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		<updated>2026-05-01T09:36:04Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Staff_of_fire&amp;diff=32958</id>
		<title>Staff of fire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Staff_of_fire&amp;diff=32958"/>
				<updated>2014-09-23T20:31:02Z</updated>
		
		<summary type="html">&lt;p&gt;Votemporik: setting bushes on fire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Magical staves&lt;br /&gt;
 |name=staff of fire&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=13&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This staff increases the power of fire spells cast by its wielder, and protects him or her from the effects of heat and fire. If the wielder is skilled in evocations, they can burn those struck by it, dealing even greater damage if they are also skilled in fire magic.}}&lt;br /&gt;
&lt;br /&gt;
A '''staff of fire''' is a [[magical staff]] which aids in the casting of [[Fire Magic]]. Equipping it will cause it to auto-identify. Any fire spell cast while wielding a staff of fire will gain a boost to [[spell power]], usually causing it to deal more damage and/or last longer (the specific impact of this, if any, depends on the spell). Additionally, the wielder is protected from fire, gaining one rank of [[fire resistance]].&lt;br /&gt;
&lt;br /&gt;
The staff can also be used in combat, functioning as a +0, +0 [[staff]] that deals additional fire damage:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Fire Damage''': A random amount ranging from 0 to 1.25×(Evocations/2+Fire Magic)&amp;lt;br&amp;gt;'''Chance to Activate on a Hit''': (Evocations+Fire Magic/2)×6.66% per hit}}&lt;br /&gt;
&lt;br /&gt;
Further physical damage bonuses can be gained through training [[Fighting]] and [[Staves]]. The Staves skill also increases your accuracy and the speed at which you can attack, making it well worth gaining at least a few levels.&lt;br /&gt;
&lt;br /&gt;
If a staff of fire is used to hit a [[bush]], you may set it on fire.&lt;br /&gt;
&lt;br /&gt;
The only downside to wielding a staff of fire is that it makes you less attuned to [[Ice Magic]]; all ice spells you cast will suffer a spell power penalty.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.8]], the chance of a staff of fire auto-identifying when wielded depended on the Fire Magic skill of the wielder.&lt;/div&gt;</summary>
		<author><name>Votemporik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Scroll_of_holy_word&amp;diff=32885</id>
		<title>Scroll of holy word</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Scroll_of_holy_word&amp;diff=32885"/>
				<updated>2014-09-13T20:01:05Z</updated>
		
		<summary type="html">&lt;p&gt;Votemporik: update for 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Scroll&lt;br /&gt;
 |name=scroll of holy word&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=2&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|This scroll calls on the good gods to cause great damage to any nearby undead or demonic creature — possibly including you! It will briefly stun monsters that are affected.}}&lt;br /&gt;
&lt;br /&gt;
Reading a '''scroll of holy word''' will delay and deal 3d15 + 1d10 - 1 damage to all [[undead]] and [[demon]]ic targets in your [[line of sight]]. If you read this scroll and you are [[Undead]] or [[Demonspawn]] your hit points will be halved. Knowingly reading this will anger [[Yredelemnul]].&lt;br /&gt;
&lt;br /&gt;
It is a rare [[scroll]], but this effect can also be produced through [[Zin]]'s Sanctuary ability or when [[the Shining One]] blesses a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Worshipers of evil gods that provide allies will want to be careful when reading unknown scrolls, [[Yredelemnul]] in particular. Suddenly turning your army of [[bone dragon]]s, [[ghoul (monster)|ghouls]], and [[profane servitor]]s against you is not a fun time.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Before [[0.15]], these scrolls also [[Cause Fear|scared]] targets, and the good gods made these scrolls more powerful for their followers.&lt;/div&gt;</summary>
		<author><name>Votemporik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Slaying&amp;diff=32884</id>
		<title>Slaying</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Slaying&amp;diff=32884"/>
				<updated>2014-09-13T16:59:21Z</updated>
		
		<summary type="html">&lt;p&gt;Votemporik: update for 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
'''Slaying''' is a term used to describe a property that increases a character's [[accuracy]] and [[damage]] in melee and ranged combat.  Slaying does not affect [[spellcasting]], [[wand]] use, or anything else that isn't melee or ranged combat.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
===Accuracy===&lt;br /&gt;
The total of all of a character's slaying bonuses are added to the player's [[to-hit]] number.  A random number from 1 to the player's total to-hit is checked against a monster's [[EV]] to determine if the player lands a blow; thus, it is not a flat accuracy increase that is provided, but an increase in accuracy on average.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
The character's total slaying bonus is added to the &amp;quot;effective enchantment&amp;quot; of the player's weapon (and applies to [[unarmed combat]] as well).  In combat, the player gets a damage bonus of ''1d(effective enchantment)''.  Unlike base damage, this bonus is not affected by the player's skill.  The total damage done is then adjusted appropriately by the monster's [[AC]], meaning that slaying can be very useful in helping to get past a monster's armour.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
There are a number of sources of slaying bonuses:&lt;br /&gt;
&lt;br /&gt;
* A [[ring of slaying]].&lt;br /&gt;
* [[Artefact]]s may provide a bonus or penalty, in which case the description says &amp;quot;It affects your accuracy and damage with ranged weapons and melee attacks.&amp;quot;&lt;br /&gt;
* The spell [[Song of Slaying]] provides a variable amount of slaying, depending on the toughest monster you've killed while the spell is active.&lt;br /&gt;
* [[Gloves]] with [[archery]] ego are a special case, in that they provide a +4 slaying bonus but only affect ranged combat.&lt;br /&gt;
&lt;br /&gt;
There are also a number of slaying-like effects:&lt;br /&gt;
&lt;br /&gt;
* The effect [[Might]] (which is also a part of [[Berserk]]) gives a flat +1d10 bonus to melee damage.  This is somewhat different from normal slaying in that it is not added to the character's effective enchantment, but just added straight on to his or her total damage.  Effectively, this means that Might gives a more consistent damage bonus than 10 slaying would, even if the average increase in damage is roughly the same.&lt;br /&gt;
