Difference between revisions of "Rune lock"

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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]]. Two rune locks currently exist in ''Crawl'':
  
The '''rune lock''' is a barrier found on the 14th floor of [[the Dungeon]], preventing you from travelling any deeper until you've acquired at least one [[rune of Zot]].
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* The entrance to [[the Vaults]] requires 1 rune to unlock.
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* The entrance to [[the Realm of Zot]] requires 3 runes to unlock. This serves as the main barrier preventing the player from simply descending as deep 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:
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* Only two runes, from Vaults and Tomb, are unavailable as the first rune. But 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. Obtaining the second rune is generally best done in the other Lair branch from the list above.  
*'''Barnacled''' - Found in [[the Swamp]], which generates in 50% of games. Although difficulty varies based on the particular Swamp ending you encounter, this is widely considered to be the easiest rune to acquire.
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* The third and final rune for opening the Realm of Zot is best obtained from either the Vaults, the Slime Pits, or the [[Abyss]].
*'''Gossamer''' - Found in the [[Spider's Nest]], which generates in [[the Lair]] in 50% of games. Moderately difficult.
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* All runes found in the [[Hell]]s, [[Pandemonium]], and [[Tomb]] are largely considered optional and are mainly used to improve the final [[score]].
*'''Scaly''' - Found in the [[Snake Pit]], which generates in [[the Lair]] in 50% of games. Moderately difficult.
 
*'''Barnacled''' - Found in [[the Shoals]], which generate in [[the Lair]] in 50% of games. Moderately difficult.
 
*'''Abyssal''' - Found in [[the Abyss]], which you can access through unwielding a [[distortion]] weapon or by being [[banish]]ed by certain monsters. High difficulty, though less so for worshipers of [[Lugonu]].
 
*'''Slimy''' - Found in the [[Slime Pits]], which generate in [[the Lair]] in all games. High difficulty, though much less so for worshipers of [[Jiyva]].
 
*'''Obsidian''' - Found in [[Gehenna]], which can occasionally be accessed via the [[Vestibule of Hell]] found in one Lair ending. Extremely difficult.
 
*'''Icy''' - Found in [[Cocytus]], which can occasionally be accessed via the [[Vestibule of Hell]] found in one Lair ending. Extremely difficult.
 
*'''Bone''' - Found in [[Tartarus]], which can occasionally be accessed via the [[Vestibule of Hell]] found in one Lair ending. Extremely difficult.
 
*'''Iron''' - Found in [[the Iron City of Dis]], which can occasionally be accessed via the [[Vestibule of Hell]] found in one Lair ending. Extremely difficult.
 
  
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.
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==History==
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*In [[0.28]], the [[ziggurat]] rune lock was removed; it required 2 runes to open, prior.
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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.
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* A rune lock requiring 3 runes has always existed for [[the Realm of Zot]].
  
==History==
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[[Category:Dungeon Features]]
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.
 

Revision as of 23:11, 31 July 2022

Version 0.28: 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. Two rune locks currently exist in Crawl:

  • The entrance to the Vaults requires 1 rune to unlock.
  • The entrance to the Realm of Zot requires 3 runes to unlock. This serves as the main barrier preventing the player from simply descending as deep as possible and reaching the Orb.

Rune Availability

  • Only two runes, from Vaults and Tomb, are unavailable as the first rune. But 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. 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, Pandemonium, and Tomb are largely considered optional and are mainly used to improve the final score.

History

  • In 0.28, the ziggurat rune lock was removed; it required 2 runes to open, prior.
  • 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.
  • A rune lock requiring 3 runes has always existed for the Realm of Zot.