http://crawl.chaosforge.org/api.php?action=feedcontributions&user=Sildraith&feedformat=atomCrawlWiki - User contributions [en]2024-03-29T00:41:05ZUser contributionsMediaWiki 1.30.0http://crawl.chaosforge.org/index.php?title=Current_projects/0.14_update_project&diff=27594Current projects/0.14 update project2014-04-27T23:04:07Z<p>Sildraith: /* Branches, environment */ someone completed the pandemonium change</p>
<hr />
<div>==Project goals==<br />
<br />
#The first objective is to go through the changelog below and incorporate all the changes into appropriate wiki articles. <s>Cross out</s> the lines in the changelog once the updates have been done, or if they don't require any changes. If you think a page is up to date, make sure to add [[:Template:version014]] (i.e. <nowiki> {{version014}}</nowiki>) to the page. <br />
#The second objective is to go through [[:Category:Crystal Ball Articles]], update the history section of the pages in there, and remove the crystal ball category (unless they refer to 0.15 or trunk material). There may be some sentences that need to be changed from future to past tense. <br />
<br />
<br />
===Contributors===<br />
*[[User:Flun|Flun]]<br />
*[[User:CommanderC|CommanderC]]<br />
*[[User:Derrek|Derrek]]<br />
*[[User:Sildraith|Sildraith]]<br />
<br />
*''Add name here''<br />
<br />
== 0.14 Changelog ==<br />
<br />
===Stone Soup 0.14 (201404??)===<br />
--------------------------<br />
* The lower half of D is now a new branch, the Depths.<br />
* <s>Two new species: Formicids and Vine Stalkers.<br />
* A new deity: Dithmenos the Shadowed.</s><br />
* Greatly revised monster sets in the Lair branches.<br />
* Greatly revised summoning spell sets.<br />
<br />
===Branches, environment===<br />
---------------------<br />
* The main Dungeon is now fifteen levels.<br />
* A new branch: the Depths; entered from the end of Dungeon, it is five levels long and contains the entrance to the Realm of Zot.<br />
* <s>The Vaults are now entered from D:13-14 and need a rune to enter.</s><br />
* Abyssal stairs appear more frequently, and are fixed with depth.<br />
* Ziggurats require only three runes to enter; an entrance is guaranteed in Depths, but still spawn as normal in Pan.<br />
* Portals are no longer closed when carrying the Orb of Zot.<br />
* The Horn of Geryon is no longer necessary for entering Hell branches.<br />
* Labyrinths contain more enemies, and the minotaur is normally awake.<br />
* More Ziggurat enemy sets.<br />
* Crypt endings now contain some pieces of thematic loot: draining and/or pain and/or vampiric weapons, rings of positive energy and amulets of warding, one of several unrands, the Necronomicon, or evokers/staves.<br />
* Easy ice cave portals now appear only in D, Lair, and Orc; hard ice cave portals appear in Elf and rotating Lair branches.<br />
* Portal timers have been generally shortened and made more consistent with each other; additionally, the shorter timer started upon first seeing them has been removed.<br />
* <s>The layout of the last level of the Vaults has been changed, with all four subsections being open at each corner.</s><br />
* Gadget shops and wand shops have been merged; the resulting gadget shops now also sell rods.<br />
* The price of items in shops has been recalibrated.<br />
* <s>Pandemonium exits occur more frequently as the player obtains runes from Pandemonium.</s><br />
<br />
===Character===<br />
---------<br />
* New species:<br />
** <s>Formicids possess four strong arms to use large weapons together with shields, in addition to strong natural digging abilities and a permanent stasis effect.</s><br />
** <s>Vine stalkers regenerate quickly, but cannot heal with wands or potions; they possess innate spirit shield and an anti-magic bite.</s><br />
* Felids have an innate jump attack ability, allowing them to jump over other monsters and attack their target in a single turn.<br />
* Felids can use wands.<br />
* Demonspawns' negative energy facet has the second level of rN replaced by "black mark," which gives melee attacks a chance to heal the player and apply a bad status to the victim.<br />
* The first two levels of the slow healing mutation only affect rates of healing when enemies are in sight (half and no healing for those levels respectively). Stat regeneration and the third level of the mutation are unchanged.<br />
* Fast/slow movement mutations no longer occur randomly.<br />
* Recommended backgrounds and species have been adjusted; in particular, backgrounds can recommend species that don't necessarily recommend that background and vice versa (e.g. CK -> Tr may be recommended whereas Tr -> CK is not).<br />
* Poison damage is now deterministic.<br />
* The antennae mutation gives invisible monster indicators for every invisible enemy in LOS.<br />
* Merfolk can now be mesmerised by mermaids and sirens.<br />
* Artificers, Wanderers, Assassins, and Venom Mages no longer start with knowledge of potions and scrolls they don't possess.<br />
* Fighters and Gladiators start with higher-tier weapons.<br />
* Fighers start with a potion of might.<br />
* Demonspawn icemail now restores all at once, instead of gradually, and is not disrupted by casting fire spells.<br />
<br />
===Monsters===<br />
--------<br />
* Guardian serpents no longer have Teleport Other; instead they get Blink Allies Encircle.<br />
* <s>Lom Lobon can now cast Tornado.</s><br />
* <s>The plain "dragon" is now known as "fire dragon".</s><br />
* Dragons, drakes, crabs, and acid blobs no longer flee at low health.<br />
* Jellies once again split.<br />
* Monsters are subject to summon caps.<br />
* Summoned creatures are dismissed upon the death of their summoner.<br />
* Word of Recall is now subject to a breath timer, and can be interrupted by causing a breath timeout (with e.g. curare).<br />
* Minotaurs appearing naturally outside of labyrinths now come with equipment.<br />
* Abominations don't heal naturally; those created from spells can heal by melding further with crawling corpses and macabre masses.<br />
* New enemies:<br />
** <s>Fauns, who hex the player before attacking from afar, and their larger brethren satyrs, who can empower their nearby allies.<br />
** Wind drakes, who can breathe powerful blasts of wind and airstrike the player.<br />
** Thorn lotuses, plants adrift on the water that pepper the player with thorns fired from afar.<br />
** Thorn hunters, who fire volleys of thorns and create briar patches to impede their foes' movements.<br />
** Dryads, who turn the forest against you by casting Awaken Forest like spriggan druids and summoning snaplasher vines that pull their enemies around.</s><br />
** Water nymphs, who passively form a pool of water around themselves and strike down the player with said water.<br />
** Shambling mangroves, slow-moving, tough plants home to a nest of ravens or wasps.<br />
** Raiju, which can attack by transforming themselves into a bolt of lightning.<br />
** Worldbinders, abyssal enemies which summon low tier enemies from other branches.<br />
** Shock serpents, who build up electrical energy for a static discharge;<br />
** Mana vipers, snakes with an antimagic bite;<br />
** Naga sharpshooters, who snipe at the player with Portal Projectile;<br />
** Naga ritualists, who can amplify poison in enemies and also cast Olgreb's Toxic Radiance;<br />
** Salamander mystics, with Bolt of Magma, Haste Other, a single-target version of Ignite Poison, and Iskenderun's Mystic Blast;<br />
** Salamander firebrands, whose attacks cause a ring of flames to appear around the target.<br />
** Octopode crushers, who can throw both the victims they constrict as well as icicles.<br />
* A new set of enemies based on demonspawn, appearing in Pan.<br />
** Base types:<br />
** monstrous (auxiliary attacks and more HP);<br />
** gelid (rC++ and icemail - bonus AC which dissipates on fire damage);<br />
** infernal (rF++ and fire attacks);<br />
** putrid (rPois, gains HP on nearby kills);<br />
** torturous (augmentation, powered by pain, and spines).<br />
** Classes:<br />
** blood saint (Legendary Destruction, which casts random powerful conjurations, and Ephemeral Infusion, which temporarily heals nearby allies);<br />
** chaos champions (Chaotic Reflection, which inflicts a random hex-like effect on itself and the target, and Random Bolt as per the rod of destruction);<br />
** warmongers (Grand Avatar, essentially a hybrid battlesphere and spectral weapon which triggers on sufficiently damaging attacks of nearby allies, and Sap Magic, a hex which hinders spellcasting success progressively as spells are cast);<br />
** corrupters (Plane Rend, which summons high tier enemies from other branches, and Corrupt Body, which inflicts a small set of temporary mutations);<br />
** black suns (Black Mark, which empowers nearby allies with various draining attacks that heal on hit, and previously existing spells Bolt of Draining, Malign Offering, and Dispel Undead).<br />
* Adjustments to lair branch enemies:<br />
** Spriggan druids' Druid's Call now calls 2-3 creatures out of LOS nearby and does not invisibly might creatures; instead, nearby creatures are healed and frenzied on their death. Stone Arrow also replaces Sunray in their spell set.<br />
** Siren songs' pulling effects are now irresistible if the player is already mesmerised.<br />
** Siren songs call drowned souls, weak temporary enemies with a drowning attack.<br />
** Manticores' spines now embed themselves in targets, causing damage while moving until a few turns is spent doing nothing to remove them.<br />
** Harpies no longer steal food or eat food off of the ground.<br />
** Plain salamanders have been weakened, and all salamanders can slither around on land.<br />
* Adjustments to other enemies:<br />
** Quokkas are speed 12 (making them effectively identical to grey rats).<br />
** Boggarts are more durable.<br />
** Rakshasas gain a monster spell "Phantom Mirror", which summons a clone of a nearby allied monster with half the hit points, with a 50% chance of swapping the clone for the original; this replaces their previous self-cloning abilities. They can now also cast Iskenderun's Mystic Blast and will summon two clones of themselves at 50% HP as a one-time effect.<br />
** Giant orange brains get Mass Confusion instead of Confusion.<br />
** Spriggans in general now merely have fast movement speed instead of fast speed in general, more damage and less EV.<br />
** Spriggan air mages have Haste (replacing Shock).<br />
** Deep elf demonologists summon more greater demons instead of minor demons.<br />
** Draconian knights have fewer but distinct spell sets focusing on ice and necromancy.<br />
** Gargoyles and molten gargoyles now have Stone Arrow and Bolt of Magma respectively, and generate with mace-type weapons.<br />
** Metal gargoyles are now war gargoyles - fast and with the ability to fire metal fragments at targets.<br />
** Crystal golems are now crystal guardians - less health, but with the ability to fire crystal bolts that bounce off of all walls and deal either fire or cold damage on a per-bolt basis.<br />
** Ravens and eldritch tentacles no longer eat corpses.<br />
* New uniques:<br />
** <s>Asterion, a minotaur of Makhleb who flings Major Destruction and can employ Spectral Weapon with his demon weapon;</s><br />
** <s>Natasha, a felid ex-familiar with minor spellcasting abilities;</s><br />
** <s>Vashnia, leader of a squad of naga sharpshooters with translocational ability to match.</s><br />
* <s>Moths of suppression, rock worms, lava fish, lemures, jellyfish, grey rats, spiny worms, giant amoebae, deep dwarf berserkers, agate snails, giant centipedes, rotting devils, clay golems, and stone golems are no more.</s><br />
* Ball lightnings are no longer permanently confused, instead seeking out targets like giant spores.<br />
* Killer Klowns have a different set of possible damage brands: strong poison, pain, drain speed, fire, cold, electric, and anti-magic.<br />
* <s>Flying enemies are no longer immune to throwing nets.</s><br />
* Geryon can fly once again.<br />
* Antaeus gains Flash Freeze, an ice conjuration which impedes the target's movement for three turns.<br />
* Player ghosts can retain and cast dazzling spray, which has a chance to cause a confusion effect against the player.<br />
* All pandemonium lords now see invisible.<br />
* The Enchantress now appears as a normal unique in the Depths.<br />
* Josephine has a new spell set - Ghostly Fireball, Dispel Undead, Vampiric Draining, and Animate Dead - and rN+++.<br />
* Lamia has been de-throned.<br />
<br />
===Spells===<br />
------<br />
* Resisting an enchantment now displays a message showing how difficult in general the target will be to enchant, rather than how well or how poorly they fared on that particular resistance roll.<br />
* New spells:<br />
** Summon Lightning Spire (L4 Summoning/Air), which places a lightning spire up to two squares away from the player; it replaces Summon Scorpions in the book of Callings.<br />
** Summon Guardian Golem (L4 Summoning/Charms), which creates a golem that protects the player with Injury Bond and occasionally explodes on death; appears in the book of Callings.<br />
** Summon Forest (L5 Summoning/Translocations), which summons a dryad and temporarily converts terrain near the player to forest; it is in the Book of the Warp.<br />
** Summon Mana Viper (L5 Summoning/Hexes); it appears in the Book of Beasts.<br />
** Monstrous Menagerie (L6 Summoning), which summons a manticore, some harpies, a lindwurm, or a sphinx (at high spellpower); it appears in the book of Beasts and the book of Summonings (replacing Summon Ugly Thing).<br />
** Forceful Dismissal (L6 Summoning), which ends all player summons and damages enemies next to them; it appears in the Grand Grimoire.<br />
** Aura of Abjuration (L6 Summoning), a less powerful but per-turn mass abjuration effect; it replaces Mass Abjuration in the Grand Grimoire.<br />
** Spellforged Servitor (L7 Conjuration/Summoning), which summons a servitor with a subset of the player's most destructive conjurations; it replaces Fireball in the book of Wizardry.<br />
** Glaciate (L9 Ice/Conjurations), which fires a great blast of ice in a cone, turning slain monsters into blocks of ice and Flash Freezing the survivors; it replaces Ice Storm in the Book of Annihilations.<br />
** Dragon's Call (L9 Summoning), which for its duration of effect summons dragons near targets at the end of LOS (at the full spell cost per summon); replaces Summon Dragon in the Book of the Dragon.<br />
* Sticks to Snakes only works on missiles (arrows and javelins) now.<br />
* Conjure Ball Lightning has been reduced from level 7 to 6, and the duration of the ball lightning has been lowered.<br />
* Metabolic Englaciation has been reduced from level 6 to 5, and the slow duration is cumulative across casts.<br />
* Bolt of Draining has been reduced from level 6 to 5.<br />
* Fulminant Prism has been reduced from level 5 to 4.<br />
* Iskenderun's Battlesphere has been increased from level 4 to 5.<br />
* Ozocubu's Armour now has an encumbrance cap of 4, rendering it no longer usable with mottled dragon armour.<br />
* Song of Slaying has an increased duration and grants more slaying, but is subject to a lower power cap.<br />
* Swiftness now induces a period of sluggishness after it expires, and can't be stacked.<br />
* Several special cases for LRD damage types have been removed; ice, bone, stone and rock (including petrified enemies) all result in the same explosion.<br />
* Orb of Destruction now only appears in the Book of Power (was also in Annihilations).<br />
* Call Canine Familiar now only summons one canine, and does not summon jackals.<br />
* Repel and Deflect Missiles now expire on a per-deflection basis rather than being a duration.<br />
* Portal Projectile is now a duration, rather than firing individual projectiles.<br />
* All clouds caused by the player will dissipate much faster outside of your line of sight.<br />
* Orbs of destruction don't explode if they collide with another orb of destruction before travelling more than a short distance.<br />
* Removed spells: Dig, Summon Scorpions, Song of Shielding, Polymorph, Ice Storm, Demonic Horde, Summon Ugly Thing, Summon Dragon, Mass Abjuration.<br />
<br />
===Items===<br />
-----<br />
* The Orb of Zot no longer takes up an inventory slot.<br />
* Weapons are identified immediately on wield.<br />
* Wands are identified immediately on zapping.<br />
* Elemental evokers now recharge one at a time, with the one closest to full recharging charging first.<br />
* Items on the ground are no longer subject to item destruction.<br />
* Mottled dragon armour now has an encumbrance rating of 5 (was 4).<br />
* The jumping ego (available only on boots) gives a jump attack ability like that of felids.<br />
* The reaching brand for whips is no more.<br />
* Enchantment-like effects of chaos projectiles are now irresistible.<br />
* Spears, daggers, clubs, and hand axes are no longer good for throwing.<br />
* New "tomahawk" item: a throwing missile, usable by all non-felids, between darts and javelins in damage.<br />
** Small race hunters and arcane marksmen may select tomahawks.<br />
* New "potion of lignification" - induces tree form.<br />
* Small species can use throwing nets.<br />
* Throwing nets do not degrade: instead, they have a chance to be destroyed like other projectiles.<br />
* Multiple changes to unrandarts:<br />
** Piercer gets the penetration brand (was vorpal).<br />
** Boots of the Assassin return in a new form: they now detect monsters and allow short-blade-quality stabbing with any weapon (or unarmed).<br />
** Hellfire now shoots hellfire bolts, dealing hellfire-branded damage and exploding.<br />
** The Elemental Staff is reworked considerably - it grants rElec, rF++, rC++, MR++, AC+5, and randomly deals elemental-branded attacks based on the user's Evocations skill.<br />
** The skin of Zhor now grants rC+++.<br />
** Leech drains HP on all hits (instead of 3/5 for other vampiric weapons).<br />
** Sniper is now a +15 vorpal crossbow with a slower rate of fire.<br />
** Snakebite is now a +5 venom whip that applies a curare effect on two out of five hits.<br />
** The Singing Sword is now a bastard sword.<br />
** The shield of the gong is now +27 with -5 EV.<br />
** The ring of Shadows now has an umbra instead of +4 EV and -4 Acc.<br />
** New unrand: "macabre finger necklace" - gives warding and an extra ring slot.<br />
** New unrand: "boots of the Spider" - gives clinging and jump attack.<br />
** New unrand: "dark maul" - a very large, very slow two-handed weapon using the Maces and Flails skill.<br />
** New unrand: "hat of the High Council" - spellpower at the expense of spell success rates.<br />
** New unrand: "arc blade" - a cutlass which inflicts discharges of static electricity on targets it hits.<br />
** New unrand: "Spellbinder" - an antimagic demon whip which inflicts miscasts on magic-using targets.<br />
** New unrand: "lajatang of Order" - does silver damage (like the ammunition brand) and grants resistance to mutation.<br />
** New unrand: "Firestarter" - a +7 great mace {flame, rF++} which protects scrolls from fire damage and inner flames targets it hits.<br />
** The blowgun of the Assassin, Bullseye, and Lehudib's Crystal Spear (the unrandart) are gone.<br />
* Potions with known type that would have no effect can no longer be quaffed at all.<br />
* Potions other than potions of porridge and blood no longer give nutrition.<br />
* All gauntlets and bracers are now gloves.<br />
* All caps and wizard hats are now plain "hats".<br />
* Great maces deal slightly less damage and are much less available than before.<br />
* All scrolls now identify on read.<br />
* The last healing potion is automatically identified assuming knowledge that it is a healing potion.<br />
* Magical penetrating projectiles now pierce shields.<br />
* Ponderous items reduce movement delay by -1 (was -2), to match running items.<br />
* Electrocution weapons no longer cause discharges on targets in water.<br />
* Wearing body armour / rings no longer requires removing cloaks / gloves first.<br />
* Scrolls are destroyed less frequently by sticky flame.<br />
* Gold dragon armour, crystal plate armour, and plate armour have had their encumbrance ratings reduced (27 -> 25, 24 -> 23, and 19 -> 18 respectively).<br />
* The speed brand now grants 2/3 weapon delay and no damage reduction (was 1/2 delay and 10% damage reduction for melee weapons).<br />
* Racial equipment is no more.<br />
* Many changes to rods:<br />
** The rod of destruction now fires random bolts instead of having a pre-set selection.<br />
** New rod: rod of ignition, which fires a bolt that explodes a fireball on every target hit in a line.<br />
** New rod: rod of shadows, which summons Shadow Creatures from a depth in the dungeon roughly equivalent to the user's skill with Evocations, drawing out-of-depth spawns after 16.<br />
** New rod: rod of clouds, which creates various clouds based on power, with high skill giving several new types of clouds.<br />
** The rods of warding, venom, demonology, fiery destruction, and frigid destruction are gone.<br />
* The Horn of Geryon has been reworked into an XP-charged evokable, summoning 1-4 hell beasts whose friendliness depends on evocations power.<br />
* Renamed items:<br />
** Sabres are now cutlasses (and the captain's cutlass has been adjusted to match);<br />
** Double swords are now bastard swords;<br />
** Triple swords are now claymores;<br />
** Potions of speed are now potions of haste.<br />
* Scrolls of vulnerability are now more common.<br />
* Curse scrolls and potions of blood no longer randomly generate.<br />
* All curse scrolls now accept targets (as though the player was worshipping Ashenzari in previous versions).<br />
* Magic resistance-granting items now grant fixed increments of magic resistance (indicated on the % screen).<br />
* Removed potions of slowing.<br />
<br />
===Cards===<br />
-----<br />
* The Elixir card now heals over time instead of instantly.<br />
* The Alchemist card is in decks of escape, but not wonders.<br />
* The Bargain card has been removed.<br />
* The Trowel card is in decks of wonder and only creates portals.<br />
* The Battlelust card now deals primarily in might and agility at high power, with the delayed berserk effect now occurring at lower power.<br />
<br />
===Gods===<br />
----<br />
* A new deity: Dithmenos the Shadowed.<br />
** A temple god; guaranteed an altar in Temple or somewhere on D:2-9.<br />
** Accepts kills of most dungeon enemies, particularly those associated with fire or light.<br />
** Dislikes use of fire and light.<br />
** 1* piety grants an umbra which expands with piety.<br />
** 2*: Shadow Step - step adjacent to an immobile target creature no further away than your umbra.<br />
** 3* piety causes the player to occasionally bleed smoke on taking sufficient damage.<br />
** 4*: Shadow Mimic - the player's shadow sometimes mimics melee and ranged attacks and targeted spells (so long as they're not self-targeted).<br />
** 5*: Shadow Form - invisibility, resistance to many effects associated with darkness and 50% damage resistance at the expense of skill drain, a 50% reduction in melee damage output and significant reduction in spell power.<br />
* Gods no longer forgive the player for disliked effects of known wands of random effects and weapons of chaos.<br />
* Trolls of Cheibriados hunger considerably more slowly.<br />
* Cheibriados' Bend Time is available to all followers (was 1* ability).<br />
* Zin and <s>Okawaru</s> no longer care about the deaths of allies.<br />
* <s>Okawaru no longer suppresses the demonic guardian Ds mutation.</s><br />
* Xom effects respect clarity and sustain abilities (as long as Xom is not feeling nasty).<br />
* Xom's confusion now caps at 20 turns.<br />
* Zin's Recite shows what will be affected by all of the relevant recitations.<br />
* Lugonu followers no longer suffer distortion unwield effects.<br />
* Yredelemnul gifts vampires instead of freezing wraiths.<br />
* Yredelemnul armies have a maximum combined total of three profane servitors and bone dragons.<br />
* Yredelemnul's servants are no longer angered when read-identifying a scroll of holy word.<br />
* Nemelex no longer gifts decks of dungeons, and deck gift types are now independent of sacrificed item types.<br />
* Jiyva's abilities no longer use Invocations.<br />
* Divine wrath is now contingent on XP gain and cannot be waited out.<br />
* Okawaru, Trog, Makhleb, Yredelemnul, and Kikubaaqudgha wrath now scales better with player XL.<br />
* Vehmuet wrath now employs actual conjurations instead of miscasts.<br />
* Makhleb wrath can now hurl destruction at the player instead of being limited to servant summoning.<br />
* All skills eventually trainable by divine abilities can be trained immediately on worshipping that god (Invocations for many gods, Evocations for Nemelex, Necromancy for Kiku, and Shields for TSO per Divine Shield).<br />
* Ashenzari now generates 1-3 curse scrolls per remove curse scroll.<br />
* Innate abilities hated by your god are now marked as such.<br />
<br />
===Interface===<br />
---------<br />
* <s>"Automagic" functionality similar to autofight has been added through the options automagic_enable, automagic_stop, and automagic_fight; it can be used to automatically cast spells in a specified slot in combat.<br />
* Different types of magical traps are coloured differently.<br />
* Unnaturally hard rock walls have a new default glyph.<br />
* The % screen has a new layout.<br />
* You are prompted to continue wearing/unwearing armour when a monster comes into view.<br />
* "pickup_mode = multi|single" is now "pickup_menu = true|false", with true being the default; "pickup_menu_limit" has been introduced to handle the old "auto:X" settings.<br />
* The "auto_list" option has been removed.<br />
* The WebTiles spectator box sorts names and links online player profiles.<br />
* URLs occurring in WebTiles chat messages are hyperlinked.<br />
* New default minimap colours.<br />
* Examining a monster now displays the speeds at which it takes actions if those actions are slower or faster than its normal speed.<br />
* arena_delay, which controls the speed of arena play and animations, is now available outside of arena mode as view_delay.<br />
* Monsters get invisible monster indicators for one turn after they become invisible to the player.<br />
* The shop screen layout has been revised.</s><br />
<br />
<br />
[[Category: Crawl Versions]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Pandemonium&diff=27593Pandemonium2014-04-27T23:03:39Z<p>Sildraith: /* History */ crystal ball</p>
<hr />
<div>{{version014}}<br />
{{flavour|Pandemonium is an infinite realm of pain and suffering. While you can find a good deal of loot there, all these treasures are guarded by demons and even crueller demon lords. Many a hero, confusing confidence with megalomania, has died screaming in the barrage of torment and hellfire.<br />
<br />
Pandemonium is endless. Portals there are found abundantly in the deeper parts of the main dungeon. Note that getting back might be more difficult.<br />
<br />
No fewer than five runes can be found in Pandemonium:<br />
<br />
• a fiery rune in the well-heated realm of Cerebov<br />
<br />
• a glowing rune in the contaminated domain of Mnoleg<br />
<br />
• a magical rune guarded by the arcane powers of Lom Lobon and his minions<br />
<br />
• a dark rune in the shadowy abode of Gloorx Vloq<br />
<br />
• a demonic rune, owned by a less famous lord<br />
}}<br />
{{flavour|This gate leads to the endless halls of Pandemonium. Tales about successful lootings of these netherworlds are rare. Even the strongest and most experienced characters can die there. On the other hand, these halls contain several runes and lots of valuable items. It is much easier to get in than to get out.}}<br />
<br />
'''Pandemonium''' (or '''Pan''') is an infinite demonic realm, populated by all manner of [[demon]]s and randomly littered with any kind of treasure imaginable. One of the final [[branch]]es of the game to explore (and a purely optional one), it contains endless treasure and experience, an unlimited number of [[Ziggurat]]s for those players patient enough to hunt them down, and five [[runes of Zot]]:<br />
<br />
[[File:Demonic rune 1.png]]The demonic rune, lost somewhere in the endless halls of Pandemonium.<br />
<br />
[[File:Fiery rune.png]]The fiery rune, guarded by [[Cerebov]].<br />
<br />
[[File:Glowing rune.png]]The glowing rune, guarded by [[Mnoleg]].<br />
<br />
[[File:Magical rune.png]]The magical rune, guarded by [[Lom Lobon]].<br />
<br />
[[File:Dark rune.png]]The dark rune, guarded by [[Gloorx Vloq]].<br />
<br />
==Layout==<br />
Like [[the Abyss]], Pandemonium is an infinite space containing endless opponents and loot, and you may explore it for as long as you like. However, unlike the Abyss, Pandemonium is comprised of individual, randomly generated realms, rather than an unmappable and limitless plain. Each realm is the size of an ordinary Dungeon floor, can come in a wide variety of layouts, usually contains one [[Pandemonium lord]] [[vault]], and may contain a rune of Zot.<br />
<br />
You may enter Pandemonium through any Pandemonium entry portal, which can generate on [[Dungeon]]:20-27. Traveling from one realm of Pandemonium to the next can be accomplished through a transit portal, several of which can be found on each floor. Bear in mind that once you leave a particular realm, you will ''never'' be able to return to it again, potentially resulting in the permanent loss of runes of Zot. Exiting Pandemonium can be accomplished through either an exit portal, or by instead entering a portal to [[the Abyss]]. Actual exit portals are very rare, but they most commonly show up inside of a Pandemonium lord's vault, and each Pandemonium rune you collect increases the odds of finding an exit. Abyss portals are somewhat more common, but do require you to then escape the Abyss in order to return to the Dungeon. Note that self-[[banish]]ing via a [[distortion]] weapon is not an actual way out: after banishment, using the Abyssal escape portal simply returns you to the Pandemonium realm on which you were banished.<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! '''Entry''' || '''Transit''' || '''Exit''' || '''Abyss'''<br />
|-<br />
| [[File:Pandemonium entry.png]] || [[File:Pandemonium transit.png]] || [[File:Pandemonium exit.png]] || [[File:Abyss entry.png]]<br />
|}<br />
<br />
Be aware that each time you travel to a new realm in Pandemonium, you will be placed at an entirely random point. There is no guarantee that another portal will be anywhere near where you enter, or that you won't be dumped in the middle of a horde of powerful demons. If your character knows any buff spells, it is a good idea to cast them before entering any portal.<br />
<br />
==Monsters==<br />
Any given realm of Pandemonium is capable of throwing almost any [[demon]] above tier-5 at you, but each realm is inhabited by only a fraction of the possible demons you can encounter. This means that you will be encountering tier-1 and -2 demons as a regular occurence; don't even consider entering Pandemonium unless you are comfortable with this.<br />
<br />
More dangerous than the [[hell sentinel]]s and [[fiend]]s, however, are the [[Pandemonium lord]]s. These are essentially randomly generated [[unique]]s, each of which has its own resistances, attack brand, and spell set. They also tend to generate along with a very large horde of demons appropriate to the floor, making it a fairly common occurrence to come across multiple sources of [[torment]], heavy elemental damage, and a powerful [[unique]] all at once. Always e[[x]]amine a Pandemonium lord before engaging it in combat, and always act carefully; there's a chance that it'll be a pushover, but it's just as likely to be one of the deadliest opponents in the game.<br />
<br />
==The Runes==<br />
Although players can conceivably acquire unlimited [[experience]] and treasure by farming Pandemonium realms endlessly, doing so serves little purpose; it is dangerous enough that most players capable of handling it already have all they need to clear the rest of the game as well. Searching for [[potions of cure mutation]] or items to open a [[treasure trove]] may be rewarding, but bear in mind that there are plenty of sources of [[bad mutations]] and [[item destruction]] here as well. Farming [[Ziggurat]]s is an option, but one that only experienced players should even consider. The main reason for anyone to enter Pandemonium is to retrieve its five runes of Zot.<br />
<br />
====The Demonic Rune====<br />
While exploring random Pandemonium realms, the demonic rune of Zot will occasionally generate lying on the ground within the vault of a [[Pandemonium lord]]. This means you will always have to deal with a powerful horde of demons to get it (or at least to [[Apportation|apport]] it and run). Not all Pandemonium lords will have it in their lair though; there is an 11.1% chance that any normal vault will contain it, and a 100% chance for three particular vaults:<br />
*'''Hellion Island''' - A square of terrain, surrounded by lava, populated by dozens of [[hellfire]]-flinging [[hellion]], all led by a single Pandemonium lord. Extremely deadly.<br />
*'''Eyes of Draining''' - Eight carefully spaced [[eyes of draining]], locked away behind [[grate]]s, will devastate your [[MP]] as you deal with a Pandemonium lord and its cohorts. The rune is locked away in a ninth cage in the center.<br />
*'''Smiting''' - A hallway lined with [[smoke demon]]s, locked away behind grates. These will smite you repeatedly as you deal with the horde inside.<br />
<br />
Once you have acquired the demonic rune, it will never appear again. If you fail to acquire it in a given realm before leaving, however, it will still appear in a future realm.<br />
<br />
===Unique Realms===<br />
Along with the endless random realms of Pandemonium, traveling from realm to realm will eventually bring you to four unique realms, each of which is ruled over by a [[unique]] Pandemonium lord. Upon entering one of these, you will receive a message declaring whose realm you've entered. You can only enter each of these realms once per game; once you've left these realms, they are forever lost to you, taking any unclaimed runes with them. As such, it is best to delay entering Pandemonium until you are confident in your ability to take on all four challenges.<br />
<br />
It is entirely possible to steal these runes without killing the unique Pandemonium lords which guard them. Clever use of fast movement speed, [[scrolls of magic mapping]], [[teleport control]], [[Lee's Rapid Deconstruction]], [[Shatter]], and [[Apportation]] can allow you to snag the rune quickly and (relatively) safely. That being said, failure to kill a unique Pandemonium lord whose rune you've stolen will add that lord to the list of enemies which may attack you during your [[ascension]].<br />
<br />
====The Fiery Rune: Cerebov's Realm====<br />
{{crawlquote|Searing heat pours from the floors and walls of this place. The mighty Pandemonium lord Cerebov resides here.}}<br />
<br />
The fiery rune of Zot is guarded by [[Cerebov]], a powerful giant and master of [[Fire Magic]]. His realm is primarily made up of long hallways, but roughly half of the map will consist of his massive metal fortress. Fully exploring the fortress will reveal several small treasure chambers, and killing Cerebov will reward you with the [[sword of Cerebov]]. Max out your [[fire]] resistance, and see the [[Cerebov]] article for further advice.<br />
<br />
The following monsters are found in Cerebov's realm:<br />
<br />
{{monsterlink|Orange demon}}.<br />
<br />
{{monsterlink|Red devil}}.<br />
<br />
{{monsterlink|Efreet}}.<br />
<br />
{{monsterlink|Sun demon}}.<br />
<br />
{{monsterlink|Balrug}}.<br />
<br />
{{monsterlink|Brimstone fiend}}.<br />
<br />
{{monsterlink|Cerebov}}.<br />
<br />
====The Glowing Rune: Mnoleg's Realm====<br />
{{crawlquote|The air here is shimmering with an eerie glow. The mighty Pandemonium lord Mnoleg resides here.}}<br />
<br />
The glowing rune of Zot is guarded by [[Mnoleg]], a chaotic jester who delights in [[mutation|mutating]] his foes. His realm offers wide hallways and occasional [[door]]s, while his vault is made up of several wide diagonally crossing hallways. Apart from the rune, there is no guaranteed treasure to be found here. Use a source of [[mutation]] resistance, a [[ring of sustain abilities]], and an [[amulet of stasis]] while here, and see the [[Mnoleg]] article for further advice.<br />
<br />
The following monsters are found in Mnoleg's realm:<br />
<br />
{{monsterlink|Brain worm}}.<br />
<br />
{{monsterlink|Small abomination}}.<br />
<br />
{{monsterlink|Large abomination}}.<br />
<br />
{{monsterlink|Tentacled monstrosity}}.<br />
<br />
{{monsterlink|Chaos spawn}}.<br />
<br />
{{monsterlink|Neqoxec}}.<br />
<br />
{{monsterlink|Cacodemon}}.<br />
<br />
{{monsterlink|Mnoleg}}.<br />
<br />
====The Magical Rune: Lom Lobon's Realm====<br />
{{crawlquote|You sense a powerful magical presence. It is not pleased. The mighty Pandemonium lord Lom Lobon resides here.}}<br />
<br />
The magical rune of Zot is guarded by [[Lom Lobon]], a powerful archmage demon who can inflict devastating amounts of [[electricity]] and [[cold]] damage. His realm is made up of crossing vertical and horizontal hallways and small chambers, while his vault is a massive green crystal structure, much of which is submerged in [[deep water]]. He and the rune reside in the large "X" in the center of this structure. Apart from the rune, there is no guaranteed treasure to be found here. Bring some [[electricity]], [[poison]], [[cold]], and [[magic resistance]], and see the [[Lom Lobon]] article for further advice.<br />
<br />
The following monsters are found in Lom Lobon's realm:<br />
<br />
{{monsterlink|Wizard (monster)}}.<br />
<br />
{{monsterlink|Deep elf annihilator}}.<br />
<br />
{{monsterlink|Draconian annihilator}}.<br />
<br />
{{monsterlink|Hellwing}}.<br />
<br />
{{monsterlink|Rakshasa}}.<br />
<br />
{{monsterlink|Blizzard demon}}.<br />
<br />
{{monsterlink|Green death}}.<br />
<br />
{{monsterlink|Lom Lobon}}.<br />
<br />
====The Dark Rune: Gloorx Vloq's Realm====<br />
{{crawlquote|Shadowy figures dance across your vision. The mighty Pandemonium lord Gloorx Vloq resides here.}}<br />
The dark rune of Zot is guarded by [[Gloorx Vloq]], a hooded demon with spectacular speed and access to all manner of devastating [[Necromancy]]. His floor is filled with open chambers and wide hallways, while his vault is a large chamber filled with pillars, executioners, and a back chamber containing the rune. Apart from the rune, there is no guaranteed treasure here. See the [[Gloorx Vloq]] article for further advice.<br />
<br />
The following monsters are found in Gloorx Vloq's realm:<br />
<br />
{{monsterlink|Demonic crawler}}.<br />
<br />
{{monsterlink|Shadow wraith}}.<br />
<br />
{{monsterlink|Soul eater}}.<br />
<br />
{{monsterlink|Executioner}}.<br />
<br />
{{monsterlink|Gloorx Vloq}}.<br />
<br />
====Ignacio====<br />
Along with the endless stream of Pandemonium lords, there is also a single [[unique]] non-boss enemy found here: [[Ignacio]] the [[executioner]] of [[Makhleb]]. This vicious archdemon carries a well-enchanted [[executioner's axe]] of [[pain (brand)|pain]], and can very rarely be found wandering any of the realms of Pandemonium. If you encounter him and fail to kill him, he may still show up in later realms.<br />
<br />
{{monsterlink|Ignacio}}<br />
<br />
==Preparation==<br />
Due to the very diverse monster set you will face in Pandemonium, you should try to be ready for a little bit of everything before entering. The more powerful you are in every field, the better your chance of survival. That being said, it is strongly recommended you bring ''at least'' the following:<br />
*[[Fire]] resistance, preferably rF+++ when facing [[Cerebov]].<br />
*[[Cold]] resistance, preferably rC+++ when facing [[Lom Lobon]].<br />
*A source of [[electricity]] resistance when facing Lom Lobon.<br />
*A source of [[poison]] resistance when facing [[Gloorx Vloq]] or [[green death]]s.<br />
*Any source of [[torment]] resistance for dealing with [[fiend]]s, [[tormentor]]s, and Gloorx Vloq.<br />
*[[Mutation]] resistance when dealing with [[neqoxec]]s, [[cacodemon]]s, and [[Mnoleg]].<br />
*A [[ring of sustain abilities]]/several [[potions of restore abilities]]/several [[royal jellies]] when facing [[Mnoleg]]'s realm.<br />
*Methods for [[healing]]/[[teleport]]ing/[[blink]]ing to safety.<br />
*A source of [[Haste]].<br />
*Some inventory space for the loot you come across.<br />
*A [[wand of digging]].<br />
<br />
Of course, you don't necessarily have to gather all five runes in a single trip. Leaving Pandemonium and then returning after you've resupplied or leveled up has no punishment, and any of the preset realms you have not yet visited will still be waiting for you when you return. Just be aware that you do not get to choose when you find any given preset realm, or even an exit.<br />
<br />
==History==<br />
Prior to [[0.14]], Pandemonium runes carried did not increase your odds of finding an exit. Pandemonium did not feature a set of [[List_of_demonspawn|demonspawn monsters]].<br />
<br />
Prior to [[0.10]], self-banishing via a distortion weapon was an effective way to escape, equivalent to using a portal to the Abyss. <br />
<br />
Prior to [[0.9]], there were infinite demonic runes of Zot. The record for most collected came in at over 250.<br />
<br />
Prior to [[0.7]], [[scrolls of magic mapping]] and [[Lugonu]]'s Gate yourself to the Abyss ability were both disabled in Pandemonium.<br />
<br />
Prior to [[0.6]], you received no warning message upon entering the realm of a unique Pandemonium lord.<br />
<br />
[[Category:Dungeon_Branches]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=The_Vaults&diff=27591The Vaults2014-04-27T22:38:53Z<p>Sildraith: </p>
<hr />
<div>{{version014}}<br />
{{flavour|Possibly constructed by some powerful madman, the Vaults are said to be home to great treasures. The blood spattered liberally around the entrance suggests that there is a certain amount of violence, too.<br />
<br />
The Vaults are five levels deep and contain the silver rune, as well as the entrances to two more branches. They can only be entered while carrying at least one rune of Zot. The entrance can be found on either level 13 or 14 of the main dungeon.<br />
}}<br />
<br />
[[File:Vaults entry.png]] '''The Vaults''' are a convoluted 5-floor [[Dungeon branch]] filled with long, wide hallways and countless treasure chambers (most of which are unfortunately empty). They are guarded by a wide variety of late-game monsters, as well as a number of guards unique to the branch, but the promise of the silver [[rune of Zot]], access to [[the Crypt]] and the [[Hall of Blades]], and four guaranteed treasure or [[shop]] vaults makes it well worth the hazards. <br />
<br />
The gate to the Vaults can be found on either floor 13 or 14 of [[the Dungeon]], which can only be opened by carrying at least on [[Rune of Zot]]. <ref>[https://gitorious.org/crawl/crawl/source/1682e8172b9b803cf6bc56b4b8bcfeb83f8a725a:crawl-ref/source/dat/descript/branches.txt#L104 Branches.txt]</ref><br />
<br />
==Layout==<br />
The Vaults are a sprawling compound made up of wide hallways and small chambers of various shapes and sizes, most of which are separated by [[door]]s. Composed primarily of stone, metal, and green crystal [[wall]]s, only the most powerful [[Earth Magic]] specialists or [[Lugonu]] followers can expect to alter the floor plan much. Because the arrangement of rooms can be extremely convoluted, it's easy to get cut off from the stairway back up if you aren't careful; try to clear rooms methodically to avoid enemies you missed showing up when you're already half dead.<br />
<br />
The fifth and final floor changes this pattern abruptly. The floor contains four very large rectangular chambers that take up almost the entire area, except for a cross-shaped central hallway separating them all and an outer hallway bordering everything. These four large vault chambers have openings at each corner. All three normal staircases from the 4th to the 5th floor dump you in the very middle of the room, which will be surrounded by many [[vault guard]]s and other angry Vault inhabitants. Fortunately, this floor also houses an immense amount of loot and possibly shops, and the silver rune of Zot.<br />
<br />
==Useful Info==<br />
The Vaults are inhabited by a wide variety of monsters (almost anything that can appear in the lowest floors of the Dungeon can generate here) with a very diverse array of attacks, but generally speaking the biggest threat is simply getting beaten to death by sheer brute force. [[Stone giant]]s, [[yaktaur]] bands, and other creatures which can deal high physical damage output at range are common enough, and the wide hallways and open chambers make it difficult to effectively bottleneck opponents or cut off lines of fire. Pack enemies also appear in great numbers, ranging from high-level [[orc]] bands to devastating [[hell knight]] packs, and the various guard units unique to the Vaults each cause their own issues:<br />
*[[Vault guard]]: Plentiful lumbering oafs in armour.<br />
*[[Ironbrand convoker]]: Recalls and buffs enemy units from elsewhere on the floor.<br />
*[[Ironheart preserver]]: Soaks partial damage for other enemies, effectively doubling their HP until the preserver dies.<br />
*[[Vault sentinel]]: Wakes up nearby enemies, afflicts you with [[Sentinel's Mark]], often has a [[crossbow]].<br />
*[[Vault warden]]: Can open or seal shut [[door]]s and [[stairs]] around you, forcing you to kill him to escape.<br />
<br />
Bring sufficient firepower, take your time, and be ready to take a different staircase down if the one you just used places you in a fight you just don't want to deal with right away. Also, if you get hit with a Sentinel's Mark, retreat to an empty floor as quickly as possible. The reinforcements it will bring can be devastating on a mostly unexplored floor.<br />
<br />
Do not go to Vaults:5 before you are ready for it. If you had difficulty with floors 1-4, floor 5 will probably be too much for you.<br />
<br />
===Vaults:5===<br />