* The spell [[Infusion]] gives a damage bonus of 2-4.  However, monster AC applies to this damage bonus separately from the character's main attack, making it more akin to an extra attack with an unenchanted dagger than a slaying bonus.&lt;br /&gt;
* The spell [[Corona]] gives an increase in accuracy, but only against one monster.  Also, the bonus (+2 to +9) is applied after the to-hit number is rolled.&lt;br /&gt;
* [[The Shining One]]'s halo gives an accuracy bonus against creatures inside the halo.&lt;br /&gt;
* An [[amulet of inaccuracy]] functions somewhat like a -5 accuracy bonus, except that it affects magic as well as melee and ranged combat.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Most characters will want as much slaying as they can get.&lt;br /&gt;
&lt;br /&gt;
As slaying does not increase spell damage, it is generally a secondary priority for spellcasters, with properties such as [[wizardry]] or [[intelligence]] bonuses usually being preferable.&lt;br /&gt;
&lt;br /&gt;
Melee characters should highly prioritize slaying, but be rational about it: a +2 slaying bonus does not make a -1 randart [[scale mail]] a worthwhile proposition on your MiBe.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], there were separate slaying bonuses for accuracy and damage. Bonuses were shown in the form ''+x, +y'', where ''x'' was the accuracy bonus, and ''y'' was the damage bonus&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], slaying bonuses for damage were added to the weapon's base damage, meaning that they would be increased by having high weapon/[[Fighting]] skill.  When this was changed, slaying bonuses were generally increased to compensate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Votemporik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=32883</id>
		<title>Snake Pit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=32883"/>
				<updated>2014-09-13T16:41:03Z</updated>
		
		<summary type="html">&lt;p&gt;Votemporik: /* Monsters */ forgot water/lava monsters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|The corridors of the Snake Pit are home to all varieties of serpent, and are inhabited by a society of powerful nagas and salamanders.&lt;br /&gt;
&lt;br /&gt;
The Snake Pit is five levels deep and contains the serpentine rune. A dungeon features only one of the Snake Pit and Spider Nest branches. If the Snake Pit is present, the entrance is located between Lair:3 and Lair:6.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Snake entry.png]] The '''Snake Pit''' is one of the five [[branch]]es accessible through [[the Lair]]. Those who explore it are rewarded with the serpentine [[rune of Zot]], but must deal with the many [[list of snakes|snakes]], [[list of nagas|nagas, and salamanders]] that call these halls home. The Snake Pit and the [[Spider's Nest]] are mutually exclusive; if you come across the Snake Pit, the [[Spider's Nest]] will not generate in your current game.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Snake Pit is five floors deep and found between [[Lair]]:3-6. The entrance stairs are guarded by a small group of [[naga (monster)|nagas]], usually in a distinct stone [[wall]]ed [[vault]].&lt;br /&gt;
&lt;br /&gt;
The Snake Pit's layout is very variable; floors can range from collections of small square rooms connected by [[door]]ed hallways to wide open areas, occasionally spotted with bodies of water. The [[wall]]s of the Snake Pits are made almost entirely out of rock, making [[wand of digging|digging]] easy. It most closely resembles a collection of generic floors from [[the Dungeon]], though it cannot host some of the more exotic Dungeon vaults and layouts. Like [[the Shoals]], this branch occasionally generates [[shop]]s, though this is by no means guaranteed.&lt;br /&gt;
&lt;br /&gt;
Snake:5 will always contain a stone-walled, heavily-guarded rune vault which is drastically different from the rest of the Snake Pits, but the specific design will vary from game to game. This vault will take up a large portion of Snake:5, but the rest of the floor will generally be made up of simple rooms and hallways.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
As with all rune branches, entering the Snake Pit when you first encounter it is not recommended; few characters will be ready for the many threats found within so early in the game. Survival here requires preparation for a fairly wide variety of damage types. First and foremost, all nagas and nearly all snakes will be capable of [[poison]]ing you, making poison resistance strongly recommended if you don't want to be constantly losing [[HP]] or burning through your [[potions of curing]]. The [[Cure Poison]] spell is certainly helpful, but wastes time and [[MP]] to use, and does nothing against direct poison damage, which a few monsters here are capable of dishing out. Strongly consider delaying entry until you've acquired a reliable source of this resistance. It's not technically required, but it makes things much easier.&lt;br /&gt;
&lt;br /&gt;
[[Fire]] and [[electricity]] resistance are also surprisingly helpful. The many salamanders you encounter are capable of dealing fire damage with their standard melee attacks, and some come with fiery ranged attacks as well. Keeping up at least rF+ at all times is recommended. Even worse are the [[shock serpent]]s. Left unchecked, these pests are deadlier than [[electric eel]]s at range, and are even worse when handled in melee, countering your melee attacks with unavoidable electricity damage. Although they aren't especially common, having a piece of rElec [[jewellery]] to swap in as needed is very useful.&lt;br /&gt;
&lt;br /&gt;
By far the most dangerous opponents you'll encounter here are the various naga bands wandering each floor. All are capable of hitting you with [[Spit Poison]] at range, and can [[constrict]] you in melee (making them extremely dangerous for low-AC characters to tangle with), but each type has its own unique strengths that must be taken into account. They also come with a wide variety of weapons, ranging from measly [[club]]s to heavy 2-handed [[polearms]]. Read up on their individual pages for strategies, and pay attention to the exact composition of the band you face before acting. Also, when encountering naga mages and greater nagas, feel free to let them [[haste]] themselves and then lure them away from their allies. It's much easier to take them out in waves than all at once.&lt;br /&gt;
&lt;br /&gt;
