Difference between revisions of "Pandemonium lord"

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'''Pandemonium lords''' are powerful semi-random [[demon]]s that rule over [[Pandemonium]], slaughtering any who invade their realm and chasing after you in the [[Dungeon]] once you've acquired the [[Orb of Zot]]. While they all have a few things in common (see invisible, [[negative energy]] immunity, brutal spell lists, [[brand]]ed attacks), they are generally very unpredictable; Pan lords have randomly generated names and appearances, random defenses, 10-18 speed, random resistances and immunities, random melee [[brand]]s (including [[Chaos]] and [[Distortion]]), and potentially nasty spell lists.
 
'''Pandemonium lords''' are powerful semi-random [[demon]]s that rule over [[Pandemonium]], slaughtering any who invade their realm and chasing after you in the [[Dungeon]] once you've acquired the [[Orb of Zot]]. While they all have a few things in common (see invisible, [[negative energy]] immunity, brutal spell lists, [[brand]]ed attacks), they are generally very unpredictable; Pan lords have randomly generated names and appearances, random defenses, 10-18 speed, random resistances and immunities, random melee [[brand]]s (including [[Chaos]] and [[Distortion]]), and potentially nasty spell lists.
  
When found in Pandemonium, there is usually one Pan lord per floor. They may be wandering the floor or hiding in a randomly placed [[vault]]. Depending on which vault you find, there is either an 11.1% or 100% chance of there being a demonic [[rune]] inside (assuming you don't already have one). Pan lord will spawn during your ascent with the Orb, making it entirely possible to run into two or more on a single floor.
+
When found in Pandemonium, there is usually one Pan lord per floor. They may be wandering the floor or hiding in a randomly placed [[vault]]. Depending on which vault you find, there is either an 11.1% or 100% chance of there being a demonic [[rune]] inside (assuming you don't already have one). Pan lords will spawn during your ascent with the Orb, making it entirely possible to run into two or more on a single floor.
  
 
==Properties==
 
==Properties==
Line 45: Line 45:
 
===Base properties===
 
===Base properties===
 
*HP: 100 + 3d50 (103-250)
 
*HP: 100 + 3d50 (103-250)
*EV: 5-24
+
**Non-casters get 50% more HP.
*AC: 5-24
+
*Total defense (AC + EV): 10-49
 +
**AC: 1-45
 +
**EV: 1-45
 +
***Pan lord AC/EV tend to be weighted towards one or the other.
 +
***Non-casters get +5 AC and +5 EV.
 
*HD: 10 + 2d10 (12-30)
 
*HD: 10 + 2d10 (12-30)
*Speed: Depends on whether or not the demon is a caster:
+
**Non-casters get +5 HD.
 +
*Speed:
 
**Non-casters: 11 + 2d4 (13-19)
 
**Non-casters: 11 + 2d4 (13-19)
 
**Casters: 33% chance of being speed 10, otherwise 8+2d5 (10-18)
 
**Casters: 33% chance of being speed 10, otherwise 8+2d5 (10-18)
*Melee damage: One attack, with a maximum damage of 20 + 2d20 (22-60).
+
*Melee damage: one attack, with a maximum damage of 20 + 2d20 (22-60).
*Melee brand: 33% chance for casters, 100% for non-casters, of a brand other than holy wrath or reaching.
+
**Non-casters get +10 damage.
 +
*Melee brand: 33% chance of a brand (not holy wrath or reaching).
 +
**Non-casters always get a melee brand.
  
 
===Resistances and Intrinsics===
 
===Resistances and Intrinsics===
*Flight/Levitation: 1/3 chance of neither, otherwise 1/5 chance of levitation, 4/5 chance of flight
+
*Flight: 2/3 chance.
*Fire resistance: 2/3 chance of having 1d2 levels of fire resistance. If it has no levels of fire resistance, has a 1/10 chance of being vulnerable to fire.
+
*Fire and cold resistance:
*Cold resistance: 2/3 chance of having 1d2 levels of cold resistance. Pan lords without cold resistance will always instead be vulnerable to cold.
+
**10% chance of being vulnerable (rF- / rC-)
*Electricity resistance: 1/3 chance of having a single level of electricity resistance.
+
**30% chance of having no resistance
 +
**30% chance of having one level of the resistance (rF+ / rC+)
 +
**20% chance of having two levels of the resistance (rF++ / rC++)
 +
**10% chance of being immune (rF+++ / rC+++)
 +
*Electricity resistance: 60% chance of having a single level of electricity resistance and 10% chance of being immune to electricity.
 
