Dungeon Descent

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Revision as of 03:12, 13 October 2023 by Hordes (talk | contribs) (+flavour, rw the "making any move destroys the stairs" bit again, +unintuitive facts)
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Trunk-only: This article pertains to a feature of Crawl which is being tested. It will likely change before the next release, and may even be removed entirely.
Mode with a branching, one-way path through the Dungeon.

Dungeon Descent (Descent, Ironman) is a Crawl variant, similar to Dungeon Sprint. Descent mode is similar to the main game, but you can never go back up a floor, only down.

Useful Info

Descent mode has a number of changes from regular Crawl:

  • When going down a regular set of stairs, you get the Peek status. During Peek, you can go back up without spending time on the lower floor (note: you still wait 1.5 turns after going back up). You also get to view the location of all 3 stairs, and the surrounding area of said stairs.
    • Using an escape hatch or shaft does not let you peek, so you get none of the above benefits.
    • Making any move during Peek (besides going up) destroys all upstairs on the level, preventing you from going up again. Using a hatch or shaft will also destroy stairs.
    • Ignis' Rising Flame ability still lets you go up a floor.
  • A Debt mechanic is introduced. If you don't have enough gold, you can still buy items from a shop, but doing so puts you into debt. While in debt, you cannot buy items, and collected gold is used to pay off the debt. Once you collect enough gold to pay back the item's cost, it clears. (There are no other downsides to going into debt, and there is no interest.)
  • Runes of Zot are optional; rune locks do not exist.
  • The malevolent force mechanic does not exist.
  • Certain vaults do not appear.
  • Branch order and length is adjusted. See below for details.

Map

New characters start on level one of the Dungeon. Delvers start at level two.

Branches separated by a bar (|) are choices you can make, e.g. on D:12, you can enter either Lair or Depths. Branches in unbolded italics indicate that they are not part of the intended progression - you will skip branches if you enter them.

  1. Dungeon exit.png The Dungeon (12 levels)
  2. Lair entry.png The Lair (5 levels) | Depths entry.png The Depths (4 levels)
  3. Orc entry.png Orcish Mines (2 levels) | Slime entry.png The Slime Pits (5 levels)
  4. One of { Swamp entry.png The Swamp OR Shoals entry.png The Shoals } (4 levels) | One of { Snake entry.png Snake Pit OR Spider entry.png Spider's Nest } (4 levels)
  5. Elf entry.png Elven Halls (3 levels) | Crypt entry.png The Crypt (3 levels)
  6. Vaults entry.png The Vaults (5 levels)
  7. Slime entry.png The Slime Pits (5 levels) | Depths entry.png The Depths (4 levels)
  8. Depths entry.png The Depths (4 levels)
  9. Zot entry.png The Realm of Zot (5 levels)

On Zot:5, there is an exit to the end of the game, so the orb run only lasts for one floor.

Special:

  • The Abyss, Pandemonium, and other portal levels work like normal. Their portals appear in the usual locations, and you can escape back to where you came.
  • Entrances to the Vestibule of Hell appear in Depths. The Vestibule allows you to go back into Depths. The four hells (Cocytus, Gehenna, Tartarus, Dis) lead you back to the Vestibule at their ends.
  • The Temple and Tomb do not exist.

With the given branches available, it is possible to get 13 runes of Zot.

Strategy

Without one of the most important escape tools in Crawl, stairs, Descent is naturally harder than the main game. Essentially, you are shafted when entering each new floor: resting is harder, you can't stair dance, and escaping from dangerous out-of-depth monsters is difficult. You can no longer "retreat upwards, then go down a different downstair", so you are more reliant on consumables to get out of bad situations.

At the time of writing, there is no compensation to monster or item generation in Descent.

Due to the changes in the Dungeon's layout, there are a few oddities:

History

  • Descent mode will be added in 0.31.