Difference between revisions of "Rune of Zot"

From CrawlWiki
Jump to: navigation, search
m (No player Abjuration, just Aura of Abjuration now, plus Shadow Fiends are now Tzitzimitl)
m
 
(40 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{version017}}
+
{{version030}}
 
{{flavour|A talisman which allows entry into Zot's domain.}}
 
{{flavour|A talisman which allows entry into Zot's domain.}}
  
'''Runes of Zot''' are required to enter [[the Realm of Zot]], which contains the [[Orb of Zot]], the goal of your quest, housed in a vault on its fifth level. They are thus necessary to win the game. Unlocking the portals to the Realm requires three runes, but advanced players may choose to collect more to earn a higher [[score#Rune Score|final score]]. In any given game, there are 15 possible runes to obtain. Runes do not occupy inventory slots, are weightless, and cannot be dropped. You can see what runes you have by typing '''}''' or by checking the '''%''' screen (your Player Character resistances).
+
'''Runes of Zot''' are required to enter [[The Realm of Zot]]; there lies the [[Orb of Zot]], the goal of your quest, in its fifth floor.
  
==Rune locations==
+
==Useful Info==
 +
Runes can be used to open [[rune lock]]s:
 +
* In order to enter [[Zot]], you need 3 runes of Zot.
 +
* In order to exit [[the Vaults]], you need a rune of Zot.
 +
* [[Treasure trove]]s may ask for either the Slimy or Abyssal rune for entry.
 +
Runes do not occupy inventory slots, and can never be destroyed. Once you've collected a rune, it stays collected for the rest of the game.
  
Runes can be found on the bottom floors of several dungeon [[branch]]es.
+
In any given game, there are 15 possible runes to obtain. You can see what runes you have by typing '''}''' (which also shows you what runes you can get) or by checking the '''% /''' character overview screen, below the lines for your abilities and traits.
  
* [[The Lair]] has no rune itself, but in any game, it has two of the following four branches (it always has the Slime Pits for a third):
+
Having more runes also increases your [[score]].
** [[Image:Decaying_rune.png]] [[The Swamp]]:4 contains the decaying rune of Zot.
 
** [[Image:Barnacled_rune.png]] [[The Shoals]]:4 contains the barnacled rune of Zot. Will not occur in the same game as The Swamp.
 
** [[Image:Serpentine_rune.png]] [[The Snake Pit]]:4 contains the serpentine rune of Zot.
 
** [[Image:Gossamer_rune.png]] [[The Spider's Nest]]:4 contains the gossamer rune of Zot. Will not occur in the same game as The Snake Pit.
 
* [[Image:Slimy_rune.png]] [[The Slime Pits]]:5 contains the slimy rune of Zot.
 
* [[Image:Silver_rune.png]] [[The Vaults]]:5 contains the silver rune of Zot.
 
* [[The Crypt]] has no rune itself, but contains a branch to The Tomb.
 
** [[Image:Gold_rune.png]] [[The Tomb]]:3 contains the golden rune of Zot.
 
  
You will also come across special runes in the following bonus levels.
+
==Rune locations==
 +
Runes can be found on the bottom floors of several dungeon [[branch]]es. There are 17 runes in total, but only 15 are possible in any given game:
  
* [[Image:Abyssal_rune.png]] [[The Abyss]] contains the abyssal rune of Zot. This rune has a very low chance of being generated on floors 3, 4 and 5, with deeper floors having higher rune generation rates (but also more monsters). If you happen to be a follower of Lugonu, this rate is greatly accelerated. If you see the rune but cannot get it, e.g. if the Abyss shifts before you can reach it, do not despair: the game will keep generating abyssal runes until you pick one up.
+
*[[The Lair]] has no rune itself but contains 3 branches which do.  It always contains:
* [[Pandemonium]] contains five runes.   
+
**[[Image:Slimy_rune.png]] '''[[The Slime Pits]]:5''' contains the slimy rune of Zot.
 +
:plus one of the two watery branches:
 +
:*[[Image:Decaying_rune.png]] '''[[The Swamp]]:4''' contains the decaying rune of Zot.
 +
:*[[Image:Barnacled_rune.png]] '''[[The Shoals]]:4''' contains the barnacled rune of Zot.
 +
:and one of the two poisonous branches:
 +
:*[[Image:Serpentine_rune.png]] '''[[The Snake Pit]]:4''' contains the serpentine rune of Zot.
 +
:*[[Image:Gossamer_rune.png]] '''[[The Spider's Nest]]:4''' contains the gossamer rune of Zot.
 +
*[[Image:Silver_rune.png]] '''[[The Vaults]]:5''' contains the silver rune of Zot. An entrance to The Crypt can be found earlier in the branch.
 +
**[[The Crypt]] has no rune itself, but contains an entrance to The Tomb.
 +
***[[Image:Gold_rune.png]] '''[[The Tomb]]:3''' contains the golden rune of Zot.
 +
 
 +
You will also come across runes in the following bonus levels:
 +
*[[Image:Abyssal_rune.png]] '''[[The Abyss]]''' contains the abyssal rune of Zot.  
 +
**This rune has a low chance of being generated on floors 3 to 7, with deeper floors having higher rune generation rates (but also more monsters); you'll know its location when it spawns. If you happen to be a follower of Lugonu, this rate is greatly accelerated. If you see the rune but cannot get it (e.g. if the Abyss shifts before you can reach it), do not despair: the game will keep generating abyssal runes until you pick one up.
 +
*'''[[Pandemonium]]''' contains five runes.   
 