The fifth floor is an abrupt change from the first four. All of the standard down staircases to V:5 place you in the very center of the floor, with a ring of over a dozen [[vault guard]]s waiting for you and several other (much more dangerous) opponents lurking right behind them. These monsters can include [[titan]]s, [[storm dragon]]s, [[quicksilver dragon]]s, [[shadow dragon]]s, and [[lich]]es, along with the worst of what you've encountered in the top 4 floors. No matter what your character type may be, charging in and slugging it out is very likely to go poorly.<br />
<br />
Melee characters may be tempted to stair dance to break up the enemy as much as possible. When this works correctly, you can usually get a small group of vault guards to follow you up, and you can safely deal with them on V:4. However, this is a dangerous practice due to the possibility of a vault warden generating within sight of the entry stairs. If he should seal the staircase back up, you'll be trapped on the floor until he's been disabled. Casters with powerful [[Storm]] or [[Bolt spells]] can usually take him out quickly, but that still leaves you subject to several attacks in the mean time. Casting [[Alistair's Intoxication]] with [[clarity]] works well here; you'll confuse the majority of the guards, causing them to injure each other and leaving you free to take out the more serious threats. This is still a poor strategy, however, as the noise you generate will wake and lure out monsters from the four treasure vaults.<br />
<br />
Resistances are much more important on V:5 than on the floors above. The [[draining]] attacks of shadow dragons can strip away your [[skill]] levels with frightening speed unless you have [[negative energy]] resistance (preferably rN+++). Failing that, high [[ev]]asion and [[Repel Missiles]] helps tremendously. Storm dragon breath can be brutal as well without [[electricity]] resistance, which also protects against the lightning bolts of titans, but these also know [[Airstrike]], so avoid [[fly]]ing in their presence. [[Quicksilver dragon]]s deal severe damage regardless of your defenses, so try to make them a high priority. Packing some [[fire]] and [[cold]] resistance on top of everything else is advisable, as there are plenty of other dragon types around, not to mention casters with broad spell lists.<br />
<br />
As the monsters here are significantly deadlier than those on the floors above, the warning about [[Sentinel's Mark]] goes double here. If it hits you, get back upstairs quickly.<br />
<br />
==History==<br />
Prior to [[0.14]], it was not necessary to obtain a [[rune of Zot]] to enter this branch, and its entrance was located on D:15-20. Also, the four chambers on Vault:5 only had entrances on the corners nearest the center of the floor.<br />
<br />
Prior to [[0.12]], the Vaults were made up of 8 floors, the first 7 of which were all wide open areas spotted with rectangular rooms. Also, the [[vault guard]] was the only guard-type monster found here, and they usually appeared on the eighth floor.<br />
<br />
==References==<br />
<references/><br />
<br />
[[Category:Dungeon_Branches]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=The_Vaults&diff=27590The Vaults2014-04-27T22:38:41Z<p>Sildraith: Removed stairs flavor as the Vault stairs have been replaced by a gateway with no flavour text.</p>
<hr />
<div>{{version014}}<br />
{{flavour|Possibly constructed by some powerful madman, the Vaults are said to be home to great treasures. The blood spattered liberally around the entrance suggests that there is a certain amount of violence, too.<br />
<br />
The Vaults are five levels deep and contain the silver rune, as well as the entrances to two more branches. They can only be entered while carrying at least one rune of Zot. The entrance can be found on either level 13 or 14 of the main dungeon.<br />
}}<br />
<br />
<br />
[[File:Vaults entry.png]] '''The Vaults''' are a convoluted 5-floor [[Dungeon branch]] filled with long, wide hallways and countless treasure chambers (most of which are unfortunately empty). They are guarded by a wide variety of late-game monsters, as well as a number of guards unique to the branch, but the promise of the silver [[rune of Zot]], access to [[the Crypt]] and the [[Hall of Blades]], and four guaranteed treasure or [[shop]] vaults makes it well worth the hazards. <br />
<br />
The gate to the Vaults can be found on either floor 13 or 14 of [[the Dungeon]], which can only be opened by carrying at least on [[Rune of Zot]]. <ref>[https://gitorious.org/crawl/crawl/source/1682e8172b9b803cf6bc56b4b8bcfeb83f8a725a:crawl-ref/source/dat/descript/branches.txt#L104 Branches.txt]</ref><br />
<br />
==Layout==<br />
The Vaults are a sprawling compound made up of wide hallways and small chambers of various shapes and sizes, most of which are separated by [[door]]s. Composed primarily of stone, metal, and green crystal [[wall]]s, only the most powerful [[Earth Magic]] specialists or [[Lugonu]] followers can expect to alter the floor plan much. Because the arrangement of rooms can be extremely convoluted, it's easy to get cut off from the stairway back up if you aren't careful; try to clear rooms methodically to avoid enemies you missed showing up when you're already half dead.<br />
<br />
The fifth and final floor changes this pattern abruptly. The floor contains four very large rectangular chambers that take up almost the entire area, except for a cross-shaped central hallway separating them all and an outer hallway bordering everything. These four large vault chambers have openings at each corner. All three normal staircases from the 4th to the 5th floor dump you in the very middle of the room, which will be surrounded by many [[vault guard]]s and other angry Vault inhabitants. Fortunately, this floor also houses an immense amount of loot and possibly shops, and the silver rune of Zot.<br />
<br />
==Useful Info==<br />
The Vaults are inhabited by a wide variety of monsters (almost anything that can appear in the lowest floors of the Dungeon can generate here) with a very diverse array of attacks, but generally speaking the biggest threat is simply getting beaten to death by sheer brute force. [[Stone giant]]s, [[yaktaur]] bands, and other creatures which can deal high physical damage output at range are common enough, and the wide hallways and open chambers make it difficult to effectively bottleneck opponents or cut off lines of fire. Pack enemies also appear in great numbers, ranging from high-level [[orc]] bands to devastating [[hell knight]] packs, and the various guard units unique to the Vaults each cause their own issues:<br />
*[[Vault guard]]: Plentiful lumbering oafs in armour.<br />
*[[Ironbrand convoker]]: Recalls and buffs enemy units from elsewhere on the floor.<br />
*[[Ironheart preserver]]: Soaks partial damage for other enemies, effectively doubling their HP until the preserver dies.<br />
*[[Vault sentinel]]: Wakes up nearby enemies, afflicts you with [[Sentinel's Mark]], often has a [[crossbow]].<br />
*[[Vault warden]]: Can open or seal shut [[door]]s and [[stairs]] around you, forcing you to kill him to escape.<br />
<br />
Bring sufficient firepower, take your time, and be ready to take a different staircase down if the one you just used places you in a fight you just don't want to deal with right away. Also, if you get hit with a Sentinel's Mark, retreat to an empty floor as quickly as possible. The reinforcements it will bring can be devastating on a mostly unexplored floor.<br />
<br />
Do not go to Vaults:5 before you are ready for it. If you had difficulty with floors 1-4, floor 5 will probably be too much for you.<br />
<br />
===Vaults:5===<br />
The fifth floor is an abrupt change from the first four. All of the standard down staircases to V:5 place you in the very center of the floor, with a ring of over a dozen [[vault guard]]s waiting for you and several other (much more dangerous) opponents lurking right behind them. These monsters can include [[titan]]s, [[storm dragon]]s, [[quicksilver dragon]]s, [[shadow dragon]]s, and [[lich]]es, along with the worst of what you've encountered in the top 4 floors. No matter what your character type may be, charging in and slugging it out is very likely to go poorly.<br />
<br />
Melee characters may be tempted to stair dance to break up the enemy as much as possible. When this works correctly, you can usually get a small group of vault guards to follow you up, and you can safely deal with them on V:4. However, this is a dangerous practice due to the possibility of a vault warden generating within sight of the entry stairs. If he should seal the staircase back up, you'll be trapped on the floor until he's been disabled. Casters with powerful [[Storm]] or [[Bolt spells]] can usually take him out quickly, but that still leaves you subject to several attacks in the mean time. Casting [[Alistair's Intoxication]] with [[clarity]] works well here; you'll confuse the majority of the guards, causing them to injure each other and leaving you free to take out the more serious threats. This is still a poor strategy, however, as the noise you generate will wake and lure out monsters from the four treasure vaults.<br />
<br />
Resistances are much more important on V:5 than on the floors above. The [[draining]] attacks of shadow dragons can strip away your [[skill]] levels with frightening speed unless you have [[negative energy]] resistance (preferably rN+++). Failing that, high [[ev]]asion and [[Repel Missiles]] helps tremendously. Storm dragon breath can be brutal as well without [[electricity]] resistance, which also protects against the lightning bolts of titans, but these also know [[Airstrike]], so avoid [[fly]]ing in their presence. [[Quicksilver dragon]]s deal severe damage regardless of your defenses, so try to make them a high priority. Packing some [[fire]] and [[cold]] resistance on top of everything else is advisable, as there are plenty of other dragon types around, not to mention casters with broad spell lists.<br />
<br />
As the monsters here are significantly deadlier than those on the floors above, the warning about [[Sentinel's Mark]] goes double here. If it hits you, get back upstairs quickly.<br />
<br />
==History==<br />
Prior to [[0.14]], it was not necessary to obtain a [[rune of Zot]] to enter this branch, and its entrance was located on D:15-20. Also, the four chambers on Vault:5 only had entrances on the corners nearest the center of the floor.<br />
<br />
Prior to [[0.12]], the Vaults were made up of 8 floors, the first 7 of which were all wide open areas spotted with rectangular rooms. Also, the [[vault guard]] was the only guard-type monster found here, and they usually appeared on the eighth floor.<br />
<br />
==References==<br />
<references/><br />
<br />
[[Category:Dungeon_Branches]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=The_Vaults&diff=27589The Vaults2014-04-27T22:36:54Z<p>Sildraith: removed from Crystal Ball</p>
<hr />
<div>{{version014}}<br />
{{flavour|Possibly constructed by some powerful madman, the Vaults are said to be home to great treasures. The blood spattered liberally around the entrance suggests that there is a certain amount of violence, too.<br />
<br />
The Vaults are five levels deep and contain the silver rune, as well as the entrances to two more branches. They can only be entered while carrying at least one rune of Zot. The entrance can be found on either level 13 or 14 of the main dungeon.<br />
}}<br />
<br />
{{flavour|These stairs lead down into the Vaults, said to be home of great treasures. They are sprinkled with spots of blood.}}<br />
<br />
[[File:Vaults entry.png]] '''The Vaults''' are a convoluted 5-floor [[Dungeon branch]] filled with long, wide hallways and countless treasure chambers (most of which are unfortunately empty). They are guarded by a wide variety of late-game monsters, as well as a number of guards unique to the branch, but the promise of the silver [[rune of Zot]], access to [[the Crypt]] and the [[Hall of Blades]], and four guaranteed treasure or [[shop]] vaults makes it well worth the hazards. <br />
<br />
The gate to the Vaults can be found on either floor 13 or 14 of [[the Dungeon]], which can only be opened by carrying at least on [[Rune of Zot]]. <ref>[https://gitorious.org/crawl/crawl/source/1682e8172b9b803cf6bc56b4b8bcfeb83f8a725a:crawl-ref/source/dat/descript/branches.txt#L104 Branches.txt]</ref><br />
<br />
==Layout==<br />
The Vaults are a sprawling compound made up of wide hallways and small chambers of various shapes and sizes, most of which are separated by [[door]]s. Composed primarily of stone, metal, and green crystal [[wall]]s, only the most powerful [[Earth Magic]] specialists or [[Lugonu]] followers can expect to alter the floor plan much. Because the arrangement of rooms can be extremely convoluted, it's easy to get cut off from the stairway back up if you aren't careful; try to clear rooms methodically to avoid enemies you missed showing up when you're already half dead.<br />
<br />
The fifth and final floor changes this pattern abruptly. The floor contains four very large rectangular chambers that take up almost the entire area, except for a cross-shaped central hallway separating them all and an outer hallway bordering everything. These four large vault chambers have openings at each corner. All three normal staircases from the 4th to the 5th floor dump you in the very middle of the room, which will be surrounded by many [[vault guard]]s and other angry Vault inhabitants. Fortunately, this floor also houses an immense amount of loot and possibly shops, and the silver rune of Zot.<br />
<br />
==Useful Info==<br />
The Vaults are inhabited by a wide variety of monsters (almost anything that can appear in the lowest floors of the Dungeon can generate here) with a very diverse array of attacks, but generally speaking the biggest threat is simply getting beaten to death by sheer brute force. [[Stone giant]]s, [[yaktaur]] bands, and other creatures which can deal high physical damage output at range are common enough, and the wide hallways and open chambers make it difficult to effectively bottleneck opponents or cut off lines of fire. Pack enemies also appear in great numbers, ranging from high-level [[orc]] bands to devastating [[hell knight]] packs, and the various guard units unique to the Vaults each cause their own issues:<br />
*[[Vault guard]]: Plentiful lumbering oafs in armour.<br />
*[[Ironbrand convoker]]: Recalls and buffs enemy units from elsewhere on the floor.<br />
*[[Ironheart preserver]]: Soaks partial damage for other enemies, effectively doubling their HP until the preserver dies.<br />
*[[Vault sentinel]]: Wakes up nearby enemies, afflicts you with [[Sentinel's Mark]], often has a [[crossbow]].<br />
*[[Vault warden]]: Can open or seal shut [[door]]s and [[stairs]] around you, forcing you to kill him to escape.<br />
<br />
Bring sufficient firepower, take your time, and be ready to take a different staircase down if the one you just used places you in a fight you just don't want to deal with right away. Also, if you get hit with a Sentinel's Mark, retreat to an empty floor as quickly as possible. The reinforcements it will bring can be devastating on a mostly unexplored floor.<br />
<br />
Do not go to Vaults:5 before you are ready for it. If you had difficulty with floors 1-4, floor 5 will probably be too much for you.<br />
<br />
===Vaults:5===<br />
The fifth floor is an abrupt change from the first four. All of the standard down staircases to V:5 place you in the very center of the floor, with a ring of over a dozen [[vault guard]]s waiting for you and several other (much more dangerous) opponents lurking right behind them. These monsters can include [[titan]]s, [[storm dragon]]s, [[quicksilver dragon]]s, [[shadow dragon]]s, and [[lich]]es, along with the worst of what you've encountered in the top 4 floors. No matter what your character type may be, charging in and slugging it out is very likely to go poorly.<br />
<br />
Melee characters may be tempted to stair dance to break up the enemy as much as possible. When this works correctly, you can usually get a small group of vault guards to follow you up, and you can safely deal with them on V:4. However, this is a dangerous practice due to the possibility of a vault warden generating within sight of the entry stairs. If he should seal the staircase back up, you'll be trapped on the floor until he's been disabled. Casters with powerful [[Storm]] or [[Bolt spells]] can usually take him out quickly, but that still leaves you subject to several attacks in the mean time. Casting [[Alistair's Intoxication]] with [[clarity]] works well here; you'll confuse the majority of the guards, causing them to injure each other and leaving you free to take out the more serious threats. This is still a poor strategy, however, as the noise you generate will wake and lure out monsters from the four treasure vaults.<br />
<br />
Resistances are much more important on V:5 than on the floors above. The [[draining]] attacks of shadow dragons can strip away your [[skill]] levels with frightening speed unless you have [[negative energy]] resistance (preferably rN+++). Failing that, high [[ev]]asion and [[Repel Missiles]] helps tremendously. Storm dragon breath can be brutal as well without [[electricity]] resistance, which also protects against the lightning bolts of titans, but these also know [[Airstrike]], so avoid [[fly]]ing in their presence. [[Quicksilver dragon]]s deal severe damage regardless of your defenses, so try to make them a high priority. Packing some [[fire]] and [[cold]] resistance on top of everything else is advisable, as there are plenty of other dragon types around, not to mention casters with broad spell lists.<br />
<br />
As the monsters here are significantly deadlier than those on the floors above, the warning about [[Sentinel's Mark]] goes double here. If it hits you, get back upstairs quickly.<br />
<br />
==History==<br />
Prior to [[0.14]], it was not necessary to obtain a [[rune of Zot]] to enter this branch, and its entrance was located on D:15-20. Also, the four chambers on Vault:5 only had entrances on the corners nearest the center of the floor.<br />
<br />
Prior to [[0.12]], the Vaults were made up of 8 floors, the first 7 of which were all wide open areas spotted with rectangular rooms. Also, the [[vault guard]] was the only guard-type monster found here, and they usually appeared on the eighth floor.<br />
<br />
==References==<br />
<references/><br />
<br />
[[Category:Dungeon_Branches]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Current_projects/0.14_update_project&diff=27588Current projects/0.14 update project2014-04-27T22:35:52Z<p>Sildraith: /* Branches, environment */ Vault changes for 0.14 done.</p>
<hr />
<div>==Project goals==<br />
<br />
#The first objective is to go through the changelog below and incorporate all the changes into appropriate wiki articles. <s>Cross out</s> the lines in the changelog once the updates have been done, or if they don't require any changes. If you think a page is up to date, make sure to add [[:Template:version014]] (i.e. <nowiki> {{version014}}</nowiki>) to the page. <br />
#The second objective is to go through [[:Category:Crystal Ball Articles]], update the history section of the pages in there, and remove the crystal ball category (unless they refer to 0.15 or trunk material). There may be some sentences that need to be changed from future to past tense. <br />
<br />
<br />
===Contributors===<br />
*[[User:Flun|Flun]]<br />
*[[User:CommanderC|CommanderC]]<br />
*[[User:Derrek|Derrek]]<br />
*[[User:Sildraith|Sildraith]]<br />
<br />
*''Add name here''<br />
<br />
== 0.14 Changelog ==<br />
<br />
===Stone Soup 0.14 (201404??)===<br />
--------------------------<br />
* The lower half of D is now a new branch, the Depths.<br />
* <s>Two new species: Formicids and Vine Stalkers.<br />
* A new deity: Dithmenos the Shadowed.</s><br />
* Greatly revised monster sets in the Lair branches.<br />
* Greatly revised summoning spell sets.<br />
<br />
===Branches, environment===<br />
---------------------<br />
* The main Dungeon is now fifteen levels.<br />
* A new branch: the Depths; entered from the end of Dungeon, it is five levels long and contains the entrance to the Realm of Zot.<br />
* <s>The Vaults are now entered from D:13-14 and need a rune to enter.</s><br />
* Abyssal stairs appear more frequently, and are fixed with depth.<br />
* Ziggurats require only three runes to enter; an entrance is guaranteed in Depths, but still spawn as normal in Pan.<br />
* Portals are no longer closed when carrying the Orb of Zot.<br />
* The Horn of Geryon is no longer necessary for entering Hell branches.<br />
* Labyrinths contain more enemies, and the minotaur is normally awake.<br />
* More Ziggurat enemy sets.<br />
* Crypt endings now contain some pieces of thematic loot: draining and/or pain and/or vampiric weapons, rings of positive energy and amulets of warding, one of several unrands, the Necronomicon, or evokers/staves.<br />
* Easy ice cave portals now appear only in D, Lair, and Orc; hard ice cave portals appear in Elf and rotating Lair branches.<br />
* Portal timers have been generally shortened and made more consistent with each other; additionally, the shorter timer started upon first seeing them has been removed.<br />
* <s>The layout of the last level of the Vaults has been changed, with all four subsections being open at each corner.</s><br />
* Gadget shops and wand shops have been merged; the resulting gadget shops now also sell rods.<br />
* The price of items in shops has been recalibrated.<br />
* Pandemonium exits occur more frequently as the player obtains runes from Pandemonium.<br />
<br />
===Character===<br />
---------<br />
* New species:<br />
** <s>Formicids possess four strong arms to use large weapons together with shields, in addition to strong natural digging abilities and a permanent stasis effect.</s><br />
** <s>Vine stalkers regenerate quickly, but cannot heal with wands or potions; they possess innate spirit shield and an anti-magic bite.</s><br />
* Felids have an innate jump attack ability, allowing them to jump over other monsters and attack their target in a single turn.<br />
* Felids can use wands.<br />
* Demonspawns' negative energy facet has the second level of rN replaced by "black mark," which gives melee attacks a chance to heal the player and apply a bad status to the victim.<br />
* The first two levels of the slow healing mutation only affect rates of healing when enemies are in sight (half and no healing for those levels respectively). Stat regeneration and the third level of the mutation are unchanged.<br />
* Fast/slow movement mutations no longer occur randomly.<br />
* Recommended backgrounds and species have been adjusted; in particular, backgrounds can recommend species that don't necessarily recommend that background and vice versa (e.g. CK -> Tr may be recommended whereas Tr -> CK is not).<br />
* Poison damage is now deterministic.<br />
* The antennae mutation gives invisible monster indicators for every invisible enemy in LOS.<br />
* Merfolk can now be mesmerised by mermaids and sirens.<br />
* Artificers, Wanderers, Assassins, and Venom Mages no longer start with knowledge of potions and scrolls they don't possess.<br />
* Fighters and Gladiators start with higher-tier weapons.<br />
* Fighers start with a potion of might.<br />
* Demonspawn icemail now restores all at once, instead of gradually, and is not disrupted by casting fire spells.<br />
<br />
===Monsters===<br />
--------<br />
* Guardian serpents no longer have Teleport Other; instead they get Blink Allies Encircle.<br />
* <s>Lom Lobon can now cast Tornado.</s><br />
* <s>The plain "dragon" is now known as "fire dragon".</s><br />
* Dragons, drakes, crabs, and acid blobs no longer flee at low health.<br />
* Jellies once again split.<br />
* Monsters are subject to summon caps.<br />
* Summoned creatures are dismissed upon the death of their summoner.<br />
* Word of Recall is now subject to a breath timer, and can be interrupted by causing a breath timeout (with e.g. curare).<br />
* Minotaurs appearing naturally outside of labyrinths now come with equipment.<br />
* Abominations don't heal naturally; those created from spells can heal by melding further with crawling corpses and macabre masses.<br />
* New enemies:<br />
** <s>Fauns, who hex the player before attacking from afar, and their larger brethren satyrs, who can empower their nearby allies.<br />
** Wind drakes, who can breathe powerful blasts of wind and airstrike the player.<br />
** Thorn lotuses, plants adrift on the water that pepper the player with thorns fired from afar.<br />
** Thorn hunters, who fire volleys of thorns and create briar patches to impede their foes' movements.<br />
** Dryads, who turn the forest against you by casting Awaken Forest like spriggan druids and summoning snaplasher vines that pull their enemies around.</s><br />
** Water nymphs, who passively form a pool of water around themselves and strike down the player with said water.<br />
** Shambling mangroves, slow-moving, tough plants home to a nest of ravens or wasps.<br />
** Raiju, which can attack by transforming themselves into a bolt of lightning.<br />
** Worldbinders, abyssal enemies which summon low tier enemies from other branches.<br />
** Shock serpents, who build up electrical energy for a static discharge;<br />
** Mana vipers, snakes with an antimagic bite;<br />
** Naga sharpshooters, who snipe at the player with Portal Projectile;<br />
** Naga ritualists, who can amplify poison in enemies and also cast Olgreb's Toxic Radiance;<br />
** Salamander mystics, with Bolt of Magma, Haste Other, a single-target version of Ignite Poison, and Iskenderun's Mystic Blast;<br />
** Salamander firebrands, whose attacks cause a ring of flames to appear around the target.<br />
** Octopode crushers, who can throw both the victims they constrict as well as icicles.<br />
* A new set of enemies based on demonspawn, appearing in Pan.<br />
** Base types:<br />
** monstrous (auxiliary attacks and more HP);<br />
** gelid (rC++ and icemail - bonus AC which dissipates on fire damage);<br />
** infernal (rF++ and fire attacks);<br />
** putrid (rPois, gains HP on nearby kills);<br />
** torturous (augmentation, powered by pain, and spines).<br />
** Classes:<br />
** blood saint (Legendary Destruction, which casts random powerful conjurations, and Ephemeral Infusion, which temporarily heals nearby allies);<br />
** chaos champions (Chaotic Reflection, which inflicts a random hex-like effect on itself and the target, and Random Bolt as per the rod of destruction);<br />
** warmongers (Grand Avatar, essentially a hybrid battlesphere and spectral weapon which triggers on sufficiently damaging attacks of nearby allies, and Sap Magic, a hex which hinders spellcasting success progressively as spells are cast);<br />
** corrupters (Plane Rend, which summons high tier enemies from other branches, and Corrupt Body, which inflicts a small set of temporary mutations);<br />
** black suns (Black Mark, which empowers nearby allies with various draining attacks that heal on hit, and previously existing spells Bolt of Draining, Malign Offering, and Dispel Undead).<br />
* Adjustments to lair branch enemies:<br />
** Spriggan druids' Druid's Call now calls 2-3 creatures out of LOS nearby and does not invisibly might creatures; instead, nearby creatures are healed and frenzied on their death. Stone Arrow also replaces Sunray in their spell set.<br />
** Siren songs' pulling effects are now irresistible if the player is already mesmerised.<br />
** Siren songs call drowned souls, weak temporary enemies with a drowning attack.<br />
** Manticores' spines now embed themselves in targets, causing damage while moving until a few turns is spent doing nothing to remove them.<br />
** Harpies no longer steal food or eat food off of the ground.<br />
** Plain salamanders have been weakened, and all salamanders can slither around on land.<br />
* Adjustments to other enemies:<br />
** Quokkas are speed 12 (making them effectively identical to grey rats).<br />
** Boggarts are more durable.<br />
** Rakshasas gain a monster spell "Phantom Mirror", which summons a clone of a nearby allied monster with half the hit points, with a 50% chance of swapping the clone for the original; this replaces their previous self-cloning abilities. They can now also cast Iskenderun's Mystic Blast and will summon two clones of themselves at 50% HP as a one-time effect.<br />
** Giant orange brains get Mass Confusion instead of Confusion.<br />
** Spriggans in general now merely have fast movement speed instead of fast speed in general, more damage and less EV.<br />
** Spriggan air mages have Haste (replacing Shock).<br />
** Deep elf demonologists summon more greater demons instead of minor demons.<br />
** Draconian knights have fewer but distinct spell sets focusing on ice and necromancy.<br />
** Gargoyles and molten gargoyles now have Stone Arrow and Bolt of Magma respectively, and generate with mace-type weapons.<br />
** Metal gargoyles are now war gargoyles - fast and with the ability to fire metal fragments at targets.<br />
** Crystal golems are now crystal guardians - less health, but with the ability to fire crystal bolts that bounce off of all walls and deal either fire or cold damage on a per-bolt basis.<br />
** Ravens and eldritch tentacles no longer eat corpses.<br />
* New uniques:<br />
** <s>Asterion, a minotaur of Makhleb who flings Major Destruction and can employ Spectral Weapon with his demon weapon;</s><br />
** <s>Natasha, a felid ex-familiar with minor spellcasting abilities;</s><br />
** <s>Vashnia, leader of a squad of naga sharpshooters with translocational ability to match.</s><br />
* <s>Moths of suppression, rock worms, lava fish, lemures, jellyfish, grey rats, spiny worms, giant amoebae, deep dwarf berserkers, agate snails, giant centipedes, rotting devils, clay golems, and stone golems are no more.</s><br />
* Ball lightnings are no longer permanently confused, instead seeking out targets like giant spores.<br />
* Killer Klowns have a different set of possible damage brands: strong poison, pain, drain speed, fire, cold, electric, and anti-magic.<br />
* <s>Flying enemies are no longer immune to throwing nets.</s><br />
* Geryon can fly once again.<br />
* Antaeus gains Flash Freeze, an ice conjuration which impedes the target's movement for three turns.<br />
* Player ghosts can retain and cast dazzling spray, which has a chance to cause a confusion effect against the player.<br />
* All pandemonium lords now see invisible.<br />
* The Enchantress now appears as a normal unique in the Depths.<br />
* Josephine has a new spell set - Ghostly Fireball, Dispel Undead, Vampiric Draining, and Animate Dead - and rN+++.<br />
* Lamia has been de-throned.<br />
<br />
===Spells===<br />
------<br />
* Resisting an enchantment now displays a message showing how difficult in general the target will be to enchant, rather than how well or how poorly they fared on that particular resistance roll.<br />
* New spells:<br />
** Summon Lightning Spire (L4 Summoning/Air), which places a lightning spire up to two squares away from the player; it replaces Summon Scorpions in the book of Callings.<br />
** Summon Guardian Golem (L4 Summoning/Charms), which creates a golem that protects the player with Injury Bond and occasionally explodes on death; appears in the book of Callings.<br />
** Summon Forest (L5 Summoning/Translocations), which summons a dryad and temporarily converts terrain near the player to forest; it is in the Book of the Warp.<br />
** Summon Mana Viper (L5 Summoning/Hexes); it appears in the Book of Beasts.<br />
** Monstrous Menagerie (L6 Summoning), which summons a manticore, some harpies, a lindwurm, or a sphinx (at high spellpower); it appears in the book of Beasts and the book of Summonings (replacing Summon Ugly Thing).<br />
** Forceful Dismissal (L6 Summoning), which ends all player summons and damages enemies next to them; it appears in the Grand Grimoire.<br />
** Aura of Abjuration (L6 Summoning), a less powerful but per-turn mass abjuration effect; it replaces Mass Abjuration in the Grand Grimoire.<br />
** Spellforged Servitor (L7 Conjuration/Summoning), which summons a servitor with a subset of the player's most destructive conjurations; it replaces Fireball in the book of Wizardry.<br />
** Glaciate (L9 Ice/Conjurations), which fires a great blast of ice in a cone, turning slain monsters into blocks of ice and Flash Freezing the survivors; it replaces Ice Storm in the Book of Annihilations.<br />
** Dragon's Call (L9 Summoning), which for its duration of effect summons dragons near targets at the end of LOS (at the full spell cost per summon); replaces Summon Dragon in the Book of the Dragon.<br />
* Sticks to Snakes only works on missiles (arrows and javelins) now.<br />
* Conjure Ball Lightning has been reduced from level 7 to 6, and the duration of the ball lightning has been lowered.<br />
* Metabolic Englaciation has been reduced from level 6 to 5, and the slow duration is cumulative across casts.<br />
* Bolt of Draining has been reduced from level 6 to 5.<br />
* Fulminant Prism has been reduced from level 5 to 4.<br />
* Iskenderun's Battlesphere has been increased from level 4 to 5.<br />
* Ozocubu's Armour now has an encumbrance cap of 4, rendering it no longer usable with mottled dragon armour.<br />
* Song of Slaying has an increased duration and grants more slaying, but is subject to a lower power cap.<br />
* Swiftness now induces a period of sluggishness after it expires, and can't be stacked.<br />
* Several special cases for LRD damage types have been removed; ice, bone, stone and rock (including petrified enemies) all result in the same explosion.<br />
* Orb of Destruction now only appears in the Book of Power (was also in Annihilations).<br />
* Call Canine Familiar now only summons one canine, and does not summon jackals.<br />
* Repel and Deflect Missiles now expire on a per-deflection basis rather than being a duration.<br />
* Portal Projectile is now a duration, rather than firing individual projectiles.<br />
* All clouds caused by the player will dissipate much faster outside of your line of sight.<br />
* Orbs of destruction don't explode if they collide with another orb of destruction before travelling more than a short distance.<br />
* Removed spells: Dig, Summon Scorpions, Song of Shielding, Polymorph, Ice Storm, Demonic Horde, Summon Ugly Thing, Summon Dragon, Mass Abjuration.<br />
<br />
===Items===<br />
-----<br />
* The Orb of Zot no longer takes up an inventory slot.<br />
* Weapons are identified immediately on wield.<br />
* Wands are identified immediately on zapping.<br />
* Elemental evokers now recharge one at a time, with the one closest to full recharging charging first.<br />
* Items on the ground are no longer subject to item destruction.<br />
* Mottled dragon armour now has an encumbrance rating of 5 (was 4).<br />
* The jumping ego (available only on boots) gives a jump attack ability like that of felids.<br />
* The reaching brand for whips is no more.<br />
* Enchantment-like effects of chaos projectiles are now irresistible.<br />
* Spears, daggers, clubs, and hand axes are no longer good for throwing.<br />
* New "tomahawk" item: a throwing missile, usable by all non-felids, between darts and javelins in damage.<br />
** Small race hunters and arcane marksmen may select tomahawks.<br />
* New "potion of lignification" - induces tree form.<br />
* Small species can use throwing nets.<br />
* Throwing nets do not degrade: instead, they have a chance to be destroyed like other projectiles.<br />
* Multiple changes to unrandarts:<br />
** Piercer gets the penetration brand (was vorpal).<br />
** Boots of the Assassin return in a new form: they now detect monsters and allow short-blade-quality stabbing with any weapon (or unarmed).<br />
** Hellfire now shoots hellfire bolts, dealing hellfire-branded damage and exploding.<br />
** The Elemental Staff is reworked considerably - it grants rElec, rF++, rC++, MR++, AC+5, and randomly deals elemental-branded attacks based on the user's Evocations skill.<br />
** The skin of Zhor now grants rC+++.<br />
** Leech drains HP on all hits (instead of 3/5 for other vampiric weapons).<br />
** Sniper is now a +15 vorpal crossbow with a slower rate of fire.<br />
** Snakebite is now a +5 venom whip that applies a curare effect on two out of five hits.<br />
** The Singing Sword is now a bastard sword.<br />
** The shield of the gong is now +27 with -5 EV.<br />
** The ring of Shadows now has an umbra instead of +4 EV and -4 Acc.<br />
** New unrand: "macabre finger necklace" - gives warding and an extra ring slot.<br />
** New unrand: "boots of the Spider" - gives clinging and jump attack.<br />
** New unrand: "dark maul" - a very large, very slow two-handed weapon using the Maces and Flails skill.<br />
** New unrand: "hat of the High Council" - spellpower at the expense of spell success rates.<br />
** New unrand: "arc blade" - a cutlass which inflicts discharges of static electricity on targets it hits.<br />
** New unrand: "Spellbinder" - an antimagic demon whip which inflicts miscasts on magic-using targets.<br />
** New unrand: "lajatang of Order" - does silver damage (like the ammunition brand) and grants resistance to mutation.<br />
** New unrand: "Firestarter" - a +7 great mace {flame, rF++} which protects scrolls from fire damage and inner flames targets it hits.<br />
** The blowgun of the Assassin, Bullseye, and Lehudib's Crystal Spear (the unrandart) are gone.<br />
* Potions with known type that would have no effect can no longer be quaffed at all.<br />
* Potions other than potions of porridge and blood no longer give nutrition.<br />
* All gauntlets and bracers are now gloves.<br />
* All caps and wizard hats are now plain "hats".<br />
* Great maces deal slightly less damage and are much less available than before.<br />
* All scrolls now identify on read.<br />
* The last healing potion is automatically identified assuming knowledge that it is a healing potion.<br />
* Magical penetrating projectiles now pierce shields.<br />
* Ponderous items reduce movement delay by -1 (was -2), to match running items.<br />
* Electrocution weapons no longer cause discharges on targets in water.<br />
* Wearing body armour / rings no longer requires removing cloaks / gloves first.<br />
* Scrolls are destroyed less frequently by sticky flame.<br />
* Gold dragon armour, crystal plate armour, and plate armour have had their encumbrance ratings reduced (27 -> 25, 24 -> 23, and 19 -> 18 respectively).<br />
* The speed brand now grants 2/3 weapon delay and no damage reduction (was 1/2 delay and 10% damage reduction for melee weapons).<br />
* Racial equipment is no more.<br />
* Many changes to rods:<br />
** The rod of destruction now fires random bolts instead of having a pre-set selection.<br />
** New rod: rod of ignition, which fires a bolt that explodes a fireball on every target hit in a line.<br />
** New rod: rod of shadows, which summons Shadow Creatures from a depth in the dungeon roughly equivalent to the user's skill with Evocations, drawing out-of-depth spawns after 16.<br />
** New rod: rod of clouds, which creates various clouds based on power, with high skill giving several new types of clouds.<br />
** The rods of warding, venom, demonology, fiery destruction, and frigid destruction are gone.<br />
* The Horn of Geryon has been reworked into an XP-charged evokable, summoning 1-4 hell beasts whose friendliness depends on evocations power.<br />
* Renamed items:<br />
** Sabres are now cutlasses (and the captain's cutlass has been adjusted to match);<br />
** Double swords are now bastard swords;<br />
** Triple swords are now claymores;<br />
** Potions of speed are now potions of haste.<br />
* Scrolls of vulnerability are now more common.<br />
* Curse scrolls and potions of blood no longer randomly generate.<br />
* All curse scrolls now accept targets (as though the player was worshipping Ashenzari in previous versions).<br />
* Magic resistance-granting items now grant fixed increments of magic resistance (indicated on the % screen).<br />
* Removed potions of slowing.<br />
<br />
===Cards===<br />
-----<br />
* The Elixir card now heals over time instead of instantly.<br />
* The Alchemist card is in decks of escape, but not wonders.<br />
* The Bargain card has been removed.<br />
* The Trowel card is in decks of wonder and only creates portals.<br />
* The Battlelust card now deals primarily in might and agility at high power, with the delayed berserk effect now occurring at lower power.<br />
<br />
===Gods===<br />
----<br />
* A new deity: Dithmenos the Shadowed.<br />
** A temple god; guaranteed an altar in Temple or somewhere on D:2-9.<br />
** Accepts kills of most dungeon enemies, particularly those associated with fire or light.<br />
** Dislikes use of fire and light.<br />
** 1* piety grants an umbra which expands with piety.<br />
** 2*: Shadow Step - step adjacent to an immobile target creature no further away than your umbra.<br />
** 3* piety causes the player to occasionally bleed smoke on taking sufficient damage.<br />
** 4*: Shadow Mimic - the player's shadow sometimes mimics melee and ranged attacks and targeted spells (so long as they're not self-targeted).<br />
** 5*: Shadow Form - invisibility, resistance to many effects associated with darkness and 50% damage resistance at the expense of skill drain, a 50% reduction in melee damage output and significant reduction in spell power.<br />
* Gods no longer forgive the player for disliked effects of known wands of random effects and weapons of chaos.<br />
* Trolls of Cheibriados hunger considerably more slowly.<br />
* Cheibriados' Bend Time is available to all followers (was 1* ability).<br />
* Zin and <s>Okawaru</s> no longer care about the deaths of allies.<br />
* <s>Okawaru no longer suppresses the demonic guardian Ds mutation.</s><br />
* Xom effects respect clarity and sustain abilities (as long as Xom is not feeling nasty).<br />
* Xom's confusion now caps at 20 turns.<br />
* Zin's Recite shows what will be affected by all of the relevant recitations.<br />
* Lugonu followers no longer suffer distortion unwield effects.<br />
* Yredelemnul gifts vampires instead of freezing wraiths.<br />
* Yredelemnul armies have a maximum combined total of three profane servitors and bone dragons.<br />
* Yredelemnul's servants are no longer angered when read-identifying a scroll of holy word.<br />
* Nemelex no longer gifts decks of dungeons, and deck gift types are now independent of sacrificed item types.<br />
* Jiyva's abilities no longer use Invocations.<br />
* Divine wrath is now contingent on XP gain and cannot be waited out.<br />
* Okawaru, Trog, Makhleb, Yredelemnul, and Kikubaaqudgha wrath now scales better with player XL.<br />
* Vehmuet wrath now employs actual conjurations instead of miscasts.<br />
* Makhleb wrath can now hurl destruction at the player instead of being limited to servant summoning.<br />
* All skills eventually trainable by divine abilities can be trained immediately on worshipping that god (Invocations for many gods, Evocations for Nemelex, Necromancy for Kiku, and Shields for TSO per Divine Shield).<br />
* Ashenzari now generates 1-3 curse scrolls per remove curse scroll.<br />
* Innate abilities hated by your god are now marked as such.<br />
<br />
===Interface===<br />
---------<br />
* <s>"Automagic" functionality similar to autofight has been added through the options automagic_enable, automagic_stop, and automagic_fight; it can be used to automatically cast spells in a specified slot in combat.<br />
* Different types of magical traps are coloured differently.<br />
* Unnaturally hard rock walls have a new default glyph.<br />
* The % screen has a new layout.<br />
* You are prompted to continue wearing/unwearing armour when a monster comes into view.<br />
* "pickup_mode = multi|single" is now "pickup_menu = true|false", with true being the default; "pickup_menu_limit" has been introduced to handle the old "auto:X" settings.<br />
* The "auto_list" option has been removed.<br />
* The WebTiles spectator box sorts names and links online player profiles.<br />
* URLs occurring in WebTiles chat messages are hyperlinked.<br />
* New default minimap colours.<br />
* Examining a monster now displays the speeds at which it takes actions if those actions are slower or faster than its normal speed.<br />
* arena_delay, which controls the speed of arena play and animations, is now available outside of arena mode as view_delay.<br />
* Monsters get invisible monster indicators for one turn after they become invisible to the player.<br />
* The shop screen layout has been revised.</s><br />
<br />
<br />
[[Category: Crawl Versions]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=The_Vaults&diff=27586The Vaults2014-04-27T22:33:30Z<p>Sildraith: Updated for 0.14</p>
<hr />
<div>{{version014}}<br />
{{flavour|Possibly constructed by some powerful madman, the Vaults are said to be home to great treasures. The blood spattered liberally around the entrance suggests that there is a certain amount of violence, too.<br />
<br />
The Vaults are five levels deep and contain the silver rune, as well as the entrances to two more branches. They can only be entered while carrying at least one rune of Zot. The entrance can be found on either level 13 or 14 of the main dungeon.<br />
}}<br />
<br />
{{flavour|These stairs lead down into the Vaults, said to be home of great treasures. They are sprinkled with spots of blood.}}<br />
<br />
[[File:Vaults entry.png]] '''The Vaults''' are a convoluted 5-floor [[Dungeon branch]] filled with long, wide hallways and countless treasure chambers (most of which are unfortunately empty). They are guarded by a wide variety of late-game monsters, as well as a number of guards unique to the branch, but the promise of the silver [[rune of Zot]], access to [[the Crypt]] and the [[Hall of Blades]], and four guaranteed treasure or [[shop]] vaults makes it well worth the hazards. <br />
<br />
The gate to the Vaults can be found on either floor 13 or 14 of [[the Dungeon]], which can only be opened by carrying at least on [[Rune of Zot]]. <ref>[https://gitorious.org/crawl/crawl/source/1682e8172b9b803cf6bc56b4b8bcfeb83f8a725a:crawl-ref/source/dat/descript/branches.txt#L104 Branches.txt]</ref><br />
