Difference between revisions of "Ziggurat"

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{{flavour|This portal leads to a ziggurat.
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{{flavour|A portal leading to a ziggurat.
  
A ziggurat is a strange tower constructed of twenty seven levels of incrementally larger combat arenas, each containing greater wealth and even greater danger than the last. Beware, for a ziggurat is not a place for the faint of heart: even the bravest and most skilled adventurers have met their ends in one. While a portal to safety will be present on every level, once left, a ziggurat cannot be re-entered.
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A ziggurat is a strange tower constructed of incrementally larger combat arenas, each containing greater wealth and even greater danger than the last. Beware, for a ziggurat is not a place for the faint of heart: even the bravest and most skilled adventurers have met their ends in one. While a portal to safety will be present on every level, once left, a ziggurat cannot be re-entered.
  
One ziggurat is guaranteed in the Depths, and further ones can be found in Pandemonium. These towers and their contents will react violently to those that can conquer them, and scale up according to how many ziggurats an adventurer has completed.
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One ziggurat is guaranteed in the Depths. Tales tell of an magical item found at the bottom of each ziggurat, granting access to a new ziggurat in turn. Such an item is also said to be found at the bottom of the Tomb of the Ancients. Each time a ziggurat is conquered by exiting it from the final floor, subsequent ziggurats will become increasingly dangerous and lucrative.
 
 
It can only be entered when carrying at least two runes of Zot.
 
  
 
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-Zero Wing}}
 
-Zero Wing}}
  
'''Ziggurats''' are the most dangerous, unpredictable, and lucrative [[branch]]es in the game. Each Ziggurat has 27 oval- or cross-shaped floors, with each floor growing in size as you go down, containing increasingly more monsters of higher difficulty. The entrance to each floor closes as soon you walk through it; the only way out is at the opposite end of the floor. There, you will find large amounts of treasure, including armour, jewellery, valuable potions (many of which are [[potions of experience]]), manuals, and many other wonderful things, as well as one set of stairs going further down and two portals leading out of the Ziggurat.
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'''Ziggurats''' are the most dangerous, unpredictable, and lucrative [[branch]]es in the game. A ziggurat has 27 oval- or cross-shaped floors, each increasing in size, monster count, and treasure.  
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==Useful Info==
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There are 2 ways to enter a ziggurat:
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*One ziggurat portal is guaranteed to generate somewhere in [[the Depths]].
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*A [[figurine of a ziggurat]] can be found in [[Tomb]]:3, and at the end of any subsequent ziggurat.
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Ziggurat portals do not expire over time. Once one has left a ziggurat, the portal turns into an empty arch and may not be reentered. Any new portal encountered or created leads to the first floor of a fresh ziggurat. Summoned creatures cannot follow the player through a ziggurat portal or stairway.
  
Each floor of a Ziggurat contains a number of monsters of a particular theme. On early floors, you'll face two or three, but the number of opponents rises dramatically as you descend, pitting you against massive hordes by the time you reach the deepest levels. Most are sets of monsters that would be generated in a particular branch, but some are ad-hoc. The deeper you go, the more dangerous it becomes; deeper floors will have a greater ratio of powerful monsters to weak ones, may generate all monsters awake and wandering (0% chance for Zig:1-4, 100% chance for Zig 25-27), and may block [[teleport control]] (0% chance for Zig:1-6, 100% chance for Zig:25-27).
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If you successfully complete a ziggurat (exit from the 27th floor), all subsequent ziggurats become more difficult (more monsters, more loot), up to the 13th (some monster sets will continue to get more difficult forever). Also, clearing a ziggurat stops the [[Zot clock]] for the rest of the game.
  
Each floor may also contain a central clump of dungeon features. These are often purely cosmetic, but occasionally ramp up the difficulty of the floor significantly; an [[orange crystal statue]] or [[oklob plant]] cluster is no laughing matter.
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==Layout==
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Each floor has a number of monsters of a particular theme. The 1st floor may contain 2-3 monsters, the last floors will contain hundreds. Most are based around [[branch]]es (e.g. [[Shoals]] or [[Elven Halls|Elf]] floors), though some are ad-hoc. Deeper floors will have a greater ratio of powerful monsters to weak ones, and can generate all monsters awake and wandering (0% chance for Zig:1-4, 100% chance for Zig 25-27).
  
One Ziggurat portal is guaranteed to generate somewhere in [[the Depths]], and any [[Pandemonium]] floor has an 8% chance to contain a Ziggurat entrance.  Entry is denied until the player has at least two [[runes of Zot]] in her possession. Summoned creatures cannot follow the player through a Ziggurat portal or stairway.
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Each floor may also contain a central clump of dungeon features known as pillars. Most of them are cosmetic, but some can contain foes ranging from [[crimson imp]]s to [[royal mummy|royal mummies]]. There are always 4 identical pillars generated in each "corner" of a ziggurat floor (actual contents may vary, but they are always the same type of feature). There is a small chance for a [[Zot trap]] pillar to generate.
  
Once one has left a Ziggurat, the portal turns into an empty arch and may not be reentered. Any new portal encountered or created leads to the first floor of a fresh Ziggurat. Ziggurat portals have no timers.
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The entrance to each floor closes as soon as you walk through; the only way out is at the opposite end of the floor. Except on the final floor, there are always 2 staircases down, and 1 portal out. On the final floor, there's 2 portals out.
  
If the player should clear a Ziggurat successfully (i.e. completing all 27 floors), all subsequent Ziggurats will become significantly more difficult.
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To compensate, ziggurats contain large amounts of treasure, including armour, jewellery, valuable potions (many of which are [[potions of experience]]), manuals, and many other wonderful things. Note that items can spawn on the exit portals/stairs, so don't forget about them.
  
 
==Monster Themes==
 
==Monster Themes==
Unless mentioned otherwise, the chance for any given set is 5.62% for Zig:1-7, 5.32% for Zig:8-13, and 5.18% for Zig:14-27.
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Unless mentioned otherwise, the chance for any given set is (approx.) 4.39% for Zig:1-13 and 4.26% for Zig:14-27.
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Enemies listed in ''italics'' have [[Symbol of Torment]] or other dangerous abilities, such as [[Lehudib's Crystal Spear]], or the high burst damage of a [[juggernaut]].
 