*Always have the standard demonic resistances (poison, negative energy, torment) and [[see invisible]].
 
*Always have the standard demonic resistances (poison, negative energy, torment) and [[see invisible]].
  
 
===Spellcasting===
 
===Spellcasting===
Pan lords have a 2/3 chance of being spellcasters. Those who are not gain some bonuses to melee and speed, as seen above. Pan lords that are spellcasters are given spells from the [[player ghost#Spellcasting|player ghost]] lists. This is a two-step process.  The first part, which fills the Pan lord's spell slots with random spells from the player ghost lists, is as follows:
+
Pan lords have a 75% chance of being spellcasters. Non-casters gain some bonuses to defenses, melee and speed, as seen above. Pan lords who are spellcasters are given spells from fixed lists.
  
*Slot 1: Pan lords receive a random spell from the Conjurations list.
+
*Slot 1. 90% chance to get a conjuration spell: [[Call Down Damnation]], [[Lehudib's Crystal Spear]], [[Corrosive Bolt]], [[Quicksilver Bolt]], [[Orb of Destruction]], [[Energy Bolt]], [[Disintegration]], [[Bolt of Fire]], [[Bolt of Cold]], [[Iron Shot]], [[Poison Arrow]], [[Bolt of Draining]], or [[Lightning Bolt]].
*Slot 2: Pan lords receive another random spell from the Conjurations list, possibly a duplicate of the first.
+
*Slot 2. 90% chance to get a summoning spell '''or''' an AOE conjuration spell (even chance of each):
*Slot 3: Pan lords have a 25% chance of receiving nothing in this slot. Otherwise, they get a random self-enchantment/summoning spell.
+
**Summoning spells: [[Haunt]], [[Malign Gateway]], [[Summon Dragon]], [[Summon Horrible Things]], [[Shadow Creatures]], [[Summon Eyeballs]], [[Summon Vermin]], or [[Summon Butterflies]].
*Slot 4: This slot has a 50% chance of being left empty initially, otherwise it is filled by a random spell from the hostile enchantments list. However, it will always be filled by the second part of the spell process.
+
**AOE conjuration spells: [[Symbol of Torment]], [[Fire Storm]], [[Glaciate]], [[Chain Lightning]], [[Freezing Cloud]], [[Poisonous Cloud]], [[Metal Splinters]], [[Energy Bolt]], or [[Orb of Electrocution|Orb of Electricity]].
*Slot 5: This slot also has a 50% chance of being left empty initially, otherwise it is filled by the same list as Slot 4.
+
*Slot 3. 50% chance to get a self-enchantment spell: [[Haste]], [[Silence]], [[Invisibility]], [[Blink]], or [[Blinkbolt]].
*Slot 6: 25% chance of nothing, 25% chance of [[Blink]], 50% chance of [[Teleport Self]]
+
*Slot 4. 50% chance to get a spell from the misc spell list: [[Dispel Undead]], [[Paralyse]], [[Sleep]], [[Mass Confusion]], [[Drain Magic]], [[Petrify]], [[Polymorph]], [[Force Lance]], or [[Slow]].
 +
*Slot 5. 50% chance to get a spell for summoning demons: [[Summon Demon]] or [[Summon Greater Demon]].
  
A few replacements also happen:
+
Obviously, this produces widely varied spell lists.  In theory, it could range from a demon possessing only [[Summon Butterflies]] to a monstrosity with [[Fire Storm]], [[Lehudib's Crystal Spear]], [[Haste]], [[Drain Magic]], and [[Summon Greater Demon]].
*Dig is always removed from Slot 4, for technical reasons
 
*Agony is replaced by Torment
 
*Conjure Ball Lightning and Ozocubu's Refrigeration are replaced by an empty slot.
 
