Difference between revisions of "The Tomb"

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''This page is about the [[Dungeon branches|dungeon branch]]. For the card, see [[Deck of emergency#Tomb card|Tomb card]].''
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{{version030}}
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''This page is about the [[Dungeon branches|dungeon branch]]. For the card, see [[Tomb card]].''
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{{flavour|The Tomb of the Ancients is a place of damnation, of horrors animated by the vilest necromancy. The list of those who have returned from this place of pure death is exceedingly short.
  
{{flavour|The Tomb of the Ancients is a place of damnation, of horrors animated by the vilest necromancy. Honest creatures of the surface turn pale at the mere mention of its name, The list of those who have returned from this place of pure death is exceedingly short.
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This branch is unnaturally silent: sounds travel farther here.
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The entrance to this branch can be found on level 3 of the Crypt.
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This branch is 3 levels deep.
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This branch contains the golden rune of Zot.}}
  
The Tomb is three levels deep and contains the golden rune. Its entry is either on Crypt:2 or Crypt:3.
 
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{{flavour|A way to the Tomb of Ancients, a place of damnation, of horrors animated by the vilest necromancy.}}
 
{{flavour|A way to the Tomb of Ancients, a place of damnation, of horrors animated by the vilest necromancy.}}
  
'''The Tomb of Ancients''' (usually referred to only as '''the Tomb''') is a [[branch]] located under [[the Crypt]], inhabited by dessicated mummies of all kinds. It holds the golden [[rune of Zot]], in addition to other treasures.
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[[File:Tomb entry.png]] '''The Tomb of the Ancients''' (usually referred to only as '''the Tomb''') is a [[branch]] located under [[the Crypt]], inhabited by desiccated [[list of mummies|mummies]] of all kinds. Although mostly bare of valuables, it holds the golden [[rune of Zot]] and two massive treasure heaps for those who manage to survive all the way to the end.
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==Useful Info==
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Stairs to the Tomb are found on the last floor of [[the Crypt]]. It's only 3 levels deep, but don't let that lull you into a false sense of security: it's one of the most dangerous branches in the game, even for powerful characters. You'll meet a wide variety of mummies, which if not carefully dealt with can destroy you with [[torment]] and crippling [[death curse]]s. There is also a greater density of [[traps]] here than you'll find anywhere else.
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While it's not as deathly quiet as [[the Crypt]], the Tomb has very little in the way of [[Noise#Ambient noise|ambient noise]]. As a result, every sound (be it from casting a spell, hitting something with a weapon, or attracting the attention of a [[flying skull]]) will carry farther than you're used to. Be extra careful if you wish to avoid attracting attention.
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Unlike other areas of the game, the layout of the Tomb is mostly fixed, with only a few variations possible.
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You cannot be [[shaft]]ed inside the Tomb. The [[Formicid]] shaft ability still works, though.
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==Monsters==
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{| class="prettytable" style="border:none; margin:0; padding:0;"
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| {{monsterlink|Mummy (monster)}} || {{monsterlink|Guardian mummy}} || {{monsterlink|Mummy priest}} || {{monsterlink|Royal mummy}}
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|-
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|{{monsterlink|Flying skull}} || {{Brown|z}} [[File:Small zombie.png]] '''[[Zombie]]''' || {{LightGrey|z}} [[File:Skeleton small humanoid.png]] '''[[Skeleton (monster)|Skeleton]]''' || {{LightBlue|z}} [[File:Simulacrum small humanoid.png]] '''[[Simulacrum (monster)|Simulacrum]]'''
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|-
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| {{monsterlink|Death scarab}} || {{monsterlink|Ushabti}} || {{monsterlink|Bennu}} || {{monsterlink|Sphinx}}
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|}
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'''Rare Monsters'''
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{| class="prettytable" style="border:none; margin:0; padding:0;"
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|{{monsterlink|Skeletal warrior}} || {{monsterlink|Revenant}} ||
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|-
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|{{monsterlink|Lich}} || {{monsterlink|Ancient lich}} || {{monsterlink|Dread lich}}
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|}
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'''Uniques'''
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{| class="prettytable" style="border:none; margin:0; padding:0;"
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| {{monsterlink|Boris}}
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| {{monsterlink|Mennas}}
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| {{monsterlink|Khufu}}
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|}
  
==Location, Layout and Monsters==
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The following monsters deserve a special mention:
Stairs to the Tomb are found on floor 2 or 3 of [[The Crypt]]. It's only 3 levels deep... but don't let that lull you into a false sense of security: it's one of the most dangerous places in the game, even for powerful characters. You'll meet a wide variety of mummies, which if not carefully dealt with can decimate you in a variety of nasty ways.
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* {{monsterlink|Guardian mummy}} - A slightly tougher [[mummy (monster)|mummy]]. The monster itself shouldn't be much trouble, though their [[death curse]]s can [[slow]] or [[torment]] you.
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* {{monsterlink|Mummy priest}} - Tougher than guardian mummies, they can also cast [[Torment]], [[Smite]], [[Summon Undead]], and [[Summon Demon]]. Their death curses are more likely to be unpleasant than those of the guardians.
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* {{monsterlink|Royal mummy}} -  The biggest threat in Tomb, they are an upgraded version of mummy priests. They have a similar set of spells, but over three times the health, faster movement, and the highest chance of delivering devastating death curses. These will kill you if you are not prepared. Try not to take on more than one at a time!
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* {{monsterlink|Death scarab}} - Extremely fast, hit hard, and their attacks slow you. They move like [[bat]]s or [[unseen horror]]s, backing away after hitting you.
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* {{monsterlink|Revenant}} - Blinking foes which flood you with [[spectral thing]]s. They possess [[Dispel Undead]], which really hurts undead players.
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* {{monsterlink|Ushabti}} - Creates [[miasma]] clouds, which slow and severely poison characters that are vulnerable (living characters, and those in [[Tree Form]]). Has a weaker version of Dispel Undead, too.
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* {{monsterlink|Bennu}} - Have a holy melee attack, which is dangerous to undead characters. They can revive once after death.
  