Beyond the nagas, salamander bands can be a serious threat if you lack fire resistance, and the various snakes, while easy individually, can complicate fights with other foes. When facing both snakes and nagas, take advantage of their speed difference to lure the snakes into battle somewhere safe while the nagas slowly catch up. This may not be an option when dealing with guardian serpents, however. When these opponents are present, expect enemies to be blinking into melee range with you regularly.&lt;br /&gt;
&lt;br /&gt;
===Snake Pit:5===&lt;br /&gt;
The bottom floor of the Snake Pit will always contain a large, heavily-guarded rune vault. There are seven possibilities:&lt;br /&gt;
*'''Three Stairways''' (snake_hunt): One of the nastier rune vaults, this vault's entrance chamber is filled with a variety of nagas, including greater nagas and [[guardian serpent]]s, as well as three upward [[stairs|staircases]] and some known, permanent [[teleport trap]]s. Because of this, players often find themselves out in the open facing several dangerous enemies as soon as they enter the floor (though due to the fact that one of these staircases may be an escape hatch, there may also be a normal staircase leading to another part of the floor). After clearing this chamber, there are several narrow hallways and small chambers densely packed with further guards, with the rune located all the way in the back.&lt;br /&gt;
*'''Serpent's Egg''' (snake_pit): A large rectangular chamber with an oval stone chamber in the middle, open at the top. The entire chamber is heavily populated with nagas of all sorts, and the rune can be found resting against the inner wall of the &amp;quot;egg.&amp;quot; This is a particularly easy vault to ninja with [[teleport control]].&lt;br /&gt;
*'''Caduceus''' (minmay_snake_end_coiled): This vault consists of a large rectangular block with a straight hallway running through the middle and a winding hallway weaving back and forth over the central. All along these paths, nagas of various sorts will be waiting. The winding hallway eventually ends in a narrow, heavily-guarded chamber containing the rune, as well as several [[greater naga]]s. This is by far the easiest rune vault, as almost any character can lure the guards out one or two at a time, eventually clearing their way to the end.&lt;br /&gt;
*'''Naga Fortress''' (snake_pit_salamanders_mu): The most elaborate of the Snake:5 vaults, this consists of a large trapezoidal stone structure taking up roughly half of the floor. Accessed from either the right or left corner of the structure, it consists of a series of hallways weaving back and forth over each other, eventually ending in the rune chamber. Each chamber contains a variety of nagas, and most also contain some lava with a few [[salamander mystic]]s or [[lindwurm]]s. However, the wide door to the final chamber instead hides anacondas and many other snakes, including [[shock serpent]]s. To avoid being immediately swarmed, disintegrate the door from a distance and take them out as they approach.&lt;br /&gt;
*'''Spirals''' (grunt_snake_rune_spirals): A large corridor with two spirals branching off in each direction, guarded by various nagas and some guardian serpents. There are no chokepoints or sharp corners, but if you're stealthy you can pick off one or two nagas at a time. One spiral will contain the rune and the other will contain an acquirement-level item (or occasionally a rune mimic!)&lt;br /&gt;
*'''Pools''' (grunt_snake_rune_pools): This vault is filled with pools and [[sea snake]]s. Open opening a wide door you will find a small chamber with various snakes and a few nagas. Beyond this is another chamber with more nagas and sea snakes, and the final, larger chamber which contains similar threats.&lt;br /&gt;
*'''Serpentine Throne''' (grunt_snake_rune_serpentine_throne): A well-guarded snaking corridor leads to a large throne room filled with nagas. The rune is at the very back.&lt;br /&gt;
Note that salamanders are uncommon in these vaults, with the exception of the fortress.&lt;br /&gt;
&lt;br /&gt;
===Useful Traits===&lt;br /&gt;
*High [[AC]] and [[EV]]&lt;br /&gt;
*[[Poison]] and [[fire]] resistance at all times, [[electricity]] resistance as needed&lt;br /&gt;
*[[Blink]] or [[teleport]] (to escape constriction easily)&lt;br /&gt;
*[[Teleport control]] (for safe escapes and stealing the rune)&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Water moccasin}} || {{monsterlink|Black mamba}} || {{monsterlink|Shock serpent}} || {{monsterlink|Anaconda}} || {{monsterlink|Mana viper}} || {{monsterlink|Guardian serpent}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Naga (monster)}} || {{monsterlink|Naga mage}} || {{monsterlink|Naga warrior}} || {{monsterlink|Naga sharpshooter}} || {{monsterlink|Naga ritualist}} || {{monsterlink|Greater naga}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Salamander}} || {{monsterlink|Salamander mystic}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Electric eel}} || {{monsterlink|Sea snake}} || {{monsterlink|Lava snake}} || {{monsterlink|Salamander firebrand}} || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Vashnia}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.15]], [[ball python]]s and [[adder]]s were removed, though they still appear in the rest of the dungeon.&lt;br /&gt;
&lt;br /&gt;
The monster set for the Snake Pit was greatly expanded in [[0.14]], adding [[salamander]]s, [[salamander mystic]]s, [[naga sharpshooter]]s, [[naga ritualist]]s, [[shock serpent]]s, [[mana viper]]s, and [[Vashnia]]. [[Lamia]] was also removed.&lt;br /&gt;
&lt;br /&gt;
Lamia was first introduced to the Snake Pit in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], nagas were unable to constrict you, making the branch much safer for melee characters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;br /&gt;
[[Category:Naga]]&lt;/div&gt;</summary>
		<author><name>Votemporik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=32882</id>
		<title>Snake Pit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=32882"/>
				<updated>2014-09-13T16:34:25Z</updated>
		
		<summary type="html">&lt;p&gt;Votemporik: fix wrapping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|The corridors of the Snake Pit are home to all varieties of serpent, and are inhabited by a society of powerful nagas and salamanders.&lt;br /&gt;
&lt;br /&gt;