**The four unique Pandemonium lords each guard a unique rune that is generated ''once''. Leaving the level without the rune means it is lost forever:
 
**The four unique Pandemonium lords each guard a unique rune that is generated ''once''. Leaving the level without the rune means it is lost forever:
*** [[Image:Glowing_rune.png]] [[Mnoleg]] guards the glowing rune of Zot.
+
***[[Image:Glowing_rune.png]] '''[[Mnoleg]]''' guards the glowing rune of Zot.
*** [[Image:Magical_rune.png]] [[Lom Lobon]] guards the magical rune of Zot.
+
***[[Image:Magical_rune.png]] '''[[Lom Lobon]]''' guards the magical rune of Zot.
*** [[Image:Fiery_rune.png]] [[Cerebov]] guards the fiery rune of Zot.
+
***[[Image:Fiery_rune.png]] '''[[Cerebov]]''' guards the fiery rune of Zot.
*** [[Image:Dark_rune.png]] [[Gloorx Vloq]] guards the dark rune of Zot.
+
***[[Image:Dark_rune.png]] '''[[Gloorx Vloq]]''' guards the dark rune of Zot.
** The fifth is the demonic rune of Zot.  This may be found either guarded by random [[Pandemonium lord]]s, or found in any of several vaults ('hellion island', 'smiting', and 'eyes of draining' vaults guaranteed; others have 1/9 chance). Like the abyssal rune, it will be regenerated until picked up.
+
**The fifth is the '''demonic rune''' of Zot.   
 +
***This may be found in any Pan floor without another rune, usually guarded by a random [[pandemonium lord]]. Most floors have a 1/9 chance, but a few [[vault]]s always have it (see [[Pandemonium#The Demonic Rune|Pandemonium]] for details). When a vault with a guaranteed rune appears, it will be announced: {{crawlquote|The tension of great conflict fills the air! The demonic rune of Zot may be found here.<br>''or''<br>A powerful Pandemonium lord resides here. It guards the demonic rune of Zot.}} Like the abyssal rune, it will be regenerated until picked up.
 
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"
 
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"
 
| [[Image:Demonic_rune_1.png]] || [[Image:Demonic_rune_2.png]] || [[Image:Demonic_rune_3.png]]
 
| [[Image:Demonic_rune_1.png]] || [[Image:Demonic_rune_2.png]] || [[Image:Demonic_rune_3.png]]
Line 33: Line 46:
 
| [[Image:Demonic_rune_4.png]] || [[Image:Demonic_rune_5.png]] || [[Image:Demonic_rune_6.png]]
 
| [[Image:Demonic_rune_4.png]] || [[Image:Demonic_rune_5.png]] || [[Image:Demonic_rune_6.png]]
 
|}
 
|}
* [[Hell]] contains a rune in each of its four subbranches:
+
*'''[[Hell]]''' contains a rune in each of its four subbranches:
** [[Image:Iron_rune.png]] [[Dispater]] in [[The Iron City of Dis]]:7 guards the iron rune of Zot.
+
**[[Image:Iron_rune.png]] [[Dispater]] in [[The Iron City of Dis]]:7 guards the iron rune of Zot.
** [[Image:Icy_rune.png]] [[Antaeus]] in [[Cocytus]]:7 guards the icy rune of Zot.
+
**[[Image:Icy_rune.png]] [[Antaeus]] in [[Cocytus]]:7 guards the icy rune of Zot.
** [[Image:Obsidian_rune.png]] [[Asmodeus]] in [[Gehenna]]:7 guards the obsidian rune of Zot.
+
**[[Image:Obsidian_rune.png]] [[Asmodeus]] in [[Gehenna]]:7 guards the obsidian rune of Zot.
** [[Image:Bone_rune.png]] [[Ereshkigal]] in [[Tartarus]]:7 guards the bone rune of Zot.
+
**[[Image:Bone_rune.png]] [[Ereshkigal]] in [[Tartarus]]:7 guards the bone rune of Zot.
  
 
==Strategy and Difficulty==
 
==Strategy and Difficulty==
All runes are not equal in difficulty of obtaining them. Below they are in rough order of difficulty, with some basic strategy notes. See the articles on the specific branches for more details. Depending on your character build, some of the branches may be different in difficulty from what is given here.
+
All runes are not equal in difficulty of obtaining them. Below is a list of runes in rough order of difficulty, with some basic strategy notes. See the articles on the specific branches for more details. Depending on your character build, some of the branches may be different in difficulty from what is given here.
  