Unlike other areas of the game, the layout of the Tomb is mostly fixed, with only a few insignificant variations. In order to reach the end, one must first go through the entrance hall on Tomb:1, then down to the large hall on Tomb:2, into one of the side rooms back up to Tomb:1, through a long hall (sometimes called "The Greater Mummy Gauntlet") to another staircase down to Tomb:2, and from there down to Tomb:3. [[Teleport control]] is not possible until picking up the rune, and although random teleports can break this sequence, doing so on Tomb:1 is inadvisable.
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==Walkthrough==
  
Also unlike many other areas of the game, the locations of encountered monsters are roughly fixed in every instance of Tomb, although exact placement can vary somewhat due to monsters wandering. In order of difficulty, the monsters one meets are:
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'''1.''' Upon entering Tomb:1, you'll find yourself in an open hallway, boxing in the actual "Tomb". The hallway contains a handful of mummies, guardian mummies, and skeletons. There are rock [[wall]]s on the edges of the map, which can be used to create a [[killhole]].
  
*[[Flying skull]]s: Although not dangerous themselves, they will alert nearby sleeping mummies of your presence.
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'''2.''' On the other side of the level, you'll find a massive [[statue]]-lined hallway, leading to the center of the map. It is guarded by a large pack of [[sphinx]]es.  
*[[Mummy (monster)|Mummies]]: Although only a nuisance, their [[death curse]]s will curse equipment in your inventory. They are found all throughout Tomb.
 
*[[Guardian mummy|Guardian mummies]]: They hit harder and faster than normal mummies, and their death curses can be quite nasty. Although they are found throughout Tomb, there is a very large concentration of them near the up staircases on Tomb:3.
 
*[[Mummy priest]]s: Slightly slower than guardian mummies, but tougher. They cast [[Torment]], [[Smite]], [[Summon Undead]] and [[Summon Demon]], and their death curses are even nastier. One tends to find them scattered throughout Tomb as well, although they are less frequent than guardian mummies.
 
*[[Sphinx]]es: The only living things one will find in Tomb, these can paralyze, confuse, smite, or simply beat you to death if you are not careful. They have moderate durability, but no resistances to speak of and no death curses. One only finds them outside the main hall on Tomb:1 - there will always be a group of several sphinxes laying in wait there.
 
*[[Greater mummy|Greater mummies]]: The biggest threat in Tomb, they have the same spells as a mummy priest, but over three times the health, 50% more HD, and faster movement. These will kill you if you are not prepared. You'll find a few in the entrance hall on Tomb:1, a few more in the main hall on Tomb:2, a large number in the arcade on Tomb:1, then finally a good number more in the main chamber in Tomb:3. Try not to take more than one of these on at once!
 
  
Mummies have the annoying ability to bestow a death curse curse upon you when killed, which can be as simple as cursing an item of gear all the way up to stat drain, torment and draining. See the [[death curse]] page for more details.
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You should bring enough [[willpower]] to prevent paralysis. Even though sphinxes are relatively weak, do not underestimate their smites. Multiple sphinxes smiting you every turn will hurt even the strongest of characters.
  
On the plus side, the Tomb contains a [[rune of Zot]] and a large amount of loot in the side chambers on Tomb:3. Scattered loot is found throughout the rest of the branch.
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'''3.''' Past the hallway, you'll find one of several possible interiors, each containing several [[royal mummies]] and other nasties. Somewhere, you'll find a one-way staircase leading down.
  
==Recommendations==
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'''4.''' As soon as you enter Tomb:2, you'll find yourself in a large open chamber. There won't be scary enemies initially, but it won't take long for mummies to close in from all directions.  There is an up-one-way-stair about 10 tiles diagonally to one corner of the square chamber (chosen randomly). As such, it is advisable to get out of the central chamber rapidly, doing one of several things:
If not done correctly, Tomb is one of the deadliest places in the game. A character facing Tomb must tackle these three problems:
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* Reading a scroll of magic mapping, to identify the stair. Use a combination of blink scrolls, haste potions, and Passage of Golubria to get there. Once you get there, you can comfortably fight, and go upstairs if it gets too dangerous.
*Greater mummies and mummy priests can torment you, instantly cutting your HP by up to half. They can then smite you to finish the job.
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* Reading a [[scroll of teleportation]] until you end up in the outside rim of small rooms. From here, you can fight a small number of enemies at once. If you're really lucky, you'll notice that you ended up in the section of Tomb:2 with the one-way stairs down to Tomb:3. In this case you can skip to point 7.
*Greater mummies and mummy priests can summon a ton of undead and demons, which in addition to mobbing you also means they will frequently abjure your own summons.
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* Using haste potions, Swiftness, blink, or teleport to get to the outer rim of small rooms, where you can fight a small number of enemies at once.  
*All mummies cast death curses when killed. The normal mummies only curse your items, but the others can slow you, rot you, torment you, drain you, drain your stats, and even occasionally kill you outright if you are low enough on HP. Since there are so many mummies in the Tomb, these effects can quickly reach debilitating levels.
 
