http://crawl.chaosforge.org/api.php?action=feedcontributions&user=Seriser6&feedformat=atomCrawlWiki - User contributions [en]2024-03-28T19:07:46ZUser contributionsMediaWiki 1.30.0http://crawl.chaosforge.org/index.php?title=Current_projects&diff=20063Current projects2013-10-10T12:22:44Z<p>Seriser6: /* Current Projects */</p>
<hr />
<div>{{Community}}<br />
<br />
CrawlWiki is growing in size with over [[Special:Statistics|1,000 registered users]]. To track what we are doing, we have created this list of current projects.<br style="clear:both" /><br />
<br />
== Current Projects ==<br />
<br />
{|class="prettytable"<br />
! Project !! Goal !! Contributor(s) !! Status<br />
|-<br />
| '''0.12 Update Project'''<br />
| See [[Current_projects/0.12_update_project]]<br />
| <br />
|Active<br />
|-<br />
| ''Missing pages''<br />
| [[Special:WantedPages]], [[Special:WantedTemplates]], [[Special:WantedFiles]], [[Special:WantedCategories]]. Usually these require some simple redirects or imports from the old wiki.<br />
| Anyone<br />
| Ongoing<br />
|- <!--<br />
Keep 'under review' and 'stubs' at the top<br />
--><br />
| ''Weigh in''<br />
| Go to [[:Category:Under Review]] and give us your thoughts on what should be done. Any input is appreciated!<br />
| Anyone<br />
| Ongoing, as long as there are pages in the category<br />
|-<br />
| Game Mechanics Pages<br />
| Creating a more comprehensible and comprehensive collection of pages on fundamental game concepts. Started with [[Movement]], now progressing to [[Actions]]. Ideally, this project will lead to a series of macro-level pages that provide a portal to more detailed pages (e.g. [[Spellcasting]] should introduce all the topics, but link to [[Spells]], [[Spell Schools]], [[spell power]], [[Spell hunger]], [[Spell success]], [[Damage type]], etc.)<br />
| Jk, more contributors appreciated.<br />
| In progress<br />
|-<br />
| ''Racial & background attributes''<br />
| Add racial [[stats]] to each [[species]] page and stat modifiers to each [[background]] page. Note that the tables on the stats and [[class attribute modifiers]] pages are badly out of date and should be updated first.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Renames''<br />
| Change the link of everything that has been renamed: for instance [[Special:WhatLinksHere/Dragon armour]] and [[Special:WhatLinksHere/Potion of healing]] -- the pages listed there should have their links changed to [[Fire dragon armour]] and [[Potion of curing]]. This is optional, as there are redirects from the old terms, but it would be nice if the wiki used up-to-date terminology on all pages.<br />
| [[User:spudwalt]]<br />
| Finished potions of curing; will take care of dragon armor soon<br />
|-<br />
| ''Updating''<br />
| Go through http://git.develz.org/?p=crawl.git;a=log (2/14/2012 and earlier) to see what parts of the code have changed and update the wiki accordingly. This can be done even without code-reading skills as the summaries are plain English; make a list of clearly important changes and leave it to code readers to figure out and fill in the specifics.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Mutations''<br />
| Make sure every mutation in the game is on one of the [[List of mutations|mutation pages]] and that there is a redirect (uppercase and lowercase) to the section where it is documented. Don't bother with numbers after the mutation (e.g., just do [[Deformed Body]]/[[deformed body]] instead of [[Deformed Body 1]] etc.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Unstub-a-dub-dub''<br />
| Add anything you can to any of the pages in [[:Category:Stubs]]. If you add a lot of stuff, remove <nowiki>{{stub}}</nowiki>.<br />
| Anyone<br />
| Ongoing<br />
|-<br />
| ''Habitat-tat''<br />
| Rewrite [[habitat]] to properly describe the habitats LAND, WATER, AMPHIBIOUS, LAVA, and "fake amphibious".<br />
| vacant<br />
| not started<br />
|-<br />
| ''Half staff''<br />
| Add [[Template:Item]], [[Template:Flavour]] to the [[:Category:Magical staves]] pages. Some [[:Category:Wand]] pages are lacking flavour too.<br />
| [[User:Seriser6]]<br />
| Done - most of this was already done, I only had to flavour up a few wands<br />
|-<br />
| ''Splitsville''<br />
| Split all items on the [[evocable items]] page onto their own pages, leave behind overviews and links to the individual pages.<br />
| [[User:MoogleDan]], though help is welcome<br />
| Started<br />
|-<br />
| ''Practical magic resistance''<br />
| Add a chart of what the bell curve for random2(100) + random2(101) is to the [[MR]] page. The scale would be spell power minus MR, with the low bound being -100 (0% success); midpoint -1 (I think?) (50% success); and high bound 100 (100% success). Could just be a table of values in increments of 10, not a graph, though the latter would be fancy.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Update/expand portal and vault pages''<br />
| Go through the [http://git.develz.org/?p=crawl.git;a=tree;f=crawl-ref/source/dat/des/portals;h=9e10d9a155f11176301498aa37de2847b493ef75;hb=HEAD portal] and [http://git.develz.org/?p=crawl.git;a=tree;f=crawl-ref/source/dat/des/variable;h=11076c55fdb8ab29193aee32649733cbc27b55f1;hb=HEAD vault] source pages to update/expand our coverage of said dungeon features.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Merge portal pages''<br />
| [[Portal]] and [[Dungeon_branches#Miscellaneous_Portals]] overlap heavily; merge any useful info from the branches page into the specialized portal page.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Add spell info''<br />
| Peruse the [https://docs.google.com/spreadsheet/ccc?key=0AhvL_CFCw7ajdEZ5Q3JoOS1tdUxta1NaWTZ1MVNqbXc#gid=6 DCSS spell lab] -- click on the "Spells" tab -- to add basic stats about spells to our spell pages. Especially damage figures.<br />
| vacant<br />
| not started<br />
|-<br />
| ''[[Resistances]]''<br />
| Edit the [[resistances]] page to broaden it to mention monster resistances. Currently it is totally player-centric.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Import info''<br />
| Go through [http://crawl.akrasiac.org/learndb.html Henzell's learndb] and copy any useful info to appropriate pages (or create new ones).<br />
| vacant<br />
| not started<br />
|-<br />
| ''Resistible enchantments''<br />
| Create a list of things (spells, wands, scrolls, etc.) that are resisted by monster [[magic resistance]]. Give the formula for how effective a given amount of resistance is vs. each thing so you know when to give up on using that wand of confusion & suchlike.<br />
| vacant; may need some [[source diving]] skills<br />
| not started<br />
|-<br />
| ''Merge candidates''<br />
| Consolidate [[Multizap]] and [[The Multizapper's Handbook]]. Unnecessary to have two pages on the same basic subject, even if one is more technical and the other more strategic.<br />
| vacant<br />
| probably done?<br />
|-<br />
| ''A template in every pot''<br />
| Make sure all [[:Category:Spells]] are using [[Template:Spell]], all [[:Category:Items]] are using [[Template:Item]].<br />
| vacant<br />
| Checked the spells, didn't get to the items<br />
|-<br />
| ''Establish new version update procedures''<br />
| We need some sort of routine in place -- at the very least, a checklist -- to follow when a new version is released, so we can keep the wiki up-to-date. This should include rerunning our autogeneration scripts and uploading the results. Potentially tricky, since the scripts may need updating from version to version and people don't hang around for years. So we need a plan of succession for our script maintainers/guru(s).<br />
| vacant<br />
| not started<br />
|-<br />
| ''Update spell table pages''<br />
| [[List of spells/parse-spl-data]] was used to generate the following pages: <br />
* [[List of spells]]<br />
* [[List of spells by level]]<br />
* [[List of spells by school]]<br />
* [[List of spells by flag]]<br />
* [[List of spells by book]]<br />
We could try extending it to update all our spell-related pages, including individual spells and spell books.<br />
| [[User:CommanderC]]<br />
| not started<br />
|-<br />
| ''Outdated spell table pages''<br />
| [[List of attack spells and beams by maximum damage]] and [[Table of attack spells and beams by maximum range]] need updating. Maybe Neil's script can be extended to redo them.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Fill in spell damages''<br />
| Someone needs to do some source diving to fill in what the damage, duration, etc. are for several different spells: [[Tornado]], [[Ice Storm]], [[Fire Storm]], [[Freezing Cloud]], etc. We could potentially grab some of this from [[List of attack spells and beams by maximum damage]], provided the figures haven't changed too radically.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Merge community, community portal pages''<br />
| [[Community]] and [[CrawlWiki:Community Portal]] pages have overlapping purpose. Merge community to community portal and update the [[CrawlWiki|main page]] to reflect the updated community page and its content.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Review categories''<br />
| Rename any obtuse or long names, merge duplicates<br />
| [[User:Flun | Flun]]<br />
| DONE! There is still some stuff to do with the categories (i.e. placing categories into appropriate parent categories, but that will be for another time)<br />
|-<br />
| ''Fix some redundancies''<br />
| Consolidate redundant/out-of-date tables & info in [[stats]], [[species attributes]], and [[player]]. Current stats can be found in http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/ng-setup.cc -- bearing in mind that you must add 2 to all those figures. Also note that that page is from [[trunk]]; MD has been removed and Op is in.<br />
| Vacant!<br />
| Not started<br />
|}<br />
<br />
== Past Projects == <br />
{|class="prettytable"<br />
! Project !! Goal !! Status<br />
|-<br />
| ''A template in every book''<br />
| Create a [[Template:Spellbook]] and convert all [[:Category:book|spellbook pages]] to use it, for ease of maintenance and consistency of styling.<br />
| {{Done}}<br />
|-<br />
| 0.11 Update Project<br />
| See [[Current_projects/0.11_update_project]]<br />
| {{Done}}<br />
|-<br />
| ''Update info on monster pages''<br />
| The monster stats were extracted from the source and uploaded in bulk a couple of years ago. Update the extracting script ([[User:Wideshanks/monsterparse.rb]]) to handle changes to the source; expand its functionality as much as possible to include stuff like what spells monsters have (and how much damage they do) and to reflect resistances not in mon-data.h (like negative energy, torment, confusion, etc.). Also figure out way to automate upload of new data to the wiki.<br />
<br />
The source code of the program we are currently using can be found [https://gitorious.org/crawl-wiki-monster-bot/crawl-wiki-monster-bot here]. Based on the same program used by the IRC bots.<br />
| {{Done}}<br />
|-<br />
| Monster Group Pages<br />
| Create separate pages for a monster, the group of monsters, and if needed, the player race. For example, see [[Spriggan (monster)]], [[List of spriggans]], and [[Spriggan]]. In the list page, make sure to add the [[:Category:Lists of monsters]] at the bottom. We should also add reference links to the list page to every monster on that list. For example, [[Spriggan (monster)]] has a link to [[List of spriggans]], we should do it for [[Spriggan druid]] etc... Other pages that need to be done included [[Merfolk]], [[Gnoll]], [[Deep elf]].<br />
| {{Done}}<br />
|-<br />
| ''What was that?''<br />
| Update [[spell noise]] with the info on [[Talk:spell noise]]. Optional: add detailed spell noise info to individual spell pages (via an expanded [[Template:Spell]]?).<br />
| {{Done}}<br />
|-<br />
| 0.10 Update Project<br />
| See [[Current_projects/0.10_update_project]] <br />
| {{Done}}<br />
|-<br />
| ''Expand attack flavour''<br />
| [[Attack flavour]] needs filling in.<br />
| Done.<br />
|-<br />
| ''Attack types''<br />
| Do some source diving to figure out what all the different [[attack type]]s do (sting, butt, shoot, etc.). See http://crawl.chaosforge.org/index.php?title=Special%3AWhatLinksHere&target=Attack+type&namespace=10 for a list of the wiki's attack type templates.<br />
| Done.<br />
|-<br />
| ''Armour time-to-wear''<br />
| All body armour takes AC+1 turns to wear or remove; see [[Armour#Wear_and_remove_times]]. Add the weartime parameter to all armour templates.<br />
| Done.<br />
|-<br />
| ''Monster zapper''<br />
| Add the formula for what spell power monsters get when they use wands to the [[wand]] page. Old formula was "30 + 2d([[hit dice]]). The part over 40 is halved (a power of 80 thus becomes a power of 60). Final power is capped at 70." Is it still correct?<br />
| Done; current formula seems to be 30+[[hit dice]], although it's not clear what value is used for most enchantments.<br />
|-<br />
| ''0.9.2''<br />
| Add info about the [[0.9.2]] release to the wiki. See [http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/docs/changelog.txt;h=b3cef7b43014f705443ce9d636bfadd6302a3b78;hb=33895e9a0446bc438a5dec2b39a335824ce23bf6].<br />
| Done.<br />
|-<br />
| ''Merge [[megabat]] and [[bat]]''<br />
| [[Template:Monster]] is a complication here; the uploader of all our current tiles changed it to ignore the "tile" parameter and instead automatically use pagename. The monster page updates, below, should clear the way for fixing the tile parameter.<br />
| Done.<br />
|-<br />
| '' Fix size templates ''<br />
| Move the templates in [[:Category:Size]] to [[:Category:Size templates]]. Also edit these templates so that they add the category "Foo monsters" instead of just "Foo" to the page. For example, Template:big will categorize monster pages with this flag to "Big monsters" instead of just "Big". Finally, verify the old category (i.e. [[:Category:Big]]) to see if there are any monsters that were not using the template and fix them. <br />
| Done!<br />
|-<br />
| ''Add flavour to pages''<br />
| See [[:Category:Articles_Without_Flavour]]<br />
| Done.<br />
|- <br />
| ''Crawl graphics''<br />
| Upload Dungeon Crawl's graphical tiles and place them in the relevant articles.<br />
| Done.<br />
|- <br />
| ''Style guide''<br />
| Create a style guide.<br />
| Done.<br />
|-<br />
| ''Redirect messages''<br />
| Redirect all in-game messages to appropriate articles.<br />
| Not completed / Do we want to do this?<br />
|-<br />
| ''Crawl documents'' <br />
| Create pages for all Dungeon Crawl documents.<br />
| Finished for Stone Soup, original Crawl versions are needed.<br />
|-<br />
| ''Source code''<br />
| Upload wikified source code for all major versions.<br />
| Hell no, that's what the git repository is for.<br />
|-<br />
| ''Items''<br />
| Represent every Dungeon Crawl item with its own article, including an infobox.<br />
| Done.<br />
|-<br />
| ''0.7.0''<br />
| Create articles on 0.7.0's new features.<br />
| Done.<br />
|-<br />
| ''Categories''<br />
| Separate categories and articles.<br />
| Done.<br />
|-<br />
| ''Crawl versions''<br />
| Create an article for every version of Crawl.<br />
| Finished for Stone Soup, original Crawl versions are needed.<br />
|}<br />
<br />
[[Category:Community]]<br />
[[Category:Maintenance]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Android_Port&diff=19746Android Port2013-09-26T13:54:38Z<p>Seriser6: minor verbiage</p>
<hr />
<div>{{stub}}<br />
{{version012}}<br />
<br />
The '''Android port''' of ''Dungeon Crawl Stone Soup'' was developed by Chris West (aka Frog Botherer) and was officially integrated into Dungeon Crawl version [[0.12]]. It is a port of the tiles version of the game, and operates using the device's touch screen. The controls are very similar to the tiles version's mouse controls. A keyboard button in the upper left corner pulls in the device's native touch screen keyboard for keyboard commands and typing.<br />
<br />
The port uses the Android SDL multimedia library. When the application launches, you can choose 'Device configuration' on the SDL splash screen to turn on extra control features, like an on-screen d-pad touch control, as well as configuration options such as keyboard size and transparency and mouse-click emulation.<br />
<br />
The port is compatible with a wide range of Android devices, including most phones and tablets. On smaller phones, the game can be difficult to play because of the limited screen space and very small tiles. This can be managed to an extent by reducing the tile dimensions of the UI in the game's configuration files, which are in the same configuration files you would see in the desktop version of Crawl. These files will be located in your install location's folder, which is by default /Android/data/org.develz.crawl/files/settings.<br />
<br />
==Installation==<br />
An [https://play.google.com/store/apps/details?id=com.crawlmb&hl=en unofficial android port] is available for free on the Google Play Store.<br />
<br />
Alternatively, you may download the official port from [http://sourceforge.net/projects/crawl-ref/files/Stone%20Soup/0.12.1/ SourceForge]. To install the application, a number of options are available.<br />
*Connect the Android device to your computer and install the .apk package with the Android SDK.<br />
*Copy the .apk package onto your device's SD card using your computer, then plug the SD card into your device, locate the package and click to install it manually.<br />
*Download the .apk package in your device's web browser, and then install it.<br />
Note that for all the installation options, you will have to check 'Unknown sources' in your device's application settings to allow installation of non-Market applications.</div>Seriser6http://crawl.chaosforge.org/index.php?title=Small&diff=18849Small2013-08-28T14:49:35Z<p>Seriser6: created redirect to fix red links</p>
<hr />
<div>#REDIRECT [[Size#Small]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Kernigh,_Wanderer&diff=18811Kernigh, Wanderer2013-08-27T18:35:43Z<p>Seriser6: fixed red links</p>
<hr />
<div>{{diary}}<br />
<br />
= ''The Tale of Kernigh, Wanderer'' =<br />
''by [[User:Kernigh|Kernigh]]''<br />
<br />
I lost my grey elf at the end of my last diary, [[Kernigh, Ice Elementalist]]. So, I am starting a new game with a random species and class. The game provided me with a Demigod Wanderer.<br />
<br />
* ''Game:'' Dungeon Crawl Stone Soup 0.3.4, at [[crawl.akrasiac.org]]<br />
* ''Character:'' [[Demigod]] [[Wanderer]]<br />
<br />
Among [http://crawl.akrasiac.org/rawdata/Kernigh/ the ttyrec files of Kernigh], this game starts at 2008-03-01.23:33:01.<br />
<br />
== Wandering into the Dungeon ==<br />
''Welcome, Kernigh the Demigod Wanderer. You wake up in a daze, and can't recall much.'' That message about the daze, suggests that my demigod should immediately climb the staircase and leave the dungeon; but I do not intend to immediately abort a new game of Crawl.<br />
<br />
Wanderers start the game with random skills; the Crawl manual describes them as a challenge. The manual also warns that non-humans may start with skills at below level one. I notice that while a [[human]] has an aptitude of 100 in most skills, a [[demigod]] has an aptitude of 100. When I press 'm' to check my demigod's skills, I see only Darts at Skill 1 (%70).<br />
<br />
Yet I have no darts; my demigod's inventory contains only a +0,+0 spear (weapon), a +0 ring mail (worn) and a bread ration. My demigod also has 13/13 hp, 2/2 magic, and attributes of strength 19, intelligence 10, dexterity 13.<br />
<br />
My demigod arrives in a room with granite statues. It opens the first door and proceeds to explore dungeon level 1. The first hostile monster is a [[hobgoblin]] wieldin an orcish [[club]]. I let the hobgoblin move adjacent. ''You hit the hobgoblin. The hogoblin is moderately wounded. The hobgoblin hits you with an orcish club.'' My demigod have hp 12/13. ''You miss the hobgoblin. The hobgoblin hits you with an orcish club.'' My demigod has hp 8/13. My demigod flees into the room of the statues. ''You have gained Armour skill!'' The hobgoblin chases my demigod around a statue; the hobgoblin frequently forces my demigod to switch between counterclockwise and clockwise movement. A statue apparently acts an obstacle to movement, but my character may see across a pillar, unlike a statue. Because of this distraction, I fail to notice when my demigod reaches 13/13 hp, but that happens before I accidentally resume melee with the hobgoblin. ''You hit the hobgoblin, but do no damage. The hobgoblin misses you. ''You hit the hobgoblin. You have gained Polearms skill! You kill the hobgoblin!''<br />
<br />
My demigod meets a second opponent, a [[kobold]] wielding a [[dagger]]. When I sighta second kobold (who ''doesn't appear to have noticed you''), I instruct my demigod to begin retreating. I hope that the first kobold will follow but that the second kobold will stay out of the battle. This seems to work. My demigod turns the corner that leads toward the room of statues, and begins to melee the kobold. ''You hit the kobold, but do no damage. The kobold hits you but doesn't do any damage. You hit the kobold. The kobold is heavily wounded. The kobold hits you with a dagger.'' Have hp 12/13. ''You hit the kobold. You kill the kobold!''<br />
<br />
Unfortunately, I encounter a [[giant gecko]]. I try to run away, but the giant gecko moves faster and bites. As my demigod's hp falls to 2/13, I reach an escape hatch. ''Are you sure you want to leave the Dungeon?'' I have no better option but to reply yes. ''You have escaped!''<br />
<br />
=== Chatter ===<br />
<br />
= ''The Second Tale of Kernigh, Wanderer'' =<br />
Because I already started a "Kernigh, Wanderer" diary, and because my game was so short, I now start another Demigod Wanderer.<br />
<br />
* ''Game:'' Dungeon Crawl Stone Soup 0.3.4, at [[crawl.akrasiac.org]]<br />
* ''Character:'' [[Demigod]] [[Wanderer]]<br />
<br />
Among [http://crawl.akrasiac.org/rawdata/Kernigh/ the ttyrec files of Kernigh], this game starts at 2008-03-02.02:42:14.<br />
<br />
== Skirmishes of Level 1 ==<br />
My demigod, "Kernigh the Disarmer", has two skills, Armour at Skill 1 (70%) and Traps & Dooors at Skill 1 (70%). My demigod also has a more substantial inventory, containing a +0,+0 [[spear]], a +0 [[robe]], a +0 [[Gloves|pair of gloves]], a [[bread ration]], a [[potion of speed]].<br />
<br />
My demigod arrives in a room with a pile of gold, and four doors. I instruct my demigod to take the gold and exit through the southern door. This reveals a corridor with more doors. The map gradually reveals more doors and more upward staircases.<br />
<br />
My first opponent is a [[giant bat]]. When I see the bat, I step my demigod away. ''The giant bat hits you but doesn't do any damage. The giant bat hits you but doesn't do any damage. There is an open door here.'' Now I begin to fight! ''You miss the giant bat. The giant bat misses you. The giant bat misses you. You puncture the giant bat. You kill the giant bat!''<br />
<br />
[[Image:Kernigh-DGWn-level-1.jpg|The map shows a group of three rooms, each with up staircase. The only way to explore further is to take the door that exits to the south.]]<br />
<br />
Ultimately, I discover that the only exit from this set of doors and rooms is to the south. My demigod uses this exit and explores the remainder of dungeon level 1. I encounter a second giant bat; my demigod kills it with one hit. ''You have gained Polearms skill!'' One hit each also kills a [[rat]] and a [[giant newt]]. The battle against an [[ooze]] is more difficult. I use a short section of wall as the scene of the battle. The ooze flees the battle while my demigod rests on the other side of the wall.<br />
<br />
A third giant bat gives some trouble, because my demigod heavily wounds the giant bat but fails to kill the giant bat. I lose the giant bat around a corner, and my demigod rests. Then I return my demigod to that room and kill the giant bat.<br />
<br />
After defeating some other monsters, my demigod encounters a [[goblin]]. The battle seems okay until a hobgoblin unexpectedly flanks my demigod. Thus trapped between two monsters, my demigod tries to kill the goblin and flee. Luckily, the hobgoblin's attacks miss and my demigod kills the goblin, with 6/13 hp remaining to flee from the hobgoblin. The situation becomes worse when a [[kobold]] appears in the distance. My demigod flees across the dungeon, hoping to avoid another flanking situation. I establish a rectangular circuit for the hobgoblin and kobold to chase my demigod. The kobold eventually reverses direction in the circuit, but the flank fails, as my demigod changes direction. Then the almost-dead hobgoblin moves behind the kobold as the chase continues.<br />
<br />
After my demigod kills the kobold, it kills the almost-dead hobgoblin, before the ooze (that now reappears) moves into melee range. Soon my demigod reaches "Very Hungry" status; meanwhile a [[worm]] also appears. Then a [[rat]] appears; my demigod takes its corpse, grabs an elven dagger and flees to eat a chunk of rat meat, which returns my demigod to "Hungry" status. Then it finds and kills the worm, but it loses the ooze. As it continues to explore the level, it defeats some other monsters. When I again locate the ooze, my demigod finally kills it.<br />
<br />
After I sight a [[giant gecko]], I direct my demigod to the down staircase. I have explored most but not all of dungeon level 1, but I feel not ready to fight a giant gecko. My demigod defeats a giant bat and a goblin at dungeon level 2, before I save my game.<br />
<br />
=== Chatter ===<br />
It seems that sometimes, to avoid a particular monster, I should go down > and skip to the next dungeon level. --[[User:Kernigh|Kernigh]] 20:47, 1 March 2008 (MST)<br />
<br />
== Ijyb has a wand of draining! ==<br />
Today is 3 March 2008.<br />
<br />
Now that I have more confidence, I may stop noting every encounter with every monster in this diary, as my demigod wanders dungeon level 2.<br />
<br />
When my demigod becomes hungry, my demigod acquire sickness from a chunk of [[hobgoblin]] meat; but its health soon improves. I instruct my demigod to eat a second chunk of hobgoblin meat from a different [[corpse]]. ''You feel ill.'' Again. My demigod finds nutrition in a chunk of [[rat]] meat.<br />
<br />
''You enter a teleport trap!'' But there are no bad consequences; the trap luckily took me from an unexplored part of dungeon level 2 to an unexplored part.<br />
<br />
''Ijyb zaps a wand. The bolt of negative energy hits you! You feel drained.'' [[Ijyb]] surprises my demigod, and suddenly it becomes very necessary to flee this level. My demigod takes one more hit from the [[wand of draining]] before I escape behind a corner with 3/24 hp. I desperately instruct my demigod to quaff one of its three green potions. ''You feel much better.'' I hoped for a potion of curing. The green potion is a [[potion of heal wounds]]. My demigod returns to 24/24 hp.<br />
<br />
......####.#........ Kernigh the Spear-Bearer<br />
......## #.#..####.. Demigod<br />
.......# #.#..#. #.# HP: 24/24<br />
.......# #.#..#. #.# Magic: 5/5<br />
#......# #.# >.. #g# # AC: 3 (0)<br />
#......###'#+#.#.#.#.# EV: 10<br />
#....................# Str: 15<br />
#..............###.# Int: 17<br />
#...............@..# Dex: 12<br />
#..............##### Gold: 127<br />
##....#........# Experience: 3/53 (0)<br />
#....#........# Level 2 of the Dungeon<br />
#....########## a) +0 spear<br />
<br />
In the above map, 'g' shows the last known position Ijyb, '@' shows my current position. My best hope is to reach that > before Ijyb kills my demigod. The key sequence will be 'h', 'y', 'k', 'k', 'y, '>'.<br />
<br />
I press 'h'. In reply, Ijyb reappears.<br />
<br />
........# #.#..#. #.#<br />
##......# #.# >.. #g# #<br />
#......###'#+#.#.#.#.#<br />
#....................#<br />
#..............###g#<br />
#..............@...#<br />
#..............#####<br />
<br />
I should now be in range of Ijyb's wand, but if I press 'y', then Ijyb should have to move again before using the wand. I press 'y'. Ijyb steps southwest. It is well that Ijyb did not step northwest, to take a shortcut toward the stairs.<br />
<br />
.........# #.#..#. #.# <br />
###......# #.# >.. #g# #<br />
#......###'#+#.#.#.#.#<br />
#....................#<br />
#.............@###g# <br />
#................g.# <br />
#..............##### <br />
<br />
Because Ijyb does not use the shortcut, so my demigod can step north, hopefully without taking hits from Ijyb's wand. I press 'k'. Now Ijyb is not within my demigod's vision. I press 'k' again. Ijyb reappears.<br />
<br />
.........# #.#..#..#.#<br />
###......# #.#.>...#g# #<br />
#......###'#+#@#.#.#.#<br />
#....................#<br />
#..............###.###<br />
#..............g.g.#<br />
#..............#####<br />
<br />
I still need two more moves, 'y' to step onto the stairs and '>' to escape the level. My demigod might receive one or two hits from the wand, but I hope to survive.<br />
<br />
I press 'y'. ''Ijyb zaps a wand. The bolt of negative energy hits you! You feel drained. You are now a level 2 Wanderer! Ouch! That really hurt! There is a stone staircase leading down here.'' That sends me to 7/20 hp, but does my demigod have enough time to use '>' to escape? I press '>'.<br />
<br />
##########<br />
..........#<br />
......K.@#<br />
########.#<br />
#.#<br />
#.# Level 3 of the Dungeon<br />
#.#<br />
#.#<br />
#.#<br />
#.#<br />
..#<br />
<br />
My demigod safely arrives on dungeon level 3. I find a [[kobold]] resting two squares west of my demigod. I hope that with 7/20 hp and with 2 remaining healing potions, I would find a way to defeat this kobold. First I press 'j', hoping to evade the kobold. ''You hear a shout!''<br />
<br />
I choose to flee south through the corridor, hoping to gain time to regenerate my demigod's hit points. To south, I luckily find a wall segment for my demigod to use as a circuit. When my demigod reaches 20/20 hp, it kills the [[kobold]] and returns to experience level 3, with 24/24 hp.<br />