===Branches===
 
===Branches===
Lair, Shoals, and the [[Hells]] all have 50% chance of the normal chance to spawn.
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Lair, Shoals, and the [[Hells]] all have 50% of the normal chance to spawn. Tartarus has 20% of the normal chance to spawn.
*{{Magenta|Y}} [[File:Catoblepas.png]] Monsters from the '''[[Lair]]''', plus [[catoblepas]], [[dire elephant]]s, and [[hellephant]]s. To reflect some of the branch end vaults, there are also tiny chances for [[spriggan druid]]s, [[guardian serpent]]s, [[deep troll shaman]]s, [[raiju]], and [[hell beast]]s.
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*{{Yellow|Y}} [[File:Death_yak.png]] Monsters from the '''[[Lair]]''', with bonus [[dire elephant]]s, [[skyshark]]s, ''[[torpor snail]]s'', [[catoblepas|catoblepae]], [[spriggan druid]]s, [[hellephant]]s and [[caustic shrike]]s.
*{{LightMagenta|N}} [[File:Greater_naga.png]] Monsters from the '''[[Snake Pit]]''', with bonus [[guardian serpent]]s and [[greater naga]], plus rare [[quicksilver dragon]]s.
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*{{LightMagenta|N}} [[File:Nagaraja.png]] Monsters from the '''[[Snake Pit]]''', with bonus [[naga sharpshooter]]s, [[guardian serpent]]s, [[salamander tyrant]]s and [[nagaraja]]s, plus depth-dependent priority for [[quicksilver dragon]]s.
*{{Green|m}} [[File:Merfolk_aquamancer.png]] Monsters from '''[[the Shoals]]''', with bonus [[merfolk aquamancer]]s, [[merfolk javelineer]]s, [[merfolk impaler]]s, and [[water nymph]]s.
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*{{LightMagenta|H}} [[File:Fenstrider_witch.png]] Monsters from the '''[[Swamp]]''', with bonus [[fenstrider witch]]es, and depth-dependent priority for [[tentacled monstrosity|tentacled monstrosities]] and [[shambling mangrove]]s, plus rare [[golden dragon]]s and [[green death]]s.
*{{LightGrey|l}} [[File:Death_drake.png]] Monster from the '''[[Swamp]]''' with depth-dependent priority for [[hydra]]e, [[swamp dragon]]s, and [[tentacled monstrosity|tentacled monstrosities]], plus rare [[golden dragon]]s, [[green death]]s and [[death drake]]s.
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*{{Green|m}} [[File:Merfolk_aquamancer.png]] Monsters from the '''[[Shoals]]''', with bonus [[merfolk impaler]]s, [[merfolk javelineer]]s, [[water nymph]]s and [[merfolk aquamancer]]s.
*{{Magenta|y}} [[File:Ghost_moth.png]] Monsters from the '''[[Spider's Nest]]''' with bonus ''[[ghost moth]]s'', [[red wasp]]s and [[tarantella]]s.
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*{{Blue|H}} [[File:Jorogumo.png]] Monsters from the '''[[Spider's Nest]]''' with bonus [[torpor snail]]s, ''[[ghost moth]]s'', [[entropy weaver]]s, [[moth of wrath|moths of wrath]], [[emperor scorpion]]s and ''[[orb spider]]s''.
*{{LightCyan|J}} [[File:Acid_blob.png]] Monsters from the '''[[Slime Pits|Pits of Slime]]''' (with loot inside a level-end-dividing room behind a door). Notably, this includes [[acid blob]]s, ''[[giant eyeball]]s'', and [[eyes of draining]].
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*{{LightCyan|J}} [[File:Acid_blob.png]] Monsters from the '''[[Slime Pits]]''', with bonus [[azure jelly|azure jellies]], [[quicksilver ooze]]s, [[rockslime]]s, [[acid blob]]s and ''[[glass eye]]s''.
*{{LightCyan|o}} [[File:Orc_warlord.png]] Monsters from the '''[[Orcish Mines]]''', plus [[stone giant]]s and ''[[moths of wrath]]'', with heavy depth-dependent priority for [[orc warlord]]s, [[orc knight]]s, [[orc sorcerer]]s, and [[orc high priest]]s.
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*{{LightCyan|o}} [[File:Orc_warlord.png]] Monsters from the '''[[Orcish Mines]]''', with bonus  [[orc warlord]]s, [[orc high priest]]s, [[orc sorcerer]]s and [[stone giant]]s, plus [[iron troll]]s and ''[[juggernaut]]s'', with depth-dependent priority for [[moths of wrath]] and ''[[undying armoury|undying armouries]]''.
*{{Yellow|e}} [[File:Deep_elf_demonologist.png]] Monsters from the '''[[Elven Halls]]''', with depth-dependent priority for ''[[deep elf high priest]]s'', [[deep elf blademaster]]s, [[deep elf master archer]]s, [[deep elf annihilator]]s and [[deep elf demonologist]]s.
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*{{LightMagenta|e}} [[File:Deep_elf_sorcerer.png]] Monsters from the '''[[Elven Halls]]''', with bonus ''[[deep elf high priest]]s'', [[deep elf blademaster]]s, [[deep elf master archer]]s, ''[[deep elf annihilator]]s'' and ''[[deep elf demonologist]]s''.
*{{White|L}} [[File:Ancient_lich.png]] Monsters from the '''[[Vaults]]''', plus ''[[titan]]s'', [[golden dragon]]s, and ''[[ancient lich]]es'' with depth-dependent priority.
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*{{Cyan|p}} [[File:Vault_guard.png]] Monsters from the '''[[Vaults]]''', plus bonus ''[[titan]]s'', [[golden dragon]]s, [[sphinx]]es, and depth-dependent ''[[ancient lich|ancient]] and [[dread lich]]es''.
*{{LightGrey|D}} [[File:Bone_dragon.png]] Monsters from the '''[[Crypt]]''', with bonus [[bone dragon]]s, ''[[ancient lich]]es'', [[revenant]]s, plus ''[[curse skull]]s'' and [[profane servitor]]s.
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*{{LightMagenta|z}} [[File:Curse_skull.png]] Monsters from the '''[[Crypt]]''', with bonus ''[[dread lich]]es'', ''[[ancient lich]]es'', [[revenant]]s and ''[[curse skull]]s''.
*{{White|M}} [[File:Greater_mummy.png]] Monsters from the '''[[Tomb]]''', with depth-dependent scaling for bonus ''[[greater mummy|greater mummies]]'' (reaching a 14.53% of spawns at Zig:27).
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*{{White|M}} [[File:Royal_mummy.png]] Monsters from the '''[[Tomb]]''', with bonus [[bennu]], ''[[mummy priest]]s'' and ''[[royal mummy|royal mummies]]''.
*{{Blue|X}} [[File:Starcursed_mass.png]] Monsters from the '''[[Abyss]]''', with a tiny chance of [[corrupter]]s. Notably, this includes [[starcursed mass]]es, [[lurking horror]]s, and [[wretched star]]s.
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*{{Blue|X}} [[File:Starcursed_mass.png]] Monsters from the '''[[Abyss]]''', with bonus [[starcursed mass]]es, [[wretched star]]s, [[bone dragon]]s, [[lich]]es and [[demonspawn corrupter]]s.
*{{White|1}} [[File:Ice_fiend.png]] Monsters from '''[[Cocytus]]''', with a minor bonus of ''[[ice fiend]]s'' and [[blizzard demon]]s.
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*{{White|1}} [[File:Ice_fiend.png]] Monsters from '''[[Cocytus]]''', with bonus ''[[Ice Fiend]]s'', [[shard shrike]]s and ''[[titan]]s''.
*{{LightRed|1}} [[File:Brimstone_fiend.png]] Monsters from '''[[Gehenna]]''', with a minor bonus of ''[[brimstone fiend]]s'' and [[balrug]]s.
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*{{LightRed|1}} [[File:Brimstone_fiend.png]] Monsters from '''[[Gehenna]]''', with bonus ''[[Brimstone Fiend]]s'', ''[[hellion]]s'' and [[hellephant]]s.
*{{Brown|1}} [[File:Hell_sentinel.png]] Monsters from the '''[[Iron City of Dis]]''', with a minor bonus of ''[[hell sentinel]]s'', [[dancing weapon]]s, and [[iron dragon]]s.
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*{{Brown|1}} [[File:Hell_sentinel.png]] Monsters from the '''[[Iron City of Dis]]''', with bonus ''[[Hell Sentinel]]s'', [[iron dragon]]s and [[iron giant]]s.
*{{Magenta|1}} [[File:Shadow_fiend.png]] Monsters from '''[[Tartarus]]''', with a minor bonus of ''[[shadow fiend]]s'', [[curse toe]]s, and [[shadow demon]]s.
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*{{Magenta|1}} [[File:Tzitzimitl.png]] Monsters from '''[[Tartarus]]''', with bonus ''[[Tzitzimimeh]]'', ''[[curse toe]]s'', [[doom hound]]s and ''[[silent spectre]]s''.
*{{LightRed|2}} [[File:Hellion.png]] Starting from Zig:8, '''[[Pandemonium]]''' spawns and a single [[Pandemonium lord]], with extra ''[[greater demon]]s'' and [[List_of_demonspawn#Demonspawn_Occupations|classed demonspawn]].
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*{{LightGrey|1}} [[File:Executioner.png]] '''[[Pandemonium]]''' spawns and a single ''[[Pandemonium lord]]'', with extra ''[[greater demon]]s'' and [[List_of_demonspawn#Demonspawn_Occupations|classed demonspawn]]. Pan lords can spawn even on Zig:1, making it  dangerous to enter a ziggurat unprepared
  