 
===Easy===
 
===Easy===
These are the runes which are most commonly used for three or four rune ascensions.  None is particularly hard to get, although they may require some basic preparation.
+
The four Lair branch runes are the generally the easiest to get. If not in relative difficulty, then they at least have the lowest power level. Players will typically acquire both of the 2 runes that have generated in their game.
* Serpentine ([[Snake Pit]]): Less straightforward since the introduction of [[constriction]], and [[poison resistance]] is a necessity. Still, among the easier branches. Make sure you can take a beating or have the ability to avoid melee combat.
+
 
* Decaying ([[Swamp]]): Swamp can be annoying, and be prepared to deal with a ton of [[hydra]]s and [[swamp drake]]s, but the branch is generally pretty tame.
+
*'''Serpentine''' ([[Snake Pit]]): Home to the [[venom]]ous, [[constriction|constricting]] [[list of nagas|snakemen]], their salamander brethren, and countless [[list of snakes|snakes]]. [[Poison resistance]] is extremely helpful, and [[fire resistance]] is also recommended. Still, among the easier branches. Make sure you can take a beating or have the ability to avoid melee combat.
* Barnacled ([[Shoals]]): This area is easier if you have good [[EV]] or [[Deflect Missiles]]. [[Invisibility]] is very useful here.
+
*'''Decaying''' ([[Swamp]]): A waterlogged forest guarded by [[hydra]]s, dangerous [[list of plants|plant]] monsters, amphibious [[undead]], [[list of spriggans|spriggans]], and even more esoteric foes. Poison resistance helps here, as does a source of [[flight]], but you'll probably want to have a good range of resistances just to be safe.
* Gossamer ([[Spider's Nest]]): Most of the monsters in this branch are faster than you and will swarm you easily. Very few of them have ranged attacks, though.
+
*'''Barnacled''' ([[Shoals]]): An archipelago patrolled by [[list of merfolk|merfolk]] and other creatures of myth and legend. Teeming with [[polearm]]s and ranged attacks, this area is easier if you have good [[EV]] or [[Repel Missiles#Player sources|Repel Missiles]]. [[Flight]] is helpful here, and [[Invisibility]] (if flying) too.
* Abyssal ([[Abyss]]): Mostly just tedious, since it requires wandering for several thousand turns. Have enough food, and be prepared to avoid the occasional [[lich]] or [[draconian]] if you can't take them.
+
*'''Gossamer''' ([[Spider's Nest]]): Most of the monsters in this branch are faster than you and can easily swarm you. Very few of them have ranged attacks, though. [[Ghost moth]]s are especially painful for magical players. Like Snake, poison resistance is a must.
* Silver ([[Vault]]): The hardest of the basic runes, since [[Vault]]:5 has over a dozen [[vault guard]]s waiting for you around the stairs, plus several other opponents such as [[titan]]s, [[storm dragon]]s, [[quicksilver dragon]]s, [[shadow dragon]]s, and [[lich]]es.
 
  
 
===Medium===
 
===Medium===
For those looking to expand beyond a basic ascension, these are the runes to start with.  They all require some type of special resistance: if you don't have it, you will likely die.
+
These runes can challenge even XL 27 characters, but at least one of them is required for a three rune [[ascension]].
* Slimy ([[Slime Pits]]): [[Resist corrosion]] and [[mutation resistance]] are absolutely necessary, and be prepared to switch between. Be very careful with [[the royal jelly]]: stair dance it or take it in the corridors. And bring a [[wand of digging]] or some other way of getting through a rock wall. Make sure you can kill things very quickly or take a fair bit of damage, as everything down here hits very hard in melee.
+
 