<br />
I have successfully escaped Ijyb. I sometimes hear a rumour that some player, in some roguelike game, comes close to death, quaffs an unidentified potion in desperation, and hopes for healing. Today, my demigod did so.<br />
<br />
=== Chatter ===<br />
<br />
== mlnx's ghost ==<br />
I press 'm' and disable the practise of all of my demigod's known skills.<br />
<br />
You have 2 points of unallocated experience.<br />
<br />
a - Polearms Skill 2 (60%)<br />
<br />
<br />
b - Armour Skill 1 (70%)<br />
c - Dodging Skill 1 (65%)<br />
d - Traps & Doors Skill 1 (70%)<br />
<br />
When my demigod began this game, I had Armour and Traps & Door skills as shown above. The Polearms and Dodging skills appeared later through practise. These are the only skills in the screen. I hope that my disablement, of all four skills, will save the unallocated experience for the purpose of revealing other skills.<br />
<br />
Now my demigod explores dungeon level 3, seeking experience. The corridors in this part of the dungeon form a maze. My demigod finds a way north, into parts that are slightly more open.<br />
<br />
An [[orc]], wearing an orcish chain mail, appears. Behind it is a [[ghost]]. ''mlnx's ghost turns its malevolent gaze towards you.'' This is my first game of Crawl in which I encounter a ghost. I heard that ghosts are dangerous, so I have reasons to fear this ghost.<br />
<br />
I examine the ghost. ''The apparition of mlnx the Footpad, a weakling [[Spriggan]] [[Assassin]].'' Because I am in the ##crawl channel at Freenode, I am aware that mlnx was trying to dive level one spriggans as deep as possible. I mention this ghost in the channel, but my discussion mixes with some other discussion, and I am not sure whether this ghost is one of those divers.<br />
<br />
#.#.##...# Kernigh the Spear-Bearer<br />
#.#......+ Demigod<br />
#.#.##...# HP: 24/24<br />
#.#.#....+ Magic: 5/5<br />
#.#.#....### AC: 3 (0)<br />
#.#.#......# EV: 10<br />
#.#.#.#.##.####### Str: 15<br />
####.###...#.#.#......... Int: 17<br />
.po..!..@..#.#.#......... Dex: 12<br />
####.##..#.#.#...######## Gold: 127<br />
#..#.#.######### Experience: 3/51 (2)<br />
#..#.#.........# Level 3 of the Dungeon<br />
#..#.#########.# a) +0 spear<br />
#..#.. #.....#.#<br />
#..### #.#.###.#<br />
#..# #.#.....#<br />
#..# #.#######<br />
<br />
I prefer to avoid the ghost 'p', so I instruct my demigod to flee north. However, both the orc 'o' and the ghost 'p' give chase. I try to lose them, but fail.<br />
<br />
#.....o..# Kernigh the Spear-Bearer<br />
#.#.##...# Demigod<br />
#.#......+ HP: 24/24<br />
#.#.##p..# Magic: 5/5<br />
#.#.#....+ AC: 3 (0)<br />
#o#.#....### EV: 10<br />
#p#.#......# Str: 15<br />
#.#.#.#.##.########### Int: 17<br />
####.###...#@#.#............. Dex: 12<br />
..po.!..(..#.#.#............. Gold: 127<br />
####.##..#.#.#...############ Experience: 3/51 (2)<br />
#..#.#.######### Level 3 of the Dungeon<br />
#..#.#.........# a) +0 spear<br />
#..#.#########.#<br />
#..#.. #.....#.#<br />
#..### #.#.###.#<br />
#..# #.#.....# #<br />
An orc comes into view.<br />
<br />
The ghost may have enough speed to reach my demigod. I could try to quaff one of my demigod's two [[potion of speed|potions of speed]], then flee; but I do not know of any staircase to flee to, except the original staircase that leads back to dungeon level 2 and [[Ijyb]]. Also, the ghost has not actually attacked, so I know not the actual danger.<br />
<br />
The ghost apparently lacks ranged attacks, because it does not use any while it chases my demigod into the corridor. It comes into melee range.<br />
<br />
#..#.#.######### #.#<br />
#..#.#......p..# #.#<br />
#..#.#########.# #.#<br />
#..#.. #.....#p# #.#<br />
#..### #.#.###@# #.#<br />
#..# #.#.....# #####.#<br />
#..# #.####### #.....#<br />
<br />
My demigod attacks first, using the wielded spear. ''You miss mlnx's ghost. mlnx's ghost hits you.'' I have 22/24 hp, this battle does not start well. ''You hit mlnx's ghost. mlnx's ghost is lightly damaged. mlnx's ghost hits you but doesn't do any damage.'' Now this situation seems better. ''You miss mlnx's ghost. mlnx's ghost hits you. mlnx's ghost hits you but doesn't do any damage.'' I have 21/24 hp. This ghost seems weak, but how much hp does it have? ''You miss mlnx's ghost. mlnx's ghost misses you. You miss mlnx's ghost. You are feeling hungry. mlnx's ghost hits you.'' I have 18/24 hp. Now I feel that I am losing the battle. ''You hit mlnx's ghost. mlnx's ghost is heavily damaged. mlnx's ghost misses you.'' If it is already heavily damaged, than this might be a close fight. ''You miss mlnx's ghost. mlnx's ghost hits you. mlnx's ghost hits you but doesn't do any damage.'' 17/24 hp. ''You miss mlnx's ghost. mlnx's ghost hits you.'' 15/24 hp. ''You hit mlnx's ghost. You destroy mlnx's ghost!''<br />
<br />
21:47 < Henzell> Kernigh the Spear-Bearer (L3 DGWn) killed the ghost of mlnx<br />
the Footpad, a weakling SpAs. (D:3)<br />
<br />
My demigod rests. Soon he kills the orc and eats the chunk of orc meat. ''You feel ill.'' The [[Sickness|disease]] then reduces my demigod's dexterity from 12 to 11. My demigod soon eats a chunk of [[bat]] meat, and later eats a chunk from another orc (which does not cause another illness).<br />
<br />
''You hit the rat. You have gained Fighting skill! You kill the rat!''<br />
<br />
My inventory fills all available slots, so I instruct my demigod to make a brief trip to dungeon level 2 to dump extra weapons, so that monsters on dungeon level 3 will not take them. Then I finish the exploration of dungeon level 3.<br />
<br />
''You have gained Stealth skill!'' My strategy to gain level one in new skills, by disabling existing skills, seems to work; I now have both [[Fighting]] and [[Stealth]].<br />
<br />
I manage to [[hack-and-back]] a [[worm]]. Soon after this, my demigod reaches "Near Starving" status, because of a recent lack of status. I instruct my demigod to eat a [[rambutan]] from inventory; this upgrades my demigod to "Hungry" status, but it returns to "Very Hungry" status a few turns later. Inventory still has two [[bread ration]]s and one [[meat ration]].<br />
<br />
I dump more weapons to dungeon level 2, then return to dungeon level 3 to try some scrolls and potions. So far, my demigod only knows the [[wand of draining]] (because of Ijyb), the [[potion of heal wounds]] and the [[potion of speed]]. While writing my last diary ([[Kernigh, Ice Elementalist]]) I held to the strategy to collect 2 of each type of item to try one. I probably wanted to avoid trying any rare but very bad item; but when my Ice Elementalist died, I found not much in the identified inventory to fear. This time, I try one of everything.<br />
<br />
I first try a blue potion. Oops! It is a [[potion of poison]]. I try to wait for the poison to dissipate. As the meter reaches 10/24 hp, my demigod again becomes "Near Starving", so it eats one of its two [[bread ration]]s. The poison ends before my demigod completely eats the ration. I rest from 9/24 hp to 24/24 hp.<br />
<br />
Next I try a yellow potion. ''You feel better.'' That was [[potion of curing]]. Now I try reading scrolls. [[Inventory]] has many individual scrolls; the only stack is 4 scrolls labeled PSUREU LUWNOO.<br />
<br />
* XOTTAN ITHRIZXOOGH: [[scroll of curse armour]] (My [[robe]] glows black; it becomes a cursed +0 robe. Now I need to find the scroll that removes curses.)<br />
* MUCLUA HESO: [[scroll of enchant armour]] (My robe glows green; now it is a +1 robe, so this scroll did remove the curse, but now I cannot identify the other scroll that can remove curses.)<br />
* OSUCICUASM: [[scroll of blinking]] (My demigod blinks off of the up staircase; then I move to a down staircase.)<br />
* ORCHUI GHUIFOSM: ''Nothing appears to happen.''<br />
* CHAENE SCHAASA: ''Nothing appears to happen.''<br />
* ISHAINN BIJIBOV: [[scroll of forgetfulness]] (''You feel momentarily disoriented.'' The map of this level seems very strange, now that my demigod forgot random parts of it. Fortunately, my demigod does not forget any discovered potions or scrolls; I feared an effect like NetHack's scroll of amnesia.)<br />
* SENOTU FYGRONN: [[scroll of detect curse]]<br />
* JUORPHOGOEXT: [[scroll of enchant weapon II]] (My [[spear]] glows red; I now have a +0,+1 spear.)<br />
* ZEULEC KLIUGH: [[scroll of curse weapon]] (My spear glows black for a moment, so it is a cursed +0,+1 spear.)<br />
* IHEIZAQAER: [[scroll of teleportation]] (I wait for the teleportation effect, then move to another down staircase.)<br />
* INEPSO BLAH: [[Scroll of paper]]<br />
* PSUREU LUWNOO: [[scroll of identify]] (I only have an elven dagger, some missiles, or some armor to identify. I pick the only unusual item, an uncursed shiny [[ring mail]]. It is simply a +1 ring mail.)<br />
<br />
I know that the armor in my inventory is uncursed, so I instruct my demigod to try each piece of armor. I find that I have a second +1 robe, but my other armor is +0. I remove each armor after I try it, except that my demigod continues to wear my only +0 [[Gloves|pair of gloves]].<br />
<br />
If my demigod wears a +1 robe and the gloves, then I have AC:4 and EV:10. If it wears the +1 ring mail and the gloves, then I have AC:6 and EV:8. I choose the +1 robe, for the advantage of training [[Stealth]].<br />
<br />
I now save the game. When I next play Crawl, I will explore dungeon level 4.<br />
<br />
=== Chatter ===<br />
I feel better about this game, now that I have uncovered more skills and identified many of the scrolls. --[[User:Kernigh|Kernigh]] 20:55, 2 March 2008 (MST)<br />
<br />
== Fourth Level, Four Orcs ==<br />
Today is 9 March 2008. My demigod enters dungeon level 4.<br />
<br />
While exploring dungeon level 3, I had disabled the practise of most of my demigod's skills. Thus I acquired about 17 unallocated experience points at the dungeon level 3, while gaining level 1 skills in [[Fighting]] and [[Stealth]]. But then I tried those unidentified potions and scrolls, so now my demigod has only one unallocated experience point. I imagine that the scrolls probably helped [[Spellcasting]], while the walking (after my demigod read the [[scroll of teleportation]]) probably helped [[Stealth]].<br />
<br />
Now that my demigod has a greater variety of skills, I choose to enable the practise of every skill except [[Polearms]]. I notice that Polearms continues to advance at a slow rate, so I expect to reach level 3 in Polearms; but I do not want Polearms to consume most of my demigod's experience.<br />
<br />
You have 1 point of unallocated experience.<br />
<br />
a + Fighting Skill 1 (30%)<br />
b - Polearms Skill 2 (90%)<br />
<br />
<br />
c + Armour Skill 1 (70%)<br />
d + Dodging Skill 1 (80%)<br />
e + Stealth Skill 2 ( 0%)<br />
f + Traps & Doors Skill 1 (70%)<br />
<br />
I look at the map.<br />
<br />
..############.s. Int: 17<br />
........@.!...... Dex: 11 (12)<br />
.#####...#####..# Gold: 175<br />
#.... Experience: 3/94 (1)<br />
#...## Level 4 of the Dungeon<br />
#.... a) +0,+1 spear (curse)<br />
#.###<br />
#.<br />
..<br />
<br />
My demigod sees a [[potion of curing]] on top of something else, two squares east. The problem is, that 's' is a [[scorpion]], and I would prefer not to be in range of its melee attack. Because the scorpion does not seem to be resting or idle, I assume that it has noticed my demigod. I want to try to damage the scorpion with ranged attacks, then to flee up the stairs. So I check my inventory for missiles.<br />
<br />
Missiles<br />
k - 27 elven arrows<br />
l - a dart<br />
n - 22 dwarven bolts<br />
G - 7 curare-tipped needles<br />
K - 35 stones<br />
<br />
I do not have a [[bow]] to shoot [[arrow]]s, a [[crossbow]] to shoot [[bolt]]s or a [[blowgun]] to shoot [[needle]]s, so my best option is to throw the [[stone]]s. I am wary that my demigod has no levels in [[Throwing]].<br />
<br />
''You throw a stone. The stone hits the scorpion. The scorpion is lightly wounded.'' At least my demigod can do some damage. ''You throw a stone. The stone misses the scorpion.'' But the damage may be negligible. ''You throw a stone. The stone hits the scorpion. The scorpion is lightly wounded.'' I notice that my demigod has no remaining unallocated experience points. ''You throw a stone. The stone hits the scorpion. The scorpion is lightly wounded.'' I wonder how close I am to injuring the scorpion beyond "lightly wounded". ''You throw a stone. The stone hits the scorpion. The scorpion is lightly wounded.'' One empty space remains between the scorpion and my demigod (who stands on the stairs), so I flee upstairs.<br />
<br />
My demigod returns to dungeon level 3. I see another down staircase on the map, but because my demigod previously read a [[scroll of forgetfulness]] at this level, it forgot the route to those stairs. I find a way, and my demigod enters another part of dungeon level 4. The large map (presssing 'X') shows that my demigod arrived far to the north-north-west of the area with the scorpion. I explore away from that area, further north. I follow the corridors into an area that contains a staircase toward dungeon level 5. In this area of dungeon level 4, I find a [[giant bat]]. After my demigod throws only three stones, the giant bat dies.<br />
<br />
But then something shouts, and my demigod sees the approach of an [[orc]], wielding a glowing orcish [[mace]], and wearin an orcish [[leather armour]]. The battle begins, and goes well, because the first attacks from that glowing orcish mace all miss or do no damage. Then appears a second orc, wielding an orcish [[morningstar]]. I let the second orc arrive behind the first orc. We continue to fight.<br />
<br />
''You hit the orc, but do no damage. The orc is almost dead. The orc hits you with a glowing orcish mace.'' That mace hits for the first time, damaging my demigod from 24/24 to 18/24 hp. ''You miss the orc. The orc hits you with a glowing orcish mace.'' 15/24 hp. A few turns later, my demigod kills the orc. The second orc steps to fight. We do a complete circuit around a wall segment, and my demigod takes the first orc's weapon and armor. ''The orc hits you with an orcish morningstar.'' 10/24 hp. I decide to do some circuits to heal.<br />
<br />
While I do circuits, a third [[orc]] appears and shouts! My demigod has 16/24 hp, so I use a turn to attack the second, while hoping that the third orc will move behind the second orc instead of flanking my demigod. My demigod attacks three times; the second orc becomes heavily wounded but my demigod loses 3 hp; then I resume the circuits. The third orc does make one attempt at a flank, but fails and resumes its position behind the second orc. At 24/24 hp, my demigod again attacks. I kill the second orc, but have trouble versus the third orc, who wields a runed orcish [[short sword]] and wears an orcish [[chain mail]]. Turns elapse, circuits happen, hits and misses occur. A fourth orc arrives, wielding an orcish short sword, wearing an orcish leather armour.<br />
<br />
The fourth orc eventually moves in front. When a [[giant gecko]] appears, I try to flee upstairs. My demigod reaches dungeon level 3, but the fourth orc follows and blocks my demigod's flight.<br />
<br />
# . . . .. . Kernigh the Spear-Bearer<br />
. .. . . . . .. Demigod<br />
### . . #. ### HP: 9/24<br />
# # Magic: 5/5<br />
. #.# #. AC: 4 (0)<br />
. .### EV: 10<br />
### ..# . Str: 15<br />
. # #o# # Int: 17<br />
. # #@# # Dex: 11 (12)<br />
..# ### Gold: 175<br />
. . # ## Experience: 3/99 (0)<br />
# ## . ... .. . Level 3 of the Dungeon<br />
# # a) +0,+1 spear (curse)<br />
# ... Very Hungry<br />
. #<br />
# #. . .<br />
.<br />
<br />
In this position, I feel that I might need to quaff a [[potion of heal wounds]]. However, my demigod kills the fourth orc before that becomes necessary.<br />
<br />
But I suddenly discover a disadvantage of wielding a cursed weapon. When I press 'D' to remove chunks from the orc corpse, ''You can't unwield your weapon to draw a new one! Maybe you should try using a sharper implement.'' I become worried about starvation, though I still have one [[bread ration]] and one [[meat ration]] in my inventory. But that is not my major worry.<br />
<br />
My demigod tries to rest when a [[kobold]], wielding a [[short sword]] appears. Now my demigod must quaff a potion of heal wounds; it is not a waste if it prevents my game from ending. The potion boosts my demigod from 4/24 to 15/24 hp; but then the kobold misses, and my demigod kills the kobold at next turn. Now I move my demigod to place with more vision and try to rest.<br />
<br />
But that was not a waste of a potion, because a [[giant gecko]] soon appears. My demigod throws stones at it (and gain level 1 in [[Throwing]] skill), and defeats it in melee, with 12/24 hp remaining. Now my demigod can rest. ''You are near starving.'' It eats a bread ration and rests to 21/24 hp, but it must defeat yet another orc and another giant gecko before it can rest to 24/24 hp.<br />
<br />
=== Chatter ===<br />
<br />
== Scorpion Finishes Wanderer ==<br />
So my demigod wanderer has some difficulty in fights against common monsters. What do I have left for survive, before my demigod finds the doom of death?<br />
<br />
Comestibles<br />
u - a meat ration<br />
Scrolls<br />
g - 4 scrolls of identify<br />
X - a scroll of paper<br />
Potions<br />
d - 2 potions of speed<br />
o - 2 potions of heal wounds<br />
N - a potion of poison<br />
<br />
But my most significant problem is that my demigod wields a cursed +0,+1 spear (because of a [[scroll of curse weapon]]); thus my demigod may never switch to a dagger and remove chunks of meat from corpses. It is one [[meat ration]] away from starvation.<br />
<br />
I am currently at dungeon level 3, where my demigod previously explored (though my map is now incomplete because of a [[scroll of forgetfulness]]). I want to find a scroll that would uncurse my demigod's spear, so I need to explore deeper. My demigod has fought battles in dungeon level 4 but retreated here to rest. I know of three downward staircases that would return me to dungeon level 4. The first staircase leads toward the orc with the runed orcish [[short sword]]; the second staircase leads toward a scorpion, so I take the third staircase.<br />
<br />
I explore dungeon level 4, and find the [[scorpion]] again. I would like to stop worrying about it. Maybe I can kill it in melee, but first I throw stones at it. The melee commences, and seems to confirm my fear of the scorpion. As the scorpion ands its poison reduce my demigod to 6/24 hp, I quaff a [[potion of heal wounds]]. Unfortunately that does not help much... ''* * * LOW HITPOINT WARNING * * *'' 1/24 hp.<br />
<br />
This is the desperate last stand, and almost certainly the end of the game. I quaff the last potion of heal wounds, quaff a potion of speed and run for a nearby down staircase... but while I escaped the scorpion, the poison will kill my demigod. I may only watch while my demigod rests in vain.<br />
<br />
I understand now that I should quaff a potion of speed before I fight a scorpion!<br />
<br />
''You die...''<br />
<br />
16:03 < Henzell> Kernigh the Spear-Bearer (L3 DGWn), succumbed to poison on<br />
D:5, with 252 points after 6221 turns and 9:26:15.<br />
<br />
=== Chatter ===<br />
If I want to be a better Crawl player, I suppose that I must learn to explore deeper while avoiding certain monsters, such as the [[centaur]] that defeated [[Kernigh, Ice Elementalist]] or the [[scorpion]] that now defeats [[Kernigh, Wanderer]]. --[[User:Kernigh|Kernigh]] 14:13, 9 March 2008 (MDT)</div>Seriser6http://crawl.chaosforge.org/index.php?title=Dungeon_features&diff=18809Dungeon features2013-08-27T18:26:52Z<p>Seriser6: /* Florae */ fixed red link</p>
<hr />
<div>The Dungeon and its branches are full of different types of unique features. Learning which ones pose a threat and how to deal with them may just give you the edge you need to retrieve the Orb.<br />
<br />
==Terrain==<br />
The standard terrain tile is simple floor, which may change color depending on the branch but is always safe to walk on... unless it conceals a [[trap]]. <br />
<br />
Other types of terrain are as follows.<br />
<br />
===[[Shallow water]]===<br />
Shallow water is a passable terrain type that may hide water-based creatures, such as [[swamp worm]]s, [[big fish]]es, or [[electrical eel]]s; if you notice any disturbances in the water that's a sign of a monster lying in ambush for you. Wading through shallow water is slow, and causes several negative effects such as reduced to-hit bonuses when fighting, unless you happen to be a [[Merfolk]].<br />
<br />
===[[Deep water]]===<br />
Deep water is an impassible terrain that may hide water-based creatures (same as above, but without disturbances). It can be passed with [[Levitation]] or [[Flight]], by being a [[Merfolk]] or [[Octopode]], or by taking on [[Ice Form]]. Falling into deep water because your Levitation/Flight expired, or because you were [[confused]], can be fatal unless you're lucky and can [[scramble]] out of it. The game will not let you move onto deep water unless you can safely pass it; if you are confused and next to deep water, you will at least get a warning when trying to move (and possibly falling in). Monsters can fall in when confused, but in 0.9, the smarter monsters will avoid this by staying put.<br />
<br />
===[[Lava]]===<br />
Lava is an impassable terrain that may hide creatures that cast fire-based projectiles and usually have fire resistance. You cannot walk onto lava tiles without [[Levitation]] or [[Flight]], and falling into lava can be fatal, unless you're lucky and can [[scramble]] out of it - although you'll suffer a lot more damage than if you'd scrambled out of deep water. As with deep water, the game will try to protect you from stumbling into lava, but the less intelligent monsters can be [[confused]] to fall in.<br />
<br />
Lava floor tiles also create black smoke. Two tiles of black smoke block line of sight.<br />
<br />
==[[Wall]]s==<br />
Walls create boundaries and define the Dungeon's structure.<br />
<br />
===Rock wall===<br />
The standard rock from which the dungeon is carved. [[wand of digging|Wands of digging]] can remove this terrain, as well as a handful of other spells and invocations, such as [[Dig]] or [[Shatter]]. It can also be traversed via the [[Passwall]] spell. Lightning and sparks can be bounced off them.<br />
<br />
===Translucent rock wall===<br />
Translucent rock walls are transparent but still as impassable as rock walls. They can be removed using the same means as rock walls. Some translucent rock walls make up vaults containing high-level monsters or valuable items: open them at your own risk. Lightning and sparks can be bounced off them. You can't blink through [http://crawl-ref.git.sourceforge.net/git/gitweb.cgi?p=crawl-ref/crawl-ref;a=blob;f=crawl-ref/source/spells1.cc;h=3bcbc6e2756623bd59dfb4149bcc1c9733ba3b79;hb=e240f6d8e578c4eb0b39dcc66efd4b553c0fd298#l148] or [[apportation|apport]] items through[http://crawl-ref.git.sourceforge.net/git/gitweb.cgi?p=crawl-ref/crawl-ref;a=blob;f=crawl-ref/source/spells4.cc;h=7074551310e294277a01618d04b48e7ebfb47e06;hb=e240f6d8e578c4eb0b39dcc66efd4b553c0fd298#l1865] translucent rock walls.<br />
<br />
===Green crystal wall===<br />
These reflect cold and flame the way ordinary walls reflect lightning. Immune to digging, disintegration, and Lugonu's corrupt ability, but even easier to destroy with LRD or Shatter than rock walls. Destroying them with LRD will create large explosions, much larger than any other type of wall: be sure to stand a safe distance away. Green crystal normally appears in vaults rather than the regular dungeon, except in some special locations.<br />
<br />
===Stone wall===<br />
Harder than rock, stone walls can only be destroyed using high-powered [[Lee's Rapid Deconstruction]] or [[Shatter]]. Stone vaults are common throughout the Dungeon. Many [[vault|unique, non-random structures]] are made from stone - orcs and gnolls have been known to create fortresses out of stone, complete with moat and drawbridge! Lightning and sparks can be bounced off them.<br />
<br />
===Translucent stone wall===<br />
The translucent equivalent of stone walls, these are just as difficult to remove as stone walls but still let you see right through them.<br />
<br />
===Metal wall===<br />
Even more resistant than stone, metal walls are nigh-indestructible; the only ways to affect them are to corrupt the very fabric of space near them, an ability that only followers of [[Lugonu]] the Unformed possess, or to have LRD/Shatter at nearly full power. They absorb lightning and sparks, rather than reflecting them.<br />
<br />
==="Unnaturally hard" wall===<br />
These are walls which cannot be destroyed by any means at all. This includes Lugonu's Corruption, full-powered LRD/Shatter, wands of digging, monsters such as boring beetles... nothing can get rid of them. They are generally used for places where the structure of the dungeon is important, such as Zot:5 and the edge of the map.<br />
<br />
==Florae==<br />
Even in the Dungeon, florae find a way to flourish under [[Fedhas Madash]]'s guidance. Unless you follow Fedhas Madash, all florae will block your passage, and you will not be able to fire missiles through some of them. ''If'' you have not yet learned [[Fighting]], or any given melee weapon, you can attack florae to direct some experience to the new skill, and eventually learn it when you go back to killing real monsters. (Before 0.9, you could gain skill level 1 of Fighting or weapon skills solely by fighting florae.) All of the forms listed here are passive, and cannot attack the player in any way.<br />
<br />
===[[Bush]]===<br />
Bushes have a ton of AC but are vulnerable to fire. They do not block line of sight unless there are two of them in a row, nor do they block missiles, making them perfect cover for pelting monsters from afar.<br />
<br />
===[[Fungus]]===<br />
The basic fungus is immobile and has no defense nor means of attack. They can be attacked in all the usual ways. LOS is similar to bushes, except that they block (and suffer from) missiles. A shorter-lived variation shows up as the [[toadstool]]s that grow on corpses. See also the [[Ballistomycete]], which looks similar but is potentially far more hazardous.<br />
<br />
===[[Plant]]===<br />
Similar to fungi in all ways, but much tougher.<br />
<br />
===[[Tree#Trees|Trees]]===<br />
Unlike bushes and fungi, trees are effectively a type of wall. They can be set afire with spells and the like (watch out for forest fires), but the game won't let you attack them with weapons -- "You swing at nothing". Oddly, they block blinking in the same way as transparent rock walls -- try it with a scroll of blinking sometime.<br />
<br />
==Portals==<br />
Portals are temporary gateways to special dungeon branches. See the [[Portals]] page for more details.<br />
<br />
==Vaults==<br />
Vaults are large, pre-fabricated dungeon features that can contain monsters, items, traps or other threats and rewards. See the [[Vault]] page for more details.<br />
<br />
[[Category:World]] [[Category:Dungeon Features]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Madrezaan:_Death%27s_Lessons&diff=18806Madrezaan: Death's Lessons2013-08-27T18:25:39Z<p>Seriser6: fixed red links</p>
<hr />
<div>{{ diary }}<br />
<br />
==Overview==<br />
Here I will describe my notable characters' deaths with following debriefing of what ''could'' be done to prevent this bitter end. By ''notable'' I suppose a character who at least reach the [[Lair]]. It may be not a big achievement for someone else, but still a great result for me. To be specific, from my 480+ characters only 21 actually beat it to the [[Lair]]. Five of them were found a [[Rune]], and only once I fetched 2 [[Rune|Runes]].<br/><br />
All my games are recording online and available to review at [http://crawl.akrasiac.org/scoring/players/madrezaan.html crawl.akrasiac.org]<br />
<br />
==Naga Transmuter series==<br />
===General Strategy===<br />
*Spam [[Beastly Appendage]] and clear first few levels. Avoid tough uniques like [[Sigmund]] and tough range attackers.<br />
*Find a helmet to transform only to tentacles, they are more powerful IMO.<br />
*Learn [[Spider Form]] at XL3. Focus on [[Spellcasting]] and [[Poison Magic]]. Get few levels in the latter.<br />
*Worship [[Cheibriados]] as soon as possible.<br />
*Lure monsters out and take them one by one. Don't get involved into the epic battles.<br />
*Use [[Spider Form ]] to poison enemies quickly and/or escape.<br />
*Search for [[Blink]] spell and ring of [[teleport control]]. Also, conserve all scrolls of blinking and teleportation. Since you are getting slower and slower, teleportation/blink is the only way to escape.<br />
*Learn [[Ice Form]] at ~XL8. Invest few levels in [[Ice Magic]]. Use it to freeze tough opponents until you 'll get [[Blade Hands]], and then only for cold vulnerable creatures. Also helpful against [[Jelly|jellies]] to prevent equipment corrosion. ''Don't fight them in packs either!''<br />
*Learn [[Blade Hands]] at ~XL9. Focus on [[Spellcasting]]. Spam [[Blade Hands]] when you 'll get it for free. With Chei support it's possible at XL12-13<br />
*Pick up some defensive spells and some ranged spells. Invest some points in corresponding magic schools. Ranged spells are very necessary later to kill fleeing or constantly blinking monsters.<br />
*Pick up some items with rElec and rFire. They would be very helpful occasionally, until you'll be able to cast [[Statue Form]] and [[Dragon Form]].<br />
*[[Statue Form]] and [[Dragon Form]] are last pieces of core spells. I didn't use them in real fight although. Would be nice to have [[Controlled Blink]] as well, but it's high level too, never tried it.<br />
===XL14 [Swamp:1] Shot with a poisoned arrow of flame by Nessos (v0.10.1)===<br />
====Brief Description====<br />
