http://crawl.chaosforge.org/api.php?action=feedcontributions&user=Bwijn&feedformat=atomCrawlWiki - User contributions [en]2024-03-29T07:41:46ZUser contributionsMediaWiki 1.30.0http://crawl.chaosforge.org/index.php?title=Vampire_(monster)&diff=68875Vampire (monster)2023-05-08T14:11:32Z<p>Bwijn: +details</p>
<hr />
<div>{{version|030}}<br />
''This article is about the monster. For the player [[species]], see [[vampire]]. For a list of all vampires, see [[list of vampires]].''<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=vampire<br />
|glyph={{Red|V}}<br />
|tile=[[File:Vampire.png]]<br />
|flags={{Blood scent flag}}<br>{{Evil flag}}<br>{{See invisible flag}}<br>{{Speaks flag}}<br>{{Warm blood flag}}<br />
|resistances={{Cold resistance}}, {{Poison resistance 3}}, <br>{{Negative energy resistance 3}}, {{Torment resistance}}, <br>{{Rot resistance 3}}, {{Drown resistance}}, <br>{{Water resistance}}<br />
|vulnerabilities={{Holy vulnerability 2}}, {{Holy wrath vulnerability}}<br />
|max_chunks=0<br />
|meat={{No corpse}}<br />
|xp=213<br />
|holiness={{Undead}}<br />
|magic_resistance=40<br />
|hp_range=21-46<br />
|avg_hp=33<br />
|armour_class=10<br />
|evasion=10<br />
|habitat=Land<br />
|speed= 10<br />
|size={{Medium}}<br />
|item_use={{Weapons armour}}<br>{{Starting equipment}}<br>{{Open doors}}<br />
|attack1=15 ({{Hit type}}: {{Plain flavour}})<br />
|attack2=15 ({{Bite type}}: {{Vampiric flavour}})<br />
|attack3=<br />
|attack4=<br />
|hit_dice=6<br />
|base_hp=3<br />
|extra_hp=5<br />
|fixed_hp=0<br />
|intelligence={{Normal intelligence}}<br />
|genus=vampire<br />
|species=vampire<br />
}}<br />
{{Flavour|A human cursed with vampirism, drifting in a state between life and undeath, perpetually hungry for the blood of the living.<br><br />
<br><br />
It wants to drink your blood!<br />
----<br />
• Scuze me. My friend Burt says you're a vampire hunter. 'zat so?<br><br />
— Uh yes. Yes it is.<br><br />
• Well you n'ain't gonna find one round here, mate. They ain't no vampires.<br><br />
— You don't believe in vampires?<br><br />
• 'course not!<br><br />
• But I do believe in con artists. And charletans who like to stir up trouble!<br><br />
• Dead people who get up at night and suck blood. How stupid do you think we are?<br><br />
• My place is haunted with 16 ghosts and they all say there n'ain't no vampires!<br><br />
-Rich Morris, Yet Another Fantasy Gamer Comic}}<br />
<!--monster-bot-end--><br />
<br />
<br />
==Useful Info==<br />
'''Vampires''' are [[undead]] opponents who focus on nefarious, backhanded attacks to defeat their enemies. They are uncommonly found in the middle floors of [[the Dungeon]], and are a common sight in [[the Crypt]] along with their [[List of vampires|more advanced brethren]].<br />
<br />
<!--spl-bot-begin--><br />
==Spells==<br />
{{Spellcaster3<br />
|number=<br />
|slot1=[[Vampiric Draining]]<br />
|flags1={{Wizard slot flag}}<br />
|slot2=[[Confuse]]<br />
|flags2={{Wizard slot flag}}<br />
|slot3=[[Invisibility]]<br />
|flags3={{Wizard slot flag}}<br />
}}<br />
{{clear}}<br />
<!--spl-bot-end--><br />
<br />
==Tips & Tricks==<br />
*They aren't very difficult, considering where you meet them. Whack them with a [[holy wrath|holy]] weapon or tear them apart with [[Dispel Undead]].<br />
*High magic resistance and see invisible are both helpful when vampires are around.<br />
*Don't panic! They have very moderate hitpoints. Slash! Given that you can counter their confuse attacks.<br />
<br />
==History==<br />
Prior to [[0.12]], vampires had the [[Vampire Summon]] spell, a monsters-only version of [[Summon Small Mammals]] that could potentially produce [[orange rat]]s.</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Vampire_(monster)&diff=68873Vampire (monster)2023-05-08T13:59:38Z<p>Bwijn: upd. to 0.30, no changes, saw it in tournament</p>
<hr />
<div>{{version|030}}<br />
''This article is about the monster. For the player [[species]], see [[vampire]]. For a list of all vampires, see [[list of vampires]].''<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=vampire<br />
|glyph={{Red|V}}<br />
|tile=[[File:Vampire.png]]<br />
|flags={{Blood scent flag}}<br>{{Evil flag}}<br>{{See invisible flag}}<br>{{Speaks flag}}<br>{{Warm blood flag}}<br />
|resistances={{Cold resistance}}, {{Poison resistance 3}}, <br>{{Negative energy resistance 3}}, {{Torment resistance}}, <br>{{Rot resistance 3}}, {{Drown resistance}}, <br>{{Water resistance}}<br />
|vulnerabilities={{Holy vulnerability 2}}, {{Holy wrath vulnerability}}<br />
|max_chunks=0<br />
|meat={{No corpse}}<br />
|xp=213<br />
|holiness={{Undead}}<br />
|magic_resistance=40<br />
|hp_range=21-46<br />
|avg_hp=33<br />
|armour_class=10<br />
|evasion=10<br />
|habitat=Land<br />
|speed= 10<br />
|size={{Medium}}<br />
|item_use={{Weapons armour}}<br>{{Starting equipment}}<br>{{Open doors}}<br />
|attack1=15 ({{Hit type}}: {{Plain flavour}})<br />
|attack2=15 ({{Bite type}}: {{Vampiric flavour}})<br />
|attack3=<br />
|attack4=<br />
|hit_dice=6<br />
|base_hp=3<br />
|extra_hp=5<br />
|fixed_hp=0<br />
|intelligence={{Normal intelligence}}<br />
|genus=vampire<br />
|species=vampire<br />
}}<br />
{{Flavour|A human cursed with vampirism, drifting in a state between life and undeath, perpetually hungry for the blood of the living.<br><br />
<br><br />
It wants to drink your blood!<br />
----<br />
• Scuze me. My friend Burt says you're a vampire hunter. 'zat so?<br><br />
— Uh yes. Yes it is.<br><br />
• Well you n'ain't gonna find one round here, mate. They ain't no vampires.<br><br />
— You don't believe in vampires?<br><br />
• 'course not!<br><br />
• But I do believe in con artists. And charletans who like to stir up trouble!<br><br />
• Dead people who get up at night and suck blood. How stupid do you think we are?<br><br />
• My place is haunted with 16 ghosts and they all say there n'ain't no vampires!<br><br />
-Rich Morris, Yet Another Fantasy Gamer Comic}}<br />
<!--monster-bot-end--><br />
<br />
<br />
==Useful Info==<br />
'''Vampires''' are [[undead]] opponents who focus on nefarious, backhanded attacks to defeat their enemies. They are uncommonly found in the middle floors of [[the Dungeon]], and are a common sight in [[the Crypt]] along with their [[List of vampires|more advanced brethren]].<br />
<br />
<!--spl-bot-begin--><br />
==Spells==<br />
{{Spellcaster3<br />
|number=<br />
|slot1=[[Vampiric Draining]]<br />
|flags1={{Wizard slot flag}}<br />
|slot2=[[Confuse]]<br />
|flags2={{Wizard slot flag}}<br />
|slot3=[[Invisibility]]<br />
|flags3={{Wizard slot flag}}<br />
}}<br />
{{clear}}<br />
<!--spl-bot-end--><br />
<br />
==Tips & Tricks==<br />
*They aren't very difficult, considering where you meet them. Whack them with a [[holy wrath|holy]] weapon or tear them apart with [[Dispel Undead]].<br />
*High magic resistance and see invisible are both helpful when vampires are around.<br />
<br />
==History==<br />
Prior to [[0.12]], vampires had the [[Vampire Summon]] spell, a monsters-only version of [[Summon Small Mammals]] that could potentially produce [[orange rat]]s.</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Demonspawn&diff=68865Demonspawn2023-05-08T10:58:23Z<p>Bwijn: upd. to 0.30, some changes ->-AK, +Re</p>
<hr />
<div>{{version030}}<br />
''This page refers to the player [[species]]. For the monster, see [[Demonspawn (monster)]]. For a list of all monstrous demonspawn, see [[List of demonspawn]]. For a list of their mutations, see [[Demonspawn mutations]].''<br />
{{flavour|Demonspawn are horrible half-mortal, half-infernal creatures. Demonspawn can be created in any number of ways: magical experiments, breeding, unholy pacts, etc. Although many Demonspawn may initially be indistinguishable from those of pure mortal stock, they will inevitably grow horns, scales or other unusual features. Powerful members of this class of beings also develop a range of unholy abilities, which are listed as mutations.<br />
<br />
Demonspawn advance slowly in experience and learn most skills slightly slower than Humans, although they are talented at some forms of magic. They learn Invocations especially quickly, although the good gods will not accept their worship due to their unholy nature.}}<br />
<br />
==Innate Abilities==<br />
*Demonspawn are considered demonic creatures. They cannot worship any of the good gods ([[Zin]], [[Elyvilon]], or [[The Shining One]]), and they have vulnerability to [[holy]] damage.<br />
<br />
Demonspawn have a base [[Strength]] of 8, [[Intelligence]] of 9 and [[Dexterity]] of 8 (before Background modifiers).<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Gladiator]], [[Reaver]]<br />
*'''Zealots:''' [[Berserker]]<br />
*'''Mages:''' [[Hedge Wizard]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Venom Mage]]<br />
<br />
==Level Bonuses==<br />
*+1 to a random [[stat]] every 4th level.<br />
*Average [[HP]] and [[MP]].<br />
*+3 [[willpower]] per level.<br />
*Gain more of your "demonic ancestry" (random [[Demonspawn mutations]]) as you rise in level. The levels this occurs at are randomized, but will include at least five full-ranked mutations by level 27. Some of these mutations are available only to Demonspawn. Note that Demonspawn mutations will increase the damage you take from [[silver]] weaponry.<br />
<br />
==Starting Skills and Equipment==<br />
Demonspawn begin with the equipment and skills listed for their background, adjusted for their aptitudes.<br />
<br />
==Difficulty of Play==<br />
{{Moderate}}<br />
<br />
Demonspawn can be a moderately difficult race to play. They have slightly bad aptitudes and slow leveling, but are compensated with the random demonspawn mutations they will inevitably acquire. These mutations can vary from irritating, to interesting, to game-changing. See the [[demonspawn mutation]] page if you want to figure out the ways your character can develop.<br />
<br />
Demonspawn are demonic and evil. That means they can't worship the good gods, and are vulnerable to holy powers (they'll take greatly amplified damage from cleansing flames and weapons of [[holy wrath]]). Like other evil creatures, they are also barred from wielding weapons of holy wrath.<br />
<br />
{{species_aptitudes|Demonspawn}}<br />
<br />
==Tips and Tricks==<br />
Some combinations of demonspawn mutations have great synergy with some character types:<br />
*Casters with knowledge of [[Freezing Cloud]] will greatly enjoy having [[Icemail]]; dropping a cloud around you will cancel out most fire based spells.<br />
*[[Powered by Pain]] / [[Powered by Death]] and [[Mana Shield]] can give you fantastic mana regeneration and durability.<br />
<br />
==History==<br />
Demonspawn are as unstable as they are in game. For changes in their mutation set, see [[Demonspawn_mutations#History|Demonspawn mutation's History]].<br />
<br />
*Prior to [[0.14]], Demonspawn dealt more damage than normal while wielding demonic weapons ([[demon trident]]s, [[demon whip]]s, and [[demon blade]]s).<br />
<br />
{{species}}</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Wand_of_quicksilver&diff=68864Wand of quicksilver2023-05-08T10:02:11Z<p>Bwijn: upd. to 0.30, no changes, saw it in tournament</p>
<hr />
<div>{{version|030}}{{stub}}<br />
{{item<br />
|itemtype = Wand<br />
|name = Wand of quicksilver<br />
|cost = ?<br />
}}{{flavour|A magical device which fires a beam of destructive energy, dispelling enchantments on creatures struck.}}<br />
<br />
The '''wand of quicksilver''' fires a [[Quicksilver Bolt]], which ends all [[potion of cancellation#Affected Status Effects|cancelable effects]] when it hits.<br />
<br />
It fires a powerful, yet somewhat inaccurate bolt, much like the [[wand of acid]] and [[wand of light]]. Only one of the three "beam" wands may exist in any given game.<br />
<br />
==Tips & Tricks==<br />
*You may use this wand on yourself as a self-harming potion of cancellation.<br />
<br />
==History==<br />
*The wand of quicksilver was added in [[0.29]].<br />
<br />
{{wands}}</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Amaemon&diff=68825Amaemon2023-05-07T12:37:31Z<p>Bwijn: upd. to 0.30, no changes, saw it in tournament</p>
<hr />
<div>{{version|030}}<br />
{{list of|demonspawn}}<br />
{{monster info}}<br />
<br />
==Useful Info==<br />
'''Amaemon the Diabolical Poisoner''' is a [[unique]] [[demonspawn]] with an [[orange demon]] friend, the ability to summon [[scorpion]]s, and a weakly enchanted [[demon whip]] of [[venom]] (with a 1% of instead being [[Snakebite]]). He tops this off with Concentrate Venom, increasing the power of all this poison.<br />
<br />
{{monster spells}}<br />
<br />
==Location==<br />
*[[Dungeon]]: 8-12<br />
*[[The Lair]]<br />
*[[Orcish Mines]]:1<br />
<br />
==Tips & Tricks==<br />
*Poison resistance is highly recommended. If you don't have it, consider avoiding Amaemon until you find some; if that isn't an option, do your best to kill him as quickly as possible, preferably from a distance.<br />
** A [[potion of resistance]] will help in a pinch. A [[potion of lignification]] will also grant you rPois, but be careful where you turn into a tree -- you won't be able to move afterwards, and the orange demon can strike you from a distance.<br />
*Much like other summoner/ally-focused monsters, aim to limit how many things can strike you during the fight. Retreating to a corridor or a [[kill hole]] will cut down on the poison you'll take. Killing Amaemon will remove the main threat from the fight -- an orange demon on its own tends to be a fairly easy foe.<br />
*If you focus on using physical attacks, try not to close to melee range with Amaemon's orange demon ally; being [[weak]]ened means you'll take longer to kill Amaemon, giving him and his scorpions that much more time to inject lethal amounts of poison.<br />
*Maces & Flails specialists will appreciate getting an early [[demon whip]] off of Amaemon. It might come with a small negative enchantment, but it's well worth using some [[scrolls of enchant weapon]] to beef it up.<br />
<br />
==History==<br />
*Amaemon was introduced in [[0.29]].</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Concentrate_Venom&diff=68824Concentrate Venom2023-05-07T11:39:34Z<p>Bwijn: -typo</p>
<hr />
<div>{{version030}}<br />
{{flavour|Intensifies the natural venom of the target monster. Poisonous bites and spit become intense enough to slow and asphyxiate.}}<br />
<br />
'''Concentrate Venom''' is a monster-only spell that imbues the target's natural venom with [[curare]] properties. Affected abilities include [[venom]]-branded attacks and [[Spit Poison]].<br />
<br />
{{monsters with spell}}<br />
<br />
==History==<br />
* Concentrate Venom was introduced in [[0.27]].<br />
<br />
[[Category:Poison Spells]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Concentrate_Venom&diff=68823Concentrate Venom2023-05-07T11:39:09Z<p>Bwijn: fixé</p>
<hr />
<div>{{version030}}<br />
{{flavour|Intensifies the natural venom of the target monster. Poisonous bites and spit become intense enough to slow and asphyxiate.}}<br />
<br />
'''Concentrate Venom''' is a monster-only spell that imbues the target's natural venom with [[curare]] properties. Affected abilities include [[venom]]-branded attacks and [[Spit Poison]].<br />
<br />
{{monsters with spell}}<br />
<br />
==History==<br />
* Concentrate Venom was introduced in [[0.27]].<br />
<br />
[[Category:Posion Spells]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Nagaraja&diff=68822Nagaraja2023-05-07T11:37:41Z<p>Bwijn: upd. to 0.30, no changes, saw it in tournament</p>
<hr />
<div>{{version030}}<br />
{{list of | nagas}}<br />
{{monster info}}<br />
<br />
==Useful Info==<br />
'''Nagaraja''' are the most powerful members of the [[list of nagas|naga]] race, and are found guarding the chamber of the serpentine [[rune of Zot]] in the [[Snake Pit]]. They are capable opponents with both melee and magic and have far more endurance than lesser nagas.<br />
<br />
{{monster spells|nagaraja}}<br />
<br />
==Tips & Tricks==<br />
Their combat spells are difficult to fully resist against; [[poison resistance]] will take the worst of the sting out of Poison Arrow, while high [[AC]] can somewhat reduce damage from their physical attacks. [[Repel Missiles]], if you have it, will give you a decent chance of avoiding their ranged attacks entirely. In any case, try not to let more than one have line of fire to you at a time, and don't charge headlong into the rune chamber.<br />
<br />
High willpower will allow you to resist [[Dimension Anchor]] and prevent you from getting locked into a dangerous fight.<br />
<br />
==History==<br />
*Prior to [[0.27]], nagarajas could cast [[Force Lance]] and had [[Teleport Other]] instead of [[Dimension Anchor]].<br />
*Prior to [[0.25]], nagarajas had [[Iskenderun's Mystic Blast]] instead of [[Force Lance]].<br />
*Prior to [[0.19]], they were known as greater nagas.<br />
<br />
[[Category:Naga]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Venom_Bolt&diff=68821Venom Bolt2023-05-07T11:36:38Z<p>Bwijn: -double</p>
<hr />
<div>{{version030}}<br />
{{flavour|Fires a penetrating bolt of poison.}}<br />
<br />
'''Venom Bolt''' is a monster-only [[bolt spell]] which causes [[poison]] damage to all enemies that it strikes along its path, both immediately and over time by poisoning them. [[Poison#Poison_Resistance|Poison resistance]] reduces the damage dealt by this spell by 66% and prevents the poison effect 66% of the time. Targets with complete poison immunity, including the [[undead]] and [[nonliving]], are completely unaffected by this spell.<br />
<br />
{{monsters with spell}}<br />
<br />
{{spell<br />
|name=Venom Bolt<br />
|level=5<br />
|school1={{Conjurations}}<br />
|school2={{Poison Magic}}<br />
|school3=<br />
|castingnoise=5<br />
|spellnoise=5<br />
|sources=<div><br />
*[[Young Poisoner's Handbook]]<br />
*[[Book of Power]]<br />
</div><br />
}}<br />
{{AttackSpell<br />