 
===Theme Sets===
 
===Theme Sets===
Giants, dragons, archers, and conjurers have 20% of the normal chance to place, while Lair rune branches has 50% of the normal chance.
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Giants, dragons, archers, conjurers and the Vestibule have 20% of the normal chance to place, while Lair rune branches has 50% of the normal chance.
*{{Yellow|i}} [[File:Spriggan_defender.png]] Monsters from the defunct '''[[Enchanted Forest|Forest]]''' branch, with extra [[satyr]]s, [[tengu reaver]]s, and [[spriggan defender]]s.
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*{{LightGreen|C}} [[File:Juggernaut.png]] '''[[List of giants|Giants]]''': [[cyclopes]], [[stone giant]]s, [[fire giant]]s, [[frost giant]]s, [[ettin]]s, [[protean progenitor]]s, ''[[titan]]s'' and ''[[juggernaut]]s''.
*{{Magenta|C}} [[File:Titan.png]] '''[[List of giants|Giants]]''': [[hill giant]]s, [[cyclopes]], [[stone giant]]s, [[fire giant]]s, [[frost giant]]s, [[ettin]]s, and ''[[titan]]s''.
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*{{Yellow|D}} [[File:Golden_dragon.png]] '''[[Dragon]]s''' of all colours, [[drake]]s of all types and [[hydra]]s.
*{{LightCyan|D}} [[File:Quicksilver_dragon.png]] '''[[Dragon]]s''', [[drake]]s and [[hydra]]s.
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*{{LightGreen|d}} [[File:Draconian_zealot.png]] '''[[Draconian]]s''' of all colours and walks of life, with classed draconians increasing by depth.
*{{LightGreen|d}} [[File:Draconian_zealot.png]] '''[[Draconian]]s''' of all colors and walks of life, with classed draconians increasing by depth.
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*{{LightGrey|e}} [[File:Deep_elf_master_archer.png]] '''Archers''': [[centaur]]s, [[yaktaur]]s, [[centaur warrior]]s, [[yaktaur captain]]s, [[cyclops|cyclopes]], [[stone giant]]s,  [[naga sharpshooter]]s, [[merfolk javelineer]]s, [[deep elf master archer]]s, [[faun]]s, [[satyr]]s, [[thorn hunter]]s and [[kobold blastminer]]s.
*{{LightGrey|e}} [[File:Deep_elf_master_archer.png]] '''Archers''': [[centaur]]s, [[yaktaur]]s, [[centaur warrior]]s, [[yaktaur captain]]s, [[cyclops|cyclopes]], [[stone giant]]s,  [[naga sharpshooter]]s, [[merfolk javelineer]]s, [[deep elf master archer]]s, and rare [[faun]]s, [[satyr]], [[thorn hunter]]s.
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*{{White|L}} [[File:Ancient_lich.png]] '''Conjurers''': [[occultist]]s, [[arcanist]]s, [[necromancer_(monster)|necromancer]]s, [[ogre mage]]s, [[orc sorcerer]]s, [[naga mage]]s, [[naga ritualist]]s, [[salamander mystic]]s, [[nagaraja]], [[tengu conjurer]]s, [[tengu reaver]]s, [[spriggan air mage]]s, [[merfolk aquamancer]]s, ''[[deep elf annihilator]]s'', ''[[deep elf sorcerer]]s'', ''[[draconian scorcher]]s'', [[draconian knight]]s, ''[[draconian annihilator]]s'', [[lich]]es, ''[[ancient lich]]es'' and ''[[demonspawn blood saint]]s''.
*{{LightBlue|6}} [[File:Blood_saint.png]] '''Conjurers''': [[wizard_(monster)|wizard]]s, [[necromancer_(monster)|necromancer]]s, [[ogre mage]]s, [[orc sorcerer]]s, [[naga mage]]s, [[naga ritualist]]s, [[salamander mystic]]s, [[greater naga]], [[tengu conjurer]]s, [[tengu reaver]]s, [[spriggan air mage]]s, [[merfolk aquamancer]]s, [[deep elf conjurer]]s, [[deep elf annihilator]]s, [[deep elf sorcerer]]s, [[draconian scorcher]]s, [[draconian knight]]s, ''[[draconian annihilator]]s'', [[lich]]es, ''[[ancient lich]]es'', and ''[[blood saint]]s''.
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*{{LightGreen|D}} [[File:Hydra.png]] '''Lair rune branches''': starting from Zig:14, monsters from the [[Swamp]], the [[Snake Pit]], the [[Shoals]] and the [[Spider's Nest]], with bonus [[nagaraja]]s, [[guardian serpent]]s, [[fenstrider witch]]es, [[tentacled monstrosity|tentacled monstrosities]], [[merfolk aquamancer]]s, [[water nymph]]s, ''[[ghost moth]]s'' and [[moth of wrath|moths of wrath]].
*{{Green|X}} [[File:Tentacled_monstrosity.png]] '''Lair rune branches''': starting from Zig:14, monsters from the [[Swamp]], the [[Snake Pit]], the [[Shoals]], and the [[Spider's Nest]], with extra [[greater naga]], [[guardian serpent]]s, [[hydra]]e, [[swamp dragon]]s, [[tentacled monstrosity|tentacled monstrosities]], [[merfolk aquamancer]]s, [[merfolk javelineer]]s, [[alligator snapping turtle]]s, ''[[ghost moth]]s'', [[emperor scorpion]]s, and [[moths of wrath]].
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*{{Brown|2}} [[File:Hell_beast.png]] '''The Vestibule''': starting from Zig:14, monsters from the [[Vestibule of Hell]], [[Gehenna]], [[Cocytus]], [[Dis]] and [[Tartarus]], with bonus ''[[hellion]]s'', ''[[tormentor]]s'' and ''[[greater demon]]s'', depth-dependent [[hell beast]] spawns, as well as extra [[searing wretch]]es, [[shard shrike]]s, [[ancient champion]]s and ''[[silent spectre]]s''.
  
 
===Elemental===
 
===Elemental===
 
Elemental floors all have 20% of the normal chance to place, aside from Chaos.
 
