Pandemonium lord

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Version 0.30: This article may not be up to date for the latest stable release of Crawl.
pandemonium lord &Pandemonium lord.png
HP 115-342
HD 18
XP 7100
Speed 10 - 18
AC 16
EV 15
Will 100
Attack1 20-60 (hit: Randomly branded)


Resistances rPois+, rMiasma, rTorm,
rN+, Random
Vulnerabilities Holy, Random
Habitat land
Intelligence Human
Uses Open doors
Holiness Demonic
Size Large
Type pandemonium demon, pandemonium demon
Flags Fighter
Spellcaster
Speaks
Evil
See invisible
A formidable demon lord inhabiting the endless halls of Pandemonium. Each one is different, with its own set of strengths and weaknesses.

Useful Info

Pandemonium lords (pan lords) are powerful, semi-random demons who rule over Pandemonium. All pan lords have a few things in common: see invisible and demonic resistances. They are otherwise unpredictable, with variable speed, defenses, spell sets, etc.

In Pandemonium, there is usually one pan lord per floor, who may be wandering on the floor or placed in a vault. These vaults can have a 11.1% or 100% chance - depending on the vault - to have the demonic rune. Pan lords also spawn on the orb run, where multiple lords can be on the same floor. In addition, chaos-themed Ziggurat floors can have many, many pan lords.

Properties

Pan lords are semi-randomly generated, but their potential properties, while complex, can be enumerated:[1]

Base properties

  • HP: 100 + 3d50 (103-250)
    • Non-casters get 50% more HP.
  • Total defense (AC + EV): 10-49
    • AC: 1-45
    • EV: 1-45
      • Pan lord AC/EV tend to be weighted towards one or the other.
      • Non-casters get +5 AC and +5 EV.
  • HD: 10 + 2d10 (12-30)
    • Non-casters get +5 HD.
  • Speed:
    • Non-casters: 11 + 2d4 (13-19)
    • Casters: 33% chance of being speed 10, otherwise 8 + 2d5 (10-18)
  • Melee damage: one attack, with a maximum damage of 20 + 2d20 (22-60).
    • Non-casters get +10 damage.
  • Melee brand: 33% chance of a brand (not holy wrath or reaching).
    • Non-casters always get a melee brand.

Resistances and Intrinsics

  • Flight: 2/3 chance.
  • Fire and cold resistance:
    • 10% chance of being vulnerable (rF- / rC-)
    • 30% chance of having no resistance
    • 30% chance of having one level of the resistance (rF+ / rC+)
    • 20% chance of having two levels of the resistance (rF++ / rC++)
    • 10% chance of being immune (rF+++ / rC+++)
  • Electricity resistance: 60% chance of having a single level of electricity resistance and 10% chance of being immune to electricity.
  • Always have the standard demonic resistances (poison, negative energy, torment) and see invisible.

Spellcasting

Pan lords have a 75% chance of being spellcasters. Non-casters gain some bonuses to defenses, melee and speed, as seen above. Pan lords who are spellcasters are given spells from fixed lists.

Non-casters have a 33% chance to get one "spell" from the following list: Blinkbolt, Blink Close, or Harpoon Shot.

Obviously, this produces widely varied spell lists. In theory, it could range from a demon possessing only Blink to a monstrosity with Fire Storm, Lehudib's Crystal Spear, Haste, and Paralyse.

Cloud rings

Non-casters and casters with AOE conjuration spells have a 1/7 chance to have a ring of clouds:

  • thunder clouds, 22%
  • flame clouds, 22%
  • freezing clouds, 22%
  • clouds of negative energy, 11%
  • clouds of seething chaos, ~6%
  • acidic clouds, ~6%
  • miasma clouds, ~6%
  • mutagenic clouds, ~6%.

Uniques

There are four unique, fixed Pan lords:

  • & Cerebov.png Cerebov, guarding the fiery rune of Zot.
  • & Gloorx Vloq.png Gloorx Vloq, guarding the dark rune of Zot.
  • & Lom Lobon.png Lom Lobon, guarding the magical rune of Zot.
  • & Mnoleg.png Mnoleg, guarding the glowing rune of Zot.

Only Cerebov has loot. The game will alert you when you enter the realm of one of these lords; you can check the milestones by pressing ?: keys to see which lord's realm you have entered.

Be careful: if you leave the level before getting the rune (except through banishment), you will not be able to get the rune that game, and thus cannot do an all-rune ascension.

Should you pick up the rune on a unique Pan lord's level without killing them, they will randomly spawn on all subsequent Pan levels and the orb run until you do kill them.

Tips & Tricks

  • Checking out a pan lord's stats is highly recommended. You might be up against a brutal crystal spear + Fire Storm caster, a very fast Silencing pan lord with torment, or a wimp with nothing but Drain Magic.
  • Killing them quickly is entirely appropriate, especially when facing multiple lords at once.
  • Having a spread of resistances helps. Fire/cold/electricity resistance is good against the level 9 spells, torment resistance is good for all of Pandemonium, and willpower is essential against their hexes. More unusually, be prepared to wipe out a group of eye-type monsters from Summon Eyeballs - floating eyes can paralyse in 2 turns, which can be instant death.
  • Pandemonium lords are not immune to throwing nets. While a fast panlord may break through quickly, throwing a net is not a bad idea during the orb run.

History

  • In 0.26, Pan lords got new spells and attack types. Also, some Pan lords have a ring of dangerous clouds around them.
  • Prior to 0.23, Pan lords' spell sets and attack brands were not revealed. Also, followers of Elyvilon could pacify them.
  • Prior to 0.21, Pan lords could cast Shatter.
  • Prior to 0.18, Pan lords had more spells on average, but some of those spells were weaker (e.g. Throw Icicle or Throw Flame). Also, non-caster Pan lords didn't have offense and defense bonuses.
  • Prior to 0.14, Pan lords could not get Quicksilver Bolt instead of IMB in their second slot, and could not get Orb of Electricity in their first slot. Also, the proportion of non-casters was 1/3 instead of 1/4, and not all Pan lords could see invisible.
  • Prior to 0.9, demonic runes would continue to spawn even if you already had one, allowing for truly ridiculous high scores.

References

  1. ghost.cc:292 (0.30.1)