Difference between revisions of "The Abyss"

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{{flavour|The Abyss is a truly bizarre place, ever-changing and twisted. It is filled with all sorts of monsters, mostly of demonic nature, whose common aim is to feast on intruders. It is also the garbage dump for many sorcerers, who delight in sending would-be champions like you to these proving grounds of madness. Reportedly, there is some structure to the chaos, as Lugonu seems to concoct schemes around this place and its denizens.
  
{{flavour|The Abyss is a truly bizarre place, ever-changing and twisted. It is filled with all sorts of monsters, mostly of demonic nature, whose common aim is to feast on intruders. It is also the garbage dump for many sorcerers, who delight in sending would-be champions like you to these proving grounds of madness.
+
Portals to the Abyss are found abundantly in the Depths.
Reportedly, there is some structure to the chaos, as Lugonu seems to concoct schemes around this place and its denizens.
 
  
The abyssal rune can be found there. The Abyss can be purposefully reached through portals in the deeper levels of the main dungeon.
+
The Abyss consists of seven infinite levels. The abyssal rune of Zot can be found from the third level onwards, and is more common at greater depths. Portals back to the dungeon are scattered throughout the Abyss, and are found more commonly at greater depths or while carrying the abyssal rune.
}}
+
 
 +
Adventurers who linger in the Abyss will find themselves drawn irresistibly deeper. Killing monsters will warp the substance of the Abyss, eventually generating a gateway out. Further persistence will wear holes in the Abyss, allowing descent into deeper layers. The Abyss remembers its visitors - once an adventurer has entered a level, future visits to the Abyss will always take them at least that far down.}}
  
 
{{flavour|A one-way gate to a demon-haunted realm, riven by chaos, its very substance impermanent and whimsical, filled with creatures out of nightmare.}}
 
{{flavour|A one-way gate to a demon-haunted realm, riven by chaos, its very substance impermanent and whimsical, filled with creatures out of nightmare.}}
  
'''The Abyss''' is an extra-dimensional chaotic plane without definite shape or form, inhabited by unholy horrors and ruled by [[Lugonu]] the Unformed. Whether you end up in this horrible place intentionally or as the result of sheer bad luck, dedicated explorers will eventually find the [[abyssal rune]] of Zot and perhaps even a way out!
+
[[File:Abyss entry.png]] '''The Abyss''' is an extra-dimensional chaotic plane without definite shape or form, inhabited by unholy horrors and ruled by [[Lugonu]] the Unformed. Whether you end up in this horrible place intentionally or as the result of sheer bad luck, dedicated explorers who manage to survive will eventually find the [[abyssal rune]] of Zot, and perhaps even a way out!
  
==Layout==
+
==Useful Info==
The Abyss is a 5-"floor" [[branch]], though not in the traditional sense. Each floor is an endless plane of constantly shifting terrain, made up of all manner of walls, [[shallow water]], [[deep water]], and [[lava]]. [[Cloud]]s of smoke are common, and clouds of more dangerous substances are not unheard of. Although you can occasionally find stable structures and obvious [[vault]]s in your exploration, it's mostly just a jumbled mess of terrain and monsters.
+
The Abyss is an unorthodox seven-floor [[branch]], with each "floor" an endless plane of constantly shifting terrain. Travel within or between levels of the Abyss is made difficult by several permanent branch features:
 +
*Mapping the Abyss is impossible. Its terrain constantly changes out of sight; anything that leaves your sight is quickly forgotten.
 +
*Teleports from a [[scroll of teleport]] are delayed by an extra <code>5+1d9</code> turns<ref>{{source ref|0.29.0|spl-transloc.cc|797}}</ref>.
 +
*The player will be [[teleport]]ed at random intervals. 20% of the time, this teleport will reset the entire map.
 +
**When teleporting, sometimes players will be forcefully sent deeper into the abyss, at a <code>(XL - Depth)^2 / 2187 * 100</code>% chance.<ref>{{source ref|0.29.0|abyss.cc|1726}}</ref>
 +
*Instead of regular stairs, [[abyssal stair]]s and branch exits appear randomly or after getting enough XP. You can't ever go up a floor; just down or out. Even when you re-enter the Abyss, you'll end up at the last floor you were on.
 +
*You may occasionally see orderly structures in the Abyss. These hand-crafted [[vault]]s often contain powerful monsters, abyssal stairs, the [[Abyssal rune]], or even a way out. Approach these with caution, as they are usually well-guarded.
 +
*No items randomly spawn, excepting the rune or a vault.
  