The Snake Pit is five levels deep and contains the serpentine rune. A dungeon features only one of the Snake Pit and Spider Nest branches. If the Snake Pit is present, the entrance is located between Lair:3 and Lair:6.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Snake entry.png]] The '''Snake Pit''' is one of the five [[branch]]es accessible through [[the Lair]]. Those who explore it are rewarded with the serpentine [[rune of Zot]], but must deal with the many [[list of snakes|snakes]], [[list of nagas|nagas, and salamanders]] that call these halls home. The Snake Pit and the [[Spider's Nest]] are mutually exclusive; if you come across the Snake Pit, the [[Spider's Nest]] will not generate in your current game.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Snake Pit is five floors deep and found between [[Lair]]:3-6. The entrance stairs are guarded by a small group of [[naga (monster)|nagas]], usually in a distinct stone [[wall]]ed [[vault]].&lt;br /&gt;
&lt;br /&gt;
The Snake Pit's layout is very variable; floors can range from collections of small square rooms connected by [[door]]ed hallways to wide open areas, occasionally spotted with bodies of water. The [[wall]]s of the Snake Pits are made almost entirely out of rock, making [[wand of digging|digging]] easy. It most closely resembles a collection of generic floors from [[the Dungeon]], though it cannot host some of the more exotic Dungeon vaults and layouts. Like [[the Shoals]], this branch occasionally generates [[shop]]s, though this is by no means guaranteed.&lt;br /&gt;
&lt;br /&gt;
Snake:5 will always contain a stone-walled, heavily-guarded rune vault which is drastically different from the rest of the Snake Pits, but the specific design will vary from game to game. This vault will take up a large portion of Snake:5, but the rest of the floor will generally be made up of simple rooms and hallways.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
As with all rune branches, entering the Snake Pit when you first encounter it is not recommended; few characters will be ready for the many threats found within so early in the game. Survival here requires preparation for a fairly wide variety of damage types. First and foremost, all nagas and nearly all snakes will be capable of [[poison]]ing you, making poison resistance strongly recommended if you don't want to be constantly losing [[HP]] or burning through your [[potions of curing]]. The [[Cure Poison]] spell is certainly helpful, but wastes time and [[MP]] to use, and does nothing against direct poison damage, which a few monsters here are capable of dishing out. Strongly consider delaying entry until you've acquired a reliable source of this resistance. It's not technically required, but it makes things much easier.&lt;br /&gt;
&lt;br /&gt;
[[Fire]] and [[electricity]] resistance are also surprisingly helpful. The many salamanders you encounter are capable of dealing fire damage with their standard melee attacks, and some come with fiery ranged attacks as well. Keeping up at least rF+ at all times is recommended. Even worse are the [[shock serpent]]s. Left unchecked, these pests are deadlier than [[electric eel]]s at range, and are even worse when handled in melee, countering your melee attacks with unavoidable electricity damage. Although they aren't especially common, having a piece of rElec [[jewellery]] to swap in as needed is very useful.&lt;br /&gt;
&lt;br /&gt;
By far the most dangerous opponents you'll encounter here are the various naga bands wandering each floor. All are capable of hitting you with [[Spit Poison]] at range, and can [[constrict]] you in melee (making them extremely dangerous for low-AC characters to tangle with), but each type has its own unique strengths that must be taken into account. They also come with a wide variety of weapons, ranging from measly [[club]]s to heavy 2-handed [[polearms]]. Read up on their individual pages for strategies, and pay attention to the exact composition of the band you face before acting. Also, when encountering naga mages and greater nagas, feel free to let them [[haste]] themselves and then lure them away from their allies. It's much easier to take them out in waves than all at once.&lt;br /&gt;
&lt;br /&gt;
Beyond the nagas, salamander bands can be a serious threat if you lack fire resistance, and the various snakes, while easy individually, can complicate fights with other foes. When facing both snakes and nagas, take advantage of their speed difference to lure the snakes into battle somewhere safe while the nagas slowly catch up. This may not be an option when dealing with guardian serpents, however. When these opponents are present, expect enemies to be blinking into melee range with you regularly.&lt;br /&gt;
&lt;br /&gt;
===Snake Pit:5===&lt;br /&gt;
The bottom floor of the Snake Pit will always contain a large, heavily-guarded rune vault. There are seven possibilities:&lt;br /&gt;
*'''Three Stairways''' (snake_hunt): One of the nastier rune vaults, this vault's entrance chamber is filled with a variety of nagas, including greater nagas and [[guardian serpent]]s, as well as three upward [[stairs|staircases]] and some known, permanent [[teleport trap]]s. Because of this, players often find themselves out in the open facing several dangerous enemies as soon as they enter the floor (though due to the fact that one of these staircases may be an escape hatch, there may also be a normal staircase leading to another part of the floor). After clearing this chamber, there are several narrow hallways and small chambers densely packed with further guards, with the rune located all the way in the back.&lt;br /&gt;
*'''Serpent's Egg''' (snake_pit): A large rectangular chamber with an oval stone chamber in the middle, open at the top. The entire chamber is heavily populated with nagas of all sorts, and the rune can be found resting against the inner wall of the &amp;quot;egg.&amp;quot; This is a particularly easy vault to ninja with [[teleport control]].&lt;br /&gt;
*'''Caduceus''' (minmay_snake_end_coiled): This vault consists of a large rectangular block with a straight hallway running through the middle and a winding hallway weaving back and forth over the central. All along these paths, nagas of various sorts will be waiting. The winding hallway eventually ends in a narrow, heavily-guarded chamber containing the rune, as well as several [[greater naga]]s. This is by far the easiest rune vault, as almost any character can lure the guards out one or two at a time, eventually clearing their way to the end.&lt;br /&gt;
*'''Naga Fortress''' (snake_pit_salamanders_mu): The most elaborate of the Snake:5 vaults, this consists of a large trapezoidal stone structure taking up roughly half of the floor. Accessed from either the right or left corner of the structure, it consists of a series of hallways weaving back and forth over each other, eventually ending in the rune chamber. Each chamber contains a variety of nagas, and most also contain some lava with a few [[salamander mystic]]s or [[lindwurm]]s. However, the wide door to the final chamber instead hides anacondas and many other snakes, including [[shock serpent]]s. To avoid being immediately swarmed, disintegrate the door from a distance and take them out as they approach.&lt;br /&gt;
