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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Skrybe</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=Skrybe"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Skrybe"/>
		<updated>2026-05-06T11:00:39Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Paralysis&amp;diff=44641</id>
		<title>Paralysis</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Paralysis&amp;diff=44641"/>
				<updated>2017-01-09T18:04:14Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: fix bullets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
'''Paralysis''' is an effect which renders a player or monster unable to move or act for a period of time. [[Formicid]]s are immune to paralysis due to their [[stasis]].&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
There are several sources of paralysis. Some are resistable, while some are not.&lt;br /&gt;
&lt;br /&gt;
Resistable sources of paralysis:&lt;br /&gt;
*The spell [[Paralyse]], whether it is cast by a monster or through a [[wand of paralysis]] (Must overcome the victim's [[magic resistance]])&lt;br /&gt;
*[[Needle]]s of paralysis (Resistance to these is dependent on the [[HD]] of the monster vs. the [[Throwing]] skill of the shooter and the [[scrolls of enchant weapon|enchantment level]] of the [[blowgun]])&lt;br /&gt;
*The melee attack of a [[hornet]] or a [[wasp]] ([[Poison resistance]] grants immunity to this effect)&lt;br /&gt;
&lt;br /&gt;
Other sources are irresistable:&lt;br /&gt;
*Severe [[Charms]], [[Hexes]], or [[Transmutations]] [[miscast effect]]s&lt;br /&gt;
*[[Zot trap]]s (when duplicating the above spell school miscasts)&lt;br /&gt;
*A [[giant eyeball]]'s gaze attack&lt;br /&gt;
*[[Zin]]'s wrath&lt;br /&gt;
&lt;br /&gt;
==Duration and Effects==&lt;br /&gt;
In general, paralysis lasts from 2 to 7 turns. During this time, the victim is unable to perform any voluntary actions. Monsters become vulnerable to [[stabbing]] and can be hit automatically. Players have their [[EV]] reduced to near-zero, meaning monsters will almost always hit them as well. The effect is similar in some ways to [[sleep]] and [[petrification]], but the differences are important: unlike sleep, paralysis does not end when the victim takes damage, and unlike petrification, it does not have a delayed onset or provide any defensive bonuses.&lt;br /&gt;
&lt;br /&gt;
Once paralysis ends, the player gets a brief (1-3 turns) period of immunity to paralysis from all sources except for [[hornet]]s.&lt;br /&gt;
&lt;br /&gt;
Paralysed creatures are still able to [[teleport]] if the status is somehow inflicted on them. This means that if you see a source of paralysis you know you can't block (e.g. a giant eyeball), it may be a good idea to trigger a teleport the instant you see it. Just remember that random teleports may drop your paralysed character somewhere even worse.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.18]], paralysis could be prevented by an [[amulet of stasis]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Deep_troll&amp;diff=33853</id>
		<title>Deep troll</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Deep_troll&amp;diff=33853"/>
				<updated>2015-02-10T04:24:16Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=deep troll&lt;br /&gt;
|glyph={{Yellow|T}}&lt;br /&gt;
|tile=[[File:Deep troll.png]]&lt;br /&gt;
|flags={{Regenerates flag}}&amp;lt;br&amp;gt;{{Sense invisible flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&amp;lt;br&amp;gt;{{Warm blood flag}}&lt;br /&gt;
|resistances=None&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=7&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=725&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=40&lt;br /&gt;
|hp_range=39-70&lt;br /&gt;
|avg_hp=54&lt;br /&gt;
|armour_class=6&lt;br /&gt;
|evasion=10&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Open doors}}&lt;br /&gt;
|attack1=27 ({{Bite type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=20 ({{Claw type}}: {{Plain flavour}})&lt;br /&gt;
|attack3=20 ({{Claw type}}: {{Plain flavour}})&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={{Normal intelligence}}&lt;br /&gt;
|genus=troll&lt;br /&gt;
|species=deep troll&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A stooped troll with dark skin, the cave-dwelling deep troll often travels in packs.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You feel a lump in the pit of your stomach.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Deep trolls''' are an advanced type of [[list of trolls|troll]] that occasionally appear alone, but more often tend to roam in packs, accompanied by [[deep troll earth mage]]s and [[deep troll shaman]]s. Although they're less deadly individually than [[iron troll]]s, these can still deal significant damage, especially when they manage to surround you. They can be found in [[the Depths]] and [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Their numbers are their only unique trait. Fight them in corridors, or at least avoid being surrounded. If there's a deep troll earth mage present, however, don't expect rock [[wall]]s to be much use in funneling opponents.&lt;br /&gt;
*Take care of their magic-using brethren first, before they have a chance to buff their allies to devastating amounts of damage output. Area-of-effect spells are particularly helpful here.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[0.12]] added magic-using deep trolls, as well as replacing [[rock troll]]s with single deep trolls.&lt;br /&gt;
&lt;br /&gt;
[[Category:Troll]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:DC_Malleus&amp;diff=33502</id>
		<title>User talk:DC Malleus</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:DC_Malleus&amp;diff=33502"/>
				<updated>2014-12-03T22:50:01Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Created page with &amp;quot;== Front page redesign == I feel like the material unique to the wiki (character attributes, items, strategy guides) should be placed at or near the top of the page.  Those ar...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Front page redesign ==&lt;br /&gt;
I feel like the material unique to the wiki (character attributes, items, strategy guides) should be placed at or near the top of the page.  Those are the things that most people are going to be looking for, so they should be front and center.  Most visitors should already be up-to-date on stuff like servers and recent Crawl news.--[[User:Skrybe|Skrybe]] ([[User talk:Skrybe|talk]]) 23:50, 3 December 2014 (CET)&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Melee_weapon&amp;diff=33252</id>
		<title>Melee weapon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Melee_weapon&amp;diff=33252"/>
				<updated>2014-11-26T21:26:51Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: /* Maces &amp;amp; Flails */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
'''Melee weapons''' refer to any [[weapon]]s which are only capable of attacking opponents adjacent to you (with the exception of [[polearms]]; see below). While they lack the obvious range advantage of [[ranged weapon]]s, they do not require ammunition, and they tend to be more powerful overall. Melee weapons are divided into several categories, each of which has its own associated [[skill]] and its own particular advantages.&lt;br /&gt;
&lt;br /&gt;
==Weapon attributes==&lt;br /&gt;
The following is a table of all melee weapons in ''Crawl''. Below is a short explanation of each field: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Name&lt;br /&gt;
| The name of the item as it appears in Crawl.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Damage&lt;br /&gt;
| The base amount of damage the weapon does, before various bonuses and adjustments.  &lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Hit&lt;br /&gt;
| To hit modifier for the weapon, before any other adjustments.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Weapon Speed|Speed]]&lt;br /&gt;
| This is actually the attack delay, which is multiplied by 10 to get the &amp;quot;percentages&amp;quot; you see in-game.  (That is, attack delay 10 shows as 100%.)  Every 2 levels of weapon skill lowers the delay by 1 unit.  A weapon's minimum delay is half of its base delay (rounded down) or 7 (5 for [[cutlass]], 10 for [[hand crossbow]]s, [[arbalest]]s and [[triple crossbow]]s), whichever is lower.  Speed brand and haste cut delay by one third (round randomly up or down). These effects stack, ''after'' the base cap, but there's an absolute cap of 2 for attack delay.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Mass&lt;br /&gt;
| How heavy a weapon is. Note that this is used for game calculations and is '''not''' the same as the weight as it appears in your inventory.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left; white-space: nowrap;&amp;quot; | Str weight&lt;br /&gt;
| A bigger [[strength weight|strength weighting]] is better for strong characters, while a low strength weighting is better for dexterous characters. &lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Skill&lt;br /&gt;
| Which skill is required to effectively use this weapon.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|One-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with one hand. The order is little, small, medium, large, big.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|Two-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with two hands. When the player's size is equal or greater than 'Two-handed min. size', but less than 'One-handed min. size', the weapon cannot be used with a [[shield]].&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left; white-space: nowrap;&amp;quot; | Dam Type&lt;br /&gt;
| What category of damage does the weapon deal?&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Prob&lt;br /&gt;
| A larger number indicates higher probability of acquiring through scrolls of [[acquirement]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Short Blades==&lt;br /&gt;
Attacks with [[short blades]] tend to deal less damage than larger weapons do, but are significantly faster. They also deal very high damage when used to make [[stab]] attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dmg || Hit || Speed || Mass || Str weight || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Dagger]] || 4 || +6 || 10 || 20 || 10% || Little || Little || Stabbing (Slicing) || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Quick blade]] || 5 || +6 || 7 || 50 || 0% || Little || Little || Stabbing (Slicing) || 2 || Cannot get a speed brand&lt;br /&gt;
|-&lt;br /&gt;
| [[Short sword]] || 6 || +4 || 11 || 80 || 20% || Little || Little || Slicing (Piercing) || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cutlass]] || 7 || +4 || 12 || 90 || 20% || Little || Little || Slicing (Piercing) || 10 || Min delay is 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Long Blades==&lt;br /&gt;
[[Long blades]] have the highest base stats of all weapon types, and deal moderate damage when used to make [[stab]] attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || One-handed min. size || Two-hande min. size || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Falchion]] || 8 || +2 || 13 || 170 || 30% || Little || Little || Slicing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[blessed falchion]] || 9 || +2 || 12 || 170 || 30% || Little || Little || Slicing || - ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Long sword]] || 10 || +1 || 14 || 160 || 30% || Small || Little || Slicing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Blessed long sword]] || 11 || +0 || 13 || 160 || 30% || Small || Little || Slicing || - ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Scimitar]] || 12 || -2 || 14 || 170 || 30% || Small || Little || Slicing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Blessed scimitar]] || 13 || -3 || 13 || 170 || 30% || Small || Little || Slicing || - ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Demon blade]] || 13 || -1 || 13 || 200 || 30% || Small || Little || Slicing || 2 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Eudemon blade]] || 14 || -2 || 12 || 200 || 30% || Small || Little || Slicing || - || A blessed demon blade&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Bastard sword]] || 15 || -1 || 15 || 220 || 30% || Medium || Little || Slicing || 2 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Blessed bastard sword]] || 16 || -2 || 14 || 220 || 30% || Medium || Little || Slicing || - ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Great sword]] || 16 || -3 || 16 || 250 || 50% || - || Medium || Slicing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Blessed great sword]] || 17 || -4 || 15 || 250 || 50% || - || Medium || Slicing || - ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Claymore]] || 19 || -4 || 19 || 260 || 50% || - || Medium || Slicing || 2 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Blessed claymore]] || 20 || -5 || 18 || 260 || 50% || - || Medium || Slicing || - ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Axes==&lt;br /&gt;
[[Axes]] are unique among weapons in that they can perform [[cleaving]] attacks, striking multiple foes in a single strike.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Hand axe]] || 7 || +3 || 13 || 80 || 60% || Little || Little || Chopping || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[War axe]] || 11 || +0 || 15 || 180 || 70% || Small || Little || Chopping || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Broad axe]] || 13 || -2 || 16 || 230 || 80% || Medium || Little || Chopping || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Battleaxe]] || 15 || -4 || 17 || 250 || 80% || - || Medium || Chopping || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Executioner's axe]] || 18 || -6 || 20 || 280 || 90% || - || Medium || Chopping || 2 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maces &amp;amp; Flails==&lt;br /&gt;
Like long blades, [[maces &amp;amp; flails]] have no particular unique traits, though [[ogre]]s and [[troll]]s have access to [[giant club]]s and [[giant spiked club]]s, the two most powerful weapon types in the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Whip]] || 6 || +2 || 11 || 30 || 20% || Little || Little || Slashing || 0 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Club]] || 5 || +3 || 13 || 50 || 70% || Little || Little || Crushing || 0 || Inflicts [[confusion]] when used for [[stab]]s&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Hammer]] || 7 || +3 || 13 || 90 || 70% || Little || Little || Crushing || 0 || Only generates in [[vault|vaults]]&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Mace]] || 8 || +3 || 14 || 120 || 80% || Little || Little || Crushing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Flail]] || 10 || 0 || 14 || 130 || 80% || Little || Little || Crushing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Morningstar]] || 13 || -2 || 15 || 140 || 80% || Small || Little || Piercing (Bludgeoning) || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Demon whip]] || 11 || +1 || 11 || 30 || 20% || Little || Little || Slashing || 2 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Sacred scourge]] || 12 || +0 || 11 || 30 || 20% || Little || Little || Slashing || - || A blessed demon whip&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Dire flail]] || 13 || -3 || 13 || 240 || 90% || Big || Medium || Piercing (Bludgeoning) || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Eveningstar]] || 15 || -1 || 15 || 180 || 80% || Small || Little || Piercing (Bludgeoning) || 2 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Great mace]] || 17 || -4 || 17 || 270 || 90% || Big || Medium || Crushing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Giant club]] || 20 || -6 || 17 || 330 || 100% || - || Large || Crushing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Giant spiked club]] || 22 || -7 || 18 || 350 || 100% || - || Large || Piercing (Bludgeoning) || 10 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rods===&lt;br /&gt;
[[Rod]]s are magical devices which are wielded like one-handed weapons. They can be evoked to produce powerful magical effects, but (usually) serve poorly when used in melee combat. They have stats identical to those of a [[club]], but are not technically considered &amp;quot;weapons&amp;quot;. See the [[rod]] page for more details.&lt;br /&gt;
&lt;br /&gt;
==Polearms==&lt;br /&gt;
[[Polearms]] are unique among melee weapons in that they can make [[reaching]] attacks, striking foes up to two tiles away.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Spear]] || 6 || 4 || 11 || 50 || 30% || Small || Little || Piercing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Trident]] || 9 || 1 || 13 || 160 || 40% || Medium || Little || Piercing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Halberd]] || 13 || -3 || 15 || 200 || 50% || - || Medium || Chopping (Piercing) || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Scythe]] || 14 || -4 || 20 || 220 || 70% || - || Medium || Slicing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Demon trident]] || 12 || 1 || 13 || 160 || 40% || Medium || Little || Piercing || 2 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Trishula]] || 13 || 0 || 13 || 160 || 40% || Medium || Little || Piercing || - || A blessed demon trident&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Glaive]] || 15 || -3 || 17 || 200 || 60% || - || Medium || Chopping || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Bardiche]] || 18 || -6 || 20 || 200 || 80% || - || Medium || Chopping || 2 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Staves==&lt;br /&gt;
The [[Staves]] skill is used both to fight with physical combat staves ([[quarterstaves]] and [[lajatang]]s) and [[magical staves]]. Physical combat staves are powerful two-handed weapons that require surprisingly little skill to use effectively, but unlike other weapon classes, there is no ultra-powerful, high-skill option available.&lt;br /&gt;
&lt;br /&gt;
Note that [[magical staves]] fight like +0, +0 staves, though some offer extra damage or other effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Staff]] || 5 || 5 || 12 || 130 || 30% || Medium || Little || Crushing || - || Not available in game. Used only as a base type for magical staves.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Quarterstaff]] || 10 || 3 || 13 || 180 || 30% || - || Medium || Crushing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Lajatang]] || 16 || -3 || 14 || 200 || 30% || - || Medium || Slicing || 2 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Magical Staves===&lt;br /&gt;
[[Magical staves]] are magical devices which are wielded like one-handed weapons. While a spellcaster wields one, it grants a variety of useful benefits, such as enhancing the [[spellpower]] of certain schools of magic or negating the hunger costs associated with powerful spells. Although normally very weak when used as melee weapons (they use the [[staff]] as a template for their stats), some magical staves inflict additional elemental effects when used by a skilled practitioner. See the [[magical staff]] page for more details.&lt;br /&gt;
&lt;br /&gt;
==Retired Weapons==&lt;br /&gt;
Over the years, several weapons have been removed from the ''Dungeon Crawl Stone Soup'' arsenal, either due to redundancy with existing weapons or simply due to flavor issues.&lt;br /&gt;
*[[Knife]]&lt;br /&gt;
*[[Sabre]]&lt;br /&gt;
*[[Katana]]&lt;br /&gt;
*[[Double sword]]&lt;br /&gt;
*[[Triple sword]]&lt;br /&gt;
*[[Ankus]]&lt;br /&gt;
*[[Spiked flail]]&lt;br /&gt;
*[[Staff]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hammer&amp;diff=33251</id>
		<title>Hammer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hammer&amp;diff=33251"/>
				<updated>2014-11-26T21:23:39Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Hammers spawn in other vaults, like old_forge.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
''This page is about the [[weapon]]. For the card, see [[Deck of destruction#Hammer card|Hammer card]].''&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name = Hammer&lt;br /&gt;
 |cost = ?&lt;br /&gt;
 |weight = 9.0&lt;br /&gt;
 |damage = 7&lt;br /&gt;
 |accuracy = +3&lt;br /&gt;
 |basedelay = 13 (130%)&lt;br /&gt;
 |mindelay = 6 at skill 12&lt;br /&gt;
 |hands = 1H&lt;br /&gt;
 |ranged = No&lt;br /&gt;
 |skill = Maces &amp;amp; Flails&lt;br /&gt;
 |size = ?&lt;br /&gt;
 |acquirement = ?&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A large hammer with a spiked head.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The hammah that John Henry swung,&amp;lt;br&amp;gt;&lt;br /&gt;
It weighed over nine poun',&amp;lt;br&amp;gt;&lt;br /&gt;
He broke a rib in his left han' side,&amp;lt;br&amp;gt;&lt;br /&gt;
And his intrils fell on the groun',&amp;lt;br&amp;gt;&lt;br /&gt;
And his intrils fell on the groun'.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Onah L. Spencer, _John Henry_. Early 20th cent.}}&lt;br /&gt;
{{crawlquote|This weapon falls into the [[Maces &amp;amp; Flails]] category. It is a one handed weapon, and it is better for the strong.}}&lt;br /&gt;
&lt;br /&gt;
The '''hammer''' is a novelty weapon with mediocre combat performance which you can only find in [[vault|vaults]], most notably [[Crazy Yiuf|Crazy Yiuf's]] cottage. Although functional early on, their mediocre damage output makes them a poor choice after the earliest floors. Keep an eye out for a good [[mace]], [[flail]], or [[morningstar]] to replace it. Due to its superior speed, even a [[whip]] is often a better weapon, particularly if it has a good brand such as [[electrocution]].&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;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Hammer1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical/Artifact''' || [[File:Hammer2.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], hammers were ordinary weapons which you could find randomly generated throughout the Dungeon.&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
[[Category:Maces &amp;amp; Flails]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Weapon&amp;diff=32564</id>
		<title>Weapon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Weapon&amp;diff=32564"/>
				<updated>2014-09-04T03:02:48Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Removed &amp;quot;throw&amp;quot; column; nothing here can be thrown anymore. Also, blessed claymore has a prob of 2, is that right?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Characters may [[wield]] [[weapon]]s to attack enemies. Weapons may be divided into [[ranged weapon|ranged]] and [[melee weapon]]s. Occasionally, they may possess a [[brand]] or be an [[artefact]].&lt;br /&gt;
&lt;br /&gt;
==Weapon attributes==&lt;br /&gt;
The following is a table of all weapons in ''Crawl'', aside from ammunition. Below is a short explanation of each field. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Name&lt;br /&gt;
| The name of the item as it appears in Crawl.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Damage&lt;br /&gt;
| The base amount of damage the weapon does, before various bonuses and adjustments.  &lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Hit&lt;br /&gt;
| To hit modifier for the weapon, before any other adjustments.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Weapon Speed|Speed]]&lt;br /&gt;