Elemental floors all have 20% of the normal chance to place, aside from Chaos.
*{{Red|*}} [[File:Orb_of_fire.png]] '''Fire''': [[fire elemental]]s, [[fire drake]], [[hell hound]]s, [[efreet]]s, [[dragon]]s, [[fire giant]]s, and ''[[orbs of fire]]''.
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*{{White|A}} [[File:Angel.png]] '''Holy''': [[daeva]]s, [[angel]]s, [[cherub]]s, [[pearl dragon]]s, [[ophan]]im, [[apis]] and ''[[seraph]]im''.
*{{LightBlue|2}} [[File:Blizzard_demon.png]] '''Ice''': [[ice beast]]s, [[polar bear]]s, [[freezing wraith]]s, [[ice dragon]]s, [[frost giant]]s, [[ice devil]]s, ''[[ice fiend]]s'', [[simulacra]], [[white draconian|white]] [[draconian knight]]s, and [[blizzard demon]]s.
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*{{Red|*}} [[File:Orb_of_fire.png]] '''Fire''': [[efreet]]s, [[fire crab]]s, [[hell knight]]s, [[will-o-the-wisp]]s, [[salamander tyrant]]s, [[balrug]]s, ''[[red draconian|red]] [[draconian scorcher]]s'' and ''[[orb of fire|orbs of fire]]''.
*{{LightCyan|8}} [[File:Electric_golem.png]] '''Air''': [[insubstantial wisp]]s, [[air elemental]]s, [[raiju]]s, ''[[titan]]s'', [[storm dragon]]s, ''[[electric golem]]s'', [[spriggan air mage]]s, and [[shock serpent]]s.
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*{{LightBlue|2}} [[File:Blizzard_demon.png]] '''Ice''': [[rime drake]]s, [[frost giant]]s, [[azure jelly|azure jellies]], [[ice devil]]s, [[blizzard demon]]s, ''[[Ice Fiend]]s'', [[simulacra]], [[white draconian|white]] [[draconian knight]]s, [[ironbound frostheart]]s, [[walking frostbound tome]]s and [[shard shrike]]s.
*{{Red|A}} [[File:Profane_servitor.png]] '''Negative energy''': [[spectral thing]]s, [[shadow wraith]]s, [[eidolon|eidola]], [[shadow dragon]]s, [[deep elf death mage]]s, [[deep dwarf death knight]]s, [[revenant]]s, [[profane servitor]]s, [[soul eater]]s, ''[[shadow fiend]]s'', and [[black sun]]s.
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*{{LightCyan|8}} [[File:Electric_golem.png]] '''Air''': [[air elemental]]s, [[titan]]s, [[raiju]]s, [[storm dragon]]s, [[electric golem]]s, [[spriggan air mage]]s, [[spark wasp]]s and [[shock serpent]]s.
*{{Yellow|A}} [[File:Daeva.png]] '''Holy''': ''[[daeva]]s'', [[angel]]s, [[cherub]]s, ''[[pearl dragon]]s'', [[ophan|ophanim]], and [[apis]].
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*{{Cyan|8}} [[File:Iron_golem.png]] '''Earth''': [[gargoyle]]s, [[war gargoyle]]s, [[earth elemental]]s, [[boulder beetle]]s, ''[[torpor snail]]s'', [[iron golem]]s, [[stone giant]]s, [[caustic shrike]]s, [[entropy weaver]]s, [[crystal guardian]]s, [[iron dragon]]s, [[iron giant]]s, ''[[undying armoury|undying armouries]]'' and ''[[Hell Sentinel]]s''.
*{{Magenta|&}} [[File:Pandemonium_lord.png]] '''Chaos''': heavy depth dependence for [[chaos spawn]], [[ugly thing]]s, [[very ugly thing]]s, ''[[apocalypse crab]]s'', high-hd [[shapeshifter]]s and [[glowing shapeshifter]]s, [[Killer Klown]]s, ''[[chaos champion]]s'', and a multitude of ''[[pandemonium lord]]s''.
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*{{Red|A}} [[File:Profane_servitor.png]] '''Negative energy''': [[soul eater]]s, [[phantasmal warrior]]s, [[deep elf death mage]]s, [[shadow dragon]]s, [[ghost crab]]s, [[eidolon|eidola]], [[revenant]]s, [[demonspawn black sun]]s, ''[[curse skull]]s'', ''[[curse toe]]s'' and various ''[[player ghost]]s''.
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*{{LightGrey|p}} [[File:Killer_Klown.png]] '''Chaos''': heavy depth dependence for [[chaos spawn]], [[very ugly thing]]s, ''[[apocalypse crab]]s'', high-HD [[shapeshifter (monster)|shapeshifter]]s and [[glowing shapeshifter]]s, [[protean progenitor]]s, ''[[Killer Klown]]s'', ''[[greater demon]]s'' and a multitude of ''[[pandemonium lord]]s''.
  
==Fighting Strategies==
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==Strategy==
You should enter a Ziggurat as the last thing in the game if you are planning to finish it, as Zig:27 can potentially be the hardest place in the game. Preparation is somewhat similar to [[Pandemonium]], but you need even more care since the enemies are much harder.
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If you actually intend to complete a ziggurat, it's usually the last thing you should do - Zig:27 can potentially be the hardest place in the game.  
  
You will '''need''' the following:
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That being said, a character ready for [[Zot]] is likely able to handle the first few floors of a Zig. If you need certain items, like [[potions of mutation]] or [[spellbook]]s, dipping into a ziggurat can be a good option. You could come across a nasty [[pan lord]] on the first floor, so it's recommended to have consumables ([[scrolls of blinking]], [[potions of haste]], etc.) if you want to enter.
*High experience level and skills.
 
*For spellcasters, the ability to cast Fire Storm and/or Ice Storm and/or Tornado at Great, ideally Excellent.
 
*[[Blink]] and [[Control Teleport]] or [[Controlled Blink]] at Excellent, to avoid getting surrounded, create some distances from powerful enemies, or just escape.
 
*A [[ring of sustain abilities]] and an [[amulet of stasis]] for absorbing [[death curse]]s on mummy-themed floors.
 
*An [[amulet of resist corrosion]] for [[acid blob]]s on Slime Pit-themed floors.
 
*As many resistances as possible; at least something like rElec, rPois, rC+, and rF++. You should strive for rN+++, especially if you're susceptible to [[torment]].
 
  
The following are ''recommended'', though not essential depending on the character:
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===Tips & Tricks===
*An [[amulet of resist mutation]] for mutagenic glow, [[shining eye]]s and [[neqoxec]]s. If you're a caster, these tend to die before they can even peek at your genome.
+
*Ziggurats only get harder if the previous one is fully completed, and you get 2 chances to enter a fresh Zig. So if you exit the 1st Zig from level 26 or before, you'll get a 2nd Zig at the same difficulty.
*Scrolls of identify to identify loot, scrolls of remove curse to remove mummy curses and remove cursed loot, scrolls of fog to block enemy sight, and scrolls of blinking as a backup to Blink/Controlled Blink.  
 
*Wands of healing, hasting, and anything else you might need.
 
*Potions of curing to cure confusion (especially if you use a ball of energy), potions of heal wounds to recover lost HP, potions of porridge for instant nutrition, potions of might/agility/brilliance to enhance your battle prowess, and potions of magic to recover MP in a pinch.
 
*[[potion of restore abilities|potions of restore abilities]] to restore stats drained by mummies' curses.
 
*Some permafood depending on your metabolism and the spell hunger costs of your spells, but you may find some potions of porridge on some floors; those coupled with the ample corpses you produce should keep you fed.
 