<br />
==Layout==<br />
The Vaults are a sprawling compound made up of wide hallways and small chambers of various shapes and sizes, most of which are separated by [[door]]s. Composed primarily of stone, metal, and green crystal [[wall]]s, only the most powerful [[Earth Magic]] specialists or [[Lugonu]] followers can expect to alter the floor plan much. Because the arrangement of rooms can be extremely convoluted, it's easy to get cut off from the stairway back up if you aren't careful; try to clear rooms methodically to avoid enemies you missed showing up when you're already half dead.<br />
<br />
The fifth and final floor changes this pattern abruptly. The floor contains four very large rectangular chambers that take up almost the entire area, except for a cross-shaped central hallway separating them all and an outer hallway bordering everything. These four large vault chambers have openings at each corner. All three normal staircases from the 4th to the 5th floor dump you in the very middle of the room, which will be surrounded by many [[vault guard]]s and other angry Vault inhabitants. Fortunately, this floor also houses an immense amount of loot and possibly shops, and the silver rune of Zot.<br />
<br />
==Useful Info==<br />
The Vaults are inhabited by a wide variety of monsters (almost anything that can appear in the lowest floors of the Dungeon can generate here) with a very diverse array of attacks, but generally speaking the biggest threat is simply getting beaten to death by sheer brute force. [[Stone giant]]s, [[yaktaur]] bands, and other creatures which can deal high physical damage output at range are common enough, and the wide hallways and open chambers make it difficult to effectively bottleneck opponents or cut off lines of fire. Pack enemies also appear in great numbers, ranging from high-level [[orc]] bands to devastating [[hell knight]] packs, and the various guard units unique to the Vaults each cause their own issues:<br />
*[[Vault guard]]: Plentiful lumbering oafs in armour.<br />
*[[Ironbrand convoker]]: Recalls and buffs enemy units from elsewhere on the floor.<br />
*[[Ironheart preserver]]: Soaks partial damage for other enemies, effectively doubling their HP until the preserver dies.<br />
*[[Vault sentinel]]: Wakes up nearby enemies, afflicts you with [[Sentinel's Mark]], often has a [[crossbow]].<br />
*[[Vault warden]]: Can open or seal shut [[door]]s and [[stairs]] around you, forcing you to kill him to escape.<br />
<br />
Bring sufficient firepower, take your time, and be ready to take a different staircase down if the one you just used places you in a fight you just don't want to deal with right away. Also, if you get hit with a Sentinel's Mark, retreat to an empty floor as quickly as possible. The reinforcements it will bring can be devastating on a mostly unexplored floor.<br />
<br />
Do not go to Vaults:5 before you are ready for it. If you had difficulty with floors 1-4, floor 5 will probably be too much for you.<br />
<br />
===Vaults:5===<br />
The fifth floor is an abrupt change from the first four. All of the standard down staircases to V:5 place you in the very center of the floor, with a ring of over a dozen [[vault guard]]s waiting for you and several other (much more dangerous) opponents lurking right behind them. These monsters can include [[titan]]s, [[storm dragon]]s, [[quicksilver dragon]]s, [[shadow dragon]]s, and [[lich]]es, along with the worst of what you've encountered in the top 4 floors. No matter what your character type may be, charging in and slugging it out is very likely to go poorly.<br />
<br />
Melee characters may be tempted to stair dance to break up the enemy as much as possible. When this works correctly, you can usually get a small group of vault guards to follow you up, and you can safely deal with them on V:4. However, this is a dangerous practice due to the possibility of a vault warden generating within sight of the entry stairs. If he should seal the staircase back up, you'll be trapped on the floor until he's been disabled. Casters with powerful [[Storm]] or [[Bolt spells]] can usually take him out quickly, but that still leaves you subject to several attacks in the mean time. Casting [[Alistair's Intoxication]] with [[clarity]] works well here; you'll confuse the majority of the guards, causing them to injure each other and leaving you free to take out the more serious threats. This is still a poor strategy, however, as the noise you generate will wake and lure out monsters from the four treasure vaults.<br />
<br />
Resistances are much more important on V:5 than on the floors above. The [[draining]] attacks of shadow dragons can strip away your [[skill]] levels with frightening speed unless you have [[negative energy]] resistance (preferably rN+++). Failing that, high [[ev]]asion and [[Repel Missiles]] helps tremendously. Storm dragon breath can be brutal as well without [[electricity]] resistance, which also protects against the lightning bolts of titans, but these also know [[Airstrike]], so avoid [[fly]]ing in their presence. [[Quicksilver dragon]]s deal severe damage regardless of your defenses, so try to make them a high priority. Packing some [[fire]] and [[cold]] resistance on top of everything else is advisable, as there are plenty of other dragon types around, not to mention casters with broad spell lists.<br />
<br />
As the monsters here are significantly deadlier than those on the floors above, the warning about [[Sentinel's Mark]] goes double here. If it hits you, get back upstairs quickly.<br />
<br />
==History==<br />
Prior to [[0.14]], it was not necessary to obtain a [[rune of Zot]] to enter this branch, and its entrance was located on D:15-20. Also, the four chambers on Vault:5 only had entrances on the corners nearest the center of the floor.<br />
<br />
Prior to [[0.12]], the Vaults were made up of 8 floors, the first 7 of which were all wide open areas spotted with rectangular rooms. Also, the [[vault guard]] was the only guard-type monster found here, and they usually appeared on the eighth floor.<br />
<br />
[[Category:Crystal Ball Articles]]<br />
<br />
==References==<br />
<references/><br />
<br />
[[Category:Dungeon_Branches]]<br />
[[Category:Crystal Ball Articles]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Current_projects/0.14_update_project&diff=27584Current projects/0.14 update project2014-04-27T22:01:47Z<p>Sildraith: flagged myself as contributor - marked some Okawaru changes as complete.</p>
<hr />
<div>==Project goals==<br />
<br />
#The first objective is to go through the changelog below and incorporate all the changes into appropriate wiki articles. <s>Cross out</s> the lines in the changelog once the updates have been done, or if they don't require any changes. If you think a page is up to date, make sure to add [[:Template:version014]] (i.e. <nowiki> {{version014}}</nowiki>) to the page. <br />
#The second objective is to go through [[:Category:Crystal Ball Articles]], update the history section of the pages in there, and remove the crystal ball category (unless they refer to 0.15 or trunk material). There may be some sentences that need to be changed from future to past tense. <br />
<br />
<br />
===Contributors===<br />
*[[User:Flun|Flun]]<br />
*[[User:CommanderC|CommanderC]]<br />
*[[User:Derrek|Derrek]]<br />
*[[User:Sildraith|Sildraith]]<br />
<br />
*''Add name here''<br />
<br />
== 0.14 Changelog ==<br />
<br />
===Stone Soup 0.14 (201404??)===<br />
--------------------------<br />
* The lower half of D is now a new branch, the Depths.<br />
* <s>Two new species: Formicids and Vine Stalkers.<br />
* A new deity: Dithmenos the Shadowed.</s><br />
* Greatly revised monster sets in the Lair branches.<br />
* Greatly revised summoning spell sets.<br />
<br />
===Branches, environment===<br />
---------------------<br />
* The main Dungeon is now fifteen levels.<br />
* A new branch: the Depths; entered from the end of Dungeon, it is five levels long and contains the entrance to the Realm of Zot.<br />
* The Vaults are now entered from D:13-14 and need a rune to enter.<br />
* Abyssal stairs appear more frequently, and are fixed with depth.<br />
* Ziggurats require only three runes to enter; an entrance is guaranteed in Depths, but still spawn as normal in Pan.<br />
* Portals are no longer closed when carrying the Orb of Zot.<br />
* The Horn of Geryon is no longer necessary for entering Hell branches.<br />
* Labyrinths contain more enemies, and the minotaur is normally awake.<br />
* More Ziggurat enemy sets.<br />
* Crypt endings now contain some pieces of thematic loot: draining and/or pain and/or vampiric weapons, rings of positive energy and amulets of warding, one of several unrands, the Necronomicon, or evokers/staves.<br />
* Easy ice cave portals now appear only in D, Lair, and Orc; hard ice cave portals appear in Elf and rotating Lair branches.<br />
* Portal timers have been generally shortened and made more consistent with each other; additionally, the shorter timer started upon first seeing them has been removed.<br />
* The layout of the last level of the Vaults has been changed, with all four subsections being open at each corner.<br />
* Gadget shops and wand shops have been merged; the resulting gadget shops now also sell rods.<br />
* The price of items in shops has been recalibrated.<br />
* Pandemonium exits occur more frequently as the player obtains runes from Pandemonium.<br />
<br />
===Character===<br />
---------<br />
* New species:<br />
** <s>Formicids possess four strong arms to use large weapons together with shields, in addition to strong natural digging abilities and a permanent stasis effect.</s><br />
** <s>Vine stalkers regenerate quickly, but cannot heal with wands or potions; they possess innate spirit shield and an anti-magic bite.</s><br />
* Felids have an innate jump attack ability, allowing them to jump over other monsters and attack their target in a single turn.<br />
* Felids can use wands.<br />
* Demonspawns' negative energy facet has the second level of rN replaced by "black mark," which gives melee attacks a chance to heal the player and apply a bad status to the victim.<br />
* The first two levels of the slow healing mutation only affect rates of healing when enemies are in sight (half and no healing for those levels respectively). Stat regeneration and the third level of the mutation are unchanged.<br />
* Fast/slow movement mutations no longer occur randomly.<br />
* Recommended backgrounds and species have been adjusted; in particular, backgrounds can recommend species that don't necessarily recommend that background and vice versa (e.g. CK -> Tr may be recommended whereas Tr -> CK is not).<br />
* Poison damage is now deterministic.<br />
* The antennae mutation gives invisible monster indicators for every invisible enemy in LOS.<br />
* Merfolk can now be mesmerised by mermaids and sirens.<br />
* Artificers, Wanderers, Assassins, and Venom Mages no longer start with knowledge of potions and scrolls they don't possess.<br />
* Fighters and Gladiators start with higher-tier weapons.<br />
* Fighers start with a potion of might.<br />
* Demonspawn icemail now restores all at once, instead of gradually, and is not disrupted by casting fire spells.<br />
<br />
===Monsters===<br />
--------<br />
* Guardian serpents no longer have Teleport Other; instead they get Blink Allies Encircle.<br />
* <s>Lom Lobon can now cast Tornado.</s><br />
* <s>The plain "dragon" is now known as "fire dragon".</s><br />
* Dragons, drakes, crabs, and acid blobs no longer flee at low health.<br />
* Jellies once again split.<br />
* Monsters are subject to summon caps.<br />
* Summoned creatures are dismissed upon the death of their summoner.<br />
* Word of Recall is now subject to a breath timer, and can be interrupted by causing a breath timeout (with e.g. curare).<br />
* Minotaurs appearing naturally outside of labyrinths now come with equipment.<br />
* Abominations don't heal naturally; those created from spells can heal by melding further with crawling corpses and macabre masses.<br />
* New enemies:<br />
** <s>Fauns, who hex the player before attacking from afar, and their larger brethren satyrs, who can empower their nearby allies.<br />
** Wind drakes, who can breathe powerful blasts of wind and airstrike the player.<br />
** Thorn lotuses, plants adrift on the water that pepper the player with thorns fired from afar.<br />
** Thorn hunters, who fire volleys of thorns and create briar patches to impede their foes' movements.<br />
** Dryads, who turn the forest against you by casting Awaken Forest like spriggan druids and summoning snaplasher vines that pull their enemies around.</s><br />
** Water nymphs, who passively form a pool of water around themselves and strike down the player with said water.<br />
** Shambling mangroves, slow-moving, tough plants home to a nest of ravens or wasps.<br />
** Raiju, which can attack by transforming themselves into a bolt of lightning.<br />
** Worldbinders, abyssal enemies which summon low tier enemies from other branches.<br />
** Shock serpents, who build up electrical energy for a static discharge;<br />
** Mana vipers, snakes with an antimagic bite;<br />
** Naga sharpshooters, who snipe at the player with Portal Projectile;<br />
** Naga ritualists, who can amplify poison in enemies and also cast Olgreb's Toxic Radiance;<br />
** Salamander mystics, with Bolt of Magma, Haste Other, a single-target version of Ignite Poison, and Iskenderun's Mystic Blast;<br />
** Salamander firebrands, whose attacks cause a ring of flames to appear around the target.<br />
** Octopode crushers, who can throw both the victims they constrict as well as icicles.<br />
* A new set of enemies based on demonspawn, appearing in Pan.<br />
** Base types:<br />
** monstrous (auxiliary attacks and more HP);<br />
** gelid (rC++ and icemail - bonus AC which dissipates on fire damage);<br />
** infernal (rF++ and fire attacks);<br />
** putrid (rPois, gains HP on nearby kills);<br />
** torturous (augmentation, powered by pain, and spines).<br />
** Classes:<br />
** blood saint (Legendary Destruction, which casts random powerful conjurations, and Ephemeral Infusion, which temporarily heals nearby allies);<br />
** chaos champions (Chaotic Reflection, which inflicts a random hex-like effect on itself and the target, and Random Bolt as per the rod of destruction);<br />
** warmongers (Grand Avatar, essentially a hybrid battlesphere and spectral weapon which triggers on sufficiently damaging attacks of nearby allies, and Sap Magic, a hex which hinders spellcasting success progressively as spells are cast);<br />
** corrupters (Plane Rend, which summons high tier enemies from other branches, and Corrupt Body, which inflicts a small set of temporary mutations);<br />
** black suns (Black Mark, which empowers nearby allies with various draining attacks that heal on hit, and previously existing spells Bolt of Draining, Malign Offering, and Dispel Undead).<br />
* Adjustments to lair branch enemies:<br />
** Spriggan druids' Druid's Call now calls 2-3 creatures out of LOS nearby and does not invisibly might creatures; instead, nearby creatures are healed and frenzied on their death. Stone Arrow also replaces Sunray in their spell set.<br />
** Siren songs' pulling effects are now irresistible if the player is already mesmerised.<br />
** Siren songs call drowned souls, weak temporary enemies with a drowning attack.<br />
** Manticores' spines now embed themselves in targets, causing damage while moving until a few turns is spent doing nothing to remove them.<br />
** Harpies no longer steal food or eat food off of the ground.<br />
** Plain salamanders have been weakened, and all salamanders can slither around on land.<br />
* Adjustments to other enemies:<br />
** Quokkas are speed 12 (making them effectively identical to grey rats).<br />
** Boggarts are more durable.<br />
** Rakshasas gain a monster spell "Phantom Mirror", which summons a clone of a nearby allied monster with half the hit points, with a 50% chance of swapping the clone for the original; this replaces their previous self-cloning abilities. They can now also cast Iskenderun's Mystic Blast and will summon two clones of themselves at 50% HP as a one-time effect.<br />
** Giant orange brains get Mass Confusion instead of Confusion.<br />
** Spriggans in general now merely have fast movement speed instead of fast speed in general, more damage and less EV.<br />
** Spriggan air mages have Haste (replacing Shock).<br />
** Deep elf demonologists summon more greater demons instead of minor demons.<br />
** Draconian knights have fewer but distinct spell sets focusing on ice and necromancy.<br />
** Gargoyles and molten gargoyles now have Stone Arrow and Bolt of Magma respectively, and generate with mace-type weapons.<br />
** Metal gargoyles are now war gargoyles - fast and with the ability to fire metal fragments at targets.<br />
** Crystal golems are now crystal guardians - less health, but with the ability to fire crystal bolts that bounce off of all walls and deal either fire or cold damage on a per-bolt basis.<br />
** Ravens and eldritch tentacles no longer eat corpses.<br />
* New uniques:<br />
** <s>Asterion, a minotaur of Makhleb who flings Major Destruction and can employ Spectral Weapon with his demon weapon;</s><br />
** <s>Natasha, a felid ex-familiar with minor spellcasting abilities;</s><br />
** <s>Vashnia, leader of a squad of naga sharpshooters with translocational ability to match.</s><br />
* <s>Moths of suppression, rock worms, lava fish, lemures, jellyfish, grey rats, spiny worms, giant amoebae, deep dwarf berserkers, agate snails, giant centipedes, rotting devils, clay golems, and stone golems are no more.</s><br />
* Ball lightnings are no longer permanently confused, instead seeking out targets like giant spores.<br />
* Killer Klowns have a different set of possible damage brands: strong poison, pain, drain speed, fire, cold, electric, and anti-magic.<br />
* <s>Flying enemies are no longer immune to throwing nets.</s><br />
* Geryon can fly once again.<br />
* Antaeus gains Flash Freeze, an ice conjuration which impedes the target's movement for three turns.<br />
* Player ghosts can retain and cast dazzling spray, which has a chance to cause a confusion effect against the player.<br />
* All pandemonium lords now see invisible.<br />
* The Enchantress now appears as a normal unique in the Depths.<br />
* Josephine has a new spell set - Ghostly Fireball, Dispel Undead, Vampiric Draining, and Animate Dead - and rN+++.<br />
* Lamia has been de-throned.<br />
<br />
===Spells===<br />
------<br />
* Resisting an enchantment now displays a message showing how difficult in general the target will be to enchant, rather than how well or how poorly they fared on that particular resistance roll.<br />
* New spells:<br />
** Summon Lightning Spire (L4 Summoning/Air), which places a lightning spire up to two squares away from the player; it replaces Summon Scorpions in the book of Callings.<br />
** Summon Guardian Golem (L4 Summoning/Charms), which creates a golem that protects the player with Injury Bond and occasionally explodes on death; appears in the book of Callings.<br />
** Summon Forest (L5 Summoning/Translocations), which summons a dryad and temporarily converts terrain near the player to forest; it is in the Book of the Warp.<br />
** Summon Mana Viper (L5 Summoning/Hexes); it appears in the Book of Beasts.<br />
** Monstrous Menagerie (L6 Summoning), which summons a manticore, some harpies, a lindwurm, or a sphinx (at high spellpower); it appears in the book of Beasts and the book of Summonings (replacing Summon Ugly Thing).<br />
** Forceful Dismissal (L6 Summoning), which ends all player summons and damages enemies next to them; it appears in the Grand Grimoire.<br />
** Aura of Abjuration (L6 Summoning), a less powerful but per-turn mass abjuration effect; it replaces Mass Abjuration in the Grand Grimoire.<br />
** Spellforged Servitor (L7 Conjuration/Summoning), which summons a servitor with a subset of the player's most destructive conjurations; it replaces Fireball in the book of Wizardry.<br />
** Glaciate (L9 Ice/Conjurations), which fires a great blast of ice in a cone, turning slain monsters into blocks of ice and Flash Freezing the survivors; it replaces Ice Storm in the Book of Annihilations.<br />
** Dragon's Call (L9 Summoning), which for its duration of effect summons dragons near targets at the end of LOS (at the full spell cost per summon); replaces Summon Dragon in the Book of the Dragon.<br />
* Sticks to Snakes only works on missiles (arrows and javelins) now.<br />
* Conjure Ball Lightning has been reduced from level 7 to 6, and the duration of the ball lightning has been lowered.<br />
* Metabolic Englaciation has been reduced from level 6 to 5, and the slow duration is cumulative across casts.<br />
* Bolt of Draining has been reduced from level 6 to 5.<br />
* Fulminant Prism has been reduced from level 5 to 4.<br />
* Iskenderun's Battlesphere has been increased from level 4 to 5.<br />
* Ozocubu's Armour now has an encumbrance cap of 4, rendering it no longer usable with mottled dragon armour.<br />
* Song of Slaying has an increased duration and grants more slaying, but is subject to a lower power cap.<br />
* Swiftness now induces a period of sluggishness after it expires, and can't be stacked.<br />
* Several special cases for LRD damage types have been removed; ice, bone, stone and rock (including petrified enemies) all result in the same explosion.<br />
* Orb of Destruction now only appears in the Book of Power (was also in Annihilations).<br />
* Call Canine Familiar now only summons one canine, and does not summon jackals.<br />
* Repel and Deflect Missiles now expire on a per-deflection basis rather than being a duration.<br />
* Portal Projectile is now a duration, rather than firing individual projectiles.<br />
* All clouds caused by the player will dissipate much faster outside of your line of sight.<br />
* Orbs of destruction don't explode if they collide with another orb of destruction before travelling more than a short distance.<br />
* Removed spells: Dig, Summon Scorpions, Song of Shielding, Polymorph, Ice Storm, Demonic Horde, Summon Ugly Thing, Summon Dragon, Mass Abjuration.<br />
<br />
===Items===<br />
-----<br />
* The Orb of Zot no longer takes up an inventory slot.<br />
* Weapons are identified immediately on wield.<br />
* Wands are identified immediately on zapping.<br />
* Elemental evokers now recharge one at a time, with the one closest to full recharging charging first.<br />
* Items on the ground are no longer subject to item destruction.<br />
* Mottled dragon armour now has an encumbrance rating of 5 (was 4).<br />
* The jumping ego (available only on boots) gives a jump attack ability like that of felids.<br />
* The reaching brand for whips is no more.<br />
* Enchantment-like effects of chaos projectiles are now irresistible.<br />
* Spears, daggers, clubs, and hand axes are no longer good for throwing.<br />
* New "tomahawk" item: a throwing missile, usable by all non-felids, between darts and javelins in damage.<br />
** Small race hunters and arcane marksmen may select tomahawks.<br />
* New "potion of lignification" - induces tree form.<br />
* Small species can use throwing nets.<br />
* Throwing nets do not degrade: instead, they have a chance to be destroyed like other projectiles.<br />
* Multiple changes to unrandarts:<br />
** Piercer gets the penetration brand (was vorpal).<br />
** Boots of the Assassin return in a new form: they now detect monsters and allow short-blade-quality stabbing with any weapon (or unarmed).<br />
** Hellfire now shoots hellfire bolts, dealing hellfire-branded damage and exploding.<br />
** The Elemental Staff is reworked considerably - it grants rElec, rF++, rC++, MR++, AC+5, and randomly deals elemental-branded attacks based on the user's Evocations skill.<br />
** The skin of Zhor now grants rC+++.<br />
** Leech drains HP on all hits (instead of 3/5 for other vampiric weapons).<br />
** Sniper is now a +15 vorpal crossbow with a slower rate of fire.<br />
** Snakebite is now a +5 venom whip that applies a curare effect on two out of five hits.<br />
** The Singing Sword is now a bastard sword.<br />
** The shield of the gong is now +27 with -5 EV.<br />
** The ring of Shadows now has an umbra instead of +4 EV and -4 Acc.<br />
** New unrand: "macabre finger necklace" - gives warding and an extra ring slot.<br />
** New unrand: "boots of the Spider" - gives clinging and jump attack.<br />
** New unrand: "dark maul" - a very large, very slow two-handed weapon using the Maces and Flails skill.<br />
** New unrand: "hat of the High Council" - spellpower at the expense of spell success rates.<br />
** New unrand: "arc blade" - a cutlass which inflicts discharges of static electricity on targets it hits.<br />
** New unrand: "Spellbinder" - an antimagic demon whip which inflicts miscasts on magic-using targets.<br />
** New unrand: "lajatang of Order" - does silver damage (like the ammunition brand) and grants resistance to mutation.<br />
** New unrand: "Firestarter" - a +7 great mace {flame, rF++} which protects scrolls from fire damage and inner flames targets it hits.<br />
** The blowgun of the Assassin, Bullseye, and Lehudib's Crystal Spear (the unrandart) are gone.<br />
* Potions with known type that would have no effect can no longer be quaffed at all.<br />
* Potions other than potions of porridge and blood no longer give nutrition.<br />
* All gauntlets and bracers are now gloves.<br />
* All caps and wizard hats are now plain "hats".<br />
* Great maces deal slightly less damage and are much less available than before.<br />
* All scrolls now identify on read.<br />
* The last healing potion is automatically identified assuming knowledge that it is a healing potion.<br />
* Magical penetrating projectiles now pierce shields.<br />
* Ponderous items reduce movement delay by -1 (was -2), to match running items.<br />
* Electrocution weapons no longer cause discharges on targets in water.<br />
* Wearing body armour / rings no longer requires removing cloaks / gloves first.<br />
* Scrolls are destroyed less frequently by sticky flame.<br />
* Gold dragon armour, crystal plate armour, and plate armour have had their encumbrance ratings reduced (27 -> 25, 24 -> 23, and 19 -> 18 respectively).<br />
* The speed brand now grants 2/3 weapon delay and no damage reduction (was 1/2 delay and 10% damage reduction for melee weapons).<br />
* Racial equipment is no more.<br />
* Many changes to rods:<br />
** The rod of destruction now fires random bolts instead of having a pre-set selection.<br />
** New rod: rod of ignition, which fires a bolt that explodes a fireball on every target hit in a line.<br />
** New rod: rod of shadows, which summons Shadow Creatures from a depth in the dungeon roughly equivalent to the user's skill with Evocations, drawing out-of-depth spawns after 16.<br />
** New rod: rod of clouds, which creates various clouds based on power, with high skill giving several new types of clouds.<br />
** The rods of warding, venom, demonology, fiery destruction, and frigid destruction are gone.<br />
* The Horn of Geryon has been reworked into an XP-charged evokable, summoning 1-4 hell beasts whose friendliness depends on evocations power.<br />
* Renamed items:<br />
** Sabres are now cutlasses (and the captain's cutlass has been adjusted to match);<br />
** Double swords are now bastard swords;<br />
** Triple swords are now claymores;<br />
** Potions of speed are now potions of haste.<br />
* Scrolls of vulnerability are now more common.<br />
* Curse scrolls and potions of blood no longer randomly generate.<br />
* All curse scrolls now accept targets (as though the player was worshipping Ashenzari in previous versions).<br />
* Magic resistance-granting items now grant fixed increments of magic resistance (indicated on the % screen).<br />
* Removed potions of slowing.<br />
<br />
===Cards===<br />
-----<br />
* The Elixir card now heals over time instead of instantly.<br />
* The Alchemist card is in decks of escape, but not wonders.<br />
* The Bargain card has been removed.<br />
* The Trowel card is in decks of wonder and only creates portals.<br />
* The Battlelust card now deals primarily in might and agility at high power, with the delayed berserk effect now occurring at lower power.<br />
<br />
===Gods===<br />
----<br />
* A new deity: Dithmenos the Shadowed.<br />
** A temple god; guaranteed an altar in Temple or somewhere on D:2-9.<br />
** Accepts kills of most dungeon enemies, particularly those associated with fire or light.<br />
** Dislikes use of fire and light.<br />
** 1* piety grants an umbra which expands with piety.<br />
** 2*: Shadow Step - step adjacent to an immobile target creature no further away than your umbra.<br />
** 3* piety causes the player to occasionally bleed smoke on taking sufficient damage.<br />
** 4*: Shadow Mimic - the player's shadow sometimes mimics melee and ranged attacks and targeted spells (so long as they're not self-targeted).<br />
** 5*: Shadow Form - invisibility, resistance to many effects associated with darkness and 50% damage resistance at the expense of skill drain, a 50% reduction in melee damage output and significant reduction in spell power.<br />
* Gods no longer forgive the player for disliked effects of known wands of random effects and weapons of chaos.<br />
* Trolls of Cheibriados hunger considerably more slowly.<br />
* Cheibriados' Bend Time is available to all followers (was 1* ability).<br />
* Zin and <s>Okawaru</s> no longer care about the deaths of allies.<br />
* <s>Okawaru no longer suppresses the demonic guardian Ds mutation.</s><br />
* Xom effects respect clarity and sustain abilities (as long as Xom is not feeling nasty).<br />
* Xom's confusion now caps at 20 turns.<br />
* Zin's Recite shows what will be affected by all of the relevant recitations.<br />
* Lugonu followers no longer suffer distortion unwield effects.<br />
* Yredelemnul gifts vampires instead of freezing wraiths.<br />
* Yredelemnul armies have a maximum combined total of three profane servitors and bone dragons.<br />
* Yredelemnul's servants are no longer angered when read-identifying a scroll of holy word.<br />
* Nemelex no longer gifts decks of dungeons, and deck gift types are now independent of sacrificed item types.<br />
* Jiyva's abilities no longer use Invocations.<br />
* Divine wrath is now contingent on XP gain and cannot be waited out.<br />
* Okawaru, Trog, Makhleb, Yredelemnul, and Kikubaaqudgha wrath now scales better with player XL.<br />
* Vehmuet wrath now employs actual conjurations instead of miscasts.<br />
* Makhleb wrath can now hurl destruction at the player instead of being limited to servant summoning.<br />
* All skills eventually trainable by divine abilities can be trained immediately on worshipping that god (Invocations for many gods, Evocations for Nemelex, Necromancy for Kiku, and Shields for TSO per Divine Shield).<br />
* Ashenzari now generates 1-3 curse scrolls per remove curse scroll.<br />
* Innate abilities hated by your god are now marked as such.<br />
<br />
===Interface===<br />
---------<br />
* <s>"Automagic" functionality similar to autofight has been added through the options automagic_enable, automagic_stop, and automagic_fight; it can be used to automatically cast spells in a specified slot in combat.<br />
* Different types of magical traps are coloured differently.<br />
* Unnaturally hard rock walls have a new default glyph.<br />
* The % screen has a new layout.<br />
* You are prompted to continue wearing/unwearing armour when a monster comes into view.<br />
* "pickup_mode = multi|single" is now "pickup_menu = true|false", with true being the default; "pickup_menu_limit" has been introduced to handle the old "auto:X" settings.<br />
* The "auto_list" option has been removed.<br />
* The WebTiles spectator box sorts names and links online player profiles.<br />
* URLs occurring in WebTiles chat messages are hyperlinked.<br />
* New default minimap colours.<br />
* Examining a monster now displays the speeds at which it takes actions if those actions are slower or faster than its normal speed.<br />
* arena_delay, which controls the speed of arena play and animations, is now available outside of arena mode as view_delay.<br />
* Monsters get invisible monster indicators for one turn after they become invisible to the player.<br />
* The shop screen layout has been revised.</s><br />
<br />
<br />
[[Category: Crawl Versions]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Pandemonium&diff=27223Pandemonium2014-04-16T22:00:23Z<p>Sildraith: /* The Glowing Rune: Mnoleg's Realm */ typo correction</p>
<hr />
<div>{{version013}}<br />
{{flavour|Pandemonium is an infinite realm of pain and suffering. While you can find a good deal of loot there, all these treasures are guarded by demons and even crueller demon lords. Many a hero, confusing confidence with megalomania, has died screaming in the barrage of torment and hellfire.<br />
<br />
Pandemonium is endless. Portals there are found abundantly in the deeper parts of the main dungeon. Note that getting back might be more difficult.<br />
<br />
No fewer than five runes can be found in Pandemonium:<br />
<br />
• a fiery rune in the well-heated realm of Cerebov<br />
<br />
• a glowing rune in the contaminated domain of Mnoleg<br />
<br />
• a magical rune guarded by the arcane powers of Lom Lobon and his minions<br />
<br />
• a dark rune in the shadowy abode of Gloorx Vloq<br />
<br />
• a demonic rune, owned by a less famous lord<br />
}}<br />
{{flavour|This gate leads to the endless halls of Pandemonium. Tales about successful lootings of these netherworlds are rare. Even the strongest and most experienced characters can die there. On the other hand, these halls contain several runes and lots of valuable items. It is much easier to get in than to get out.}}<br />
<br />
'''Pandemonium''' (or '''Pan''') is an infinite demonic realm, populated by all manner of [[demon]]s and randomly littered with any kind of treasure imaginable. One of the final [[branch]]es of the game to explore (and a purely optional one), it contains endless treasure and experience, an unlimited number of [[Ziggurat]]s for those players patient enough to hunt them down, and five [[runes of Zot]]:<br />
<br />
[[File:Demonic rune 1.png]]The demonic rune, lost somewhere in the endless halls of Pandemonium.<br />
<br />
[[File:Fiery rune.png]]The fiery rune, guarded by [[Cerebov]].<br />
<br />
[[File:Glowing rune.png]]The glowing rune, guarded by [[Mnoleg]].<br />
<br />
[[File:Magical rune.png]]The magical rune, guarded by [[Lom Lobon]].<br />
<br />
[[File:Dark rune.png]]The dark rune, guarded by [[Gloorx Vloq]].<br />
<br />
==Layout==<br />
Like [[the Abyss]], Pandemonium is an infinite space containing endless opponents and loot, and you may explore it for as long as you like. However, unlike the Abyss, Pandemonium is comprised of individual, randomly generated realms, rather than an unmappable and limitless plain. Each realm is the size of an ordinary Dungeon floor, can come in a wide variety of layouts, usually contains one [[Pandemonium lord]] [[vault]], and may contain a rune of Zot.<br />
<br />
You may enter Pandemonium through any Pandemonium entry portal, which can generate on [[Dungeon]]:20-27. Traveling from one realm of Pandemonium to the next can be accomplished through a transit portal, several of which can be found on each floor. Bear in mind that once you leave a particular realm, you will ''never'' be able to return to it again, potentially resulting in the permanent loss of runes of Zot. Exiting Pandemonium can be accomplished through either an exit portal, or by instead entering a portal to [[the Abyss]]. Actual exit portals are very rare, appearing only on '''X'''% of realms, but they most commonly show up inside of a Pandemonium lord's vault. Abyss portals are somewhat more common, but do require you to then escape the Abyss in order to return to the Dungeon. Note that self-[[banish]]ing via a [[distortion]] weapon is not an actual way out: after banishment, using the Abyssal escape portal simply returns you to the Pandemonium realm on which you were banished.<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! '''Entry''' || '''Transit''' || '''Exit''' || '''Abyss'''<br />
|-<br />
| [[File:Pandemonium entry.png]] || [[File:Pandemonium transit.png]] || [[File:Pandemonium exit.png]] || [[File:Abyss entry.png]]<br />
|}<br />
<br />
Be aware that each time you travel to a new realm in Pandemonium, you will be placed at an entirely random point. There is no guarantee that another portal will be anywhere near where you enter, or that you won't be dumped in the middle of a horde of powerful demons. If your character knows any buff spells, it is a good idea to cast them before entering any portal.<br />
<br />
==Monsters==<br />
Any given realm of Pandemonium is capable of throwing almost any [[demon]] above tier-5 at you, but each realm is inhabited by only a fraction of the possible demons you can encounter. This means that you will be encountering tier-1 and -2 demons as a regular occurence; don't even consider entering Pandemonium unless you are comfortable with this.<br />
<br />
More dangerous than the [[hell sentinel]]s and [[fiend]]s, however, are the [[Pandemonium lord]]s. These are essentially randomly generated [[unique]]s, each of which has its own resistances, attack brand, and spell set. They also tend to generate along with a very large horde of demons appropriate to the floor, making it a fairly common occurrence to come across multiple sources of [[torment]], heavy elemental damage, and a powerful [[unique]] all at once. Always e[[x]]amine a Pandemonium lord before engaging it in combat, and always act carefully; there's a chance that it'll be a pushover, but it's just as likely to be one of the deadliest opponents in the game.<br />
<br />
==The Runes==<br />
Although players can conceivably acquire unlimited [[experience]] and treasure by farming Pandemonium realms endlessly, doing so serves little purpose; it is dangerous enough that most players capable of handling it already have all they need to clear the rest of the game as well. Searching for [[potions of cure mutation]] or items to open a [[treasure trove]] may be rewarding, but bear in mind that there are plenty of sources of [[bad mutations]] and [[item destruction]] here as well. Farming [[Ziggurat]]s is an option, but only one that experienced players should even consider. The main reason for anyone to enter Pandemonium is to retrieve its five runes of Zot.<br />
<br />
====The Demonic Rune====<br />
While exploring random Pandemonium realms, the demonic rune of Zot will occasionally generate within the vault of a [[Pandemonium lord]]. This means you will always have to deal with a powerful horde of demons to get it (or at least to [[Apportation|apport]] it and run). Not all Pandemonium lords will have it in their possession though; there is an 11.1% chance that any normal vault will contain it, and a 100% chance for three particular vaults:<br />
*'''Hellion Island''' - A square of terrain, surrounded by lava, populated by dozens of [[hellfire]]-flinging [[hellion]], all led by a single Pandemonium lord. Extremely deadly.<br />
*'''Eyes of Draining''' - Eight careful spaced [[eyes of draining]], locked away behind [[grate]]s, will devastate your [[MP]] as you deal with a Pandemonium lord and its cohorts. The rune is locked away in a ninth cage in the center.<br />
*'''Smiting''' - A hallway lined with [[smoke demon]]s, locked away behind grates. These will smite you repeatedly as you deal with the horde inside.<br />
<br />
Once you have acquired the demonic rune, it will never appear again. If you fail to acquire it in a given realm before leaving, however, it will still appear in a future realm.<br />
<br />
===Unique Realms===<br />
Along with the endless random realms of Pandemonium, traveling from realm to realm will eventually bring you to four unique realms, each of which is ruled over by a [[unique]] Pandemonium lord. Upon entering one of these, you will receive a message declaring whose realm you've entered. You can only enter each of these realms once per game; once you've left these realms, they are forever lost to you, taking any unclaimed runes with them. As such, it is best to delay entering Pandemonium until you are confident in your ability to take on all four challenges.<br />
<br />
It is entirely possible to steal these runes without killing the unique Pandemonium lords which guard them. Clever use of fast movement speed, [[scrolls of magic mapping]], [[teleport control]], [[Lee's Rapid Deconstruction]], [[Shatter]], and [[Apportation]] can allow you to snag the rune quickly and (relatively) safely. That being said, failure to kill a unique Pandemonium lord whose rune you've stolen will add that lord to the list of enemies which may attack you during your [[ascension]].<br />
<br />
====The Fiery Rune: Cerebov's Realm====<br />
{{crawlquote|Searing heat pours from the floors and walls of this place. The mighty Pandemonium lord Cerebov resides here.}}<br />
<br />
The fiery rune of Zot is guarded by [[Cerebov]], a powerful giant and master of [[Fire Magic]]. His realm is primarily made up of long hallways, but roughly half of the map will consist of his massive metal fortress. Fully exploring the fortress will reveal several small treasure chambers, and killing Cerebov will reward you with the [[sword of Cerebov]]. Max out your [[fire]] resistance, and see the [[Cerebov]] article for further advice.<br />
<br />
The following monsters are found in Cerebov's realm:<br />
<br />
{{monsterlink|Orange demon}}.<br />
<br />
{{monsterlink|Red devil}}.<br />
<br />
{{monsterlink|Efreet}}.<br />
<br />
{{monsterlink|Sun demon}}.<br />
<br />
{{monsterlink|Balrug}}.<br />
<br />
{{monsterlink|Brimstone fiend}}.<br />
<br />
{{monsterlink|Cerebov}}.<br />
<br />
====The Glowing Rune: Mnoleg's Realm====<br />
{{crawlquote|The air here is shimmering with an eerie glow. The mighty Pandemonium lord Mnoleg resides here.}}<br />
<br />
The glowing rune of Zot is guarded by [[Mnoleg]], a chaotic jester who delights in [[mutation|mutating]] his foes. His realm offers wide hallways and occasional [[door]]s, while his vault is made up of several wide diagonally crossing hallways. Apart from the rune, there is no guaranteed treasure to be found here. Use a source of [[mutation]] resistance, a [[ring of sustain abilities]], and an [[amulet of stasis]] while here, and see the [[Mnoleg]] article for further advice.<br />
<br />
The following monsters are found in Mnoleg's realm:<br />
<br />
{{monsterlink|Brain worm}}.<br />
<br />
{{monsterlink|Small abomination}}.<br />
<br />
{{monsterlink|Large abomination}}.<br />
<br />
{{monsterlink|Tentacled monstrosity}}.<br />
<br />
{{monsterlink|Chaos spawn}}.<br />
<br />
{{monsterlink|Neqoxec}}.<br />
<br />
{{monsterlink|Cacodemon}}.<br />
<br />
{{monsterlink|Mnoleg}}.<br />
<br />
====The Magical Rune: Lom Lobon's Realm====<br />
{{crawlquote|You sense a powerful magical presence. It is not pleased. The mighty Pandemonium lord Lom Lobon resides here.}}<br />
<br />
The magical rune of Zot is guarded by [[Lom Lobon]], a powerful archmage demon who can inflict devastating amounts of [[electricity]] and [[cold]] damage. His realm is made up of crossing vertical and horizontal hallways and small chambers, while his vault is a massive green crystal structure, much of which is submerged in [[deep water]]. He and the rune reside in the large "X" in the center of this structure. Apart from the rune, there is no guaranteed treasure to be found here. Bring some [[electricity]], [[poison]], [[cold]], and [[magic resistance]], and see the [[Lom Lobon]] article for further advice.<br />
<br />
The following monsters are found in Lom Lobon's realm:<br />
<br />
{{monsterlink|Wizard (monster)}}.<br />
<br />
{{monsterlink|Deep elf annihilator}}.<br />
<br />
{{monsterlink|Draconian annihilator}}.<br />
<br />
{{monsterlink|Hellwing}}.<br />
<br />
{{monsterlink|Blizzard demon}}.<br />
<br />
{{monsterlink|Green death}}.<br />
<br />
{{monsterlink|Lom Lobon}}.<br />
<br />
====The Dark Rune: Gloorx Vloq's Realm====<br />
{{crawlquote|Shadowy figures dance across your vision. The mighty Pandemonium lord Gloorx Vloq resides here.}}<br />
The dark rune of Zot is guarded by [[Gloorx Vloq]], a hooded demon with spectacular speed and access to all manner of devastating [[Necromancy]]. His floor is filled with open chambers and wide hallways, while his vault is a large chamber filled with pillars, executioners, and a back chamber containing the rune. Apart from the rune, there is no guaranteed treasure here. See the [[Gloorx Vloq]] article for further advice.<br />
<br />
The following monsters are found in Gloorx Vloq's realm:<br />
<br />
{{monsterlink|Demonic crawler}}.<br />
<br />
{{monsterlink|Shadow wraith}}.<br />
<br />
{{monsterlink|Executioner}}.<br />
<br />
{{monsterlink|Soul eater}}.<br />
<br />
{{monsterlink|Gloorx Vloq}}.<br />
<br />
==Preparation==<br />
Due to the very diverse monster set you will face in Pandemonium, you should try to be ready for a little bit of everything before entering. The more powerful you are in every field, the better your chance of survival. That being said, it is strongly recommended you bring ''at least'' the following:<br />
*[[Fire]] resistance, preferably rF+++ when facing [[Cerebov]].<br />
*[[Cold]] resistance, preferably rC+++ when facing [[Lom Lobon]].<br />
*A source of [[electricity]] resistance when facing Lom Lobon.<br />
*A source of [[poison]] resistance when facing [[Gloorx Vloq]] or [[green death]]s.<br />
*Any source of [[torment]] resistance for dealing with [[fiend]]s, [[tormentor]]s, and Gloorx Vloq.<br />
*[[Mutation]] resistance when dealing with [[neqoxec]]s, [[cacodemon]]s, and [[Mnoleg]].<br />
*A [[ring of sustain abilities]]/several [[potions of restore abilities]]/several [[royal jellies]] when facing [[Mnoleg]]'s realm.<br />
*Methods for [[healing]]/[[teleport]]ing/[[blink]]ing to safety.<br />
*A source of [[Haste]].<br />
*Some inventory space for the loot you come across.<br />
*A [[wand of digging]].<br />
<br />