|name=Venom Bolt<br />
|formula = 4d(4+0.15*Power)<br />
|maxdmg = 4d34<br />
|maxsp = 200<br />
|range = 6<br />
|target = Bolt<br />
|tohit = 8+Power/20<br />
|special = [[Poison]]<br />
|hit_type = normal<br />
|hit_adder = 8<br />
|hit_num = 1<br />
|hit_denom = 20<br />
|dam_calculator = calcdice<br />
|dam_numdice = 4<br />
|dam_adder = 16<br />
|dam_num = 3<br />
|dam_denom = 5}}<br />
<br />
==History==<br />
*Prior to [[0.25]], Venom Bolt was a level 5 [[Conjurations]]/[[Poison Magic]] spell available to players.<br />
*Prior to [[0.12]], Venom Bolt did less damage.</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Venom_Bolt&diff=68820Venom Bolt2023-05-07T11:35:41Z<p>Bwijn: /* History */ fixing Layout</p>
<hr />
<div>{{version025}}<br />
{{flavour|Fires a penetrating bolt of poison.}}<br />
<br />
'''Venom Bolt''' is a monster-only [[bolt spell]] which causes [[poison]] damage to all enemies that it strikes along its path, both immediately and over time by poisoning them. [[Poison#Poison_Resistance|Poison resistance]] reduces the damage dealt by this spell by 66% and prevents the poison effect 66% of the time. Targets with complete poison immunity, including the [[undead]] and [[nonliving]], are completely unaffected by this spell.<br />
<br />
{{monsters with spell}}<br />
<br />
==History==<br />
{{spell<br />
|name=Venom Bolt<br />
|level=5<br />
|school1={{Conjurations}}<br />
|school2={{Poison Magic}}<br />
|school3=<br />
|castingnoise=5<br />
|spellnoise=5<br />
|sources=<div><br />
*[[Young Poisoner's Handbook]]<br />
*[[Book of Power]]<br />
</div><br />
}}<br />
{{AttackSpell<br />
|name=Venom Bolt<br />
|formula = 4d(4+0.15*Power)<br />
|maxdmg = 4d34<br />
|maxsp = 200<br />
|range = 6<br />
|target = Bolt<br />
|tohit = 8+Power/20<br />
|special = [[Poison]]<br />
|hit_type = normal<br />
|hit_adder = 8<br />
|hit_num = 1<br />
|hit_denom = 20<br />
|dam_calculator = calcdice<br />
|dam_numdice = 4<br />
|dam_adder = 16<br />
|dam_num = 3<br />
|dam_denom = 5}}<br />
<br />
==History==<br />
*Prior to [[0.25]], Venom Bolt was a level 5 [[Conjurations]]/[[Poison Magic]] spell available to players.<br />
*Prior to [[0.12]], Venom Bolt did less damage.</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Concentrate_Venom&diff=68819Concentrate Venom2023-05-07T11:32:41Z<p>Bwijn: upd. to 0.30, no changes, saw it in tournament</p>
<hr />
<div>{{version030}}<br />
{{flavour|Intensifies the natural venom of the target monster. Poisonous bites and spit become intense enough to slow and asphyxiate.}}<br />
<br />
'''Concentrate Venom''' is a monster-only spell that imbues the target's natural venom with [[curare]] properties. Affected abilities include [[venom]]-branded attacks and [[Spit Poison]].<br />
<br />
{{monsters with spell}}<br />
<br />
==History==<br />
* Concentrate Venom was introduced in [[0.27]].<br />
<br />
[[Category:Monster Spells]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Ghoul&diff=68815Ghoul2023-05-07T07:26:29Z<p>Bwijn: upd src ref to v0.30</p>
<hr />
<div>{{version030}}<br />
{{for monster}}<br />
{{flavour|Ghouls are horrible undead creatures that sleep in their graves for years on end, only to rise and stalk the living. Slain foes heal these monstrous beings as they feast on the macabre energies released.<br />
<br />
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.<br />
<br />
Like other undead, ghouls are naturally immune to poisons, negative energy and torment; have little warmth left to be affected by cold; and are not susceptible to mutations.}}<br />
<br />
==Innate Abilities==<br />
*Ghouls are '''[[undead]]''' and have the following innate traits:<br />
**Ghouls have [[Cold resistance|Cold Resistance 1]], [[Life Protection 3]], and immunity to [[poison]] and [[Torment]]. <br />
**Ghouls will lose [[stat]]s instead of [[mutate|mutating]].<br />
**Ghouls [[unbreathing|do not need to breathe]] and are resistant to [[asphyxiation]] damage and certain types of [[cloud]]s.<br />
**Ghouls are vulnerable to [[Dispel Undead]] and holy damage, including the [[holy wrath]] brand.<br />
**Ghouls cannot worship the "[[good gods]]," [[The Shining One]], [[Elyvilon]], or [[Zin]], and can't wield [[holy wrath]] weapons.<br />
**Ghouls cannot go [[berserk]] or change form.<br />
**Ghouls cannot memorize any self-transformation spells ([[Beastly Appendage]], [[Blade Hands]], [[Dragon Form]], [[Storm Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Necromutation]]), nor can they memorize spells that only affect the living ([[Borgnjor's Revivification]], [[Death's Door]], and [[Sublimation of Blood]]).<br />
*'''[[Claws|Claws 1]]''': Ghouls have claws on their hands and receive a bonus to [[unarmed combat]] damage, if they are not wearing [[gloves]].<br />
*'''[[Bad mutations#Inhibited Regeneration|Inhibited Regeneration]]''': Ghouls do not heal when monsters are visible.<br />
*'''Devour on Kill''': Ghouls can regain [[HP]] by killing [[Natural|living]] or [[plants|plant]] enemies. Each killed enemy gives a 50% chance to restore <code>1d[[XL]]</code> HP<ref>{{source ref|0.30.0|mon-death.cc|2073}}</ref>.<br />
<br />
Ghouls have a base [[Strength]] of 11, [[Intelligence]] of 3, and [[Dexterity]] of 4 (before Background modifiers). They have -1 to their base [[magic points]].<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Gladiator]], [[Monk]]<br />
*'''Warrior-Mages:''' [[Warper]]<br />
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]], [[Earth Elementalist]]<br />
<br />
Ghouls are prohibited from becoming [[Transmuter]]s.<br />
<br />
==Level Bonuses==<br />
*+1 [[strength]] every 5th level.<br />
*10% more [[HP]] than average.<br />
*+3 [[willpower]] per level.<br />
<br />
==Starting Skills and Equipment==<br />
Ghouls start with the skills and equipment listed for their background.<br />
<br />
==Difficulty of Play==<br />
{{Easy}}<br />
<br />
Ghouls are a fairly durable undead species that can enjoy the full effect of potions and have decent aptitudes. Ghouls naturally tend to have very poor dexterity and intelligence, though this can eventually be offset by the chosen stat bonuses that one receives every six levels.<br />
<br />
{{species_aptitudes|Ghoul}}<br />
<br />
==Strategy==<br />
The most obvious way to play a Ghoul is to use your claws, as Ghouls are most proficent in unarmed combat, and claws give a +2 damage bonus to it. Claws help the most in the early game, where bare-handed combat struggles to keep apace of weapons. Their weapon aptitudes are reasonable, so a weapon-wielding Ghoul is perfectly viable.<br />
<br />
Ghouls can also make for moderately competent spellcasters. While their low intelligence may be a nuisance, they have +10% health, good aptitudes for Ice and Earth Magic, and generally passable at most other things. It typically isn't wise to switch to spellcasting as a warrior background, but magical starts are fine as is. Starting with -1 MP is rough, but is compensated by your claws.<br />
<br />
===God Choice===<br />
* [[Makhleb]] is a popular choice for Ghouls; it complements a Ghoul's innate HP-for-kills, allowing them to restore health even faster.<br />
* [[Kikubaaqudgha]] gives Ghouls an easy way to branch into [[Necromancy]], and invoked [[torment]] becomes much more useful - it won't harm you,<br />
* [[Okawaru]] is good for any unarmed fighter, as usual. Heroism is even more powerful for Unarmed Combat than it is for other weapon skills.<br />
<br />
Any of the other typically strong gods, such as [[Nemelex]], [[Ashenzari]], [[Ru]], and so on, are likewise strong for Ghouls. Do note, however, that Ghouls cannot go [[berserk]], so do not benefit nearly as much as most other species from worshiping [[Trog]].<br />
<br />
==History==<br />
*Prior to [[0.28]], ghouls couldn't heal by killing plant monsters.<br />
*Prior to [[0.26]], ghouls [[rot]]ted over time. Also, they could heal by eating [[chunk]]s instead of by killing enemies.<br />
*Prior to [[0.24]], ghouls couldn't worship [[Fedhas Madash]].<br />
*Prior to [[0.20]], ghouls had Slow Regeneration 1 instead of [[Inhibited Regeneration]] and could slowly regenerate health even when monsters were visible.<br />
<br />
==References==<br />
<references /><br />
<br />
{{species}}</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Boulder_beetle&diff=68780Boulder beetle2023-05-06T13:02:41Z<p>Bwijn: upd. to 0.30, no changes, saw it in tournament</p>
<hr />
<div>{{version030}}<br />
{{list of | arthropods}}<br />
{{monster info}}<br />
<br />
==Useful Info==<br />
'''Boulder beetles''' are among the most massive bugs in the game, using their brutal melee attacks and decent [[AC]] whenever a player lets them get into melee. This is made easier with their rolling ability, which doubles their speed and damage for a short time. They need a tile of space in order to roll, but they can also leap away from their prey to set up the opportunity.<br />
<br />
Boulder beetles can be found in the mid-to-late [[Dungeon]], as well as in all parts of [[the Lair]].<br />
<br />
{{monster spells}}<br />
<br />
==Tips & Tricks==<br />
*Be cautious around boulder beetles; any moment when they're not adjacent to you is a moment they could suddenly gain a huge burst of speed and power.<br />
*Their rolling attack is essentially a double-strength regular attack and follows many of the same rules. Characters with a decent [[sh]]ield or [[ev]]asion stand a chance of avoiding the attack outright, while characters relying on their armor to protect them will have a harder time of it. Placing an ally (such as [[Hepliaklqana]]'s ancestor) in the path of their rolling charge will safely unleash the attack, and stop the roll.<br />
*They've got vulnerability to [[poison]], making it easy to bypass their AC and take them out if you have access to [[Poison Magic]] or even a poisoned [[dart]]. [[Curare]] is especially effective. They've also got weak [[willpower]] and only moderate [[HD]], so [[Hexes]] or disabling [[wand]]s can stop them fairly easily.<br />
<br />
==History==<br />
*Boulder beetles returned in [[0.26]] with a new rolling mechanic.<br />
*Boulder beetles were removed in [[0.19]]. They were slower than average, and their rolling was subject to inertia (similar to an [[orb of destruction]], they would keep rolling in a straight line until they hit something).<br />
*Prior to [[0.11]], boulder beetles could not roll at you.</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Ring_of_the_Octopus_King&diff=68779Ring of the Octopus King2023-05-06T12:15:21Z<p>Bwijn: upd. to 0.30, no changes, saw it in tournament</p>
<hr />
<div>{{version|030}}<br />
{{flavour|One of the eight rings once worn by the Octopus King and now scattered across the land. Each has its own unique enchantment.<hr><br />
<br />
"A mermaid who fancied to sing,<br><br />
Roused lust in the Octopus King.<br><br />
Her squiggly suitor,<br><br />
Tried hard to woo her,<br><br />
But she couldn't wear all his rings."}}<br />
<br />
[[File:Ring_of_the_octopus_king.png]] '''''a ring of the Octopus King'''''<br><br />
+2 [[HP]]<br><br />
+2 [[AC]]<br><br />
+2 [[EV]]<br><br />
+2 [[SH]]<br><br />
One of the following properties: [[ring of protection from fire|rF+]], [[ring of protection from cold|rC+]], [[ring of positive energy|rN+]], [[ring of resist corrosion|rCorr]], [[ring of magical power|MP +9]], [[ring of wizardry|Wizardry]], [[ring of see invisible|SInv]], or [[ring of flight|Fly]]<ref>{{source ref|0.29.0|artefact.cc|1808}}</ref>.<br />
<br />
Each ring worn also adds a +2 enchantment to the [[trident of the Octopus King]].<br />
<br />
==Desirability==<br />
There are technically eight different '''rings of the Octopus King'''<ref>{{source ref|0.29.0|art-data.txt|1250}}</ref>. It is possible to find more than one in a single game, but finding all eight is extraordinarily unlikely (without completing an egregious number of [[Ziggurat]]s, at least). <br />
<br />
On their own, each ring is still a step up from their mundane counterparts; their broad defensive bonuses are subtle, but useful for any character. It's not uncommon to find superior [[randart]] rings, but a ring of the Octopus King is at least as useful as a [[ring of protection]] or [[ring of evasion|evasion]].<br />
<br />
Only an [[Octopode]], with their ability to wear eight rings at once, can take full advantage of the rings' synergy with the Trident, but they'll still need to find them all first. And by the time they've done that, they'll likely have found multiple high-powered randart rings.<br />
<br />
==History==<br />
*Prior to [[0.29]], rings gave +1 to AC, EV, [[strength]], [[intelligence]], and [[dexterity]].<br />
*Prior to [[0.27]], rings generated with [[ring of stealth|Stealth]] instead of Flight.<br />
*Prior to [[0.19]], the rings' bonus to the trident of the Octopus King was +1 each. Also, rings generated with [[sustain attributes]] instead of [[corrosion resistance]].<br />
*Prior to [[0.16]], rings generated with [[ring of regeneration|Regen]] instead of SInv.<br />
*Prior to [[0.15]], rings generated with [[ring of sustenance|Hunger-]] instead of Stealth+. Also, the rings did not increase the enchantment level of the trident of the Octopus King.<br />
*The rings of the Octopus King were added in [[0.10]].<br />
<br />
==References==<br />
<references/><br />
<br />
[[Category:Unrands]]<br />
[[Category:Ring]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Staff_of_Battle&diff=68778Staff of Battle2023-05-06T11:53:58Z<p>Bwijn: +obsolete, +history addition ->replacement by the sphere of Battle</p>
<hr />
<div>{{obsolete}}<br />
{{version028}}<br />
{{flavour|A staff encased in vividly coloured scales, wrought by a long-forgotten wizard. It was the mage Iskenderun's favourite playtoy. The staff increases the power of its wielder's conjurations. When danger looms, it conjures a battlesphere, the strength of which depends on the wielder's skill with Conjurations.}}<br />
[[File:Staff of battle.png]] '''''the +0 staff of Battle'''''<br />
<br />
+0 [[staff]]<br />
<br />
[[Spell enhancer|Enhances]] the power of the wielder's [[Conjurations]]<br><br />
Automatically creates a [[Iskenderun's Battlesphere|battlesphere]] when monsters are in sight; the battlesphere's power depends on your skill with Conjurations.<br><br />
Hitting a monster with the staff will trigger the battlesphere.<br />
<br />
==Desirability==<br />
Spellcasters who are already using a [[staff of conjuration]] will likely want to upgrade to the '''staff of Battle'''<ref>{{source ref|0.28.0|art-data.txt|1539}}</ref> if they find it. Other mages may also want to hold onto it if they aren't engaging in weapon combat, as having a battlesphere following you around will increase the damage output of your Conjurations for no extra cost.<br />
<br />
Unlike mundane staves of conjurations, the staff itself deals no additional damage in melee, but will trigger the battlesphere. Depending on your skill in Conjurations, [[Evocations]], and other schools of magic, a more mundane [[enhancer staff]] may be a better choice of melee weapon.<br />
<br />
Characters that do not plan to use Conjurations have no use for the staff of Battle. [[Djinn]] ''can'' make use of the staff, but as they cannot train the Conjurations skill, the battlesphere's performance will be weaker.<br />
<br />
==History==<br />
*In [[0.30]], the staff of Battle was replaced by [[the sphere of Battle]].<br />
*Prior to [[0.28]], hitting enemies in melee with the staff of Battle did not trigger the battlesphere.<br />
*The staff of Battle was added in [[0.24]].<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:Unrands]]<br />
[[Category:Staves]]<br />
[[Category:Magical staves]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Talk:List_of_unrands&diff=68777Talk:List of unrands2023-05-06T11:48:22Z<p>Bwijn: /* 0.30 change -> some staves become orbs still not implemented */ new section</p>
<hr />
<div>There remain missing 8 images for unrandarts which are new in [[0.11]]. Those were not available in the old crawlwiki from where I imported the others. I don't know the way how to fetch the new ones. Anyone out there who can describe the import way of those? -- [[User:Bwijn|Bwijn]] 12:16, 10 January 2013 (CET)<br />
:List them here and I can snag them from the tiles directory. --[[User:MoogleDan|MoogleDan]] 13:58, 10 January 2013 (CET)<br />
::Actually, nevermind, I can just browse the page and grab whatever's missing. --[[User:MoogleDan|MoogleDan]] 13:59, 10 January 2013 (CET)<br />
:::Done! And just so you know, you can find pretty much any tile image browsing around in [http://git.develz.org/?p=crawl.git;a=tree;f=crawl-ref/source/rltiles/mon here]. --[[User:MoogleDan|MoogleDan]] 15:41, 10 January 2013 (CET)<br />
<br />
==Splitting up this page==<br />
<br />
Does anyone else think this page is kind of inhibiting? Firstly, it discourages writing detailed strategy or history sections, since the page is already ridiculously overlong. While some randarts (like the Ring of Shaolin, or the Cloak of Flash) won't make very interesting articles, others (like Cekugob or the Obsidian Axe) may very well. Also, the article just looks bad, at least in my opinion: it's difficult to navigate, and just looks cluttered. So here's what I propose:<br />
<br />
* Give each artefact its own article. For now, just copy-paste what's already here. Those that deserve to be fleshed out will be, the others will just remain as relatively short articles (which is okay on a wiki: no one ever expects [[mace]] or [[rock troll]] to be amazing articles, because their subjects are just boring).<br />
* Leave this page, but make it more like the various "List of <monster type>" articles. For each entry, give the image, and then the artefact name as it would appear in inventory, e.g. like so:<br />
<br />
[[File:Amulet_of_the_four_winds.png]] the [[amulet of the Four Winds]] {Clar rN+ MR}<br />
<br />