  
Keep in mind you're limited to 52 items; only bring what you know will be useful, else you might not be able to take all the loot you want with you. Artefacts with multiple resistances and intrinsics are your friend!
+
==Completion Strategies==
 +
''Main article: [[Mega-Zig]]''
 +
 
 +
Preparation is similar to [[Pandemonium]], but harder. For a reasonable amount of safety, the following is ''highly'' recommended:
 +
*XL 27 and very high skills.
 +
*Decent (~40+) [[AC]] and [[EV]].
 +
*As many resistances as possible; at least something like rCorr, rElec, rPois, rC+, and rF++. You should strive for rN+++, especially if you're susceptible to [[torment]].
  
===Conjurer Strategy===
+
The following are recommended, if not essential:
====Sample Runs====
+
*[[Scrolls of fog]] to block enemy sight, and [[scrolls of blinking]] to escape.
*hyperbolic's uber Naga, who fully cleared several Ziggurats: [[http://crawl.akrasiac.org/rawdata/hyperbolic/morgue-hyperbolic-20100508-220232.txt]]
+
*[[Potions of curing]] to cure confusion (especially if you use an [[orb]] of [[energy]]), potions of heal wounds to recover lost HP, potions of might/brilliance/haste to enhance your battle prowess, and potions of magic to recover MP in a pinch.
*sh's Fire Storm run: [http://crawl.akrasiac.org/rawdata/sh/morgue-sh-20091014-090636.txt] with ttyrec at [http://crawl.akrasiac.org/rawdata/sh/2009-10-13.15:41:31.ttyrec.bz2]
+
*[[Blink]] and [[Passage of Golubria]] at 1% failure, to avoid getting surrounded, create some distances from powerful enemies, or just escape.
*Luca's Extension + Ice Storm run: [http://crawl.akrasiac.org/rawdata/Luca/morgue-Luca-20091212-220305.txt] with ttyrec at [http://crawl.akrasiac.org/rawdata/Luca/2009-12-12.02:02:06.ttyrec.bz2]
 
*See also trucutru's run with [[Nemelex Xobeh]]: he played a Naga Fire Storm conjurer with Fighting at 27 (and thus around 320 HP!) worshiping Nemelex Xobeh.
 
  
The basic strategy is to use [[Necromutation]], along with all relevant buff spells, and alternate between casting a Storm/Tornado and channeling MP. Depending on your god choice, you can also use Sif Muna's channel (more reliable) or Vehumet's MP gain on killing (somewhat more random, but passive). Keep in mind that you can't escape to rest for MP, so make sure to have backup in the form of a crystal ball of energy, potions of magic, Sublimation of Blood, etc...
+
Keep in mind you're limited to 52 items; only bring what you know will be useful, else you might not be able to take all the loot you want with you. Artefacts with multiple resistances and intrinsics are your friend!
  
Note: Don't bother using [[Shatter]]. This, at [[Earth Magic]] 25 or higher, does damage to everything in LOS, and while the damage is comparable to Ice/Fire Storm for non-flying/levitating monsters (3d55 at power 150 and more for skeletons and simulacra), it is only about a third for flying/levitating ones (such as a lot of Pandemonium lords). It would take an average of 8-9 hits to kill a flying Pan lord.
+
----
  
====Specific Floors====
+
===Conjurer Strategy===
On Pandemonium lord floors, be prepared to be on the receiving of the occasional [[Lehudib's Crystal Spear]] and [[Dispel Undead]]. If you use Fire Storm, try to position yourself so that non-lord monsters, Pan lord summons and your own summons create a buffer that prevent the lords from coming close to you. Then blast with Fire Storm without destroying your monster shield. If you use Ice Storm, try to get the direct path blocked by a non-lord monster, while still having an opening to shoot Ice Storm near the lords.
+
The basic strategy is to use [[talisman of death|death form]] and cast your offensive spells. Throw [[javelin]]s at silencing foes. Depending on your god choice, you can also use Sif Muna's channel (more reliable), Vehumet's MP gain on killing (somewhat more random, but passive), or [[Gozag]]'s magic potion (expensive at first). Keep in mind that you can't escape to rest for MP, so make sure to have backup in the form of a potion of magic, Sublimation of Blood, etc...
  
On mummy floors, wear an amulet of stasis and a ring of sustain abilities. Try not to kill too many greater/guardian mummies at once since you may get 3 points of random stat drain for each kill. If one of your stats dips low, try to swap in weapons or jewellery boosting it. If a stat gets ''dangerously'' low, semi-controlled blink to a corner, surround yourself with summons, end Necromutation, eat a royal jelly or quaff a potion of restore abilities, and recast Necromutation right away. Flooding the level with powerful summons to soak as many curses as possible can also work.
+
====Spells====
 +
Support Spells:
 +
*'''[[Translocation]]s''': [[Blink]], [[Passage of Golubria]], maybe [[Disjunction]] all allow the movement of things to be in your favor.
  
On angel/daeva floors, get out of lich form, cast [[Regeneration]], and try to overpower them. If things go badly, consider casting [[Borgnjor's Revivification]]. If you decide to escape, go as near to the exit as possible, possibly using a lantern of shadows, cast [[Death's Door]], and then alternate Storm/Tornado to scrolls of blinking/Controlled Blink and mana channeling to get to the downstairs as soon as possible. Once you are at the downstairs, apport any useful object until Death's Door runs out. Alternatively, you can escape the Ziggurat, but note that nearby angels/daevas will follow you out, so make sure you come out on a clear level and teleport away.
+
Offensive Spells:
 +
*'''[[Fire Storm]] or [[Chain Lightning]]''': High damage, high power AOE spells.
 +
*'''[[Polar Vortex]]''': MP efficient, largely irresistible, passive damage that sustains in silence.
 +
*'''[[Shatter]]''': Another [[LOS]]-wide spell with good damage, better against resistances. However, many threatening enemies like [[pandemonium lord]]s and the [[orb of fire]] are [[flying]], so take little damage from this spell.
  
On crypt floors, mages casting Fire Storm should be ''very'' wary of [[unborn]], both in and ''out'' of LOS. You will take severe self-inflicted damage if you flame even one of these while Yredelemnul's [[Mirror Damage]] ability is active. The mirrored damage ignores both your resistances and AC, unless you've cast Death's Door. If it's in your LOS, you'll have seen it "kneel in prayer and [be] bathed in unholy energy." Thereafter, for approximately 20 turns, its glyph's colors will be alternating. You can also see if Mirror Damage is active by e'''[[x]]'''amining it to see if it is "reflecting injuries".
+
If you plan on going past 1-2 ziggurats or so, you should rely mostly on '''[[Ignition]]''' rather than Fire Storm/Chain Lightning. Ignition hits every enemy in the cramped floors of a ziggurat 9 times over, which can outdamage both spells. However, Ignition cannot hurt fire-immune enemies, so you'll still want to have one of the latter spells. Also, for most of the 1st/2nd Zig, Fire Storm can match or even outperform Ignition. (Ignition can still be useful to have for one-time ziggurat divers.)
  
On slime floors, the treasure will always be somewhat protected, in a centered chamber rather than on the open floor.
+
Optional Spells:
 +
*'''[[Discord]]''': this makes floors with many natural monsters with low willpower, such as orc or merfolk floors, very easy.
 +
*'''[[Chain Lightning]]''': Useful for killing dangerous monsters (especially Pan lords) who get close to you. [[Crystal spear]] is an inferior alternative, but can work if you can't cast Chain Lightning yet.
 +
*'''[[Dragon's Call]]''': Creates distractions for a somewhat efficient MP cost, though it'll use your entire bar if you aren't careful.
  