The chaotic forces of the Abyss cause a number of strange phenomena to occur:
+
===Monster Spawning===
*The Abyss is constantly shifting and cannot be permanently mapped. Only tiles recently or currently in your [[line of sight]] are shown, and anything that leaves your sight is quickly forgotten. Terrain in the Abyss shifts with nearly every step, though vaults are mostly unaffected. This shifting may open new escape routes for stranded adventurers – or seal ones they were planning to take. You may be pushed out of your current tile by this happening, but never with directly lethal effect.
+
[[Monster generation|Monsters spawn]] every 5 turns while you're in the Abyss, no matter what level you're on.<ref>{{source ref|0.29.0|mon-place.cc|284}}</ref> Levels of the Abyss from Abyss:1 to Abyss:5 have a <code>Floor/5</code> chance to spawn another monster.<ref>{{source ref|0.29.0|timed-effects.cc|293}}</ref> Abyss:6 will always spawn 3 monsters every 5 turns, and Abyss:7, 4 monsters.  
*You will be [[teleport]]ed at random every so often, bringing you to a new part of the Abyss or even resetting the level and dumping you in a fresh patch of chaos (20% chance per teleport). Be aware that dropping something from your inventory may result in losing it forever, and that your army of summoned monsters will be constantly left behind. [[Recall]] helps with this somewhat.
 
*Manual teleportation and [[blink]]ing also behave erratically in the Abyss. Teleport attempts have a chance to fail, and take much longer than normal to kick in. Doing so also has the same 20% chance of resetting the level. Blinking is extremely difficult here, succeeding only 11% of the time (or 33% for Lugonu followers). [[Teleport control]] is nearly useless; its only effect is to double the success rate of blink attempts, but they still send you to a random tile.
 
  
Exploration has its rewards, however. Although most items found here are fairly common, almost any item in the game can be randomly generated, and wandering will eventually uncover both the abyssal rune and a portal out. Every tile you come across has a 1/7500 chance of being a way out (though this is much higher if you worship [[Lugonu]] or have the Abyssal rune). The rune can only appear on Abyss:3 or deeper, and the chance of it appearing rises the deeper you go and the longer you've spent in the Abyss. There is also an infinite amount of [[experience]] in the Abyss, though it is a much slower area to train in than [[Pandemonium]] or the finite end-game branches. While exploring is suicidal for low-level characters, it is usually survivable once you've reached level 20 or so.
+
Both Abyss:6 and Abyss:7 have a <code>(Floor-5)/10</code> chance, per monster, to explicitly spawn a monster near you. Otherwise, monsters spawn in random locations, which could be close or far away.
  
While each gateway down in the Abyss only brings you one floor lower, any gateway up will take you out of the Abyss entirely.
+
The Abyss disables the usual spawns while holding the [[Orb of Zot]]. [[Cheibriados]] gives a 50% chance for each spawn to fail.
  
===Structures===
+
==Entering the Abyss==
While the most common sights in the Abyss are monsters, chaotic walls, items, and [[altar]]s to Lugonu, more orderly things can be found:
+
There are several ways to enter the Abyss; some are voluntary, most are not.
*Altars to any god can randomly occur, though with less frequency than those to Lugonu. If you see a stone structure surrounded by [[plant]]s and [[tree]]s, you may have come across a fully-functioning [[Ecumenical Temple]] (though corrupted temples to Lugonu also occur).
 
*After teleporting, you may find yourself in the middle of an arena filled with monsters, loot, and a portal out of the Abyss. You can face the monsters and collect the loot if you'd like, but remember that another teleport may kick in at any moment.
 
*Rune vaults:
 
**A perimeter of 8 [[lightning spire]]s with the rune in the center.
 
**A lava lake, in the center of which is an island filled with [[dire elephant]]s, one [[hellephant]], and a stone structure containing the rune.
 
**A small stone building containing 8 doors. Each contains a [[lich]], but one also contains the rune.
 
**A large crystal structure filled with [[wizard (monster)#Variant Wizards|mad acolytes of Lugonu]] and a rune in the very back.
 
**A huge stone structure filled with [[neqoxec]]s, [[cacodemon]]s, and other miserably hazardous [[demon]]s (also a rune).
 