*'''Spirals''' (grunt_snake_rune_spirals): A large corridor with two spirals branching off in each direction, guarded by various nagas and some guardian serpents. There are no chokepoints or sharp corners, but if you're stealthy you can pick off one or two nagas at a time. One spiral will contain the rune and the other will contain an acquirement-level item (or occasionally a rune mimic!)&lt;br /&gt;
*'''Pools''' (grunt_snake_rune_pools): This vault is filled with pools and [[sea snake]]s. Open opening a wide door you will find a small chamber with various snakes and a few nagas. Beyond this is another chamber with more nagas and sea snakes, and the final, larger chamber which contains similar threats.&lt;br /&gt;
*'''Serpentine Throne''' (grunt_snake_rune_serpentine_throne): A well-guarded snaking corridor leads to a large throne room filled with nagas. The rune is at the very back.&lt;br /&gt;
Note that salamanders are uncommon in these vaults, with the exception of the fortress.&lt;br /&gt;
&lt;br /&gt;
===Useful Traits===&lt;br /&gt;
*High [[AC]] and [[EV]]&lt;br /&gt;
*[[Poison]] and [[fire]] resistance at all times, [[electricity]] resistance as needed&lt;br /&gt;
*[[Blink]] or [[teleport]] (to escape constriction easily)&lt;br /&gt;
*[[Teleport control]] (for safe escapes and stealing the rune)&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Water moccasin}} || {{monsterlink|Black mamba}} || {{monsterlink|Shock serpent}} || {{monsterlink|Anaconda}} || {{monsterlink|Mana viper}} || {{monsterlink|Guardian serpent}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Naga (monster)}} || {{monsterlink|Naga mage}} || {{monsterlink|Naga warrior}} || {{monsterlink|Naga sharpshooter}} || {{monsterlink|Naga ritualist}} || {{monsterlink|Greater naga}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Salamander}} || {{monsterlink|Salamander mystic}} || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Vashnia}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.15]], [[ball python]]s and [[adder]]s were removed, though they still appear in the rest of the dungeon.&lt;br /&gt;
&lt;br /&gt;
The monster set for the Snake Pit was greatly expanded in [[0.14]], adding [[salamander]]s, [[salamander mystic]]s, [[naga sharpshooter]]s, [[naga ritualist]]s, [[shock serpent]]s, [[mana viper]]s, and [[Vashnia]]. [[Lamia]] was also removed.&lt;br /&gt;
&lt;br /&gt;
Lamia was first introduced to the Snake Pit in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], nagas were unable to constrict you, making the branch much safer for melee characters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;br /&gt;
[[Category:Naga]]&lt;/div&gt;</summary>
		<author><name>Votemporik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=32881</id>
		<title>Snake Pit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=32881"/>
				<updated>2014-09-13T16:33:26Z</updated>
		
		<summary type="html">&lt;p&gt;Votemporik: update for 0.15 and other end vaults&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|The corridors of the Snake Pit are home to all varieties of serpent, and are&lt;br /&gt;
inhabited by a society of powerful nagas and salamanders.&lt;br /&gt;
&lt;br /&gt;
The Snake Pit is five levels deep and contains the serpentine rune. A dungeon&lt;br /&gt;
features only one of the Snake Pit and Spider Nest branches. If the Snake Pit&lt;br /&gt;
is present, the entrance is located between Lair:3 and Lair:6.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Snake entry.png]] The '''Snake Pit''' is one of the five [[branch]]es accessible through [[the Lair]]. Those who explore it are rewarded with the serpentine [[rune of Zot]], but must deal with the many [[list of snakes|snakes]], [[list of nagas|nagas, and salamanders]] that call these halls home. The Snake Pit and the [[Spider's Nest]] are mutually exclusive; if you come across the Snake Pit, the [[Spider's Nest]] will not generate in your current game.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Snake Pit is five floors deep and found between [[Lair]]:3-6. The entrance stairs are guarded by a small group of [[naga (monster)|nagas]], usually in a distinct stone [[wall]]ed [[vault]].&lt;br /&gt;
&lt;br /&gt;
The Snake Pit's layout is very variable; floors can range from collections of small square rooms connected by [[door]]ed hallways to wide open areas, occasionally spotted with bodies of water. The [[wall]]s of the Snake Pits are made almost entirely out of rock, making [[wand of digging|digging]] easy. It most closely resembles a collection of generic floors from [[the Dungeon]], though it cannot host some of the more exotic Dungeon vaults and layouts. Like [[the Shoals]], this branch occasionally generates [[shop]]s, though this is by no means guaranteed.&lt;br /&gt;
&lt;br /&gt;
Snake:5 will always contain a stone-walled, heavily-guarded rune vault which is drastically different from the rest of the Snake Pits, but the specific design will vary from game to game. This vault will take up a large portion of Snake:5, but the rest of the floor will generally be made up of simple rooms and hallways.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Like all rune-branches, entering the Snake Pit when you first encounter it is not recommended; few characters will be ready for the many threats found within so early in the game. Survival here requires preparation for a fairly wide variety of damage types. First and foremost, all nagas and nearly all snakes will be capable of [[poison]]ing you, making poison resistance strongly recommended if you don't want to be constantly losing [[HP]] or burning through your [[potions of curing]]. The [[Cure Poison]] spell is certainly helpful, but wastes time and [[MP]] to use, and does nothing against direct poison damage, which a few monsters here are capable of dishing out. Strongly consider delaying entry until you've acquired a reliable source of this resistance. It's not technically required, but it makes things much easier.&lt;br /&gt;
&lt;br /&gt;
[[Fire]] and [[electricity]] resistance are also surprisingly helpful. The many salamanders you encounter are capable of dealing fire damage with their standard melee attacks, and some come with fiery ranged attacks as well. Keeping up at least rF+ at all times is recommended. Even worse are the [[shock serpent]]s. Left unchecked, these pests are deadlier than [[electric eel]]s at range, and are even worse when handled in melee, countering your melee attacks with unavoidable electricity damage. Although they aren't especially common, having a piece of rElec [[jewellery]] to swap in as needed is very useful.&lt;br /&gt;