 
====Equipment====
 
====Equipment====
 
In addition to the general equipment:
 
In addition to the general equipment:
*Enhancers (e.g. rings of fire/ice, staff of conjuration/fire/cold/air, etc...) to enhance the power of Fire/Ice Storm and/or Tornado as needed. A [[robe of the Archmagi]] is amazing for this purpose.
+
*Enhancers (e.g. rings of fire/ice, staff of conjuration/fire/cold/air, etc...) to enhance the power of Fire Storm, Ignition, or Polar Vortex. A [[robe of the Archmagi]] is amazing for this purpose, if low AC.
*Staff/rings of wizardry to improve the success rates of Fire/Ice Storm and/or Tornado, if necessary. Also, try downgrading your shield type (large shield to a normal shield, normal shield to a buckler) if your Shields skill isn't high enough to get rid of the spellcasting penalty. Your offense is your best defense.
+
**A ring of wizardry to improve the success rates of your level 9 spells, if necessary. Also, try downgrading your shield type (tower shield to a kite shield to a buckler) if your Shields skill isn't high enough. Your offense is your best defense.
*A [[crystal ball of energy]] if you have high Evocations (you will probably find one soon in the Ziggurat) or a [[staff of energy]].
+
**[[Orb of Mayhem|Orbs of mayhem]] can disable an entire screen's worth of enemies, including orbs of fire and other nonliving enemies, by causing them to go into a frenzy and attack their former comrades. This will also disable their spellcasting.
*Identify scrolls, as many as you have. You're going to be going through a lot of stashes.
 
  
==== Example Spell Set ====
+
====Specific Floors====
Your Spells                      Type                          Failure  Level     
+
Most floors can be completed by spamming high power spells. However, some need special care; more detail can be found in the [[Mega-Zig]] article.
a - Fire Storm                    Conjuration/Fire              1%          9
 
b - Blink                        Translocation                0%          2
 
c - Flight                        Charms/Air                    0%          4
 
e - Deflect Missiles              Charms/Air                    0%          6
 
h - Haste                        Charms                        0%          6
 
j - Abjuration                    Summoning                    0%          3
 
s - Summon Butterflies            Summoning                    0%          1
 
u - Dispel Undead                Necromancy                    0%          5
 
x - Sublimation of Blood          Necromancy                    0%          2
 
B - Controlled Blink              Translocation                1%          7
 
Q - Swiftness                    Enchantment                  0%          2
 
M - Mass Abjuration              Summoning                    0%          6
 
V - Phase Shift                  Translocation                0%          5
 
X - Necromutation                Transmutation/Necromancy      1%          8
 
Y - Borgnjor's Revivification    Necromancy                    1%          7
 
  
==== Optional Spells ====
+
Silence, whenever it be from [[silent spectre]]s or [[pandemonium lord]]s, should be your main threat. It disables nearly all of your damage output and escape options.
You may want the following spells:
 
*[[Ring of Flames]]: to enhance [[Fire Storm]]'s power and allow you to walk in clouds of flame.
 
*[[Airstrike]]: to kill giant eyeballs, which may appear in Pan lord floors, if you lack [[Fire Storm]] and its smite-targeting.
 
*[[Sublimation of Blood]]: you can use this on potions of blood (if you're a vampire), corpse chunks, or on yourself (especially if you are a high HP race). If your floor had monsters that left corpses, consider butchering a few of them and bringing the chunks to the next floor.
 
*[[Phase Shift]] to boost your EV.
 
*[[Dispel Undead]]: to kill undead anacondas rushing at you, skeletal dragons who survive Fire Storm, or to kill mummies one by one.
 
*[[Lehudib's Crystal Spear]]: to kill dangerous monsters (especially Pan lords) who get close to you.
 
*[[Tukima's Dance]]: to get rid of any cursed weapons you identify by wielding.
 
  
===Crusader Strategy===
+
Fire floors, with [[orbs of fire]] and [[balrug]]s, demand a spell that is not Ignition. [[Ozocubu's Refrigeration]] and [[Chain Lightning]] work nicely.
See coolrobin's Ogre Chaos Knight of Lugonu: [http://crawl.akrasiac.org/rawdata/coolrobin/morgue-coolrobin-20091101-161113.txt morgue] and [http://crawl.akrasiac.org/rawdata/coolrobin/2009-11-01.00:42:05.ttyrec.bz2 ttyrec]
 
  
See 78291's torment immune Demonspawn crusader/reaver of Okawaru, failed run at [http://crawl.akrasiac.org/rawdata/78291/morgue-78291-20091103-033303.txt], first ziggurat at [http://crawl.akrasiac.org/rawdata/78291/2009-11-02.01:20:34.ttyrec], and second ziggurat (with death to daevas) at [http://crawl.akrasiac.org/rawdata/78291/2009-11-02.20:29:48.ttyrec] and [http://crawl.akrasiac.org/rawdata/78291/2009-11-03.03:06:22.ttyrec].
+
----
  
* First, convert to [[Lugonu]] (for corruption and self-banishment), [[The Shining One]] (for peaceful angel/daevas, divine warriors), [[Elyvilon]] (peaceful angel/daevas, healing), Okawaru (attack speed boost and skills boost), or possibly [[Nemelex Xobeh]] (see section below).
+
===Necromancer Strategy===
* Set up as many spells and enchantments as described for conjurers as you can. You probably won't have Necromutation (and can't use it anyway with the good gods) or Fire/Ice Storm and Tornado, though.
+
While this is not as effective as using offensive, full-screen elemental spells, a more companion driven variant is still effective. Begin every ziggurat floor with [[Death Channel]]. Use [[Infestation]] in crowded groups of enemies, and begin by slaying the first few infested monsters to begin snowballing with undead. [[Ignition]] is a great way of initiating the cascade. In particularly difficult floors, be prepared to escape with [[Death's Door]] and a [[scroll of blinking]] or two.
* The [[Silence]] spell, while counter-productive for pure conjurers, works beautifully for a crusader-type character against spellcasters. It even stops mummies from tormenting and smiting! Use a [[lantern of shadows]] along with it when needed.
 
* Bring a way to channel mana, and a staff of energy for hunger-less casting.
 
* Consider bringing a rod with Abjuration.
 
  
Fight in melee with all buffs (Haste, Might, etc...) except for berserk: it will ''definitely'' expire before you've cleared all monsters on the harder floors, and being slowed/exhausted in the middle of a pack of demons or some such is a surefire way to die. Angel/Daeva floors can be handled by proper god choice or by escaping.
+
====Spells====
 +
Support Spells:
 +
*'''[[Anguish]]''': Affects the entire screen, so every monster that passes a willpower check takes damage from attacking. A [[scroll of vulnerability]] can greatly increase the number of affected targets, but be careful of dangerous hexers.
  
=== Nemelex Xobeh Strategy ===
+
Offensive Spells:
+
*'''[[Death Channel]]''' & '''[[Infestation]]''': Create undead allies in large quantities.
See trucutru's run with morgue [http://crawl.akrasiac.org/rawdata/trucutru/morgue-trucutru-20090816-084810.txt] and ttyrec [http://crawl.akrasiac.org/rawdata/trucutru/2009-08-15.23:09:41.ttyrec.bz2].
+
*'''[[Ignition]]''': Hits every enemy in the cramped floors of a ziggurat up to 9 times over; does not harm allies.
 +
*'''Non-Elemental Spells''': A lesser priority, but spells like [[Iron Shot]] are useful for hitting singlular immune enemies when Death Channel has not started yet.
  