**And more!
 
  
==Entering the Abyss==
+
*Enter a [[portal]] in [[Pandemonium]] or [[the Depths]].
There are several ways to enter the Abyss:
+
**Depths:3 always has an entrance to the Abyss; other Depths floors have a 33% chance to have a portal.<ref>{{source ref|0.29.1|dat/des/branches/abyss.des|26}}</ref>
*Enter a [[portal]] to the Abyss. These are found in [[Pandemonium]], [[Labyrinth]]s, and floor 21+ of [[the Dungeon]]. This is the safest method, but it causes you to drop any [[distortion]] weapons you're carrying at the gate. They'll be there if/when you return.
+
*Get [[Banishment|banished]] by the monster spell.
*Fail to resist a monster's [[Banishment]] spell.
+
*Unwield a [[distortion]] weapon (25% chance).
*Unwield a weapon of [[distortion]] (25% chance per unwield).
+
*Get hit by a [[distortion]] weapon (5% chance), weapons of [[chaos]] (.14% chance), or direct [[chaotic]] effects (1% chance).
*Get hit by a weapon of distortion (9.9% chance per hit).
+
*Use [[Lugonu]]'s Enter the Abyss ability (available at 5* piety and at a large cost)
*Severely miscast a [[Translocations]] or [[Summonings]] spell.
+
*Earn [[Lugonu]]'s wrath.
*Gate yourself to the Abyss using Lugonu's abilities.
+
 
*Play as an [[Abyssal Knight]] to begin in the Abyss.
+
When entering the Abyss, you will always enter the lowest level you've been so far. Involuntary banishment (i.e. not entering a portal or using Lugonu ability) will occasionally send you deeper. The higher your [[XL]], the higher chance for a deeper level.
*Renounce Lugonu's religion or abandon it for another [[god]].
+
 
*Draw the Damnation card from the [[deck of escape]] (may banish enemies instead).
+
Being banished while in the Abyss will drive you down a floor.
*On rare occasion, a [[Zot trap]] will send you to the Abyss.
+
 
 +
==Exploration==
 +
Your main objectives are to either get out, or get the rune. You shouldn't wander around much; higher level (~XL20) characters might survive Abyss:3 easily, but the deep Abyss (A:6-7) is threatening to even 15-rune characters. Any exploration also puts you at risk of being [[malmutate]]d by its inhabitants.
 +
 
 +
===Rune===
 +
The Abyssal rune may generate from Abyss:3 onwards, always in a [[vault]]. It spawns at increased frequency at lower levels (maximum of A:5), but the greatly increased monster generation rate gives players little incentive to go further. Going deeper also increases the spawn of Abyssal stairs out and down. [[Lugonu]] worshipers of 5* or 6* piety are treated as one floor deeper than normal for rune generation.  
 +
 
 +
If the rune has spawned, you will see its location on the minimap.  When you approach the rune’s location, it'll be logged in message log.
 +
 
 +
[[File:Runelight0.png]][[File:Runelight1.png]][[File:Runelight2.png]][[File:Runelight3.png]] Runelight tiles indicate the presence of a rune nearby.
 +
 
 +
===Exit===
 +
Delving deeper will increase the chance of an exit, and holding the Abyssal rune will cause exits to spawn much faster:
 +
*A:1 = 1/7250 revealed tiles
 +
*A:2 = 1/6000
 +
*A:3 = 1/4750
 +
*A:4 = 1/3500
 +
*A:5-7 = 1/2250
 +
*Holding Abyssal rune: 1/1000
  
==Exiting the Abyss==
+
You may also kill monsters to eventually create a gateway out; higher XP contributes more. However, going deeper than A:5 gives a <code>(Floor-4)</code>x XP penalty for purposes of stair creation.
*Use an exit portal.
 
*Use Lugonu's Depart the Abyss ability. You can convert to Lugonu easily in the Abyss, but generating the [[piety]] needed to use this ability takes time, and your former god will not appreciate this.
 
  
==Tips & Tricks==
+
Finally, altars of [[Lugonu]] are scattered throughout the Abyss, who offers worshippers an immediate way out. Most [[god]]s will inflict [[divine retribution]] for leaving them, but Lugonu may be the only option.
*The enemies found here are only slightly weaker than those found in [[Hell]], so a full complement of resistances (particularly [[mutation resistance]]) is recommended. Getting surrounded here can be deadly, but if you can run away for long enough the level will reset, saving you from your pursuers. [[Swiftness]] or [[boots of running]] are especially useful to speed up exploration - or [[Flight]] to pass over magma (but be careful not to fall in!) - and [[Stealth]] can let you walk away from fights you just don't want to deal with.
 