That would make this page an easy-to navigate reference, while giving more detailed articles to the unrands that deserve it, and harmless stubs to those that don't. Anyway, what do people think? -[[User:Ion frigate|Ion frigate]] 08:46, 16 February 2013 (CET)<br />
<br />
:Also adding: the unrand redirects to this page rarely seem to actually hit the section they're supposed to, since the section names have been changed several times. -[[User:Ion frigate|Ion frigate]] 08:58, 16 February 2013 (CET)<br />
<br />
:Good idea. I think we should drop the enchantment from the name of the artifact: the name of the article should be ''Dragonskin cloak'' not ''+4 Dragonskin cloak''. --[[User:CommanderC|CommanderC]] 13:57, 16 February 2013 (CET)<br />
<br />
:Sounds like a good idea. I also think that removing the enchantment in the article name is a good idea. --[[User:Flun|Flun]] 23:22, 16 February 2013 (CET)<br />
<br />
:Sounds fine to me. [[User:Spudwalt|--spudwalt]] 23:48, 16 February 2013 (CET)<br />
<br />
::Okay cool, I'll get to doing this over the next couple days. As for the leaving the enchantment out of the article titles, that definitely sounds like a good idea, though I'm assuming no one objects to leaving the enchantments on the list on this page. -[[User:Ion frigate|Ion frigate]] 03:55, 17 February 2013 (CET)<br />
<br />
== Unidentified appearances ==<br />
<br />
The [[Sword of Cerebov]] is one of the few unrands that still has an unidentified appearance. Most of them were removed [http://git.develz.org/?p=crawl.git;a=commitdiff;h=e63346fa66dc164050221d42e0154baa7ec123ce here]. The unrands that still have unidentified appearances are: the [[Sword of Cerebov]], the [[Staff of Dispater]], the [[Sceptre of Asmodeus]] and the [[Dragonskin cloak]]. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 17:18, 9 September 2013 (CEST)<br />
<br />
== 0.30 change -> some staves become orbs still not implemented ==<br />
<br />
While you can find e.g. [[the sphere of Battle]] in [[0.30]] tournament gaming this wiki still needs the import/uploading of the icons and the unrandart articles. The recent changelog not even included the correct in-game names of the orbs ->"spheres". That task should have been done more accurately. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 13:48, 6 May 2023 (CEST)</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=List_of_unrands&diff=68776List of unrands2023-05-06T11:37:43Z<p>Bwijn: as for 0.30 no longer "staff of Battle", now an orb = "the sphere of Battle"</p>
<hr />
<div>{{version029}}<br />
An '''unrand''' (or '''unrandart''') is short for '''"unrandom artefact,"''' which is an [[artefact]] with a set appearance and properties (as opposed to a [[randart]], or "random artefact". There's no such thing as a "List of Randarts" because they're, well, random). An unrand that is specialized to have unique, hardcoded properties is sometimes referred to as a ''fixedart'', although this distinction has become increasingly blurred with time.<br />
<br />
Only one instance of any particular unrand may generate per game, even if you should accidentally destroy one by dumping it into [[lava]]. However, any unrand in the possession of a monster you [[banish]] to [[the Abyss]] will eventually generate in the Abyss (though this may take a very, very long time).<br />
<br />
Although you are almost guaranteed to find at least one unrand over the course of any given game, there is no guarantee that any particular unrand will generate, or that the unrands that ''do'' generate will be of any use to you.<br />
<br />
Certain unrands are more likely to spawn in the early game, where they are most useful: [[Delatra's gloves]], [[woodcutter's axe]], [[Morg]], [[Throatcutter]], [[Devastator]], [[ratskin cloak]], [[Kryia's mail coat]], [[Lear's hauberk]], [[trident of the Octopus King]], [[robe of Augmentation]], [[staff of the Meek]], [[amulet of Elemental Vulnerability]].<br />
<br />
<!--'''NOTE: Before adding something to this list, go into [[wizard mode]] and use the command "create all unrandart items" (inputting | in wizard mode console). If the item you want to add is not generated by that command, then it's just a randart so don't add it.'''--><br />
==Rings==<br />
[[File:Ring_of_the_mage.png]] [[ring of the Mage]] {Wiz Archmagi}<br />
<br />
[[File:Ring_of_the_Tortoise.png]] [[ring of the Tortoise]] {AC+8}<br />
<br />
[[File:Ring_of_the_Hare.png]] [[ring of the Hare]] {EV+8}<br />
<br />
[[File:Ring_of_shadows.png]] [[ring of Shadows]] {Umbra +Inv SInv}<br />
<br />
[[File:Ring_of_the_octopus_king.png]] [[rings of the Octopus King]] {<one property> HP+2 AC+2 EV+2 SH+2}<br />
<br />
==Amulets==<br />
[[File:Brooch_of_shielding.png]] [[brooch of Shielding]] {Spirit SH+8}<br />
<br />
[[File:Necklace_of_bloodlust.png]] [[necklace of Bloodlust]] {*Rage Will++ Int-3 Slay+6}<br />
<br />
[[File:Amulet_of_the_four_winds.png]] [[amulet of the Four Winds]] {rN+ Will+++ Clar}<br />
<br />
[[File:Amulet_of_the_air.png]] [[amulet of the Air]] {Inacc Air Fly rElec RMsl}<br />
<br />
[[File:Macabre finger necklace.png]] [[macabre finger necklace]] {rN+}<br />
<br />
[[File:Amulet_of_vitality.png]] [[amulet of Vitality]] {RegenMP++ Regen++}<br />
<br />
[[File:Dreamshard necklace.png]] [[dreamshard necklace]] {*Dream Drain}<br />
<br />
[[File:Amulet of elemental vulnerability.png]] [[amulet of Elemental Vulnerability]] {rPois rF-- rC-- AC+8}<br />
<br />
==Orbs==<br />
[[File:Sphere of battle.png]] +0 [[the sphere of Battle]]<br />
<br />
==Short Blades==<br />
[[File:Dagger_morg.png]] +4 dagger "[[Morg]]" {pain, Will+ Int+5}<br />
<br />
[[File:Spriggan's_knife.png]] +7 [[Spriggan's Knife]] {stab, EV+4 Stlth+}<br />
<br />
[[File:Arc blade.png]] +8 [[arc blade]] {discharge, rElec}<br />
<br />
[[File:Captain's_cutlass.png]] +7 [[captain's cutlass]] {speed, disarm}<br />
<br />
[[File:Gyre and Gimble.png]] +7 quick blades [[Gyre and Gimble|"Gyre" and "Gimble"]] {protect}<br />
<br />
[[File:Vampire's_tooth.png]] +8 [[Vampire's Tooth]] {vamp}<br />
<br />
==Long Blades==<br />
[[File:Throatcutter.png]] +7 [[Throatcutter]] {drain, coup de grace}<br />
<br />
[[File:Singing_sword.png]] +7 [[Singing Sword]] {vorpal, sonic wave}<br />
<br />
[[File:Sword_of_zonguldrok.png]] +9 [[Sword of Zonguldrok]] {reap}<br />
<br />
[[File:Maxwells thermic engine.png]] +2 [[Maxwell's thermic engine]] {flame, freeze}<br />
<br />
[[File:Autumn_katana.png]] +8 [[autumn katana]] {vorpal, manifold assault}<br />
<br />
[[File:Demon_blade_leech.png]] +8 demon blade "[[Leech]]" {vamp, Harm Drain rN+}<br />
<br />
[[File:Zealot's sword.png]] +10 [[zealot's sword]] {holy, *Rage rN+ EV+3}<br />
<br />
[[File:Sword_of_power.png]] +5 [[sword of Power]] {vorpal}<br />
<br />
[[File:Sword_of_cerebov.png]] +6 [[sword of Cerebov]] {flame}<br />
<br />
[[File:Plutonium_sword.png]] +11 [[plutonium sword]] {Contam Stlth-}<br />
<br />
==Staves==<br />
[[File:Staff_of_dispater.png]] +4 [[staff of Dispater]]<br />
<br />
[[File:Sceptre_of_asmodeus.png]] +7 [[sceptre of Asmodeus]]<br />
<br />
[[File:Staff_of_olgreb.png]] +9 [[staff of Olgreb]] {rPois∞}<br />
<br />
[[File:Elemental_staff.png]] +3 [[Elemental Staff]] {rElec rF++ rC++ AC+5}<br />
<br />
[[File:Staff_of_wucad_mu.png]] +9 [[staff of Wucad Mu]] {*channel}<br />
<br />
[[File:Staff of battle.png]] +0 [[staff of Battle]]<br />
<br />
[[File:Majin-bo.png]] +6 [[Majin-Bo]] {vamp, MP+6 Int+6}<br />
<br />
[[File:Staff of the Meek.png]] +7 [[staff of the Meek]] {protect, meekguard}<br />
<br />
[[File:Lajatang of Order.png]] +7 [[lajatang of Order]] {silver, rMut}<br />
<br />
==Axes==<br />
[[File:Woodcutter's axe.png]] +3 [[woodcutter's axe]] {vorpal}<br />
<br />
[[File:Mithril_axe_arga.png]] +8 mithril axe "[[Arga]]" {speed, Will+}<br />
<br />
[[File:Obsidian_axe.png]] +14 [[obsidian axe]] {vorpal, Mesm Drain Fly SInv}<br />
<br />
[[File:Axe_wrath_of_trog.png]] +8 [[Wrath of Trog]] {antimagic, *Rage Rampage}<br />
<br />
[[File:frostbite.png]] +8 frozen axe "[[Frostbite]]" {freezing cloud, *Noise Fly rC+}<br />
<br />
[[File:urand_axe_of_woe.png]] +∞ [[Axe of Woe]]<br />
<br />
==Polearms==<br />
[[File:Wyrmbane.png]] +8 lance "[[Wyrmbane]]" {slay drac, rPois rF+ rC+ AC+3}<br />
<br />
[[File:Trident_of_the_octopus_king.png]] +8 [[trident of the Octopus King]] {venom, rElec rPois}<br />
<br />
[[File:Rift.png]] +8 demon trident "[[Rift]]" {distort, reach+}<br />
<br />
[[File:Condemnation.png]] +8 trishula "[[Condemnation]]" {holy, anguish, *Noise Fly rN+}<br />
<br />
[[File:Glaive_of_the_guard.png]] +8 [[glaive of the Guard]] {elec, spectral, AC+5}<br />
<br />
[[File:Glaive_of_prune.png]] +12 [[glaive of Prune]] {vorpal}<br />
<br />
[[File:Scythe_finisher.png]] +5 scythe "[[Finisher]]" {speed, eviscerate}<br />
<br />
[[File:Scythe_of_curses.png]] +13 [[scythe of Curses]] {drain, Drain}<br />
<br />
[[File:lochaber_axe.png]] +5 [[lochaber axe]] {reach-cleave, poleaxe}<br />
<br />
==Maces & Flails==<br />
[[File:Shillelagh_devastator.png]] +6 shillelagh "[[Devastator]]" {shatter}<br />
<br />
[[File:Whip_snakebite.png]] +8 whip "[[Snakebite]]" {venom, curare, rPois}<br />
<br />
[[File:Morningstar_eos.png]] +10 morningstar "[[Eos]]" {elec, Halo rElec}<br />
<br />
[[File:Spellbinder.png]] +5 demon whip "[[Spellbinder]]" {antimagic, Will+}<br />
<br />
[[File:Sceptre_of_torment.png]] +7 [[sceptre of Torment]] {pain, torment}<br />
<br />
[[File:Great_mace_undeadhunter.png]] +7 great mace "[[Undeadhunter]]" {disrupt, rN+}<br />
<br />
[[File:Firestarter.png]] +7 great mace "[[Firestarter]]" {inner flame, rF++}<br />
<br />
[[File:Mace_of_variability.png]] +7 [[mace of Variability]] {chain chaos}<br />
<br />
[[File:Dark maul.png]] +10 [[dark maul]] {vorpal}<br />
<br />
[[File:Giant_club_skullcrusher.png]] +3 giant club "[[Skullcrusher]]" {speed, Str+7}<br />
<br />
==Ranged Weapons==<br />
[[File:Urand punk.png]] +3 fustibalus "[[Punk]]" {acid, rCorr} <br />
<br />
[[File:Bow_of_zephyr.png]] +8 longbow "[[Zephyr]]" {speed, Dex+3 SInv}<br />
<br />
[[File:Longbow_storm_bow.png]] +8 [[storm bow]] {elec, penet}<br />
<br />
[[File:Urand damnation.png]] +6 arbalest "[[Damnation (unrand)|Damnation]]" {[[damnation]]}<br />
<br />
[[File:Crossbow_sniper.png]] +15 heavy crossbow "[[Sniper]]" {vorpal, Acc+∞ SInv}<br />
<br />
==Armour==<br />
[[File:Robe_of_folly.png]] +4 [[robe of Folly]] {Brilliance Will-∞ Int+8}<br />
<br />
[[File:Robe_of_augmentation.png]] +4 [[robe of Augmentation]] {Str+4 Int+4 Dex+4}<br />
<br />
[[File:Robe_of_misfortune.png]] +5 [[robe of Misfortune]] {Harm *Corrode *Slow EV+5}<br />
<br />
[[File:Robe_of_night.png]] +5 [[robe of Night]] {Dark Will+ SInv}<br />
<br />
[[File:Robe_of_clouds.png]] +3 [[robe of Clouds]] {*Thunder rCloud rElec}<br />
<br />
[[File:Robe of vines.png]] +1 [[robe of Vines]] {NoPotionHeal Regen++++}<br />
<br />
[[File:Skin_of_zhor.png]] +4 [[skin of Zhor]] {*Englaciate rC+++ SInv}<br />
<br />
[[File:Salamander_hide_armour.png]] +3 [[salamander hide armour]] {Flames rF++ rC--}<br />
<br />
[[File:Cigotuvi's embrace urand.png]] +4 [[Cigotuvi's embrace]] {rMiasma Drain rN+}<br />
<br />
[[File:Moon_troll_leather_armour.png]] +4 [[moon troll leather armour]] {Spirit, Regen++ MP+5}<br />
<br />
[[File:Kryia's mail coat.png]] +7 [[Kryia's mail coat]] {PotionHeal*2 rC+}<br />
<br />
[[File:Faerie_dragon_armour.png]] [[faerie dragon scales]] (rCorr, randomised properties)<br />
<br />
[[File:Lear's_hauberk.png]] +18 [[Lear's hauberk]]<br />
<br />
[[File:Maxwell's_patent_armour.png]] +15 [[Maxwell's patent armour]] {-Cast -Tele rElec Will+ rCorr}<br />
<br />
[[File:Armour_of_the_dragon_king.png]] +9 [[scales of the Dragon King]] {rPois rF+ rC+ Will+}<br />
<br />
[[File:Orange crystal plate armour.png]] +8 [[orange crystal plate armour]] {Archmagi, Int+3 Clar}<br />
<br />
==Shields==<br />
[[File:warlock.png]] +3 [[warlock's mirror]] {reflect}<br />
<br />
[[File:Shield_of_resistance.png]] +2 [[shield of Resistance]] {rF++ rC++ Will++}<br />
<br />
[[File:Shield_of_the_Gong.png]] +18 [[shield of the Gong]] {rElec rN+ Will+ EV-5}<br />
<br />
[[File:Shield_of_ignorance.png]] +10 [[tower shield of Ignorance]] {rN+ Int-4}<br />
<br />
==Cloaks==<br />
[[File:Cloak_of_the_thief.png]] +2 [[cloak of the Thief]] {*Fog Slay-2 SInv Stlth+}<br />
<br />
[[File:Ratskin_cloak.png]] +2 [[ratskin cloak]] {*Rats rPois rN+ Str-1 Int-1 Dex+1}<br />
<br />
[[File:Cloak_of_starlight.png]] +2 [[cloak of Starlight]] {*Dazzle EV+4 Stlth--}<br />
<br />
[[File:Dragonskin_cloak.png]] +4 [[dragonskin cloak]]<br />
<br />
==Headgear==<br />
[[File:Hat_of_the_bear_spirit.png]] +2 [[hat of the Bear Spirit]] {Spirit, *Rage Will++}<br />
<br />
[[File:Crown_of_dyrovepreva.png]] +3 [[crown of Dyrovepreva]] {rElec Int+2 SInv} <br />
<br />
[[File:Mask_of_the_dragon.png]] +0 [[mask of the Dragon]] {Will+ Slay+3 SInv}<br />
<br />
[[File:Hat_of_the_alchemist.png]] -2 [[hat of the Alchemist]] {rElec rPois rF+ rC+ rN+ Will+ rMut rCorr}<br />
<br />
[[File:Hat_of_pondering.png]] +3 [[hat of Pondering]] {ponderous, Will+ MP+10 Int+5}<br />
<br />
[[File:Hood of the assassin.png]] +2 [[hood of the Assassin]] {Detection Stab+ Stlth++}<br />
<br />
==Gloves==<br />
[[File:Gauntlets_of_war.png]] +3 [[gauntlets of War]] {Slay+5}<br />
<br />
[[File:Fencer's_gloves.png]] +0 [[fencer's gloves]] {Riposte Dex+3}<br />
<br />
[[File:Delatra's gloves.png]] +1 [[Delatra's gloves]] {ID++}<br />
<br />
[[File:Mad Mage's Maulers.png]] +3 [[Mad Mage's Maulers]] {Infuse+∞ RegenMP Int-3}<br />
<br />
==Boots==<br />
[[File:Seven-league boots.png]] +3 pair of [[seven-league boots]] {Rampage+∞}<br />
<br />
[[File:mountain_boots.png]] +3 pair of [[mountain boots]] {steadfast, rC+}<br />
<br />
==Bardings==<br />
[[File:Black_knight_barding.png]] +10 [[Black Knight's barding]] {ponderous, rPois rN+}<br />
<br />
[[File:Lightning_scales.png]] +6 [[lightning scales]] {swift, rElec}<br />
<br />
==Evocables==<br />
[[File:Horn of geryon.png]] [[Horn of Geryon]]<br />
<br />
==Retired==<br />
[[File:Knife_of_accuracy.png]] +27, -1 [[knife of Accuracy]]<br />
<br />
[[File:Lehudib's_crystal_spear_(weapon).png]] +6, +6 [[Lehudib's crystal spear (unrand)|Lehudib's crystal spear]] {return, Int+3}<br />
<br />
[[File:Shield_Bullseye.png]] +15 shield "[[Bullseye]]" {EV-5}<br />
<br />
[[File:Boots of the spider.png]] +3 pair of [[boots of the spider]] {+Jump, Stlth+}<br />
<br />
[[File:Spear_of_the_botono.png]] +6 [[spear of the Botono]] {reap, rPois rN+ HP-6}<br />
<br />
[[File:Blowgun_of_the_assassin.png]] +6 [[blowgun of the Assassin]] {+Inv Stlth++}<br />
<br />
[[File:Ring_of_vitality.png]] [[ring of Vitality]] {Regen HP+15}<br />
<br />
[[File:Cloak_of_flash.png]] +3 [[cloak of Flash]] {+Fly EV+4}<br />
<br />
[[File:Crown of eternal torment.png]] +3 [[crown of Eternal Torment]] {rTorment HP-- rN+++ SInv *Curse}<br />
<br />
[[File:Sword_of_the_doom_knight.png]] +13 [[sword of the Doom Knight]] {pain, -Cast Will+}<br />
<br />
[[File:Amulet_of_cekugob.png]] [[amulet of Cekugob]] {Dismiss -Tele rElec rPois rN++ AC+1 EV+1}<br />
<br />
[[File:urand_talos.png]] +12 [[Armour of Talos]] {ponderous, rF+}<br />
<br />
[[File:Mace_of_brilliance.png]] +1 eveningstar [[Brilliance]] {holy, rN+ AC+5 Int+5}<br />
<br />
[[File:Scimitar_of_flaming_death.png]] +6 [[scimitar of Flaming Death]] {flame, rPois rF++ rC- Will+}<br />
<br />
[[File:Dagger_of_chilly_death.png]] +9 [[dagger of Chilly Death]] {flash freeze, rPois rF- rC++ Will+}<br />
<br />
[[File:Hat of the High Council.png]] +2 [[hat of the High Council]] {Archmagi, Wiz- Stlth-}<br />
<br />
[[File:Longbow_piercer.png]] +7 longbow "[[Piercer]]" {penet, EV-2}<br />
<br />
[[File:Demon_blade_bloodbane.png]] +8 demon blade "[[Bloodbane]]" {slice, *Rage +Rage Stlth-}<br />
<br />
[[File:Maxwell's etheric cage.png]] +0 [[Maxwell's etheric cage]] {RegenMP *Contam rElec MP+4}<br />
<br />
[[File:Boots of the assassin.png]] +2 pair of [[boots of the Assassin]] {Detection Stab+ Stlth++}<br />
<br />
==History==<br />
*'''[[0.29]]:''' Added [[Condemnation]], [[mountain boots]], [[lochaber axe]], [[amulet of Elemental Vulnerability]]. Reworked [[amulet of Vitality]], [[rings of the Octopus King]].<br />
*'''[[0.28]]:''' Added [[Delatra's gloves]], [[woodcutter's axe]], [[Throatcutter]], [[staff of the Meek]]. Reworked [[trident of the Octopus King]], [[autumn katana]], [[Leech]], [[ring of the Mage]], [[necklace of Bloodlust]], [[Lear's hauberk]], [[robe of Misfortune]], [[hat of the Bear Spirit]], [[robe of Vines]]. Certain artefacts are now weighted to spawn in the early game.<br />
*'''[[0.27]]:''' Added the [[seven-league boots]]. Reworked the [[Amulet of the Air]], [[Wrath of Trog]], and [[robe of Folly]].<br />
*'''[[0.26]]:''' Reworked the [[salamander hide armour]], [[ratskin cloak]], [[staff of Wucad Mu]], [[cloak of the Thief]], [[Majin-Bo]], [[glaive of the Guard]], [[shield of Resistance]], [[cloak of Starlight]], and [[sword of Power]]. The ring of Phasing is renamed to [[ring of the Hare]], and the ring of Robustness is renamed to [[ring of the Tortoise]]. Also, [[Black Knight's barding]] and [[lightning scales]] became [[barding]]s.<br />
*'''[[0.25]]:''' Added [[Cigotuvi's embrace]], merged "[[Bloodbane]]" into "[[Leech]]", reworked the [[boots of the Assassin]] into the [[hood of the Assassin]], reworked [[Scythe of Curses]] and [[brooch of Shielding]], and removed [[Maxwell's Etheric Cage]].<br />
*'''[[0.24]]:''' Added the [[staff of Battle]], reworked the [[Storm Bow]] and [[Gyre and Gimble]], and removed [[Piercer]].<br />
*'''[[0.23]]:''' Added the demon trident "[[Rift]]", and reworked the [[Singing Sword]], [[Spriggan's Knife]], [[robe of Misfortune]], [[sceptre of Torment]], [[Finisher]], [[robe of Clouds]] and [[skin of Zhor]]. Tweaked the [[arc blade]] and [[storm bow]].<br />
*'''[[0.22]]:''' Reworked [[mace of Variability]], [[Vampire's Tooth]], and removed the rF-, rC- properties from [[Maxwell's Thermic Engine]].<br />