Was pretty powerful early-mid-game character[http://crawl.akrasiac.org/rawdata/Madrezaan/morgue-Madrezaan-20120502-221355.txt], who cleared the [[Lair]] to the bottom with ease. Was able to cast for free level 1-5 spells. [[Blade Hands]], [[Condensation Shield]] and [[Stoneskin]] was almost always on, [[Stone Arrow]] was for ranged attacks. Semi-controlled [[Blink]] and some teleportation/blinking scrolls for escape. Dagger of Eprof with rElec was always ready to cover from [[electric eel|electric eels]] and others. Lack of fire resistance - yes, that was the tight spot. <br />
====Death====<br />
Once cleared bottom level of the [[Lair]] without any trouble, I decided my [[naga]] is ready to conquer the [[Swamp]]. The very first level presented me a nasty surprise: 4 [[unique|uniques]] at the same place! [[Nergalle]] and [[Urug]] were easy to defeat. [[Roxanne]] was looking too dangerous for me, so I stepped out of her blast area, with decision to return back much later. [[ Nessos ]] did not noticed me, so I just healed and decided to try him. The plan was following: to reach him closely with several semi-controlled blinks, try to do a lot of damage in melee with [[Blade Hands]] and teleport away if there would be any trouble. I blinked once. He blinked in my direction too. I blinked again, and he also blinked towards me, so we are still too far from each other. I tried several [[Stone Arrow|stone arrows]] on him with a result of severe damage (purple). He damaged me to 25% of my total HP in return. So, I decided to flee with semi-controlled blink, but he was so fast, as he could be able to follow my every blink ''and'' do extra shot each time. Finally, I read a scroll of teleportation, but it was too late. Next turn [[Nessos]] shoot me 3 times with poisoned arrow of flame and outraged over my dead body...<br />
<br />
====Debriefing====<br />
#'''Always read about unfamiliar dangerous-looking monsters before fight'''! I don't care about spoilers, game is impossible for me to beat even with all massive spoilers of this wiki. But if I'd only read [[Nessos]] profile, probably I'd not even try to test him without rFire+++. Sadly, I've read all warnings only after death.<br />
#Disregarding previous item, there was a chance for me to escape. When I decided to flee, correct tactic would be following: read scroll of teleportation '''then''' blink several times, not otherwise. Then I would certainly survive.<br />
#Even further. After several blinks I read a scroll of teleportation, and then '''took a step to wait'''. This was a blunder! It gave [[Nessos]] 3 free shots with his deadly arrows. I'd rather need to blink several times in opposite direction after I read the scroll. He had only 1 shot per move then, so my chances to survive would be 3 times higher.<br />
#Alternatively, it would be wiser to try Chei [[Cheibriados#Given Abilities|Slouch]] ability instead of [[Stone Arrow|stone arrows]]. He was very quick + hasted, so several [[Cheibriados#Given Abilities|slouches]] could get him down. Although is very risky too.<br />
<br />
'''Conclusion''': ''Remember to study dangerous-looking opponents, but if in trouble anyway, take a break and draw step-by-step plan to escape''.<br />
<br />
===XL14 [Lair:7] Annihilated by Daemmerung's ghost (v0.10.1)===<br />
====Brief Description====<br />
Another successful incarnation[http://crawl.akrasiac.org/rawdata/Madrezaan/morgue-Madrezaan-20120511-172031.txt] as NaTr. Survived [[Abyss]] at XL12 for 500+ turns, then found portal out. Probably would be able to found [[Abyssal rune]], but I've decided not to risk. Had a good spells set with [[Ozocubu's Armour]] as defense and [[Throw Icicle]] as ranged. Even found a book with [[Dragon Form]], but didn't memorized it yet. also had a basic set of resistances - either from items or form spells. Lack of [[Blink]] spell was a big weakness. It was very hard for him to escape once engaged in tough close combat.<br />
<br />
====Death====<br />
[[Lair]] was generally easy, as previous character, he was able to deal with packs of [[Death yak|death yaks]] in open space. So, he dig down to Lair:7 and met a pack of [[Elephant|elephants]] and a player ghost in the same place. They surrounded from all sides, but my character struggled heroically and (thanks for [[Blade Hands]]) all elephants was hacked in exchange for half HP. I left hand-to-hand with Daemmerung's ghost, powerful TrIE. Several hits bring him to "severe damaged", and mine HP to 1/4. Two other hits bring him to "almost destroyed" and mine HP to few points. Then next hit luck turned out of me and my bleeding chunks scattered over the dungeon floor...<br />
<br />
====Debriefing====<br />
#If I'd re-play same situation, I'll teleport away immediately after I noticed a powerful player ghost with elephants escort.<br />
#Well, even after I dealt with elephants, begin to fight a powerful enemy with only half HP is not wise. So, if I'd read teleportation scroll at that moment, I'll have a chance to live a bit longer.<br />
#With few HP left, that was a mistake to keep fighting to the end in the hope of lucky hit! [[Cheibriados|Chei]]'s [[Cheibriados#Given Abilities|Step From Time]] ability would help me to avoid trouble even when it was too late to read teleportation scroll.<br />
<br />
'''Conclusion''': ''don't risk to deal powerful enemies along with packs of less powerful, but if you'll not refrain from it, Step From Time is always your friend in hopeless situation''.</div>Seriser6http://crawl.chaosforge.org/index.php?title=Westheim,_the_Sludge_Elf_Wizard&diff=18805Westheim, the Sludge Elf Wizard2013-08-27T18:18:34Z<p>Seriser6: fixed red links</p>
<hr />
<div>{{diary}}<br />
<br />
This is the first time I’m attempting to post something like a Crawl diary. I will play Westheim, a Sludge Elf Wizard, and try to stay alive for at least one or two hours, that would be great ...<br />
<br />
I’m a bad Crawler, the deepest down I ever came was Level 23 with an [[Ice Elementalist]], until I entered [[Hell]] just out of curiosity, just to appear right next to [[Geryon]], who immediately turned me inside out.<br />
<br />
The version is 0.4.3, by the way. So, now, into the dungeon, you sludgy elf ...!<br />
<br />
==Entering the Dungeon==<br />
<br />
'''Dungeon Level 1'''<br />
<br />
I entered with a +0 [[knife]], a bread ration, a +0 [[robe]], a +0 wizard’s hat and a book of minor magic [flame]. I ran into +1 [[gloves]] almost as soon as I entered, a fairly solid beginning.<br />
<br />
The first level didn’t hold many challenges, my magic dart cleaned house fairly easily. I also found a short sword and found it uncursed, when wielding it.<br />
<br />
'''Dungeon Level 2'''<br />
<br />
The first tougher thing I encountered was a [[worm]], but the distance was big enough to kill him without being bitten. I reached level 3 with the kill, and chose to improve strength, since mine seemed too low to me.<br />
<br />
When I walked down a corridor, I triggered a dart trap but continued. Behind the next corner, I ran into [[Ijyb]], who was carrying a wand of magic darts and was happily blasting me with it. I ran away, but the dart trap was still in my way and I was too anxious to cross it with only 6 HP left.<br />
<br />
I decided to learn [[Throw Flame]] and hope the best. Ijyb soon came after me, but didn’t zap his wand, which seemed to be empty. Thrown flames didn’t really impress him, either, and he started to melee me. Things became desperate. At 4 HP I decided to quaff my most common potion, which was metallic purple, and I had three of it: [[potion of curing]]!<br />
That didn’t solve my Ijyb issue. Back to 12 HP I crossed the dart trap, and Iyjb didn’t follow me! Now I threw stones on him I had picked up earlier to kill him – until a [[snake]] sneaked up on my flank.<br />
<br />
(short break for panic attack)<br />
<br />
I ran south, where I had located a stair down earlier.<br />
<br />
'''Dungeon Level 3'''<br />
<br />
I encountered a few bats until I found a wand of magic darts. Guess my joy to get more of which I already had as a spell. It was like the joy felt by a lonely double leg amputee, who would find prosthetic arms somewhere ...<br />
<br />
The next thing to almost kill me was a kobold with darts (pathetic...), but upon killing I inherited an elven short sword, which I wielded immediately, and found it uncursed.<br />
<br />
And then I ran into two snakes at the same time. With 16 HP and an AC of 4 I was likely to end up inside them so I ran away unseen. Coward!<br />
<br />
Then I found another pair of gloves (joy!), tried them, found them to be +0 (joy!), and cursed (...!!!)<br />
<br />
The open layout of the level was also not there to make me feel comfortable. Next thing was a [[helmet]] I spotted, but I walked into a dart trap on the way towards it. Nevertheless, it was +2 helmet.<br />
<br />
The next snake was unavoidable. I ran into it behind a corner. The first bite poisoned me, but I brought the thing down with six magic darts.<br />
<br />
Meanwhile I was level 4 and had 8 spell levels available. I learned Mephitic Cloud for the moment, and hoped for a better book to pop up.<br />
<br />
I killed two more snakes from the distance before descending to DL 4 at the closest stair, right into the view of a [[giant ant]]. After a short scream I ran back upstairs and decided to return to DL 2.<br />
<br />
'''Dungeon Level 2'''<br />
<br />
I meleed a few rats and bats, hoping for my sword to ID, but it didn’t happen. I killed two snakes from a distance, and then reencountered Ijyb, who had picked up darts, but we ultimately ended up meleeing each other, and I killed him. I picked up his wand of magic darts [zapped: 3] and indeed found it empty. So it went into the dust bin, which was a random room in the dungeon.<br />
<br />
'''Dungeon Level 4'''<br />
<br />
I descended to DL 4 again via a different staircase. There I found glowing [[boots]] – and six enemies. I returned to DL 3 to take the third staircase to DL 4. This one was close to the second stair, but brought me to the other side of the boots, where I could access them easily. They turned out to be +1.<br />
<br />
The western half of the level was filled with packs of [[Jackal|jackals]] and [[Orc|orcs]]. This was another open level, so I occassionally was in danger of becoming surrounded.<br />
<br />
To the south I found a lava field with some scrolls close to it, and behind the lava I saw some tough creatures along the lines of [[lemure|lemures]], [[iron devil|iron devils]], and a [[beast]]. I retreated north.<br />
<br />
When I had cleaned the other parts of the level, I decided it was time to test scrolls and search the [[scroll of identify]]. I had picked up a few glowing and runed weapons as well as a ring, which I couldn’t wear because of the cursed gloves.<br />
<br />
I started with a pack of five, which immediately turned out to be the scroll of identify! I used it to ID a +2 orcish [[morningstar]]. The next pack of five scrolls were those to remove curses. I switched to my +1 gloves again, and wore the ring – a cursed –2 [[ring of protection]]. A [[scroll of remove curse]] later, I dropped it.<br />
<br />
I used up all my ID scrolls to reveal 4 [[scroll of recharging|scrolls of recharging]], 5 [[scroll of teleportation|scrolls of teleportation]], 2 [[scroll of enchant weapon I|scrolls of enchant weapon I]], 2 [[potion of heal wounds|potions of heal wounds]], and two rather useless daggers, which I threw away.<br />
<br />
==The Happy Hours==<br />
<br />
'''Dungeon Level 5'''<br />
<br />
Trouble ahead. In the second room of the level I ran into a [[centaur]]. He soon found company from a snake, and after I had confused them with a mephitic cloud and threw a few magic darts, I ran out of MP and had to resort to darts and stones and was lucky enough for the confusion to last long enough for me to finish them off that way.<br />
<br />
After finishing off two giant ants and scores of snakes I found another wand of magic darts ... yay.<br />
<br />
'''Dungeon Level 6'''<br />
<br />
After a while I encountered another centaur and kobold. Mephitic cloud and thrown flames killed the centaur quickly, but then [[Blork the orc]] joined the fight.<br />
<br />
Of course I ran away and was able to dodge him behind a corner, only to have an [[ogre]] coming from the other side, and when I tried to dodge him as well, I ran into a large hall with a centaur on the other side. I had just enough MP left to throw to mephitic clouds, confusing the ogre, but the centaur wasn’t confused. I had to melee him at the expense of a healing potion. <br />
<br />
In a different part of the level I found a book: a book of minor magic [frost]. Oh, well.<br />
<br />
Blork was still wandering around, but never noticed me in this open layout level, when I spotted him two or three times. Lucky me. On the other hand I had to cope with a [[brown snake]], which poisened me and gave me some nasty bites.<br />
<br />
When I rested in the southern part of the level, Blork finally did notice me. Mephitic cloud and a few thrown flames were just enough to kill him, although just barely. In the last room, I also walked into [[Edmund]], who didn’t succumb to the same medicine as Blork and had to be meleed to death. I hate to do that with mages...<br />
<br />
'''Dungeon Level 7'''<br />
<br />
The first bigger room in the level contained a [[Book of Clouds]] as well as a jewellery shop. Since I didn’t have any diamonds on me yet, I was curious, what he had to offer. There were a few interesting pieces, but nothing I could afford, including a randart ring for 850 gold. I carried less than half of that amount. So, Westheim, the Conjurer, walked on...<br />
<br />
Finally the sword I had been carrying around since ages IDed as a +1, +0 short sword while I was battling a bat.<br />
<br />
I found the level split in two, with only two stairs up and down in the section I walked through, so I returned to DL 6 and then used different stairs back to DL 7 – and dropped right into the view of an orc horde with a priest and a wizard. I threw three mephitic clouds at them. Those two died, but a giant eyeball, an orc warrior, and a hippogriff came into view, plus a bat and common orcs. Wise as I am, I decided to leave that for later, returned to DL 6 and then to the first part of DL 7.<br />
<br />
==Everbody's Bigger Than Me==<br />
<br />
'''Dungeon Level 8'''<br />
<br />
DL 8 held a bat (hmmm, breakfast!) and an [[altar]] of [[Sif Muna]] in the room I entered in. After already ignoring the Ecumenial Temple earlier, I did so with the altar as well and walked north<br />
<br />
After dealing with some orcs and an iguana I found a room with an altar of [[Xom]]. And a [[yellow wasp]]. Eeeek! However, mephitic cloud + thrown flames once more was the right recipe. It took me almost 20 MP to do so, so I had to care for a new nasty attack spell. Well, with three books, two of which were of minor magic, only the book of clouds remained for nasty attack spells, but it contained only poison and air spells, and I had no skills in those classes, which made learning a level 6 or 7 spell not the wisest thing to do. Instead I learned [[Throw Frost]] and [[Ozocubu's Armour]] to be at least a little bit better equipped against enemies.<br />
<br />
I found a ring, which refused to auto-ID. A scroll of identify showed it to be a [[ring of protection from cold]]. Nice.<br />
<br />
I found this level to be split in two as well. When I returned from a different stair, I ran into my first [[shadow]]. God, I wished I would have known [[Sticky Flame]] by now, by far my favourite spell for the early game!<br />
<br />
However, there was still a third part of the level I couldn’t access yet, since the nasties on DL 7 were likely to block the stair from above into it, so I had to venture down now.<br />
<br />
'''Dungeon Level 9'''<br />
<br />
My pack was full by now, so I wouldn’t have been so mad to find the [[Lair]] sooner than later. When I found a [[cloak]], I had to use my last ID scroll to ID 3 [[potion of resistance|potions of resistance]]. The cloak was +0, but at DL 9 and AC 11 beggars can’t be choosers. Especially when this is the level yaks started to flock ...<br />
<br />
I found the [[scroll of detect curse]] as a very common bunch in my pack and then went through all the runed and glowing weapons I had, finding a mace of [[draining]] and a dagger of [[venom]].<br />
<br />
I cleared the rest of the level until nothing was left but a big room with yaks and an orc horde and then went downstairs. My most valuable loot was a ring of magical power.<br />
<br />
==Elf On The Run==<br />
<br />
'''Dungeon Level 10'''<br />
<br />
I encountered a [[troll]], who was completely not impressed by my spells ... I zapped a wand at him in despair, polymorphing him into a [[bear]], which was way easier to kill with thrown frost.<br />
<br />
Then I entered a hall and ran into three frogs (two green, one brown), and bees. I escaped through a two tile corridor. The worst thing was that I needed four attempts to cast Ozocubu’s Armor on me. I would have taken less damage by just running. I had no way to escape but downstairs. That can’t be good.<br />
<br />
'''Dungeon Level 11'''<br />
<br />
Immediately next to the stairs were a wand of magic darts and an unknown wand. But from then it only worsened, when I ran into a [[brain worm]]. Needless to say I panicked and zapped a mephitic cloud at him. It confused the worm just enough to make it run in the wrong direction. Wait. Run? Anyway, a few thrown frosts killed it.<br />
<br />
I walked north and into trouble. A [[beetle]] in a big room at first didn’t seem like a threat, but when I had killed him, a [[hill giant]] and a [[cyclops]] came to engage me from opposite directions. The cyclops threw a rock at me, bringing me down to 7 HP. There was a jackal between me and the cyclops, but I didn’t know whether he would care that much about the jackal ...<br />
<br />
I considered my chances for some time. The only way was to escape. Too bad I didn’t have scrolls of blinking IDed yet. The next disadvantage was that I was overloaded.<br />
<br />
So, first I quaffed a potion of heal wounds with the intention to drop my stones next, which was enough to get back up to encumbered.<br />
<br />
Then I ran. The cyclops got another rock in on me in a room I had to cross at an angle, but the jackal prevented worse things from happening. The cyclops was too slow to follow in a corridor to the stairs and held up the following yak and hill giant.<br />
<br />
Now, instead of going up to the frog level, which would have meant turning left at the end of the corridor, I turned right to reach DL 12.<br />
<br />
==As Mentally Stable As Life Poultry In A Burning Barn==<br />
<br />
'''Dungeon Level 12'''<br />
<br />
I appeared right next to a small bee hive.<br />
<br />
(curse!)<br />
<br />
There were no bees in sight, but a giant ant, plus my jackal. I would have loved to befriend him, but he wouldn’t let me, so he had to go, sadly...<br />
<br />
Bees and an ice beast soon began to attack and surround me. I escaped into a one tile corridor, but was already stung thrice or so, and then there were some eyes in the shadows, which turned out to belong to a [[mottled dragon]].<br />
<br />
And NOW I was really desperate and wished to be back with the frogs on DL 10.<br />
<br />
I got a Red Bull (the real I, not the proverbial Westheim-I) from the fridge, and made considerations. My only means of escape was to pull a scroll of teleportation. But I was at 15 / 47 HP, and 14 / 32 MP, so I had to care for not to die first. Ozocubu’s Armor would be good, after a potion of heal wounds of course. I was NOT poisened at the moment, so that was the only plus I had. The minuses were a mottled dragon, three bees and an ice beast, all eager to make cuddly finger puppets out of my intestines, without me heaving a powerful attack.<br />
<br />
So, I quaffed my second-to-last potion of heal wounds, and was stung again. The dragon breathed at me, but his breath fell one tile short. I was at 27 HP, still few.<br />
<br />
Then I read a potion of teleportation – and failed to switch into the teleportation mode. (screams) After long and hard thinking it occurred to me that the un-IDed amulet I was wearing might be the cause. I had to remove it and was stung again, while the dragon closed in on me. Another teleportation scroll, now it worked. Stupid amulet!<br />
<br />
I cast Ozocubu’s Armor on me, but it didn’t keep the bee from stinging me, and I had to use the last potion of heal wounds in my pack. The mottled dragon breathed fire, which actually missed me and set the killer bee ablaze! Then I teleported away.<br />
<br />
... into a room full of killer bees and a [[jelly]]. That was it. Or wasn’t it? I dialled in another teleport scroll immediately and ran for the empty corner, getting stung multiple times. I zapped my wand of flame twice, killing the jelly, at least. Then I was teleported away into a narrow chamber with a scorpion, an imp, a hobgoblin, and a common goblin. A jelly entered the chamber the next turn. I threw frosts around me and resorted to my [[wand of flame]], when I ran out of MP, only to survive just barely again. With 18 HP, no potions to heal wounds, no MP, and poisened, and on a level full of major nasties, I decided to sit down in the most remote corner and be VERY quiet. I had to catch my breath again, and it was too unfortunate I had forgotten my inhaler ...<br />
<br />
The poison costed me a potion of curing, and then I went through my stuff. I dropped my book of minor magic [frost], since all but one of it’s spells were in my other books, and I didn’t intend to learn [[Sticks to Snakes]] anyway.<br />
<br />
First a bee visited me, and the mottled dragon found me and set me ablaze. I lost probably half my scrolls and almost all my potions of healing, and just barely survived the encounter, before I brought him down with frosts thrown at him. I butchered the hide, not knowing whether it would be useful at all.<br />
<br />
And things still got worse. When I finally cautiously advanced out of the chamber, I immediately ran into an arrow trap and had bees attacking me. When I made it another few hexes out of the chamber, I could spot several yaks and a hill giant guarding the only way out. Wait, no. There was no way out.<br />
<br />
I walked back to the corridor towards my chamber, but the first yak came after me at the arrow trap.<br />
<br />
Plus a [[mummy]]. I could not run away, so I had to kill it, and had to live with the consequences, which were cursing one of my swords. Before I could drop it, another yak approached me. I ran out of MP while trying to kill it and had to retreat through the arrow trap into my chamber, where I was now trapped. I still had three scrolls of teleportation, but those hadn’t given me lucky moments on DL 12 so far. Another bee and yak came after me from the side path. (There were actually two corridors linking „my“ chamber to the next one, crossing each other)<br />
<br />
Eventually, yaks, bees, hill giants, and other creepish things were about to surround me, so I had to teleport again to avoid [[death]] by goring.<br />
<br />
This time I landed in a small empty room on the opposite site of the level. Two corridors were going east and south from there. I decided to head south.<br />
<br />
Bad decision, I ran right into a yellow wasp. I had to kill it with wands, since my MP were close to zero and depleted after two thrown frosts. This level started to piss me off ...<br />
<br />
When I ran into more bees, I was poisoned, killed one, and returned to my room up north to try the other path.<br />
<br />
Bad decision. A cyclops blocked my path. Mephitic cloud and throw flames worked out just before I ran out of MP. The path would ultimately lead me where I started the level so badly, now swarmed by bees and a wight. More poison, but the wight was brought down with magic darts fairly easy. Now, Westheim, run to the stairs up, run!!<br />
<br />
But there were more bees, there were always more of those cheap sucking bees! Poisoned and down to 13 HP I had to retire back into the corridor, where they had pinned me against the mottled dragon earlier. <br />
<br />
Occassionally I also heard distant slurping noises, further freaking me out. The freaking became more intense when there were also squelching noises, and lots of them after some time. I had to get the burning hell out of that level, up or down, who’d care??<br />
<br />
Yet, I couldn’t leave my corridor. Although I had easily slaughtered a dozen bees in the stairs room already, there were always coming more in, including the queen bee. I decided to retire, go around the northern corridor and try again at the other side of the level to find a staircase leading anywhere. Needless to say, bees where there as well. Plus a troll. Close to madness, I retired a little, recharged my wand of flame, and moved back in to kill that sucker.<br />
<br />
By the time I was done preparing, a jelly and an ice beast were with him. (cries) Why me? Why meee??<br />
<br />
The troll followed me while I ran away crying like a girl. My wand of flame barely tickled him and he sliced a few pieces out of me, before I teleported away, right into the hive room occupied by at least one visible jelly. But by the pretty repetitive squelching noises I estimated that there had to be at least two dozen jellies in the level. A bee and a yak soon discovered me.<br />
<br />
Out of MP, I read my last scroll of teleportation, quaffed my last two potions of healing, and landed in a room with two stairs down. Plus an ice beast, and a bee. The ice beast was closer to both stairs than me, but I had 3 MP back, enough for a mephitic cloud. But it failed to confuse the beast and a jelly joined the battle. With 14 HP and 0 MP, no means of healing or escape, I was done in now. There was a corridor to the left side, maybe I could run in there and find a stair up?<br />
<br />
The corridor was empty, and the bee attacked me. I quaffed a random potion, since desperate times require desperate measures. I had two sets of 3, two sets of 2, and a single one. I hoped for speed, when quaffing one of 3 bubbling clear potions. Restore abilities. The bee missed, new chance. 2 glowing red potions. Potion of slowing. (laughs madly)<br />
<br />
It didn’t matter now. I quaffed the other set of 2 and found invisibility. Useless now, as I was dying. The other set of 3 were levitation. Now I read a scroll, hoping for fear, but with 6 HP and poisoned ... it was a scroll of fog, and the bee stung me to death the next turn...<br />
<br />
http://i310.photobucket.com/albums/kk414/Westheim/crawlwestheim.jpg<br />
<br />
The amulet that had prohibited teleportation earlier, had actually been a randart. With electrictiy resistance. AC bonus. Life protection! Poison resistance! Freeking fucking poison resistance!! Raaaah!!<br />
<br />
The only potion unquaffed was porridge, so at least I didn’t even have speed. How consoling. But I had scrolls of fear ... well ... another stupid death for me ...<br />
<br />
Diary's end. [[User:Westheim|Westheim]] 14:36, 20 July 2009 (MDT)</div>Seriser6http://crawl.chaosforge.org/index.php?title=User:Alanpost/Deep_Elf_Fire_Elementalist_guide&diff=18803User:Alanpost/Deep Elf Fire Elementalist guide2013-08-27T18:15:12Z<p>Seriser6: fixed red links</p>
<hr />
<div>{{Flavour|'''NOTE #1''': This guide is being written by someone who has ascended twice with the Orb of Zot. Consider the advice beta quality.<br />'''NOTE #2''': This guide is a reference to my personal play style. You might enjoy the [Deep Elf Fire Elementalist guide] for more general advice.}}<br />
<br />
== Goals ==<br />
<br />
Retrieve the [[Orb of Zot]].<br />
<br />
[[Death]] is the only condition which makes retrieving the Orb of Zot impossible. We can thus restate our goal: Do Not Die. How do you die?<br />
<br />
=== Find [Any] Armour ===<br />
<br />
Not to wear, for scroll identification. This may later change to finding wearable armour that's worth burning a scroll of enchant armour on.<br />
<br />
=== Identify Scroll of Detect, Remove Curse ===<br />
<br />
Before you can effectively try on unidentified items, you should have these scrolls identified. This allows you to remove those with negative effects.<br />
<br />
=== Early Scroll Identification ===<br />
<br />
* [[Scroll of detect curse]]<br />
* [[Scroll of remove curse]]<br />
* [[Scroll of identify]]<br />
* [[Scroll of teleportation]]<br />
* [[Scroll of enchant armour]]: so rare that it's worth burning scrolls of enchant weapon, recharging, and identify to properly identify them.<br />
<br />
=== Later Scroll Identification ===<br />
<br />
* [[Scroll of fog]]<br />
* [[Scroll of blinking]]<br />
<br />
=== Cast Zero-Hunger, Low-Failure [[Fireball]] ===<br />
<br />
Intelligence: 25,<br />
Spellcasting: 14<br />
Fire Magic: 10<br />
Conjurations: 10<br />
<br />
Modified down by god choice, rings of wizardry, rings of intelligence.<br />
<br />
=== Worship a God ===<br />
<br />
[[Vehumet]], every time it's reasonable. The rare game may require [[Sif Muna]].<br />
<br />
=== Gets Traps & Doors Skill to 10 ===<br />
<br />
There is no particular rush, this can be done when no other obvious skill needs to be trained: all of your spells can be cast without hunger and a 1% chance of failure.<br />
<br />
=== Train Fighting ===<br />
<br />
There is some urgency, as training fighting gets you hit points. Should only be done when spells are zero hunger and low failure.<br />
<br />
=== See Invisible ===<br />
<br />
Scrolls of Fog and in some cases Fireball will help, but the main dungeon eventually becomes impassible without this because of Unseen horrors.<br />
<br />
=== Poison Resistance ===<br />
<br />
Helpful, but not strictly necessary for the middle game. Helpful for extending the corpses available for eating and reducing damage.<br />
<br />
=== Find a non-Fire Conjuration Spell ===<br />
<br />
* [[Iskenderun's Mystic Blast]]<br />
* [[Bolt of Magma]]<br />