  
Some strategies, with their specific strengths and weaknesses, are outlined below.
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'''5.''' You'll find several doors on the edges of the central chamber. These lead to a series of small rooms, enveloping half the map. These contain [[mummy priest]]s and many traps. Eventually, you'll find a staircase back up to Tomb:1.
  
==Overall==
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If you can break [[stone wall]]s, you can try to break open the wall, where it's obvious there should be a continuation of the small rooms. This lets you skip the Tomb:1 re-entry, skipping to point 7.
One should mix and match the strategies below: it is unlikely that one can do Tomb simply by being a Zin or a Kiku worshiper, or simply by having Dispel Undead, but a lichform necromancer of Kiku, or Zinnite with a holy weapon and silence, stands a very good chance of making it. The best general advice is to know your limits: if one encounter with a greater mummy nearly killed you, then the next one may very well finish you off. If you find your HP rotting beyond what you can repair, or that you are burning through all your royal jellies because of stat drain, don't continue - get out. It is by no means necessary to do Tomb to finish the game.
 
  
===[[Silence]]===
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'''6.''' Heading back up to Tomb:1, you'll find yourself in the only unexplored area of Tomb:1, a large horseshoe surrounding the inner courtyard. You'll encounter many royal mummies, with a few guardian mummies and priests. Traps will be scattered throughout. At the end of the horseshoe, you'll find another one-way staircase to Tomb:2.
Mummies are quite vulnerable to this spell, and with a good enough melee weapon you can even kill a greater mummy while it is in the silence radius. Silence is far more effective if combined with pre-silence [[Haste]]; in fact, if you are wielding a non-holy weapon this may be necessary. Be sure that the spell is at high enough power! Without that, it will run out before you kill the mummy, giving it a couple turns to cast while you are still silenced. Similarly, don't try to take on more than one greater mummy at a time just with Silence. They have a lot of HP, and unless you are extremely strong you may not be able to take out two before the Silence runs out. Make sure you have enough AC/EV to survive the mummies in melee: they aren't the most dangerous, but they can be a danger to weaker characters.
 
  
The downside to this strategy alone is that you still need a way to deal with the death curses. Without that, you will have many rotted HP and drained stats to recover during and afterwards. Be sure to bring along some potions of restore abilities or royal jellies in case your stats drop too low for comfort.
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Handled carefully, you should only encounter one or two royal mummies at a time. Make too much [[noise]], and you may wind up with a lot more on your hands. Consider luring them back to the nearest corner before engaging them, and remember that a teleport to safety is almost guaranteed to send you back to the now-clear first area of Tomb:1.  
  
===[[Mass Abjuration]]===
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'''7.''' Remember the small chambers you found on Tomb:2 earlier? Now you get to clear a mirror image of those on the other side. Expect more of the same, with an even greater concentration of traps, and eventually you'll find two one-way staircases leading to Tomb:3.
In no way, shape or form is this spell enough to deal with Tomb on its own. However, it is very useful to have if you cannot silence the mummies. Otherwise, their summons may overwhelm you, and at the very least block you from reaching them. Mummies enjoy summoning things such as [[neqoxec]]s to mutate you; being able to abjure them quickly is often vital to stopping yourself from leaving Tomb with malmutation in addition to the normal rotting. Be sure to have it a high enough power (at least 10 Summoning skill or so) that you don't simply end up wasting all your MP trying to abjure the mummies' summons.
 
  
Finding the [[Grand Grimoire]] to even get access to this spell is by no means guaranteed. If you lack access to Mass Abjuration, high-powered castings of [[Fire Storm]], [[Ice Storm]], or [[Tornado]] are another way to deal with summons (and the mummies themselves). If all else fails, remember that all summons have a finite lifespan, and going back upstairs and waiting a few dozen turns will get rid of them.
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'''8.''' Both staircases leading to Tomb:3 will place you in the same area. You'll drop to the start of a short, wide hallway. There is one door on each side, with each door containing treasure and up-stairs back to safety. The rune chamber is straight ahead. You will almost immediately encounter a large number of guardian mummies and death scarabs, followed by plenty of reinforcements in the form of flying skulls, mummy priests, and royal mummies (over a dozen of each is not unusual).  
  
===[[Necromutation]]/Undeath===
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It is usually good to focus on making a path to the up-stair before fighting, because more and more mummies will turn up if you fight. If you can, grab the [[figurine of a ziggurat]], found in one of the large loot piles, on your way, to act as a 2-turn escape tool in the case of disaster. It is likely you will have to go upstairs, reset and make your way back to the upstairs several times before the entire floor is clear. Once the flood of mummies stops, you are free to check out the loot and grab the rune, but be careful of dangerous stragglers.
Being undead provides complete protection from the torment that the mummies are so fond of throwing at you. Additionally, it protects you against many of the nastier mummy death curse effects: you will not rot, be tormented, or suffer backlash damage from them. Mummies and ghouls have these characteristics intrinsically; vampires can gain all of them by becoming bloodless, and living characters can gain all of them by casting the spell Necromutation. Other than the high casting cost, there is no downside to casting Necromutation in Tomb: nothing in there casts Dispel Undead, and nothing can summon anything that casts it either. It will often pay for its own casting cost in terms of turns spent without hunger, and hungerless channeling.
 
