Difference between revisions of "The Abyss"

From CrawlWiki
Jump to: navigation, search
(Big rewrite for 0.13)
(Cleaned up)
Line 11: Line 11:
  
 
==Structure==
 
==Structure==
The Abyss is a five-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:
+
The Abyss is an unorthodox five-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:
* Downstairs and branch exits appear rarely and at random. It's not possible to go upstairs in the Abyss.  Doing so exits the branch entirely.
+
* [[Abyssal Stair]]s and branch exits appear rarely and at random. Once you've descended further into the Abyss, it's impossible to travel back to a higher level. There are only descending staircases and portals leading out of the Abyss entirely.
* The terrain constantly changes. Walls appear and disappear with nearly every step, even under the player's feet, cutting off and opening escape routes and revealing new monsters.
+
* The terrain constantly changes. Although your immediate surroundings will mostly retain their shape from turn to turn, sections of wall will appear and disappear with every step, and perfectly passable terrain can turn into [[water]] or [[lava]] even under the player's feet, cutting off and opening escape routes and revealing new monsters. If walls, deep water, or lava should appear in your current spot, you will be shoved in a random direction.
* Mapping does not work for long. Only tiles recently or currently in your line of sight are shown, and anything that leaves your sight is quickly forgotten.
+
* Mapping the Abyss is impossible. Only tiles recently or currently in your line of sight are shown, and anything that leaves your sight is quickly forgotten.
* The player can be [[teleport|teleported]] at random. 20% of the time, this teleport will reset the entire map.
+
* The player will be [[teleport]]ed at random intervals. 20% of the time, this teleport will reset the entire map.
* Manual [[teleport]] takes longer to launch and has a chance to fail. [[blink|Blinking]] will send you to a random tile and has a low success rate (11%/33% for worshipers of [[Lugonu]]). [[Teleport control]] is severely limited: only doubling success rate of blinks.
+
* Manual [[teleport]]s take longer to launch and have a chance to fail. [[Blink]]ing will always be random, regardless of source, and has a low success rate (11% normally, or 33% for worshipers of [[Lugonu]]). The usefulness of [[teleport control]] is also severely reduced, only doubling the success rate of your blink attempts.
 +
* You may occasionally see orderly structures in the Abyss. These are often [[vault]]s, and may contain powerful monsters, [[Abyssal stair]]s, the [[Abyssal rune]], or even a way out. Approach these with caution as they are usually well-guarded.
  
 
==Entering the Abyss==
 
==Entering the Abyss==
There are several ways to enter the Abyss, some voluntary, most not. [[Abyssal Knight|Abyssal knights]] begin the game in A:1, but can port themselves out with a [[Lugonu]] ability or risk walking to an exit. [[Lugonu]] worshipers can travel to the Abyss at any time with piety level *****.
+
There are several ways to enter the Abyss; some are voluntary, most are not. [[Abyssal knight]]s begin the game in Abyss:1, but can leave at will to Dungeon:1 with [[Lugonu]]'s Depart the Abyss ability or risk searching for an exit. [[Lugonu]] worshipers can also travel to the Abyss at any time once they reach piety level *****.
  
 
Other players must:
 
Other players must:
Line 26: Line 27:
 
*Unwield a [[distortion]] weapon (25% chance).
 
*Unwield a [[distortion]] weapon (25% chance).
 
*Get hit by a [[distortion]] weapon (9.9% chance).
 
*Get hit by a [[distortion]] weapon (9.9% chance).
*Severely miscast a [[Translocations]] or [[Summonings]] spell.
+
*Severely [[miscast effects|miscast]] a [[Translocations]] or [[Summonings]] spell.
*Earn [[Lugonu|Lugonu's]] wrath.
+
*Earn [[Lugonu]]'s wrath.
*Draw the Damnation card from the [[deck of escape]] (may banish enemies instead).
+
*Draw the [[Damnation card]] from the [[deck of escape]] (may banish enemies instead).
 
*Step on a [[Zot trap]] (3.33% chance).
 
*Step on a [[Zot trap]] (3.33% chance).
  