 
 
The second part of the process may randomly replace some spells to make them more demonic.  It iteratively tries to replace the spells with the spells given, in the order given.  This makes spells later in the order more likely to appear:
 
 
 
*Slot 1: 1/25 chance of replacing with [[Hellfire]], then 1/25 chance of [[Fire Storm]], then 1/25 chance of [[Ice Storm]], then 1/25 chance of [[Metal Splinters]], then 1/25 chance of [[Energy Bolt]]. (18% chance of being replaced)
 
*Slot 2: 1/25 chance of replacing with [[Steam Ball]], then 1/25 chance of [[Iskenderun's Mystic Blast]], then 1/25 chance of [[Hellfire]], then 1/25 chance of [[Orb of Destruction]]. (15% chance of being replaced)
 
*Slot 3: 1/25 chance of replacing with [[Smiting]], then 1/25 chance of [[Hellfire]], then 1/22 chance of [[Summon Hydra]], then 1/20 chance of [[Summon Dragon]], then 1/12 chance of [[Summon Greater Demon]], then 1/12 chance of [[Summon Demon]], then 1/10 chance of [[Summon Eyeballs]] (37% chance overall of being replaced)
 
*Slot 4: 1/20 chance of replacing with [[Summon Greater Demon]], then 1/20 chance of [[Summon Demon]], then 1/20 chance of [[Malign Gateway]]. If this spell slot still remains empty, it is filled with Summon Demon. (14% chance of being replaced, disregarding the automatic filling if empty)
 
*Slot 5: 1/15 chance of being replaced with [[Dig]].
 
*Slot 6: Unchanged
 
 
 
Obviously, this produces widely varied spell lists.  In theory, it could range from a demon possessing only [[Magic Dart]] and [[Corona]] to a monstrosity with [[Lehudib's Crystal Spear]], [[Fire Storm]], [[Haste]], [[Torment]], [[Torment]] (again, making it twice as likely to cast it), and [[Teleport Self]].
 
  
 
==Uniques==
 
==Uniques==
There are four [[unique]], fixed Pan lords: [[Mnoleg]], [[Lom Lobon]], [[Cerebov]], and [[Gloorx Vloq]], respectively guarding the glowing, magical, fiery, and dark runes. Only Cerebov has loot. The game will alert you when you enter the realm of one of these lords; you can check the milestones to see which lord's realm you have entered.  
+
There are four [[unique]], fixed Pan lords: [[Mnoleg]], [[Lom Lobon]], [[Cerebov]], and [[Gloorx Vloq]], respectively guarding the glowing, magical, fiery, and dark runes. Only Cerebov has loot. The game will alert you when you enter the realm of one of these lords; you can check the milestones by pressing '''?:''' keys to see which lord's realm you have entered.  
  
 
Be careful: if you leave the level before getting the rune (except through [[banishment]]), you will not be able to get the rune that game, and thus cannot do an all-rune ascension.  
 
Be careful: if you leave the level before getting the rune (except through [[banishment]]), you will not be able to get the rune that game, and thus cannot do an all-rune ascension.  
  
Should you pick up the rune on a unique Pan lord's level ''without'' killing him, he will randomly spawn on all subsequent Pan levels until you do kill him.
+
Should you pick up the rune on a unique Pan lord's level ''without'' killing them, they will randomly spawn on all subsequent Pan levels until you do kill them.
  
 
==Tips & Tricks==
 
==Tips & Tricks==
*Killing them quickly is entirely appropriate, especially when facing multiple lords at once. Since you have no idea what kind of spells they'll be casting, assume the worst. [[Haste]], [[Might]], and the most powerful [[Conjurations]] you know are entirely in order.
+
*Killing them quickly is entirely appropriate, especially when facing multiple lords at once. Since you have no idea what kind of spells they'll be casting, assume the worst. [[Haste]], [[Summon Greater Demon]] and the most powerful [[Conjurations]] you know are entirely in order.
 