  
Being undead, however, is not an option if you are worshiping a good god. Also, unless you are a ghoul or a vampire, you will be unable to drink potions, depriving you of a good way of restoring health and/or MP. Restoring stats can be an even greater problem, since you will have to become living again in order to eat or drink (mummies can restore their stats by sacrificing one permanent MP).
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==Recommendations==
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If not done correctly, Tomb is one of the deadliest places in the game. A character facing Tomb must tackle these problems:
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*Royal mummies and mummy priests can torment you, instantly cutting your HP by up to half. They can then [[smite]] you to finish the job.
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*Royal mummies and mummy priests can summon a ton of tough monsters, which makes it difficult to attack the summoners with melee or single-target attacks. And they will frequently abjure your own summons.
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*All non-regular mummies cast death curses when killed, potentially slowing, tormenting or draining you or your stats, and dealing pain damage which is not resisted by rN. Since there are so many mummies in the Tomb, these effects can quickly reach debilitating levels.
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*Inability to stairdance. You cannot simply bring one stairload of enemies upstairs at a time and polish them off.
  
===[[Dispel Undead]]===
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Some strategies, with their specific strengths and weaknesses, are outlined below. One should mix and match them to fit your character: it is unlikely that one can do Tomb simply by being a Zin or a Kiku worshipper, or simply by having Dispel Undead, but a lichform necromancer of Kiku, or Zinnite with a holy weapon and silence, stands a very good chance of making it. The best general advice is to know your limits. If one encounter with a royal mummy nearly killed you, then the next one may very well finish you off. Just remember that completing the Tomb is by no means required to win the game.
By far the most efficient way to deal damage to the mummies through magic (with the possible exception of very high-powered [[Shatter]]) is by casting Dispel Undead at them. Be very sure to have this spell at high power - even at full power, it may take several casts to take out a greater mummy. Wield a [[staff of death]] and/or be in lichform if necessary. Try to close to melee range while using this spell on greater mummies, possibly by using a corner. This makes them much less inclined to summon undead and demons, which will block you line of fire and force you to waste turns and possibly MP either killing or abjuring them. The same can hold true of mummy priests, although since they are slower and weaker it is usually possible to kill them from range with this spell.
 
  
The other downsides to Dispel Undead are that it is single-target only, and that it's a Necromancy spell - those who worship the good gods will be unable to use it without incurring penance.
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===Staircase Tactics===
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Generally, the safest approaches to Tomb:2 and Tomb:3 involve getting to the up-stair back to where you started as the first priority, and killing off all the mummies in Tomb:2 and 3 as the second priority. Read scrolls of fog to limit line of sight to avoid the number of torments and smites you face, and be ready to use up your buff potions, evocables, and scrolls of blinking at any point.
  
===[[Kikubaaqudgha]]===
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The main issue with staircases (or any place, really), are the bounty of [[trap]]s. Dispersal traps will move teleport-vulnerable players off the stairs, net traps will disable your movement, and Zot traps inflict a variety of nasty effects. If the staircase happens to not have them, great, you are in luck. Otherwise, use said line of sight manipulation, try checking the other stair, or use a [[potion of lignification]] to make you immune to both teleport and torment (but resistant to movement, too).
The god of Necromancy provides a number of tools which are extremely handy in dealing with Tomb. In fact, being a Kiku worshipper is arguably the easiest way to tackle the Tomb.
 
  
Firstly, depending on your piety, he may lessen or entirely prevent mummy curses. When you add up all the item cursing, rot, stat drain, and other headaches that death curses cause, this makes clearing the Tomb far less painful than it would otherwise be. Additionally, Kiku provides some protection from torment, again scaling with piety. It never reaches 100%, but it's much better than nothing, and it couples very well with rN+++. If that isn't enough, he also provides guaranteed access to Necromutation, which ''will'' protect fully from torment. As icing on the cake, Kiku also provides access to Dispel Undead and Haunt, other useful anti-mummy tools. However, he doesn't provide any particular way to deal with summoned monsters, so you will likely need Mass Abjuration or high-powered attack spells for that.  
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Another approach is to teleport until you find a defensible spot. It may be worth reading [[magic mapping]] to find if the layout has any suitable spots and to know if you are near them. This represents more of a commitment, but it avoids the scenario where the entrance points, the upstairs, and everywhere between are packed full of nasties and on returning to the level you are immediately in serious danger.
  
The downside to using Kiku to do Tomb is that he does not grant piety for killing undead, and his protection scales with piety, so you will become vulnerable if you waste too much time in there. Make sure to enter with 6* piety, preferably after just having tackled a living/demonic branch. Don't make the mistake of taking Tomb right after Crypt with Kiku.
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===Equipment===
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*Gear with [[negative energy]] resistance - Reduces damage from [[torment]] and [[draining]] death curses.
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*Gear with [[stat]] boosts - Improves your general performance and decreases the likelihood of unexpectedly reaching [[stat zero]] from death curses.
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*Gear with [[willpower]] - Weak-willed characters will have a much worse time dealing with the sphinxes than characters with insurmountable will. You don't need it for the entire branch, but it's very useful for that one stretch (and handy when dealing with ancient liches out of the blue).
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*Apart from the occasional summoned demon or surprising [[unique]], there are no sources of [[fire]], [[cold]], [[acid]], or [[electricity]] damage in this branch, and the only likely source of [[mutation]] is if you accidentally step into a [[Zot trap]].
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*If you are confident in your offensive capabilities, consider bringing [[potion of lignification|potions of lignification]] with you. Fighting in [[Tree form]] will render you immune to torment, allowing you to focus on the task of reducing the hordes of mummies to dust uninterrupted.
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*A [[scroll of immolation]] can help greatly in taking out the gigantic horde of enemies on Tomb:3, but the sheer quantity of death curses this will trigger is enough to oneshot any character. Undead characters, or characters with [[Death's Door]], [[Necromutation]] or with a stock of [[potion of lignification|potions of lignification]] can attempt this strategy.
  
