Difference between revisions of "Hall of the Hellbinder"

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(More precision source / version updates and immediate chance calcs. Not sure if the item calc is worthwhile.)
(Made item and monster percentages more easily readable, some clean-up)
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{{flavour|This floor is hot to the touch. Deep below it burns a fire hotter than any other.}}
 
{{flavour|This floor is hot to the touch. Deep below it burns a fire hotter than any other.}}
  
The [[Halls of the Hellbinder]] are a [[Wizard Laboratory]] made of unnatural black walls and yellow floor sigils dedicated to control over all manner of [[demon]]s. Its map is a convoluted series of demonic summoning and containment chambers, with two small treasure rooms southeast of the entrance area, a portal out opposite of the entrance, and a wide open boss chamber at the very bottom. Expect to face almost any tier [[2]] or [[3]] demon along the way, as well as various demon summoners and gouts of flaming [[cloud]]s that fill the bottom-center of the halls.
+
The '''Halls of the Hellbinder''' are a [[Wizard Laboratory]] made of unnatural black walls and yellow floor sigils dedicated to control over all manner of [[demon]]s. Its map is a convoluted series of demonic summoning and containment chambers, with two small treasure rooms southeast of the entrance area, a portal out opposite of the entrance, and a wide open boss chamber at the very bottom. Expect to face almost any tier [[2]] or [[3]] demon along the way, as well as various demon summoners and gouts of flaming [[cloud]]s that fill the bottom-center of the halls.
  
The treasure in the top two chambers consists of 18 squares of (83.33% chance) [[gold]], (8.33% chance each) [[scroll of torment|scrolls of torment]] or [[scroll of summoning|scrolls of summoning]], per-square. The boss chamber contains a wide spread of vaguely-thematic items across 12 squares: (20.27% chance) a random [[spell book]], (6.76% chance each) a [[rod of shadows]], rings of [[ring of fire|fire]] and [[ring of protection from fire|protection from fire]], wands of [[wand of fire|fire]] or [[wand of draining|draining]], above scrolls, a [[staff of summoning]], an [[amulet of conservation]], gold, (0.68% chance) the demon weapons ([[demon whip]], [[demon blade]], [[demon trident]]), or (10.14%) a random moderate-quality item entirely, per-square.
+
The treasure in the top two chambers consists of 18 squares of the following:
 +
*83.33% chance: [[gold]]
 +
*8.33% chance: [[scroll of torment]], [[scroll of summoning]]
 +
 
 +
The boss chamber contains a wide spread of vaguely-thematic items across 12 squares:
 +
*20.27% chance: random [[spell book]]
 +
*6.76% chance: [[rod of shadows]], [[ring of fire]], [[ring of protection from fire]], [[wand of fire]], [[wand of draining]], [[scroll of torment]], [[scroll of summoning]], [[staff of summoning]], [[amulet of conservation]], [[gold]]
 +
*0.68% chance: [[demon whip]], [[demon blade]], [[demon trident]]
 +
*10.14% chance: a random moderate-quality item entirely
  
 
==Monsters==
 
==Monsters==
The sheer variety of demons you can face here make proper preparations difficult, especially since red devils and reapers will have random weapon brands. [[Fire]], [[cold]], and [[poison]] resistance will definitely help minimize the amount of damage, [[negative energy]] resistance will help with the common soul eaters and [[mutation]] resistance will help with spare cacodemons. [[Magic resistance]] is of immense use for said cacodemons and [[banishment]] from deep elf demonologists. [[Hellfire]] is, as always irresistable for players.  
+
The sheer variety of demons you can face here make proper preparations difficult, especially since red devils and reapers will have random weapon brands. [[Fire]], [[cold]], and [[poison]] resistance will definitely help minimize the amount of damage, [[negative energy]] resistance will help with the common soul eaters and [[mutation]] resistance will help with spare cacodemons. [[Magic resistance]] is of immense use for said cacodemons and [[banishment]] from deep elf demonologists. [[Hellfire]] is, as always irresistible for players.
  