You can convert to Nemelex Xobeh and sacrifice all the stuff in the whole dungeon. This will allow you to receive gifts of decks and stack decks to be able to use specific cards at will.
+
----
 
 
*You will be finding many decks, and Nemelex will help you to use them effectively.
 
*You can use the ''Tomb'' card to create a temporary safe haven and then a chokepoint in the Ziggurat. This is extremely powerful, since only a few monsters will be in sight. It is probably optimal to do so in such a way that the tomb is contiguous with walls. If you dig a corner against the wall, only that square will be visible. Doing so facing a Ziggurat corner may be advisable too.
 
* The ''Portal'', ''Elixir'' and ''Damnation'' cards are also incredibly useful (the first does instant controlled teleport, the second full HP/MP restore, and the third banishes you to the Abyss if you are the only creature in sight).
 
*Decks of all types have powerful effects: see the [[Nemelex guide]] for more details.
 
  
 
=== Spell-less Strategy ===
 
=== Spell-less Strategy ===
 +
Generally, you shouldn't attempt to fully clear a Ziggurat without spells of some sort. It is very likely to be fatal. Having said that, the first few floors are usually safe for many XL 27 characters, although this can still be risky.
  
Do not attempt to fully clear a Ziggurat without spells of some sort. It is very likely to be fatal. Having said that, the first few floors are usually safe for many XL27 characters, although this can still be risky.
+
The [[Singing Sword]] is a notable exception to this, and it is viable to clear the first ziggurat by using it with [[Manifold Assault]].
 
 
== Strategies For Troublesome Floors ==
 
  
=== Skip With Death's Door ===
+
==See Also==
 
+
*[[Mega-Zig]] - also includes strategies to beat them.
See "Conjurer strategy" above. Cast Death's Door after getting as close as possible to the stairs. Make a break for it.
 
 
=== Banishment With Lugonu ===
 
 
 
Banish yourself to the Abyss, so you can recover. You'll return to the same level after leaving the Abyss.
 
 
 
=== Banishment With Distortion Weapon and Amulet of Stasis ===
 
 
 
You may also try to banish yourself with a distortion weapon. However, you have about the same chance of going to the Abyss as to be instantly teleported on the level, damaged and confused. An amulet of stasis or -TELE artifact will prevent this, though, and allows you to use distortion with the only downside of confusion and HP damage. Be prepared to cure numerous bad mutations - another effect of distortion unwields is to induce [[glow]], and if you're in dire enough straits to be using distortion unwields to escape, you probably don't have time to let it dissipate safely. In [[0.10]] or newer, you will return to the same level after leaving the Abyss.
 
 
 
==Wizard Mode==
 
Ziggurats can be entered in [[wizard mode]] using &L to place a vault called "enter_the_ziggurat", &{ to map the level, and XT to teleport to the portal. You may also just use &P to place a portal to a map called "ziggurat".
 
  
 
==History==
 
==History==
Prior to [[0.15]], a Ziggurat portal could be summoned by the [[Trowel card]] of a legendary [[Deck of dungeons]] once per game. The [[Trowel card]] was removed in [[0.15]].
+
*After [[0.32]], ziggurats now scale monster difficulty three times as fast and the monster count twice as fast.
 
+
*In [[0.31]], a [[The Vestibule of Hell|vestibule]] floor was added, and many floors were revamped to compensate for the difficulty change caused by other gameplay reworks.
Prior to [[0.14]], Ziggurat portals would generate randomly in the main [[Dungeon]], and required you pay an admission fee of 2,100 to 14,000 [[gold]] to enter.
+
*Prior to [[0.28]], ziggurats required at least 2 runes of Zot to enter.
 
+
*In [[0.27]], the [[Zot clock]] now stops when you complete your first ziggurat.
Prior to [[0.11]], you could use [[Projected Noise]] at the bottom of the map, then walk around the top end (or vice-versa).
+
*Ziggurat [[player ghost]]s were added in [[0.25]].
 +
*Prior to [[0.18]], ziggurat portals generated randomly in the Pandemonium, requiring money to enter.
 +
*[[0.16]] introduced so-called [[Mega-Zig]]s. Every time a ziggurat is cleared, subsequent ziggurats become much harder.
 +
*Prior to [[0.16]], ziggurats required at least 3 runes of Zot to enter.
 +
*Prior to [[0.15]], a ziggurat portal could be summoned by the [[Trowel card]] of a legendary [[Deck of dungeons]] once per game. The [[Trowel card]] was removed in [[0.15]].
 +
*Prior to [[0.14]], ziggurat portals would generate randomly in the main [[Dungeon]], and required you pay an admission fee of 2,100 to 14,000 [[gold]] to enter.
 +
*Prior to [[0.10]], it was possible to permanently leave a ziggurat via [[Banishment]].
  
Prior to [[0.10]], it was possible to permanently leave a Ziggurat via [[Banishment]].
+
{{Portals}}
  
 
[[Category:Portals]]
 
[[Category:Portals]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Latest revision as of 04:42, 30 August 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
A portal leading to a ziggurat.

A ziggurat is a strange tower constructed of incrementally larger combat arenas, each containing greater wealth and even greater danger than the last. Beware, for a ziggurat is not a place for the faint of heart: even the bravest and most skilled adventurers have met their ends in one. While a portal to safety will be present on every level, once left, a ziggurat cannot be re-entered.

One ziggurat is guaranteed in the Depths. Tales tell of an magical item found at the bottom of each ziggurat, granting access to a new ziggurat in turn. Such an item is also said to be found at the bottom of the Tomb of the Ancients. Each time a ziggurat is conquered by exiting it from the final floor, subsequent ziggurats will become increasingly dangerous and lucrative.


“Captain: Take off every ‘zig’!!
Captain: For great justice.”
-Zero Wing

Ziggurats are the most dangerous, unpredictable, and lucrative branches in the game. A ziggurat has 27 oval- or cross-shaped floors, each increasing in size, monster count, and treasure.

Useful Info

There are 2 ways to enter a ziggurat:

Ziggurat portals do not expire over time. Once one has left a ziggurat, the portal turns into an empty arch and may not be reentered. Any new portal encountered or created leads to the first floor of a fresh ziggurat. Summoned creatures cannot follow the player through a ziggurat portal or stairway.

If you successfully complete a ziggurat (exit from the 27th floor), all subsequent ziggurats become more difficult (more monsters, more loot), up to the 13th (some monster sets will continue to get more difficult forever). Also, clearing a ziggurat stops the Zot clock for the rest of the game.

Layout

Each floor has a number of monsters of a particular theme. The 1st floor may contain 2-3 monsters, the last floors will contain hundreds. Most are based around branches (e.g. Shoals or Elf floors), though some are ad-hoc. Deeper floors will have a greater ratio of powerful monsters to weak ones, and can generate all monsters awake and wandering (0% chance for Zig:1-4, 100% chance for Zig 25-27).

Each floor may also contain a central clump of dungeon features known as pillars. Most of them are cosmetic, but some can contain foes ranging from crimson imps to royal mummies. There are always 4 identical pillars generated in each "corner" of a ziggurat floor (actual contents may vary, but they are always the same type of feature). There is a small chance for a Zot trap pillar to generate.

The entrance to each floor closes as soon as you walk through; the only way out is at the opposite end of the floor. Except on the final floor, there are always 2 staircases down, and 1 portal out. On the final floor, there's 2 portals out.

To compensate, ziggurats contain large amounts of treasure, including armour, jewellery, valuable potions (many of which are potions of experience), manuals, and many other wonderful things. Note that items can spawn on the exit portals/stairs, so don't forget about them.