* [[Lightning Bolt]]<br />
* [[Orb of Destruction]]<br />
* [[Airstrike]]<br />
<br />
=== Determine which Secondary School to specialize ===<br />
<br />
This will be determined based on how the game progresses. In particular, early spellbooks will determine which schools to focus on.<br />
<br />
==== [[Charms]] ====<br />
<br />
The best option by far.<br />
<br />
* [[See Invisible]]<br />
* [[Deflect Missiles]]<br />
* [[Swiftness]] or [[Haste]]<br />
<br />
==== [[Earth]] ====<br />
<br />
* [[Bolt of Magma]]: useful until [[Iskenderun's Mystic Blast]] or [[Orb of Destruction]] for fire resistant monsters.<br />
<br />
==== [[Hexes]] ====<br />
<br />
No experience here, but potentially useful.<br />
<br />
* [[Slow]]<br />
* [[Confuse]]<br />
* [[Invisibility]]<br />
<br />
==== [[Necromancy]] ====<br />
<br />
==== [[Transmutations]] ====<br />
<br />
=== Locate a [[Book of Annihilations]] ===<br />
<br />
=== Cast [[Fire Storm]] ===<br />
<br />
Requires:<br />
<br />
Finding a [[Book of Annihilations]].<br />
<br />
[[Spellcasting]], [[Conjuration]], and [[Fire Magic]] to all be at least level 19. I'm more comfortable with them being level 20.<br />
<br />
== Hazards ==<br />
<br />
A Hazard is any situation that could result in death. Some hazards are extremely basic, others result from the confluence of several events.<br />
<br />
=== Running out of [[Magic points|Mana]] ===<br />
<br />
Being out of Mana severely reduces your tactical options.<br />
<br />
Strategies:<br />
<br />
[[Resting]] is the first option for restoring Mana. This strategy exacerbates [[Hunger]]. It cannot be done with a [[Monster]] nearby or may be interrupted by a wandering Monster.<br />
<br />
[[Wands]], [[Scrolls]], [[Potions]].<br />
<br />
[[Sublimation of Blood]]<br />
<br />
=== Nausea ===<br />
<br />
Main Article: [[Sickness]]<br />
<br />
=== Making Noise ===<br />
<br />
Main Article: [[Noise]]<br />
<br />
Opening a door will sometimes cause it to creak.<br />
<br />
Some spells are noisy when cast.<br />
<br />
=== Contamination ===<br />
<br />
You cannot stay continually [[Haste|Hasted]] without enduring significant contamination.<br />
<br />
=== [[Poison]] ===<br />
<br />
Main Article: [[Poison#Curing_Poison|Curing Poison]]<br />
<br />
If a [[potion of curing]] hasn't been identified yet, quaff potions from highest quantity to lowest. Note that you may quaff a [[potion of poison]] doing this.<br />
<br />
=== [[Hunger|Starvation]] ===<br />
<br />
Can be an issue due to [[spell hunger]].<br />
<br />
=== [[Miscast effect]] ===<br />
<br />
You can kill yourself miscasting a spell. Trying to cast Fireball too early can kill you.<br />
<br />
=== Cursed weapons and armor ===<br />
<br />
=== Quaffing unidentified potions ===<br />
<br />
* [[potion of poison]]<br />
* [[potion of strong poison]]<br />
* [[potion of confusion]]<br />
* [[potion of degeneration]]<br />
* [[potion of paralysis]]<br />
* [[potion of mutation]]<br />
* [[potion of slowing]]<br />
<br />
=== Reading unidentified scrolls ===<br />
<br />
* [[scroll of curse armour]]<br />
* [[scroll of curse weapon]]<br />
* [[scroll of curse jewellery]]<br />
* [[scroll of immolation]]<br />
* [[scroll of torment]]<br />
<br />
=== Putting on unidentified items ===<br />
<br />
* [[Cursed]] items<br />
* [[ring of teleportation]]<br />
* [[ring of hunger]]<br />
<br />
=== Ranged Attacks ===<br />
<br />
It is extremely dangerous to run away from [[Centaur]]s and other creatures with ranged attacks.<br />
<br />
=== [[Resistance|Fire resistant]] Monsters ===<br />
<br />
==== [[Crimson imp]] ====<br />
<br />
strategies:<br />
<br />
Imp Parking<br />
<br />
With patience, an unarmed Crimson imp can be fought in melee.<br />
<br />
Wands: [[Wand of magic darts]], [[Wand of frost]], [[Wand of disintegration]].<br />
<br />
A [[Wand of polymorph other]] will often turn a Crimson imp into a non-fire resistant monster. Alas, you will occasionally get an [[Iron imp]], which is also fire resistant.<br />
<br />
Conjuration-only spells.<br />
<br />
Secondary Specialty spells.<br />
<br />
=== [[Mummy (monster)|Mummy]] ===<br />
<br />
Because of their death curse, often not worth engaging. Stair dance, they're slow.<br />
<br />
=== Invisible Monsters ===<br />
<br />
* [[Unseen horror]]<br />
<br />
A [[Scroll of fog]] will make an invisible creature appear as a disturbance, making them easier to hit with [[Sticky Flame]].<br />
<br />
Area of effect spells, like [[Fireball]], will hit invisible creatures when you don't know exactly where they are. Unfortunately, you might be caught in the area of effect if they are closer than you thought.<br />
<br />
=== Descending Stairs ===<br />
<br />
As this character is a glass cannon, descending staircases can be extremely risky: you might find yourself surrounded with very few tactical options.<br />
<br />
Ensuring you are not [[Burdened]] will make traveling staircases as fast as possible. [[Deflect Missiles]] helps to avoid damage from monsters not adjacent to you. [[Swiftness]] or [[Haste]] can help escape a hoard that follows you up the stairs. A [[Potion of invisibility]] can supplement good [[Dodging]] to avoid damage while retreating. A [[Scroll of blinking]] can cover more ground than running.<br />
<br />
This is one of the few instances where something like a [[Potion of agility]] helps, as you won't normally need to deal with monsters adjacent to you.<br />
<br />
=== Shafts ===<br />
<br />
A [[scroll of magic mapping]] can be used to find staircases on levels too dangerous to explore.<br />
<br />
=== Silence ===<br />
<br />
This will prevent casting of all magic and reading of scrolls, substantially limiting your tactical options. Keep some potion or wand-based capabilities on hand.<br />
<br />
* [[Wand of teleportation]]<br />
* [[Wand of healing]]<br />
* [[Potion of speed]]<br />
<br />
== Strategy ==<br />
<br />
=== Identification ===<br />
<br />
You can risk quaff-iding potions earlier if you identify an amulet of resist mutation.<br />
<br />
Does amulet identification precede potion identification? It requires scroll identification.<br />
<br />
=== Magic Items ===<br />
<br />
Under what conditions do you want more Mana vs. Intelligence, &c? How best to choose between Intelligence, Power, Wizardry, Fire, Conjuration?<br />
<br />
tq: Lens<br />
<br />
== Emotional Reaction ==<br />
<br />
* Anxiety: practice tq: go slow: practice each step mindfully even if you know it's a NOP.<br />
* Stress: The game is getting harder, shift to stress identification and circumvention techniques<br />
* Focus: You're less able to focus on basic hazards, don't get caught off-guard.<br />
<br />
== God ==<br />
<br />
In a typical game, worship [[Vehumet]]: he will aide you in casting all of your primary spells.<br />
<br />
In some circumstances, worshipping [[Sif Muna]] is the better option: If you find an early Sif Muna altar, or Vehumet is not in the [[Ecumenical Temple]], starting to gain [[piety]] early can help make spells available in the challenging mid-game.<br />
<br />
== Branch Progression ==<br />
<br />
=== Ecumenical Temple ===<br />
<br />
=== The Lair ===<br />
<br />
=== Orcish Mines ===<br />
<br />
== Skill Progression ==<br />
<br />
<br />
== Spell Progression ==<br />
<br />
My current recommended end-game spell complement. Still tweaking.<br />
<br />
{|class="wikitable"<br />
! Name<br />
! School(s)<br />
! Spell Level<br />
|-<br />
| Controlled Blink<br />
| Tloc<br />
| 7<br />
|-<br />
| Deflect Missiles<br />
| Air/Chrm<br />
| 6<br />
|-<br />
| Flight<br />
| Air/Chrm<br />
| 3<br />
|-<br />
| Haste<br />
| Chrm<br />
| 6<br />
|-<br />
| Fireball<br />
| Fire/Conj<br />
| 5<br />
|-<br />
| Lightning Bolt<br />
| Air/Conj<br />
| 5<br />
|-<br />
| Sublimation of Blood<br />
| Necr<br />
| 2<br />
|-<br />
| Necromutation<br />
| Trmt/Necr<br />
| 8<br />
|-<br />
| Orb of Destruction<br />
| Conj<br />
| 7<br />
|-<br />
| Cure Poison<br />
| Pois<br />
| 2<br />
|-<br />
| Delayed Fireball<br />
| Fire/Conj<br />
| 7<br />
|-<br />
| Regeneration<br />
| Chrm/Necr<br />
| 3<br />
|-<br />
| See Invisible<br />
| Chrm<br />
| 4<br />
|-<br />
| Fire Storm<br />
| Fire/Conj<br />
| 9<br />
|}<br />
<br />
=== [[Fireball]] ===<br />
<br />
You can have this memorized at Lvl6, though it likely is not safe to cast.<br />
<br />
== Level Progression ==<br />
<br />
This is the basic ladder for level progression. Some of these events also require Skill Progression to have reached a suitable point.<br />
<br />
=== Level 2 ===<br />
<br />
=== Level 3 ===<br />
<br />
Increase your [[Intelligence]] to reduce [[Spell hunger]].<br />
<br />
Memorize [[Conjure Flame]].<br />
<br />
=== Level 4 ===<br />
<br />
Memorize [[Sticky Flame]]. (This may have to wait until Level 5, depending on Spellcasting)<br />
<br />
=== Level 5 ===<br />
<br />
=== Level 6 ===<br />
<br />
Increase your [[Intelligence]] to reduce [[Spell hunger]].<br />
<br />
Memorize [[Fireball]].<br />
<br />
=== Level 9, 12, 15, 18, 21, 24, 27 ===<br />
<br />
Increase your [[Intelligence]] to reduce [[Spell hunger]].<br />
<br />
Some of these levels may go to increasing [[Strength]], depending on the items found in the dungeon.</div>Seriser6http://crawl.chaosforge.org/index.php?title=Regeneration_(spell)&diff=18802Regeneration (spell)2013-08-27T18:13:55Z<p>Seriser6: fixed red link</p>
<hr />
<div>:''This page is about the spell. For species' innate recuperation, see [[healing]].''<br />
{{Spell<br />
|name=Regeneration<br />
|level=3<br />
|school1={{Charms}}<br />
|school2={{Necromancy}}<br />
|school3=<br />
|sources=<div><br />
* [[Book of War Chants]] <br />
* [[Book of Necromancy]]<br />
</div><br />
|castingnoise=3<br />
|spellnoise=0<br />
}}<br />
<br />
{{Flavour|This spell dramatically but temporarily increases the caster's recuperative abilities, while also increasing the rate of food consumption.}}<br />
<br />
'''Regeneration''' is a level 3 [[Charms]]/[[Necromancy]] spell which raises your [[HP]] [[regeneration rate]] by 100. While the specifics of what that means are somewhat complicated (see the [[regeneration rate]] article for the exact effects), the spell's general purpose is to greatly increase the speed at which your character regains HP over time. This effect can more than triple the speed at which you naturally heal, although it's more pronounced for low-level characters. This helps you recover between battles quickly, but don't expect it to make you invincible <i>during</i> combat; it only marginally increases your chance of survival in most dangerous encounters.<br />
<br />
Also, characters under the effect of Regeneration will recover from [[sickness]] much faster, helping you avoid temporary stat loss (although you still won't recover HP while sick). The increased recovery rate also helps counteract [[poison]] damage, making it much easier to simply wait out. As such, Regeneration can help you conserve [[potions of curing]] and lessens the need for [[poison resistance]].<br />
<br />
Be aware that Regeneration stacks with items that grant similar effects, such as [[Ring of regeneration|rings of regeneration]], [[troll leather armour]], or being a [[troll]]. As with these items, while Regeneration is active and your HP is below maximum, there is an additional [[Comestibles and satiation#Hunger|hunger cost]] on par with wearing a [[ring of hunger]].<br />
<br />
Characters who worship good [[gods]] will probably want to avoid Regeneration, as the spell qualifies as Necromancy and will upset them. Also, [[mummies]] and [[deep dwarves]] cannot learn this spell. [[Vampire]]s can, but the duration and benefit of the spell is dependent on their current satiation level (full effect at Alive status, no effect at Bloodless).<br />
<br />
==History==<br />
Prior to [[0.10]], [[ghoul]]s were unable to learn Regeneration.</div>Seriser6http://crawl.chaosforge.org/index.php?title=Kek,_the_Reanimator&diff=18801Kek, the Reanimator2013-08-27T18:08:52Z<p>Seriser6: fixed red links</p>
<hr />
<div>{{diary}}<br />
<br />
= Introduction =<br />
<br />
''Hi there! Feel free to comment in any way - opinions, good or bad, and questions about the text, gameplay or anything else are welcomed!''<br />
<br />
= Diary =<br />
<br />
This is (yet one more) Kek, a good character of mine. I played with him for almost (non-consecutive) 5 hours. This may not be a good character to some's standarts, but it is for me and could be for other new players. I'll tell his story below. You can read it if you're a curious [[Crawl]] player or if you're just a common nerd - if you like the sound of what you read, do check [[Dungeon Crawl Stone Soup]] on [[Sourceforge]], it's the awesomest game there is.<br />
<br />
This Kek got WAY lucky on the start, and you can see on his sheet down below that he found many nice treasures, which was no doubtly compensated by a very tough [[dungeon]] - I remember a bunch of [[Orc|orcs]] almost killing me on the first level! Orcs! On first level! His luck did tend to the sinister - I play with 100% random characters, and the game came up with a [[Sludge Elf]] [[Death Knight]] for me. No god, a nice selection of spells for the future and a race that's not that hungry made a good combination for starters.<br />
<br />
And so the journey of a dark art's initiate would begin.<br />
<br />
As I said, this Kek had quite some luck early on in the game (only thing that actually can get me farther in the quest for the [[Orb]], actually...) and got some nice items soon: +3 [[Gloves|gloves]] of strengh, rings of [[ring of wizardry|wizardry]] and [[ring of sustenance|sustenance]] (is there a best combination for a mage?), a [[ring of life protection]] (that could be easily put on for dealing with those damnable [[undead]]) and the +2 [[leather armour of Paranoia]] (quite a powerful [[artifact]] to be found on dungeon level 4!).<br />
<br />
There were some very good [[Ranged Weapons#Thrown-Only Weapons|throwable weapons]] too: a [[dagger]] of [[draining]] and a [[hand axe]] of [[chopping]] and another of [[venom]] - due to their magic, I used them for melee combat too for quite a while, until finding myself a [[vampiric]] [[lajatang]]! I don't remember seeing this weapon before, but it just seemed right to use it - besides being fairly powerful on it's own, Kek the [[Reanimator]] was already using it's dark powers for sucking life and causing others pain, so why not keep the theme with a vampiric weapon? It was even better for the fact that I could still throw my other powerful magic weapons, so choosing the lajatang wouldn't make my other weapons obsolete.<br />
<br />
Many good [[Spell book|books]] (so many I didn't use them all) also provided for the repertoire of spells: [[Vampiric Draining]], [[Regeneration]], [[Detect Curse]].... Of course, any half-decent dark evil mage can't be seen on [[melee]] all of the time - it just looks too swashbuckly! So a [[staff of wizardry]] would help me keep the pose in-between close quarter fighting - while also taking my novice [[mage]] apprentice to the heights of the arcane realm, of course! With it, even the first level [[pain]] spell was devastating, which remained my default [[ranged attack]] thoughout the game.<br />
<br />
I'm not a very priest-like player, so I just don't have much patience for gods. I usually just find an entrance to the [[Ecumenical Temple]] and adore the chaotic [[Xom]]. He's so so, as much a giver as a taker, but at least he does everything without me needing to intervene, which is nice enough as far as it goes for me as a player. But this Kek found an altar of [[Sif Muna|the Loreminder]], right on the first levels. I read its description and couldn't see why any mage wouldn't want a god like that, so I converted myself. Not that I used the powers very much, but the [[evocations]] to replenish [[Magic points|mana]] and to forget [[spells]] (and regain their memorisation levels) did help once or twice.<br />
<br />
But then I found it - a blueish tile icon on the map grid. I looked at it, draw by the enchantation of a [[miscellanious item]]. I picked it up. The "a [[crystal ball]]" message on the screen was alone enough to take my breath away! The curiosity! Kek stared into it, only to know that it would be useless without a monster around. All right, I found a monster (duh!) and stared at it again, and I simply saw the monster. Hm, nothing really impressive here. I still don't think I know exactly how crystal balls work, but it never crossed my mind to [[identify]] it - I simply concluded that it would need to be used with a toughter monster. An [[illusionist]], maybe, for the ball's power to see through the falseness. That's the dumb me writing.<br />
<br />
I stepped down into the eleventh level without knowing it would be my last. I found an eight-headed [[hydra]] zombie just as I stepped down the stairs. Lucky it was far away. Being [[Stealth|stealthy]], I went up the stairs again, not ready to fight an enemy with unknown power. I descended again in a different place, only to find a REAL eight-headed hydra chasing me! But did I tremble? Yes I did, and started looking at my full [[Inventory|pack]] to find a good strategy for eliminating the stunning beast (which, by the way, has a really beautiful [[medievesque rhyme poem]] in it's description, be sure to check it out). And there it was, on the my pack's bottom: the crystal ball. I picked it up, and I knew it would work this time. If it wouldn't work with a [[hydra]], it would work with nothing else.<br />
<br />
And against me, it did work. Even with the inventory full of ways for victory or escape, Kek was lured by the gem's beauty and could not take his eyes off it even as the monster's eight heads tore his flesh apart...<br />
<br />
= Character sheet =<br />
<br />
<pre><br />
Dungeon Crawl Stone Soup version 0.4.5 (crawl-ref) character file.<br />
<br />
9615 Kek the Reanimator (level 11, -6/63 (66) HPs)<br />
Began as a Sludge Elf Death Knight on Apr 29, 2009.<br />
Was an Elder of Sif Muna.<br />
Mangled by an eight-headed hydra (9 damage)<br />
... on Level 13 of the Dungeon on May 4, 2009.<br />
The game lasted 04:45:03 (23441 turns).<br />
<br />
Kek the Reanimator (Sludge Elf Death Knight) Turns: 23441, Time: 04:45:03<br />
<br />
HP -6/63 (66) AC 9 Str 16 Exp: 11/13328 (372), need: 5211<br />
MP 24/24 EV 2 Int 15 God: Sif Muna ****<br />
Gold 286 SH 0 Dex 15 Spells: 7 memorised, 0 levels left<br />
<br />
Res.Fire : . . . See Invis. : . L - crystal ball of fixation<br />
Res.Cold : . . . Warding : . z - +2 leather armour of Paranoia<br />
Life Prot.: . . . Conserve : . (no shield)<br />
Res.Poison: . Res.Corr. : . P - +0 helmet<br />
Res.Elec. : . Clarity : . (no cloak)<br />
i - +1 pair of gloves {Str+3}<br />
Sust.Abil.: . Rnd.Telep. : . U - +0 pair of boots<br />
Res.Mut. : . Ctrl.Telep.: . y - amulet of rage<br />
Res.Slow : . Levitation : . f - ring of sustenance<br />
Saprovore : . . . Ctrl.Flight: . e - ring of wizardry<br />
<br />
@: paralysed, slowed, somewhat resistant to magic, quite stealthy<br />
A: carnivore 1<br />
a: Channel Energy, Forget Spell, Renounce Religion, Evoke Berserk Rage<br />
<br />
<br />
You were on level 13 of the Dungeon.<br />
You worshipped Sif Muna.<br />
Sif Muna was extremely pleased with you.<br />
You were not hungry.<br />
<br />
You visited 2 branches of the dungeon, and saw 14 of its levels.<br />
<br />
Inventory:<br />
<br />
Hand weapons<br />
a - a +2,+0 vampiric lajatang<br />
r - a +0,+3 orcish mace<br />
t - a +2,+0 dagger of draining<br />
D - a -1,+1 orcish hand axe<br />
E - a +0,+1 dagger<br />
G - a +2,+1 orcish dagger<br />
H - a +3,+0 elven dagger<br />
K - a +0,+1 orcish dagger<br />
M - a +0,+2 orcish dagger<br />
N - a +0,+2 orcish hand axe<br />
O - a +2,+2 orcish hand axe of chopping<br />
X - a +1,+2 orcish hand axe of venom (quivered)<br />
Missiles<br />
s - 34 +0 darts<br />
v - 23 poisoned +0 needles<br />
w - 30 +0 elven darts of flame<br />
x - 21 +0 stones<br />
Armour<br />
i - a +1 pair of gloves of strength (worn)<br />
j - a +0 elven buckler<br />
z - the +2 leather armour of Paranoia (worn)<br />
(You found it on level 4 of the Dungeon) <br />
It affects your evasion (+5).<br />
P - a +0 helmet (worn)<br />
U - a +0 pair of boots (worn)<br />
Magical devices<br />
Q - a wand of lightning (4)<br />
V - a wand of polymorph other (0)<br />
Comestibles<br />
d - a bread ration<br />
l - 3 meat rations<br />
Scrolls<br />
h - 3 scrolls of remove curse<br />
u - a scroll of teleportation<br />
J - 4 scrolls of detect curse<br />
S - 3 scrolls of identify<br />
T - a scroll of recharging<br />
W - 2 scrolls of fog<br />
Jewellery<br />
e - a ring of wizardry (left hand)<br />
f - a ring of sustenance (right hand)<br />
k - an uncursed ring of life protection<br />
p - an uncursed ring of invisibility<br />
y - an amulet of rage (around neck)<br />
B - a +3,+1 ring of slaying<br />
Potions<br />
g - a potion of resistance<br />
n - 3 potions of heal wounds<br />
o - a potion of levitation<br />
I - 8 potions of healing<br />
Books<br />
c - a book of Necromancy<br />
m - a book of Fire<br />
q - a book of Death<br />
A - a book of Callings<br />
Magical staves<br />
b - a staff of wizardry<br />
Miscellaneous<br />
L - a crystal ball of fixation (in hand)<br />
<br />
<br />
You had 372 experience left.<br />
<br />
Skills:<br />
+ Level 4 Fighting<br />
+ Level 2 Short Blades<br />
+ Level 5 Axes<br />
+ Level 1 Staves<br />
+ Level 5 Throwing<br />
+ Level 9 Dodging<br />
+ Level 5 Stealth<br />
+ Level 1 Stabbing<br />
+ Level 2 Shields<br />
+ Level 1 Traps & Doors<br />
+ Level 6 Spellcasting<br />
+ Level 2 Enchantments<br />
+ Level 13 Necromancy<br />
<br />
<br />
You couldn't memorise any spells.<br />
You knew the following spells:<br />
<br />
Your Spells Type Power Success Level<br />
a - Vampiric Draining Necr ######.... Excellent 3<br />
c - Projected Noise Ench N/A Excellent 2<br />
d - Detect Curse Divn N/A Good 3<br />
s - Animate Dead Necr N/A Excellent 4<br />
v - Regeneration Ench/Necr #####..... Excellent 3<br />
z - Pain Necr #### Excellent 1<br />
Z - Bolt of Draining Conj/Necr #####..... Bad 6<br />
<br />
<br />
Overview of the Dungeon<br />
<br />
Branches:<br />
Temple: D:4 Orc : D:7 <br />
<br />
Altars:<br />
Sif Muna: D:4<br />
<br />
Shops:<br />
D:9: * D:11: [<br />
<br />
<br />
Innate Abilities, Weirdness & Mutations<br />
<br />
Your digestive system is specialised to digest meat.<br />
<br />
<br />
Message History<br />
<br />
* * * LOW HITPOINT WARNING * * *<br />
The eight-headed hydra bites you!<br />
* * * LOW HITPOINT WARNING * * *<br />
The eight-headed hydra bites you!<br />
* * * LOW HITPOINT WARNING * * *<br />
The eight-headed hydra bites you but doesn't do any damage.<br />
The eight-headed hydra bites you!<br />
<br />
Z. #J# <br />
#.# <br />
#.# <br />
#.# <br />
#.# <br />
#.# <br />
#.# <br />
#D# <br />
#@### <br />
#...# <br />
###.#######<br />
#........<br />
#########<br />
<br />
<br />
You could see a slime creature, and an eight-headed hydra.<br />
<br />
Vanquished Creatures<br />
2 hill giants<br />
A wolf spider (D:11)<br />
2 slime creatures (D:12)<br />
2 cyclopes<br />
An ugly thing (D:10)<br />
A troll (D:10)<br />
2 hippogriffs<br />
A hungry ghost (D:9)<br />
5 yaks<br />
2 manticores<br />
2 ice beasts<br />
2 big kobolds<br />
7 ogres<br />
2 phantoms<br />
2 necrophages<br />
14 centaurs<br />
5 orc warriors<br />
6 giant frogs<br />
18 killer bees<br />
10 imps<br />
2 orc priests (D:8)<br />
2 giant beetles<br />
8 hounds<br />
A quasit (D:8)<br />
4 wights<br />
8 giant ants<br />
9 orc wizards<br />
A hippogriff zombie (D:12)<br />
3 giant iguanas<br />
5 scorpions<br />
A shadow (D:12)<br />
A soldier ant zombie (D:11)<br />
9 gnolls<br />
7 worms<br />
A big kobold zombie (D:10)<br />
A giant centipede (D:11)<br />
A giant lizard zombie (D:7)<br />
A worm zombie (D:7)<br />
A giant mite (D:6)<br />
9 snakes<br />
3 oozes<br />
4 giant eyeballs<br />
A hound zombie (D:9)<br />
A scorpion zombie (D:8)<br />
8 giant cockroaches<br />
6 giant geckos<br />
24 hobgoblins<br />
4 jackals (D:1)<br />
26 kobolds<br />
37 orcs<br />
25 giant bats<br />
A giant mite zombie (D:11)<br />
4 giant newts<br />
28 goblins<br />
A hobgoblin zombie (D:6)<br />
An orc zombie (D:7)<br />
A quokka (D:9)<br />
14 rats<br />
2 small snakes<br />
A snake zombie (D:12)<br />
354 creatures vanquished.<br />
<br />
Vanquished Creatures (others)<br />
A wight (D:8)<br />
A gnoll (D:8)<br />
2 hobgoblins (D:11)<br />
An orc (D:7)<br />
A giant bat zombie (D:6)<br />
A giant cockroach zombie (D:6)<br />
A rat (D:5)<br />
8 creatures vanquished.<br />
<br />
Grand Total: 362 creatures vanquished<br />
<br />
Notes<br />
Turn | Place | Note<br />
--------------------------------------------------------------<br />
0 | D:1 | Kek, the Sludge Elf Death Knight, began the quest for the Orb.<br />
0 | D:1 | Reached XP level 1. HP: 13/13 MP: 1/1<br />
2 | D:1 | Learned a level 1 spell: Animate Skeleton<br />
425 | D:1 | Reached XP level 2. HP: 16/16 MP: 2/2<br />
742 | D:1 | Reached skill 3 in Necromancy<br />
1223 | D:1 | Reached XP level 3. HP: 16/21 MP: 2/5<br />
2708 | D:2 | Learned a level 3 spell: Vampiric Draining<br />
2725 | D:2 | Reached skill 1 in Stealth<br />
2832 | D:2 | Reached skill 4 in Necromancy<br />
3021 | D:2 | Reached XP level 4. HP: 23/25 MP: 3/7<br />
3689 | D:2 | Reached skill 5 in Necromancy<br />
4224 | D:2 | Reached XP level 5. HP: 19/30 MP: 8/8<br />
5192 | D:1 | Reached skill 6 in Necromancy<br />
5622 | D:3 | Learned a level 3 spell: Regeneration<br />
5630 | D:4 | Got an encrusted chain mail<br />
6503 | D:4 | Reached skill 7 in Necromancy<br />
6763 | D:4 | Reached XP level 6. HP: 34/36 MP: 8/11<br />
6802 | D:4 | Got an encrusted leather armour<br />
6860 | D:4 | Identified the +1 chain mail of Agoraphobia (You found it on level 4 of the Dungeon)<br />
7259 | D:4 | Reached skill 1 in Throwing<br />
7431 | D:4 | Became a worshipper of Sif Muna the Loreminder<br />
7581 | D:5 | Entered Level 5 of the Dungeon<br />
7990 | D:5 | Identified the +2 leather armour of Paranoia (You found it on level 4 of the Dungeon)<br />
8037 | D:5 | Reached XP level 7. HP: 41/41 MP: 12/14<br />
8239 | D:5 | HP: 2/41 [ogre/giant club (25)]<br />
8841 | D:5 | Reached skill 8 in Necromancy<br />
9207 | D:5 | Reached skill 1 in Axes<br />
9230 | D:5 | Learned a level 4 spell: Animate Dead<br />
10172 | D:6 | Acquired Sif Muna's first power<br />
10187 | D:6 | Reached XP level 8. HP: 14/48 MP: 6/16<br />
10667 | D:6 | Reached skill 5 in Dodging<br />
10850 | D:7 | Reached skill 9 in Necromancy<br />
11427 | D:7 | Gained mutation: You have a slow metabolism.<br />
11427 | D:7 | Gained mutation: You are covered in fur.<br />
11427 | D:7 | Gained mutation: Your digestive system is specialised to digest meat.<br />
11810 | Orc:1 | Entered Level 1 of the Orcish Mines<br />
12085 | D:7 | Gained mutation: You are agile (Dex +1).<br />
12864 | D:8 | Identified a scroll of acquirement<br />
13081 | D:8 | Reached XP level 9. HP: 26/53 MP: 7/19<br />
13341 | D:8 | Reached skill 10 in Necromancy<br />
13660 | D:8 | Acquired Sif Muna's second power<br />
13965 | D:8 | Lost mutation: You have a slow metabolism.<br />
13965 | D:8 | Lost mutation: You are covered in fur.<br />
13965 | D:8 | Lost mutation: You are agile (Dex +1).<br />
15075 | D:9 | Reached skill 11 in Necromancy<br />
15618 | D:9 | Reached XP level 10. HP: 51/59 MP: 10/20<br />
15618 | D:9 | Reached skill 5 in Spellcasting<br />
15741 | D:8 | Reached skill 1 in Enchantments<br />
15744 | D:8 | Reached skill 1 in Shields<br />
15810 | D:9 | Reached skill 1 in Traps & Doors<br />
17162 | D:10 | Entered Level 10 of the Dungeon<br />
18177 | D:10 | Reached skill 12 in Necromancy<br />
18474 | D:10 | Noticed an ugly thing<br />
18508 | D:10 | Defeated an ugly thing<br />
19062 | D:10 | Reached XP level 11. HP: 66/66 MP: 10/24<br />
19070 | D:10 | Learned a level 6 spell: Bolt of Draining<br />
19665 | D:11 | Reached skill 5 in Throwing<br />
20079 | D:11 | Learned a level 2 spell: Projected Noise<br />
20083 | D:11 | Learned a level 3 spell: Detect Curse<br />
20149 | D:11 | Reached XP level 10. HP: 57/62 MP: 21/23<br />
20158 | D:11 | Reached XP level 11. HP: 62/66 MP: 17/24<br />
20543 | D:11 | Reached skill 5 in Stealth<br />
21124 | D:11 | Acquired Sif Muna's third power<br />
21261 | D:11 | Reached skill 13 in Necromancy<br />
21694 | D:12 | Reached skill 5 in Axes<br />
21741 | D:12 | Reached skill 1 in Stabbing<br />
23273 | D:13 | Reached skill 1 in Staves<br />
23441 | D:13 | HP: 3/63 [eight-headed hydra (15)]<br />
23441 | D:13 | Mangled by an eight-headed hydra<br />
</pre></div>Seriser6http://crawl.chaosforge.org/index.php?title=Arc&diff=18800Arc2013-08-27T17:57:35Z<p>Seriser6: fixed red link</p>
<hr />
<div>{{Obsolete}}<br />
<br />
'''Arc''' was a level 1 [[Air Magic]] spell which would zap a random nearby creature, dealing [[Electricity|electric]] damage.<br />
<br />
[[Category:Spells]][[Category:Obsolete spells]][[Category:Air Magic]][[Category:Level 1 Spells]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Shatter&diff=18798Shatter2013-08-27T17:56:10Z<p>Seriser6: /* Monster version */ fixed red link</p>
<hr />
<div>{{version012}}<br />
{{Spell<br />
|name=Shatter<br />
|level=9<br />
|school1={{Earth Magic}}<br />
|school2=<br />
|school3=<br />
|castingnoise=7<br />
|spellnoise=30<br />
|sources=<div><br />
* [[Book of the Tempests]]<br />
* [[Book of the Earth]]<br />
</div><br />
}}<br />
{{flavour|This spell causes a burst of concussive force around the caster, which will damage most creatures, although those composed of stone, metal, crystal, or otherwise brittle material will particularly suffer. The magic has been known to adversely affect walls.}}<br />
{{AttackSpell<br />
|name=Shatter<br />
|formula = 3d(5+Power/3)<br />
|maxdmg = 3d(71.67)<br />
|maxsp = 200<br />
|range = 3+[[Earth Magic]]/5<br />
|target = LOS<br />
|special = Destroys walls}}<br />
<br />
