Rune lock

From CrawlWiki
Revision as of 21:23, 14 November 2013 by Flun (talk | contribs) (Rune Availability: Removed redundant text and separated the recommendations into a 'strategy' section)
Jump to: navigation, search
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.


The rune lock is a barrier found on the 16th floor of the Dungeon, preventing you from travelling into the Depths until you've acquired at least one rune of Zot.

Rune Availability

By the time you reach the rune lock, you'll have a limited selection of runes to go after. Here is a list of all runes available by D:14 and how you can obtain them:

  • Variable Lair Runes: Every game will have a random two of the following four runes:

The remaining runes (silver, golden, demonic, fiery, magical, glowing, and dark) are located in the Vaults, the Tomb, and Pandemonium, and cannot be accessed at this point in the game.

Strategy

When hunting for your first rune, the variable lair runes are usually the easiest runes to obtain. The Hell runes are extremely difficult to obtain at this point in the game. The Slimy rune is also quite dangerous without the proper equipment, unless you are a worshiper of Jiyva. The abyss is also a difficult place, although less so for worshipers of Lugonu.

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, which made acquiring a rune before D:14 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.