Of course, you don't necessarily have to gather all five runes in a single trip. Leaving Pandemonium and then returning after you've resupplied or leveled up has no punishment, and any of the preset realms you have not yet visited will still be waiting for you when you return. Just be aware that you do not get to choose when you find any given preset realm, or even an exit.<br />
<br />
==History==<br />
In [[0.14]], each Pandemonium rune you pick up increases your odds of finding an exit. Pandemonium will also feature a new set of [[List_of_demonspawn|demonspawn monsters]].<br />
<br />
Prior to [[0.10]], self-banishing via a distortion weapon was an effective way to escape, equivalent to using a portal to the Abyss. <br />
<br />
Prior to [[0.9]], there were infinite demonic runes of Zot. The record for most collected came in at over 250.<br />
<br />
Prior to [[0.7]], [[scrolls of magic mapping]] and [[Lugonu]]'s Gate yourself to the Abyss ability were both disabled in Pandemonium.<br />
<br />
Prior to [[0.6]], you received no warning message upon entering the realm of a unique Pandemonium lord.<br />
<br />
[[Category:Dungeon_Branches]]<br />
[[Category:Crystal Ball Articles]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Okawaru&diff=26913Okawaru2014-04-11T04:13:34Z<p>Sildraith: /* Strategy */ removed strategy paragraph regarding ally death - as that is no longer a factor in 0.14.</p>
<hr />
<div>{{version014}}<br />
[[File:Okawaru altar.png]] ''"Bring me glory in combat!"''<br />
<br />
'''Warmaster Okawaru''' is a dangerous and powerful God of battle. Followers can gain a number of powers useful in combat as well as various gifts of equipment, but must constantly prove themselves through battle and the sacrifice of their fallen enemies. Okawaru despises those who harm their allies.<br />
<br />
No backgrounds start with this religion.<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s cannot worship Okawaru (or any other god).<br />
<br />
==Appreciates==<br />
*Killing powerful living, undead or demonic beings. Very low chance of Piety for weak creatures.<br />
*Sacrificing corpses of powerful creatures by standing over them and [[praying]]. Okawaru only accepts fresh corpses - they cannot be rotting, skeletons, or chunks.<br />
<br />
==Deprecates==<br />
*You'll lose on average one Piety point every 280 turns, so kill often!<br />
*Attacking your allies. (Penance)<br />
**You must avoid using any [[ranged attack]]s in your allies' direction (thankfully there is a warning any time you attempt this).<br />
**When [[confused]] and adjacent to allies, you should not attempt to attack anything or even move if you are not in immediate danger.<br />
<br />
==Given Abilities==<br />
'''Piety level (0):''' "Struggler"<br />
* No granted abilities.<br />
<br />
'''Piety level (*):''' "Combatant"<br />
*'''Heroism''' - Increases all non-magic skills by 5. [[Evocations]] and [[Invocations]] count as magic. No skill is increased past 27. HP bonus from Fighting is not affected. (Costs 2 MP, 50-100 Food, and 1-2 Piety)<br />
<br />
'''Piety level (**):''' "Warrior"<br />
*No new abilities.<br />
<br />
'''Piety level (***):''' "Knight"<br />
*No new abilities.<br />
<br />
'''Piety level (****):''' "Warmonger"<br />
*No new abilities.<br />
<br />
'''Piety level (*****):''' "Commander"<br />
*'''Finesse''' - Halves the action delay of melee and ranged attacks. (Costs 5 MP, 100-200 Food, and 4-6 Piety)<br />
<br />
'''Piety level (******):''' "Victor of a Thousand Battles"<br />
*No new abilities.<br />
<br />
==Gifts==<br />
;Piety 81+<br />
*'''Ammunition.''' If you are eligible for a gift and 1d(Piety) >= 72, there's a 13% chance that you will receive ammunition on a given turn. This only happens if your best missile skill ([[Slings]], [[Bows]], [[Crossbows]], or [[Throwing]]) is >= 8 and you have the launcher for your best missile skill (sling, (long)bow, crossbow, or blowgun respectively) in your inventory (having Throwing of 8 or more and no blowgun gets you throwing items instead). You may receive ammo for a different skill than this best skill (but always a skill you have). These missiles will often be branded. The gift timeout for each gift is 2d4 + 4.<br />
<br />
;Piety 130+<br />
*'''Weapons and armour.''' If you are eligible for a gift and 1d(Piety) >= 120, there's a 25% chance that you will receive a weapon or piece of armour. The item given will always be wearable by your [[species]] and can be of any quality level. It is similar to a [[scroll of acquirement]], but the results are somewhat worse on average. In addition, Okawaru's weapon gifts are heavily biased towards having a high to-hit enchantment and a low to-damage enchantment. The [[Gift Timeout|gift timeout]] for each gift is between 31 and 49 for weapons, and between 62 and 94 for armour.<br />
<br />
==Punishments==<br />
*While under penance, Okawaru will sometimes punish you (about once every 2000 turns) by sending 1d(experience level/5) hostile monsters to fight you. The monsters are picked among:<br />
**[[Orc warrior]] (15%)<br />
**[[Orc knight]] (15%)<br />
**[[Naga warrior]] (10%)<br />
**[[Centaur warrior]] (10%)<br />
**[[Stone giant]] (10%)<br />
**[[Fire giant]](10%)<br />
**[[Frost giant]] (10%)<br />
**[[Cyclops]] (10%)<br />
**[[Hill giant]] (5%)<br />
**[[Titan]] (5%)<br />
<br />
In general, if you can survive [[The Vaults|Vaults:5]], you can survive Okawaru's wrath. The monsters he summons are no worse than those encountered there, although there is always the possibility he will summon them at a particularly inopportune moment.<br />
<br />
If there is nowhere within your line of sight for these monsters to be summoned to, the message, "Okawaru's forces are busy with other wars," will appear instead.<br />
<br />
==Strategy==<br />
Okawaru is the most popular god for melee characters.<br />
<br />
His/her simple, straightforward effectiveness has made him/her one of the most popular yet criticized gods in the ''Crawl'' pantheon. Okawaru grants only two abilities - a [[Heroism]] effect that can be invoked at * and a [[Finesse]] effect at *****. Used in conjunction, this will allow twice as many attacks with greater offense and defense. These enhancements come with no downsides except for some minor [[glow]], so you can also use magic and abilities if you wish.<br />
<br />
Later on come gifts of weapons, armour, shields, and ammo biased towards usefulness. Since these behave like [[scrolls of acquirement]], many of them will be of little permanent use, but by the end game you will likely find yourself using mostly god-given equipment. Okawaru is also a less restrictive means of getting this equipment than [[Trog]] (the only other god who gifts weapons). <br />
<br />
Players going for an all-[[rune]] win can often benefit from abandoning Okawaru in favor of [[The Shining One]] before [[the Crypt]].<br />
<br />
==History==<br />
Prior to [[0.14]], allowing your allies to die incurred piety loss and the Demonspawn [[Demonic Guardian]] mutation was suppressed.<br />
<br />
Prior to [[0.13]], Okawaru didn't care about the death of elementals.<br />
<br />
Prior to [[0.8]], Okawaru's granted powers were [[Might]] and [[Haste]] instead of the current [[Heroism]] and [[Finesse]].<br />
<br />
[[Category:Gods]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Okawaru&diff=26891Okawaru2014-04-10T23:34:29Z<p>Sildraith: modified Racial Restrictions section as the Ds mutation "demonic guardian" is no longer suppressed</p>
<hr />
<div>{{version014}}<br />
[[File:Okawaru altar.png]] ''"Bring me glory in combat!"''<br />
<br />
'''Warmaster Okawaru''' is a dangerous and powerful God of battle. Followers can gain a number of powers useful in combat as well as various gifts of equipment, but must constantly prove themselves through battle and the sacrifice of their fallen enemies. Okawaru despises those who harm their allies.<br />
<br />
No backgrounds start with this religion.<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s cannot worship Okawaru (or any other god).<br />
<br />
==Appreciates==<br />
*Killing powerful living, undead or demonic beings. Very low chance of Piety for weak creatures.<br />
*Sacrificing corpses of powerful creatures by standing over them and [[praying]]. Okawaru only accepts fresh corpses - they cannot be rotting, skeletons, or chunks.<br />
<br />
==Deprecates==<br />
*You'll lose on average one Piety point every 280 turns, so kill often!<br />
*Attacking your allies. (Penance)<br />
**You must avoid using any [[ranged attack]]s in your allies' direction (thankfully there is a warning any time you attempt this).<br />
**When [[confused]] and adjacent to allies, you should not attempt to attack anything or even move if you are not in immediate danger.<br />
<br />
==Given Abilities==<br />
'''Piety level (0):''' "Struggler"<br />
* No granted abilities.<br />
<br />
'''Piety level (*):''' "Combatant"<br />
*'''Heroism''' - Increases all non-magic skills by 5. [[Evocations]] and [[Invocations]] count as magic. No skill is increased past 27. HP bonus from Fighting is not affected. (Costs 2 MP, 50-100 Food, and 1-2 Piety)<br />
<br />
'''Piety level (**):''' "Warrior"<br />
*No new abilities.<br />
<br />
'''Piety level (***):''' "Knight"<br />
*No new abilities.<br />
<br />
'''Piety level (****):''' "Warmonger"<br />
*No new abilities.<br />
<br />
'''Piety level (*****):''' "Commander"<br />
*'''Finesse''' - Halves the action delay of melee and ranged attacks. (Costs 5 MP, 100-200 Food, and 4-6 Piety)<br />
<br />
'''Piety level (******):''' "Victor of a Thousand Battles"<br />
*No new abilities.<br />
<br />
==Gifts==<br />
;Piety 81+<br />
*'''Ammunition.''' If you are eligible for a gift and 1d(Piety) >= 72, there's a 13% chance that you will receive ammunition on a given turn. This only happens if your best missile skill ([[Slings]], [[Bows]], [[Crossbows]], or [[Throwing]]) is >= 8 and you have the launcher for your best missile skill (sling, (long)bow, crossbow, or blowgun respectively) in your inventory (having Throwing of 8 or more and no blowgun gets you throwing items instead). You may receive ammo for a different skill than this best skill (but always a skill you have). These missiles will often be branded. The gift timeout for each gift is 2d4 + 4.<br />
<br />
;Piety 130+<br />
*'''Weapons and armour.''' If you are eligible for a gift and 1d(Piety) >= 120, there's a 25% chance that you will receive a weapon or piece of armour. The item given will always be wearable by your [[species]] and can be of any quality level. It is similar to a [[scroll of acquirement]], but the results are somewhat worse on average. In addition, Okawaru's weapon gifts are heavily biased towards having a high to-hit enchantment and a low to-damage enchantment. The [[Gift Timeout|gift timeout]] for each gift is between 31 and 49 for weapons, and between 62 and 94 for armour.<br />
<br />
==Punishments==<br />
*While under penance, Okawaru will sometimes punish you (about once every 2000 turns) by sending 1d(experience level/5) hostile monsters to fight you. The monsters are picked among:<br />
**[[Orc warrior]] (15%)<br />
**[[Orc knight]] (15%)<br />
**[[Naga warrior]] (10%)<br />
**[[Centaur warrior]] (10%)<br />
**[[Stone giant]] (10%)<br />
**[[Fire giant]](10%)<br />
**[[Frost giant]] (10%)<br />
**[[Cyclops]] (10%)<br />
**[[Hill giant]] (5%)<br />
**[[Titan]] (5%)<br />
<br />
In general, if you can survive [[The Vaults|Vaults:5]], you can survive Okawaru's wrath. The monsters he summons are no worse than those encountered there, although there is always the possibility he will summon them at a particularly inopportune moment.<br />
<br />
If there is nowhere within your line of sight for these monsters to be summoned to, the message, "Okawaru's forces are busy with other wars," will appear instead.<br />
<br />
==Strategy==<br />
Okawaru is the most popular god for melee characters.<br />
<br />
His/her simple, straightforward effectiveness has made him/her one of the most popular yet criticized gods in the ''Crawl'' pantheon. Okawaru grants only two abilities - a [[Heroism]] effect that can be invoked at * and a [[Finesse]] effect at *****. Used in conjunction, this will allow twice as many attacks with greater offense and defense. These enhancements come with no downsides except for some minor [[glow]], so you can also use magic and abilities if you wish.<br />
<br />
Later on come gifts of weapons, armour, shields, and ammo biased towards usefulness. Since these behave like [[scrolls of acquirement]], many of them will be of little permanent use, but by the end game you will likely find yourself using mostly god-given equipment. Okawaru is also a less restrictive means of getting this equipment than [[Trog]] (the only other god who gifts weapons).<br />
<br />
Despite Okawaru's restriction on letting allies die, Okawaru does not grant any himself/herself, so this is rarely an issue for melee characters, except those who make heavy use of some means of evoking servants. Even then, the penalty is a simple piety hit, rather than true [[divine retribution|penance]]. Okawaru doesn't care about the death of enslaved allies or dancing weapons, so spells like [[Enslavement]] or [[Tukima's Dance]] are safe to use. <br />
<br />
Players going for an all-[[rune]] win can often benefit from abandoning Okawaru in favor of [[The Shining One]] before [[the Crypt]].<br />
<br />
==History==<br />
Prior to [[0.14]], allowing your allies to die incurred piety loss and the Demonspawn [[Demonic Guardian]] mutation was suppressed.<br />
<br />
Prior to [[0.13]], Okawaru didn't care about the death of elementals.<br />
<br />
Prior to [[0.8]], Okawaru's granted powers were [[Might]] and [[Haste]] instead of the current [[Heroism]] and [[Finesse]].<br />
<br />
[[Category:Gods]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Okawaru&diff=26884Okawaru2014-04-10T23:29:46Z<p>Sildraith: /* History */</p>
<hr />
<div>{{version014}}<br />
[[File:Okawaru altar.png]] ''"Bring me glory in combat!"''<br />
<br />
'''Warmaster Okawaru''' is a dangerous and powerful God of battle. Followers can gain a number of powers useful in combat as well as various gifts of equipment, but must constantly prove themselves through battle and the sacrifice of their fallen enemies. Okawaru despises those who harm their allies.<br />
<br />
No backgrounds start with this religion.<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s cannot worship Okawaru (or any other god). [[Demonspawn]] can, but they may get the "demonic guardian" mutation, which will be suppressed.<br />
<br />
==Appreciates==<br />
*Killing powerful living, undead or demonic beings. Very low chance of Piety for weak creatures.<br />
*Sacrificing corpses of powerful creatures by standing over them and [[praying]]. Okawaru only accepts fresh corpses - they cannot be rotting, skeletons, or chunks.<br />
<br />
==Deprecates==<br />
*You'll lose on average one Piety point every 280 turns, so kill often!<br />
*Attacking your allies. (Penance)<br />
**You must avoid using any [[ranged attack]]s in your allies' direction (thankfully there is a warning any time you attempt this).<br />
**When [[confused]] and adjacent to allies, you should not attempt to attack anything or even move if you are not in immediate danger.<br />
<br />
==Given Abilities==<br />
'''Piety level (0):''' "Struggler"<br />
* No granted abilities.<br />
<br />
'''Piety level (*):''' "Combatant"<br />
*'''Heroism''' - Increases all non-magic skills by 5. [[Evocations]] and [[Invocations]] count as magic. No skill is increased past 27. HP bonus from Fighting is not affected. (Costs 2 MP, 50-100 Food, and 1-2 Piety)<br />
<br />
'''Piety level (**):''' "Warrior"<br />
*No new abilities.<br />
<br />
'''Piety level (***):''' "Knight"<br />
*No new abilities.<br />
<br />
'''Piety level (****):''' "Warmonger"<br />
*No new abilities.<br />
<br />
'''Piety level (*****):''' "Commander"<br />
*'''Finesse''' - Halves the action delay of melee and ranged attacks. (Costs 5 MP, 100-200 Food, and 4-6 Piety)<br />
<br />
'''Piety level (******):''' "Victor of a Thousand Battles"<br />
*No new abilities.<br />
<br />
==Gifts==<br />
;Piety 81+<br />
*'''Ammunition.''' If you are eligible for a gift and 1d(Piety) >= 72, there's a 13% chance that you will receive ammunition on a given turn. This only happens if your best missile skill ([[Slings]], [[Bows]], [[Crossbows]], or [[Throwing]]) is >= 8 and you have the launcher for your best missile skill (sling, (long)bow, crossbow, or blowgun respectively) in your inventory (having Throwing of 8 or more and no blowgun gets you throwing items instead). You may receive ammo for a different skill than this best skill (but always a skill you have). These missiles will often be branded. The gift timeout for each gift is 2d4 + 4.<br />
<br />
;Piety 130+<br />
*'''Weapons and armour.''' If you are eligible for a gift and 1d(Piety) >= 120, there's a 25% chance that you will receive a weapon or piece of armour. The item given will always be wearable by your [[species]] and can be of any quality level. It is similar to a [[scroll of acquirement]], but the results are somewhat worse on average. In addition, Okawaru's weapon gifts are heavily biased towards having a high to-hit enchantment and a low to-damage enchantment. The [[Gift Timeout|gift timeout]] for each gift is between 31 and 49 for weapons, and between 62 and 94 for armour.<br />
<br />
==Punishments==<br />
*While under penance, Okawaru will sometimes punish you (about once every 2000 turns) by sending 1d(experience level/5) hostile monsters to fight you. The monsters are picked among:<br />
**[[Orc warrior]] (15%)<br />
**[[Orc knight]] (15%)<br />
**[[Naga warrior]] (10%)<br />
**[[Centaur warrior]] (10%)<br />
**[[Stone giant]] (10%)<br />
**[[Fire giant]](10%)<br />
**[[Frost giant]] (10%)<br />
**[[Cyclops]] (10%)<br />
**[[Hill giant]] (5%)<br />
**[[Titan]] (5%)<br />
<br />
In general, if you can survive [[The Vaults|Vaults:5]], you can survive Okawaru's wrath. The monsters he summons are no worse than those encountered there, although there is always the possibility he will summon them at a particularly inopportune moment.<br />
<br />
If there is nowhere within your line of sight for these monsters to be summoned to, the message, "Okawaru's forces are busy with other wars," will appear instead.<br />
<br />
==Strategy==<br />
Okawaru is the most popular god for melee characters.<br />
<br />
His/her simple, straightforward effectiveness has made him/her one of the most popular yet criticized gods in the ''Crawl'' pantheon. Okawaru grants only two abilities - a [[Heroism]] effect that can be invoked at * and a [[Finesse]] effect at *****. Used in conjunction, this will allow twice as many attacks with greater offense and defense. These enhancements come with no downsides except for some minor [[glow]], so you can also use magic and abilities if you wish.<br />
<br />
Later on come gifts of weapons, armour, shields, and ammo biased towards usefulness. Since these behave like [[scrolls of acquirement]], many of them will be of little permanent use, but by the end game you will likely find yourself using mostly god-given equipment. Okawaru is also a less restrictive means of getting this equipment than [[Trog]] (the only other god who gifts weapons).<br />
<br />
Despite Okawaru's restriction on letting allies die, Okawaru does not grant any himself/herself, so this is rarely an issue for melee characters, except those who make heavy use of some means of evoking servants. Even then, the penalty is a simple piety hit, rather than true [[divine retribution|penance]]. Okawaru doesn't care about the death of enslaved allies or dancing weapons, so spells like [[Enslavement]] or [[Tukima's Dance]] are safe to use. <br />
<br />
Players going for an all-[[rune]] win can often benefit from abandoning Okawaru in favor of [[The Shining One]] before [[the Crypt]].<br />
<br />
==History==<br />
Prior to [[0.14]], allowing your allies to die incurred piety loss.<br />
<br />
Prior to [[0.13]], Okawaru didn't care about the death of elementals.<br />
<br />
Prior to [[0.8]], Okawaru's granted powers were [[Might]] and [[Haste]] instead of the current [[Heroism]] and [[Finesse]].<br />
<br />
[[Category:Gods]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Okawaru&diff=26883Okawaru2014-04-10T23:28:49Z<p>Sildraith: changes for 0.14 - removed piety loss on ally death; removed crystalball</p>
<hr />
<div>{{version014}}<br />
[[File:Okawaru altar.png]] ''"Bring me glory in combat!"''<br />
<br />
'''Warmaster Okawaru''' is a dangerous and powerful God of battle. Followers can gain a number of powers useful in combat as well as various gifts of equipment, but must constantly prove themselves through battle and the sacrifice of their fallen enemies. Okawaru despises those who harm their allies.<br />
<br />
No backgrounds start with this religion.<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s cannot worship Okawaru (or any other god). [[Demonspawn]] can, but they may get the "demonic guardian" mutation, which will be suppressed.<br />
<br />
==Appreciates==<br />
*Killing powerful living, undead or demonic beings. Very low chance of Piety for weak creatures.<br />
*Sacrificing corpses of powerful creatures by standing over them and [[praying]]. Okawaru only accepts fresh corpses - they cannot be rotting, skeletons, or chunks.<br />
<br />
==Deprecates==<br />
*You'll lose on average one Piety point every 280 turns, so kill often!<br />
*Attacking your allies. (Penance)<br />
**You must avoid using any [[ranged attack]]s in your allies' direction (thankfully there is a warning any time you attempt this).<br />
**When [[confused]] and adjacent to allies, you should not attempt to attack anything or even move if you are not in immediate danger.<br />
<br />
==Given Abilities==<br />
'''Piety level (0):''' "Struggler"<br />
* No granted abilities.<br />
<br />
'''Piety level (*):''' "Combatant"<br />
*'''Heroism''' - Increases all non-magic skills by 5. [[Evocations]] and [[Invocations]] count as magic. No skill is increased past 27. HP bonus from Fighting is not affected. (Costs 2 MP, 50-100 Food, and 1-2 Piety)<br />
<br />
'''Piety level (**):''' "Warrior"<br />
*No new abilities.<br />
<br />
'''Piety level (***):''' "Knight"<br />
*No new abilities.<br />
<br />
'''Piety level (****):''' "Warmonger"<br />
*No new abilities.<br />
<br />
'''Piety level (*****):''' "Commander"<br />
*'''Finesse''' - Halves the action delay of melee and ranged attacks. (Costs 5 MP, 100-200 Food, and 4-6 Piety)<br />
<br />
'''Piety level (******):''' "Victor of a Thousand Battles"<br />
*No new abilities.<br />
<br />
==Gifts==<br />
;Piety 81+<br />
*'''Ammunition.''' If you are eligible for a gift and 1d(Piety) >= 72, there's a 13% chance that you will receive ammunition on a given turn. This only happens if your best missile skill ([[Slings]], [[Bows]], [[Crossbows]], or [[Throwing]]) is >= 8 and you have the launcher for your best missile skill (sling, (long)bow, crossbow, or blowgun respectively) in your inventory (having Throwing of 8 or more and no blowgun gets you throwing items instead). You may receive ammo for a different skill than this best skill (but always a skill you have). These missiles will often be branded. The gift timeout for each gift is 2d4 + 4.<br />
<br />
;Piety 130+<br />
*'''Weapons and armour.''' If you are eligible for a gift and 1d(Piety) >= 120, there's a 25% chance that you will receive a weapon or piece of armour. The item given will always be wearable by your [[species]] and can be of any quality level. It is similar to a [[scroll of acquirement]], but the results are somewhat worse on average. In addition, Okawaru's weapon gifts are heavily biased towards having a high to-hit enchantment and a low to-damage enchantment. The [[Gift Timeout|gift timeout]] for each gift is between 31 and 49 for weapons, and between 62 and 94 for armour.<br />
<br />
==Punishments==<br />
*While under penance, Okawaru will sometimes punish you (about once every 2000 turns) by sending 1d(experience level/5) hostile monsters to fight you. The monsters are picked among:<br />
**[[Orc warrior]] (15%)<br />
**[[Orc knight]] (15%)<br />
**[[Naga warrior]] (10%)<br />
**[[Centaur warrior]] (10%)<br />
**[[Stone giant]] (10%)<br />
**[[Fire giant]](10%)<br />
**[[Frost giant]] (10%)<br />
**[[Cyclops]] (10%)<br />
**[[Hill giant]] (5%)<br />
**[[Titan]] (5%)<br />
<br />
In general, if you can survive [[The Vaults|Vaults:5]], you can survive Okawaru's wrath. The monsters he summons are no worse than those encountered there, although there is always the possibility he will summon them at a particularly inopportune moment.<br />
<br />
If there is nowhere within your line of sight for these monsters to be summoned to, the message, "Okawaru's forces are busy with other wars," will appear instead.<br />
<br />
==Strategy==<br />
Okawaru is the most popular god for melee characters.<br />
<br />
His/her simple, straightforward effectiveness has made him/her one of the most popular yet criticized gods in the ''Crawl'' pantheon. Okawaru grants only two abilities - a [[Heroism]] effect that can be invoked at * and a [[Finesse]] effect at *****. Used in conjunction, this will allow twice as many attacks with greater offense and defense. These enhancements come with no downsides except for some minor [[glow]], so you can also use magic and abilities if you wish.<br />
<br />
Later on come gifts of weapons, armour, shields, and ammo biased towards usefulness. Since these behave like [[scrolls of acquirement]], many of them will be of little permanent use, but by the end game you will likely find yourself using mostly god-given equipment. Okawaru is also a less restrictive means of getting this equipment than [[Trog]] (the only other god who gifts weapons).<br />
<br />
Despite Okawaru's restriction on letting allies die, Okawaru does not grant any himself/herself, so this is rarely an issue for melee characters, except those who make heavy use of some means of evoking servants. Even then, the penalty is a simple piety hit, rather than true [[divine retribution|penance]]. Okawaru doesn't care about the death of enslaved allies or dancing weapons, so spells like [[Enslavement]] or [[Tukima's Dance]] are safe to use. <br />
<br />
Players going for an all-[[rune]] win can often benefit from abandoning Okawaru in favor of [[The Shining One]] before [[the Crypt]].<br />
<br />
==History==<br />
Prior to [[0.14]] allowing your allies to die incurred piety loss.<br />
<br />
Prior to [[0.13]], Okawaru didn't care about the death of elementals.<br />
<br />
Prior to 0.8, Okawaru's granted powers were [[Might]] and [[Haste]] instead of the current [[Heroism]] and [[Finesse]].<br />
<br />
[[Category:Gods]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=God&diff=26875God2014-04-10T20:23:47Z<p>Sildraith: added Dithmenos link, updated for 0.14 and removed crystal ball category.</p>
<hr />
<div>{{version014}}<br />
'''Gods''' are a central concept to ''[[Dungeon Crawl]]''. The game's pantheon features 18 distinct deities, and they provide increasingly powerful abilities to their worshipers, but punish them for any violation of their individual commandments. Your character may only worship a single god at once, and most gods punish followers for abandoning them, so choose wisely.<br />
<br />
==The pantheon==<br />
<br />
* [[Ashenzari]] the Shackled, shackled god of divinations.<br />
* [[Beogh]] the Brigand, god of the [[list of orcs|orcs]].<br />
* [[Cheibriados]] the Contemplative, the slow god.<br />
* [[Dithmenos]] the Shadowed, god of darkness.<br />
* [[Elyvilon]] the Healer, god of healing.<br />
* [[Fedhas Madash]], a god of [[plant]]s.<br />
* [[Jiyva]] the Shapeless, god of [[list of jellies|slimes]].<br />
* [[Kikubaaqudgha]], an evil demon-god of [[Necromancy|necromantic magic]].<br />
* [[Lugonu]] the Unformed, god of [[the Abyss]].<br />
* [[Makhleb]] the Destroyer, an evil god of slaughter and bloodshed.<br />
* [[Nemelex Xobeh]], the trickster god.<br />
* Warmaster [[Okawaru]], god of battle.<br />
* [[Sif Muna]] the Loreminder, god of [[magic]] and mystical secrets.<br />
* [[The Shining One]], a good god of honourable crusade against evil.<br />
* [[Trog]] the Wrathful, a violent god of [[berserk|rage]].<br />
* [[Vehumet]], god of destructive magic.<br />
* [[Xom]] the Unpredictable, god of chaos.<br />
* [[Yredelemnul]] the Dark, god of death.<br />
* [[Zin]] the Law-Giver, a good god of law and purity.<br />
<br />
==Joining a god==<br />
<br />
You may become a follower of a god either by starting with a religious [[background]] ([[Berserker]], [[Abyssal Knight]], [[Chaos Knight]], [[Death Knight]], or [[Healer]]), or by [[pray]]ing at a god's [[altar]]. In the latter case, you will be shown a description of the god (and their commandments) before being asked if you want to worship them.<br />
<br />
Some species have religious restrictions on which gods they may worship.<br />
<br />
* [[Demigod]]s may not worship any god.<br />
* Only [[Hill Orc]]s may worship Beogh.<br />
* Evil or [[undead]] races ([[Demonspawn]], [[Ghoul]]s, [[Mummy|Mummies]], and [[Vampire]]s) may not worship good-aligned gods (Zin, Elyvilon, and the Shining One).<br />
* Undead races also may not worship [[Fedhas Madash]].<br />
* [[Gargoyle]]s may not worship [[Yredelemnul]].<br />
<br />
[[Orc priest]]s, [[orc high priest]]s and [[Saint Roka]] may offer [[hill orc]]s the opportunity to convert to Beogh (guaranteed the first they see one of these monsters). This conversion can be done by using the special 'a'bility ''Convert to Beogh''. All the orcs in the LoS of the player will be pacified the first time the player uses this ability in a game.<br />
<br />
==Changing or renouncing gods==<br />
<br />
You can abandon your god for another by praying at your new god's altar, or by renouncing your faith with the "Renounce Religion" ability. The latter can be done at any time as a special ability (command '''a'''). In addition, good gods will excommunicate you for casting the spell [[Necromutation]]. <br />
<br />
Abandoning will always incur [[penance]], and usually result in [[divine retribution]]. The only exceptions to this are the good gods: leaving them will incur penance, but they will not exhibit wrath upon you unless you are currently serving an evil god: Beogh, Yredelemnul, Lugonu, Kikubaaqugdgha, or Makhleb. Additionally, Zin will smite you for joining Jiyva. Bear in mind that the good gods do not forget you: even if you join an evil god 100000 turns later, they will still hit you with wrath.<br />
<br />
In older versions, one did not incur penance by switching from one good god to another. This was removed in 0.9, since it allowed for Zin worshipers to safely switch to Jiyva by momentarily switching to TSO or Elyvilon. Switching between good gods is still safe, since no wrath will be exhibited, but if you leave for an evil god you will be facing the wrath of both (or all) your former gods.<br />
<br />
==Altars==<br />
Altars can be found in the [[Ecumenical Temple]] (which randomly contains 6-14 altars), as well as scattered around the [[Dungeon]]. <br />
<br />
Since version [[0.6.0]], altars for every god (except [[Lugonu]], [[Jiyva]], and [[Beogh]]) are guaranteed to appear either in the Temple or in the main Dungeon between level 2 and level 9. You can find additional altars in various other locations.<br />
Since [[0.8]], you can also find altars in the main Dungeon at level 1.<br />
<br />
[[Lugonu]]'s altar may be found in [[the Abyss]]. [[Jiyva]]'s altar may found at the entrance to or inside [[the Slime Pits]], and, very rarely, early in the main dungeon. Finally, altars to [[Beogh]] can appear in the [[Orcish Mines]], or more rarely in the main dungeon, most commonly near the Mines entrance.<br />
<br />
==See also==<br />
* [[Choosing a god]]<br />
* [[Piety]]<br />
* [[Divine retribution]]<br />
* [[God comparison]]<br />
* [[Pray]]er<br />
<br />
==History==<br />
In [[0.8]] instant divine retribution was removed.<br />
<br />
[[Dithmenos]] was introduced in [[0.14]].<br />
<br />
[[Category:Gods]] [[Category:Religion]] [[Category:Game mechanics]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Jump_attack&diff=26861Jump attack2014-04-09T20:12:16Z<p>Sildraith: /* History */ changed tense; crystal ball</p>
<hr />
<div>{{version014}}<br />
'''Jump attack''' is an [[ability]] that allows you to quickly leap into melee range with an enemy, reaching it in spite of intervening obstacles and attacking it all in the time it takes to make a normal attack. You cannot leap through [[wall]]s or trees, or past [[fly]]ing enemies, and you can only leap over [[size|giant]] or huge enemies if they're currently standing in [[lava]] or [[deep water]]. Regardless of the enemy's current status effects, you can't [[stab]] monsters with this type of attack. Standing or swimming in water, lava, or [[Leda's Liquefaction|liquefied ground]] will prevent you from using this attack at all.<br />
<br />
There are two ways to gain this ability:<br />
*Wearing [[boots]] with the [[jumping]] [[ego]]. Each use costs 2 [[MP]] and makes you slightly hungrier. Its success rate depends on [[Evocations]], and its range is set at 4.<br />
*[[Felid]]s can jump as a natural ability, costing only some food. Its range and success rate depend on the [[experience]] level of the player (range 3 at level 1, 4 at 6, and 5 at 12).<br />
<br />
Like [[berserk]]ing and the [[Death's Door]] spell, this ability causes [[exhaustion]] and cannot be used when exhausted.<br />
<br />
==History==<br />
The Jump attack ability was added in [[0.14]].<br />
<br />
[[Category:Abilities]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Firestarter&diff=26834Firestarter2014-04-09T19:16:21Z<p>Sildraith: changed tense; removed from crystal ball</p>
<hr />
<div>{{version014}}<br />
{{flavour|Alongside its obvious effects, this weapon protects its owner's inventory from fire, and fills monsters that it hits with an inner flame.}}<br />
[[File:Firestarter.png]] '''''the +7,+7 great mace "Firestarter"'''''<br />
<br />
+7,+7 [[great mace]]<br />
<br />
[[Flaming]]<br><br />
[[Fire resistance|rF++]]<br><br />
[[Scroll]] [[conservation]]<br><br />
Adds [[Inner Flame]] enchantment on strike<br />
<br />
==Desirability==<br />
Unless you're facing foes resistant to [[fire]], '''Firestarter''' is an exceptionally powerful weapon, combining a solid and well-enchanted base weapon, a decent [[brand]], an extremely useful defense (any source of rF++ is worth consideration), and one of the most brutal melee crowd-control methods in the game. That being said, its downsides are very significant. Even with rF++, getting caught in a constant stream of explosions will take its toll on your [[HP]], making the weapon best suited for characters with one more source of fire resistance, very high [[AC]], a large HP pool, and a good source of constant HP regeneration (such as [[Makhleb]] worship). On top of that, the amount of [[noise]] you'll be producing in combat will awaken many nearby monsters, so expect reinforcements to be a constant threat. Also, many of the major sources of fire damage in the game are resistant or immune to fire damage themselves, making the weapon a useful defense against them, but not exactly ideal offensively speaking. Lastly, even with scroll conservation, you can still expect to regularly lose scrolls.<br />
<br />
==History==<br />
Firestarter was added in [[0.14]].<br />
<br />
[[Category:Unrands]]<br />
[[Category:Maces & Flails]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Bastard_sword&diff=26377Bastard sword2014-04-08T16:44:59Z<p>Sildraith: Removed from Crystall Ball - added to Long blades category</p>
<hr />
<div>{{version014}}<br />
{{weapon<br />
|name = Bastard sword<br />
|cost = ?<br />
|weight = 22.0<br />
|skill = Long Blades<br />
|damage = 15<br />
|accuracy = -1<br />
|basedelay = 15 (150%)<br />
|mindelay = 7 at skill 16<br />
|hands = 1H<br />
|size = Medium<br />
|damtype = Slicing<br />
|ranged = No<br />
|acquirement = 2<br />
}}<br />
<br />
{{flavour|A long, large sword. A grown-up human or elf can manage to wield it in one hand, while anyone of a weaker race will need to grip it with two. In fact, it is the heaviest and most damaging weapon anyone other than certain humanoid insects can use with a shield. And meeting a sharp blade this long spells doom for any opponent.}}<br />
<br />
The rare '''bastard sword''' is an extremely desirable weapon for any character looking to wear a [[shield]] while still doing heavy damage in melee combat, as it does the most base damage of any one-handed weapon (barring its [[blessed weapon|blessed counterpart]]). Although unskilled fighters will find them slow and inaccurate, they shine in the late game once you've mastered [[Long Blades]], especially once you've given yours a [[freezing]] brand or had it blessed by [[the Shining One]]. A [[blessed blade|blessed]] bastard sword of [[holy wrath]] outperforms even a [[eudemon blade]], but unfortunately they're much harder to come across.<br />
<br />
Bastard swords are two-handed for [[Halfling]]s, [[Kobold]]s, and [[Spriggan]]s. A [[demon blade]] will be one-handed for these races, and is usually preferable for them if they choose to go for long blades.<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! Bastard sword || Ego bastard sword || Randart bastard sword || Blessed bastard sword || [[Sword of Zonguldrok]]<br />
|-<br />
| [[File:Bastard_sword.png]] || [[File:Bastard_sword2.png]] || [[File:Bastard_sword3.png]] || [[File:Bastard_sword_blessed.png]] || [[File:Sword_of_zonguldrok.png]]<br />
|}<br />
<br />
==History==<br />
<br />
These were called [[double sword]]s before [[0.14]], with a different tile and flavour.<br />
<br />
[[Category:Long blades]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Tournament/TeamWiki&diff=26359Tournament/TeamWiki2014-04-08T04:16:46Z<p>Sildraith: fixed URL capitalization for team page - should work now</p>
<hr />
<div>==0.14 Crawl Tournament==<br />
The new version of ''Crawl'' is nearly here, and with it comes another ''Crawl'' tournament, lasting from April 11 - 27. <br />
<br />
==Team Name==<br />
We've been Ashenzari's Archivists the last two years running. Unless anyone has any particularly hilarious alternative suggestions, I figure we'll just keep the name. All opposed?<br />
<br />
===TEAM ROSTER===<br />
Remember to put <code># TEAMCAPTAIN MoogleDan</code> in your 0.14 .rc file. You can check to see if it is correctly placed by clicking on your .rc file link below. Once correctly inserted, your name will show up on the [http://dobrazupa.org/tournament/0.14/clans/moogledan.html team profile] after a few minutes. <br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
|'''Player'''<br />
|'''Profile'''<br />
|'''Preferred Server(s)'''<br />
|'''0.14 .rc file'''<br />
|-<br />
|[[User:MoogleDan|MoogleDan]]<br />
|[http://crawl.akrasiac.org/scoring/players/moogledan.html MoogleDan]<br />
|[http://crawl.s-z.org/#lobby CSZO Webtiles]<br />
|[http://dobrazupa.org/rcfiles/crawl-0.14/MoogleDan.rc CSZO]<br />
|-<br />
|[[User:Flun|Flun]]<br />
|[http://crawl.akrasiac.org/scoring/players/flun.html Flun]<br />
|CSZO Console<br />
|[http://dobrazupa.org/rcfiles/crawl-0.14/Flun.rc CSZO]<br />
|-<br />
|[[User:HilariousDeathArtist|HilariousDeathArtist]]<br />
|[http://crawl.akrasiac.org/scoring/players/hilariousdeathartist.html HilariousDeathArtist]<br />
|[http://crawl.s-z.org/#lobby CSZO Webtiles]<br />
|[http://dobrazupa.org/rcfiles/crawl-0.14/HilariousDeathArtist.rc CSZO]<br />
|-<br />
|[[User:CommanderC|CommanderC]]<br />
|[http://crawl.akrasiac.org/scoring/players/commanderc.html CommanderC]<br />
|CDO Console<br />
|[http://crawl.develz.org/configs/0.14/commanderc.rc CDO]<br />
|-<br />
|[[User:Trystero|Trystero]]<br />
|[http://crawl.akrasiac.org/scoring/players/trystero.html Trystero]<br />
|CAO Console<br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.14/trystero.rc CAO]<br />
|-<br />
|[[User:Sildraith|Sildraith]]<br />
|[http://crawl.akrasiac.org/scoring/players/sildraith.html Sildraith]<br />
|CAO Console<br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.14/Sildraith.rc CAO]<br />
|}<br />
<br />
==Useful Links==<br />
*[http://dobrazupa.org/tournament/0.14/ Tournament Overview]<br />
*[http://dobrazupa.org/tournament/0.14/teams.html Clan Leaderboard]<br />
*[http://dobrazupa.org/tournament/0.14/clans/moogledan.html Ashenzari's Archivists Page]<br />
*[http://dobrazupa.org/tournament/0.14/species-backgrounds.html Current high value class/species]<br />
*[http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki IRC chat]<br />
<br />
==Combos==<br />
Cross out when done<br />
<br />
'''Races''': Ce DD DE Dg Dr Ds Fe Fo Gh Gr Ha HO HE Hu Ko Mi Mf Mu Na Og Op Sp Tr Te Vp VS | <s></s><br />
<br />
'''Classes''': AE AK AM Ar As Be Cj CK DK EE En FE Fi Gl He Hu IE Mo Ne Sk Su Tm VM Wn Wr Wz | <s></s><br />
<br />
'''Gods''': Ash Beogh Chei Dith Ely Fedhas Jiyva Kiku Lugonu Makhleb Nemelex "No God" Oka Sif Trog TSO Veh Xom Yred Zin | <s></s><br />
<br />
'''Ongoing games''': <br />
<br />
'''Planned games''':<br />
<br />
'''Suggested non-overlapping combos''':<br />
*HEFE, HEIE, SpVM of Veh<br />
*DESu of Sif<br />
*DDEE of Makhleb<br />
*HOFi or HOGl of Beogh<br />
*HaHu, HaAs, HaAM of Oka<br />
*KoEn or SpEn of Ash<br />
*OgDK of Yred<br />
*OgHu of Fedhas<br />
*TrMo, TrFi, TrHu of Chei<br />
*NaWz<br />
*CeHu or CeAM of Trog, Oka, or Makhleb<br />
*MfGl or MfIE of Fedhas, Oka, or Veh<br />
*Mi<br />
*TeAE or TeCj of Veh<br />
*DrTr of Chei or Oka<br />
*Gr<br />
*FoAK of Lugonu<br />
*VS<br />
*Dg<br />
*MuNe<br />
*Gh<br />
*VpAs or VpMo<br />
*FeBe<br />
*Op<br />
<br />
==Advice==<br />
The easier combos will rapidly lose value over the course of the tournament. Minotaurs/Gargoyles/Vine Stalkers, fighters/gladiators/berserkers, and Okawaru/Trog points will likely be worth much more if they're a first win for you than a final.<br />
<br />
That being said, getting your first and second wins are worth a bundle. Above all else, try to get at least two wins in the bank before the tournament ends! If you're having trouble, there's no shame in playing species, backgrounds, and gods that have already been played. I personally feel that CeHu of Trog, Oka, or Makhleb is about as easy a game as you can play.<br />
<br />
Any new runes are worth 30 points, so it is worth winning a 15 runer with a strong combo. Simply getting the Pan and Hell runes for the first time will give you 240 points. If you've already gotten two wins, this is an excellent way to keep racking up the score.<br />
<br />
Recommended branch order (from elliptic): Lair -> D:12 -> Orc -> D:15 -> S:4 -> maybe other S:4 -> get rune -> Vaults:4 -> maybe get second rune -> Depths:5 -> get three runes -> Zot<br />
<br />
==IRC Chat==<br />
I've created a webirc channel [http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki] for us that we can chat in from your browser (click the link to join). I'll also be hanging out in ##reddit-roguelikes when playing. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 23:48, 10 October 2013 (CEST)<br />
<br />
==See Also==<br />
[[Tournament/TeamWiki archive]]<br />
<br />
[[Category:Tournament]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Tournament/TeamWiki&diff=26132Tournament/TeamWiki2014-04-07T17:03:06Z<p>Sildraith: /* TEAM ROSTER */ going to play on CAO instead of CSZO this time</p>
<hr />
<div>==0.14 Crawl Tournament==<br />
The new version of ''Crawl'' is nearly here, and with it comes another ''Crawl'' tournament, lasting from April 11 - 27. <br />
<br />
==Team Name==<br />
We've been Ashenzari's Archivists the last two years running. Unless anyone has any particularly hilarious alternative suggestions, I figure we'll just keep the name. All opposed?<br />
<br />
===TEAM ROSTER===<br />
Remember to put <code># TEAMCAPTAIN MoogleDan</code> in your 0.14 .rc file. You can check to see if it is correctly placed by clicking on your .rc file link below. Once correctly inserted, your name will show up on the [http://dobrazupa.org/tournament/0.14/clans/xxxxx.html team profile] after a few minutes. <br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
|'''Player'''<br />
|'''Profile'''<br />
|'''Preferred Server(s)'''<br />
|'''0.14 .rc file'''<br />
|-<br />
|[[User:MoogleDan|MoogleDan]]<br />
|[http://crawl.akrasiac.org/scoring/players/moogledan.html MoogleDan]<br />
|[http://crawl.s-z.org/#lobby CSZO Webtiles]<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/MoogleDan.rc CSZO]<br />
|-<br />
|[[User:Flun|Flun]]<br />
|[http://crawl.akrasiac.org/scoring/players/flun.html Flun]<br />
|CSZO Console<br />
|[http://dobrazupa.org/rcfiles/crawl-0.14/Flun.rc CSZO]<br />
|-<br />
|[[User:HilariousDeathArtist|HilariousDeathArtist]]<br />
|[http://crawl.akrasiac.org/scoring/players/hilariousdeathartist.html HilariousDeathArtist]<br />
|[http://crawl.s-z.org/#lobby CSZO Webtiles]<br />
|[http://dobrazupa.org/rcfiles/crawl-0.14/HilariousDeathArtist.rc CSZO]<br />
|-<br />
|[[User:CommanderC|CommanderC]]<br />
|[http://crawl.akrasiac.org/scoring/players/commanderc.html CommanderC]<br />
|CDO Console<br />
|[http://crawl.develz.org/configs/0.14/commanderc.rc CDO]<br />
|-<br />
|[[User:Trystero|Trystero]]<br />
|[http://crawl.akrasiac.org/scoring/players/trystero.html Trystero]<br />
|CAO Console<br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.14/trystero.rc CAO]<br />
|-<br />
|[[User:Sildraith|Sildraith]]<br />
|[http://crawl.akrasiac.org/scoring/players/sildraith.html Sildraith]<br />
|CAO Console<br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.14/Sildraith.rc CAO]<br />
|}<br />
<br />
==Useful Links (some don't exist yet)==<br />
*[http://dobrazupa.org/tournament/0.14/ Tournament Overview]<br />
*[http://dobrazupa.org/tournament/0.14/teams.html Clan Leaderboard]<br />
*[http://dobrazupa.org/tournament/0.14/clans/XXX.html Ashenzari's Archivists Page]<br />
*[http://dobrazupa.org/tournament/0.14/species-backgrounds.html Current high value class/species]<br />
*[http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki IRC chat]<br />
<br />
==Combos==<br />
Cross out when done<br />
<br />
'''Races''': Ce DD DE Dg Dr Ds Fe Fo Gh Gr Ha HO HE Hu Ko Mi Mf Mu Na Og Op Sp Tr Te Vp VS | <s></s><br />
<br />
'''Classes''': AE AK AM Ar As Be Cj CK DK EE En FE Fi Gl He Hu IE Mo Ne Sk Su Tm VM Wn Wr Wz | <s></s><br />
<br />
'''Gods''': Ash Beogh Chei Dith Ely Fedhas Jiyva Kiku Lugonu Makhleb Nemelex "No God" Oka Sif Trog TSO Veh Xom Yred Zin | <s></s><br />