'''Shatter''' is a level 9 [[Earth Magic]] spell which attacks all monsters (enemy or allied) in a (3 + Earth Magic/5) tile radius, dealing unavoidable physical damage. Against particularly vulnerable monsters (those made of stone, metal, crystal, bone, or ice) this spell deals devastating amounts of damage, while resistant opponents will only be lightly injured or remain completely unscathed. The spell also affects many objects in your line of sight:<br />
*All [[potion]]s that are not being carried by you or a monster have a 90% chance of being destroyed. Do not cast this near your [[stash]].<br />
*The following [[Dungeon]] features may be destroyed:<br />
**[[Door]]s: 100%, whether they are open or closed<br />
**[[Iron grate]]: 100%<br />
**Inanimate [[statue]]s: 50%<br />
**Green crystal [[wall]]s: 50%<br />
**Rock wall: ([[Spell power]] / 4)% (Max 50%)<br />
**Slimy wall: (Spell power / 4)% (Max 50%)<br />
**Stone wall: (Spell power / 6)% (Max 33.3%)<br />
**Metal wall: (Spell power / 10)% (Max 20%)<br />
<br />
Shatter does not damage the player, even in [[Statue Form]] (barring miscast effects).<br />
<br />
==Damage Modifiers==<br />
*Damage ×1.5: [[Ice beast]]s, [[Simulacrum|simulacra]], and [[ice statue]]s<br />
*Damage ×2: [[Earth elemental]]s, [[clay golem]]s, [[stone golem]]s, [[gargoyle]]s, [[iron elemental]]s, [[iron golem]]s, [[metal gargoyle]]s, [[crystal golem]]s, [[silver statue]]s, [[orange crystal statue]]s, [[Roxanne]], [[skeleton]]s, [[skeletal warrior]]s, [[curse skull]]s, [[Murray]], and [[petrify]]ing monsters<br />
*Damage ×4: [[petrify|Petrified]] monsters<br />
*Damage / 3: [[Fly]]ing monsters, [[water elemental]]s, [[jellyfish]], and all slimes and jellies.<br />
*[[Insubstantial]] monsters take no damage from Shatter.<br />
<br />
==Strategy==<br />
Much like [[Fire Storm]], [[Ice Storm]], and [[Tornado]], Shatter lives up to its level 9 spell status, allowing the player to do obscene amounts of damage in a very short amount of time. At high power, it effectively targets everything on the screen with each casting. This lets Shatter function as a top-notch crowd control spell under the right circumstances. Better still, because its only spell school is Earth Magic, it takes less training to get it to a reliable casting success rate than its other elemental counterparts.<br />
<br />
However, Shatter is also much less versatile than the Storm spells. Flying enemies take much less damage than average, rendering it far less useful against [[list of dragons|dragons]] and a large number of [[demon]]s (including all of the fiends). Worse, there are some particularly threatening monsters against which it is entirely useless, [[orbs of fire]] being the worst. Even when it does clear the screen, the spell is so loud that it can attract plenty of reinforcements. However, it does shine under certain circumstances; anything you'll encounter in [[the Tomb]] can be put to rest by spamming this spell a few times, making it excellent not only for breaking into the place but also for subduing its angry inhabitants if they decide to swarm you (though you may want to be in [[lich form]] or worship [[Kikubaaqudgha]] to reduce the impact of their [[death curse]]s). Also, many of the late-game bosses lack flight and take full damage from it, and anything they summon will be pulverized in the process, making it an interesting alternative to [[Mass Abjuration]]:<br />
*[[Geryon]]<br />
*[[Antaeus]]<br />
*[[Ereshkigal]]<br />
*[[Dispater]]<br />
*[[Mnoleg]]<br />
*[[Cerebov]]<br />
<br />
For individual targets, however, you will likely get more efficient damage output using [[Iron Shot]] or [[Lehudib's Crystal Spear]].<br />
<br />
==="Shatterninja"===<br />
The fact that this spell quickly removes many walls, including those of stone or metal, actually gives it a surprising second use. Namely, it is useful for stealing ("ninja") runes from certain difficult areas of the game (most notably [[Pandemonium]] and [[Hell]]) simply by using the spell to open holes in the vaults that hold those runes. [[Apportation]] can then very quickly get you the rune, or [[Haste]] and [[Swiftness]] if for some reason that is not an option. A well-timed teleport can then minimize your exposure to the (likely very angry) guardian of the rune.<br />
<br />
==Monster version==<br />
[[Jorgrun]] and some [[pandemonium lord]]s or player [[ghost]]s can also cast this spell.<br />
{{crawlquote|'''Power''': 5 + 4.5×HD<br>'''Damage''': 3d(5+Power/3)<br>'''Radius''': 3 + HD/5}}<br />
In the case of [[Jorgrun]] it usually deals 3d29.<br />
<br />
The inflicted damage is modified as follows and then reduced by 1d[[AC]].<br />
*[[Status_effect#Petrifying/Petrified|Petrified]]: Damage*4 (it doesn't matter if you are flying or not)<br />
*[[Status_effect#Petrifying/Petrified|Petrifying]]: Damage*2 (it doesn't matter if you are flying or not)<br />
*[[Flying]]: Damage/3<br />
*[[Statue Form]]: Damage*2 (not applied when you are flying)<br />
*[[Ice Form]]: Damage*1.33 (not applied when you are flying)<br />
<br />
==History==<br />
Prior to [[0.10]], casting Shatter near permarock walls would damage monsters on the other side. After 0.10, monsters are only damaged if the wall is shattered in the process.</div>Seriser6http://crawl.chaosforge.org/index.php?title=Resistance&diff=18797Resistance2013-08-27T17:53:39Z<p>Seriser6: fixed red links and links to specific resistance sections</p>
<hr />
<div>{{version012}}<br />
''For the ego found on robes and shields, see [[resistance (ego)]].''<br />
Monsters and players may have '''resistances''' against various types of damage; these are a subcategory of [[intrinsic]]s.<br />
<br />
==Types of resistance==<br />
There are five "major" resistances. These are commonly granted by items, spells, or species-specific or random [[mutation]]s:<br />
<br />
* [[Fire]] resistance<br />
* [[Cold]] resistance<br />
* [[Negative energy]] resistance (aka life protection), which is resistance against [[draining]] attacks, [[Necromancy|necromantic magic]], etc.<br />
* [[Electricity]] resistance<br />
* [[Poison]] resistance<br />
<br />
The degrees to which characters may have resistance to these elements vary from resistance to resistance:<br />
<br />
* Fire/cold resistance: can vary from rF/rC--- to rF/rC+++. Having any level of vulnerability increases damage done by 50% from missile attacks and 100% from melee attacks and clouds, but a character with rF--- will take no more damage from fire attacks than a character with rF-. All player sources of resistance/vulnerability stack.<br />
* Negative energy resistance: can vary from none to rN+++. All sources stack, and rN+++ provides complete immunity. Vulnerability does not exist.<br />
* Electricty resistance: Player can only have one level, rElec, which provides 66% damage reduction. Vulnerability does not exist, and sources do not stack.<br />
* The player can have four levels: rPois-, none, rPois, or rPois+++. Vulnerability is only obtained by being in [[Spider Form]], while immunity (rPois+++) is only obtained by being undead, including being in [[lichform]]. Sources of rPois do not generally stack. The one exception to this is that poison vulnerability and poison resistance will cancel each other out to leave a character with no resistance.<br />
<br />
==Damage reduction==<br />
Monsters and players with resistance will take less damage (or no damage) from a resisted attack. Some attacks are only partly resisted &ndash; for instance, only 45% of the damage from [[Fire Storm]] will have resistance (or vulnerability) applied to it.<br />
<br />
Resistance is more effective vs. [[Sticky Flame]], [[electrical]] attacks, and [[miasma]].<br />
<br />
The damage reduction for players is:<br />
{| class="wikitable"<br />
! Resistance level !! Damage taken !! Dam. vs. sticky/elec./mias.<br />
|-<br />
| 1 || 50% || 33%<br />
|-<br />
| 2 || 33% || 25%<br />
|-<br />
| 3 || 20% || 17%<br />
|}<br />
<br />
Note that players can only ever gain one level of electricity resistance. Monsters, however, can have more than one.<br />
<br />
Monsters' resistance is more effective:<br />
{| class="wikitable"<br />
! Resistance level !! Damage taken !! Dam. vs. sticky/elec./mias.<br />
|-<br />
| 1 || 50% || 33%<br />
|-<br />
| 2 || 20% || 17%<br />
|-<br />
| 3 || 0% || 0%<br />
|}<br />
<br />
It is also possible for the player to be vulnerable (i.e., to have negative resistance) to fire, cold, or poison. Monsters can be vulnerable to fire, cold, poison, and electricity, and [[evil]] creatures (including the player, if [[undead]], [[demonspawn]], or in [[lichform]]) are vulnerable to [[cleansing flame]]. Vulnerability (of any degree) causes a creature to take 150% normal damage from missiles and 200% damage from all other attacks.<br />
<br />
Life protection is handled differently: each level reduces damage taken by a third, meaning level 3 provides total immunity to draining and necromancy. [[Torment]] is also resisted by life protection, using yet another formula.<br />
<br />
==Gaining Resistances==<br />
*Quaffing a [[potion of resistance]] will give you one level of fire, cold, electricity and poison resistance for a while.<br />
*Various [[dragon (monster)|dragon]] hides or armours, as well as other [[ego]] armour, will provide various major or minor resistances if worn.<br />
*Most resistances (not electricity) can be gained by wearing particular (standard) items of [[jewellery]].<br />
*[[Artifact]]s may provide one or more resistances, including electricity resistance and some of the "minor resistances" below.<br />
*All major resistances can be gained through a corresponding [[mutation]] (although only [[demonspawn]] can gain the life protection mutation).<br />
*Some [[species]] have racial resistances or vulnerabilities. Notably, all the playable undead races have at least [[Cold resistance|Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance]], and [[Torment|Immunity To Torment]].<br />
*Many spells in the [[Transmutations]] school provide assorted resistances along with their other, more dramatic effects.<br />
<br />
==Minor Resistances==<br />
There are also a few "minor" resistances which come from specific items or species characteristics. <br />
*[[Acid]] resistance protects you from acid, but not your items. It can come from an [[amulet of resist corrosion]] or [[cloak of preservation]], the [[Draconian#Colors|Yellow Scales]] mutation (gained by yellow [[draconian]]s), or the unrand [[Maxwell's patent armour]]. Acid damage is also reduced by wearing as many pieces of armour as possible (especially a [[cloak]]), which usually necessitates corrosion resistance, below.<br />
*[[Corrosion]] resistance can be gained from an amulet of resist corrosion, a cloak of preservation, or Maxwell's Patent Armour. Corrosion resistance gives your items a 90% chance to resist being corroded. Armour and weapons with high enchantments are more resistant to corrosion, as are sets of [[crystal plate armour]] and anything of dwarven make. [[Artefact]]s are completely immune to corrosion.<br />
*[[Steam]] resistance from [[steam dragon armour]]. Fire resistance will also grant some resistance to steam.<br />
**Similarly, [[mottled dragon armour]] (and the artifact [[faerie dragon armour]]) grants resistance to [[Sticky Flame|sticky flame]].<br />
*[[Rot]] resistance comes from being undead, including being in [[lichform]]. It does not protect ghouls against their own random rotting, and all undead will still rot instead of mutating. Characters in [[Statue Form]] and [[demonspawn]] with the [[Foul Stench]] mutation also receive rot resistance. Rot resistance also confers resistance to [[sickness]] and immunity to [[miasma]].<br />
*[[Torment]] resistance will reduce damage from monsters casting [[Symbol of Torment]] or when using a [[scroll of torment]].<br />
*[[Mutation]] resistance comes from the [[amulet of resist mutation|amulet of that name]] (or artifacts), prior mutations, or high piety with [[Zin]]. From the amulet (its most common source), it is only 90% reliable. While undead will always rot instead of mutating, mutation resistance will block that rotting with the same frequency it would block mutation for a living character.<br />
*A few other intrinsics act like specialized resistances: [[clarity]] (confusion, frenzy, amnesia), [[conservation]] (item destruction), [[sustain abilities]] (stat loss), [[amulet of stasis|stasis]] (slow, teleport, paralysis, ''etc.'')<br />
*Although some monsters are resistant to [[silence]] and [[hellfire]], these are not available for players.<br />
<br />
==History==<br />
*Elemental ([[Fire#Fire Resistance|Fire]], [[Cold#Cold Resistance|Cold]], and [[Electricity#Electricity Resistance|Electricity]]) resistances for players were [[nerf]]ed in [[0.6]].<br />
*[[Poison#Poison Resistance|Poison resistance]] for living characters was nerfed to only provide 90% protection against poisonous melee attacks in [[0.10]].<br />
<br />
[[Category:Resistance]]<br />
[[Category:Intrinsic]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Mandevil,_Merfolk_Death_Knight&diff=18796Mandevil, Merfolk Death Knight2013-08-27T17:39:40Z<p>Seriser6: fixed red links</p>
<hr />
<div>{{diary}}<br />
<br />
==Introduction==<br />
<br />
After splatting inumerable MiFi's, HEHu's, HEIE's and so on I was looking for some survivable combination. I have found this [[Ophanim's Merfolk Death Knight guide|Merfolk Death Knight Guide]]. I splatted several of them, when I suddenly got a nice game going. This is a write up of that game. Note, that I'm complete noob player, I never got rune before and so far my best was Minotaur Fighter of Okawaru who stupidly died in Swamp:4 after clearing Lair and Orcish Mines.<br />
<br />
Merfolk Death Knight is very easy and powerful combination for several reasons:<br />
* great aptitude for polearms allows one to quickly get combat skill needed to survive<br />
* polearms have great synergy with undead servants: it's very easy to hide behind mob of allies and use your polearm's reaching to pound opponents (but remember there's flat 50% chance of actually succeeding).<br />
* great Yredelemnul gifts: even the lower level ones are very useful; the high level ones are just insane killing machines for the time you start getting them<br />
* Enslave Soul ability allows one to get high level opponents and uniques as your allies retaining all their abilities, esp. spellcasting<br />
* much easier Shoals, plus water anywhere greatly aids you (retreat into deep water, pound enemies with polearms in safety or at least get EV bonus where your opponents struggle and fumble)<br />
<br />
<br />
==The Story==<br />
<br />
===Early Game / D:1-10===<br />
I followed the guide and switched off training of all skills but Polearms. On D:3 I gained the ability to animate all corpses in sight. On D:4 I met my first ogre; too weak to defeat it in mêlée, I kited it to upstairs where I had small mob of zombies waiting. From behind my mindless allies I was able to beat the ogre easily and safely. This turned out to be a good general tactics if something nasty turns out on a new level (which means without undead allies as these cannot follow). Later on the same level I took an orcish trident off a defeated orc and my Polearms skill reached level 10. At this moment I defocused Polearms (keeping it on) and focused Fighting, Dodging and Invocations and also adding unfocused Traps & Doors. On D:6 I received first undead ally from Yredelemnul: a wight. Unfortunately, it soon succumbed to a player ghost on that dungeon level, but I got three flying skulls to replace it. These servants made fighting what would normally be dangerous fights like swarms of killer bees, hungry ghosts, war dogs etc. a breeze. In D:8 I had to teleport away from powerful player ghost who wiped remains my entourage, already decimated by pack of war dogs, ogre, Grum and gnolls. Another more intense fight was Eustachio on D:8 again, who summoned pack of imps and I had to blast him with wands of fireball and disintegration and then run away from his summons. Joseph followed Eustachio shortly as did my first troll who once again destroyed most of my zombies. D:9 had Blorc the Orc and entrance to Orcish Mines. D:10 had unannounced portal to Bailey. I thought that I can enter later, as long as I won't see the actual portal (behind closed gate). Well, that later turned not to be the case and when I wanted to go to Bailey I only found empty arch of stone. D:10 also had 5 shops, one of them had boots of running that I somehow managed to overlook, even though I had the money to buy them. At least I got randart +3 leather armor {Str+2 Int+2}.<br />
<br />
===Lair of Beasts===<br />
Lair (entered from D:10) was smooth sailing until Lair:4, where I fought large pack of elephants, which were quite tough for me, especially as they again rolled overy my servants leaving me alone to fight them off. After lot of stair dancing and kiting I killed them, only to run into packs of yaks. On Lair:5 I found crude glaive, which turned out to be +4 glaive of Sloth with [[dragon slaying]], rF+ and rC+ egos which becomes my only weapon from now on, replacing my plain +3,+0 trident. With my new shiny weapon the packs of elephants are no longer so threatening. In Lair:6 I entered the [[Ice Cave]], which was small one with teleporter to another separate part. I happened to get skeletal warrior servant before teleporting to the other part, but I didn't know I can recall him there. In that other part there were two [[ice statue|ice statues]] that started to blast me with shards of ice. I invoked Injury Mirror, but it was soon clear that it wasn't enough. I tried zapping wands, but nothing worked well enough. In the end I recalled my skeletal warrior who destroyed one statue why I pounded the other. It was pretty nasty fight, but I made it -- the loot wasn't very good, however. After getting back I got a very close call with pack of death yaks; at one point I got to mere 3 HP. I had to burn through several potions of heal wounds before I managed to make them flee, greatly reducing my Yredelemnul piety in the process (Injury Mirror). Lair:8 was not a big deal as it has enough choke points to fight death yaks at. The vault was the one with dire elephants, so I got my share of dire elephant fighting.<br />
<br />
===Orcish Mines===<br />
Orcish Mines were very easy as number of corpses meant massive mobs of zombies that made overpowering even large orc regiments trivial matter. I killed [[Harold]], [[Erica]] and [[Nergalle]], the latter whom I enslaved. Nergalle the spectral orc was a lot of fun, since she kept summoning spectral orcs and hasted her allies, including me! Also, on Orc:1 I bought very nice +3 leather armor with SInv and Dam+6 bonuses.<br />
<br />
===Mid-Dungeon / D:10-17===<br />
I descended deeper and deeper, more difficult monsters started to appear, but nothing really dangerous: ugly things, slime creatures, various giants, trolls, centaur warriors etc. All of them were massacred by our unholy company of me, spectral Nergalle, her spectral orcs, and granted ghouls. I started to feel pretty overpowered. At one point I got message that [[Margery]] was killed -- I haven't even seen her, she was handled by some ally of mine out of sight. Somewhere on D:15 Nergalle died to large pack of yaks, orcs and centaurs. I haven't quite noticed until all spectral orcs disappeared. I was down to two ghouls and few zombies. On D:16 I got Fannar, who tried to use his ice magic to no avail and was promptly ripped to shreds by my ghouls and a death cob. On D:17 I finally got the ultimate undead servant - the feared and horrible dark angel - profane servitor, who wreathed the area around us in unholy shadow. On D:17 I found downstairs to Vaults. I stashed some stuff there and headed to the Lair to do the Swamp.<br />
<br />
===Shoals:1-4===<br />
The [[Swamp]] turned to be non-existent -- the downstairs were actually a mimic. After some deliberation I decided to clear upper levels of the Shoals. As a Merfolk I should have quite easy time. Well, Shoals turned out to be even easier than I thought. There was nothing much threatening: mermaids were a non-issue, flocks of harpies were taken care of by my undead friends before they could cause much trouble and my compatriots merfolks just begged to be massacred. On fourth level I got Polyphemus with his death yaks, but my undead dispatched him before I had dealt with the yaks. I was too scared to enter Shoals:5, so I turned back and resurfaced at Lair.<br />
<br />
===Spider's Nest and the first rune===<br />
[[Spider's Nest]] should be fairly easy I though: I have ring of poison resistance, my allies are all poison resistant and those spiders are weak. It turned out exactly like I thought and most of the Spider Nest was just a bug hunt where I was sweeping floor clean of all the damn arthropods. I got Roxanne the Statue on Spider:2, no biggie. On Spider:3 I got my first [[bone dragon]], another highly desirable gift from Yredelemnul. Spider:5 was a little tougher, but nothing really threatening. There were several [[ghost moth|ghost moths]], who completely drained my MP, but what the heck, I need no stinkin' magic. In the final vault there were [[emperor scorpion|emperor scorpions]] with moths of wrath berserking them. Those scorpions were somewhat tough, but still nothing to run away from. Then, finally, I got my very first rune ever -- the gossamer rune of Zot! Wow!<br />
<br />
===Vaults===<br />
I entered and started to explore the Vaults. Packs of centaur warriors, yaktaurs, slime creatures and ugly things could offer little in a way of resistance to my company of bone dragons, ghouls, profane servitors and mob of zombies. I took up on some spellcasting, going for Charms (Repel Missiles, Haste) and Translocations (Blink). On level 3 I killed and enslaved [[Louise]], which was good. But I did not know that I can only have one enslaved soul, so she was freed when I enslaved [[Kirke]]. Spectral Kirke was promptly destroyed by her hogs, so I came out of it empty handed again. Also on that level I found the amulet of Suspicion {rMut rN+}. Vaults:4 saw me fighting [[Mara]], who died before he could do much mischief. On level 5 I literally bumped into [[Boris]] as I was mashing keys madly. I was bit worried about fighting him, so I recalled my allies, cast Haste and then started to fight. Well, he lasted whopping 4 turns before being crushed by my bone dragons. Better luck next time, Boris. Shortly after this encounter I ran into [[Mennas]]. He immediately cast Silence, so no buffing myself and definitely no escaping. Things weren't looking great as my undead friends were taking some beating from his holy weapon while having trouble hitting him. Having no options left, I started to melee him and killed him without much difficulty with about half HP remaining. So much for the feared angel-preacher. After exploring the level, there remained one large rectangular structure with gate on the right side -- clearly a vault of some kind. I entered to be greeted by 6 vault guards. After dispatching them and proceeding inside the vault there were two wings with gates, both housing big horde of monsters. The resulting battle was quite intense, but eventually I prevailed. Level 6 was more of the same, though I found {Acc+4 Stlth+} randart helmet here. Finally, I cleared level 7 and it was time to decide what next. After cruising through the all of Vaults I felt extremely powerful and thus decided to do Vaults:8 right away. I had four bone dragons and two profane servitors at my command and high Yredelemnul piety. What could go wrong, right? Well it wasn't such a great decision, but first things first.<br />
<br />
====Vaults:8 and the second rune====<br />
After descending the stairs I appeared in the middle of diamond-shaped formation of vault guards. I defeated them very quickly by repeatedly invoking the Drain Life ability. After few turns all the guards were dead and after recovering my and allies' strength I started exploring the quadrants. The fight was tough but manageable: quite what I expected. Storm and shadow dragons were quite easy for my glaive of dragon slaying and I had rN++ anyway. The second quadrant had titan and also a powerful player ghost of Yermak the great SpIE, but he was demolished by my profane servitor. The third sector held the silver rune. Superb, my second rune ever is purportedly the difficult Vault rune. I felt good. Not for long though. As I continued clearing the level, just moment later I ran into two hellions, two blizzard demon and a lich. And thing got ugly real fast and from behind a corner brimstone fiend approached the melee. My HP was falling fast as I got fried with hellfire and when I saw my profane servitor being blasted to pieces by the lich, even I knew it's time to run for life (and actually when I'm reviewing the ttyrec now, I see there was also an executioner, both 1's probably summons by the lich). I managed to escape, but the toll taken was high. Of all my undead only two bone dragons made it back to safety. In the retrospect I think I should have delayed Vaults:8 raid a bit.<br />
<br />
===Shoals:5 and the third rune===<br />
After almost not making it out of Vaults:8, I headed for the Shoals:5. After the horror suffered in Vaults I expected it to be a breeze. However, on entry there was quite a fight as Ilsuiw with her suite was there waiting to greet me. Fortunately, bit of stair dancing solved all the problems. After that, clearing of those little vaults was easy and thus I got my third rune.<br />
<br />
===Deep Dungeon===<br />
I continued to descend through the main dungeon. The fights are getting more difficult as prevalence of hard monsters increases, but so far it's still manageable. I slowly get my undead helpers back, but this time it's not such easy sailing. This time my bone dragons and profane servitors keep disappearing. I never actually see them destroyed, they just are not there when I try to recall them. Strange. On D:19 there's strange green crystal walled structure I have no idea how to enter. D:20 sees the demise of Aizul. This level has large section of it inaccessible, though there are transparent walls so that one can see there are monsters inside. On D:22 there's small room filled with demons of various ranks including one brimstone fiend. I manage to kill the fiend with only 17 HP remaining. I seem to like living on the knife's edge. D:23 has treasure trove portal that wants 17 potions of curing... which I don't have. Anyway, I explored down to D:26, there I stopped and thought about what to do next.<br />
<br />
===Crypt===<br />
After getting suggestion on ##crawl to do Crypt, I headed there and started going down. The threat level was really mild. Skeleton warriors, some vampires, maybe bone dragon here and dragon zombie there -- really nothing to write home about. I enslaved [[Wiglaf]], but he died rather soon. All things considered, Yredelemnul abilities definitely lose their lustre as the game progresses. At this time I was essentially a melee fighter with some supporting magic. To Haste, Repel Missiles and Blink I added some new stuff, the most important being Deflect Missiles (Repel Missiles doesn't seem to cut it against yaktaurs) and Abjuration (for which I started training Summoning). The worst thing in the upper Crypt were the [[curse skull|curse skulls]]. For a test, I destroyed one, but decided it's not worth the trouble and risk. I tried to send enslaved Wiglaf against one, but surprisingly, it extinguished him without much fuss.<br />
<br />
Finally, I reached the Crypt:5. I appeared on in a watery area with lots of flying skulls. As a merfolk I was able to deal with lot of monsters by kiting them to the water and then pounding them with my glaive without them being able to fight back -- oh the joy of being amphibious. Anyway, in the crypt area itself the fight was going fine until I stumbled upon horrible red L, an ancient lich. I was fairly low on HP and the first spell from the lich took me to mere 35 HP. I stopped to evaluate my options. Teleport would take too long, killing the lich wasn't fast enough, I had no scroll of blinking. I considered zapping Blink spell and hoping for the best. At any rate, situation looked dire and I saw no safe way out. Then it dawned on me... the lich's power lies in his spellcasting, without it he can only offer weak resistance. And I had 3 scrolls of silence! I read one and easily destroyed the horrible undead mage. The rest of the vault was fine, some hell knights and vampires could hardly spoil my cruise. Of the loot there was nothing game breaking (or really interesting).<br />
<br />
===Realm of Zot===<br />
After the Crypt I was thinking about what next. I shortly considered going to Elven Halls, but ultimately decide to short cut it and go Zot. I (partially) cleared D:27 and entered Realm of Zot. Firt four levels weren't that bad, though fighting draconians of all stripes was quite annoying and it destroyed good amount of my scrolls and potions. There were occasional dragons and other monsters, but I was never in danger of dying. During Zot:1-4 I upgraded to XL 27 and got my Silence spell to useful fail rate (my scrolls of silence were burnt by draconians). Eventually, after taking some advice on ##crawl I entered the ultimate level, Zot:5. I explored the areas outside of the Orb chamber, then started slowly lure monsters from it. I got first impressions of orbs of fire, electric golems, orb guardians. I could kill them individually, but it was vital that they don't gang up on me. I had rF++ resistance for the orbs, for electric golems I cast Insulation spell, along with liberal use of Haste. During one foray into the Orb chamber I caught attention of two ancient liches, orbs of fire and orb guardian. I started to run back to stairs, but I got some headway. I hasted myself, cast Silence and turned back against the ancient lich pursuing me and destroyed it. So far good. But after few other monster the fatal mistake came. I kited tentacled monstrosity (a monster I was killing without much trouble many times before) to upstairs. I went to Zot:4 and completely healed myself. Then I descended to Zot:5 after a turn the green X started to constrict me. At this moment, electric golem appeared from behind a corner and managed to take two hits at me before I managed to escape up with 95 HP out of 213. I continued to melee the tentacled monstrosity, but I wasn't killing it fast enough. Eventually, I was 14 HP and it was still alive, albeit almost dead. At this point I did the fatal mistake. Instead of trying to land killing blow, I zapped Blink spell, expecting it to succeed unconditionally and bring me away from the monstrosity's clutch. Little did I know that Blink counts as an attempt to extricate oneself from the monstrosity's constriction and thus can fail, which is what happened, of course. The next turn, I was dead.<br />
