Difference between revisions of "The Iron City of Dis"

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{{flavour|The Iron City of Dis. Who will stand the test of iron?
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{{flavour|The Iron City of Dis is home to many of the most resilient guardians of hell. Those who do not belong in the halls of Dis will find the very earth itself opposing them.
  
Dis is seven levels deep and contains the iron rune. It can be accessed via the
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The malice of this metal realm corrodes equipment.
Vestibule of Hell.}}
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Dis is seven levels deep and contains the iron rune of Zot. It can be accessed via the Vestibule of Hell.}}
  
 
{{flavour|A gateway to the Iron City of Dis. Who will stand the test of iron?}}
 
{{flavour|A gateway to the Iron City of Dis. Who will stand the test of iron?}}
  
 
[[File:Dis entry.png]] '''The Iron City of Dis''' is the iron branch of [[Hell]], accessible from [[the Vestibule of Hell]].
 
[[File:Dis entry.png]] '''The Iron City of Dis''' is the iron branch of [[Hell]], accessible from [[the Vestibule of Hell]].
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==Denizens==
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===General Hell monsters===
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{| class="prettytable" style="border:none; margin:0; padding:0;"
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| {{monsterlink|Hellion}}
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| {{monsterlink|Tormentor}}
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| {{monsterlink|Ancient lich}}
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| {{monsterlink|Dread lich}}
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|}
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===Branch specific===
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{| class="prettytable" style="border:none; margin:0; padding:0;"
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| {{monsterlink|Ancient champion}}
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| {{monsterlink|War gargoyle}}
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| {{monsterlink|Iron dragon}}
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| {{monsterlink|Iron golem}}
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| {{monsterlink|Caustic shrike}}
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|-
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| {{monsterlink|Quicksilver elemental}}
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| {{monsterlink|Crystal echidna}}
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| {{monsterlink|Hell sentinel}}
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| {{monsterlink|Iron giant}}
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|}
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===Lord===
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{| class="prettytable" style="border:none; margin:0; padding:0;"
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| {{monsterlink|Dispater}}
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|}
  
 
==Contents==
 
==Contents==
The Iron City of Dis is 7 levels deep and, true to its name, is both cosmopolitan with its demonic / undead residents and focused on iron themed. The standard hellspawn of demons and [[tormentor]]s are common. Various (possibly) stair-containing vaults have [[iron troll]]s, [[iron dragon]]s, and [[quicksilver elemental]]s. On the last level, these are are joined by [[war gargoyle]]s, [[hell sentinel]]s, and in most ends mirrored paired guests of [[brimstone fiend]]s and [[ice fiend]]s. The imposing [[iron giant]] and [[iron golem]] also are essentially unique to the branch. [[Crystal echidna]]s will inflict [[barbs]] oj you, making it difficult to run away.  As with all Hell branches, a mystical force will rain down varied miscast effects and monster spawns periodically, and the [[Serpent of Hell (Dis)|the Serpent of Hell]] is guaranteed to appear on the last level of one of the four Hells per game.
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The Iron City of Dis is 7 levels deep and, true to its name, is both cosmopolitan with its demonic / undead residents and focused on iron themed. The standard hellspawn of demons and [[tormentor]]s are common. Various (possibly) stair-containing vaults have [[iron troll]]s, [[iron dragon]]s, and [[quicksilver elemental]]s. On the last level, these are are joined by [[war gargoyle]]s, [[hell sentinel]]s, and in most ends mirrored paired guests of [[brimstone fiend]]s and [[ice fiend]]s. The imposing [[iron giant]] and [[iron golem]] also are essentially unique to the branch. [[Crystal echidna]]s will inflict [[barbs]] on you, making it difficult to run away.  The [[Serpent of Hell (Dis)|the Serpent of Hell]] is guaranteed to appear on the last level of one of the four Hells per game.
  
 
Dis contains several layouts, all of which are built out of [[Wall#Metal|metal walls]]. It shares the grid-based ''layout_city'', the messy ''layout_chaotic_city'', and the tangled gates of ''layout_gridville'' with other branches, but has three unique layouts:
 
Dis contains several layouts, all of which are built out of [[Wall#Metal|metal walls]]. It shares the grid-based ''layout_city'', the messy ''layout_chaotic_city'', and the tangled gates of ''layout_gridville'' with other branches, but has three unique layouts:
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===Hell Effects===
 
===Hell Effects===
In addition to the universal [[Hell#Hell's Mystical Force|forces of hell]], Dis' abrasive atmosphere gives adventurers 2 ranks of [[Corrosion]] (-8 [[AC]] and [[slaying]]).
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In addition to the universal [[Hell#Hell's Mystical Force|forces of hell]], Dis' abrasive atmosphere gives adventurers permanent [[Corrosion]] (-8 [[AC]] and [[slaying]]) while in it, which is not affected by [[corrosion resistance]].
  