*Maxed out [[fire]] and [[cold]] resistance help take some of the sting out of their storm spells, but not much. [[Torment]] resistance is also highly recommended, but you'll probably have that by this point. More unusually, be prepared to wipe out their packs of eye-type monsters as quickly as possible: getting paralyzed by [[floating eye]]s, having your MP reduced to 0 by [[eyes of draining]], and being mutated by [[shining eye]]s is a miserable, and usually lethal, experience that you can't really defend against except through overwhelming offense.
 
*Maxed out [[fire]] and [[cold]] resistance help take some of the sting out of their storm spells, but not much. [[Torment]] resistance is also highly recommended, but you'll probably have that by this point. More unusually, be prepared to wipe out their packs of eye-type monsters as quickly as possible: getting paralyzed by [[floating eye]]s, having your MP reduced to 0 by [[eyes of draining]], and being mutated by [[shining eye]]s is a miserable, and usually lethal, experience that you can't really defend against except through overwhelming offense.
  
 
==History==
 
==History==
 +
*Prior to [[0.23]], Pan lords' spell sets and attack brands were not revealed.
 
*Prior to [[0.21]], Pan lords could cast [[Shatter]].
 
*Prior to [[0.21]], Pan lords could cast [[Shatter]].
*Prior to [[0.14]], Pan lords had not a chance at [[Quicksilver Bolt]] instead of IMB in their second slot, and also not a 1/25 chance of [[Orb of Electrocution|Orb of Electricity]] in their first slot. Also, the proportion of non-casters was 1/3 instead of 1/4, and not all Pan lords could see invisible.
+
*Prior to [[0.18]], Pan lords had more spells on average, but some of those spells were weaker (e.g. [[Throw Icicle]] or [[Throw Flame]]). Also, non-caster Pan lords didn't have offense and defense bonuses.
 +
*Prior to [[0.14]], Pan lords could not get [[Quicksilver Bolt]] instead of IMB in their second slot, and could not get [[Orb of Electrocution|Orb of Electricity]] in their first slot. Also, the proportion of non-casters was 1/3 instead of 1/4, and not all Pan lords could see invisible.
 
*Prior to [[0.9]], demonic runes would continue to spawn even if you already had one, allowing for truly ridiculous high scores.
 
*Prior to [[0.9]], demonic runes would continue to spawn even if you already had one, allowing for truly ridiculous high scores.
  
 
==References==
 
==References==
 
<references/>
 
<references/>

Revision as of 15:11, 14 February 2019

Version 0.23: This article may not be up to date for the latest stable release of Crawl.
pandemonium lord &Pandemonium lord.png
HP 115-342
HD 18
XP 6748
Speed 10 - 18
AC 16
EV 15
Will 120
Attack1 20-60 (hit: Randomly branded)


Resistances rPois+, rRot, rTorm,
rN+, Random
Vulnerabilities Holy, Random
Habitat land
Intelligence Human
Uses Open doors
Holiness Demonic
Size Large
Type pandemonium demon, pandemonium demon
Flags Fighter
Spellcaster
Speaks
Evil
See invisible
A formidable demon lord inhabiting the endless halls of Pandemonium. Each one is different, with its own set of strengths and weaknesses.

Useful Info

Pandemonium lords are powerful semi-random demons that rule over Pandemonium, slaughtering any who invade their realm and chasing after you in the Dungeon once you've acquired the Orb of Zot. While they all have a few things in common (see invisible, negative energy immunity, brutal spell lists, branded attacks), they are generally very unpredictable; Pan lords have randomly generated names and appearances, random defenses, 10-18 speed, random resistances and immunities, random melee brands (including Chaos and Distortion), and potentially nasty spell lists.

When found in Pandemonium, there is usually one Pan lord per floor. They may be wandering the floor or hiding in a randomly placed vault. Depending on which vault you find, there is either an 11.1% or 100% chance of there being a demonic rune inside (assuming you don't already have one). Pan lords will spawn during your ascent with the Orb, making it entirely possible to run into two or more on a single floor.

