Difference between revisions of "The Dungeon"

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{{flavour|It is still a mystery how this bizarre place was created. Some claim that it is the playground of bored gods, whereas others maintain that it was shaped by all kinds of species who fled the overworld and shunned the light. No matter what its origin, this deep cavern is filled with riches unheard of as well as with ample dangers to any intruder. Few have escaped alive, and even fewer have kept some sliver of sanity sufficient to tell the tale.
 
{{flavour|It is still a mystery how this bizarre place was created. Some claim that it is the playground of bored gods, whereas others maintain that it was shaped by all kinds of species who fled the overworld and shunned the light. No matter what its origin, this deep cavern is filled with riches unheard of as well as with ample dangers to any intruder. Few have escaped alive, and even fewer have kept some sliver of sanity sufficient to tell the tale.
  
The dungeon is 27 levels deep, but, honestly, this is only the beginning.}}
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The dungeon is 15 levels deep, but, honestly, this is only the beginning.}}
[[File:Dungeon exit.png]]'''The Dungeon''' is the main setting of ''Dungeon Crawl''. It is 27 levels deep, not counting its many [[branches]], and the final level contains the [[portal]] to the [[Realm of Zot]], which in turn holds the object of your quest: the [[Orb of Zot]].
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[[File:Dungeon exit.png]]'''The Dungeon''' is the main setting of ''Dungeon Crawl''. The first area you arrive in upon creating a new character, it is 15 floors deep, not counting its many [[branches]]. The final floor contains an entrance to [[the Depths]], where [[portal]]s to more dangerous branches are found, including [[the Realm of Zot]].
  
 
==Layout==
 
==Layout==
The Dungeon consists of 27 randomly generated floors filled with rooms, corridors, [[door]]s, and sometimes [[vault]]s. Most [[wall]]s are made of rock, but sometimes from other materials such as stone, metal, or green crystal. You can travel between floors using [[stairs]].
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The Dungeon consists of 15 randomly generated floors filled with rooms, corridors, [[door]]s, and [[vault]]s. Most [[wall]]s are made of rock, but sometimes from other materials such as stone, metal, or green crystal. You can travel between floors using [[stairs]] and (not always intentionally) [[shaft]]s.
  
Each floor has three stairs leading up and three stairs leading down; sometimes you'll also encounter hatches, which are one-way staircases. Save those for emergencies, and never use them to enter a new floor if you can take the stairs, as you will be unable to flee back up them if you encounter trouble right away.
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Like most areas in the game, each floor has three stairs leading up and three stairs leading down; sometimes you'll also encounter [[Escape_hatch|hatches]], which are one-way staircases. Save those for emergencies, and never use them to enter a new floor if you can take the stairs, as you will be unable to flee back up them if you encounter trouble right away.
  
If you go upstairs on floor 1, you return to the overworld and the game ends (whether or not you have the Orb of Zot). Although your character did not die, they have retired all the same and you will have to create another.
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Going upstairs on Dungeon:1 will return you to the overworld and end the game, whether you have the [[Orb of Zot]] or not. Although your character did not die, they have retired all the same, and you will have to create another.
  
 
Unlike certain other roguelikes, floors in ''Crawl'' are permanent, once generated. They do not change if you leave, then return.
 
Unlike certain other roguelikes, floors in ''Crawl'' are permanent, once generated. They do not change if you leave, then return.
  
==Recommendations==
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==Uniques==
The Dungeon's difficulty increases the deeper you delve into it. The first few levels are populated by [[goblin]]s and [[rat]]s, the midgame levels can host [[hill giant]]s, [[cyclops|cyclopes]], and [[hydra]]s, while the last few levels play host to [[stone giant]]s, [[yaktaur]]s, and their [[yaktaur captain]]s. The [[unique monster]]s you encounter also rise in difficulty the lower you go.
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{| class="prettytable" style="border:none; margin:0; padding:0;"
 +
| {{monsterlink|Agnes}}
 +
| {{monsterlink|Amaemon}}
 +
| {{monsterlink|Azrael}}
 +
| {{monsterlink|Blork the orc}}
 +
|-
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| {{monsterlink|Crazy Yiuf}}
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| {{monsterlink|Dowan}}
 +
| {{monsterlink|Duvessa}}
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| {{monsterlink|Edmund}}
 +
|-
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| {{monsterlink|Erica}}
 +
| {{monsterlink|Erolcha}}
 +
| {{monsterlink|Eustachio}}
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| {{monsterlink|Fannar}}
 +
|-
 +
| {{monsterlink|Frances}}
 +
| {{monsterlink|Gastronok}}
 +
| {{monsterlink|Grinder}}
 +
| {{monsterlink|Grum}}
 +
|-
 +
| {{monsterlink|Harold}}
 +
| {{monsterlink|Ijyb}}
 +
| {{monsterlink|Jessica}}
 +
| {{monsterlink|Jorgrun}}
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|-
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| {{monsterlink|Joseph}}
 +
| {{monsterlink|Josephine}}
 +
| {{monsterlink|Kirke}}
 +
| {{monsterlink|Lodul}}
 +
|-
 +
| {{monsterlink|Louise}}
 +
| {{monsterlink|Maggie}}
 +
| {{monsterlink|Maurice}}
 +
| {{monsterlink|Menkaure}}
 +
|-
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| {{monsterlink|Natasha}}
 +
| {{monsterlink|Nergalle}}
 +
| {{monsterlink|Nessos}}
 +
| {{monsterlink|Pikel}}
 +
|-
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| {{monsterlink|Prince Ribbit}}
 +
| {{monsterlink|Psyche}}
 +
| {{monsterlink|Pargi}}
 +
| {{monsterlink|Robin}}
 +
|-
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| {{monsterlink|Roxanne}}
 +
| {{monsterlink|Rupert}}
 +
| {{monsterlink|Sigmund}}
 +
| {{monsterlink|Snorg}}
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|-
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| {{monsterlink|Sonja}}
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| {{monsterlink|Terence}}
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| {{monsterlink|Urug}}
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|}
  
