Difference between revisions of "Tukima's Studio"

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{{flavour|A marble floor of white and silver, with shades of pink here and there.}}
 
{{flavour|A marble floor of white and silver, with shades of pink here and there.}}
  
'''Tukima's Studio''' is a beautiful mirror-lined hall of black and white marble. This [[Wizard Laboratory]] is filled with the results of her experiments with enchanted weaponry, including an automated device that creates further [[brand]]ed [[dancing weapon]]s.
+
'''Tukima's Studio''' is a beautiful mirror-lined hall of black and white marble. This [[Wizard Laboratory]] is filled with the results of her experiments with enchanted weaponry.
  
Initially, the studio branches off into three paths, all of which are partially blocked by ''strange machines'' (see below) and lead to a central chamber with a ''strange generator'' that periodically creates dancing weapons. Diagonal passageways that possibly include [[door]]s lead to to two separate loot chambers, each of which contains another strange machine and dancing weapon.
+
==Summary==
 +
As this is one of the smaller wizlabs, you won't need much preparation to deal with the contents if all you're doing is going in, getting the treasure, and getting out, with one significant exception: the strange machines can summon clones of the player
  
The bulk of the loot in this area is comprised of the various dancing weapons you encounter (all of which you must defeat before you can pick them up). The two treasure rooms contain a modest sum of [[gold]], the [[book of Enchantments]], an [[acquirement]]-level item, and four pre-identified [[scrolls of blinking]].  
+
The rest of the vault isn't terribly dangerous.  Heavily armoured melee-oriented characters should be able to overpower the dancing weapons without too much trouble, if fighting on an isolated and individual basis; just watch out for ones with particularly dangerous brands. Casters should use non-elemental [[Conjurations]], direct attack [[Earth Magic]], or [[Airstrike]].
  
As this is one of the smaller wizlabs, you won't need much preparation to deal with the contents if all you're doing is going in, getting the treasure, and getting out. Heavily armoured melee-oriented characters should be able to overpower the dancing weapons without too much trouble, if fighting on an isolated and individual basis; just watch out for ones with particularly dangerous brands. Casters should use non-elemental [[Conjurations]], direct attack [[Earth Magic]], or [[Airstrike]].
+
Other than the dancing weapons, which include rarer [[ranged weapon]]s like [[triple crossbow]]s, loot includes artefact [[armour]] and a [[phantom mirror]].
  
==Threats==
+
==Monsters==
{{Monsterlink|Dancing weapon}}s - Much like the [[Hall of Blades]], Tukima's Studio abounds with dancing weaponry. The weapons vary greatly in threat level depending on their type and brand - a dancing [[short sword]] of [[venom]] isn't going to be much of a threat, but a [[battleaxe]] of [[distortion]] could ruin your whole day. All dancing weapons have heavy elemental resists, high speed, high [[AC]], and high [[EV]], making them substantial threats.
+
{| class="prettytable" style="border:none; margin:0; padding:0;"
 +
| {{monsterlink|Dancing weapon}}
 +
| {{monsterlink|Rakshasa}}
 +
|-
 +
| {{monsterlink|Walking crystal tome}}
 +
| {{monsterlink|Walking frostbound tome}}
 +
| {{monsterlink|Walking earthen tome}}
 +
| {{monsterlink|Walking divine tome}}
 +
|}
 +
Two strange machines will spawn at the end.
  
===Strange Machines===
+
===Threats===
{{flavour|A glistening silver machine.
+
{{Monsterlink|Dancing weapon}}s - Much like the [[Hall of Blades]], Tukima's Studio abounds with dancing weaponry. The weapons vary greatly in threat level depending on their type and brand - a dancing [[short sword]] of [[venom]] isn't going to be much of a threat, but a [[battleaxe]] of [[distortion]] could ruin your whole day. All dancing weapons have heavy elemental resists, high speed, high [[AC]], and high [[EV]], making them substantial threats. Near the end of the level, dancing [[ranged weapon]]s come into play.
  
----
+
{{Monsterlink|Walking crystal tome}}s - [[Walking tomes]] of all types scatter the Studio; from rapidly throwing out living [[Lehudib's Crystal Spear]]s to [[Smiting]]s. They may not have the same resistances as a dancing weapon, but they can still take a fair hit.
  