<br />
Good bye, Mandevil the Merfolk Death Knight.<br />
<br />
===Epilogue===<br />
Despite not winning, the game was beyond my wildest expectations. My goal was to get at least one rune. Not only I got three, I also made it to Zot:5 and have had a good shot at winning. I have to thank to many participants on ##crawl who helped me with their advice.<br />
<br />
Game dump: http://dobrazupa.org/morgue/Mandevil/morgue-Mandevil-20120924-113118.txt<br />
<br />
TTY recording: http://voyager.go.dyndns.org/crawl/001-MfDK-0.11-cszo.ttyrec.bz2</div>Seriser6http://crawl.chaosforge.org/index.php?title=Minimum_delay&diff=18795Minimum delay2013-08-27T17:35:25Z<p>Seriser6: fixed double redirect</p>
<hr />
<div>#REDIRECT [[Weapon speed]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=M%26F&diff=18794M&F2013-08-27T17:34:57Z<p>Seriser6: fixed double redirect</p>
<hr />
<div>#REDIRECT [[Maces & Flails]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Insect&diff=18793Insect2013-08-27T17:34:26Z<p>Seriser6: fixed double redirect</p>
<hr />
<div>#REDIRECT [[List of arthropods]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Foxfire&diff=18792Foxfire2013-08-27T17:33:46Z<p>Seriser6: fixed double redirect</p>
<hr />
<div>#REDIRECT [[Deck of summonings#Foxfire card]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Body_armor&diff=18791Body armor2013-08-27T17:33:11Z<p>Seriser6: fixed double redirect</p>
<hr />
<div>#REDIRECT [[Armour]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Character_guides&diff=18599Character guides2013-08-23T13:04:32Z<p>Seriser6: Fixed red link</p>
<hr />
<div>{{Advice}}<br />
<br />
This is a list of character guides. <br />
<br />
Note that there are many ways to play a particular combination! The ways described here aren't the only ways, or even necessarily the best ways. Experiment and above all have fun. Many of the guides are out-of date. You can help everyone by updating them!<br />
<br />
''Furthermore, a note to future character guide authors: Please keep these guides below about 10 kilobytes in length or state that you are '''personally''' responsible for updating them. Even still, guides above 15 kilobytes will be reduced below that amount''<br />
<br />
It is assumed that you have read the actual generic [[Walkthrough]] before reading a guide (As well as the [[Early Game Tips]], [[Mid Game Tips]], and [[Late Game Tips]])<br />
<br />
Newer Guides:<br />
* [[MoogleDan's Gargoyle guide]] (0.13)<br />
* [[MoogleDan's Centaur guide]] (0.12)<br />
* [[Buddy23Lee's Troll monk of Jiyva ("slime troll") guide]] (0.12)<br />
* [[IonFrigate's Abyssal Knight guide]] (0.10, 0.11)<br />
* [http://pastebin.com/QnHCvEVv Pacra's Abyssal Knight guide]<br />
* [[Huggz's Spriggan Enchanter guide]] (updated May 2012)<br />
* [[Elynae's Sludge Elf/Merfolk Transmuter guide]]<br />
* [[Elynae's Better MuWz Guide]] (it's better)<br />
* [[Elynae's Fire Elementalist guide]] (0.10, 0.11, short)<br />
* [[Serfuzz's Ogre Hunter guide]]<br />
* [[Tasonir's Melee Naga Guide]] new for version 0.10<br />
* [[Mr. K's Deep Elf Fire Elementalist guide]]<br />
* [http://www.youtube.com/watch?v=M4lclhJ-3jQ Spriggan Wizard Guide <video>] (0.9.1)<br />
* [[Hybrid's Kobold Berserker guide]]<br />
* [[Lawman's Skald guide]]<br />
* [[Agentchuck's Centaur Hunter guide]]<br />
* [[Ophanim's Merfolk Death Knight Guide]]<br />
* [[Davion Fuxa's Ogre guide]]<br />
<br />
Also see: [[Strategy guides]] for more general advice.<br />
<br />
Older Guides:<br />
* [[Drwhat's Vampire Conjurer guide]]<br />
* [[Elynae's Troll Conjurer guide]] newbie-friendly, Chei, Oka, Makh, Veh<br />
* [[A.Siochi's Felid Transmuter guide]]<br />
* [[Petro's Mountain Dwarf Fighter Guide]]<br />
* [[Demos' Deep Dwarf Necromancer guide]]<br />
* [[Demos' Hill Orc Priest guide]]<br />
* [[CapnCrunch's Mummy Wizard guide]] <br />
* [[Demos' Ogre Wanderer guide]]<br />
* [[Demos' Sludge Elf Transmuter guide]]<br />
* [[Demos' Spriggan Chaos Knight guide]]<br />
* [[Demos' Spriggan Venom Mage guide]]<br />
* [[Bim's Demonspawn Summoner guide]]<br />
* [[Bim's Mummy Summoner guide]]<br />
* [[Naughty's_Demonspawn_Conjurer_of_Vehumet_guide]]<br />
<br />
[[Category:Strategy_Guides]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Talk:Current_projects&diff=17015Talk:Current projects2013-07-15T16:26:30Z<p>Seriser6: Asked question about unrandart item templates</p>
<hr />
<div>Is this page actually up-to-date and used? <s>Ow, I just saw there's a template for spellbooks. I probably should've used that when I updated them all with images.</s> Also, should the spellbook template be used? It looks like it doesn't exist right now. --[[User:Lokkij|Lokkij]] 19:56, 4 June 2013 (CEST)<br />
<br />
:I'll create a template, and it will added automatically to every page by some program I'll write. Those spellbook pages are a PITA. It's something that should have been automated long time ago. --[[User:CommanderC|CommanderC]] 21:42, 4 June 2013 (CEST)<br />
<br />
::Thanks! That's save us a lot of work :) BTW, what's a PITA? --[[User:Lokkij|Lokkij]] 21:58, 4 June 2013 (CEST)<br />
<br />
:::I believe PITA stands for "pain in the ass", though I suppose you could view it as a reference to delicious flatbread if you wanted to. [[User:Spudwalt|--spudwalt]] 23:52, 4 June 2013 (CEST)<br />
<br />
<br />
I think it'd be good to completely restructure this page. Right now, it's pretty unclear and cluttered with lots of red links, and more of a things-that-need-to-be-done-but-I-don't-want-to-do-myself-list than a page with actual projects on it. I think the things that are done should just be removed, and the ongoing tasks (such as unstubbing) could be listed elsewhere or on a different part of this page.<br><br />
Because there are no (or very little) actual projects to be done on this wiki, we could just turn it into a list of things that need to be done and may require more than one person.<br> <br />
We could either keep the table and clean it up, or structure things like this:<br />
<br />
*Improving the walkthrough<br />
**[[User:Lokkij|Lokkij]]<br />
**[[User:Spudwalt|Spudwalt]]<br />
*Merging the [[portal]] page and [[dungeon branches#Miscellaneous Portals]]<br />
*Create a template for spell lists and convert all spellbook pages to use it<br />
**[[User:CommanderC|CommanderC]]<br />
<br />
Just some of my random thoughts. What do you guys think? --[[User:Lokkij|Lokkij]] 18:15, 10 June 2013 (CEST)<br />
:I like how you put automatically me down for the "long, tedious, and stupid" tasks. [[User:Spudwalt|--spudwalt]] 18:28, 10 June 2013 (CEST)<br />
::Hehe, well, I had to choose ''someone'' --[[User:Lokkij|Lokkij]] 19:20, 10 June 2013 (CEST)<br />
We could split the page so that just active projects are on the current page. We could then put past projects in [[Current_projects/Archive]] or something. --[[User:Flun|Flun]] 00:13, 11 June 2013 (CEST)<br />
<br />
:I don't agree with "completely restructure this page". If there are red links that trouble you then blue them! Most of the project proposal entrys are just not started yet. Maybe some truth is in "more of a things-that-need-to-be-done-but-I-don't-want-to-do-myself-list than a page with actual projects on it". To place active projects more prominently is a good approach. There is another long list [[Current projects/0.12 update project]] that has been worked off all the time. My longtime experiences of to-do lists tell me that "done"-sections are important for motivation and honouring the active ones. Thus they should not be removed! -- [[User:Bwijn|Bwijn]] 10:02, 11 June 2013 (CEST)<br />
<br />
<br />
<br />
So I've been going through the [[:Category:Items|Item]] pages and making sure they're all using the item (or an appropriate other) template. Especially in some subcategories like [[:Category:Armours|Armours]], I've noticed that unrandart items like the [[Robe of Clouds]] are not using an item template all all. Should these pages be changed to use a template, or is it fine to leave unrandarts without one? --[[User:Seriser6|Seriser6]] 18:26, 15 July 2013 (CEST)</div>Seriser6http://crawl.chaosforge.org/index.php?title=Robe&diff=17010Robe2013-07-15T16:08:33Z<p>Seriser6: fixed broken link</p>
<hr />
<div>{{version011}}<br />
<br />
{{armour<br />
|name = Robe <br />
|cost = 18<br />
|weight = 6<br />
|AC = 2<br />
|SV = n/a <br />
|EV = +0<br />
|maxenc = +2<br />
|weartime = 3<br />
|size = Any <br />
|acquirement = ?<br />
|GDR = 0%<br />
}}<br />
<br />
{{flavour|A large, loose-fitting, wide-sleeved outer garment made of light cloth. Robes easily adjust to fit humanoid bodies of any size. Habiliments of this sort offer only a little protection against physical harm, but their generous cut does not hinder evasion from attack or the proper performance of thaumaturgical gestures.<br />
<br />
----<br />
<br />
"CLEOPATRA: Give me my robe; put on my crown; I have<br>Immortal longings in me"<br />
<br />
-William Shakespeare, _Anthony & Cleopatra_, V, ii, ca. 1605.}}<br />
<br />
A '''robe''' is the lightest body armour in the game, providing 2 base AC with no EV penalty. Many classes start the game with one, including most casters. Moreover, robes, animal skins, and dragon armours are the only types of body armour that [[spriggan]]s, [[ogre]]s and [[troll]]s can wear. <br />
<br />
Robes can carry many different [[ego]]s, including rare and valuable ones such as [[Robe of the Archmagi|archmagi]] and resistance. There are also artifact robes, including unrandarts ranging from the sublime to the notorious.<br />
<br />
It takes 3 turns to wear or remove a robe.<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! || Image<br />
|-<br />
| '''Mundane''' || [[File:Robe1.png]]<br />
|-<br />
| '''Magical''' || [[File:Robe2.png]]<br />
|-<br />
| '''Artifact''' || [[File:Robe3.png]]<br />
|}<br />
<br />
<!--- This is here to force the category line to not run into the sidebar. --><br />
<br><br><br><br><br><br />
<br />
<br />
[[Category:Body armour]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Damnation&diff=16801Damnation2013-07-11T14:35:18Z<p>Seriser6: Spell -> NISpell template</p>
<hr />
<div>{{NISpell<br />
|name=Hellfire<br />
|level=9<br />
|school1={{Conjurations}}<br />
|school2={{Fire Magic}}<br />
|school3=<br />
|sources=<div><br />
</div><br />
}}<br />
<br />
''This article is about the [[spell]]. For the artefact crossbow by this name, see the [[List_of_unrands#.2B6.2C_.2B9_Crossbow_.22Hellfire.22|crossbow "Hellfire"]].''<br />
<br />
'''Hellfire''' is a beam-targeted spell which delivers an extremely damaging cloud of [[fire]]: it ignores all [[fire resistance]], ignores [[AC]], and cannot be [[ev]]aded in any way. <br />
<br />
'''Burst of Hellfire''', the upgrade of Hellfire, deals slightly less damage but is [[smite]]-targeted and can affect anything in one's [[LOS]]. <br />
<br />
Like conventional fire, hellfire is capable of destroying [[scrolls]] and igniting [[tree]]s and [[bush]]es. [[Conservation]] functions normally against hellfire.<br />
<br />
__NOTOC__<br />
==Hellfire-capable Monsters==<br />
'''Hellfire''' - This spell has a range of 7, requires a line of sight to the target, and creates an unavoidable 3×3 burst. Damage in each tile is 3d20 hellfire.<br />
*[[Asmodeus]]<br />
*[[Azrael]]<br />
*[[Dispater]]<br />
*[[Serpent of Hell]], when encountered in [[Gehenna]] (breath weapon, not a spell)<br />
*[[Brimstone fiend]]<br />
*[[Deep elf sorcerer]]<br />
*[[Draconian scorcher]]<br />
*[[Hell sentinel]]<br />
<br />
'''Burst of Hellfire''' - This deadlier version of the previous uses [[smite]] targeting to direct a 3×3 burst of hellfire against targets in LOS. Damage is 5d7 hellfire (when the target is a monster) and 3d15 hellfire (when the target is you). <br />
*[[Azrael]]<br />
*[[Deep elf high priest]]<br />
*[[Draconian scorcher]]<br />
*[[Draconian zealot]]<br />
*[[Hellion]]<br />
<br />
==Hellfire Sources for the Player==<br />
There are few methods available for players to gain access to hellfire. They are all found in the late game, and usually at a heavy cost. (Burst of hellfire is not available at all.)<br />
*Evoking the [[Staff of Dispater]] will reliably cast hellfire ([[Spell power|Power]] = [[Evocations]]×8, max damage 3d57), but at a cost of 5-23 HP (average 14, but never fatal), 2-6 MP (average 4), and 100 food.<br />
*The [[demonspawn mutation#Tier 1 facets|demonspawn Fire mutation]] (tier 1, rank 3) allows you to cast hellfire (damage based on XP level, max 6d28 at level 27), but at a cost of 25% of your max HP per use.<br />
<br />
All player-launched sources of hellfire require a line of sight and create an unavoidable 3×3 burst: <br />
*Range: 7<br />
*To-Hit Number: (20+(Power/10))<br />
*Damage: calc_dice(3, 10 + (Power * 3) / 4)<br />
<br />
==Hellfire Resistance==<br />
Some monsters (typically [[demon]]s) possess hellfire resistance, rendering them immune to damage from hellfire ''and'' regular fire. Players cannot acquire hellfire immunity, and the only available method for reducing hellfire damage is the [[Deep dwarf#Damage Reduction|damage-shaving]] ability of [[deep dwarves]].<br />
<br />
<br />
==See Also==<br />
[[:Category:Hellfire resistance|List of hellfire-resistant monsters]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Primal_Wave&diff=16793Primal Wave2013-07-11T13:51:09Z<p>Seriser6: Spell -> NISpell template</p>
<hr />
<div>{{NISpell<br />
|name=Primal Wave<br />
|level=6<br />
|school1={{Conjurations}}<br />
|school2={{Ice Magic}}<br />
|school3=<br />
|sources=<div><br />
</div>}}<br />
<br />
'''Primal Wave''' is a monsters-only spell that causes the tides of [[the Shoals]] to surge into you, dealing significant damage, turning the terrain beneath you to [[shallow water]] (if it isn't already), and pushing you around. Fortunately, it cannot knock you into [[deep water]], and it deals 40% less damage if your character is either aquatic ([[merfolk]], [[octopode]]) or does not breathe ([[mummy]], gray [[draconian]]).<br />
<br />
The following enemies cast Primal Wave:<br />
*[[Merfolk aquamancer]]<br />
<br />
[[Category: Monster spells]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Projected_Noise&diff=16792Projected Noise2013-07-11T13:50:35Z<p>Seriser6: changed Spell template to NISpell template</p>
<hr />
<div>{{obsolete}}<br />
<br />
{{NISpell<br />
|name=Projected Noise<br />
|level=2<br />
|school1={{Hexes}}<br />
|school2=<br />
|school3=<br />
|sources=<div><br />
* [[Book of Party Tricks]]<br />
</div><br />
|castingnoise=2<br />
|spellnoise=30<br />
}}<br />
<br />
{{flavour|This spell produces a noise emanating from a place of the caster's own choosing.}}<br />
<br />
[[Projected Noise]] was a level 2 [[Hexes]] spell which created a deafening noise originating from a tile of your choosing, anywhere on the known map of the current level. Long thought to be useless, this spell was capable of trivializing later [[Ziggurat]] floors. One needed only to cast it at the lowest point of the [[Ziggurat]] and run around the upper part to avoid all monsters and gain access to the loot/[[stairs]].<br />
<br />
==History==<br />
Projected Noise was removed from ''Crawl'' in [[0.11]].<br />
<br />
[[Category:Obsolete spells]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Steam_Ball&diff=16791Steam Ball2013-07-11T13:43:39Z<p>Seriser6: changed spell template to NISpell template</p>
<hr />
<div>{{version011}}<br />
{{NISpell<br />
|name=Steam Ball<br />
|level=4<br />
|school1={{Conjurations}}<br />
|school2={{Fire Magic}}<br />
|school3=<br />
|sources=<div><br />
</div>}}<br />
<br />
'''Steam Ball''' is a monster-only spell which launches balls of super hot [[steam]]. It deals moderate steam damage and creates steam [[cloud]]s which limit your [[line of sight]] temporarily.<br />
<br />
The following monsters can cast Steam Ball:<br />
*[[Smoke demon]]<br />
*[[Merfolk aquamancer]]<br />
*[[Ilsuiw]]<br />
<br />
[[Category: Monster spells]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Current_projects&diff=14474Current projects2013-06-04T16:47:41Z<p>Seriser6: /* Current Projects */</p>
<hr />
<div>{{Community}}<br />
<br />
CrawlWiki is growing in size with over [[Special:Statistics|1,000 registered users]]. To track what we are doing, we have created this list of current projects.<br style="clear:both" /><br />
<br />
== Current Projects ==<br />
<br />
{|class="prettytable"<br />
! Project !! Goal !! Contributor(s) !! Status<br />
|-<br />
| '''0.12 Update Project'''<br />
| See [[Current_projects/0.12_update_project]]<br />
| <br />
|Active<br />
|-<br />
| ''Missing pages''<br />
| [[Special:WantedPages]], [[Special:WantedTemplates]], [[Special:WantedFiles]], [[Special:WantedCategories]]. Usually these require some simple redirects or imports from the old wiki.<br />
| Anyone<br />
| Ongoing<br />
|- <!--<br />
Keep 'under review' and 'stubs' at the top<br />
--><br />
| ''Weigh in''<br />
| Go to [[:Category:Under Review]] and give us your thoughts on what should be done. Any input is appreciated!<br />
| Anyone<br />
| Ongoing, as long as there are pages in the category<br />
|-<br />
| Game Mechanics Pages<br />
| Creating a more comprehensible and comprehensive collection of pages on fundamental game concepts. Started with [[Movement]], now progressing to [[Actions]]. Ideally, this project will lead to a series of macro-level pages that provide a portal to more detailed pages (e.g. [[Spellcasting]] should introduce all the topics, but link to [[Spells]], [[Spell Schools]], [[spell power]], [[Spell hunger]], [[Spell success]], [[Damage type]], etc.)<br />
| Jk, more contributors appreciated.<br />
| In progress<br />
|-<br />
| ''Racial & background attributes''<br />
| Add racial [[stats]] to each [[species]] page and stat modifiers to each [[background]] page. Note that the tables on the stats and [[class attribute modifiers]] pages are badly out of date and should be updated first.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Renames''<br />
| Change the link of everything that has been renamed: for instance [[Special:WhatLinksHere/Dragon armour]] and [[Special:WhatLinksHere/Potion of healing]] -- the pages listed there should have their links changed to [[Fire dragon armour]] and [[Potion of curing]]. This is optional, as there are redirects from the old terms, but it would be nice if the wiki used up-to-date terminology on all pages.<br />
| [[User:spudwalt]]<br />
| Finished potions of curing; will take care of dragon armor soon<br />
|-<br />
| ''Updating''<br />
| Go through http://git.develz.org/?p=crawl.git;a=log (2/14/2012 and earlier) to see what parts of the code have changed and update the wiki accordingly. This can be done even without code-reading skills as the summaries are plain English; make a list of clearly important changes and leave it to code readers to figure out and fill in the specifics.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Mutations''<br />
| Make sure every mutation in the game is on one of the [[List of mutations|mutation pages]] and that there is a redirect (uppercase and lowercase) to the section where it is documented. Don't bother with numbers after the mutation (e.g., just do [[Deformed Body]]/[[deformed body]] instead of [[Deformed Body 1]] etc.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Unstub-a-dub-dub''<br />
| Add anything you can to any of the pages in [[:Category:Stubs]]. If you add a lot of stuff, remove <nowiki>{{stub}}</nowiki>.<br />
| Anyone<br />
| Ongoing<br />
|-<br />
| ''Habitat-tat''<br />
| Rewrite [[habitat]] to properly describe the habitats LAND, WATER, AMPHIBIOUS, LAVA, and "fake amphibious".<br />
| vacant<br />
| not started<br />
|-<br />
| ''Half staff''<br />
| Add [[Template:Item]], [[Template:Flavour]] to the [[:Category:Magical staves]] pages. Some [[:Category:Wand]] pages are lacking flavour too.<br />
| [[User:Seriser6]]<br />
| Done - most of this was already done, I only had to flavour up a few wands<br />
|-<br />
| ''Splitsville''<br />
| Split all items on the [[evocable items]] page onto their own pages, leave behind overviews and links to the individual pages.<br />
| [[User:MoogleDan]], though help is welcome<br />
| Started<br />
|-<br />
| ''Practical magic resistance''<br />
| Add a chart of what the bell curve for random2(100) + random2(101) is to the [[MR]] page. The scale would be spell power minus MR, with the low bound being -100 (0% success); midpoint -1 (I think?) (50% success); and high bound 100 (100% success). Could just be a table of values in increments of 10, not a graph, though the latter would be fancy.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Update/expand portal and vault pages''<br />
| Go through the [http://git.develz.org/?p=crawl.git;a=tree;f=crawl-ref/source/dat/des/portals;h=9e10d9a155f11176301498aa37de2847b493ef75;hb=HEAD portal] and [http://git.develz.org/?p=crawl.git;a=tree;f=crawl-ref/source/dat/des/variable;h=11076c55fdb8ab29193aee32649733cbc27b55f1;hb=HEAD vault] source pages to update/expand our coverage of said dungeon features.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Merge portal pages''<br />
| [[Portal]] and [[Dungeon_branches#Miscellaneous_Portals]] overlap heavily; merge any useful info from the branches page into the specialized portal page.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Add spell info''<br />
| Peruse the [https://docs.google.com/spreadsheet/ccc?key=0AhvL_CFCw7ajdEZ5Q3JoOS1tdUxta1NaWTZ1MVNqbXc#gid=6 DCSS spell lab] -- click on the "Spells" tab -- to add basic stats about spells to our spell pages. Especially damage figures.<br />
| vacant<br />
| not started<br />
|-<br />
| ''[[Resistances]]''<br />
| Edit the [[resistances]] page to broaden it to mention monster resistances. Currently it is totally player-centric.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Import info''<br />
| Go through [http://crawl.akrasiac.org/learndb.html Henzell's learndb] and copy any useful info to appropriate pages (or create new ones).<br />
| vacant<br />
| not started<br />
|-<br />
| ''Resistible enchantments''<br />
| Create a list of things (spells, wands, scrolls, etc.) that are resisted by monster [[magic resistance]]. Give the formula for how effective a given amount of resistance is vs. each thing so you know when to give up on using that wand of confusion & suchlike.<br />
| vacant; may need some [[source diving]] skills<br />
| not started<br />
|-<br />
| ''Merge candidates''<br />
| Consolidate [[Multizap]] and [[The Multizapper's Handbook]]. Unnecessary to have two pages on the same basic subject, even if one is more technical and the other more strategic.<br />
| vacant<br />
| not started<br />
|-<br />
| ''A template in every pot''<br />
| Make sure all [[:Category:Spells]] are using [[Template:Spell]], all [[:Category:Items]] are using [[Template:Item]].<br />
| [[User:Seriser6]]<br />
| In progress, slow and tedious.<br />
|-<br />
| ''A template in every book''<br />
| Create a [[Template:Spell list]] and convert all [[:Category:book|spellbook pages]] to use it, for ease of maintenance and consistency of styling.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Establish new version update procedures''<br />
| We need some sort of routine in place -- at the very least, a checklist -- to follow when a new version is released, so we can keep the wiki up-to-date. This should include rerunning our autogeneration scripts and uploading the results. Potentially tricky, since the scripts may need updating from version to version and people don't hang around for years. So we need a plan of succession for our script maintainers/guru(s).<br />
| vacant<br />
| not started<br />
|-<br />
| ''Update spell table pages''<br />
| [[User:Neil/parse-spl-data]] was used to generate the following pages: <br />
* [[List of spells]]<br />
* [[List of spells by level]]<br />
* [[List of spells by school]]<br />
* [[List of spells by flag]]<br />
* [[List of spells by book]]<br />
We should run it again (update it, if necessary) to bring those pages up-to-date. Even better, we could try extending it to update all our spell-related pages, including individual spells and spell books.<br />
| Are you man enough? ;-)<br />
| not started<br />
|-<br />
| ''Outdated spell table pages''<br />
| [[List of attack spells and beams by maximum damage]] and [[Table of attack spells and beams by maximum range]] need updating. Maybe Neil's script can be extended to redo them.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Fill in spell damages''<br />
| Someone needs to do some source diving to fill in what the damage, duration, etc. are for several different spells: [[Tornado]], [[Ice Storm]], [[Fire Storm]], [[Freezing Cloud]], etc. We could potentially grab some of this from [[List of attack spells and beams by maximum damage]], provided the figures haven't changed too radically.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Merge community, community portal pages''<br />
| [[Community]] and [[CrawlWiki:Community Portal]] pages have overlapping purpose. Merge community to community portal and update the [[CrawlWiki|main page]] to reflect the updated community page and its content.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Update info on monster pages''<br />
| The monster stats were extracted from the source and uploaded in bulk a couple of years ago. Update the extracting script ([[User:Wideshanks/monsterparse.rb]]) to handle changes to the source; expand its functionality as much as possible to include stuff like what spells monsters have (and how much damage they do) and to reflect resistances not in mon-data.h (like negative energy, torment, confusion, etc.). Also figure out way to automate upload of new data to the wiki.<br />
|[[User:Flaming Corpse]]<br />
| Updated script to correctly process current mon-data.h; figured out AutoWikiBrowser procedure for semiautomatic uploading. Now working on adding new stat info.<br />
|-<br />
| ''Review categories''<br />
| Rename any obtuse or long names, merge duplicates<br />
| [[User:Flun | Flun]]<br />
| DONE! There is still some stuff to do with the categories (i.e. placing categories into appropriate parent categories, but that will be for another time)<br />
|-<br />
| ''Fix some redundancies''<br />
| Consolidate redundant/out-of-date tables & info in [[stats]], [[species attributes]], and [[player]]. Current stats can be found in http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/ng-setup.cc -- bearing in mind that you must add 2 to all those figures. Also note that that page is from [[trunk]]; MD has been removed and Op is in.<br />
| Vacant!<br />
| Not started<br />
|}<br />
<br />
== Past Projects == <br />
{|class="prettytable"<br />
! Project !! Goal !! Status<br />
|-<br />
| 0.11 Update Project<br />
| See [[Current_projects/0.11_update_project]]<br />
| {{Done}}<br />
|-<br />
| Monster Group Pages<br />
| Create separate pages for a monster, the group of monsters, and if needed, the player race. For example, see [[Spriggan (monster)]], [[List of spriggans]], and [[Spriggan]]. In the list page, make sure to add the [[:Category:Lists of monsters]] at the bottom. We should also add reference links to the list page to every monster on that list. For example, [[Spriggan (monster)]] has a link to [[List of spriggans]], we should do it for [[Spriggan druid]] etc... Other pages that need to be done included [[Merfolk]], [[Gnoll]], [[Deep elf]].<br />
| {{Done}}<br />
|-<br />
| ''What was that?''<br />
| Update [[spell noise]] with the info on [[Talk:spell noise]]. Optional: add detailed spell noise info to individual spell pages (via an expanded [[Template:Spell]]?).<br />
| {{Done}}<br />
|-<br />
| 0.10 Update Project<br />
| See [[Current_projects/0.10_update_project]] <br />
| {{Done}}<br />
|-<br />
| ''Expand attack flavour''<br />
| [[Attack flavour]] needs filling in.<br />
| Done.<br />
|-<br />
| ''Attack types''<br />
| Do some source diving to figure out what all the different [[attack type]]s do (sting, butt, shoot, etc.). See http://crawl.chaosforge.org/index.php?title=Special%3AWhatLinksHere&target=Attack+type&namespace=10 for a list of the wiki's attack type templates.<br />
| Done.<br />
|-<br />
| ''Armour time-to-wear''<br />
| All body armour takes AC+1 turns to wear or remove; see [[Armour#Wear_and_remove_times]]. Add the weartime parameter to all armour templates.<br />
| Done.<br />
|-<br />
| ''Monster zapper''<br />
| Add the formula for what spell power monsters get when they use wands to the [[wand]] page. Old formula was "30 + 2d([[hit dice]]). The part over 40 is halved (a power of 80 thus becomes a power of 60). Final power is capped at 70." Is it still correct?<br />
| Done; current formula seems to be 30+[[hit dice]], although it's not clear what value is used for most enchantments.<br />
|-<br />
| ''0.9.2''<br />
| Add info about the [[0.9.2]] release to the wiki. See [http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/docs/changelog.txt;h=b3cef7b43014f705443ce9d636bfadd6302a3b78;hb=33895e9a0446bc438a5dec2b39a335824ce23bf6].<br />
| Done.<br />
|-<br />
| ''Merge [[megabat]] and [[bat]]''<br />