*You may be in the Abyss for a long time, and few of its inhabitants leave corpses, so a generous supply of permafood is also highly recommended.
 
*Abyssal Knights start in the Abyss, and may choose to look around before either leaving through a portal (there's usually one near their starting position) or using Depart the Abyss. However, this level of the Abyss will only contain items on par with those found on Dungeon:1, while the monsters will be as deadly as normal. Don't stick around any longer than you have to.
 
*Getting sent to the Abyss early (usually through Banishment) is often a death sentence, but you may be able to survive long enough to find a gate out. Use every speed advantage you can muster to avoid every combat you can; even if you can defeat some of the weaker foes, you want to spend every possible turn exploring new tiles and generating new chances of escape.
 
* For weaker players, surviving the abyss is about mobility and not about XP or treasure. To this end, when you see a monster, you should head in the opposite direction. [[Levitation]] and [[Dig]] will help manufacture avenues of escape when you're seemingly trapped. [[Blink]]ing and [[Teleport]] scrolls are for when a horde has accumulated and you're trapped. Since teleports take a while to kick in, consider teleporting ''on sight'' when you see speedy, lethal monsters like the [[Executioner]]. Relatively few monsters can fly: use lava and deep water to strand pursuers. Spawn summons to slow/entangle pursuers. Use quiet dead ends to regenerate HP/MP. Then, get moving.
 
  
 
==Monsters==
 
==Monsters==
*Almost any [[zombie]] or [[skeleton]], usually of late-game monster
+
*The [[undead]] and nearly all non-fiend [[demon]]s, including [[derived undead]] of late-game monsters.
*Almost any [[undead]] or [[demon]] (though tier-1 demons are very rare)
+
*Almost all [[List of eyeballs|eyeballs]], [[list of draconians|draconians]]
*Rare player species monsters, such as [[tengu]] and [[octopode]]s
 
*Humanoid casters, such as [[Wizard (monster)|wizards]] and *[[Necromancer (monster)|necromancers]]
 
*Almost any [[List of eyeballs|eyeball]]
 
*Any kind of [[Draconian (monster)|draconian]]
 
*Any kind of [[Deep dwarf (monster)|deep dwarf]]
 
 
*Any [[unique]]s you banished to the Abyss
 
*Any [[unique]]s you banished to the Abyss
 +
*Humanoid casters, such as [[Wizard (monster)|wizards]] and [[lich]]es
 +
 
*Several monsters unique to the Abyss:
 
*Several monsters unique to the Abyss:
**[[Ancient zyme]]
+
 
**[[Apocalypse crab]]
+
{| class="prettytable" style="border:none; margin:0; padding:0;"
**[[Lurking horror]]
+
|-
**[[Spatial maelstrom]]
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| {{monsterlink|Apocalypse crab}} || {{monsterlink|Thrashing horror}} || {{monsterlink|Starcursed mass}} || {{monsterlink|Tentacled starspawn}} ||
**[[Starcursed mass]]
+
|-
**[[Tentacled starspawn]]
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| {{monsterlink|Ancient zyme}} || {{monsterlink|Lurking horror}} || {{monsterlink|Spatial maelstrom}} || {{monsterlink|Wretched star}} || {{monsterlink|Starflower}}
**[[Thrashing horror]]
+
|}
**[[Wretched star]]
+
 
 +
As you go deeper, more threatening monsters will spawn. Tier-1 [[demons]] go from extremely rare to quite common, both [[angel]]s and [[profane servitor]]s start spawning...
 +
 