As you descend, try to gauge the difficulty of the level's monsters. If they seem too difficult, you should retreat and go explore one of the many [[Dungeon branch]]es instead. Exploring the branches is ultimately necessary in any case, as the main Dungeon contains none of the [[runes of Zot]] that you need to enter the [[Realm of Zot]].
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==Strategy==
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If you're trying to win each and every game, the first few floors of Dungeon are the hardest part of ''Crawl''. While the monsters may be weaker, you won't have as many [[potion]]s or [[scroll]]s to bail you out of a bad situation. If you meet an [[out-of-depth]] monster, you will have only a few options.
 +
 
 +
[[The Depths]] are a sudden difficulty spike from D:15 - unless you're looking for a challenge, you shouldn't enter right away. Instead, explore other [[dungeon branches]] first.
 +
 
 +
===Branch Order===
 +
The main Dungeon goes down to 15 floors, where each floor increases in monster strength. If a floor gets too difficult, you can enter a new dungeon branch. You'll need to enter a branch ''eventually'', to get their [[runes of Zot]] (3 of which are required to win the game).
 +
 
 +
The recommended branch order can vary based on character, item selection, and player preference. A rough outline is as follows:
 +
 
 +
#Dungeon: 1-9 or 1-10
 +
#[[The Lair]]: 1-5
 +
#Dungeon: 11-12
 +
#[[Orcish Mines]]: 1-2
 +
#Dungeon: 13-15
 +
#Other branches.
 +
 
 +
For more detailed branch order advice, check out the [[Walkthrough]].
 +
 
 +
===Malevolent Force===
 +
Experienced players may want to skip D:10 until after completing part/all of Lair. This is because, when entering D:10 or any branch of the Dungeon, the chance of [[malevolent force]] increases:
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 +
{| class="prettytable"
 +
! Branch !! Malevolent Force %
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|-
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| D:1-9 || 1/9
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|-
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| D:10-15 || 2/9
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|-
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|Lair || 2/9
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|-
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|Orcish Mines || 2/9
 +
|-
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|Other branches || 2/9 - 4/9<br><small>(Depending on depth)
 +
|}
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While D:10-15 and Lair have the same chance of a malevolent force effect, a [[shaft]] in the Dungeon is more dangerous than a shaft in the Lair. First, going from D:10 -> D:13 is a greater difficulty spike, on average, than Lair:1 -> Lair:4. Second, the possible [[out-of-depth]]s are stronger in Dungeon. The ''worst case'' out-of-depth in Dungeon are the likes of [[sphinx]]es and [[storm dragon]]s in a [[vault]], which are much harder than the [[hydra]]s and [[skyshark]]s you'd find in Lair.
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 +
That being said, if you feel that your character isn't strong enough to handle the 'common' enemies in Lair, you'll probably want to do D:10-11 first, even when considering the malevolent force increase. Being able to deal with common enemies is ''much'' more important than the rare chance of a malevolent force happening.
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 +
Of course, if Lair spawns on D:10/D:11, you'll have no choice but to enter those floors. Also, if you have already been shafted in the Dungeon, you won't have to worry about being shafted again on D:10/D:11.
  
 
==History==
 
==History==
In [[0.14]] the Dungeon will be reduced to 15 levels, and the remaining Dungeon levels will be reduced to a 5-level branch called [[The Depths]].
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*In [[0.27]], the Dungeon's monster distribution was changed; many "chaff" monsters were removed, making floors generally harder.
 +
*Prior to [[0.14]], the Dungeon was 27 floors deep, with the Realm of Zot located on D:27. The Depths were introduced to help better control the amount of [[experience]] a player acquires throughout the game, and to help force the player to explore side-branches earlier in the game.
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{{Branches}}
  
 
[[Category:Dungeon_Branches]]
 
[[Category:Dungeon_Branches]]
[[Category:Crystal Ball Articles]]
 

Latest revision as of 05:10, 24 August 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
It is still a mystery how this bizarre place was created. Some claim that it is the playground of bored gods, whereas others maintain that it was shaped by all kinds of species who fled the overworld and shunned the light. No matter what its origin, this deep cavern is filled with riches unheard of as well as with ample dangers to any intruder. Few have escaped alive, and even fewer have kept some sliver of sanity sufficient to tell the tale.