* {{Magenta|3}} {{LightGrey|2}} [[File:Soul_eater.png]] [[File:Reaper.png]] 2s below are (32.79% chance) [[soul eater]]s, (24.59% chance) [[hell beast]]s, (16.39% chance each) [[reaper]]s, [[green death]]s, (8.19%) [[tormentor]]s, or (1.64% chance) [[lorocyproca]]s, each. There are two groups of three of them kept in seperate chambers within the outside edge of the vault.
+
The placement of demons in this Wizlab is fairly consistent, though the exact demons placed can vary significantly. The following section helps explain demon placement on the map found below.
* {{Red|4}} {{Yellow|3}} [[File:Red_devil.png]] [[File:Sun_demon.png]] 3s below are (15.38% chance each) [[ice devil]]s, [[red devil]]s, [[orange demon]]s, [[blue devil]]s, [[ynoxinul]]s, [[sun demon]]s, and (7.69% chance) [[iron devil]]s, each. Two groups of three are kept in separate chambers at the top of the vault, one accompanies each group of 2s, and there are two 50% chances for one more each (see below).
+
 
* {{Red|2}} {{LightRed|2}} [[File:Balrug.png]] [[File:Hellion.png]] 6s below are, with equal chances each, [[balrug]]s, [[cacodemon]]s, [[blizzard demon]]s, or [[hellion]]s each. Two are guaranteed, with two 50% chances for one more (see below).
+
There are two groups of '''2'''s guarding the safe path midway through the Wizlab. Each '''2''' represents one of the following:
* {{Magenta|K}} {{Yellow|e}} [[File:Kobold_demonologist.png]][[File:Deep_elf_demonologist.png]] [[kobold demonologist|Kobold]] and [[deep elf demonologist]]s are also placed within the vault on 4 and 7, as detailed below.
+
*32.79% chance
 +
**{{monsterlink|Soul eater}}
 +
*24.59% chance
 +
**{{monsterlink|Hell beast}}
 +
*16.39% chance
 +
**{{monsterlink|Green death}}
 +
**{{monsterlink|Reaper}}
 +
*8.19% chance
 +
**{{monsterlink|Tormentor}}
 +
*1.64% chance
 +
**{{monsterlink|Lorocyproca}}
 +
 
 +
A single '''3''' accompanies each of the groups of '''2'''s. Two groups of '''3'''s can also be found shortly after entering the Halls. Each '''3''' represents one of the following:
 +
*15.38% chance
 +
**{{monsterlink|Blue devil}}
 +
**{{monsterlink|Ice devil}}
 +
**{{monsterlink|Orange demon}}
 +
**{{monsterlink|Red devil}}
 +
**{{monsterlink|Sun demon}}
 +
**{{monsterlink|Ynoxinul}}
 +
*7.69% chance
 +
**{{monsterlink|Iron devil}}
 +
 
 +
There is a single '''7''' and a single '''f''' found shortly before reaching the Hellbinder's chambers. There are equal odds of these being either:
 +
*Another '''3'''
 +
*{{monsterlink|Deep elf demonologist}}
 +
 +
The two '''6'''s found midway through the map, one to a side, are some of the most dangerous creatures found here:
 +
*25% chance
 +
**{{monsterlink|Balrug}}
 +
**{{monsterlink|Blizzard demon}}
 +
**{{monsterlink|Cacodemon}}
 +
**{{monsterlink|Hellion}}
 +
 
 +
There is a single '''4''' and a single '''d''' found after passing through the first area of the map. There are equal odds of these being either:
 +
*Another '''6'''
 +
*{{monsterlink|Kobold demonologist}}
  
 
===Boss: Hellbinder===
 
===Boss: Hellbinder===
In the center of the altar room at the bottom of the map, you'll find a randomly named '''hellbinder''' worshiping at an [[altar]] to [[Makhleb]]. Getting him into melee will get weak hits (with a [[demon blade]]!) instead of hellfire and demon spam. Any decent conjurer or should be able to obliterate him before he can put up much of a fight, especially if they have [[Aura of Abjuration|Aura of]] / [[Abjuration]] or varied sources of warding ([[amulet of warding]], [[macabre finger necklace]], or [[staff of summoning]]) to ward off primarily melee-based threats.
+
In the center of the altar room at the bottom of the map (located at the '''1''', you'll find a randomly named '''hellbinder''' worshiping at an [[altar]] to [[Makhleb]]. Although he's armed with a [[demon blade]], his melee attacks are still much less devastating than his [[hellfire]] and demon summons. Any decent combat spell specialist or ranged attacker should be able to obliterate him before he can put up much of a fight, especially if they have [[Aura of Abjuration]] or [[Abjuration]] prepared to take care of his summons quickly. Warding (from an [[amulet of warding]], [[macabre finger necklace]], or [[staff of summoning]]) will keep you safe from some of his summoned foes, but will do nothing against the more dangerous ranged threats; if he manages to summon something actually threatening, don't be afraid to teleport and come back once his allies time out.
  
