<updated>2015-09-07T21:42:01Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: s/staff of channeling/staff of energy/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Magical staves&lt;br /&gt;
 |name=staff of Wucad Mu&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=15&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This staff can be evoked to restore large amounts of magical energy, but at the risk of damaging the user's mind. Its power depends on the wielder's Evocations skill.}}&lt;br /&gt;
&lt;br /&gt;
The '''staff of Wucad Mu''' is a rare [[magical staff]] which can be used to channel [[MP]] like an improved [[staff of energy]].&lt;br /&gt;
&lt;br /&gt;
The staff can be used in combat, functioning as a +9 [[staff]]. It can also be evoked to restore a large amount of MP, but successfully doing so comes with an unavoidable chance of causing [[Divinations]] [[miscast effect]]s. These effects are, at best, nothing, and at worst: 3-24 MP drain, temporary 1-5 INT loss, or [[confusion]] for 10 turns. Even a &amp;quot;nothing&amp;quot; miscast effect, however, will prevent you from gaining MP.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Success Rate''': 4% + ([[Evocations]] × 4%) '''&amp;amp;mdash;''' 100% at 24 Evocations&amp;lt;br&amp;gt;'''MP Gained''': 3-7MP + (Evocations/3) '''&amp;amp;mdash;''' 3-7MP at 0 Evocations, 12-16MP at 27 Evocations&amp;lt;br&amp;gt;'''Divinations Miscast Effect Rate''': 25% after a ''successful'' evocation&amp;lt;br&amp;gt;'''Cost''': 50 [[food]]}}&lt;br /&gt;
&lt;br /&gt;
You can improve your melee performance with this staff by training [[Fighting]] and [[Staves]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
While the odds of miscast effects occurring are intimidatingly high, not every miscast effect is a severe miscast. The amount of MP you can channel in a single turn is truly impressive when you get your Evocations skill into the double digits. You can avoid confusion by having [[clarity]], and wearing a [[ring of sustain abilities]] prevent some of the intelligence damage. Even so, a number of [[potions of restore abilities]] will be necessary if this item is to be used consistently. Zin's vitalisation prevents both confusion and int loss.&lt;br /&gt;
&lt;br /&gt;
This weapon is primarily useful for its channeling effects, as it fares rather poorly as a bludgeoning tool, despite its high enchantment. It does work better as a melee weapon than most magical staves, however, and it can finish off weakened, lightly armoured opponents. This may allow a hard-pressed mage to save MP for more dangerous threats, or to avoid an unnecessary mid-fight channel.&lt;br /&gt;
&lt;br /&gt;
As tempting as this item might be, magic users may just choose to stick with the [[Sublimation of Blood]] and [[Regeneration]] spells, which give comparable benefits with fewer liabilities.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], the enchantments on this weapon depended on intelligence and were capable of reaching up to +22/+13.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], this item appeared as an '''ephemeral quarterstaff''' when unidentified.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], this staff would occasionally cause miscast effects simply by attacking with it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Staves]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Sifmole&amp;diff=38022</id>
		<title>User talk:Sifmole</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Sifmole&amp;diff=38022"/>
				<updated>2015-09-07T21:04:13Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: /* Thanks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Signing contributions ==&lt;br /&gt;
&lt;br /&gt;
You forgot to sign recently in [[Talk:Spellforged Servitor‎]]. Please do always sign your discussion page contributions! It's quite easy: just add &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; at the end of your statement. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 20:39, 11 April 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Thanks==&lt;br /&gt;
For the spelling corrections (and everything else you've contributed this past year), please enjoy this nice potion of beneficial mutation.[[File:Potion of beneficial mutation.png]] :) --[[User:Buddy23Lee|Buddy23Lee]] ([[User talk:Buddy23Lee|talk]]) 22:27, 7 September 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
My pleasure. I was checking out what you had put together. No offense intended. [[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 23:03, 7 September 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Sifmole&amp;diff=38021</id>
		<title>User talk:Sifmole</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Sifmole&amp;diff=38021"/>
				<updated>2015-09-07T21:03:48Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: /* Thanks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Signing contributions ==&lt;br /&gt;
&lt;br /&gt;
You forgot to sign recently in [[Talk:Spellforged Servitor‎]]. Please do always sign your discussion page contributions! It's quite easy: just add &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; at the end of your statement. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 20:39, 11 April 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Thanks==&lt;br /&gt;
For the spelling corrections (and everything else you've contributed this past year), please enjoy this nice potion of beneficial mutation.[[File:Potion of beneficial mutation.png]] :) --[[User:Buddy23Lee|Buddy23Lee]] ([[User talk:Buddy23Lee|talk]]) 22:27, 7 September 2015 (CEST)&lt;br /&gt;
My pleasure. I was checking out what you had put together. No offense intended. [[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 23:03, 7 September 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gift&amp;diff=38017</id>
		<title>Gift</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gift&amp;diff=38017"/>
				<updated>2015-09-07T18:51:06Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: /* Gods which award gifts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
When patronizing a particular [[god]] in ''Dungeon Crawl'', you are sometimes rewarded with a '''gift''' from that god. These gifts tend to reflect the overall theme and character of the gift-giving deity, and are typically only rewarded to pious characters (i.e. those who have acquired a significant amount of [[piety]]) with some exceptions.&lt;br /&gt;
&lt;br /&gt;
Although all the various powers and abilities a god provides his or her followers might well be viewed as &amp;quot;gifts&amp;quot; as well, ''Dungeon Crawl'' vernacular generally only refers to awarded [[items]] as gifts, although this too comes with exceptions and alternate uses.&lt;br /&gt;
&lt;br /&gt;
''See also [[Gift Timeout]] for more regarding these types of gifts''&lt;br /&gt;
&lt;br /&gt;
==Gods which award gifts==&lt;br /&gt;
*Although [[Ashenzari]] does not provide gifts in a traditional manner, he does provide various [[Curse|cursing]] scrolls (used to help followers gain piety) with the sacrifice of scrolls of [[remove curse]].&lt;br /&gt;
&lt;br /&gt;
*[[Beogh]] does not provide item gifts, but at high piety will allow a follower to gift an already possessed item of his or her own choosing to a particularly worthy ally.&lt;br /&gt;
&lt;br /&gt;
*While [[Gozag Ym Sagoz]] does not provide any otherwise &amp;quot;free&amp;quot; gifts, he facilities the acquisition of virtually any item through direct purchase (e.g. potions) or with the purchase of [[shop]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Jiyva]] the Shapeless does not provide traditional gifts, but at high piety will unlock the [[vault]]s at the bottom of the [[Slime Pits]], providing access to many items (in addition to the ''slimy rune of Zot'').&lt;br /&gt;
&lt;br /&gt;
*Aside from the arguable &amp;quot;gifting&amp;quot; of [[corpse]]s, [[Kikubaaqudgha]] gifts [[randart]] [[spellbook]]s containing [[necromancy]] spells. These are particularly notable, in that such gifts begin at relatively low levels of piety.&lt;br /&gt;
&lt;br /&gt;
*[[Nemelex Xobeh]] will gift faithful followers many [[deck]]s of cards, as his domain and powers are centered around such. This gifting is notable in that it may begin a lower levels of piety and increase as piety is gained.&lt;br /&gt;
&lt;br /&gt;
*At high piety, [[Okawaru]] gifts [[ammo]] and [[weapon]]s, and is the only god to provide gifts of [[armor]].&lt;br /&gt;
&lt;br /&gt;
*[[Sif Muna]] will gift very pious followers many spell books.&lt;br /&gt;
&lt;br /&gt;
*With sufficent piety (at the same levels as Okawaru), [[Trog]] the Wrathful will gift [[ammo]] and fierce [[weapon]]ry.&lt;br /&gt;
&lt;br /&gt;
*While [[Vehumet]] does not gift items, beginning at a low level of piety, he will gift the opportunity to memorize various destructive spells.&lt;br /&gt;
&lt;br /&gt;
*[[Xom]] the Unpredictable, as his title suggests, will unpredictably gift items, which are equally unpredictable in both type and amount.&lt;br /&gt;
&lt;br /&gt;
*[[Yredelemnul]] does not gift items but will provide followers &amp;quot;gifts&amp;quot; of [[undead]] servants&lt;br /&gt;
&lt;br /&gt;
==Gods which do not provide item gifts==&lt;br /&gt;
*[[Cheibriados]]&lt;br /&gt;
*[[Dithmenos]]&lt;br /&gt;
*[[Elyvilon]]&lt;br /&gt;
*[[Fedhas Madash]]&lt;br /&gt;
*[[Lugonu]]&lt;br /&gt;
*[[Makhleb]]&lt;br /&gt;
*[[Qazlal Stormbringer]]&lt;br /&gt;
*[[Ru]]&lt;br /&gt;
*[[The Shining One]]&lt;br /&gt;
*[[Zin]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Faerie_dragon_armour&amp;diff=37830</id>
		<title>Talk:Faerie dragon armour</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Faerie_dragon_armour&amp;diff=37830"/>
				<updated>2015-08-20T02:01:19Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We need to update the list of possible properties. I just claimed one of these off the enchantress with +regen int+3 and clarity. I'm going to go ahead and add regen and int+ to the rare list until further info comes in. --[[User:Fambida|Fambida]] ([[User talk:Fambida|talk]]) 21:09, 28 March 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
Apparently the &amp;quot;+&amp;quot; range is also in need of updating, as I just picked up probably the most useless possible version +0 faerie dragon armour {Str+2} [[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 04:01, 20 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Tomahawk&amp;diff=37537</id>
		<title>Talk:Tomahawk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Tomahawk&amp;diff=37537"/>
				<updated>2015-07-10T19:25:47Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: Created page with &amp;quot;I observed a stack of Exploding Tomahawks in a Ziggaraut. --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I observed a stack of Exploding Tomahawks in a Ziggaraut. --[[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 21:25, 10 July 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Torturous_demonspawn&amp;diff=37465</id>
		<title>Talk:Torturous demonspawn</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Torturous_demonspawn&amp;diff=37465"/>
				<updated>2015-07-02T23:22:23Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: /* Where they can be found... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Where they can be found... ==&lt;br /&gt;
&lt;br /&gt;
Ran across one on Orc:4, along with Gelid and Infernal, near a portal to Pandemonium --[[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 01:18, 3 July 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Torturous_demonspawn&amp;diff=37464</id>
		<title>Talk:Torturous demonspawn</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Torturous_demonspawn&amp;diff=37464"/>
				<updated>2015-07-02T23:20:40Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: /* Where they can be found... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Where they can be found... ==&lt;br /&gt;
&lt;br /&gt;
Ran across one on Orc:4, along with Gelid and Infernal --[[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 01:18, 3 July 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Torturous_demonspawn&amp;diff=37463</id>
		<title>Talk:Torturous demonspawn</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Torturous_demonspawn&amp;diff=37463"/>
				<updated>2015-07-02T23:18:06Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: /* Where they can be found... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Where they can be found... ==&lt;br /&gt;
&lt;br /&gt;
Ran across one on Orc:4 --[[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 01:18, 3 July 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Torturous_demonspawn&amp;diff=37462</id>
		<title>Talk:Torturous demonspawn</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Torturous_demonspawn&amp;diff=37462"/>
				<updated>2015-07-02T23:17:45Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: /* Where they can be found... */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Where they can be found... ==&lt;br /&gt;
&lt;br /&gt;
Ran across one on Orc:4 01:17, 3 July 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Dark_maul&amp;diff=37341</id>
		<title>Talk:Dark maul</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Dark_maul&amp;diff=37341"/>
				<updated>2015-06-18T00:22:09Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: /* Version 0.16 information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version 0.16 information ==&lt;br /&gt;
&lt;br /&gt;
Wanted to capture the 0.16 version info, but unsure as to changing the page due to the commentary regarding desirability. [[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 02:13, 16 June 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name        = Dark Maul&lt;br /&gt;
 |cost        = ?&lt;br /&gt;
 |weight      = ?&lt;br /&gt;
 |skill       = Maces &amp;amp; Flails&lt;br /&gt;
 |damage      = 52&lt;br /&gt;
 |accuracy    = -2&lt;br /&gt;
 |basedelay   = 3.0&lt;br /&gt;
 |mindelay    = 1.6&lt;br /&gt;
 |hands       = 2H&lt;br /&gt;
 |size        = Medium&lt;br /&gt;
 |ranged      = No&lt;br /&gt;
 |acquirement = 0&lt;br /&gt;
 |damtype   = Crushing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:The [[0.16]] change listing just states: &amp;quot;The dark maul has had both its base damage &amp;amp; enchantment increased.&amp;quot; So more precise parameters are strongly wanted to actualize the text to 0.16! -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 11:31, 15 June 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
::What's the current enchantment level on the thing? If you get me that, I'd be happy to rewrite the Desirability to be a bit more positive. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 00:45, 18 June 2015 (CEST)&lt;br /&gt;
:::The +10 dark maul {crush}. [[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 02:22, 18 June 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Dark_maul&amp;diff=37320</id>
		<title>Talk:Dark maul</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Dark_maul&amp;diff=37320"/>
				<updated>2015-06-16T00:13:42Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version 0.16 information ==&lt;br /&gt;
&lt;br /&gt;
Wanted to capture the 0.16 version info, but unsure as to changing the page due to the commentary regarding desirability. [[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 02:13, 16 June 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name        = Dark Maul&lt;br /&gt;
 |cost        = ?&lt;br /&gt;
 |weight      = ?&lt;br /&gt;
 |skill       = Maces &amp;amp; Flails&lt;br /&gt;
 |damage      = 52&lt;br /&gt;
 |accuracy    = -2&lt;br /&gt;
 |basedelay   = 3.0&lt;br /&gt;
 |mindelay    = 1.6&lt;br /&gt;
 |hands       = 2H&lt;br /&gt;
 |size        = Medium&lt;br /&gt;
 |ranged      = No&lt;br /&gt;
 |acquirement = 0&lt;br /&gt;
 |damtype   = Crushing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:The [[0.16]] change listing just states: &amp;quot;The dark maul has had both its base damage &amp;amp; enchantment increased.&amp;quot; So more precise parameters are strongly wanted to actualize the text to 0.16! -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 11:31, 15 June 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Dark_maul&amp;diff=37315</id>
		<title>Talk:Dark maul</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Dark_maul&amp;diff=37315"/>
				<updated>2015-06-14T01:23:52Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: /* Version 0.16 information */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version 0.16 information ==&lt;br /&gt;
&lt;br /&gt;
Wanted to capture the 0.16 version info, but unsure as to changing the page due to the commentary regarding desirability&lt;br /&gt;
&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name        = Dark Maul&lt;br /&gt;
 |cost        = ?&lt;br /&gt;
 |weight      = ?&lt;br /&gt;
 |skill       = Maces &amp;amp; Flails&lt;br /&gt;
 |damage      = 52&lt;br /&gt;
 |accuracy    = -2&lt;br /&gt;
 |basedelay   = 3.0&lt;br /&gt;
 |mindelay    = 1.6&lt;br /&gt;
 |hands       = 2H&lt;br /&gt;
 |size        = Medium&lt;br /&gt;
 |ranged      = No&lt;br /&gt;
 |acquirement = 0&lt;br /&gt;
 |damtype   = Crushing&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=37265</id>
		<title>Ignite Poison</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=37265"/>
				<updated>2015-06-07T17:12:01Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: Gender neutral pronoun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Ignite Poison&lt;br /&gt;
|level=5&lt;br /&gt;
|school1={{Fire Magic}}&lt;br /&gt;
|school2={{Transmutations}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Fire]] &lt;br /&gt;
*[[Book of Alchemy]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=4&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell attempts to convert all nearby poison into liquid flame, burning poisoned creatures from within. It is very effective against innately poisonous creatures. The caster is not affected.}}&lt;br /&gt;
&lt;br /&gt;
'''Ignite Poison''' is a level 5 [[Fire Magic]]/[[Transmutations]] spell which causes all nearby poisonous things in line of sight to burst into flames (excluding the caster). Any monster which leaves a poisonous [[corpse]], is [[poisoned]], or (in some cases) has a poisonous attack takes fire damage (and is cured of any poison in its system). Ignoring the player's inventory, all poisonous corpses and chunks, all [[potions of poison]], [[potion of strong poison|strong poison]], or [[potion of degeneration|degeneration]], all poisonous ammo, and all poison or noxious [[cloud]]s burst into flame clouds.&lt;br /&gt;
&lt;br /&gt;
Ignite Poison has no effect on either the [[staff of poison]] or [[staff of Olgreb]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ignite Poison deals unavoidable heavy fire damage to every susceptible thing in sight. This makes it extremely effective in certain situations, such as [[killer bee]] or [[kobold (monster)|kobold]] [[vault]]s, or pretty much any part of the [[Spider's Nest]] or [[Snake Pit]]. Just make sure to watch your MP, avoid overconfidence, and be aware that there are dangerous [[invisible]] opponents in the Spider's Nest which will not be affected unless you can [[see invisible]]. While these are obvious areas for its use, you can increase its deadliness in other areas with a little creativity.&lt;br /&gt;
&lt;br /&gt;
*Ignite Poison works great when used together with [[Mephitic Cloud]]; the noxious clouds generated by the former spell turn into clouds of fire. First confuse them with Mephitic Cloud, possibly casting it a few times to cover a larger area, then (once the monsters are confused) cast Ignite Poison and let the poor guys stumble through the flames. Casting Ignite Poison after casting [[Poisonous Cloud]] creates the &amp;quot;fire version&amp;quot; of [[Freezing Cloud]].&lt;br /&gt;
&lt;br /&gt;
*Also note that monsters which are immune to Mephitic Cloud will happily walk through its noxious clouds to reach you. If you cast Ignite Poison at the right moment you can blast them as well.&lt;br /&gt;
&lt;br /&gt;
*It is possible to throw a chunk of poisonous meat and ignite it afterwards to place a cloud of fire at a certain location (f.e. under a monster).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Using Ignite Poison on an intelligent, poisonous monster (e.g. [[List of nagas|nagas]]) which hasn't noticed you will not incur penance for worshippers of [[The Shining One]]. This is likely a bug (or TSO just assumes that burning them from within is a legitimate way of getting people's attention).&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Although no monsters are able to cast Ignite Poison, there is an equivalent spell ([[Localized Ignite Poison]]) which has the same effect but can only target one opponent. The following monsters can cast Localized Ignite Poison:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Salamander mystic}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.17]], Ignite Poison will become a level-3 spell, but its effect on potions and chunks will be removed.&lt;br /&gt;
&lt;br /&gt;
Ignite Poison used to be an amazingly painful way to eliminate poison from one's own system, but as of [[0.8]] it no longer affects the caster or their inventory.&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ziggurat&amp;diff=37187</id>
		<title>Ziggurat</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ziggurat&amp;diff=37187"/>
				<updated>2015-05-23T17:14:50Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: /* Fighting Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version}}&lt;br /&gt;
{{flavour|This portal leads to a ziggurat.&lt;br /&gt;
&lt;br /&gt;
A ziggurat is a strange tower constructed of twenty seven levels of incrementally larger combat arenas, each containing greater wealth and even greater danger than the last. Beware, for a ziggurat is not a place for the faint of heart: even the bravest and most skilled adventurers have met their ends in one. While a portal to safety will be present on every level, once left, a ziggurat cannot be re-entered.&lt;br /&gt;
&lt;br /&gt;
One ziggurat is guaranteed in the Depths, and further ones can be found in Pandemonium. These towers and their contents will react violently to those that can conquer them, and scale up according to how many ziggurats an adventurer has completed.&lt;br /&gt;
&lt;br /&gt;
It can only be entered when carrying at least two runes of Zot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
“Captain: Take off every ‘zig’!!&amp;lt;br&amp;gt;&lt;br /&gt;
Captain: For great justice.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Zero Wing}}&lt;br /&gt;
&lt;br /&gt;
'''Ziggurats''' are the most dangerous, unpredictable, and lucrative [[branch]]es in the game. Each Ziggurat has 27 oval- or cross-shaped floors, with each floor growing in size as you go down, containing increasingly more monsters of higher difficulty. The entrance to each floor closes as soon you walk through it; the only way out is at the opposite end of the floor. There, you will find large amounts of treasure, including armour, jewellery, valuable potions (many of which are [[potions of experience]]), manuals, and many other wonderful things, as well as one set of stairs going further down and two portals leading out of the Ziggurat.&lt;br /&gt;
&lt;br /&gt;
Each floor of a Ziggurat contains a number of monsters of a particular theme. On early floors, you'll face two or three, but the number of opponents rises dramatically as you descend, pitting you against massive hordes by the time you reach the deepest levels. Most are sets of monsters that would be generated in a particular branch, but some are ad-hoc. The deeper you go, the more dangerous it becomes; deeper floors will have a greater ratio of powerful monsters to weak ones, may generate all monsters awake and wandering (0% chance for Zig:1-4, 100% chance for Zig 25-27), and may block [[teleport control]] (0% chance for Zig:1-6, 100% chance for Zig:25-27).&lt;br /&gt;
&lt;br /&gt;
Each floor may also contain a central clump of dungeon features. These are often purely cosmetic, but occasionally ramp up the difficulty of the floor significantly; an [[orange crystal statue]] or [[oklob plant]] cluster is no laughing matter.&lt;br /&gt;
&lt;br /&gt;
One Ziggurat portal is guaranteed to generate somewhere in [[the Depths]], and any [[Pandemonium]] floor has an 8% chance to contain a Ziggurat entrance.  Entry is denied until the player has at least two [[runes of Zot]] in her possession. Summoned creatures cannot follow the player through a Ziggurat portal or stairway.&lt;br /&gt;
&lt;br /&gt;
Once one has left a Ziggurat, the portal turns into an empty arch and may not be reentered. Any new portal encountered or created leads to the first floor of a fresh Ziggurat. Ziggurat portals have no timers.&lt;br /&gt;
&lt;br /&gt;
If the player should clear a Ziggurat successfully (i.e. completing all 27 floors), all subsequent Ziggurats will become significantly more difficult.&lt;br /&gt;
&lt;br /&gt;
==Monster Themes==&lt;br /&gt;
Unless mentioned otherwise, the chance for any given set is 5.62% for Zig:1-7, 5.32% for Zig:8-13, and 5.18% for Zig:14-27.&lt;br /&gt;
===Branches===&lt;br /&gt;
Lair, Shoals, and the [[Hells]] all have 50% chance of the normal chance to spawn.&lt;br /&gt;
*{{Magenta|Y}} [[File:Catoblepas.png]] Monsters from the '''[[Lair]]''', plus [[catoblepas]], [[dire elephant]]s, and [[hellephant]]s. To reflect some of the branch end vaults, there are also tiny chances for [[spriggan druid]]s, [[guardian serpent]]s, [[deep troll shaman]]s, [[raiju]], and [[hell beast]]s.&lt;br /&gt;