| This is actually the attack delay, which is multiplied by 10 to get the &amp;quot;percentages&amp;quot; you see in-game.  (That is, attack delay 10 shows as 100%.)  Every 2 levels of weapon skill lowers the delay by 1 unit.  A weapon's minimum delay is half of its base delay (rounded down) or 7 (5 for [[cutlass]], 10 for [[hand crossbow]]s, [[arbalest]]s and [[triple crossbow]]s), whichever is lower.  Speed brand and haste cut delay by one third (round randomly up or down). These effects stack, ''after'' the base cap, but there's an absolute cap of 2 for attack delay.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Mass&lt;br /&gt;
| How heavy a weapon is. Note that this is used for game calculations and is '''not''' the same as the weight as it appears in your inventory.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left; white-space: nowrap;&amp;quot; | Str weight&lt;br /&gt;
| A bigger [[strength weight|strength weighting]] is better for strong characters, while a low strength weighting is better for dexterous characters. &lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Skill&lt;br /&gt;
| What skill is trained when using this weapon.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|One-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with one hand. The order is little, small, medium, large, big.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|Two-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with two hands. When the player's size is equal or greater than 'Two-handed min. size', but less than 'One-handed min. size', the weapon cannot be used with a [[shield]].&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Missile&lt;br /&gt;
| If the weapon uses a missile, what type does it need?&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left; white-space: nowrap;&amp;quot; | Dam Type&lt;br /&gt;
| What category of damage does the weapon deal?&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Prob&lt;br /&gt;
| A larger number indicates higher probability of acquiring through scrolls of [[acquirement]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon details==&lt;br /&gt;
&lt;br /&gt;
===[[Short Blades]]===&lt;br /&gt;
&lt;br /&gt;
Short blades exercise the skill &amp;quot;Short Blades&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[dagger]] || 4 || +6 || 10 || 20 || 10% || Little || Little || None || Stabbing (Slicing) || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[quick blade]] || 5 || +6 || 7 || 50 || 0% || Little || Little || None || Stabbing (Slicing) || 2 || cannot get a speed brand&lt;br /&gt;
|-&lt;br /&gt;
| [[short sword]] || 6 || +4 || 11 || 80 || 20% || Little || Little || None || Slicing (Piercing) || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[cutlass]] || 7 || +4 || 12 || 90 || 20% || Little || Little || None || Slicing (Piercing) || 10 || min delay is 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Long Blades]]===&lt;br /&gt;
&lt;br /&gt;
Long blades exercise the skill &amp;quot;Long Blades&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || One-handed min. size || Two-hande min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[falchion]] || 8 || +2 || 13 || 170 || 30% || Little || Little || None || Slicing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[blessed falchion]] || 9 || +2 || 12 || 170 || 30% || Little || Little || None || Slicing || 0 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[long sword]] || 10 || +1 || 14 || 160 || 30% || Small || Little || None || Slicing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[blessed long sword]] || 11 || +0 || 13 || 160 || 30% || Small || Little || None || Slicing || 0 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[scimitar]] || 12 || -2 || 14 || 170 || 30% || Small || Little || None || Slicing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[blessed scimitar]] || 13 || -3 || 13 || 170 || 30% || Small || Little || None || Slicing || 0 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[demon blade]] || 13 || -1 || 13 || 200 || 30% || Small || Little || None || Slicing || 2 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[eudemon blade]] || 14 || -2 || 12 || 200 || 30% || Small || Little || None || Slicing || 0 || Blessed demon blade&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[bastard sword]] || 15 || -1 || 15 || 220 || 30% || Medium || Little || None || Slicing || 2 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[blessed bastard sword]] || 16 || -2 || 14 || 220 || 30% || Medium || Little || None || Slicing || 0 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[great sword]] || 16 || -3 || 16 || 250 || 50% || - || Medium || None || Slicing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[blessed great sword]] || 17 || -4 || 15 || 250 || 50% || - || Medium || None || Slicing || 0 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[claymore]] || 19 || -4 || 19 || 260 || 50% || - || Medium || None || Slicing || 2 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[blessed claymore]] || 20 || -5 || 18 || 260 || 50% || - || Medium || None || Slicing || 2 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Axes]]===&lt;br /&gt;
&lt;br /&gt;
Axes exercise the skill &amp;quot;Axes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[hand axe]] || 7 || +3 || 13 || 80 || 60% || Little || Little || None || Chopping || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[war axe]] || 11 || +0 || 15 || 180 || 70% || Small || Little || None || Chopping || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[broad axe]] || 13 || -2 || 16 || 230 || 80% || Medium || Little || None || Chopping || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[battleaxe]] || 15 || -4 || 17 || 250 || 80% || - || Medium || None || Chopping || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[executioner's axe]] || 18 || -6 || 20 || 280 || 90% || - || Medium || None || Chopping || 2 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Maces &amp;amp; Flails]]===&lt;br /&gt;
&lt;br /&gt;
Maces and flails exercise the skill &amp;quot;Mace/Flail&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[whip]] || 6 || +2 || 11 || 30 || 20% || Little || Little || None || Slashing || 0 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[club]] or [[rod]] || 5 || +3 || 13 || 50 || 70% || One || Little || None || Crushing || 0 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[hammer]] || 7 || +3 || 13 || 90 || 70% || Little || Little || None || Crushing || 0 || Vault-only&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[mace]] || 8 || +3 || 14 || 120 || 80% || Little || Little || None || Crushing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[flail]] || 10 || 0 || 14 || 130 || 80% || Little || Little || None || Crushing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[morningstar]] || 13 || -2 || 15 || 140 || 80% || Small || Little || None || Piercing (Bludgeoning) || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[demon whip]] || 11 || +1 || 11 || 30 || 20% || Little || Little || None || Slashing || 2 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[sacred scourge]] || 12 || +0 || 11 || 30 || 20% || Little || Little || None || Slashing || 0 || blessed demon whip&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[dire flail]] || 13 || -3 || 13 || 240 || 90% || Big || Medium || None || Piercing (Bludgeoning) || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[eveningstar]] || 15 || -1 || 15 || 180 || 80% || Small || Little || None || Piercing (Bludgeoning) || 2 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[great mace]] || 17 || -4 || 17 || 270 || 90% || Big || Medium || None || Crushing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[giant club]] || 20 || -6 || 17 || 330 || 100% || - || Large || None || Crushing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[giant spiked club]] || 22 || -7 || 18 || 350 || 100% || - || Large || None || Piercing (Bludgeoning) || 10 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Polearms]]===&lt;br /&gt;
&lt;br /&gt;
Polearms exercise the skill &amp;quot;Polearms&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[spear]] || 6 || 4 || 11 || 50 || 30% || Small || Little || None || Piercing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[trident]] || 9 || 1 || 13 || 160 || 40% || Medium || Little || None || Piercing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[halberd]] || 13 || -3 || 15 || 200 || 50% || - || Medium || None || Chopping (Piercing) || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[scythe]] || 14 || -4 || 20 || 220 || 70% || - || Medium || None || Slicing || 10 || featured by [[Sigmund]] and [[Reaper]]s&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[demon trident]] || 12 || 1 || 13 || 160 || 40% || Medium || Little || None || Piercing || 2 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[trishula]] || 13 || 0 || 13 || 160 || 40% || Medium || Little || None || Piercing || 0 || blessed demon trident&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[glaive]] || 15 || -3 || 17 || 200 || 60% || - || Medium || None || Chopping || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[bardiche]] || 18 || -6 || 20 || 200 || 80% || - || Medium || None || Chopping || 2 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Staves]]===&lt;br /&gt;
&lt;br /&gt;
Staves exercise the skill &amp;quot;Staves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that [[magical staves]] fight like +0, +0 staves, though some offer extra damage or other effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[staff]] || 5 || 5 || 12 || 130 || 30% || Medium || Little || None || Crushing || 0 || Not generated. Used only as base type for magical staves.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[quarterstaff]] || 10 || 3 || 13 || 180 || 30% || - || Medium || None || Crushing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[lajatang]] || 16 || -3 || 14 || 200 || 30% || - || Medium || None || Slicing || 2 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Ranged weapons]]===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[blowgun]] || 0 || +2 || 10 || 20 || 0% || Throwing || Little || Little || Needle || Non-melee || 0 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[hunting sling]] || 5 || +2 || 12 || 20 || 10% || Slings || Little || Little || Stone /&amp;lt;br/&amp;gt;Sling Bullet || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[greatsling]] || 8 || -1 || 14 || 30 || 10% || Slings || Small || Little || Stone /&amp;lt;br/&amp;gt;Sling Bullet || Non-melee || 10 ||&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[hand crossbow]] || 12 || +5 || 15 || 50 || 50% || Crossbows || Little || Little || Bolt || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[arbalest]] || 18 || +2 || 19 || 150 || 80% || Crossbows || - || Little || Bolt || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[triple crossbow]] || 22 || 0 || 23 || 250 || 90% || Crossbows || - || Small || Bolt || Non-melee || 2 ||&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[shortbow]] || 9 || +2 || 13 || 90 || 20% || Bows || - || Little || Arrow || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[longbow]] || 15 || 0 || 17 || 120 || 30% || Bows || - || Medium || Arrow || Non-melee || 10 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[Attack speed]]&lt;br /&gt;
*[[Weapon speed]]&lt;br /&gt;
*[[Weapon damage]]&lt;br /&gt;
*[[Weapon choice]]&lt;br /&gt;
*[[Handedness]]&lt;br /&gt;
*[[Ranged Combat]]&lt;br /&gt;
*[[Ranged Weapons]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], there were elven, dwarven, and orcish variants of weapons which had small additional benefits, and [[demonspawn]] characters received a damage bonus when using demonic weapons - see [[Racial weapon variants]]. Also, several weapons were renamed: [[sabre]] to cutlass, [[double sword]] to bastard sword, and [[triple sword]] to claymore.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Item]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=29656</id>
		<title>Brand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=29656"/>
				<updated>2014-07-11T11:42:14Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: /* Melee Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''[[Armour]] brands are also called egos. See the [[ego]] page for armour brands.''&lt;br /&gt;
&lt;br /&gt;
A [[brand]] is a special enhancement that a [[weapon]] can have, affecting its damage output, giving it a particular [[Damage Type|damage type]], or causing effects. Weapons can have at most one brand, and randarts are guaranteed a brand, although some unrandarts do not have one. Brands are auto-identified when a weapon is wielded. Missile brands are known on sight. If you use branded ammo with a branded launcher, only the ammo brand will take effect (however, launchers with the [[vorpal]] or [[speed]] brands stack with their ammo's brands).&lt;br /&gt;
&lt;br /&gt;
Aside from the permanently-branded weapons found in the dungeon, a number of spells provide temporary brands to weapons ([[Fire Brand]], [[Freezing Aura]], [[Lethal Infusion]], [[Poison Weapon]], [[Warp Weapon]], [[Excruciating Wounds]]). The [[Deck of battle#Blade card|Blade card]] likewise provides a (random) temporary brand. None of these will work on a weapon which already has a permanent brand.&lt;br /&gt;
&lt;br /&gt;
There are two ways to '''create''' weapons with a permanent brand: Firstly, while wielding a weapon with one of the temporary brands above, a [[scroll of brand weapon]] can make ''most'' of these temporary brands permanent. Using it without a temporary brand creates a [[vorpal]] brand. Note that the scroll will ''not'' work on temporary distortion, pain, holy wrath, or chaos brands. Using the scroll on a non-artefact weapon with a permanent brand will replace the brand. The second means of creating a branded weapon is through the act of a [[god]]. [[The Shining One]], [[Lugonu]], and [[Kikubaaqudgha]] will grant especially pious worshipers permanent holy wrath, distortion, and pain brands, respectively. Divine branding will ''replace'' any previous brand the weapon held. Note that this still does not work on artefacts. As for the chaos brand, [[Xom]] may randomly place that on an unbranded weapon, most often one in a monster's inventory.&lt;br /&gt;
&lt;br /&gt;
==Types of Brands==&lt;br /&gt;
&lt;br /&gt;
There are different types of brands, some add a special effect type [[Electrocution]], [[draining (brand)|Draining]], [[Distortion]] for example. Others add a percentage of damage to the attack. [[Flaming]], [[Vorpal]], and [[Freezing]] for example. And others add special qualities just by holding them like [[Protection]]. Some even have multiple effect types, such as draining, which can increase damage, and drain HD.&lt;br /&gt;
&lt;br /&gt;
Brands that add damage to the attack do this after all other effects (such as weapon pluses, weapon skill bonus, ac reduction etc). So high weapon skill, high weapon base damage and high damage pluses add to the damage. In most cases this means, getting a higher base damage weapon is better. (Flaming Executioners axes are better than flaming daggers).&lt;br /&gt;
&lt;br /&gt;
Brands that add special effects [[Distortion]], or bonus damage (such as [[Electrocution]])), have a chance of triggering each time the weapon hits. In this case hitting more ofter (lower base delay is more important). Choose branded weapons accordingly.&lt;br /&gt;
&lt;br /&gt;
All added brand damage is calculated after AC reduction, and does not get further reduced by AC.&lt;br /&gt;
&lt;br /&gt;
==List of Brands==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*[[Antimagic]]&lt;br /&gt;
*[[Chaos]] ([[Xom]]'s special brand)&lt;br /&gt;
*[[Disruption]] (found only on the artifact [[great mace]] [[Undeadhunter]])&lt;br /&gt;
*[[Distortion]] ([[Lugonu]]'s special brand)&lt;br /&gt;
*[[Dragon slaying]] ([[polearms]] only)&lt;br /&gt;
*[[draining (brand)|Draining]]&lt;br /&gt;
*[[Electrocution]] &lt;br /&gt;
*[[Flaming]] &lt;br /&gt;
*[[Freezing]] &lt;br /&gt;
*[[Holy wrath]] ([[The Shining One]]'s special brand)&lt;br /&gt;
*[[pain (brand)|Pain]] ([[Kikubaaqudgha]]'s special brand)&lt;br /&gt;
*[[Protection]] &lt;br /&gt;
*[[Reaching]] ([[whip]]s only)&lt;br /&gt;
*[[Reaping]] (the [[Spear of the Botono]] and the [[Sword of Zonguldrok]])&lt;br /&gt;
*[[speed (brand)|Speed]] ([[Short Blades|short blades]], [[staves]], and artifacts only)&lt;br /&gt;
*[[Vampiricism]]&lt;br /&gt;
*[[Venom]] &lt;br /&gt;
*[[Vorpal]] (named differently depending on weapon; see Vorpal for details)&lt;br /&gt;
&lt;br /&gt;
===Launchers===&lt;br /&gt;
*[[Electrocution]]&lt;br /&gt;
*[[evasion (brand)|Evasion]]&lt;br /&gt;
*[[Flame]]&lt;br /&gt;
*[[frost (brand)|Frost]]&lt;br /&gt;
*[[Penetration]]&lt;br /&gt;
*[[Speed (brand)|Speed]]&lt;br /&gt;
*[[Venom]]&lt;br /&gt;
*[[Vorpal]] (&amp;quot;Velocity&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Crossbows can have flame, frost, evasion and vorpal. Artifact crossbows can also have penetration, electrocution, venom and speed.&lt;br /&gt;
&lt;br /&gt;
Bows, longbows and slings can have flame, frost, evasion and vorpal. Speed and venom are possible on artifacts (the Bow of Krishna &amp;quot;[[Sharnga]]&amp;quot; has the speed brand).&lt;br /&gt;
&lt;br /&gt;
Blowguns can only be generated with evasion. Artifact blowguns can have speed.&lt;br /&gt;
&lt;br /&gt;
===Missiles===&lt;br /&gt;
*[[dispersal (brand)|Dispersal]]&lt;br /&gt;
*[[Exploding]]&lt;br /&gt;
*[[Flame]]&lt;br /&gt;
*[[frost (brand)|Frost]]&lt;br /&gt;
*[[Penetration]]&lt;br /&gt;
*[[Poisoned]] &lt;br /&gt;
*[[Returning]]&lt;br /&gt;
*[[Silver]] &lt;br /&gt;
*[[Steel]]&lt;br /&gt;
&lt;br /&gt;
Flame, frost, and poisoned can all be found on arrows, crossbow bolts, and darts.  Silver and steel can be found on crossbow bolts, darts, and sling bullets, and javelins. Dispersal can be found on arrows and darts. Exploding can be found only on darts and sling bullets.  Penetration can be found on crossbow bolts or javelins.  Returning can be found on javelins and [[Ranged weapons#Throwable Melee Weapons|throwable melee weapons]].  Stones, large rocks, and nets are never generated with a brand. (Exception: one of the [[Dungeon Sprint]] maps offers a &amp;quot;large rock of returning&amp;quot;.  Naturally, it's being used ''against'' you.).&lt;br /&gt;
&lt;br /&gt;
==== Needles====&lt;br /&gt;
[[Needle]]s have their own brand selection; most often poisoned, but they can instead bear one of the following unique brands:&lt;br /&gt;
*[[confusion (brand)|Confusion]]&lt;br /&gt;
*[[Curare]]&lt;br /&gt;
*[[frenzy (brand)|Frenzy]]&lt;br /&gt;
*[[paralysis (brand)|Paralysis]]&lt;br /&gt;
*[[sleep (brand)|Sleep]]&lt;br /&gt;
*[[slowing (brand)|Slowing]]&lt;br /&gt;
&lt;br /&gt;
==Needle brands==&lt;br /&gt;
All needle types except &amp;quot;poisoned&amp;quot; were introduced in version [[0.6]]. There's a saving throw for monsters: if 1 + 1d(4 + your throwing skill + your blowgun’s to-hit enchantment) is greater than the monster’s hit dice, the effect will be applied. You also have a straight 2% chance of succeeding for monsters with a [[hit dice]] of 14 or below.&lt;br /&gt;
&lt;br /&gt;
Some statistics: with no skill you’re still at 100% to succeed on HD1 or HD2 (gnoll, D1 monsters), 75% on HD3 (Sigmund), 50% on HD4 (Duvessa), and 25% on HD5 (ogre). With 4 skill as an early Assassin, you’re up to 56% on an Ogre, or 33% on a Yak.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
As of [[0.10]] all [[Polearms]] have [[Reaching]].&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Item]] [[Category:Weapons]] [[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dungeon_feature&amp;diff=29620</id>
		<title>Dungeon feature</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dungeon_feature&amp;diff=29620"/>
				<updated>2014-07-02T03:46:54Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Green crystal is susceptible to Corrupt, from my experience.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Dungeon and its branches are full of different types of unique features. Learning which ones pose a threat and how to deal with them may just give you the edge you need to retrieve the Orb.&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
The standard terrain tile is simple floor, which may change color depending on the branch but is always safe to walk on... unless it conceals a [[trap]].  &lt;br /&gt;
&lt;br /&gt;
Other types of terrain are as follows.&lt;br /&gt;
&lt;br /&gt;
===[[Shallow water]]===&lt;br /&gt;
Shallow water is a passable terrain type that may hide water-based creatures, such as [[swamp worm]]s, [[big fish]]es, or [[electrical eel]]s; if you notice any disturbances in the water that's a sign of a monster lying in ambush for you. Wading through shallow water is slow, and causes several negative effects such as reduced to-hit bonuses when fighting, unless you happen to be a [[Merfolk]].&lt;br /&gt;
&lt;br /&gt;
===[[Deep water]]===&lt;br /&gt;
Deep water is an impassible terrain that may hide water-based creatures (same as above, but without disturbances).  It can be passed with [[Levitation]] or [[Flight]], by being a [[Merfolk]] or [[Octopode]], or by taking on [[Ice Form]].  Falling into deep water because your Levitation/Flight expired, or because you were [[confused]], can be fatal unless you're lucky and can [[scramble]] out of it.  The game will not let you move onto deep water unless you can safely pass it; if you are confused and next to deep water, you will at least get a warning when trying to move (and possibly falling in).  Monsters can fall in when confused, but in 0.9, the smarter monsters will avoid this by staying put.&lt;br /&gt;
&lt;br /&gt;
===[[Lava]]===&lt;br /&gt;
Lava is an impassable terrain that may hide creatures that cast fire-based projectiles and usually have fire resistance.  You cannot walk onto lava tiles without [[Levitation]] or [[Flight]], and falling into lava can be fatal, unless you're lucky and can [[scramble]] out of it - although you'll suffer a lot more damage than if you'd scrambled out of deep water.  As with deep water, the game will try to protect you from stumbling into lava, but the less intelligent monsters can be [[confused]] to fall in.&lt;br /&gt;
&lt;br /&gt;
Lava floor tiles also create black smoke. Two tiles of black smoke block line of sight.&lt;br /&gt;
&lt;br /&gt;
==[[Wall]]s==&lt;br /&gt;
Walls create boundaries and define the Dungeon's structure.&lt;br /&gt;
&lt;br /&gt;
===Rock wall===&lt;br /&gt;
The standard rock from which the dungeon is carved. [[wand of digging|Wands of digging]] can remove this terrain, as well as a handful of other spells and invocations, such as [[Dig]] or [[Shatter]]. It can also be traversed via the [[Passwall]] spell.  Lightning and sparks can be bounced off them.&lt;br /&gt;
&lt;br /&gt;
===Translucent rock wall===&lt;br /&gt;
Translucent rock walls are transparent but still as impassable as rock walls. They can be removed using the same means as rock walls. Some translucent rock walls make up vaults containing high-level monsters or valuable items: open them at your own risk.  Lightning and sparks can be bounced off them.  You can't blink through [http://crawl-ref.git.sourceforge.net/git/gitweb.cgi?p=crawl-ref/crawl-ref;a=blob;f=crawl-ref/source/spells1.cc;h=3bcbc6e2756623bd59dfb4149bcc1c9733ba3b79;hb=e240f6d8e578c4eb0b39dcc66efd4b553c0fd298#l148] or [[apportation|apport]] items through[http://crawl-ref.git.sourceforge.net/git/gitweb.cgi?p=crawl-ref/crawl-ref;a=blob;f=crawl-ref/source/spells4.cc;h=7074551310e294277a01618d04b48e7ebfb47e06;hb=e240f6d8e578c4eb0b39dcc66efd4b553c0fd298#l1865] translucent rock walls.&lt;br /&gt;
