Difference between revisions of "The Iron City of Dis"

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The Iron City of Dis is 7 levels deep and, true to its name, is both cosmopolitan with its demonic / undead residents and focused on iron themed. [[Iron imp]]s and [[rust devil]]s are common, as are standard hellspawn of [[zombie]]s, [[skeleton]]s, [[reaper]]s, and [[tormentor]]s. Various stair-containing vaults have [[iron troll]]s, [[iron dragon]]s, and [[quicksilver dragon]]s- on the last level, these are are joined by [[war gargoyle]]s, [[hell sentinel]]s, and in most ends mirrored paired guests of [[brimstone fiend]]s and [[ice fiend]]s. The imposing [[iron giant]], accompanied by dual [[ancient champion]]s, is also essentially unique to the branch. As with all Hell branches, a mystical force will rain down varied miscast effects and monster spawns periodically, none of the floors besides the last contain any floor items or vault loot, and [[Serpent of Hell (Dis)|the Serpent of Hell]] can appear on the last floor as is guaranteed for one of the four Hells per game.
 
The Iron City of Dis is 7 levels deep and, true to its name, is both cosmopolitan with its demonic / undead residents and focused on iron themed. [[Iron imp]]s and [[rust devil]]s are common, as are standard hellspawn of [[zombie]]s, [[skeleton]]s, [[reaper]]s, and [[tormentor]]s. Various stair-containing vaults have [[iron troll]]s, [[iron dragon]]s, and [[quicksilver dragon]]s- on the last level, these are are joined by [[war gargoyle]]s, [[hell sentinel]]s, and in most ends mirrored paired guests of [[brimstone fiend]]s and [[ice fiend]]s. The imposing [[iron giant]], accompanied by dual [[ancient champion]]s, is also essentially unique to the branch. As with all Hell branches, a mystical force will rain down varied miscast effects and monster spawns periodically, none of the floors besides the last contain any floor items or vault loot, and [[Serpent of Hell (Dis)|the Serpent of Hell]] can appear on the last floor as is guaranteed for one of the four Hells per game.
  
Dis contains several layouts, all of which are built out of [[metal wall]]s. It shares the grid-based ''layout_city'', the messy ''layout_chaotic_city'', and the tangled gates of ''layout_gridville'' with other branches, but has three unique layouts:
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Dis contains several layouts, all of which are built out of [[Wall#Metal|metal walls]]. It shares the grid-based ''layout_city'', the messy ''layout_chaotic_city'', and the tangled gates of ''layout_gridville'' with other branches, but has three unique layouts:
 
*'''layout_subdivisions''', which sets down a sprawling box-packed grid maze of connected open rectangular rooms
 
*'''layout_subdivisions''', which sets down a sprawling box-packed grid maze of connected open rectangular rooms
 
*'''layout_overlapping_boxes''', similiar to the sub_divisions but with the occasional corner-accommodating box
 
*'''layout_overlapping_boxes''', similiar to the sub_divisions but with the occasional corner-accommodating box

Revision as of 13:17, 10 January 2017

Version 0.18: This article may not be up to date for the latest stable release of Crawl.
The Iron City of Dis. Who will stand the test of iron?

Dis is seven levels deep and contains the iron rune. It can be accessed via the Vestibule of Hell.

A gateway to the Iron City of Dis. Who will stand the test of iron?

Dis entry.png The Iron City of Dis is the iron branch of Hell, accessible from the Vestibule of Hell.

Contents

The Iron City of Dis is 7 levels deep and, true to its name, is both cosmopolitan with its demonic / undead residents and focused on iron themed. Iron imps and rust devils are common, as are standard hellspawn of zombies, skeletons, reapers, and tormentors. Various stair-containing vaults have iron trolls, iron dragons, and quicksilver dragons- on the last level, these are are joined by war gargoyles, hell sentinels, and in most ends mirrored paired guests of brimstone fiends and ice fiends. The imposing iron giant, accompanied by dual ancient champions, is also essentially unique to the branch. As with all Hell branches, a mystical force will rain down varied miscast effects and monster spawns periodically, none of the floors besides the last contain any floor items or vault loot, and the Serpent of Hell can appear on the last floor as is guaranteed for one of the four Hells per game.

Dis contains several layouts, all of which are built out of metal walls. It shares the grid-based layout_city, the messy layout_chaotic_city, and the tangled gates of layout_gridville with other branches, but has three unique layouts:

  • layout_subdivisions, which sets down a sprawling box-packed grid maze of connected open rectangular rooms
  • layout_overlapping_boxes, similiar to the sub_divisions but with the occasional corner-accommodating box
  • layout_jigsaw, which mixes together misshapen rooms on a regular spaced-out 4x4 grid on the pointed between a connected 5x5x grid

The last level contains the iron rune of Zot, guarded by & Dispater.png Dispater. Layouts include a large and straight gate standing before a castle, a densely packed city, an iron fortress with arched gates and a broad column-filled interim field, and a trio of very large arched barriers pockmarked by small asymmetrical boxes.

Hell effects

Assessment

The Iron City of Dis has ascended over years of development from one of the easiest branches of Hell to one of the hardest. The guaranteed hell sentinels may lack the capability to cast Torment like the first-tier demons of the other hell branches, but make up for it between their capability to hurl damnation and their longevity granted by high defenses and heavy resists. Iron giants follow the same conceit, replacing their resistances with even higher health, heavy melee damage, and monster repositioning. While few other residents are particularly dangerous for their depth aside from regular tormentors and fiends for their torment capabilities, end vaults can vary heavily in openness while packing high monster density and roundabout, winding passages. The Hell effects are perhaps less bad than the other hells, though, using tier-1 and tier-2 demons instead of branch-themed tier-1 demons, while the specific Earth Magic miscasts do little besides non-elemental damage and a slim chance of petrification.

As with the other Hells, it is recommended to leave Dis to the end of extended endgame runs- for most characters, the only other levels of equal or further difficulty are the Tomb and Ziggurats. All hell effect sets can drain stats and rot the player, which can be avoided with potions of curing and potions of restore abilities.

Trivia

In Dante Alighieri's Divine Comedy, Dis is the City of the Dead, and is located in the Fifth Circle of Hell. Punished within Dis are those whose lives were marked by active (rather than passive) sins, such as heretics, murderers, suicides, thieves, and traitors. In Roman mythology, Dispater was a god of the underworld, later subsumed by Pluto or Hades. Originally a chthonic god of riches, fertile agricultural land, and underground mineral wealth, he was later commonly equated with the Roman deities Pluto and Orcus, becoming an underworld deity.

History

The Iron City of Dis has had several notable changes to its themed monsters guaranteed in the vault ends. 0.11 replaced pit fiends with hell sentinels, 0.12 upgraded metal gargoyles to war gargoyles, and 0.16 shifted iron devils to rust devils. Iron giants joined the branch population in 0.18.

End vaults were also upgraded in 0.11, introducing pit fiends / hell sentinels and quicksilver dragons, setting a divider wall between the entrance stairs and the castle in older layouts, and bringing in the famously monster-heavy box-based layout of dis_st that served as a design influence for future Dis end vaults.

Until teleport control was removed in 0.17, it was blocked on the last level of Dis until one picked up the rune.