* [[Pandemonium]]: Be prepared for a journey: like the Abyss, the only way out is via a rare return portal. Stairways just conduct you to another of Pan's infinite levels. You will need some protection from [[torment]]. rN+++ or [[Kiku]] protection is generally enough. You need [[mutation resistance]]: the place is littered with [[neqoxec]]s and [[cacodemon]]s. In fact, you may want to bring a [[potion of cure mutation]], just in case you get hit with something nasty. Keep in mind that when you reach a level with a [[Pan lord]] and his rune, you're only going to get one chance at acquiring this rune: ''leaving the level means that rune never generates again'' (unless it was the demonic rune). The unique Pan lords each need a different set of resistances to get their rune:
+
*'''Silver''' ([[The Vaults]]): [[The Vaults#Vaults:5|Vaults:5]] has over a dozen [[vault guard]]s waiting for you around the stairs, requiring you to fight (and potentially attract more dangerous foes), or teleport and fight in dangerous teritory. Several other dangerous opponents such as [[titan]]s, [[storm dragon]]s, [[quicksilver dragon]]s, [[shadow dragon]]s, and [[lich]]es appear in the quadrants.
** Dark: [[Gloorx Vloq]] is the most difficult Pan lord, owing to his speed and spell set. rN+++ is vital, are [[Potions of haste]]. Unlike the rest of Pan, you also need [[poison resistance]], since otherwise his [[Poison Arrow]]s will be very painful. Allies, if you can get them, are helpful in ensuring that all of his many attacks and spells aren't directed against you.
+
*'''Slimy''' ([[Slime Pits]]): Most of Slime is unrewarding, but the final floor consists of a "boss fight" with [[the Royal Jelly]]. [[Resist corrosion]] is practically necessary, and [[mutation resistance]] is also very helpful, if available. Be very careful with the Royal Jelly: fight it in the corridors of the central vault. Make sure you can kill things very quickly or take a fair bit of damage, as everything down here hits hard in melee.
** Glowing: [[Mutation resistance]] is even more vital here. Try to lure the [[neqoxec]]s around corners, so they don't get tons of free shots at you with [[Malmutate]]. [[Mnoleg]] himself isn't that difficult, although be prepared to [[Aura of Abjuration|abjure]] if he starts summoning [[giant eyeball]]s. And try to take him in a corridor, so you won't get mobbed by the [[large abomination]]s and [[tentacled monstrosities]] he summons.
+
*'''Abyssal''' ([[Abyss]]): The Abyss is an infinite and unmappable plane that contains many sources of mutation and some deadly monsters. It is also somewhat tedious, as the rune might not generate quickly. Try not to get bogged down in fights with dangerous monsters, as teleports take longer to kick in and stairs out are randomly generated.
** Fiery: As the name suggests, you really need [[fire resistance]] here. rF++ is a bare minimum, and rF+++ is really what you need, since [[Cerebov]]'s sword hits you for one less level of fire resistance than you have. Cerebov has a lot of hit points, so be prepared to teleport away and reengage him several times: he won't have fully healed before you do. [[Aura of Abjuration]] is quite helpful since he enjoys summoning greater demons on you. Cerebov has poor evasion, so spells such as [[Lehudib's Crystal Spear]] can be useful against him. [[Chain Lightning]] is also very effective.
 
** Magical: Have at least two levels of [[cold resistance]] and some source of [[electricity resistance]]. [[Lom Lobon]] is fairly weak if you can engage him in melee, although his [[blink]]ing can make that somewhat difficult. Have high [[magic resistance]] so that the [[wizard (monster)|wizard]]s around his tower don't banish you.
 
** Demonic: Three specific vaults always have this rune. The hellion island vault requires the use of ranged attacks: 10+ [[hellion]]s all dropping 3d15 [[hellfire]] bursts on you up to twice a turn is a quick death. The [[smiting]] vault is generally doable: [[Shatter]] can greatly assist in getting past it, but even without them sufficient speed will generally let you survive. The eyes vault is not difficult, but requires a [[wand of digging]] to get the rune at all.  As for random vaults which might contain the rune, they vary hugely in difficulty. Be prepared to run away.
 
* Golden ([[Tomb]]): Like the [[Hells]] and [[Pandemonium|Pan]], you will have to endure a fair amount of [[torment]]. Unlike the Hells and Pan, you will also endure mummy [[death curse]]s. This includes stat drain, [[rotting]], [[pain]], slowing, and even more [[torment]]. [[Kikubaaqudgha]] provides a good protection against it. [[Necromutation]] protects you from the worst of the curses as well as torment, and nothing in [[Tomb]] has [[Dispel Undead]]. [[Zin]] can protect you from the rotting effects and stat drain, but [[The Shining One]] is more useful here: You can always do a quick conversion to [[Elyvilon]], and use purification to cure all the rotting. See the [[Tomb]] article for more specific strategies, but know that it is very difficult to simply force your way through Tomb. You need something to deal with its nasty effects or you will die.
 
  
 
===Hard===
 
===Hard===
These runes are the riskiest to get, or require some very specific character builds. Only go for them if you know what you're doing.
+
For those looking to expand beyond a basic extension, the runes of the [[Pandemonium]] are good to start with. They are part of the "extended" game, and should be treated with care.
* [[Hell]]: This area is one of the hardest in the game. It is filled with fiends, both found naturally and summoned by the Hell forces. [[Zin]] gives a piety-dependent chance of blocking Hell effects: at full piety it is complete, making the area a lot easier. Others have to be prepared for a fiend and a hellion to appear next to them at any moment, making [[regeneration]] and some means of [[torment]] protection absolutely vital. As with Pan, specific strategies and resistances are needed for each rune:
+
 