&lt;br /&gt;
===Green crystal wall===&lt;br /&gt;
These reflect cold and flame the way ordinary walls reflect lightning. Immune to digging and disintegration, but even easier to destroy with LRD or Shatter than rock walls.  Destroying them with LRD will create large explosions, much larger than any other type of wall: be sure to stand a safe distance away.  Green crystal normally appears in vaults rather than the regular dungeon, except in some special locations.&lt;br /&gt;
&lt;br /&gt;
===Stone wall===&lt;br /&gt;
Harder than rock, stone walls can only be destroyed using high-powered [[Lee's Rapid Deconstruction]] or [[Shatter]]. Stone vaults are common throughout the Dungeon. Many [[vault|unique, non-random structures]] are made from stone - orcs and gnolls have been known to create fortresses out of stone, complete with moat and drawbridge!  Lightning and sparks can be bounced off them.&lt;br /&gt;
&lt;br /&gt;
===Translucent stone wall===&lt;br /&gt;
The translucent equivalent of stone walls, these are just as difficult to remove as stone walls but still let you see right through them.&lt;br /&gt;
&lt;br /&gt;
===Metal wall===&lt;br /&gt;
Even more resistant than stone, metal walls are nigh-indestructible; the only ways to affect them are to corrupt the very fabric of space near them, an ability that only followers of [[Lugonu]] the Unformed possess, or to have LRD/Shatter at nearly full power.  They absorb lightning and sparks, rather than reflecting them.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Unnaturally hard&amp;quot; wall===&lt;br /&gt;
These are walls which cannot be destroyed by any means at all.  This includes Lugonu's Corruption, full-powered LRD/Shatter, wands of digging, monsters such as boring beetles... nothing can get rid of them.  They are generally used for places where the structure of the dungeon is important, such as Zot:5 and the edge of the map.&lt;br /&gt;
&lt;br /&gt;
==Florae==&lt;br /&gt;
Even in the Dungeon, florae find a way to flourish under [[Fedhas Madash]]'s guidance. Unless you follow Fedhas Madash, all florae will block your passage, and you will not be able to fire missiles through some of them. ''If'' you have not yet learned [[Fighting]], or any given melee weapon, you can attack florae to direct some experience to the new skill, and eventually learn it when you go back to killing real monsters.  (Before 0.9, you could gain skill level 1 of Fighting or weapon skills solely by fighting florae.)  All of the forms listed here are passive, and cannot attack the player in any way.&lt;br /&gt;
&lt;br /&gt;
===[[Bush]]===&lt;br /&gt;
Bushes have a ton of AC but are vulnerable to fire. They do not block line of sight unless there are two of them in a row, nor do they block missiles, making them perfect cover for pelting monsters from afar.&lt;br /&gt;
&lt;br /&gt;
===[[Fungus]]===&lt;br /&gt;
The basic fungus is immobile and has no defense nor means of attack.  They can be attacked in all the usual ways.  LOS is similar to bushes, except that they block (and suffer from) missiles.  A shorter-lived variation shows up as the [[toadstool]]s that grow on corpses.  See also the [[Ballistomycete]], which looks similar but is potentially far more hazardous.&lt;br /&gt;
&lt;br /&gt;
===[[Plant]]===&lt;br /&gt;
Similar to fungi in all ways, but much tougher.&lt;br /&gt;
&lt;br /&gt;
===[[Wall#Trees|Trees]]===&lt;br /&gt;
Unlike bushes and fungi, trees are effectively a type of wall.  They can be set afire with spells and the like (watch out for forest fires), but the game won't let you attack them with weapons -- &amp;quot;You swing at nothing&amp;quot;. Oddly, they block blinking in the same way as transparent rock walls -- try it with a scroll of blinking sometime.&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
Portals are temporary gateways to special dungeon branches. See the [[Portals]] page for more details.&lt;br /&gt;
&lt;br /&gt;
==Vaults==&lt;br /&gt;
Vaults are large, pre-fabricated dungeon features that can contain monsters, items, traps or other threats and rewards. See the [[Vault]] page for more details.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]] [[Category:Dungeon Features]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lugonu&amp;diff=29619</id>
		<title>Lugonu</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lugonu&amp;diff=29619"/>
				<updated>2014-07-02T03:19:04Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lugonu altar.png]] ''&amp;quot;Spread carnage and corruption!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Banished to the chaotic realm of the Abyss, Lugonu the Unformed seeks followers to spread bloodshed and corruption in the overworld. Those who gain Lugonu's favour will be granted some of the power of the Abyss itself, allowing them to call forth eldritch horrors, and even to travel between the overworld and the Abyss at will.&lt;br /&gt;
&lt;br /&gt;
Followers of Lugonu gain powers to depart the Abyss at will, to bend space around themselves, and to banish monsters to the Abyss. Later they will be able to corrupt the ordered world, opening a gate for creatures of the Abyss to pass through, and to gate themselves directly into this realm of chaos. Lugonu will eventually offer to corrupt a follower's weapon, imbuing it with the distorting energies of the Abyss, and will protect the follower from the normally harmful effects of unwielding such a weapon. Lugonu expects followers to spread unceasing chaos in the overworld, and as such does not grant piety to worshippers while they remain in the Abyss itself.&lt;br /&gt;
&lt;br /&gt;
Lugonu likes it when you banish creatures to the Abyss, you sacrifice fresh corpses (by standing over them and praying), you or your allies kill living beings, you or your allies kill the undead, you or your allies kill demons and you or your allies kill holy beings.}}&lt;br /&gt;
&lt;br /&gt;
[[Abyssal Knight]]s begin play worshiping Lugonu.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Killing or having an ally kill a living, holy, undead, or demonic creature. (67% chance of +1 [[Piety]]; higher chance for creatures with high [[HD]], lower as your your experience level rises). You cannot receive piety for killing anything in the Abyss.&lt;br /&gt;
*Banishing any kind of creature (67% chance of +1 [[Piety]]; higher chance for creatures with high [[HD]], lower as your your experience level rises).&lt;br /&gt;
*Offering a fresh corpse by [[pray]]ing while standing over it. (40% chance of +1 Piety, better odds for creatures with high HD)&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity: You lose 1 piety every 320 turns or so&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Abyss-Baptised&amp;quot;&lt;br /&gt;
*You may unwield [[distortion]] [[brand]]ed weapons without suffering any of the normal ill effects. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Unweaver&amp;quot;&lt;br /&gt;
*'''Depart the Abyss''' - You can immediately leave the Abyss, returning to the point you initially entered the Abyss from. (Costs 1 MP, 150-300 Food, and 10-15 Piety)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Distorting [Species Name]&amp;quot;&lt;br /&gt;
*'''Bend Space''' - You can perform uncontrolled blinks at will, with a chance of causing adjacent monsters to blink as well. All affected targets that fail a coinflip check take damage (Max: 1d6 HP). The chance of affecting adjacent monsters, as well as the damage dealt, increases with [[Invocations]]. This blink cannot be controlled in any way, ignores [[stasis]], and can't be blocked by the power of the Abyss. (Costs 1 MP, 50-100 Food, and 1d4 HP)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! Invocations || Adjacent Monster Blink Chance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;2 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 47%&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 59%&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 74%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Agent of Entropy&amp;quot;&lt;br /&gt;
*'''Banish''' - You can zap a beam of [[banishment]], sending a single target to the Abyss. The power of the beam scales with your Invocations skill: min(100, 16 + 8 × Invocations). You receive XP proportional to the percentage of the monster's max HP you had already inflicted as damage on it: 50 + 50×(Damage/MaxHP) percent. Banished [[uniques]] and more powerful monsters will appear while exploring the Abyss. Do not use this on [[the royal jelly]] unless you have some means of breaking into the stone vaults in its lair. (Costs 4 MP, 200-400 Food, and 3-4 Piety)&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Schismatic&amp;quot;&lt;br /&gt;
*'''Corrupt''' - You can corrupt the non-Abyss floor you're on, randomly converting the walls and floors of a large area around you to randomly selected other tiles. Altars may become altars to Lugonu. Stairs and portals cannot be changed, and harder walls are more likely to resist. Unnaturally hard walls are immune to this effect. In addition, a pack of abyssal creatures will be summoned, all of them neutral. The higher your Invocations, the higher the amount of monsters. You may only corrupt a floor once. (Costs 7 MP, 5 HP, 500-1000 Food, and 10-14 Piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Envoy of Void&amp;quot;&lt;br /&gt;
*'''Gate yourself to the Abyss''' - You can instantly banish yourself to the Abyss, but at a high price. (Costs a random non-lethal amount of HP, all MP (minimum 9 MP to cast), 500-1000 Food, and 35 Piety) &lt;br /&gt;
&lt;br /&gt;
In addition, Lugonu provides the following:&lt;br /&gt;
*'''Abyssal Rune Attraction''' - While in the Abyss, the chance of a placed item resulting in an Abyssal rune is normally 5% in Abyss:3, 10% in Abyss:4, and 23% in Abyss:5. For followers of Lugonu, it is 10% in Abyss:3, 23% in Abyss:4 and 50% in Abyss:5. (Passive)&lt;br /&gt;
*'''Corrupt Your Weapon''' - If you pray on an altar of Lugonu with piety at 160 or more and while wielding a non-artefact weapon which doesn't have the distortion brand, Lugonu will corrupt your weapon. Corrupting a weapon removes [[curse]]s, applies a [[scroll of enchant weapon]] III effect to its enchantment, and adds the distortion brand. This is free, but can only be done once per game. Since the piety cost of travelling to the Abyss may easily take you below 160 Piety, the easiest way to use this ability is by corrupting altars in the main dungeon or entering the Abyss through a portal.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Corrupter of Planes&amp;quot;&lt;br /&gt;
* No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
If you leave Lugonu, your penance counter will be increased by 50. Lugonu will not accept you again until your penance counter reaches zero.&lt;br /&gt;
&lt;br /&gt;
While under penance (for leaving him/her), Lugonu will punish you about once every 2,000 turns.&lt;br /&gt;
&lt;br /&gt;
A punishment from Lugonu has two independent components:&lt;br /&gt;
*(1) 50%: Random [[Miscast#Translocation|Translocation miscast]] effect&lt;br /&gt;
*(1) 17%: You [[teleport]] instantly&lt;br /&gt;
*(1) 8%: You randomly blink&lt;br /&gt;
*(1) 25%: Nothing&lt;br /&gt;
*(2) 1 + experience level/7 hostile tier-[[3]] and [[4]] [[demon]]s are summoned to fight you (100% if your experience level is &amp;lt;= 7, less likely as your experience level increases)&lt;br /&gt;
*(2) A hostile [[Balrug]], [[Green Death]] or [[Blizzard demon]] is summoned to fight you&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Worshiping Lugonu offers characters some interesting escape options early on. Bend Space is one of the cheapest means of blinking in the game, and the ability to banish insurmountable obstacles to the Abyss is a useful method of insta-killing foes (though overusing it will burn through piety quickly and leave you underleveled).&lt;br /&gt;
&lt;br /&gt;
Altars to Lugonu can only be found in [[the Abyss]], unless the corrupted version of the [[Ecumenical Temple]] is generated. You can also create your own altars to Lugonu by using the Corrupt ability on a floor with an altar to another god, but this requires you to already be a follower. Because of this, being an Abyssal Knight is the only way to guarantee yourself access to Lugonu in the early game.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[IonFrigate's Abyssal Knight guide]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], Lugonu followers received no protection from distortion weapon unwielding effects.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], banishing enemies provided no experience, and Lugonu gave no piety for demon kills.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], followers of Lugonu had better blinking in the Abyss.&lt;br /&gt;
&lt;br /&gt;
In early versions of ''Crawl'', Lugonu was known as Lucy, but the name was changed to make the god more androgynous.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Evil Gods]][[Category:Chaotic Gods]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Magic_contamination&amp;diff=29604</id>
		<title>Magic contamination</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Magic_contamination&amp;diff=29604"/>
				<updated>2014-06-27T03:45:52Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: /* Dissipation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version011}}&lt;br /&gt;
'''Magic contamination''' is a potential side effect of powerful magic, divine wrath or favour, or the incompetent use of magic.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Various activities cause harmful magical energies to accumulate in your body. A small amount of magical contamination (a dark grey &amp;quot;Glow&amp;quot; status) is basically harmless, and will dissipate over time without any further effect. Larger amounts (5+ points) of accumulated magic contamination (a yellow, red, or dark red &amp;quot;Glow&amp;quot; status) will make you start to glow with magical energy; glowing is bad for two reasons.&lt;br /&gt;
*A glowing target is easier to hit.&lt;br /&gt;
*You may suffer damage and mutations from the magical energies your body has absorbed.&lt;br /&gt;
&lt;br /&gt;
==Accumulation==&lt;br /&gt;
Your magic contamination level can be increased via the following methods. Any behaviour marked with (Z) offends [[Zin]] and will reduce the piety of his worshippers.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
*Spending time under the influence of [[Haste]] while not [[berserk]].&lt;br /&gt;
*+1 point for becoming hasted using a Haste spell or [[wand of hasting]].&lt;br /&gt;
*+1 point for having your already-in-force Haste effect extended by:&lt;br /&gt;
**Rage extension (Z)&lt;br /&gt;
**A potion of haste or berserk rage (Z)&lt;br /&gt;
**Xom sending you berserk.&lt;br /&gt;
**Invoking Okawaru's Haste power&lt;br /&gt;
*+2 points for having your Haste extended by:&lt;br /&gt;
**The Haste spell or a wand of hasting. (Z)&lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
*Spending time [[invisible]].&lt;br /&gt;
*+1 point for making yourself invisible with a [[wand of invisibility]] or the [[Invisibility]] spell.(Z)&lt;br /&gt;
&lt;br /&gt;
===Might===&lt;br /&gt;
*+1 point for extending Might by:&lt;br /&gt;
**Quaffing a potion of might (Z)&lt;br /&gt;
&lt;br /&gt;
===Teleport Control===&lt;br /&gt;
*+1 point every time you ''successfully'' control a teleportation. (Z)&lt;br /&gt;
*+1 point every time you make a ''fully-controlled'' blink. (Z)&lt;br /&gt;
&lt;br /&gt;
===Miscasts and Miscast Effects===&lt;br /&gt;
*[[Miscasting]] spells.&lt;br /&gt;
*Being struck by the Divinations miscast effect of Sif Muna's wrath.&lt;br /&gt;
*Unwielding a weapon with the [[distortion]] brand. (Z)&lt;br /&gt;
*The capriciousness of [[Xom]] inflicting a miscast effect on you.&lt;br /&gt;
*Zot traps (which apply random miscasts).&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*Quaffing a [[potion of resistance]]. (Z)&lt;br /&gt;
*Unequipping an [[artifact]] which induces magical contamination.&lt;br /&gt;
&lt;br /&gt;
===Spending Time===&lt;br /&gt;
For purposes of the above, &amp;quot;spending time&amp;quot; under the influence of an effect means having that effect in force when the handle_time() function is called (roughly once every 20 turns). When this occurs:&lt;br /&gt;
*60% chance of +1 contamination if you are invisible.&lt;br /&gt;
*60% chance of +1 contamination if you are hasted and not berserk.&lt;br /&gt;
&lt;br /&gt;
===Base Contamination for Miscasts===&lt;br /&gt;
To figure the baseline contamination level for a miscast, use the following calculation.&lt;br /&gt;
&lt;br /&gt;
      A= (spell_level ^ 2) * margin_of_failure&lt;br /&gt;
      B= A+250&lt;br /&gt;
      C= B/500&lt;br /&gt;
      With C being your final number. Fractional points are rounded randomly.&lt;br /&gt;
&lt;br /&gt;
===Contaminating Miscast Effects===&lt;br /&gt;
The following miscasts can give you up to 18 contamination:&lt;br /&gt;
*Severity-3 Enchantments (25% chance)&lt;br /&gt;
*Severity-3 Translocations (25% chance)&lt;br /&gt;
*Severity-2 Transmutations (25% chance)&lt;br /&gt;
&lt;br /&gt;
The following miscasts can give you up to 34 contamination:&lt;br /&gt;
*Severity-3 Transmutations (25% chance)&lt;br /&gt;
&lt;br /&gt;
==Dissipation==&lt;br /&gt;
Dissipation of magic contamination is handled by the handle_time() function. Each time it is called:&lt;br /&gt;
*If you are neither Hasted (whether berserk or not) nor Invisible, you have a 50% chance of harmlessly dissipating one point of magic contamination.&lt;br /&gt;
*If you have 5 or more points of magic contamination, there is a 50% chance of a violent discharge occurring. The effects of this are as follows:&lt;br /&gt;
**If you are in a [[Zin|Sanctuary]], there is a ((contamination + 1) × 4)% chance of being told that Zin has prevented a violent discharge of magical energies.&lt;br /&gt;
**If the previous check failed (either the random roll was too high, or you weren't in a sanctuary to begin with), then there is a ((total contamination + 1) × 4)% chance of some of your contamination discharging violently. When this occurs:&lt;br /&gt;
***If your contamination total is 10 or higher then there is a 50% chance of a magical explosion erupting from your body.&lt;br /&gt;
***You receive one mutation. 20% of the time this will be an entirely random mutation; the rest of the time it will be from the list of [[bad mutations]]. Mutation resistance applies as normal.&lt;br /&gt;
***A random amount of magic contamination (always at least one point, never more than 25% of your current contamination amount) is removed.&lt;br /&gt;
&lt;br /&gt;
The magical explosions unleashed by violent discharge of magic contamination do damage specified by:&lt;br /&gt;
 dice_def(3, you.magic_contamination × (you.is_undead ? 4 : 2) / 4)&lt;br /&gt;
For example, if you are not undead, and have 50 points of magical contamination (this is a really, really severe problem...), you will take 3d25 (3-75) points of physical damage (AC applies).&lt;br /&gt;
&lt;br /&gt;
==Antimagic and Contamination==&lt;br /&gt;
Reading a [[scroll of vulnerability]] will harmlessly reduce your magic contamination by 1d5 points. This is a good reason to carry and save these rare scrolls, as their other effect, halving the MR of nearby monsters, is generally not that useful to most characters.&lt;br /&gt;
&lt;br /&gt;
One of the aspects of Sif Muna's wrath is reducing the remaining duration of all your enchantments to 1 turn; when this occurs, your magic contamination level is also reduced by 1d5 points.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to 0.10, this effect was simply called [[glow]], a term which ambiguously referred either to magic contamination, or to the relatively harmless glow from [[Sticky Flame]] or [[Corona]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orb_of_Zot&amp;diff=28814</id>
		<title>Orb of Zot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orb_of_Zot&amp;diff=28814"/>
				<updated>2014-05-20T03:09:10Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Removed reference to monstrous mimics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Once you have escaped to the surface with this invaluable artefact, your quest is complete.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Orb_of_Zot.png]] The '''Orb of Zot''' is located in a vault on the deepest floor of [[the Realm of Zot]], guarded by very strong monsters ([[ancient lich]]es, [[Orb Guardian]]s, [[orbs of fire]], all kinds of [[list of dragons|dragons]] and [[list of draconians|draconians]]) and surrounded by indestructible walls. Acquiring the Orb and escaping back to the surface is the final step to win the game. Doing so without fighting your way past its guardians is difficult, as the floor prevents [[teleport control]], and the Orb is both fairly heavy and actively resists [[Apportation]] attempts (1 out of every 3 attempts will fail, and each attempt will create a loud [[noise]]).&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
Once the Orb is in your possession, numerous terrible things happen. [[Teleport control]] becomes disabled, and almost all teleports will take 5 to 9 turns longer to kick in ([[teleport trap]]s still function immediately, however). All floors of the Dungeon will now begin spawning a wide variety of [[Hell]]- and [[Pandemonium]]-type monsters, [[Orb Guardian]]s, and [[Pandemonium lord]]s, all at a greatly increased rate (see [[monster generation]]). Most of these will generate just beyond your [[line of sight]]. On top of all that, the Orb itself weighs a hefty 60 [[aum]] and emits strange energy, reducing your [[stealth]] and causing [[magic contamination]] to last longer. Make sure you have the carrying capacity to hold it without becoming [[burdened]] beforehand.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
*You don't need to pick up the Orb of Zot as soon as you reach it. If you want a higher score, you should definitely clear out the extended end-game and collect all 15 runes before beginning the ascent.&lt;br /&gt;
*The only enemies that matter once you have the Orb are the ones that get in your way. Ignore any enemies that aren't able to kill you or that you can simply run away from. For this reason, boots of [[running]] or other sources of fast movement speed are extremely useful at this point.&lt;br /&gt;
*Your goal after picking up the Orb is to get out of the Dungeon as quickly as possible. Use auto-travel (Shift + G) to make the game calculate the fastest route out possible. If you're feeling paranoid (and why shouldn't you be?), consider using a [[wand of digging]] to carve shortcuts between stairs.&lt;br /&gt;
*Don't be afraid to use up your consumable items at this point. [[Potions of speed]], [[scrolls of holy word]], and all manner of restoratives should be used as needed to clear a path to the exit as quickly as possible. Also, if you've got a [[wand of digging]], feel free to create impromptu tunnels if it'll get you away from nasty opponents or up a floor even faster.&lt;br /&gt;
