Difference between revisions of "Rune lock"

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(Slight reorganization (I really don't like the sound of "Other Runes"), added Rune Bypass and other under development details)
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A '''rune lock''' is a barrier that prevents you from entering a particular branch before you have a sufficient number of the [[runes of Zot]]. Three rune locks currently exist in ''Crawl'':
  
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]]. This feature is under active development, and will likely change before official release.
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* The entrance to [[The Vaults]], which requires 1 rune to unlock;
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* The entrances to [[Ziggurat]]s, which require 2 runes to unlock; and
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* The entrance to [[The Realm of Zot]], which requires 3 runes to unlock. This serves as the main barrier preventing the player from simply descending as far as possible and reaching the Orb.
  
 
==Rune Availability==
 
==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 where you can obtain them:
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* In a standard game, only two runes are unavailable before entering the Vaults: the silver rune (found in the Vaults itself) and the golden rune (found in the [[Tomb]], accessed through the Vaults via the [[Crypt]]). However, it is highly recommended to get the first rune from one of the two Lair branches ([[Snake Pit]]/[[Spider's Nest]] and [[Swamp]]/[[Shoals]]). Followers of [[Jiyva]] can easily acquire the rune from the [[Slime Pits]] once they have accumulated sufficient [[piety]], but others will likely wish to wait until later.
 
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* All runes are available before entering a Ziggurat (a portal to which is always found in [[the Depths]]) and the Realm of Zot. However, it is generally not a good idea to enter a Ziggurat with only two runes; all sorts of monsters including [[fiend]]s and [[pandemonium lord]]s can be found in there, and most characters with only two runes will not be prepared for them.
*Variable [[Lair]] Runes: Every game will have a random two of the following four runes:
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* Obtaining the second rune is generally best done in the other Lair branch from the list above. The third and final rune for opening the Realm of Zot is best obtained from either the Vaults, the Slime Pits, or the [[Abyss]].
**'''Decaying''' - Found in [[the Swamp]].
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* All runes found in the [[Hell]]s or [[Pandemonium]] are largely considered optional and are mainly used to improve the final [[score]].
**'''Gossamer''' - Found in the [[Spider's Nest]].  
 
**'''Serpentine''' - Found in the [[Snake Pit]].
 
**'''Barnacled''' - Found in [[the Shoals]].
 
 
 
*'''Slimy Rune''': Found in [[the Slime Pits]], which generate in [[the Lair]] in all games.
 
 
 
*'''Abyssal Rune''': Found in [[the Abyss]], which you can access through unwielding a [[distortion]] weapon, being [[banish]]ed by certain monsters, or suffering severe [[Translocations]] [[miscast effect]]s.
 
 
 
*[[Hell]] Runes: These runes can be occasionally accessed via a portal to the [[Vestibule of Hell]] found in one Lair ending.
 
**'''Obsidian''' - Found in [[Gehenna]].  
 
**'''Icy''' - Found in [[Cocytus]].
 
**'''Bone''' - Found in [[Tartarus]].  
 
**'''Iron''' - Found in [[the Iron City of Dis]].  
 
 
 
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 to obtain. Followers of [[Jiyva]] can easily acquire the Slimy rune, and followers of [[Lugonu]] have a somewhat easier time acquiring the Abyssal rune. The Hell runes are extremely difficult to obtain at this point in the game regardless of character.
 
 
 
==Bypassing the Rune Lock==
 
The idea of a rune lock bypass is currently being debated, allowing you to skip the first batch of runes but preventing you from ''returning'' to the Dungeon until you've acquired a rune in the Depths. One possible form for this is a guaranteed [[shaft]] [[trap]] on D:16, though other possibilities are being considered.
 
  
 
==History==
 
==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.
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* A rune lock requiring 3 runes has always existed for the [[realm of Zot]].
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* In [[0.19]], the number of runes required to enter a [[Ziggurat]] was reduced from 3 to 2.
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* In [[0.14]], the Vaults rune lock was added.
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** Although the concept of a rune lock to the Vaults had been debated since very early versions of ''Crawl'', it was only implemented after the [[0.13]] tournament, in which acquiring a rune before D:14 was 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 and the Vaults, leaving them very overpowered for the challenges the branch endings provided.
  
 
[[Category:Dungeon Features]]
 
[[Category:Dungeon Features]]

Revision as of 05:20, 28 July 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.

A rune lock is a barrier that prevents you from entering a particular branch before you have a sufficient number of the runes of Zot. Three rune locks currently exist in Crawl:

  • The entrance to The Vaults, which requires 1 rune to unlock;
  • The entrances to Ziggurats, which require 2 runes to unlock; and
  • The entrance to The Realm of Zot, which requires 3 runes to unlock. This serves as the main barrier preventing the player from simply descending as far as possible and reaching the Orb.

Rune Availability

  • In a standard game, only two runes are unavailable before entering the Vaults: the silver rune (found in the Vaults itself) and the golden rune (found in the Tomb, accessed through the Vaults via the Crypt). However, it is highly recommended to get the first rune from one of the two Lair branches (Snake Pit/Spider's Nest and Swamp/Shoals). Followers of Jiyva can easily acquire the rune from the Slime Pits once they have accumulated sufficient piety, but others will likely wish to wait until later.
  • All runes are available before entering a Ziggurat (a portal to which is always found in the Depths) and the Realm of Zot. However, it is generally not a good idea to enter a Ziggurat with only two runes; all sorts of monsters including fiends and pandemonium lords can be found in there, and most characters with only two runes will not be prepared for them.
  • Obtaining the second rune is generally best done in the other Lair branch from the list above. The third and final rune for opening the Realm of Zot is best obtained from either the Vaults, the Slime Pits, or the Abyss.
  • All runes found in the Hells or Pandemonium are largely considered optional and are mainly used to improve the final score.

History

  • A rune lock requiring 3 runes has always existed for the realm of Zot.
  • In 0.19, the number of runes required to enter a Ziggurat was reduced from 3 to 2.
  • In 0.14, the Vaults rune lock was added.
    • Although the concept of a rune lock to the Vaults had been debated since very early versions of Crawl, it was only implemented after the 0.13 tournament, in which acquiring a rune before D:14 was 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 and the Vaults, leaving them very overpowered for the challenges the branch endings provided.