<br />
'''Ongoing games''': <br />
<br />
'''Planned games''':<br />
MoogleDan: CeBe of Trog, DDAM of Kiku, HODK of Yred, HuHe of Ely<br />
<br />
'''Suggested non-overlapping combos''':<br />
*HEFE, HEIE, SpVM of Veh<br />
*DESu of Sif<br />
*DDEE of Makhleb<br />
*HOFi or HOGl of Beogh<br />
*HaHu, HaAs, HaAM of Oka<br />
*KoEn or SpEn of Ash<br />
*OgDK of Yred<br />
*OgHu of Fedhas<br />
*TrMo, TrFi, TrHu of Chei<br />
*NaWz<br />
*CeHu or CeAM of Trog, Oka, or Makhleb<br />
*MfGl or MfIE of Fedhas, Oka, or Veh<br />
*Mi<br />
*TeAE or TeCj of Veh<br />
*DrTr of Chei or Oka<br />
*Gr<br />
*FoAK of Lugonu<br />
*VS<br />
*Dg<br />
*MuNe<br />
*Gh<br />
*VpAs or VpMo<br />
*FeBe<br />
*Op<br />
<br />
==Advice==<br />
The easier combos will rapidly lose value over the course of the tournament. Minotaurs/Gargoyles/Vine Stalkers, fighters/gladiators/berserkers, and Okawaru/Trog points will likely be worth much more if they're a first win for you than a final.<br />
<br />
That being said, getting your first and second wins are worth a bundle. Above all else, try to get at least two wins in the bank before the tournament ends! If you're having trouble, there's no shame in playing species, backgrounds, and gods that have already been played. I personally feel that CeHu of Trog, Oka, or Makhleb is about as easy a game as you can play.<br />
<br />
Any new runes are worth 30 points, so it is worth winning a 15 runer with a strong combo. Simply getting the Pan and Hell runes for the first time will give you 240 points. If you've already gotten two wins, this is an excellent way to keep racking up the score.<br />
<br />
Recommended branch order (from elliptic): Lair -> D:12 -> Orc -> D:15 -> S:4 -> maybe other S:4 -> get rune -> Vaults:4 -> maybe get second rune -> Depths:5 -> get three runes -> Zot<br />
<br />
==IRC Chat==<br />
I've created a webirc channel [http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki] for us that we can chat in from your browser (click the link to join). I'll also be hanging out in ##reddit-roguelikes when playing. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 23:48, 10 October 2013 (CEST)<br />
<br />
==See Also==<br />
[[Tournament/TeamWiki archive]]<br />
<br />
[[Category:Tournament]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Tournament/TeamWiki&diff=26130Tournament/TeamWiki2014-04-07T16:48:33Z<p>Sildraith: /* TEAM ROSTER */ fixed bracket</p>
<hr />
<div>==0.14 Crawl Tournament==<br />
The new version of ''Crawl'' is nearly here, and with it comes another ''Crawl'' tournament, lasting from April 11 - 27. <br />
<br />
==Team Name==<br />
We've been Ashenzari's Archivists the last two years running. Unless anyone has any particularly hilarious alternative suggestions, I figure we'll just keep the name. All opposed?<br />
<br />
===TEAM ROSTER===<br />
Remember to put <code># TEAMCAPTAIN MoogleDan</code> in your 0.14 .rc file. You can check to see if it is correctly placed by clicking on your .rc file link below. Once correctly inserted, your name will show up on the [http://dobrazupa.org/tournament/0.14/clans/xxxxx.html team profile] after a few minutes. <br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
|'''Player'''<br />
|'''Profile'''<br />
|'''Preferred Server(s)'''<br />
|'''0.14 .rc file'''<br />
|-<br />
|[[User:MoogleDan|MoogleDan]]<br />
|[http://crawl.akrasiac.org/scoring/players/moogledan.html MoogleDan]<br />
|[http://crawl.s-z.org/#lobby CSZO Webtiles]<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/MoogleDan.rc CSZO]<br />
|-<br />
|[[User:Flun|Flun]]<br />
|[http://crawl.akrasiac.org/scoring/players/flun.html Flun]<br />
|CSZO Console<br />
|[http://dobrazupa.org/rcfiles/crawl-0.14/Flun.rc CSZO]<br />
|-<br />
|[[User:HilariousDeathArtist|HilariousDeathArtist]]<br />
|[http://crawl.akrasiac.org/scoring/players/hilariousdeathartist.html HilariousDeathArtist]<br />
|[http://crawl.s-z.org/#lobby CSZO Webtiles]<br />
|[http://dobrazupa.org/rcfiles/crawl-0.14/HilariousDeathArtist.rc CSZO]<br />
|-<br />
|[[User:CommanderC|CommanderC]]<br />
|[http://crawl.akrasiac.org/scoring/players/commanderc.html CommanderC]<br />
|CDO Console<br />
|[http://crawl.develz.org/configs/0.14/commanderc.rc CDO]<br />
|-<br />
|[[User:Trystero|Trystero]]<br />
|[http://crawl.akrasiac.org/scoring/players/trystero.html Trystero]<br />
|CAO Console<br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.14/trystero.rc CAO]<br />
|-<br />
|[[User:Sildraith|Sildraith]]<br />
|[http://crawl.akrasiac.org/scoring/players/sildraith.html Sildraith]<br />
|CSZO Console<br />
|[http://dobrazupa.org/rcfiles/crawl-0.14/Sildraith.rc CSZO]<br />
|}<br />
<br />
==Useful Links (some don't exist yet)==<br />
*[http://dobrazupa.org/tournament/0.14/ Tournament Overview]<br />
*[http://dobrazupa.org/tournament/0.14/teams.html Clan Leaderboard]<br />
*[http://dobrazupa.org/tournament/0.14/clans/XXX.html Ashenzari's Archivists Page]<br />
*[http://dobrazupa.org/tournament/0.14/species-backgrounds.html Current high value class/species]<br />
*[http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki IRC chat]<br />
<br />
==Combos==<br />
Cross out when done<br />
<br />
'''Races''': Ce DD DE Dg Dr Ds Fe Fo Gh Gr Ha HO HE Hu Ko Mi Mf Mu Na Og Op Sp Tr Te Vp VS | <s></s><br />
<br />
'''Classes''': AE AK AM Ar As Be Cj CK DK EE En FE Fi Gl He Hu IE Mo Ne Sk Su Tm VM Wn Wr Wz | <s></s><br />
<br />
'''Gods''': Ash Beogh Chei Dith Ely Fedhas Jiyva Kiku Lugonu Makhleb Nemelex "No God" Oka Sif Trog TSO Veh Xom Yred Zin | <s></s><br />
<br />
'''Ongoing games''': <br />
<br />
'''Planned games''':<br />
MoogleDan: CeBe of Trog, DDAM of Kiku, HODK of Yred, HuHe of Ely<br />
<br />
'''Suggested non-overlapping combos''':<br />
*HEFE, HEIE, SpVM of Veh<br />
*DESu of Sif<br />
*DDEE of Makhleb<br />
*HOFi or HOGl of Beogh<br />
*HaHu, HaAs, HaAM of Oka<br />
*KoEn or SpEn of Ash<br />
*OgDK of Yred<br />
*OgHu of Fedhas<br />
*TrMo, TrFi, TrHu of Chei<br />
*NaWz<br />
*CeHu or CeAM of Trog, Oka, or Makhleb<br />
*MfGl or MfIE of Fedhas, Oka, or Veh<br />
*Mi<br />
*TeAE or TeCj of Veh<br />
*DrTr of Chei or Oka<br />
*Gr<br />
*FoAK of Lugonu<br />
*VS<br />
*Dg<br />
*MuNe<br />
*Gh<br />
*VpAs or VpMo<br />
*FeBe<br />
*Op<br />
<br />
==Advice==<br />
The easier combos will rapidly lose value over the course of the tournament. Minotaurs/Gargoyles/Vine Stalkers, fighters/gladiators/berserkers, and Okawaru/Trog points will likely be worth much more if they're a first win for you than a final.<br />
<br />
That being said, getting your first and second wins are worth a bundle. Above all else, try to get at least two wins in the bank before the tournament ends! If you're having trouble, there's no shame in playing species, backgrounds, and gods that have already been played. I personally feel that CeHu of Trog, Oka, or Makhleb is about as easy a game as you can play.<br />
<br />
Any new runes are worth 30 points, so it is worth winning a 15 runer with a strong combo. Simply getting the Pan and Hell runes for the first time will give you 240 points. If you've already gotten two wins, this is an excellent way to keep racking up the score.<br />
<br />
Recommended branch order (from elliptic): Lair -> D:12 -> Orc -> D:15 -> S:4 -> maybe other S:4 -> get rune -> Vaults:4 -> maybe get second rune -> Depths:5 -> get three runes -> Zot<br />
<br />
==IRC Chat==<br />
I've created a webirc channel [http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki] for us that we can chat in from your browser (click the link to join). I'll also be hanging out in ##reddit-roguelikes when playing. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 23:48, 10 October 2013 (CEST)<br />
<br />
==See Also==<br />
[[Tournament/TeamWiki archive]]<br />
<br />
[[Category:Tournament]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Tournament/TeamWiki&diff=26129Tournament/TeamWiki2014-04-07T16:47:03Z<p>Sildraith: /* TEAM ROSTER */ added myself as 6th team member - cleared with MoogleDan prior just to make sure I was welcome</p>
<hr />
<div>==0.14 Crawl Tournament==<br />
The new version of ''Crawl'' is nearly here, and with it comes another ''Crawl'' tournament, lasting from April 11 - 27. <br />
<br />
==Team Name==<br />
We've been Ashenzari's Archivists the last two years running. Unless anyone has any particularly hilarious alternative suggestions, I figure we'll just keep the name. All opposed?<br />
<br />
===TEAM ROSTER===<br />
Remember to put <code># TEAMCAPTAIN MoogleDan</code> in your 0.14 .rc file. You can check to see if it is correctly placed by clicking on your .rc file link below. Once correctly inserted, your name will show up on the [http://dobrazupa.org/tournament/0.14/clans/xxxxx.html team profile] after a few minutes. <br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
|'''Player'''<br />
|'''Profile'''<br />
|'''Preferred Server(s)'''<br />
|'''0.14 .rc file'''<br />
|-<br />
|[[User:MoogleDan|MoogleDan]]<br />
|[http://crawl.akrasiac.org/scoring/players/moogledan.html MoogleDan]<br />
|[http://crawl.s-z.org/#lobby CSZO Webtiles]<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/MoogleDan.rc CSZO]<br />
|-<br />
|[[User:Flun|Flun]]<br />
|[http://crawl.akrasiac.org/scoring/players/flun.html Flun]<br />
|CSZO Console<br />
|[http://dobrazupa.org/rcfiles/crawl-0.14/Flun.rc CSZO]<br />
|-<br />
|[[User:HilariousDeathArtist|HilariousDeathArtist]]<br />
|[http://crawl.akrasiac.org/scoring/players/hilariousdeathartist.html HilariousDeathArtist]<br />
|[http://crawl.s-z.org/#lobby CSZO Webtiles]<br />
|[http://dobrazupa.org/rcfiles/crawl-0.14/HilariousDeathArtist.rc CSZO]<br />
|-<br />
|[[User:CommanderC|CommanderC]]<br />
|[http://crawl.akrasiac.org/scoring/players/commanderc.html CommanderC]<br />
|CDO Console<br />
|[http://crawl.develz.org/configs/0.14/commanderc.rc CDO]<br />
|-<br />
|[[User:Trystero|Trystero]]<br />
|[http://crawl.akrasiac.org/scoring/players/trystero.html Trystero]<br />
|CAO Console<br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.14/trystero.rc CAO]<br />
|-<br />
|[[User:Sildraith|Sildraith]]<br />
|[http://crawl.akrasiac.org/scoring/players/sildraith.html Sildraith]<br />
|CSZO Console<br />
|[[http://dobrazupa.org/rcfiles/crawl-0.14/Sildraith.rc CSZO]<br />
|}<br />
<br />
==Useful Links (some don't exist yet)==<br />
*[http://dobrazupa.org/tournament/0.14/ Tournament Overview]<br />
*[http://dobrazupa.org/tournament/0.14/teams.html Clan Leaderboard]<br />
*[http://dobrazupa.org/tournament/0.14/clans/XXX.html Ashenzari's Archivists Page]<br />
*[http://dobrazupa.org/tournament/0.14/species-backgrounds.html Current high value class/species]<br />
*[http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki IRC chat]<br />
<br />
==Combos==<br />
Cross out when done<br />
<br />
'''Races''': Ce DD DE Dg Dr Ds Fe Fo Gh Gr Ha HO HE Hu Ko Mi Mf Mu Na Og Op Sp Tr Te Vp VS | <s></s><br />
<br />
'''Classes''': AE AK AM Ar As Be Cj CK DK EE En FE Fi Gl He Hu IE Mo Ne Sk Su Tm VM Wn Wr Wz | <s></s><br />
<br />
'''Gods''': Ash Beogh Chei Dith Ely Fedhas Jiyva Kiku Lugonu Makhleb Nemelex "No God" Oka Sif Trog TSO Veh Xom Yred Zin | <s></s><br />
<br />
'''Ongoing games''': <br />
<br />
'''Planned games''':<br />
MoogleDan: CeBe of Trog, DDAM of Kiku, HODK of Yred, HuHe of Ely<br />
<br />
'''Suggested non-overlapping combos''':<br />
*HEFE, HEIE, SpVM of Veh<br />
*DESu of Sif<br />
*DDEE of Makhleb<br />
*HOFi or HOGl of Beogh<br />
*HaHu, HaAs, HaAM of Oka<br />
*KoEn or SpEn of Ash<br />
*OgDK of Yred<br />
*OgHu of Fedhas<br />
*TrMo, TrFi, TrHu of Chei<br />
*NaWz<br />
*CeHu or CeAM of Trog, Oka, or Makhleb<br />
*MfGl or MfIE of Fedhas, Oka, or Veh<br />
*Mi<br />
*TeAE or TeCj of Veh<br />
*DrTr of Chei or Oka<br />
*Gr<br />
*FoAK of Lugonu<br />
*VS<br />
*Dg<br />
*MuNe<br />
*Gh<br />
*VpAs or VpMo<br />
*FeBe<br />
*Op<br />
<br />
==Advice==<br />
The easier combos will rapidly lose value over the course of the tournament. Minotaurs/Gargoyles/Vine Stalkers, fighters/gladiators/berserkers, and Okawaru/Trog points will likely be worth much more if they're a first win for you than a final.<br />
<br />
That being said, getting your first and second wins are worth a bundle. Above all else, try to get at least two wins in the bank before the tournament ends! If you're having trouble, there's no shame in playing species, backgrounds, and gods that have already been played. I personally feel that CeHu of Trog, Oka, or Makhleb is about as easy a game as you can play.<br />
<br />
Any new runes are worth 30 points, so it is worth winning a 15 runer with a strong combo. Simply getting the Pan and Hell runes for the first time will give you 240 points. If you've already gotten two wins, this is an excellent way to keep racking up the score.<br />
<br />
Recommended branch order (from elliptic): Lair -> D:12 -> Orc -> D:15 -> S:4 -> maybe other S:4 -> get rune -> Vaults:4 -> maybe get second rune -> Depths:5 -> get three runes -> Zot<br />
<br />
==IRC Chat==<br />
I've created a webirc channel [http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki] for us that we can chat in from your browser (click the link to join). I'll also be hanging out in ##reddit-roguelikes when playing. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 23:48, 10 October 2013 (CEST)<br />
<br />
==See Also==<br />
[[Tournament/TeamWiki archive]]<br />
<br />
[[Category:Tournament]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Current_projects/0.13_update_project&diff=21815Current projects/0.13 update project2013-11-01T18:45:44Z<p>Sildraith: /* Items */ crossed out some completed items</p>
<hr />
<div>==Project goals==<br />
<br />
*The priority goal of this project is to go through the changelog below and <s>cross out</s> lines once the updates have been incorporated into the appropriate wiki article, or if they don't require any changes. If you think a page is up to date, make sure to add [[:Template:version013]] (i.e. <nowiki> {{version012}}</nowiki>) to the page. <br />
*Secondly, articles tagged with [[:Category:Crystal Ball Articles]] should be removed from the category after being updated (unless they refer to 0.14 or trunk material). There may be some sentences that need to be changed from future to past tense. <br />
*Finally, there is [[:Category:013 Tiles|new artwork]] that needs to be updated as (lower priority). Instructions are in the link. <br />
<br />
===Contributors===<br />
*[[User:Flun|Flun]]<br />
*[[User:Sildraith|Sildraith]]<br />
*[[User:CommanderC|CommanderC]]<br />
*''Add name here''<br />
<br />
== 0.13 Changelog ==<br />
<br />
===0.13 highlights===<br />
---------------<br />
* <s>A new race: [[Gargoyle]]s.</s><br />
* A reimagined [[Skald]] background.<br />
* A thorough rework of the monster set in [[Crypt]].<br />
* Improvements to many evokable items.<br />
* A new item: [[sack of spiders]].<br />
* Massively overhauled layout generators.<br />
* [[Summonings]] school: per-spell limits and no stair following or pulling.<br />
* New [[Sprint]] map: linesprint.<br />
<br />
===Branches, environment===<br />
---------------------<br />
* A new Sprint map: "|||||||||||||||||||||||||||||" by st (otherwise known as linesprint).<br />
* [[Branch]]es now have exactly one exit stair (except [[the Dungeon]], which can, but is not guaranteed, to have more).<br />
* Many new layouts have been added to most branches, including unique layouts for branches that didn't have them; and numerous tweaks and improvements to existing layouts.<br />
* [[Vault]]s can now be placed at the centre of some layouts prepared to accept them there.<br />
* All [[portal]] vaults entrances that time out are now announced.<br />
* [[Temple]] overflow [[altar]]s can now contain multiple altars.<br />
* <s>New [[shop]] type: gadget shops, which sell evokable items.</s><br />
* Mechanical [[trap]]s do not spawn outside of vaults.<br />
* [[Zot trap]] effects are now only a subset of the full set of miscasts, and have some new unique effects - draining of [[wand]] charges and Word of Recall (as per [[ironbrand convoker]]s).<br />
<br />
===Character===<br />
---------<br />
* <s>A new race: [[Gargoyle]]s, with low natural [[HP]] but an impressive host of resistances and the ability to [[fly]] at XL14.<br />
* [[Sludge elves]] are no more.</s><br />
* The [[Skald]] background gets a reworked [[spell book]] with four new spells:<br />
** <s>[[Infusion]] grants additional melee damage costing MP with each strike;<br />
** [[Song of Slaying]] grants an incremental slaying bonus with every monster killed (of sufficient threat level);<br />
** [[Spectral Weapon]] creates an allied spectral clone of your weapon which strikes enemies in melee when you do.<br />
** [[Song of Shielding]] has a similar effect to [[spirit shield]], trading [[HP]] loss for [[MP]] loss.<br />
* [[Priest]]s are no more.<br />
* The [[nausea]] [[status effect]] from eating contaminated [[chunk]]s has been removed; contaminated chunks now give less nutrition for characters that can't handle them.</s><br />
* [[Stabbing]] skill is no more; stabs now depend upon the average of the character's [[stealth]] and weapon skill.<br />
* The [[Traps]] skill is no more; all characters detect traps as though they had (XL/3) Traps skill.<br />
* <s>[[Chaos knight]]s start with a +0 [[chaos]] weapon instead of a +2 normal weapon.</s><br />
* New tier 2 [[demonspawn mutation]] - "magic shield", giving [[spirit shield]] at level one, improved magic regeneration at level two, and regenerating mana in place of health as a function of current magic level at level three.<br />
* Deaths to [[acid]], self-targetting, and [[sticky flame]] now credit the appropriate monster/spell.<br />
* [[stat death|Draining a stat to zero]] can no longer directly kill the player; instead, further stat drain damages the player. The effects of a stat being at zero (fainting, slow actions, etc.) persist.<br />
* [[Ogre]] [[hunter]]s and [[artificer]]s now start with a [[club]] instead of a [[short sword]].<br />
<br />
===Monsters===<br />
--------<br />
* New/reworked [[Crypt]] monsters:<br />
** [[Wraith]]s, [[shadow wraith]]s, and [[eidolon]]s drain speed instead of [[XP]].<br />
** [[Eidolon]]s deal more melee damage and can cast [[Bolt of Draining]].<br />
** [[Phantasmal warrior]]s can temporarily reduce their target's [[magic resistance]] and can [[blink close]]r to their foes.<br />
** [[Flayed ghost]]s gain a [[smite]]-targeted flaying attack, dealing temporary damage that scales with XP and goes away when the flayed ghost is killed and/or enough time passes.<br />
** [[Ancient champion]]s, formerly a vault-specific monster, are now full randomly-generated monsters, coming with a band of [[skeletal warrior]]s 50% of the time.<br />
** [[Vampire mage]]s cast [[Vampiric Draining]] more often, and have slightly higher [[HD]] and HP; they also come with a band of [[list of vampires|vampires]].<br />
** [[Rotting hulk]]s are now [[plague shambler]]s, capable of inflicting a "[[retching]]" [[status effect]] that prevents food consumption; they generate a [[cloud]] of [[miasma]] on death.<br />
** [[Spectral thing]]s move at their full base monster speed.<br />
** [[Deep dwarf death knight]]s gain slightly better attack power and starting equipment, and now come with a band of [[undead]].<br />
** [[Flying skull]]s get a slight HP boost and a larger attack power boost.<br />
** [[Ghoul (monster)|Ghouls]] inflict [[rot]] half as often.<br />
** [[Curse skull]]s are capable of out-of-LOS movement, similar to [[wandering mushroom]]s, but preferring to place themselves where a player needs to move the most to actually reach them.<br />
** New monster: [[revenant]]s, possessing a ghostly fireball attack and capable of creating clouds of ghostly flame, which do not harm undead and occasionally summon spectral things.<br />
** New monster: [[lost soul]]s, who sacrifice themselves to heal nearby undead creatures or assume the shape of a nearby killed living creature; they can be summoned by [[deep elf death mage]]s.<br />
** [[Necromancer (monster)|Necromancers]] don't come with [[necrophage]]s, but do come with [[simulacra]].<br />
** [[Unborn deep dwarves]] are now just [[unborn]].<br />
** New monster: [[jiangshi]], who move in short burts (like [[sixfirhies]]) and possess a [[vampiric]] melee attack.<br />
* New [[forest]]-themed monsters:<br />
** [[Spriggan assassin]]s and [[spriggan enchanter]]s, who attempt to disable the player with [[blowgun]]s and [[hexes]] respectively before moving in for the kill.<br />
** [[Faun]]s, who hex the player before attacking from afar, and their larger brethren [[satyr]]s, who can empower their nearby allies.<br />
** [[Dryad]]s, who can awaken the forest and summon vines to pull their enemies closer to trees.<br />
** [[Wind drake]]s, who can breathe powerful blasts of wind and [[airstrike]] the player.<br />
** [[Thorn lotus]]es, plants adrift on the water that pepper the player with thorns fired from afar.<br />
** [[Thorn hunter]]s, who fire volleys of thorns and create briar patches to impede their foes' movements.<br />
** [[Spirit wolves]], who can howl to summon additional spirit wolves at periodic intervals.<br />
** [[Ancient bear]]s, a bear to rival a dire elephant with fire resistance.<br />
** [[Water nymph]]s, who can teleport their target to their home water area and strike down the player with said water.<br />
** [[Treant]]s, slow-moving, tough plants home to a nest of wasps.<br />
* <s>Other new monsters:<br />
** [[Tengu reaver]]s, skilled with both steel and spells; appearing in the late dungeon and in Vaults.<br />
** [[Elemental wellspring]]s, aquatic enemies that fire primal waves at their foes while they're busy dealing with [[water elemental]]s.<br />
** [[Deathcap]]s, summonable by [[curse toe]]s - tougher [[wandering mushroom]]s with [[Drain Life]].<br />
* New unique: [[Sojobo]], king of the tengu. </s><br />
* [[Jory]] now spawns normally in the late dungeon, instead of being limited to vaults.<br />
* Adjustments to some tier 4 demons:<br />
** [[Orange demon]]s' sting has a 50% chance of inflicting a [[Weakness]] status, which reduces the player's attack damage.<br />
** [[Blue devil]]s have a swooping attack, where they can immediately move adjacent to the player and attack from up to four tiles away.<br />
** [[Red devil]]s can now hop backwards from adjacent foes to make use of their now-guaranteed polearms' reaching attacks.<br />
* Adjustments to the elementals:<br />
** [[Water elemental]]s have an asphyxiation attack which lasts as long as their target is next to them, and have slightly increased AC and HP.<br />
** [[Fire elemental]]s (and [[fire vortices]]) deal pure fire damage.<br />
* Updated spell set for several monsters:<br />
** [[Draconian shifter]]s:<br />
*** [[Banishment]] is dropped.<br />
*** A new monster spell: [[Dimension Anchor]], which temporarily prevents teleportation, blinking, and [[Phase Shift]].<br />
*** A new monster spell: [[Blink Allies Encircling]], which blinks nearby allies around the target.<br />
*** [[Controlled Blink]] is replaced with [[Blink#Monster Version|Blink Away]] as an emergency spell.<br />
** [[Spriggan air mage]]s:<br />
*** Drop [[Swiftness]].<br />
*** New spell: [[Control Winds]], which manipulates [[cloud]]s (including putting out fores fires immediately), and improves allied ranged weapon accuracy.<br />
** [[Spriggan druid]]s:<br />
*** Drop [[Summon Caniforms]].<br />
*** New spells: [[Haste Plants]], which [[haste]]s nearby plant-like enemies, and [[Druid's Call]], which calls wildlife from elsewhere on the level to aid the druid.<br />
** [[The Enchantress]]:<br />
*** [[Banishment]] is banished.<br />
*** Gains [[Dimension Anchor]] (see draconian shifter entry above), [[Strip Resistance]] (lowers the magic resistance of the target), and [[Mass Confusion]].<br />
** [[Curse toe]]s:<br />
*** No more [[Summon Undead]].<br />
** [[Deep elf summoner]]s:<br />
*** [[Summon Demon]] replaced with [[Summon Vermin]], which summons [[orange rat]]s, [[spider]]s, and some other things.<br />
** [[Deep elf priest]]s/[[Deep elf high priest]]s:<br />
*** A new spell "[[Malign Offering]]", which steals HP from the target to give to their allies.<br />
** [[Deep elf mage]]s:<br />
*** Entirely new spellsets:<br />
**** [[Freeze]], [[Throw Icicle]], [[Summon Ice Beast]];<br />
**** [[Bolt of Magma]], [[Stone Arrow]], [[Petrify]];<br />
**** [[Iskenderun's Mystic Blast]], [[Slow]], [[Venom Bolt]], [[Blink]];<br />
**** [[Flame Tongue]], [[Throw Flame]], [[Sticky Flame]], [[Fireball]];<br />
**** [[Magic Dart]], [[Force Lance]], [[Iskenderun's Mystic Blast]], [[Iskenderun's Battlesphere]].<br />
** [[Deep elf conjurer]]s:<br />
*** Only one spellset ([[Bolt of Fire]], [[Bolt of Cold]], [[Lightning Bolt]], [[Bolt of Draining]]); the spell set with sticky flame has been removed.<br />
** [[Gloorx Vloq]]:<br />
*** No longer has [[Invisibility]] as an emergency spell.<br />
* Speed adjustments to several monsters:<br />
** Speed 8: [[spiny worm]]s, [[snapping turtle]]s, [[guardian mummies]] (all previously speed 9).<br />
** Speed 10: [[jellies]] (previously 9).<br />
* [[Shadow]]s can now turn invisible, allowing them to move faster and land a guaranteed stab attack on enemies.<br />
* The retribution effect for killing an [[apis]] now inflicts [[Weakness]] on the player, instead of healing nearby hostiles.<br />
* [[Giant fireflies]] can now signal nearby awake monsters in a manner similar to shouting.<br />
* [[Vault warden]]s can seal stairways in addition to doors.<br />
* [[Zombie]]s no longer appear excessively out of depth in the early dungeon.<br />
* Orb run monster spawns no longer include weak monsters, and now include [[Orb Guardian]]s.<br />
* Monster actions are now taken in order of speed, rather than any given monster taking all of its actions at once.<br />
* Removed monsters:<br />
** <s>[[Laboratory rat]]s.<br />
** [[War dog]]s</s> (replaced by [[wolves]] with essentially matching stats).<br />
** <s>[[Deep dwarf scion]]s, [[deep dwarf necromancer]]s, and [[deep dwarf artificer]]s.</s><br />
** [[Deep elf soldier]]s.<br />
** A large number of vault-specific monsters.<br />
* Imps and other weak monsters no longer appear in [[Pandemonium]].<br />
* [[Nergalle]] appears earlier in the dungeon.<br />
* [[Lamia]] no longer comes with a band of minions.<br />
* <s>Creatures other than natural creatures can now be [[frenzied]]; this causes them to attack anything in sight. The [[berserk]]ing effect of frenzy (might and haste effects) is limited to natural creatures.</s><br />
<br />
===Spells===<br />
------<br />
* New spells:<br />
** [[Searing Ray]], a level 2 conjuration replacing [[Force Lance]] in the [[Book of Conjurations]] that deals damage over several consecutive turns.<br />
** <s>[[Discord]], a level 8 [[Hexes]] spell that attempts to [[frenzy]] all monsters in sight.</s><br />
* <s>[[Summon Small Mammals]] now only ever summons one mammal, and is renamed to [[Summon Small Mammal]] as a consequence.</s><br />
* 100% of teleports on the orb run are delays (up from 50%).<br />
* [[Haunt]] adjustments:<br />
** Summons now fixate on their target.<br />
** [[Flayed ghost]]s are no longer summoned.<br />
** Friendlies are no longer targettable.<br />
* [[Olgreb's Toxic Radiance]] now [[poison]]s continuously over several turns (and deals impact damage); it also ignores the caster's poison resistance (if any).<br />
* [[Dragon Form]] is pure [[Transmutations]] (was Tmut/Fire for all but [[Draconian]]s).<br />
* [[Force Lance]] is now level 5 (was level 2), with boosted range and damage to match.<br />
* [[Fulminant Prism]] now caps at 200 spellpower.<br />
* [[Swiftness]] can be cast in water; it doesn't operate in water, but it grants the status (which operates as expected when out of the water).<br />
* [[Summonings]] caps are introduced. This acts on a per-spell basis, each spell has a fixed numerical limit for the number of summons active at any time. Going over this limit means your oldest summons will expire in a very short number of turns. Applies only to non-necromantic non-permanent summons.<br />
* Temporary summons will no longer follow the player down stairs.<br />
* Temporary summons expire when the player moves to a different level.<br />
<br />
===Items===<br />
-----<br />
* The elemental evocation items have been reworked:<br />
** All no longer depend on elemental magic skill or nearby terrain, can summon multiple elementals, and have an XP-based recharge timer.<br />
** The [[lamp of fire]] fires up to three trails of flame in a given direction.<br />
** The [[fan of air elementals]] is now the [[fan of gales]], and blows back nearby enemies.<br />
** The [[stone of earth elementals]] is now the [[stone of tremors]]; it causes rubble to fall from nearby rock, stone, or permarock walls to damage creatures adjacent to them, and has a chance to [[shaft]] creatures;<br />
** A new elemental evoker item - the [[phial of floods]]; it generates a wave of water which temporarily leaves a pool of water behind, and summons [[water elemental]]s.<br />
* The dependence of armour penalties on strength has been adjusted; there are no longer magic strength numbers for lowest possible penalties.<br />
* <s>Potions of gain <ability> have been replaced by [[potions of beneficial mutation]], which grant the player a single beneficial mutation.<br />
* the [[Scroll of vorpalise weapon]] is now called [[Scroll of brand weapon]], and can rebrand weapons that already have a permanent brand affixed.</s><br />
* the [[Scroll of immolation]] has been reworked to [[Inner Flame]] everything in [[LOS]].<br />
* [[Lear's chain mail]] is now [[Lear's hauberk]] - a +27 [[chain mail]] that covers all armour slots other than [[shields]] and [[cloak]]s.<br />
* The [[staff of energy]] eliminates 100% of spell hunger again, and includes the now-gone [[staff of channeling]] as well.<br />
* The [[staff of power]] scales with your maximum magic power.<br />
* [[Box of beasts]] has been reworked:<br />
** Has a fixed, random number of charges between 5 and 15 inclusive.<br />
** 1/3 chance to fail on usage with no bad effects.<br />
** When successful, generates a [[chimera]]; a new monster with three heads. Each head can be a different beast, picked from a list which provides better/stronger beasts at higher [[Evocations]] skill. The heads determine the attacks and abilities available to the monster.<br />
* New "[[sack of spiders]]" item:<br />
** Fixed charges between 5 and 15 inclusive.<br />
** On evoking, creates [[web]]s around you and releases [[list of arachnids|spiders]].<br />
** Number of webs and type/number of spiders scales with evocations.<br />
* <s>[[Splint mail]] has been removed; [[chain mail]] is now 8 AC to compensate.</s><br />
* [[Needle]]s of [[sickness]] have been removed.<br />
* [[Manual]]s do not need to be read to be activated; they're always on while in inventory.<br />
* The [[rod of striking]] now functions as a melee weapon - it expends charges to deal additional damage in melee.<br />
* [[Boots]] of [[running]] have a -1 movement delay (was -2).<br />
* The [[lantern of shadows]]' rate of shadow spawning scales with evocations, and the resulting shadows now wander instead of following the player.<br />
* <s>New unrand: the +4 [[moon troll leather armour]] {Spirit MP+5 Regen}.</s><br />
* Adjustments to unrands:<br />
** [[Arga]] is now a [[broad axe]].<br />
** [[Bullseye]] is now a [[large shield]].<br />
** The [[shield of the Gong]] no longer has [[guardian spirit]]; it is otherwise unchanged.<br />
** The [[knife of Accuracy]] and [[boots of the Assassin]] are no more.<br />
** The [[lightning scales]] are now +6 (was +3).<br />
* [[Hammer]]s do not generate outside of vaults.<br />
<br />
===Gods===<br />
----<br />
* [[Yredelemnul]] no longer gifts [[rotting hulk]]s / [[plague shambler]]s.<br />
* <s>[[Hill orc]]s encountering an [[orc priest]] for the first time are offered the chance to convert to [[Beogh]] on the spot.</s><br />
* [[Zin]]'s Recite no longer paralyses the player; the player can take any action that doesn't involve the mouth while reciting.<br />
<br />
<s><br />
===Interface===<br />
---------<br />
* For online play, explore_delay and travel_delay are instananeous by default.<br />
* Dungeon features with variable-colour tiles now display those colours in tiles (e.g. walls in the Abyss, the Elven Halls, and the Pan disco hall).<br />
* Examining a monster will display the spells monsters of its type are capable of using.<br />
<br />
===Technical===<br />
---------<br />
* A port to OpenSolaris (Dyson/Illumos).<br />
* MSVC compilation once again possible (Visual Studio [Express] 2012)<br />
</s><br />
<br />
[[Category: Crawl Versions]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Chain_mail&diff=21814Chain mail2013-11-01T18:41:09Z<p>Sildraith: Version 0.13 changes - 7->8 AC</p>
<hr />
<div>{{version013}}<br />
{{armour<br />
|name = Chain mail<br />
|cost = ?<br />
|weight = 40.0<br />
|AC = 8<br />
|SV = n/a <br />
|EV = -4<br />
|maxenc = +7<br />
|skill = Armour<br />
|size = Small, medium<br />
|acquirement = ?<br />
|weartime = 9<br />
|GDR = 31%<br />
}}<br />
<br />
{{flavour|A suit made of interlocking metal rings.}}<br />
<br />
'''Chain mail''' is one of the heavier normal [[armour]]s you can acquire providing substantial defense but at a heavy cost to evasion. It requires a minimum of 12 [[strength]] to wear effectively.<br />
<br />
Although players focusing on the [[Armour skill]] may get some use out of this early on, they should switch to [[plate mail]] or better as soon as possible for superior defense. [[Dodge]]rs and casters will likely find this armour too heavy to bother with.<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! || Common || Elven || Orcish<br />
|-<br />
| '''Mundane''' || [[Image:Chain mail1.png]] || [[Image:Elven chain mail.png]] || [[Image:Orcish chain mail.png]]<br />
|-<br />
| '''Magical''' || [[Image:Chain mail2.png]] || N/A || [[Image:Orcish chain mail2.png]]<br />
|-<br />
| '''Artifact''' || [[Image:Chain mail3.png]] || N/A || N/A<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 />
==History==<br />
Prior to [[0.13]], chain mail had 7 base AC.<br />
<br />
[[Category:Body armour]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Splint_mail&diff=21813Splint mail2013-11-01T18:37:34Z<p>Sildraith: Splint mail obsolete as of 0.13</p>
<hr />
<div>{{obsolete}}<br />
{{armour<br />
|name = Splint Mail<br />
|cost = ?<br />
|weight = 55.0<br />
|AC = 8<br />
|SV = n/a <br />
|EV = -5<br />
|maxenc = +8<br />
|skill = Armour<br />
|size = Small, Medium<br />
|weartime = 9<br />
|acquirement = ?<br />
|GDR = 34%<br />
}}<br />
{{flavour|A heavy suit of body armour consisting of narrow strips of metal which are attached lengthwise to a thick leather backing. While offering great protection, splint mail is quite difficult to move in without proper training.}}<br />
'''Splint mail''' is a fairly heavy suit of body [[armour]], providing defense similar to but worse than [[plate armour]]. Casters should never use it, and physical fighters should probably upgrade to something better when the opportunity arises. It does provide adequate protection for those who don't quite have the [[strength]] to wear plate armour yet.<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! || Image<br />
|-<br />
| '''Mundane''' || [[File:Splint mail1.png]]<br />
|-<br />
| '''Magical''' || [[File:Splint mail2.png]]<br />
|-<br />
| '''Artifact''' || [[File:Splint mail3.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 />
==History==<br />
Splint mail was removed in [[0.13]], and chain mail was bumped up to 8 base AC to take its place.<br />
<br />
[[Category:Body armour]]<br />
[[Category:Obsolete articles]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Tournament/TeamWiki&diff=21082Tournament/TeamWiki2013-10-17T18:36:40Z<p>Sildraith: /* Combos */ Ar dropped in value - having luck with a KoSu that was worth a lot when started.</p>
<hr />
<div>==0.13 Crawl Tournament==<br />
The new version of ''Crawl'' is nearly here, and with it comes another ''Crawl'' tournament (Oct 11-27). <br />
<br />
Okay people, we played well two years ago, and... well, we sucked last year, but what'cha gonna do. Anyone interested in giving it another shot this year? Does anyone know of any particular good players who might be willing to sign up for the Wiki's team? Anybody have any particularly amusing names to propose for us?<br />
<br />
===TEAM ROSTER===<br />
<br />
Remember to put <code># TEAMCAPTAIN Flun</code> in your 0.13 .rc file. You can check to see if it is correctly placed by clicking on your .rc file link below. Once correctly inserted, your name will show up on the [http://dobrazupa.org/tournament/0.13/clans/flun.html team profile] after a few minutes. <br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
|'''Player'''<br />
|'''Profile'''<br />
|'''Preferred Server(s)'''<br />
|'''0.13 .rc file'''<br />
|-<br />
|[[User:MoogleDan|MoogleDan]]<br />
|[http://crawl.akrasiac.org/scoring/players/moogledan.html MoogleDan]<br />
|CSZO Webtiles<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/MoogleDan.rc CSZO]<br />
|-<br />
|[[User:Flun|Flun]]<br />
|[http://crawl.akrasiac.org/scoring/players/flun.html Flun]<br />
|CSZO Console<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/Flun.rc CSZO]<br />
|-<br />
|[[User:CommanderC|CommanderC]]<br />
|[http://crawl.akrasiac.org/scoring/players/commanderc.html CommanderC]<br />
|CDO Console<br />
|[http://crawl.develz.org/configs/0.13/commanderc.rc CDO]<br />
|-<br />
|[[User:spudwalt|spudwalt]]<br />
|[http://crawl.akrasiac.org/scoring/players/spudwalt.html spudwalt]<br />
|CAO Webtiles<br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.13/spudwalt.rc CAO]<br />
|-<br />
|[[HilariousDeathArtist|HilariousDeathArtist]]<br />
|[http://crawl.akrasiac.org/scoring/players/hilariousdeathartist.html HilariousDeathArtist]<br />
|CAO Webtiles <br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.13/HilariousDeathArtist.rc CAO]<br />
|-<br />
|[[User:Sildraith|Sildraith]]<br />
|[http://crawl.akrasiac.org/scoring/players/sildraith.html sildraith]<br />
|CSZO Console<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/sildraith.rc CSZO]<br />
|}<br />
<br />
==Useful Links==<br />
* [http://dobrazupa.org/tournament/0.13/overview.html Tournament Overview]<br />
* [http://dobrazupa.org/tournament/0.13/teams.html Clan Leaderboard]<br />
* [http://dobrazupa.org/tournament/0.13/clans/flun.html Ashenzari's Archivists Page]<br />
* [http://dobrazupa.org/tournament/0.13/species-backgrounds.html Current high value class/species]<br />
* [http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki IRC chat]<br />
<br />
==Combos==<br />
Cross out when done<br />
<br />
'''Races''': DD Dg Dr Ds Fe Gh Gr Ha HE Hu Ko Mf Mu Na Og Op Te Vp | <s>Ce HO Mi Sp Tr DE</s><br />
<br />
'''Classes''': AE AK AM Ar As Cj CK DK EE Hu IE Mo Ne Sk Su Tm VM Wn Wr Wz | <s>Be En Fi Gl He FE</s><br />
<br />
'''Gods''': Chei Fedhas Jiyva Lugonu Makhleb Nemelex "No God" Sif TSO Veh Xom Yred Zin | <s>Ash Beogh Ely Oka Trog Kiku</s><br />
<br />
<br />
<br />
'''Ongoing games''': KoSu (Sildraith), GrEE (spudwalt), TrCk (Flun), MfDK (MoogleDan), GhSu^Nemelex (CommanderC)<br />
<br />
'''Planned games''': <br />
<br />
'''Suggested non-overlapping combos''':<br />
<br />
Any sort of wizard of Vehumet would be appreciated, and if anyone can actually win a mummy, ANY mummy, well, that's just low hanging fruit right there.<br />
<br />
==IRC Chat==<br />
<br />
I've created a webirc channel [http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki] for us that we can chat in from your browser (click the link to join). I'll also be hanging out in ##reddit-roguelikes when playing. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 23:48, 10 October 2013 (CEST)</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Tournament/TeamWiki&diff=21072Tournament/TeamWiki2013-10-16T17:31:07Z<p>Sildraith: /* Combos */ updated combo - getting back on track</p>
<hr />
<div>==0.13 Crawl Tournament==<br />
The new version of ''Crawl'' is nearly here, and with it comes another ''Crawl'' tournament (Oct 11-27). <br />
<br />
Okay people, we played well two years ago, and... well, we sucked last year, but what'cha gonna do. Anyone interested in giving it another shot this year? Does anyone know of any particular good players who might be willing to sign up for the Wiki's team? Anybody have any particularly amusing names to propose for us?<br />
<br />
===TEAM ROSTER===<br />
<br />
Remember to put <code># TEAMCAPTAIN Flun</code> in your 0.13 .rc file. You can check to see if it is correctly placed by clicking on your .rc file link below. Once correctly inserted, your name will show up on the [http://dobrazupa.org/tournament/0.13/clans/flun.html team profile] after a few minutes. <br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
|'''Player'''<br />
|'''Profile'''<br />
|'''Preferred Server(s)'''<br />
|'''0.13 .rc file'''<br />
|-<br />
|[[User:MoogleDan|MoogleDan]]<br />
|[http://crawl.akrasiac.org/scoring/players/moogledan.html MoogleDan]<br />
|CSZO Webtiles<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/MoogleDan.rc CSZO]<br />
|-<br />
|[[User:Flun|Flun]]<br />
|[http://crawl.akrasiac.org/scoring/players/flun.html Flun]<br />
|CSZO Console<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/Flun.rc CSZO]<br />
|-<br />
|[[User:CommanderC|CommanderC]]<br />
|[http://crawl.akrasiac.org/scoring/players/commanderc.html CommanderC]<br />
|CDO Console<br />
|[http://crawl.develz.org/configs/0.13/commanderc.rc CDO]<br />
|-<br />
|[[User:spudwalt|spudwalt]]<br />
|[http://crawl.akrasiac.org/scoring/players/spudwalt.html spudwalt]<br />
|CAO Webtiles<br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.13/spudwalt.rc CAO]<br />
|-<br />
|[[HilariousDeathArtist|HilariousDeathArtist]]<br />
|[http://crawl.akrasiac.org/scoring/players/hilariousdeathartist.html HilariousDeathArtist]<br />
|CAO Webtiles <br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.13/HilariousDeathArtist.rc CAO]<br />
|-<br />
|[[User:Sildraith|Sildraith]]<br />
|[http://crawl.akrasiac.org/scoring/players/sildraith.html sildraith]<br />
|CSZO Console<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/sildraith.rc CSZO]<br />
|}<br />
<br />
==Useful Links==<br />
* [http://dobrazupa.org/tournament/0.13/overview.html Tournament Overview]<br />
* [http://dobrazupa.org/tournament/0.13/teams.html Clan Leaderboard]<br />
* [http://dobrazupa.org/tournament/0.13/clans/flun.html Ashenzari's Archivists Page]<br />
* [http://dobrazupa.org/tournament/0.13/species-backgrounds.html Current high value class/species]<br />
* [http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki IRC chat]<br />
<br />
==Combos==<br />
Cross out when done<br />
<br />
'''Races''': DD Dg Dr Ds Fe Gh Gr Ha HE Hu Ko Mf Mu Na Og Op Te Vp | <s>Ce HO Mi Sp Tr DE</s><br />
<br />
'''Classes''': AE AK AM Ar As Cj CK DK EE Hu IE Mo Ne Sk Su Tm VM Wn Wr Wz | <s>Be En Fi Gl He FE</s><br />
<br />
'''Gods''': Chei Fedhas Jiyva Lugonu Makhleb Nemelex "No God" Sif TSO Veh Xom Yred Zin | <s>Ash Beogh Ely Oka Trog Kiku</s><br />
<br />
<br />
<br />
'''Ongoing games''': KoAr (Sildraith), GrEE (spudwalt), TrCk (Flun), MfDK (MoogleDan)<br />
<br />
'''Planned games''': <br />
<br />
'''Suggested non-overlapping combos''':<br />
<br />
Any sort of wizard of Vehumet would be appreciated, and a DDEE of Makhleb would still earn a lot of points (though I doubt that one will be high value for much longer)<br />
<br />
==IRC Chat==<br />
<br />
I've created a webirc channel [http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki] for us that we can chat in from your browser (click the link to join). I'll also be hanging out in ##reddit-roguelikes when playing. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 23:48, 10 October 2013 (CEST)</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Tournament/TeamWiki&diff=21042Tournament/TeamWiki2013-10-14T19:11:31Z<p>Sildraith: /* Combos */ having bad luck with DDEE - going OpVM for a game</p>
<hr />
<div>==0.13 Crawl Tournament==<br />
The new version of ''Crawl'' is nearly here, and with it comes another ''Crawl'' tournament (Oct 11-27). <br />
<br />
Okay people, we played well two years ago, and... well, we sucked last year, but what'cha gonna do. Anyone interested in giving it another shot this year? Does anyone know of any particular good players who might be willing to sign up for the Wiki's team? Anybody have any particularly amusing names to propose for us?<br />
<br />
===TEAM ROSTER===<br />
<br />
Remember to put <code># TEAMCAPTAIN Flun</code> in your 0.13 .rc file. You can check to see if it is correctly placed by clicking on your .rc file link below. Once correctly inserted, your name will show up on the [http://dobrazupa.org/tournament/0.13/clans/flun.html team profile] after a few minutes. <br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
|'''Player'''<br />
|'''Profile'''<br />
|'''Preferred Server(s)'''<br />
|'''0.13 .rc file'''<br />
|-<br />
|[[User:MoogleDan|MoogleDan]]<br />
|[http://crawl.akrasiac.org/scoring/players/moogledan.html MoogleDan]<br />
|CSZO Webtiles<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/MoogleDan.rc CSZO]<br />
|-<br />
|[[User:Flun|Flun]]<br />
|[http://crawl.akrasiac.org/scoring/players/flun.html Flun]<br />
|CSZO Console<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/Flun.rc CSZO]<br />
|-<br />
|[[User:CommanderC|CommanderC]]<br />
|[http://crawl.akrasiac.org/scoring/players/commanderc.html CommanderC]<br />
|CLAN Console<br />
|[http://crawl.lantea.net/crawl/rcfiles/crawl-0.13/commanderc.rc CLAN]<br />
|-<br />
|[[User:spudwalt|spudwalt]]<br />
|[http://crawl.akrasiac.org/scoring/players/spudwalt.html spudwalt]<br />
|CAO Webtiles<br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.13/spudwalt.rc CAO]<br />
|-<br />
|[[HilariousDeathArtist|HilariousDeathArtist]]<br />
|[http://crawl.akrasiac.org/scoring/players/hilariousdeathartist.html HilariousDeathArtist]<br />
|CAO Webtiles <br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.13/HilariousDeathArtist.rc CAO]<br />
|-<br />
|[[User:Sildraith|Sildraith]]<br />
|[http://crawl.akrasiac.org/scoring/players/sildraith.html sildraith]<br />
|CSZO Console<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/sildraith.rc CSZO]<br />
|}<br />
<br />
==Useful Links==<br />
* [http://dobrazupa.org/tournament/0.13/overview.html Tournament Overview]<br />