*Even with the delay on teleportation, it's worth considering as an escape option. If you find yourself cornered by enemies or a long way away from the next stair case up, activate a teleport and hold out until it kicks in. [[Teleport trap]]s still function instantly, by the way.&lt;br /&gt;
*[[The Abyss]] is unique in that its monster generation rate and makeup is unaffected once you pick up the Orb. If you're cornered and could use a chance to heal up in (relative) safety, zipping off to the Abyss will give you the time you need. Of course, unless you're a [[Lugonu]] follower, convenient access to the Abyss is rarely available...&lt;br /&gt;
*If you've already cleared the entirety of Zot:5, you can reduce the distance you have to run with the Orb by [[Apportation|apporting]] it from its chamber all the way to a staircase. This will take a while, but as Zot:5 is one of the largest, most wide-open areas you'll need to haul it through, it may be worth the effort. Bear in mind that this process is extremely loud; if you've left anything alive, it will almost certainly find you.&lt;br /&gt;
*Find ''Dungeon Crawl'' too easy? For an added challenge, try avoiding [[the Tomb]], [[Pandemonium]], or the branches of [[Hell]] until you're already on your Orb run.&lt;br /&gt;
&lt;br /&gt;
==Zot Defense==&lt;br /&gt;
In the [[Zot Defence]] mini-game, you are instead charged with guarding the Orb from wave after wave of random enemies. Only after you've fought off enough enemies to earn 15 runes are you allowed to grab the Orb and escape.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.8]], the Orb did not resist Apportation. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], it did not limit controlled teleports; in fact, the player was unable to do so on Zot:5 until they collected the Orb. The Orb also only weighed 30 aum.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], it did not reduce stealth or magic contamination dissipation rates.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], it was possible to drop the Orb after picking it up, and the Orb refused to be apported only 1 of every 6 times.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], only 50% of teleport attempts while carrying the Orb were delayed, and the variety of monsters which spawned during ascension were weaker and did not include Orb Guardians.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], all portals to [[Pandemonium]], [[the Abyss]], and the four branches of [[Hell]] would seal up once you acquired the Orb. Also, the Orb took up an [[inventory]] slot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wizcastle.gif|right|thumb|200px|The Orb's origin.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Ravenous_mimic&amp;diff=28813</id>
		<title>Talk:Ravenous mimic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Ravenous_mimic&amp;diff=28813"/>
				<updated>2014-05-20T03:04:59Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Monstrous mimics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Monstrous Mimic==&lt;br /&gt;
I found a special variety of mimic pretending to be the Orb of Zot in a vault. I know MoogleDan was having some trouble finding info on it, and I was wondering if maybe that's because monstrous mimics aren't seperate monsters, but a variant of ravenous mimics? (Like the flesh golem or ancient champions.) I didn't think to check if that was the case when I found the thing, and I haven't seen another one, but maybe that would help in locating the information on it. [[User:Spudwalt|--spudwalt]] 16:49, 13 March 2013 (CET)&lt;br /&gt;
:Dunno if anyone was still looking into this, but I found a reference to monstrous mimics while looking for something unrelated:&lt;br /&gt;
:''6e99564 | Adam Borowski | 2012-12-05 23:20:14 +0100''&lt;br /&gt;
:''Remove (now unused) monstrous mimics on next save bump.''&lt;br /&gt;
:''They could spawn only in alternate Zot:5 vaults that included an Orb mimic; these are gone now.  Monstrous feature mimics were never a thing.''&lt;br /&gt;
:--[[User:Skrybe|Skrybe]] ([[User talk:Skrybe|talk]]) 05:04, 20 May 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Arena_of_Blood&amp;diff=28733</id>
		<title>Arena of Blood</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Arena_of_Blood&amp;diff=28733"/>
				<updated>2014-05-17T03:06:16Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Added Vile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|The Arena Of Blood&lt;br /&gt;
&lt;br /&gt;
You descend into the pit of gibs and meat,&amp;lt;br&amp;gt;&lt;br /&gt;
The sunken abyss of the depraved&amp;lt;br&amp;gt;&lt;br /&gt;
The mill of turgid gutspawn.&amp;lt;br&amp;gt;&lt;br /&gt;
The writhen instruments serve in adoration,&amp;lt;br&amp;gt;&lt;br /&gt;
Immured beneath a rotten throne.&lt;br /&gt;
&lt;br /&gt;
Before you lies the servitor of chaos,&amp;lt;br&amp;gt;&lt;br /&gt;
The cleaver,&amp;lt;br&amp;gt;&lt;br /&gt;
The blasphemer,&amp;lt;br&amp;gt;&lt;br /&gt;
The destroyer,&amp;lt;br&amp;gt;&lt;br /&gt;
The Axe of Woe.}}&lt;br /&gt;
&lt;br /&gt;
The '''Arena of Blood''' (a.k.a. '''meatsprint''') is the eighth module for [[Dungeon Sprint]]. Unlike most Dungeon Sprints, this allows only one playstyle: you must worship [[Makhleb]], and you must wield the [[Axe of Woe]]. No other course of action stands a chance of victory, and only through prudent positioning, [[cleaving]] attacks, and abuse of Makhleb's healing on kills will you survive.&lt;br /&gt;
&lt;br /&gt;
[[File:urand_axe_of_woe.png]]&lt;br /&gt;
&lt;br /&gt;
'''''The Axe of Woe'''''&lt;br /&gt;
&lt;br /&gt;
{{flavour|As you hold this axe your mind does not feel fully your own. Your body begins to exhibit strength far beyond its capabilities, and your movements become guided by Makhleb.}}&lt;br /&gt;
&lt;br /&gt;
+∞, +∞ [[executioner's axe]] (or [[broad axe]] for small species)&lt;br /&gt;
&lt;br /&gt;
This incredibly powerful artefact can only be found in the Arena of Blood. With infinite accuracy and damage, plus cleaving, it means that you are guaranteed to kill everything adjacent to you (except for what's right behind you) with every attack. Training [[Axes]] is still vital, if only to reduce its attack speed to something bearable.&lt;br /&gt;
&lt;br /&gt;
==Preliminaries==&lt;br /&gt;
Before starting, realize that [[felid]]s get an extremely different path to victory than all other characters; instead of wielding the Axe of Woe, they are given a +27,000, +27,000 [[ring of slaying]]. This means that they lose cleaving opportunities, but their [[jump attack]]s and extra lives make for an interesting alternative. Also, due to the absurd amount of experience earned here, the absence of armour or jewellery, and the insurmountable accuracy of most enemy attacks, your species' skill aptitudes and equipment slots make almost no difference; all that matters here is how quickly you can move around and how massive your [[HP]] pool is. As such, [[troll]]s, [[ogre]]s, and [[centaur]]s have a distinct advantage in terms of sheer survivability. Due to the eventual presence of [[fire]], [[cold]], [[negative energy]], [[torment]], and [[poison]] attacks, [[ghoul]]s and occasionally [[demonspawn]] serve well here. [[Mummies]] are not advisable, as the amount of fire damage they'll be exposed to would take them out in short order, while [[vampire]]s simply can't hunger fast enough to get access to their resistances.&lt;br /&gt;
&lt;br /&gt;
Your background choice is even more straightforward. Your [[stats]] generally don't matter; your infinite damage weapon and non-existent [[inventory]] means [[strength]] is pointless, and you won't have time to memorize any of the higher level spells in your starting [[spell book]]s, so [[intelligence]] is also out. [[Dexterity]] will increase you [[ev]]asion, which provides a chance of dodging a very small percentage of the attacks you'll face, so that is the only stat which matters, and even that is almost negligible. Meanwhile, almost all of the starter spellbooks you can receive contain nothing that will help you here, and you'll be training your way from near-incompetence with an axe to mastery in moments. As such, almost all backgrounds are identical, with the following exceptions:&lt;br /&gt;
*[[Fighter]] - Don't pick this, as you'll waste precious early turns removing your shield.&lt;br /&gt;
*[[Warper]] - One of the only backgrounds with a distinct advantage, as Warpers begin with two [[scrolls of blinking]] (extremely useful, especially if you can keep one intact for the Arena of Blood's finale), and if you can find the time to memorize them, [[Blink]] and [[Passage of Golubria]] can both be helpful.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
You begin in the center of a large, circular arena. At your feet is the Axe of Woe, which you will need to pick up immediately. Once you have the axe in your position, you'll notice that there are four altars to Makhleb nearby, which you should pray at as quickly as possible. A flood of opponents will begin swarming you almost immediately, gradually becoming deadlier and deadlier as you progress. Before you engage them, enter your skill training menu and begin training Axes and nothing else.&lt;br /&gt;
&lt;br /&gt;
Your initial placement is not an ideal one; apart from four short walls that partially box you in, there is no cover to speak of, and plenty of enemies with powerful [[smite]]-targeted attacks will eventually arrive at the edges of your [[line of sight]]. Unfortunately, there aren't any better areas to get to, and you won't have time to explore much anyway.&lt;br /&gt;
&lt;br /&gt;
Take your time luring opponents into melee range and defeating them without allowing them the chance to attack you. As the enemies become progressively more difficult, make sure to e[[x]]amine them and find out what they're capable of, and act accordingly. As with all Dungeon Sprint modules, you start with several useful consumable items; use them where they're needed to survive (the [[potion of speed]] in particular is extremely powerful, and a well-timed [[potion of resistance]] can be a huge help).&lt;br /&gt;
&lt;br /&gt;
Eventually, the boss of the Arena of Blood will arrive: the Meatlord.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
[[file:Orc.png]] '''Bag of meat''': The first foes you'll encounter, these are simply melee opponents. They wear [[rings of slaying]] that make them deadly to fresh characters and somewhat threatening to seasoned fighters, but in general they are simply free experience and healing.&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the legions of abominations created by the sculptors of flesh. It is a horrendous imitation of the human form, consisting of an unrecognisable mass of meat stitched together with limbs sewn on seemingly at random. Its skin hangs off loosely in some places and bulges repulsively in others. Each one bears a large symbol carved into its flesh, a mark of pride from its twisted creator.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Ogre (monster).png]] '''Meat berserker''': These units also appear in the first waves, hitting harder than bags of meat and being innately berserk. This means that they'll move into melee with you much faster. Move cautiously so as to avoid letting them enter melee with you and hit you before you get a chance to act.&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the legions of abominations created by the sculptors of flesh. Its form is large and muscular. It moves swiftly and with impetuous fury, the sole thought within its being to rend you apart with great fervour. As it rages, it creates a cacophonous din.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Vampire knight.png]] '''Destroyer''': These opponents hit much, much harder than anything you've faced so far, and can cast [[Blink Close]] to get into melee range with you surprisingly quickly. Pay attention to them turn by turn, and don't let them land a single hit.&lt;br /&gt;
&lt;br /&gt;
{{flavour|The destroyers begin to descend upon you. They come in numbers and with wrath, maws gaping like abaddon, bottomless and abyssal. They bring your doom and will feast on your remains.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Hill giant.png]] '''Large bag of meat''': Fairly powerful opponents with an innate [[Inner Flame]] enchantment. While one normally tries to avoid killing Inner Flamed opponents in melee, you don't have much choice in the matter here, and frankly they're much more dangerous alive. Hack 'em up and enjoy the fireworks! Just try to get out of the flame [[cloud]]s quickly if you have any [[scroll]]s on hand.&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the legions of abominations created by the sculptors of flesh. Its bloated hulk pulsates and throbs constantly with accursed fires. It looks as if it could explode into a torrent of viscera at any moment.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Skeletal warrior.png]] '''Sculptor of flesh''': Occasionally irritating, these pests can cast [[Twisted Resurrection]], turning all those [[corpse]]s you've generated so far into an army of abominations. They also hit hard in melee, but fortunately both them and their creations are unlikely to last long enough in melee range for that to matter.&lt;br /&gt;
&lt;br /&gt;
{{flavour|An artisan of unlife, the sculptor appears as a grim skeletal form. It has six long arms ending in mangled hands with broken fingers, upon which it crawls like a spider. Its skull is abnormally large and full of holes. Its bones are reddened and fractured, inscribed with the unholy spells it weaves to assemble its puppets.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Greater mummy.png]] '''Accursed''': These opponents aren't too deadly directly; they aren't very impressive in melee, and their only spell is [[Smiting]], which is annoying but not terribly deadly. Unfortunately, they give [[greater mummy]]-style [[death curse]]s. If you're lucky, this will only [[torment]] you or reduce some of your meaningless stats. If you're unlucky, this will [[slow]] you, likely with lethal results.&lt;br /&gt;
&lt;br /&gt;
{{flavour|The accursed are the ones who came before. They have come to ensure you share their fate.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Phantom.png]] '''Lost soul''': To the living, these naturally [[invisible]] pests aren't much of a threat. They'll occasionally hit you with [[Bolt of Draining]], which won't inflict [[draining]] for more than a single kill before your massive experience gains replace the loss. To the [[undead]], however, they can be extremely deadly, as they cast [[Dispel Undead]]. If you notice yourself suddenly torn to pieces by thin air, it's likely the work of one of these.&lt;br /&gt;
&lt;br /&gt;
{{flavour|A spectre, struggling to leave the mortal world it is incarcerated in. It drains life and unlife from all those it comes into contact with.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Lich.png]] '''Tyrant''': These powerful spellcasters can hit you for heavy damage with their [[Airstrike]] spell or bog down the battlefield with worthless summoned foes through [[Summon Horrible Things]], and do so much more effectively after [[Haste|hasting]] themselves. If you have a choice in the matter, kill them off quickly.&lt;br /&gt;
&lt;br /&gt;
{{flavour|A colossal mass of bones and skulls, a walking tomb. You hear shrieks and screams as it approaches, shattering off bones with each crushing step, reassembling itself in eternal unrest.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Hell beast.png]] '''Meat beast''': Permanently hasted, heavy-hitting opponents whose attacks shove you around the battle field. Although far from harmless, they're one of the less deadly opponents you'll face in the later rounds of the Arena.&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the legions of abominations created by the sculptors of flesh. Ablaze with demonic frenzy, it gores and tramples with ferocity unmatched. Its skin is flayed, exposing the glistening tendons and sinew underneath, and the teeth inside its cavernous maw are stained with blood.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Wraith.png]] '''Dread''': One of the worst opponents you can encounter, dreads tend to linger at the edge of your line of sight, pelting you with [[Symbol of Torment]] and [[Hellfire Burst]]. On top of that, their melee attacks can [[slow]] you, which is a death sentence here. Kill them quickly.&lt;br /&gt;
&lt;br /&gt;
{{flavour|An affront to existence, a void in which there is only torment and hellfire. Its unearthly form is torn and twisted, black and hollow. It is bereft of rational thought, knowing only hatred and the desire to desecrate your soul.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Hydra.png]] '''Meat hydra''': Normally, [[hydra]]s are only threats in melee, and should never be attacked with chopping weapons like axes if you have a choice in the matter. These freakish beasts, however, know [[Symbol of Torment]], and should be slaughtered in melee as quickly as possible. No amount of mythical regeneration can save them from the Axe of Woe!&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the legions of abominations created by the sculptors of flesh. Each of its eight necks is distended and elongated, connected to a colossal body crumpled and dripping with ichor. Its many heads spew blood while writhing and convulsing in agony, as it brings torment to itself and anything else that beholds its foul visage.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Sea snake.png]] '''Scourge''': If you're playing a species with [[poison]] resistance, scourges are next to harmless. For anyone else, their access to [[Poison Arrow]], [[Poisonous Cloud]], and to a lesser extent [[Venom Bolt]] can be devastating. If possible, don't give them a clear line of effect to you until they enter melee range.&lt;br /&gt;
&lt;br /&gt;
{{flavour|A vast serpentine form with raw and diseased skin, seeping bile and pus, spouting venom and blight.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Great orb of eyes.png]] '''Observer''': Another invisible threat, these beings simply pelt you with [[Bolt of Fire]], [[Fireball]], and [[Smiting]] until they happen to get close enough to you to get chopped to pieces. If you can determine where they're at and have a free turn to move, feel free to position yourself so they don't have a clear line of fire against you.&lt;br /&gt;
&lt;br /&gt;
{{flavour|You see the unseen, you stare and they stare back. They whisper and laugh, they grin and cry, they leer at you with contempt and gaze at you in adoration. They are the observers, they are the judge of your worth and will decide your end.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Hell knight.png]] '''Fleshlord''': One of the deadliest opponents you'll face, fleshlords deal monstrous amounts of damage in melee due to their +400 slaying bonuses to damage, and their tendency to haste themselves and slow you make them surprisingly capable of landing those massive blows.&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the greatest servants of the Meatlord. It is muscular, agile and full of malevolence.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Molten gargoyle.png]] '''Vile''': ?&lt;br /&gt;
&lt;br /&gt;
{{flavour|An emaciated figure brimming with hellfire and plague. Its appearance signifies the end of days.}}&lt;br /&gt;
&lt;br /&gt;
===Uniques===&lt;br /&gt;
[[file:Sigmund.png]] '''The Captor''': ?&lt;br /&gt;
&lt;br /&gt;
{{flavour|Those who enter will not escape.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Harold.png]] '''The Servant''': A moderately powerful melee attacker armed with a [[reaching]] weapon. Don't give him time to make use of it.&lt;br /&gt;
&lt;br /&gt;
{{flavour|His glaive is alight with the flames of hell.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Edmund.png]] '''The Defiler''': Although little threat in melee, he's capable of hitting you with [[Fireball]] and [[Poisonous Cloud]]. Overall, he's less threatening than many of the other foes here.&lt;br /&gt;
&lt;br /&gt;
{{flavour|His shield is emblazoned with images of infernal flames.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Dispater.png]] '''The Meatlord''': ?&lt;br /&gt;
&lt;br /&gt;
{{flavour|You behold the embodiment of filth, corruption and depravity, the Meatlord. His foul body is bloated to the extreme, leaking viscous fluid and the stench of death. His head is that of a boar with bulging eyes and tusks split in two, his snout flares and oozes as he snorts and squeals at the sight of you, his mouth is a toothless rift which drools pools of blood and vomits forth disgusting remains. His neck is stretched and lops forward, its skin sagging downward. His immense gut writhes and distorts as the larvae within await their repugnant release. His legs are unrecognisable masses of flesh, covered in protrusions and throbbing boils. Your mind reels at the sight of this hideous form and your senses begin to shut down in an attempt to preserve your sanity as you choke on the oppressive stench.}}&lt;br /&gt;
&lt;br /&gt;
'''The Unspeakable''': ?&lt;br /&gt;
&lt;br /&gt;
{{flavour|You hear the echoes of planets behind the deafening roar of stars as it approaches. It is the jaws of the abyss. It brings forth crawling chaos from within. It is the last sight you will ever see.}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Don't bother picking up any of the many [[rings of slaying]] your opponents will drop, as you already have infinite accuracy and damage from your axe of Woe.&lt;br /&gt;
*Attacking is the way you survive, with Makhleb healing you on kills. The only time you usually can do anything else is if there are no enemies directly next to you. &lt;br /&gt;
*If you have a spare turn, you can summon some greater servants to serve as distractions. They are unlikely to survive long enough to turn against you, and if they arrive hostile, you should be able to handle them as easily as you handle everything else here.&lt;br /&gt;
*Remember that cleaving does not affect the space directly opposite your attacked tile. Feel free to attack empty spaces if necessary to make sure you ''don't'' leave an enemy's tile unaffected (attempt to move while holding down '''CTRL''').&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
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[[Category:Crawl variants]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Arena_of_Blood&amp;diff=28732</id>
		<title>Arena of Blood</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Arena_of_Blood&amp;diff=28732"/>
				<updated>2014-05-17T02:41:59Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Captor and Meatlord desc, and entry for The Unspeakable. Taken from code diving, someone should confirm in-game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|The Arena Of Blood&lt;br /&gt;
&lt;br /&gt;
You descend into the pit of gibs and meat,&amp;lt;br&amp;gt;&lt;br /&gt;
The sunken abyss of the depraved&amp;lt;br&amp;gt;&lt;br /&gt;
The mill of turgid gutspawn.&amp;lt;br&amp;gt;&lt;br /&gt;
The writhen instruments serve in adoration,&amp;lt;br&amp;gt;&lt;br /&gt;
Immured beneath a rotten throne.&lt;br /&gt;
&lt;br /&gt;
Before you lies the servitor of chaos,&amp;lt;br&amp;gt;&lt;br /&gt;
The cleaver,&amp;lt;br&amp;gt;&lt;br /&gt;
The blasphemer,&amp;lt;br&amp;gt;&lt;br /&gt;
The destroyer,&amp;lt;br&amp;gt;&lt;br /&gt;
The Axe of Woe.}}&lt;br /&gt;
&lt;br /&gt;
