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'':
  
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'':
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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.
* The entrance to the Vaults, which requires 1 rune to unlock;
 
* The entrance 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==
 
==Rune Availability==
* In a standard game, before entering the Vaults, only two runes are unavailable: the silver rune and the golden rune, however it is ill-advised to get a rune from anywhere other than the two Lair branches of the [[Snake Pit]], [[Spider's Nest]], [[Swamp]] and [[Shoals]]. Followers of [[Jiyva]] may instead be able to acquire the rune from the [[Slime Pits]].
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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.
* All runes are available before entering a [[Ziggurat]], a portal to which is found in [[the Depths]], and the [[realm of Zot]]. It is generally advisable to obtain the second rune from the other Lair branch from the list above, and the third rune from one of [[the Vaults]] (which itself requires a rune), [[the Slime Pits]] or [[the Abyss]].
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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]].
* It is generally not a good idea to enter a Ziggurat after only two runes; all sorts of monsters including Fiends and [[pandemonium lord]]s can be found in there, that most two-rune characters will not be prepared for.
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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]].
  
 
==History==
 
==History==
* A rune lock requiring 3 runes has always existed for the [[realm of Zot]].
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*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.
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*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.
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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.
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.