Properties

Pan lords are semi-randomly generated, but their potential properties, while complex, can be enumerated:[1]

Base properties

  • HP: 100 + 3d50 (103-250)
    • Non-casters get 50% more HP.
  • Total defense (AC + EV): 10-49
    • AC: 1-45
    • EV: 1-45
      • Pan lord AC/EV tend to be weighted towards one or the other.
      • Non-casters get +5 AC and +5 EV.
  • HD: 10 + 2d10 (12-30)
    • Non-casters get +5 HD.
  • Speed:
    • Non-casters: 11 + 2d4 (13-19)
    • Casters: 33% chance of being speed 10, otherwise 8+2d5 (10-18)
  • Melee damage: one attack, with a maximum damage of 20 + 2d20 (22-60).
    • Non-casters get +10 damage.
  • Melee brand: 33% chance of a brand (not holy wrath or reaching).
    • Non-casters always get a melee brand.

Resistances and Intrinsics

  • Flight: 2/3 chance.
  • Fire and cold resistance:
    • 10% chance of being vulnerable (rF- / rC-)
    • 30% chance of having no resistance
    • 30% chance of having one level of the resistance (rF+ / rC+)
    • 20% chance of having two levels of the resistance (rF++ / rC++)
    • 10% chance of being immune (rF+++ / rC+++)
  • Electricity resistance: 60% chance of having a single level of electricity resistance and 10% chance of being immune to electricity.
  • Always have the standard demonic resistances (poison, negative energy, torment) and see invisible.

Spellcasting

Pan lords have a 75% chance of being spellcasters. Non-casters gain some bonuses to defenses, melee and speed, as seen above. Pan lords who are spellcasters are given spells from fixed lists.

Obviously, this produces widely varied spell lists. In theory, it could range from a demon possessing only Summon Butterflies to a monstrosity with Fire Storm, Lehudib's Crystal Spear, Haste, Drain Magic, and Summon Greater Demon.

Uniques

There are four unique, fixed Pan lords: Mnoleg, Lom Lobon, Cerebov, and Gloorx Vloq, respectively guarding the glowing, magical, fiery, and dark runes. Only Cerebov has loot. The game will alert you when you enter the realm of one of these lords; you can check the milestones by pressing ?: keys to see which lord's realm you have entered.

Be careful: if you leave the level before getting the rune (except through banishment), you will not be able to get the rune that game, and thus cannot do an all-rune ascension.

Should you pick up the rune on a unique Pan lord's level without killing them, they will randomly spawn on all subsequent Pan levels until you do kill them.

Tips & Tricks

  • Killing them quickly is entirely appropriate, especially when facing multiple lords at once. Since you have no idea what kind of spells they'll be casting, assume the worst. Haste, Summon Greater Demon and the most powerful Conjurations you know are entirely in order.
  • Maxed out fire and cold resistance help take some of the sting out of their storm spells, but not much. Torment resistance is also highly recommended, but you'll probably have that by this point. More unusually, be prepared to wipe out their packs of eye-type monsters as quickly as possible: getting paralyzed by floating eyes, having your MP reduced to 0 by eyes of draining, and being mutated by shining eyes is a miserable, and usually lethal, experience that you can't really defend against except through overwhelming offense.

History

  • Prior to 0.23, Pan lords' spell sets and attack brands were not revealed.
  • Prior to 0.21, Pan lords could cast Shatter.
  • Prior to 0.18, Pan lords had more spells on average, but some of those spells were weaker (e.g. Throw Icicle or Throw Flame). Also, non-caster Pan lords didn't have offense and defense bonuses.
  • Prior to 0.14, Pan lords could not get Quicksilver Bolt instead of IMB in their second slot, and could not get Orb of Electricity in their first slot. Also, the proportion of non-casters was 1/3 instead of 1/4, and not all Pan lords could see invisible.
  • Prior to 0.9, demonic runes would continue to spawn even if you already had one, allowing for truly ridiculous high scores.

References

  1. ghost.cc:175 (0.21.0)