The dungeon is 15 levels deep, but, honestly, this is only the beginning.

Dungeon exit.pngThe Dungeon is the main setting of Dungeon Crawl. The first area you arrive in upon creating a new character, it is 15 floors deep, not counting its many branches. The final floor contains an entrance to the Depths, where portals to more dangerous branches are found, including the Realm of Zot.

Layout

The Dungeon consists of 15 randomly generated floors filled with rooms, corridors, doors, and vaults. Most walls are made of rock, but sometimes from other materials such as stone, metal, or green crystal. You can travel between floors using stairs and (not always intentionally) shafts.

Like most areas in the game, each floor has three stairs leading up and three stairs leading down; sometimes you'll also encounter hatches, which are one-way staircases. Save those for emergencies, and never use them to enter a new floor if you can take the stairs, as you will be unable to flee back up them if you encounter trouble right away.

Going upstairs on Dungeon:1 will return you to the overworld and end the game, whether you have the Orb of Zot or not. Although your character did not die, they have retired all the same, and you will have to create another.

Unlike certain other roguelikes, floors in Crawl are permanent, once generated. They do not change if you leave, then return.

Uniques

i Agnes.png Agnes 6 Amaemon.png Amaemon R Azrael.png Azrael o Blork the orc.png Blork the orc
g Crazy Yiuf.png Crazy Yiuf e Dowan.png Dowan e Duvessa.png Duvessa @ Edmund.png Edmund
x Erica.png Erica O Erolcha.png Erolcha @ Eustachio.png Eustachio e Fannar.png Fannar
@ Frances.png Frances w Gastronok.png Gastronok 5 Grinder.png Grinder g Grum.png Grum
@ Harold.png Harold g Ijyb.png Ijyb @ Jessica.png Jessica g Jorgrun.png Jorgrun
@ Joseph.png Joseph @ Josephine.png Josephine @ Kirke.png Kirke O Lodul.png Lodul
@ Louise.png Louise @ Maggie.png Maggie f Maurice.png Maurice M Menkaure.png Menkaure
h Natasha.png Natasha o Nergalle.png Nergalle c Nessos.png Nessos K Pikel.png Pikel
F Prince Ribbit.png Prince Ribbit @ Psyche.png Psyche T Pargi.png Pargi g Robin.png Robin
8 Roxanne.png Roxanne @ Rupert.png Rupert @ Sigmund.png Sigmund T Snorg.png Snorg
K Sonja.png Sonja @ Terence.png Terence o Urug.png Urug

Strategy

If you're trying to win each and every game, the first few floors of Dungeon are the hardest part of Crawl. While the monsters may be weaker, you won't have as many potions or scrolls to bail you out of a bad situation. If you meet an out-of-depth monster, you will have only a few options.

The Depths are a sudden difficulty spike from D:15 - unless you're looking for a challenge, you shouldn't enter right away. Instead, explore other dungeon branches first.

Branch Order

The main Dungeon goes down to 15 floors, where each floor increases in monster strength. If a floor gets too difficult, you can enter a new dungeon branch. You'll need to enter a branch eventually, to get their runes of Zot (3 of which are required to win the game).

The recommended branch order can vary based on character, item selection, and player preference. A rough outline is as follows:

  1. Dungeon: 1-9 or 1-10
  2. The Lair: 1-5
  3. Dungeon: 11-12
  4. Orcish Mines: 1-2
  5. Dungeon: 13-15
  6. Other branches.

For more detailed branch order advice, check out the Walkthrough.

Malevolent Force

Experienced players may want to skip D:10 until after completing part/all of Lair. This is because, when entering D:10 or any branch of the Dungeon, the chance of malevolent force increases:

Branch Malevolent Force %
D:1-9 1/9
D:10-15 2/9
Lair 2/9
Orcish Mines 2/9
Other branches 2/9 - 4/9
(Depending on depth)

While D:10-15 and Lair have the same chance of a malevolent force effect, a shaft in the Dungeon is more dangerous than a shaft in the Lair. First, going from D:10 -> D:13 is a greater difficulty spike, on average, than Lair:1 -> Lair:4. Second, the possible out-of-depths are stronger in Dungeon. The worst case out-of-depth in Dungeon are the likes of sphinxes and storm dragons in a vault, which are much harder than the hydras and skysharks you'd find in Lair.

That being said, if you feel that your character isn't strong enough to handle the 'common' enemies in Lair, you'll probably want to do D:10-11 first, even when considering the malevolent force increase. Being able to deal with common enemies is much more important than the rare chance of a malevolent force happening.

Of course, if Lair spawns on D:10/D:11, you'll have no choice but to enter those floors. Also, if you have already been shafted in the Dungeon, you won't have to worry about being shafted again on D:10/D:11.

History

  • In 0.27, the Dungeon's monster distribution was changed; many "chaff" monsters were removed, making floors generally harder.
  • Prior to 0.14, the Dungeon was 27 floors deep, with the Realm of Zot located on D:27. The Depths were introduced to help better control the amount of experience a player acquires throughout the game, and to help force the player to explore side-branches earlier in the game.
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