"The machine had stood there a long time. It was several hundred feet long and could run on a thimbleful of earth or water. It had been working seven and a half million years."<br>
+
===Strange machine===
-Sweet Their Blood and Sticky, Albert Teichner}}
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{{flavour| A mechanical contraption, all hisses and pops. Shadows seem to dance across its reflective surface.}}
{{LightGrey|8}} [[File:Strange machine.png]] Blocking the way through the level and inside the two side-chambers containing loot are these special statues, derived from the same base as other [[vault]] statues like [[warrior statue]]s.
 
  
'''[[HP]]''': 70<br>
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[[File:Tukima's machine.png]] The central chamber at the end of the studio holds two '''strange machines''', which summon deadly creatures.  
'''[[HD]]''': 13<br>
 
'''Spells''': [[Blink Other]]<br>
 
They are only capable of blinking the player around, possibly past them and thus cutting off an escape path, while stalling for the strange generator and dancing weapons to kill you.
 
  
===Strange Generator===
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'''Spells:'''
{{flavour| A mechanical contraption, all hisses and pops, ready to dispense dancing weapons at any moment.}}
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*[[Summon Illusion]]
 +
*[[Shadow Creatures]]
  
[[File:Tukima's machine.png]] The central chamber at the end of the studio holds an indestructible ''strange generator''. This device produces a wandering dancing weapon every 600 to 900 [[aut]] four times before going inert ("The generator hisses, and spits out a dancing weapon!").
+
Player clones are essentially the same as the ones generated by [[Mara]], or more specifically, a [[player ghost]] based on your character. It will know many of your spells, have all your melee and defensive capacities, and will benefit from any buffs you currently have active. Fighting it in a straight one-on-one duel would be risky; fighting it with multiple dancing weapons around is generally a Very Bad Idea. As such, the best approach to dealing with a player clone is generally not to deal with it at all.
 +
 
 +
It is entirely possible to deal the generator lethal damage before it can summon a player clone. If you fail to do so, teleporting away and returning when you're better prepared is a perfectly acceptable idea; the clone will vanish after enough time has passed. Buffs will help kill the machine faster, but be aware of how it'll effect your clones.
 +
 
 +
One effective tactic is to be [[invisible]]. The generators can't see invisible, and thus cannot clone you while you are invisible, making the whole experience significantly less threatening.
 +
 
 +
==Map==
 +
[[File:Tukima_minimap_29.png]]
  
==Source==
 
The strange generator is on M, the strange machines on 789, and dancing weapons are on 0. The statues on 8 and 9 are on top of the non-weapon loot. The xXlLyYrR glyphs represent potential path points, randomized on generation. The entry point is on A, the exit on <, [[Wall#stone|stone]] on c, [[Wall#Translucent_Rock|translucent rock]] on m, and floor on .
 
 
<pre>
 
<pre>
MAP
 
 
             ccccccc
 
             ccccccc
 
             ccmmmcc
 
             ccmmmcc
         cccccm...mccccc
+
         ccccccA.Acccccc
       cc.....A.<.....cc
+
      ccm...c...c...mcc
 +
       cc.............cc
 
       cc..ccm.....mcc..cc
 
       cc..ccm.....mcc..cc
       cc.ccccm...mcccc.cc
+
       c~~ccccm...mcccc~~c
       cc.cccccc7cccccc.cc
+
       c2.."""cm~mc"""..2c
     cc...cccc...cccc...cc
+
     ccc.1c"""..."""c1.ccc
     cm...mcm..0..mcm...mc
+
     cmm..mcm.....mcm..mmc
 