 +
==Tips & Tricks==
 +
*The enemies found here are not much weaker than those found in [[Hell]], so a full complement of resistances (particularly [[mutation resistance]]) is recommended. Getting surrounded here can be deadly, but if you can run away for long enough the level will reset, saving you from your pursuers. Having [[stealth]] may be useful, which can let you walk away from fights you just don't want to deal with.
 +
*Getting sent to the Abyss early (usually through Banishment) is often a death sentence, but you may be able to survive long enough to find a gate out. For almost any player, surviving the Abyss is about mobility first. Use every speed advantage you can muster to avoid every combat you can; even if you can defeat some of the weaker foes, you want to spend every possible turn exploring new tiles and generating new chances of escape. When you see a monster, you should head in the opposite direction. You can also worship [[Lugonu]] for a fast way out (at the cost of your old god's [[divine retribution|wrath]]).
 +
** A means of [[flying]] over lava or deep water and a [[wand of digging]] will help manufacture avenues of escape when you're seemingly trapped. Since teleports take a while to kick in, consider teleporting ''on sight'' when you see speedy, lethal monsters like [[executioner]]s or ranged threats like [[hell sentinel]]s. [[Blink]]ing can get you out of a nasty corner. Summons can slow/entangle pursuers. Use quiet dead ends to regenerate HP/MP. Then, get moving.
 +
*Moving diagonally in an unexplored direction will uncover more tiles, making it more likely for you to find the exit. It also makes it somewhat more likely for you to find monsters.
 +
*The smartest way to survive the Abyss is to only enter it on your own terms. Read the page on [[Banishment]] for tips on avoiding one of ''Crawl'''s deadliest spells.
  
 
==History==
 
==History==
Prior to [[0.12]], the Abyss had only one floor, and finding the rune was simply a matter of wandering it for long enough.
+
*In [[0.29]], the anti-scumming measures of 0.28 were mostly reverted:
 
+
**The Abyss gives XP and piety again (but not items); the rune no longer gives XP, and [[wretched star]]s were unnerfed.
Prior to [[0.10]], the Abyss' terrain shifting would happen at a much slower pace, and only when you weren't looking directly at it.
+
**You will always travel to (at least) the deepest level you have visited so far. The branch is now 7 levels deep, with new floors ramping up in difficulty.
 +
**Players will sense the rune's location on the map, including when it shifts or disappears. In addition, a 'runelight' will prompt you whenever you get near the rune's location.
 +
*In [[0.28]], anti-[[scumming]] measures were implemented:
 +
**The Abyss no longer randomly generates items. They may still spawn as part of a [[vault]].
 +
**XP and piety cannot be earned normally; XP is still used to open gateways, but doesn't contribute to anything else. Instead, collecting the [[rune]] provides  2 XL's worth of experience and some skill points.
 +
**To compensate, gateways (both), rune vaults, and plunges are more common, and wretched stars were nerfed.
 +
*Prior to [[0.25]], if you spawned an Abyss exit without leaving/descending, you would always spawn stairs deeper by getting XP.
 +
*Prior to [[0.23]], players could find portals to the Abyss in the [[Labyrinth]].
 +
*Prior to [[0.22]], you could not be dragged deeper into the Abyss when being teleported.
 +
*Prior to [[0.18]], killing monsters in the Abyss couldn't eventually spawn exits and down-stairs.
 +
*Prior to [[0.15]], the Abyss would often cancel any attempt at [[blink]]ing.
 +
*Prior to [[0.12]], the Abyss had only one floor, and finding the rune was simply a matter of wandering it for long enough. [[Lava]] and [[deep water]] terrain could be generated.
 +
*Prior to [[0.10]], the Abyss' terrain shifting would happen at a much slower pace, and only when you weren't looking directly at it.
 +
*In earlier versions, the Abyss would wrap around on itself if you went too far in one direction. Also, banishment to the Abyss was one of the possible results of [[Hell's mystical force]].
  
In earlier versions, the Abyss would wrap around on itself if you went too far in one direction. Also, banishment to the Abyss was one of the possible results of [[Hell's mystical force]].
+
==References==
 +
<references/>
  
[[Category:Dungeon_Branches]]
+
{{branches}}

Latest revision as of 01:03, 9 June 2024

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
The Abyss is a truly bizarre place, ever-changing and twisted. It is filled with all sorts of monsters, mostly of demonic nature, whose common aim is to feast on intruders. It is also the garbage dump for many sorcerers, who delight in sending would-be champions like you to these proving grounds of madness. Reportedly, there is some structure to the chaos, as Lugonu seems to concoct schemes around this place and its denizens.

Portals to the Abyss are found abundantly in the Depths.

The Abyss consists of seven infinite levels. The abyssal rune of Zot can be found from the third level onwards, and is more common at greater depths. Portals back to the dungeon are scattered throughout the Abyss, and are found more commonly at greater depths or while carrying the abyssal rune.

