Difference between revisions of "Pandemonium lord"

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{{version016}}
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{{version031}}
{{no-bot-monster
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{{monster
 
|name=pandemonium lord
 
|name=pandemonium lord
|glyph={{Black|&}}
+
|glyph={{Brown|&}}
 
|tile=[[File:Pandemonium_lord.png]]
 
|tile=[[File:Pandemonium_lord.png]]
|flags={{Fighter flag}}<br>{{Spellcaster flag}}<br>{{Speaks flag}}<br>{{Evil flag}}
+
|flags={{Fighter flag}}<br>{{Spellcaster flag}}<br>{{Speaks flag}}<br>{{Evil flag}}<br>{{See invisible flag}}
|resistances={{Poison resistance}}, {{Rot resistance}}, {{Torment resistance}},<br>{{Negative energy resistance}}, Random
+
|resistances={{Poison resistance}}, {{Miasma resistance}}, {{Torment resistance}},<br>{{Negative energy resistance}}, Random
 
|vulnerabilities={{Holy vulnerability}}, Random
 
|vulnerabilities={{Holy vulnerability}}, Random
 
|max_chunks=0
 
|max_chunks=0
 
|meat={{No corpse}}
 
|meat={{No corpse}}
|xp=5027
+
|xp=7100
 
|holiness={{Demonic}}
 
|holiness={{Demonic}}
|magic_resistance=26
+
|magic_resistance=100
|hp_range=103-250
+
|hp_range=115-342
 
|avg_hp=121-239
 
|avg_hp=121-239
|armour_class=5-24
+
|armour_class=16
|evasion=5-24
+
|evasion=15
 
|habitat=land
 
|habitat=land
|speed=10-19
+
|speed=10 - 18
 
|size={{Large}}
 
|size={{Large}}
 
|item_use={{Open doors}}
 
|item_use={{Open doors}}
Line 24: Line 24:
 
|attack3=
 
|attack3=
 
|attack4=
 
|attack4=
|hit_dice=12-30
+
|hit_dice=18
 
|base_hp=
 
|base_hp=
 
|extra_hp=
 
|extra_hp=
 
|fixed_hp=0
 
|fixed_hp=0
|intelligence={{High intelligence}}
+
|intelligence={{Human intelligence}}
 
|genus=pandemonium demon
 
|genus=pandemonium demon
 
|species=pandemonium demon
 
|species=pandemonium demon
 
}}
 
}}
{{Flavour|Powerful demons inhabiting the endless halls of Pandemonium, each is different, with its own set of strengths and weaknesses.}}
+
{{Flavour|A formidable demon lord inhabiting the endless halls of Pandemonium. Each one is different, with its own set of strengths and weaknesses.}}
  
 
==Useful Info==
 
==Useful Info==
'''Pandemonium lords''' are powerful semi-random [[demon]]s that rule over [[Pandemonium]], slaughtering any who invade their realm and chasing after you in the [[Dungeon]] once you've acquired the [[Orb of Zot]]. While they all have a few things in common (see invible, [[negative energy]] immunity, brutal spell lists, [[brand]]ed attacks), they are generally very unpredictable; Pan lords have randomly generated names and appearances, 12-30 [[HD]], 103-250 [[HP]], 10-19 speed, random resistances/immunities, random melee [[brand]]s (including [[Distortion]]), and potentially nasty spell lists.
+
'''Pandemonium lords''' ('''pan lords''') are powerful, semi-random [[demon]]s 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.
  
When found in Pandemonium, there is usually one Pan lord per floor. They may be wandering the floor or hiding in randomly placed [[vault]]s. Depending on which vault you find, there is either an 11.1% or 100% chance of there being a demonic [[rune]] inside (assuming you don't already have one). When found during your ascent with the Orb, Pan lords will spawn like normal enemies, making it entirely possible to run into two or more on a single floor.
+
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==
 
==Properties==
 
+
Pan lords are semi-randomly generated, but their potential properties, while complex, can be enumerated:<ref>{{source ref|0.31.0|ghost.cc|298}}</ref>
Pan lords are semi-randomly generated, but their potential properties, while complex, can be enumerated:
 
  
 