** Iron ([[Dis]]): Dis is often perceived as the "easiest" Hell, but this is not entirely true. It requires no specific resistances but a little of everything. Or sometimes a lot of everything, as the last level contains both [[Brimstone fiend]]s and [[Ice fiend]]s. [[Dispater]] himself is no pushover, casting powerful earth spells and bringing lots of greater demons to the party. Have [[Aura of Abjuration]] ready.
+
When entering the [[Pandemonium]], be prepared for a journey. Like the Abyss, the only way out is via a rare return portal. Stairways just conduct you to another of Pan's infinite levels. You will need some protection from [[torment]] - rN+++ is ideal. The place is also littered with [[neqoxec]]s and [[cacodemon]]s, so keep [[potions of mutation]] handy.
** Icy ([[Cocytus]]): Have rC+++ for Cocytus. This place is filled with [[Ice fiend]]s, who have, in addition to torment and [[Bolt of Cold]], a horribly damaging cold-branded melee attack. [[Antaeus]] himself hits like a truck but luckily doesn't summon any friends. Unluckily he tends to be escorted by four Ice fiends. Separate them first.
+
 
** Obsidian ([[Gehenna]]): Have rF+++, but be aware that this doesn't help against the numerous [[Brimstone fiend]]s and [[hellion]]s who will gladly spam [[hellfire]] at you until you die. Make sure to kill them quickly. [[Asmodeus]] himself is not horribly difficult, but be aware that he is surrounded by a ring of flames and loves summoning fiends and [[Balrug]]s.
+
Once you enter the Pandemonium, you are unable to choose which realms appear, and, except for the demonic rune, ''leaving the level means that rune never generates again''. This means you must be ready for all 4 of the unique runes, so come packed with all the resistances you need.
** Bone ([[Tartarus]]): If you're not undead, Tartarus can be easier than the other branches. This occurs because rN+++ completely protects you against the draining attacks so frequent there. Be aware that [[Ereshkigal]] is a little meaner than she looks: she may be somewhat low on HP, but she is fast, has absurdly high evasion, and can torment and summon greater demons to torment. If you are undead, be very, very careful. [[Tzitzimitl]] can make short work of you with [[Dispel Undead]].
+
 
 +
*'''Dark''': [[Gloorx Vloq]] is fast and evasive. rN+++ is vital, as are [[potions of haste]]. Unlike the rest of Pan, you also need [[poison resistance]], as [[miasma]] and [[Poison Arrow]]s will be very painful. Allies, if you can get them, are helpful in ensuring that all of Gloorx Vloq's many attacks, minions, and spells aren't directed against you.
 +
*'''Glowing''': [[Mutation resistance]] is even more vital here. Try to lure the [[neqoxec]]s around corners, so they don't get tons of free shots at you with [[Malmutate]]. [[Mnoleg]] itself isn't that difficult, although watch out if it starts summoning [[floating eye]]s. Try to fight Mnoleg in a corridor so you won't get mobbed by summoned [[large abomination]]s and [[tentacled monstrosities]].
 +
*'''Fiery''': As the name suggests, you really need [[fire resistance]] here. rF++ is a bare minimum, and rF+++ is really what you want, since [[Cerebov]]'s sword strips you of one rank of fire resistance. Cerebov has a lot of hit points, so be prepared to teleport away and reengage it several times: it won't have fully healed before you do. Cerebov has poor evasion, so spells such as [[Lehudib's Crystal Spear]] can be useful against it.
 +
*'''Magical''': Have at least two levels of [[cold resistance]] and some source of [[electricity resistance]]. [[Lom Lobon]] is fairly weak if you can engage it in melee, although its [[blink]]ing and [[Polar Vortex]] can make that quite difficult. Beware of [[Major Healing]], and be prepared to teleport out.
 +
*'''Demonic''': The demonic rune spawns with a 1/9 chance in most floors without another rune. A few specific [[vault]]s always have it (it is announced on floor entry):
 +
**The hellion island vault requires the use of ranged attacks: 10+ [[hellion]]s all dropping 3d15 [[damnation]] bursts on you up to twice a turn leads to a quick death.
 +
**The [[smiting]] vault is generally doable: [[Shatter]] can greatly assist in getting past it, but even without it sufficient speed will generally let you survive.
 +
**The draining vault (with [[ghost moth]]s) is not difficult, but requires a [[wand of digging]] to get the rune at all. As for random vaults which might contain the rune, they vary hugely in difficulty. Be prepared to run away.
 +
 