 
{{flavour|A mighty spellcaster, wreathed in arcane energies, and muttering the most profane incantations you might have ever heard.}}<br>
 
{{flavour|A mighty spellcaster, wreathed in arcane energies, and muttering the most profane incantations you might have ever heard.}}<br>
Line 23: Line 67:
 
'''Spells''': [[Summon Minor Demon]], [[Summon Demon]], [[Haste]], [[Hellfire]], [[Blink Away]]<br>
 
'''Spells''': [[Summon Minor Demon]], [[Summon Demon]], [[Haste]], [[Hellfire]], [[Blink Away]]<br>
 
'''Equipment''': [[Demon blade]], [[robe]]<br>
 
'''Equipment''': [[Demon blade]], [[robe]]<br>
'''Recommendations''': Fortunately, his demon summons are weak for their relative depth, lacking [[Summon Greater Demon]]. Unfortunately, he can still blast you with 3d20 hellfire, or get a lucky nasty brand on his demon blade. Take him out fast to keep things simple.
+
'''Recommendations''': Fortunately, his demon summons are mostly weak for their relative depth, lacking [[Summon Greater Demon]]. Unfortunately, he can still blast you with 3d20 hellfire, or get a lucky nasty brand on his demon blade. Take him out fast to keep things simple.
  
 
== Source ==
 
== Source ==
Nearly all of the unusual glyphs here are for specific decorative floor tiles, which are simply differently-coloured floor in console. The hellbinder above is on 1, and specific above sets low-tier /high-tier demons are on 3 (and u) / 2 and 6. Entrance on A, exit on <, stone on c, doors on +, rock on x, a fire [[cloud]] generator on h, and loot on $ and i. The 4d pair and 7f pair are both randomly a kobold demonologist and the 6 above or a deep elf demonologist and the 3 above. The 0 is a random [[Demon#Tier-5_Demons|5]] or other-such demonic weakling, a minor speed-bump before the hellbinder himself. [[http://s-z.org/neil/git/?p=crawl.git;f=crawl-ref/source/dat/des/portals/wizlab.des;hb=7225c62f196562aaa461aaba55639fb25dfc82fc#l1883|A 0.14.1 source link.]]
+
Nearly all of the unusual glyphs here are for specific decorative floor tiles, which are simply differently-coloured floor in console. The rest are as follows:
 +
 
 +
'''1''' - Hellbinder
 +
 
 +
'''0''' - Random tier-5 demon
 +
 
 +
'''2, 3, and 6''' - Various demons (see above for details)
 +
 
 +
'''4, d, 7, f''' - Demons or summoners
 +
 
 +
'''h''' - Fire cloud generator
 +
 
 +
'''$, i''' - Treasure
 +
 
 +
'''A''' - Entrance
 +
 
 +
'''<''' - Exit'''
 +
 
 +
'''x''' - Rock wall
 +
 
 +
'''c''' - Stone wall
 +
 
 +
'''+''' - Door
 +
 
 +
Entrance on A, exit on <, stone on c, doors on +, rock on x, a fire [[cloud]] generator on h, and loot on $ and i. The 4d pair and 7f pair are both randomly a kobold demonologist and the 6 above or a deep elf demonologist and the 3 above. The 0 is a random [[Demon#Tier-5_Demons|5]] or other-such demonic weakling, a minor speed-bump before the hellbinder himself.  
 
<pre>
 
<pre>
 
MAP
 
MAP
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</pre>
 
</pre>
  
== History ==
+
==History==
* Prior to [[0.14|0.14-9ae1ffb6]], the vault contain different demon sets. Hellions, sun demons, tormentors, and blizzard demons were more common, soul eaters and hell beasts were less common, the vault had random chance for the kobold and deep elf demonologists, and neqoxecs were present while red and blue devils were absent. The vault's danger was thus more random than now.
+
*Prior to [[0.14|0.14-9ae1ffb6]], the vault contained a significantly different demon set. Hellions, sun demons, tormentors, and blizzard demons were more common; soul eaters and hell beasts were less common; the vault had a random chance for the kobold and deep elf demonologists; and neqoxecs were present while red and blue devils were absent. The vault's danger was thus more random than now. ([[http://s-z.org/neil/git/?p=crawl.git;f=crawl-ref/source/dat/des/portals/wizlab.des;hb=7225c62f196562aaa461aaba55639fb25dfc82fc#l1883|A 0.14.1 source link.]])
  