* [http://dobrazupa.org/tournament/0.13/teams.html Clan Leaderboard]<br />
* [http://dobrazupa.org/tournament/0.13/clans/flun.html Ashenzari's Archivists Page]<br />
* [http://dobrazupa.org/tournament/0.13/species-backgrounds.html Current high value class/species]<br />
* [http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki IRC chat]<br />
<br />
==Combos==<br />
Cross out when done<br />
<br />
'''Races''': DD DE Dg Dr Ds Fe Gh Gr Ha HE Hu Ko Mf Mu Na Og Op Te Vp | <s>Ce HO Mi Sp Tr</s><br />
<br />
'''Classes''': AE AK AM Ar As Cj CK DK EE FE Hu IE Mo Ne Sk Su Tm VM Wn Wr Wz | <s>Be En Fi Gl He</s><br />
<br />
'''Gods''': Chei Fedhas Jiyva Kiku Lugonu Makhleb Nemelex "No God" Sif TSO Veh Xom Yred Zin | <s>Ash Beogh Ely Oka Trog</s><br />
<br />
<br />
<br />
'''Ongoing games''': OpVM (Sildraith), DEFE (CommanderC), GrFi (spudwalt), HaHu (Flun)<br />
<br />
'''Planned games''': <br />
<br />
'''Suggested non-overlapping combos''':<br />
<br />
Just a heads-up; Death Knight, Earth Elementalist, and Venom Mage are still high value and can be fairly easy (plus we could use an Yredelemnul win). If anyone winds up starting a new character soon, consider taking one of those, even if it's coupled with a species we've already got a win for.<br />
<br />
==IRC Chat==<br />
<br />
I've created a webirc channel [http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki] for us that we can chat in from your browser (click the link to join). I'll also be hanging out in ##reddit-roguelikes when playing. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 23:48, 10 October 2013 (CEST)</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Tournament/TeamWiki&diff=21007Tournament/TeamWiki2013-10-12T20:28:15Z<p>Sildraith: /* Combos */ updated with win (MiFi of Oka) and updated current games.</p>
<hr />
<div>==0.13 Crawl Tournament==<br />
The new version of ''Crawl'' is nearly here, and with it comes another ''Crawl'' tournament (Oct 11-27). <br />
<br />
Okay people, we played well two years ago, and... well, we sucked last year, but what'cha gonna do. Anyone interested in giving it another shot this year? Does anyone know of any particular good players who might be willing to sign up for the Wiki's team? Anybody have any particularly amusing names to propose for us?<br />
<br />
===TEAM ROSTER===<br />
<br />
Remember to put <code># TEAMCAPTAIN Flun</code> in your 0.13 .rc file. You can check to see if it is correctly placed by clicking on your .rc file link below. Once correctly inserted, your name will show up on the [http://dobrazupa.org/tournament/0.13/clans/flun.html team profile] after a few minutes. <br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
|'''Player'''<br />
|'''Profile'''<br />
|'''Preferred Server(s)'''<br />
|'''0.13 .rc file'''<br />
|-<br />
|[[User:MoogleDan|MoogleDan]]<br />
|[http://crawl.akrasiac.org/scoring/players/moogledan.html MoogleDan]<br />
|CSZO Webtiles<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/MoogleDan.rc CSZO]<br />
|-<br />
|[[User:Flun|Flun]]<br />
|[http://crawl.akrasiac.org/scoring/players/flun.html Flun]<br />
|CSZO Console<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/Flun.rc CSZO]<br />
|-<br />
|[[User:CommanderC|CommanderC]]<br />
|[http://crawl.akrasiac.org/scoring/players/commanderc.html CommanderC]<br />
|CLAN Console<br />
|[http://crawl.lantea.net/crawl/rcfiles/crawl-0.13/commanderc.rc CLAN]<br />
|-<br />
|[[User:spudwalt|spudwalt]]<br />
|[http://crawl.akrasiac.org/scoring/players/spudwalt.html spudwalt]<br />
|CAO Webtiles<br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.13/spudwalt.rc CAO]<br />
|-<br />
|[[HilariousDeathArtist|HilariousDeathArtist]]<br />
|[http://crawl.akrasiac.org/scoring/players/hilariousdeathartist.html HilariousDeathArtist]<br />
|CAO Webtiles <br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.13/HilariousDeathArtist.rc CAO]<br />
|-<br />
|[[User:Sildraith|Sildraith]]<br />
|[http://crawl.akrasiac.org/scoring/players/sildraith.html sildraith]<br />
|CSZO Console<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/sildraith.rc CSZO]<br />
|}<br />
<br />
==Useful Links==<br />
* [http://dobrazupa.org/tournament/0.13/overview.html Tournament Overview]<br />
* [http://dobrazupa.org/tournament/0.13/teams.html Clan Leaderboard]<br />
* [http://dobrazupa.org/tournament/0.13/clans/flun.html Ashenzari's Archivists Page]<br />
* [http://dobrazupa.org/tournament/0.13/species-classes.html Current high value class/species]<br />
* [http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki IRC chat]<br />
<br />
<br />
==Combos==<br />
Cross out when done<br />
<br />
'''Races''': Ce DD DE Dg Dr Ds Fe Gh Gr Ha HE HO Hu Ko Mf Mu Na Og Op Te Tr Vp | <s>Mi Sp </s><br />
<br />
'''Classes''': AE AK AM Ar As Be Cj CK DK EE FE Gl He Hu IE Mo Ne Sk Su Tm VM Wn Wr Wz | <s>En Fi </s><br />
<br />
'''Gods''': Beogh Chei Ely Fedhas Jiyva Kiku Lugonu Makhleb Nemelex "No God" Sif Trog TSO Veh Xom Yred Zin | <s>Ash Oka </s><br />
<br />
'''Ongoing games''': CeBe (MoogleDan), HOGl (Flun), DDEE (Sildraith), DEFE (CommanderC), GrFi (spudwalt), HECj (HilariousDeathArtist)<br />
<br />
'''Planned games''': TrHe (MoogleDan)<br />
<br />
'''Suggested non-overlapping combos''':<br />
<br />
==IRC Chat==<br />
<br />
I've created a webirc channel [http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki] for us that we can chat in from your browser (click the link to join). I'll also be hanging out in ##reddit-roguelikes when playing. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 23:48, 10 October 2013 (CEST)</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Tournament/TeamWiki&diff=21001Tournament/TeamWiki2013-10-12T07:05:16Z<p>Sildraith: /* Combos */</p>
<hr />
<div>==0.13 Crawl Tournament==<br />
The new version of ''Crawl'' is nearly here, and with it comes another ''Crawl'' tournament (Oct 11-27). <br />
<br />
Okay people, we played well two years ago, and... well, we sucked last year, but what'cha gonna do. Anyone interested in giving it another shot this year? Does anyone know of any particular good players who might be willing to sign up for the Wiki's team? Anybody have any particularly amusing names to propose for us?<br />
<br />
===TEAM ROSTER===<br />
<br />
Remember to put <code># TEAMCAPTAIN Flun</code> in your 0.13 .rc file. You can check to see if it is correctly placed by clicking on your .rc file link below. Once correctly inserted, your name will show up on the [http://dobrazupa.org/tournament/0.13/clans/flun.html team profile] after a few minutes. <br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
|'''Player'''<br />
|'''Profile'''<br />
|'''Preferred Server(s)'''<br />
|'''0.13 .rc file'''<br />
|-<br />
|[[User:MoogleDan|MoogleDan]]<br />
|[http://crawl.akrasiac.org/scoring/players/moogledan.html MoogleDan]<br />
|CSZO Webtiles<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/MoogleDan.rc CSZO]<br />
|-<br />
|[[User:Flun|Flun]]<br />
|[http://crawl.akrasiac.org/scoring/players/flun.html Flun]<br />
|CSZO Console<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/Flun.rc CSZO]<br />
|-<br />
|[[User:CommanderC|CommanderC]]<br />
|[http://crawl.akrasiac.org/scoring/players/commanderc.html CommanderC]<br />
|CLAN Console<br />
|[http://crawl.lantea.net/crawl/rcfiles/crawl-0.13/commanderc.rc CLAN]<br />
|-<br />
|[[User:spudwalt|spudwalt]]<br />
|[http://crawl.akrasiac.org/scoring/players/spudwalt.html spudwalt]<br />
|CAO Webtiles<br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.13/spudwalt.rc CAO]<br />
|-<br />
|[[HilariousDeathArtist|HilariousDeathArtist]]<br />
|[http://crawl.akrasiac.org/scoring/players/hilariousdeathartist.html HilariousDeathArtist]<br />
|CAO Webtiles <br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.13/HilariousDeathArtist.rc CAO]<br />
|-<br />
|[[User:Sildraith|Sildraith]]<br />
|[http://crawl.akrasiac.org/scoring/players/sildraith.html sildraith]<br />
|CSZO Console<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/sildraith.rc CSZO]<br />
|}<br />
<br />
==Useful Links==<br />
* [http://dobrazupa.org/tournament/0.13/overview.html Tournament Overview]<br />
* [http://dobrazupa.org/tournament/0.13/teams.html Clan Leaderboard]<br />
* [http://dobrazupa.org/tournament/0.13/clans/flun.html Ashenzari's Archivists Page]<br />
* [http://dobrazupa.org/tournament/0.13/species-classes.html Current high value class/species]<br />
* [http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki IRC chat]<br />
<br />
<br />
==Combos==<br />
Cross out when done<br />
<br />
'''Races''': Ce DD DE Dg Dr Ds Fe Gh Gr Ha HE HO Hu Ko Mf Mi Mu Na Og Op Te Tr Vp | <s>Sp </s><br />
<br />
'''Classes''': AE AK AM Ar As Be Cj CK DK EE FE Fi Gl He Hu IE Mo Ne Sk Su Tm VM Wn Wr Wz | <s>En </s><br />
<br />
'''Gods''': Beogh Chei Ely Fedhas Jiyva Kiku Lugonu Makhleb Nemelex "No God" Oka Sif Trog TSO Veh Xom Yred Zin | <s>Ash </s><br />
<br />
'''Ongoing games''': CeBe (MoogleDan), HOGl (Flun), MiFi (Sildraith), DEFE (CommanderC), TeAE (HilariousDeathArtist)<br />
<br />
'''Planned games''': TrHe (MoogleDan) , GrFi (spudwalt), DDEE (Sildraith)<br />
<br />
'''Suggested non-overlapping combos''':<br />
<br />
==IRC Chat==<br />
<br />
I've created a webirc channel [http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki] for us that we can chat in from your browser (click the link to join). I'll also be hanging out in ##reddit-roguelikes when playing. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 23:48, 10 October 2013 (CEST)</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Talk:Tournament/TeamWiki&diff=21000Talk:Tournament/TeamWiki2013-10-12T07:04:31Z<p>Sildraith: /* Status */</p>
<hr />
<div>=== Linking up profiles ===<br />
If things are like the last tourney, make sure to put <code># TEAMCAPTAIN Flun</code> on the first line of your 0.13 .rc file. I think the tourney website will go up sometime today or tomorrow so we can make sure they are linked correctly. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 16:29, 7 October 2013 (CEST)<br />
<br />
<br />
=== Species / Background / God strategy ===<br />
The team scores bonus points for every distinct species, background and god (S/B/G) that we win with. This bonus is based on the number of wins for that particular S/B/G that have been recorded at the **start** of the game. Given these rules, the bonus points for the popular S/B/Gs will tend to decrease over time while the rarer S/B/Gs will give bigger bonuses over time. Hence I suggest we try to win the popular S/B/Gs first, which will also be the easier combos, so that we get the max amount of bonus points from them as possible.<br />
<br />
From the last tourney, we can use [http://dobrazupa.org/tournament/0.12/species-classes.html this list] to see which were the most common S/B/Gs. <br />
<br />
Most won S/B/Gs<br />
* Species: Mi, HO, DE, DD<br />
* Background: Be, Fi, Gl, FE<br />
* Gods: Oka, Trog, Vehumet, Makhleb<br />
<br />
Lastly, since the bonus you get is based on the number of wins that happened before the ''start'' of your game, you don't have to worry about racing to win a particular S/B/G before someone else does. Once you start your game, the bonus points for that game are already decided. If you do die and have to restart, then of course the bonus points may have changed. This means that taking your time and playing carefully may be more important than playing fast. <br />
<br />
Anyone have comments? --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 16:42, 9 October 2013 (CEST)<br />
<br />
=== Planned combos ===<br />
<br />
I will probably go for a HOFi or HOGl first, MoogleDan said he wants to do a CeBe. Does anyone want to do a Mi[Gl/Fi] or DEFE? --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 16:42, 9 October 2013 (CEST)<br />
<br />
I was thinking that I would start with a DDEE - but I am comfortable starting with MiFi or DEFE - I have had success with both in the past. I am also planning on playing smarter this year, aiming for 3 rune victories at first to try and maximize earlier opportunities for S/B/G related points, and going for extended games later. Flun - if one of those combos work better in the overall plan, just let me know. --[[User:Sildraith|sildraith]] ([[User talk:Sildraith|talk]]) 21:17, 9 October 2013 (CEST)<br />
: Did you want to go extended with a DDEE or DEFE? Maybe you can get a quick MiFi in before. I'll probably go HOGl as a first char then. Of course don't feel like you are forced to play a certain combo, feel free to switch if you are splatting a lot. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 21:34, 9 October 2013 (CEST)<br />
<br />
:: You are right, I'd rather take those extended. I'll start with MiFi and try for a quick win. --[[User:Sildraith|sildraith]] ([[User talk:Sildraith|talk]]) 21:48, 9 October 2013 (CEST)<br />
<br />
::: I'm thinking about starting with a SpEn since we don't have it covered yet and can be done quickly. I will probably move on to the new races afterwards. --[[User:HilariousDeathArtist|HilariousDeathArtist]]<br />
<br />
:::: Great - those were the 6th most species wins and 7th most background wins last tourney - and we look to have a good mix of winnable starting combinations. I went ahead and added it to the starting combos listed on the page - change it if you change your mind, etc. Look forward to talking to everyone during the tourney! --[[User:Sildraith|sildraith]] ([[User talk:Sildraith|talk]]) 17:29, 11 October 2013 (CEST)<br />
<br />
::::: Yeah, it's a very different experience when I'm playing as part of a team instead of just doing it on my lonesome. See you on CSZO! By the way, does anyone have any ''DCSS'' soundtrack suggestions? --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 18:04, 11 October 2013 (CEST)<br />
<br />
== Connection issues ==<br />
<br />
Hmm, looks like I'll get a late start on this one. I appear to be having connection issues.<br />
<br />
It probably doesn't help that a couple of garages down the street caught fire. That might have something to do with it. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 19:48, 11 October 2013 (CEST)<br />
<br />
: What kind of connection issues? Internet in general? Connecting to a specific server? --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 20:15, 11 October 2013 (CEST)<br />
::I'm trying to start up 0.13 on CAO, but it keeps hanging on the loading screen. I'll try CSZO, and see if that helps at all. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 20:39, 11 October 2013 (CEST)<br />
::Welp, guess I'm playing on CSZO from now on. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 20:41, 11 October 2013 (CEST)<br />
:::Welcome to the east coast! But please, try not to die in a fire in RL. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 20:49, 11 October 2013 (CEST)<br />
<br />
==Status==<br />
<br />
I apologize - I've lost some of the Mi bonus - hasn't been my day and I've made some mistakes. May still get the Fi bonus if I can get this character through. I'll be working on a DDEE next, regardless. --[[User:Sildraith|sildraith]] ([[User talk:Sildraith|talk]]) 09:04, 12 October 2013 (CEST)</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Talk:Tournament/TeamWiki&diff=20999Talk:Tournament/TeamWiki2013-10-12T07:04:06Z<p>Sildraith: </p>
<hr />
<div>=== Linking up profiles ===<br />
If things are like the last tourney, make sure to put <code># TEAMCAPTAIN Flun</code> on the first line of your 0.13 .rc file. I think the tourney website will go up sometime today or tomorrow so we can make sure they are linked correctly. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 16:29, 7 October 2013 (CEST)<br />
<br />
<br />
=== Species / Background / God strategy ===<br />
The team scores bonus points for every distinct species, background and god (S/B/G) that we win with. This bonus is based on the number of wins for that particular S/B/G that have been recorded at the **start** of the game. Given these rules, the bonus points for the popular S/B/Gs will tend to decrease over time while the rarer S/B/Gs will give bigger bonuses over time. Hence I suggest we try to win the popular S/B/Gs first, which will also be the easier combos, so that we get the max amount of bonus points from them as possible.<br />
<br />
From the last tourney, we can use [http://dobrazupa.org/tournament/0.12/species-classes.html this list] to see which were the most common S/B/Gs. <br />
<br />
Most won S/B/Gs<br />
* Species: Mi, HO, DE, DD<br />
* Background: Be, Fi, Gl, FE<br />
* Gods: Oka, Trog, Vehumet, Makhleb<br />
<br />
Lastly, since the bonus you get is based on the number of wins that happened before the ''start'' of your game, you don't have to worry about racing to win a particular S/B/G before someone else does. Once you start your game, the bonus points for that game are already decided. If you do die and have to restart, then of course the bonus points may have changed. This means that taking your time and playing carefully may be more important than playing fast. <br />
<br />
Anyone have comments? --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 16:42, 9 October 2013 (CEST)<br />
<br />
=== Planned combos ===<br />
<br />
I will probably go for a HOFi or HOGl first, MoogleDan said he wants to do a CeBe. Does anyone want to do a Mi[Gl/Fi] or DEFE? --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 16:42, 9 October 2013 (CEST)<br />
<br />
I was thinking that I would start with a DDEE - but I am comfortable starting with MiFi or DEFE - I have had success with both in the past. I am also planning on playing smarter this year, aiming for 3 rune victories at first to try and maximize earlier opportunities for S/B/G related points, and going for extended games later. Flun - if one of those combos work better in the overall plan, just let me know. --[[User:Sildraith|sildraith]] ([[User talk:Sildraith|talk]]) 21:17, 9 October 2013 (CEST)<br />
: Did you want to go extended with a DDEE or DEFE? Maybe you can get a quick MiFi in before. I'll probably go HOGl as a first char then. Of course don't feel like you are forced to play a certain combo, feel free to switch if you are splatting a lot. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 21:34, 9 October 2013 (CEST)<br />
<br />
:: You are right, I'd rather take those extended. I'll start with MiFi and try for a quick win. --[[User:Sildraith|sildraith]] ([[User talk:Sildraith|talk]]) 21:48, 9 October 2013 (CEST)<br />
<br />
::: I'm thinking about starting with a SpEn since we don't have it covered yet and can be done quickly. I will probably move on to the new races afterwards. --[[User:HilariousDeathArtist|HilariousDeathArtist]]<br />
<br />
:::: Great - those were the 6th most species wins and 7th most background wins last tourney - and we look to have a good mix of winnable starting combinations. I went ahead and added it to the starting combos listed on the page - change it if you change your mind, etc. Look forward to talking to everyone during the tourney! --[[User:Sildraith|sildraith]] ([[User talk:Sildraith|talk]]) 17:29, 11 October 2013 (CEST)<br />
<br />
::::: Yeah, it's a very different experience when I'm playing as part of a team instead of just doing it on my lonesome. See you on CSZO! By the way, does anyone have any ''DCSS'' soundtrack suggestions? --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 18:04, 11 October 2013 (CEST)<br />
<br />
== Connection issues ==<br />
<br />
Hmm, looks like I'll get a late start on this one. I appear to be having connection issues.<br />
<br />
It probably doesn't help that a couple of garages down the street caught fire. That might have something to do with it. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 19:48, 11 October 2013 (CEST)<br />
<br />
: What kind of connection issues? Internet in general? Connecting to a specific server? --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 20:15, 11 October 2013 (CEST)<br />
::I'm trying to start up 0.13 on CAO, but it keeps hanging on the loading screen. I'll try CSZO, and see if that helps at all. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 20:39, 11 October 2013 (CEST)<br />
::Welp, guess I'm playing on CSZO from now on. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 20:41, 11 October 2013 (CEST)<br />
:::Welcome to the east coast! But please, try not to die in a fire in RL. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 20:49, 11 October 2013 (CEST)<br />
<br />
==Status==<br />
<br />
I apologize - I've lost some of the Mi bonus - hasn't been my day and I've made some mistakes. May still get the Fi bonus if I can get this character through. I'll be working on a DDEE next, regardless.</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Talk:Tournament/TeamWiki&diff=20864Talk:Tournament/TeamWiki2013-10-11T15:29:29Z<p>Sildraith: /* Planned combos */</p>
<hr />
<div>=== Linking up profiles ===<br />
If things are like the last tourney, make sure to put <code># TEAMCAPTAIN Flun</code> on the first line of your 0.13 .rc file. I think the tourney website will go up sometime today or tomorrow so we can make sure they are linked correctly. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 16:29, 7 October 2013 (CEST)<br />
<br />
<br />
=== Species / Background / God strategy ===<br />
The team scores bonus points for every distinct species, background and god (S/B/G) that we win with. This bonus is based on the number of wins for that particular S/B/G that have been recorded at the **start** of the game. Given these rules, the bonus points for the popular S/B/Gs will tend to decrease over time while the rarer S/B/Gs will give bigger bonuses over time. Hence I suggest we try to win the popular S/B/Gs first, which will also be the easier combos, so that we get the max amount of bonus points from them as possible.<br />
<br />
From the last tourney, we can use [http://dobrazupa.org/tournament/0.12/species-classes.html this list] to see which were the most common S/B/Gs. <br />
<br />
Most won S/B/Gs<br />
* Species: Mi, HO, DE, DD<br />
* Background: Be, Fi, Gl, FE<br />
* Gods: Oka, Trog, Vehumet, Makhleb<br />
<br />
Lastly, since the bonus you get is based on the number of wins that happened before the ''start'' of your game, you don't have to worry about racing to win a particular S/B/G before someone else does. Once you start your game, the bonus points for that game are already decided. If you do die and have to restart, then of course the bonus points may have changed. This means that taking your time and playing carefully may be more important than playing fast. <br />
<br />
Anyone have comments? --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 16:42, 9 October 2013 (CEST)<br />
<br />
=== Planned combos ===<br />
<br />
I will probably go for a HOFi or HOGl first, MoogleDan said he wants to do a CeBe. Does anyone want to do a Mi[Gl/Fi] or DEFE? --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 16:42, 9 October 2013 (CEST)<br />
<br />
I was thinking that I would start with a DDEE - but I am comfortable starting with MiFi or DEFE - I have had success with both in the past. I am also planning on playing smarter this year, aiming for 3 rune victories at first to try and maximize earlier opportunities for S/B/G related points, and going for extended games later. Flun - if one of those combos work better in the overall plan, just let me know. --[[User:Sildraith|sildraith]] ([[User talk:Sildraith|talk]]) 21:17, 9 October 2013 (CEST)<br />
: Did you want to go extended with a DDEE or DEFE? Maybe you can get a quick MiFi in before. I'll probably go HOGl as a first char then. Of course don't feel like you are forced to play a certain combo, feel free to switch if you are splatting a lot. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 21:34, 9 October 2013 (CEST)<br />
<br />
:: You are right, I'd rather take those extended. I'll start with MiFi and try for a quick win. --[[User:Sildraith|sildraith]] ([[User talk:Sildraith|talk]]) 21:48, 9 October 2013 (CEST)<br />
<br />
::: I'm thinking about starting with a SpEn since we don't have it covered yet and can be done quickly. I will probably move on to the new races afterwards. --[[User:HilariousDeathArtist|HilariousDeathArtist]]<br />
<br />
:::: Great - those were the 6th most species wins and 7th most background wins last tourney - and we look to have a good mix of winnable starting combinations. I went ahead and added it to the starting combos listed on the page - change it if you change your mind, etc. Look forward to talking to everyone during the tourney! --[[User:Sildraith|sildraith]] ([[User talk:Sildraith|talk]]) 17:29, 11 October 2013 (CEST)</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Tournament/TeamWiki&diff=20863Tournament/TeamWiki2013-10-11T15:26:03Z<p>Sildraith: /* Combos */ added HilariousDeathArtist's first combo from the talk page</p>
<hr />
<div>==0.13 Crawl Tournament==<br />
The new version of ''Crawl'' is nearly here, and with it comes another ''Crawl'' tournament (Oct 11-27). <br />
<br />
Okay people, we played well two years ago, and... well, we sucked last year, but what'cha gonna do. Anyone interested in giving it another shot this year? Does anyone know of any particular good players who might be willing to sign up for the Wiki's team? Anybody have any particularly amusing names to propose for us?<br />
<br />
===TEAM ROSTER===<br />
<br />
Remember to put <code># TEAMCAPTAIN Flun</code> in your 0.13 .rc file. You can check to see if it is correctly placed by clicking on your .rc file link below. Once correctly inserted, your name will show up on the [http://dobrazupa.org/tournament/0.13/clans/flun.html team profile] after a few minutes. <br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
|'''Player'''<br />
|'''Profile'''<br />
|'''Preferred Server(s)'''<br />
|'''0.13 .rc file'''<br />
|-<br />
|[[User:MoogleDan|MoogleDan]]<br />
|[http://crawl.akrasiac.org/scoring/players/moogledan.html MoogleDan]<br />
|CSZO Webtiles<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/MoogleDan.rc CSZO]<br />
|-<br />
|[[User:Flun|Flun]]<br />
|[http://crawl.akrasiac.org/scoring/players/flun.html Flun]<br />
|CSZO Console<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/Flun.rc CSZO]<br />
|-<br />
|[[User:CommanderC|CommanderC]]<br />
|[http://crawl.akrasiac.org/scoring/players/commanderc.html CommanderC]<br />
|CLAN Console<br />
|[http://crawl.lantea.net/crawl/rcfiles/crawl-0.13/commanderc.rc CLAN]<br />
|-<br />
|[[User:spudwalt|spudwalt]]<br />
|[http://crawl.akrasiac.org/scoring/players/spudwalt.html spudwalt]<br />
|CAO Webtiles<br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.13/spudwalt.rc CAO]<br />
|-<br />
|[[HilariousDeathArtist|HilariousDeathArtist]]<br />
|[http://crawl.akrasiac.org/scoring/players/hilariousdeathartist.html HilariousDeathArtist]<br />
|CAO Webtiles <br />
|[http://crawl.akrasiac.org/rcfiles/crawl-0.13/HilariousDeathArtist.rc CAO]<br />
|-<br />
|[[User:Sildraith|Sildraith]]<br />
|[http://crawl.akrasiac.org/scoring/players/sildraith.html sildraith]<br />
|CSZO Console<br />
|[http://dobrazupa.org/rcfiles/crawl-0.13/sildraith.rc CSZO]<br />
|}<br />
<br />
==Useful Links==<br />
* [http://dobrazupa.org/tournament/0.13/overview.html Tournament Overview]<br />
* [http://dobrazupa.org/tournament/0.13/teams.html Clan Leaderboard]<br />
* [http://dobrazupa.org/tournament/0.13/clans/flun.html Ashenzari's Archivists Page]<br />
* [http://dobrazupa.org/tournament/0.13/species-classes.html Current high value class/species]<br />
* [http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki IRC chat]<br />
<br />
<br />
==Combos==<br />
Cross out when done<br />
<br />
'''Races''': Ce DD DE Dg Dr Ds Fe Gh Gr Ha HE HO Hu Ko Mf Mi Mu Na Og Op Sp Te Tr Vp<br />
<br />
'''Classes''': AE AK AM Ar As Be Cj CK DK EE En FE Fi Gl He Hu IE Mo Ne Sk Su Tm VM Wn Wr Wz<br />
<br />
'''Gods''': Ash Beogh Chei Ely Fedhas Jiyva Kiku Lugonu Makhleb Nemelex No God Oka Sif Trog TSO Veh Xom Yred Zin<br />
<br />
'''Planned games''': CeBe (MoogleDan), HOGl (Flun), MiFi (Sildraith), GrFi (spudwalt), DEFE (CommanderC), SpEn (HilariousDeathArtist)<br />
<br />
'''Suggested non-overlapping combos''':<br />
<br />
==IRC Chat==<br />
<br />
I've created a webirc channel [http://webchat.freenode.net/?channels=%23%23crawlwiki ##crawlwiki] for us that we can chat in from your browser (click the link to join). I'll also be hanging out in ##reddit-roguelikes when playing. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 23:48, 10 October 2013 (CEST)</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Chaos_Knight&diff=20780Chaos Knight2013-10-10T23:16:57Z<p>Sildraith: /* History */ changed 'non-branded' to 'normal'</p>
<hr />
<div>{{version013}}<br />
'''Chaos Knights''' are warriors who serve [[Xom]], the unpredictable and psychotic God of Chaos. This is not a religion for the faint of heart, for Xom is a fickle, capricious deity who sees his chosen as his personal playthings. He takes delight in their risks and misfortunes, and he is quick to punish those who bore him. Chaos Knights who can keep Xom entertained (and survive) will find themselves showered with his blessings... but their lives are more often painful and short.<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s cannot be Chaos Knights (or any other religious class).<br />
<br />
==Starting Equipment==<br />
Some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[chaos]] [[weapon of choice]] ([[short sword]], [[mace]], [[hand axe]], [[spear]], or [[falchion]])<br />
*+2 [[leather armour]]<br />
*[[Bread ration]]<br />
*20 [[gold]]<br />
<br />
==Starting Skills==<br />
These are adjusted by your species' [[aptitude]]s.<br />
*[[Fighting]]: 3<br />
*Chosen Weapon's Skill: 3<br />
*[[Armour]]: 1<br />
*[[Dodging]]: 1<br />
<br />
==Strategy==<br />
This is in many ways a challenge class, as dealing with Xom makes your run through the [[Dungeon]] even more of a crapshoot than it already is, especially if you choose not to spoil yourself by reading the Xom page!<br />
<br />
Unlike other [[god]]s, Xom's feelings about you don't progress in an entirely predictable or fair manner. You ''do'' get feedback when you've done something to please him, but if you're used to the "follow the Appreciates list, score piety, be rewarded" logic of other gods, you'll have to abandon it here. Even if you do everything "right" by Xom, his rewards are just as random. As with a [[Demonspawn]]'s mutations, you can only hope for the best (to put it lightly). For Xom fans, of course, that's all part of the fun!<br />
<br />
==History==<br />
Prior to [[0.13]], Chaos Knights started with a +2, +2 normal weapon of choice ([[short sword]], [[mace]], [[hand axe]], or [[spear]]).<br />
<br />
In [[0.7]] and prior versions, Chaos Knights could worship Xom, [[Makhleb]], or [[Lugonu]]. CK of Makhleb was particularly easy, and therefore was removed; CK of Lugonu was split off into [[Abyssal Knight]].<br />
<br />
[[Category:Backgrounds]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Current_projects/0.13_update_project&diff=20779Current projects/0.13 update project2013-10-10T23:12:49Z<p>Sildraith: /* Character */ crossed out Chaos Knight change</p>
<hr />
<div>==Project goals==<br />
<br />
*The priority goal of this project is to go through the changelog below and <s>cross out</s> lines once the updates have been incorporated into the appropriate wiki article, or if they don't require any changes. If you think a page is up to date, make sure to add [[:Template:version013]] (i.e. <nowiki> {{version012}}</nowiki>) to the page. <br />
*Secondly, articles tagged with [[:Category:Crystal Ball Articles]] should be removed from the category after being updated (unless they refer to 0.14 or trunk material). There may be some sentences that need to be changed from future to past tense. <br />
*Finally, there is [[:Category:013 Tiles|new artwork]] that needs to be updated as (lower priority). Instructions are in the link. <br />
<br />
===Contributors===<br />
*[[User:Flun|Flun]]<br />
*[[User:Sildraith|Sildraith]]<br />
*[[User:CommanderC|CommanderC]]<br />
*''Add name here''<br />
<br />
== 0.13 Changelog ==<br />
<br />
===0.13 highlights===<br />
---------------<br />
* <s>A new race: [[Gargoyle]]s.</s><br />
* A reimagined [[Skald]] background.<br />
* A thorough rework of the monster set in [[Crypt]].<br />
* Improvements to many evokable items.<br />
* A new item: [[sack of spiders]].<br />
* Massively overhauled layout generators.<br />
* [[Summonings]] school: per-spell limits and no stair following or pulling.<br />
* New [[Sprint]] map: linesprint.<br />
<br />
===Branches, environment===<br />
---------------------<br />
* A new Sprint map: "|||||||||||||||||||||||||||||" by st (otherwise known as linesprint).<br />
* [[Branch]]es now have exactly one exit stair (except [[the Dungeon]], which can, but is not guaranteed, to have more).<br />
* Many new layouts have been added to most branches, including unique layouts for branches that didn't have them; and numerous tweaks and improvements to existing layouts.<br />
* [[Vault]]s can now be placed at the centre of some layouts prepared to accept them there.<br />
* All [[portal]] vaults entrances that time out are now announced.<br />
* [[Temple]] overflow [[altar]]s can now contain multiple altars.<br />
* <s>New [[shop]] type: gadget shops, which sell evokable items.</s><br />
* Mechanical [[trap]]s do not spawn outside of vaults.<br />
* [[Zot trap]] effects are now only a subset of the full set of miscasts, and have some new unique effects - draining of [[wand]] charges and Word of Recall (as per [[ironbrand convoker]]s).<br />
<br />
===Character===<br />
---------<br />
* <s>A new race: [[Gargoyle]]s, with low natural [[HP]] but an impressive host of resistances and the ability to [[fly]] at XL14.<br />
* [[Sludge elves]] are no more.</s><br />
* The [[Skald]] background gets a reworked [[spell book]] with four new spells:<br />
** <s>[[Infusion]] grants additional melee damage costing MP with each strike;<br />
** [[Song of Slaying]] grants an incremental slaying bonus with every monster killed (of sufficient threat level);<br />
** [[Spectral Weapon]] creates an allied spectral clone of your weapon which strikes enemies in melee when you do.<br />
** [[Song of Shielding]] has a similar effect to [[spirit shield]], trading [[HP]] loss for [[MP]] loss.<br />
* [[Priest]]s are no more.<br />
* The [[nausea]] [[status effect]] from eating contaminated [[chunk]]s has been removed; contaminated chunks now give less nutrition for characters that can't handle them.</s><br />
* [[Stabbing]] skill is no more; stabs now depend upon the average of the character's [[stealth]] and weapon skill.<br />
* The [[Traps]] skill is no more; all characters detect traps as though they had (XL/3) Traps skill.<br />
* <s>[[Chaos knight]]s start with a +0 [[chaos]] weapon instead of a +2 normal weapon.</s><br />
* New tier 2 [[demonspawn mutation]] - "magic shield", giving [[spirit shield]] at level one, improved magic regeneration at level two, and regenerating mana in place of health as a function of current magic level at level three.<br />
* Deaths to [[acid]], self-targetting, and [[sticky flame]] now credit the appropriate monster/spell.<br />
* [[stat death|Draining a stat to zero]] can no longer directly kill the player; instead, further stat drain damages the player. The effects of a stat being at zero (fainting, slow actions, etc.) persist.<br />
* [[Ogre]] [[hunter]]s and [[artificer]]s now start with a [[club]] instead of a [[short sword]].<br />
<br />
===Monsters===<br />
--------<br />
* New/reworked [[Crypt]] monsters:<br />
** [[Wraith]]s, [[shadow wraith]]s, and [[eidolon]]s drain speed instead of [[XP]].<br />
** [[Eidolon]]s deal more melee damage and can cast [[Bolt of Draining]].<br />
** [[Phantasmal warrior]]s can temporarily reduce their target's [[magic resistance]] and can [[blink close]]r to their foes.<br />
** [[Flayed ghost]]s gain a [[smite]]-targeted flaying attack, dealing temporary damage that scales with XP and goes away when the flayed ghost is killed and/or enough time passes.<br />
** [[Ancient champion]]s, formerly a vault-specific monster, are now full randomly-generated monsters, coming with a band of [[skeletal warrior]]s 50% of the time.<br />
** [[Vampire mage]]s cast [[Vampiric Draining]] more often, and have slightly higher [[HD]] and HP; they also come with a band of [[list of vampires|vampires]].<br />
** [[Rotting hulk]]s are now [[plague shambler]]s, capable of inflicting a "[[retching]]" [[status effect]] that prevents food consumption; they generate a [[cloud]] of [[miasma]] on death.<br />
** [[Spectral thing]]s move at their full base monster speed.<br />
** [[Deep dwarf death knight]]s gain slightly better attack power and starting equipment, and now come with a band of [[undead]].<br />
** [[Flying skull]]s get a slight HP boost and a larger attack power boost.<br />
** [[Ghoul (monster)|Ghouls]] inflict [[rot]] half as often.<br />
** [[Curse skull]]s are capable of out-of-LOS movement, similar to [[wandering mushroom]]s, but preferring to place themselves where a player needs to move the most to actually reach them.<br />
** New monster: [[revenant]]s, possessing a ghostly fireball attack and capable of creating clouds of ghostly flame, which do not harm undead and occasionally summon spectral things.<br />
** New monster: [[lost soul]]s, who sacrifice themselves to heal nearby undead creatures or assume the shape of a nearby killed living creature; they can be summoned by [[deep elf death mage]]s.<br />
** [[Necromancer (monster)|Necromancers]] don't come with [[necrophage]]s, but do come with [[simulacra]].<br />
** [[Unborn deep dwarves]] are now just [[unborn]].<br />
** New monster: [[jiangshi]], who move in short burts (like [[sixfirhies]]) and possess a [[vampiric]] melee attack.<br />
* New [[forest]]-themed monsters:<br />
** [[Spriggan assassin]]s and [[spriggan enchanter]]s, who attempt to disable the player with [[blowgun]]s and [[hexes]] respectively before moving in for the kill.<br />
** [[Faun]]s, who hex the player before attacking from afar, and their larger brethren [[satyr]]s, who can empower their nearby allies.<br />
** [[Dryad]]s, who can awaken the forest and summon vines to pull their enemies closer to trees.<br />
** [[Wind drake]]s, who can breathe powerful blasts of wind and [[airstrike]] the player.<br />
** [[Thorn lotus]]es, plants adrift on the water that pepper the player with thorns fired from afar.<br />
** [[Thorn hunter]]s, who fire volleys of thorns and create briar patches to impede their foes' movements.<br />
** [[Spirit wolves]], who can howl to summon additional spirit wolves at periodic intervals.<br />
** [[Ancient bear]]s, a bear to rival a dire elephant with fire resistance.<br />
** [[Water nymph]]s, who can teleport their target to their home water area and strike down the player with said water.<br />
** [[Treant]]s, slow-moving, tough plants home to a nest of wasps.<br />
* <s>Other new monsters:<br />
** [[Tengu reaver]]s, skilled with both steel and spells; appearing in the late dungeon and in Vaults.<br />
** [[Elemental wellspring]]s, aquatic enemies that fire primal waves at their foes while they're busy dealing with [[water elemental]]s.<br />
** [[Deathcap]]s, summonable by [[curse toe]]s - tougher [[wandering mushroom]]s with [[Drain Life]].<br />
* New unique: [[Sojobo]], king of the tengu. </s><br />
* [[Jory]] now spawns normally in the late dungeon, instead of being limited to vaults.<br />
* Adjustments to some tier 4 demons:<br />
** [[Orange demon]]s' sting has a 50% chance of inflicting a [[Weakness]] status, which reduces the player's attack damage.<br />
** [[Blue devil]]s have a swooping attack, where they can immediately move adjacent to the player and attack from up to four tiles away.<br />
** [[Red devil]]s can now hop backwards from adjacent foes to make use of their now-guaranteed polearms' reaching attacks.<br />
* Adjustments to the elementals:<br />
** [[Water elemental]]s have an asphyxiation attack which lasts as long as their target is next to them, and have slightly increased AC and HP.<br />
** [[Fire elemental]]s (and [[fire vortices]]) deal pure fire damage.<br />
* Updated spell set for several monsters:<br />
** [[Draconian shifter]]s:<br />
*** [[Banishment]] is dropped.<br />
*** A new monster spell: [[Dimension Anchor]], which temporarily prevents teleportation, blinking, and [[Phase Shift]].<br />
*** A new monster spell: [[Blink Allies Encircling]], which blinks nearby allies around the target.<br />
*** [[Controlled Blink]] is replaced with [[Blink#Monster Version|Blink Away]] as an emergency spell.<br />
** [[Spriggan air mage]]s:<br />
*** Drop [[Swiftness]].<br />
*** New spell: [[Control Winds]], which manipulates [[cloud]]s (including putting out fores fires immediately), and improves allied ranged weapon accuracy.<br />
** [[Spriggan druid]]s:<br />
*** Drop [[Summon Caniforms]].<br />
*** New spells: [[Haste Plants]], which [[haste]]s nearby plant-like enemies, and [[Druid's Call]], which calls wildlife from elsewhere on the level to aid the druid.<br />
** [[The Enchantress]]:<br />
*** [[Banishment]] is banished.<br />
*** Gains [[Dimension Anchor]] (see draconian shifter entry above), [[Strip Resistance]] (lowers the magic resistance of the target), and [[Mass Confusion]].<br />
** [[Curse toe]]s:<br />
*** No more [[Summon Undead]].<br />
** [[Deep elf summoner]]s:<br />
*** [[Summon Demon]] replaced with [[Summon Vermin]], which summons [[orange rat]]s, [[spider]]s, and some other things.<br />
** [[Deep elf priest]]s/[[Deep elf high priest]]s:<br />
*** A new spell "[[Malign Offering]]", which steals HP from the target to give to their allies.<br />
** [[Deep elf mage]]s:<br />
*** Entirely new spellsets:<br />
**** [[Freeze]], [[Throw Icicle]], [[Summon Ice Beast]];<br />
**** [[Bolt of Magma]], [[Stone Arrow]], [[Petrify]];<br />
**** [[Iskenderun's Mystic Blast]], [[Slow]], [[Venom Bolt]], [[Blink]];<br />
**** [[Flame Tongue]], [[Throw Flame]], [[Sticky Flame]], [[Fireball]];<br />
**** [[Magic Dart]], [[Force Lance]], [[Iskenderun's Mystic Blast]], [[Iskenderun's Battlesphere]].<br />
** [[Deep elf conjurer]]s:<br />
*** Only one spellset ([[Bolt of Fire]], [[Bolt of Cold]], [[Lightning Bolt]], [[Bolt of Draining]]); the spell set with sticky flame has been removed.<br />
** [[Gloorx Vloq]]:<br />
*** No longer has [[Invisibility]] as an emergency spell.<br />
* Speed adjustments to several monsters:<br />
** Speed 8: [[spiny worm]]s, [[snapping turtle]]s, [[guardian mummies]] (all previously speed 9).<br />
** Speed 10: [[jellies]] (previously 9).<br />
* [[Shadow]]s can now turn invisible, allowing them to move faster and land a guaranteed stab attack on enemies.<br />
* The retribution effect for killing an [[apis]] now inflicts [[Weakness]] on the player, instead of healing nearby hostiles.<br />
* [[Giant fireflies]] can now signal nearby awake monsters in a manner similar to shouting.<br />
* [[Vault warden]]s can seal stairways in addition to doors.<br />
* [[Zombie]]s no longer appear excessively out of depth in the early dungeon.<br />
* Orb run monster spawns no longer include weak monsters, and now include [[Orb Guardian]]s.<br />
* Monster actions are now taken in order of speed, rather than any given monster taking all of its actions at once.<br />
* Removed monsters:<br />
** <s>[[Laboratory rat]]s.<br />
** [[War dog]]s</s> (replaced by [[wolves]] with essentially matching stats).<br />
** <s>[[Deep dwarf scion]]s, [[deep dwarf necromancer]]s, and [[deep dwarf artificer]]s.</s><br />
** [[Deep elf soldier]]s.<br />
** A large number of vault-specific monsters.<br />
* Imps and other weak monsters no longer appear in [[Pandemonium]].<br />
* [[Nergalle]] appears earlier in the dungeon.<br />
* [[Lamia]] no longer comes with a band of minions.<br />
* <s>Creatures other than natural creatures can now be [[frenzied]]; this causes them to attack anything in sight. The [[berserk]]ing effect of frenzy (might and haste effects) is limited to natural creatures.</s><br />
<br />
===Spells===<br />
------<br />
* New spells:<br />
** [[Searing Ray]], a level 2 conjuration replacing [[Force Lance]] in the [[Book of Conjurations]] that deals damage over several consecutive turns.<br />
** <s>[[Discord]], a level 8 [[Hexes]] spell that attempts to [[frenzy]] all monsters in sight.</s><br />
* <s>[[Summon Small Mammals]] now only ever summons one mammal, and is renamed to [[Summon Small Mammal]] as a consequence.</s><br />
* 100% of teleports on the orb run are delays (up from 50%).<br />
* [[Haunt]] adjustments:<br />
** Summons now fixate on their target.<br />
** [[Flayed ghost]]s are no longer summoned.<br />
** Friendlies are no longer targettable.<br />
* [[Olgreb's Toxic Radiance]] now [[poison]]s continuously over several turns (and deals impact damage); it also ignores the caster's poison resistance (if any).<br />
* [[Dragon Form]] is pure [[Transmutations]] (was Tmut/Fire for all but [[Draconian]]s).<br />
* [[Force Lance]] is now level 5 (was level 2), with boosted range and damage to match.<br />
* [[Fulminant Prism]] now caps at 200 spellpower.<br />
* [[Swiftness]] can be cast in water; it doesn't operate in water, but it grants the status (which operates as expected when out of the water).<br />
* [[Summonings]] caps are introduced. This acts on a per-spell basis, each spell has a fixed numerical limit for the number of summons active at any time. Going over this limit means your oldest summons will expire in a very short number of turns. Applies only to non-necromantic non-permanent summons.<br />
* Temporary summons will no longer follow the player down stairs.<br />
* Temporary summons expire when the player moves to a different level.<br />
<br />
===Items===<br />
-----<br />
* The elemental evocation items have been reworked:<br />
** All no longer depend on elemental magic skill or nearby terrain, can summon multiple elementals, and have an XP-based recharge timer.<br />
** The [[lamp of fire]] fires up to three trails of flame in a given direction.<br />
** The [[fan of air elementals]] is now the [[fan of gales]], and blows back nearby enemies.<br />
** The [[stone of earth elementals]] is now the [[stone of tremors]]; it causes rubble to fall from nearby rock, stone, or permarock walls to damage creatures adjacent to them, and has a chance to [[shaft]] creatures;<br />
** A new elemental evoker item - the [[phial of floods]]; it generates a wave of water which temporarily leaves a pool of water behind, and summons [[water elemental]]s.<br />
* The dependence of armour penalties on strength has been adjusted; there are no longer magic strength numbers for lowest possible penalties.<br />