&lt;br /&gt;
By far the most dangerous opponents you'll encounter here are the various naga bands wandering each floor. All are capable of hitting you with [[Spit Poison]] at range, and can [[constrict]] you in melee (making them extremely dangerous for low-AC characters to tangle with), but each type has its own unique strengths that must be taken into account. They also come with a wide variety of weapons, ranging from measly [[club]]s to heavy 2-handed [[polearms]]. Read up on their individual pages for strategies, and pay attention to the exact composition of the band you face before acting. Also, when encountering naga mages and greater nagas, feel free to let them [[haste]] themselves and then lure them away from their allies. It's much easier to take them out in waves than all at once.&lt;br /&gt;
&lt;br /&gt;
Beyond the nagas, salamander bands can be a serious threat if you lack fire resistance, and the various snakes, while easy individually, can complicate fights with other foes. When facing both snakes and nagas, take advantage of their speed difference to lure the snakes into battle somewhere safe while the nagas slowly catch up. This may not be an option when dealing with guardian serpents, however. When these opponents are present, expect enemies to be blinking into melee range with you regularly.&lt;br /&gt;
&lt;br /&gt;
===Snake Pit:5===&lt;br /&gt;
The bottom floor of the Snake Pit will always contain a large, heavily-guarded rune vault. There are seven possibilities:&lt;br /&gt;
*'''Three Stairways''' (snake_hunt): One of the nastier rune vaults, this vault's entrance chamber is filled with a variety of nagas, including greater nagas and [[guardian serpent]]s, as well as three upward [[stairs|staircases]] and some known, permanent [[teleport trap]]s. Because of this, players often find themselves out in the open facing several dangerous enemies as soon as they enter the floor (though due to the fact that one of these staircases may be an escape hatch, there may also be a normal staircase leading to another part of the floor). After clearing this chamber, there are several narrow hallways and small chambers densely packed with further guards, with the rune located all the way in the back.&lt;br /&gt;
*'''Serpent's Egg''' (snake_pit): A large rectangular chamber with an oval stone chamber in the middle, open at the top. The entire chamber is heavily populated with nagas of all sorts, and the rune can be found resting against the inner wall of the &amp;quot;egg.&amp;quot; This is a particularly easy vault to ninja with [[teleport control]].&lt;br /&gt;
*'''Caduceus''' (minmay_snake_end_coiled): This vault consists of a large rectangular block with a straight hallway running through the middle and a winding hallway weaving back and forth over the central. All along these paths, nagas of various sorts will be waiting. The winding hallway eventually ends in a narrow, heavily-guarded chamber containing the rune, as well as several [[greater naga]]s. This is by far the easiest rune vault, as almost any character can lure the guards out one or two at a time, eventually clearing their way to the end.&lt;br /&gt;
*'''Naga Fortress''' (snake_pit_salamanders_mu): The most elaborate of the Snake:5 vaults, this consists of a large trapezoidal stone structure taking up roughly half of the floor. Accessed from either the right or left corner of the structure, it consists of a series of hallways weaving back and forth over each other, eventually ending in the rune chamber. Each chamber contains a variety of nagas, and most also contain some lava with a few [[salamander mystic]]s or [[lindwurm]]s. However, the wide door to the final chamber instead hides anacondas and many other snakes, including [[shock serpent]]s. To avoid being immediately swarmed, disintegrate the door from a distance and take them out as they approach.&lt;br /&gt;
*'''Spirals''' (grunt_snake_rune_spirals): A large corridor with two spirals branching off in each direction, guarded by various nagas and some guardian serpents. There are no chokepoints or sharp corners, but if you're stealthy you can pick off one or two nagas at a time. One spiral will contain the rune and the other will contain an acquirement-level item (or occasionally a rune mimic!)&lt;br /&gt;
*'''Pools''' (grunt_snake_rune_pools): This vault is filled with pools and [[sea snake]]s. Open opening a wide door you will find a small chamber with various snakes and a few nagas. Beyond this is another chamber with more nagas and sea snakes, and the final, larger chamber which contains similar threats.&lt;br /&gt;
*'''Serpentine Throne''' (grunt_snake_rune_serpentine_throne): A well-guarded snaking corridor leads to a large throne room filled with nagas. The rune is at the very back.&lt;br /&gt;
Note that salamanders are uncommon in these vaults, with the exception of the fortress.&lt;br /&gt;
&lt;br /&gt;
===Useful Traits===&lt;br /&gt;
*High [[AC]] and [[EV]]&lt;br /&gt;
*[[Poison]] and [[fire]] resistance at all times, [[electricity]] resistance as needed&lt;br /&gt;
*[[Blink]] or [[teleport]] (to escape constriction easily)&lt;br /&gt;
*[[Teleport control]] (for safe escapes and stealing the rune)&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Water moccasin}} || {{monsterlink|Black mamba}} || {{monsterlink|Shock serpent}} || {{monsterlink|Anaconda}} || {{monsterlink|Mana viper}} || {{monsterlink|Guardian serpent}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Naga (monster)}} || {{monsterlink|Naga mage}} || {{monsterlink|Naga warrior}} || {{monsterlink|Naga sharpshooter}} || {{monsterlink|Naga ritualist}} || {{monsterlink|Greater naga}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Salamander}} || {{monsterlink|Salamander mystic}} || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Vashnia}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.15]], [[ball python]]s and [[adder]]s were removed, though they still appear in the rest of the dungeon.&lt;br /&gt;
&lt;br /&gt;
The monster set for the Snake Pit was greatly expanded in [[0.14]], adding [[salamander]]s, [[salamander mystic]]s, [[naga sharpshooter]]s, [[naga ritualist]]s, [[shock serpent]]s, [[mana viper]]s, and [[Vashnia]]. [[Lamia]] was also removed.&lt;br /&gt;
&lt;br /&gt;
Lamia was first introduced to the Snake Pit in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], nagas were unable to constrict you, making the branch much safer for melee characters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;br /&gt;