 
==Assessment==
 
==Assessment==
The Iron City of Dis has ascended over years of development from one of the easiest branches of Hell to one of the hardest. The guaranteed hell sentinels may lack the capability to cast Torment like [[Demon#Tier-1_Demons|the first-tier demons]] of the other hell branches, but make up for it between their capability to hurl [[damnation]] and their longevity granted by high defenses and heavy resists. Iron giants follow the same conceit, replacing their resistances with even higher health, heavy melee damage, and monster repositioning. While few other residents are particularly dangerous for their depth aside from regular tormentors and fiends for their [[torment]] capabilities, end vaults can vary heavily in openness while packing high monster density and roundabout, winding passages. The Hell effects are perhaps less bad than the other hells, though, using tier-1 and tier-2 demons instead of branch-themed tier-1 demons, while the specific [[Earth Magic]] miscasts do little besides non-elemental damage and a slim chance of petrification.
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The Iron City of Dis has ascended over years of development from one of the easiest branches of Hell to one of the hardest. The guaranteed Hell Sentinels may lack the capability to cast Torment like [[Demon#Tier-1_Demons|the first-tier demons]] of the other hell branches, but make up for it between their capability to hurl [[damnation]] and their longevity granted by high defenses and heavy resists. Iron golems have brutal melee attacks and are resistant to almost everything. While few other residents are particularly dangerous for their depth aside from regular tormentors and fiends for their [[torment]] capabilities, end vaults can vary heavily in openness while packing high monster density and roundabout, winding passages.  
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Dis' hell effect is generally weaker than other branches; characters can afford a relatively minor (by the time you get to Dis) AC hit, and the [[holy wrath]] brand is still amazingly powerful.
  
 
As with the other Hells, it is recommended to leave Dis to the end of extended endgame runs- for most characters, the only other levels of equal or further difficulty are the [[Tomb]] and [[Ziggurat]]s.
 
As with the other Hells, it is recommended to leave Dis to the end of extended endgame runs- for most characters, the only other levels of equal or further difficulty are the [[Tomb]] and [[Ziggurat]]s.
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*The Iron City of Dis has had several notable changes to its themed monsters guaranteed in the vault ends. [[0.11]] replaced [[pit fiend]]s with [[hell sentinel]]s, [[0.12]] upgraded [[metal gargoyle]]s to [[war gargoyle]]s, and [[0.16]] shifted [[iron devil]]s to [[rust devil]]s. [[Iron giant]]s joined the branch population in [[0.18]].
 
*The Iron City of Dis has had several notable changes to its themed monsters guaranteed in the vault ends. [[0.11]] replaced [[pit fiend]]s with [[hell sentinel]]s, [[0.12]] upgraded [[metal gargoyle]]s to [[war gargoyle]]s, and [[0.16]] shifted [[iron devil]]s to [[rust devil]]s. [[Iron giant]]s joined the branch population in [[0.18]].
 
*End vaults were upgraded in [[0.11]], introducing pit fiends / hell sentinels and quicksilver dragons, setting a divider wall between the entrance stairs and the castle in older layouts, and bringing in the famously monster-heavy box-based layout of ''dis_st'' that served as a design influence for future Dis end vaults.
 
*End vaults were upgraded in [[0.11]], introducing pit fiends / hell sentinels and quicksilver dragons, setting a divider wall between the entrance stairs and the castle in older layouts, and bringing in the famously monster-heavy box-based layout of ''dis_st'' that served as a design influence for future Dis end vaults.
*Until [[teleport control]] was removed in [[0.17]], it was blocked on the last level of Dis until one picked up the rune.
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*Prior to [[0.17]], Dis (and the other Hell branches) blocked [[teleport control]].
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{{branches}}
  
[[Category:Dungeon Branches]] [[Category:Hells]]
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[[Category:Hells]]

Latest revision as of 02:16, 15 September 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
The Iron City of Dis is home to many of the most resilient guardians of hell. Those who do not belong in the halls of Dis will find the very earth itself opposing them.

The malice of this metal realm corrodes equipment.

Dis is seven levels deep and contains the iron rune of Zot. It can be accessed via the Vestibule of Hell.

A gateway to the Iron City of Dis. Who will stand the test of iron?

Dis entry.png The Iron City of Dis is the iron branch of Hell, accessible from the Vestibule of Hell.