*{{LightMagenta|N}} [[File:Greater_naga.png]] Monsters from the '''[[Snake Pit]]''', with bonus [[guardian serpent]]s and [[greater naga]], plus rare [[quicksilver dragon]]s.&lt;br /&gt;
*{{Green|m}} [[File:Merfolk_aquamancer.png]] Monsters from '''[[the Shoals]]''', with bonus [[merfolk aquamancer]]s, [[merfolk javelineer]]s, [[merfolk impaler]]s, and [[water nymph]]s.&lt;br /&gt;
*{{LightGrey|l}} [[File:Death_drake.png]] Monster from the '''[[Swamp]]''' with depth-dependent priority for [[hydra]]e, [[swamp dragon]]s, and [[tentacled monstrosity|tentacled monstrosities]], plus rare [[golden dragon]]s, [[green death]]s and [[death drake]]s.&lt;br /&gt;
*{{Magenta|y}} [[File:Ghost_moth.png]] Monsters from the '''[[Spider's Nest]]''' with bonus ''[[ghost moth]]s'', [[red wasp]]s and [[tarantella]]s.&lt;br /&gt;
*{{LightCyan|J}} [[File:Acid_blob.png]] Monsters from the '''[[Slime Pits|Pits of Slime]]''' (with loot inside a level-end-dividing room behind a door). Notably, this includes [[acid blob]]s, ''[[giant eyeball]]s'', and [[eyes of draining]].&lt;br /&gt;
*{{LightCyan|o}} [[File:Orc_warlord.png]] Monsters from the '''[[Orcish Mines]]''', plus [[stone giant]]s and ''[[moths of wrath]]'', with heavy depth-dependent priority for [[orc warlord]]s, [[orc knight]]s, [[orc sorcerer]]s, and [[orc high priest]]s.&lt;br /&gt;
*{{Yellow|e}} [[File:Deep_elf_demonologist.png]] Monsters from the '''[[Elven Halls]]''', with depth-dependent priority for ''[[deep elf high priest]]s'', [[deep elf blademaster]]s, [[deep elf master archer]]s, [[deep elf annihilator]]s and [[deep elf demonologist]]s.&lt;br /&gt;
*{{White|L}} [[File:Ancient_lich.png]] Monsters from the '''[[Vaults]]''', plus ''[[titan]]s'', [[golden dragon]]s, and ''[[ancient lich]]es'' with depth-dependent priority.&lt;br /&gt;
*{{LightGrey|D}} [[File:Bone_dragon.png]] Monsters from the '''[[Crypt]]''', with bonus [[bone dragon]]s, ''[[ancient lich]]es'', [[revenant]]s, plus ''[[curse skull]]s'' and [[profane servitor]]s.&lt;br /&gt;
*{{White|M}} [[File:Greater_mummy.png]] Monsters from the '''[[Tomb]]''', with depth-dependent scaling for bonus ''[[greater mummy|greater mummies]]'' (reaching a 14.53% of spawns at Zig:27).&lt;br /&gt;
*{{Blue|X}} [[File:Starcursed_mass.png]] Monsters from the '''[[Abyss]]''', with a tiny chance of [[corrupter]]s. Notably, this includes [[starcursed mass]]es, [[lurking horror]]s, and [[wretched star]]s.&lt;br /&gt;
*{{White|1}} [[File:Ice_fiend.png]] Monsters from '''[[Cocytus]]''', with a minor bonus of ''[[ice fiend]]s'' and [[blizzard demon]]s.&lt;br /&gt;
*{{LightRed|1}} [[File:Brimstone_fiend.png]] Monsters from '''[[Gehenna]]''', with a minor bonus of ''[[brimstone fiend]]s'' and [[balrug]]s.&lt;br /&gt;
*{{Brown|1}} [[File:Hell_sentinel.png]] Monsters from the '''[[Iron City of Dis]]''', with a minor bonus of ''[[hell sentinel]]s'', [[dancing weapon]]s, and [[iron dragon]]s.&lt;br /&gt;
*{{Magenta|1}} [[File:Shadow_fiend.png]] Monsters from '''[[Tartarus]]''', with a minor bonus of ''[[shadow fiend]]s'', [[curse toe]]s, and [[shadow demon]]s.&lt;br /&gt;
*{{LightRed|2}} [[File:Hellion.png]] Starting from Zig:8, '''[[Pandemonium]]''' spawns and a single [[Pandemonium lord]], with extra ''[[greater demon]]s'' and [[List_of_demonspawn#Demonspawn_Occupations|classed demonspawn]].&lt;br /&gt;
&lt;br /&gt;
===Theme Sets===&lt;br /&gt;
Giants, dragons, archers, and conjurers have 20% of the normal chance to place, while Lair rune branches has 50% of the normal chance.&lt;br /&gt;
*{{Yellow|i}} [[File:Spriggan_defender.png]] Monsters from the defunct '''[[Enchanted Forest|Forest]]''' branch, with extra [[satyr]]s, [[tengu reaver]]s, and [[spriggan defender]]s.&lt;br /&gt;
*{{Magenta|C}} [[File:Titan.png]] '''[[List of giants|Giants]]''': [[hill giant]]s, [[cyclopes]], [[stone giant]]s, [[fire giant]]s, [[frost giant]]s, [[ettin]]s, and ''[[titan]]s''.&lt;br /&gt;
*{{LightCyan|D}} [[File:Quicksilver_dragon.png]] '''[[Dragon]]s''', [[drake]]s and [[hydra]]s.&lt;br /&gt;
*{{LightGreen|d}} [[File:Draconian_zealot.png]] '''[[Draconian]]s''' of all colors and walks of life, with classed draconians increasing by depth.&lt;br /&gt;
*{{LightGrey|e}} [[File:Deep_elf_master_archer.png]] '''Archers''': [[centaur]]s, [[yaktaur]]s, [[centaur warrior]]s, [[yaktaur captain]]s, [[cyclops|cyclopes]], [[stone giant]]s,  [[naga sharpshooter]]s, [[merfolk javelineer]]s, [[deep elf master archer]]s, and rare [[faun]]s, [[satyr]], [[thorn hunter]]s.&lt;br /&gt;
*{{LightBlue|6}} [[File:Blood_saint.png]] '''Conjurers''': [[wizard_(monster)|wizard]]s, [[necromancer_(monster)|necromancer]]s, [[ogre mage]]s, [[orc sorcerer]]s, [[naga mage]]s, [[naga ritualist]]s, [[salamander mystic]]s, [[greater naga]], [[tengu conjurer]]s, [[tengu reaver]]s, [[spriggan air mage]]s, [[merfolk aquamancer]]s, [[deep elf conjurer]]s, [[deep elf annihilator]]s, [[deep elf sorcerer]]s, [[draconian scorcher]]s, [[draconian knight]]s, ''[[draconian annihilator]]s'', [[lich]]es, ''[[ancient lich]]es'', and ''[[blood saint]]s''.&lt;br /&gt;
*{{Green|X}} [[File:Tentacled_monstrosity.png]] '''Lair rune branches''': starting from Zig:14, monsters from the [[Swamp]], the [[Snake Pit]], the [[Shoals]], and the [[Spider's Nest]], with extra [[greater naga]], [[guardian serpent]]s, [[hydra]]e, [[swamp dragon]]s, [[tentacled monstrosity|tentacled monstrosities]], [[merfolk aquamancer]]s, [[merfolk javelineer]]s, [[alligator snapping turtle]]s, ''[[ghost moth]]s'', [[emperor scorpion]]s, and [[moths of wrath]].&lt;br /&gt;
&lt;br /&gt;
===Elemental===&lt;br /&gt;
Elemental floors all have 20% of the normal chance to place, aside from Chaos.&lt;br /&gt;
*{{Red|*}} [[File:Orb_of_fire.png]] '''Fire''': [[fire elemental]]s, [[fire drake]], [[hell hound]]s, [[efreet]]s, [[dragon]]s, [[fire giant]]s, and ''[[orbs of fire]]''.&lt;br /&gt;
*{{LightBlue|2}} [[File:Blizzard_demon.png]] '''Ice''': [[ice beast]]s, [[polar bear]]s, [[freezing wraith]]s, [[ice dragon]]s, [[frost giant]]s, [[ice devil]]s, ''[[ice fiend]]s'', [[simulacra]], [[white draconian|white]] [[draconian knight]]s, and [[blizzard demon]]s.&lt;br /&gt;
*{{LightCyan|8}} [[File:Electric_golem.png]] '''Air''': [[insubstantial wisp]]s, [[air elemental]]s, [[raiju]]s, ''[[titan]]s'', [[storm dragon]]s, ''[[electric golem]]s'', [[spriggan air mage]]s, and [[shock serpent]]s.&lt;br /&gt;
*{{Red|A}} [[File:Profane_servitor.png]] '''Negative energy''': [[spectral thing]]s, [[shadow wraith]]s, [[eidolon|eidola]], [[shadow dragon]]s, [[deep elf death mage]]s, [[deep dwarf death knight]]s, [[revenant]]s, [[profane servitor]]s, [[soul eater]]s, ''[[shadow fiend]]s'', and [[black sun]]s.&lt;br /&gt;
*{{Yellow|A}} [[File:Daeva.png]] '''Holy''': ''[[daeva]]s'', [[angel]]s, [[cherub]]s, ''[[pearl dragon]]s'', [[ophan|ophanim]], and [[apis]].&lt;br /&gt;
*{{Magenta|&amp;amp;}} [[File:Pandemonium_lord.png]] '''Chaos''': heavy depth dependence for [[chaos spawn]], [[ugly thing]]s, [[very ugly thing]]s, ''[[apocalypse crab]]s'', high-hd [[shapeshifter]]s and [[glowing shapeshifter]]s, [[Killer Klown]]s, ''[[chaos champion]]s'', and a multitude of ''[[pandemonium lord]]s''.&lt;br /&gt;
&lt;br /&gt;
==Fighting Strategies==&lt;br /&gt;
You should enter a Ziggurat as the last thing in the game if you are planning to finish it, as Zig:27 can potentially be the hardest place in the game. Preparation is somewhat similar to [[Pandemonium]], but you need even more care since the enemies are much harder.&lt;br /&gt;
&lt;br /&gt;
You will '''need''' the following:&lt;br /&gt;
*High experience level and skills.&lt;br /&gt;
*For spellcasters, the ability to cast Fire Storm and/or Ice Storm and/or Tornado at Great, ideally Excellent.&lt;br /&gt;
*[[Blink]] and [[Control Teleport]] or [[Controlled Blink]] at Excellent, to avoid getting surrounded, create some distances from powerful enemies, or just escape.&lt;br /&gt;
*A [[ring of sustain abilities]] and an [[amulet of stasis]] for absorbing [[death curse]]s on mummy-themed floors.&lt;br /&gt;
*An [[amulet of resist corrosion]] for [[acid blob]]s on Slime Pit-themed floors.&lt;br /&gt;
*As many resistances as possible; at least something like rElec, rPois, rC+, and rF++. You should strive for rN+++, especially if you're susceptible to [[torment]].&lt;br /&gt;
&lt;br /&gt;
The following are ''recommended'', though not essential depending on the character:&lt;br /&gt;
*An [[amulet of resist mutation]] for mutagenic glow, [[shining eye]]s and [[neqoxec]]s. If you're a caster, these tend to die before they can even peek at your genome.&lt;br /&gt;
*Scrolls of identify to identify loot, scrolls of remove curse to remove mummy curses and remove cursed loot, scrolls of fog to block enemy sight, and scrolls of blinking as a backup to Blink/Controlled Blink. &lt;br /&gt;
*Wands of healing, hasting, and anything else you might need.&lt;br /&gt;
*Potions of curing to cure confusion (especially if you use a ball of energy), potions of heal wounds to recover lost HP, potions of might/agility/brilliance to enhance your battle prowess, and potions of magic to recover MP in a pinch.&lt;br /&gt;
*[[potion of restore abilities|potions of restore abilities]] to restore stats drained by mummies' curses.&lt;br /&gt;
*Some permafood depending on your metabolism and the spell hunger costs of your spells; coupled with the ample corpses you produce should keep you fed.&lt;br /&gt;
&lt;br /&gt;
Keep in mind you're limited to 52 items; only bring what you know will be useful, else you might not be able to take all the loot you want with you. Artefacts with multiple resistances and intrinsics are your friend!&lt;br /&gt;
&lt;br /&gt;
===Conjurer Strategy===&lt;br /&gt;
====Sample Runs====&lt;br /&gt;
*hyperbolic's uber Naga, who fully cleared several Ziggurats: [[http://crawl.akrasiac.org/rawdata/hyperbolic/morgue-hyperbolic-20100508-220232.txt]]&lt;br /&gt;
*sh's Fire Storm run: [http://crawl.akrasiac.org/rawdata/sh/morgue-sh-20091014-090636.txt] with ttyrec at [http://crawl.akrasiac.org/rawdata/sh/2009-10-13.15:41:31.ttyrec.bz2]&lt;br /&gt;
*Luca's Extension + Ice Storm run: [http://crawl.akrasiac.org/rawdata/Luca/morgue-Luca-20091212-220305.txt] with ttyrec at [http://crawl.akrasiac.org/rawdata/Luca/2009-12-12.02:02:06.ttyrec.bz2]&lt;br /&gt;
*See also trucutru's run with [[Nemelex Xobeh]]: he played a Naga Fire Storm conjurer with Fighting at 27 (and thus around 320 HP!) worshiping Nemelex Xobeh.&lt;br /&gt;
&lt;br /&gt;
The basic strategy is to use [[Necromutation]], along with all relevant buff spells, and alternate between casting a Storm/Tornado and channeling MP. Depending on your god choice, you can also use Sif Muna's channel (more reliable) or Vehumet's MP gain on killing (somewhat more random, but passive). Keep in mind that you can't escape to rest for MP, so make sure to have backup in the form of a crystal ball of energy, potions of magic, Sublimation of Blood, etc...&lt;br /&gt;
&lt;br /&gt;
Note: Don't bother using [[Shatter]]. This, at [[Earth Magic]] 25 or higher, does damage to everything in LOS, and while the damage is comparable to Ice/Fire Storm for non-flying/levitating monsters (3d55 at power 150 and more for skeletons and simulacra), it is only about a third for flying/levitating ones (such as a lot of Pandemonium lords). It would take an average of 8-9 hits to kill a flying Pan lord.&lt;br /&gt;
&lt;br /&gt;
====Specific Floors====&lt;br /&gt;
On Pandemonium lord floors, be prepared to be on the receiving of the occasional [[Lehudib's Crystal Spear]] and [[Dispel Undead]]. If you use Fire Storm, try to position yourself so that non-lord monsters, Pan lord summons and your own summons create a buffer that prevent the lords from coming close to you. Then blast with Fire Storm without destroying your monster shield. If you use Ice Storm, try to get the direct path blocked by a non-lord monster, while still having an opening to shoot Ice Storm near the lords.&lt;br /&gt;
&lt;br /&gt;
On mummy floors, wear an amulet of stasis and a ring of sustain abilities. Try not to kill too many greater/guardian mummies at once since you may get 3 points of random stat drain for each kill. If one of your stats dips low, try to swap in weapons or jewellery boosting it. If a stat gets ''dangerously'' low, semi-controlled blink to a corner, surround yourself with summons, end Necromutation, eat a royal jelly or quaff a potion of restore abilities, and recast Necromutation right away. Flooding the level with powerful summons to soak as many curses as possible can also work.&lt;br /&gt;
&lt;br /&gt;
On angel/daeva floors, get out of lich form, cast [[Regeneration]], and try to overpower them. If things go badly, consider casting [[Borgnjor's Revivification]]. If you decide to escape, go as near to the exit as possible, possibly using a lantern of shadows, cast [[Death's Door]], and then alternate Storm/Tornado to scrolls of blinking/Controlled Blink and mana channeling to get to the downstairs as soon as possible. Once you are at the downstairs, apport any useful object until Death's Door runs out. Alternatively, you can escape the Ziggurat, but note that nearby angels/daevas will follow you out, so make sure you come out on a clear level and teleport away.&lt;br /&gt;
&lt;br /&gt;
On crypt floors, mages casting Fire Storm should be ''very'' wary of [[unborn]], both in and ''out'' of LOS. You will take severe self-inflicted damage if you flame even one of these while Yredelemnul's [[Mirror Damage]] ability is active. The mirrored damage ignores both your resistances and AC, unless you've cast Death's Door. If it's in your LOS, you'll have seen it &amp;quot;kneel in prayer and [be] bathed in unholy energy.&amp;quot; Thereafter, for approximately 20 turns, its glyph's colors will be alternating. You can also see if Mirror Damage is active by e'''[[x]]'''amining it to see if it is &amp;quot;reflecting injuries&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On slime floors, the treasure will always be somewhat protected, in a centered chamber rather than on the open floor.&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
In addition to the general equipment:&lt;br /&gt;
*Enhancers (e.g. rings of fire/ice, staff of conjuration/fire/cold/air, etc...) to enhance the power of Fire/Ice Storm and/or Tornado as needed. A [[robe of the Archmagi]] is amazing for this purpose.&lt;br /&gt;
*Staff/rings of wizardry to improve the success rates of Fire/Ice Storm and/or Tornado, if necessary. Also, try downgrading your shield type (large shield to a normal shield, normal shield to a buckler) if your Shields skill isn't high enough to get rid of the spellcasting penalty. Your offense is your best defense.&lt;br /&gt;
*A [[crystal ball of energy]] if you have high Evocations (you will probably find one soon in the Ziggurat) or a [[staff of energy]].&lt;br /&gt;
*Identify scrolls, as many as you have. You're going to be going through a lot of stashes.&lt;br /&gt;
&lt;br /&gt;
==== Example Spell Set ====&lt;br /&gt;
 Your Spells                       Type                          Failure   Level       &lt;br /&gt;
 a - Fire Storm                    Conjuration/Fire              1%          9&lt;br /&gt;
 b - Blink                         Translocation                 0%          2&lt;br /&gt;
 c - Flight                        Charms/Air                    0%          4&lt;br /&gt;
 e - Deflect Missiles              Charms/Air                    0%          6&lt;br /&gt;
 h - Haste                         Charms                        0%          6&lt;br /&gt;
 j - Abjuration                    Summoning                     0%          3&lt;br /&gt;
 s - Summon Butterflies            Summoning                     0%          1&lt;br /&gt;
 u - Dispel Undead                 Necromancy                    0%          5&lt;br /&gt;
 x - Sublimation of Blood          Necromancy                    0%          2&lt;br /&gt;
 B - Controlled Blink              Translocation                 1%          7&lt;br /&gt;
 Q - Swiftness                     Enchantment                   0%          2&lt;br /&gt;
 M - Mass Abjuration               Summoning                     0%          6&lt;br /&gt;
 V - Phase Shift                   Translocation                 0%          5&lt;br /&gt;
 X - Necromutation                 Transmutation/Necromancy      1%          8&lt;br /&gt;
 Y - Borgnjor's Revivification     Necromancy                    1%          7&lt;br /&gt;
&lt;br /&gt;
==== Optional Spells ====&lt;br /&gt;
You may want the following spells:&lt;br /&gt;
*[[Ring of Flames]]: to enhance [[Fire Storm]]'s power and allow you to walk in clouds of flame.&lt;br /&gt;
*[[Airstrike]]: to kill giant eyeballs, which may appear in Pan lord floors, if you lack [[Fire Storm]] and its smite-targeting.&lt;br /&gt;
*[[Sublimation of Blood]]: you can use this on potions of blood (if you're a vampire), corpse chunks, or on yourself (especially if you are a high HP race). If your floor had monsters that left corpses, consider butchering a few of them and bringing the chunks to the next floor.&lt;br /&gt;
*[[Phase Shift]] to boost your EV.&lt;br /&gt;
*[[Dispel Undead]]: to kill undead anacondas rushing at you, skeletal dragons who survive Fire Storm, or to kill mummies one by one.&lt;br /&gt;
*[[Lehudib's Crystal Spear]]: to kill dangerous monsters (especially Pan lords) who get close to you.&lt;br /&gt;
*[[Tukima's Dance]]: to get rid of any cursed weapons you identify by wielding.&lt;br /&gt;
&lt;br /&gt;
===Crusader Strategy===&lt;br /&gt;
See coolrobin's Ogre Chaos Knight of Lugonu: [http://crawl.akrasiac.org/rawdata/coolrobin/morgue-coolrobin-20091101-161113.txt morgue] and [http://crawl.akrasiac.org/rawdata/coolrobin/2009-11-01.00:42:05.ttyrec.bz2 ttyrec]&lt;br /&gt;
&lt;br /&gt;
See 78291's torment immune Demonspawn crusader/reaver of Okawaru, failed run at [http://crawl.akrasiac.org/rawdata/78291/morgue-78291-20091103-033303.txt], first ziggurat at [http://crawl.akrasiac.org/rawdata/78291/2009-11-02.01:20:34.ttyrec], and second ziggurat (with death to daevas) at [http://crawl.akrasiac.org/rawdata/78291/2009-11-02.20:29:48.ttyrec] and [http://crawl.akrasiac.org/rawdata/78291/2009-11-03.03:06:22.ttyrec].&lt;br /&gt;
&lt;br /&gt;
* First, convert to [[Lugonu]] (for corruption and self-banishment), [[The Shining One]] (for peaceful angel/daevas, divine warriors), [[Elyvilon]] (peaceful angel/daevas, healing), Okawaru (attack speed boost and skills boost), or possibly [[Nemelex Xobeh]] (see section below).&lt;br /&gt;
* Set up as many spells and enchantments as described for conjurers as you can. You probably won't have Necromutation (and can't use it anyway with the good gods) or Fire/Ice Storm and Tornado, though.&lt;br /&gt;
* The [[Silence]] spell, while counter-productive for pure conjurers, works beautifully for a crusader-type character against spellcasters. It even stops mummies from tormenting and smiting! Use a [[lantern of shadows]] along with it when needed.&lt;br /&gt;
* Bring a way to channel mana, and a staff of energy for hunger-less casting.&lt;br /&gt;
* Consider bringing a rod with Abjuration.&lt;br /&gt;
&lt;br /&gt;
Fight in melee with all buffs (Haste, Might, etc...) except for berserk: it will ''definitely'' expire before you've cleared all monsters on the harder floors, and being slowed/exhausted in the middle of a pack of demons or some such is a surefire way to die. Angel/Daeva floors can be handled by proper god choice or by escaping.&lt;br /&gt;
&lt;br /&gt;
=== Nemelex Xobeh Strategy ===&lt;br /&gt;
	&lt;br /&gt;
See trucutru's run with morgue [http://crawl.akrasiac.org/rawdata/trucutru/morgue-trucutru-20090816-084810.txt] and ttyrec [http://crawl.akrasiac.org/rawdata/trucutru/2009-08-15.23:09:41.ttyrec.bz2].&lt;br /&gt;
&lt;br /&gt;
You can convert to Nemelex Xobeh and sacrifice all the stuff in the whole dungeon. This will allow you to receive gifts of decks and stack decks to be able to use specific cards at will.&lt;br /&gt;
&lt;br /&gt;
*You will be finding many decks, and Nemelex will help you to use them effectively.&lt;br /&gt;
*You can use the ''Tomb'' card to create a temporary safe haven and then a chokepoint in the Ziggurat. This is extremely powerful, since only a few monsters will be in sight. It is probably optimal to do so in such a way that the tomb is contiguous with walls. If you dig a corner against the wall, only that square will be visible. Doing so facing a Ziggurat corner may be advisable too.	&lt;br /&gt;
* The ''Portal'', ''Elixir'' and ''Damnation'' cards are also incredibly useful (the first does instant controlled teleport, the second full HP/MP restore, and the third banishes you to the Abyss if you are the only creature in sight).&lt;br /&gt;
*Decks of all types have powerful effects: see the [[Nemelex guide]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Spell-less Strategy ===&lt;br /&gt;
&lt;br /&gt;
Do not attempt to fully clear a Ziggurat without spells of some sort. It is very likely to be fatal. Having said that, the first few floors are usually safe for many XL27 characters, although this can still be risky.&lt;br /&gt;
&lt;br /&gt;
== Strategies For Troublesome Floors ==&lt;br /&gt;
&lt;br /&gt;
=== Skip With Death's Door ===&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;Conjurer strategy&amp;quot; above. Cast Death's Door after getting as close as possible to the stairs. Make a break for it.&lt;br /&gt;
	&lt;br /&gt;
=== Banishment With Lugonu ===&lt;br /&gt;
&lt;br /&gt;
Banish yourself to the Abyss, so you can recover. You'll return to the same level after leaving the Abyss.&lt;br /&gt;
&lt;br /&gt;
=== Banishment With Distortion Weapon and Amulet of Stasis ===&lt;br /&gt;
&lt;br /&gt;
You may also try to banish yourself with a distortion weapon. However, you have about the same chance of going to the Abyss as to be instantly teleported on the level, damaged and confused. An amulet of stasis or -TELE artifact will prevent this, though, and allows you to use distortion with the only downside of confusion and HP damage. Be prepared to cure numerous bad mutations - another effect of distortion unwields is to induce [[glow]], and if you're in dire enough straits to be using distortion unwields to escape, you probably don't have time to let it dissipate safely. In [[0.10]] or newer, you will return to the same level after leaving the Abyss.&lt;br /&gt;
&lt;br /&gt;
==Wizard Mode==&lt;br /&gt;
Ziggurats can be entered in [[wizard mode]] using &amp;amp;L to place a vault called &amp;quot;enter_the_ziggurat&amp;quot;, &amp;amp;{ to map the level, and XT to teleport to the portal. You may also just use &amp;amp;P to place a portal to a map called &amp;quot;ziggurat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], a Ziggurat portal could be summoned by the [[Trowel card]] of a legendary [[Deck of dungeons]] once per game. The [[Trowel card]] was removed in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Ziggurat portals would generate randomly in the main [[Dungeon]], and required you pay an admission fee of 2,100 to 14,000 [[gold]] to enter.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], you could use [[Projected Noise]] at the bottom of the map, then walk around the top end (or vice-versa).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], it was possible to permanently leave a Ziggurat via [[Banishment]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ziggurat&amp;diff=37186</id>
		<title>Ziggurat</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ziggurat&amp;diff=37186"/>
				<updated>2015-05-23T17:10:39Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: Updated to make reference to Trowel card historical.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version}}&lt;br /&gt;
{{flavour|This portal leads to a ziggurat.&lt;br /&gt;
&lt;br /&gt;
A ziggurat is a strange tower constructed of twenty seven levels of incrementally larger combat arenas, each containing greater wealth and even greater danger than the last. Beware, for a ziggurat is not a place for the faint of heart: even the bravest and most skilled adventurers have met their ends in one. While a portal to safety will be present on every level, once left, a ziggurat cannot be re-entered.&lt;br /&gt;
&lt;br /&gt;
One ziggurat is guaranteed in the Depths, and further ones can be found in Pandemonium. These towers and their contents will react violently to those that can conquer them, and scale up according to how many ziggurats an adventurer has completed.&lt;br /&gt;
&lt;br /&gt;
It can only be entered when carrying at least two runes of Zot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
“Captain: Take off every ‘zig’!!&amp;lt;br&amp;gt;&lt;br /&gt;
Captain: For great justice.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Zero Wing}}&lt;br /&gt;
&lt;br /&gt;
'''Ziggurats''' are the most dangerous, unpredictable, and lucrative [[branch]]es in the game. Each Ziggurat has 27 oval- or cross-shaped floors, with each floor growing in size as you go down, containing increasingly more monsters of higher difficulty. The entrance to each floor closes as soon you walk through it; the only way out is at the opposite end of the floor. There, you will find large amounts of treasure, including armour, jewellery, valuable potions (many of which are [[potions of experience]]), manuals, and many other wonderful things, as well as one set of stairs going further down and two portals leading out of the Ziggurat.&lt;br /&gt;
&lt;br /&gt;
Each floor of a Ziggurat contains a number of monsters of a particular theme. On early floors, you'll face two or three, but the number of opponents rises dramatically as you descend, pitting you against massive hordes by the time you reach the deepest levels. Most are sets of monsters that would be generated in a particular branch, but some are ad-hoc. The deeper you go, the more dangerous it becomes; deeper floors will have a greater ratio of powerful monsters to weak ones, may generate all monsters awake and wandering (0% chance for Zig:1-4, 100% chance for Zig 25-27), and may block [[teleport control]] (0% chance for Zig:1-6, 100% chance for Zig:25-27).&lt;br /&gt;