 
[[Category:Dungeon Branches]]
 
[[Category:Dungeon Branches]]

Revision as of 16:00, 18 July 2014

Version 0.14: This article may not be up to date for the latest stable release of Crawl.
This floor is hot to the touch. Deep below it burns a fire hotter than any other.

The Halls of the Hellbinder are a Wizard Laboratory made of unnatural black walls and yellow floor sigils dedicated to control over all manner of demons. Its map is a convoluted series of demonic summoning and containment chambers, with two small treasure rooms southeast of the entrance area, a portal out opposite of the entrance, and a wide open boss chamber at the very bottom. Expect to face almost any tier 2 or 3 demon along the way, as well as various demon summoners and gouts of flaming clouds that fill the bottom-center of the halls.

The treasure in the top two chambers consists of 18 squares of the following:

The boss chamber contains a wide spread of vaguely-thematic items across 12 squares:

Monsters

The sheer variety of demons you can face here make proper preparations difficult, especially since red devils and reapers will have random weapon brands. Fire, cold, and poison resistance will definitely help minimize the amount of damage, negative energy resistance will help with the common soul eaters and mutation resistance will help with spare cacodemons. Magic resistance is of immense use for said cacodemons and banishment from deep elf demonologists. Hellfire is, as always irresistible for players.

The placement of demons in this Wizlab is fairly consistent, though the exact demons placed can vary significantly. The following section helps explain demon placement on the map found below.

There are two groups of 2s guarding the safe path midway through the Wizlab. Each 2 represents one of the following:

A single 3 accompanies each of the groups of 2s. Two groups of 3s can also be found shortly after entering the Halls. Each 3 represents one of the following:

There is a single 7 and a single f found shortly before reaching the Hellbinder's chambers. There are equal odds of these being either:

The two 6s found midway through the map, one to a side, are some of the most dangerous creatures found here:

There is a single 4 and a single d found after passing through the first area of the map. There are equal odds of these being either:

Boss: Hellbinder

In the center of the altar room at the bottom of the map (located at the 1, you'll find a randomly named hellbinder worshiping at an altar to Makhleb. Although he's armed with a demon blade, his melee attacks are still much less devastating than his hellfire and demon summons. Any decent combat spell specialist or ranged attacker should be able to obliterate him before he can put up much of a fight, especially if they have Aura of Abjuration or Abjuration prepared to take care of his summons quickly. Warding (from an amulet of warding, macabre finger necklace, or staff of summoning) will keep you safe from some of his summoned foes, but will do nothing against the more dangerous ranged threats; if he manages to summon something actually threatening, don't be afraid to teleport and come back once his allies time out.

A mighty spellcaster, wreathed in arcane energies, and muttering the most profane incantations you might have ever heard.

@ Hellbinder.png
HP: 150
HD: 20
Spells: Summon Minor Demon, Summon Demon, Haste, Hellfire, Blink Away
Equipment: Demon blade, robe
Recommendations: Fortunately, his demon summons are mostly weak for their relative depth, lacking Summon Greater Demon. Unfortunately, he can still blast you with 3d20 hellfire, or get a lucky nasty brand on his demon blade. Take him out fast to keep things simple.

Source

Nearly all of the unusual glyphs here are for specific decorative floor tiles, which are simply differently-coloured floor in console. The rest are as follows:

1 - Hellbinder

0 - Random tier-5 demon

2, 3, and 6 - Various demons (see above for details)

4, d, 7, f - Demons or summoners

h - Fire cloud generator

$, i - Treasure

A - Entrance

< - Exit

x - Rock wall

c - Stone wall

+ - Door

Entrance on A, exit on <, stone on c, doors on +, rock on x, a fire cloud generator on h, and loot on $ and i. The 4d pair and 7f pair are both randomly a kobold demonologist and the 6 above or a deep elf demonologist and the 3 above. The 0 is a random 5 or other-such demonic weakling, a minor speed-bump before the hellbinder himself.