Monster Themes

Unless mentioned otherwise, the chance for any given set is (approx.) 4.39% for Zig:1-13 and 4.26% for Zig:14-27.

Enemies listed in italics have Symbol of Torment or other dangerous abilities, such as Lehudib's Crystal Spear, or the high burst damage of a juggernaut.

Branches

Lair, Shoals, and the Hells all have 50% of the normal chance to spawn. Tartarus has 20% of the normal chance to spawn.

Theme Sets

Giants, dragons, archers, conjurers and the Vestibule have 20% of the normal chance to place, while Lair rune branches has 50% of the normal chance.

Elemental

Elemental floors all have 20% of the normal chance to place, aside from Chaos.

Strategy

If you actually intend to complete a ziggurat, it's usually the last thing you should do - Zig:27 can potentially be the hardest place in the game.

That being said, a character ready for Zot is likely able to handle the first few floors of a Zig. If you need certain items, like potions of mutation or spellbooks, dipping into a ziggurat can be a good option. You could come across a nasty pan lord on the first floor, so it's recommended to have consumables (scrolls of blinking, potions of haste, etc.) if you want to enter.

Tips & Tricks

  • Ziggurats only get harder if the previous one is fully completed, and you get 2 chances to enter a fresh Zig. So if you exit the 1st Zig from level 26 or before, you'll get a 2nd Zig at the same difficulty.

Completion Strategies

Main article: Mega-Zig

Preparation is similar to Pandemonium, but harder. For a reasonable amount of safety, the following is highly recommended:

  • XL 27 and very high skills.
  • Decent (~40+) AC and EV.
  • As many resistances as possible; at least something like rCorr, rElec, rPois, rC+, and rF++. You should strive for rN+++, especially if you're susceptible to torment.

The following are recommended, if not essential:

  • Scrolls of fog to block enemy sight, and scrolls of blinking to escape.
  • Potions of curing to cure confusion (especially if you use an orb of energy), potions of heal wounds to recover lost HP, potions of might/brilliance/haste to enhance your battle prowess, and potions of magic to recover MP in a pinch.
  • Blink and Passage of Golubria at 1% failure, to avoid getting surrounded, create some distances from powerful enemies, or just escape.

Keep in mind you're limited to 52 items; only bring what you know will be useful, else you might not be able to take all the loot you want with you. Artefacts with multiple resistances and intrinsics are your friend!


Conjurer Strategy

The basic strategy is to use death form and cast your offensive spells. Throw javelins at silencing foes. Depending on your god choice, you can also use Sif Muna's channel (more reliable), Vehumet's MP gain on killing (somewhat more random, but passive), or Gozag's magic potion (expensive at first). Keep in mind that you can't escape to rest for MP, so make sure to have backup in the form of a potion of magic, Sublimation of Blood, etc...

Spells

Support Spells:

Offensive Spells:

If you plan on going past 1-2 ziggurats or so, you should rely mostly on Ignition rather than Fire Storm/Chain Lightning. Ignition hits every enemy in the cramped floors of a ziggurat 9 times over, which can outdamage both spells. However, Ignition cannot hurt fire-immune enemies, so you'll still want to have one of the latter spells. Also, for most of the 1st/2nd Zig, Fire Storm can match or even outperform Ignition. (Ignition can still be useful to have for one-time ziggurat divers.)

Optional Spells:

  • Discord: this makes floors with many natural monsters with low willpower, such as orc or merfolk floors, very easy.
  • Chain Lightning: Useful for killing dangerous monsters (especially Pan lords) who get close to you. Crystal spear is an inferior alternative, but can work if you can't cast Chain Lightning yet.
  • Dragon's Call: Creates distractions for a somewhat efficient MP cost, though it'll use your entire bar if you aren't careful.

Equipment

In addition to the general equipment:

  • Enhancers (e.g. rings of fire/ice, staff of conjuration/fire/cold/air, etc...) to enhance the power of Fire Storm, Ignition, or Polar Vortex. A robe of the Archmagi is amazing for this purpose, if low AC.
    • A ring of wizardry to improve the success rates of your level 9 spells, if necessary. Also, try downgrading your shield type (tower shield to a kite shield to a buckler) if your Shields skill isn't high enough. Your offense is your best defense.
    • Orbs of mayhem can disable an entire screen's worth of enemies, including orbs of fire and other nonliving enemies, by causing them to go into a frenzy and attack their former comrades. This will also disable their spellcasting.

Specific Floors

Most floors can be completed by spamming high power spells. However, some need special care; more detail can be found in the Mega-Zig article.

Silence, whenever it be from silent spectres or pandemonium lords, should be your main threat. It disables nearly all of your damage output and escape options.

Fire floors, with orbs of fire and balrugs, demand a spell that is not Ignition. Ozocubu's Refrigeration and Chain Lightning work nicely.


Necromancer Strategy

While this is not as effective as using offensive, full-screen elemental spells, a more companion driven variant is still effective. Begin every ziggurat floor with Death Channel. Use Infestation in crowded groups of enemies, and begin by slaying the first few infested monsters to begin snowballing with undead. Ignition is a great way of initiating the cascade. In particularly difficult floors, be prepared to escape with Death's Door and a scroll of blinking or two.

Spells

Support Spells:

  • Anguish: Affects the entire screen, so every monster that passes a willpower check takes damage from attacking. A scroll of vulnerability can greatly increase the number of affected targets, but be careful of dangerous hexers.

Offensive Spells:

  • Death Channel & Infestation: Create undead allies in large quantities.
  • Ignition: Hits every enemy in the cramped floors of a ziggurat up to 9 times over; does not harm allies.
  • Non-Elemental Spells: A lesser priority, but spells like Iron Shot are useful for hitting singlular immune enemies when Death Channel has not started yet.

Spell-less Strategy

Generally, you shouldn't attempt to fully clear a Ziggurat without spells of some sort. It is very likely to be fatal. Having said that, the first few floors are usually safe for many XL 27 characters, although this can still be risky.

The Singing Sword is a notable exception to this, and it is viable to clear the first ziggurat by using it with Manifold Assault.

See Also

  • Mega-Zig - also includes strategies to beat them.

History

  • After 0.32, ziggurats now scale monster difficulty three times as fast and the monster count twice as fast.
  • In 0.31, a vestibule floor was added, and many floors were revamped to compensate for the difficulty change caused by other gameplay reworks.
  • Prior to 0.28, ziggurats required at least 2 runes of Zot to enter.
  • In 0.27, the Zot clock now stops when you complete your first ziggurat.
  • Ziggurat player ghosts were added in 0.25.
  • Prior to 0.18, ziggurat portals generated randomly in the Pandemonium, requiring money to enter.
  • 0.16 introduced so-called Mega-Zigs. Every time a ziggurat is cleared, subsequent ziggurats become much harder.
  • Prior to 0.16, ziggurats required at least 3 runes of Zot to enter.
  • Prior to 0.15, a ziggurat portal could be summoned by the Trowel card of a legendary Deck of dungeons once per game. The Trowel card was removed in 0.15.
  • Prior to 0.14, ziggurat portals would generate randomly in the main Dungeon, and required you pay an admission fee of 2,100 to 14,000 gold to enter.
  • Prior to 0.10, it was possible to permanently leave a ziggurat via Banishment.
Temporary Portals
Early Game OssuarySewers
Mid Game BaileyGauntletIce caveVolcano
Late Game Desolation of SaltWizard LaboratoryZiggurat (Mega-Zig)
Peaceful BazaarTreasure trove