* <s>Potions of gain <ability> have been replaced by [[potions of beneficial mutation]], which grant the player a single beneficial mutation.<br />
* the [[Scroll of vorpalise weapon]] is now called [[Scroll of brand weapon]], and can rebrand weapons that already have a permanent brand affixed.</s><br />
* the [[Scroll of immolation]] has been reworked to [[Inner Flame]] everything in [[LOS]].<br />
* [[Lear's chain mail]] is now [[Lear's hauberk]] - a +27 [[chain mail]] that covers all armour slots other than [[shields]] and [[cloak]]s.<br />
* The [[staff of energy]] eliminates 100% of spell hunger again, and includes the now-gone [[staff of channeling]] as well.<br />
* The [[staff of power]] scales with your maximum magic power.<br />
* [[Box of beasts]] has been reworked:<br />
** Has a fixed, random number of charges between 5 and 15 inclusive.<br />
** 1/3 chance to fail on usage with no bad effects.<br />
** When successful, generates a [[chimera]]; a new monster with three heads. Each head can be a different beast, picked from a list which provides better/stronger beasts at higher [[Evocations]] skill. The heads determine the attacks and abilities available to the monster.<br />
* New "[[sack of spiders]]" item:<br />
** Fixed charges between 5 and 15 inclusive.<br />
** On evoking, creates [[web]]s around you and releases [[list of arachnids|spiders]].<br />
** Number of webs and type/number of spiders scales with evocations.<br />
* [[Splint mail]] has been removed; [[chain mail]] is now 8 AC to compensate.<br />
* [[Needle]]s of [[sickness]] have been removed.<br />
* [[Manual]]s do not need to be read to be activated; they're always on while in inventory.<br />
* The [[rod of striking]] now functions as a melee weapon - it expends charges to deal additional damage in melee.<br />
* [[Boots]] of [[running]] have a -1 movement delay (was -2).<br />
* The [[lantern of shadows]]' rate of shadow spawning scales with evocations, and the resulting shadows now wander instead of following the player.<br />
* New unrand: the +4 [[moon troll leather armour]] {Spirit MP+5 Regen}.<br />
* Adjustments to unrands:<br />
** [[Arga]] is now a [[broad axe]].<br />
** [[Bullseye]] is now a [[large shield]].<br />
** The [[shield of the Gong]] no longer has [[guardian spirit]]; it is otherwise unchanged.<br />
** The [[knife of Accuracy]] and [[boots of the Assassin]] are no more.<br />
** The [[lightning scales]] are now +6 (was +3).<br />
* [[Hammer]]s do not generate outside of vaults.<br />
<br />
===Gods===<br />
----<br />
* [[Yredelemnul]] no longer gifts [[rotting hulk]]s / [[plague shambler]]s.<br />
* <s>[[Hill orc]]s encountering an [[orc priest]] for the first time are offered the chance to convert to [[Beogh]] on the spot.</s><br />
* [[Zin]]'s Recite no longer paralyses the player; the player can take any action that doesn't involve the mouth while reciting.<br />
<br />
<s><br />
===Interface===<br />
---------<br />
* For online play, explore_delay and travel_delay are instananeous by default.<br />
* Dungeon features with variable-colour tiles now display those colours in tiles (e.g. walls in the Abyss, the Elven Halls, and the Pan disco hall).<br />
* Examining a monster will display the spells monsters of its type are capable of using.<br />
<br />
===Technical===<br />
---------<br />
* A port to OpenSolaris (Dyson/Illumos).<br />
* MSVC compilation once again possible (Visual Studio [Express] 2012)<br />
</s><br />
<br />
[[Category: Crawl Versions]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Chaos_Knight&diff=20778Chaos Knight2013-10-10T23:11:14Z<p>Sildraith: adjusted 0.13 starting equipment - added falchions, changed to +0 chaos weapon</p>
<hr />
<div>{{version013}}<br />
'''Chaos Knights''' are warriors who serve [[Xom]], the unpredictable and psychotic God of Chaos. This is not a religion for the faint of heart, for Xom is a fickle, capricious deity who sees his chosen as his personal playthings. He takes delight in their risks and misfortunes, and he is quick to punish those who bore him. Chaos Knights who can keep Xom entertained (and survive) will find themselves showered with his blessings... but their lives are more often painful and short.<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s cannot be Chaos Knights (or any other religious class).<br />
<br />
==Starting Equipment==<br />
Some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[chaos]] [[weapon of choice]] ([[short sword]], [[mace]], [[hand axe]], [[spear]], or [[falchion]])<br />
*+2 [[leather armour]]<br />
*[[Bread ration]]<br />
*20 [[gold]]<br />
<br />
==Starting Skills==<br />
These are adjusted by your species' [[aptitude]]s.<br />
*[[Fighting]]: 3<br />
*Chosen Weapon's Skill: 3<br />
*[[Armour]]: 1<br />
*[[Dodging]]: 1<br />
<br />
==Strategy==<br />
This is in many ways a challenge class, as dealing with Xom makes your run through the [[Dungeon]] even more of a crapshoot than it already is, especially if you choose not to spoil yourself by reading the Xom page!<br />
<br />
Unlike other [[god]]s, Xom's feelings about you don't progress in an entirely predictable or fair manner. You ''do'' get feedback when you've done something to please him, but if you're used to the "follow the Appreciates list, score piety, be rewarded" logic of other gods, you'll have to abandon it here. Even if you do everything "right" by Xom, his rewards are just as random. As with a [[Demonspawn]]'s mutations, you can only hope for the best (to put it lightly). For Xom fans, of course, that's all part of the fun!<br />
<br />
==History==<br />
Prior to [[0.13]], Chaos Knights started with a +2, +2 non-branded weapon of choice ([[short sword]], [[mace]], [[hand axe]], or [[spear]]).<br />
<br />
In [[0.7]] and prior versions, Chaos Knights could worship Xom, [[Makhleb]], or [[Lugonu]]. CK of Makhleb was particularly easy, and therefore was removed; CK of Lugonu was split off into [[Abyssal Knight]].<br />
<br />
[[Category:Backgrounds]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=List_of_rodents&diff=20159List of rodents2013-10-10T19:50:47Z<p>Sildraith: History changed to Obsolete Rats</p>
<hr />
<div>{{version013}}<br />
<br />
{{flavour|"How now? A rat? Dead, for a ducat, dead!" - William Shakespeare, Hamlet, Act III, 4}}<br />
<br />
The majority of the '''rats''' you'll encounter are weak, insignificant creatures that do little more than rush you harmlessly and get slaughtered in droves. However, some of the rats you'll encounter have been affected by the strange magic of [[the Dungeon]], and have dangerous powers worth watching out for. They can be found in nearly every early branch of the game.<br />
<br />
==Rat Types==<br />
{{monsterlink|Rat}}- A feisty Dungeon delicacy common everywhere!<br />
<br />
{{monsterlink|Grey rat}}- These feral rats are slightly more vicious than their civilized cousins, and taste much worse.<br />
<br />
{{monsterlink|Green rat}}- Giant rats tainted with sewer filth.<br />
<br />
{{monsterlink|Orange rat}}- Demonic rats whose teeth nibble away at your very soul.<br />
<br />
==Other Vermin==<br />
These monsters, while not technically rats, also use the '''r''' glyph.<br />
<br />
{{monsterlink|Quokka}}- Fairly harmless marsupials, only marginally more dangerous than standard rats.<br />
<br />
{{monsterlink|Porcupine}}- Cranky rodents which make you regret every attack against them with razor-sharp quills.<br />
<br />
==Obsolete Rats==<br />
{{monsterlink|Laboratory rat}}- Rats that have been enhanced by an insane mix of science and magic, now endowed with various abilities. Removed in [[0.13]].<br />
<br />
[[Category:Lists of monsters]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Current_projects/0.13_update_project&diff=20140Current projects/0.13 update project2013-10-10T19:33:27Z<p>Sildraith: /* Monsters */ removed some monsters</p>
<hr />
<div>==Project goals==<br />
<br />
*The priority goal of this project is to go through the changelog below and <s>cross out</s> lines once the updates have been incorporated into the appropriate wiki article, or if they don't require any changes. If you think a page is up to date, make sure to add [[:Template:version013]] (i.e. <nowiki> {{version012}}</nowiki>) to the page. <br />
*Secondly, articles tagged with [[:Category:Crystal Ball Articles]] should be removed from the category after being updated (unless they refer to 0.14 or trunk material). There may be some sentences that need to be changed from future to past tense. <br />
*Finally, there is [[:Category:013 Tiles|new artwork]] that needs to be updated as (lower priority). Instructions are in the link. <br />
<br />
===Contributors===<br />
*[[User:Flun|Flun]]<br />
*[[User:Sildraith|Sildraith]]<br />
*[[User:CommanderC|CommanderC]]<br />
*''Add name here''<br />
<br />
== 0.13 Changelog ==<br />
<br />
===0.13 highlights===<br />
---------------<br />
* <s>A new race: [[Gargoyle]]s.</s><br />
* A reimagined [[Skald]] background.<br />
* A thorough rework of the monster set in [[Crypt]].<br />
* Improvements to many evokable items.<br />
* A new item: [[sack of spiders]].<br />
* Massively overhauled layout generators.<br />
* [[Summonings]] school: per-spell limits and no stair following or pulling.<br />
* New [[Sprint]] map: linesprint.<br />
<br />
===Branches, environment===<br />
---------------------<br />
* A new Sprint map: "|||||||||||||||||||||||||||||" by st (otherwise known as linesprint).<br />
* [[Branch]]es now have exactly one exit stair (except [[the Dungeon]], which can, but is not guaranteed, to have more).<br />
* Many new layouts have been added to most branches, including unique layouts for branches that didn't have them; and numerous tweaks and improvements to existing layouts.<br />
* [[Vault]]s can now be placed at the centre of some layouts prepared to accept them there.<br />
* All [[portal]] vaults entrances that time out are now announced.<br />
* [[Temple]] overflow [[altar]]s can now contain multiple altars.<br />
* <s>New [[shop]] type: gadget shops, which sell evokable items.</s><br />
* Mechanical [[trap]]s do not spawn outside of vaults.<br />
* [[Zot trap]] effects are now only a subset of the full set of miscasts, and have some new unique effects - draining of [[wand]] charges and Word of Recall (as per [[ironbrand convoker]]s).<br />
<br />
===Character===<br />
---------<br />
* <s>A new race: [[Gargoyle]]s, with low natural [[HP]] but an impressive host of resistances and the ability to [[fly]] at XL14.<br />
* [[Sludge elves]] are no more.</s><br />
* The [[Skald]] background gets a reworked [[spell book]] with four new spells:<br />
** <s>[[Infusion]] grants additional melee damage costing MP with each strike;<br />
** [[Song of Slaying]] grants an incremental slaying bonus with every monster killed (of sufficient threat level);<br />
** [[Spectral Weapon]] creates an allied spectral clone of your weapon which strikes enemies in melee when you do.<br />
** [[Song of Shielding]] has a similar effect to [[spirit shield]], trading [[HP]] loss for [[MP]] loss.<br />
* [[Priest]]s are no more.</s><br />
* The [[nausea]] [[status effect]] from eating contaminated [[chunk]]s has been removed; contaminated chunks now give less nutrition for characters that can't handle them.<br />
* [[Stabbing]] skill is no more; stabs now depend upon the average of the character's [[stealth]] and weapon skill.<br />
* The [[Traps]] skill is no more; all characters detect traps as though they had (XL/3) Traps skill.<br />
* [[Chaos knight]]s start with a +0 [[chaos]] weapon instead of a +2 normal weapon.<br />
* New tier 2 [[demonspawn mutation]] - "magic shield", giving [[spirit shield]] at level one, improved magic regeneration at level two, and regenerating mana in place of health as a function of current magic level at level three.<br />
* Deaths to [[acid]], self-targetting, and [[sticky flame]] now credit the appropriate monster/spell.<br />
* [[stat death|Draining a stat to zero]] can no longer directly kill the player; instead, further stat drain damages the player. The effects of a stat being at zero (fainting, slow actions, etc.) persist.<br />
* [[Ogre]] [[hunter]]s and [[artificer]]s now start with a [[club]] instead of a [[short sword]].<br />
<br />
===Monsters===<br />
--------<br />
* New/reworked [[Crypt]] monsters:<br />
** [[Wraith]]s, [[shadow wraith]]s, and [[eidolon]]s drain speed instead of [[XP]].<br />
** [[Eidolon]]s deal more melee damage and can cast [[Bolt of Draining]].<br />
** [[Phantasmal warrior]]s can temporarily reduce their target's [[magic resistance]] and can [[blink close]]r to their foes.<br />
** [[Flayed ghost]]s gain a [[smite]]-targeted flaying attack, dealing temporary damage that scales with XP and goes away when the flayed ghost is killed and/or enough time passes.<br />
** [[Ancient champion]]s, formerly a vault-specific monster, are now full randomly-generated monsters, coming with a band of [[skeletal warrior]]s 50% of the time.<br />
** [[Vampire mage]]s cast [[Vampiric Draining]] more often, and have slightly higher [[HD]] and HP; they also come with a band of [[list of vampires|vampires]].<br />
** [[Rotting hulk]]s are now [[plague shambler]]s, capable of inflicting a "[[retching]]" [[status effect]] that prevents food consumption; they generate a [[cloud]] of [[miasma]] on death.<br />
** [[Spectral thing]]s move at their full base monster speed.<br />
** [[Deep dwarf death knight]]s gain slightly better attack power and starting equipment, and now come with a band of [[undead]].<br />
** [[Flying skull]]s get a slight HP boost and a larger attack power boost.<br />
** [[Ghoul (monster)|Ghouls]] inflict [[rot]] half as often.<br />
** [[Curse skull]]s are capable of out-of-LOS movement, similar to [[wandering mushroom]]s, but preferring to place themselves where a player needs to move the most to actually reach them.<br />
** New monster: [[revenant]]s, possessing a ghostly fireball attack and capable of creating clouds of ghostly flame, which do not harm undead and occasionally summon spectral things.<br />
** New monster: [[lost soul]]s, who sacrifice themselves to heal nearby undead creatures or assume the shape of a nearby killed living creature; they can be summoned by [[deep elf death mage]]s.<br />
** [[Necromancer (monster)|Necromancers]] don't come with [[necrophage]]s, but do come with [[simulacra]].<br />
** [[Unborn deep dwarves]] are now just [[unborn]].<br />
** New monster: [[jiangshi]], who move in short burts (like [[sixfirhies]]) and possess a [[vampiric]] melee attack.<br />
* New [[forest]]-themed monsters:<br />
** [[Spriggan assassin]]s and [[spriggan enchanter]]s, who attempt to disable the player with [[blowgun]]s and [[hexes]] respectively before moving in for the kill.<br />
** [[Faun]]s, who hex the player before attacking from afar, and their larger brethren [[satyr]]s, who can empower their nearby allies.<br />
** [[Dryad]]s, who can awaken the forest and summon vines to pull their enemies closer to trees.<br />
** [[Wind drake]]s, who can breathe powerful blasts of wind and [[airstrike]] the player.<br />
** [[Thorn lotus]]es, plants adrift on the water that pepper the player with thorns fired from afar.<br />
** [[Thorn hunter]]s, who fire volleys of thorns and create briar patches to impede their foes' movements.<br />
** [[Spirit wolves]], who can howl to summon additional spirit wolves at periodic intervals.<br />
** [[Ancient bear]]s, a bear to rival a dire elephant with fire resistance.<br />
** [[Water nymph]]s, who can teleport their target to their home water area and strike down the player with said water.<br />
** [[Treant]]s, slow-moving, tough plants home to a nest of wasps.<br />
* <s>Other new monsters:<br />
** [[Tengu reaver]]s, skilled with both steel and spells; appearing in the late dungeon and in Vaults.<br />
** [[Elemental wellspring]]s, aquatic enemies that fire primal waves at their foes while they're busy dealing with [[water elemental]]s.<br />
** [[Deathcap]]s, summonable by [[curse toe]]s - tougher [[wandering mushroom]]s with [[Drain Life]].<br />
* New unique: [[Sojobo]], king of the tengu. </s><br />
* [[Jory]] now spawns normally in the late dungeon, instead of being limited to vaults.<br />
* Adjustments to some tier 4 demons:<br />
** [[Orange demon]]s' sting has a 50% chance of inflicting a [[Weakness]] status, which reduces the player's attack damage.<br />
** [[Blue devil]]s have a swooping attack, where they can immediately move adjacent to the player and attack from up to four tiles away.<br />
** [[Red devil]]s can now hop backwards from adjacent foes to make use of their now-guaranteed polearms' reaching attacks.<br />
* Adjustments to the elementals:<br />
** [[Water elemental]]s have an asphyxiation attack which lasts as long as their target is next to them, and have slightly increased AC and HP.<br />
** [[Fire elemental]]s (and [[fire vortices]]) deal pure fire damage.<br />
* Updated spell set for several monsters:<br />
** [[Draconian shifter]]s:<br />
*** [[Banishment]] is dropped.<br />
*** A new monster spell: [[Dimension Anchor]], which temporarily prevents teleportation, blinking, and [[Phase Shift]].<br />
*** A new monster spell: [[Blink Allies Encircling]], which blinks nearby allies around the target.<br />
*** [[Controlled Blink]] is replaced with [[Blink#Monster Version|Blink Away]] as an emergency spell.<br />
** [[Spriggan air mage]]s:<br />
*** Drop [[Swiftness]].<br />
*** New spell: [[Control Winds]], which manipulates [[cloud]]s (including putting out fores fires immediately), and improves allied ranged weapon accuracy.<br />
** [[Spriggan druid]]s:<br />
*** Drop [[Summon Caniforms]].<br />
*** New spells: [[Haste Plants]], which [[haste]]s nearby plant-like enemies, and [[Druid's Call]], which calls wildlife from elsewhere on the level to aid the druid.<br />
** [[The Enchantress]]:<br />
*** [[Banishment]] is banished.<br />
*** Gains [[Dimension Anchor]] (see draconian shifter entry above), [[Strip Resistance]] (lowers the magic resistance of the target), and [[Mass Confusion]].<br />
** [[Curse toe]]s:<br />
*** No more [[Summon Undead]].<br />
** [[Deep elf summoner]]s:<br />
*** [[Summon Demon]] replaced with [[Summon Vermin]], which summons [[orange rat]]s, [[spider]]s, and some other things.<br />
** [[Deep elf priest]]s/[[Deep elf high priest]]s:<br />
*** A new spell "[[Malign Offering]]", which steals HP from the target to give to their allies.<br />
** [[Deep elf mage]]s:<br />
*** Entirely new spellsets:<br />
**** [[Freeze]], [[Throw Icicle]], [[Summon Ice Beast]];<br />
**** [[Bolt of Magma]], [[Stone Arrow]], [[Petrify]];<br />
**** [[Iskenderun's Mystic Blast]], [[Slow]], [[Venom Bolt]], [[Blink]];<br />
**** [[Flame Tongue]], [[Throw Flame]], [[Sticky Flame]], [[Fireball]];<br />
**** [[Magic Dart]], [[Force Lance]], [[Iskenderun's Mystic Blast]], [[Iskenderun's Battlesphere]].<br />
** [[Deep elf conjurer]]s:<br />
*** Only one spellset ([[Bolt of Fire]], [[Bolt of Cold]], [[Lightning Bolt]], [[Bolt of Draining]]); the spell set with sticky flame has been removed.<br />
** [[Gloorx Vloq]]:<br />
*** No longer has [[Invisibility]] as an emergency spell.<br />
* Speed adjustments to several monsters:<br />
** Speed 8: [[spiny worm]]s, [[snapping turtle]]s, [[guardian mummies]] (all previously speed 9).<br />
** Speed 10: [[jellies]] (previously 9).<br />
* [[Shadow]]s can now turn invisible, allowing them to move faster and land a guaranteed stab attack on enemies.<br />
* The retribution effect for killing an [[apis]] now inflicts [[Weakness]] on the player, instead of healing nearby hostiles.<br />
* [[Giant fireflies]] can now signal nearby awake monsters in a manner similar to shouting.<br />
* [[Vault warden]]s can seal stairways in addition to doors.<br />
* [[Zombie]]s no longer appear excessively out of depth in the early dungeon.<br />
* Orb run monster spawns no longer include weak monsters, and now include [[Orb Guardian]]s.<br />
* Monster actions are now taken in order of speed, rather than any given monster taking all of its actions at once.<br />
* Removed monsters:<br />
** <s>[[Laboratory rat]]s.<br />
** [[War dog]]s</s> (replaced by [[wolves]] with essentially matching stats).<br />
** <s>[[Deep dwarf scion]]s, [[deep dwarf necromancer]]s, and [[deep dwarf artificer]]s.</s><br />
** [[Deep elf soldier]]s.<br />
** A large number of vault-specific monsters.<br />
* Imps and other weak monsters no longer appear in [[Pandemonium]].<br />
* [[Nergalle]] appears earlier in the dungeon.<br />
* [[Lamia]] no longer comes with a band of minions.<br />
* <s>Creatures other than natural creatures can now be [[frenzied]]; this causes them to attack anything in sight. The [[berserk]]ing effect of frenzy (might and haste effects) is limited to natural creatures.</s><br />
<br />
===Spells===<br />
------<br />
* New spells:<br />
** [[Searing Ray]], a level 2 conjuration replacing [[Force Lance]] in the [[Book of Conjurations]] that deals damage over several consecutive turns.<br />
** <s>[[Discord]], a level 8 [[Hexes]] spell that attempts to [[frenzy]] all monsters in sight.</s><br />
* <s>[[Summon Small Mammals]] now only ever summons one mammal, and is renamed to [[Summon Small Mammal]] as a consequence.</s><br />
* 100% of teleports on the orb run are delays (up from 50%).<br />
* [[Haunt]] adjustments:<br />
** Summons now fixate on their target.<br />
** [[Flayed ghost]]s are no longer summoned.<br />
** Friendlies are no longer targettable.<br />
* [[Olgreb's Toxic Radiance]] now [[poison]]s continuously over several turns (and deals impact damage); it also ignores the caster's poison resistance (if any).<br />
* [[Dragon Form]] is pure [[Transmutations]] (was Tmut/Fire for all but [[Draconian]]s).<br />
* [[Force Lance]] is now level 5 (was level 2), with boosted range and damage to match.<br />
* [[Fulminant Prism]] now caps at 200 spellpower.<br />
* [[Swiftness]] can be cast in water; it doesn't operate in water, but it grants the status (which operates as expected when out of the water).<br />
* [[Summonings]] caps are introduced. This acts on a per-spell basis, each spell has a fixed numerical limit for the number of summons active at any time. Going over this limit means your oldest summons will expire in a very short number of turns. Applies only to non-necromantic non-permanent summons.<br />
* Temporary summons will no longer follow the player down stairs.<br />
* Temporary summons expire when the player moves to a different level.<br />
<br />
===Items===<br />
-----<br />
* The elemental evocation items have been reworked:<br />
** All no longer depend on elemental magic skill or nearby terrain, can summon multiple elementals, and have an XP-based recharge timer.<br />
** The [[lamp of fire]] fires up to three trails of flame in a given direction.<br />
** The [[fan of air elementals]] is now the [[fan of gales]], and blows back nearby enemies.<br />
** The [[stone of earth elementals]] is now the [[stone of tremors]]; it causes rubble to fall from nearby rock, stone, or permarock walls to damage creatures adjacent to them, and has a chance to [[shaft]] creatures;<br />
** A new elemental evoker item - the [[phial of floods]]; it generates a wave of water which temporarily leaves a pool of water behind, and summons [[water elemental]]s.<br />
* The dependence of armour penalties on strength has been adjusted; there are no longer magic strength numbers for lowest possible penalties.<br />
* Potions of gain <ability> have been replaced by [[potions of beneficial mutation]], which grant the player a single beneficial mutation.<br />
* the [[Scroll of vorpalise weapon]] is now called [[Scroll of brand weapon]], and can rebrand weapons that already have a permanent brand affixed.<br />
* the [[Scroll of immolation]] has been reworked to [[Inner Flame]] everything in [[LOS]].<br />
* [[Lear's chain mail]] is now [[Lear's hauberk]] - a +27 [[chain mail]] that covers all armour slots other than [[shields]] and [[cloak]]s.<br />
* The [[staff of energy]] eliminates 100% of spell hunger again, and includes the now-gone [[staff of channeling]] as well.<br />
* The [[staff of power]] scales with your maximum magic power.<br />
* [[Box of beasts]] has been reworked:<br />
** Has a fixed, random number of charges between 5 and 15 inclusive.<br />
** 1/3 chance to fail on usage with no bad effects.<br />
** When successful, generates a [[chimera]]; a new monster with three heads. Each head can be a different beast, picked from a list which provides better/stronger beasts at higher [[Evocations]] skill. The heads determine the attacks and abilities available to the monster.<br />
* New "[[sack of spiders]]" item:<br />
** Fixed charges between 5 and 15 inclusive.<br />
** On evoking, creates [[web]]s around you and releases [[list of arachnids|spiders]].<br />
** Number of webs and type/number of spiders scales with evocations.<br />
* [[Splint mail]] has been removed; [[chain mail]] is now 8 AC to compensate.<br />
* [[Needle]]s of [[sickness]] have been removed.<br />
* [[Manual]]s do not need to be read to be activated; they're always on while in inventory.<br />
* The [[rod of striking]] now functions as a melee weapon - it expends charges to deal additional damage in melee.<br />
* [[Boots]] of [[running]] have a -1 movement delay (was -2).<br />
* The [[lantern of shadows]]' rate of shadow spawning scales with evocations, and the resulting shadows now wander instead of following the player.<br />
* New unrand: the +4 [[moon troll leather armour]] {Spirit MP+5 Regen}.<br />
* Adjustments to unrands:<br />
** [[Arga]] is now a [[broad axe]].<br />
** [[Bullseye]] is now a [[large shield]].<br />
** The [[shield of the Gong]] no longer has [[guardian spirit]]; it is otherwise unchanged.<br />
** The [[knife of Accuracy]] and [[boots of the Assassin]] are no more.<br />
** The [[lightning scales]] are now +6 (was +3).<br />
* [[Hammer]]s do not generate outside of vaults.<br />
<br />
===Gods===<br />
----<br />
* [[Yredelemnul]] no longer gifts [[rotting hulk]]s / [[plague shambler]]s.<br />
* <s>[[Hill orc]]s encountering an [[orc priest]] for the first time are offered the chance to convert to [[Beogh]] on the spot.</s><br />
* [[Zin]]'s Recite no longer paralyses the player; the player can take any action that doesn't involve the mouth while reciting.<br />
<br />
<s><br />
===Interface===<br />
---------<br />
* For online play, explore_delay and travel_delay are instananeous by default.<br />
* Dungeon features with variable-colour tiles now display those colours in tiles (e.g. walls in the Abyss, the Elven Halls, and the Pan disco hall).<br />
* Examining a monster will display the spells monsters of its type are capable of using.<br />
<br />
===Technical===<br />
---------<br />
* A port to OpenSolaris (Dyson/Illumos).<br />
* MSVC compilation once again possible (Visual Studio [Express] 2012)<br />
</s><br />
<br />
[[Category: Crawl Versions]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=List_of_deep_elves&diff=20132List of deep elves2013-10-10T19:16:40Z<p>Sildraith: Removed deep elf soldiers from list (0.13)</p>
<hr />
<div>{{version013}}<br />
''This page is about the various deep elf [[monster]]s. For the player species, see [[deep elf]].''<br />
<br />
The '''deep elves''' are a race of xenophobic subterranean beings with powerful magic, but only mediocre martial prowess. They populate the [[Elven Halls]], and can occasionally be found in the lowest reaches of the [[Dungeon]] and some [[bailey]]s.<br />
<br />
==Deep Elf Types==<br />
{{monsterlink|Deep elf fighter}}- A deep elf soldier who survived enough combat to learn a thing or two about fighting.<br />
<br />
{{monsterlink|Deep elf knight}}- A competent warrior capable of casting modest magic.<br />
<br />
{{monsterlink|Deep elf mage}}- Eccentric spell casters with access to an enormous list of aggravating, occasionally dangerous spells.<br />
<br />
{{monsterlink|Deep elf conjurer}}- Combat casters who enjoy [[draining]] your experience, destroying your items, and setting you on fire with their spells.<br />
<br />
{{monsterlink|Deep elf summoner}}- Fragile summoners who throw small hordes of demons at you.<br />
<br />
{{monsterlink|Deep elf priest}}- Worshipers of a dark god capable of [[smiting]] you and raising the dead as twisted abominations.<br />
<br />
===Mostly appear on Elf:3===<br />
{{monsterlink|Deep elf blademaster}}- Ravenous blenders that mysteriously resemble elves, they are vicious with their [[short blades]].<br />
<br />
{{monsterlink|Deep elf master archer}}- Even without magic, they're the deadliest bow-wielders you can find.<br />
<br />
{{monsterlink|Deep elf death mage}}- Spooky elves who rapidly deplete your experience with [[Bolt of Draining]] and raise the dead.<br />
<br />
{{monsterlink|Deep elf annihilator}}- Expert combat casters, known for one-shotting careless adventurers.<br />
<br />
{{monsterlink|Deep elf demonologist}}- Masters in the art of calling up horrors from dark places (and in sending nosy adventurers back in exchange).<br />
<br />
{{monsterlink|Deep elf sorcerer}}- Yet another deep elf caster, hurling [[hellfire]] and Bolts of Draining before casting you into [[the Abyss]].<br />
<br />
{{monsterlink|Deep elf high priest}}- Elite deep elf priests capable of summoning demons and blasting you with hellfire.<br />
<br />
===Unique Elves===<br />
Note that there are no actual deep elf uniques. However, the following three unique elves appear in the dungeon.<br />
<br />
{{monsterlink|Fannar}}- A cruel elven magistrate with near-perfect mastery of [[Ice Magic]].<br />
<br />
{{monsterlink|Dowan}}'''and''' {{monsterlink|Duvessa}}- Twin elves who appear early on. He specializes in magic, she in swords.<br />
<br />
==History==<br />
[[Deep elf soldier]]s were removed in [[0.13]].<br />
<br />
[[category:Elf]]<br />
[[Category:Lists of monsters]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Deep_dwarf_artificer&diff=20129Deep dwarf artificer2013-10-10T19:05:01Z<p>Sildraith: removed in 0.13 - set obsolete / categorized</p>
<hr />
<div>{{obsolete}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=deep dwarf artificer<br />
|glyph={{Blue|q}}<br />
|tile=[[File:Deep dwarf artificer.png]]<br />
|flags={{Speaks flag}}<br>{{No regenerate flag}}<br>{{Warm blood flag}}<br />
|resistances=None<br />
|vulnerabilities=None<br />
|max_chunks=4<br />
|meat={{Contaminated corpse}}<br />
|xp=285<br />
|holiness={{Natural}}<br />
|magic_resistance=56<br />
|hp_range=23-53<br />
|avg_hp=38<br />
|armour_class=2<br />
|evasion=10<br />
|habitat=Land<br />
|speed= 10<br />
|size={{Medium}}<br />
|item_use={{Weapons armour}}<br>{{Starting equipment}}<br>{{Open doors}}<br />
|attack1=12 ({{Hit type}}: {{Plain flavour}})<br />
|attack2=<br />
|attack3=<br />
|attack4=<br />
|hit_dice=7<br />
|base_hp=3<br />
|extra_hp=5<br />
|fixed_hp=0<br />
|intelligence={{Normal intelligence}}<br />
|genus=dwarf<br />
|species=deep dwarf<br />
}}<br />
<!--monster-bot-end--><br />
{{list of | deep dwarves}}<br />
{{Flavour|A deep dwarf that has devoted its life to the study and use of arcane devices.}}<br />
<br />
==Useful Info==<br />
'''Deep dwarf artificers''' are fairly frail compared to their fellow dwarves, but fight from a distance with [[wand]]s and [[rod]]s, launching an unpredictable array of elemental attacks at you. Like all deep dwarves, they do not regenerate health naturally. They can occasionally be found in the packs of [[deep dwarf (monster)|deep dwarves]] roaming the Abyss or occasionally in [[vault]]s.<br />
<br />
==Tips & Tricks==<br />
An artificer's difficulty depends entirely on what kind of wand or rod it's carrying. An artificer with a [[rod of Striking]] is no threat at all, whereas one with a [[rod of Destruction]] can be terrifying. That being said, well-armed artificers carry excellent loot.<br />
<br />
==History==<br />
Deep dwarf artificers were removed in [[0.13]].<br />
<br />
[[Category:Dwarf]]<br />
[[Category:Obsolete_monsters]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Deep_dwarf_necromancer&diff=20127Deep dwarf necromancer2013-10-10T19:02:31Z<p>Sildraith: removed in 0.13 - set obsolete / categorized</p>
<hr />
<div>{{obsolete}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=deep dwarf necromancer<br />
|glyph={{LightBlue|q}}<br />
|tile=[[File:Deep dwarf necromancer.png]]<br />
|flags={{Actual spells flag}}<br>{{Speaks flag}}<br>{{No regenerate flag}}<br>{{Evil flag}}<br>{{Spellcaster flag}}<br>{{Warm blood flag}}<br />
|resistances=None<br />
|vulnerabilities={{Holy vulnerability}}<br />
|max_chunks=4<br />
|meat={{Contaminated corpse}}<br />
|xp=284<br />
|holiness={{Natural}}<br />
|magic_resistance=56<br />
|hp_range=24-51<br />
|avg_hp=37<br />
|armour_class=2<br />
|evasion=10<br />
|habitat=Land<br />
|speed= 10<br />
|size={{Medium}}<br />
|item_use={{Weapons armour}}<br>{{Starting equipment}}<br>{{Open doors}}<br />
|attack1=10 ({{Hit type}}: {{Plain flavour}})<br />
|attack2=<br />
|attack3=<br />
|attack4=<br />
|hit_dice=7<br />
|base_hp=3<br />
|extra_hp=5<br />
|fixed_hp=0<br />
|intelligence={{High intelligence}}<br />
|genus=dwarf<br />
|species=deep dwarf<br />
}}<br />
<!--monster-bot-end--><br />
{{list of | deep dwarves}}<br />
{{Flavour|An evil deep dwarf that has sold its mortal soul in exchange for mastery of the occult arts of death and pain.}}<br />
<br />
==Useful Info==<br />
'''Deep dwarf necromancers''' are one of the less dangerous of the [[deep dwarf (monster)|deep dwarves]], packing an arsenal of mid-level [[Necromancy]] spells and little else. Like all deep dwarves, they do not regenerate health naturally. They are occasionally found in the packs of deep dwarves roaming [[the Abyss]] or in certain endings of [[the Crypt]].<br />
<!--spl-bot-begin--><br />
==Spells==<br />
<br />
{{Spellcaster<br />
|number=<br />
|slot1=[[Pain]] (d11)<br />
|slot2=[[Dispel Undead]] (3d14)<br />
|slot3=[[Simulacrum]]<br />
|slot4=[[Vampiric Draining]]<br />
|slot5=[[Agony]]<br />
|slot6=[[Vampiric Draining]]<br />
}}<br />
{{clear}}<br />
<br />
<!--spl-bot-end--><br />
<br />
==Tips & Tricks==<br />
Any ranks of [[negative energy]] resistance will block all of their attack spells... unless you're [[undead]], in which case Dispel Undead packs a decent punch. If they manage to make [[simulacrum (monster)|simulacra]] of a decent monster, those could also cause you trouble.<br />
<br />
==History==<br />
Deep dwarf necromancers were removed in [[0.13]].<br />
<br />
[[Category:Dwarf]]<br />
[[Category:Obsolete_monsters]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Deep_dwarf_scion&diff=20124Deep dwarf scion2013-10-10T18:59:32Z<p>Sildraith: removed in 0.13 - set obsolete / categorized</p>
<hr />
<div>{{obsolete}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=deep dwarf scion<br />
|glyph={{Yellow|q}}<br />
|tile=[[File:Deep dwarf scion.png]]<br />
|flags={{Speaks flag}}<br>{{No regenerate flag}}<br>{{Warm blood flag}}<br />
|resistances=None<br />
|vulnerabilities=None<br />
|max_chunks=4<br />
|meat={{Contaminated corpse}}<br />
|xp=248<br />
|holiness={{Natural}}<br />
|magic_resistance=48<br />
|hp_range=32-64<br />
|avg_hp=48<br />
|armour_class=2<br />
|evasion=12<br />
|habitat=Land<br />
|speed= 10<br />
|size={{Medium}}<br />
|item_use={{Weapons armour}}<br>{{Starting equipment}}<br>{{Open doors}}<br />
|attack1=16 ({{Hit type}}: {{Plain flavour}})<br />
|attack2=<br />
|attack3=<br />
|attack4=<br />
|hit_dice=6<br />
|base_hp=5<br />
|extra_hp=6<br />
|fixed_hp=0<br />
|intelligence={{Normal intelligence}}<br />
|genus=dwarf<br />
|species=deep dwarf<br />
}}<br />
<!--monster-bot-end--><br />
{{list of | deep dwarves}}<br />
{{Flavour|An armoured deep dwarf, formidable in melee combat.}}<br />
<br />
==Useful Info==<br />
'''Deep dwarf scions''' are well-armed foot soldiers, boasting no special abilities but often carrying excellent gear. Like all deep dwarves, they do not regenerate health naturally. They are occasionally found in packs of [[deep dwarf (monster)|deep dwarves]] roaming [[the Abyss]]. <br />
<br />
==Tips & Tricks==<br />
These guys rank among the least of your worries when facing a pack of deep dwarves. Try not to ignore them entirely though, as their weapons can hold powerful [[brand]]s.<br />
<br />
==History==<br />
Deep dwarf scions were removed in [[0.13]].<br />
<br />
[[Category:Dwarf]]<br />
[[Category:Obsolete_monsters]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=War_dog&diff=20122War dog2013-10-10T18:54:14Z<p>Sildraith: War dogs removed in 0.13 - set obsolete and categorized</p>
<hr />
<div>{{obsolete}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=war dog<br />
|glyph={{Cyan|h}}<br />
|tile=[[File:War dog.png]]<br />
|flags={{Blood scent flag}}<br>{{Warm blood flag}}<br>{{Sense invisible flag}}<br />
|resistances=None<br />
|vulnerabilities=None<br />
|max_chunks=3<br />
|meat={{Contaminated corpse}}<br />
|xp=170<br />
|holiness={{Natural}}<br />
|magic_resistance=16<br />
|hp_range=13-31<br />
|avg_hp=22<br />
|armour_class=4<br />
|evasion=15<br />
|habitat=Land<br />
|speed= 17<br />
|size={{Medium}}<br />
|item_use={{Uses nothing}}<br />
|attack1=12 ({{Bite type}}: {{Plain flavour}})<br />
|attack2=<br />
|attack3=<br />
|attack4=<br />
|hit_dice=4<br />
|base_hp=3<br />
|extra_hp=5<br />
|fixed_hp=0<br />
|intelligence={{Animal intelligence}}<br />
|genus=hound<br />
|species=war dog<br />
}}<br />
<!--monster-bot-end--><br />
{{list of | canines}}<br />
{{Flavour|A vicious dog, trained to kill. Its neck is protected by a massive spiked collar.}}<br />
<br />
==Useful Info==<br />
'''War dogs''' are strong canines bred and trained for battle. They are fast, have decent HP for their level, and high [[EV]]. They're almost always found in packs, and encountering one may indicate the presence of the unique monster [[Grum]] nearby. Otherwise, they occasionally appear in [[the Dungeon]] and [[the Lair]].<br />
<br />
==Tips & Tricks==<br />
Don't let them get close unless you're decently armoured or can prevent them from swarming you. You probably can't get away, so if you're low-level, use any and all tricks at your disposal (wands, potions, etc.) to take them down before they surround you and put the hurt on you.<br />
<br />
==History==<br />
War dogs were removed in [[0.13]] in favor of upgrading [[wolves]].<br />
<br />
[[Category:Obsolete_monsters]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=List_of_rodents&diff=20119List of rodents2013-10-10T18:51:29Z<p>Sildraith: Removed laboratory rats from list (0.13)</p>
<hr />
<div>{{version013}}<br />
<br />
{{flavour|"How now? A rat? Dead, for a ducat, dead!" - William Shakespeare, Hamlet, Act III, 4}}<br />
<br />
The majority of the '''rats''' you'll encounter are weak, insignificant creatures that do little more than rush you harmlessly and get slaughtered in droves. However, some of the rats you'll encounter have been affected by the strange magic of [[the Dungeon]], and have dangerous powers worth watching out for. They can be found in nearly every early branch of the game.<br />
<br />
==Rat Types==<br />
{{monsterlink|Rat}}- A feisty Dungeon delicacy common everywhere!<br />
<br />
{{monsterlink|Grey rat}}- These feral rats are slightly more vicious than their civilized cousins, and taste much worse.<br />
<br />
{{monsterlink|Green rat}}- Giant rats tainted with sewer filth.<br />
<br />
{{monsterlink|Orange rat}}- Demonic rats whose teeth nibble away at your very soul.<br />
<br />
==Other Vermin==<br />
These monsters, while not technically rats, also use the '''r''' glyph.<br />
<br />
{{monsterlink|Quokka}}- Fairly harmless marsupials, only marginally more dangerous than standard rats.<br />
<br />
{{monsterlink|Porcupine}}- Cranky rodents which make you regret every attack against them with razor-sharp quills.<br />
<br />
==History==<br />
[[Laboratory rat]]s were removed in [[0.13]].<br />
<br />
[[Category:Lists of monsters]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Laboratory_rat&diff=20116Laboratory rat2013-10-10T18:47:53Z<p>Sildraith: added to Obsolete_monsters</p>
<hr />
<div>{{obsolete}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=laboratory rat<br />
|glyph={{Cyan|r}}<br />
|tile=[[File:Laboratory rat.png]]<br />
|flags={{Fake spells flag}}<br>{{Warm blood flag}}<br>{{!sil flag}}<br />
|resistances=None<br />
|vulnerabilities=None<br />
|max_chunks=2<br />
|meat={{Contaminated+poisoned corpse}}<br />
|xp=127<br />
|holiness={{Natural}}<br />
|magic_resistance=20<br />
|hp_range=17-37<br />
|avg_hp=27<br />
|armour_class=5<br />
|evasion=5<br />
|habitat=Land<br />
|speed= 9-17<br />
|size={{little}}<br />
|item_use={{Uses nothing}}<br />
|attack1=10 ({{Hit type}}: {{Plain flavour}})<br />
|attack2=<br />
|attack3=<br />
|attack4=<br />
|hit_dice=5<br />
|base_hp=3<br />
|extra_hp=5<br />
|fixed_hp=0<br />
|intelligence={{Animal intelligence}}<br />
|genus=rat<br />
|species=laboratory rat<br />
}}<br />
<br />
<!--monster-bot-end--><br />
{{Flavour|A rat that has been subjected to a wizard's terrible experiments. Who knows what it is capable of?}}<br />
<br />
==Useful Info==<br />
'''Laboratory rats''' are common vermin that have been altered by a [[mad wizard]] into dangerous abominations. They come in a wide variety of flavors, each of which has its own unique powers that are unaffected by [[Silence]]. They can be found in the mad wizard's laboratory [[vault]], which is occasionally located in the deeper sections of [[the Dungeon]].<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: left"<br />
! Image || Type || Special Traits<br />
|-<br />
| [[Image:Laboratory rat.png]] || Plain || None<br />
|-<br />
| [[Image:Laboratory rat levitating.png]] || Airborne || [[Levitation]]<br>[[Electricity]] resistance<br />
|-<br />
| [[Image:Laboratory rat armoured.png]] || Armoured || Increased [[AC]]<br />
|-<br />
| [[Image:Laboratory rat beastly.png]] || Beastly || Increased [[HD]]<br>Random speed (10 - 17, similar to a [[hell beast]])<br />
|-<br />
| [[Image:Laboratory rat fiery.png]] || Fiery || Fire breath attack<br>[[Fire]] resistance<br />
|-<br />
| [[Image:Laboratory rat gaseous.png]] || Gaseous || [[Mephitic Cloud|Noxious]] breath attack<br>[[Poison]] resistance<br />
|-<br />
| [[Image:Laboratory rat mutated.png]] || Mutated || [[Attack flavour|Mutation]]-[[brand]]ed attacks<br />
|-<br />
| [[Image:Laboratory rat leeching.png]] || Parasitic || [[Vampiricism]]-branded attacks<br />
|-<br />
| [[Image:Laboratory rat shifting.png]] || Shifting || Randomly [[blink]]s<br />
|-<br />
| [[Image:Laboratory rat venomous.png]] || Venomous || [[Venom]]-branded attacks<br>Poison immunity<br />
|}<br />
<br />
<!--spl-bot-begin--><br />
==Spells==<br />
<br />
{{Spellcaster<br />
|number=I<br />
|slot1=[[Blink]]<br />
|slot2=[[Blink]]<br />
|slot3=[[Blink]]<br />
|slot4=[[Blink]]<br />
|slot5=[[Blink]]<br />
|slot6=[[Blink]]<br />
}}<br />
{{Spellcaster<br />
|number=II<br />
|slot1=[[Fire Breath]] (3d10)<br />
|slot2=''none''<br />
|slot3=''none''<br />
|slot4=''none''<br />
|slot5=''none''<br />
|slot6=''none''<br />
}}<br />
{{clear}}<br />
{{Spellcaster<br />
|number=III<br />
|slot1=[[Mephitic Cloud]]<br />
|slot2=''none''<br />
|slot3=''none''<br />
|slot4=''none''<br />
|slot5=''none''<br />
|slot6=''none''<br />
}}<br />
{{Spellcaster<br />
|number=IV<br />
|slot1=[[Shock]] (d11)<br />
|slot2=''none''<br />
|slot3=''none''<br />
|slot4=''none''<br />
|slot5=''none''<br />
|slot6=''none''<br />
}}<br />
{{clear}}<br />
<br />
<!--spl-bot-end--><br />
<br />
==Tips & Tricks==<br />
You can tell when you're about to face these guys by the mad wizard standing guard out front. As soon as you open the door to the room in the back, expect a flood of Mephitic Cloud spells to hit you and all the rats present, as well as several shifting rats to blink past you. With some good area of effect spells, you can clear the room very quickly. Just make sure to have poison resistance or [[clarity]] to avoid an embarrassing, confused death.<br />
<br />
Be sure to kill the mutated rats from range, as they have the mutation-branded attack of [[Mnoleg]] and [[pulsating lump]]s, as opposed to the ranged spell of [[neqoxec]]s and [[cacodemon]]s.<br />
<br />
==History==<br />
Laboratory rats were removed in [[0.13]].<br />
<br />
[[Category:Obsolete_monsters]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Laboratory_rat&diff=20115Laboratory rat2013-10-10T18:46:06Z<p>Sildraith: Laboratory rats were removed in 0.13 - set obsolete.</p>
<hr />
<div>{{obsolete}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=laboratory rat<br />
|glyph={{Cyan|r}}<br />
|tile=[[File:Laboratory rat.png]]<br />
|flags={{Fake spells flag}}<br>{{Warm blood flag}}<br>{{!sil flag}}<br />
|resistances=None<br />
|vulnerabilities=None<br />
|max_chunks=2<br />
|meat={{Contaminated+poisoned corpse}}<br />
|xp=127<br />
|holiness={{Natural}}<br />
|magic_resistance=20<br />
|hp_range=17-37<br />
|avg_hp=27<br />
|armour_class=5<br />
|evasion=5<br />
|habitat=Land<br />
|speed= 9-17<br />
|size={{little}}<br />
|item_use={{Uses nothing}}<br />
|attack1=10 ({{Hit type}}: {{Plain flavour}})<br />
|attack2=<br />
|attack3=<br />
|attack4=<br />
|hit_dice=5<br />
|base_hp=3<br />
|extra_hp=5<br />
|fixed_hp=0<br />
|intelligence={{Animal intelligence}}<br />
|genus=rat<br />
|species=laboratory rat<br />
}}<br />
<br />
<!--monster-bot-end--><br />
{{Flavour|A rat that has been subjected to a wizard's terrible experiments. Who knows what it is capable of?}}<br />
<br />
==Useful Info==<br />
'''Laboratory rats''' are common vermin that have been altered by a [[mad wizard]] into dangerous abominations. They come in a wide variety of flavors, each of which has its own unique powers that are unaffected by [[Silence]]. They can be found in the mad wizard's laboratory [[vault]], which is occasionally located in the deeper sections of [[the Dungeon]].<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: left"<br />
! Image || Type || Special Traits<br />
|-<br />
| [[Image:Laboratory rat.png]] || Plain || None<br />
|-<br />
| [[Image:Laboratory rat levitating.png]] || Airborne || [[Levitation]]<br>[[Electricity]] resistance<br />
|-<br />
| [[Image:Laboratory rat armoured.png]] || Armoured || Increased [[AC]]<br />