&lt;br /&gt;
Each floor may also contain a central clump of dungeon features. These are often purely cosmetic, but occasionally ramp up the difficulty of the floor significantly; an [[orange crystal statue]] or [[oklob plant]] cluster is no laughing matter.&lt;br /&gt;
&lt;br /&gt;
One Ziggurat portal is guaranteed to generate somewhere in [[the Depths]], and any [[Pandemonium]] floor has an 8% chance to contain a Ziggurat entrance.  Entry is denied until the player has at least two [[runes of Zot]] in her possession. Summoned creatures cannot follow the player through a Ziggurat portal or stairway.&lt;br /&gt;
&lt;br /&gt;
Once one has left a Ziggurat, the portal turns into an empty arch and may not be reentered. Any new portal encountered or created leads to the first floor of a fresh Ziggurat. Ziggurat portals have no timers.&lt;br /&gt;
&lt;br /&gt;
If the player should clear a Ziggurat successfully (i.e. completing all 27 floors), all subsequent Ziggurats will become significantly more difficult.&lt;br /&gt;
&lt;br /&gt;
==Monster Themes==&lt;br /&gt;
Unless mentioned otherwise, the chance for any given set is 5.62% for Zig:1-7, 5.32% for Zig:8-13, and 5.18% for Zig:14-27.&lt;br /&gt;
===Branches===&lt;br /&gt;
Lair, Shoals, and the [[Hells]] all have 50% chance of the normal chance to spawn.&lt;br /&gt;
*{{Magenta|Y}} [[File:Catoblepas.png]] Monsters from the '''[[Lair]]''', plus [[catoblepas]], [[dire elephant]]s, and [[hellephant]]s. To reflect some of the branch end vaults, there are also tiny chances for [[spriggan druid]]s, [[guardian serpent]]s, [[deep troll shaman]]s, [[raiju]], and [[hell beast]]s.&lt;br /&gt;
*{{LightMagenta|N}} [[File:Greater_naga.png]] Monsters from the '''[[Snake Pit]]''', with bonus [[guardian serpent]]s and [[greater naga]], plus rare [[quicksilver dragon]]s.&lt;br /&gt;
*{{Green|m}} [[File:Merfolk_aquamancer.png]] Monsters from '''[[the Shoals]]''', with bonus [[merfolk aquamancer]]s, [[merfolk javelineer]]s, [[merfolk impaler]]s, and [[water nymph]]s.&lt;br /&gt;
*{{LightGrey|l}} [[File:Death_drake.png]] Monster from the '''[[Swamp]]''' with depth-dependent priority for [[hydra]]e, [[swamp dragon]]s, and [[tentacled monstrosity|tentacled monstrosities]], plus rare [[golden dragon]]s, [[green death]]s and [[death drake]]s.&lt;br /&gt;
*{{Magenta|y}} [[File:Ghost_moth.png]] Monsters from the '''[[Spider's Nest]]''' with bonus ''[[ghost moth]]s'', [[red wasp]]s and [[tarantella]]s.&lt;br /&gt;
*{{LightCyan|J}} [[File:Acid_blob.png]] Monsters from the '''[[Slime Pits|Pits of Slime]]''' (with loot inside a level-end-dividing room behind a door). Notably, this includes [[acid blob]]s, ''[[giant eyeball]]s'', and [[eyes of draining]].&lt;br /&gt;
*{{LightCyan|o}} [[File:Orc_warlord.png]] Monsters from the '''[[Orcish Mines]]''', plus [[stone giant]]s and ''[[moths of wrath]]'', with heavy depth-dependent priority for [[orc warlord]]s, [[orc knight]]s, [[orc sorcerer]]s, and [[orc high priest]]s.&lt;br /&gt;
*{{Yellow|e}} [[File:Deep_elf_demonologist.png]] Monsters from the '''[[Elven Halls]]''', with depth-dependent priority for ''[[deep elf high priest]]s'', [[deep elf blademaster]]s, [[deep elf master archer]]s, [[deep elf annihilator]]s and [[deep elf demonologist]]s.&lt;br /&gt;
*{{White|L}} [[File:Ancient_lich.png]] Monsters from the '''[[Vaults]]''', plus ''[[titan]]s'', [[golden dragon]]s, and ''[[ancient lich]]es'' with depth-dependent priority.&lt;br /&gt;
*{{LightGrey|D}} [[File:Bone_dragon.png]] Monsters from the '''[[Crypt]]''', with bonus [[bone dragon]]s, ''[[ancient lich]]es'', [[revenant]]s, plus ''[[curse skull]]s'' and [[profane servitor]]s.&lt;br /&gt;
*{{White|M}} [[File:Greater_mummy.png]] Monsters from the '''[[Tomb]]''', with depth-dependent scaling for bonus ''[[greater mummy|greater mummies]]'' (reaching a 14.53% of spawns at Zig:27).&lt;br /&gt;
*{{Blue|X}} [[File:Starcursed_mass.png]] Monsters from the '''[[Abyss]]''', with a tiny chance of [[corrupter]]s. Notably, this includes [[starcursed mass]]es, [[lurking horror]]s, and [[wretched star]]s.&lt;br /&gt;
*{{White|1}} [[File:Ice_fiend.png]] Monsters from '''[[Cocytus]]''', with a minor bonus of ''[[ice fiend]]s'' and [[blizzard demon]]s.&lt;br /&gt;
*{{LightRed|1}} [[File:Brimstone_fiend.png]] Monsters from '''[[Gehenna]]''', with a minor bonus of ''[[brimstone fiend]]s'' and [[balrug]]s.&lt;br /&gt;
*{{Brown|1}} [[File:Hell_sentinel.png]] Monsters from the '''[[Iron City of Dis]]''', with a minor bonus of ''[[hell sentinel]]s'', [[dancing weapon]]s, and [[iron dragon]]s.&lt;br /&gt;
*{{Magenta|1}} [[File:Shadow_fiend.png]] Monsters from '''[[Tartarus]]''', with a minor bonus of ''[[shadow fiend]]s'', [[curse toe]]s, and [[shadow demon]]s.&lt;br /&gt;
*{{LightRed|2}} [[File:Hellion.png]] Starting from Zig:8, '''[[Pandemonium]]''' spawns and a single [[Pandemonium lord]], with extra ''[[greater demon]]s'' and [[List_of_demonspawn#Demonspawn_Occupations|classed demonspawn]].&lt;br /&gt;
&lt;br /&gt;
===Theme Sets===&lt;br /&gt;
Giants, dragons, archers, and conjurers have 20% of the normal chance to place, while Lair rune branches has 50% of the normal chance.&lt;br /&gt;
*{{Yellow|i}} [[File:Spriggan_defender.png]] Monsters from the defunct '''[[Enchanted Forest|Forest]]''' branch, with extra [[satyr]]s, [[tengu reaver]]s, and [[spriggan defender]]s.&lt;br /&gt;
*{{Magenta|C}} [[File:Titan.png]] '''[[List of giants|Giants]]''': [[hill giant]]s, [[cyclopes]], [[stone giant]]s, [[fire giant]]s, [[frost giant]]s, [[ettin]]s, and ''[[titan]]s''.&lt;br /&gt;
*{{LightCyan|D}} [[File:Quicksilver_dragon.png]] '''[[Dragon]]s''', [[drake]]s and [[hydra]]s.&lt;br /&gt;
*{{LightGreen|d}} [[File:Draconian_zealot.png]] '''[[Draconian]]s''' of all colors and walks of life, with classed draconians increasing by depth.&lt;br /&gt;
*{{LightGrey|e}} [[File:Deep_elf_master_archer.png]] '''Archers''': [[centaur]]s, [[yaktaur]]s, [[centaur warrior]]s, [[yaktaur captain]]s, [[cyclops|cyclopes]], [[stone giant]]s,  [[naga sharpshooter]]s, [[merfolk javelineer]]s, [[deep elf master archer]]s, and rare [[faun]]s, [[satyr]], [[thorn hunter]]s.&lt;br /&gt;
*{{LightBlue|6}} [[File:Blood_saint.png]] '''Conjurers''': [[wizard_(monster)|wizard]]s, [[necromancer_(monster)|necromancer]]s, [[ogre mage]]s, [[orc sorcerer]]s, [[naga mage]]s, [[naga ritualist]]s, [[salamander mystic]]s, [[greater naga]], [[tengu conjurer]]s, [[tengu reaver]]s, [[spriggan air mage]]s, [[merfolk aquamancer]]s, [[deep elf conjurer]]s, [[deep elf annihilator]]s, [[deep elf sorcerer]]s, [[draconian scorcher]]s, [[draconian knight]]s, ''[[draconian annihilator]]s'', [[lich]]es, ''[[ancient lich]]es'', and ''[[blood saint]]s''.&lt;br /&gt;
*{{Green|X}} [[File:Tentacled_monstrosity.png]] '''Lair rune branches''': starting from Zig:14, monsters from the [[Swamp]], the [[Snake Pit]], the [[Shoals]], and the [[Spider's Nest]], with extra [[greater naga]], [[guardian serpent]]s, [[hydra]]e, [[swamp dragon]]s, [[tentacled monstrosity|tentacled monstrosities]], [[merfolk aquamancer]]s, [[merfolk javelineer]]s, [[alligator snapping turtle]]s, ''[[ghost moth]]s'', [[emperor scorpion]]s, and [[moths of wrath]].&lt;br /&gt;
&lt;br /&gt;
===Elemental===&lt;br /&gt;
Elemental floors all have 20% of the normal chance to place, aside from Chaos.&lt;br /&gt;
*{{Red|*}} [[File:Orb_of_fire.png]] '''Fire''': [[fire elemental]]s, [[fire drake]], [[hell hound]]s, [[efreet]]s, [[dragon]]s, [[fire giant]]s, and ''[[orbs of fire]]''.&lt;br /&gt;
*{{LightBlue|2}} [[File:Blizzard_demon.png]] '''Ice''': [[ice beast]]s, [[polar bear]]s, [[freezing wraith]]s, [[ice dragon]]s, [[frost giant]]s, [[ice devil]]s, ''[[ice fiend]]s'', [[simulacra]], [[white draconian|white]] [[draconian knight]]s, and [[blizzard demon]]s.&lt;br /&gt;
*{{LightCyan|8}} [[File:Electric_golem.png]] '''Air''': [[insubstantial wisp]]s, [[air elemental]]s, [[raiju]]s, ''[[titan]]s'', [[storm dragon]]s, ''[[electric golem]]s'', [[spriggan air mage]]s, and [[shock serpent]]s.&lt;br /&gt;
*{{Red|A}} [[File:Profane_servitor.png]] '''Negative energy''': [[spectral thing]]s, [[shadow wraith]]s, [[eidolon|eidola]], [[shadow dragon]]s, [[deep elf death mage]]s, [[deep dwarf death knight]]s, [[revenant]]s, [[profane servitor]]s, [[soul eater]]s, ''[[shadow fiend]]s'', and [[black sun]]s.&lt;br /&gt;
*{{Yellow|A}} [[File:Daeva.png]] '''Holy''': ''[[daeva]]s'', [[angel]]s, [[cherub]]s, ''[[pearl dragon]]s'', [[ophan|ophanim]], and [[apis]].&lt;br /&gt;
*{{Magenta|&amp;amp;}} [[File:Pandemonium_lord.png]] '''Chaos''': heavy depth dependence for [[chaos spawn]], [[ugly thing]]s, [[very ugly thing]]s, ''[[apocalypse crab]]s'', high-hd [[shapeshifter]]s and [[glowing shapeshifter]]s, [[Killer Klown]]s, ''[[chaos champion]]s'', and a multitude of ''[[pandemonium lord]]s''.&lt;br /&gt;
&lt;br /&gt;
==Fighting Strategies==&lt;br /&gt;
You should enter a Ziggurat as the last thing in the game if you are planning to finish it, as Zig:27 can potentially be the hardest place in the game. Preparation is somewhat similar to [[Pandemonium]], but you need even more care since the enemies are much harder.&lt;br /&gt;
&lt;br /&gt;
You will '''need''' the following:&lt;br /&gt;
*High experience level and skills.&lt;br /&gt;
*For spellcasters, the ability to cast Fire Storm and/or Ice Storm and/or Tornado at Great, ideally Excellent.&lt;br /&gt;
*[[Blink]] and [[Control Teleport]] or [[Controlled Blink]] at Excellent, to avoid getting surrounded, create some distances from powerful enemies, or just escape.&lt;br /&gt;
*A [[ring of sustain abilities]] and an [[amulet of stasis]] for absorbing [[death curse]]s on mummy-themed floors.&lt;br /&gt;
*An [[amulet of resist corrosion]] for [[acid blob]]s on Slime Pit-themed floors.&lt;br /&gt;
*As many resistances as possible; at least something like rElec, rPois, rC+, and rF++. You should strive for rN+++, especially if you're susceptible to [[torment]].&lt;br /&gt;
&lt;br /&gt;
The following are ''recommended'', though not essential depending on the character:&lt;br /&gt;
*An [[amulet of resist mutation]] for mutagenic glow, [[shining eye]]s and [[neqoxec]]s. If you're a caster, these tend to die before they can even peek at your genome.&lt;br /&gt;
*Scrolls of identify to identify loot, scrolls of remove curse to remove mummy curses and remove cursed loot, scrolls of fog to block enemy sight, and scrolls of blinking as a backup to Blink/Controlled Blink. &lt;br /&gt;
*Wands of healing, hasting, and anything else you might need.&lt;br /&gt;
*Potions of curing to cure confusion (especially if you use a ball of energy), potions of heal wounds to recover lost HP, potions of porridge for instant nutrition, potions of might/agility/brilliance to enhance your battle prowess, and potions of magic to recover MP in a pinch.&lt;br /&gt;
*[[potion of restore abilities|potions of restore abilities]] to restore stats drained by mummies' curses.&lt;br /&gt;
*Some permafood depending on your metabolism and the spell hunger costs of your spells, but you may find some potions of porridge on some floors; those coupled with the ample corpses you produce should keep you fed.&lt;br /&gt;
&lt;br /&gt;
Keep in mind you're limited to 52 items; only bring what you know will be useful, else you might not be able to take all the loot you want with you. Artefacts with multiple resistances and intrinsics are your friend!&lt;br /&gt;
&lt;br /&gt;
===Conjurer Strategy===&lt;br /&gt;
====Sample Runs====&lt;br /&gt;
*hyperbolic's uber Naga, who fully cleared several Ziggurats: [[http://crawl.akrasiac.org/rawdata/hyperbolic/morgue-hyperbolic-20100508-220232.txt]]&lt;br /&gt;
*sh's Fire Storm run: [http://crawl.akrasiac.org/rawdata/sh/morgue-sh-20091014-090636.txt] with ttyrec at [http://crawl.akrasiac.org/rawdata/sh/2009-10-13.15:41:31.ttyrec.bz2]&lt;br /&gt;
*Luca's Extension + Ice Storm run: [http://crawl.akrasiac.org/rawdata/Luca/morgue-Luca-20091212-220305.txt] with ttyrec at [http://crawl.akrasiac.org/rawdata/Luca/2009-12-12.02:02:06.ttyrec.bz2]&lt;br /&gt;
*See also trucutru's run with [[Nemelex Xobeh]]: he played a Naga Fire Storm conjurer with Fighting at 27 (and thus around 320 HP!) worshiping Nemelex Xobeh.&lt;br /&gt;
&lt;br /&gt;
The basic strategy is to use [[Necromutation]], along with all relevant buff spells, and alternate between casting a Storm/Tornado and channeling MP. Depending on your god choice, you can also use Sif Muna's channel (more reliable) or Vehumet's MP gain on killing (somewhat more random, but passive). Keep in mind that you can't escape to rest for MP, so make sure to have backup in the form of a crystal ball of energy, potions of magic, Sublimation of Blood, etc...&lt;br /&gt;
&lt;br /&gt;
Note: Don't bother using [[Shatter]]. This, at [[Earth Magic]] 25 or higher, does damage to everything in LOS, and while the damage is comparable to Ice/Fire Storm for non-flying/levitating monsters (3d55 at power 150 and more for skeletons and simulacra), it is only about a third for flying/levitating ones (such as a lot of Pandemonium lords). It would take an average of 8-9 hits to kill a flying Pan lord.&lt;br /&gt;
&lt;br /&gt;
====Specific Floors====&lt;br /&gt;
On Pandemonium lord floors, be prepared to be on the receiving of the occasional [[Lehudib's Crystal Spear]] and [[Dispel Undead]]. If you use Fire Storm, try to position yourself so that non-lord monsters, Pan lord summons and your own summons create a buffer that prevent the lords from coming close to you. Then blast with Fire Storm without destroying your monster shield. If you use Ice Storm, try to get the direct path blocked by a non-lord monster, while still having an opening to shoot Ice Storm near the lords.&lt;br /&gt;
&lt;br /&gt;
On mummy floors, wear an amulet of stasis and a ring of sustain abilities. Try not to kill too many greater/guardian mummies at once since you may get 3 points of random stat drain for each kill. If one of your stats dips low, try to swap in weapons or jewellery boosting it. If a stat gets ''dangerously'' low, semi-controlled blink to a corner, surround yourself with summons, end Necromutation, eat a royal jelly or quaff a potion of restore abilities, and recast Necromutation right away. Flooding the level with powerful summons to soak as many curses as possible can also work.&lt;br /&gt;
&lt;br /&gt;
On angel/daeva floors, get out of lich form, cast [[Regeneration]], and try to overpower them. If things go badly, consider casting [[Borgnjor's Revivification]]. If you decide to escape, go as near to the exit as possible, possibly using a lantern of shadows, cast [[Death's Door]], and then alternate Storm/Tornado to scrolls of blinking/Controlled Blink and mana channeling to get to the downstairs as soon as possible. Once you are at the downstairs, apport any useful object until Death's Door runs out. Alternatively, you can escape the Ziggurat, but note that nearby angels/daevas will follow you out, so make sure you come out on a clear level and teleport away.&lt;br /&gt;
&lt;br /&gt;
On crypt floors, mages casting Fire Storm should be ''very'' wary of [[unborn]], both in and ''out'' of LOS. You will take severe self-inflicted damage if you flame even one of these while Yredelemnul's [[Mirror Damage]] ability is active. The mirrored damage ignores both your resistances and AC, unless you've cast Death's Door. If it's in your LOS, you'll have seen it &amp;quot;kneel in prayer and [be] bathed in unholy energy.&amp;quot; Thereafter, for approximately 20 turns, its glyph's colors will be alternating. You can also see if Mirror Damage is active by e'''[[x]]'''amining it to see if it is &amp;quot;reflecting injuries&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On slime floors, the treasure will always be somewhat protected, in a centered chamber rather than on the open floor.&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
In addition to the general equipment:&lt;br /&gt;
*Enhancers (e.g. rings of fire/ice, staff of conjuration/fire/cold/air, etc...) to enhance the power of Fire/Ice Storm and/or Tornado as needed. A [[robe of the Archmagi]] is amazing for this purpose.&lt;br /&gt;
*Staff/rings of wizardry to improve the success rates of Fire/Ice Storm and/or Tornado, if necessary. Also, try downgrading your shield type (large shield to a normal shield, normal shield to a buckler) if your Shields skill isn't high enough to get rid of the spellcasting penalty. Your offense is your best defense.&lt;br /&gt;
*A [[crystal ball of energy]] if you have high Evocations (you will probably find one soon in the Ziggurat) or a [[staff of energy]].&lt;br /&gt;
*Identify scrolls, as many as you have. You're going to be going through a lot of stashes.&lt;br /&gt;
&lt;br /&gt;
==== Example Spell Set ====&lt;br /&gt;
 Your Spells                       Type                          Failure   Level       &lt;br /&gt;
 a - Fire Storm                    Conjuration/Fire              1%          9&lt;br /&gt;
 b - Blink                         Translocation                 0%          2&lt;br /&gt;
 c - Flight                        Charms/Air                    0%          4&lt;br /&gt;
 e - Deflect Missiles              Charms/Air                    0%          6&lt;br /&gt;
 h - Haste                         Charms                        0%          6&lt;br /&gt;
 j - Abjuration                    Summoning                     0%          3&lt;br /&gt;
 s - Summon Butterflies            Summoning                     0%          1&lt;br /&gt;
 u - Dispel Undead                 Necromancy                    0%          5&lt;br /&gt;
 x - Sublimation of Blood          Necromancy                    0%          2&lt;br /&gt;
 B - Controlled Blink              Translocation                 1%          7&lt;br /&gt;
 Q - Swiftness                     Enchantment                   0%          2&lt;br /&gt;
 M - Mass Abjuration               Summoning                     0%          6&lt;br /&gt;
 V - Phase Shift                   Translocation                 0%          5&lt;br /&gt;
 X - Necromutation                 Transmutation/Necromancy      1%          8&lt;br /&gt;
 Y - Borgnjor's Revivification     Necromancy                    1%          7&lt;br /&gt;
&lt;br /&gt;
==== Optional Spells ====&lt;br /&gt;
You may want the following spells:&lt;br /&gt;
*[[Ring of Flames]]: to enhance [[Fire Storm]]'s power and allow you to walk in clouds of flame.&lt;br /&gt;
*[[Airstrike]]: to kill giant eyeballs, which may appear in Pan lord floors, if you lack [[Fire Storm]] and its smite-targeting.&lt;br /&gt;
*[[Sublimation of Blood]]: you can use this on potions of blood (if you're a vampire), corpse chunks, or on yourself (especially if you are a high HP race). If your floor had monsters that left corpses, consider butchering a few of them and bringing the chunks to the next floor.&lt;br /&gt;
*[[Phase Shift]] to boost your EV.&lt;br /&gt;
*[[Dispel Undead]]: to kill undead anacondas rushing at you, skeletal dragons who survive Fire Storm, or to kill mummies one by one.&lt;br /&gt;
*[[Lehudib's Crystal Spear]]: to kill dangerous monsters (especially Pan lords) who get close to you.&lt;br /&gt;
*[[Tukima's Dance]]: to get rid of any cursed weapons you identify by wielding.&lt;br /&gt;
&lt;br /&gt;
===Crusader Strategy===&lt;br /&gt;
See coolrobin's Ogre Chaos Knight of Lugonu: [http://crawl.akrasiac.org/rawdata/coolrobin/morgue-coolrobin-20091101-161113.txt morgue] and [http://crawl.akrasiac.org/rawdata/coolrobin/2009-11-01.00:42:05.ttyrec.bz2 ttyrec]&lt;br /&gt;
&lt;br /&gt;
See 78291's torment immune Demonspawn crusader/reaver of Okawaru, failed run at [http://crawl.akrasiac.org/rawdata/78291/morgue-78291-20091103-033303.txt], first ziggurat at [http://crawl.akrasiac.org/rawdata/78291/2009-11-02.01:20:34.ttyrec], and second ziggurat (with death to daevas) at [http://crawl.akrasiac.org/rawdata/78291/2009-11-02.20:29:48.ttyrec] and [http://crawl.akrasiac.org/rawdata/78291/2009-11-03.03:06:22.ttyrec].&lt;br /&gt;
&lt;br /&gt;
* First, convert to [[Lugonu]] (for corruption and self-banishment), [[The Shining One]] (for peaceful angel/daevas, divine warriors), [[Elyvilon]] (peaceful angel/daevas, healing), Okawaru (attack speed boost and skills boost), or possibly [[Nemelex Xobeh]] (see section below).&lt;br /&gt;
* Set up as many spells and enchantments as described for conjurers as you can. You probably won't have Necromutation (and can't use it anyway with the good gods) or Fire/Ice Storm and Tornado, though.&lt;br /&gt;
* The [[Silence]] spell, while counter-productive for pure conjurers, works beautifully for a crusader-type character against spellcasters. It even stops mummies from tormenting and smiting! Use a [[lantern of shadows]] along with it when needed.&lt;br /&gt;
* Bring a way to channel mana, and a staff of energy for hunger-less casting.&lt;br /&gt;
* Consider bringing a rod with Abjuration.&lt;br /&gt;
&lt;br /&gt;
Fight in melee with all buffs (Haste, Might, etc...) except for berserk: it will ''definitely'' expire before you've cleared all monsters on the harder floors, and being slowed/exhausted in the middle of a pack of demons or some such is a surefire way to die. Angel/Daeva floors can be handled by proper god choice or by escaping.&lt;br /&gt;
&lt;br /&gt;
=== Nemelex Xobeh Strategy ===&lt;br /&gt;
	&lt;br /&gt;
See trucutru's run with morgue [http://crawl.akrasiac.org/rawdata/trucutru/morgue-trucutru-20090816-084810.txt] and ttyrec [http://crawl.akrasiac.org/rawdata/trucutru/2009-08-15.23:09:41.ttyrec.bz2].&lt;br /&gt;
&lt;br /&gt;
You can convert to Nemelex Xobeh and sacrifice all the stuff in the whole dungeon. This will allow you to receive gifts of decks and stack decks to be able to use specific cards at will.&lt;br /&gt;
&lt;br /&gt;
*You will be finding many decks, and Nemelex will help you to use them effectively.&lt;br /&gt;
*You can use the ''Tomb'' card to create a temporary safe haven and then a chokepoint in the Ziggurat. This is extremely powerful, since only a few monsters will be in sight. It is probably optimal to do so in such a way that the tomb is contiguous with walls. If you dig a corner against the wall, only that square will be visible. Doing so facing a Ziggurat corner may be advisable too.	&lt;br /&gt;
* The ''Portal'', ''Elixir'' and ''Damnation'' cards are also incredibly useful (the first does instant controlled teleport, the second full HP/MP restore, and the third banishes you to the Abyss if you are the only creature in sight).&lt;br /&gt;
*Decks of all types have powerful effects: see the [[Nemelex guide]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Spell-less Strategy ===&lt;br /&gt;
&lt;br /&gt;
Do not attempt to fully clear a Ziggurat without spells of some sort. It is very likely to be fatal. Having said that, the first few floors are usually safe for many XL27 characters, although this can still be risky.&lt;br /&gt;
&lt;br /&gt;
== Strategies For Troublesome Floors ==&lt;br /&gt;
&lt;br /&gt;
=== Skip With Death's Door ===&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;Conjurer strategy&amp;quot; above. Cast Death's Door after getting as close as possible to the stairs. Make a break for it.&lt;br /&gt;
	&lt;br /&gt;
=== Banishment With Lugonu ===&lt;br /&gt;
&lt;br /&gt;
Banish yourself to the Abyss, so you can recover. You'll return to the same level after leaving the Abyss.&lt;br /&gt;
&lt;br /&gt;
=== Banishment With Distortion Weapon and Amulet of Stasis ===&lt;br /&gt;
&lt;br /&gt;
You may also try to banish yourself with a distortion weapon. However, you have about the same chance of going to the Abyss as to be instantly teleported on the level, damaged and confused. An amulet of stasis or -TELE artifact will prevent this, though, and allows you to use distortion with the only downside of confusion and HP damage. Be prepared to cure numerous bad mutations - another effect of distortion unwields is to induce [[glow]], and if you're in dire enough straits to be using distortion unwields to escape, you probably don't have time to let it dissipate safely. In [[0.10]] or newer, you will return to the same level after leaving the Abyss.&lt;br /&gt;
&lt;br /&gt;
==Wizard Mode==&lt;br /&gt;
Ziggurats can be entered in [[wizard mode]] using &amp;amp;L to place a vault called &amp;quot;enter_the_ziggurat&amp;quot;, &amp;amp;{ to map the level, and XT to teleport to the portal. You may also just use &amp;amp;P to place a portal to a map called &amp;quot;ziggurat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], a Ziggurat portal could be summoned by the [[Trowel card]] of a legendary [[Deck of dungeons]] once per game. The [[Trowel card]] was removed in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Ziggurat portals would generate randomly in the main [[Dungeon]], and required you pay an admission fee of 2,100 to 14,000 [[gold]] to enter.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], you could use [[Projected Noise]] at the bottom of the map, then walk around the top end (or vice-versa).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], it was possible to permanently leave a Ziggurat via [[Banishment]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Corpse_Rot&amp;diff=37158</id>
		<title>Corpse Rot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Corpse_Rot&amp;diff=37158"/>
				<updated>2015-05-17T17:17:46Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Corpse Rot&lt;br /&gt;
|level=2&lt;br /&gt;