===[[The Shining One]]===
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===Spells===
The Crusader God is not as strong as Kiku in Tomb, but he can still be immensely helpful. First of all, he gives rN+++ at max piety, which softens the blow of torment (reduces it to 35% HP loss rather than 50%, and this adds up over multiple torments). Secondly, he gives a holy weapon, which is by far the best way to kill mummies in melee. Thirdly, he gives HP for undead kills, which greatly increases survivability in Tomb and can help offset some mummy death curses. Cleansing Flame is also a good weapon for dealing with the mummies and their demonic summons.
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*[[Necromutation]] - Provides immunity to draining and torment. However, you become vulnerable to [[Dispel Undead Range]] (from [[ushabti|ushabtiu]]) and lose access to potions.
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*[[Death's Door]] - Gives a long enough period of invulnerability to escape upstairs from almost anything in Tomb.
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*[[Borgnjor's Revivification]] - For when you unexpectedly end up on 10 HP in the middle of a bunch of mummies (Does a very similar job to Death's Door).
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*[[Statue Form]] - Provides significant torment resistance without the downsides of Necromutation, including its use with [[good god]]s. Slows your actions and cannot be used if you worship [[Zin]], however.
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*[[Silence]] - Disables the spells of all mummies within its aura. Be careful with this spell, because mummy death curses still take effect, including those that can torment you, and you lose access to scrolls and spells.
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*[[Ignition]] - Works great in the cramped and fire-vulnerable corridors of the Tomb.
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*[[Dispel Undead]] - Deals heavy damage to almost everything in the Tomb. Only affects one melee target at a time though.
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*[[Shatter]] - Deals heavy, unavoidable damage to the entire screen. Noisy, but also tears down walls.
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*Most other level 9 spells - [[Dragon's Call]] creates a mass of allies, [[Polar Vortex]] mops the floor with a widespread tornado, [[Fire Storm]] roasts mummies even harder...
  
Finally, his Angel/Daeva summons are extremely useful - their own holy weapons hit hard, they serve as meatshields, and (perhaps best of all) they will absorb the death curses of any mummies they kill. The downside is that they can be mobbed by summons and they are vulnerable to abjuration themselves, so you cannot sit back and let them do all the work. Be aware that using lots of holy warriors also will drain your TSO piety (Then again, you will also be scoring lots of it from all the killed mummies, so it tends to even out if you don't go overboard). Also note that TSO provides no direct protection from mummy death curses, apart from the draining effect.
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===Gods===
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*[[Kikubaaqudgha]] - Provides significant torment resistance, negates most death curses and provides access to useful Necromancy spells.
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*[[The Shining One]] - Provides rN+++, a weapon of holy wrath, powerful [[holy]] burst attacks, HP and MP recovery on each kill, with summonable angelic warriors.
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*[[Zin]] - Provides immunity to stat loss, temporary invulnerability, though Zin prevents use of [[Tree Form]], [[Statue Form]], or [[Necromutation]].
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*[[Ru]] - Provides tremendous area-of-effect damage through Apocalypse, but watch out for the draining.
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*[[Makhleb]] - Provides very significant HP recovery on kill.
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*[[Gozag]] - Bribe the tomb, easy life. Also provides potions in Lichform.
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*[[Jiyva]] - Slimifying mummies will completely cancel their death curses. Being tormented will spawn high-end jellies very often, and regeneration helps recover the lost HP.
  
===[[Zin]]===
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==History==
A somewhat unusual choice for Tomb, and only for those with high powered Silence and possibly a holy weapon from their TSO days, Zin provides some protection from mummy death curses for those who don't wish to go down the path of Necromancy. He stops the nastier rot, and of course will protect you from mutation caused by any summoned neqoxecs. His vitalization can be used to cure the lighter rot as well as to reverse stat drain, although this will use up piety. Lastly, those who find themselves in a real bind can use his Sanctuary power as a last resort.
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*Prior to [[0.30]], [[Formicid]]s could not shaft in the Tomb.
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*In [[0.29]], several [[unique]]s were removed from the Tomb: [[Frederick]], [[Jory]], [[Josephina]], [[Mara]], [[Parghit]], [[Sojobo]], [[Vv]], and [[Zenata]].
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*In [[0.27]], all mechanical (physical) [[trap]]s were removed.
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*In [[0.25]], [[death curse]]s were reworked and simplified, now having only 4 total effects.
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*In [[0.23]], the [[trap]] rework dramatically effected the Tomb. Most notably, [[Zot trap]]s became visible, but the new [[dispersal trap]]s made standing on stairs a lot more difficult.
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*In [[0.20]], the staircases in Tomb were made one-way, similar to hatches but with set destination locations. The up one-way staircases were placed in locations not too far from the down-stairs, but far enough that walking is difficult, and in Tomb:3 some doors were added to make access to the up-stairs easier.
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*In [[0.19]], [[Anubis guard]]s were replaced with [[ushabti]]u.
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*In [[0.17]], the [[Unborn]] were removed.
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*In [[0.16]], even more non-mummy opponents were added: [[Anubis guard]]s, [[bennu]], [[death scarab]]s, and [[ushabti]]u.
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*In [[0.15]], the Tomb received a new layout of the courtyard in Tomb:1, as well as more non-mummy monsters. Also, the entrance to Tomb always appears on the last floor of the Crypt instead of appearing on Crypt:2 or Crypt:3.
  
