Difference between revisions of "Rune lock"

From CrawlWiki
Jump to: navigation, search
(since it's on vaults, not depths, it's theoretically possible though again exceedingly difficult)
m (dont overuse itallics)
 
(14 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{version-trunk}}
+
{{version030}}
 +
A '''rune lock''' is a barrier that prevents you from traversing a 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 entrance to [[the Vaults]], preventing you from travelling into that branch until you've acquired at least one [[rune of Zot]]. This feature is under active development, and will likely change before official release.
+
* In order to exit the [[the Vaults]], you must have 1 rune. If you enter the Vaults with no runes, you must get one (either from the Vaults itself, the [[Tomb]] inside, or from the [[Abyss]]) before you can go back to the Dungeon normally. Note that [[Ignis]]' Rising Flame ability will bypass the rune lock.
 +
* 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==
All the runes are available except the silver and golden ones, which are located in [[the Vaults]] and [[the Tomb]].
+
* All runes are available as the first rune. 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]]). Obtaining the second rune is generally best done in the other Lair branch from the list above.  
  
==Strategy==
+
: 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.  
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 and Pandemonium runes are extremely difficult to obtain at this point in the game regardless of character. Note that entering the Vaults is not a requisite to win the game, but optimal play will lead to it.
+
* 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 [[Hell]]s, [[Pandemonium]], and [[Tomb]] are largely considered optional and are mainly used to improve the final [[score]].
  
 
==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, 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, leaving them very overpowered for the challenges the branch endings provided.
+
*Prior to [[0.30]], you needed a rune to ''enter'' [[the Vaults]]. This rune lock has been moved to ''exiting'' the Vaults.
 +
*Prior to [[0.28]], you needed 2 runes to enter a [[ziggurat]].
 +
*Prior to [[0.19]], you needed 3 runes to enter a ziggurat.
 +
*Prior to [[0.14]], you did not need a rune to enter the Vaults.
 +
** 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.  
  
==See Also==
+
:: Without a rune lock, players have much less of a reason to enter the Lair Branch endings. They could explore Dungeon, both Lair Branch: 1-4s, and Vaults: 1-4 before entering a branch end. So by the time the player entered their first rune vault, they'd be overlevelled (thus, removing the challenge from obtaining your first rune).
*[https://crawl.develz.org/tavern/viewtopic.php?f=8&t=9688 Tavern discussion]
+
* A rune lock requiring 3 runes has always existed for [[the Realm of Zot]].
*[http://crawl.develz.org/wordpress/experimental-rule-change-the-rune-lock Dev blog post]
 
*[http://www.reddit.com/r/roguelikes/comments/1po1p7/dcss_runelock_is_in_trunk_what_are_reddits/ r/roguelikes discussion]
 
  
 
[[Category:Dungeon Features]]
 
[[Category:Dungeon Features]]

Latest revision as of 10:33, 9 June 2023

Version 0.30: 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 traversing a branch before you have a sufficient number of the runes of Zot. Two rune locks currently exist in Crawl:

  • In order to exit the the Vaults, you must have 1 rune. If you enter the Vaults with no runes, you must get one (either from the Vaults itself, the Tomb inside, or from the Abyss) before you can go back to the Dungeon normally. Note that Ignis' Rising Flame ability will bypass the rune lock.
  • 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

  • All runes are available as the first rune. 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). Obtaining the second rune is generally best done in the other Lair branch from the list above.
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.
  • 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

  • Prior to 0.30, you needed a rune to enter the Vaults. This rune lock has been moved to exiting the Vaults.
  • Prior to 0.28, you needed 2 runes to enter a ziggurat.
  • Prior to 0.19, you needed 3 runes to enter a ziggurat.
  • Prior to 0.14, you did not need a rune to enter the Vaults.
    • 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.
Without a rune lock, players have much less of a reason to enter the Lair Branch endings. They could explore Dungeon, both Lair Branch: 1-4s, and Vaults: 1-4 before entering a branch end. So by the time the player entered their first rune vault, they'd be overlevelled (thus, removing the challenge from obtaining your first rune).