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 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]] 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 and where you can obtain them:
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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.  
 
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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]].
*Variable [[Lair]] Runes: Every game will have a random two of the following four runes:
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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]].
**'''Decaying''' - Found in [[the Swamp]].
 
**'''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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*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]].
  
 
[[Category:Dungeon Features]]
 
[[Category:Dungeon Features]]

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.