Denizens

General Hell monsters

2 Hellion.png Hellion 2 Tormentor.png Tormentor L Ancient lich.png Ancient lich L Dread lich.png Dread lich

Branch specific

z Ancient champion.png Ancient champion 9 War gargoyle.png War gargoyle D Iron dragon.png Iron dragon 9 Iron golem.png Iron golem b Caustic shrike.png Caustic shrike
E Quicksilver elemental.png Quicksilver elemental r Crystal echidna.png Crystal echidna 1 Hell Sentinel.png Hell sentinel C Iron giant.png Iron giant

Lord

& Dispater.png Dispater

Contents

The Iron City of Dis is 7 levels deep and, true to its name, is both cosmopolitan with its demonic / undead residents and focused on iron themed. The standard hellspawn of demons and tormentors are common. Various (possibly) stair-containing vaults have iron trolls, iron dragons, and quicksilver elementals. On the last level, these are are joined by war gargoyles, hell sentinels, and in most ends mirrored paired guests of brimstone fiends and ice fiends. The imposing iron giant and iron golem also are essentially unique to the branch. Crystal echidnas will inflict barbs on you, making it difficult to run away. The the Serpent of Hell is guaranteed to appear on the last level of one of the four Hells per game.

Dis contains several layouts, all of which are built out of metal walls. It shares the grid-based layout_city, the messy layout_chaotic_city, and the tangled gates of layout_gridville with other branches, but has three unique layouts:

  • layout_subdivisions, which sets down a sprawling box-packed grid maze of connected open rectangular rooms
  • layout_overlapping_boxes, similar to the sub_divisions but with the occasional corner-accommodating box
  • layout_jigsaw, which mixes together misshapen rooms on a regular spaced-out 4x4 grid on the pointed between a connected 5x5x grid

Except for the last floor, there is no loot to be found. These floors are much smaller than regular floors, having only one exit and one way down.

The last level contains the iron rune of Zot, guarded by & Dispater.png Dispater. Layouts include a large and straight gate standing before a castle, a densely packed city, an iron fortress with arched gates and a broad column-filled interim field, and a trio of very large arched barriers pockmarked by small asymmetrical boxes.

Hell Effects

In addition to the universal forces of hell, Dis' abrasive atmosphere gives adventurers permanent Corrosion (-8 AC and slaying) while in it, which is not affected by corrosion resistance.

Assessment

The Iron City of Dis has ascended over years of development from one of the easiest branches of Hell to one of the hardest. The guaranteed Hell Sentinels may lack the capability to cast Torment like the first-tier demons of the other hell branches, but make up for it between their capability to hurl damnation and their longevity granted by high defenses and heavy resists. Iron golems have brutal melee attacks and are resistant to almost everything. While few other residents are particularly dangerous for their depth aside from regular tormentors and fiends for their torment capabilities, end vaults can vary heavily in openness while packing high monster density and roundabout, winding passages.

Dis' hell effect is generally weaker than other branches; characters can afford a relatively minor (by the time you get to Dis) AC hit, and the holy wrath brand is still amazingly powerful.

As with the other Hells, it is recommended to leave Dis to the end of extended endgame runs- for most characters, the only other levels of equal or further difficulty are the Tomb and Ziggurats.

Trivia

In Dante Alighieri's Divine Comedy, Dis is the City of the Dead, and is located in the Fifth Circle of Hell. Punished within Dis are those whose lives were marked by active (rather than passive) sins, such as heretics, murderers, suicides, thieves, and traitors. In Roman mythology, Dispater was a god of the underworld, later subsumed by Pluto or Hades. Originally a chthonic god of riches, fertile agricultural land, and underground mineral wealth, he was later commonly equated with the Roman deities Pluto and Orcus, becoming an underworld deity.

History

  • Prior to 0.28, The Iron City of Dis did not corrode all adventurers who set foot in it. In addition, floors 1-6 were longer, more chaff monsters like iron imps appeared, and unique but slower hell effects occurred.
  • The Iron City of Dis has had several notable changes to its themed monsters guaranteed in the vault ends. 0.11 replaced pit fiends with hell sentinels, 0.12 upgraded metal gargoyles to war gargoyles, and 0.16 shifted iron devils to rust devils. Iron giants joined the branch population in 0.18.
  • End vaults were upgraded in 0.11, introducing pit fiends / hell sentinels and quicksilver dragons, setting a divider wall between the entrance stairs and the castle in older layouts, and bringing in the famously monster-heavy box-based layout of dis_st that served as a design influence for future Dis end vaults.
  • Prior to 0.17, Dis (and the other Hell branches) blocked teleport control.
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