| [[Template:Monster]] is a complication here; the uploader of all our current tiles changed it to ignore the "tile" parameter and instead automatically use pagename. The monster page updates, below, should clear the way for fixing the tile parameter.<br />
| Done.<br />
|-<br />
| '' Fix size templates ''<br />
| Move the templates in [[:Category:Size]] to [[:Category:Size templates]]. Also edit these templates so that they add the category "Foo monsters" instead of just "Foo" to the page. For example, Template:big will categorize monster pages with this flag to "Big monsters" instead of just "Big". Finally, verify the old category (i.e. [[:Category:Big]]) to see if there are any monsters that were not using the template and fix them. <br />
| Done!<br />
|-<br />
| ''Add flavour to pages''<br />
| See [[:Category:Articles_Without_Flavour]]<br />
| Done.<br />
|- <br />
| ''Crawl graphics''<br />
| Upload Dungeon Crawl's graphical tiles and place them in the relevant articles.<br />
| Done.<br />
|- <br />
| ''Style guide''<br />
| Create a style guide.<br />
| Done.<br />
|-<br />
| ''Redirect messages''<br />
| Redirect all in-game messages to appropriate articles.<br />
| Not completed / Do we want to do this?<br />
|-<br />
| ''Crawl documents'' <br />
| Create pages for all Dungeon Crawl documents.<br />
| Finished for Stone Soup, original Crawl versions are needed.<br />
|-<br />
| ''Source code''<br />
| Upload wikified source code for all major versions.<br />
| Hell no, that's what the git repository is for.<br />
|-<br />
| ''Items''<br />
| Represent every Dungeon Crawl item with its own article, including an infobox.<br />
| Done.<br />
|-<br />
| ''0.7.0''<br />
| Create articles on 0.7.0's new features.<br />
| Done.<br />
|-<br />
| ''Categories''<br />
| Separate categories and articles.<br />
| Done.<br />
|-<br />
| ''Crawl versions''<br />
| Create an article for every version of Crawl.<br />
| Finished for Stone Soup, original Crawl versions are needed.<br />
|}<br />
<br />
[[Category:Community]]<br />
[[Category:Maintenance]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=0.12.1&diff=140830.12.12013-05-24T16:04:03Z<p>Seriser6: </p>
<hr />
<div>What's new in Dungeon Crawl Stone Soup 12: May 5th, 2013<br />
<br />
* Fix a Dazzling Spray + Battlesphere crash on Windows.<br />
* Add a missing cloak of the Thief ability tile.<br />
* Add a mention of cursed blunt butchery in 0.12 to this changelog.<br />
<br />
[[Category: Crawl Versions]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=0.12.1&diff=140820.12.12013-05-24T16:03:51Z<p>Seriser6: added page</p>
<hr />
<div>Changelog for Dungeon Crawl Stone Soup 0.12.1.<br />
<br />
What's new in Dungeon Crawl Stone Soup 12: May 5th, 2013<br />
<br />
* Fix a Dazzling Spray + Battlesphere crash on Windows.<br />
* Add a missing cloak of the Thief ability tile.<br />
* Add a mention of cursed blunt butchery in 0.12 to this changelog.<br />
<br />
[[Category: Crawl Versions]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=List_of_Stone_Soup_versions&diff=14081List of Stone Soup versions2013-05-24T16:00:48Z<p>Seriser6: added 0.12 to page</p>
<hr />
<div>This is a list of [[Dungeon Crawl|Dungeon Crawl Stone Soup]] versions.<br />
<br />
==0.1==<br />
<br />
* [[0.1.0]]<br />
* [[0.1.1]]<br />
* [[0.1.2]]<br />
* [[0.1.3]]<br />
* [[0.1.4]]<br />
* [[0.1.5]]<br />
* [[0.1.6]]<br />
* [[0.1.7]]<br />
<br />
==0.2==<br />
<br />
* [[0.2.0]]<br />
* [[0.2.1]]<br />
* [[0.2.2]]<br />
* [[0.2.3]]<br />
* [[0.2.4]]<br />
* [[0.2.5]]<br />
* [[0.2.6]]<br />
* [[0.2.7]]<br />
<br />
==0.3==<br />
<br />
* [[0.3.0]]<br />
* [[0.3.1]]<br />
* [[0.3.2]]<br />
* [[0.3.3]]<br />
* [[0.3.4]]<br />
<br />
==0.4==<br />
<br />
* [[0.4.0]]<br />
* [[0.4.1]]<br />
* [[0.4.2]]<br />
* [[0.4.3]]<br />
* [[0.4.4]]<br />
* [[0.4.5]]<br />
<br />
==0.5==<br />
<br />
* [[0.5.0]]<br />
* [[0.5.1]]<br />
* [[0.5.2]]<br />
<br />
==0.6==<br />
<br />
* [[0.6.0]]<br />
* [[0.6.1]]<br />
<br />
==0.7==<br />
<br />
* [[0.7.0]]<br />
* [[0.7.1]]<br />
<br />
==0.8==<br />
<br />
* [[0.8.0]]<br />
* [[0.8.1]]<br />
<br />
==0.9==<br />
<br />
*[[0.9.0]]<br />
*[[0.9.1]]<br />
*[[0.9.2]]<br />
<br />
==0.10==<br />
<br />
*[[0.10.0]]<br />
*[[0.10.1]]<br />
*[[0.10.2]]<br />
*[[0.10.3]]<br />
<br />
==0.11==<br />
<br />
*[[0.11.0]]<br />
*[[0.11.1]]<br />
*[[0.11.2]]<br />
<br />
==0.12==<br />
<br />
*[[0.12.0]]<br />
*[[0.12.1]]<br />
<br />
==Trunk==<br />
*[[Trunk]] is the version of Crawl currently in development. It can be played as a "sneak peek" of features likely to make it into the next release.<br />
<br />
[[Category:Crawl Versions]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Trunk&diff=14080Trunk2013-05-24T15:59:30Z<p>Seriser6: changed 0.12 ref to 0.13</p>
<hr />
<div>'''Trunk''' is the version of Crawl currently in development. Regularly updated trunk builds can be downloaded at [http://crawl.develz.org/trunk/ http://crawl.develz.org/trunk/]; you can also play the trunk version online at [[CAO]] or [[CDO]]. Trunk builds contain experimental code changes, some of which may produce (occasionally severe) bugs.<br />
<br />
Most of the code changes being developed in trunk are likely to make their way into the next anticipated release, Crawl 0.13. An overview of these changes can be viewed at<br />
http://gitorious.org/crawl/crawl/blobs/master/crawl-ref/docs/changelog.txt<br />
<br />
[[Category:Crawl Versions]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Current_projects&diff=14056Current projects2013-05-23T16:27:34Z<p>Seriser6: /* Current Projects */</p>
<hr />
<div>{{Community}}<br />
<br />
CrawlWiki is growing in size with over [[Special:Statistics|1,000 registered users]]. To track what we are doing, we have created this list of current projects.<br style="clear:both" /><br />
<br />
== Current Projects ==<br />
<br />
{|class="prettytable"<br />
! Project !! Goal !! Contributor(s) !! Status<br />
|-<br />
| '''0.12 Update Project'''<br />
| See [[Current_projects/0.12_update_project]]<br />
| <br />
|Active<br />
|-<br />
| ''Missing pages''<br />
| [[Special:WantedPages]], [[Special:WantedTemplates]], [[Special:WantedFiles]], [[Special:WantedCategories]]. Usually these require some simple redirects or imports from the old wiki.<br />
| Anyone<br />
| Ongoing<br />
|- <!--<br />
Keep 'under review' and 'stubs' at the top<br />
--><br />
| ''Weigh in''<br />
| Go to [[:Category:Under Review]] and give us your thoughts on what should be done. Any input is appreciated!<br />
| Anyone<br />
| Ongoing, as long as there are pages in the category<br />
|-<br />
| Game Mechanics Pages<br />
| Creating a more comprehensible and comprehensive collection of pages on fundamental game concepts. Started with [[Movement]], now progressing to [[Actions]]. Ideally, this project will lead to a series of macro-level pages that provide a portal to more detailed pages (e.g. [[Spellcasting]] should introduce all the topics, but link to [[Spells]], [[Spell Schools]], [[spell power]], [[Spell hunger]], [[Spell success]], [[Damage type]], etc.)<br />
| Jk, more contributors appreciated.<br />
| In progress<br />
|-<br />
| ''Racial & background attributes''<br />
| Add racial [[stats]] to each [[species]] page and stat modifiers to each [[background]] page. Note that the tables on the stats and [[class attribute modifiers]] pages are badly out of date and should be updated first.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Renames''<br />
| Change the link of everything that has been renamed: for instance [[Special:WhatLinksHere/Dragon armour]] and [[Special:WhatLinksHere/Potion of healing]] -- the pages listed there should have their links changed to [[Fire dragon armour]] and [[Potion of curing]]. This is optional, as there are redirects from the old terms, but it would be nice if the wiki used up-to-date terminology on all pages.<br />
| [[User:spudwalt]]<br />
| Finished potions of curing; will take care of dragon armor soon<br />
|-<br />
| ''Updating''<br />
| Go through http://git.develz.org/?p=crawl.git;a=log (2/14/2012 and earlier) to see what parts of the code have changed and update the wiki accordingly. This can be done even without code-reading skills as the summaries are plain English; make a list of clearly important changes and leave it to code readers to figure out and fill in the specifics.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Mutations''<br />
| Make sure every mutation in the game is on one of the [[List of mutations|mutation pages]] and that there is a redirect (uppercase and lowercase) to the section where it is documented. Don't bother with numbers after the mutation (e.g., just do [[Deformed Body]]/[[deformed body]] instead of [[Deformed Body 1]] etc.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Unstub-a-dub-dub''<br />
| Add anything you can to any of the pages in [[:Category:Stubs]]. If you add a lot of stuff, remove <nowiki>{{stub}}</nowiki>.<br />
| Anyone<br />
| Ongoing<br />
|-<br />
| ''Habitat-tat''<br />
| Rewrite [[habitat]] to properly describe the habitats LAND, WATER, AMPHIBIOUS, LAVA, and "fake amphibious".<br />
| vacant<br />
| not started<br />
|-<br />
| ''Half staff''<br />
| Add [[Template:Item]], [[Template:Flavour]] to the [[:Category:Magical staves]] pages. Some [[:Category:Wand]] pages are lacking flavour too.<br />
| [[User:Seriser6]]<br />
| Done - most of this was already done, I only had to flavour up a few wands<br />
|-<br />
| ''Splitsville''<br />
| Split all items on the [[evocable items]] page onto their own pages, leave behind overviews and links to the individual pages.<br />
| [[User:MoogleDan]], though help is welcome<br />
| Started<br />
|-<br />
| ''Practical magic resistance''<br />
| Add a chart of what the bell curve for random2(100) + random2(101) is to the [[MR]] page. The scale would be spell power minus MR, with the low bound being -100 (0% success); midpoint -1 (I think?) (50% success); and high bound 100 (100% success). Could just be a table of values in increments of 10, not a graph, though the latter would be fancy.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Update/expand portal and vault pages''<br />
| Go through the [http://git.develz.org/?p=crawl.git;a=tree;f=crawl-ref/source/dat/des/portals;h=9e10d9a155f11176301498aa37de2847b493ef75;hb=HEAD portal] and [http://git.develz.org/?p=crawl.git;a=tree;f=crawl-ref/source/dat/des/variable;h=11076c55fdb8ab29193aee32649733cbc27b55f1;hb=HEAD vault] source pages to update/expand our coverage of said dungeon features.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Merge portal pages''<br />
| [[Portal]] and [[Dungeon_branches#Miscellaneous_Portals]] overlap heavily; merge any useful info from the branches page into the specialized portal page.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Add spell info''<br />
| Peruse the [https://docs.google.com/spreadsheet/ccc?key=0AhvL_CFCw7ajdEZ5Q3JoOS1tdUxta1NaWTZ1MVNqbXc#gid=6 DCSS spell lab] -- click on the "Spells" tab -- to add basic stats about spells to our spell pages. Especially damage figures.<br />
| vacant<br />
| not started<br />
|-<br />
| ''[[Resistances]]''<br />
| Edit the [[resistances]] page to broaden it to mention monster resistances. Currently it is totally player-centric.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Import info''<br />
| Go through [http://crawl.akrasiac.org/learndb.html Henzell's learndb] and copy any useful info to appropriate pages (or create new ones).<br />
| vacant<br />
| not started<br />
|-<br />
| ''Resistible enchantments''<br />
| Create a list of things (spells, wands, scrolls, etc.) that are resisted by monster [[magic resistance]]. Give the formula for how effective a given amount of resistance is vs. each thing so you know when to give up on using that wand of confusion & suchlike.<br />
| vacant; may need some [[source diving]] skills<br />
| not started<br />
|-<br />
| ''Merge candidates''<br />
| Consolidate [[Multizap]] and [[The Multizapper's Handbook]]. Unnecessary to have two pages on the same basic subject, even if one is more technical and the other more strategic.<br />
| vacant<br />
| not started<br />
|-<br />
| ''A template in every pot''<br />
| Make sure all [[:Category:Spells]] are using [[Template:Spell]], all [[:Category:Items]] are using [[Template:Item]].<br />
| [[User:Seriser6]]<br />
| not started<br />
|-<br />
| ''A template in every book''<br />
| Create a [[Template:Spell list]] and convert all [[:Category:book|spellbook pages]] to use it, for ease of maintenance and consistency of styling.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Establish new version update procedures''<br />
| We need some sort of routine in place -- at the very least, a checklist -- to follow when a new version is released, so we can keep the wiki up-to-date. This should include rerunning our autogeneration scripts and uploading the results. Potentially tricky, since the scripts may need updating from version to version and people don't hang around for years. So we need a plan of succession for our script maintainers/guru(s).<br />
| vacant<br />
| not started<br />
|-<br />
| ''Update spell table pages''<br />
| [[User:Neil/parse-spl-data]] was used to generate the following pages: <br />
* [[List of spells]]<br />
* [[List of spells by level]]<br />
* [[List of spells by school]]<br />
* [[List of spells by flag]]<br />
* [[List of spells by book]]<br />
We should run it again (update it, if necessary) to bring those pages up-to-date. Even better, we could try extending it to update all our spell-related pages, including individual spells and spell books.<br />
| Are you man enough? ;-)<br />
| not started<br />
|-<br />
| ''Outdated spell table pages''<br />
| [[List of attack spells and beams by maximum damage]] and [[Table of attack spells and beams by maximum range]] need updating. Maybe Neil's script can be extended to redo them.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Fill in spell damages''<br />
| Someone needs to do some source diving to fill in what the damage, duration, etc. are for several different spells: [[Tornado]], [[Ice Storm]], [[Fire Storm]], [[Freezing Cloud]], etc. We could potentially grab some of this from [[List of attack spells and beams by maximum damage]], provided the figures haven't changed too radically.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Merge community, community portal pages''<br />
| [[Community]] and [[CrawlWiki:Community Portal]] pages have overlapping purpose. Merge community to community portal and update the [[CrawlWiki|main page]] to reflect the updated community page and its content.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Update info on monster pages''<br />
| The monster stats were extracted from the source and uploaded in bulk a couple of years ago. Update the extracting script ([[User:Wideshanks/monsterparse.rb]]) to handle changes to the source; expand its functionality as much as possible to include stuff like what spells monsters have (and how much damage they do) and to reflect resistances not in mon-data.h (like negative energy, torment, confusion, etc.). Also figure out way to automate upload of new data to the wiki.<br />
|[[User:Flaming Corpse]]<br />
| Updated script to correctly process current mon-data.h; figured out AutoWikiBrowser procedure for semiautomatic uploading. Now working on adding new stat info.<br />
|-<br />
| ''Review categories''<br />
| Rename any obtuse or long names, merge duplicates<br />
| [[User:Flun | Flun]]<br />
| DONE! There is still some stuff to do with the categories (i.e. placing categories into appropriate parent categories, but that will be for another time)<br />
|-<br />
| ''Fix some redundancies''<br />
| Consolidate redundant/out-of-date tables & info in [[stats]], [[species attributes]], and [[player]]. Current stats can be found in http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/ng-setup.cc -- bearing in mind that you must add 2 to all those figures. Also note that that page is from [[trunk]]; MD has been removed and Op is in.<br />
| Vacant!<br />
| Not started<br />
|}<br />
<br />
== Past Projects == <br />
{|class="prettytable"<br />
! Project !! Goal !! Status<br />
|-<br />
| 0.11 Update Project<br />
| See [[Current_projects/0.11_update_project]]<br />
| {{Done}}<br />
|-<br />
| Monster Group Pages<br />
| Create separate pages for a monster, the group of monsters, and if needed, the player race. For example, see [[Spriggan (monster)]], [[List of spriggans]], and [[Spriggan]]. In the list page, make sure to add the [[:Category:Lists of monsters]] at the bottom. We should also add reference links to the list page to every monster on that list. For example, [[Spriggan (monster)]] has a link to [[List of spriggans]], we should do it for [[Spriggan druid]] etc... Other pages that need to be done included [[Merfolk]], [[Gnoll]], [[Deep elf]].<br />
| {{Done}}<br />
|-<br />
| ''What was that?''<br />
| Update [[spell noise]] with the info on [[Talk:spell noise]]. Optional: add detailed spell noise info to individual spell pages (via an expanded [[Template:Spell]]?).<br />
| {{Done}}<br />
|-<br />
| 0.10 Update Project<br />
| See [[Current_projects/0.10_update_project]] <br />
| {{Done}}<br />
|-<br />
| ''Expand attack flavour''<br />
| [[Attack flavour]] needs filling in.<br />
| Done.<br />
|-<br />
| ''Attack types''<br />
| Do some source diving to figure out what all the different [[attack type]]s do (sting, butt, shoot, etc.). See http://crawl.chaosforge.org/index.php?title=Special%3AWhatLinksHere&target=Attack+type&namespace=10 for a list of the wiki's attack type templates.<br />
| Done.<br />
|-<br />
| ''Armour time-to-wear''<br />
| All body armour takes AC+1 turns to wear or remove; see [[Armour#Wear_and_remove_times]]. Add the weartime parameter to all armour templates.<br />
| Done.<br />
|-<br />
| ''Monster zapper''<br />
| Add the formula for what spell power monsters get when they use wands to the [[wand]] page. Old formula was "30 + 2d([[hit dice]]). The part over 40 is halved (a power of 80 thus becomes a power of 60). Final power is capped at 70." Is it still correct?<br />
| Done; current formula seems to be 30+[[hit dice]], although it's not clear what value is used for most enchantments.<br />
|-<br />
| ''0.9.2''<br />
| Add info about the [[0.9.2]] release to the wiki. See [http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/docs/changelog.txt;h=b3cef7b43014f705443ce9d636bfadd6302a3b78;hb=33895e9a0446bc438a5dec2b39a335824ce23bf6].<br />
| Done.<br />
|-<br />
| ''Merge [[megabat]] and [[bat]]''<br />
| [[Template:Monster]] is a complication here; the uploader of all our current tiles changed it to ignore the "tile" parameter and instead automatically use pagename. The monster page updates, below, should clear the way for fixing the tile parameter.<br />
| Done.<br />
|-<br />
| '' Fix size templates ''<br />
| Move the templates in [[:Category:Size]] to [[:Category:Size templates]]. Also edit these templates so that they add the category "Foo monsters" instead of just "Foo" to the page. For example, Template:big will categorize monster pages with this flag to "Big monsters" instead of just "Big". Finally, verify the old category (i.e. [[:Category:Big]]) to see if there are any monsters that were not using the template and fix them. <br />
| Done!<br />
|-<br />
| ''Add flavour to pages''<br />
| See [[:Category:Articles_Without_Flavour]]<br />
| Done.<br />
|- <br />
| ''Crawl graphics''<br />
| Upload Dungeon Crawl's graphical tiles and place them in the relevant articles.<br />
| Done.<br />
|- <br />
| ''Style guide''<br />
| Create a style guide.<br />
| Done.<br />
|-<br />
| ''Redirect messages''<br />
| Redirect all in-game messages to appropriate articles.<br />
| Not completed / Do we want to do this?<br />
|-<br />
| ''Crawl documents'' <br />
| Create pages for all Dungeon Crawl documents.<br />
| Finished for Stone Soup, original Crawl versions are needed.<br />
|-<br />
| ''Source code''<br />
| Upload wikified source code for all major versions.<br />
| Hell no, that's what the git repository is for.<br />
|-<br />
| ''Items''<br />
| Represent every Dungeon Crawl item with its own article, including an infobox.<br />
| Done.<br />
|-<br />
| ''0.7.0''<br />
| Create articles on 0.7.0's new features.<br />
| Done.<br />
|-<br />
| ''Categories''<br />
| Separate categories and articles.<br />
| Done.<br />
|-<br />
| ''Crawl versions''<br />
| Create an article for every version of Crawl.<br />
| Finished for Stone Soup, original Crawl versions are needed.<br />
|}<br />
<br />
[[Category:Community]]<br />
[[Category:Maintenance]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Current_projects&diff=14055Current projects2013-05-23T16:21:16Z<p>Seriser6: /* Current Projects */ marked off Half staff</p>
<hr />
<div>{{Community}}<br />
<br />
CrawlWiki is growing in size with over [[Special:Statistics|1,000 registered users]]. To track what we are doing, we have created this list of current projects.<br style="clear:both" /><br />
<br />
== Current Projects ==<br />
<br />
{|class="prettytable"<br />
! Project !! Goal !! Contributor(s) !! Status<br />
|-<br />
| '''0.12 Update Project'''<br />
| See [[Current_projects/0.12_update_project]]<br />
| <br />
|Active<br />
|-<br />
| ''Missing pages''<br />
| [[Special:WantedPages]], [[Special:WantedTemplates]], [[Special:WantedFiles]], [[Special:WantedCategories]]. Usually these require some simple redirects or imports from the old wiki.<br />
| Anyone<br />
| Ongoing<br />
|- <!--<br />
Keep 'under review' and 'stubs' at the top<br />
--><br />
| ''Weigh in''<br />
| Go to [[:Category:Under Review]] and give us your thoughts on what should be done. Any input is appreciated!<br />
| Anyone<br />
| Ongoing, as long as there are pages in the category<br />
|-<br />
| Game Mechanics Pages<br />
| Creating a more comprehensible and comprehensive collection of pages on fundamental game concepts. Started with [[Movement]], now progressing to [[Actions]]. Ideally, this project will lead to a series of macro-level pages that provide a portal to more detailed pages (e.g. [[Spellcasting]] should introduce all the topics, but link to [[Spells]], [[Spell Schools]], [[spell power]], [[Spell hunger]], [[Spell success]], [[Damage type]], etc.)<br />
| Jk, more contributors appreciated.<br />
| In progress<br />
|-<br />
| ''Racial & background attributes''<br />
| Add racial [[stats]] to each [[species]] page and stat modifiers to each [[background]] page. Note that the tables on the stats and [[class attribute modifiers]] pages are badly out of date and should be updated first.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Renames''<br />
| Change the link of everything that has been renamed: for instance [[Special:WhatLinksHere/Dragon armour]] and [[Special:WhatLinksHere/Potion of healing]] -- the pages listed there should have their links changed to [[Fire dragon armour]] and [[Potion of curing]]. This is optional, as there are redirects from the old terms, but it would be nice if the wiki used up-to-date terminology on all pages.<br />
| [[User:spudwalt]]<br />
| Finished potions of curing; will take care of dragon armor soon<br />
|-<br />
| ''Updating''<br />
| Go through http://git.develz.org/?p=crawl.git;a=log (2/14/2012 and earlier) to see what parts of the code have changed and update the wiki accordingly. This can be done even without code-reading skills as the summaries are plain English; make a list of clearly important changes and leave it to code readers to figure out and fill in the specifics.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Mutations''<br />
| Make sure every mutation in the game is on one of the [[List of mutations|mutation pages]] and that there is a redirect (uppercase and lowercase) to the section where it is documented. Don't bother with numbers after the mutation (e.g., just do [[Deformed Body]]/[[deformed body]] instead of [[Deformed Body 1]] etc.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Unstub-a-dub-dub''<br />
| Add anything you can to any of the pages in [[:Category:Stubs]]. If you add a lot of stuff, remove <nowiki>{{stub}}</nowiki>.<br />
| Anyone<br />
| Ongoing<br />
|-<br />
| ''Habitat-tat''<br />
| Rewrite [[habitat]] to properly describe the habitats LAND, WATER, AMPHIBIOUS, LAVA, and "fake amphibious".<br />
| vacant<br />
| not started<br />
|-<br />
| ''Half staff''<br />
| Add [[Template:Item]], [[Template:Flavour]] to the [[:Category:Magical staves]] pages. Some [[:Category:Wand]] pages are lacking flavour too.<br />
| [[User:Seriser6]]<br />
| Done - most of this was already done, I only had to flavour up a few wands<br />
|-<br />
| ''Splitsville''<br />
| Split all items on the [[evocable items]] page onto their own pages, leave behind overviews and links to the individual pages.<br />
| [[User:MoogleDan]], though help is welcome<br />
| Started<br />
|-<br />
| ''Practical magic resistance''<br />
| Add a chart of what the bell curve for random2(100) + random2(101) is to the [[MR]] page. The scale would be spell power minus MR, with the low bound being -100 (0% success); midpoint -1 (I think?) (50% success); and high bound 100 (100% success). Could just be a table of values in increments of 10, not a graph, though the latter would be fancy.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Update/expand portal and vault pages''<br />
| Go through the [http://git.develz.org/?p=crawl.git;a=tree;f=crawl-ref/source/dat/des/portals;h=9e10d9a155f11176301498aa37de2847b493ef75;hb=HEAD portal] and [http://git.develz.org/?p=crawl.git;a=tree;f=crawl-ref/source/dat/des/variable;h=11076c55fdb8ab29193aee32649733cbc27b55f1;hb=HEAD vault] source pages to update/expand our coverage of said dungeon features.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Merge portal pages''<br />
| [[Portal]] and [[Dungeon_branches#Miscellaneous_Portals]] overlap heavily; merge any useful info from the branches page into the specialized portal page.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Add spell info''<br />
| Peruse the [https://docs.google.com/spreadsheet/ccc?key=0AhvL_CFCw7ajdEZ5Q3JoOS1tdUxta1NaWTZ1MVNqbXc#gid=6 DCSS spell lab] -- click on the "Spells" tab -- to add basic stats about spells to our spell pages. Especially damage figures.<br />
| vacant<br />
| not started<br />
|-<br />
| ''[[Resistances]]''<br />
| Edit the [[resistances]] page to broaden it to mention monster resistances. Currently it is totally player-centric.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Import info''<br />
| Go through [http://crawl.akrasiac.org/learndb.html Henzell's learndb] and copy any useful info to appropriate pages (or create new ones).<br />
| vacant<br />
| not started<br />
|-<br />
| ''Resistible enchantments''<br />
| Create a list of things (spells, wands, scrolls, etc.) that are resisted by monster [[magic resistance]]. Give the formula for how effective a given amount of resistance is vs. each thing so you know when to give up on using that wand of confusion & suchlike.<br />
| vacant; may need some [[source diving]] skills<br />
| not started<br />
|-<br />
| ''Merge candidates''<br />
| Consolidate [[Multizap]] and [[The Multizapper's Handbook]]. Unnecessary to have two pages on the same basic subject, even if one is more technical and the other more strategic.<br />
| vacant<br />
| not started<br />
|-<br />
| ''A template in every pot''<br />
| Make sure all [[:Category:Spells]] are using [[Template:Spell]], all [[:Category:Items]] are using [[Template:Item]].<br />
| vacant<br />
| not started<br />
|-<br />
| ''A template in every book''<br />
| Create a [[Template:Spell list]] and convert all [[:Category:book|spellbook pages]] to use it, for ease of maintenance and consistency of styling.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Establish new version update procedures''<br />
| We need some sort of routine in place -- at the very least, a checklist -- to follow when a new version is released, so we can keep the wiki up-to-date. This should include rerunning our autogeneration scripts and uploading the results. Potentially tricky, since the scripts may need updating from version to version and people don't hang around for years. So we need a plan of succession for our script maintainers/guru(s).<br />
| vacant<br />
| not started<br />
|-<br />
| ''Update spell table pages''<br />
| [[User:Neil/parse-spl-data]] was used to generate the following pages: <br />
* [[List of spells]]<br />
* [[List of spells by level]]<br />
* [[List of spells by school]]<br />
* [[List of spells by flag]]<br />
* [[List of spells by book]]<br />
We should run it again (update it, if necessary) to bring those pages up-to-date. Even better, we could try extending it to update all our spell-related pages, including individual spells and spell books.<br />
| Are you man enough? ;-)<br />
| not started<br />
|-<br />
| ''Outdated spell table pages''<br />
| [[List of attack spells and beams by maximum damage]] and [[Table of attack spells and beams by maximum range]] need updating. Maybe Neil's script can be extended to redo them.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Fill in spell damages''<br />
| Someone needs to do some source diving to fill in what the damage, duration, etc. are for several different spells: [[Tornado]], [[Ice Storm]], [[Fire Storm]], [[Freezing Cloud]], etc. We could potentially grab some of this from [[List of attack spells and beams by maximum damage]], provided the figures haven't changed too radically.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Merge community, community portal pages''<br />
| [[Community]] and [[CrawlWiki:Community Portal]] pages have overlapping purpose. Merge community to community portal and update the [[CrawlWiki|main page]] to reflect the updated community page and its content.<br />
| vacant<br />
| not started<br />
|-<br />
| ''Update info on monster pages''<br />