|school1={{Necromancy}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Death]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=2&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell rapidly accelerates the decomposition of any corpses lying around the caster, emitting in the process a foul miasmic vapour, which eats away at the life force of any creature it envelops.}}&lt;br /&gt;
&lt;br /&gt;
'''Corpse Rot''' is a level 2 [[Necromancy]] spell which converts nearby corpses into [[cloud]]s of [[miasma]]. Any living thing which enters these clouds will suffer [[rotting]], [[poison]], [[slow]], and take damage (undead, plants, and constructs, however, will be unaffected). Most enemies will try to avoid this, so the spell can be used to block off corridors much like [[Conjure Flame]]. The cloud can be created on top of an enemy if it is standing over a corpse when the spell is cast.&lt;br /&gt;
&lt;br /&gt;
[[Miasma]] is a very dangerous substance. Read the article on it before playing around with it.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*While this spell is unlikely to wipe out any powerful enemies, hitting an entire group with guaranteed slow and poison can be very helpful, granting you additional turns to safely kite enemies or the opportunity to flee entirely.&lt;br /&gt;
*If you just want to gas everything and don't mind miasma yourself, [[Kiku]]'s corpse delivery ability can set up a large area around you.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], you were able to pick up corpses. You could position a corpse in a specific place through use of [[Portal Projectile]].&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Corpse_Rot&amp;diff=37157</id>
		<title>Corpse Rot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Corpse_Rot&amp;diff=37157"/>
				<updated>2015-05-17T17:17:24Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Corpse Rot&lt;br /&gt;
|level=2&lt;br /&gt;
|school1={{Necromancy}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Death]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=2&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell rapidly accelerates the decomposition of any corpses lying around the caster, emitting in the process a foul miasmic vapour, which eats away at the life force of any creature it envelops.}}&lt;br /&gt;
&lt;br /&gt;
'''Corpse Rot''' is a level 2 [[Necromancy]] spell which converts nearby corpses into [[cloud]]s of [[miasma]]. Any living thing which enters these clouds will suffer [[rotting]], [[poison]], [[slow]], and take damage (undead, plants, and constructs, however, will be unaffected). Most enemies will try to avoid this, so the spell can be used to block off corridors much like [[Conjure Flame]]. The cloud can be created on top of an enemy if it is standing over a corpse when the spell is cast.&lt;br /&gt;
&lt;br /&gt;
[[Miasma]] is a very dangerous substance. Read the article on it before playing around with it.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*While this spell is unlikely to wipe out any powerful enemies, hitting an entire group with guaranteed slow and poison can be very helpful, granting you additional turns to safely kite enemies or the opportunity to flee entirely.&lt;br /&gt;
*Alternatively, if you just want to gas everything and don't mind miasma yourself, [[Kiku]]'s corpse delivery ability can set up a large area around you.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], you were able to pick up corpses. You could position a corpse in a specific place through use of [[Portal Projectile]].&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Edsrzf&amp;diff=37154</id>
		<title>User talk:Edsrzf</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Edsrzf&amp;diff=37154"/>
				<updated>2015-05-16T18:08:01Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: Created page with &amp;quot;You might be interested in knowing about [http://crawl.akrasiac.org/scoring/players/edsrzf.html this] based on your record keeping.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You might be interested in knowing about [http://crawl.akrasiac.org/scoring/players/edsrzf.html this] based on your record keeping.&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Lair&amp;diff=37137</id>
		<title>The Lair</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Lair&amp;diff=37137"/>
				<updated>2015-05-14T00:40:20Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: Added to flavour text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|Most adventurers find the Lair of Beasts to be an exciting change of climate. And indeed, there is something to be said about getting gored, mauled and eaten rather than sliced, burnt or stabbed. &lt;br /&gt;
&lt;br /&gt;
It is filled with the noise of nature, and thus all sounds travel less far.&lt;br /&gt;
&lt;br /&gt;
The Lair is eight levels deep and contains the stairs to three more branches.}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|These stairs lead to the Lair of Beasts, for a change of climate.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lair entry.png]] '''The Lair of Beasts''' (commonly known as '''the Lair''') is a [[branch]] of the [[Dungeon]] filled with natural beasts of all kinds and offers a comparatively easy source of experience and treasure. While the lair itself does not contain a [[rune]], it will have entrances to three themed branches, all of which contain a [[Rune of Zot]]. There is one poison-themed branch ([[the Snake Pit]] or [[the Spider's Nest]]), one water-themed branch ([[the Swamp]] or [[the Shoals]]), and the acid-themed [[Slime Pits]].&lt;br /&gt;
&lt;br /&gt;
At the very bottom of the Lair you may even find a gate to the [[Hell]]s, though using it so early is likely suicide. The staircase to the Lair is often surrounded by [[plant]]s, [[fungus]], or occasionally (and unfortunately) an [[oklob plant]].&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Lair is 8 levels deep and its entrance is located on D:8-11. Floor layouts vary significantly, including wide open chambers with almost no cover, series of interconnected small chambers with 1-tile-wide hallways between them, and open areas dotted with either small forests or ponds. In any case, there will be [[shallow water]], [[deep water]], and occasionally [[lava]] placed throughout.&lt;br /&gt;
&lt;br /&gt;
The bottom floor of the Lair is most noticeably different. Some endings include a large forest or temple which takes up a large portion of the floor. The temple can contain hordes of [[demon]]s and a portal to the [[Vestibule of Hell]] or packs of [[dire elephant]]s which disguise themselves as statues until you reach the back rooms. As for the large forest, expect swarms of [[spriggan (monster)|spriggans]] and their wilderness allies.&lt;br /&gt;
&lt;br /&gt;
While there are very few [[altar]]s found in the Lair, those wishing to worship [[Jiyva]] can occasionally find his altar immediately outside of the Slime Pits. Doing so may result in him spawning in hungry jellies to menace your stash, however.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
If you haven't done so yet, read the article on [[hydra]]s.&lt;br /&gt;
&lt;br /&gt;
Although the [[Orcish Mines]] are often discovered first, many players choose the Lair as the first branch they explore. The Lair is a sprawling area, filled with more and better treasure than you've found thus far. There is a wide variety of possible monsters to encounter, but with a few exceptions they are easier prey than you'll find delving deeper into the dungeon, at least on the first few floors. Just keep an eye out for surprisingly deadly [[spiny frog]]s or the obscenely deadly hydras. As you descend deeper and deeper, you'll encounter other dangerous opponents, such as packs of [[blink frog]]s, [[elephant]]s, and (on Lair:7-8) the dreaded [[death yak]].&lt;br /&gt;
&lt;br /&gt;
Many monsters in the Lair are [[poison]]ous; bringing [[poison resistance]] will neutralize much of the potential damage output of the branch. This is less crucial for spellcasters or ranged fighters who usually don't let monsters get near enough to bite or sting. Beyond that, [[electricity resistance]] will help you avoid an embarrassing death by [[electric eel]] shocks, and [[fire resistance]] can come in handy on the bottom floors.&lt;br /&gt;
&lt;br /&gt;
As you go to lower floors of the Lair, keep an eye out for messages suggesting the presence of a timed portal on the floor: you can gain access to the [[Ice Cave]], [[Volcano]], and [[Labyrinth]] from here (although each game randomly determines which, if any, of those will be present).&lt;br /&gt;
&lt;br /&gt;
The second floor of the Lair is a good place to keep your [[stash]]; it's a centralized location in the dungeon, your [[inventory]] should be nearly full by this point, and almost all of the monsters generated in the Lair are animals which don't pick up items.&lt;br /&gt;
&lt;br /&gt;
You should probably clear at least the first 7 floors of the Lair before venturing into any of its sub-branches; these can contain surprisingly difficult early encounters, and may require much more training for some character builds. As for Lair:8, explore it carefully as there is often a pack of [[death yak]]s hiding somewhere. You may also run across rare [[Zot trap]]s. If you find the aforementioned jungle temple, proceed with caution; while it contains a small treasure heap somewhere in the back, it can also contain such surprises as statues suddenly turning into [[dire elephant]]s or a hidden chamber filled with a dozen mid-tier [[demon]]s. If you find a gate to the [[Vestibule of Hell]] in the very back of the temple, be aware that most characters this low-level will quickly perish upon entry.&lt;br /&gt;
&lt;br /&gt;
Note that a [[scroll of magic mapping]] will ''not'' display this secret room.&lt;br /&gt;
&lt;br /&gt;
==Lair:8 vaults==&lt;br /&gt;
The last level of the Lair is more difficult than the previous levels. It always includes at least one of these vaults:&lt;br /&gt;
*'''minmay_lair_end_enchanted_forest''': A forest populated by [[list of spriggans|spriggans]] and one or two young [[spriggan druid]]s.&lt;br /&gt;
*'''due_jungle_book''': A temple in the middle of the jungle. This vault contains an [[anaconda]] which is very fast and hits hard. Killing the anaconda will turn some of the statues into [[dire elephant]]s. Hint: This vault has a few doors and none of these monsters can open doors. &lt;br /&gt;
*'''evil_forest''': A forest with a gateway to the [[Vestibule of Hell]]. The gateway is guarded by several demons, including a [[sun demon]]. This vault also has a [[Wizard (monster)|wizard]] who sometimes can cast very dangerous spells, like [[banishment]].&lt;br /&gt;
*'''wormcave''' (S): A cave full of [[worm]]s, [[brain worm]]s, [[giant leech]]es, [[lindwurm]]s, [[giant firefly| giant fireflies]]. There's also a single [[dragon]] guarding a minivault full of piles of gold, but that fight is optional (don't open the [[runed door]] if you aren't ready to face it).&lt;br /&gt;
*'''bearwithus''' (S): A cave with several kinds of bears. It contains a few [[honeycomb]]s.&lt;br /&gt;
*'''kennels''' (S) (aka Who let the dogs out?): This cave contains an [[acquirement]]-level object, guarded by lots of [[list of canines|dogs]], including [[war dog]]s and [[hell hound]]s.&lt;br /&gt;
*'''minmay_lair_end_frog_pond''': A pond with many frogs, [[vampire mosquito]]es, some [[electric eel]]s and a few [[giant leech]]es.&lt;br /&gt;
*'''evilmike_catoblepas_cave''': A series of caves full of [[yak]]s, [[death yak]]s, and [[catoblepas]]es signified by the presence of petrified plants and statues.&lt;br /&gt;
*'''guppyfry_lair_end_dragon''' (S): A grove of trees surrounded by a small lake. Full of lizards and lesser dragons, with one [[dragon]] in the center.&lt;br /&gt;
*'''grunt_lair_end_beastmaster''': A [[deep troll shaman]] has tamed some beasts including a [[catoblepas]], a pack of [[death yak]]s, and one the following: [[hydra]], [[lindwurm]] or [[dire elephant]].&lt;br /&gt;
*'''hangedman_lair_in_review''' (S): A series of ruined rooms. This vault is a review of the Lair's monster set: it contains one monster of each type.&lt;br /&gt;
&lt;br /&gt;
The vaults with an '''(S)''' after the name are small endings: you will always get two small endings or one big one.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
*Bugs: [[Giant cockroach]], [[giant mite]], [[giant ant]], [[scorpion]], [[yellow wasp]], [[trapdoor spider]], [[redback]], [[fire crab]], [[goliath beetle]], [[boring beetle]], [[boulder beetle]], [[worm]], [[brain worm]];&lt;br /&gt;
**By the Swamp entrance: [[Swamp worm]], [[vampire mosquito]], [[giant leech]];&lt;br /&gt;
**By the Spider's Nest entrance: [[Wolf spider]], [[tarantella]], [[jumping spider]], [[demonic crawler]], [[orb spider]]&lt;br /&gt;
**Vault Only: [[Killer bee]], [[queen bee]], [[worker ant]], [[soldier ant]], [[queen ant]];&lt;br /&gt;
*Jellies: None &lt;br /&gt;
**By the Slime Pits: [[Slime creature]], [[ooze]], [[jelly]], [[brown ooze]], [[pulsating lump]], [[giant eyeball]], [[eye of draining]], [[eye of devastation]]; Only behind runed doors: [[acid blob]], [[azure jelly]]&lt;br /&gt;
**Vault Only: [[ooze]], [[jelly]], [[death ooze]], [[azure jelly]], [[acid blob]];&lt;br /&gt;
*Fish: [[electric eel]];&lt;br /&gt;
*Rodents: [[Rat]], [[bat]], [[quokka]], [[green rat]], [[orange rat]];&lt;br /&gt;
*Canines: [[Jackal]], [[hound]], [[war dog]], [[wolf]];&lt;br /&gt;
**Vault Only: [[Hell hound]];&lt;br /&gt;
*Beasts: [[Raven]], [[sheep]], [[yak]], [[death yak]], [[black bear]], [[polar bear]], [[elephant]], [[dire elephant]], [[porcupine]];&lt;br /&gt;
*Mythical: [[Griffon]], [[hippogriff]], [[hydra]], [[manticore]], [[catoblepas]];&lt;br /&gt;
*Snakes: [[Ball python]], [[adder]], [[water moccasin]], [[black mamba]]; &lt;br /&gt;
*Frogs: [[Giant frog]], [[spiny frog]], [[blink frog]];&lt;br /&gt;
*Lizards: [[Giant newt]], [[giant gecko]], [[iguana]], [[komodo dragon]], [[basilisk]], [[fire drake]], [[lindwurm]];&lt;br /&gt;
*Dragons: [[Wyvern]], [[steam dragon]];&lt;br /&gt;
**Vault Only: [[ice dragon]], [[dragon]];&lt;br /&gt;
*Demons: None normally&lt;br /&gt;
**By [[ice cave]]: [[White imp]]&lt;br /&gt;
**By the Vestibule of Hell: [[Sun demon]], [[smoke demon]], [[hellwing]], [[orange demon]];&lt;br /&gt;
*Humanoids: None normally (except uniques)&lt;br /&gt;
**By the Shoals entrance: [[Centaur (monster)|Centaur]], [[mermaid]];&lt;br /&gt;
**By the Snake Pit entrance: [[Naga (monster)|Naga]], [[naga warrior]];&lt;br /&gt;
**By the Vestibule of Hell: [[Wizard (monster)|Crazed wizard]] (identical to a standard wizard);&lt;br /&gt;
**In the Lair:8 Forest: [[Spriggan (monster)|Spriggan]], [[spriggan druid]], [[spriggan rider]] (on [[yellow wasp]]);&lt;br /&gt;
*Plants: [[Oklob plant]], [[ballistomycete]], [[giant spore]], [[wandering mushroom]];&lt;br /&gt;
*Statues: [[statue#Inanimate Statues|Elephant-shaped statue]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]] the Lair's entrance was located on D:8-13.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], a scroll of magic mapping would reveal the secret rooms of the temple on Lair:8.&lt;br /&gt;
&lt;br /&gt;
The dragon-themed and deep troll shaman ending vaults on the eighth floor was added in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:Sifmole&amp;diff=37113</id>
		<title>User:Sifmole</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:Sifmole&amp;diff=37113"/>
				<updated>2015-05-12T23:23:18Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hate seeing my name in red.&lt;br /&gt;
&lt;br /&gt;
Been playing forever, finally won a game (5/12/2015). :)&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:Sifmole&amp;diff=37102</id>
		<title>User:Sifmole</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:Sifmole&amp;diff=37102"/>
				<updated>2015-05-10T01:04:06Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: Created page with &amp;quot;Hate seeing my name in red.  Been playing forever, haven't won a game yet. :)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hate seeing my name in red.&lt;br /&gt;
&lt;br /&gt;
Been playing forever, haven't won a game yet. :)&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Raven&amp;diff=37088</id>
		<title>Talk:Raven</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Raven&amp;diff=37088"/>
				<updated>2015-05-08T15:45:21Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: Created page with &amp;quot;Re: the tips and tricks -- If you are lightly armored they appear to be able to deal a decent amount of damage. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Re: the tips and tricks -- If you are lightly armored they appear to be able to deal a decent amount of damage. [[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 17:45, 8 May 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wand_of_teleportation&amp;diff=36996</id>
		<title>Wand of teleportation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wand_of_teleportation&amp;diff=36996"/>
				<updated>2015-05-03T20:19:56Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: Removed reference to item destruction of scrolls.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Wand&lt;br /&gt;
 |name = Wand of teleportation&lt;br /&gt;
 |cost = ?&lt;br /&gt;
 |weight = 10.0&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A magical device which causes a creature to be randomly translocated.}}&lt;br /&gt;
&lt;br /&gt;
Zapping a '''wand of teleportation''' inflicts the target (usually you) with the {{LightBlue|Tele}} [[status effect]], causing it to [[teleport]] away a few turns later. When used against a monster, it must overcome the target's [[magic resistance]] to have any effect. On a success, the target will look &amp;quot;slightly unstable.&amp;quot; Alternatively, you can use this wand on a target during the turns just prior to its teleport to negate the status effect, preventing the teleport entirely.&lt;br /&gt;
&lt;br /&gt;
A [[wand]] of teleportation is superior to a stack of [[scrolls of teleportation]], if only because it can still be used while [[silence]]d. They are one of the least common wands, but most games will contain enough scrolls of teleportation to make them unnecessary. They can hold at most 9 charges.&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Wind_Blast&amp;diff=36423</id>
		<title>Talk:Wind Blast</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Wind_Blast&amp;diff=36423"/>
				<updated>2015-04-19T16:32:53Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: /* Fan of Gales -- causes a Wind Blast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fan of Gales -- causes a Wind Blast ==&lt;br /&gt;
&lt;br /&gt;
Should this page be updated to reflect that it is not a monster only spell? [[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 19:24, 18 April 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Nah, it's still a monster-only ''spell'', but I've added a note about the similar effect. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 20:05, 18 April 2015 (CEST)&lt;br /&gt;
:: Ah I see the distinction. [[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 18:32, 19 April 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Wind_Blast&amp;diff=36413</id>
		<title>Talk:Wind Blast</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Wind_Blast&amp;diff=36413"/>
				<updated>2015-04-18T17:24:02Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: /* Fan of Gales -- causes a Wind Blast */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fan of Gales -- causes a Wind Blast ==&lt;br /&gt;
&lt;br /&gt;
Should this page be updated to reflect that it is not a monster only spell? [[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 19:24, 18 April 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Roulette_of_Golubria&amp;diff=36412</id>
		<title>Roulette of Golubria</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Roulette_of_Golubria&amp;diff=36412"/>
				<updated>2015-04-18T16:23:37Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
The '''Roulette of Golubria''' is a chaotic, [[Abyss]]-themed [[Wizard Laboratory]].&lt;br /&gt;
&lt;br /&gt;
According to the in-source header, “''Golubria's fascination with translocations led him to warp out a sub-realm of the Abyss into his own translocations playground, with some nasty and wild security systems built in to defend his many assorted possessions.''”&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
This wizlab has several sections: a static abyss-like random spray of walls and floor, several disconnected chambers that surround the edges of the vault, and a central chamber that concludes the vault. The first section is entered from an enclosed, threat-less chamber via teleporter, and the second from a door into a randomly-chosen chamber. From there, there are complex [[teleporter]] chains. There are three sets of teleporters, shown here in their default position as they correspond to the map’s chambers (inside grid teleport locations from teleporters on outside ring, and with 9 having 7 / 3 outward teleporters):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 2 8 4 9&lt;br /&gt;
6\  |  /5&lt;br /&gt;
  8 1 2 &lt;br /&gt;
1       1&lt;br /&gt;
 -7 9 3-&lt;br /&gt;
5       6&lt;br /&gt;
  6 5 4&lt;br /&gt;
9/  |  \2&lt;br /&gt;
 4 8 3 7&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
147 make one set, 258 another, and 369 the third. Sets 147 and 258 are randomly rotated clockwise (thus producing potential arrangements 714 or 471 plus 825 or 582). Before these set rotations, every clockwise / counter-clockwise teleporter goes to the teleporter 3 plus from the base or 2 minus from the base (so, 1 links to 8 and 4, 2 to 7 and 5, etc), though which of these goes in which direction has a 50% chance to be flipped per set (and the ninth chamber places its teleporters completely randomly). On top of this, the map can be mirrored or rotated before it is placed (though with its rotational symmetry and starting placement, this is still derivable). An example result (with the base rotated 90 degrees clockwise, the 147 set rotated clockwise once, the 258 set rotated clockwise twice, and the 258 set flipping the outward teleporter rotation correspondence) along with what it would look like outside of said knowledge:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 4 2 7 5        1 2 3 4&lt;br /&gt;
9\  |  /9      9\  |  /9&lt;br /&gt;
  6 4 2          8 1 2  &lt;br /&gt;
6       5      8       4&lt;br /&gt;
-8 9 7-        -7 9 3- &lt;br /&gt;
2       1      2       6&lt;br /&gt;
  1 3 5          6 5 4  &lt;br /&gt;
8/  |  \3      7/  |  \5&lt;br /&gt;
 4 1 6 8        1 6 8 7 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Despite such complicated rules, all chambers are still reachable (eventually) from all other chambers, so brute force will work for fully exploring the vault. Such knowledge is unnecessary short of optimizing vault exploration.&lt;br /&gt;
&lt;br /&gt;
Walls randomly consist of [[Wall|metal, stone, crystal, or rock,]] with selective translucent stone windows and random [[Dungeon_features#Deep_water|deep water]] floor squares. The central chamber contains pre-identified [[teleport trap|teleport traps]] with translocational energy cloud generators under them, and exits are placed in the central chamber, one random surrounding chamber, and the starting room. The level [[Teleport_control#-cTele|blocks teleport control]], and no rock is used on the borders of each chamber, but use of [[Lee%27s Rapid Deconstruction]] on crystal walls can skip the teleporter chain sequence.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
Unlike most wizlabs (outside of the [[Tomb of Doroklohe]]), this map uses a very wide range of monsters. Each chamber has a group consisting of several sets: one abyss-like native (the list under 4 and 5), one monster directly linked to translocation (1), and a vaguely-themed casting monster with a minor explicit chance for [[distortion]] (3) and otherwise darts of dispersal (2). The last of these can be randomly replaced with a version of the monster equipped with an explicit chance of distortion, or (at least once) a much higher tier abyss-themed or abyss-residing threat (6). &lt;br /&gt;
(Of minor note is that the random monster list also contains a spread of such monsters, for use by both boggarts and shadow demons within the vault.)&lt;br /&gt;
&lt;br /&gt;
The central chamber contains a [[obsidian statue]] in a cage of [[Wall#Iron_Grate|grates]] and one or two [[eldritch tentacle|eldritch tentacles]]. Since the obsidian statue can summon [[common demon|many demons]] to surround the player while the tentacles will move into any gaps created in the grates and have extreme [[Chaos]]-branded melee, a dilemma is created between gathering the loot without freeing the eldritch tentacles or fighting both targets. It should be noted that obsidian statues cannot [[see invisible]], are vulnerable to [[wand of disintegration]] and [[Lee%27s Rapid Deconstruction]] (the latter of which can pass by the grates freely), and are nullified by [[Aura of Abjuration]]. Even without any of these aides, Haste, [[Apportation]], and selective gathering can decently deal with the demon summons, though there is a decent chance for mutations and/or item destruction. If one frees the eldritch tentacles, it is also worth noting that as tentacles with an immobile source that one can stay out of their five-tile range with care, and hit them from a distance with irresistible damage or summons.&lt;br /&gt;
&lt;br /&gt;
Monster set definitions (refer to the map below):&lt;br /&gt;
*''1'': (28% chance) [[spatial vortex]], (40%) [[blink frog]], (12%) [[insubstantial wisp]], or (20%) nothing. There are sixteen of these, with two per surrounding chamber.&lt;br /&gt;
