Difference between revisions of "Horn of Geryon"

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{{flavour|The horn belonging to Geryon, guardian of the Vestibule of Hell. Legends say that a mortal who desires access into one of the Hells must use it in order to gain entry.}}
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{{flavour|The horn belonging to Geryon, guardian of the Vestibule of Hell. It has the power to call forth demonic beasts. With high Evocations skill, it will call greater numbers of beasts, with lower chances of those beasts being hostile.
  
The '''horn of Geryon''' is a unique key item carried by [[Geryon]] in the [[Vestibule of Hell]]. Evoking the horn once in the Vestibule opens the [[portal]]s to the four branches of [[Hell]]. This is the ''only'' way to gain access to these branches. Evoking the horn anywhere else, or evoking it in the Vestibule once the doors are already unlocked, merely summons a hostile [[hell beast]] (worth no [[XP]]).
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‘So Joshua called together the priests and said, “Take up the Ark of the Lord's Covenant, and assign seven priests to walk in front of it, each carrying a ram's horn.’
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‘When the people heard the sound of the rams’ horns, they shouted as loud as they could. Suddenly, the walls of Jericho collapsed, and the Israelites charged straight into the town and captured it. They completely destroyed everything in it with their swords—men and women, young and old, cattle, sheep, goats, and donkeys.’<br>
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-Joshua 6:6,20-21, New Living Translation}}
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The '''horn of Geryon''' is a unique evocable [[artefact]] which summons [[sin beast]]s, which may come hostile. It can only be found by slaying [[Geryon]] in [[the Vestibule of Hell]].  
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==Useful Info==
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The horn of Geryon creates a loud [[noise]] (noise 15) and summons a few [[sin beast]]s. You can't use the horn while [[silence]]d, but you can use it while [[engulf]]ed. The horn is considered [[evil]], so the [[good god]]s despise its use.
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The horn is guaranteed to summon a sin beast. There are 3 checks: <code>10 * Evocations + 1d90 > 131</code>, <code>10 * Evocations + 1d90 > 181</code>, <code>10 * Evocations + 1d90 > 231</code>, for each of these checks passed, another sin beast is summoned (in addition to the guaranteed one).<ref>{{source ref|0.32.1|evoke.cc|90}}</ref>
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Sin beasts always have a chance to spawn hostile. For each summon, if <code>1d(10 * Evocations) > 8</code>, it is friendly (97% at max Evocations).<ref>{{source ref|0.32.1|evoke.cc|103}}</ref> Like most types of summons, if you attack an already friendly sin beast, it will vanish instead of going hostile. Duration of the summons is around 27 turns; it does not depend on Evocations skill.
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Once used, the horn will become inert until you've earned enough experience to restore it.
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==Strategy==
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If you can confidently complete the Vestibule of Hell, have good Evocations skill, and aren't forbidden from using it, the horn of Geryon is worth having. Sin beasts are a nice ally to have: they have moderately high damage, are fast, inflict [[antimagic]], and the horn can summon up to four at once.
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Since sin beasts [[trample]], and as the horn can summon hostile sin beasts, you may not want to use the horn when relying on [[stairs]].
  
 
==History==
 
==History==
In [[0.14]], blowing the horn will no longer be necessary to open the portals to the branches of Hell. The horn will instead be an evocable, rechargeable item that summons multiple hell beasts whose friendliness is determined by your [[Evocations]] skill.
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*Prior to [[0.28]], using the horn made no noise.
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*Prior to [[0.14]], the horn served a very different purpose. Until it was used while standing inside the Vestibule of Hell, the four portals to [[Gehenna]], [[Cocytus]], [[Dis]], and [[Tartarus]] were sealed shut. As such, Geryon was essentially the only monster necessary to kill in order to get a perfect 15-rune [[ascension]]. Using the horn anywhere else simply summoned a hostile hell beast to attack you (worth no XP).
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*Prior to [[0.9]], items brought outside the Dungeon contributed towards [[score]]. The horn, worth 5000 [[gold]], was one of the more valuable items to bring out.
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:Also, before the changes to experience and skills in 0.9, this item was commonly used in order to "[[victory dance]]" [[Fighting]], [[Dodging]], and weapon skills.
  