MAP
cccccccccccccccccccccccccccccccccccccccccccccc
ccccccc.cccccc...................cccccc.cccccc
ccccc.....cccc.cc+ccccc+ccccc+cc.cccc.....cccc
cccc..G-H..ccc.c...cccc.cccc...c.ccc...o...ccc
ccc../...\..cc.+.A.ccc...ccc.<.+.cc..|...../cc
ccc.I...3.J.cc.c...cc.....cc...c.cc.-O-.3./.cc
cc..|..u..|....ccccc..c.c..ccccc.....|.3./...c
cc..|.3Y..|....cccc..cc.cc..cccc......3./....c
ccc.L.....M.cc.ccc.....4.....ccc.cc....K----cc
ccc..\.../..cc.cc..cccc.cccc..cc.cc.../.....cc
cccc..N-P..ccc.+.......d.......+.ccc./.....ccc
ccccc.....cccc.ccccccccccccccccc.cccc.....cccc
ccccccc.cccccc...................cccccc.cccccc
ccccccc.cccccc.cccccccx.xccccccc.cccccc.cccccc
ccccccc.ccccccx.cccccc.c.cccccc.xcccccc.cccccc
ccccccc.cccccccx.cccc.ccc.cccc.xccccccc.cccccc
ccccccc.ccccccccx.cc.ccccc.cc.xcccccccc.cccccc
ccccccc.cccccccccc..ccccccc..cccccccccc.cccccc
ccccccc.cccc.6...................6.cccc.cccccc
ccccccc.cccc..ccccccccc.ccccccccc..cccc.cccccc
ccccccc.ccccc..cccc$$$c.c$$$cccc..ccccc.cccccc
ccccccc.cccccc..ccc$$$+.+$$$ccc..cccccc.cccccc
ccccccc.cc.cccc..cc$$$c.c$$$cc..cccc.cc.cccccc
ccccccc......c.x..ccccc.ccccc..x.c..Z...cccccc
ccccccc...o...x.c..cccc.cccc..c.x../..O.cccccc
cccccc..\.../..ccc..ccc.ccc..ccc../..OTO.ccccc
cccccc...\3/...cccc..cc.cc..cccc./2.2.U..ccccc
ccccc..\2CXD2/..cccc.......cccc./..2.3....cccc
cccccc..\|2|/...ccccc.\7/.cccccS--------Zccccc
cccccc...Q.R....ccccc..Y..ccccc......../.ccccc
ccccccc..ETF....ccccc..|..ccccc......./.cccccc
cccccccc........ccccc..f..ccccc......S.ccccccc
cccccccccc......cccc..ccc..cccc......ccccccccc
ccccccccccc.....ccc..ccccc..ccc.....cccccccccc
cccccccccccc.....c...ccccc...c.....ccccccccccc
cccccccccccc..\./..cc.ccc.cc..\./..ccccccccccc
ccccccccccccc..V..cccc.c.cccc..W..cccccccccccc
ccccccccccccc./...ccccchccccc...\.cccccccccccc
cccccccccccccc.....ccc.c.ccc.....ccccccccccccc
ccccccccccccccc.....c.ccc.c.....cccccccccccccc
ccccccccccccccccc.....ccc.....cccccccccccccccc
ccccccccccccccccccc....0....cccccccccccccccccc
ccccccccccccccccccccc.....cccccccccccccccccccc
cccccccccccccccccccccxc+cxcccccccccccccccccccc
ccccccccccccccccccccc.....cccccccccccccccccccc
ccccccccccccccccccc...G"H...cccccccccccccccccc
ccccccccccccccccc...GP...NH...cccccccccccccccc
cccccccccccccccc..G[.......]H..ccccccccccccccc
ccccccccccccccc../..N.....P..\..cccccccccccccc
ccccccccccccccc.I.............J.cccccccccccccc
cccccccccccccc..U.....G.H.....U..ccccccccccccc
cccccccccccccc.I.J.../...\...I.J.ccccccccccccc
ccccccccccccc..|..../..1..\....|..cccccccccccc
ccccccccccccc..|.../\.'''./\...|..cccccccccccc
ccccccccccccc..|../xx\'_'/xx\..|..cccccccccccc
cccccccccccc...L./..xxN'Pxx..\.M...ccccccccccc
cccccccccccci...W..G.xxxxx.H..V...iccccccccccc
ccccccccccccii...NP.........NP...iiccccccccccc
cccccccccccciii.................iiiccccccccccc
cccccccccccccccccccccccccccccccccccccccccccccc
ENDMAP

History

  • Prior to 0.14-9ae1ffb6, the vault contained a significantly different demon set. Hellions, sun demons, tormentors, and blizzard demons were more common; soul eaters and hell beasts were less common; the vault had a random chance for the kobold and deep elf demonologists; and neqoxecs were present while red and blue devils were absent. The vault's danger was thus more random than now. ([0.14.1 source link.])