===Raw Power===
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{{branches}}
For those characters who are already maxed in power, mummies are perfectly vulnerable to high-powered [[Shatter]], [[Tornado]] or [[Fire Storm]]. This isn't exactly an efficient or subtle way to do Tomb, but it certainly will work, and with lichform and channeling may even be sustainable. Even the greatest characters, however, will need a way to deal with the death curses - again lichform comes to mind, since most characters who can cast a level 9 spell can probably cast Necromutation. This is unlikely to be the strategy for those who are trying Tomb for the first time, but rather is more likely as a strategy for Ziggurat raiders.
 
  
[[Category:Dungeon_Branches]] [[Category:Mummy]]
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[[Category:Mummy]]

Latest revision as of 11:04, 3 July 2024

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

This page is about the dungeon branch. For the card, see Tomb card.

The Tomb of the Ancients is a place of damnation, of horrors animated by the vilest necromancy. The list of those who have returned from this place of pure death is exceedingly short.

This branch is unnaturally silent: sounds travel farther here.

The entrance to this branch can be found on level 3 of the Crypt.

This branch is 3 levels deep.

This branch contains the golden rune of Zot.

A way to the Tomb of Ancients, a place of damnation, of horrors animated by the vilest necromancy.

Tomb entry.png The Tomb of the Ancients (usually referred to only as the Tomb) is a branch located under the Crypt, inhabited by desiccated mummies of all kinds. Although mostly bare of valuables, it holds the golden rune of Zot and two massive treasure heaps for those who manage to survive all the way to the end.

Useful Info

Stairs to the Tomb are found on the last floor of the Crypt. It's only 3 levels deep, but don't let that lull you into a false sense of security: it's one of the most dangerous branches in the game, even for powerful characters. You'll meet a wide variety of mummies, which if not carefully dealt with can destroy you with torment and crippling death curses. There is also a greater density of traps here than you'll find anywhere else.

While it's not as deathly quiet as the Crypt, the Tomb has very little in the way of ambient noise. As a result, every sound (be it from casting a spell, hitting something with a weapon, or attracting the attention of a flying skull) will carry farther than you're used to. Be extra careful if you wish to avoid attracting attention.

Unlike other areas of the game, the layout of the Tomb is mostly fixed, with only a few variations possible.

You cannot be shafted inside the Tomb. The Formicid shaft ability still works, though.

Monsters

M Mummy (monster).png Mummy (monster) M Guardian mummy.png Guardian mummy M Mummy priest.png Mummy priest M Royal mummy.png Royal mummy
z Flying skull.png Flying skull z Small zombie.png Zombie z Skeleton small humanoid.png Skeleton z Simulacrum small humanoid.png Simulacrum
B Death scarab.png Death scarab 9 Ushabti.png Ushabti b Bennu.png Bennu H Sphinx.png Sphinx

Rare Monsters

z Skeletal warrior.png Skeletal warrior z Revenant.png Revenant
L Lich.png Lich L Ancient lich.png Ancient lich L Dread lich.png Dread lich

Uniques

L Boris.png Boris A Mennas.png Mennas M Khufu.png Khufu

The following monsters deserve a special mention:

  • M Guardian mummy.png Guardian mummy - A slightly tougher mummy. The monster itself shouldn't be much trouble, though their death curses can slow or torment you.
  • M Mummy priest.png Mummy priest - Tougher than guardian mummies, they can also cast Torment, Smite, Summon Undead, and Summon Demon. Their death curses are more likely to be unpleasant than those of the guardians.
  • M Royal mummy.png Royal mummy - The biggest threat in Tomb, they are an upgraded version of mummy priests. They have a similar set of spells, but over three times the health, faster movement, and the highest chance of delivering devastating death curses. These will kill you if you are not prepared. Try not to take on more than one at a time!
  • B Death scarab.png Death scarab - Extremely fast, hit hard, and their attacks slow you. They move like bats or unseen horrors, backing away after hitting you.
  • z Revenant.png Revenant - Blinking foes which flood you with spectral things. They possess Dispel Undead, which really hurts undead players.
  • 9 Ushabti.png Ushabti - Creates miasma clouds, which slow and severely poison characters that are vulnerable (living characters, and those in Tree Form). Has a weaker version of Dispel Undead, too.
  • b Bennu.png Bennu - Have a holy melee attack, which is dangerous to undead characters. They can revive once after death.

Walkthrough

1. Upon entering Tomb:1, you'll find yourself in an open hallway, boxing in the actual "Tomb". The hallway contains a handful of mummies, guardian mummies, and skeletons. There are rock walls on the edges of the map, which can be used to create a killhole.