Prior to [[0.9]], carrying the horn out of [[the Dungeon]] contributed to your final score, granting the bearer 5000 points.  Also, before the changes to experience and skills in 0.9, this item was commonly used by high-level characters as a renewable way to "victory dance" [[Fighting]], [[Dodging]], and weapon skills.
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==References==
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<references/>
  
[[Category:Crystal Ball Articles]]
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{{Evocables}}

Latest revision as of 21:23, 6 November 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Type Miscellaneous item
Name horn of Geryon
Icon Horn of geryon.png
The horn belonging to Geryon, guardian of the Vestibule of Hell. It has the power to call forth demonic beasts. With high Evocations skill, it will call greater numbers of beasts, with lower chances of those beasts being hostile.

‘So Joshua called together the priests and said, “Take up the Ark of the Lord's Covenant, and assign seven priests to walk in front of it, each carrying a ram's horn.’

‘When the people heard the sound of the rams’ horns, they shouted as loud as they could. Suddenly, the walls of Jericho collapsed, and the Israelites charged straight into the town and captured it. They completely destroyed everything in it with their swords—men and women, young and old, cattle, sheep, goats, and donkeys.’
-Joshua 6:6,20-21, New Living Translation

The horn of Geryon is a unique evocable artefact which summons sin beasts, which may come hostile. It can only be found by slaying Geryon in the Vestibule of Hell.

Useful Info

The horn of Geryon creates a loud noise (noise 15) and summons a few sin beasts. You can't use the horn while silenced, but you can use it while engulfed. The horn is considered evil, so the good gods despise its use.

The horn is guaranteed to summon a sin beast. There are 3 checks: 10 * Evocations + 1d90 > 131, 10 * Evocations + 1d90 > 181, 10 * Evocations + 1d90 > 231, for each of these checks passed, another sin beast is summoned (in addition to the guaranteed one).[1]

Sin beasts always have a chance to spawn hostile. For each summon, if 1d(10 * Evocations) > 8, it is friendly (97% at max Evocations).[2] Like most types of summons, if you attack an already friendly sin beast, it will vanish instead of going hostile. Duration of the summons is around 27 turns; it does not depend on Evocations skill.

Once used, the horn will become inert until you've earned enough experience to restore it.

Strategy

If you can confidently complete the Vestibule of Hell, have good Evocations skill, and aren't forbidden from using it, the horn of Geryon is worth having. Sin beasts are a nice ally to have: they have moderately high damage, are fast, inflict antimagic, and the horn can summon up to four at once.

Since sin beasts trample, and as the horn can summon hostile sin beasts, you may not want to use the horn when relying on stairs.

History

  • Prior to 0.28, using the horn made no noise.
  • Prior to 0.14, the horn served a very different purpose. Until it was used while standing inside the Vestibule of Hell, the four portals to Gehenna, Cocytus, Dis, and Tartarus were sealed shut. As such, Geryon was essentially the only monster necessary to kill in order to get a perfect 15-rune ascension. Using the horn anywhere else simply summoned a hostile hell beast to attack you (worth no XP).
  • Prior to 0.9, items brought outside the Dungeon contributed towards score. The horn, worth 5000 gold, was one of the more valuable items to bring out.
Also, before the changes to experience and skills in 0.9, this item was commonly used in order to "victory dance" Fighting, Dodging, and weapon skills.

References

  1. evoke.cc:90 (0.32.1)
  2. evoke.cc:103 (0.32.1)
Miscellaneous Evocables
Figurine of a zigguratHorn of GeryonLightning rodPhantom mirror
Phial of floods / Gell's gravitambourineCondenser vane / Tin of tremorstonesBox of beasts / Sack of spiders