===Base properties===
 
===Base properties===
*HP: 100 + 3d50 (103-250)
+
*HP: <code>100 + 3d50</code> (103-250)
*EV: 5-24
+
**Non-casters get 50% more HP.
*AC: 5-24
+
*Total defense (AC + EV): 10-49
*HD: 10 + 2d10 (12-30)
+
**AC: 1-45
*Speed: Depends on whether or not the demon is a caster:
+
**EV: 1-45
**Non-casters: 11 + 2d4 (13-19)
+
***Pan lord AC/EV tend to be weighted towards one or the other.
**Casters: 33% chance of being speed 10, otherwise 8+2d5 (10-18)
+
***Non-casters get +5 AC and +5 EV.
*Melee damage: One attack, with a maximum damage of 20 + 2d20 (22-60).
+
*HD: <code>10 + 2d10</code> (12-30)
*Melee brand: 33% chance for casters, 100% for non-casters, of a brand other than holy wrath or reaching.
+
**Non-casters get +5 HD.
 +
*Speed:
 +
**Non-casters: <code>11 + 2d4</code> (13-19)
 +
**Casters: 33% chance of being speed 10, otherwise <code>8 + 2d5</code> (10-18)
 +
*Melee damage: one attack, with a maximum damage of <code>20 + 2d20</code> (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===
 
===Resistances and Intrinsics===
*Flight/Levitation: 1/3 chance of neither, otherwise 1/5 chance of levitation, 4/5 chance of flight
+
*Flight: 2/3 chance.
*Fire resistance: 2/3 chance of having 1d2 levels of fire resistance. If it has no levels of fire resistance, has a 1/10 chance of being vulnerable to fire.
+
*Fire and cold resistance:
*Cold resistance: 2/3 chance of having 1d2 levels of cold resistance. Pan lords without cold resistance will always instead be vulnerable to cold.
+
**10% chance of being vulnerable (rF- / rC-)
*Electricity resistance: 1/3 chance of having a single level of electricity resistance.
+
**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]].
 
*Always have the standard demonic resistances (poison, negative energy, torment) and [[see invisible]].
  
 
===Spellcasting===
 
===Spellcasting===
Pan lords have a 2/3 chance of being spellcasters. Those who are not gain some bonuses to melee and speed, as seen above. Pan lords that are spellcasters are given spells from the [[player ghost#Spellcasting|player ghost]] lists. This is a two-step process.  The first part, which fills the Pan lord's spell slots with random spells from the player ghost lists, is as follows:
+
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.
  
*Slot 1: Pan lords receive a random spell from the Conjurations list.
+
*Slot 1. 90% chance to get a conjuration spell: [[Call Down Damnation]], [[Lehudib's Crystal Spear]], [[Corrosive Bolt]], [[Quicksilver Bolt]], [[Orb of Destruction]], [[Bolt of Devastation]], [[Mindburst]], [[Bolt of Fire]], [[Bolt of Cold]], [[Iron Shot]], [[Poison Arrow]], [[Bolt of Draining]], or [[Lightning Bolt]].
*Slot 2: Pan lords receive another random spell from the Conjurations list, possibly a duplicate of the first.
+
*Slot 2. 90% chance to get a summoning spell '''or''' an AOE conjuration spell (even chance of each):
*Slot 3: Pan lords have a 25% chance of receiving nothing in this slot. Otherwise, they get a random self-enchantment/summoning spell.
+
**Summoning spells:
*Slot 4: This slot has a 50% chance of being left empty initially, otherwise it is filled by a random spell from the hostile enchantments list. However, it will always be filled by the second part of the spell process.
+
***[[Haunt]], [[Malign Gateway]], [[Summon Dragon]], [[Summon Horrible Things]], [[Summon Eyeballs]], or [[Summon Vermin]].
*Slot 5: This slot also has a 50% chance of being left empty initially, otherwise it is filled by the same list as Slot 4.
+
***OR [[Summon Demon]] or [[Summon Greater Demon]].
*Slot 6: 25% chance of nothing, 25% chance of [[Blink]], 50% chance of [[Teleport Self]]
+
***Summoners without Summon (Greater) Demon spell have a 50% chance to get [[Blink Allies Encircling]].
 +
**AOE conjuration spells: [[Symbol of Torment]], [[Fire Storm]], [[Glaciate]], [[Chain Lightning]], [[Freezing Cloud]], [[Poisonous Cloud]], [[Metal Splinters]], [[Energy Bolt]], [[Orb of Electrocution|Orb of Electricity]], or [[Conjure Ball Lightning]].
 +
*Slot 3. 50% chance to get a self-enchantment spell: [[Haste]], [[Silence]], [[Invisibility]], [[Blink]], or [[Blink Range]].
 +
*Slot 4. 50% chance to get a spell from the misc spell list: [[Dispel Undead Range]], [[Paralyse]], [[Sleep]], [[Mass Confusion]], [[Drain Magic]], [[Petrify]], [[Polymorph]], [[Force Lance]], [[Slow]], [[Sentinel's Mark]], or [[Dimension Anchor]].
  
A few replacements also happen:
+
Non-casters have a 33% chance to get one "spell" from the following list: [[Blinkbolt]], [[Blink Close]], or [[Harpoon Shot]].
*Dig is always removed from Slot 4, for technical reasons
 
*Agony is replaced by Torment
 
*Conjure Ball Lightning and Ozocubu's Refrigeration are replaced by an empty slot.
 