 
==Exploration and Exit==
 
==Exploration and Exit==
There is also an infinite amount of [[experience]] available in the Abyss, though it is usually less efficient 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. 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 branch exits and stairs to lower levels.
+
Exploration of the Abyss is not something to be attempted lightly. The branch is fairly dangerous; while higher level characters can easily survive extended trips here, characters under level 20 or so are usually underpowered to deal with the Abyss' inhabitants for very long, and extremely powerful enemies occasionally generate here. Also, unless your character has 100% mutation resistance, exploration of the Abyss puts you at risk of being [[malmutate]]d by its inhabitants.
  
Each floor of the Abyss is more dangerous than the one before, with more numerous and threatening monsters than before, as well as a higher chance of finding a branch exit or the [[Rune of Zot|Abyssal Rune]] itself.
+
That being said, exploration has its rewards. There is an infinite amount of [[experience]] available in the Abyss. Training here is by no means necessary or even suggested to complete the game, and it is much less efficient to train in the Abyss than to do so in [[Pandemonium]] or the finite end-game branches, but for high level characters it can also be significantly safer. It is also an excellent place for generating piety for [[the Shining One]] and [[Zin]]; if you've lost large amounts of piety in the end game, taking a brief detour into the Abyss can help top you off. Finally, although most items found here are fairly common, almost any item in the game can be randomly generated. This is useful when trying to acquire enough common consumable items to pay a [[treasure trove]]'s entry fee (though [[conservation]] is almost a necessity to avoid losing these items as rapidly as you acquire them).
 +
 
 +
As you wander, you will eventually find Abyssal stairs leading further down. These deeper regions of the Abyss are significantly deadlier than the ones before, cranking up the [[monster generation]] rate. The [[Abyssal rune]] will eventually appear in A:3 and beyond, with higher odds at the deeper levels, but the greatly increased threat involved leaves players with little incentive to ever go any further than A:3. Be wary around [[wizard (monster)#Variant Wizards|acolytes of Lugonu]], as these rare opponents can send you plummeting further into the Abyss by hitting you with their [[distortion]] weapons or casting [[Banishment]] on you.
 +
 
 +
Once you have the rune, exits will be discovered at a much faster rate. [[Lugonu]] worshipers also enjoy a modest boost to exit discovery rate; they are treated as though they are exploring one floor deeper than normal.
  
 
Branch exit spawning:
 
Branch exit spawning:
Line 43: Line 48:
 
*A:5 = 1/2500
 
*A:5 = 1/2500
 
*Holding Abyssal rune: 1/1250
 
*Holding Abyssal rune: 1/1250
 
The rune can appear in A:3 and beyond, with higher odds at the deeper levels.  Players carrying this [[Rune of Zot|rune]] will discover exits at a much higher rate.  [[Lugonu]] worshipers enjoy increased rune-spawning rates (as though exploring 1 level deeper), and will find exits frequently, with or without the rune.
 
 
===Structures===
 
While the most common sights in the Abyss are monsters, chaotic walls, items, and [[altar]]s to Lugonu, more orderly things can be found, including vaults with fixed monsters and loot, corrupted temples with multiple altars, and more.
 
  
 
==Tips & Tricks==
 
==Tips & Tricks==
*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 lava (but be careful not to fall in!) - and [[Stealth]] can let you walk away from fights you just don't want to deal with.
+
*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, as is [[Flight]] to pass over deep water and lava, 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.
 
*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.
 
*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.
 
*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. [[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]]. [[Blink]] simply fails too often to be a reliable escape tool. 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.
 
*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. [[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]]. [[Blink]] simply fails too often to be a reliable escape tool. 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.
 
*When you're actually searching for the rune, consider sticking to Abyss:3 or 4 rather than delving all the way to Abyss:5. It may take a little longer, but the difference in monster spawn rate becomes dramatic once you hit bottom.
 
*When you're actually searching for the rune, consider sticking to Abyss:3 or 4 rather than delving all the way to Abyss:5. It may take a little longer, but the difference in monster spawn rate becomes dramatic once you hit bottom.
 +
*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.
  
 
==Monsters==
 
==Monsters==

Revision as of 14:44, 11 November 2013

Version 0.13: 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.