The '''Arena of Blood''' (a.k.a. '''meatsprint''') is the eighth module for [[Dungeon Sprint]]. Unlike most Dungeon Sprints, this allows only one playstyle: you must worship [[Makhleb]], and you must wield the [[Axe of Woe]]. No other course of action stands a chance of victory, and only through prudent positioning, [[cleaving]] attacks, and abuse of Makhleb's healing on kills will you survive.&lt;br /&gt;
&lt;br /&gt;
[[File:urand_axe_of_woe.png]]&lt;br /&gt;
&lt;br /&gt;
'''''The Axe of Woe'''''&lt;br /&gt;
&lt;br /&gt;
{{flavour|As you hold this axe your mind does not feel fully your own. Your body begins to exhibit strength far beyond its capabilities, and your movements become guided by Makhleb.}}&lt;br /&gt;
&lt;br /&gt;
+∞, +∞ [[executioner's axe]] (or [[broad axe]] for small species)&lt;br /&gt;
&lt;br /&gt;
This incredibly powerful artefact can only be found in the Arena of Blood. With infinite accuracy and damage, plus cleaving, it means that you are guaranteed to kill everything adjacent to you (except for what's right behind you) with every attack. Training [[Axes]] is still vital, if only to reduce its attack speed to something bearable.&lt;br /&gt;
&lt;br /&gt;
==Preliminaries==&lt;br /&gt;
Before starting, realize that [[felid]]s get an extremely different path to victory than all other characters; instead of wielding the Axe of Woe, they are given a +27,000, +27,000 [[ring of slaying]]. This means that they lose cleaving opportunities, but their [[jump attack]]s and extra lives make for an interesting alternative. Also, due to the absurd amount of experience earned here, the absence of armour or jewellery, and the insurmountable accuracy of most enemy attacks, your species' skill aptitudes and equipment slots make almost no difference; all that matters here is how quickly you can move around and how massive your [[HP]] pool is. As such, [[troll]]s, [[ogre]]s, and [[centaur]]s have a distinct advantage in terms of sheer survivability. Due to the eventual presence of [[fire]], [[cold]], [[negative energy]], [[torment]], and [[poison]] attacks, [[ghoul]]s and occasionally [[demonspawn]] serve well here. [[Mummies]] are not advisable, as the amount of fire damage they'll be exposed to would take them out in short order, while [[vampire]]s simply can't hunger fast enough to get access to their resistances.&lt;br /&gt;
&lt;br /&gt;
Your background choice is even more straightforward. Your [[stats]] generally don't matter; your infinite damage weapon and non-existent [[inventory]] means [[strength]] is pointless, and you won't have time to memorize any of the higher level spells in your starting [[spell book]]s, so [[intelligence]] is also out. [[Dexterity]] will increase you [[ev]]asion, which provides a chance of dodging a very small percentage of the attacks you'll face, so that is the only stat which matters, and even that is almost negligible. Meanwhile, almost all of the starter spellbooks you can receive contain nothing that will help you here, and you'll be training your way from near-incompetence with an axe to mastery in moments. As such, almost all backgrounds are identical, with the following exceptions:&lt;br /&gt;
*[[Fighter]] - Don't pick this, as you'll waste precious early turns removing your shield.&lt;br /&gt;
*[[Warper]] - One of the only backgrounds with a distinct advantage, as Warpers begin with two [[scrolls of blinking]] (extremely useful, especially if you can keep one intact for the Arena of Blood's finale), and if you can find the time to memorize them, [[Blink]] and [[Passage of Golubria]] can both be helpful.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
You begin in the center of a large, circular arena. At your feet is the Axe of Woe, which you will need to pick up immediately. Once you have the axe in your position, you'll notice that there are four altars to Makhleb nearby, which you should pray at as quickly as possible. A flood of opponents will begin swarming you almost immediately, gradually becoming deadlier and deadlier as you progress. Before you engage them, enter your skill training menu and begin training Axes and nothing else.&lt;br /&gt;
&lt;br /&gt;
Your initial placement is not an ideal one; apart from four short walls that partially box you in, there is no cover to speak of, and plenty of enemies with powerful [[smite]]-targeted attacks will eventually arrive at the edges of your [[line of sight]]. Unfortunately, there aren't any better areas to get to, and you won't have time to explore much anyway.&lt;br /&gt;
&lt;br /&gt;
Take your time luring opponents into melee range and defeating them without allowing them the chance to attack you. As the enemies become progressively more difficult, make sure to e[[x]]amine them and find out what they're capable of, and act accordingly. As with all Dungeon Sprint modules, you start with several useful consumable items; use them where they're needed to survive (the [[potion of speed]] in particular is extremely powerful, and a well-timed [[potion of resistance]] can be a huge help).&lt;br /&gt;
&lt;br /&gt;
Eventually, the boss of the Arena of Blood will arrive: the Meatlord.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
[[file:Orc.png]] '''Bag of meat''': The first foes you'll encounter, these are simply melee opponents. They wear [[rings of slaying]] that make them deadly to fresh characters and somewhat threatening to seasoned fighters, but in general they are simply free experience and healing.&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the legions of abominations created by the sculptors of flesh. It is a horrendous imitation of the human form, consisting of an unrecognisable mass of meat stitched together with limbs sewn on seemingly at random. Its skin hangs off loosely in some places and bulges repulsively in others. Each one bears a large symbol carved into its flesh, a mark of pride from its twisted creator.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Ogre (monster).png]] '''Meat berserker''': These units also appear in the first waves, hitting harder than bags of meat and being innately berserk. This means that they'll move into melee with you much faster. Move cautiously so as to avoid letting them enter melee with you and hit you before you get a chance to act.&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the legions of abominations created by the sculptors of flesh. Its form is large and muscular. It moves swiftly and with impetuous fury, the sole thought within its being to rend you apart with great fervour. As it rages, it creates a cacophonous din.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Vampire knight.png]] '''Destroyer''': These opponents hit much, much harder than anything you've faced so far, and can cast [[Blink Close]] to get into melee range with you surprisingly quickly. Pay attention to them turn by turn, and don't let them land a single hit.&lt;br /&gt;
&lt;br /&gt;
{{flavour|The destroyers begin to descend upon you. They come in numbers and with wrath, maws gaping like abaddon, bottomless and abyssal. They bring your doom and will feast on your remains.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Hill giant.png]] '''Large bag of meat''': Fairly powerful opponents with an innate [[Inner Flame]] enchantment. While one normally tries to avoid killing Inner Flamed opponents in melee, you don't have much choice in the matter here, and frankly they're much more dangerous alive. Hack 'em up and enjoy the fireworks! Just try to get out of the flame [[cloud]]s quickly if you have any [[scroll]]s on hand.&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the legions of abominations created by the sculptors of flesh. Its bloated hulk pulsates and throbs constantly with accursed fires. It looks as if it could explode into a torrent of viscera at any moment.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Skeletal warrior.png]] '''Sculptor of flesh''': Occasionally irritating, these pests can cast [[Twisted Resurrection]], turning all those [[corpse]]s you've generated so far into an army of abominations. They also hit hard in melee, but fortunately both them and their creations are unlikely to last long enough in melee range for that to matter.&lt;br /&gt;
&lt;br /&gt;
{{flavour|An artisan of unlife, the sculptor appears as a grim skeletal form. It has six long arms ending in mangled hands with broken fingers, upon which it crawls like a spider. Its skull is abnormally large and full of holes. Its bones are reddened and fractured, inscribed with the unholy spells it weaves to assemble its puppets.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Greater mummy.png]] '''Accursed''': These opponents aren't too deadly directly; they aren't very impressive in melee, and their only spell is [[Smiting]], which is annoying but not terribly deadly. Unfortunately, they give [[greater mummy]]-style [[death curse]]s. If you're lucky, this will only [[torment]] you or reduce some of your meaningless stats. If you're unlucky, this will [[slow]] you, likely with lethal results.&lt;br /&gt;
&lt;br /&gt;
{{flavour|The accursed are the ones who came before. They have come to ensure you share their fate.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Phantom.png]] '''Lost soul''': To the living, these naturally [[invisible]] pests aren't much of a threat. They'll occasionally hit you with [[Bolt of Draining]], which won't inflict [[draining]] for more than a single kill before your massive experience gains replace the loss. To the [[undead]], however, they can be extremely deadly, as they cast [[Dispel Undead]]. If you notice yourself suddenly torn to pieces by thin air, it's likely the work of one of these.&lt;br /&gt;
&lt;br /&gt;
{{flavour|A spectre, struggling to leave the mortal world it is incarcerated in. It drains life and unlife from all those it comes into contact with.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Lich.png]] '''Tyrant''': These powerful spellcasters can hit you for heavy damage with their [[Airstrike]] spell or bog down the battlefield with worthless summoned foes through [[Summon Horrible Things]], and do so much more effectively after [[Haste|hasting]] themselves. If you have a choice in the matter, kill them off quickly.&lt;br /&gt;
&lt;br /&gt;
{{flavour|A colossal mass of bones and skulls, a walking tomb. You hear shrieks and screams as it approaches, shattering off bones with each crushing step, reassembling itself in eternal unrest.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Hell beast.png]] '''Meat beast''': Permanently hasted, heavy-hitting opponents whose attacks shove you around the battle field. Although far from harmless, they're one of the less deadly opponents you'll face in the later rounds of the Arena.&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the legions of abominations created by the sculptors of flesh. Ablaze with demonic frenzy, it gores and tramples with ferocity unmatched. Its skin is flayed, exposing the glistening tendons and sinew underneath, and the teeth inside its cavernous maw are stained with blood.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Wraith.png]] '''Dread''': One of the worst opponents you can encounter, dreads tend to linger at the edge of your line of sight, pelting you with [[Symbol of Torment]] and [[Hellfire Burst]]. On top of that, their melee attacks can [[slow]] you, which is a death sentence here. Kill them quickly.&lt;br /&gt;
&lt;br /&gt;
{{flavour|An affront to existence, a void in which there is only torment and hellfire. Its unearthly form is torn and twisted, black and hollow. It is bereft of rational thought, knowing only hatred and the desire to desecrate your soul.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Hydra.png]] '''Meat hydra''': Normally, [[hydra]]s are only threats in melee, and should never be attacked with chopping weapons like axes if you have a choice in the matter. These freakish beasts, however, know [[Symbol of Torment]], and should be slaughtered in melee as quickly as possible. No amount of mythical regeneration can save them from the Axe of Woe!&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the legions of abominations created by the sculptors of flesh. Each of its eight necks is distended and elongated, connected to a colossal body crumpled and dripping with ichor. Its many heads spew blood while writhing and convulsing in agony, as it brings torment to itself and anything else that beholds its foul visage.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Sea snake.png]] '''Scourge''': If you're playing a species with [[poison]] resistance, scourges are next to harmless. For anyone else, their access to [[Poison Arrow]], [[Poisonous Cloud]], and to a lesser extent [[Venom Bolt]] can be devastating. If possible, don't give them a clear line of effect to you until they enter melee range.&lt;br /&gt;
&lt;br /&gt;
{{flavour|A vast serpentine form with raw and diseased skin, seeping bile and pus, spouting venom and blight.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Great orb of eyes.png]] '''Observer''': Another invisible threat, these beings simply pelt you with [[Bolt of Fire]], [[Fireball]], and [[Smiting]] until they happen to get close enough to you to get chopped to pieces. If you can determine where they're at and have a free turn to move, feel free to position yourself so they don't have a clear line of fire against you.&lt;br /&gt;
&lt;br /&gt;
{{flavour|You see the unseen, you stare and they stare back. They whisper and laugh, they grin and cry, they leer at you with contempt and gaze at you in adoration. They are the observers, they are the judge of your worth and will decide your end.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Hell knight.png]] '''Fleshlord''': One of the deadliest opponents you'll face, fleshlords deal monstrous amounts of damage in melee due to their +400 slaying bonuses to damage, and their tendency to haste themselves and slow you make them surprisingly capable of landing those massive blows.&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the greatest servants of the Meatlord. It is muscular, agile and full of malevolence.}}&lt;br /&gt;
&lt;br /&gt;
===Uniques===&lt;br /&gt;
[[file:Sigmund.png]] '''The Captor''': ?&lt;br /&gt;
&lt;br /&gt;
{{flavour|Those who enter will not escape.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Harold.png]] '''The Servant''': A moderately powerful melee attacker armed with a [[reaching]] weapon. Don't give him time to make use of it.&lt;br /&gt;
&lt;br /&gt;
{{flavour|His glaive is alight with the flames of hell.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Edmund.png]] '''The Defiler''': Although little threat in melee, he's capable of hitting you with [[Fireball]] and [[Poisonous Cloud]]. Overall, he's less threatening than many of the other foes here.&lt;br /&gt;
&lt;br /&gt;
{{flavour|His shield is emblazoned with images of infernal flames.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Dispater.png]] '''The Meatlord''': ?&lt;br /&gt;
&lt;br /&gt;
{{flavour|You behold the embodiment of filth, corruption and depravity, the Meatlord. His foul body is bloated to the extreme, leaking viscous fluid and the stench of death. His head is that of a boar with bulging eyes and tusks split in two, his snout flares and oozes as he snorts and squeals at the sight of you, his mouth is a toothless rift which drools pools of blood and vomits forth disgusting remains. His neck is stretched and lops forward, its skin sagging downward. His immense gut writhes and distorts as the larvae within await their repugnant release. His legs are unrecognisable masses of flesh, covered in protrusions and throbbing boils. Your mind reels at the sight of this hideous form and your senses begin to shut down in an attempt to preserve your sanity as you choke on the oppressive stench.}}&lt;br /&gt;
&lt;br /&gt;
'''The Unspeakable''': ?&lt;br /&gt;
&lt;br /&gt;
{{flavour|You hear the echoes of planets behind the deafening roar of stars as it approaches. It is the jaws of the abyss. It brings forth crawling chaos from within. It is the last sight you will ever see.}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Don't bother picking up any of the many [[rings of slaying]] your opponents will drop, as you already have infinite accuracy and damage from your axe of Woe.&lt;br /&gt;
*Attacking is the way you survive, with Makhleb healing you on kills. The only time you usually can do anything else is if there are no enemies directly next to you. &lt;br /&gt;
*If you have a spare turn, you can summon some greater servants to serve as distractions. They are unlikely to survive long enough to turn against you, and if they arrive hostile, you should be able to handle them as easily as you handle everything else here.&lt;br /&gt;
*Remember that cleaving does not affect the space directly opposite your attacked tile. Feel free to attack empty spaces if necessary to make sure you ''don't'' leave an enemy's tile unaffected (attempt to move while holding down '''CTRL''').&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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ENDMAP&lt;br /&gt;
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&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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[[Category:Crawl variants]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Evil&amp;diff=27113</id>
		<title>Evil</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Evil&amp;diff=27113"/>
				<updated>2014-04-13T20:31:24Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: /* Evil items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Evil''' (also &amp;quot;unholy&amp;quot;) is a label used to describe immoral deeds, objects, forces, or beings. Evil is usually contrasted with [[good]], which describes things that are beneficial and actively make the world a better place. In ''Dungeon Crawl'', there are many sources of evil.&lt;br /&gt;
&lt;br /&gt;
Note that the game does not shoehorn players into a &amp;quot;good&amp;quot; role. Your character has free will and may make use of evil items, magic, or gods as you please, or be completely indifferent to issues of good or evil altogether.&lt;br /&gt;
&lt;br /&gt;
== Evil monsters ==&lt;br /&gt;
These monsters are invariably evil, and many gods award [[piety]] for destroying them.&lt;br /&gt;
&lt;br /&gt;
* All [[demon]]s.&lt;br /&gt;
* All [[undead]].&lt;br /&gt;
&lt;br /&gt;
These monsters take damage from [[holy wrath]] branded weapons and [[Holy Word]].&lt;br /&gt;
&lt;br /&gt;
Many hostile spellcasters (especially [[unique monster|uniques]]) are considered evil in the eyes of the good gods, but do not necessarily take additional damage from the holy wrath brand.  They are vulnerable to effects such as [[cleansing flame]], however.&lt;br /&gt;
&lt;br /&gt;
== Evil species ==&lt;br /&gt;
The following player species are undead or demonic themselves, and often have some inborn motive to prey on other intelligent beings. Note that playing one of these does not mean you automatically ''have'' to traffic in evil (perform evil deeds, worship an evil god, etc). Nonetheless, characters of these species are banned from worshiping good gods, and are vulnerable to evil-smiting effects (such as [[holy wrath]]).&lt;br /&gt;
&lt;br /&gt;
* [[Demonspawn]]&lt;br /&gt;
* [[Mummies]]&lt;br /&gt;
* [[Vampire]]s&lt;br /&gt;
* [[Ghoul]]s&lt;br /&gt;
&lt;br /&gt;
== Evil deeds ==&lt;br /&gt;
Good gods will punish followers for perpetrating any of the following acts.&lt;br /&gt;
&lt;br /&gt;
* Knowingly drinking [[potion of blood|blood]].&lt;br /&gt;
* [[Necromancy]] magic in any form, ''especially'' the [[Necromutation]] spell.&lt;br /&gt;
* Casting certain other &amp;quot;[[List of spells by flag#Unholy|unholy]]&amp;quot; spells: [[Call Imp]], [[Summon Demon]], [[Demonic Horde]], [[Malign Gateway]], [[Summon Greater Demon]], and [[Summon Horrible Things]].&lt;br /&gt;
* [[Cannibalism]].&lt;br /&gt;
* Harming or killing non-hostile creatures, especially [[holy]] beings. This counts even if an ally does it.&lt;br /&gt;
* Intentionally harming your allies.&lt;br /&gt;
* Knowingly using evil or unholy items (below).&lt;br /&gt;
&lt;br /&gt;
In addition, each good god has their own ideas of what constitutes evil behavior.&lt;br /&gt;
&lt;br /&gt;
* [[Zin]] disapproves of followers becoming [[mutation|mutated]], [[glowing]], casting [[List of spells by flag#Chaotic|chaotic]] spells (most [[transmutations]] and a few [[summonings|summoning]] spells), or eating the flesh of any sentient being (not just cannibalizing your own species).&lt;br /&gt;
* [[The Shining One]] forbids dishonorable fighting - using [[poison]] in any form or attacking (non-evil) foes who are fleeing, unable to see you, paralysed, sleeping, confused, or otherwise &amp;quot;helpless&amp;quot;.&lt;br /&gt;
* [[Elyvilon]] punishes followers who harm living creatures while [[praying]].&lt;br /&gt;
&lt;br /&gt;
Luckily, if you follow a good god, the game will prompt you before any forbidden action, asking you if you're ''sure'' you want to do that. This prevents you from accidentally violating your god's commandments (and incurring [[divine retribution]]).&lt;br /&gt;
&lt;br /&gt;
== Evil items ==&lt;br /&gt;
These dreaded items were either forged by [[demon]]s or created through the suffering of others, and exist only to bring further misery into the world. Good gods find the use of such items to be offensive and will punish followers for intentionally using them.&lt;br /&gt;
&lt;br /&gt;
* Weapons with [[pain]], [[reaping]], [[draining]], or [[vampiricism]]&lt;br /&gt;
* [[Demon blade]]s, [[demon trident|tridents]], and [[demon whip|whips]]&lt;br /&gt;
* [[Wands of draining]]&lt;br /&gt;
* [[Scrolls of torment]]&lt;br /&gt;
* [[Staff of death]]&lt;br /&gt;
* [[Rod of Demonology]]&lt;br /&gt;
* [[Bottled efreet]]&lt;br /&gt;
* [[Sceptre of Asmodeus]]&lt;br /&gt;
* [[Staff of Dispater]]&lt;br /&gt;
* [[Sword of Cerebov]]&lt;br /&gt;
* [[Scythe of Curses]]&lt;br /&gt;
* [[Sword of Zonguldrok]]&lt;br /&gt;
* [[Spear of the Botono]]&lt;br /&gt;
* [[Sceptre of Torment]]&lt;br /&gt;
* [[Lantern of shadows]]&lt;br /&gt;
* [[Black Knight's horse barding]]&lt;br /&gt;
&lt;br /&gt;
== Evil gods ==&lt;br /&gt;
These gods are malevolent and require constant killing and blood sacrifices to gain their favour. They often rule over [[demon|demonic]] or [[undead]] beings, as well. Good goods will severely punish worshipers who abandon them for one of these gods.&lt;br /&gt;
&lt;br /&gt;
* [[Lugonu]], the chaos god of [[the Abyss]].&lt;br /&gt;
* [[Beogh]], the bloodthirsty god of [[orc]]s.&lt;br /&gt;
* [[Kikubaaqudgha]], a terrible demon-god of Necromancy.&lt;br /&gt;
* [[Yredelemnul]], god of death and the undead.&lt;br /&gt;
* [[Makhleb]], the chaos god of bloodshed and destruction.&lt;br /&gt;
&lt;br /&gt;
== Evil places ==&lt;br /&gt;
Otherworldly [[branches|realms]] of evil, home to demons or the undead. Visiting these places is not an evil act in and of itself, but you are certain to encounter much evil here.&lt;br /&gt;
&lt;br /&gt;
* [[The Vestibule of Hell]]&lt;br /&gt;
** [[Cocytus]]&lt;br /&gt;
** [[Gehenna]]&lt;br /&gt;
** [[Tartarus]]&lt;br /&gt;
** [[The Iron City of Dis]]&lt;br /&gt;
* [[Pandemonium]]&lt;br /&gt;
* [[The Abyss]]&lt;br /&gt;
* [[The Crypt]]&lt;br /&gt;
** [[The Tomb]]&lt;br /&gt;
* [[Ossuary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Evil Gods]] [[Category:Undead]] [[Category:Demon]]&lt;br /&gt;