[[Category:Naga]]&lt;/div&gt;</summary>
		<author><name>Votemporik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_cancellation&amp;diff=32867</id>
		<title>Potion of cancellation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_cancellation&amp;diff=32867"/>
				<updated>2014-09-12T18:36:40Z</updated>
		
		<summary type="html">&lt;p&gt;Votemporik: list effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of cancellation&lt;br /&gt;
 |cost = ?&lt;br /&gt;
 |weight = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A potion which ends most magical effects, good or bad, affecting you.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of cancellation''' immediately ends any of the following negative [[status effect]]s you may be suffering from:&lt;br /&gt;
confused, paralyzed, slow, silenced, petrifying/petrified, liquefying, sentinel's mark, [[Sap Magic]], fire/poison vulnerability, dimension anchor, antimagic, and corona. It also immediately purges all [[magical contamination]] you are currently suffering from.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it also cancels&lt;br /&gt;
teleport control, imminent teleport,&lt;br /&gt;
haste, swiftness, might, agility, brilliance, phase shift,&lt;br /&gt;
invisible, stealth, darkness,&lt;br /&gt;
repel missiles, deflect missiles, fire shield, icy armour, condensation shield, stoneskin, resistance, magic shield, shroud of golubria,&lt;br /&gt;
confusing touch, sure blade, branded weapon,&lt;br /&gt;
charged [[Delayed Fireball]], [[Olgreb's Toxic Radiance]], [[Portal Projectile]],&lt;br /&gt;
death channel, disjunction, and regeneration.&lt;br /&gt;
&lt;br /&gt;
After one turn, the potion additionally cancels flight and all transformations.&lt;br /&gt;
&lt;br /&gt;
Notably, it does ''not'' affect [[Death's Door]], lowered MR, [[Thunderdome#Quad damage|Quad Damage]], [[Tornado]], [[Infusion]], [[Song of Slaying]], the Elixir Card, [[Dragon's Call]], [[Aura of Abjuration]], or [[Powered By Death]]. It also ignores physical effects like poison and liquid flames, mental effects like berserk, sleeping, and fortitude, and god-specific effects.&lt;br /&gt;
&lt;br /&gt;
The same cancellation effect occurs when you are hit by a [[Quicksilver Bolt]] or sometimes by [[Sif Muna]]'s punishment.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
If you need to remove an artefact which contaminates you upon removal, you may want to have one of these potions on-hand.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Potions of cancellation were added in [[0.15]], partially taking the role of [[scrolls of vulnerability]].&lt;/div&gt;</summary>
		<author><name>Votemporik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wolf&amp;diff=32860</id>
		<title>Wolf</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wolf&amp;diff=32860"/>
				<updated>2014-09-11T00:01:19Z</updated>
		
		<summary type="html">&lt;p&gt;Votemporik: mention Grum&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=wolf&lt;br /&gt;
|glyph={{LightGrey|h}}&lt;br /&gt;
|tile=[[File:Wolf.png]]&lt;br /&gt;
|flags={{Blood scent flag}}&amp;lt;br&amp;gt;{{Sense invisible flag}}&amp;lt;br&amp;gt;{{Warm blood flag}}&lt;br /&gt;
|resistances=None&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=3&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=170&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=16&lt;br /&gt;
|hp_range=13-31&lt;br /&gt;
|avg_hp=22&lt;br /&gt;
|armour_class=4&lt;br /&gt;
|evasion=15&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 17&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=12 ({{Bite type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=4&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=hound&lt;br /&gt;
|species=wolf&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A strong wild canine, with sharp teeth and a healthy appetite.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
{{list of | canines}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Wolves''' are very fast canines that travel in packs, slightly stronger than [[hound]]s but generally not too threatening. They can be found wild in [[the Lair]] and the [[Ice Cave]], and appear elsewhere tamed by [[Grum]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*You can summon your own wolves with a moderately high [[spell power]] [[Call Canine Familiar]] spell.&lt;br /&gt;
*Be careful when fighting them off in a [[spriggan druid]]'s forest. Slugging it out with a pack of wolves becomes ''much'' more dangerous when someone casts [[Awaken Forest]] in the middle of the fight.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[War dog]]s were removed in [[0.13]], and wolves' stats were bumped up to compensate.  Grum's pack of war dogs became a pack of wolves in that version.&lt;/div&gt;</summary>
		<author><name>Votemporik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Deck_of_battle&amp;diff=32844</id>
		<title>Deck of battle</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Deck_of_battle&amp;diff=32844"/>
				<updated>2014-09-08T19:07:55Z</updated>
		
		<summary type="html">&lt;p&gt;Votemporik: /* Potion card */ forgot resistance and speed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
The '''deck of battle''' is a &amp;quot;virtual&amp;quot; deck consisting of seven distinct cards which do various things pertaining to combat. The cards here appear only in the decks of [[Deck of changes|changes]], [[Deck of defence|defence]], and [[Deck of war|war]].&lt;br /&gt;
&lt;br /&gt;
==Elixir card==&lt;br /&gt;
The Elixir card increases your HP or MP rapidly for a few turns. At power level 2, both will be fully restored over 10 turns.&lt;br /&gt;
&lt;br /&gt;
This card also appears in the [[deck of emergency]].&lt;br /&gt;
&lt;br /&gt;
==Potion card==&lt;br /&gt;
The Potion card gives you the effect of a random potion.&lt;br /&gt;
*Power level 0: 33% chance of [[potion of curing|curing]] and 11% each of [[potion of agility|agility]], [[potion of brilliance|brilliance]], [[potion of might|might]], [[potion of confusion|confusion]], [[potion of slowing|slowing]], and [[potion of decay|decay]].&lt;br /&gt;
*Power level 1: 25% chance each of [[potion of resistance|resistance]] and [[potion of speed|speed]], 17% of curing, and 6% each of the others.&lt;br /&gt;
*Power level 2: 25% chance each of [[potion of heal wounds|heal wounds]] and [[potion of magic|magic]], 13% each of resistance and speed, 8% of curing, and 3% each of the others.&lt;br /&gt;
&lt;br /&gt;
==Metamorphosis card==&lt;br /&gt;
Applies a random bodily transformation, selected as follows.&lt;br /&gt;
*Power level 0: [[Spider Form]], [[Ice Form]], or [[Bat Form]].&lt;br /&gt;