 +
===Harder===
 +
These runes are the riskiest to get. Only go for them if you know what you're doing.
 +
*'''[[Hell]]''': This area is one of the hardest in the game. It is filled with [[fiend]]s, both found naturally and summoned by the forces of Hell. [[Zin]] gives a piety-dependent chance of blocking Hell effects, making the Hells a lot easier to navigate. Other characters must be prepared for a constant HP and stat [[drain]], making an increased [[regeneration rate]] (or [[TSO]]'s regen on kill) and some form of [[torment]] protection absolutely vital. As with Pandemonium, specific strategies and resistances are needed for each rune:
 +
**'''Iron''' ([[Dis]]): Dis provides a -8 [[corrosion]] effect to all who enter it. Instead of one specific resistance, you will need a little of everything -- or sometimes a lot of everything, as the last level contains both [[Brimstone fiend]]s and [[Ice fiend]]s. [[Dispater]] himself is no pushover, with powerful earth spells and bringing lots of greater demons to the party.
 +
**'''Icy''' ([[Cocytus]]): [[Potions]] are unusable here. Have rC+++ for Cocytus. This place is filled with [[Ice fiend]]s, who have, in addition to torment and [[Bolt of Cold]], a horribly damaging cold-branded melee attack. [[Antaeus]] himself hits like a truck but luckily doesn't summon any friends. Unluckily, he tends to be escorted by four Ice fiends. Separate them first.
 +
**'''Obsidian''' ([[Gehenna]]): [[Scrolls]] are unreadable here. Have rF+++, but be aware that this doesn't help against the numerous [[Brimstone fiend]]s and [[hellion]]s who will gladly spam [[damnation]] at you until you die. Make sure to kill them quickly. [[Asmodeus]] himself is not horribly difficult, but be aware that he is surrounded by a ring of flames and loves summoning fiends and [[Balrug]]s.
 +
**'''Bone''' ([[Tartarus]]): [[Willpower]] is halved here. If you're not undead, Tartarus can be easier than the other branches. This occurs because rN+++ completely protects you against the draining attacks that are so common there. Be aware that [[Ereshkigal]] is a little meaner than she looks: she may be somewhat low on HP, but she is fast, has absurdly high evasion, can torment, and can summon greater demons that ''also'' torment. If you are undead, be very, very careful, as [[tzitzimimeh]] can and will make short work of you with [[Dispel Undead Range]].
 +
*'''Golden''' ([[Tomb]]): Like the [[Hells]] and [[Pandemonium]], you will have to endure a fair amount of [[torment]]. Unlike the Hells and Pan, you will also endure mummy [[death curse]]s. This includes stat drain, HP [[drain]], [[negative energy]] damage, [[slow]]ing, and even more [[torment]]. [[Kikubaaqudgha]] provides a good (but not infallible) protection against death curses and torment. [[Necromutation]] protects you from the worst of the curses as well as torment, but be careful of [[Dispel Undead]] from [[ushabti]]u and the occasional [[revenant]]. [[Zin]] can protect you from the stat drain, but [[The Shining One]] is more useful here for the recovery on kills. Either way, you can always do a quick conversion to [[Elyvilon]] and use Purification to cure all the stat damage, then build your piety back up by fighting all the [[list of mummies|mummies]]. See the [[Tomb]] article for more specific strategies, but know that it is very difficult to simply force your way through Tomb. You need something to deal with its nasty effects or you will die.
  
== History ==
+
==History==
Formerly, there were many, indistinguishable demonic runes of Pandemonium, which could be collected ''ad infinitum'' (the record was 250-odd). In version [[0.9]], the demonic rune is treated like the abyssal rune: once you've picked one up, no more demonic runes will be generated.
+
*In [[0.28]], getting the abyssal rune gets you 2 XL's worth of XP. This was removed in [[0.29]].
 +
*Formerly, there were many, indistinguishable demonic runes of Pandemonium, which could be collected ''ad infinitum'' (the record was 250-odd). As of version [[0.9]], the demonic rune is treated like the abyssal rune: once you've picked one up, no more demonic runes will be generated.
 +
*Before [[0.9]], runes were carried in main inventory, which led to silliness like piling extras on D:1 before going for the Orb, or characters locking themselves out of Zot by leaving their runes inside.
  
Before [[0.9]], runes were carried in main inventory, which led to silliness like piling extras on D:1 before going for the [[Orb of Zot|Orb]], or characters locking themselves out of Zot by forgetting their runes. 
 
 
[[Category:Items]]
 
[[Category:Items]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Latest revision as of 18:43, 8 January 2024

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
A talisman which allows entry into Zot's domain.

Runes of Zot are required to enter The Realm of Zot; there lies the Orb of Zot, the goal of your quest, in its fifth floor.

Useful Info

Runes can be used to open rune locks:

  • In order to enter Zot, you need 3 runes of Zot.
  • In order to exit the Vaults, you need a rune of Zot.
  • Treasure troves may ask for either the Slimy or Abyssal rune for entry.

Runes do not occupy inventory slots, and can never be destroyed. Once you've collected a rune, it stays collected for the rest of the game.

In any given game, there are 15 possible runes to obtain. You can see what runes you have by typing } (which also shows you what runes you can get) or by checking the % / character overview screen, below the lines for your abilities and traits.

Having more runes also increases your score.

Rune locations

Runes can be found on the bottom floors of several dungeon branches. There are 17 runes in total, but only 15 are possible in any given game:

  • The Lair has no rune itself but contains 3 branches which do. It always contains:
plus one of the two watery branches:
  • Decaying rune.png The Swamp:4 contains the decaying rune of Zot.
  • Barnacled rune.png The Shoals:4 contains the barnacled rune of Zot.
and one of the two poisonous branches:
  • Silver rune.png The Vaults:5 contains the silver rune of Zot. An entrance to The Crypt can be found earlier in the branch.
    • The Crypt has no rune itself, but contains an entrance to The Tomb.
      • Gold rune.png The Tomb:3 contains the golden rune of Zot.