Adventurers who linger in the Abyss will find themselves drawn irresistibly deeper. Killing monsters will warp the substance of the Abyss, eventually generating a gateway out. Further persistence will wear holes in the Abyss, allowing descent into deeper layers. The Abyss remembers its visitors - once an adventurer has entered a level, future visits to the Abyss will always take them at least that far down.

A one-way gate to a demon-haunted realm, riven by chaos, its very substance impermanent and whimsical, filled with creatures out of nightmare.

Abyss entry.png The Abyss is an extra-dimensional chaotic plane without definite shape or form, inhabited by unholy horrors and ruled by Lugonu the Unformed. Whether you end up in this horrible place intentionally or as the result of sheer bad luck, dedicated explorers who manage to survive will eventually find the abyssal rune of Zot, and perhaps even a way out!

Useful Info

The Abyss is an unorthodox seven-floor branch, with each "floor" an endless plane of constantly shifting terrain. Travel within or between levels of the Abyss is made difficult by several permanent branch features:

  • Mapping the Abyss is impossible. Its terrain constantly changes out of sight; anything that leaves your sight is quickly forgotten.
  • Teleports from a scroll of teleport are delayed by an extra 5+1d9 turns[1].
  • The player will be teleported at random intervals. 20% of the time, this teleport will reset the entire map.
    • When teleporting, sometimes players will be forcefully sent deeper into the abyss, at a (XL - Depth)^2 / 2187 * 100% chance.[2]
  • Instead of regular stairs, abyssal stairs and branch exits appear randomly or after getting enough XP. You can't ever go up a floor; just down or out. Even when you re-enter the Abyss, you'll end up at the last floor you were on.
  • You may occasionally see orderly structures in the Abyss. These hand-crafted vaults often contain powerful monsters, abyssal stairs, the Abyssal rune, or even a way out. Approach these with caution, as they are usually well-guarded.
  • No items randomly spawn, excepting the rune or a vault.

Monster Spawning

Monsters spawn every 5 turns while you're in the Abyss, no matter what level you're on.[3] Levels of the Abyss from Abyss:1 to Abyss:5 have a Floor/5 chance to spawn another monster.[4] Abyss:6 will always spawn 3 monsters every 5 turns, and Abyss:7, 4 monsters.

Both Abyss:6 and Abyss:7 have a (Floor-5)/10 chance, per monster, to explicitly spawn a monster near you. Otherwise, monsters spawn in random locations, which could be close or far away.

The Abyss disables the usual spawns while holding the Orb of Zot. Cheibriados gives a 50% chance for each spawn to fail.

Entering the Abyss

There are several ways to enter the Abyss; some are voluntary, most are not.

  • Enter a portal in Pandemonium or the Depths.
    • Depths:3 always has an entrance to the Abyss; other Depths floors have a 33% chance to have a portal.[5]
  • Get banished by the monster spell.
  • Unwield a distortion weapon (25% chance).
  • Get hit by a distortion weapon (5% chance), weapons of chaos (.14% chance), or direct chaotic effects (1% chance).
  • Use Lugonu's Enter the Abyss ability (available at 5* piety and at a large cost)
  • Earn Lugonu's wrath.

When entering the Abyss, you will always enter the lowest level you've been so far. Involuntary banishment (i.e. not entering a portal or using Lugonu ability) will occasionally send you deeper. The higher your XL, the higher chance for a deeper level.

Being banished while in the Abyss will drive you down a floor.

Exploration

Your main objectives are to either get out, or get the rune. You shouldn't wander around much; higher level (~XL20) characters might survive Abyss:3 easily, but the deep Abyss (A:6-7) is threatening to even 15-rune characters. Any exploration also puts you at risk of being malmutated by its inhabitants.

Rune

The Abyssal rune may generate from Abyss:3 onwards, always in a vault. It spawns at increased frequency at lower levels (maximum of A:5), but the greatly increased monster generation rate gives players little incentive to go further. Going deeper also increases the spawn of Abyssal stairs out and down. Lugonu worshipers of 5* or 6* piety are treated as one floor deeper than normal for rune generation.

If the rune has spawned, you will see its location on the minimap. When you approach the rune’s location, it'll be logged in message log.

Runelight0.pngRunelight1.pngRunelight2.pngRunelight3.png Runelight tiles indicate the presence of a rune nearby.

