Hall of the Hellbinder

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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 (83.33% chance) gold, (8.33% chance each) scrolls of torment or 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 fire and protection from fire, wands of fire or 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.

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.

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 or varied sources of warding (amulet of warding, macabre finger necklace, or staff of summoning) to ward off primarily melee-based threats.

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 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 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 5 or other-such demonic weakling, a minor speed-bump before the hellbinder himself. [0.14.1 source link.]

MAP
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ENDMAP

History

  • Prior to 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.