*'''[[0.20]]:''' Added the double sword [[Maxwell's Thermic Engine]]; removed [[scimitar of Flaming Death]], [[dagger of Chilly Death]] and [[hat of the High Council]]. Renamed sword of Jihad into [[zealot's sword]]. The ring of Shaolin is renamed to [[ring of Phasing]], and the bow of Krishna "Sharnga" is renamed to longbow "[[Zephyr]]". The [[necklace of Bloodlust]], [[large shield of Ignorance]], [[sceptre of Torment]] and the [[ratskin cloak]] were reworked.<br />
*'''[[0.19]]:''' Added new versions of [[Punk]], [[Firestarter]], [[Frostbite]], [[trident of the Octopus King]], [[staff of Olgreb]], [[sword of Zonguldrok]], [[Damnation]], [[Eos]], [[fencer's gloves]], and [[Wyrmbane]] and removed [[Brilliance]], [[amulet of Cekugob]], and [[sword of the Doom Knight]].<br />
*'''[[0.18]]:''' Added the frozen axe [[Frostbite]] and the [[warlock's mirror]]. [[Hellfire (unrand)|Hellfire]] was renamed into [[Damnation (unrand)|Damnation]]. The [[armour of Talos]] was added and subsequently removed after a short time in [[trunk]].<br />
*'''[[0.17]]:''' Added the [[robe of Vines]], [[Maxwell's etheric cage]], and [[Kryia's mail coat]]; removed the [[cloak of Flash]]; the [[crown of Eternal Torment]] was considered for inclusion, but discarded.<br />
*'''[[0.16]]:''' Added [[Gyre and Gimble]]; replaced the [[ring of Vitality]] with the [[amulet of Vitality]]; removed the [[spear of the Botono]] and [[blowgun of the Assassin]]<br />
*'''[[0.15]]:''' Removed the [[boots of the spider]]; added the [[orange crystal plate armour]], the [[Majin-Bo]], and a new version of the [[Blowgun of the Assassin]].<br />
*'''[[0.14]]:''' Removed the [[blowgun of the Assassin]], [[Bullseye]], and [[Lehudib's crystal spear (unrand)|Lehudib's crystal spear]]; added [[dark maul]], [[arc blade]], [[Spellbinder]], [[lajatang of Order]], [[boots of the spider]], [[macabre finger necklace]], [[hat of the High Council]], [[Firestarter]] and a new version of the [[boots of the Assassin]].<br />
*'''[[0.13]]:''' Removed [[knife of Accuracy]] and [[boots of the Assassin]]; added [[Moon troll leather armour]].<br />
<br />
[[Category:Items]]<br />
[[Category:Artefacts]]<br />
[[Category:Unrands|!]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Death_yak&diff=68774Death yak2023-05-06T11:21:48Z<p>Bwijn: upd. to 0.30, no changes, saw it in tournament</p>
<hr />
<div>{{version|030}}<br />
{{monster info}}<br />
<br />
==Useful Info==<br />
[[Death yak]]s are far tougher than their [[yak]] brethren. They are some of the strongest monsters in [[the Lair]], appearing in packs and hitting hard enough to quickly wipe out players.<br />
<br />
==Tips & Tricks==<br />
*Most of the tricks you've used thus far to take out dangerous monsters quickly won't work very well on death yaks; they've got enough [[willpower]] and [[hit dice]] to shake off most [[status effects]], and their melee strength makes it extremely unwise to use brute force, unless you're playing a pure tank. Attack them from a distance, flood them with summoned or undead minions, and lure them [[stairs|upstairs]] one at a time for safe disposal. Never face down more than one at once until you've grown strong enough.<br />
*Even though death yaks have high willpower and HD, they still can be incapacitated with [[net]]s, [[curare]]-tipped darts, or a variety of physical [[evocable items]]. [[Mephitic Cloud]] can check multiple times per cast, so while unsuitable in tight situations, can still be powerful.<br />
*Their lack of [[poison resistance]] makes [[kiting]] death yaks much easier. The aforementioned curare is especially good for poisoning and slowing them down. Fast [[species]] like [[spriggan]]s armed with ranged weapons can hunt death yaks in relative safety if they encounter them on an otherwise empty floor.</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Scroll_of_acquirement&diff=68771Scroll of acquirement2023-05-06T10:59:51Z<p>Bwijn: upd. to 0.30, no changes, saw it in tournament</p>
<hr />
<div>{{version|030}}<br />
{{item<br />
|itemtype=Scroll<br />
|name=Scroll of acquirement<br />
|appearance=different<br />
|cost=520<br />
|weight=2.0<br />
}}<br />
{{flavour|A wonderful scroll which causes the creation of a valuable item, with the reader choosing from a small selection. The items offered will be often be a good match for the reader's skills; and if nothing recommends itself, the reader can always choose a heap of gold.}}<br />
<br />
When read, a '''scroll of acquirement''' generates three [[acquirement]]s and a sum of [[gold]] for you to choose from. The scroll can be cancelled at any time; the scroll will not be consumed (even if read blindly) and its options will persist.<br />
<br />
==General Mechanics==<br />
Acquirements are affected by a number of different factors:<br />
*They are biased towards items that match your skills. For instance, a character who has heavily invested in [[Maces & Flails]] is fairly likely to receive a weapon in that category. Similarly, a conjurer who uses mainly [[Fire Magic]] will likely find themselves receiving a spellbook with more spells from that school should a book generate.<br />
*They are biased against items that you have already seen, the logic there being that if you have seen it, you're probably either using it or have decided it isn't useful. This usually includes items in shops, but those which are far too expensive for your character to buy at present are excluded from being "seen."<br />
*The item is guaranteed to be usable. This means that you will be able to equip it, and using it will not incur penance with your current deity. For example, worshippers of [[good god]]s won't be given a [[draining]] weapon. Note that these guarantees are fairly minimal: acquirement may well give your heavy [[Armour]]-based [[hill orc]] a robe (although it will be biased against doing so if you have invested in the Armour skill).<br />
<br />
==Strategy==<br />
Although unreliable, scrolls of acquirement are capable of producing gear that will carry you through to the end of the game in safety. <br />
While waiting for acquirements can give marginally better gear, waiting to use them is generally unwise. The increased chance of survival ''now'' is always more worthwhile than the slight chance of a better acquirement later.<br />
<br />
Note that acquirements are ''not'' directly affected by your current depth or location. However, the bias against items you have already seen means that later acquirements do tend to give out rarer items, as the common ones have already been seen.<br />
<br />
==History==<br />
*Prior to its removal in [[0.26]], you could acquire [[food]].<br />
*Prior to [[0.25]], acquirement allowed you to choose to get an item from one of 8 categories (weapons, armour, jewellery, books, staves, evocables, food, or gold), but you did not know the specific item.<br />
*Prior to [[0.20]], you could acquire [[wand]]s and miscellaneous [[evocable]]s separately.<br />
*Prior to [[0.19]], you could acquire ammo.<br />
<br />
==See Also==<br />
*[[Acquirement]]<br />
<br />
{{scrolls}}</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Arga&diff=68770Arga2023-05-06T10:08:28Z<p>Bwijn: upd src ref to v0.30</p>
<hr />
<div>{{version|030}}<br />
{{flavour|A beautiful mithril axe, probably lost by some dwarven hero.}}<br />
[[File:Mithril_axe_arga.png]] '''''the +8 mithril axe "Arga"'''''<br />
<br />
+8 [[broad axe]]<br />
<br />
[[Speed brand]]<br><br />
+40 [[Will]]<br />
<br />
==Desirability==<br />
'''Arga'''<ref>{{source ref|0.30.0|art-data.txt|608}}</ref> is a broad axe, one of the most versatile (if not most powerful) one-handers, with the speed brand, the most powerful and consistent brand in the game. Its quick delay and +8 enchant also make it very easy to train up. Suffice to say, Arga is an incredibly powerful artefact weapon that can easily define a run, viable to swap to even in the later portions of the midgame. The willpower boost is just a cherry on top.<br />
<br />
While a weapon with [[holy wrath]] might be stronger in the extended part of the game, Arga is still useful for anything unaffected by it, or if you're [[undead]]/[[demonspawn|demonic]] and unable to wield weapons of holy wrath.<br />
<br />
==History==<br />
*Prior to [[0.19]], Arga had a +2 Strength bonus.<br />
*Prior to [[0.15]], Arga had a +10, +6 enchantment bonus.<br />
*Prior to [[0.14]], Arga had a smaller [[magic resistance]] bonus.<br />
*Prior to [[0.13]], Arga was a [[war axe]].<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:Unrands]]<br />
[[Category:Axes]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Arga&diff=68769Arga2023-05-06T10:03:35Z<p>Bwijn: upd. to 0.30, no changes, saw it in tournament</p>
<hr />
<div>{{version|030}}<br />
{{flavour|A beautiful mithril axe, probably lost by some dwarven hero.}}<br />
[[File:Mithril_axe_arga.png]] '''''the +8 mithril axe "Arga"'''''<br />
<br />
+8 [[broad axe]]<br />
<br />
[[Speed brand]]<br><br />
+40 [[Will]]<br />
<br />
==Desirability==<br />
'''Arga'''<ref>{{source ref|0.29.0|art-data.txt|604}}</ref> is a broad axe, one of the most versatile (if not most powerful) one-handers, with the speed brand, the most powerful and consistent brand in the game. Its quick delay and +8 enchant also make it very easy to train up. Suffice to say, Arga is an incredibly powerful artefact weapon that can easily define a run, viable to swap to even in the later portions of the midgame. The willpower boost is just a cherry on top.<br />
<br />
While a weapon with [[holy wrath]] might be stronger in the extended part of the game, Arga is still useful for anything unaffected by it, or if you're [[undead]]/[[demonspawn|demonic]] and unable to wield weapons of holy wrath.<br />
<br />
==History==<br />
*Prior to [[0.19]], Arga had a +2 Strength bonus.<br />
*Prior to [[0.15]], Arga had a +10, +6 enchantment bonus.<br />
*Prior to [[0.14]], Arga had a smaller [[magic resistance]] bonus.<br />
*Prior to [[0.13]], Arga was a [[war axe]].<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:Unrands]]<br />
[[Category:Axes]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Talk:Elemental_Staff&diff=68768Talk:Elemental Staff2023-05-06T09:16:47Z<p>Bwijn: /* Rare case of non-documented changes */ new section</p>
<hr />
<div>Hey Ensis, can you link me to where you found those numbers? Those numbers are just staggeringly low, and conflict with the LearnDB enough to make me suspicious. Per the LearnDB, it makes two Evoc/27 checks, and if either passes, it deals the additional damage. That makes it 100% reliable at 27 Evocations, and even at 15 Evo it's over 75% likely, which is so conceptually different from 7% max that I've got to be suspicious here... --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 14:01, 15 January 2015 (CET)<br />
<br />
:I've checked with [https://crawl.develz.org/tavern/viewtopic.php?f=5&t=14787 the folks in Tavern], and while they couldn't confirm that two Evoc/27 tests (what LearnDB says) is correct, they DID confirm that it triggers often enough to be good at killing things. I'm switching it back for now, but if you can show me the source code that disagrees, I'll look into this further. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 14:40, 15 January 2015 (CET)<br />
<br />
== Rare case of non-documented changes ==<br />
<br />
Well, I looked up several (26-30) version lists of changes and found no documentation that this unrand had been newly balanced. First posiibility: someone forgot to add it to such a list. Second possibility: did someone try to test how long false parameters remain undetected? -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 11:16, 6 May 2023 (CEST)</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Elemental_Staff&diff=68767Elemental Staff2023-05-06T08:59:23Z<p>Bwijn: upd src ref2 to v0.30</p>
<hr />
<div>{{version|030}}<br />
{{flavour|A powerful staff which used to belong to the leader of the Guild of Five Elements. The staff enhances the power of all elemental spells cast by its wielder. In addition to the protection it provides, those skilled in Evocations may discharge powerful blasts of elemental energy when striking with it.}}<br />
<br />
[[File:Elemental_staff.png]] '''''the +3 Elemental Staff'''''<br><br />
<br />
+3 [[staff]]<br><br />
+3 [[AC]]<br><br />
[[Fire resistance|rF+]]<br><br />
[[Cold resistance|rC+]]<br><br />
[[Electricity resistance|rElec]]<br><br />
Acts as an [[enhancer staff]] for [[Fire Magic|Fire]], [[Ice Magic|Ice]], [[Air Magic|Air]], and [[Earth Magic]]<br><br />
Inflicts <code>10 + 1d14</code> [[fire]], [[cold]], [[electricity]], or physical (crushing) damage each time it triggers<ref>{{source ref|0.30.0|art-func.h|903}}</ref>. The game does two rolls with an [[Evocations]]/27 chance to succeed each time you successfully hit an opponent; if either test succeeds, the effect triggers.<br><br />
<br />
==Desirability==<br />
The '''Elemental Staff'''<ref>{{source ref|0.30.0|art-data.txt|617}}</ref> offers an incredible array of defensive bonuses, giving the wielder significantly more freedom when it comes to armour and jewellery slots. It also acts as 4 different [[enhancer staves]], so casters relying on any of the four elements will find significant use out of this staff.<br />
<br />
This staff is also decent as a melee weapon. With 10 Evocations, you will have a 60% chance to proc a 10-24 damage attack, as opposed to [[electrocution]]'s 25% chance for 7-20. With a modest skill investment in [[Staves]] (12 for min speed), it's a suitable weapon for a good chunk of the game, though not having control over the element you evoke is unfortunate.<br />
<br />
==History==<br />
*Prior to [[0.28]], the Elemental Staff also provided +80 [[willpower]].<br />
*Prior to [[0.25]], the Elemental Staff did not act as a [[spell enhancer]] for all elemental schools.<br />
*Prior to [[0.14]], the Elemental Staff was a +3, +1 [[quarterstaff]] making it a marginally better source of physical damage. However, it lacked any elemental brand effects, offered no rElec, made [[noise]] while wielded, and significantly increased your [[hunger]]. It also provided only +60 MR.<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:Unrands]]<br />
[[Category:Staves]]<br />
[[Category:Magical staves]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Elemental_Staff&diff=68766Elemental Staff2023-05-06T08:56:58Z<p>Bwijn: upd src ref to v0.30</p>
<hr />
<div>{{version|030}}<br />
{{flavour|A powerful staff which used to belong to the leader of the Guild of Five Elements. The staff enhances the power of all elemental spells cast by its wielder. In addition to the protection it provides, those skilled in Evocations may discharge powerful blasts of elemental energy when striking with it.}}<br />
<br />
[[File:Elemental_staff.png]] '''''the +3 Elemental Staff'''''<br><br />
<br />
+3 [[staff]]<br><br />
+3 [[AC]]<br><br />
[[Fire resistance|rF+]]<br><br />
[[Cold resistance|rC+]]<br><br />
[[Electricity resistance|rElec]]<br><br />
Acts as an [[enhancer staff]] for [[Fire Magic|Fire]], [[Ice Magic|Ice]], [[Air Magic|Air]], and [[Earth Magic]]<br><br />
Inflicts <code>10 + 1d14</code> [[fire]], [[cold]], [[electricity]], or physical (crushing) damage each time it triggers<ref>{{source ref|0.28.0|art-func.h|820}}</ref>. The game does two rolls with an [[Evocations]]/27 chance to succeed each time you successfully hit an opponent; if either test succeeds, the effect triggers.<br><br />
<br />
==Desirability==<br />
The '''Elemental Staff'''<ref>{{source ref|0.30.0|art-data.txt|617}}</ref> offers an incredible array of defensive bonuses, giving the wielder significantly more freedom when it comes to armour and jewellery slots. It also acts as 4 different [[enhancer staves]], so casters relying on any of the four elements will find significant use out of this staff.<br />
<br />
This staff is also decent as a melee weapon. With 10 Evocations, you will have a 60% chance to proc a 10-24 damage attack, as opposed to [[electrocution]]'s 25% chance for 7-20. With a modest skill investment in [[Staves]] (12 for min speed), it's a suitable weapon for a good chunk of the game, though not having control over the element you evoke is unfortunate.<br />
<br />
==History==<br />
*Prior to [[0.28]], the Elemental Staff also provided +80 [[willpower]].<br />
*Prior to [[0.25]], the Elemental Staff did not act as a [[spell enhancer]] for all elemental schools.<br />
*Prior to [[0.14]], the Elemental Staff was a +3, +1 [[quarterstaff]] making it a marginally better source of physical damage. However, it lacked any elemental brand effects, offered no rElec, made [[noise]] while wielded, and significantly increased your [[hunger]]. It also provided only +60 MR.<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:Unrands]]<br />
[[Category:Staves]]<br />
[[Category:Magical staves]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Elemental_Staff&diff=68765Elemental Staff2023-05-06T08:54:06Z<p>Bwijn: upd. to 0.30, some changes, saw it in tournament</p>
<hr />
<div>{{version|030}}<br />
{{flavour|A powerful staff which used to belong to the leader of the Guild of Five Elements. The staff enhances the power of all elemental spells cast by its wielder. In addition to the protection it provides, those skilled in Evocations may discharge powerful blasts of elemental energy when striking with it.}}<br />
<br />
[[File:Elemental_staff.png]] '''''the +3 Elemental Staff'''''<br><br />
<br />
+3 [[staff]]<br><br />
+3 [[AC]]<br><br />
[[Fire resistance|rF+]]<br><br />
[[Cold resistance|rC+]]<br><br />
[[Electricity resistance|rElec]]<br><br />
Acts as an [[enhancer staff]] for [[Fire Magic|Fire]], [[Ice Magic|Ice]], [[Air Magic|Air]], and [[Earth Magic]]<br><br />
Inflicts <code>10 + 1d14</code> [[fire]], [[cold]], [[electricity]], or physical (crushing) damage each time it triggers<ref>{{source ref|0.28.0|art-func.h|820}}</ref>. The game does two rolls with an [[Evocations]]/27 chance to succeed each time you successfully hit an opponent; if either test succeeds, the effect triggers.<br><br />