Exit

Delving deeper will increase the chance of an exit, and holding the Abyssal rune will cause exits to spawn much faster:

  • A:1 = 1/7250 revealed tiles
  • A:2 = 1/6000
  • A:3 = 1/4750
  • A:4 = 1/3500
  • A:5-7 = 1/2250
  • Holding Abyssal rune: 1/1000

You may also kill monsters to eventually create a gateway out; higher XP contributes more. However, going deeper than A:5 gives a (Floor-4)x XP penalty for purposes of stair creation.

Finally, altars of Lugonu are scattered throughout the Abyss, who offers worshippers an immediate way out. Most gods will inflict divine retribution for leaving them, but Lugonu may be the only option.

Monsters

  • Several monsters unique to the Abyss:
t Apocalypse crab.png Apocalypse crab X Thrashing horror.png Thrashing horror X Starcursed mass.png Starcursed mass X Tentacled starspawn.png Tentacled starspawn
x Ancient zyme.png Ancient zyme * Lurking horror.png Lurking horror v Spatial maelstrom.png Spatial maelstrom * Wretched star.png Wretched star P Starflower.png Starflower

As you go deeper, more threatening monsters will spawn. Tier-1 demons go from extremely rare to quite common, both angels and profane servitors start spawning...

Tips & Tricks

  • The enemies found here are not much weaker than those found in Hell, so a full complement of resistances (particularly mutation resistance) is recommended. Getting surrounded here can be deadly, but if you can run away for long enough the level will reset, saving you from your pursuers. Having stealth may be useful, which can let you walk away from fights you just don't want to deal with.
  • Getting sent to the Abyss early (usually through Banishment) is often a death sentence, but you may be able to survive long enough to find a gate out. For almost any player, surviving the Abyss is about mobility first. Use every speed advantage you can muster to avoid every combat you can; even if you can defeat some of the weaker foes, you want to spend every possible turn exploring new tiles and generating new chances of escape. When you see a monster, you should head in the opposite direction. You can also worship Lugonu for a fast way out (at the cost of your old god's wrath).
    • A means of flying over lava or deep water and a wand of digging will help manufacture avenues of escape when you're seemingly trapped. Since teleports take a while to kick in, consider teleporting on sight when you see speedy, lethal monsters like executioners or ranged threats like hell sentinels. Blinking can get you out of a nasty corner. Summons can slow/entangle pursuers. Use quiet dead ends to regenerate HP/MP. Then, get moving.
  • Moving diagonally in an unexplored direction will uncover more tiles, making it more likely for you to find the exit. It also makes it somewhat more likely for you to find monsters.
  • The smartest way to survive the Abyss is to only enter it on your own terms. Read the page on Banishment for tips on avoiding one of Crawl's deadliest spells.

History

  • In 0.29, the anti-scumming measures of 0.28 were mostly reverted:
    • The Abyss gives XP and piety again (but not items); the rune no longer gives XP, and wretched stars were unnerfed.
    • You will always travel to (at least) the deepest level you have visited so far. The branch is now 7 levels deep, with new floors ramping up in difficulty.
    • Players will sense the rune's location on the map, including when it shifts or disappears. In addition, a 'runelight' will prompt you whenever you get near the rune's location.
  • In 0.28, anti-scumming measures were implemented:
    • The Abyss no longer randomly generates items. They may still spawn as part of a vault.
    • XP and piety cannot be earned normally; XP is still used to open gateways, but doesn't contribute to anything else. Instead, collecting the rune provides 2 XL's worth of experience and some skill points.
    • To compensate, gateways (both), rune vaults, and plunges are more common, and wretched stars were nerfed.
  • Prior to 0.25, if you spawned an Abyss exit without leaving/descending, you would always spawn stairs deeper by getting XP.
  • Prior to 0.23, players could find portals to the Abyss in the Labyrinth.
  • Prior to 0.22, you could not be dragged deeper into the Abyss when being teleported.
  • Prior to 0.18, killing monsters in the Abyss couldn't eventually spawn exits and down-stairs.
  • Prior to 0.15, the Abyss would often cancel any attempt at blinking.
  • Prior to 0.12, the Abyss had only one floor, and finding the rune was simply a matter of wandering it for long enough. Lava and deep water terrain could be generated.
  • Prior to 0.10, the Abyss' terrain shifting would happen at a much slower pace, and only when you weren't looking directly at it.
  • In earlier versions, the Abyss would wrap around on itself if you went too far in one direction. Also, banishment to the Abyss was one of the possible results of Hell's mystical force.

References

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