*''2'': (33.33% chance each) [[boggart]], [[wizard]], (16.67% chance each) [[deep elf summoner]], or [[rakshasa]], each without a weapon but a 57.14% chance for a stack of [[Dispersal_(brand)|darts of dispersal]], 14.29% chance for ordinary darts, and a 28.57% chance for nothing extra. There are three 75% chances to place them within the random surrounding chambers.&lt;br /&gt;
*''3'': (50% chance) wizard, (25% chance each) rakshasa, or boggart, with a 62.5% chance of [[distortion]] brand and 37.5% chance of [[vorpal]] brand on an equal chance for a whip, a spear, or a dagger. They also are guaranteed darts of dispersal. There are two 20% chances and three 8.33% chances to place one of these specifically-equipped monsters in the random surrounding chambers.&lt;br /&gt;
*''0'' and ''4'': Can be (13.64% chance each) [[thrashing horror]], [[skeleton]], [[ugly thing]], (11.36% each ) [[lesser demon]], (6.82% each) [[large abomination]], [[small abomination]], (4.54% each) [[hellwing]], [[orange demon]], [[hell hound]], (2.27% chance each) [[chaos spawn]], [[red devil]], [[mana viper]], [[fire elemental]], or [[air elemental]]. Ten of these place in the map, one per surrounding chamber for six surrounding chambers and four of the eight evenly-spaced monsters in the initial abyss-like section.&lt;br /&gt;
*''5'' and ''9'': (12.77% Chance) [[tentacled starspawn]], (8.51%) [[ancient zyme]], (4.26%) [[ynoxinul]], [[smoke demon]], [[sixfirhy]], [[demonic crawler]], [[raiju]], [[lurking horror]], [[water elemental]], [[very ugly thing]], [[List_of_draconians|base draconian]], [[guardian serpent]], [[brain worm]], [[shadow wraith]], [[giant orange brain]], (2.13%) [[sun demon]], [[efreet]], [[soul eater]], [[hell knight]], [[earth elemental]], [[eidolon]], anaconda skeleton, [[great orb of eyes]]. Four are guaranteed to place in the initial entry ring, plus two in the surrounding chambers. After that, there are two 40% chances and three 16.67% chances to place more in the surrounding chambers.&lt;br /&gt;
*''6'': Can be a (16.67% chance) [[starcursed mass]], (11.11% chance each) [[tentacled monstrosity]], [[draconian shifter]], [[apocalypse crab]], (5.56% chance each) [[cacodemon]], [[shadow demon]], [[blizzard demon]], [[reaper]], [[angel]], (2.78% chance each) [[executioner]], [[balrug]], [[hellion]], [[tormentor]], [[lorocyproca]], [[lich]], [[profane servitor]], or [[death drake]]. One is guaranteed to be in a random surrounding chamber, and there are two 40% chances to place another in random surrounding chambers.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
There are many potential loot items, themed around translocations and Abyss escape aides, scattered between each surrounding chamber and the central chamber. Some of these include: [[scroll of blinking]], [[scroll of teleportation]], [[ring of teleportation]], [[ring of teleport control]], [[book of Spatial Translocations]], [[book of the Warp]]. The center chamber has several [[Cloak#Egos|ego]], [[randart]], and even unrand cloaks (the [[Cloak of Flash]], the [[Cloak of Starlight]], and the [[Cloak of the Thief]]), as a reference to the spell [[Shroud of Golubria]].&lt;br /&gt;
&lt;br /&gt;
== Source ==&lt;br /&gt;
Walls are cC, glass is E, monsters are on 0-9 as written out above. Teleporters are on O-W, }) which link to corresponding spots o-w, {( [&amp;amp;@ having a special randomized relationship]. a and - are randomly floor, wall, or water, B is randomly wall or floor, and ‘. are always floor.&lt;br /&gt;
[[http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/dat/des/portals/wizlab.des;hb=7225c62f196562aaa461aaba55639fb25dfc82fc#l1574|0.14.1 source link.]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MAP&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXcccccccEEccccccccccXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXccccccXXXXccaaacc.o..ccaaaaaaccXXXXccccccXXXXXX&lt;br /&gt;
XXXEEc...Pccccccaaacc......ccaaaaaaccccccZ...cEEXXXX&lt;br /&gt;
XXXEv.....ccaaaaaaacz......Rcaaaaaaaaaacc.....pEXXXX&lt;br /&gt;
XXcc.......naaaaaaan..BBBB..naaaaaaaaaan.......ccXXX&lt;br /&gt;
XXc....B...n&amp;quot;aaaaa&amp;quot;n..0B2...n&amp;quot;aaaaaaaa&amp;quot;n...B....cXXX&lt;br /&gt;
XXc...BBB.1c&amp;quot;aaaaa&amp;quot;c...B....c&amp;quot;aaaaaaaa&amp;quot;c0.BBB...cXXX&lt;br /&gt;
XXc....BB..cccaaaaacc......ccaaaaaaaaccc..BB....cXXX&lt;br /&gt;
XXcM.....2...caaaaaac1.[..1caaaaaaaaac...2.....ScXXX&lt;br /&gt;
XXccc..0..[..caaaaaacc....cc---aaaaaac..[..1..cccXXX&lt;br /&gt;
XXXccnncc..1.ccaaaa--cc..cc-----aaaacc.1..ccnnccXXXX&lt;br /&gt;
XXXcaa&amp;quot;&amp;quot;c.....c--a--'-c+cc-''-'--a--c.....c&amp;quot;&amp;quot;aacXXXX&lt;br /&gt;
XXXcaaaacccc..c'---'-''-'-'--'-'---'c..ccccaaaacXXXX&lt;br /&gt;
XXccaaaaaaaccc+-'-'------4------'-'-+cccaaaaaaaccXXX&lt;br /&gt;
Xccaaaaaaaaa-'---'------'G'------'---'-aaaaaaaaacXXX&lt;br /&gt;
Xcaaaaaaaaaa--'-4-'--'-'---'-'--'-4-'--aaaaaaaaaacXX&lt;br /&gt;
Xcaaaaaaaaaaa--'-G-''C'C'-'C'C''-G-'--aaaaaaaaaaacXX&lt;br /&gt;
Xcaaaaaaaaaa--'-'--CCCCCC(CCCCCC--'-'--aaaa&amp;quot;&amp;quot;aaaacXX&lt;br /&gt;
Xcaaaaaaaaa--'---'Cn'C''CnC'^C'nC'---'--aaccnnccacXX&lt;br /&gt;
Xcaaaaaaaaa-'----'C'@C'`'n'`'C@'C'----'-ccc...HcccXX&lt;br /&gt;
Xcaaaa&amp;quot;&amp;quot;aaa--'--'CCCC`````````CCCC'--'-cc1......ccXX&lt;br /&gt;
Xcaccnnccaa-'----'C^'`````````''C'---'cc....0B...cXXXXXXXX&lt;br /&gt;
XcccO...ccc-'---'CC'````mmm````'CC'---+..[.BBB..qEXXnnnnnX&lt;br /&gt;
Xcc......1cc-'-'-'CC'``mm7mm```CC'-'-'c.....2B...EXXnA.AnX&lt;br /&gt;
Xc.........cc-4G--(nn``m787m``nn(--G4-cc.........cXXn...nX&lt;br /&gt;
XE...B2.....c'-'-'CC'``mm7mm```CC'-'-'-cc1......ccXXnA.AnX&lt;br /&gt;
XEu..BBB.[..+---'CC'````mmm````'CC'---'-ccc...TcccXXnnnnnX&lt;br /&gt;
Xc...B0....cc'---'C''`````````'^C'----'-aaccnnccacXXXXXXXX&lt;br /&gt;
Xcc......1cc-'--'CCCC`````````CCCC'--'--aaa&amp;quot;&amp;quot;aaaacXX&lt;br /&gt;
XcccL...ccc-'----'C'@C'`'n'`'C@'C'----'-aaaaaaaaacXX&lt;br /&gt;
Xcaccnnccaa--'---'Cn'C^'CnC''C'nC'---'--aaaaaaaaacXX&lt;br /&gt;
Xcaaaa&amp;quot;&amp;quot;aaaa--'-'--CCCCCC(CCCCCC--'-'--aaaaaaaaaacXX&lt;br /&gt;
Xcaaaaaaaaaaa--'-G-''C'C'-'C'C''-G-'--aaaaaaaaaaacXX&lt;br /&gt;
Xcaaaaaaaaaa--'-4-'--'-'---'-'--'-4-'--aaaaaaaaaacXX&lt;br /&gt;
Xccaaaaaaaaa-'---'------'G'------'---'-aaaaaaaaaccXX&lt;br /&gt;
XXccaaaaaaaccc+-'-'------4------'-'-+cccaaaaaaaccXXX&lt;br /&gt;
XXXcaaaaaccc..c'---'-'--'-'-''-'---'c..ccccaaaacXXXX&lt;br /&gt;
XXXcaa&amp;quot;&amp;quot;cc....c--a--'-''-cc+c-'--a--c.....c&amp;quot;&amp;quot;aacXXXX&lt;br /&gt;
XXXccnncc..1.ccaaaa-----cc..cc--aaaacc.1..ccnnccXXXX&lt;br /&gt;
XXccc..1..[..caaaaaaaaacc....ccaaaaaac..[..0..cccXXX&lt;br /&gt;
XXcW.....2...caaaaaaaaac1..[.1caaaaaac...2.....IcXXX&lt;br /&gt;
XXc....BB..cccaaaaaaaacc......ccaaaaaccc..BB....cXXX&lt;br /&gt;
XXc...BBB.0c&amp;quot;aaaaaaaa&amp;quot;c....B...c&amp;quot;aaaaa&amp;quot;c1.BBB...cXXX&lt;br /&gt;
XXc....B...n&amp;quot;aaaaaaaa&amp;quot;n...2B0..n&amp;quot;aaaaa&amp;quot;n...B....cXXX&lt;br /&gt;
XXcc.......naaaaaaaaaan...BBB..naaaaaaan.......EcXXX&lt;br /&gt;
XXXEt.....ccaaaaaaaaaacV......Jcaaaaaaacc.....rcXXXX&lt;br /&gt;
XXXEEc...Kccccccaaaaaacc......ccaaaccccccU...EcEXXXX&lt;br /&gt;
XXXXXccccccXXXXccaaaaaacc..s.ccaaaccXXXXccccccXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXccccccccccEEcccccccXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
ENDMAP&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* The Roulette of Golubria was added in [[0.11|0.11-be3ef029]].&lt;br /&gt;
* Prior to [[0.14|0.14-9ae1ffb6]], the wizlab contained 12 surrounding chambers instead of 9. The teleporter rotational rules were roughly the same, except sets contained four chambers each rather than three.&lt;br /&gt;
* In [[0.15|0.15-cc8d26d1]], the grates were removed due to changes in how silver statues work: thus, by default, the tentacles are free to attack, while silver statues no longer directly surround per summon but are resistant to disintegration.&lt;br /&gt;
* In [[0.16]] Obsidian statues replaced Silver statues, which had previously occupied the center.&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Roulette_of_Golubria&amp;diff=36411</id>
		<title>Roulette of Golubria</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Roulette_of_Golubria&amp;diff=36411"/>
				<updated>2015-04-18T16:22:45Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
The '''Roulette of Golubria''' is a chaotic, [[Abyss]]-themed [[Wizard Laboratory]].&lt;br /&gt;
&lt;br /&gt;
According to the in-source header, “''Golubria's fascination with translocations led him to warp out a sub-realm of the Abyss into his own translocations playground, with some nasty and wild security systems built in to defend his many assorted possessions.''”&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
This wizlab has several sections: a static abyss-like random spray of walls and floor, several disconnected chambers that surround the edges of the vault, and a central chamber that concludes the vault. The first section is entered from an enclosed, threat-less chamber via teleporter, and the second from a door into a randomly-chosen chamber. From there, there are complex [[teleporter]] chains. There are three sets of teleporters, shown here in their default position as they correspond to the map’s chambers (inside grid teleport locations from teleporters on outside ring, and with 9 having 7 / 3 outward teleporters):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 2 8 4 9&lt;br /&gt;
6\  |  /5&lt;br /&gt;
  8 1 2 &lt;br /&gt;
1       1&lt;br /&gt;
 -7 9 3-&lt;br /&gt;
5       6&lt;br /&gt;
  6 5 4&lt;br /&gt;
9/  |  \2&lt;br /&gt;
 4 8 3 7&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
147 make one set, 258 another, and 369 the third. Sets 147 and 258 are randomly rotated clockwise (thus producing potential arrangements 714 or 471 plus 825 or 582). Before these set rotations, every clockwise / counter-clockwise teleporter goes to the teleporter 3 plus from the base or 2 minus from the base (so, 1 links to 8 and 4, 2 to 7 and 5, etc), though which of these goes in which direction has a 50% chance to be flipped per set (and the ninth chamber places its teleporters completely randomly). On top of this, the map can be mirrored or rotated before it is placed (though with its rotational symmetry and starting placement, this is still derivable). An example result (with the base rotated 90 degrees clockwise, the 147 set rotated clockwise once, the 258 set rotated clockwise twice, and the 258 set flipping the outward teleporter rotation correspondence) along with what it would look like outside of said knowledge:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 4 2 7 5        1 2 3 4&lt;br /&gt;
9\  |  /9      9\  |  /9&lt;br /&gt;
  6 4 2          8 1 2  &lt;br /&gt;
6       5      8       4&lt;br /&gt;
-8 9 7-        -7 9 3- &lt;br /&gt;
2       1      2       6&lt;br /&gt;
  1 3 5          6 5 4  &lt;br /&gt;
8/  |  \3      7/  |  \5&lt;br /&gt;
 4 1 6 8        1 6 8 7 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Despite such complicated rules, all chambers are still reachable (eventually) from all other chambers, so brute force will work for fully exploring the vault. Such knowledge is unnecessary short of optimizing vault exploration.&lt;br /&gt;
&lt;br /&gt;
Walls randomly consist of [[Wall|metal, stone, crystal, or rock,]] with selective translucent stone windows and random [[Dungeon_features#Deep_water|deep water]] floor squares. The central chamber contains pre-identified [[teleport trap|teleport traps]] with translocational energy cloud generators under them, and exits are placed in the central chamber, one random surrounding chamber, and the starting room. The level [[Teleport_control#-cTele|blocks teleport control]], and no rock is used on the borders of each chamber, but use of [[Lee%27s Rapid Deconstruction]] on crystal walls can skip the teleporter chain sequence.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
Unlike most wizlabs (outside of the [[Tomb of Doroklohe]]), this map uses a very wide range of monsters. Each chamber has a group consisting of several sets: one abyss-like native (the list under 4 and 5), one monster directly linked to translocation (1), and a vaguely-themed casting monster with a minor explicit chance for [[distortion]] (3) and otherwise darts of dispersal (2). The last of these can be randomly replaced with a version of the monster equipped with an explicit chance of distortion, or (at least once) a much higher tier abyss-themed or abyss-residing threat (6). &lt;br /&gt;
(Of minor note is that the random monster list also contains a spread of such monsters, for use by both boggarts and shadow demons within the vault.)&lt;br /&gt;
&lt;br /&gt;
The central chamber contains a [[obsidian statue]] in a cage of [[Wall#Iron_Grate|grates]] and one or two [[eldritch tentacle|eldritch tentacles]]. Since the obsidian statue can summon [[common demon|many demons]] to surround the player while the tentacles will move into any gaps created in the grates and have extreme [[Chaos]]-branded melee, a dilemma is created between gathering the loot without freeing the eldritch tentacles or fighting both targets. It should be noted that obsidian statues cannot [[see invisible]], are vulnerable to [[wand of disintegration]] and [[Lee%27s Rapid Deconstruction]] (the latter of which can pass by the grates freely), and are nullified by [[Aura of Abjuration]]. Even without any of these aides, Haste, [[Apportation]], and selective gathering can decently deal with the demon summons, though there is a decent chance for mutations and/or item destruction. If one frees the eldritch tentacles, it is also worth noting that as tentacles with an immobile source that one can stay out of their five-tile range with care, and hit them from a distance with irresistible damage or summons.&lt;br /&gt;
&lt;br /&gt;
Monster set definitions (refer to the map below):&lt;br /&gt;
*''1'': (28% chance) [[spatial vortex]], (40%) [[blink frog]], (12%) [[insubstantial wisp]], or (20%) nothing. There are sixteen of these, with two per surrounding chamber.&lt;br /&gt;
*''2'': (33.33% chance each) [[boggart]], [[wizard]], (16.67% chance each) [[deep elf summoner]], or [[rakshasa]], each without a weapon but a 57.14% chance for a stack of [[Dispersal_(brand)|darts of dispersal]], 14.29% chance for ordinary darts, and a 28.57% chance for nothing extra. There are three 75% chances to place them within the random surrounding chambers.&lt;br /&gt;
*''3'': (50% chance) wizard, (25% chance each) rakshasa, or boggart, with a 62.5% chance of [[distortion]] brand and 37.5% chance of [[vorpal]] brand on an equal chance for a whip, a spear, or a dagger. They also are guaranteed darts of dispersal. There are two 20% chances and three 8.33% chances to place one of these specifically-equipped monsters in the random surrounding chambers.&lt;br /&gt;
*''0'' and ''4'': Can be (13.64% chance each) [[thrashing horror]], [[skeleton]], [[ugly thing]], (11.36% each ) [[lesser demon]], (6.82% each) [[large abomination]], [[small abomination]], (4.54% each) [[hellwing]], [[orange demon]], [[hell hound]], (2.27% chance each) [[chaos spawn]], [[red devil]], [[mana viper]], [[fire elemental]], or [[air elemental]]. Ten of these place in the map, one per surrounding chamber for six surrounding chambers and four of the eight evenly-spaced monsters in the initial abyss-like section.&lt;br /&gt;
*''5'' and ''9'': (12.77% Chance) [[tentacled starspawn]], (8.51%) [[ancient zyme]], (4.26%) [[ynoxinul]], [[smoke demon]], [[sixfirhy]], [[demonic crawler]], [[raiju]], [[lurking horror]], [[water elemental]], [[very ugly thing]], [[List_of_draconians|base draconian]], [[guardian serpent]], [[brain worm]], [[shadow wraith]], [[giant orange brain]], (2.13%) [[sun demon]], [[efreet]], [[soul eater]], [[hell knight]], [[earth elemental]], [[eidolon]], anaconda skeleton, [[great orb of eyes]]. Four are guaranteed to place in the initial entry ring, plus two in the surrounding chambers. After that, there are two 40% chances and three 16.67% chances to place more in the surrounding chambers.&lt;br /&gt;
*''6'': Can be a (16.67% chance) [[starcursed mass]], (11.11% chance each) [[tentacled monstrosity]], [[draconian shifter]], [[apocalypse crab]], (5.56% chance each) [[cacodemon]], [[shadow demon]], [[blizzard demon]], [[reaper]], [[angel]], (2.78% chance each) [[executioner]], [[balrug]], [[hellion]], [[tormentor]], [[lorocyproca]], [[lich]], [[profane servitor]], or [[death drake]]. One is guaranteed to be in a random surrounding chamber, and there are two 40% chances to place another in random surrounding chambers.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
There are many potential loot items, themed around translocations and Abyss escape aides, scattered between each surrounding chamber and the central chamber. Some of these include: [[scroll of blinking]], [[scroll of teleportation]], [[ring of teleportation]], [[ring of teleport control]], [[book of Spatial Translocations]], [[book of the Warp]]. The center chamber has several [[Cloak#Egos|ego]], [[randart]], and even unrand cloaks (the [[Cloak of Flash]], the [[Cloak of Starlight]], and the [[Cloak of the Thief]]), as a reference to the spell [[Shroud of Golubria]].&lt;br /&gt;
&lt;br /&gt;
== Source ==&lt;br /&gt;
Walls are cC, glass is E, monsters are on 0-9 as written out above. Teleporters are on O-W, }) which link to corresponding spots o-w, {( [&amp;amp;@ having a special randomized relationship]. a and - are randomly floor, wall, or water, B is randomly wall or floor, and ‘. are always floor.&lt;br /&gt;
[[http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/dat/des/portals/wizlab.des;hb=7225c62f196562aaa461aaba55639fb25dfc82fc#l1574|0.14.1 source link.]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MAP&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXcccccccEEccccccccccXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXccccccXXXXccaaacc.o..ccaaaaaaccXXXXccccccXXXXXX&lt;br /&gt;
XXXEEc...Pccccccaaacc......ccaaaaaaccccccZ...cEEXXXX&lt;br /&gt;
XXXEv.....ccaaaaaaacz......Rcaaaaaaaaaacc.....pEXXXX&lt;br /&gt;
XXcc.......naaaaaaan..BBBB..naaaaaaaaaan.......ccXXX&lt;br /&gt;
XXc....B...n&amp;quot;aaaaa&amp;quot;n..0B2...n&amp;quot;aaaaaaaa&amp;quot;n...B....cXXX&lt;br /&gt;
XXc...BBB.1c&amp;quot;aaaaa&amp;quot;c...B....c&amp;quot;aaaaaaaa&amp;quot;c0.BBB...cXXX&lt;br /&gt;
XXc....BB..cccaaaaacc......ccaaaaaaaaccc..BB....cXXX&lt;br /&gt;
XXcM.....2...caaaaaac1.[..1caaaaaaaaac...2.....ScXXX&lt;br /&gt;
XXccc..0..[..caaaaaacc....cc---aaaaaac..[..1..cccXXX&lt;br /&gt;
XXXccnncc..1.ccaaaa--cc..cc-----aaaacc.1..ccnnccXXXX&lt;br /&gt;
XXXcaa&amp;quot;&amp;quot;c.....c--a--'-c+cc-''-'--a--c.....c&amp;quot;&amp;quot;aacXXXX&lt;br /&gt;
XXXcaaaacccc..c'---'-''-'-'--'-'---'c..ccccaaaacXXXX&lt;br /&gt;
XXccaaaaaaaccc+-'-'------4------'-'-+cccaaaaaaaccXXX&lt;br /&gt;
Xccaaaaaaaaa-'---'------'G'------'---'-aaaaaaaaacXXX&lt;br /&gt;
Xcaaaaaaaaaa--'-4-'--'-'---'-'--'-4-'--aaaaaaaaaacXX&lt;br /&gt;
Xcaaaaaaaaaaa--'-G-''C'C'-'C'C''-G-'--aaaaaaaaaaacXX&lt;br /&gt;
Xcaaaaaaaaaa--'-'--CCCCCC(CCCCCC--'-'--aaaa&amp;quot;&amp;quot;aaaacXX&lt;br /&gt;
Xcaaaaaaaaa--'---'Cn'C''CnC'^C'nC'---'--aaccnnccacXX&lt;br /&gt;
Xcaaaaaaaaa-'----'C'@C'`'n'`'C@'C'----'-ccc...HcccXX&lt;br /&gt;
Xcaaaa&amp;quot;&amp;quot;aaa--'--'CCCC`````````CCCC'--'-cc1......ccXX&lt;br /&gt;
Xcaccnnccaa-'----'C^'`````````''C'---'cc....0B...cXXXXXXXX&lt;br /&gt;
XcccO...ccc-'---'CC'````mmm````'CC'---+..[.BBB..qEXXnnnnnX&lt;br /&gt;
Xcc......1cc-'-'-'CC'``mm7mm```CC'-'-'c.....2B...EXXnA.AnX&lt;br /&gt;
Xc.........cc-4G--(nn``m787m``nn(--G4-cc.........cXXn...nX&lt;br /&gt;
XE...B2.....c'-'-'CC'``mm7mm```CC'-'-'-cc1......ccXXnA.AnX&lt;br /&gt;
XEu..BBB.[..+---'CC'````mmm````'CC'---'-ccc...TcccXXnnnnnX&lt;br /&gt;
Xc...B0....cc'---'C''`````````'^C'----'-aaccnnccacXXXXXXXX&lt;br /&gt;
Xcc......1cc-'--'CCCC`````````CCCC'--'--aaa&amp;quot;&amp;quot;aaaacXX&lt;br /&gt;
XcccL...ccc-'----'C'@C'`'n'`'C@'C'----'-aaaaaaaaacXX&lt;br /&gt;
Xcaccnnccaa--'---'Cn'C^'CnC''C'nC'---'--aaaaaaaaacXX&lt;br /&gt;
Xcaaaa&amp;quot;&amp;quot;aaaa--'-'--CCCCCC(CCCCCC--'-'--aaaaaaaaaacXX&lt;br /&gt;
Xcaaaaaaaaaaa--'-G-''C'C'-'C'C''-G-'--aaaaaaaaaaacXX&lt;br /&gt;
Xcaaaaaaaaaa--'-4-'--'-'---'-'--'-4-'--aaaaaaaaaacXX&lt;br /&gt;
Xccaaaaaaaaa-'---'------'G'------'---'-aaaaaaaaaccXX&lt;br /&gt;
XXccaaaaaaaccc+-'-'------4------'-'-+cccaaaaaaaccXXX&lt;br /&gt;
XXXcaaaaaccc..c'---'-'--'-'-''-'---'c..ccccaaaacXXXX&lt;br /&gt;
XXXcaa&amp;quot;&amp;quot;cc....c--a--'-''-cc+c-'--a--c.....c&amp;quot;&amp;quot;aacXXXX&lt;br /&gt;
XXXccnncc..1.ccaaaa-----cc..cc--aaaacc.1..ccnnccXXXX&lt;br /&gt;
XXccc..1..[..caaaaaaaaacc....ccaaaaaac..[..0..cccXXX&lt;br /&gt;
XXcW.....2...caaaaaaaaac1..[.1caaaaaac...2.....IcXXX&lt;br /&gt;
XXc....BB..cccaaaaaaaacc......ccaaaaaccc..BB....cXXX&lt;br /&gt;
XXc...BBB.0c&amp;quot;aaaaaaaa&amp;quot;c....B...c&amp;quot;aaaaa&amp;quot;c1.BBB...cXXX&lt;br /&gt;
XXc....B...n&amp;quot;aaaaaaaa&amp;quot;n...2B0..n&amp;quot;aaaaa&amp;quot;n...B....cXXX&lt;br /&gt;
XXcc.......naaaaaaaaaan...BBB..naaaaaaan.......EcXXX&lt;br /&gt;
XXXEt.....ccaaaaaaaaaacV......Jcaaaaaaacc.....rcXXXX&lt;br /&gt;
XXXEEc...Kccccccaaaaaacc......ccaaaccccccU...EcEXXXX&lt;br /&gt;
XXXXXccccccXXXXccaaaaaacc..s.ccaaaccXXXXccccccXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXccccccccccEEcccccccXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
ENDMAP&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* The Roulette of Golubria was added in [[0.11|0.11-be3ef029]].&lt;br /&gt;
* Prior to [[0.14|0.14-9ae1ffb6]], the wizlab contained 12 surrounding chambers instead of 9. The teleporter rotational rules were roughly the same, except sets contained four chambers each rather than three.&lt;br /&gt;
* In [[0.15|0.15-cc8d26d1]], the grates were removed due to changes in how silver statues work: thus, by default, the tentacles are free to attack, while silver statues no longer directly surround per summon but are resistant to disintegration.&lt;br /&gt;
* In [[0.16]] Obsidian statues replaced Silver statues&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Roulette_of_Golubria&amp;diff=36410</id>
		<title>Roulette of Golubria</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Roulette_of_Golubria&amp;diff=36410"/>
				<updated>2015-04-18T16:22:11Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
The '''Roulette of Golubria''' is a chaotic, [[Abyss]]-themed [[Wizard Laboratory]].&lt;br /&gt;
&lt;br /&gt;
According to the in-source header, “''Golubria's fascination with translocations led him to warp out a sub-realm of the Abyss into his own translocations playground, with some nasty and wild security systems built in to defend his many assorted possessions.''”&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
This wizlab has several sections: a static abyss-like random spray of walls and floor, several disconnected chambers that surround the edges of the vault, and a central chamber that concludes the vault. The first section is entered from an enclosed, threat-less chamber via teleporter, and the second from a door into a randomly-chosen chamber. From there, there are complex [[teleporter]] chains. There are three sets of teleporters, shown here in their default position as they correspond to the map’s chambers (inside grid teleport locations from teleporters on outside ring, and with 9 having 7 / 3 outward teleporters):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 2 8 4 9&lt;br /&gt;
6\  |  /5&lt;br /&gt;
  8 1 2 &lt;br /&gt;
1       1&lt;br /&gt;
 -7 9 3-&lt;br /&gt;
5       6&lt;br /&gt;
  6 5 4&lt;br /&gt;
9/  |  \2&lt;br /&gt;
 4 8 3 7&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
147 make one set, 258 another, and 369 the third. Sets 147 and 258 are randomly rotated clockwise (thus producing potential arrangements 714 or 471 plus 825 or 582). Before these set rotations, every clockwise / counter-clockwise teleporter goes to the teleporter 3 plus from the base or 2 minus from the base (so, 1 links to 8 and 4, 2 to 7 and 5, etc), though which of these goes in which direction has a 50% chance to be flipped per set (and the ninth chamber places its teleporters completely randomly). On top of this, the map can be mirrored or rotated before it is placed (though with its rotational symmetry and starting placement, this is still derivable). An example result (with the base rotated 90 degrees clockwise, the 147 set rotated clockwise once, the 258 set rotated clockwise twice, and the 258 set flipping the outward teleporter rotation correspondence) along with what it would look like outside of said knowledge:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 4 2 7 5        1 2 3 4&lt;br /&gt;
9\  |  /9      9\  |  /9&lt;br /&gt;
  6 4 2          8 1 2  &lt;br /&gt;
6       5      8       4&lt;br /&gt;
-8 9 7-        -7 9 3- &lt;br /&gt;
2       1      2       6&lt;br /&gt;
  1 3 5          6 5 4  &lt;br /&gt;
8/  |  \3      7/  |  \5&lt;br /&gt;
 4 1 6 8        1 6 8 7 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Despite such complicated rules, all chambers are still reachable (eventually) from all other chambers, so brute force will work for fully exploring the vault. Such knowledge is unnecessary short of optimizing vault exploration.&lt;br /&gt;
&lt;br /&gt;
Walls randomly consist of [[Wall|metal, stone, crystal, or rock,]] with selective translucent stone windows and random [[Dungeon_features#Deep_water|deep water]] floor squares. The central chamber contains pre-identified [[teleport trap|teleport traps]] with translocational energy cloud generators under them, and exits are placed in the central chamber, one random surrounding chamber, and the starting room. The level [[Teleport_control#-cTele|blocks teleport control]], and no rock is used on the borders of each chamber, but use of [[Lee%27s Rapid Deconstruction]] on crystal walls can skip the teleporter chain sequence.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