<br />
==Desirability==<br />
The '''Elemental Staff'''<ref>{{source ref|0.28.0|art-data.txt|603}}</ref> offers an incredible array of defensive bonuses, giving the wielder significantly more freedom when it comes to armour and jewellery slots. It also acts as 4 different [[enhancer staves]], so casters relying on any of the four elements will find significant use out of this staff.<br />
<br />
This staff is also decent as a melee weapon. With 10 Evocations, you will have a 60% chance to proc a 10-24 damage attack, as opposed to [[electrocution]]'s 25% chance for 7-20. With a modest skill investment in [[Staves]] (12 for min speed), it's a suitable weapon for a good chunk of the game, though not having control over the element you evoke is unfortunate.<br />
<br />
==History==<br />
*Prior to [[0.28]], the Elemental Staff also provided +80 [[willpower]].<br />
*Prior to [[0.25]], the Elemental Staff did not act as a [[spell enhancer]] for all elemental schools.<br />
*Prior to [[0.14]], the Elemental Staff was a +3, +1 [[quarterstaff]] making it a marginally better source of physical damage. However, it lacked any elemental brand effects, offered no rElec, made [[noise]] while wielded, and significantly increased your [[hunger]]. It also provided only +60 MR.<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:Unrands]]<br />
[[Category:Staves]]<br />
[[Category:Magical staves]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Ice_statue&diff=68738Ice statue2023-05-06T00:41:38Z<p>Bwijn: upd. to 0.30, no changes, saw it in tournament</p>
<hr />
<div>{{version|030}}<br />
{{monster info}}<br />
<br />
==Useful Info==<br />
'''Ice statues''' are stationary guardians which use assorted [[Ice Magic]] to kill you from a distance and summon [[ice beast]]s while you're in their [[LOS]]. Unlike normal [[statue]]s, ice statues are immune to [[wands of digging]] . Instead, use [[fire]] or [[Lee's Rapid Deconstruction]] to make short work of them. They are commonly found in [[Ice Cave]]s, and occasionally accompany [[Antaeus]] in the depths of [[Cocytus]].<br />
<br />
{{monster spells}}<br />
<br />
==Tips & Tricks==<br />
*[[Cold#Cold_Resistance|Cold resistance]] helps a lot here, as you'll be taking heavy damage from the statue's spells and its summoned ice beasts without it.<br />
*[[Fire Magic]] suggestions:<br />
**Statues are stationary, so you can hit them with [[Sticky Flame]], [[blink]] away, and repeat the process when they stop melting. [[Starburst]] kills them even faster.<br />
**If you have [[Fireball]], you don't even need to be in their LOS to hit them: stay around a corner and target an adjacent square.<br />
*Another way to destroy an ice statue without being in its LOS is to blow it up with [[Fulminant Prism]]s.<br />
*Those with [[Iron Shot]] and similar can make good use of it here, as ice statues have abysmal EV.<br />
*Characters without ranged options should pile on the cold resistance, then charge the statue from the closest available cover. Depending on your equipment and abilities, further buffing oneself or [[Scroll of blinking|blinking]] into melee range may also be recommended.<br />
*Ice statues can't [[see invisible]]. Attacking them while [[invisible]] allows you to [[stab]] them and greatly reduces the odds of them casting anything at you.</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Salamander&diff=68726Salamander2023-05-05T23:55:46Z<p>Bwijn: upd. to 0.30, no changes, saw it in tournament</p>
<hr />
<div>{{version|030}}<br />
{{monster info}}<br />
<br />
==Useful Info==<br />
'''Salamanders''' are aggressive fiery relatives of the [[list of nagas|naga]], capable of comfortably travelling through [[lava]], usually carrying [[flaming]] melee weapons or [[bow]]s. Unsurprisingly, they are fully immune to [[fire]] damage, but are vulnerable to [[cold]]. You can find them in the [[Snake Pit]] and [[the Depths]].<br />
<br />
==Tips & Tricks==<br />
*Fire resistance cuts away most of their damage-dealing capabilities.<br />
*In spite of the name, the [[salamander hide armour]] cannot be crafted from a salamander's corpse.<br />
<br />
==History==<br />
Prior to [[0.14]], salamanders could not leave the pools of lava they spawned in.</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Salamander_mystic&diff=68725Salamander mystic2023-05-05T23:52:39Z<p>Bwijn: upd. to 0.30, no changes, saw it in tournament</p>
<hr />
<div>{{version|030}}<br />
{{monster info}}<br />
<br />
==Useful Info==<br />
Distant relatives of the [[list of nagas|nagas]], '''salamander mystics''' are magically-gifted, fiery snake men that possess the ability to [[haste]] their allies and pelt you with modestly powerful [[conjurations]]. Unsurprisingly, they are immune to [[fire]] and vulnerable to [[cold]]. They can be found with naga allies in the [[Snake Pit]], as well as with groups of other salamanders in [[the Depths]].<br />
<br />
{{monster spells}}<br />
<br />
==Tips & Tricks==<br />
*Fire resistance greatly reduces their ability to deal damage to you, but even then they can still provide dangerous support for their allies.<br />
<br />
==History==<br />
*Prior to [[0.25]], salamander mystics had [[Iskenderun's Mystic Blast]] instead of [[Force Lance]].<br />
*Prior to [[0.18]], salamander mystics had [[Localized Ignite Poison]] in their spellset, making them dangerous to characters that had been heavily poisoned by nagas.<br />
*Prior to [[0.17]], Localized Ignite Poison always affected players with naturally poisonous flesh ([[naga]]s, [[kobold]]s, green [[draconian]]s, or [[Spider Form]])<br />
*Salamander mystics were added in [[0.14]].</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=The_Lair&diff=68724The Lair2023-05-05T23:37:18Z<p>Bwijn: /* Monsters */ +Skyshark</p>
<hr />
<div>{{version029}}<br />
{{flavour|Most adventurers find the Lair of Beasts to be an exciting change of climate. And indeed, there is something to be said about getting gored, mauled and eaten rather than sliced, burnt or stabbed.<br />
<br />
The Lair contains the entrances to one of the Swamp or the Shoals, one of the Snake Pit or the Spider Nest, and to the Pits of Slime.<br />
<br />
The entrance to this branch can be found between levels 8 and 11 of the Dungeon.<br />
<br />
This branch is 5 levels deep.}}<br />
[[File:Lair entry.png]] '''The Lair of Beasts''' (commonly known as '''the Lair''') is a [[branch]] of the [[Dungeon]] filled with natural beasts of all kinds and offers a comparatively easy source of experience and treasure. While the lair itself does not contain a [[rune]], it features entrances to three themed branches, all of which contain a [[Rune of Zot]]. There is one [[poison]]-themed branch ([[the Snake Pit]] or [[the Spider's Nest]]), one [[water]]-themed branch ([[the Swamp]] or [[the Shoals]]), and the [[acid]]-themed [[Slime Pits]]. At the very bottom of the Lair, you may even find a gate to the [[Hell]]s, though using it so early is almost certainly suicidal.<br />
<br />
The staircase to the Lair is located on D:8-11 and is often surrounded by [[plant]]s, [[fungi]], or occasionally (and unfortunately) an [[oklob plant]]. There may also be multiple denizens of the Lair scattered around the entrance, like [[yak]]s, a [[komodo dragon]], or an actual [[fire dragon]].<br />
<br />
==Layout==<br />
The Lair is 5 levels deep. Floor layouts vary significantly, including wide open chambers with almost no cover, series of interconnected small chambers with narrow hallways between them, and open areas dotted with either small forests or ponds. The topography of the Lair is quite irregular; while narrow passages exist, often there will be few true one-tile-wide tunnels, ensuring the various pack animals have ways to swarm passersby. In any case, there will often be pools of [[shallow water]], [[deep water]], and occasionally [[lava]] placed throughout.<br />
<br />
The bottom floor of the Lair is generally fairly open, but will always contain one or two end vaults that contain both an assortment of stronger monsters and a selection of treasure. These vaults may range from a secluded set of caves full of assorted [[List of worms|worms]] to a forest containing a temple or perhaps several bands of spriggans. See the [[#Lair:5 vaults]] section below for what to expect from the different options.<br />
<br />
While there are very few [[altar]]s found in the Lair, those wishing to worship [[Jiyva]] can often (66%) find an altar immediately outside of the Slime Pits on Lair:4 or 5.<br />
<br />
==Strategy==<br />
If you haven't done so yet, read the article on [[hydra]]s.<br />
<br />
Although the [[Orcish Mines]] are occasionally discovered first, many players choose the Lair as the first branch they explore. The Lair is a sprawling area, and much easier than the potential threat of [[ettin]]s and [[stone giant]]s in Orc. There is a wide variety of possible monsters to encounter, but with a few exceptions, they are easier prey than you'll find delving deeper into the dungeon (at least on the first few floors). Just keep an eye out for surprisingly deadly [[cane toad]]s or the obscenely deadly hydras. As you descend deeper and deeper, you'll encounter other dangerous opponents, such as packs of [[blink frog]]s, [[elephant]]s, and the dreaded herds of [[death yak]]s.<br />
<br />
Many monsters in the Lair are [[venom]]ous; [[poison resistance]] will neutralize a significant portion of the potential damage output of the branch, though this is less crucial for spellcasters or ranged fighters who usually don't let monsters get near enough to bite or sting. Beyond that, [[electricity resistance]] will help you avoid an embarrassing death by [[electric eel]] shocks, [[cold resistance]] can come in handy for the occasional [[rime drake]] on the lower floors, and [[corrosion resistance]] will help with the odd [[oklob plant]] or vault full of [[jellies]].<br />
<br />
As you travel deeper, keep an eye out for messages suggesting the presence of a timed portal on the floor: you can gain access to the [[Ice Cave]], [[Volcano]], and [[Gauntlet]] from here (although each game randomly determines which, if any, of those will be present). Having the appropriate resistance for the Volcano and Ice Cave will make them far more survivable -- Gauntlets, meanwhile, might contain anything in addition to the [[minotaur]] at the end.<br />
<br />
You should probably clear at least the first 4 floors of the Lair before venturing into any of its sub-branches; these can contain surprisingly difficult early encounters, and may require much more training for some character builds. As for the final Lair:5, explore it carefully as many end vaults are surprisingly dangerous. You may also run across rare [[Zot trap]]s.<br />
<br />
==Monsters==<br />
===Common Monsters===<br />
{| class="prettytable" style="border:none; margin:0; padding:0;"<br />
| {{monsterlink|Yak}} || {{monsterlink|Death yak}} || {{monsterlink|Dream sheep}} || {{monsterlink|Elephant}} || {{monsterlink|Catoblepas}}<br />
|-<br />
| {{monsterlink|Polar bear}} || {{monsterlink|Black bear}} || {{monsterlink|Water moccasin}} || {{monsterlink|Black mamba}} || {{monsterlink|Boulder beetle}}<br />
|-<br />
| {{monsterlink|Torpor snail}} || {{monsterlink|Hydra}} || {{monsterlink|Cane toad}} || {{monsterlink|Blink frog}} || {{monsterlink|Rime drake}}<br />
|-<br />
| {{monsterlink|Steam dragon}} || {{monsterlink|Electric eel}} || {{monsterlink|Lindwurm}} || {{monsterlink|Skyshark}}<br />
|}<br />
<br />
Monsters native to a lair branch may reside at its entrance; [[list of merfolk|merfolk]] for the [[Shoals]], [[redback]]s for the [[Spider's Nest]], etc. <br />
<br>There are also many man-made [[vault]]s with monsters inside (ex. a [[Hive]] filled with [[killer bee]]s and a [[queen bee]]).<br />
<br />
===Uniques===<br />
{| class="prettytable" style="border:none; margin:0; padding:0;"<br />
| {{monsterlink|Amaemon}}<br />
| {{monsterlink|Erica}}<br />
| {{monsterlink|Fannar}}<br />
| {{monsterlink|Gastronok}}<br />
|-<br />
| {{monsterlink|Grum}}<br />
| {{monsterlink|Harold}}<br />
| {{monsterlink|Joseph}}<br />
| {{monsterlink|Josephine}}<br />
|-<br />
| {{monsterlink|Kirke}}<br />
| {{monsterlink|Maggie}}<br />
| {{monsterlink|Nergalle}}<br />
| {{monsterlink|Nessos}}<br />
|-<br />
| {{monsterlink|Prince Ribbit}}<br />
| {{monsterlink|Rupert}}<br />
| {{monsterlink|Snorg}}<br />
| {{monsterlink|Sonja}}<br />
|-<br />
| {{monsterlink|Urug}}<br />
|}<br />
<br />
==Lair:5 vaults==<br />
The last level of the Lair is more difficult than the previous levels. It always includes at least one of these vaults -- either one large vault, or two small vaults.<br />
<br />
===Large lair end vaults===<br />
*'''minmay_lair_end_enchanted_forest''': A forest populated by various wild beasts as well as several [[list of spriggans|spriggans]], some [[spriggan rider]]s, and a few [[boggart]]s.<br />
*'''due_jungle_book''': A temple in the middle of a jungle. This vault contains a spectral [[anaconda]] with necromancer and [[dire elephant]] buddies. <br />
*'''evil_forest''': A forest with a temple guarded by a [[wizard (monster)|wizard]], who can occasionally have very dangerous spells like [[Paralyze]], [[Lehudib's Crystal Spear]], or [[Banishment]]. Past the wizard is a room containing a gateway to the [[Vestibule of Hell]] guarded by several [[demon]]s. Entering the gate at this point is a fast way to die -- at least wait until you're ready for the [[Depths]].<br />
*'''minmay_lair_end_frog_pond''': A large pond containing many frogs, [[vampire mosquito]]es, some [[electric eel]]s, and a few [[tyrant leech]]es.<br />
*'''evilmike_catoblepas_cave''': A series of caves full of [[yak]]s, [[death yak]]s, and [[catoblepae]] signified by the presence of petrified plants and statues around the entrance.<br />
*'''grunt_lair_end_beastmaster''': A [[deep troll shaman]] has tamed some beasts including a [[catoblepas]], a pack of [[death yak]]s, and one the following: [[hydra]], [[lindwurm]] or [[dire elephant]].<br />
*'''gammafunk_lair_ancient_temple''': An open stone structure that has been flooded. Contains an assortment of aquatic monsters, some mythological beasts, and a [[merfolk avatar]].<br />
*'''cheibrodos_lair_end_hotspot''': A miniature volcano full of fiery monsters. The central chamber contains a [[fire dragon]] and its hoard.<br />
<br />
===Small lair end vaults===<br />
*'''wormcave''': A cave full of [[tyrant leech]]es, [[torpor snail]]s, [[hornet]]s, and [[lindwurm]]s. There's also a single [[fire dragon|fire]] or [[ice dragon]] guarding a room full of piles of gold, but that fight is optional (don't open the [[runed door]] if you aren't ready to face it).<br />
*'''hangedman_lair_caniforms_friends''': An assortment of [[list of canines|hound]]- and [[list of bears|bear]]-type monsters. Expect fire damage from [[hell hound]]s, electricity damage from [[raiju]], and heavy physical damage from angry [[polar bear]]s.<br />
*'''guppyfry_lair_end_dragon''': A grove of trees surrounded by a small lake. Full of [[list of reptiles and amphibians|lizards]] and [[list of dragons|lesser dragons]], with one proper dragon in the center.<br />
*'''hangedman_lair_in_review''' (S): A series of ruined rooms. This vault is a review of the Lair's monster set: you'll be seeing a variety of different monsters found in the Lair, plus a few more dangerous creatures like [[manticore]]s.<br />
*'''hangedman_lair_tendril_chambers''': A circular area cut into several wedge-shaped sections full of fast, often venomous monsters ([[wyvern]]s, [[black mamba]]s, [[cane toad]]s, etc.). One or two of the wedges lead to a central chamber that in turn leads to a stone room that contains the treasure and a more dangerous assortment of monsters like [[wolf spider]]s, [[redback]]s, and a [[guardian serpent]].<br />
<br />
==History==<br />
*Prior to [[0.29]], the Lair had 6 levels; Slime spawned from Lair:5-6, and the other branches from Lair:2-4. [[Jiyva]]'s altar near the entrance to Slime was about 50% (based on [[vault]] choice) instead of 66%.<br />
*Prior to [[0.19]], the Lair had 8 levels.<br />
*[[Fire drake]]s were replaced by [[rime drake]]s in [[0.18]], [[trapdoor spider]]s, [[brain worm]]s were removed.<br />
*[[Raven]]s, [[giant mite]]s, [[boring beetle]]s and [[goliath beetle]]s were removed in [[0.17]].<br />
*Prior to [[0.14]] the Lair's entrance was located on D:8-13.<br />
*Prior to [[0.9]], a scroll of magic mapping would reveal the secret rooms of the temple on Lair:8.<br />
*The dragon-themed and deep troll shaman ending vaults on the eighth floor were added in [[0.12]].<br />
<br />
[[Category:Dungeon_Branches]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Skyshark&diff=68723Skyshark2023-05-05T23:35:44Z<p>Bwijn: Skysharks have been added in [[0.30]</p>
<hr />
<div>{{version|0.30}}<br />
{{stub}}<br />
{{monster info}}<br />
<br />
==Useful Info==<br />
'''Skysharks''' are fast and deadly denizens of the [[Lair]] and [[Shoals]]. Skysharks get more dangerous after they taste [[blood]]: at first they get the [[Might]] status (+50% damage) for 10-20 [[decaaut|turns]], and then they can go [[berserk]], also for the same duration.<br />
<br />
==Tips & Tricks==<br />
*They don't have any resistances and their [[willpower]] is relatively low. So you can disable them from a distance using hex [[wands]] or [[curare]] [[dart]]s.<br />
*Skysharks' lack of [[poison resistance]] makes them good targets for [[Mephitic Cloud]]. But be careful, if a [[confused]] skyshark bites you or a nearby monster, it'll become enraged.<br />
<br />
==History==<br />
*Skysharks have been added in [[0.30]].<br />
<br />
[[Category:Crystal Ball Articles]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Cane_toad&diff=68722Cane toad2023-05-05T23:19:27Z<p>Bwijn: upd. to 0.30, no changes, saw it in tournament</p>