The abyssal rune can be found there. The Abyss can be purposefully reached through portals in the deeper levels of the main dungeon.

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 will eventually find the abyssal rune of Zot and perhaps even a way out!

Structure

The Abyss is an unorthodox five-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:

  • Abyssal Stairs and branch exits appear rarely and at random. Once you've descended further into the Abyss, it's impossible to travel back to a higher level. There are only descending staircases and portals leading out of the Abyss entirely.
  • The terrain constantly changes. Although your immediate surroundings will mostly retain their shape from turn to turn, sections of wall will appear and disappear with every step, and perfectly passable terrain can turn into water or lava even under the player's feet, cutting off and opening escape routes and revealing new monsters. If walls, deep water, or lava should appear in your current spot, you will be shoved in a random direction.
  • Mapping the Abyss is impossible. Only tiles recently or currently in your line of sight are shown, and anything that leaves your sight is quickly forgotten.
  • The player will be teleported at random intervals. 20% of the time, this teleport will reset the entire map.
  • Manual teleports take longer to launch and have a chance to fail. Blinking will always be random, regardless of source, and has a low success rate (11% normally, or 33% for worshipers of Lugonu). The usefulness of teleport control is also severely reduced, only doubling the success rate of your blink attempts.
  • You may occasionally see orderly structures in the Abyss. These are often vaults, and may contain powerful monsters, Abyssal stairs, the Abyssal rune, or even a way out. Approach these with caution as they are usually well-guarded.

Entering the Abyss

There are several ways to enter the Abyss; some are voluntary, most are not. Abyssal knights begin the game in Abyss:1, but can leave at will to Dungeon:1 with Lugonu's Depart the Abyss ability or risk searching for an exit. Lugonu worshipers can also travel to the Abyss at any time once they reach piety level *****.

Other players must:

Exploration and Exit

Exploration of the Abyss is not something to be attempted lightly. The branch is fairly dangerous; while higher level characters can easily survive extended trips here, characters under level 20 or so are usually underpowered to deal with the Abyss' inhabitants for very long, and extremely powerful enemies occasionally generate here. Also, unless your character has 100% mutation resistance, exploration of the Abyss puts you at risk of being malmutated by its inhabitants.

That being said, exploration has its rewards. There is an infinite amount of experience available in the Abyss. Training here is by no means necessary or even suggested to complete the game, and it is much less efficient to train in the Abyss than to do so in Pandemonium or the finite end-game branches, but for high level characters it can also be significantly safer. It is also an excellent place for generating piety for the Shining One and Zin; if you've lost large amounts of piety in the end game, taking a brief detour into the Abyss can help top you off. Finally, although most items found here are fairly common, almost any item in the game can be randomly generated. This is useful when trying to acquire enough common consumable items to pay a treasure trove's entry fee (though conservation is almost a necessity to avoid losing these items as rapidly as you acquire them).

As you wander, you will eventually find Abyssal stairs leading further down. These deeper regions of the Abyss are significantly deadlier than the ones before, cranking up the monster generation rate. The Abyssal rune will eventually appear in A:3 and beyond, with higher odds at the deeper levels, but the greatly increased threat involved leaves players with little incentive to ever go any further than A:3. Be wary around acolytes of Lugonu, as these rare opponents can send you plummeting further into the Abyss by hitting you with their distortion weapons or casting Banishment on you.

Once you have the rune, exits will be discovered at a much faster rate. Lugonu worshipers also enjoy a modest boost to exit discovery rate; they are treated as though they are exploring one floor deeper than normal.

Branch exit spawning:

  • A:1 = 1/7500 revealed tiles
  • A:2 = 1/6250
  • A:3 = 1/5000
  • A:4 = 1/3750
  • A:5 = 1/2500
  • Holding Abyssal rune: 1/1250

Tips & Tricks

  • 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, as is Flight to pass over deep water and lava, 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.
  • 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. 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. Blink simply fails too often to be a reliable escape tool. 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.
  • When you're actually searching for the rune, consider sticking to Abyss:3 or 4 rather than delving all the way to Abyss:5. It may take a little longer, but the difference in monster spawn rate becomes dramatic once you hit bottom.
  • 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.

Monsters

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

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.

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.