|-<br />
| [[Image:Laboratory rat beastly.png]] || Beastly || Increased [[HD]]<br>Random speed (10 - 17, similar to a [[hell beast]])<br />
|-<br />
| [[Image:Laboratory rat fiery.png]] || Fiery || Fire breath attack<br>[[Fire]] resistance<br />
|-<br />
| [[Image:Laboratory rat gaseous.png]] || Gaseous || [[Mephitic Cloud|Noxious]] breath attack<br>[[Poison]] resistance<br />
|-<br />
| [[Image:Laboratory rat mutated.png]] || Mutated || [[Attack flavour|Mutation]]-[[brand]]ed attacks<br />
|-<br />
| [[Image:Laboratory rat leeching.png]] || Parasitic || [[Vampiricism]]-branded attacks<br />
|-<br />
| [[Image:Laboratory rat shifting.png]] || Shifting || Randomly [[blink]]s<br />
|-<br />
| [[Image:Laboratory rat venomous.png]] || Venomous || [[Venom]]-branded attacks<br>Poison immunity<br />
|}<br />
<br />
<!--spl-bot-begin--><br />
==Spells==<br />
<br />
{{Spellcaster<br />
|number=I<br />
|slot1=[[Blink]]<br />
|slot2=[[Blink]]<br />
|slot3=[[Blink]]<br />
|slot4=[[Blink]]<br />
|slot5=[[Blink]]<br />
|slot6=[[Blink]]<br />
}}<br />
{{Spellcaster<br />
|number=II<br />
|slot1=[[Fire Breath]] (3d10)<br />
|slot2=''none''<br />
|slot3=''none''<br />
|slot4=''none''<br />
|slot5=''none''<br />
|slot6=''none''<br />
}}<br />
{{clear}}<br />
{{Spellcaster<br />
|number=III<br />
|slot1=[[Mephitic Cloud]]<br />
|slot2=''none''<br />
|slot3=''none''<br />
|slot4=''none''<br />
|slot5=''none''<br />
|slot6=''none''<br />
}}<br />
{{Spellcaster<br />
|number=IV<br />
|slot1=[[Shock]] (d11)<br />
|slot2=''none''<br />
|slot3=''none''<br />
|slot4=''none''<br />
|slot5=''none''<br />
|slot6=''none''<br />
}}<br />
{{clear}}<br />
<br />
<!--spl-bot-end--><br />
<br />
==Tips & Tricks==<br />
You can tell when you're about to face these guys by the mad wizard standing guard out front. As soon as you open the door to the room in the back, expect a flood of Mephitic Cloud spells to hit you and all the rats present, as well as several shifting rats to blink past you. With some good area of effect spells, you can clear the room very quickly. Just make sure to have poison resistance or [[clarity]] to avoid an embarrassing, confused death.<br />
<br />
Be sure to kill the mutated rats from range, as they have the mutation-branded attack of [[Mnoleg]] and [[pulsating lump]]s, as opposed to the ranged spell of [[neqoxec]]s and [[cacodemon]]s.<br />
<br />
==History==<br />
Laboratory rats were removed in [[0.13]].</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Priest&diff=20108Priest2013-10-10T18:30:28Z<p>Sildraith: removed redundant history</p>
<hr />
<div>{{obsolete}}<br />
''This article is about the obsolete player background. For information on monster priests, see their specific articles.''<br />
<br />
'''Priests''' are religious devotees of [[Zin]], the ancient and revered God of Law. [[Hill Orc]] Priests instead serve the Orc god [[Beogh]]. All Priests have some training in combat skills, but their main power comes from the [[Invocations]] granted by their god.<br />
<br />
Priests start with 45 [[piety]]. <br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s, [[Mummies]], [[Demonspawn]], [[Ghoul]]s, and [[Vampire]]s cannot be Priests. [[Hill Orc]] Priests serve [[Beogh]] instead of Zin.<br />
<br />
==Starting Equipment==<br />
Most species receive the following, though some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[quarterstaff]]<br />
*+0 [[robe]]<br />
*[[Bread ration]]<br />
*20 [[gold]]<br />
<br />
Hill Orc Priests instead receive:<br />
*+0 orcish [[hand axe]]<br />
*+0 orcish [[robe]]<br />
*[[Meat ration]]<br />
*20 [[gold]]<br />
<br />
==Starting Skills==<br />
These are adjusted by your species' [[aptitude]]s.<br />
*[[Fighting]]: 2<br />
*Chosen Weapon's Skill: 3<br />
*[[Dodging]]: 1<br />
*[[Invocations]]: 5<br />
<br />
==Strategy==<br />
Beginners who want to try a Priest should pick [[Human]], [[High Elf]], [[Hill Orc]], or [[Minotaur]]. Other [[species]] are considered less suitable for playing as a Priest.<br />
<br />
Unlike in certain other RPGs, Priests are in no way restricted in their choice of equipment during their adventure (although Beogh strongly endorses the use of orcish gear for his Priests), nor are their powers necessarily healing or buffing in nature. However, they ''are'' bound to the behavior restrictions laid down by their chosen god (at least if they want to avoid [[divine retribution]]).<br />
<br />
As with all religious classes, note that it is not mandatory to play a Priest to worship Zin, Beogh, or indeed any other [[god]]. Priests simply get a head start on the Invocations skill and building [[piety]] with their god.<br />
<br />
Some players start this class for the quarterstaff and Invo skill, and then proceed to ditch Zin at the Temple. Since he doesn't exert wrath unless you join an evil or chaotic god (Beogh, [[Makhleb]], [[Lugonu]], [[Kiku]], [[Yred]], or [[Jiyva]]), this is actually safe, although he will silently brood, ready to exhibit wrath on you should you join an evil god.<br />
<br />
==History==<br />
This background was removed in [[0.13]].<br />
<br />
[[Category:Obsolete_backgrounds]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Current_projects/0.13_update_project&diff=20107Current projects/0.13 update project2013-10-10T18:28:44Z<p>Sildraith: /* Character */ Priest change completed</p>
<hr />
<div>==Project goals==<br />
<br />
*The priority goal of this project is to go through the changelog below and <s>cross out</s> lines once the updates have been incorporated into the appropriate wiki article, or if they don't require any changes. If you think a page is up to date, make sure to add [[:Template:version013]] (i.e. <nowiki> {{version012}}</nowiki>) to the page. <br />
*Secondly, articles tagged with [[:Category:Crystal Ball Articles]] should be removed from the category after being updated (unless they refer to 0.14 or trunk material). There may be some sentences that need to be changed from future to past tense. <br />
*Finally, there is [[:Category:013 Tiles|new artwork]] that needs to be updated as (lower priority). Instructions are in the link. <br />
<br />
===Contributors===<br />
*[[User:Flun|Flun]]<br />
*[[User:Sildraith|Sildraith]]<br />
*[[User:CommanderC|CommanderC]]<br />
*''Add name here''<br />
<br />
== 0.13 Changelog ==<br />
<br />
===0.13 highlights===<br />
---------------<br />
* <s>A new race: [[Gargoyle]]s.</s><br />
* A reimagined [[Skald]] background.<br />
* A thorough rework of the monster set in [[Crypt]].<br />
* Improvements to many evokable items.<br />
* A new item: [[sack of spiders]].<br />
* Massively overhauled layout generators.<br />
* [[Summonings]] school: per-spell limits and no stair following or pulling.<br />
* New [[Sprint]] map: linesprint.<br />
<br />
===Branches, environment===<br />
---------------------<br />
* A new Sprint map: "|||||||||||||||||||||||||||||" by st (otherwise known as linesprint).<br />
* [[Branch]]es now have exactly one exit stair (except [[the Dungeon]], which can, but is not guaranteed, to have more).<br />
* Many new layouts have been added to most branches, including unique layouts for branches that didn't have them; and numerous tweaks and improvements to existing layouts.<br />
* [[Vault]]s can now be placed at the centre of some layouts prepared to accept them there.<br />
* All [[portal]] vaults entrances that time out are now announced.<br />
* [[Temple]] overflow [[altar]]s can now contain multiple altars.<br />
* <s>New [[shop]] type: gadget shops, which sell evokable items.</s><br />
* Mechanical [[trap]]s do not spawn outside of vaults.<br />
* [[Zot trap]] effects are now only a subset of the full set of miscasts, and have some new unique effects - draining of [[wand]] charges and Word of Recall (as per [[ironbrand convoker]]s).<br />
<br />
===Character===<br />
---------<br />
* <s>A new race: [[Gargoyle]]s, with low natural [[HP]] but an impressive host of resistances and the ability to [[fly]] at XL14.<br />
* [[Sludge elves]] are no more.</s><br />
* The [[Skald]] background gets a reworked [[spell book]] with four new spells:<br />
** <s>[[Infusion]] grants additional melee damage costing MP with each strike;<br />
** [[Song of Slaying]] grants an incremental slaying bonus with every monster killed (of sufficient threat level);<br />
** [[Spectral Weapon]] creates an allied spectral clone of your weapon which strikes enemies in melee when you do.<br />
** [[Song of Shielding]] has a similar effect to [[spirit shield]], trading [[HP]] loss for [[MP]] loss.<br />
* [[Priest]]s are no more.</s><br />
* The [[nausea]] [[status effect]] from eating contaminated [[chunk]]s has been removed; contaminated chunks now give less nutrition for characters that can't handle them.<br />
* [[Stabbing]] skill is no more; stabs now depend upon the average of the character's [[stealth]] and weapon skill.<br />
* The [[Traps]] skill is no more; all characters detect traps as though they had (XL/3) Traps skill.<br />
* [[Chaos knight]]s start with a +0 [[chaos]] weapon instead of a +2 normal weapon.<br />
* New tier 2 [[demonspawn mutation]] - "magic shield", giving [[spirit shield]] at level one, improved magic regeneration at level two, and regenerating mana in place of health as a function of current magic level at level three.<br />
* Deaths to [[acid]], self-targetting, and [[sticky flame]] now credit the appropriate monster/spell.<br />
* [[stat death|Draining a stat to zero]] can no longer directly kill the player; instead, further stat drain damages the player. The effects of a stat being at zero (fainting, slow actions, etc.) persist.<br />
* [[Ogre]] [[hunter]]s and [[artificer]]s now start with a [[club]] instead of a [[short sword]].<br />
<br />
===Monsters===<br />
--------<br />
* New/reworked [[Crypt]] monsters:<br />
** [[Wraith]]s, [[shadow wraith]]s, and [[eidolon]]s drain speed instead of [[XP]].<br />
** [[Eidolon]]s deal more melee damage and can cast [[Bolt of Draining]].<br />
** [[Phantasmal warrior]]s can temporarily reduce their target's [[magic resistance]] and can [[blink close]]r to their foes.<br />
** [[Flayed ghost]]s gain a [[smite]]-targeted flaying attack, dealing temporary damage that scales with XP and goes away when the flayed ghost is killed and/or enough time passes.<br />
** [[Ancient champion]]s, formerly a vault-specific monster, are now full randomly-generated monsters, coming with a band of [[skeletal warrior]]s 50% of the time.<br />
** [[Vampire mage]]s cast [[Vampiric Draining]] more often, and have slightly higher [[HD]] and HP; they also come with a band of [[list of vampires|vampires]].<br />
** [[Rotting hulk]]s are now [[plague shambler]]s, capable of inflicting a "[[retching]]" [[status effect]] that prevents food consumption; they generate a [[cloud]] of [[miasma]] on death.<br />
** [[Spectral thing]]s move at their full base monster speed.<br />
** [[Deep dwarf death knight]]s gain slightly better attack power and starting equipment, and now come with a band of [[undead]].<br />
** [[Flying skull]]s get a slight HP boost and a larger attack power boost.<br />
** [[Ghoul (monster)|Ghouls]] inflict [[rot]] half as often.<br />
** [[Curse skull]]s are capable of out-of-LOS movement, similar to [[wandering mushroom]]s, but preferring to place themselves where a player needs to move the most to actually reach them.<br />
** New monster: [[revenant]]s, possessing a ghostly fireball attack and capable of creating clouds of ghostly flame, which do not harm undead and occasionally summon spectral things.<br />
** New monster: [[lost soul]]s, who sacrifice themselves to heal nearby undead creatures or assume the shape of a nearby killed living creature; they can be summoned by [[deep elf death mage]]s.<br />
** [[Necromancer (monster)|Necromancers]] don't come with [[necrophage]]s, but do come with [[simulacra]].<br />
** [[Unborn deep dwarves]] are now just [[unborn]].<br />
** New monster: [[jiangshi]], who move in short burts (like [[sixfirhies]]) and possess a [[vampiric]] melee attack.<br />
* New [[forest]]-themed monsters:<br />
** [[Spriggan assassin]]s and [[spriggan enchanter]]s, who attempt to disable the player with [[blowgun]]s and [[hexes]] respectively before moving in for the kill.<br />
** [[Faun]]s, who hex the player before attacking from afar, and their larger brethren [[satyr]]s, who can empower their nearby allies.<br />
** [[Dryad]]s, who can awaken the forest and summon vines to pull their enemies closer to trees.<br />
** [[Wind drake]]s, who can breathe powerful blasts of wind and [[airstrike]] the player.<br />
** [[Thorn lotus]]es, plants adrift on the water that pepper the player with thorns fired from afar.<br />
** [[Thorn hunter]]s, who fire volleys of thorns and create briar patches to impede their foes' movements.<br />
** [[Spirit wolves]], who can howl to summon additional spirit wolves at periodic intervals.<br />
** [[Ancient bear]]s, a bear to rival a dire elephant with fire resistance.<br />
** [[Water nymph]]s, who can teleport their target to their home water area and strike down the player with said water.<br />
** [[Treant]]s, slow-moving, tough plants home to a nest of wasps.<br />
* <s>Other new monsters:<br />
** [[Tengu reaver]]s, skilled with both steel and spells; appearing in the late dungeon and in Vaults.<br />
** [[Elemental wellspring]]s, aquatic enemies that fire primal waves at their foes while they're busy dealing with [[water elemental]]s.<br />
** [[Deathcap]]s, summonable by [[curse toe]]s - tougher [[wandering mushroom]]s with [[Drain Life]].<br />
* New unique: [[Sojobo]], king of the tengu. </s><br />
* [[Jory]] now spawns normally in the late dungeon, instead of being limited to vaults.<br />
* Adjustments to some tier 4 demons:<br />
** [[Orange demon]]s' sting has a 50% chance of inflicting a [[Weakness]] status, which reduces the player's attack damage.<br />
** [[Blue devil]]s have a swooping attack, where they can immediately move adjacent to the player and attack from up to four tiles away.<br />
** [[Red devil]]s can now hop backwards from adjacent foes to make use of their now-guaranteed polearms' reaching attacks.<br />
* Adjustments to the elementals:<br />
** [[Water elemental]]s have an asphyxiation attack which lasts as long as their target is next to them, and have slightly increased AC and HP.<br />
** [[Fire elemental]]s (and [[fire vortices]]) deal pure fire damage.<br />
* Updated spell set for several monsters:<br />
** [[Draconian shifter]]s:<br />
*** [[Banishment]] is dropped.<br />
*** A new monster spell: [[Dimension Anchor]], which temporarily prevents teleportation, blinking, and [[Phase Shift]].<br />
*** A new monster spell: [[Blink Allies Encircling]], which blinks nearby allies around the target.<br />
*** [[Controlled Blink]] is replaced with [[Blink#Monster Version|Blink Away]] as an emergency spell.<br />
** [[Spriggan air mage]]s:<br />
*** Drop [[Swiftness]].<br />
*** New spell: [[Control Winds]], which manipulates [[cloud]]s (including putting out fores fires immediately), and improves allied ranged weapon accuracy.<br />
** [[Spriggan druid]]s:<br />
*** Drop [[Summon Caniforms]].<br />
*** New spells: [[Haste Plants]], which [[haste]]s nearby plant-like enemies, and [[Druid's Call]], which calls wildlife from elsewhere on the level to aid the druid.<br />
** [[The Enchantress]]:<br />
*** [[Banishment]] is banished.<br />
*** Gains [[Dimension Anchor]] (see draconian shifter entry above), [[Strip Resistance]] (lowers the magic resistance of the target), and [[Mass Confusion]].<br />
** [[Curse toe]]s:<br />
*** No more [[Summon Undead]].<br />
** [[Deep elf summoner]]s:<br />
*** [[Summon Demon]] replaced with [[Summon Vermin]], which summons [[orange rat]]s, [[spider]]s, and some other things.<br />
** [[Deep elf priest]]s/[[Deep elf high priest]]s:<br />
*** A new spell "[[Malign Offering]]", which steals HP from the target to give to their allies.<br />
** [[Deep elf mage]]s:<br />
*** Entirely new spellsets:<br />
**** [[Freeze]], [[Throw Icicle]], [[Summon Ice Beast]];<br />
**** [[Bolt of Magma]], [[Stone Arrow]], [[Petrify]];<br />
**** [[Iskenderun's Mystic Blast]], [[Slow]], [[Venom Bolt]], [[Blink]];<br />
**** [[Flame Tongue]], [[Throw Flame]], [[Sticky Flame]], [[Fireball]];<br />
**** [[Magic Dart]], [[Force Lance]], [[Iskenderun's Mystic Blast]], [[Iskenderun's Battlesphere]].<br />
** [[Deep elf conjurer]]s:<br />
*** Only one spellset ([[Bolt of Fire]], [[Bolt of Cold]], [[Lightning Bolt]], [[Bolt of Draining]]); the spell set with sticky flame has been removed.<br />
** [[Gloorx Vloq]]:<br />
*** No longer has [[Invisibility]] as an emergency spell.<br />
* Speed adjustments to several monsters:<br />
** Speed 8: [[spiny worm]]s, [[snapping turtle]]s, [[guardian mummies]] (all previously speed 9).<br />
** Speed 10: [[jellies]] (previously 9).<br />
* [[Shadow]]s can now turn invisible, allowing them to move faster and land a guaranteed stab attack on enemies.<br />
* The retribution effect for killing an [[apis]] now inflicts [[Weakness]] on the player, instead of healing nearby hostiles.<br />
* [[Giant fireflies]] can now signal nearby awake monsters in a manner similar to shouting.<br />
* [[Vault warden]]s can seal stairways in addition to doors.<br />
* [[Zombie]]s no longer appear excessively out of depth in the early dungeon.<br />
* Orb run monster spawns no longer include weak monsters, and now include [[Orb Guardian]]s.<br />
* Monster actions are now taken in order of speed, rather than any given monster taking all of its actions at once.<br />
* Removed monsters:<br />
** [[Laboratory rat]]s.<br />
** [[War dog]]s (replaced by [[wolves]] with essentially matching stats).<br />
** [[Deep dwarf scion]]s, [[deep dwarf necromancer]]s, and [[deep dwarf artificer]]s.<br />
** [[Deep elf soldier]]s.<br />
** A large number of vault-specific monsters.<br />
* Imps and other weak monsters no longer appear in [[Pandemonium]].<br />
* [[Nergalle]] appears earlier in the dungeon.<br />
* [[Lamia]] no longer comes with a band of minions.<br />
* <s>Creatures other than natural creatures can now be [[frenzied]]; this causes them to attack anything in sight. The [[berserk]]ing effect of frenzy (might and haste effects) is limited to natural creatures.</s><br />
<br />
===Spells===<br />
------<br />
* New spells:<br />
** [[Searing Ray]], a level 2 conjuration replacing [[Force Lance]] in the [[Book of Conjurations]] that deals damage over several consecutive turns.<br />
** <s>[[Discord]], a level 8 [[Hexes]] spell that attempts to [[frenzy]] all monsters in sight.</s><br />
* <s>[[Summon Small Mammals]] now only ever summons one mammal, and is renamed to [[Summon Small Mammal]] as a consequence.</s><br />
* 100% of teleports on the orb run are delays (up from 50%).<br />
* [[Haunt]] adjustments:<br />
** Summons now fixate on their target.<br />
** [[Flayed ghost]]s are no longer summoned.<br />
** Friendlies are no longer targettable.<br />
* [[Olgreb's Toxic Radiance]] now [[poison]]s continuously over several turns (and deals impact damage); it also ignores the caster's poison resistance (if any).<br />
* [[Dragon Form]] is pure [[Transmutations]] (was Tmut/Fire for all but [[Draconian]]s).<br />
* [[Force Lance]] is now level 5 (was level 2), with boosted range and damage to match.<br />
* [[Fulminant Prism]] now caps at 200 spellpower.<br />
* [[Swiftness]] can be cast in water; it doesn't operate in water, but it grants the status (which operates as expected when out of the water).<br />
* [[Summonings]] caps are introduced. This acts on a per-spell basis, each spell has a fixed numerical limit for the number of summons active at any time. Going over this limit means your oldest summons will expire in a very short number of turns. Applies only to non-necromantic non-permanent summons.<br />
* Temporary summons will no longer follow the player down stairs.<br />
* Temporary summons expire when the player moves to a different level.<br />
<br />
===Items===<br />
-----<br />
* The elemental evocation items have been reworked:<br />
** All no longer depend on elemental magic skill or nearby terrain, can summon multiple elementals, and have an XP-based recharge timer.<br />
** The [[lamp of fire]] fires up to three trails of flame in a given direction.<br />
** The [[fan of air elementals]] is now the [[fan of gales]], and blows back nearby enemies.<br />
** The [[stone of earth elementals]] is now the [[stone of tremors]]; it causes rubble to fall from nearby rock, stone, or permarock walls to damage creatures adjacent to them, and has a chance to [[shaft]] creatures;<br />
** A new elemental evoker item - the [[phial of floods]]; it generates a wave of water which temporarily leaves a pool of water behind, and summons [[water elemental]]s.<br />
* The dependence of armour penalties on strength has been adjusted; there are no longer magic strength numbers for lowest possible penalties.<br />
* Potions of gain <ability> have been replaced by [[potions of beneficial mutation]], which grant the player a single beneficial mutation.<br />
* the [[Scroll of vorpalise weapon]] is now called [[Scroll of brand weapon]], and can rebrand weapons that already have a permanent brand affixed.<br />
* the [[Scroll of immolation]] has been reworked to [[Inner Flame]] everything in [[LOS]].<br />
* [[Lear's chain mail]] is now [[Lear's hauberk]] - a +27 [[chain mail]] that covers all armour slots other than [[shields]] and [[cloak]]s.<br />
* The [[staff of energy]] eliminates 100% of spell hunger again, and includes the now-gone [[staff of channeling]] as well.<br />
* The [[staff of power]] scales with your maximum magic power.<br />
* [[Box of beasts]] has been reworked:<br />
** Has a fixed, random number of charges between 5 and 15 inclusive.<br />
** 1/3 chance to fail on usage with no bad effects.<br />
** When successful, generates a [[chimera]]; a new monster with three heads. Each head can be a different beast, picked from a list which provides better/stronger beasts at higher [[Evocations]] skill. The heads determine the attacks and abilities available to the monster.<br />
* New "[[sack of spiders]]" item:<br />
** Fixed charges between 5 and 15 inclusive.<br />
** On evoking, creates [[web]]s around you and releases [[list of arachnids|spiders]].<br />
** Number of webs and type/number of spiders scales with evocations.<br />
* [[Splint mail]] has been removed; [[chain mail]] is now 8 AC to compensate.<br />
* [[Needle]]s of [[sickness]] have been removed.<br />
* [[Manual]]s do not need to be read to be activated; they're always on while in inventory.<br />
* The [[rod of striking]] now functions as a melee weapon - it expends charges to deal additional damage in melee.<br />
* [[Boots]] of [[running]] have a -1 movement delay (was -2).<br />
* The [[lantern of shadows]]' rate of shadow spawning scales with evocations, and the resulting shadows now wander instead of following the player.<br />
* New unrand: the +4 [[moon troll leather armour]] {Spirit MP+5 Regen}.<br />
* Adjustments to unrands:<br />
** [[Arga]] is now a [[broad axe]].<br />
** [[Bullseye]] is now a [[large shield]].<br />
** The [[shield of the Gong]] no longer has [[guardian spirit]]; it is otherwise unchanged.<br />
** The [[knife of Accuracy]] and [[boots of the Assassin]] are no more.<br />
** The [[lightning scales]] are now +6 (was +3).<br />
* [[Hammer]]s do not generate outside of vaults.<br />
<br />
===Gods===<br />
----<br />
* [[Yredelemnul]] no longer gifts [[rotting hulk]]s / [[plague shambler]]s.<br />
* <s>[[Hill orc]]s encountering an [[orc priest]] for the first time are offered the chance to convert to [[Beogh]] on the spot.</s><br />
* [[Zin]]'s Recite no longer paralyses the player; the player can take any action that doesn't involve the mouth while reciting.<br />
<br />
<s><br />
===Interface===<br />
---------<br />
* For online play, explore_delay and travel_delay are instananeous by default.<br />
* Dungeon features with variable-colour tiles now display those colours in tiles (e.g. walls in the Abyss, the Elven Halls, and the Pan disco hall).<br />
* Examining a monster will display the spells monsters of its type are capable of using.<br />
<br />
===Technical===<br />
---------<br />
* A port to OpenSolaris (Dyson/Illumos).<br />
* MSVC compilation once again possible (Visual Studio [Express] 2012)<br />
</s><br />
<br />
[[Category: Crawl Versions]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Priest&diff=20106Priest2013-10-10T18:22:38Z<p>Sildraith: Priests removed in 0.13 - set obsolete and categorized accordingly</p>
<hr />
<div>{{obsolete}}<br />
''This article is about the obsolete player background. For information on monster priests, see their specific articles.''<br />
<br />
The Priest background was removed in [[0.13]].<br />
<br />
'''Priests''' are religious devotees of [[Zin]], the ancient and revered God of Law. [[Hill Orc]] Priests instead serve the Orc god [[Beogh]]. All Priests have some training in combat skills, but their main power comes from the [[Invocations]] granted by their god.<br />
<br />
Priests start with 45 [[piety]]. <br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s, [[Mummies]], [[Demonspawn]], [[Ghoul]]s, and [[Vampire]]s cannot be Priests. [[Hill Orc]] Priests serve [[Beogh]] instead of Zin.<br />
<br />
==Starting Equipment==<br />
Most species receive the following, though some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[quarterstaff]]<br />
*+0 [[robe]]<br />
*[[Bread ration]]<br />
*20 [[gold]]<br />
<br />
Hill Orc Priests instead receive:<br />
*+0 orcish [[hand axe]]<br />
*+0 orcish [[robe]]<br />
*[[Meat ration]]<br />
*20 [[gold]]<br />
<br />
==Starting Skills==<br />
These are adjusted by your species' [[aptitude]]s.<br />
*[[Fighting]]: 2<br />
*Chosen Weapon's Skill: 3<br />
*[[Dodging]]: 1<br />
*[[Invocations]]: 5<br />
<br />
==Strategy==<br />
Beginners who want to try a Priest should pick [[Human]], [[High Elf]], [[Hill Orc]], or [[Minotaur]]. Other [[species]] are considered less suitable for playing as a Priest.<br />
<br />
Unlike in certain other RPGs, Priests are in no way restricted in their choice of equipment during their adventure (although Beogh strongly endorses the use of orcish gear for his Priests), nor are their powers necessarily healing or buffing in nature. However, they ''are'' bound to the behavior restrictions laid down by their chosen god (at least if they want to avoid [[divine retribution]]).<br />
<br />
As with all religious classes, note that it is not mandatory to play a Priest to worship Zin, Beogh, or indeed any other [[god]]. Priests simply get a head start on the Invocations skill and building [[piety]] with their god.<br />
<br />
Some players start this class for the quarterstaff and Invo skill, and then proceed to ditch Zin at the Temple. Since he doesn't exert wrath unless you join an evil or chaotic god (Beogh, [[Makhleb]], [[Lugonu]], [[Kiku]], [[Yred]], or [[Jiyva]]), this is actually safe, although he will silently brood, ready to exhibit wrath on you should you join an evil god.<br />
<br />
==History==<br />
This background was removed in [[0.13]].<br />
<br />
[[Category:Obsolete_backgrounds]]</div>Sildraithhttp://crawl.chaosforge.org/index.php?title=Current_projects/0.13_update_project&diff=20105Current projects/0.13 update project2013-10-10T18:15:51Z<p>Sildraith: /* Branches, environment */ shop addition completed</p>
<hr />
<div>==Project goals==<br />
<br />
*The priority goal of this project is to go through the changelog below and <s>cross out</s> lines once the updates have been incorporated into the appropriate wiki article, or if they don't require any changes. If you think a page is up to date, make sure to add [[:Template:version013]] (i.e. <nowiki> {{version012}}</nowiki>) to the page. <br />
*Secondly, articles tagged with [[:Category:Crystal Ball Articles]] should be removed from the category after being updated (unless they refer to 0.14 or trunk material). There may be some sentences that need to be changed from future to past tense. <br />
*Finally, there is [[:Category:013 Tiles|new artwork]] that needs to be updated as (lower priority). Instructions are in the link. <br />
<br />
===Contributors===<br />
*[[User:Flun|Flun]]<br />
*[[User:Sildraith|Sildraith]]<br />
*[[User:CommanderC|CommanderC]]<br />
*''Add name here''<br />
<br />
== 0.13 Changelog ==<br />
<br />
===0.13 highlights===<br />
---------------<br />
* <s>A new race: [[Gargoyle]]s.</s><br />
* A reimagined [[Skald]] background.<br />
* A thorough rework of the monster set in [[Crypt]].<br />
* Improvements to many evokable items.<br />
* A new item: [[sack of spiders]].<br />
* Massively overhauled layout generators.<br />
* [[Summonings]] school: per-spell limits and no stair following or pulling.<br />
* New [[Sprint]] map: linesprint.<br />
<br />
===Branches, environment===<br />
---------------------<br />
* A new Sprint map: "|||||||||||||||||||||||||||||" by st (otherwise known as linesprint).<br />
* [[Branch]]es now have exactly one exit stair (except [[the Dungeon]], which can, but is not guaranteed, to have more).<br />
* Many new layouts have been added to most branches, including unique layouts for branches that didn't have them; and numerous tweaks and improvements to existing layouts.<br />
* [[Vault]]s can now be placed at the centre of some layouts prepared to accept them there.<br />
* All [[portal]] vaults entrances that time out are now announced.<br />
* [[Temple]] overflow [[altar]]s can now contain multiple altars.<br />
* <s>New [[shop]] type: gadget shops, which sell evokable items.</s><br />
* Mechanical [[trap]]s do not spawn outside of vaults.<br />
* [[Zot trap]] effects are now only a subset of the full set of miscasts, and have some new unique effects - draining of [[wand]] charges and Word of Recall (as per [[ironbrand convoker]]s).<br />
<br />
===Character===<br />
---------<br />
* <s>A new race: [[Gargoyle]]s, with low natural [[HP]] but an impressive host of resistances and the ability to [[fly]] at XL14.<br />
* [[Sludge elves]] are no more.</s><br />
* The [[Skald]] background gets a reworked [[spell book]] with four new spells:<br />
** <s>[[Infusion]] grants additional melee damage costing MP with each strike;<br />
** [[Song of Slaying]] grants an incremental slaying bonus with every monster killed (of sufficient threat level);<br />
** [[Spectral Weapon]] creates an allied spectral clone of your weapon which strikes enemies in melee when you do.<br />
** [[Song of Shielding]] has a similar effect to [[spirit shield]], trading [[HP]] loss for [[MP]] loss.</s><br />
* [[Priest]]s are no more.<br />
* The [[nausea]] [[status effect]] from eating contaminated [[chunk]]s has been removed; contaminated chunks now give less nutrition for characters that can't handle them.<br />
* [[Stabbing]] skill is no more; stabs now depend upon the average of the character's [[stealth]] and weapon skill.<br />
* The [[Traps]] skill is no more; all characters detect traps as though they had (XL/3) Traps skill.<br />
* [[Chaos knight]]s start with a +0 [[chaos]] weapon instead of a +2 normal weapon.<br />
* New tier 2 [[demonspawn mutation]] - "magic shield", giving [[spirit shield]] at level one, improved magic regeneration at level two, and regenerating mana in place of health as a function of current magic level at level three.<br />
* Deaths to [[acid]], self-targetting, and [[sticky flame]] now credit the appropriate monster/spell.<br />
* [[stat death|Draining a stat to zero]] can no longer directly kill the player; instead, further stat drain damages the player. The effects of a stat being at zero (fainting, slow actions, etc.) persist.<br />
* [[Ogre]] [[hunter]]s and [[artificer]]s now start with a [[club]] instead of a [[short sword]].<br />
<br />
===Monsters===<br />
--------<br />
* New/reworked [[Crypt]] monsters:<br />
** [[Wraith]]s, [[shadow wraith]]s, and [[eidolon]]s drain speed instead of [[XP]].<br />
** [[Eidolon]]s deal more melee damage and can cast [[Bolt of Draining]].<br />
** [[Phantasmal warrior]]s can temporarily reduce their target's [[magic resistance]] and can [[blink close]]r to their foes.<br />
** [[Flayed ghost]]s gain a [[smite]]-targeted flaying attack, dealing temporary damage that scales with XP and goes away when the flayed ghost is killed and/or enough time passes.<br />
** [[Ancient champion]]s, formerly a vault-specific monster, are now full randomly-generated monsters, coming with a band of [[skeletal warrior]]s 50% of the time.<br />
** [[Vampire mage]]s cast [[Vampiric Draining]] more often, and have slightly higher [[HD]] and HP; they also come with a band of [[list of vampires|vampires]].<br />
** [[Rotting hulk]]s are now [[plague shambler]]s, capable of inflicting a "[[retching]]" [[status effect]] that prevents food consumption; they generate a [[cloud]] of [[miasma]] on death.<br />
** [[Spectral thing]]s move at their full base monster speed.<br />
** [[Deep dwarf death knight]]s gain slightly better attack power and starting equipment, and now come with a band of [[undead]].<br />
** [[Flying skull]]s get a slight HP boost and a larger attack power boost.<br />
** [[Ghoul (monster)|Ghouls]] inflict [[rot]] half as often.<br />
** [[Curse skull]]s are capable of out-of-LOS movement, similar to [[wandering mushroom]]s, but preferring to place themselves where a player needs to move the most to actually reach them.<br />
** New monster: [[revenant]]s, possessing a ghostly fireball attack and capable of creating clouds of ghostly flame, which do not harm undead and occasionally summon spectral things.<br />
** New monster: [[lost soul]]s, who sacrifice themselves to heal nearby undead creatures or assume the shape of a nearby killed living creature; they can be summoned by [[deep elf death mage]]s.<br />
** [[Necromancer (monster)|Necromancers]] don't come with [[necrophage]]s, but do come with [[simulacra]].<br />
** [[Unborn deep dwarves]] are now just [[unborn]].<br />
** New monster: [[jiangshi]], who move in short burts (like [[sixfirhies]]) and possess a [[vampiric]] melee attack.<br />
* New [[forest]]-themed monsters:<br />
** [[Spriggan assassin]]s and [[spriggan enchanter]]s, who attempt to disable the player with [[blowgun]]s and [[hexes]] respectively before moving in for the kill.<br />
** [[Faun]]s, who hex the player before attacking from afar, and their larger brethren [[satyr]]s, who can empower their nearby allies.<br />
** [[Dryad]]s, who can awaken the forest and summon vines to pull their enemies closer to trees.<br />
** [[Wind drake]]s, who can breathe powerful blasts of wind and [[airstrike]] the player.<br />
** [[Thorn lotus]]es, plants adrift on the water that pepper the player with thorns fired from afar.<br />
** [[Thorn hunter]]s, who fire volleys of thorns and create briar patches to impede their foes' movements.<br />
** [[Spirit wolves]], who can howl to summon additional spirit wolves at periodic intervals.<br />
** [[Ancient bear]]s, a bear to rival a dire elephant with fire resistance.<br />
** [[Water nymph]]s, who can teleport their target to their home water area and strike down the player with said water.<br />
** [[Treant]]s, slow-moving, tough plants home to a nest of wasps.<br />
* <s>Other new monsters:<br />
** [[Tengu reaver]]s, skilled with both steel and spells; appearing in the late dungeon and in Vaults.<br />
** [[Elemental wellspring]]s, aquatic enemies that fire primal waves at their foes while they're busy dealing with [[water elemental]]s.<br />
** [[Deathcap]]s, summonable by [[curse toe]]s - tougher [[wandering mushroom]]s with [[Drain Life]].<br />
* New unique: [[Sojobo]], king of the tengu. </s><br />
* [[Jory]] now spawns normally in the late dungeon, instead of being limited to vaults.<br />
* Adjustments to some tier 4 demons:<br />
** [[Orange demon]]s' sting has a 50% chance of inflicting a [[Weakness]] status, which reduces the player's attack damage.<br />
** [[Blue devil]]s have a swooping attack, where they can immediately move adjacent to the player and attack from up to four tiles away.<br />
** [[Red devil]]s can now hop backwards from adjacent foes to make use of their now-guaranteed polearms' reaching attacks.<br />
* Adjustments to the elementals:<br />
** [[Water elemental]]s have an asphyxiation attack which lasts as long as their target is next to them, and have slightly increased AC and HP.<br />
** [[Fire elemental]]s (and [[fire vortices]]) deal pure fire damage.<br />
* Updated spell set for several monsters:<br />
** [[Draconian shifter]]s:<br />
*** [[Banishment]] is dropped.<br />
*** A new monster spell: [[Dimension Anchor]], which temporarily prevents teleportation, blinking, and [[Phase Shift]].<br />
*** A new monster spell: [[Blink Allies Encircling]], which blinks nearby allies around the target.<br />
*** [[Controlled Blink]] is replaced with [[Blink#Monster Version|Blink Away]] as an emergency spell.<br />
** [[Spriggan air mage]]s:<br />
*** Drop [[Swiftness]].<br />
*** New spell: [[Control Winds]], which manipulates [[cloud]]s (including putting out fores fires immediately), and improves allied ranged weapon accuracy.<br />
** [[Spriggan druid]]s:<br />
*** Drop [[Summon Caniforms]].<br />
*** New spells: [[Haste Plants]], which [[haste]]s nearby plant-like enemies, and [[Druid's Call]], which calls wildlife from elsewhere on the level to aid the druid.<br />
** [[The Enchantress]]:<br />
*** [[Banishment]] is banished.<br />
*** Gains [[Dimension Anchor]] (see draconian shifter entry above), [[Strip Resistance]] (lowers the magic resistance of the target), and [[Mass Confusion]].<br />
** [[Curse toe]]s:<br />
*** No more [[Summon Undead]].<br />
** [[Deep elf summoner]]s:<br />
*** [[Summon Demon]] replaced with [[Summon Vermin]], which summons [[orange rat]]s, [[spider]]s, and some other things.<br />
** [[Deep elf priest]]s/[[Deep elf high priest]]s:<br />
*** A new spell "[[Malign Offering]]", which steals HP from the target to give to their allies.<br />
** [[Deep elf mage]]s:<br />
*** Entirely new spellsets:<br />
**** [[Freeze]], [[Throw Icicle]], [[Summon Ice Beast]];<br />
**** [[Bolt of Magma]], [[Stone Arrow]], [[Petrify]];<br />
**** [[Iskenderun's Mystic Blast]], [[Slow]], [[Venom Bolt]], [[Blink]];<br />
**** [[Flame Tongue]], [[Throw Flame]], [[Sticky Flame]], [[Fireball]];<br />
**** [[Magic Dart]], [[Force Lance]], [[Iskenderun's Mystic Blast]], [[Iskenderun's Battlesphere]].<br />
** [[Deep elf conjurer]]s:<br />
*** Only one spellset ([[Bolt of Fire]], [[Bolt of Cold]], [[Lightning Bolt]], [[Bolt of Draining]]); the spell set with sticky flame has been removed.<br />
** [[Gloorx Vloq]]:<br />
*** No longer has [[Invisibility]] as an emergency spell.<br />
* Speed adjustments to several monsters:<br />
** Speed 8: [[spiny worm]]s, [[snapping turtle]]s, [[guardian mummies]] (all previously speed 9).<br />
** Speed 10: [[jellies]] (previously 9).<br />
* [[Shadow]]s can now turn invisible, allowing them to move faster and land a guaranteed stab attack on enemies.<br />
* The retribution effect for killing an [[apis]] now inflicts [[Weakness]] on the player, instead of healing nearby hostiles.<br />
* [[Giant fireflies]] can now signal nearby awake monsters in a manner similar to shouting.<br />
* [[Vault warden]]s can seal stairways in addition to doors.<br />
* [[Zombie]]s no longer appear excessively out of depth in the early dungeon.<br />
* Orb run monster spawns no longer include weak monsters, and now include [[Orb Guardian]]s.<br />
* Monster actions are now taken in order of speed, rather than any given monster taking all of its actions at once.<br />
* Removed monsters:<br />
** [[Laboratory rat]]s.<br />
** [[War dog]]s (replaced by [[wolves]] with essentially matching stats).<br />
** [[Deep dwarf scion]]s, [[deep dwarf necromancer]]s, and [[deep dwarf artificer]]s.<br />
** [[Deep elf soldier]]s.<br />
** A large number of vault-specific monsters.<br />
* Imps and other weak monsters no longer appear in [[Pandemonium]].<br />
* [[Nergalle]] appears earlier in the dungeon.<br />
* [[Lamia]] no longer comes with a band of minions.<br />
* <s>Creatures other than natural creatures can now be [[frenzied]]; this causes them to attack anything in sight. The [[berserk]]ing effect of frenzy (might and haste effects) is limited to natural creatures.</s><br />
<br />
===Spells===<br />
------<br />
* New spells:<br />
** [[Searing Ray]], a level 2 conjuration replacing [[Force Lance]] in the [[Book of Conjurations]] that deals damage over several consecutive turns.<br />
** <s>[[Discord]], a level 8 [[Hexes]] spell that attempts to [[frenzy]] all monsters in sight.</s><br />
* <s>[[Summon Small Mammals]] now only ever summons one mammal, and is renamed to [[Summon Small Mammal]] as a consequence.</s><br />
* 100% of teleports on the orb run are delays (up from 50%).<br />
* [[Haunt]] adjustments:<br />
** Summons now fixate on their target.<br />
** [[Flayed ghost]]s are no longer summoned.<br />
** Friendlies are no longer targettable.<br />
* [[Olgreb's Toxic Radiance]] now [[poison]]s continuously over several turns (and deals impact damage); it also ignores the caster's poison resistance (if any).<br />
* [[Dragon Form]] is pure [[Transmutations]] (was Tmut/Fire for all but [[Draconian]]s).<br />
* [[Force Lance]] is now level 5 (was level 2), with boosted range and damage to match.<br />
* [[Fulminant Prism]] now caps at 200 spellpower.<br />
* [[Swiftness]] can be cast in water; it doesn't operate in water, but it grants the status (which operates as expected when out of the water).<br />
* [[Summonings]] caps are introduced. This acts on a per-spell basis, each spell has a fixed numerical limit for the number of summons active at any time. Going over this limit means your oldest summons will expire in a very short number of turns. Applies only to non-necromantic non-permanent summons.<br />
* Temporary summons will no longer follow the player down stairs.<br />
* Temporary summons expire when the player moves to a different level.<br />
<br />
===Items===<br />
-----<br />
* The elemental evocation items have been reworked:<br />
** All no longer depend on elemental magic skill or nearby terrain, can summon multiple elementals, and have an XP-based recharge timer.<br />
** The [[lamp of fire]] fires up to three trails of flame in a given direction.<br />
** The [[fan of air elementals]] is now the [[fan of gales]], and blows back nearby enemies.<br />
** The [[stone of earth elementals]] is now the [[stone of tremors]]; it causes rubble to fall from nearby rock, stone, or permarock walls to damage creatures adjacent to them, and has a chance to [[shaft]] creatures;<br />
** A new elemental evoker item - the [[phial of floods]]; it generates a wave of water which temporarily leaves a pool of water behind, and summons [[water elemental]]s.<br />
* The dependence of armour penalties on strength has been adjusted; there are no longer magic strength numbers for lowest possible penalties.<br />
* Potions of gain <ability> have been replaced by [[potions of beneficial mutation]], which grant the player a single beneficial mutation.<br />
* the [[Scroll of vorpalise weapon]] is now called [[Scroll of brand weapon]], and can rebrand weapons that already have a permanent brand affixed.<br />
* the [[Scroll of immolation]] has been reworked to [[Inner Flame]] everything in [[LOS]].<br />
* [[Lear's chain mail]] is now [[Lear's hauberk]] - a +27 [[chain mail]] that covers all armour slots other than [[shields]] and [[cloak]]s.<br />
* The [[staff of energy]] eliminates 100% of spell hunger again, and includes the now-gone [[staff of channeling]] as well.<br />
* The [[staff of power]] scales with your maximum magic power.<br />
* [[Box of beasts]] has been reworked:<br />
** Has a fixed, random number of charges between 5 and 15 inclusive.<br />
** 1/3 chance to fail on usage with no bad effects.<br />
** When successful, generates a [[chimera]]; a new monster with three heads. Each head can be a different beast, picked from a list which provides better/stronger beasts at higher [[Evocations]] skill. The heads determine the attacks and abilities available to the monster.<br />
* New "[[sack of spiders]]" item:<br />
** Fixed charges between 5 and 15 inclusive.<br />
** On evoking, creates [[web]]s around you and releases [[list of arachnids|spiders]].<br />
** Number of webs and type/number of spiders scales with evocations.<br />
* [[Splint mail]] has been removed; [[chain mail]] is now 8 AC to compensate.<br />
* [[Needle]]s of [[sickness]] have been removed.<br />
* [[Manual]]s do not need to be read to be activated; they're always on while in inventory.<br />
* The [[rod of striking]] now functions as a melee weapon - it expends charges to deal additional damage in melee.<br />
* [[Boots]] of [[running]] have a -1 movement delay (was -2).<br />
* The [[lantern of shadows]]' rate of shadow spawning scales with evocations, and the resulting shadows now wander instead of following the player.<br />
* New unrand: the +4 [[moon troll leather armour]] {Spirit MP+5 Regen}.<br />
* Adjustments to unrands:<br />
** [[Arga]] is now a [[broad axe]].<br />
** [[Bullseye]] is now a [[large shield]].<br />
** The [[shield of the Gong]] no longer has [[guardian spirit]]; it is otherwise unchanged.<br />
** The [[knife of Accuracy]] and [[boots of the Assassin]] are no more.<br />
** The [[lightning scales]] are now +6 (was +3).<br />
* [[Hammer]]s do not generate outside of vaults.<br />
<br />
===Gods===<br />
----<br />
* [[Yredelemnul]] no longer gifts [[rotting hulk]]s / [[plague shambler]]s.<br />
* <s>[[Hill orc]]s encountering an [[orc priest]] for the first time are offered the chance to convert to [[Beogh]] on the spot.</s><br />
* [[Zin]]'s Recite no longer paralyses the player; the player can take any action that doesn't involve the mouth while reciting.<br />
<br />
<s><br />
===Interface===<br />
---------<br />
* For online play, explore_delay and travel_delay are instananeous by default.<br />
* Dungeon features with variable-colour tiles now display those colours in tiles (e.g. walls in the Abyss, the Elven Halls, and the Pan disco hall).<br />
* Examining a monster will display the spells monsters of its type are capable of using.<br />
<br />
===Technical===<br />
---------<br />
* A port to OpenSolaris (Dyson/Illumos).<br />
* MSVC compilation once again possible (Visual Studio [Express] 2012)<br />
</s><br />
<br />
[[Category: Crawl Versions]]</div>Sildraith