You will also come across runes in the following bonus levels:

  • Abyssal rune.png The Abyss contains the abyssal rune of Zot.
    • This rune has a low chance of being generated on floors 3 to 7, with deeper floors having higher rune generation rates (but also more monsters); you'll know its location when it spawns. If you happen to be a follower of Lugonu, this rate is greatly accelerated. If you see the rune but cannot get it (e.g. if the Abyss shifts before you can reach it), do not despair: the game will keep generating abyssal runes until you pick one up.
  • Pandemonium contains five runes.
    • The four unique Pandemonium lords each guard a unique rune that is generated once. Leaving the level without the rune means it is lost forever:
    • The fifth is the demonic rune of Zot.
      • This may be found in any Pan floor without another rune, usually guarded by a random pandemonium lord. Most floors have a 1/9 chance, but a few vaults always have it (see Pandemonium for details). When a vault with a guaranteed rune appears, it will be announced:
        The tension of great conflict fills the air! The demonic rune of Zot may be found here.
        or
        A powerful Pandemonium lord resides here. It guards the demonic rune of Zot.
        Like the abyssal rune, it will be regenerated until picked up.
Demonic rune 1.png Demonic rune 2.png Demonic rune 3.png
Demonic rune 4.png Demonic rune 5.png Demonic rune 6.png

Strategy and Difficulty

All runes are not equal in difficulty of obtaining them. Below is a list of runes in rough order of difficulty, with some basic strategy notes. See the articles on the specific branches for more details. Depending on your character build, some of the branches may be different in difficulty from what is given here.

Easy

The four Lair branch runes are the generally the easiest to get. If not in relative difficulty, then they at least have the lowest power level. Players will typically acquire both of the 2 runes that have generated in their game.

  • Serpentine (Snake Pit): Home to the venomous, constricting snakemen, their salamander brethren, and countless snakes. Poison resistance is extremely helpful, and fire resistance is also recommended. Still, among the easier branches. Make sure you can take a beating or have the ability to avoid melee combat.
  • Decaying (Swamp): A waterlogged forest guarded by hydras, dangerous plant monsters, amphibious undead, spriggans, and even more esoteric foes. Poison resistance helps here, as does a source of flight, but you'll probably want to have a good range of resistances just to be safe.
  • Barnacled (Shoals): An archipelago patrolled by merfolk and other creatures of myth and legend. Teeming with polearms and ranged attacks, this area is easier if you have good EV or Repel Missiles. Flight is helpful here, and Invisibility (if flying) too.
  • Gossamer (Spider's Nest): Most of the monsters in this branch are faster than you and can easily swarm you. Very few of them have ranged attacks, though. Ghost moths are especially painful for magical players. Like Snake, poison resistance is a must.

Medium

These runes can challenge even XL 27 characters, but at least one of them is required for a three rune ascension.

  • Silver (The Vaults): Vaults:5 has over a dozen vault guards waiting for you around the stairs, requiring you to fight (and potentially attract more dangerous foes), or teleport and fight in dangerous teritory. Several other dangerous opponents such as titans, storm dragons, quicksilver dragons, shadow dragons, and liches appear in the quadrants.
  • Slimy (Slime Pits): Most of Slime is unrewarding, but the final floor consists of a "boss fight" with the Royal Jelly. Resist corrosion is practically necessary, and mutation resistance is also very helpful, if available. Be very careful with the Royal Jelly: fight it in the corridors of the central vault. Make sure you can kill things very quickly or take a fair bit of damage, as everything down here hits hard in melee.
  • Abyssal (Abyss): The Abyss is an infinite and unmappable plane that contains many sources of mutation and some deadly monsters. It is also somewhat tedious, as the rune might not generate quickly. Try not to get bogged down in fights with dangerous monsters, as teleports take longer to kick in and stairs out are randomly generated.

Hard

For those looking to expand beyond a basic extension, the runes of the Pandemonium are good to start with. They are part of the "extended" game, and should be treated with care.

When entering the Pandemonium, be prepared for a journey. Like the Abyss, the only way out is via a rare return portal. Stairways just conduct you to another of Pan's infinite levels. You will need some protection from torment - rN+++ is ideal. The place is also littered with neqoxecs and cacodemons, so keep potions of mutation handy.

Once you enter the Pandemonium, you are unable to choose which realms appear, and, except for the demonic rune, leaving the level means that rune never generates again. This means you must be ready for all 4 of the unique runes, so come packed with all the resistances you need.