     cm...mcm.....mcm...mc
 
     cm...mcm.....mcm...mc
 +
    cm...mcm..2..mcm...mc
 
     cm...mcm..V..mcm...mc
 
     cm...mcm..V..mcm...mc
     cm...mcm.....mcm...mc
+
     cm2..mcm1...1mcm..2mc
     cm...mcm..0..mcm...mc
+
     cm...mcm..1..mcm...mc
     cc...cccc...cccc...cc
+
     cm1.2mcm2.2.2mcm2.1mc
     ccc.cccccc.cccccc.ccc
+
    cc1..c'''...'''c..1cc
       cc.ccccm...mcccc.cc
+
     ccc..'''cm2mc'''..ccc
     ccm7mccm.....mccm7mcc
+
       cc~~cccm...mccc~~cc
     cm.0......M......0.mc
+
     ccm1.mcm1...1mcm.1mcc
    ccXm.mccm..?..mccm.mYcc
+
     cm.3.mcm3.V.3mcm.3.mc
   cccxccmlcccm...mcccrmccycc
+
    ccm..mccm2...2mccm..mcc
  ccm.mcccLcccm.mcccRcccm.mcc
+
  cccm...mcccm.5.mcccm...mcc
  ccm...mLLcccm...mcccRRm...mcc
+
   ccm2.-.1mcccm.mcccm1.-.2mcc
ccm..$..mcccm.....mcccm..$..mcc
+
  ccm2....mcccm121mcccm....2mcc
cm..$8$..m+m...7...m+m..$9$..mc
+
ccm..mm...mmm.....mmm...mm..mcc
ccm..$..mcccm.....mcccm..$..mcc
+
cm4..cm......2.5.2......mc..4mc
  ccm.0.mcc ccm...mcc ccm.0.mcc
+
ccm.....mm.3...4...3.mm.....mcc
   ccmmmcc  ccmmmcc  ccmmmcc
+
  ccmd4.mccmmm.....mmmccm.4dmcc
   ccccc     ccccc     ccccc
+
   ccmmmccccccdddddccccccmmmcc
ENDMAP
+
   ccccc   ccmmmcc    ccccc
 +
            ccccc
 
</pre>
 
</pre>
  
 
==History==
 
==History==
Prior to [[0.14]], this wizlab was rather different. Randomly-placed dancing weapons outside of the Hall of Blades lacked [[brand]]s, making the vault much safer, but also much less profitable. There were also quite a few more doors and nearly no strange machines in the paths to each chamber, the doors of which could be closed against the dancing weapons; most notably, with a shift in the strange generator's placement, all of its weapons could be safely ignored by leaving a select door closed and seeking out other entrances. Finally, the rewards contained a [[scroll of acquirement]] instead of an acquirement-level item and four scrolls of blinking.
+
*This wizlab was reintroduced in [[0.28]].
 +
*This laboratory was removed in [[0.17]]. The old version had '''strange machines''', which would blink you, and '''strange generators''', which would create [[brand]]ed [[dancing weapon]]s.
 +
*Prior to [[0.14]], this wizlab was rather different. Randomly-placed dancing weapons outside of the Hall of Blades lacked [[brand]]s, making the vault much safer, but also much less profitable. There were also quite a few more doors and nearly no strange machines in the paths to each chamber, the doors of which could be closed against the dancing weapons; most notably, with a shift in the strange generator's placement, all of its weapons could be safely ignored by leaving a select door closed and seeking out other entrances. Finally, the rewards contained a [[scroll of acquirement]] instead of an acquirement-level item and four scrolls of blinking.
  
 
[[Category:Dungeon Branches]]
 
[[Category:Dungeon Branches]]

Latest revision as of 20:22, 12 October 2022

Version 0.29: This article may not be up to date for the latest stable release of Crawl.
A marble floor of white and silver, with shades of pink here and there.

Tukima's Studio is a beautiful mirror-lined hall of black and white marble. This Wizard Laboratory is filled with the results of her experiments with enchanted weaponry.

Summary

As this is one of the smaller wizlabs, you won't need much preparation to deal with the contents if all you're doing is going in, getting the treasure, and getting out, with one significant exception: the strange machines can summon clones of the player

The rest of the vault isn't terribly dangerous. Heavily armoured melee-oriented characters should be able to overpower the dancing weapons without too much trouble, if fighting on an isolated and individual basis; just watch out for ones with particularly dangerous brands. Casters should use non-elemental Conjurations, direct attack Earth Magic, or Airstrike.

Other than the dancing weapons, which include rarer ranged weapons like triple crossbows, loot includes artefact armour and a phantom mirror.