<hr />
<div>{{version|030}}<br />
{{monster info}}<br />
<br />
==Useful Info==<br />
'''Cane toads''' are surprisingly dangerous enemies; they hit much harder than you'd expect, [[poison]] you, and are fast enough to make escape difficult. They are a very common cause of [[YASD]] for unprepared characters, and can be found in [[the Lair]] or guarding its entrance.<br />
<br />
==Tips & Tricks==<br />
*Dedicated melee characters with [[plate armour]] and [[poison resistance]] can probably take them on without much concern, but any other character should try to minimize their time spent in melee with cane toads. Treat them like fast, tiny [[hydra]]s and try to kill them at a distance if at all possible.<br />
*They are resistant to poison, so don't waste time trying to hit them with [[Mephitic Cloud]]. Their [[willpower]] is low, however, so other [[Hexes]] work well, and they may be [[slow]]ed when hit with cold damage.<br />
<br />
==History==<br />
*Prior to [[0.26]], these were known as spiny frogs. They were not (and are still not) [[spiny]].</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Singing_Sword&diff=68721Singing Sword2023-05-05T22:59:00Z<p>Bwijn: upd src ref2 to v0.30</p>
<hr />
<div>{{version|030}}<br />
{{flavour|An enchanted blade which loves nothing more than to sing to its owner, whether they want it to or not. <br />
<br />
It radiates damaging sonic waves as you strike, especially in combat involving dangerous or numerous foes.}}<br />
<br />
[[File:Singing_sword.png]] '''''the +11 Singing Sword {sonic wave}'''''<br />
<br />
+11 [[double sword]]<br />
<br />
Makes noise<br><br />
Damages everything (excluding the user) in [[LOS]]<br />
<br />
==Desirability==<br />
The '''Singing Sword'''<ref>{{source ref|0.30.0|art-data.txt|190}}</ref> is, admittedly, a fairly powerful weapon; a +11 [[double sword]] is quite effective in the hands of a skilled [[Long Blades]]-user, though perhaps not great in the extended game. Its [[noise]]-generating properties are also not so terrible. When the sword hits an enemy, it may begin singing with both noise and chances to happen raising with [[tension]]. This makes it a dreadful choice for a [[stabber]] and may result in enemies nearby waking up and joining the fight on occasion, but it by no means rules the weapon out as dangerously unusable.<br />
<br />
Every time the sword sings, it deals a small amount of irresistible damage to all monsters in your [[line of sight]] (including allies!), softening up hordes and potentially helping you take down powerful foes. The damage also raises with tension, reaching the maximum in irresponsibly dangerous situations, and thus shouldn't be a major deciding factor in whether or not you wield this artefact, but it bears mentioning.<br />
<br />
At the highest singing effect, the sword's name changes to the Screaming Sword. When [[silence]]d, the sword's name instead changes to the Sulking Sword and no noise or damage are produced.<br />
<br />
===Screaming Mechanics===<br />
The Singing Sword has tiers derived from tension to determine the chance to cast its Sonic Wave spell. If the character wearing the weapon is not the player, then only the first tier applies.<ref>{{source ref|0.30.0|art-func.h|370}}</ref><br />
<br />
{| class="wikitable"<br />
!Tier<br />
!Tension<br />
!Noise<br />
!Chance to cast Sonic Wave<br />
!Damage<br />
|-<br />
|1<br />
|0+<br />
|0<br />
|1/4<br />
|2d15<br />
|-<br />
|2<br />
|20+<br />
|20<br />
|3/8<br />
|2d16<br />
|-<br />
|3<br />
|40+<br />
|30<br />
|1/2<br />
|2d18<br />
|-<br />
|4<br />
|60+<br />
|40<br />
|1/2<br />
|2d23<br />
|}<br />
<br />
Damage is calculated as follows:<br />
*<code>2d(5 + (100 + 13 * (tier - 1) + 36) / 10)</code> if the tier is 4,<br />
*<code>2d(5 + (100 + 13 * (tier - 1)) / 10)</code> otherwise.<br />
<br />
==References==<br />
<references /><br />
<br />
==History==<br />
*Prior to [[0.23]], the Singing Sword's sonic damage was weaker and could trigger at any time with high enough tension. It also did not have the [[vorpal]] brand.<br />
*Prior to [[0.14]], this weapon was significantly worse; its base type was a [[long sword]] and it generated significant amounts of noise regardless of the presence of monsters.<br />
*[[0.9]] added the LOS damage during high tension.<br />
<br />
[[Category:Unrands]]<br />
[[Category:Long blades]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Singing_Sword&diff=68720Singing Sword2023-05-05T22:55:07Z<p>Bwijn: upd src ref to v0.30</p>
<hr />
<div>{{version|030}}<br />
{{flavour|An enchanted blade which loves nothing more than to sing to its owner, whether they want it to or not. <br />
<br />
It radiates damaging sonic waves as you strike, especially in combat involving dangerous or numerous foes.}}<br />
<br />
[[File:Singing_sword.png]] '''''the +11 Singing Sword {sonic wave}'''''<br />
<br />
+11 [[double sword]]<br />
<br />
Makes noise<br><br />
Damages everything (excluding the user) in [[LOS]]<br />
<br />
==Desirability==<br />
The '''Singing Sword'''<ref>{{source ref|0.30.0|art-data.txt|190}}</ref> is, admittedly, a fairly powerful weapon; a +11 [[double sword]] is quite effective in the hands of a skilled [[Long Blades]]-user, though perhaps not great in the extended game. Its [[noise]]-generating properties are also not so terrible. When the sword hits an enemy, it may begin singing with both noise and chances to happen raising with [[tension]]. This makes it a dreadful choice for a [[stabber]] and may result in enemies nearby waking up and joining the fight on occasion, but it by no means rules the weapon out as dangerously unusable.<br />
<br />
Every time the sword sings, it deals a small amount of irresistible damage to all monsters in your [[line of sight]] (including allies!), softening up hordes and potentially helping you take down powerful foes. The damage also raises with tension, reaching the maximum in irresponsibly dangerous situations, and thus shouldn't be a major deciding factor in whether or not you wield this artefact, but it bears mentioning.<br />
<br />
At the highest singing effect, the sword's name changes to the Screaming Sword. When [[silence]]d, the sword's name instead changes to the Sulking Sword and no noise or damage are produced.<br />
<br />
===Screaming Mechanics===<br />
The Singing Sword has tiers derived from tension to determine the chance to cast its Sonic Wave spell. If the character wearing the weapon is not the player, then only the first tier applies.<ref>{{source ref|0.28.0|art-func.h|326}}</ref><br />
<br />
{| class="wikitable"<br />
!Tier<br />
!Tension<br />
!Noise<br />
!Chance to cast Sonic Wave<br />
!Damage<br />
|-<br />
|1<br />
|0+<br />
|0<br />
|1/4<br />
|2d15<br />
|-<br />
|2<br />
|20+<br />
|20<br />
|3/8<br />
|2d16<br />
|-<br />
|3<br />
|40+<br />
|30<br />
|1/2<br />
|2d18<br />
|-<br />
|4<br />
|60+<br />
|40<br />
|1/2<br />
|2d23<br />
|}<br />
<br />
Damage is calculated as follows:<br />
*<code>2d(5 + (100 + 13 * (tier - 1) + 36) / 10)</code> if the tier is 4,<br />
*<code>2d(5 + (100 + 13 * (tier - 1)) / 10)</code> otherwise.<br />
<br />
==References==<br />
<references /><br />
<br />
==History==<br />
*Prior to [[0.23]], the Singing Sword's sonic damage was weaker and could trigger at any time with high enough tension. It also did not have the [[vorpal]] brand.<br />
*Prior to [[0.14]], this weapon was significantly worse; its base type was a [[long sword]] and it generated significant amounts of noise regardless of the presence of monsters.<br />
*[[0.9]] added the LOS damage during high tension.<br />
<br />
[[Category:Unrands]]<br />
[[Category:Long blades]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Singing_Sword&diff=68719Singing Sword2023-05-05T22:52:32Z<p>Bwijn: corrected errors</p>
<hr />
<div>{{version|030}}<br />
{{flavour|An enchanted blade which loves nothing more than to sing to its owner, whether they want it to or not. <br />
<br />
It radiates damaging sonic waves as you strike, especially in combat involving dangerous or numerous foes.}}<br />
<br />
[[File:Singing_sword.png]] '''''the +11 Singing Sword {sonic wave}'''''<br />
<br />
+11 [[double sword]]<br />
<br />
Makes noise<br><br />
Damages everything (excluding the user) in [[LOS]]<br />
<br />
==Desirability==<br />
The '''Singing Sword'''<ref>{{source ref|0.28.0|art-data.txt|190}}</ref> is, admittedly, a fairly powerful weapon; a +11 [[double sword]] is quite effective in the hands of a skilled [[Long Blades]]-user, though perhaps not great in the extended game. Its [[noise]]-generating properties are also not so terrible. When the sword hits an enemy, it may begin singing with both noise and chances to happen raising with [[tension]]. This makes it a dreadful choice for a [[stabber]] and may result in enemies nearby waking up and joining the fight on occasion, but it by no means rules the weapon out as dangerously unusable.<br />
<br />
Every time the sword sings, it deals a small amount of irresistible damage to all monsters in your [[line of sight]] (including allies!), softening up hordes and potentially helping you take down powerful foes. The damage also raises with tension, reaching the maximum in irresponsibly dangerous situations, and thus shouldn't be a major deciding factor in whether or not you wield this artefact, but it bears mentioning.<br />
<br />
At the highest singing effect, the sword's name changes to the Screaming Sword. When [[silence]]d, the sword's name instead changes to the Sulking Sword and no noise or damage are produced.<br />
<br />
===Screaming Mechanics===<br />
The Singing Sword has tiers derived from tension to determine the chance to cast its Sonic Wave spell. If the character wearing the weapon is not the player, then only the first tier applies.<ref>{{source ref|0.28.0|art-func.h|326}}</ref><br />
<br />
{| class="wikitable"<br />
!Tier<br />
!Tension<br />
!Noise<br />
!Chance to cast Sonic Wave<br />
!Damage<br />
|-<br />
|1<br />
|0+<br />
|0<br />
|1/4<br />
|2d15<br />
|-<br />
|2<br />
|20+<br />
|20<br />
|3/8<br />
|2d16<br />
|-<br />
|3<br />
|40+<br />
|30<br />
|1/2<br />
|2d18<br />
|-<br />
|4<br />
|60+<br />
|40<br />
|1/2<br />
|2d23<br />
|}<br />
<br />
Damage is calculated as follows:<br />
*<code>2d(5 + (100 + 13 * (tier - 1) + 36) / 10)</code> if the tier is 4,<br />
*<code>2d(5 + (100 + 13 * (tier - 1)) / 10)</code> otherwise.<br />
<br />
==References==<br />
<references /><br />
<br />
==History==<br />
*Prior to [[0.23]], the Singing Sword's sonic damage was weaker and could trigger at any time with high enough tension. It also did not have the [[vorpal]] brand.<br />
*Prior to [[0.14]], this weapon was significantly worse; its base type was a [[long sword]] and it generated significant amounts of noise regardless of the presence of monsters.<br />
*[[0.9]] added the LOS damage during high tension.<br />
<br />
[[Category:Unrands]]<br />
[[Category:Long blades]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Singing_Sword&diff=68718Singing Sword2023-05-05T22:50:10Z<p>Bwijn: upd. to 0.30, some changes, saw it in tournament</p>
<hr />
<div>{{version|030}}<br />
{{flavour|An enchanted blade which loves nothing more than to sing to its owner, whether they want it to or not. <br />
<br />
It radiates damaging sonic waves as you strike, especially in combat involving dangerous or numerous foes.}}<br />
[[File:Singing_sword.png]] '''''the +7 Singing Sword'''''<br />
<br />
+11 [[double sword]]<br />
<br />
Makes noise<br><br />
Damages everything (excluding the user) in [[LOS]]<br />
<br />
==Desirability==<br />
The '''Singing Sword'''<ref>{{source ref|0.28.0|art-data.txt|190}}</ref> is, admittedly, a fairly powerful weapon; a +11 [[double sword]] is quite effective in the hands of a skilled [[Long Blades]]-user, though perhaps not great in the extended game. Its [[noise]]-generating properties are also not so terrible. When the sword hits an enemy, it may begin singing with both noise and chances to happen raising with [[tension]]. This makes it a dreadful choice for a [[stabber]] and may result in enemies nearby waking up and joining the fight on occasion, but it by no means rules the weapon out as dangerously unusable.<br />
<br />
Every time the sword sings, it deals a small amount of irresistible damage to all monsters in your [[line of sight]] (including allies!), softening up hordes and potentially helping you take down powerful foes. The damage also raises with tension, reaching the maximum in irresponsibly dangerous situations, and thus shouldn't be a major deciding factor in whether or not you wield this artefact, but it bears mentioning.<br />
<br />
At the highest singing effect, the sword's name changes to the Screaming Sword. When [[silence]]d, the sword's name instead changes to the Sulking Sword and no noise or damage are produced.<br />
<br />
===Screaming Mechanics===<br />
The Singing Sword has tiers derived from tension to determine the chance to cast its Sonic Wave spell. If the character wearing the weapon is not the player, then only the first tier applies.<ref>{{source ref|0.28.0|art-func.h|326}}</ref><br />
<br />
{| class="wikitable"<br />
!Tier<br />
!Tension<br />
!Noise<br />
!Chance to cast Sonic Wave<br />
!Damage<br />
|-<br />
|1<br />
|0+<br />
|0<br />
|1/4<br />
|2d15<br />
|-<br />
|2<br />
|20+<br />
|20<br />
|3/8<br />
|2d16<br />
|-<br />
|3<br />
|40+<br />
|30<br />
|1/2<br />
|2d18<br />
|-<br />
|4<br />
|60+<br />
|40<br />
|1/2<br />
|2d23<br />
|}<br />
<br />
Damage is calculated as follows:<br />
*<code>2d(5 + (100 + 13 * (tier - 1) + 36) / 10)</code> if the tier is 4,<br />
*<code>2d(5 + (100 + 13 * (tier - 1)) / 10)</code> otherwise.<br />
<br />
==References==<br />
<references /><br />
<br />
==History==<br />
*Prior to [[0.23]], the Singing Sword's sonic damage was weaker and could trigger at any time with high enough tension. It also did not have the [[vorpal]] brand.<br />
*Prior to [[0.14]], this weapon was significantly worse; its base type was a [[long sword]] and it generated significant amounts of noise regardless of the presence of monsters.<br />
*[[0.9]] added the LOS damage during high tension.<br />
<br />
[[Category:Unrands]]<br />
[[Category:Long blades]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Tournament&diff=68706Tournament2023-05-05T19:35:14Z<p>Bwijn: upd. to 0.30</p>
<hr />
<div>The tournament is an event where players can join clans and compete against each other online for special banners and bragging rights. It usually starts directly after the release of a new version.<br />
<br />
Official tournament pages:<br />
<br />
* [https://crawl.develz.org/tournament/0.30/ Crawl 0.30 Tournament]<br />
* [https://crawl.develz.org/tournament/0.29/ Crawl 0.29 Tournament]<br />
* [https://crawl.develz.org/tournament/0.28/ Crawl 0.28 Tournament]<br />
* [https://crawl.develz.org/tournament/0.27/ Crawl 0.27 Tournament]<br />
* [https://crawl.develz.org/tournament/0.26/ Crawl 0.26 Tournament]<br />
* [https://crawl.develz.org/tournament/0.25/ Crawl 0.25 Tournament]<br />
* [https://crawl.develz.org/tournament/0.24/ Crawl 0.24 Tournament]<br />
* [https://crawl.develz.org/tournament/0.23/ Crawl 0.23 Tournament]<br />
* [http://dobrazupa.org/tournament/0.21/ Crawl 0.21 Tournament]<br />
* [http://dobrazupa.org/tournament/0.20/ Crawl 0.20 Tournament]<br />
* [http://dobrazupa.org/tournament/0.19/ Crawl 0.19 Tournament]<br />
* [http://dobrazupa.org/tournament/0.18/ Crawl 0.18 Tournament]<br />
* [http://dobrazupa.org/tournament/0.17/ Crawl 0.17 Tournament]<br />
* [http://dobrazupa.org/tournament/0.16/ Crawl 0.16 Tournament]<br />
* [http://dobrazupa.org/tournament/0.15/ Crawl 0.15 Tournament]<br />
* [http://dobrazupa.org/tournament/0.14/ Crawl 0.14 Tournament]<br />
* [http://dobrazupa.org/tournament/0.13/ Crawl 0.13 Tournament]<br />
* [http://dobrazupa.org/tournament/0.12/overview.html Crawl 0.12 Tournament]<br />
* [http://crawl.akrasiac.org/tourney12b/ Crawl 0.11 Tournament]<br />
* [http://crawl.akrasiac.org/tourney12a/ Crawl 0.10 Tournament]<br />
* [http://crawl.akrasiac.org/tourney11/index.html August 2011]<br />
* [http://crawl.akrasiac.org/tourney10/ August 2010]<br />
* [http://crawl.akrasiac.org/tourney09/index.html August 2009]<br />
* [http://crawl.akrasiac.org/tourney/index.html August 2008]<br />
<br />
Leaderboards:<br />
<br />
* [http://dobrazupa.org/tournament/0.20/overview.html May 2017]<br />
* [http://dobrazupa.org/tournament/0.19/overview.html November 2016]<br />
* [http://dobrazupa.org/tournament/0.18/overview.html May 2016]<br />
* [http://dobrazupa.org/tournament/0.17/overview.html November 2015]<br />
* [http://dobrazupa.org/tournament/0.16/overview.html March 2015]<br />
* [http://dobrazupa.org/tournament/0.15/overview.html August 2014]<br />
* [http://dobrazupa.org/tournament/0.14/overview.html April 2014]<br />
* [http://crawl.akrasiac.org/tourney11/overview.html August 2011]<br />
* [http://crawl.akrasiac.org/tourney10/overview.html August 2010]<br />
* [http://crawl.akrasiac.org/tourney09/overview.html August 2009]<br />
* [http://crawl.akrasiac.org/tourney/overview.html August 2008]<br />
<br />
Unofficial tournaments:<br />
<br />
* [http://crawl11.dyndns.org/ May 2011]<br />
<br />
[[Category:Community]]<br />
[[Category:Tournament]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Crawl_Wiki&diff=68705Crawl Wiki2023-05-05T19:26:14Z<p>Bwijn: upd online servers -> ready for 0.30 tournament start</p>
<hr />
<div>{| style="width:80%";<br />
|- style="vertical-align:top;"<br />
|This is a community-edited encyclopedia for the open source [[roguelike]] game [[Dungeon Crawl]], focusing on the actively developed Stone Soup branch.<br />
<br />