  • Dark: Gloorx Vloq is fast and evasive. rN+++ is vital, as are potions of haste. Unlike the rest of Pan, you also need poison resistance, as miasma and Poison Arrows will be very painful. Allies, if you can get them, are helpful in ensuring that all of Gloorx Vloq's many attacks, minions, and spells aren't directed against you.
  • Glowing: Mutation resistance is even more vital here. Try to lure the neqoxecs around corners, so they don't get tons of free shots at you with Malmutate. Mnoleg itself isn't that difficult, although watch out if it starts summoning floating eyes. Try to fight Mnoleg in a corridor so you won't get mobbed by summoned large abominations and tentacled monstrosities.
  • Fiery: As the name suggests, you really need fire resistance here. rF++ is a bare minimum, and rF+++ is really what you want, since Cerebov's sword strips you of one rank of fire resistance. Cerebov has a lot of hit points, so be prepared to teleport away and reengage it several times: it won't have fully healed before you do. Cerebov has poor evasion, so spells such as Lehudib's Crystal Spear can be useful against it.
  • Magical: Have at least two levels of cold resistance and some source of electricity resistance. Lom Lobon is fairly weak if you can engage it in melee, although its blinking and Polar Vortex can make that quite difficult. Beware of Major Healing, and be prepared to teleport out.
  • Demonic: The demonic rune spawns with a 1/9 chance in most floors without another rune. A few specific vaults always have it (it is announced on floor entry):
    • The hellion island vault requires the use of ranged attacks: 10+ hellions all dropping 3d15 damnation bursts on you up to twice a turn leads to a quick death.
    • The smiting vault is generally doable: Shatter can greatly assist in getting past it, but even without it sufficient speed will generally let you survive.
    • The draining vault (with ghost moths) is not difficult, but requires a wand of digging to get the rune at all. As for random vaults which might contain the rune, they vary hugely in difficulty. Be prepared to run away.

Harder

These runes are the riskiest to get. Only go for them if you know what you're doing.

  • Hell: This area is one of the hardest in the game. It is filled with fiends, both found naturally and summoned by the forces of Hell. Zin gives a piety-dependent chance of blocking Hell effects, making the Hells a lot easier to navigate. Other characters must be prepared for a constant HP and stat drain, making an increased regeneration rate (or TSO's regen on kill) and some form of torment protection absolutely vital. As with Pandemonium, specific strategies and resistances are needed for each rune:
    • Iron (Dis): Dis provides a -8 corrosion effect to all who enter it. Instead of one specific resistance, you will need a little of everything -- or sometimes a lot of everything, as the last level contains both Brimstone fiends and Ice fiends. Dispater himself is no pushover, with powerful earth spells and bringing lots of greater demons to the party.
    • Icy (Cocytus): Potions are unusable here. Have rC+++ for Cocytus. This place is filled with Ice fiends, who have, in addition to torment and Bolt of Cold, a horribly damaging cold-branded melee attack. Antaeus himself hits like a truck but luckily doesn't summon any friends. Unluckily, he tends to be escorted by four Ice fiends. Separate them first.
    • Obsidian (Gehenna): Scrolls are unreadable here. Have rF+++, but be aware that this doesn't help against the numerous Brimstone fiends and hellions who will gladly spam damnation at you until you die. Make sure to kill them quickly. Asmodeus himself is not horribly difficult, but be aware that he is surrounded by a ring of flames and loves summoning fiends and Balrugs.
    • Bone (Tartarus): Willpower is halved here. If you're not undead, Tartarus can be easier than the other branches. This occurs because rN+++ completely protects you against the draining attacks that are so common there. Be aware that Ereshkigal is a little meaner than she looks: she may be somewhat low on HP, but she is fast, has absurdly high evasion, can torment, and can summon greater demons that also torment. If you are undead, be very, very careful, as tzitzimimeh can and will make short work of you with Dispel Undead Range.
  • Golden (Tomb): Like the Hells and Pandemonium, you will have to endure a fair amount of torment. Unlike the Hells and Pan, you will also endure mummy death curses. This includes stat drain, HP drain, negative energy damage, slowing, and even more torment. Kikubaaqudgha provides a good (but not infallible) protection against death curses and torment. Necromutation protects you from the worst of the curses as well as torment, but be careful of Dispel Undead from ushabtiu and the occasional revenant. Zin can protect you from the stat drain, but The Shining One is more useful here for the recovery on kills. Either way, you can always do a quick conversion to Elyvilon and use Purification to cure all the stat damage, then build your piety back up by fighting all the mummies. See the Tomb article for more specific strategies, but know that it is very difficult to simply force your way through Tomb. You need something to deal with its nasty effects or you will die.

History

  • In 0.28, getting the abyssal rune gets you 2 XL's worth of XP. This was removed in 0.29.
  • Formerly, there were many, indistinguishable demonic runes of Pandemonium, which could be collected ad infinitum (the record was 250-odd). As of version 0.9, the demonic rune is treated like the abyssal rune: once you've picked one up, no more demonic runes will be generated.
  • Before 0.9, runes were carried in main inventory, which led to silliness like piling extras on D:1 before going for the Orb, or characters locking themselves out of Zot by leaving their runes inside.