&lt;br /&gt;
== Ambiguity in the Crawl notion of 'Evil' ==&lt;br /&gt;
Although the good gods in Crawl are portrayed as adhering invariably to moral absolutes, to the extent that even the unwitting use by the player's character of items tagged 'evil' is cause for divine punishment, there is a certain degree of ambiguity in the notion of evil in Stone Soup. Consider that the ordinary practice of an adventurer is to kill and in many cases eat an entire dungeon full of living beings, many of them sapient. In other words, a player can expect, even in low-rune runs, to perform actions constitutive of genocide. Devotion to one of the good gods hardly alters this. It would not be unusual for a favored worshipper of The Shining One, for example, an ostensibly “good” god who frowns on indiscriminate slaughter, to nevertheless kill all, and eat many, of the elves, orcs and nagas in the entire dungeon.&lt;br /&gt;
&lt;br /&gt;
It is unclear what if anything the various societies of dungeon denizens, who, judging by the absence of intra-monster violence within the dungeon, are wholly peaceful, have done to deserve this horrific retribution. On the face of it, the adventurer is simply seeking the Orb. Since “evil”-aligned adventurers act in essentially the same way that “good” ones do in pursuit of this goal, it is unlikely that the finding of this orb is a sufficiently good act in itself to justify the avalanche of butchery.&lt;br /&gt;
&lt;br /&gt;
In the final analysis, it seems that Dungeon Crawl: Stone Soup is the story of a peaceful, multi-cultural and multi-species society falling victim to a single adventurer's avarice and quest for glory. By the time the worshiper of Zin has waded through the rivers of blood he must spill in order to claim the Orb, it is more than a little difficult to distinguish him from a devotee of Makhleb. &lt;br /&gt;
&lt;br /&gt;
Against the background of the game's overarching narrative, namely murder, cannibalism, genocide and theft on an industrial scale introduced to  utopia, the Necromantic spell “Regeneration”, a spell anathematised as “evil” by the “good” gods, hardly compares.&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Item_usage&amp;diff=25533</id>
		<title>Item usage</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Item_usage&amp;diff=25533"/>
				<updated>2014-03-10T01:39:49Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Remove reference to hidden doors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A monster's '''item usage''' property describes which types of items it can use:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Open [[door]]s&amp;quot; means the monster can open doors but not use inventory-type items.&lt;br /&gt;
*&amp;quot;Carried items&amp;quot; (stored in the [[code]] as &amp;quot;MONUSE_STARTING_EQUIPMENT&amp;quot;) means the monster is sometimes generated with items that it can use.  The items a monster starts with is dependent on its type; [[gnoll]]s tend to start with [[polearm]]s, for instance; [[Sigmund]] always carries a magical [[scythe]] and often a [[wand]]; [[deep dwarf (monster)|deep dwarves]] may carry potions; [[centaur]]s always have [[bow]]s and may sometimes have [[barding]].&lt;br /&gt;
*&amp;quot;Pick up items&amp;quot; (&amp;quot;MONUSE_WEAPONS_ARMOUR&amp;quot;) means that not only may the monster start with items, but that it may pick up and use items that are on the floor.  Try to keep such monsters away from wands, and especially away from your [[stash]].&lt;br /&gt;
&lt;br /&gt;
Monsters that can carry or pick up items can also open doors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orb_of_Zot&amp;diff=25428</id>
		<title>Orb of Zot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orb_of_Zot&amp;diff=25428"/>
				<updated>2014-03-06T23:17:41Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: This read like you could still drop the Orb.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Once you have escaped to the surface with this invaluable artefact, your quest is complete.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Orb_of_Zot.png]] The '''Orb of Zot''' is located in a vault on the deepest floor of [[the Realm of Zot]], guarded by very strong monsters ([[ancient lich]]es, [[Orb Guardian]]s, [[orbs of fire]], all kinds of [[list of dragons|dragons]] and [[list of draconians|draconians]]) and surrounded by indestructible walls. Acquiring the Orb and escaping back to the surface is the final step to win the game. Doing so without fighting your way past its guardians is difficult, as the floor prevents [[teleport control]], and the Orb is both fairly heavy and actively resists [[Apportation]] attempts (1 out of every 3 attempts will fail, and each attempt will create a loud [[noise]]).&lt;br /&gt;
&lt;br /&gt;
If you ever see the Orb outside of Zot:5, it's a monstrous [[mimic]], an even stronger version of a [[ravenous mimic]].&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
Once the Orb is in your possession, numerous terrible things happen. [[Teleport control]] becomes disabled, and almost all teleports will take 5 to 9 turns longer to kick in ([[teleport trap]]s still function immediately, however). All portals to [[Pandemonium]], [[the Abyss]], and the branches of [[Hell]] (but not the Vestibule itself) are immediately sealed. All floors of the Dungeon will now begin spawning a wide variety of [[Hell]]- and [[Pandemonium]]-type monsters, [[Orb Guardian]]s, and [[Pandemonium lord]]s, all at a greatly increased rate (see [[monster generation]]). Most of these will generate just beyond your [[line of sight]]. On top of all that, the Orb itself weighs a hefty 60 [[aum]] and emits strange energy, reducing your [[stealth]] and causing [[magic contamination]] to last longer. Make sure you have the carrying capacity to hold it without becoming [[burdened]] beforehand.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
*You don't need to pick up the Orb of Zot as soon as you reach it. If you want a higher score, you should definitely clear out the extended end-game and collect all 15 runes before beginning the ascent.&lt;br /&gt;
*The only enemies that matter once you have the Orb are the ones that get in your way. Ignore any enemies that aren't able to kill you or that you can simply run away from. For this reason, boots of [[running]] or other sources of fast movement speed are extremely useful at this point.&lt;br /&gt;
*Your goal after picking up the Orb is to get out of the Dungeon as quickly as possible. Use auto-travel (Shift + G) to make the game calculate the fastest route out possible.&lt;br /&gt;
*Don't be afraid to use up your consumable items at this point. [[Potions of speed]], [[scrolls of holy word]], and all manner of restoratives should be used as needed to clear a path to the exit as quickly as possible. Also, if you've got a [[wand of digging]], feel free to create tunnels if it'll get you away from nasty opponents or up a floor even faster.&lt;br /&gt;
*Even with the delay on teleportation, it's worth considering it as an escape option. If you find yourself cornered by enemies or a long way away from the next stair case up, activate a teleport and hold out until it kicks in. [[Teleport trap]]s still function instantly, by the way.&lt;br /&gt;
*If you've already cleared the entirety of Zot:5, you can reduce the distance you have to run with the Orb by [[Apportation|apporting]] it from its chamber all the way to a staircase. This will take a while, but as Zot:5 is one of the largest, most wide-open areas you'll need to haul it through, it may be worth the effort. Bear in mind that this process is extremely loud; if you've left anything alive, it will almost certainly find you.&lt;br /&gt;
*Find ''Dungeon Crawl'' too easy? For an added challenge, try avoiding [[the Tomb]] until you're already on your Orb run.&lt;br /&gt;
&lt;br /&gt;
==Zot Defense==&lt;br /&gt;
In the [[Zot Defence]] mini-game, you are instead charged with guarding the Orb from wave after wave of random enemies. Only after you've fought off enough enemies to earn 15 runes are you allowed to grab the Orb and escape.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.8]], the Orb did not resist Apportation. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], it did not limit controlled teleports; in fact, the player was unable to do so on Zot:5 until they collected the Orb. The Orb also only weighed 30 aum.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], it did not reduce stealth or magic contamination dissipation rates.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], it was possible to drop the Orb after picking it up, and the Orb refused to be apported only 1 of every 6 times.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], only 50% of teleport attempts while carrying the Orb were delayed.&lt;br /&gt;
&lt;br /&gt;
In [[0.14]] Hell/Pan/Abyss portals won't be closed upon picking up the Orb.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wizcastle.gif|right|thumb|200px|The Orb's origin.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sheep&amp;diff=25360</id>
		<title>Sheep</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sheep&amp;diff=25360"/>
				<updated>2014-03-05T19:16:41Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Animal skins no longer drop.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=sheep&lt;br /&gt;
|glyph={{LightGrey|Y}}&lt;br /&gt;
|tile=[[File:Sheep.png]]&lt;br /&gt;
|flags={{Herd flag}}&amp;lt;br&amp;gt;{{Warm blood flag}}&lt;br /&gt;
|resistances=None&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=5&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=28&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=12&lt;br /&gt;
|hp_range=9-24&lt;br /&gt;
|avg_hp=16&lt;br /&gt;
|armour_class=2&lt;br /&gt;
|evasion=7&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=13 ({{Bite type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=3&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Animal intelligence}}&lt;br /&gt;
|genus=sheep&lt;br /&gt;
|species=sheep&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A dim-witted, fluffy ovine, better known for its woolly hide than its ferociousness. Dungeon sheep are nevertheless far more murderous than their surface brethren. This one looks quite flammable.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
A step below the common [[yak]], '''sheep''' are pack monsters that don't hit too hard and are about as tough as an [[iguana]]. They should not be remotely threatening when you first encounter them (usually in [[the Lair]]) unless you're already injured.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*[[Sticky Flame]] cast on one sheep will spread to adjacent sheep. Hilarity ensues.&lt;br /&gt;
&lt;br /&gt;
===Variant sheep===&lt;br /&gt;
[[File:Black sheep.png]] Very occasionally, you may find a '''black sheep''' among a herd of its normal-colored fellows.  Other than its color, it is no different from ordinary sheep.&lt;br /&gt;
&lt;br /&gt;
{{flavour|On first glace, this sheep has merely a different pigmentation, but you are not so easily swayed by looks. With your luck, there's a sheep in a wolf's hide hiding inside, _then_ covered by another layer of sheep skin to better decieve you.&lt;br /&gt;
&lt;br /&gt;
Or, maybe, it's just a sheep after all.}}&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shadow_dragon&amp;diff=25359</id>
		<title>Shadow dragon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shadow_dragon&amp;diff=25359"/>
				<updated>2014-03-05T19:03:43Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Remove reference to Vaults:8&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=shadow dragon&lt;br /&gt;
|glyph={{Magenta|D}}&lt;br /&gt;
|tile=[[File:Shadow dragon.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&amp;lt;br&amp;gt;{{Evil flag}}&amp;lt;br&amp;gt;{{Fake spells flag}}&amp;lt;br&amp;gt;{{Flees flag}}&amp;lt;br&amp;gt;{{Flying flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{!sil flag}}&lt;br /&gt;
|resistances={{Cold resistance 2}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Drown resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}, {{Dragon slaying vulnerability}}&lt;br /&gt;
|max_chunks=8&lt;br /&gt;
|meat={{Rot-inducing corpse}}&lt;br /&gt;
|xp=2067&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=113&lt;br /&gt;
|hp_range=105-149&lt;br /&gt;
|avg_hp=127&lt;br /&gt;
|armour_class=15&lt;br /&gt;
|evasion=10&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Giant}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=20 ({{Bite type}}: {{Drain experience flavour}})&lt;br /&gt;
|attack2=15 ({{Claw type}}: {{Plain flavour}})&lt;br /&gt;
|attack3=15 ({{Claw type}}: {{Plain flavour}})&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=17&lt;br /&gt;
|base_hp=5&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Animal intelligence}}&lt;br /&gt;
|genus=dragon&lt;br /&gt;
|species=shadow dragon&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A great shadowy dragon, radiating evil and death. Its very mouth and breath stink of the grave.&lt;br /&gt;
----&lt;br /&gt;
“Crux sacra sit mihi lux / Non draco sit mihi dux&amp;lt;br&amp;gt;&lt;br /&gt;
Vade retro satana / Numquam suade mihi vana&amp;lt;br&amp;gt;&lt;br /&gt;
Sunt mala quae libas / Ipse venena bibas”&amp;lt;br&amp;gt;&lt;br /&gt;
“Let the Holy Cross be my light / Let not the dragon be my guide&amp;lt;br&amp;gt;&lt;br /&gt;
Step back Satan / Never tempt me with vain things&amp;lt;br&amp;gt;&lt;br /&gt;
What you offer me is evil / You drink the poison yourself.”&amp;lt;br&amp;gt;&lt;br /&gt;
-full text of initials on the Saint Benedict Medal, worn to ward off evil spririts. Inscription from 11-15th century, formally approved by pope Benedict XIV in 18th centur}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
{{list of | dragons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Shadow dragons''' are powerful [[list of dragons|dragonkind]] whose breath and bite attacks inflict [[draining]]. They are uncommon, usually only found on [[Vaults]]:5 or in certain late-game [[vault]]s, but naturally occurring shadow dragons can be found in the deepest [[Dungeon]]s and [[the Realm of Zot]].&lt;br /&gt;
&lt;br /&gt;
Unlike some dragons, butchering it produces no special hide; doing so only produces [[rot]]-inducing [[chunk]]s which most characters will want to avoid touching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Bolt of Draining]] (3d24)&lt;br /&gt;
|slot2=[[Bolt of Draining]] (3d24)&lt;br /&gt;
|slot3=''none''&lt;br /&gt;
|slot4=''none''&lt;br /&gt;
|slot5=[[Bolt of Draining]] (3d24)&lt;br /&gt;
|slot6=''none''&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;
*Each rank of [[life protection]] you have will reduce the effect of their draining by a third, providing complete immunity with three ranks. If you have good reason to suspect a shadow dragon is coming (Vaults:5 is almost a guarantee), it's not a bad idea to come packing [[rings of life protection]], an [[amulet of warding]], or other rN+ sources. Undead characters need not worry.&lt;br /&gt;
**Failing that, high [[ev]]asion, [[Repel Missiles]], or [[Deflect Missiles]] will allow you to dodge many of their breath attacks, although not infallibly. In any case, kill them as quickly as possible to limit their opportunities to drain you.&lt;br /&gt;
*Although they aren't undead, they have the standard undead [[cold resistance]] and immunity to negative energy. Fortunately, they are also [[evil]] and thus vulnerable to [[Cleansing Flame]] (but not weapons of [[holy wrath]]).&lt;br /&gt;
*Shadow dragons flee with surprisingly high remaining HP. If you want to avoid having to face them repeatedly, bring some means of dealing heavy damage at range. Powerful ranged weapons or high level [[Conjurations]] can get the job done, as can the lower level spell [[Airstrike]] which takes advantage of the fact that they [[fly]]. Alternatively you can try to corner them, but that often requires turns spent maneuvering around the beast during which you'll be taking breath attacks.&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ghoul&amp;diff=25037</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ghoul&amp;diff=25037"/>
				<updated>2014-02-19T19:30:25Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Remove reference to Pr background&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|They are horrible undead creatures, slowly rotting away. Although Ghouls can sleep in their graves for years on end, when they rise to walk among the living, they must eat flesh to survive. Raw flesh is preferred, especially rotting or tainted meat, and Ghouls gain resilience from consuming it.&lt;br /&gt;
&lt;br /&gt;
They aren't very good at doing most things, although they make decent unarmed fighters with their claws and, due to their contact with the grave, can use ice, earth and death magic without too many difficulties.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Ghouls have the following innate resistances and immunities: [[Cold resistance|Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance]], [[Rot Resistance]], and immunity to [[Torment]]. Ghouls will [[rot]] instead of [[mutate]]. &lt;br /&gt;
*Ghouls are vulnerable to [[Dispel Undead]] and holy damage, including [[Holy wrath]] brand.&lt;br /&gt;
*Ghouls cannot go [[berserk]], willingly or unwillingly.&lt;br /&gt;
*Ghouls cannot worship the &amp;quot;good gods,&amp;quot; [[The Shining One]], [[Elyvilon]], or [[Zin]]. Nor can Ghouls worship [[Fedhas]].  &lt;br /&gt;
*Ghouls cannot be polymorphed or change form, but they ''can'' be petrified. &lt;br /&gt;
*Ghouls cannot use or memorize the following spells: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Necromutation]], [[Death's Door]], [[Borgnjor's Revivification]], [[Cure Poison]].&lt;br /&gt;
*[[Claws|Claws 1]]: Ghouls have claws on their hands and receive a bonus to [[unarmed combat]] damage.&lt;br /&gt;
*[[Carnivorous|Carnivorous 3]]: Ghouls can eat [[chunk]]s at any time, but cannot eat anything but meat.&lt;br /&gt;
*[[Saprovore 3]]: Ghouls can eat rotten or contaminated meat without any problems.&lt;br /&gt;
*[[Bad mutations#Slow Healing|Slow Healing 1]]: Ghouls heal more slowly than usual.&lt;br /&gt;
*Ghouls [[rot]] randomly and continuously, but more quickly when hungry or starving. Happily, they can heal [[rot]] and [[HP]] loss by eating rotten or contaminated meat.&lt;br /&gt;
*Ghouls can eat any amount of meat without ever becoming &amp;quot;full&amp;quot; or &amp;quot;engorged&amp;quot;. However, they can only ''retain'' up to 6999 points of nutrition, as compared to the usual 12000.&lt;br /&gt;
*Ghouls do not leave [[Player ghost]]s.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Gladiator]], [[Monk]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]], [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, ghouls are prohibited from becoming [[Healer]]s. They are also prohibited from becoming [[Transmuter]]s.&lt;br /&gt;
&lt;br /&gt;
==Nutrition==&lt;br /&gt;
Like other undead, ghoul nutrition is a special case. Along with its nutritional value, eating chunks of meat can heal HP, and rot damage. Regardless of the kind of chunk involved, the amount healed is 1d5 - 1 + 1d(1+XP level). However, the likelihood of these restorative effects occurring varies between chunk types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Chunk Type || Heal HP || Heal Rot&lt;br /&gt;
|-&lt;br /&gt;
| '''Clean''' || 80% || 75%&lt;br /&gt;
|-&lt;br /&gt;
| '''Contaminated''' || 86% || 75%&lt;br /&gt;
|-&lt;br /&gt;
| '''Rotten''' || 100% || 75%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's worth noting that while you will never be told you're too full to eat more, you ''cannot'' accumulate a &amp;quot;life-time supply&amp;quot; of nutrition by devouring everything you come across, as a ghoul's satiation never increases beyond 7/12 of the maximum amount other species can hold. Even if you could, you'd still need to regularly eat meat to heal rotting.&lt;br /&gt;
&lt;br /&gt;
In addition to chunks, Ghouls can also eat [[meat ration]]s, [[beef jerky]], [[sausage]]s, [[cheese]], [[pizza]], [[honeycomb]]s, [[royal jelly]], and [[ambrosia]]. These foods have no healing or restorative effects, but by raising a ghoul's overall satiation level they slow the onset of rot. Royal jelly and ambrosia will also still provide their unique benefits.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 5th level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*10% less [[MP]] than average.&lt;br /&gt;
*+3 magic resistance per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Ghouls start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Ghouls never start with food of any kind.&lt;br /&gt;
*If their background does not start with [[Unarmed Combat]] skill ''and'' offers a choice of weapon, Ghouls have the extra option of &amp;quot;claws&amp;quot; (which also gives them some starting skill in [[unarmed combat]]).&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Ghouls have a unique—and rather fiddly—relationship to food. However, if one is willing to put up with that, in Ghouls one finds a fairly durable undead species that can enjoy the full effect of potions and has decent aptitudes. Ghouls naturally tend to have very poor dexterity and intelligence, though this can eventually be offset by the chosen stat ups that one receives every three levels. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Ghoul}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The most obvious way to play a Ghoul is to use your claws, which give Ghouls a +2 bonus to [[unarmed combat]] damage that is helpful in the early game, when bare-handed combat struggles to keep apace of weapons. This play style is further supported by a good aptitude in unarmed combat. However, Ghouls' weapon aptitudes are reasonable, and a weapon-wielding Ghoul is perfectly viable.&lt;br /&gt;
&lt;br /&gt;
Ghouls can also make for competent casters. Their aptitudes for it are not as bad as they first appear: they are good at Ice and Earth Magic, and generally passable at most other things.  They are, however, held back by their low intelligence: those who want to make a serious Ghoul caster will want to pick a spellcasting background and devote their stat increases to nothing but Int.  However, their ability to eat any and all corpses makes hunger costs less of an issue (partially offsetting the low Int), while their good HP and unarmed abilities give them better resilience than most casters.&lt;br /&gt;
  &lt;br /&gt;
As far as gods go, [[Makhleb]] is a popular choice for Ghouls. Aside from the usual benefits, Ghouls enjoy Makhleb's HP-for-kills because this translates into less time they must spend resting, and thus helps limit the extent of their rotting. Another good option is [[Kikubaaqudgha]]: This option gives Ghouls an easy way to branch into [[Necromancy]], and they can use his receive corpses ability not only for necromantic purposes, but also to heal and restore rot (including in normally corpseless or corpse-light branches). Unarmed fighters should, as usual, consider [[Okawaru]], as his Heroism ability is even more powerful for Unarmed Combat than it is for other weapon skills. &lt;br /&gt;
&lt;br /&gt;