Crawl may seem easier than many other roguelikes at first glance, but dig a little deeper and you'll find it's just as challenging as some of the most difficult variations out there and a good deal harder than the rest. A strong set of [https://github.com/crawl/crawl/blob/master/crawl-ref/docs/crawl_manual.rst#n-philosophy-pas-de-faq design philosophies] makes it much friendlier (and generally fairer) to the player - deaths are a learning experience instead of an exercise in frustration. Crawl also sports a number of systems and mechanics that diverge from more traditional roguelikes. For example, there's less emphasis on character classes (or [[background]]s in Crawl parlance); your character is defined more by their [[skills]], [[species]] and choice of [[God|deity]] than their background.<br />
<br />
While Crawl includes an in-game [[tutorial]] and [https://github.com/crawl/crawl/blob/master/crawl-ref/docs/crawl_manual.rst manual] in the name of providing something playable without the aid of a guide or wiki, the finer details and nuances are left open to discovery by the player. Since there is so much to find, we need your help to maintain this site. If you find something interesting that's missing, spot an error, or just want to help, please sign up. For those of you who have never added to or edited a wiki before, don't worry! It's not very challenging and there's a very useful [[Help:Contents|help section]] explaining how to get started. Head over to the [[CrawlWiki_talk:Community portal|Community discussion page]] to see what is going on at the moment, or take a look at some of the [[Current projects|projects]] we're working on.<br />
<br />
You may also wish to visit the [https://crawl.develz.org/ official homepage] of Dungeon Crawl Stone Soup, or go [https://crawl.develz.org/download.htm directly to the download] of the most recent version.<br />
| style="width:20%;"|<br />
{{register_header}}<br />
|}<br />
<br />
<br />
<br />
{{spoiler}}<br />
<br />
{{version list}}<br />
<br />
<!-- Left column 3 blue --><br />
{| cellspacing="0" cellpadding="0" style="margin:0em 0em 1em 0em; width:100%; background-color:white"<br />
| style="width:50%; vertical-align:top; border:1px solid #abd5f5; background-color:#99FFFF;" |<br />
<div style="border-bottom:1px solid #abd5f5; background-color:#99CCFF; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;">Character Attributes</div><br />
<div style="border-bottom:0px solid #abd5f5; padding:0.4em 1em 1em 1em;"><br />
* [[Species]]<br /><br />
* [[Background]]s<br /><br />
* [[Stats]]<br /><br />
* [[Skill]]s<br /><br />
* [[Spell]]s<br /><br />
* [[God]]s<br /><br />
* [[Mutation]]s<br />
</div><br />
<br />
<div style="border-bottom:0px solid #abd5f5; background-color:#99CCFF; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;">[[Strategy guides]]</div><br />
<div style="border-bottom:0px solid #abd5f5; padding:0.4em 1em 1em 1em;"><br />
* [[Walkthrough]]<br />
* [[strategy guides|General strategy guides]]<br />
** [[Background and race combinations for beginners]]<br />
** [[Character guides]]<br />
** [[Choosing a god]]<br />
* [[Monster|List of Monsters]]<br /><br />
* [[Dungeon branches|Dungeon Map (Branches)]]<br /><br />
** [[Dungeon features]]<br /><br />
** [[Portal]]s<br /><br />
** [[Vault]]s<br /><br />
* [[FAQs|Frequently asked questions]]<br /><br />
* [[Escaping from (and avoiding) trouble]]<br /><br />
* [[Tips and tricks|Other tips and tricks]]<br /><br />
</div><br />
| style="padding:0em 0.5em 0em 0.5em;" |<br />
<!-- Right column 3 orange --><br />
| style="width:50%; vertical-align:top; border:1px solid #fad67d; background-color:#FFFF99;" |<br />
<div style="border-bottom:1px solid #fad67d; background-color:#FFCC99; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;">[[Item]]s</div><br />
<div style="border-bottom:0px solid #fad67d; padding:0.4em 1em 1em 1em;"><br />
* [[Identification|Identifying items]]<br /><br />
** [[Inscriptions]]<br /><br />
* [[Shop]]s<br /><br />
* [[Weapon]]s<br /><br />
** [[Brand]]s<br/><br />
* [[Missile]]s<br /><br />
* [[Armour]]<br /><br />
** [[Ego]]s<br /><br />
* [[Scroll]]s<br /><br />
* [[Jewellery]]<br /><br />
* [[Potion]]s<br /><br />
* [[Wand]]s<br /><br />
* [[Magical staff|Magical staves]]<br /><br />
* [[Manual]]s<br /><br />
* [[Spell book]]s<br /><br />
* [[Evocable items]]<br /><br />
* [[Artefact]]s<br />
</div><br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" style="margin:0em 0em 1em 0em; width:100%; background-color:white"<br />
| style="width:50%; vertical-align:top; border:1px solid #CC6600; background-color:#FF9966;" |<br />
<div style="border-bottom:0px solid #CC6600; background-color:#FF6633; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;">[[Playing online | Play ''Crawl'' Online Now]]</div><br />
<div style="border-bottom:0px solid #CC6600; padding:0.4em 1em 1em 1em;"><br />
'''North America Servers'''<br />
*[http://crawl.akrasiac.org:8080/ CAO] - Located in Arizona. Hosts all versions from [[0.10]] to [[0.30]], and [[trunk]].<br />
*[https://cbro.berotato.org/ CBR2] - Located in Ohio. Hosts all versions from [[0.24]] to [[0.30]], and [[trunk]].<br />
*[https://crawl.kelbi.org/ CKO] - Located in New York. Hosts [[0.18]], all versions from [[0.21]] to [[0.30]], and [[trunk]].<br />
<br />
'''European Servers'''<br />
*[https://crawl.develz.org/wordpress/howto CDO] - Located in Germany. Hosts all versions from [[0.10]] to [[0.30]], and [[trunk]] (console only).<br />
*[http://underhound.eu:8080/ CUE] - Located in Amsterdam, Netherlands. Hosts all versions from [[0.10]] to [[0.30]], and [[trunk]].<br />
*[http://crawl.xtahua.com/ CXC] - Located in France. Hosts all versions from [[0.14]] to [[0.30]], and [[trunk]].<br />
<br />
'''Asian Servers'''<br />
*[http://webzook.net:8080/ CWZ] - Located in Korea. Hosts all versions from [[0.11]] to [[0.30]], and [[trunk]] (WebTiles only).<br />
*[http://lazy-life.ddo.jp:8080/ LLD] - Located in Japan. Hosts all versions from [[0.13]] to [[0.30]], and [[trunk]] (WebTiles only).<br />
<br />
'''Australian Server'''<br />
*[https://crawl.project357.org/ CPO] - Located in Sydney. Hosts all versions from [[0.16]] to [[0.30]], and [[trunk]] (WebTiles only).<br />
</div><br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" style="margin:0em 0em 1em 0em; width:100%; background-color:white"<br />
| style="width:50%; vertical-align:top; border:1px solid #33FF66; background-color:#99FF99;" |<br />
<div style="border-bottom:0px solid #33FF66; background-color:#33FF66; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;">News</div><br />
<div style="border-bottom:0px solid #33FF66; padding:0.4em 1em 1em 1em;"><br />
* April 1st: [https://crawl.develz.org/wordpress/trunk-updates-1-april-2023-and-tournament-announcement Trunk Updates 1 April 2023 and Tournament Announcement]<br />
* Janurary 11th: [https://crawl.develz.org/wordpress/trunk-updates-11-jan-2023 Trunk Updates 11 Jan 2023]<br />
* August 25th: [https://crawl.develz.org/wordpress/0-29-shooting-stars 0.29 "Shooting Stars"]<br />
* August 14th: [https://crawl.develz.org/wordpress/trunk-updates-14-august-2022-and-tournament-announcement Trunk Updates 14 August 2022]<br />
* July 18th: [https://crawl.develz.org/wordpress/trunk-updates-18-july-2022 Trunk Updates 18 July 2022]<br />
* June 19th: [https://crawl.develz.org/wordpress/trunk-updates-19-june-2022 Trunk Updates 19 June 2022]<br />
* March 6th: [https://crawl.develz.org/wordpress/trunk-updates-6-march-2022 Trunk Updates 6 March 2022]<br />
<br />
* [[News|'''Older news...''']]<br />
</div><br />
| style="padding:0em 0.5em 0em 0.5em;" |<br />
| style="width:50%; vertical-align:top; border:1px solid #FF9999; background-color:#FFCCCC;" |<br />
<div style="border-bottom:0px solid #FF9999; background-color:#FF9999; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;">[[CrawlWiki:Community portal|Community]]</div><br />
<div style="border-bottom:0px solid #FF9999; padding:0.4em 1em 1em 1em;"><br />
* [[:Category:Diary_of_a_Crawler|Diary of a Crawler]]<br />
* [[Tournament]]<br />
* [[Playing online]]<br />
* [[Websites]]<br />
</div><br />
|}</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Staff_of_the_Meek&diff=68454Staff of the Meek2023-05-03T13:23:25Z<p>Bwijn: since 0.30 src still not available on github ->0.29 reference</p>
<hr />
<div>{{version|030}}<br />
{{flavour|A sacred relic of the Monks of St. Lee, followers of the renunciate archmage. Just as St. Lee sought to atone for the destruction his spells wrought by protecting others, so his staff protects its wielder.}}<br />
__NOTOC__<br />
<br />
[[File:Staff of the Meek.png]] '''''the +7 staff of the Meek'''''<br />
<br />
+7 [[quarterstaff]]<br />
<br>[[Protection]] [[brand]]<br />
<br>Provides even more [[AC]] at low health.<br />
<br />
==Mechanics==<br />
Regardless of health, the staff provides the effects of the protection brand (+7 AC for a short time after attacking a monster). At 55 HP, and for every 4 health below 55, that AC bonus increases by 1. This caps out at 27 HP, where the Meekstaff will provide 14 AC total.<ref>{{source ref|0.28.0|player.cc|5992}}</ref><br />
<br />
==Desirability==<br />
Quarterstaves are decent weapons in the early stages of the game thanks to their high accuracy, damage, and low attack delay. The '''staff of the Meek'''<ref>{{source ref|0.29.0|art-data.txt|1645}}</ref>, a +7 quarterstaff, gives characters just staring out a distinct advantage over early foes. For a relatively small skill investment (you can even rely on [[crosstraining]]), this staff provides a great return. While the staff does take up your [[shield]] slot, the protection brand helps compensate, especially when your max HP is low (and it might take you a while to find a shield in the first place).<br />
<br />
Consider switching to a stronger offensive weapon once you start finding other decent [[brand]]ed weapons and better defensive gear.<br />
<br />
The staff of the Meek tends to appear early in the Dungeon, where it is most useful.<br />
<br />
==History==<br />
*The staff was added in [[0.28]].<br />
<br />
==References==<br />
<references/><br />
<br />
[[Category:Unrands]]<br />
[[Category:Staves]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Staff_of_the_Meek&diff=68453Staff of the Meek2023-05-03T13:19:46Z<p>Bwijn: upd. to 0.30, no changes, got it in game</p>
<hr />
<div>{{version|030}}<br />
{{flavour|A sacred relic of the Monks of St. Lee, followers of the renunciate archmage. Just as St. Lee sought to atone for the destruction his spells wrought by protecting others, so his staff protects its wielder.}}<br />
__NOTOC__<br />
<br />
[[File:Staff of the Meek.png]] '''''the +7 staff of the Meek'''''<br />
<br />
+7 [[quarterstaff]]<br />
<br>[[Protection]] [[brand]]<br />
<br>Provides even more [[AC]] at low health.<br />
<br />
==Mechanics==<br />
Regardless of health, the staff provides the effects of the protection brand (+7 AC for a short time after attacking a monster). At 55 HP, and for every 4 health below 55, that AC bonus increases by 1. This caps out at 27 HP, where the Meekstaff will provide 14 AC total.<ref>{{source ref|0.28.0|player.cc|5992}}</ref><br />
<br />
==Desirability==<br />
Quarterstaves are decent weapons in the early stages of the game thanks to their high accuracy, damage, and low attack delay. The '''staff of the Meek'''<ref>{{source ref|0.28.0|art-data.txt|1634}}</ref>, a +7 quarterstaff, gives characters just staring out a distinct advantage over early foes. For a relatively small skill investment (you can even rely on [[crosstraining]]), this staff provides a great return. While the staff does take up your [[shield]] slot, the protection brand helps compensate, especially when your max HP is low (and it might take you a while to find a shield in the first place).<br />
<br />
Consider switching to a stronger offensive weapon once you start finding other decent [[brand]]ed weapons and better defensive gear.<br />
<br />
The staff of the Meek tends to appear early in the Dungeon, where it is most useful.<br />
<br />
==History==<br />
*The staff was added in [[0.28]].<br />
<br />
==References==<br />
<references/><br />
<br />
[[Category:Unrands]]<br />
[[Category:Staves]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Talk:Hood_of_the_Assassin&diff=68245Talk:Hood of the Assassin2023-03-22T14:21:13Z<p>Bwijn: /* sparm? */ new section</p>
<hr />
<div>== sparm? ==<br />
<br />
Could any developper/coder please explain the source code line 875: "FB_BRAND: SPARM_SEE_INVISIBLE"? I don't see what it is good for. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 15:21, 22 March 2023 (CET)</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Hood_of_the_Assassin&diff=68244Hood of the Assassin2023-03-22T14:13:59Z<p>Bwijn: upd. to 0.29.1 src ref</p>
<hr />
<div>{{version029}}<br />
{{flavour|A soft hood, enchanted by members of the Assassin's Guild to allow the wearer to sense potential victims nearby. It also allows the wearer to easily spot vulnerabilities when attacking unaware opponents, allowing effective stabbing attacks with any weapon.}}<br />
<br />
[[File:Hood of the assassin.png]] '''''the +2 hood of the Assassin'''''<br />
<br />
+2 [[hat]]<br><br />
+100 [[Stealth]]<br><br />
All weapons count as [[short blades]] for purposes of determining stabbing bonuses<br><br />
Detect Monsters (similar to the [[Ashenzari]] ability or [[Antennae]] 3 mutation)<br />
<br />
==Desirability==<br />
The '''hood of the Assassin'''<ref>{{source ref|0.29.1|art-data.txt|872}}</ref> is a definite boon to stabbers, as the monster detection and massive stealth boost make it even easier to reach sleeping opponents and land that lethal hit. It is also amazingly useful for other melee characters so long as you have some means of generating stabbing opportunities: Short Blade-tier stabbing damage multipliers can be massive, and the much higher base damage of heavier weapons can lead to extremely potent blows. A reliable source of [[invisibility]] or [[confusion]], the [[Dazzling Flash]] spell, or distracting allies are all excellent ways to land stabs even if you're wearing noisy armour, though raising your Stealth skill will still significantly improve your stabbing performance.<br />
<br />
Casters and ranged fighters certainly don't suffer for wearing this hat, but they may find a hat or helm of [[intelligence]], [[willpower]], or [[see invisible]] more useful.<br />
<br />
==History==<br />
*The hood of the Assassin was introduced in [[0.25]], replacing the old [[boots of the Assassin]].<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:Unrands]]<br />
[[Category:Headgear]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Hood_of_the_Assassin&diff=68243Hood of the Assassin2023-03-22T14:10:36Z<p>Bwijn: upd. to 0.29, no changes, got it in game</p>
<hr />
<div>{{version029}}<br />
{{flavour|A soft hood, enchanted by members of the Assassin's Guild to allow the wearer to sense potential victims nearby. It also allows the wearer to easily spot vulnerabilities when attacking unaware opponents, allowing effective stabbing attacks with any weapon.}}<br />
<br />
[[File:Hood of the assassin.png]] '''''the +2 hood of the Assassin'''''<br />
<br />
+2 [[hat]]<br><br />
+100 [[Stealth]]<br><br />
All weapons count as [[short blades]] for purposes of determining stabbing bonuses<br><br />
Detect Monsters (similar to the [[Ashenzari]] ability or [[Antennae]] 3 mutation)<br />
<br />
==Desirability==<br />
The '''hood of the Assassin'''<ref>{{source ref|0.27.1|art-data.txt|863}}</ref> is a definite boon to stabbers, as the monster detection and massive stealth boost make it even easier to reach sleeping opponents and land that lethal hit. It is also amazingly useful for other melee characters so long as you have some means of generating stabbing opportunities: Short Blade-tier stabbing damage multipliers can be massive, and the much higher base damage of heavier weapons can lead to extremely potent blows. A reliable source of [[invisibility]] or [[confusion]], the [[Dazzling Flash]] spell, or distracting allies are all excellent ways to land stabs even if you're wearing noisy armour, though raising your Stealth skill will still significantly improve your stabbing performance.<br />
<br />
Casters and ranged fighters certainly don't suffer for wearing this hat, but they may find a hat or helm of [[intelligence]], [[willpower]], or [[see invisible]] more useful.<br />
<br />
==History==<br />
*The hood of the Assassin was introduced in [[0.25]], replacing the old [[boots of the Assassin]].<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:Unrands]]<br />
[[Category:Headgear]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Staff_of_Olgreb&diff=68242Staff of Olgreb2023-03-21T23:28:16Z<p>Bwijn: upd. to 0.29, no changes, got it in game</p>
<hr />
<div>{{version029}}<br />
{{flavour|A staff which was once wielded by the mighty wizard Olgreb.}}<br />
[[File:Staff of olgreb.png]] '''''the +9 staff of Olgreb'''''<br />
<br />
+9 [[staff]]<br />
<br />
[[Spell enhancer|Enhances]] [[Poison Magic]]<br><br />
Provides immunity to [[poison]]<br><br />
May deal poison damage and poison in melee; damage partially pierces resistance<br><br />
Can be evoked to cast [[Olgreb's Toxic Radiance]]<br />
<br />
==Mechanics==<br />
When striking an enemy, the staff of Olgreb has a chance to deal resistance-piercing poison damage based on [[Evocations]]<ref>{{source ref|0.27.1|art-func.h|323}}</ref>:<br />
<br />
{{crawlquote|'''Activation Rate''': Evocations × 10%<br>'''Extra Damage''': 1d(Evocations × 1.875) - 1<br>30% of this damage is irresistible.<br>The target will be poisoned. This effect ignores [[poison resistance]].}}<br />
<br />
You can also e'''V'''oke it to cast [[Olgreb's Toxic Radiance]]<ref>{{source ref|0.27.1|art-func.h|276}}</ref>:<br />
<br />
{{crawlquote|'''OTR Success Rate''': (1 + [[Evocations]]) × 16.6% (100% at 5 Evocations)<br>'''Spell Power''': (1 + Evocations) × 5<br>'''Cost''': 4 [[MP]]}}<br />
<br />
==Desirability==<br />