*Power level 1: [[Statue Form]] or [[Blade Hands]].&lt;br /&gt;
*Power level 2: [[Dragon Form]] or [[Necromutation|Lich Form]].&lt;br /&gt;
Transformation happens at a random power up to (power / 4) - 1.&lt;br /&gt;
&lt;br /&gt;
==Helm card==&lt;br /&gt;
Casts random protective enchantments on you.&lt;br /&gt;
*Power level 0: Either [[Phase Shift]] or [[Stoneskin]].&lt;br /&gt;
*Power level 1: Phase Shift or Stoneskin, with a 50% chance of both, plus 50% chance of a magical shield that increases your SH.&lt;br /&gt;
*Power level 2: Phase Shift or Stoneskin, with a 75% chance of both, plus 75% chance of a magical shield and 100% chance of [[potion of resistance|elemental resistance]].&lt;br /&gt;
&lt;br /&gt;
==Blade card==&lt;br /&gt;
Prompts you to wield a weapon, then:&lt;br /&gt;
*Power level 0: Applies a temporary brand selected from flaming, freezing, venom, draining, or vorpal.&lt;br /&gt;
*Power level 1: Applies a temporary brand selected from anti-magic, chaos, electrocution, distortion, or pain.&lt;br /&gt;
*Power level 2: Casts [[Tukima's Dance]].&lt;br /&gt;
The temporary brand will fail on artifacts, permanently branded weapons, and unarmed players. [[Felid]]s get a special message:&lt;br /&gt;
{{crawlquote|You feel like a smilodon for a moment.}}&lt;br /&gt;
&lt;br /&gt;
==Shadow card==&lt;br /&gt;
The Shadow card makes you [[invisible]] with duration up to &amp;lt;code&amp;gt;(power / 4) + 14&amp;lt;/code&amp;gt;. At power level 1 or 2, it additionally gives you 1d(power/4) turns of bonus stealth.&lt;br /&gt;
&lt;br /&gt;
==Dowsing card==&lt;br /&gt;
The Dowsing card has three possible effects: [[Magic Mapping]], [[Detect Items]] + [[Detect Traps]], and temporary [[telepathy]]. You get one effect at power level 0, one or two at level 1, and all three at level 2.&lt;br /&gt;
&lt;br /&gt;
This card also appears in the [[deck of wonders]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.15]], the Potion card was moved here from the [[deck of wonders]], and the Mercenary card moved in the other direction. The Dowsing card was moved from the old [[deck of dungeons]]. The Battlelust card, which granted agility, might, or building rage, was removed.&lt;br /&gt;
&lt;br /&gt;
The Mercenary card was added in [[0.11]]. Prior to [[0.12]], mercenaries would not change their equipment.&lt;br /&gt;
&lt;br /&gt;
[[Category:Deck]]&lt;/div&gt;</summary>
		<author><name>Votemporik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Deck_of_battle&amp;diff=32843</id>
		<title>Deck of battle</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Deck_of_battle&amp;diff=32843"/>
				<updated>2014-09-08T19:06:49Z</updated>
		
		<summary type="html">&lt;p&gt;Votemporik: number of cards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
The '''deck of battle''' is a &amp;quot;virtual&amp;quot; deck consisting of seven distinct cards which do various things pertaining to combat. The cards here appear only in the decks of [[Deck of changes|changes]], [[Deck of defence|defence]], and [[Deck of war|war]].&lt;br /&gt;
&lt;br /&gt;
==Elixir card==&lt;br /&gt;
The Elixir card increases your HP or MP rapidly for a few turns. At power level 2, both will be fully restored over 10 turns.&lt;br /&gt;
&lt;br /&gt;
This card also appears in the [[deck of emergency]].&lt;br /&gt;
&lt;br /&gt;
==Potion card==&lt;br /&gt;
The Potion card gives you the effect of a random potion.&lt;br /&gt;
*Power level 0: 33% chance of [[potion of curing|curing]] and 11% each of [[potion of agility|agility]], [[potion of brilliance|brilliance]], [[potion of might|might]], [[potion of confusion|confusion]], [[potion of slowing|slowing]], and [[potion of decay|decay]].&lt;br /&gt;
*Power level 1: 25% chance each of [[potion of resistance|resistance]] and [[potion of speed|speed]], 17% of curing, and 6% each of the others.&lt;br /&gt;
*Power level 2: 25% chance each of [[potion of heal wounds|heal wounds]] and [[potion of magic|magic]], 8% of curing, and 3% each of the others.&lt;br /&gt;
&lt;br /&gt;
==Metamorphosis card==&lt;br /&gt;
Applies a random bodily transformation, selected as follows.&lt;br /&gt;
*Power level 0: [[Spider Form]], [[Ice Form]], or [[Bat Form]].&lt;br /&gt;
*Power level 1: [[Statue Form]] or [[Blade Hands]].&lt;br /&gt;
*Power level 2: [[Dragon Form]] or [[Necromutation|Lich Form]].&lt;br /&gt;
Transformation happens at a random power up to (power / 4) - 1.&lt;br /&gt;
&lt;br /&gt;
==Helm card==&lt;br /&gt;
Casts random protective enchantments on you.&lt;br /&gt;
*Power level 0: Either [[Phase Shift]] or [[Stoneskin]].&lt;br /&gt;
*Power level 1: Phase Shift or Stoneskin, with a 50% chance of both, plus 50% chance of a magical shield that increases your SH.&lt;br /&gt;
*Power level 2: Phase Shift or Stoneskin, with a 75% chance of both, plus 75% chance of a magical shield and 100% chance of [[potion of resistance|elemental resistance]].&lt;br /&gt;
&lt;br /&gt;
==Blade card==&lt;br /&gt;
Prompts you to wield a weapon, then:&lt;br /&gt;
*Power level 0: Applies a temporary brand selected from flaming, freezing, venom, draining, or vorpal.&lt;br /&gt;
*Power level 1: Applies a temporary brand selected from anti-magic, chaos, electrocution, distortion, or pain.&lt;br /&gt;
*Power level 2: Casts [[Tukima's Dance]].&lt;br /&gt;
The temporary brand will fail on artifacts, permanently branded weapons, and unarmed players. [[Felid]]s get a special message:&lt;br /&gt;
{{crawlquote|You feel like a smilodon for a moment.}}&lt;br /&gt;
&lt;br /&gt;
==Shadow card==&lt;br /&gt;
The Shadow card makes you [[invisible]] with duration up to &amp;lt;code&amp;gt;(power / 4) + 14&amp;lt;/code&amp;gt;. At power level 1 or 2, it additionally gives you 1d(power/4) turns of bonus stealth.&lt;br /&gt;
&lt;br /&gt;
==Dowsing card==&lt;br /&gt;
The Dowsing card has three possible effects: [[Magic Mapping]], [[Detect Items]] + [[Detect Traps]], and temporary [[telepathy]]. You get one effect at power level 0, one or two at level 1, and all three at level 2.&lt;br /&gt;
&lt;br /&gt;
This card also appears in the [[deck of wonders]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.15]], the Potion card was moved here from the [[deck of wonders]], and the Mercenary card moved in the other direction. The Dowsing card was moved from the old [[deck of dungeons]]. The Battlelust card, which granted agility, might, or building rage, was removed.&lt;br /&gt;
&lt;br /&gt;
The Mercenary card was added in [[0.11]]. Prior to [[0.12]], mercenaries would not change their equipment.&lt;br /&gt;
&lt;br /&gt;
[[Category:Deck]]&lt;/div&gt;</summary>
		<author><name>Votemporik</name></author>	</entry>

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