Unlike most wizlabs (outside of the [[Tomb of Doroklohe]]), this map uses a very wide range of monsters. Each chamber has a group consisting of several sets: one abyss-like native (the list under 4 and 5), one monster directly linked to translocation (1), and a vaguely-themed casting monster with a minor explicit chance for [[distortion]] (3) and otherwise darts of dispersal (2). The last of these can be randomly replaced with a version of the monster equipped with an explicit chance of distortion, or (at least once) a much higher tier abyss-themed or abyss-residing threat (6). &lt;br /&gt;
(Of minor note is that the random monster list also contains a spread of such monsters, for use by both boggarts and shadow demons within the vault.)&lt;br /&gt;
&lt;br /&gt;
The central chamber contains a [[obsidian statue]] in a cage of [[Wall#Iron_Grate|grates]] and one or two [[eldritch tentacle|eldritch tentacles]]. Since the obsidian statue can summon [[common demon|many demons]] to surround the player while the tentacles will move into any gaps created in the grates and have extreme [[Chaos]]-branded melee, a dilemma is created between gathering the loot without freeing the eldritch tentacles or fighting both targets. It should be noted that obsidian statues cannot [[see invisible]], are vulnerable to [[wand of disintegration]] and [[Lee%27s Rapid Deconstruction]] (the latter of which can pass by the grates freely), and are nullified by [[Aura of Abjuration]]. Even without any of these aides, Haste, [[Apportation]], and selective gathering can decently deal with the demon summons, though there is a decent chance for mutations and/or item destruction. If one frees the eldritch tentacles, it is also worth noting that as tentacles with an immobile source that one can stay out of their five-tile range with care, and hit them from a distance with irresistible damage or summons.&lt;br /&gt;
&lt;br /&gt;
Monster set definitions (refer to the map below):&lt;br /&gt;
*''1'': (28% chance) [[spatial vortex]], (40%) [[blink frog]], (12%) [[insubstantial wisp]], or (20%) nothing. There are sixteen of these, with two per surrounding chamber.&lt;br /&gt;
*''2'': (33.33% chance each) [[boggart]], [[wizard]], (16.67% chance each) [[deep elf summoner]], or [[rakshasa]], each without a weapon but a 57.14% chance for a stack of [[Dispersal_(brand)|darts of dispersal]], 14.29% chance for ordinary darts, and a 28.57% chance for nothing extra. There are three 75% chances to place them within the random surrounding chambers.&lt;br /&gt;
*''3'': (50% chance) wizard, (25% chance each) rakshasa, or boggart, with a 62.5% chance of [[distortion]] brand and 37.5% chance of [[vorpal]] brand on an equal chance for a whip, a spear, or a dagger. They also are guaranteed darts of dispersal. There are two 20% chances and three 8.33% chances to place one of these specifically-equipped monsters in the random surrounding chambers.&lt;br /&gt;
*''0'' and ''4'': Can be (13.64% chance each) [[thrashing horror]], [[skeleton]], [[ugly thing]], (11.36% each ) [[lesser demon]], (6.82% each) [[large abomination]], [[small abomination]], (4.54% each) [[hellwing]], [[orange demon]], [[hell hound]], (2.27% chance each) [[chaos spawn]], [[red devil]], [[mana viper]], [[fire elemental]], or [[air elemental]]. Ten of these place in the map, one per surrounding chamber for six surrounding chambers and four of the eight evenly-spaced monsters in the initial abyss-like section.&lt;br /&gt;
*''5'' and ''9'': (12.77% Chance) [[tentacled starspawn]], (8.51%) [[ancient zyme]], (4.26%) [[ynoxinul]], [[smoke demon]], [[sixfirhy]], [[demonic crawler]], [[raiju]], [[lurking horror]], [[water elemental]], [[very ugly thing]], [[List_of_draconians|base draconian]], [[guardian serpent]], [[brain worm]], [[shadow wraith]], [[giant orange brain]], (2.13%) [[sun demon]], [[efreet]], [[soul eater]], [[hell knight]], [[earth elemental]], [[eidolon]], anaconda skeleton, [[great orb of eyes]]. Four are guaranteed to place in the initial entry ring, plus two in the surrounding chambers. After that, there are two 40% chances and three 16.67% chances to place more in the surrounding chambers.&lt;br /&gt;
*''6'': Can be a (16.67% chance) [[starcursed mass]], (11.11% chance each) [[tentacled monstrosity]], [[draconian shifter]], [[apocalypse crab]], (5.56% chance each) [[cacodemon]], [[shadow demon]], [[blizzard demon]], [[reaper]], [[angel]], (2.78% chance each) [[executioner]], [[balrug]], [[hellion]], [[tormentor]], [[lorocyproca]], [[lich]], [[profane servitor]], or [[death drake]]. One is guaranteed to be in a random surrounding chamber, and there are two 40% chances to place another in random surrounding chambers.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
There are many potential loot items, themed around translocations and Abyss escape aides, scattered between each surrounding chamber and the central chamber. Some of these include: [[scroll of blinking]], [[scroll of teleportation]], [[ring of teleportation]], [[ring of teleport control]], [[book of Spatial Translocations]], [[book of the Warp]]. The center chamber has several [[Cloak#Egos|ego]], [[randart]], and even unrand cloaks (the [[Cloak of Flash]], the [[Cloak of Starlight]], and the [[Cloak of the Thief]]), as a reference to the spell [[Shroud of Golubria]].&lt;br /&gt;
&lt;br /&gt;
== Source ==&lt;br /&gt;
Walls are cC, glass is E, monsters are on 0-9 as written out above. Teleporters are on O-W, }) which link to corresponding spots o-w, {( [&amp;amp;@ having a special randomized relationship]. a and - are randomly floor, wall, or water, B is randomly wall or floor, and ‘. are always floor.&lt;br /&gt;
[[http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/dat/des/portals/wizlab.des;hb=7225c62f196562aaa461aaba55639fb25dfc82fc#l1574|0.14.1 source link.]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MAP&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXcccccccEEccccccccccXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXccccccXXXXccaaacc.o..ccaaaaaaccXXXXccccccXXXXXX&lt;br /&gt;
XXXEEc...Pccccccaaacc......ccaaaaaaccccccZ...cEEXXXX&lt;br /&gt;
XXXEv.....ccaaaaaaacz......Rcaaaaaaaaaacc.....pEXXXX&lt;br /&gt;
XXcc.......naaaaaaan..BBBB..naaaaaaaaaan.......ccXXX&lt;br /&gt;
XXc....B...n&amp;quot;aaaaa&amp;quot;n..0B2...n&amp;quot;aaaaaaaa&amp;quot;n...B....cXXX&lt;br /&gt;
XXc...BBB.1c&amp;quot;aaaaa&amp;quot;c...B....c&amp;quot;aaaaaaaa&amp;quot;c0.BBB...cXXX&lt;br /&gt;
XXc....BB..cccaaaaacc......ccaaaaaaaaccc..BB....cXXX&lt;br /&gt;
XXcM.....2...caaaaaac1.[..1caaaaaaaaac...2.....ScXXX&lt;br /&gt;
XXccc..0..[..caaaaaacc....cc---aaaaaac..[..1..cccXXX&lt;br /&gt;
XXXccnncc..1.ccaaaa--cc..cc-----aaaacc.1..ccnnccXXXX&lt;br /&gt;
XXXcaa&amp;quot;&amp;quot;c.....c--a--'-c+cc-''-'--a--c.....c&amp;quot;&amp;quot;aacXXXX&lt;br /&gt;
XXXcaaaacccc..c'---'-''-'-'--'-'---'c..ccccaaaacXXXX&lt;br /&gt;
XXccaaaaaaaccc+-'-'------4------'-'-+cccaaaaaaaccXXX&lt;br /&gt;
Xccaaaaaaaaa-'---'------'G'------'---'-aaaaaaaaacXXX&lt;br /&gt;
Xcaaaaaaaaaa--'-4-'--'-'---'-'--'-4-'--aaaaaaaaaacXX&lt;br /&gt;
Xcaaaaaaaaaaa--'-G-''C'C'-'C'C''-G-'--aaaaaaaaaaacXX&lt;br /&gt;
Xcaaaaaaaaaa--'-'--CCCCCC(CCCCCC--'-'--aaaa&amp;quot;&amp;quot;aaaacXX&lt;br /&gt;
Xcaaaaaaaaa--'---'Cn'C''CnC'^C'nC'---'--aaccnnccacXX&lt;br /&gt;
Xcaaaaaaaaa-'----'C'@C'`'n'`'C@'C'----'-ccc...HcccXX&lt;br /&gt;
Xcaaaa&amp;quot;&amp;quot;aaa--'--'CCCC`````````CCCC'--'-cc1......ccXX&lt;br /&gt;
Xcaccnnccaa-'----'C^'`````````''C'---'cc....0B...cXXXXXXXX&lt;br /&gt;
XcccO...ccc-'---'CC'````mmm````'CC'---+..[.BBB..qEXXnnnnnX&lt;br /&gt;
Xcc......1cc-'-'-'CC'``mm7mm```CC'-'-'c.....2B...EXXnA.AnX&lt;br /&gt;
Xc.........cc-4G--(nn``m787m``nn(--G4-cc.........cXXn...nX&lt;br /&gt;
XE...B2.....c'-'-'CC'``mm7mm```CC'-'-'-cc1......ccXXnA.AnX&lt;br /&gt;
XEu..BBB.[..+---'CC'````mmm````'CC'---'-ccc...TcccXXnnnnnX&lt;br /&gt;
Xc...B0....cc'---'C''`````````'^C'----'-aaccnnccacXXXXXXXX&lt;br /&gt;
Xcc......1cc-'--'CCCC`````````CCCC'--'--aaa&amp;quot;&amp;quot;aaaacXX&lt;br /&gt;
XcccL...ccc-'----'C'@C'`'n'`'C@'C'----'-aaaaaaaaacXX&lt;br /&gt;
Xcaccnnccaa--'---'Cn'C^'CnC''C'nC'---'--aaaaaaaaacXX&lt;br /&gt;
Xcaaaa&amp;quot;&amp;quot;aaaa--'-'--CCCCCC(CCCCCC--'-'--aaaaaaaaaacXX&lt;br /&gt;
Xcaaaaaaaaaaa--'-G-''C'C'-'C'C''-G-'--aaaaaaaaaaacXX&lt;br /&gt;
Xcaaaaaaaaaa--'-4-'--'-'---'-'--'-4-'--aaaaaaaaaacXX&lt;br /&gt;
Xccaaaaaaaaa-'---'------'G'------'---'-aaaaaaaaaccXX&lt;br /&gt;
XXccaaaaaaaccc+-'-'------4------'-'-+cccaaaaaaaccXXX&lt;br /&gt;
XXXcaaaaaccc..c'---'-'--'-'-''-'---'c..ccccaaaacXXXX&lt;br /&gt;
XXXcaa&amp;quot;&amp;quot;cc....c--a--'-''-cc+c-'--a--c.....c&amp;quot;&amp;quot;aacXXXX&lt;br /&gt;
XXXccnncc..1.ccaaaa-----cc..cc--aaaacc.1..ccnnccXXXX&lt;br /&gt;
XXccc..1..[..caaaaaaaaacc....ccaaaaaac..[..0..cccXXX&lt;br /&gt;
XXcW.....2...caaaaaaaaac1..[.1caaaaaac...2.....IcXXX&lt;br /&gt;
XXc....BB..cccaaaaaaaacc......ccaaaaaccc..BB....cXXX&lt;br /&gt;
XXc...BBB.0c&amp;quot;aaaaaaaa&amp;quot;c....B...c&amp;quot;aaaaa&amp;quot;c1.BBB...cXXX&lt;br /&gt;
XXc....B...n&amp;quot;aaaaaaaa&amp;quot;n...2B0..n&amp;quot;aaaaa&amp;quot;n...B....cXXX&lt;br /&gt;
XXcc.......naaaaaaaaaan...BBB..naaaaaaan.......EcXXX&lt;br /&gt;
XXXEt.....ccaaaaaaaaaacV......Jcaaaaaaacc.....rcXXXX&lt;br /&gt;
XXXEEc...Kccccccaaaaaacc......ccaaaccccccU...EcEXXXX&lt;br /&gt;
XXXXXccccccXXXXccaaaaaacc..s.ccaaaccXXXXccccccXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXccccccccccEEcccccccXXXXXXXXXXXXXXXXX&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX&lt;br /&gt;
ENDMAP&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* The Roulette of Golubria was added in [[0.11|0.11-be3ef029]].&lt;br /&gt;
* Prior to [[0.14|0.14-9ae1ffb6]], the wizlab contained 12 surrounding chambers instead of 9. The teleporter rotational rules were roughly the same, except sets contained four chambers each rather than three.&lt;br /&gt;
* In [[0.15|0.15-cc8d26d1]], the grates were removed due to changes in how silver statues work: thus, by default, the tentacles are free to attack, while silver statues no longer directly surround per summon but are resistant to disintegration.&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Placid_Magic_card&amp;diff=36359</id>
		<title>Placid Magic card</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Placid_Magic_card&amp;diff=36359"/>
				<updated>2015-04-18T02:29:23Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Version016}}&lt;br /&gt;
The Placid Magic card drains magic, applies antimagic to spellcasters and removes magical effects.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Placid Magic card was added in [[0.16]].  It is found in the following [[Decks|decks]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
![[trunk]]&lt;br /&gt;
|----&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
|----&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Cards]]&lt;br /&gt;
*[[Decks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Deck]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Placid_Magic_card&amp;diff=36358</id>
		<title>Placid Magic card</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Placid_Magic_card&amp;diff=36358"/>
				<updated>2015-04-18T02:28:51Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Version016}}&lt;br /&gt;
The Placid Magic card drains magic, applies antimagic to spellcasters and removes magical effects.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Placid Magic card was added in [[0.16]].  It is found in the following [[Decks|decks]] in that version.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
![[trunk]]&lt;br /&gt;
|----&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
|----&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Cards]]&lt;br /&gt;
*[[Decks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Deck]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Spellspark_Servitor&amp;diff=35876</id>
		<title>Talk:Spellspark Servitor</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Spellspark_Servitor&amp;diff=35876"/>
				<updated>2015-04-11T18:48:08Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We appear to be running into some problems with the tile for Spellforged Servitor. It's probably because both the spell and the monster it summons have the same name. Any ideas on how to fix it? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 01:07, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I think the closest thing we have to a precedent would be the player species / monster conflicts, and in those cases we add (monster) to the monster pages. Sound reasonable? --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 15:08, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
::That was what I was thinking. And, since I'm an admin now... BAMF. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 18:56, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
Controlling the Servitor&lt;br /&gt;
&lt;br /&gt;
* Does the Servitor only attack creatures you specifically tell it to attack, via &amp;quot;t&amp;quot; ? I was using one recently and it seemed passive until I would tell it to attack.[[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 20:48, 11 April 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Spellspark_Servitor&amp;diff=35875</id>
		<title>Talk:Spellspark Servitor</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Spellspark_Servitor&amp;diff=35875"/>
				<updated>2015-04-11T18:46:14Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We appear to be running into some problems with the tile for Spellforged Servitor. It's probably because both the spell and the monster it summons have the same name. Any ideas on how to fix it? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 01:07, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I think the closest thing we have to a precedent would be the player species / monster conflicts, and in those cases we add (monster) to the monster pages. Sound reasonable? --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 15:08, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
::That was what I was thinking. And, since I'm an admin now... BAMF. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 18:56, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
Controlling the Servitor&lt;br /&gt;
&lt;br /&gt;
* Does the Servitor only attack creatures you specifically tell it to attack, via &amp;quot;t&amp;quot; ? I was using one recently and it seemed passive until I would tell it to attack.[[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]])&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Spellspark_Servitor&amp;diff=35869</id>
		<title>Talk:Spellspark Servitor</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Spellspark_Servitor&amp;diff=35869"/>
				<updated>2015-04-11T16:07:06Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We appear to be running into some problems with the tile for Spellforged Servitor. It's probably because both the spell and the monster it summons have the same name. Any ideas on how to fix it? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 01:07, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I think the closest thing we have to a precedent would be the player species / monster conflicts, and in those cases we add (monster) to the monster pages. Sound reasonable? --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 15:08, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
::That was what I was thinking. And, since I'm an admin now... BAMF. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 18:56, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
Controlling the Servitor&lt;br /&gt;
&lt;br /&gt;
* Does the Servitor only attack creatures you specifically tell it to attack, via &amp;quot;t&amp;quot; ? I was using one recently and it seemed passive until I would tell it to attack.&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Swamp&amp;diff=35396</id>
		<title>The Swamp</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Swamp&amp;diff=35396"/>
				<updated>2015-04-01T17:51:50Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: /* Animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
{{flavour|A swampy wasteland, complete with ooze, muck, flies and large slavering carnivorous monsters.&lt;br /&gt;
&lt;br /&gt;
The Swamp is five levels deep and contains the decaying rune. A dungeon features only two of the Snake Pit, Swamp, Shoals and Spider Nest branches. If the Swamp is present, the entrance is located between  Lair:2 and Lair:5.&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A stair to a swampy wasteland, complete with ooze, muck, flies and large slavering carnivorous monsters.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Swamp entry.png]] '''The Swamp''' is a side [[branch]] that contains the decaying [[rune of Zot]]. Five levels deep, it is home to all manner of small water creatures and swamp insects, as well as [[hydra]]s, [[dragon]]s, and [[worm]]s. Its entrance may be found in [[the Lair]] between Lair:2-5. The Swamp is one of two water-themed branches that may be generated in each game (the other is [[the Shoals]]).&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each floor is large and open with trees and plants providing the only cover. You'll find small islands of land amid large masses of [[shallow]] and [[deep water]]; if you spot any disturbances, they are hiding monsters such as [[alligator]]s and [[swamp worm]]s.&lt;br /&gt;
&lt;br /&gt;
You can set trees on fire to create passages. The resulting forest fire will create immense amounts of steam and may go out of control, however!&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Due to [[Mephitic Cloud]]-breathing [[swamp drake]]s, [[electrical eel]]s, and the general watery nature of the Swamp, it's a bad idea to attempt this branch without [[poison resistance]]/[[Clarity]] and [[electricity resistance]]/[[Repel Missiles]]. In your [[confusion]], you can easily drown in deep water. You could also rely on a large supply of [[potions of curing]] or [[Elyvilon]]'s Purification ability to overcome the confusion, but these are costly. Consider having some means of [[flight]]; without it, the shallow water can fatally slow you down if you need to retreat.&lt;br /&gt;
&lt;br /&gt;
Players lacking poison resistance can acquire it in the Swamp itself. If you can find, kill, and butcher a [[swamp dragon]], you may get a [[swamp dragon hide]] which can be [[scroll of enchant armour|enchanted]] into a [[swamp dragon armour]]. Unfortunately, they are rare until Swamp:3 and getting there without resistance is very risky.&lt;br /&gt;
&lt;br /&gt;
Edged weapon users will also need some alternative means of killing hydras. See the [[hydra]] article for an in-depth list of methods, or just find a [[flaming]] weapon (the [[Hall of Blades]] might have one, though getting there requires going through part of [[the Vaults]], which has multiple threats of a different variety).&lt;br /&gt;
&lt;br /&gt;
==Swamp:5 Variations==&lt;br /&gt;
The decaying rune of Zot is in a monster-filled vault on Swamp:5. While it's always a good idea to clear the rest of the floor first, the exact nature and difficulty of this vault varies each game.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp&amp;quot;===&lt;br /&gt;
The classic &amp;quot;swamp&amp;quot; vault is an ovoid vault heavily defended by hydras, swamp dragons and swamp drakes. While otherwise unremarkable, the sheer number of foes you'll face upon reaching the vault can easily prove overwhelming. Keep the path back to the [[stairs]] clear, just in case.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Alternative&amp;quot;===&lt;br /&gt;
Introduced in [[0.1]], &amp;quot;swamp_alternative&amp;quot; adds one or two [[fire drake]]s to the mix, and bisects the vault with a [[lava]] pool. Because hydras have no ranged attacks and cannot fly, you can use the lava to divide the defenders and kill them from afar. This is probably the easiest Swamp ending.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Fiery&amp;quot;===&lt;br /&gt;
Introduced in [[0.6]], &amp;quot;swamp_fiery&amp;quot; is full of [[dragon]]s, [[mottled dragon]]s, fire drakes, hydras, [[steam dragon]]s, and [[lindwurm]]s. Flame [[cloud]]s occur here naturally. [[Fire resistance]] obviously helps.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Icy&amp;quot;===&lt;br /&gt;
Introduced in 0.6, &amp;quot;swamp_icy&amp;quot; is full of [[simulacrum|simulacra]], [[azure jellies]], and 2-3 [[ice dragon]]s. The simulacra make this the most dangerous Swamp ending, as they get a large HD-based cold damage bonus to their attacks. Hydra simulacra are particularly deadly; treat them with extreme caution and kill them from afar. If you are a spellcaster then [[Fire Magic]] or [[Dispel Undead]] works wonders. The rune room will generate freezing [[cloud]]s constantly, so [[cold resistance]] is a must; [[Ice Form]] is great here.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Pestilence&amp;quot;===&lt;br /&gt;
Introduced in [[0.5]], &amp;quot;swamp_pestilence&amp;quot; is full of [[zombie]]s, [[spectral]] swamp dragons and hydras, [[phantom]]s, and a [[bone dragon]]. Clouds of [[miasma]] occur here naturally. The dragon is quite dangerous, and the miasma clouds will [[rot]] and [[slow]] you. Finally, the vault may contain an [[oklob plant]] placed to greet players as they stagger out of the miasma. Dispel Undead can cut through everything but the oklob, but try to get in and out as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Old_School&amp;quot;===&lt;br /&gt;
Introduced in 0.6, &amp;quot;swamp_old_school&amp;quot; resembles the old (0.5 and older) Swamp layouts and contains the usual mix of swamp dragons, drakes, and hydras. What sets this vault apart is [[the Lernaean hydra]] hiding in one of its niches.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Vile&amp;quot;===&lt;br /&gt;
Introduced in 0.10, &amp;quot;swamp_vile&amp;quot; is an abandoned, flooded temple, occupied by demons and beasts. It may contain unusual monsters like [[green death]]s, [[death ooze]]s, or even a [[tentacled monstrosity]].&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;grunt_swamp_rune_castle&amp;quot;===&lt;br /&gt;
Introduced in 0.12, &amp;quot;grunt_swamp_rune_castle&amp;quot; is a square-shaped vault with four inner rooms. One of them contains [[the Lernaean hydra]].&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
===Animals===&lt;br /&gt;
{{monsterlink|Raven}}&lt;br /&gt;
{{monsterlink|Water moccasin}}&lt;br /&gt;
{{monsterlink|Crocodile}}&lt;br /&gt;
{{monsterlink|Alligator}}&lt;br /&gt;
{{monsterlink|Baby alligator}}&lt;br /&gt;
{{monsterlink|Komodo dragon}}&lt;br /&gt;
{{monsterlink|Giant newt}}&lt;br /&gt;
{{monsterlink|Giant frog}}&lt;br /&gt;
{{monsterlink|Spiny frog}}&lt;br /&gt;
{{monsterlink|Swamp drake}}&lt;br /&gt;
{{monsterlink|Swamp dragon}}&lt;br /&gt;
{{monsterlink|Hydra}}&lt;br /&gt;
{{monsterlink|Electric eel}}&lt;br /&gt;
{{monsterlink|Red wasp}}&lt;br /&gt;
{{monsterlink|Giant slug}}&lt;br /&gt;
{{monsterlink|Swamp worm}}&lt;br /&gt;
{{monsterlink|Giant leech}}&lt;br /&gt;
{{monsterlink|Fire crab}}&lt;br /&gt;
{{monsterlink|Ghost crab}}&lt;br /&gt;
{{monsterlink|Thorn hunter}}&lt;br /&gt;
&lt;br /&gt;
===Undead===&lt;br /&gt;
{{monsterlink|Phantom}}&lt;br /&gt;
{{monsterlink|Hungry ghost}}&lt;br /&gt;
{{monsterlink|Bog body}}&lt;br /&gt;
{{monsterlink|Vampire mosquito}}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{{monsterlink|Slime creature}}&lt;br /&gt;
{{monsterlink|Insubstantial wisp}}&lt;br /&gt;
{{monsterlink|Ugly thing}}&lt;br /&gt;
{{monsterlink|Very ugly thing}}&lt;br /&gt;
{{monsterlink|Tentacled monstrosity}}&lt;br /&gt;
&lt;br /&gt;
===Uniques===&lt;br /&gt;
{{monsterlink|The Lernaean hydra}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.11]], the Swamp was given an improved layout, with smaller and more compact levels, and more trees. It is also less misty than before.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Swamp&amp;diff=35395</id>
		<title>The Swamp</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Swamp&amp;diff=35395"/>
				<updated>2015-04-01T17:45:43Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: /* Animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
{{flavour|A swampy wasteland, complete with ooze, muck, flies and large slavering carnivorous monsters.&lt;br /&gt;
&lt;br /&gt;
The Swamp is five levels deep and contains the decaying rune. A dungeon features only two of the Snake Pit, Swamp, Shoals and Spider Nest branches. If the Swamp is present, the entrance is located between  Lair:2 and Lair:5.&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A stair to a swampy wasteland, complete with ooze, muck, flies and large slavering carnivorous monsters.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Swamp entry.png]] '''The Swamp''' is a side [[branch]] that contains the decaying [[rune of Zot]]. Five levels deep, it is home to all manner of small water creatures and swamp insects, as well as [[hydra]]s, [[dragon]]s, and [[worm]]s. Its entrance may be found in [[the Lair]] between Lair:2-5. The Swamp is one of two water-themed branches that may be generated in each game (the other is [[the Shoals]]).&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each floor is large and open with trees and plants providing the only cover. You'll find small islands of land amid large masses of [[shallow]] and [[deep water]]; if you spot any disturbances, they are hiding monsters such as [[alligator]]s and [[swamp worm]]s.&lt;br /&gt;
&lt;br /&gt;