Any of the other typically strong gods, such as [[Nemelex]], [[Ashenzari]], [[Vehumet]] (if planning to make use of [[conjuration]]s), and so on, are likewise strong for Ghouls. Do note, however, that Ghouls cannot [[berserk]], and thus do not benefit nearly as much as most other species from worship of [[Trog]].&lt;br /&gt;
&lt;br /&gt;
==Appetite and Corpses==&lt;br /&gt;
&lt;br /&gt;
Ghouls' relationship to satiation and corpses is one of the most involved in the game ([[Vampire]]s being the only serious competition), and thus deserves some further clarification. &lt;br /&gt;
&lt;br /&gt;
Even though you can eat meat at any time, Ghouls should handle chunks differently than [[Troll]]s and [[Kobold]]s do. As a Ghoul, you should eat [[chunk]]s when you want to recover from injuries quickly ''after'' combat (when enemies are out of sight), when you have accumulated too much rot and need to restore it now, and whenever you have actually become ''hungry''. Outside of those circumstances, hold off on eating chunks until they're rotten, when they will be most nourishing and more likely to heal rot.  Also remember that while the game will let you eat all the meat you want, you don't actually ''accumulate'' nutrition beyond Satiated. Going from the top of &amp;quot;Hungry&amp;quot; to the top of &amp;quot;Satiated&amp;quot; (which is as full as Ghouls can get) requires less than five chunks. &lt;br /&gt;
&lt;br /&gt;
Until you are comfortable with how the Ghoul's hunger mechanics work, you should simply try to keep a good number of chunks on hand as often as you can, although you should avoid getting too close to your [[burdened|carrying capacity]], and you should not hesitate to use corpses for purposes other than eating, when appropriate (e.g., to make a good zombie via [[Necromancy]]). Some gods give piety or have other effects upon corpse sacrifices; you should not hesitate to sacrifice corpses any time you have a decent number of chunks on hand.&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ziggurat&amp;diff=25015</id>
		<title>Ziggurat</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ziggurat&amp;diff=25015"/>
				<updated>2014-02-17T19:49:39Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version}}&lt;br /&gt;
{{flavour|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. Whatever entity created this monstrosity charges a steep price for entry. 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;
'''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 huge number of monsters of a particular theme. 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;
Ziggurat portals may be found on any floor of the main [[Dungeon]] (rarely) or any [[Pandemonium]] floor (8% chance). A portal can also be summoned by the [[Trowel card]] of a legendary [[Deck of dungeons]]. Entry is denied until the player pays the admission fee, which is always between 2,100 and 14,000 (mean 4,668) gold. Summons 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;
==Monster Themes==&lt;br /&gt;
===Natural Monsters===&lt;br /&gt;
*Monsters from [[the Slime Pits]] (objects are placed in a room with a door so they aren't eaten).&lt;br /&gt;
*Monsters from [[the Snake Pits]] (snakes of all kinds plus nagas).&lt;br /&gt;
*Monsters from [[the Shoals]] (merfolk).&lt;br /&gt;
*Monsters from the [[Spider's Nest]] with bonus [[ghost moth]]s, [[red wasp]]s and [[tarantella]]s.&lt;br /&gt;
*Monster from [[the Swamp]] with priority for [[hydra]]s and [[swamp dragon]]s, plus [[green death]]s and [[death drake]]s.&lt;br /&gt;
*Monsters from [[the Lair]], plus [[catoblepas]], [[dire elephant]]s, and [[hellephant]]s.&lt;br /&gt;
*Monsters from the [[Orcish Mines]], plus [[stone giant]]s and [[moths of wrath]], with depth-dependent priority for [[orc warlord]]s, [[orc knight]]s, [[orc sorcerer]]s, and [[orc high priest]]s.&lt;br /&gt;
*Monsters from the [[Elven Halls]], with depth-dependent priority for [[deep elf sorcerer]]s, [[deep elf blademaster]]s, [[deep elf master archer]]s, [[deep elf annihilator]]s and [[deep elf demonologist]]s.&lt;br /&gt;
*Monsters from [[the Vaults]], plus [[ancient lich]]es with depth-dependent priority.&lt;br /&gt;
*[[Draconian]]s (starting at Zig:6) of all colors and walks of life.&lt;br /&gt;
*Giants: [[hill giant]]s, [[cyclopes]], [[stone giant]]s, [[fire giant]]s, [[frost giant]]s, [[ettin]]s, and [[titan]]s.&lt;br /&gt;
&lt;br /&gt;
===Demons &amp;amp; Undead===&lt;br /&gt;
*Monsters from [[the Crypt]].&lt;br /&gt;
*Monsters from [[Cocytus]].&lt;br /&gt;
*Monsters from [[Gehenna]].&lt;br /&gt;
*Monsters from [[the Iron City of Dis]].&lt;br /&gt;
*Monsters from [[Tartarus]].&lt;br /&gt;
*Single [[Pandemonium lord]] (starting at Zig:8) and Pandemonium [[demon]]s.&lt;br /&gt;
*Monsters from [[the Abyss]].&lt;br /&gt;
*[[Dragon]]s, [[drake]]s and [[hydra]]s.&lt;br /&gt;
*Archers: [[centaur]]s, [[yaktaur]]s, [[centaur warrior]]s, [[yaktaur captain]]s, [[cyclopes]], [[stone giant]]s, [[merfolk javelineer]]s, [[deep elf master archer]]s.&lt;br /&gt;
&lt;br /&gt;
===Elemental theme===&lt;br /&gt;
*Fire: [[fire elemental]]s, [[fire drake]], [[hell hound]]s, [[efreet]]s, [[dragon]]s, [[fire giant]]s, and [[orbs of fire]].&lt;br /&gt;
*Cold: [[ice beast]]s, [[polar bear]]s, [[freezing wraith]]s, [[ice dragon]]s, [[frost giant]]s, [[ice devil]]s, [[ice fiend]]s, [[simulacra]], [[blizzard demon]]s.&lt;br /&gt;
*Air: [[insubstantial wisp]]s, [[air elemental]]s, [[vapour]]s, [[titan]]s, [[storm dragon]]s, [[electric golem]]s, [[spriggan air mage]]s&lt;br /&gt;
&lt;br /&gt;
===Multiple Pandemonium Lords===&lt;br /&gt;
*These floors contain either Pandemonium demons or lords (multiple ones, with no limit). Near Zig:27, you may even have 30 Pandemonium lords on a floor! Note that [[giant eyeball]]s may appear on this floor too, so be careful!&lt;br /&gt;
&lt;br /&gt;
===Mummies===&lt;br /&gt;
*These floors contain mummies, with depth-dependent priority for [[greater mummies]] (on Zig:27, 1/8 are greater mummies and the rest are random, including greater mummies).&lt;br /&gt;
&lt;br /&gt;
===Angels &amp;amp; Daevas===&lt;br /&gt;
*These floors are rare (20% of normal likelihood) and each monster is with equal probability an [[angel]] or a [[daeva]]. If you worship a good god, they should be mostly peaceful and there shouldn't be any problem. &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;
*A charged [[wand of disintegration]] for taking out orange crystal statues.&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;
*An [[amulet of conservation]] or [[cloak of preservation]] to avoid getting your scrolls and potions destroyed. This can also replace the amulet of resist corrosion.&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. Don't hoard too many as they might get burned and you will be finding some anyway.&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;
*Royal jellies or [[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 channeling]].&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, XT to teleport to the portal and &amp;amp;o$ to acquire enough gold to enter. 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;
In [[0.14]] Ziggurat portals will never be generated on the main Dungeon, but there will be always one in [[the Depths]]. Instead of an admission fee, the player will need to have at least 3 [[runes of Zot]] to enter it.&lt;br /&gt;
&lt;br /&gt;
In version [[0.10]] or older, 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;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Monster_generation&amp;diff=24963</id>
		<title>Monster generation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Monster_generation&amp;diff=24963"/>
				<updated>2014-02-12T19:45:00Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Punctuation. Also, orb run stats need updating for 0.13.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This stuff is all swiped from Henzell -- any source-divers want to verify? --&amp;gt;&lt;br /&gt;
Many monsters are placed during dungeon creation, but more are created over time.  Specifically, there is a &amp;quot;monster generation rate&amp;quot; (MGR), and every 5 turns, there is a (5 in MGR) chance of a monster spawning somewhere on the level.  The MGR's value varies:&lt;br /&gt;
* Main dungeon: starts at 240 for the first 3k turns, then linear increase (less spawning) to 1440 at 15k turns, after which generation stops entirely.  After 1k turns, the odds of badly [[out-of-depth]] monsters start rising.&lt;br /&gt;
* [[Pandemonium]]: Same but going from 50  to 300, and &amp;quot;out-of-depth&amp;quot; is moot.&lt;br /&gt;
* [[Hell]]: starts at 240, increases after 500 turns.&lt;br /&gt;
* [[Abyss]]: 5 (monster generation every 5 turns). For worshipers of [[Cheibriados]], the rate is halved. &lt;br /&gt;
* Orb run: set to 8, (16 if you are a follower of [[Cheibriados]]), and the monster set is special:&lt;br /&gt;
**[[Tier-4 demon]] or [[Tier-3 demon]]: 30.3%&lt;br /&gt;
**Random [[demon]]: 26.3%&lt;br /&gt;
**[[Pandemonium lord]]: 9%&lt;br /&gt;
**[[Hell hound]]s: 7.4%&lt;br /&gt;
**[[Large abomination]]: 7.9%&lt;br /&gt;
**[[Small abomination]]: 6.9%&lt;br /&gt;
**[[Red devil]]: 6.6%&lt;br /&gt;
**[[Hell sentinel]]: 4.5%&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Orb run spawns will change in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Monsters]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=24942</id>
		<title>Brand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=24942"/>
				<updated>2014-02-10T22:50:52Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: /* Launchers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''[[Armour]] brands are also called egos. See the [[ego]] page for armour brands.''&lt;br /&gt;
&lt;br /&gt;
A [[brand]] is a special enhancement that a [[weapon]] can have, affecting its damage output, giving it a particular [[Damage Type|damage type]], or causing effects. Weapons can have at most one brand, and randarts are guaranteed a brand, although some unrandarts do not have one. Brands are auto-identified when a weapon is wielded. Missile brands are known on sight. If you use branded ammo with a branded launcher, only the ammo brand will take effect (however, launchers with the [[vorpal]] or [[speed]] brands stack with their ammo's brands).&lt;br /&gt;
&lt;br /&gt;
Aside from the permanently-branded weapons found in the dungeon, a number of spells provide temporary brands to weapons ([[Fire Brand]], [[Freezing Aura]], [[Lethal Infusion]], [[Poison Weapon]], [[Warp Weapon]], [[Excruciating Wounds]]). The [[Deck of battle#Blade card|Blade card]] likewise provides a (random) temporary brand. None of these will work on a weapon which already has a permanent brand.&lt;br /&gt;
&lt;br /&gt;
There are two ways to '''create''' weapons with a permanent brand: Firstly, while wielding a weapon with one of the temporary brands above, a [[scroll of brand weapon]] can make ''most'' of these temporary brands permanent. Using it without a temporary brand creates a [[vorpal]] brand. Note that the scroll will ''not'' work on temporary distortion, pain, holy wrath, or chaos brands. Using the scroll on a non-artefact weapon with a permanent brand will replace the brand. The second means of creating a branded weapon is through the act of a [[god]]. [[The Shining One]], [[Lugonu]], and [[Kikubaaqudgha]] will grant especially pious worshipers permanent holy wrath, distortion, and pain brands, respectively. Divine branding will ''replace'' any previous brand the weapon held. Note that this still does not work on artefacts. As for the chaos brand, [[Xom]] may randomly place that on an unbranded weapon, most often one in a monster's inventory.&lt;br /&gt;
&lt;br /&gt;
==Types of Brands==&lt;br /&gt;
&lt;br /&gt;
There are different types of brands, some add a special effect type [[Electrocution]], [[draining (brand)|Draining]], [[Distortion]] for example. Others add a percentage of damage to the attack. [[Flaming]], [[Vorpal]], and [[Freezing]] for example. And others add special qualities just by holding them like [[Protection]]. Some even have multiple effect types, such as draining, which can increase damage, and drain HD.&lt;br /&gt;
&lt;br /&gt;
Brands that add damage to the attack do this after all other effects (such as weapon pluses, weapon skill bonus, ac reduction etc). So high weapon skill, high weapon base damage and high damage pluses add to the damage. In most cases this means, getting a higher base damage weapon is better. (Flaming Executioners axes are better than flaming daggers).&lt;br /&gt;
&lt;br /&gt;
Brands that add special effects [[Distortion]], or bonus damage (such as [[Electrocution]])), have a chance of triggering each time the weapon hits. In this case hitting more ofter (lower base delay is more important). Choose branded weapons accordingly.&lt;br /&gt;
&lt;br /&gt;
All added brand damage is calculated after AC reduction, and does not get further reduced by AC.&lt;br /&gt;
&lt;br /&gt;
==List of Brands==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*[[Antimagic]]&lt;br /&gt;
*[[Chaos]] ([[Xom]]'s special brand)&lt;br /&gt;
*[[Disruption]] (found only on the artifact [[great mace]] [[Undeadhunter]])&lt;br /&gt;
*[[Distortion]] ([[Lugonu]]'s special brand)&lt;br /&gt;
*[[Dragon slaying]] ([[polearms]] only)&lt;br /&gt;
*[[draining (brand)|Draining]]&lt;br /&gt;
*[[Electrocution]] &lt;br /&gt;
*[[Flaming]] &lt;br /&gt;
*[[Freezing]] &lt;br /&gt;
*[[Holy wrath]] ([[The Shining One]]'s special brand)&lt;br /&gt;
*[[pain (brand)|Pain]] ([[Kikubaaqudgha]]'s special brand)&lt;br /&gt;
*[[Protection]] &lt;br /&gt;
*[[Reaching]] ([[whip]]s only.)&lt;br /&gt;
*[[Reaping]] (the [[Spear of the Botono]] and the [[Sword of Zonguldrok]])&lt;br /&gt;
*[[speed (brand)|Speed]] ([[Short Blades|short blades]], [[staves]], and artifacts only)&lt;br /&gt;
*[[Vampiricism]]&lt;br /&gt;
*[[Venom]] &lt;br /&gt;
*[[Vorpal]] (named differently depending on weapon; see Vorpal for details)&lt;br /&gt;
&lt;br /&gt;
===Launchers===&lt;br /&gt;
*[[Electrocution]]&lt;br /&gt;
*[[evasion (brand)|Evasion]]&lt;br /&gt;
*[[Flame]]&lt;br /&gt;
*[[frost (brand)|Frost]]&lt;br /&gt;
*[[Penetration]]&lt;br /&gt;
*[[Speed (brand)|Speed]]&lt;br /&gt;
*[[Venom]]&lt;br /&gt;
*[[Vorpal]] (&amp;quot;Velocity&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Crossbows can have flame, frost, evasion and vorpal. Artifact crossbows can also have penetration, electrocution, venom and speed.&lt;br /&gt;
&lt;br /&gt;
Bows, longbows and slings can have flame, frost, evasion and vorpal. Speed and venom are possible on artifacts (the Bow of Krishna &amp;quot;[[Sharnga]]&amp;quot; has the speed brand).&lt;br /&gt;
&lt;br /&gt;
Blowguns can only be generated with evasion. Artifact blowguns can have speed.&lt;br /&gt;
&lt;br /&gt;
===Missiles===&lt;br /&gt;
*[[dispersal (brand)|Dispersal]]&lt;br /&gt;
*[[Exploding]]&lt;br /&gt;
*[[Flame]]&lt;br /&gt;
*[[frost (brand)|Frost]]&lt;br /&gt;
*[[Penetration]]&lt;br /&gt;
*[[Poisoned]] &lt;br /&gt;
*[[Returning]]&lt;br /&gt;
*[[Silver]] &lt;br /&gt;
*[[Steel]]&lt;br /&gt;
&lt;br /&gt;
Flame, frost, and poisoned can all be found on arrows, crossbow bolts, and darts.  Silver and steel can be found on crossbow bolts, darts, and sling bullets, and javelins. Dispersal can be found on arrows and darts. Exploding can be found only on darts and sling bullets.  Penetration can be found on crossbow bolts or javelins.  Returning can be found on javelins and [[Ranged weapons#Throwable Melee Weapons|throwable melee weapons]].  Stones, large rocks, and nets are never generated with a brand. (Exception: one of the [[Dungeon Sprint]] maps offers a &amp;quot;large rock of returning&amp;quot;.  Naturally, it's being used ''against'' you.).&lt;br /&gt;
&lt;br /&gt;
==== Needles====&lt;br /&gt;
[[Needle]]s have their own brand selection; most often poisoned, but they can instead bear one of the following unique brands:&lt;br /&gt;
*[[confusion (brand)|Confusion]]&lt;br /&gt;
*[[Curare]]&lt;br /&gt;
*[[frenzy (brand)|Frenzy]]&lt;br /&gt;
*[[paralysis (brand)|Paralysis]]&lt;br /&gt;
*[[sleep (brand)|Sleep]]&lt;br /&gt;
*[[slowing (brand)|Slowing]]&lt;br /&gt;
&lt;br /&gt;
==Needle brands==&lt;br /&gt;
All needle types except &amp;quot;poisoned&amp;quot; were introduced in version [[0.6]]. There's a saving throw for monsters: if 1 + 1d(4 + your throwing skill + your blowgun’s to-hit enchantment) is greater than the monster’s hit dice, the effect will be applied. You also have a straight 2% chance of succeeding for monsters with a [[hit dice]] of 14 or below.&lt;br /&gt;
&lt;br /&gt;
Some statistics: with no skill you’re still at 100% to succeed on HD1 or HD2 (gnoll, D1 monsters), 75% on HD3 (Sigmund), 50% on HD4 (Duvessa), and 25% on HD5 (ogre). With 4 skill as an early Assassin, you’re up to 56% on an Ogre, or 33% on a Yak.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
As of [[0.10]] all [[Polearms]] have [[Reaching]].&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Item]] [[Category:Weapons]] [[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=High_Elf&amp;diff=24847</id>
		<title>High Elf</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=High_Elf&amp;diff=24847"/>
				<updated>2014-02-06T22:28:58Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|This is a tall and powerful Elven species who advance in levels slowly, requiring half again as much experience as Humans. They have good intelligence and dexterity, but suffer in strength. Compared with Humans, they have fewer HP but more magic. Among all Elves, they are best with blades and bows. They are not very good with necromancy or with earth or poison magic, but are highly skilled with most other forms of magic.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
* High Elves receive a bonus when using elven weapons and armour. Though elven armour impedes spellcasting less than non-elven armour for all species, this bonus is amplified for High Elves. They are also slightly more accurate with elven weapons.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Gladiator]], [[Hunter]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]], [[Warper]], [[Arcane Marksman]]&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[intelligence]] or [[dexterity]] (equal chance) every 3rd level.&lt;br /&gt;
*10% less [[HP]] than average.&lt;br /&gt;
*20% more [[MP]] than average.&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
High Elves are a rather easy species to play, because of good aptitudes overall, a large mana pool, and very good attributes; however, they have slightly lower HP (-10%) than normal and level somewhat slowly.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|High Elf}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Crawl_Wiki&amp;diff=24407</id>
		<title>Crawl Wiki</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Crawl_Wiki&amp;diff=24407"/>
				<updated>2014-01-22T20:03:00Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Added link to egos under armour.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{register_header}}&lt;br /&gt;
&lt;br /&gt;
This is a community-edited encyclopedia that aims to document all the information in the [[roguelike]] game [[Dungeon Crawl]].&lt;br /&gt;
&lt;br /&gt;
We need your help to maintain our site. If you find out something interesting, spot an error, or just want to help, please sign up. For those of you who have never added something before, don't worry. It's not very challenging and the wiki has a very useful [[Help:Contents|help section]] explaining in detail how to do everything. Head over to the [[CrawlWiki:Community portal|Community Portal]] to see what is going on at the moment, or take a look at some of the [[Current projects|currently listed projects]].&lt;br /&gt;
&lt;br /&gt;
You may also wish to visit the [https://crawl.develz.org/wordpress official homepage] of Dungeon Crawl Stone Soup, or go [http://crawl.develz.org/wordpress/downloads directly to the download] of the most recent version.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid #CC6600; background-color:#FF9966;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #CC6600; background-color:#FF6633; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;[[:Category:Crawl Versions|Versions]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #CC6600; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
The Crawl Wiki is kept up to date with the latest stable release: [[0.13]]&lt;br /&gt;
* In [[trunk]] development: [[0.14]] &lt;br /&gt;
* Previous releases: [[0.12]] | [[0.11]] | [[0.10]] | [[0.9]] | [[0.8]] | [[0.7]] | [[0.6]] | [[0.5]] | [[0.4]] | [[0.3]] | [[0.2]] | [[0.1]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Left column 3 blue --&amp;gt;&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid #abd5f5; background-color:#99FFFF;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid #abd5f5; background-color:#99CCFF; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Character Attributes&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #abd5f5; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Species]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Background]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Stats]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Skills]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Spell]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[God]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Mutation]]s&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #abd5f5; background-color:#99CCFF; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;[[Strategy guides]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #abd5f5; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Walkthrough]]&lt;br /&gt;
* [[strategy guides|General strategy guides]]&lt;br /&gt;
** [[Background and race combinations for beginners]]&lt;br /&gt;
** [[Character guides]]&lt;br /&gt;
* [[Monster|List of Monsters]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Dungeon branches|Dungeon Map (Branches)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
** [[Dungeon features]]&amp;lt;br /&amp;gt;&lt;br /&gt;
** [[Portals]]&amp;lt;br /&amp;gt;&lt;br /&gt;
** [[Vault]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[FAQs|Frequently asked questions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Escaping from (and avoiding) trouble]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Tips and tricks|Other tips and tricks]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;!-- Right column 3 orange --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid #fad67d; background-color:#FFFF99;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid #fad67d; background-color:#FFCC99; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;[[Item]]s&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #fad67d; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Identification|Identifying items]]&amp;lt;br /&amp;gt;&lt;br /&gt;
** [[Inscriptions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Shop]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Weapon]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
** [[Brand]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
* [[Missile]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Armour]]&amp;lt;br /&amp;gt;&lt;br /&gt;