2. On the other side of the level, you'll find a massive statue-lined hallway, leading to the center of the map. It is guarded by a large pack of sphinxes.

You should bring enough willpower to prevent paralysis. Even though sphinxes are relatively weak, do not underestimate their smites. Multiple sphinxes smiting you every turn will hurt even the strongest of characters.

3. Past the hallway, you'll find one of several possible interiors, each containing several royal mummies and other nasties. Somewhere, you'll find a one-way staircase leading down.

4. As soon as you enter Tomb:2, you'll find yourself in a large open chamber. There won't be scary enemies initially, but it won't take long for mummies to close in from all directions. There is an up-one-way-stair about 10 tiles diagonally to one corner of the square chamber (chosen randomly). As such, it is advisable to get out of the central chamber rapidly, doing one of several things:

  • Reading a scroll of magic mapping, to identify the stair. Use a combination of blink scrolls, haste potions, and Passage of Golubria to get there. Once you get there, you can comfortably fight, and go upstairs if it gets too dangerous.
  • Reading a scroll of teleportation until you end up in the outside rim of small rooms. From here, you can fight a small number of enemies at once. If you're really lucky, you'll notice that you ended up in the section of Tomb:2 with the one-way stairs down to Tomb:3. In this case you can skip to point 7.
  • Using haste potions, Swiftness, blink, or teleport to get to the outer rim of small rooms, where you can fight a small number of enemies at once.

5. You'll find several doors on the edges of the central chamber. These lead to a series of small rooms, enveloping half the map. These contain mummy priests and many traps. Eventually, you'll find a staircase back up to Tomb:1.

If you can break stone walls, you can try to break open the wall, where it's obvious there should be a continuation of the small rooms. This lets you skip the Tomb:1 re-entry, skipping to point 7.

6. Heading back up to Tomb:1, you'll find yourself in the only unexplored area of Tomb:1, a large horseshoe surrounding the inner courtyard. You'll encounter many royal mummies, with a few guardian mummies and priests. Traps will be scattered throughout. At the end of the horseshoe, you'll find another one-way staircase to Tomb:2.

Handled carefully, you should only encounter one or two royal mummies at a time. Make too much noise, and you may wind up with a lot more on your hands. Consider luring them back to the nearest corner before engaging them, and remember that a teleport to safety is almost guaranteed to send you back to the now-clear first area of Tomb:1.

7. Remember the small chambers you found on Tomb:2 earlier? Now you get to clear a mirror image of those on the other side. Expect more of the same, with an even greater concentration of traps, and eventually you'll find two one-way staircases leading to Tomb:3.

8. Both staircases leading to Tomb:3 will place you in the same area. You'll drop to the start of a short, wide hallway. There is one door on each side, with each door containing treasure and up-stairs back to safety. The rune chamber is straight ahead. You will almost immediately encounter a large number of guardian mummies and death scarabs, followed by plenty of reinforcements in the form of flying skulls, mummy priests, and royal mummies (over a dozen of each is not unusual).

It is usually good to focus on making a path to the up-stair before fighting, because more and more mummies will turn up if you fight. If you can, grab the figurine of a ziggurat, found in one of the large loot piles, on your way, to act as a 2-turn escape tool in the case of disaster. It is likely you will have to go upstairs, reset and make your way back to the upstairs several times before the entire floor is clear. Once the flood of mummies stops, you are free to check out the loot and grab the rune, but be careful of dangerous stragglers.

Recommendations

If not done correctly, Tomb is one of the deadliest places in the game. A character facing Tomb must tackle these problems:

  • Royal mummies and mummy priests can torment you, instantly cutting your HP by up to half. They can then smite you to finish the job.
  • Royal mummies and mummy priests can summon a ton of tough monsters, which makes it difficult to attack the summoners with melee or single-target attacks. And they will frequently abjure your own summons.
  • All non-regular mummies cast death curses when killed, potentially slowing, tormenting or draining you or your stats, and dealing pain damage which is not resisted by rN. Since there are so many mummies in the Tomb, these effects can quickly reach debilitating levels.
  • Inability to stairdance. You cannot simply bring one stairload of enemies upstairs at a time and polish them off.

Some strategies, with their specific strengths and weaknesses, are outlined below. One should mix and match them to fit your character: it is unlikely that one can do Tomb simply by being a Zin or a Kiku worshipper, or simply by having Dispel Undead, but a lichform necromancer of Kiku, or Zinnite with a holy weapon and silence, stands a very good chance of making it. The best general advice is to know your limits. If one encounter with a royal mummy nearly killed you, then the next one may very well finish you off. Just remember that completing the Tomb is by no means required to win the game.

Staircase Tactics

Generally, the safest approaches to Tomb:2 and Tomb:3 involve getting to the up-stair back to where you started as the first priority, and killing off all the mummies in Tomb:2 and 3 as the second priority. Read scrolls of fog to limit line of sight to avoid the number of torments and smites you face, and be ready to use up your buff potions, evocables, and scrolls of blinking at any point.

The main issue with staircases (or any place, really), are the bounty of traps. Dispersal traps will move teleport-vulnerable players off the stairs, net traps will disable your movement, and Zot traps inflict a variety of nasty effects. If the staircase happens to not have them, great, you are in luck. Otherwise, use said line of sight manipulation, try checking the other stair, or use a potion of lignification to make you immune to both teleport and torment (but resistant to movement, too).