  
The second part of the process may randomly replace some spells to make them more demonicIt iteratively tries to replace the spells with the spells given, in the order given. This makes spells later in the order more likely to appear:
+
Obviously, this produces widely varied spell listsIn theory, it could range from a demon possessing only [[Blink]] to a monstrosity with [[Fire Storm]], [[Lehudib's Crystal Spear]], [[Haste]], and [[Paralyse]].
  
*Slot 1: 1/25 chance of replacing with [[Hellfire]], then 1/25 chance of [[Fire Storm]], then 1/25 chance of [[Ice Storm]], then 1/25 chance of [[Metal Splinters]], then 1/25 chance of [[Energy Bolt]]. (18% chance of being replaced)
+
==Cloud rings==
*Slot 2: 1/25 chance of replacing with [[Steam Ball]], then 1/25 chance of [[Iskenderun's Mystic Blast]], then 1/25 chance of [[Hellfire]], then 1/25 chance of [[Orb of Destruction]]. (15% chance of being replaced)
 
*Slot 3: 1/25 chance of replacing with [[Smiting]], then 1/25 chance of [[Hellfire]], then 1/22 chance of [[Summon Hydra]], then 1/20 chance of [[Summon Dragon]], then 1/12 chance of [[Summon Greater Demon]], then 1/12 chance of [[Summon Demon]], then 1/10 chance of [[Summon Eyeballs]] (37% chance overall of being replaced)
 
*Slot 4: 1/20 chance of replacing with [[Summon Greater Demon]], then 1/20 chance of [[Summon Demon]], then 1/20 chance of [[Malign Gateway]]. If this spell slot still remains empty, it is filled with Summon Demon. (14% chance of being replaced, disregarding the automatic filling if empty)
 
*Slot 5: 1/15 chance of being replaced with [[Dig]].
 
*Slot 6: Unchanged
 
  
Obviously, this produces widely varied spell lists.  In theory, it could range from a demon possessing only [[Magic Dart]] and [[Corona]] to a monstrosity with [[Lehudib's Crystal Spear]], [[Fire Storm]], [[Haste]], [[Torment]], [[Torment]] (again, making it twice as likely to cast it), and [[Teleport Self]].
+
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==
 
==Uniques==
There are four [[unique]], fixed Pan lords: [[Mnoleg]], [[Lom Lobon]], [[Cerebov]], and [[Gloorx Vloq]], respectively guarding the glowing, magical, fiery, and dark runes. Only Cerebov has loot. The game will alert you when you enter the realm of one of these lords; you can check the milestones 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.
+
There are four [[unique]], fixed Pan lords:  
 +
*{{monsterlink|Cerebov}}, guarding the fiery rune of Zot.
 +
*{{monsterlink|Gloorx Vloq}}, guarding the dark rune of Zot.
 +
*{{monsterlink|Lom Lobon}}, guarding the magical rune of Zot.
 +
*{{monsterlink|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==
 
==Tips & Tricks==
*Killing them quickly is entirely appropriate, especially when facing multiple lords at once. Since you have no idea what kind of spells they'll be casting, assume the worst. [[Haste]], [[Might]], and the most powerful [[Conjurations]] you know are entirely in order.
+
*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 [[Silence|Silencing]] pan lord with [[torment]], or a wimp with nothing but [[Drain Magic]].
*Maxed out [[fire]] and [[cold]] resistance help take some of the sting out of their storm spells, but not much. [[Torment]] resistance is also highly recommended, but you'll probably have that by this point. More unusually, be prepared to wipe out their packs of eye-type monsters as quickly as possible: getting paralyzed by [[giant eyeball]]s, having your MP reduced to 0 by [[eyes of draining]], and being mutated by [[shining eye]]s is a miserable, and usually lethal, experience that you can't really defend against except through overwhelming offense.
+
*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 eye]]s can paralyse in 2 turns, which can be instant death.
 +
*Pandemonium lords are not immune to [[throwing net]]s. While a fast panlord may break through quickly, throwing a net is not a bad idea during the [[orb run]].
  
 
==History==
 
==History==
Prior to [[0.9]], demonic runes would continue to spawn even if you already had one, allowing for truly ridiculous high scores.
+
*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 Electrocution|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.
  
Prior to [[0.14]], Pan lords had not a chance at [[Quicksilver Bolt]] instead of IMB in their second slot, and also not a 1/25 chance of [[Orb of Electrocution|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.
+
==References==
 +
<references/>

Revision as of 21:39, 23 March 2024

Version 0.31: 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:298 (0.31.0)