** [[Ego]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Rod]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Comestible]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Scroll]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Jewellery]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Potion]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Wand]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Magical staff|Magical staves]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Book]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Evocable items]]&amp;lt;br /&amp;gt;&lt;br /&gt;
** [[Decks]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Artefact]]s&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;border-bottom:0px solid #FF9999; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[:Category:Diary_of_a_Crawler|Diary of a Crawler]]&lt;br /&gt;
* [[Tournament]]&lt;br /&gt;
* [[Playing online]]&lt;br /&gt;
* [[Websites]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid #CC6600; background-color:#FF9966;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #CC6600; background-color:#FF6633; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;[[Playing online | Play ''Crawl'' Online Now]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #CC6600; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
*[http://crawl.akrasiac.org/ CAO] - The largest and almost official Crawl server, located in North America, hosts [[0.10]], [[0.11]], [[0.12]], [[0.13]] and [[trunk]].&lt;br /&gt;
*[https://tiles.crawl.develz.org/#lobby CDO] - CAO's former European counterpart. Online, hosts [[0.10]], [[0.11]], [[0.12]], [[0.13]] and [[trunk]] (console only).&lt;br /&gt;
*[http://crawl.lantea.net:8080/ CLAN] - new webtiles Server, hosted in Germany. Online, hosts [[0.10]], [[0.11]], [[0.12]], [[0.13]] and [[trunk]].&lt;br /&gt;
*[https://crawl.s-z.org/ CSZO] - Crawl server located in Pennsylvania, in the United States. Online, hosts [[0.10]], [[0.11]], [[0.12]], [[0.13]] and [[trunk]].&lt;br /&gt;
*[http://rl.heh.fi/ RHF] - Crawl server located in Finland. Hosts [[0.12]] and [[trunk]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid #33FF66; background-color:#99FF99;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #33FF66; background-color:#33FF66; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;News&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #33FF66; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* 11th October 2013 - [http://crawl.develz.org/wordpress/crawl-0-13-pan-galactic-gargoyle-blasters Crawl 0.13 &amp;quot;Pan-Galactic Gargoyle Blasters&amp;quot;]&lt;br /&gt;
* 8th October 2013 - [http://crawl.develz.org/wordpress/0-13-tournament-reminder 0.13 Tournament Reminder]&lt;br /&gt;
* 29th September 2013 - [http://crawl.develz.org/wordpress/13-beta DCSS 0.13 beta (and Tournament schedule)]&lt;br /&gt;
* 21st June 2013 - [http://crawl.develz.org/wordpress/even-more-euroservers Even more euroservers!]&lt;br /&gt;
* 9th June 2013 - [http://crawl.develz.org/wordpress/new-european-webtiles-server-crawl-lantea-net New European webtiles server: crawl.lantea.net]&lt;br /&gt;
* 27th May 2013 - [http://crawl.develz.org/wordpress/0-12-tournament-results 0.12 Tournament Results]&lt;br /&gt;
* [[News|'''Older news...''']]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=God&amp;diff=24342</id>
		<title>God</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=God&amp;diff=24342"/>
				<updated>2014-01-15T20:00:47Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Gargoyles can't do Yred.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
'''Gods''' are a central concept to ''[[Dungeon Crawl]]''. The game's pantheon features 18 distinct deities, and they provide increasingly powerful abilities to their worshipers, but punish them for any violation of their individual commandments. Your character may only worship a single god at once, and most gods punish followers for abandoning them, so choose wisely.&lt;br /&gt;
&lt;br /&gt;
==The pantheon==&lt;br /&gt;
&lt;br /&gt;
* [[Ashenzari]] the Shackled, shackled god of divinations.&lt;br /&gt;
* [[Beogh]] the Brigand, god of the [[list of orcs|orcs]].&lt;br /&gt;
* [[Cheibriados]] the Contemplative, the slow god.&lt;br /&gt;
* [[Elyvilon]] the Healer, god of healing.&lt;br /&gt;
* [[Fedhas Madash]], a god of [[plant]]s.&lt;br /&gt;
* [[Jiyva]] the Shapeless, god of [[list of jellies|slimes]].&lt;br /&gt;
* [[Kikubaaqudgha]], an evil demon-god of [[Necromancy|necromantic magic]].&lt;br /&gt;
* [[Lugonu]] the Unformed, god of [[the Abyss]].&lt;br /&gt;
* [[Makhleb]] the Destroyer, an evil god of slaughter and bloodshed.&lt;br /&gt;
* [[Nemelex Xobeh]], the trickster god.&lt;br /&gt;
* Warmaster [[Okawaru]], god of battle.&lt;br /&gt;
* [[Sif Muna]] the Loreminder, god of [[magic]] and mystical secrets.&lt;br /&gt;
* [[The Shining One]], a good god of honourable crusade against evil.&lt;br /&gt;
* [[Trog]] the Wrathful, a violent god of [[berserk|rage]].&lt;br /&gt;
* [[Vehumet]], god of destructive magic.&lt;br /&gt;
* [[Xom]] the Unpredictable, god of chaos.&lt;br /&gt;
* [[Yredelemnul]] the Dark, god of death.&lt;br /&gt;
* [[Zin]] the Law-Giver, a good god of law and purity.&lt;br /&gt;
&lt;br /&gt;
==Joining a god==&lt;br /&gt;
&lt;br /&gt;
You may become a follower of a god either by starting with a religious [[background]] ([[Berserker]], [[Abyssal Knight]], [[Chaos Knight]], [[Death Knight]], or [[Healer]]), or by [[pray]]ing at a god's [[altar]]. In the latter case, you will be shown a description of the god (and their commandments) before being asked if you want to worship them.&lt;br /&gt;
&lt;br /&gt;
Some species have religious restrictions on which gods they may worship.&lt;br /&gt;
&lt;br /&gt;
* [[Demigod]]s may not worship any god.&lt;br /&gt;
* Only [[Hill Orc]]s may worship Beogh.&lt;br /&gt;
* Evil or [[undead]] races ([[Demonspawn]], [[Ghoul]]s, [[Mummy|Mummies]], and [[Vampire]]s) may not worship good-aligned gods (Zin, Elyvilon, and the Shining One).&lt;br /&gt;
* Undead races also may not worship [[Fedhas Madash]].&lt;br /&gt;
* [[Gargoyle]]s may not worship [[Yredelemnul]].&lt;br /&gt;
&lt;br /&gt;
[[Orc priest]]s, [[orc high priest]]s and [[Saint Roka]] may offer [[hill orc]]s the opportunity to convert to Beogh (guaranteed the first they see one of these monsters). This conversion can be done by using the special 'a'bility ''Convert to Beogh''.  All the orcs in the LoS of the player will be pacified the first time the player uses this ability in a game.&lt;br /&gt;
&lt;br /&gt;
==Changing or renouncing gods==&lt;br /&gt;
&lt;br /&gt;
You can abandon your god for another by praying at your new god's altar, or by renouncing your faith with the &amp;quot;Renounce Religion&amp;quot; ability. The latter can be done at any time as a special ability (command '''a'''). In addition, good gods will excommunicate you for casting the spell [[Necromutation]].  &lt;br /&gt;
&lt;br /&gt;
Abandoning will always incur [[penance]], and usually result in [[divine retribution]].  The only exceptions to this are the good gods: leaving them will incur penance, but they will not exhibit wrath upon you unless you are currently serving an evil god: Beogh, Yredelemnul, Lugonu, Kikubaaqugdgha, or Makhleb.  Additionally, Zin will smite you for joining Jiyva.  Bear in mind that the good gods do not forget you: even if you join an evil god 100000 turns later, they will still hit you with wrath.&lt;br /&gt;
&lt;br /&gt;
In older versions, one did not incur penance by switching from one good god to another.  This was removed in 0.9, since it allowed for Zin worshipers to safely switch to Jiyva by momentarily switching to TSO or Elyvilon.  Switching between good gods is still safe, since no wrath will be exhibited, but if you leave for an evil god you will be facing the wrath of both (or all) your former gods.&lt;br /&gt;
&lt;br /&gt;
==Altars==&lt;br /&gt;
Altars can be found in the [[Ecumenical Temple]] (which randomly contains 6-14 altars), as well as scattered around the [[Dungeon]].  &lt;br /&gt;
&lt;br /&gt;
Since version [[0.6.0]], altars for every god (except [[Lugonu]], [[Jiyva]], and [[Beogh]]) are guaranteed to appear either in the Temple or in the main Dungeon between level 2 and level 9. You can find additional altars in various other locations.&lt;br /&gt;
Since [[0.8]], you can also find altars in the main Dungeon at level 1.&lt;br /&gt;
&lt;br /&gt;
[[Lugonu]]'s altar may be found in [[the Abyss]]. [[Jiyva]]'s altar may found at the entrance to or inside [[the Slime Pits]], and, very rarely, early in the main dungeon. Finally, altars to [[Beogh]] can appear in the [[Orcish Mines]], or more rarely in the main dungeon, most commonly near the Mines entrance.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Choosing a god]]&lt;br /&gt;
* [[Piety]]&lt;br /&gt;
* [[Divine retribution]]&lt;br /&gt;
* [[God comparison]]&lt;br /&gt;
* [[Pray]]er&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.8]] instant divine retribution was removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]] [[Category:Religion]] [[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stats&amp;diff=24294</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stats&amp;diff=24294"/>
				<updated>2014-01-11T22:15:58Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Add AM + VM stats, alphabetize species table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
Your character's basic '''stats''' are [[Strength]] (Str),  [[Intelligence]] (Int) and [[Dexterity]] (Dex). These are determined by your [[species]] and [[background]] and grow as you gain [[experience]], [[equipment]], [[intrinsic]] abilities, and [[mutations]].  They may be damaged by [[disease]] or monster abilities, and if one of them reaches 0, you will suffer some [[Stat zero|penalties]].&lt;br /&gt;
&lt;br /&gt;
The three defensive stats are your [[Armour class]] (AC), your chance of blocking with a shield ([[SH]]) and your chance of dodging an attack ([[Evasion]] or EV).&lt;br /&gt;
&lt;br /&gt;
Your character also has a limited reserve of [[Hit points|hit points]] (HP) and [[Magic points|mana]] (Magic or MP).&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Your '''starting stats''' are determined by two things: your [[species]] and your [[class]].  While they do not by any means define your character, it is generally easier to build your character in a way that is compatible with your stats.&lt;br /&gt;
&lt;br /&gt;
Each starting stat is equal to 2 + your species contribution + your class contribution.&lt;br /&gt;
&lt;br /&gt;
===Species contributions===&lt;br /&gt;
&lt;br /&gt;
Note that not all races are created equal: Some have higher total stats than others, with [[High Elves]] and [[Demigod]]s having the highest, and [[Ghoul]]s having the lowest.  The &amp;quot;gain&amp;quot; column describes how the race gains stats as they level up: a letter indicates the stat beginning with that letter can be chosen, and the number before the colon indicates the frequency of stat gains.  So a Demigod, who would gain one Str, Int, or Dex every 2 levels, is represented by 2:SID&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Species&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Strength]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Intelligence]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dexterity]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Sum&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gain&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Centaur&lt;br /&gt;
||8&lt;br /&gt;
||5&lt;br /&gt;
||2&lt;br /&gt;
||15&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Deep Dwarf&lt;br /&gt;
||9&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||21&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Deep Elf&lt;br /&gt;
||3&lt;br /&gt;
||10&lt;br /&gt;
||8&lt;br /&gt;
||21&lt;br /&gt;
||4:I&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Demigod&lt;br /&gt;
||9&lt;br /&gt;
||10&lt;br /&gt;
||9&lt;br /&gt;
||28&lt;br /&gt;
||2:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Demonspawn&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||6&lt;br /&gt;
||19&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Draconian&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Felid&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||4:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Gargoyle&lt;br /&gt;
||9&lt;br /&gt;
||6&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ghoul&lt;br /&gt;
||9&lt;br /&gt;
||1&lt;br /&gt;
||2&lt;br /&gt;
||12&lt;br /&gt;
||5:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Halfling&lt;br /&gt;
||3&lt;br /&gt;
||6&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:D&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;High Elf&lt;br /&gt;
||5&lt;br /&gt;
||9&lt;br /&gt;
||8&lt;br /&gt;
||22&lt;br /&gt;
||3:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Hill Orc&lt;br /&gt;
||9&lt;br /&gt;
||3&lt;br /&gt;
||4&lt;br /&gt;
||16&lt;br /&gt;
||5:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Human&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Kobold&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
||8&lt;br /&gt;
||17&lt;br /&gt;
||5:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Merfolk&lt;br /&gt;
||6&lt;br /&gt;
||5&lt;br /&gt;
||7&lt;br /&gt;
||18&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Minotaur&lt;br /&gt;
||10&lt;br /&gt;
||3&lt;br /&gt;
||3&lt;br /&gt;
||16&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Mummy&lt;br /&gt;
||9&lt;br /&gt;
||5&lt;br /&gt;
||5&lt;br /&gt;
||19&lt;br /&gt;
||''none''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Naga&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Octopode&lt;br /&gt;
||5&lt;br /&gt;
||8&lt;br /&gt;
||5&lt;br /&gt;
||18&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ogre&lt;br /&gt;
||10&lt;br /&gt;
||5&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||3:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Spriggan&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Tengu&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||19&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Troll&lt;br /&gt;
||13&lt;br /&gt;
||2&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||3:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Vampire&lt;br /&gt;
||5&lt;br /&gt;
||8&lt;br /&gt;
||7&lt;br /&gt;
||20&lt;br /&gt;
||''none''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Class contribution===&lt;br /&gt;
&lt;br /&gt;
Your class also contributes to your starting stats, although to a lesser degree than your race.  Unlike with race, the sum of the starting stats is the same across all classes: it always totals to 12.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Class&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Strength]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Intelligence]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dexterity]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Abyssal Knight&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Air Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Arcane Marksman&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Artificer&lt;br /&gt;
||3&lt;br /&gt;
||4&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Assassin&lt;br /&gt;
||3&lt;br /&gt;
||3&lt;br /&gt;
||6&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Berserker&lt;br /&gt;
||9&lt;br /&gt;
||-1&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Chaos Knight&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Conjurer&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Death Knight&lt;br /&gt;
||5&lt;br /&gt;
||3&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Earth Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Enchanter&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Fighter&lt;br /&gt;
||8&lt;br /&gt;
||0&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Fire Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Gladiator&lt;br /&gt;
||7&lt;br /&gt;
||0&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Healer&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Hunter&lt;br /&gt;
||4&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ice Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Monk&lt;br /&gt;
||3&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Necromancer&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Skald&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Summoner&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Transmuter&lt;br /&gt;
||2&lt;br /&gt;
||5&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Venom Mage&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Wanderer&lt;br /&gt;
||*&lt;br /&gt;
||*&lt;br /&gt;
||*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Warper&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Wizard&lt;br /&gt;
||-1&lt;br /&gt;
||10&lt;br /&gt;
||3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;A wanderer's starting stats are random, but will also total 12. However, if a stat is greater than 17, it is 50% less likely to be increased.&lt;br /&gt;
&lt;br /&gt;
Your initial Strength, Intelligence and Dexterity cannot be less than 3. In the case where a class/race combo causes a value to be less than three, it is increased and another decreased until equal to 3.  Currently, this is only ever relevant to [[ghoul]] [[berserker]]s and possibly ghoul wanderers.&lt;br /&gt;
&lt;br /&gt;
72 is the absolute maximum value for [[Strength]], [[Dexterity]], and [[Intelligence]]. Theses ability scores can never go above 72, regardless of racial bonuses, equipment, mutations, or any other bonuses.&lt;br /&gt;
&lt;br /&gt;
==Gaining attributes==&lt;br /&gt;
Characters get to increase an attribute of their choice every three levels; in addition, there is a level-based increase based on race.&lt;br /&gt;
&lt;br /&gt;
*[[Centaur]]s gain Dex or Str every 4 levels.&lt;br /&gt;
*[[Deep Dwarf|Deep Dwarves]] gain Str or Int randomly every 4 levels.&lt;br /&gt;
*[[Deep Elf|Deep Elves]] gain Int every 4 levels.&lt;br /&gt;
*[[Demigod]]s gain a random stat every 2 levels.&lt;br /&gt;
*[[Demonspawn]]s gain a random stat every 4 levels.&lt;br /&gt;
*[[Draconian]]s gain a random stat every 4 levels.&lt;br /&gt;
*[[Ghoul]]s gain Str every 5 levels.&lt;br /&gt;
*[[Felid]]s gain Dex or Int every 5 levels.&lt;br /&gt;
*[[Gargoyle]]s gain Str or Int randomly every 4 levels.&lt;br /&gt;
*[[Halfling]]s gain Dex every 5 levels.&lt;br /&gt;
*[[High Elf|High Elves]] gain either Int or Dex randomly every 3 levels.&lt;br /&gt;
*[[Hill Orc]]s gain Str every 5 levels.&lt;br /&gt;
*[[Human]]s gain a randomly chosen stat every 4 levels.&lt;br /&gt;
*[[Kobold]]s gain Dex or Str every 5 levels.&lt;br /&gt;
*[[Merfolk]] gain a random stat every 5 levels.&lt;br /&gt;
*[[Minotaur]]s gain Dex or Str every 4 levels.&lt;br /&gt;
*[[Mummy|Mummies]] do not gain any extra stats.&lt;br /&gt;
*[[Naga]]s gain a random stat every 4 levels.&lt;br /&gt;
*[[Ogre]]s gain Str every 3 levels.&lt;br /&gt;
*[[Octopode]]s gain a randomly chosen stat every 5 levels.&lt;br /&gt;
*[[Spriggan]]s gain Int or Dex every 5 levels.&lt;br /&gt;
*[[Tengu]] gain a random stat every 4 levels.&lt;br /&gt;
*[[Troll]]s gain Str every 3 levels starting at level 3.&lt;br /&gt;
*[[Vampire]]s do not gain any extra stats.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The extra 2 that all characters get to all their stats is a holdover from when stats were randomized: previously there were eight stat points that would be allocated randomly, with a slight tendency to raise lower stats in preference to higher ones; the remaining two were added to the class stat points, which used to total 10 instead of 12.  &lt;br /&gt;
&lt;br /&gt;
Additionally, Wanderers' stats used to total only 6, making the class considerably more difficult.  Artificers' totaled 9, although that difference was not too significant.  As for races, numerous small changes have been made over the years, but one of the more significant ones is to Mummies: they have gone from having some of the worst starting stats (7/3/3, or 13 total) to being among the higher-stat races.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]] [[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion&amp;diff=24293</id>
		<title>Potion</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion&amp;diff=24293"/>
				<updated>2014-01-11T21:59:43Z</updated>
		
		<summary type="html">&lt;p&gt;Skrybe: Alphabetize table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&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;
Drinking most potions will increase your [[satiation]] by 40 points, except for [[vampire]]s (who only get satiation from [[potions of blood]] and [[potion of coagulated blood|coagulated blood]]). The primary effect of most potions is halved for Thirsty (or worse) Vampires.&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. [[Spriggan]]s recognize potions of porridge, [[vampire]]s recognize potions of blood, [[assassin]]s recognize [[potions of poison]], [[healer]]s recognize potions of curing and heal wounds, 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 gain strength, gain dexterity, gain intelligence, 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 slowing]] of [[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 slowing or paralysis).&lt;br /&gt;
&lt;br /&gt;
==Potion Conservation==&lt;br /&gt;
[[Ice Magic]] and other sources of [[cold]] damage may shatter the potions in your inventory; the [[conservation]] intrinsic reduces the chance of this happening. You can obtain conservation through an [[amulet of conservation]], [[cloak of preservation]], [[Jiyva]], [[Maxwell's Patent Armour]], or a rare [[demonspawn mutation]].&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 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 carnivores. 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 coagulated blood.png]] || [[Potion of coagulated blood|coagulated blood]] || Provides slightly less satiation for [[Vampires]] and carnivores than a [[potion of blood]]. Can cause [[sickness]] for non-carnivores.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of confusion.png]] || [[Potion of confusion|confusion]] || Confuses you for several turns.&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 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 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 paralysis.png]] || [[Potion of paralysis|paralysis]] || [[Paralyze]]s you for several turns.&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 porridge.png]] || [[Potion of porridge|porridge]] || Provides 6000 nutrition, subject to [[Herbivore|herbivorousness]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of resistance.png]] || [[Potion of resistance|resistance]] || Provides one level each of [[fire]], [[cold]], [[electricity]], and [[poison]] [[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;
| [[File:Potion of slowing.png]] || [[Potion of slowing|slowing]] || [[Slow]]s you down for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of speed.png]] || [[Potion of speed|speed]] || Grants [[Haste]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of strong poison.png]] || [[Potion of strong poison|strong poison]] || You are severely poisoned.&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;
In [[0.14]], the basic 40 satiation for all potions will be removed, and the potion of slowing will be 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;
&lt;br /&gt;
[[Category:Item]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Skrybe</name></author>	</entry>

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