You can set trees on fire to create passages. The resulting forest fire will create immense amounts of steam and may go out of control, however!&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Due to [[Mephitic Cloud]]-breathing [[swamp drake]]s, [[electrical eel]]s, and the general watery nature of the Swamp, it's a bad idea to attempt this branch without [[poison resistance]]/[[Clarity]] and [[electricity resistance]]/[[Repel Missiles]]. In your [[confusion]], you can easily drown in deep water. You could also rely on a large supply of [[potions of curing]] or [[Elyvilon]]'s Purification ability to overcome the confusion, but these are costly. Consider having some means of [[flight]]; without it, the shallow water can fatally slow you down if you need to retreat.&lt;br /&gt;
&lt;br /&gt;
Players lacking poison resistance can acquire it in the Swamp itself. If you can find, kill, and butcher a [[swamp dragon]], you may get a [[swamp dragon hide]] which can be [[scroll of enchant armour|enchanted]] into a [[swamp dragon armour]]. Unfortunately, they are rare until Swamp:3 and getting there without resistance is very risky.&lt;br /&gt;
&lt;br /&gt;
Edged weapon users will also need some alternative means of killing hydras. See the [[hydra]] article for an in-depth list of methods, or just find a [[flaming]] weapon (the [[Hall of Blades]] might have one, though getting there requires going through part of [[the Vaults]], which has multiple threats of a different variety).&lt;br /&gt;
&lt;br /&gt;
==Swamp:5 Variations==&lt;br /&gt;
The decaying rune of Zot is in a monster-filled vault on Swamp:5. While it's always a good idea to clear the rest of the floor first, the exact nature and difficulty of this vault varies each game.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp&amp;quot;===&lt;br /&gt;
The classic &amp;quot;swamp&amp;quot; vault is an ovoid vault heavily defended by hydras, swamp dragons and swamp drakes. While otherwise unremarkable, the sheer number of foes you'll face upon reaching the vault can easily prove overwhelming. Keep the path back to the [[stairs]] clear, just in case.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Alternative&amp;quot;===&lt;br /&gt;
Introduced in [[0.1]], &amp;quot;swamp_alternative&amp;quot; adds one or two [[fire drake]]s to the mix, and bisects the vault with a [[lava]] pool. Because hydras have no ranged attacks and cannot fly, you can use the lava to divide the defenders and kill them from afar. This is probably the easiest Swamp ending.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Fiery&amp;quot;===&lt;br /&gt;
Introduced in [[0.6]], &amp;quot;swamp_fiery&amp;quot; is full of [[dragon]]s, [[mottled dragon]]s, fire drakes, hydras, [[steam dragon]]s, and [[lindwurm]]s. Flame [[cloud]]s occur here naturally. [[Fire resistance]] obviously helps.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Icy&amp;quot;===&lt;br /&gt;
Introduced in 0.6, &amp;quot;swamp_icy&amp;quot; is full of [[simulacrum|simulacra]], [[azure jellies]], and 2-3 [[ice dragon]]s. The simulacra make this the most dangerous Swamp ending, as they get a large HD-based cold damage bonus to their attacks. Hydra simulacra are particularly deadly; treat them with extreme caution and kill them from afar. If you are a spellcaster then [[Fire Magic]] or [[Dispel Undead]] works wonders. The rune room will generate freezing [[cloud]]s constantly, so [[cold resistance]] is a must; [[Ice Form]] is great here.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Pestilence&amp;quot;===&lt;br /&gt;
Introduced in [[0.5]], &amp;quot;swamp_pestilence&amp;quot; is full of [[zombie]]s, [[spectral]] swamp dragons and hydras, [[phantom]]s, and a [[bone dragon]]. Clouds of [[miasma]] occur here naturally. The dragon is quite dangerous, and the miasma clouds will [[rot]] and [[slow]] you. Finally, the vault may contain an [[oklob plant]] placed to greet players as they stagger out of the miasma. Dispel Undead can cut through everything but the oklob, but try to get in and out as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Old_School&amp;quot;===&lt;br /&gt;
Introduced in 0.6, &amp;quot;swamp_old_school&amp;quot; resembles the old (0.5 and older) Swamp layouts and contains the usual mix of swamp dragons, drakes, and hydras. What sets this vault apart is [[the Lernaean hydra]] hiding in one of its niches.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Vile&amp;quot;===&lt;br /&gt;
Introduced in 0.10, &amp;quot;swamp_vile&amp;quot; is an abandoned, flooded temple, occupied by demons and beasts. It may contain unusual monsters like [[green death]]s, [[death ooze]]s, or even a [[tentacled monstrosity]].&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;grunt_swamp_rune_castle&amp;quot;===&lt;br /&gt;
Introduced in 0.12, &amp;quot;grunt_swamp_rune_castle&amp;quot; is a square-shaped vault with four inner rooms. One of them contains [[the Lernaean hydra]].&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
===Animals===&lt;br /&gt;
{{monsterlink|Raven}}&lt;br /&gt;
{{monsterlink|Water moccasin}}&lt;br /&gt;
{{monsterlink|Crocodile}}&lt;br /&gt;
{{monsterlink|Alligator}}&lt;br /&gt;
{{monsterlink|Baby alligator}}&lt;br /&gt;
{{monsterlink|Komodo dragon}}&lt;br /&gt;
{{monsterlink|Giant newt}}&lt;br /&gt;
{{monsterlink|Giant frog}}&lt;br /&gt;
{{monsterlink|Spiny frog}}&lt;br /&gt;
{{monsterlink|Swamp drake}}&lt;br /&gt;
{{monsterlink|Swamp dragon}}&lt;br /&gt;
{{monsterlink|Hydra}}&lt;br /&gt;
{{monsterlink|Electric eel}}&lt;br /&gt;
{{monsterlink|Red wasp}}&lt;br /&gt;
{{monsterlink|Giant slug}}&lt;br /&gt;
{{monsterlink|Swamp worm}}&lt;br /&gt;
{{monsterlink|Giant leech}}&lt;br /&gt;
{{monsterlink|Fire crab}}&lt;br /&gt;
{{monsterlink|Ghost crab}}&lt;br /&gt;
&lt;br /&gt;
===Undead===&lt;br /&gt;
{{monsterlink|Phantom}}&lt;br /&gt;
{{monsterlink|Hungry ghost}}&lt;br /&gt;
{{monsterlink|Bog body}}&lt;br /&gt;
{{monsterlink|Vampire mosquito}}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{{monsterlink|Slime creature}}&lt;br /&gt;
{{monsterlink|Insubstantial wisp}}&lt;br /&gt;
{{monsterlink|Ugly thing}}&lt;br /&gt;
{{monsterlink|Very ugly thing}}&lt;br /&gt;
{{monsterlink|Tentacled monstrosity}}&lt;br /&gt;
&lt;br /&gt;
===Uniques===&lt;br /&gt;
{{monsterlink|The Lernaean hydra}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.11]], the Swamp was given an improved layout, with smaller and more compact levels, and more trees. It is also less misty than before.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Ghost_crab.png&amp;diff=35394</id>
		<title>File:Ghost crab.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Ghost_crab.png&amp;diff=35394"/>
				<updated>2015-04-01T17:45:10Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:The_Swamp&amp;diff=35385</id>
		<title>Talk:The Swamp</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:The_Swamp&amp;diff=35385"/>
				<updated>2015-03-31T00:27:00Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: Created page with &amp;quot;0.16 Encountered Fire Crab and Thorn Hunter on Swamp:5 . These are not listed in the &amp;quot;foes&amp;quot; section, should they be added? --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[0.16]] Encountered Fire Crab and Thorn Hunter on Swamp:5 . These are not listed in the &amp;quot;foes&amp;quot; section, should they be added?&lt;br /&gt;
--[[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 02:27, 31 March 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shock_serpent&amp;diff=35373</id>
		<title>Shock serpent</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shock_serpent&amp;diff=35373"/>
				<updated>2015-03-30T00:22:24Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{list of | snakes}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=shock serpent&lt;br /&gt;
|glyph={{LightBlue|S}}&lt;br /&gt;
|tile=[[File:Shock serpent.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&lt;br /&gt;
|resistances={{Electricity resistance 3}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=2&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=828&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=40&lt;br /&gt;
|hp_range=38-71&lt;br /&gt;
|avg_hp=54&lt;br /&gt;
|armour_class=2&lt;br /&gt;
|evasion=15&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 15&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=20 ({{Bite type}}: {{Electricity flavour}}: 10-14)&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=10&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Reptile intelligence}}&lt;br /&gt;
|genus=snake&lt;br /&gt;
|species=shock serpent&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A sinuous serpent whose body crackles with volatile electricity. Its electric shroud can discharge when struck, inflicting a painful shock on any nearby foes.&lt;br /&gt;
----&lt;br /&gt;
“The latter lived in the country, and before his house there was an oak, in which there was a lair of snakes. His servants killed the snakes, but Melampus gathered wood and burnt the reptiles, and reared the young ones. And when the young were full grown, they stood beside him at each of his shoulders as he slept, and they purged his ears with their tongues. He started up in a great fright, but understood the voices of the birds flying overhead, and from what he learned from them he foretold to men what should come to pass.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Pseudo-Apollodorus , _Library and Epitome_, 1.9.11. circa 150 BC.&amp;lt;br&amp;gt;&lt;br /&gt;
trans. Sir James George Frazer, 1913.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“A snake, with mottles rare,&amp;lt;br&amp;gt;&lt;br /&gt;
Surveyed my chamber floor,&amp;lt;br&amp;gt;&lt;br /&gt;
In feature as the worm before,&amp;lt;br&amp;gt;&lt;br /&gt;
But ringed with power.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Emily Dickinson, “In Winter In My Room”. circa 1860.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Shock serpents''' are snakes which can gather an electrical charge for a few turns, and release a powerful torrent of lightning (2d29). The following message will be displayed when a Shock serpent is almost ready to release its electrical charge:&lt;br /&gt;
{{crawlquote|The shock serpent bristles with a violent electric nimbus!}}&lt;br /&gt;
&lt;br /&gt;
However, when they take more than 4 points of damage, they will lose all the accumulated charge dealing some minor damage to any creature near them. They are also able to shoot weaker bolts of electricity (2d15), similar to those fired by [[electrical eel]]s. They can be found in the [[Snake Pit]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster1&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Electrical Bolt]] (3d13)&lt;br /&gt;
|flags1={{Natural slot flag}}&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Even with electricity resistance, hitting them in melee can gradually inflict a decent amount of damage. When possible, kill them with ranged weapons.&lt;br /&gt;
*A Wand of Polymorph will often change them into something more manageable.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Shock serpents were added in [[0.14]].&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion&amp;diff=35368</id>
		<title>Potion</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion&amp;diff=35368"/>
				<updated>2015-03-29T02:24:47Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This page is about the [[Item]]. For the card, see [[Potion card]]''&lt;br /&gt;
{{flavour|An unlabeled flask containing a single dose of unknown liquid.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then gave I her, - so tutor'd by my art, -&amp;lt;br&amp;gt;A sleeping potion, which so took effect&amp;lt;br&amp;gt;As I intended, for it wrought on her&amp;lt;br&amp;gt;The form of death: meantime I writ to Romeo&amp;lt;br&amp;gt;That he should hither come as this dire night,&amp;lt;br&amp;gt;To help to take her from her borrow'd grave,&amp;lt;br&amp;gt;Being the time the potion's force should cease.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-William Shakespeare, _Romeo and Juliet_}}&lt;br /&gt;
&lt;br /&gt;
'''Potions''' are useful consumable items represented by the &amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;'''!'''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt; character. Every potion has a specific effect (beneficial or harmful!) when [[quaff]]ed. You can't drink potions while [[berserk]], in [[bat form]], [[wisp form]], [[tree form]], [[fungus form]], or [[lich form]], or if you're a [[mummy]].&lt;br /&gt;
&lt;br /&gt;
==Potion Identification==&lt;br /&gt;
Apart from using a [[scroll of identify]], there are several ways to determine the identity of potions you've picked up.&lt;br /&gt;
&lt;br /&gt;
Some race/class combinations begin with potions identified. [[Vampire]]s recognize potions of blood, [[assassin]]s recognize [[potions of poison]], and [[wanderer]]s may start with some identified potions in their inventory. Wanderers also have a chance to recognize potions of curing regardless of inventory.&lt;br /&gt;
 &lt;br /&gt;
Quaffing a random potion is the most obvious way to figure out its contents, but may be dangerous. You'll want to be somewhere safe with no monsters in sight, and if possible, with some already identified [[potions of curing]] on hand to cure the worst offenders ([[potions of poison]], [[potions of strong poison]], and [[potions of decay]]). [[Potions of degeneration]] and [[potions of mutation]] are also harmful, and those are less likely to be easily remedied.&lt;br /&gt;
&lt;br /&gt;
Monsters sometimes drink potions within your [[line of sight]]. This will identify the potion in most cases, but there is sometimes ambiguity with healing, in which case the potion type will be inscribed with '''{tried by monster}'''. When this happens, the potion is either a potion of curing or heal wounds, or rarely blood/coagulated blood (if a [[list of vampires|vampire]] drank it).&lt;br /&gt;
&lt;br /&gt;
You may also guess at a potion's identity by the size of the stacks in your inventory. Potions of curing are the most frequent (about 25% of all potions generated), followed by potions of heal wounds (about 13% of all potions generated). This is very unreliable if your highest potion stack is only 2 or 3 since potions are sometimes generated in batches. On the other hand, [[potions of porridge]], [[potion of gain strength|gain strength]], [[potion of gain dexterity|gain dexterity]], [[potion of gain intelligence|gain intelligence]], [[potion of cure mutation|cure mutation]], [[potion of experience|experience]] and [[potion of decay|decay]] are very rare (less than 1% of all generated potions), so you're unlikely to pick one of those if you only drink potions when you have two of the same type.&lt;br /&gt;
&lt;br /&gt;
Some more notes on potion identification:&lt;br /&gt;
*A potion found in a small pile (2 or 3 potions) will never be a [[potion of experience]] or [[potion of restore abilities|restore abilities]]. However, some special [[vault]]s such as [[bailey]]s can contain multiple potions of gain stats or cure mutation in separate piles.&lt;br /&gt;
*Potions of strong poison are never randomly generated before level 11.&lt;br /&gt;
*Potions of blood are always red potions (25% viscous red, 25% sedimented red, 50% red) and are dropped by vampires.&lt;br /&gt;
**Potions of coagulated blood are always gluggy, lumpy, sedimented, or viscous, and are either red or brown.&lt;br /&gt;
**Carrying an unidentified potion of blood for at least 2000 turns will turn it into a potion of coagulated blood, identifying both potions in the process.&lt;br /&gt;
*Potions of porridge are either gluggy white or gluggy brown.&lt;br /&gt;
*If you find an altar of Cheibriados surrounded by 2 potions and 2 fruits, these potions are either [[potions of lignification]] or [[potions of haste]].&lt;br /&gt;
*A certain entry [[vault]] for the [[Orcish Mines]] has multiple potions scattered about in addition to several placed behind a door. All of these are bad potions (such as confusion or paralysis).&lt;br /&gt;
&lt;br /&gt;
==List of potions==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Tile !! Potion of ... !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of agility.png]] || [[Potion of agility|agility]] || Grants the Agile condition for several turns. (+5 Dex, +EV, +Stlth)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of ambrosia.png]] || [[Potion of ambrosia|ambrosia]] || Confuses you, but increases your health and magic regeneration for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of beneficial mutation.png]] || [[Potion of beneficial mutation|beneficial mutation]] || Gives a mutation from the list of [[good mutation]]s.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of berserk rage.png]] || [[Potion of berserk rage|berserk rage]] || Makes you go [[berserk]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of blood.png]] || [[Potion of blood|blood]] || Provides satiation for [[Vampires]] and cures a point of rot for [[Ghoul]]s. Can cause [[sickness]] for non-carnivores.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of brilliance.png]] || [[Potion of brilliance|brilliance]] || Grants the Brilliant condition for several turns (+5 Int, +Wizardry, +spell power).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of cancellation.png]] || [[Potion of cancellation|cancellation]] || Ends many status effects, both good and bad.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of cure mutation.png]] || [[Potion of cure mutation|cure mutation]] || Attempts to remove 1-7 of your mutations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of curing.png]] || [[Potion of curing|curing]] || Removes [[poison]], [[confusion]], [[nausea]], [[sickness]], or [[rotting]]; also heals 5-13 HP or 1-2 [[rot]]ted HP when used at full health.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of decay.png]] || [[Potion of decay|decay]] || Immediately [[rot]]s 3-5 HP. May also cause [[sickness]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of degeneration.png]] || [[Potion of degeneration|degeneration]] || Temporarily reduces a random attribute (Str, Int, or Dex) by 1-4 points.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of experience.png]] || [[Potion of experience|experience]] || You immediately gain a level and a large amount of XP to apply to your skills.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of flight.png]] || [[Potion of flight|flight]] || Lets you [[fly]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of haste.png]] || [[Potion of haste|haste]] || Grants [[Haste]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of heal wounds.png]] || [[Potion of heal wounds|heal wounds]] || Heals 10-37 HP or 2-6 [[rot]]ted HP when used at full health.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of invisibility.png]] || [[Potion of invisibility|invisibility]] || Makes you [[invisible]] for a several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of lignification.png]] || [[Potion of lignification|lignification]] || Grants you [[Tree form]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of magic.png]] || [[Potion of magic|magic]] || Recovers 10-37 MP.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of might.png]] || [[Potion of might|might]] || Grants the Might condition for several turns (+5 Str, +Dam)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of mutation.png]] || [[Potion of mutation|mutation]] || Attempts to give 3 random [[mutations]]. Undead characters [[rot]] instead.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of poison.png]] || [[Potion of poison|poison]] || You are mildly poisoned.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of resistance.png]] || [[Potion of resistance|resistance]] || Provides one level each of [[fire]], [[cold]], [[electricity]], [[poison]], and [[corrosion]] [[resistance]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of restore abilities.png]] || [[Potion of restore abilities|restore abilities]] || Restores all lost attributes (Str, Int, Dex).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&amp;lt;!-- Put in revised satiation values for porridge, blood --&amp;gt;&lt;br /&gt;
[[0.16]] removed [[potion of coagulated blood]], [[potion of confusion]], and [[potion of porrige]]. It added [[potion of ambrosia]].&lt;br /&gt;
&lt;br /&gt;
[[0.15]] removed [[potion of strong poison]] and [[potion of paralysis]]. [[Potion of cancellation]] was added. Prior to this version, thirsty vampires received only half the effect from most potions.&lt;br /&gt;
&lt;br /&gt;
As of [[0.14]], the basic 40 satiation for all potions was removed, and the [[potion of slowing]] was replaced with the [[potion of lignification]]. Potions of speed are known as Potions of haste.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], instead of potions of beneficial mutation, there were the potions of gain stat, which gave (as a mutation) increases to individual stats.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], you could throw potions to generate [[cloud]] attacks against enemies with the [[Evaporate]] spell. You could also identify several unpleasant potions by creating samples of them through [[Fulsome Distillation]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Item]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion&amp;diff=35367</id>
		<title>Potion</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion&amp;diff=35367"/>
				<updated>2015-03-29T02:24:15Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This page is about the [[Item]]. For the card, see [[Potion card]]''&lt;br /&gt;
{{flavour|An unlabeled flask containing a single dose of unknown liquid.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then gave I her, - so tutor'd by my art, -&amp;lt;br&amp;gt;A sleeping potion, which so took effect&amp;lt;br&amp;gt;As I intended, for it wrought on her&amp;lt;br&amp;gt;The form of death: meantime I writ to Romeo&amp;lt;br&amp;gt;That he should hither come as this dire night,&amp;lt;br&amp;gt;To help to take her from her borrow'd grave,&amp;lt;br&amp;gt;Being the time the potion's force should cease.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-William Shakespeare, _Romeo and Juliet_}}&lt;br /&gt;
&lt;br /&gt;
'''Potions''' are useful consumable items represented by the &amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;'''!'''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt; character. Every potion has a specific effect (beneficial or harmful!) when [[quaff]]ed. You can't drink potions while [[berserk]], in [[bat form]], [[wisp form]], [[tree form]], [[fungus form]], or [[lich form]], or if you're a [[mummy]].&lt;br /&gt;
&lt;br /&gt;
==Potion Identification==&lt;br /&gt;
Apart from using a [[scroll of identify]], there are several ways to determine the identity of potions you've picked up.&lt;br /&gt;
&lt;br /&gt;
Some race/class combinations begin with potions identified. [[Vampire]]s recognize potions of blood, [[assassin]]s recognize [[potions of poison]], and [[wanderer]]s may start with some identified potions in their inventory. Wanderers also have a chance to recognize potions of curing regardless of inventory.&lt;br /&gt;
 &lt;br /&gt;
Quaffing a random potion is the most obvious way to figure out its contents, but may be dangerous. You'll want to be somewhere safe with no monsters in sight, and if possible, with some already identified [[potions of curing]] on hand to cure the worst offenders ([[potions of poison]], [[potions of strong poison]], and [[potions of decay]]). [[Potions of degeneration]] and [[potions of mutation]] are also harmful, and those are less likely to be easily remedied.&lt;br /&gt;
&lt;br /&gt;
Monsters sometimes drink potions within your [[line of sight]]. This will identify the potion in most cases, but there is sometimes ambiguity with healing, in which case the potion type will be inscribed with '''{tried by monster}'''. When this happens, the potion is either a potion of curing or heal wounds, or rarely blood/coagulated blood (if a [[list of vampires|vampire]] drank it).&lt;br /&gt;
&lt;br /&gt;
You may also guess at a potion's identity by the size of the stacks in your inventory. Potions of curing are the most frequent (about 25% of all potions generated), followed by potions of heal wounds (about 13% of all potions generated). This is very unreliable if your highest potion stack is only 2 or 3 since potions are sometimes generated in batches. On the other hand, [[potions of porridge]], [[potion of gain strength|gain strength]], [[potion of gain dexterity|gain dexterity]], [[potion of gain intelligence|gain intelligence]], [[potion of cure mutation|cure mutation]], [[potion of experience|experience]] and [[potion of decay|decay]] are very rare (less than 1% of all generated potions), so you're unlikely to pick one of those if you only drink potions when you have two of the same type.&lt;br /&gt;
&lt;br /&gt;
Some more notes on potion identification:&lt;br /&gt;
*A potion found in a small pile (2 or 3 potions) will never be a [[potion of experience]] or [[potion of restore abilities|restore abilities]]. However, some special [[vault]]s such as [[bailey]]s can contain multiple potions of gain stats or cure mutation in separate piles.&lt;br /&gt;
*Potions of strong poison are never randomly generated before level 11.&lt;br /&gt;
*Potions of blood are always red potions (25% viscous red, 25% sedimented red, 50% red) and are dropped by vampires.&lt;br /&gt;
**Potions of coagulated blood are always gluggy, lumpy, sedimented, or viscous, and are either red or brown.&lt;br /&gt;
**Carrying an unidentified potion of blood for at least 2000 turns will turn it into a potion of coagulated blood, identifying both potions in the process.&lt;br /&gt;
*Potions of porridge are either gluggy white or gluggy brown.&lt;br /&gt;