Monsters

( Dancing weapon.png Dancing weapon R Rakshasa.png Rakshasa
; Walking crystal tome.png Walking crystal tome ; Walking frostbound tome.png Walking frostbound tome ; Walking earthen tome.png Walking earthen tome ; Walking divine tome.png Walking divine tome

Two strange machines will spawn at the end.

Threats

( Dancing weapon.png Dancing weapons - Much like the Hall of Blades, Tukima's Studio abounds with dancing weaponry. The weapons vary greatly in threat level depending on their type and brand - a dancing short sword of venom isn't going to be much of a threat, but a battleaxe of distortion could ruin your whole day. All dancing weapons have heavy elemental resists, high speed, high AC, and high EV, making them substantial threats. Near the end of the level, dancing ranged weapons come into play.

; Walking crystal tome.png Walking crystal tomes - Walking tomes of all types scatter the Studio; from rapidly throwing out living Lehudib's Crystal Spears to Smitings. They may not have the same resistances as a dancing weapon, but they can still take a fair hit.

Strange machine

A mechanical contraption, all hisses and pops. Shadows seem to dance across its reflective surface.

Tukima's machine.png The central chamber at the end of the studio holds two strange machines, which summon deadly creatures.

Spells:

Player clones are essentially the same as the ones generated by Mara, or more specifically, a player ghost based on your character. It will know many of your spells, have all your melee and defensive capacities, and will benefit from any buffs you currently have active. Fighting it in a straight one-on-one duel would be risky; fighting it with multiple dancing weapons around is generally a Very Bad Idea. As such, the best approach to dealing with a player clone is generally not to deal with it at all.

It is entirely possible to deal the generator lethal damage before it can summon a player clone. If you fail to do so, teleporting away and returning when you're better prepared is a perfectly acceptable idea; the clone will vanish after enough time has passed. Buffs will help kill the machine faster, but be aware of how it'll effect your clones.

One effective tactic is to be invisible. The generators can't see invisible, and thus cannot clone you while you are invisible, making the whole experience significantly less threatening.

Map

Tukima minimap 29.png

            ccccccc
            ccmmmcc
        ccccccA.Acccccc
       ccm...c...c...mcc
       cc.............cc
      cc..ccm.....mcc..cc
      c~~ccccm...mcccc~~c
      c2.."""cm~mc"""..2c
     ccc.1c"""..."""c1.ccc
     cmm..mcm.....mcm..mmc
     cm...mcm.....mcm...mc
     cm...mcm..2..mcm...mc
     cm...mcm..V..mcm...mc
     cm2..mcm1...1mcm..2mc
     cm...mcm..1..mcm...mc
     cm1.2mcm2.2.2mcm2.1mc
     cc1..c'''...'''c..1cc
     ccc..'''cm2mc'''..ccc
      cc~~cccm...mccc~~cc
     ccm1.mcm1...1mcm.1mcc
     cm.3.mcm3.V.3mcm.3.mc
    ccm..mccm2...2mccm..mcc
  cccm...mcccm.5.mcccm...mcc
  ccm2.-.1mcccm.mcccm1.-.2mcc
 ccm2....mcccm121mcccm....2mcc
ccm..mm...mmm.....mmm...mm..mcc
cm4..cm......2.5.2......mc..4mc
ccm.....mm.3...4...3.mm.....mcc
 ccmd4.mccmmm.....mmmccm.4dmcc
  ccmmmccccccdddddccccccmmmcc
   ccccc    ccmmmcc    ccccc
             ccccc

History

  • This wizlab was reintroduced in 0.28.
  • This laboratory was removed in 0.17. The old version had strange machines, which would blink you, and strange generators, which would create branded dancing weapons.
  • Prior to 0.14, this wizlab was rather different. Randomly-placed dancing weapons outside of the Hall of Blades lacked brands, making the vault much safer, but also much less profitable. There were also quite a few more doors and nearly no strange machines in the paths to each chamber, the doors of which could be closed against the dancing weapons; most notably, with a shift in the strange generator's placement, all of its weapons could be safely ignored by leaving a select door closed and seeking out other entrances. Finally, the rewards contained a scroll of acquirement instead of an acquirement-level item and four scrolls of blinking.