| The monster stats were extracted from the source and uploaded in bulk a couple of years ago. Update the extracting script ([[User:Wideshanks/monsterparse.rb]]) to handle changes to the source; expand its functionality as much as possible to include stuff like what spells monsters have (and how much damage they do) and to reflect resistances not in mon-data.h (like negative energy, torment, confusion, etc.). Also figure out way to automate upload of new data to the wiki.<br />
|[[User:Flaming Corpse]]<br />
| Updated script to correctly process current mon-data.h; figured out AutoWikiBrowser procedure for semiautomatic uploading. Now working on adding new stat info.<br />
|-<br />
| ''Review categories''<br />
| Rename any obtuse or long names, merge duplicates<br />
| [[User:Flun | Flun]]<br />
| DONE! There is still some stuff to do with the categories (i.e. placing categories into appropriate parent categories, but that will be for another time)<br />
|-<br />
| ''Fix some redundancies''<br />
| Consolidate redundant/out-of-date tables & info in [[stats]], [[species attributes]], and [[player]]. Current stats can be found in http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/ng-setup.cc -- bearing in mind that you must add 2 to all those figures. Also note that that page is from [[trunk]]; MD has been removed and Op is in.<br />
| Vacant!<br />
| Not started<br />
|}<br />
<br />
== Past Projects == <br />
{|class="prettytable"<br />
! Project !! Goal !! Status<br />
|-<br />
| 0.11 Update Project<br />
| See [[Current_projects/0.11_update_project]]<br />
| {{Done}}<br />
|-<br />
| Monster Group Pages<br />
| Create separate pages for a monster, the group of monsters, and if needed, the player race. For example, see [[Spriggan (monster)]], [[List of spriggans]], and [[Spriggan]]. In the list page, make sure to add the [[:Category:Lists of monsters]] at the bottom. We should also add reference links to the list page to every monster on that list. For example, [[Spriggan (monster)]] has a link to [[List of spriggans]], we should do it for [[Spriggan druid]] etc... Other pages that need to be done included [[Merfolk]], [[Gnoll]], [[Deep elf]].<br />
| {{Done}}<br />
|-<br />
| ''What was that?''<br />
| Update [[spell noise]] with the info on [[Talk:spell noise]]. Optional: add detailed spell noise info to individual spell pages (via an expanded [[Template:Spell]]?).<br />
| {{Done}}<br />
|-<br />
| 0.10 Update Project<br />
| See [[Current_projects/0.10_update_project]] <br />
| {{Done}}<br />
|-<br />
| ''Expand attack flavour''<br />
| [[Attack flavour]] needs filling in.<br />
| Done.<br />
|-<br />
| ''Attack types''<br />
| Do some source diving to figure out what all the different [[attack type]]s do (sting, butt, shoot, etc.). See http://crawl.chaosforge.org/index.php?title=Special%3AWhatLinksHere&target=Attack+type&namespace=10 for a list of the wiki's attack type templates.<br />
| Done.<br />
|-<br />
| ''Armour time-to-wear''<br />
| All body armour takes AC+1 turns to wear or remove; see [[Armour#Wear_and_remove_times]]. Add the weartime parameter to all armour templates.<br />
| Done.<br />
|-<br />
| ''Monster zapper''<br />
| Add the formula for what spell power monsters get when they use wands to the [[wand]] page. Old formula was "30 + 2d([[hit dice]]). The part over 40 is halved (a power of 80 thus becomes a power of 60). Final power is capped at 70." Is it still correct?<br />
| Done; current formula seems to be 30+[[hit dice]], although it's not clear what value is used for most enchantments.<br />
|-<br />
| ''0.9.2''<br />
| Add info about the [[0.9.2]] release to the wiki. See [http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/docs/changelog.txt;h=b3cef7b43014f705443ce9d636bfadd6302a3b78;hb=33895e9a0446bc438a5dec2b39a335824ce23bf6].<br />
| Done.<br />
|-<br />
| ''Merge [[megabat]] and [[bat]]''<br />
| [[Template:Monster]] is a complication here; the uploader of all our current tiles changed it to ignore the "tile" parameter and instead automatically use pagename. The monster page updates, below, should clear the way for fixing the tile parameter.<br />
| Done.<br />
|-<br />
| '' Fix size templates ''<br />
| Move the templates in [[:Category:Size]] to [[:Category:Size templates]]. Also edit these templates so that they add the category "Foo monsters" instead of just "Foo" to the page. For example, Template:big will categorize monster pages with this flag to "Big monsters" instead of just "Big". Finally, verify the old category (i.e. [[:Category:Big]]) to see if there are any monsters that were not using the template and fix them. <br />
| Done!<br />
|-<br />
| ''Add flavour to pages''<br />
| See [[:Category:Articles_Without_Flavour]]<br />
| Done.<br />
|- <br />
| ''Crawl graphics''<br />
| Upload Dungeon Crawl's graphical tiles and place them in the relevant articles.<br />
| Done.<br />
|- <br />
| ''Style guide''<br />
| Create a style guide.<br />
| Done.<br />
|-<br />
| ''Redirect messages''<br />
| Redirect all in-game messages to appropriate articles.<br />
| Not completed / Do we want to do this?<br />
|-<br />
| ''Crawl documents'' <br />
| Create pages for all Dungeon Crawl documents.<br />
| Finished for Stone Soup, original Crawl versions are needed.<br />
|-<br />
| ''Source code''<br />
| Upload wikified source code for all major versions.<br />
| Hell no, that's what the git repository is for.<br />
|-<br />
| ''Items''<br />
| Represent every Dungeon Crawl item with its own article, including an infobox.<br />
| Done.<br />
|-<br />
| ''0.7.0''<br />
| Create articles on 0.7.0's new features.<br />
| Done.<br />
|-<br />
| ''Categories''<br />
| Separate categories and articles.<br />
| Done.<br />
|-<br />
| ''Crawl versions''<br />
| Create an article for every version of Crawl.<br />
| Finished for Stone Soup, original Crawl versions are needed.<br />
|}<br />
<br />
[[Category:Community]]<br />
[[Category:Maintenance]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Wand_of_draining&diff=14054Wand of draining2013-05-23T16:17:26Z<p>Seriser6: added flavour</p>
<hr />
<div>{{item<br />
|itemtype=Wand<br />
|name=wand of draining<br />
|cost=?<br />
|weight=?<br />
}}<br />
{{flavour|A magical device which throws a bolt of negative energy which drains the life essences of living creatures, but is useless against the undead, demons, artificial creatures and even living plants.}}<br />
<br />
A '''wand of draining''' is a "tier-1" attack wand which projects bolts of [[Bolt of Draining|negative energy]]. These deal damage and reduce the target's [[HD]], rendering them weaker (and also less valuable in terms of XP).<br />
<br />
==Player Use==<br />
As usual for wands, the beam from a wand of draining zapped by the player has a power rating of (30 + 2d([[Evocations]] skill)).<br />
<br />
==Monster Use==<br />
As with any other wand, the bolt of draining projected by a wand of draining in the hands of a monster uses a power rating of (30 + (monster hit dice)). This gives it a typical damage output of 3d8 when used by low-level monsters and 3d9 when used by mid-to-high level monsters, and the player needs EV 19 to have a 50% chance of evading the beam without Repel or Deflect Missiles in force.<br />
<br />
== Tips & Tricks ==<br />
As a tier-1 attack wand, wands of draining provide a powerful backup attack. Melee characters should save them for living opponents that are unusually dangerous to engage in melee, such as [[hydra]]s and acidic monsters. [[Ice Magic]] and [[Fire Magic]] users should use them as a backup or alternate attack against living opponents that resist their elemental attack spells; very few living monsters have any [[Life Protection]] at all.</div>Seriser6http://crawl.chaosforge.org/index.php?title=Wand_of_hasting&diff=14053Wand of hasting2013-05-23T16:15:11Z<p>Seriser6: added flavour text</p>
<hr />
<div>{{item<br />
|itemtype = Wand<br />
|name = Wand of hasting<br />
|cost = ?<br />
|weight = 10.0<br />
}}<br />
{{flavour|A magical device which casts enchantments to speed up the actions of a creature at which it is directed.}}<br />
<br />
Zapping a '''wand of hasting''' affects the target as though it were the recipient of the [[Haste]] spell, reducing the time it takes to complete any action by 33%. This is an extremely valuable find for pure melee fighters or casters who don't wish to bother with [[Charms]], providing indestructible access to a very powerful buff without any wasted XP. Be careful not to overuse it; remaining hasted for too long will cause you to accumulate dangerous levels of [[magical contamination]]. <br />
<br />
This wand can be zapped at monsters as well, making it excellent when combined with sources of powerful allies. Unlike most other [[wand]]s, it can only hold at most 9 charges.</div>Seriser6http://crawl.chaosforge.org/index.php?title=Wand_of_lightning&diff=14052Wand of lightning2013-05-23T16:12:44Z<p>Seriser6: fix broken link</p>
<hr />
<div>{{item<br />
|itemtype = Wand<br />
|name = Wand of lightning<br />
|cost = ?<br />
|weight = 10.0<br />
}}<br />
{{flavour|A magical device which throws great bolts of lightning.}}<br />
A wand that fires [[Lightning Bolt|bolts of lightning]]. Like the spell, these bolts may bounce off walls to hit a target multiple times, or to hit you. Don't zap yourself!</div>Seriser6http://crawl.chaosforge.org/index.php?title=Wand_of_polymorph&diff=14051Wand of polymorph2013-05-23T16:08:26Z<p>Seriser6: /* See Also */</p>
<hr />
<div>{{version012}}<br />
<br />
{{item<br />
|itemtype = Wand<br />
|name = Wand of polymorph<br />
|cost = ?<br />
|weight = 10.0<br />
}}<br />
<br />
{{flavour|A magical device which causes a creature to be transmogrified into another monster. It doesn't work on you, so don't even try.}}<br />
<br />
A '''wand of polymorph''' will attempt to permanently transform one monster into another. Unless resisted, the creature will evaporate and reform as another random creature. The new form will be of similar (but on average slightly higher) [[HD]] to the old one, and be of the same holiness. Polymorph has no effect on undead, but demons can be affected (turning into other demons).<br />
<br />
Normal casters will lose their spells when polymorphed, and polymorph will never turn a monster into an "actual" spellcaster: you can get monsters with innate magical abilities such as [[dragon]]s, but not casters such as [[orc wizard]]s. Note that most demons' spells are considered innate abilities, and will always be maintained. Uniques will retain their name, and they will also retain their spells as long as they are polymorphed into a form that can speak.<br />
<br />
When used by monsters against the player, it temporarily transforms you into a [[bad form]]. While some of these have useful traits, this is usually a bad thing.<br />
<br />
==Strategy==<br />
Use with caution. While this wand ''can'' turn dangerous monsters into creatures that are easier to deal with, it will backfire with some by turning them into even ''worse'' monsters. Some examples of good and bad targets are:<br />
<br />
'''Good targets'''<br />
*[[Oklob plant]]s: You're likely to get a [[wandering mushroom]], which is generally much easier to deal with.<br />
*[[Yellow wasp]]s and [[red wasp]]s: For how dangerous they are, both of these monsters have fairly low HD and MR.<br />
*[[Harpies]]: Another low-HD, low-MR annoyance, although considerably less dangerous than wasps.<br />
*[[Orc wizard]]s and [[orc priest]]s: Usually you'll have better ways to deal with these guys, but polymorph will tend to make them into something less dangerous.<br />
*[[Anaconda]]s: They have moderately high HD, but low MR, and whatever they polymorph into is at least likely to be something you can more easily escape from.<br />
*[[Unseen horror]]s: If you can get them in a corridor to line up the shot, this is a good way to make them visible. Despite their name and glyph, they are natural monsters, and have only modest HD, making polymorph pretty safe.<br />
*[[Moths of wrath]]: They have ''very'' low MR for a Zot monster, and can be quite dangerous when they start berserking [[Orb Guardian]]s right next to you. Polymorph is a good option for characters needing an instant way to take one out at range.<br />
<br />
'''Bad targets'''<br />
*[[Hydra]]s: High HD, meaning that it's not at all unlikely you could get a [[dragon]]. Most characters can run away from hydras, and should if they lack a means to kill them.<br />
*[[Death yak]]s: Also high HD, and have high magic resistance as well.<br />
*[[Ghost moth]]s: High enough MR that it's better to just kill them.<br />
*[[Grinder]]: You're fairly unlikely to make him lose his spells, and [[tormentor]]s and [[hellion]]s are probable results of polymorphing him. Even [[hellephant]]s are possible.<br />
*[[Elephant slug]]s (including [[Gastronok]]). They have HD 20. This means you can produce [[titan]]s. You don't want to produce titans.<br />
<br />
==History==<br />
The wand of polymorph was added in [[0.12]], replacing the very similar [[wand of polymorph other]]. That wand would inflict permanent [[bad mutations]] on you instead of temporary bad forms.<br />
<br />
==See Also==<br />
*[[Polymorph]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Wand&diff=14050Wand2013-05-23T16:08:01Z<p>Seriser6: /* List of wands */ changed wand of polymorph other to wand of polymorph</p>
<hr />
<div>{{flavour|A stick. Maybe it's magical.<br />
<br />
----<br />
<br />
"[The principle of selection] is the magician's wand, by means of which he may summon into life whatever form and mould he pleases."<br />
<br />
-William Youatt, _Sheep: their breeds, management, and diseases; to which is added the Mountain Shepherd's Manual_, ch. III. 1837.}}<br />
<br />
A '''wand''' is a magical device that contains several charges of a specific spell or effect. Each wand weighs 10.0 aum.<br />
<br />
A player may zap a wand in the inventory with the '''v''' key (that is, e'''v'''oking it). This releases its magical effect at a target of the player's choice, and one charge of the wand will be depleted. A wand does not normally show how many charges it has left; this information can be gathered either by [[identification]] or by using a wand with sufficient [[Evocations]] skill. However, the game will record wand usage, so that the player can see how many times a wand has been zapped. Unlike [[rod]]s, a wand does not have to be [[wield]]ed to be used, and can even be used while the player's wielded [[weapon]] is [[curse]]d.<br />
<br />
A wand with no charges left is empty, and will not function (but will still waste a turn as you discover this). Wands can be recharged using a [[scroll of recharging]], even if not emptied. [[Deep Dwarf]] characters possess a racial ability that also lets them recharge wands, though at a permanent MP cost.<br />
<br />
Zapping a wand will very often identify it, so long as the effect isn't resisted and it has unambiguously revealed its nature (zapping a [[wand of digging]] into empty space, for example, will not identify it).<br />
<br />
A wand's [[spell power]] equals 15+2.5×[[Evocations]], though this is still limited by the spell power caps for the spell cast. For monsters zapping wands, the power is normally 30+[[hit dice]], although this can vary greatly depending on the type of wand.<br />
<br />
Monsters that can [[:Category:Weapons_armour|pick up items]] will often pick up wands and zap them at you. A few monsters may start with wands in their inventory. Monsters above 13 [[hit dice]] will not bother with them.<br />
<br />
[[Xom]] is greatly entertained (200) when you: use an unidentified wand near a monster; or, use a wand of random effects on yourself or others.<br />
<br />
==List of wands==<br />
{| class="prettytable" style="border:1px solid #000000;"<br />
! Image !! Wand !! Description !! Max charges:<br>initial / upon [[scroll of recharging|recharge]] !! Usable by monster<br />
|-<br />
| [[File:Wand of cold.png]]<br />
| [[Wand of cold|Cold]]<br />
| Shoots a [[bolt of cold]]<br />
| style="text-align:center" | 16 / 15<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of confusion.png]]<br />
| [[Wand of confusion|Confusion]]<br />
| [[Confuse]]s the target temporarily<br />
| style="text-align:center" | 16 / 24<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of digging.png]]<br />
| [[Wand of digging|Digging]]<br />
| Creates a tunnel through the targeted wall tile<br />
| style="text-align:center" | 16 / 24<br />
| No<br />
|-<br />
|-<br />
| [[File:Wand of disintegration.png]]<br />
| [[Wand of disintegration|Disintegration]]<br />
| Disintegrates the target or object<br />
| style="text-align:center" | 16 / 24<br />
| Yes, but damage is reduced to 2/3 of normal<br />
|-<br />
|-<br />
| [[File:Wand of draining.png]]<br />
| [[Wand of draining|Draining]]<br />
| Shoots a [[draining|bolt of negative energy]], reducing target's [[HD]] (and [[XP]])<br />
| style="text-align:center" | 16 / 12<br />
| Yes, reduces player's XP only<br />
|-<br />
|-<br />
| [[File:Wand of enslavement.png]]<br />
| [[Wand of enslavement|Enslavement]]<br />
| Charms the target temporarily<br />
| style="text-align:center" | 16 / 24<br />
| No<br />
|-<br />
|-<br />
| [[File:Wand of fire.png]]<br />
| [[Wand of fire|Fire]]<br />
| Shoots a [[bolt of fire]] at the target<br />
| style="text-align:center" | 16 / 15<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of fireball.png]]<br />
| [[Wand of fireball|Fireball]]<br />
| Sends a [[Fireball|ball of fire]] at the target, which explodes into a 3x3 region of fire when it hits something<br />
| style="text-align:center" | 16 / 9<br />
| No<br />
|-<br />
|-<br />
| [[File:Wand of flame.png]]<br />
| [[Wand of flame|Flame]]<br />
| Shoots a [[Throw Flame|puff of flame]] at the target<br />
| style="text-align:center" | 28 / 24<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of frost.png]]<br />
| [[Wand of frost|Frost]]<br />
| Shoots a [[Throw Frost|puff of frost]] at the target<br />
| style="text-align:center" | 28 / 24<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of hasting.png]]<br />
| [[Wand of hasting|Hasting]]<br />
| [[Haste|Speeds up]] the target's movement and actions temporarily<br />
| style="text-align:center" | 8 / 9<br />
| Yes, on self<br />
|-<br />
|-<br />
| [[File:Wand of heal wounds.png]]<br />
| [[Wand of heal wounds|Heal wounds]]<br />
| Significantly heals the target<br />
| style="text-align:center" | 8 / 9<br />
| Yes, on self<br />
|-<br />
|-<br />
| [[File:Wand of invisibility.png]]<br />
| [[Wand of invisibility|Invisibility]]<br />
| Turns the target invisible temporarily<br />
| style="text-align:center" | 8 / 9<br />
| Yes, on self<br />
|-<br />
|-<br />
| [[File:Wand of lightning.png]]<br />
| [[Wand of lightning|Lightning]]<br />
| Shoots a [[lightning bolt]] at the target<br />
| style="text-align:center" | 16 / 12<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of magic darts.png]]<br />
| [[Wand of magic darts|Magic Darts]]<br />
| Shoots a [[magic dart]] at the target<br />
| style="text-align:center" | 28 / 24<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of paralysis.png]]<br />
| [[Wand of paralysis|Paralysis]]<br />
| [[Paralyze]]s the target temporarily<br />
| style="text-align:center" | 16 / 24<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of polymorph.png]]<br />
| [[Wand of polymorph|Polymorph]]<br />
| Target reforms as a random creature <br />
| style="text-align:center" | 16 / 24<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of random effects.png]]<br />
| [[Wand of random effects|Random effects]]<br />
| Randomly selects any other wand (except disintegration) and duplicates its effect<br />
| style="text-align:center" | 28 / 24<br />
| No<br />
|-<br />
|-<br />
| [[File:Wand of slowing.png]]<br />
| [[Wand of slowing|Slowing]]<br />
| [[Slow]]s the target temporarily<br />
| style="text-align:center" | 16 / 24<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of teleportation.png]]<br />
| [[Wand of teleportation|Teleportation]]<br />
| [[Teleport]]s the target after a few turns<br />
| style="text-align:center" | 16 / 9<br />
| Yes, on self and player<br />
|}<br />
<!-- sources for wand max charges/recharges: <br />
makeitem.cc:_wand_max_initial_charges(), <br />
itemprop.cc:wand_charge_value(), wand_max_charges()<br />
--><br />
<br />
===Images===<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
| [[File:Wand bone.png]] || [[File:Wand brass.png]] || [[File:Wand bronze.png]] || [[File:Wand copper.png]]<br />
|-<br />
| [[File:Wand glass.png]] || [[File:Wand gold.png]] || [[File:Wand iron.png]] || [[File:Wand ivory.png]]<br />
|-<br />
| [[File:Wand lead.png]] || [[File:Wand plastic.png]] || [[File:Wand silver.png]] || [[File:Wand wood.png]]<br />
|}<br />
<br />
==Hight-tier wands==<br />
Some wands are considered too dangerous to be generated in the inventory of monsters with HD less than 5. Monsters with the [[:Category:No HT wand|No HT wand]] flag are also excluded. [[Ijyb]] is the exception to this rule.<br />
<br />
*[[Wand of paralysis]]<br />
*[[Wand of fire]]<br />
*[[Wand of cold]]<br />
*[[Wand of lightning]]<br />
*[[Wand of draining]]<br />
*[[Wand of disintegration]]<br />
<br />
==External links==<br />
[http://r1gm.free.fr/Crawl/crawlSS_052_wands.txt E. Grasland's excellent spoiler on wands] (now out of date)<br />
<br />
[[Category:Wand|*]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=File:Wand_of_polymorph.png&diff=14049File:Wand of polymorph.png2013-05-23T16:07:29Z<p>Seriser6: uploaded &quot;File:Wand of polymorph.png&quot;</p>
<hr />
<div></div>Seriser6http://crawl.chaosforge.org/index.php?title=File:Wand_of_polymorph.png&diff=14048File:Wand of polymorph.png2013-05-23T16:05:56Z<p>Seriser6: Blanked the page</p>
<hr />
<div></div>Seriser6http://crawl.chaosforge.org/index.php?title=File:Wand_of_polymorph.png&diff=14047File:Wand of polymorph.png2013-05-23T16:04:55Z<p>Seriser6: created link from Wand of polymorph image to Wand of polymorph other image (fixing broken links)</p>
<hr />
<div>#REDIRECT [[File:Wand_of_polymorph_other.png]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Hell&diff=14040Hell2013-05-23T01:53:18Z<p>Seriser6: /* Hell's branches */ remove broken link</p>
<hr />
<div>{{flavour|The hallway to the four hells is guarded by Geryon. Heroes who prove their worth in the vestibule and blow Geryon's horn may explore the different regions of Hell: Dis, Gehenna, Cocytus and Tartarus.<br />
<br />
Portals to the Vestibule of Hell are found abundantly in the deeper parts of the main dungeon.}}<br />
<br />
{{flavour|This gateway leads to the Vestibule of Hell. Few would go there voluntarily.<br><br />
"Lasciate ogne speranza, voi ch'intrate." -Dante Alighieri, Divina Commedia, "L'Inferno", Canto III. Circa 1315}}<br />
<br />
{{flavour|Welcome to the Vestibule of Hell! Welcome to Hell! Please enjoy your stay.}}<br />
<br />
<br />
The forbidding domain of '''Hell''' is made up of the [[Vestibule of Hell]] and its four subbranches. From the main dungeon, all Hell portals actually lead to the Vestibule. It is from the Vestibule that one then ventures into Hell's branches.<br />
<br />
===The Vestibule of Hell===<br />
You'll find multiple portals to the Vestibule starting at level 20 (there's also one commonly found in a [[Lair]]:8 ending). The Vestibule's most famous denizen is [[Geryon]], a rugged three-headed demon, with whom you'll also find flocks of demons and [[hell knight]]s. The unique [[curse skull]] [[Murray]] is also guaranteed to be there 25% of the time.<br />
<br />
The Vestibule is safe to clear if you've finished exploring the Dungeon and are hardy enough to have cleared the [[Elven Halls]] and [[the Vaults]]. You need high AC and EV along with whatever fire and cold resistance you can muster. Geryon himself is not that difficult to kill, as he is ''not'' immune to poison! Geryon cannot use stairs: while you cannot lure him to the Dungeon to fight him on safe territory, you can lure away his minions.<br />
<br />
Be aware if you plan to fight him using stairdancing, his summoned Tier-2 demon [[hell beast]]s may trample you away from the stairs. If you have no means of controlled blinking (back to the stairs), this may result in a quick death.<br />
<br />
Once the Vestibule has been cleared, it can serve as a [[stash]] location since no monsters respawn here. Just remember that all portals close when you pick up the Orb!<br />
<br />
===Hell's branches===<br />
When Geryon is killed and his [[Horn of Geryon|horn]] is blown (by evoking it), portals to the four branches of Hell become passable:<br />
* [[Gehenna]], the fire branch, contains the obsidian rune of Zot.<br />
* [[Cocytus]], the cold branch, contains the icy rune of Zot.<br />
* [[Tartarus]], the undead branch, contains the bone rune of Zot.<br />
* [[The Iron City of Dis]], the iron branch, contains the iron rune of Zot.<br />
<br />
Each branch of Hell is 7 levels deep. The final level of each houses a unique, named [[demon]] protecting an [[artifact]], various treasure vaults, and a [[rune of Zot]]. When venturing in a branch, there are no up stairs: only down stairs or portals back to the Vestibule. Thus, stair dancing isn't possible: when you descend a level, you descend onto a (random!) portal tile, not an upstairs tile. If you use a portal, you have to begin again from the Vestibule, enduring the Mystical Force all the way back down. On the positive side, a portal to the Vestibule can be a welcome escape method, in a fix.<br />
<br />
Besides the vaults on the final level, [[item]]s and food in Hell are far and few between, and generally only acquired if dropped by a slain monster (e.g. a potion of blood by a vampire) or the occasional pack of [[hell hound]]s.<br />
<br />
[[Teleport control]] is disabled on the last level until the rune is acquired.<br />
<br />
===Hell's Mystical Force===<br />
In Hell's branches (but not the Vestibule), resting is hard to do, since there is a chance every 20 turns that a "mystical force" may lash out at you, with any of these effects:<br />
<br />
*Random [[miscast]] effects:<br />
**Slowing you for a few turns<br />
**Confusing you for a few turns<br />
**Making you berserk for a few turns<br />
**1-7 [[stat]] drain<br />
**Rotting<br />
**Cursing one or more of your items[http://crawl.chaosforge.org/images/0/01/Curses.jpg]<br />
**And assorted other nasty things<br />
*Spawning demons or other monsters around you, up to and including [[Tier-1_demon#The_Fiends|fiend]]s. These are not summons: they cannot be [[Abjuration|abjured]] and are worth experience.<br />
*Opening a [[Malign Gateway]] to summon an [[eldritch tentacle]].<br />
*Blasting you with a branch-specific attack (e.g. clouds of freezing vapour in Cocytus, sticky flame in Gehenna)<br />
*Blasting you with magical energy -- irresistible damage<br />
<br />
Arguably, the first two miscast effects are the most dangerous; being slowed or confused while surrounded by freshly summoned demons (or when fighting one of the demon lords on the last level) can be deadly. However, over a period of time, stat drain can become quite onerous, particularly if the same stat is drained repeatedly.<br />
<br />
==Recommendations==<br />
The safest strategy of acquiring Hell's runes is to ignore as many monsters as possible and dive to the next level. Every upward staircase in Hell's branches returns you straight to the Vestibule anyway, so you don't even have to face the monsters twice. Fighting with monsters to get experience may be tempting, but in Hell these seeming benefits are often negated by the actions of the mystical force. It's all fun and games until you're helplessly paralyzed or suffer two successive -7 hits on one of your stats.<br />
<br />
If you do plan on fighting in Hell - a pasttime for powerful characters only! - make sure you have high resistances to counteract each branch's element: rF+++ for Gehenna, rC+++ for Cocytus, rN+++ for Tartarus, and a little bit of everything for Dis. In addition, you'll want a way to [[sustain abilities|sustain]] or [[potion of restore ability|restore abilities]], a means of [[levitation]], [[warding]]/[[Abjuration]] or a means of [[blink]]ing if you get surrounded by summoned demons, and plenty of food (unless you're [[Necromutation|necromutating]] or are a [[mummy]]/bloodless [[vampire]]). Weapons with the [[holy wrath]] brand are effective against all manners of demons and undead too. Also, at high piety, [[Zin]] will almost always block the effects of Hell's mystical force, making his worshippers particularly well-suited to plumbing Hell's depths.<br />
<br />
[[Category:Dungeon_Branches]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Wand_of_Hasting&diff=14039Wand of Hasting2013-05-23T01:47:28Z<p>Seriser6: eliminated duplicate page with redirect</p>
<hr />
<div>#REDIRECT [[Wand of hasting]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=El&diff=14038El2013-05-23T01:38:36Z<p>Seriser6: fix double redirect</p>
<hr />
<div>#REDIRECT [[Elf (species)]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Weapon_of_choice&diff=14037Weapon of choice2013-05-23T01:38:07Z<p>Seriser6: fix double redirect</p>
<hr />
<div>#REDIRECT [[Weapon choice]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Unrandom_artefact&diff=14036Unrandom artefact2013-05-23T01:37:33Z<p>Seriser6: fix double redirect</p>
<hr />
<div>#REDIRECT [[List of unrands]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Tier-1_Demon&diff=14035Tier-1 Demon2013-05-23T01:37:07Z<p>Seriser6: fix double redirect</p>
<hr />
<div>#REDIRECT [[Demon#Tier-1 Demons]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=Greater_demon&diff=14034Greater demon2013-05-23T01:36:31Z<p>Seriser6: fix double redirect</p>
<hr />
<div>#REDIRECT [[Demon#Tier-1 Demons]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=IonFrigate%27s_guide_to_Abyssal_Knights&diff=14033IonFrigate's guide to Abyssal Knights2013-05-23T01:36:06Z<p>Seriser6: fix double redirect</p>
<hr />
<div>#REDIRECT [[IonFrigate's Abyssal Knight guide]]</div>Seriser6http://crawl.chaosforge.org/index.php?title=1&diff=1403212013-05-23T01:35:14Z<p>Seriser6: fix double redirect</p>
<hr />
<div>#REDIRECT [[Demon#Tier-1 Demons]]</div>Seriser6