Another approach is to teleport until you find a defensible spot. It may be worth reading magic mapping to find if the layout has any suitable spots and to know if you are near them. This represents more of a commitment, but it avoids the scenario where the entrance points, the upstairs, and everywhere between are packed full of nasties and on returning to the level you are immediately in serious danger.

Equipment

  • Gear with negative energy resistance - Reduces damage from torment and draining death curses.
  • Gear with stat boosts - Improves your general performance and decreases the likelihood of unexpectedly reaching stat zero from death curses.
  • Gear with willpower - Weak-willed characters will have a much worse time dealing with the sphinxes than characters with insurmountable will. You don't need it for the entire branch, but it's very useful for that one stretch (and handy when dealing with ancient liches out of the blue).
  • Apart from the occasional summoned demon or surprising unique, there are no sources of fire, cold, acid, or electricity damage in this branch, and the only likely source of mutation is if you accidentally step into a Zot trap.
  • If you are confident in your offensive capabilities, consider bringing potions of lignification with you. Fighting in Tree form will render you immune to torment, allowing you to focus on the task of reducing the hordes of mummies to dust uninterrupted.
  • A scroll of immolation can help greatly in taking out the gigantic horde of enemies on Tomb:3, but the sheer quantity of death curses this will trigger is enough to oneshot any character. Undead characters, or characters with Death's Door, Necromutation or with a stock of potions of lignification can attempt this strategy.

Spells

  • Necromutation - Provides immunity to draining and torment. However, you become vulnerable to Dispel Undead Range (from ushabtiu) and lose access to potions.
  • Death's Door - Gives a long enough period of invulnerability to escape upstairs from almost anything in Tomb.
  • Borgnjor's Revivification - For when you unexpectedly end up on 10 HP in the middle of a bunch of mummies (Does a very similar job to Death's Door).
  • Statue Form - Provides significant torment resistance without the downsides of Necromutation, including its use with good gods. Slows your actions and cannot be used if you worship Zin, however.
  • Silence - Disables the spells of all mummies within its aura. Be careful with this spell, because mummy death curses still take effect, including those that can torment you, and you lose access to scrolls and spells.
  • Ignition - Works great in the cramped and fire-vulnerable corridors of the Tomb.
  • Dispel Undead - Deals heavy damage to almost everything in the Tomb. Only affects one melee target at a time though.
  • Shatter - Deals heavy, unavoidable damage to the entire screen. Noisy, but also tears down walls.
  • Most other level 9 spells - Dragon's Call creates a mass of allies, Polar Vortex mops the floor with a widespread tornado, Fire Storm roasts mummies even harder...

Gods

  • Kikubaaqudgha - Provides significant torment resistance, negates most death curses and provides access to useful Necromancy spells.
  • The Shining One - Provides rN+++, a weapon of holy wrath, powerful holy burst attacks, HP and MP recovery on each kill, with summonable angelic warriors.
  • Zin - Provides immunity to stat loss, temporary invulnerability, though Zin prevents use of Tree Form, Statue Form, or Necromutation.
  • Ru - Provides tremendous area-of-effect damage through Apocalypse, but watch out for the draining.
  • Makhleb - Provides very significant HP recovery on kill.
  • Gozag - Bribe the tomb, easy life. Also provides potions in Lichform.
  • Jiyva - Slimifying mummies will completely cancel their death curses. Being tormented will spawn high-end jellies very often, and regeneration helps recover the lost HP.

History

  • Prior to 0.30, Formicids could not shaft in the Tomb.
  • In 0.29, several uniques were removed from the Tomb: Frederick, Jory, Josephina, Mara, Parghit, Sojobo, Vv, and Zenata.
  • In 0.27, all mechanical (physical) traps were removed.
  • In 0.25, death curses were reworked and simplified, now having only 4 total effects.
  • In 0.23, the trap rework dramatically effected the Tomb. Most notably, Zot traps became visible, but the new dispersal traps made standing on stairs a lot more difficult.
  • In 0.20, the staircases in Tomb were made one-way, similar to hatches but with set destination locations. The up one-way staircases were placed in locations not too far from the down-stairs, but far enough that walking is difficult, and in Tomb:3 some doors were added to make access to the up-stairs easier.
  • In 0.19, Anubis guards were replaced with ushabtiu.
  • In 0.17, the Unborn were removed.
  • In 0.16, even more non-mummy opponents were added: Anubis guards, bennu, death scarabs, and ushabtiu.
  • In 0.15, the Tomb received a new layout of the courtyard in Tomb:1, as well as more non-mummy monsters. Also, the entrance to Tomb always appears on the last floor of the Crypt instead of appearing on Crypt:2 or Crypt:3.
Dungeon branches
Dungeon exit.png The DungeonTemple entry.png The TempleDepths entry.png The DepthsZot entry.png Realm of Zot
Lair entry.png The Lair ( Spider entry.png Spider's NestSnake entry.png Snake PitSwamp entry.png The SwampShoals entry.png The ShoalsSlime entry.png Slime Pits)
Orc entry.png Orcish Mines ( Elf entry.png Elven Halls) • Vaults entry.png The Vaults ( Crypt entry.png The CryptTomb entry.png The Tomb)
Abyss entry.png The AbyssPandemonium entry.png PandemoniumHell entry.png Hell ( Cocytus entry.png CocytusDis entry.pngDisGehenna entry.png GehennaTartarus entry.png Tartarus)
See also: Portal