Difference between revisions of "Rune lock"

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(since it's on vaults, not depths, it's theoretically possible though again exceedingly difficult)
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The '''rune lock''' is a barrier found on the entrance to [[the Vaults]], preventing you from travelling into that branch until you've acquired at least one [[rune of Zot]]. This feature is under active development, and will likely change before official release.
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The '''rune lock''' is a barrier found on the entrance to [[the Vaults]], preventing you from entering that [[branch]] until you've acquired at least one [[rune of Zot]].
  
 
==Rune Availability==
 
==Rune Availability==
All the runes are available except the silver and golden ones, which are located in [[the Vaults]] and [[the Tomb]].
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The only runes which are not available prior to entering the Vaults are the silver rune (found on Vaults:5) and the golden rune (found on Tomb:3).
  
 
==Strategy==
 
==Strategy==
When hunting for your first rune, the variable Lair runes are usually the easiest to obtain. Followers of [[Jiyva]] can easily acquire the Slimy rune, and followers of [[Lugonu]] have a somewhat easier time acquiring the Abyssal rune. The Hell and Pandemonium runes are extremely difficult to obtain at this point in the game regardless of character. Note that entering the Vaults is not a requisite to win the game, but optimal play will lead to it.
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When hunting for your first rune, the variable Lair runes are usually the easiest to obtain. Followers of [[Jiyva]] can easily acquire the Slimy rune, and followers of [[Lugonu]] have a somewhat easier time acquiring the Abyssal rune. The Hell and Pandemonium runes are extremely difficult to obtain at this point in the game regardless of character. Note that entering the Vaults is not required to win the game, but optimal play will lead to it.
  
 
==History==
 
==History==
 
Although the concept of a rune lock had been debated since very early versions of ''Crawl'', it was only implemented after the [[0.13]] tournament, in which acquiring a rune before D:14 was an optional challenge conduct. Prior to the rune lock, players had little reason to explore the Lair branches until after they'd explored most of the main Dungeon, leaving them very overpowered for the challenges the branch endings provided.
 
Although the concept of a rune lock had been debated since very early versions of ''Crawl'', it was only implemented after the [[0.13]] tournament, in which acquiring a rune before D:14 was an optional challenge conduct. Prior to the rune lock, players had little reason to explore the Lair branches until after they'd explored most of the main Dungeon, leaving them very overpowered for the challenges the branch endings provided.
 
==See Also==
 
*[https://crawl.develz.org/tavern/viewtopic.php?f=8&t=9688 Tavern discussion]
 
*[http://crawl.develz.org/wordpress/experimental-rule-change-the-rune-lock Dev blog post]
 
*[http://www.reddit.com/r/roguelikes/comments/1po1p7/dcss_runelock_is_in_trunk_what_are_reddits/ r/roguelikes discussion]
 
  
 
[[Category:Dungeon Features]]
 
[[Category:Dungeon Features]]

Revision as of 19:37, 1 May 2014

Version 0.14: This article may not be up to date for the latest stable release of Crawl.


The rune lock is a barrier found on the entrance to the Vaults, preventing you from entering that branch until you've acquired at least one rune of Zot.

Rune Availability

The only runes which are not available prior to entering the Vaults are the silver rune (found on Vaults:5) and the golden rune (found on Tomb:3).

Strategy

When hunting for your first rune, the variable Lair runes are usually the easiest to obtain. Followers of Jiyva can easily acquire the Slimy rune, and followers of Lugonu have a somewhat easier time acquiring the Abyssal rune. The Hell and Pandemonium runes are extremely difficult to obtain at this point in the game regardless of character. Note that entering the Vaults is not required to win the game, but optimal play will lead to it.

History

Although the concept of a rune lock had been debated since very early versions of Crawl, it was only implemented after the 0.13 tournament, in which acquiring a rune before D:14 was an optional challenge conduct. Prior to the rune lock, players had little reason to explore the Lair branches until after they'd explored most of the main Dungeon, leaving them very overpowered for the challenges the branch endings provided.