*If you find an altar of Cheibriados surrounded by 2 potions and 2 fruits, these potions are either [[potions of lignification]] or [[potions of speed]].&lt;br /&gt;
*A certain entry [[vault]] for the [[Orcish Mines]] has multiple potions scattered about in addition to several placed behind a door. All of these are bad potions (such as confusion or paralysis).&lt;br /&gt;
&lt;br /&gt;
==List of potions==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Tile !! Potion of ... !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of agility.png]] || [[Potion of agility|agility]] || Grants the Agile condition for several turns. (+5 Dex, +EV, +Stlth)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of ambrosia.png]] || [[Potion of ambrosia|ambrosia]] || Confuses you, but increases your health and magic regeneration for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of beneficial mutation.png]] || [[Potion of beneficial mutation|beneficial mutation]] || Gives a mutation from the list of [[good mutation]]s.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of berserk rage.png]] || [[Potion of berserk rage|berserk rage]] || Makes you go [[berserk]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of blood.png]] || [[Potion of blood|blood]] || Provides satiation for [[Vampires]] and cures a point of rot for [[Ghoul]]s. Can cause [[sickness]] for non-carnivores.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of brilliance.png]] || [[Potion of brilliance|brilliance]] || Grants the Brilliant condition for several turns (+5 Int, +Wizardry, +spell power).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of cancellation.png]] || [[Potion of cancellation|cancellation]] || Ends many status effects, both good and bad.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of cure mutation.png]] || [[Potion of cure mutation|cure mutation]] || Attempts to remove 1-7 of your mutations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of curing.png]] || [[Potion of curing|curing]] || Removes [[poison]], [[confusion]], [[nausea]], [[sickness]], or [[rotting]]; also heals 5-13 HP or 1-2 [[rot]]ted HP when used at full health.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of decay.png]] || [[Potion of decay|decay]] || Immediately [[rot]]s 3-5 HP. May also cause [[sickness]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of degeneration.png]] || [[Potion of degeneration|degeneration]] || Temporarily reduces a random attribute (Str, Int, or Dex) by 1-4 points.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of experience.png]] || [[Potion of experience|experience]] || You immediately gain a level and a large amount of XP to apply to your skills.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of flight.png]] || [[Potion of flight|flight]] || Lets you [[fly]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of haste.png]] || [[Potion of haste|haste]] || Grants [[Haste]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of heal wounds.png]] || [[Potion of heal wounds|heal wounds]] || Heals 10-37 HP or 2-6 [[rot]]ted HP when used at full health.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of invisibility.png]] || [[Potion of invisibility|invisibility]] || Makes you [[invisible]] for a several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of lignification.png]] || [[Potion of lignification|lignification]] || Grants you [[Tree form]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of magic.png]] || [[Potion of magic|magic]] || Recovers 10-37 MP.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of might.png]] || [[Potion of might|might]] || Grants the Might condition for several turns (+5 Str, +Dam)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of mutation.png]] || [[Potion of mutation|mutation]] || Attempts to give 3 random [[mutations]]. Undead characters [[rot]] instead.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of poison.png]] || [[Potion of poison|poison]] || You are mildly poisoned.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of resistance.png]] || [[Potion of resistance|resistance]] || Provides one level each of [[fire]], [[cold]], [[electricity]], [[poison]], and [[corrosion]] [[resistance]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of restore abilities.png]] || [[Potion of restore abilities|restore abilities]] || Restores all lost attributes (Str, Int, Dex).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&amp;lt;!-- Put in revised satiation values for porridge, blood --&amp;gt;&lt;br /&gt;
[[0.16]] removed [[potion of coagulated blood]], [[potion of confusion]], and [[potion of porrige]]. It added [[potion of ambrosia]].&lt;br /&gt;
&lt;br /&gt;
[[0.15]] removed [[potion of strong poison]] and [[potion of paralysis]]. [[Potion of cancellation]] was added. Prior to this version, thirsty vampires received only half the effect from most potions.&lt;br /&gt;
&lt;br /&gt;
As of [[0.14]], the basic 40 satiation for all potions was removed, and the [[potion of slowing]] was replaced with the [[potion of lignification]]. Potions of speed rare known as Potions of haste.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], instead of potions of beneficial mutation, there were the potions of gain stat, which gave (as a mutation) increases to individual stats.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], you could throw potions to generate [[cloud]] attacks against enemies with the [[Evaporate]] spell. You could also identify several unpleasant potions by creating samples of them through [[Fulsome Distillation]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Item]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion&amp;diff=35366</id>
		<title>Potion</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion&amp;diff=35366"/>
				<updated>2015-03-29T02:22:13Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This page is about the [[Item]]. For the card, see [[Potion card]]''&lt;br /&gt;
{{flavour|An unlabeled flask containing a single dose of unknown liquid.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then gave I her, - so tutor'd by my art, -&amp;lt;br&amp;gt;A sleeping potion, which so took effect&amp;lt;br&amp;gt;As I intended, for it wrought on her&amp;lt;br&amp;gt;The form of death: meantime I writ to Romeo&amp;lt;br&amp;gt;That he should hither come as this dire night,&amp;lt;br&amp;gt;To help to take her from her borrow'd grave,&amp;lt;br&amp;gt;Being the time the potion's force should cease.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-William Shakespeare, _Romeo and Juliet_}}&lt;br /&gt;
&lt;br /&gt;
'''Potions''' are useful consumable items represented by the &amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;'''!'''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt; character. Every potion has a specific effect (beneficial or harmful!) when [[quaff]]ed. You can't drink potions while [[berserk]], in [[bat form]], [[wisp form]], [[tree form]], [[fungus form]], or [[lich form]], or if you're a [[mummy]].&lt;br /&gt;
&lt;br /&gt;
==Potion Identification==&lt;br /&gt;
Apart from using a [[scroll of identify]], there are several ways to determine the identity of potions you've picked up.&lt;br /&gt;
&lt;br /&gt;
Some race/class combinations begin with potions identified. [[Vampire]]s recognize potions of blood, [[assassin]]s recognize [[potions of poison]], and [[wanderer]]s may start with some identified potions in their inventory. Wanderers also have a chance to recognize potions of curing regardless of inventory.&lt;br /&gt;
 &lt;br /&gt;
Quaffing a random potion is the most obvious way to figure out its contents, but may be dangerous. You'll want to be somewhere safe with no monsters in sight, and if possible, with some already identified [[potions of curing]] on hand to cure the worst offenders ([[potions of poison]], [[potions of strong poison]], and [[potions of decay]]). [[Potions of degeneration]] and [[potions of mutation]] are also harmful, and those are less likely to be easily remedied.&lt;br /&gt;
&lt;br /&gt;
Monsters sometimes drink potions within your [[line of sight]]. This will identify the potion in most cases, but there is sometimes ambiguity with healing, in which case the potion type will be inscribed with '''{tried by monster}'''. When this happens, the potion is either a potion of curing or heal wounds, or rarely blood/coagulated blood (if a [[list of vampires|vampire]] drank it).&lt;br /&gt;
&lt;br /&gt;
You may also guess at a potion's identity by the size of the stacks in your inventory. Potions of curing are the most frequent (about 25% of all potions generated), followed by potions of heal wounds (about 13% of all potions generated). This is very unreliable if your highest potion stack is only 2 or 3 since potions are sometimes generated in batches. On the other hand, [[potions of porridge]], [[potion of gain strength|gain strength]], [[potion of gain dexterity|gain dexterity]], [[potion of gain intelligence|gain intelligence]], [[potion of cure mutation|cure mutation]], [[potion of experience|experience]] and [[potion of decay|decay]] are very rare (less than 1% of all generated potions), so you're unlikely to pick one of those if you only drink potions when you have two of the same type.&lt;br /&gt;
&lt;br /&gt;
Some more notes on potion identification:&lt;br /&gt;
*A potion found in a small pile (2 or 3 potions) will never be a [[potion of experience]] or [[potion of restore abilities|restore abilities]]. However, some special [[vault]]s such as [[bailey]]s can contain multiple potions of gain stats or cure mutation in separate piles.&lt;br /&gt;
*Potions of strong poison are never randomly generated before level 11.&lt;br /&gt;
*Potions of blood are always red potions (25% viscous red, 25% sedimented red, 50% red) and are dropped by vampires.&lt;br /&gt;
**Potions of coagulated blood are always gluggy, lumpy, sedimented, or viscous, and are either red or brown.&lt;br /&gt;
**Carrying an unidentified potion of blood for at least 2000 turns will turn it into a potion of coagulated blood, identifying both potions in the process.&lt;br /&gt;
*Potions of porridge are either gluggy white or gluggy brown.&lt;br /&gt;
*If you find an altar of Cheibriados surrounded by 2 potions and 2 fruits, these potions are either [[potions of lignification]] or [[potions of speed]].&lt;br /&gt;
*A certain entry [[vault]] for the [[Orcish Mines]] has multiple potions scattered about in addition to several placed behind a door. All of these are bad potions (such as confusion or paralysis).&lt;br /&gt;
&lt;br /&gt;
==List of potions==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Tile !! Potion of ... !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of agility.png]] || [[Potion of agility|agility]] || Grants the Agile condition for several turns. (+5 Dex, +EV, +Stlth)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of ambrosia.png]] || [[Potion of ambrosia|ambrosia]] || Confuses you, but increases your health and magic regeneration for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of beneficial mutation.png]] || [[Potion of beneficial mutation|beneficial mutation]] || Gives a mutation from the list of [[good mutation]]s.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of berserk rage.png]] || [[Potion of berserk rage|berserk rage]] || Makes you go [[berserk]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of blood.png]] || [[Potion of blood|blood]] || Provides satiation for [[Vampires]] and cures a point of rot for [[Ghoul]]s. Can cause [[sickness]] for non-carnivores.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of brilliance.png]] || [[Potion of brilliance|brilliance]] || Grants the Brilliant condition for several turns (+5 Int, +Wizardry, +spell power).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of cancellation.png]] || [[Potion of cancellation|cancellation]] || Ends many status effects, both good and bad.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of cure mutation.png]] || [[Potion of cure mutation|cure mutation]] || Attempts to remove 1-7 of your mutations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of curing.png]] || [[Potion of curing|curing]] || Removes [[poison]], [[confusion]], [[nausea]], [[sickness]], or [[rotting]]; also heals 5-13 HP or 1-2 [[rot]]ted HP when used at full health.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of decay.png]] || [[Potion of decay|decay]] || Immediately [[rot]]s 3-5 HP. May also cause [[sickness]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of degeneration.png]] || [[Potion of degeneration|degeneration]] || Temporarily reduces a random attribute (Str, Int, or Dex) by 1-4 points.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of experience.png]] || [[Potion of experience|experience]] || You immediately gain a level and a large amount of XP to apply to your skills.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of flight.png]] || [[Potion of flight|flight]] || Lets you [[fly]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of haste.png]] || [[Potion of haste|haste]] || Grants [[Haste]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of heal wounds.png]] || [[Potion of heal wounds|heal wounds]] || Heals 10-37 HP or 2-6 [[rot]]ted HP when used at full health.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of invisibility.png]] || [[Potion of invisibility|invisibility]] || Makes you [[invisible]] for a several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of lignification.png]] || [[Potion of lignification|lignification]] || Grants you [[Tree form]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of magic.png]] || [[Potion of magic|magic]] || Recovers 10-37 MP.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of might.png]] || [[Potion of might|might]] || Grants the Might condition for several turns (+5 Str, +Dam)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of mutation.png]] || [[Potion of mutation|mutation]] || Attempts to give 3 random [[mutations]]. Undead characters [[rot]] instead.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of poison.png]] || [[Potion of poison|poison]] || You are mildly poisoned.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of resistance.png]] || [[Potion of resistance|resistance]] || Provides one level each of [[fire]], [[cold]], [[electricity]], [[poison]], and [[corrosion]] [[resistance]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of restore abilities.png]] || [[Potion of restore abilities|restore abilities]] || Restores all lost attributes (Str, Int, Dex).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&amp;lt;!-- Put in revised satiation values for porridge, blood --&amp;gt;&lt;br /&gt;
[[0.16]] removed [[potion of coagulated blood]], [[potion of confusion]], and [[potion of porrige]]. It added [[potion of ambrosia]].&lt;br /&gt;
&lt;br /&gt;
[[0.15]] removed [[potion of strong poison]] and [[potion of paralysis]]. [[Potion of cancellation]] was added. Prior to this version, thirsty vampires received only half the effect from most potions.&lt;br /&gt;
&lt;br /&gt;
As of [[0.14]], the basic 40 satiation for all potions was removed, and the [[potion of slowing]] was replaced with the [[potion of lignification]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], instead of potions of beneficial mutation, there were the potions of gain stat, which gave (as a mutation) increases to individual stats.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], you could throw potions to generate [[cloud]] attacks against enemies with the [[Evaporate]] spell. You could also identify several unpleasant potions by creating samples of them through [[Fulsome Distillation]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Item]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Phantom_mirror&amp;diff=34359</id>
		<title>Phantom mirror</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Phantom_mirror&amp;diff=34359"/>
				<updated>2015-03-14T19:17:37Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A hand mirror which can create a reflection of a nearby creature, shattering in the process. The reflection's duration increases with Evocations skill and decreases with the magic resistance of the target. It is, invariably, slightly weaker than the creature it mirrors.}}&lt;br /&gt;
&lt;br /&gt;
Evoking a '''phantom mirror''' allows you to summon into existence an exact duplicate of a single non-player, non-magic-immune target. It is a one-use item, and will be destroyed upon a successful use. The chance of it succeeding, as well as the duration of the summon, is dependent upon your [[Evocations]] skill and the target's [[magic resistance]]; high MR targets are much more difficult to duplicate, and magic-immune targets simply cannot be affected.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Phantom mirrors will be added in [[0.16]].&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strength&amp;diff=33845</id>
		<title>Strength</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strength&amp;diff=33845"/>
				<updated>2015-02-07T21:02:33Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
'''Strength''' (or STR) is one of a character's three main [[attributes]], along with [[dexterity]] and [[intelligence]].&lt;br /&gt;
&lt;br /&gt;
Strength affects the following:&lt;br /&gt;
*Slightly increases accuracy and damage in combat (heavy weapons with a high strength weight benefit slightly more). &lt;br /&gt;
*Increases [[constriction]] damage.&lt;br /&gt;
*Reduces the impact your armour's [[encumbrance rating]] has upon your [[unarmed combat]] speed, accuracy, [[ev]]asion, [[stealth]], and spellcasting success rate.&lt;br /&gt;
*Slightly decreases body armour's penalty to dodging. [[Dexterity]] is a much more efficient way to raise your EV, however.&lt;br /&gt;
*Slightly increases your [[SH]] bonus with [[shield]]s or [[large shield]]s.&lt;br /&gt;
*Increases the chance of doing [[auxiliary attack]]s.&lt;br /&gt;
*Increases the chance of doing retaliatory headbutts when you are a [[minotaur]].&lt;br /&gt;
*Increases the range of [[large rock]]s.&lt;br /&gt;
&lt;br /&gt;
[[Dexterity]] is often more useful than strength. The bonus damage from strength is generally very minor in all but the most extreme cases, while boosting your [[ev]]asion is helpful for any character. However, a high strength score can go a long way toward allowing you to cast spells or dodge attacks while wearing heavy armour.&lt;br /&gt;
&lt;br /&gt;
If your strength is ever reduced to 0 or lower, you will eventually suffer [[stat zero]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], Ranged combat was drastically simplified, removing strength from the attack delay equation. It reduced [[attack delay]] for launchers. See [[weapon damage]] and [[ranged combat]] for details.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Strength increased your carrying capacity by 25 per point.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], the weapon damage bonus from strength was half as large. Strength also played a role in the now-obsolete Armour EV-Penalty system, which was replaced with [[encumbrance rating]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strength&amp;diff=33844</id>
		<title>Strength</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strength&amp;diff=33844"/>
				<updated>2015-02-07T21:01:26Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
'''Strength''' (or STR) is one of a character's three main [[attributes]], along with [[dexterity]] and [[intelligence]].&lt;br /&gt;
&lt;br /&gt;
Strength affects the following:&lt;br /&gt;
*Slightly increases accuracy and damage in combat (heavy weapons with a high strength weight benefit slightly more). Also reduces [[attack delay]] for launchers. See [[weapon damage]] and [[ranged combat]] for details.&lt;br /&gt;
*Increases [[constriction]] damage.&lt;br /&gt;
*Reduces the impact your armour's [[encumbrance rating]] has upon your [[unarmed combat]] speed, accuracy, [[ev]]asion, [[stealth]], and spellcasting success rate.&lt;br /&gt;
*Slightly decreases body armour's penalty to dodging. [[Dexterity]] is a much more efficient way to raise your EV, however.&lt;br /&gt;
*Slightly increases your [[SH]] bonus with [[shield]]s or [[large shield]]s.&lt;br /&gt;
*Increases the chance of doing [[auxiliary attack]]s.&lt;br /&gt;
*Increases the chance of doing retaliatory headbutts when you are a [[minotaur]].&lt;br /&gt;
*Increases the range of [[large rock]]s.&lt;br /&gt;
&lt;br /&gt;
[[Dexterity]] is often more useful than strength. The bonus damage from strength is generally very minor in all but the most extreme cases, while boosting your [[ev]]asion is helpful for any character. However, a high strength score can go a long way toward allowing you to cast spells or dodge attacks while wearing heavy armour.&lt;br /&gt;
&lt;br /&gt;
If your strength is ever reduced to 0 or lower, you will eventually suffer [[stat zero]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.15]], Ranged combat will be drastically simplified, removing strength from the attack delay equation.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Strength increased your carrying capacity by 25 per point.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], the weapon damage bonus from strength was half as large. Strength also played a role in the now-obsolete Armour EV-Penalty system, which was replaced with [[encumbrance rating]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Arrow&amp;diff=33258</id>
		<title>Arrow</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Arrow&amp;diff=33258"/>
				<updated>2014-11-26T22:17:28Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: Modifying &amp;quot;bow&amp;quot; to 'shortbow&amp;quot; for 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{missile&lt;br /&gt;
 |name = Arrow&lt;br /&gt;
 |cost = 2&lt;br /&gt;
 |weight = 0.5&lt;br /&gt;
 |launcher = shortbow&lt;br /&gt;
 |launcher2 = / [[longbow]]&lt;br /&gt;
 |damage = 7&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A long shafted projectile intended to be shot with a shortbow or longbow, fletched with feathers at one end and a point at the other.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I saw in a hall an arrow pointing the way and I thought that this inoffensive symbol had once been a thing of iron, an inescapable and fatal projectile that pierced the flesh of men and lions and clouded the sun at Thermopylae and gave Harald Sigurdarson six feet of English earth forever.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Jorge Luis Borges, _Mutations_. 1960.&lt;br /&gt;
&lt;br /&gt;
trans. Mildred Boyle}}&lt;br /&gt;
&lt;br /&gt;
'''Arrows''' are a form of [[ammunition]] shot with [[shortbow]]s or [[longbow]]s, governed by the [[Bows]] skill. They can carry the following [[brand]]s:&lt;br /&gt;
*[[Flame]]&lt;br /&gt;
*[[Frost]]&lt;br /&gt;
*[[Venom]]&lt;br /&gt;
*[[Silver]]&lt;br /&gt;
*[[Steel]]&lt;br /&gt;
*[[Dispersal]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Common || Silver || Steel&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Arrow 1.png]] || [[File:Arrow silver 1.png]] || [[File:Arrow steel 1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Arrow 2.png]] || [[File:Arrow silver 2.png]] || [[File:Arrow steel 2.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:014 Tiles]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bolt&amp;diff=33257</id>
		<title>Bolt</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bolt&amp;diff=33257"/>
				<updated>2014-11-26T22:13:49Z</updated>
		
		<summary type="html">&lt;p&gt;Sifmole: Adding updated weapon information: crossbows split into 3 types.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This article is about the physical item.  For the multiple-target spells, see [[Bolt spells]].&lt;br /&gt;
&lt;br /&gt;
{{missile&lt;br /&gt;
 |name = Bolt&lt;br /&gt;
 |cost = 2&lt;br /&gt;
 |weight = 0.5&lt;br /&gt;
 |launcher = Hand crossbow&lt;br /&gt;
 |launcher2 = / [[Arbalest]]&lt;br /&gt;
 |launcher3 = / [[Triple crossbow]]&lt;br /&gt;
 |damage = 9&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A metal projectile, shorter than an arrow, intended to be shot from a crossbow.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In the midst of our last assault, which would have carried the gate sure and given us Paris and in effect France, Joan was struck down by a crossbow bolt, and our men fell back instantly and almost in a panic - for what were they without her? She was the army, herself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Mark Twain, _Personal Recollections of Joan of Arc, by the Sieur Louis de Conte_, Book II, chap. 40 &amp;quot;Treachery Conquers Joan&amp;quot;. 1896.}}&lt;br /&gt;
&lt;br /&gt;
[[Bolt]]s are ammunition fired from [[hand crossbow]]s, [[arbalest]]s, or [[triple crossbow]]s and are much more common and easy to find than their launchers, which only become common once [[yaktaur]]s start showing up. They may have the following [[brand]]s:&lt;br /&gt;
*[[Flame]]&lt;br /&gt;
*[[Frost]]&lt;br /&gt;
*[[Poisoned]]&lt;br /&gt;
*[[Silver]]&lt;br /&gt;
*[[Steel]]&lt;br /&gt;
*[[Penetration]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Common || Silver || Steel&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Bolt 1.png]] || [[File:Bolt silver 1.png]] || [[File:Bolt steel 1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Bolt 2.png]] || [[File:Bolt silver 2.png]] || [[File:Bolt steel 2.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.15]], the [[crossbow]] was split into three types: [[hand crossbow]], [[arbalest]], and [[triple crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Category:014 Tiles]]&lt;/div&gt;</summary>
		<author><name>Sifmole</name></author>	</entry>

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