If you plan on using lots of [[Poison Magic]], The '''staff of Olgreb'''<ref>{{source ref|0.27.1|art-data.txt|252}}</ref> is an excellent find. Not only will it enhance your poisonous spells, the extra damage and high chance to poison can come in handy for fighting some of the nastier poison-resistant enemies. It's far superior to a plain [[staff of poison]]. Training [[Fighting]], [[Staves]], and [[Evocations]] will help improve your combat performance with the staff of Olgreb.<br />
<br />
Even if you don't want to use poison magic much, you may still wish to train a little Evocations to take advantage of the evocable ability. While ineffective against anything poison-resistant, [[Olgreb's Toxic Radiance]] is extremely useful against large groups of enemies, especially swarms of [[list of arthropods|insects or spiders]]. Additionally, the poison immunity granted by the staff can be extremely helpful in surviving places like the [[Spider's Nest]] or [[Snake Pit]].<br />
<br />
The staff will occasionally spawn in a special [[vault]] full of assorted poisonous enemies ([[list of arthropods|bees, spiders,]] and [[list of snakes|snakes]]). This can be an excellent find early on, though attempting to reach the staff at the end without already having a source of poison resistance can be risky. [[Frozen Ramparts]] is quite effective here, since it ignores the high evasion such creatures tend to share, nothing in the vault resists cold (and it will slow the cold-blooded snakes), and the tight quarters will force multiple enemies to take damage each turn.<br />
<br />
==History==<br />
*Prior to [[0.25]], the staff of Olgreb had a chance to cast [[Venom Bolt]] as well as Olgreb's Toxic Radiance when evoked, and only had a resistance-piercing chance to inflict poison instead of dealing additional poison damage.<br />
*Prior to [[0.19]], its enchantment level was based on your skill with [[Poison Magic]] (Poison Magic/3).<br />
*Prior to [[0.14]], it only granted poison resistance instead of complete immunity.<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:Unrands]]<br />
[[Category:Staves]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Ice_statue&diff=67884Ice statue2023-02-28T21:11:22Z<p>Bwijn: upd. to 0.29, no changes, saw it in game</p>
<hr />
<div>{{version|029}}<br />
{{monster info}}<br />
<br />
==Useful Info==<br />
'''Ice statues''' are stationary guardians which use assorted [[Ice Magic]] to kill you from a distance and summon [[ice beast]]s while you're in their [[LOS]]. Unlike normal [[statue]]s, ice statues are immune to [[wands of digging]] . Instead, use [[fire]] or [[Lee's Rapid Deconstruction]] to make short work of them. They are commonly found in [[Ice Cave]]s, and occasionally accompany [[Antaeus]] in the depths of [[Cocytus]].<br />
<br />
{{monster spells}}<br />
<br />
==Tips & Tricks==<br />
*Obviously, [[Cold#Cold_Resistance|cold resistance]] helps a lot here, as you'll be taking heavy damage from the statue's spells and its summoned ice beasts without it.<br />
*[[Fire Magic]] suggestions:<br />
**Statues are stationary, so you can hit them with [[Sticky Flame]], [[blink]] away, and repeat the process when they stop melting. [[Starburst]] kills them even faster.<br />
**If you have [[Fireball]], you don't even need to be in their LOS to hit them: stay around a corner and target an adjacent square.<br />
**Making a wall of [[Conjure Flame|Conjured Flames]] works in theory to impede [[ice beast]]s and block ice spells. In practice, actually making a wall and maintaining it takes enough time and effort that you're probably better off just blasting the statue.<br />
*Those with [[Iron Shot]] and similar can make good use of it here, as ice statues have abysmal EV.<br />
*Characters without ranged options should pile on the cold resistance, then charge the statue from the closest available cover. Depending on your equipment and abilities, further buffing oneself or [[Scroll of blinking|blinking]] into melee range may also be recommended.<br />
*Ice statues can't [[see invisible]]. Attacking them while [[invisible]] allows you to [[stab]] them and greatly reduces the odds of them casting anything at you.</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Skin_of_Zhor&diff=67883Skin of Zhor2023-02-28T20:41:49Z<p>Bwijn: upd. to 0.29, no changes, saw it in game</p>
<hr />
<div>{{version029}}<br />
{{flavour|The smelly skin of some strange animal, native to cold and distant lands. It radiates the chill of its native habitat, slowing creatures from warmer climes.}}<br />
[[File:Skin_of_zhor.png]] '''''the +4 skin of Zhor'''''<br />
<br />
+4 [[animal skin]]<br />
<br />
Passive [[Metabolic Englaciation]]<br><br />
rC+++<br><br />
[[See invisible]]<br />
<br />
===Englaciation mechanics===<br />
When monsters are nearby, there is a 1 in 7 chance every turn that Metabolic Englaciation will be cast with a spell power of 30<ref>{{source ref|0.25.0|art-func.h|1474}}</ref>. This requires no action from the player, no skills to be trained, and will not hamper [[stealth]]. However, because of the low spell power, it can be resisted by high-[[HD]] monsters.<br />
<br />
==Desirability==<br />
The '''skin of Zhor'''<ref>{{source ref|0.25.0|art-data.txt|805}}</ref> provides an advantage to the player in many situations. Being almost immune to cold is a game changer in frost-themed branches or when facing monsters with powerful cold attacks; it's an excellent choice if you find it in time to explore an [[Ice Cave]].<br />
<br />
Furthermore, any enemy that doesn't resist cold will periodically be slowed by the chilling effect. Any character wearing the skin of Zhor will have an easier time in battle without having to spend time or experience on learning Metabolic Englaciation on their own; this is especially effective against [[cold-blooded]] enemies like [[list of reptiles and amphibians|reptiles]]. See invisible is also nice to have, making the skin of Zhor a respectable choice for characters that rely on [[ev]]asion to defend themselves.<br />
<br />
However, players that rely on their [[AC]] won't benefit much from this armour outside of a few niche situations like the aforementioned Ice Cave. Lightly armoured characters that have already found sources of cold resistance or see invisible may also want to look for a piece of armour that provides different intrinsics. Finally, the free Metabolic Englaciation will be less effective in the late game as monster HD rises and more cold-resistant foes appear.<br />
<br />
==History==<br />
*The skin of Zhor gained SInv and a passive Metabolic Englaciation effect in [[0.23]].<br />
*Prior to [[0.14]], the Skin of Zhor only provided rC++.<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:Unrands]]<br />
[[Category:Body armour]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Crystal_plate_armour&diff=66303Crystal plate armour2022-09-21T23:08:28Z<p>Bwijn: upd. to 0.29, no changes, saw it in tournament</p>
<hr />
<div>{{version|029}}<br />
{{armour<br />
|name = Crystal plate armour<br />
|cost = <br />
|AC = 14<br />
|EV = 23<br />
|maxenc = +14<br />
|size = Small, Medium<br />
|GDR = 48%<br />
}}<br />
{{flavour|An incredibly heavy but extremely effective suit of crystalline armour.}}<br />
<br />
'''Crystal plate armour''' is one of the heaviest body armours available (tied with [[gold dragon scales]]), and requires high [[strength]] to wear effectively. As a standard body armour, Spriggans, Ogres, Trolls, Draconians, Octopodes and Felids are unable to wear it. In exchange for these steep requirements, it offers phenomenal [[AC]], allowing characters to absorb physical abuse with ease. Just don't expect to [[dodge]] many attacks or cast easily while wearing it. <br />
<br />
Crystal plate armour is extremely rare, but it is generally considered to be very strong if your character has the strength to use it and doesn't mind or can counteract the high penalties.<br />
<br />
==History==<br />
*Prior to [[0.14]], the crystal plate armour's encumbrance rating was 24.<br />
*Prior to [[0.10]], crystal plate armour was known as crystal plate mail.<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! || Image<br />
|-<br />
| '''Mundane''' || [[File:Crystal plate.png]]<br />
|-<br />
| '''Magical''' || [[File:Crystal plate2.png]]<br />
|-<br />
| '''Artifact''' || [[File:Crystal plate3.png]]<br />
|-<br />
! || [[Unrandart]]<br />
|-<br />
| '''[[Orange crystal plate armour]]''' || [[File:Orange crystal plate armour.png]]<br />
|}<br />
<br />
{{armours}}<br />
<br />
[[Category:Body armour]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Dark_maul&diff=65745Dark maul2022-09-11T17:42:35Z<p>Bwijn: upd. to 0.29, no changes, saw it in tournament</p>
<hr />
<div>{{version|029}}<br />
{{flavour|A large, iron-shod maul specialised for dealing massively powerful blows. Such power comes at a price: the maul's head is so heavy it takes a great length of time to lift it up for another swing.<br />
<br />
----<br />
<br />
“This caliber should be appropriate.”<br><br />
-prince Dajmiech, “Kajko and Kokosz: The Battle with Dajmiech”, Janusz Christa<br />
}}<br />
<br />
[[File:dark maul.png]] '''''the +10 dark maul'''''<br />
<br />
+10 maul (modified [[great mace]]: 52 base damage, -2 base accuracy, 30 base delay)<br><br />
[[Vorpal]] brand<br />
<br />
==Desirability==<br />
A single swing from the '''dark maul'''<ref>{{source ref|0.26.1|art-data.txt|1176}}</ref> will crush through virtually any monster's armour for heavy damage, but even at maximum [[Maces & Flails]] skill, it will still take you 16 or 17 [[aut]]s to attack (two and a half times the delay of the slowest normal weapons).<br />
<br />
Is this trade-off actually worth it? At low M&F skill levels, probably not. Each of your successful attacks will likely eradicate whatever you struck, but will also effectively leave you [[paralysis|paralyzed]] for two turns, and even with the +10 enchantment bonus, you might still miss often enough to leave yourself in dangerous situations. At higher M&F skill levels, this issue becomes less pronounced. Better accuracy and reduced attack delay means you'll be leaving fewer enemies alive long enough to swing at you, and those that do will have less time to capitalize on it.<br />
<br />
This weapon is gruesomely effective in most situations, but truly shines against enemies with significant [[AC]] scores. A character with a [[quick blade]] may be able to deliver ten attacks in the time it takes an untrained character to swing the dark maul once, but if your opponent has powerful defenses, the maul will make the bigger impact. As such, it helps to know when to use the maul and when to put it away for something less overkill-prone. Try to avoid using the dark maul when facing multiple opponents at once, and if your character has found several good sources of [[slaying]], you may want to ignore it entirely; slaying's value is very dependent on your attack speed. Finally, if at all possible, keep yourself [[haste]]d (or under the effect of Finesse for you [[Okawaru]] worshipers) when you find yourself swinging the maul at serious opponents.<br />
<br />
Despite its immense weight and delay, [[formicid]]s can actually wield this weapon with one hand, since it is technically a modified [[great mace]]. Whether or not it is desirable for them to do so, what with their limited escape options, is a different question.<br />
<br />
==History==<br />
*Prior to [[0.16]], the dark maul had only 44 base damage and a meager +6 enchantment level.<br />
*The dark maul was added in [[0.14]].<br />
<br />
==References==<br />
<references/><br />
<br />
[[Category:Unrands]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Arachne&diff=65744Arachne2022-09-11T17:40:02Z<p>Bwijn: upd. to 0.29, no changes, saw it in tournament</p>
<hr />
<div>{{version029}}<br />
{{list of | arthropods}}<br />
{{monster info}}<br />
<br />
==Useful Info==<br />
'''Arachne the Weaver''' is a [[unique]] half-spider caster who wields a [[staff of poison]], with a small chance of upgrading to the [[staff of Olgreb]]. She blinks around her [[web]]bed domain in combat, and likes to ensnare you in her own webs while she and her [[spider]] allies heavily [[poison]] you.<br />
<br />
==Location==<br />
*[[Spider's Nest]]:2-4<br />
<br />
{{monster spells}}<br />
<br />
==Tips & Tricks==<br />
*Her Conjurations can deal absurd amounts of damage, and her constant webbing will reduce your [[ev]]asion to next to nothing. Bring poison resistance to make her significantly less deadly, and a source of [[Repel Missiles#Player sources|RMsl]] can keep you from being disabled for half the fight.<br />
*The combination of ranged webbing and constant blinking makes her harder to pin down in melee than practically anything else you'll encounter. Melee brutes should try to engage her quickly while heavily buffed, be prepared to teleport away if things start going wrong, and may want to consider avoiding her until they have a powerful ranged attack option to finish her off with.<br />
*If you brought a [[wand of paralysis]], you can pin Arachne down long enough to kill her. A [[scroll of vulnerability]] will help guarantee success, but is probably unnecessary if you have at least some skill in Evocations; Arachne's magic resistance isn't insurmountable. Other enchantments such as [[Confusing Touch]] or [[Petrify]] can work equally well.<br />
*Unlike most monsters found in the [[Spider's Nest]], Arachne has [[poison resistance]] thanks to her staff.<br />
<br />
==Trivia==<br />
According to Greek mythology, [http://en.wikipedia.org/wiki/Arachne Arachne] was a mortal weaver whose arrogant pride in her weaving ability caused her to be punished by becoming the first spider.<br />
<br />
==History==<br />
*Arachne gained access to the staff of Olgreb as of [[0.14]].<br />
*Arachne was added in [[0.11]].<br />
<br />
[[Category:Arachnid]]</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Condenser_vane&diff=65622Condenser vane2022-09-09T15:59:13Z<p>Bwijn: upd. to 0.29, no changes, saw it in tournament</p>
<hr />
<div>{{version029}}<br />
{{item<br />
|itemtype = Miscellaneous item<br />
|name = Condenser vane<br />
|cost = ?<br />
}}<br />
{{flavour|A magical device that allows its wielder to create clouds that will engulf and surround all enemies in sight with various destructive clouds, their lethality increasing with Evocations skill.}}<br />
<br />
A '''condenser vane''' is evoked to engulf every monster in sight as well as the 8 squares surrounding it with semi-random [[cloud]]s.<br />
<br />
==Useful Info==<br />
Evoking the vane engulfs each monster you see along with the 8 squares around it with dangerous [[cloud]]s. The vane will never place a cloud on you or an [[friendly|ally]]. These include, in descending order of power:<br />
*Noxious Fumes<br />
*Poisonous Gas<br />
*Flame / Freezing Vapour<br />
*Negative Energy<br />
*Thunder<br />
*Acidic Fog<br />
<br />
You are unable to choose which clouds will spawn, but higher [[Evocations]] will cause generally stronger clouds to appear. At 0 Evocations, noxious fumes are common, with occassional bursts of poison, fire, and ice. At moderate levels (~8 Evocations), fire/ice become common, with bursts of the other elements. Further training increases the chance of the "best" clouds.<br />
<br />
This item is technically considered [[evil]] by the [[good god]]s, but they will only punish you if you invoke clouds of negative energy.<br />
<br />
==Strategy==<br />
Contrary to intuition, the vane works best either on very high levels of Evocations when it generates acidic or negative energy clouds pretty reliably... or on low levels of Evocations, which will reliably produce noxious fumes and poison clouds, especially if you have picked up the spell [[Ignite Poison]].<br />
<br />
Since the condenser vane works very much like the spell [[Ignition]] does, it is best used when you are facing a (large) group of enemies with restricted room to maneuver: the density of monsters will create a carpet of clouds, ideally covering your entire line of sight. The entrance to [[Vaults]]:5 is an obvious one, as are [[Ziggurat]] floors.<br />
<br />
Since intelligent enemies will not willingly walk into sufficiently damaging clouds, consider combining a condenser vane carpet with a [[potion of attraction]] to pull them in nevertheless. Adding a [[scroll of silence]] on top makes the end vault of Elf:3 quite a bit easier.<br />
<br />
All clouds, other than negative energy, are fine for the good gods. If you actually spawn clouds of negative energy, try to get them out of your [[line of sight]] as quickly as possible (close a door, get around a corner, or read a [[scroll of fog]]). Otherwise you'll lose piety for each turn enemies stand in the clouds.<br />
<br />
==History==<br />
*The condenser vane replaced the [[wand of clouds]] in [[0.26]].<br />
<br />
{{Evocables}}</div>Bwijnhttp://crawl.chaosforge.org/index.php?title=Orange_demon&diff=65621Orange demon2022-09-09T14:50:55Z<p>Bwijn: upd. to 0.29, no changes, saw it in tournament</p>
<hr />
<div>{{version|029}}<br />
{{monster info}}<br />
<br />
<br />
==Useful Info==<br />
[[Orange demon]]s are melee-based [[tier-4 demon]]s with [[reaching]] sting attacks that [[poison]] and [[weak]]en you. They are found in [[the Abyss]], [[Pandemonium]] and the [[Lair#Lair:6 vaults|Evil Forest]] variant of Lair:6. They can be summoned by other monsters through the [[Summon Demon]] spell. If you happen to encounter [[Amaemon]] you'll face one of them as his companion.<br />
<br />
==Tips & Tricks==<br />
They aren't very dangerous for even moderately well-armoured characters, but if you end up in the Abyss far too early, remembering that they can't fly might make escape a little easier. In general though, try to avoid fighting anything dangerous while weakened.<br />
<br />
==History==<br />
Prior to [[0.13]], orange demons lacked reaching and inflicted [[dexterity]] damage instead of weakness.<br />
<br />
[[Category:Demon]]</div>Bwijn