Difference between revisions of "Spider's Nest"

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{{Flavour|On the surface a spider could be despatched with the swing of a shoe. Down here it is different. If you don't have arachnophobia already, this place, with its crumbling, web-choked caverns, poisonous arthropods and assorted creepy-crawlies, will give it to you.
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{{Flavour|The crumbling, web-choked caverns of the Spider Nest are packed with poisonous arthropods and assorted creepy-crawlies.
  
The Spider Nest is five levels deep and contains the gossamer rune. A dungeon features only two of the Snake Pit, Swamp, Shoals and Spider Nest branches. If the Spider Nest is present, the entrance is located between Lair:3 and Lair:6.
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A dungeon features only one of the Spider Nest and Snake Pit branches.
}}
 
  
{{Flavour|This is more of a natural sloped shaft than a stairway, but it will do. If you want to die from most potent venoms of this world, that is.
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The entrance to this branch can be found between levels 2 and 4 of the Lair of Beasts.
}}
 
  
[[File:Spider entry.png]] The '''Spider's Nest''' [[branch]] is a crumbling 5-floor [[branch]] filled with all manner of [[poison]]ous [[list of arachnids|arachnids]] and [[list of insects|insects]]. Adventurers willing to brave it are rewarded with the gossamer [[rune of Zot]] and a pile of [[ambrosia]] on its lowest floor. Stairs to the Spider's Nest can be found somewhere on [[Lair]]: 3-6, assuming your game doesn't generate the [[Snake Pit]] instead.
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This branch is 4 levels deep.
 +
 
 +
This branch contains the gossamer rune of Zot.}}
 +
 
 +
[[File:Spider entry.png]] The '''Spider's Nest''' [[branch]] is a crumbling 4-floor [[branch]] filled with all manner of [[poison]]ous [[list of arachnids|arachnids]] and [[list of insects|insects]]. Adventurers willing to brave it are rewarded with the gossamer [[rune of Zot]] on its lowest floor. Stairs to the Spider's Nest can be found somewhere on [[Lair]]:2-4, assuming your game doesn't generate the [[Snake Pit]] instead.
  
 
==Layout==
 
==Layout==
The Spider's Nest's floor plan is generally very chaotic and haphazard; with the exception of a few [[vault]]s and the large area in which the rune lies, you will mostly be exploring narrow tunnels choked with rock or larger caverns with no real sense of order. Choke points are uncommon, and the swift monsters found here will often have opportunities to surround you. No matter where you go, you will constantly be running into [[web]] [[trap]]s and pools of [[shallow water]], slowing your exploration and making combat much riskier.
+
The Spider's Nest's floor plan is generally very chaotic and haphazard; with the exception of a few [[vault]]s and the large area in which the rune lies, you will mostly be exploring narrow tunnels choked with rock or larger caverns with no real sense of order. Choke points are uncommon, and the swift monsters found here will often have opportunities to surround you. No matter where you go, you will constantly be running into [[web]]s and pools of [[shallow water]], slowing your exploration and making combat much riskier.
  
 
==Useful Info==
 
==Useful Info==
Melee characters shouldn't even think about venturing in without poison resistance; most of the enemies here move quickly and have poisonous bites or stings, and unless you're extremely cautious you'll always be attracting the attention of multiple opponents at once. If you insist on entering anyway, expect to use a lot of [[potions of curing]] or the [[Cure Poison]] spell. Also, you may wish to limit your use of '''[[Tab]]''' to automate combat, as your character will not take web traps into consideration when charging into combat. That being said, with solid physical defenses (30+ AC and double-digits EV or a nice shield should be sufficient) and poison resistance, very little here will be able to really challenge you.
+
Melee characters should heavily reconsider venturing in without poison resistance; most of the enemies here move quickly and have poisonous bites or stings, and unless you're extremely cautious you'll always be attracting the attention of multiple opponents at once. If you insist on entering anyway, expect to use a lot of [[potions of curing]]. Also, you may wish to limit your use of '''[[Tab]]''' to automate combat, as your character will not take web traps into consideration when charging into combat. That being said, with solid physical defenses (30+ AC and above average [[EV]] or [[SH]]) and poison resistance, few of the actual spiders will be able to really challenge you.
  
 
Although stealthy characters will have a fairly easy time sneaking up on individual spiders, the sheer number of opponents you'll be sneaking around makes it very difficult to maintain secrecy for long. Expect to engage in some actual combat before you finish up here.
 
Although stealthy characters will have a fairly easy time sneaking up on individual spiders, the sheer number of opponents you'll be sneaking around makes it very difficult to maintain secrecy for long. Expect to engage in some actual combat before you finish up here.
  
Ranged fighters and casters have a fairly easy time of things, as most spiders are fragile, resistance-free, and can be safely taken out from a distance. As almost everything here is vulnerable to poison and contains poison, spells like [[Poisonous Cloud]] and especially [[Ignite Poison]] will clear the Nest with ease. [[Mephitic Cloud]] will also be effective, but expect the noise to awaken many off-screen opponents. Just beware of [[trapdoor spider]]s, as they won't become visible until you're standing next to them. Be aware that most enemies in the Spider's Nest hit about as hard as [[yak]]s and tend to be quite fast -- lightly armored characters should pick their fights carefully.
+
Ranged fighters and casters have a relatively easy time of things, as most spiders are fragile, resistance-free, and can be safely taken out from a distance. As almost everything here is vulnerable to poison, spells like [[Poisonous Vapours]] and especially [[Olgreb's Toxic Radiance]] will clear the Nest with ease. [[Mephitic Cloud]] will also be effective, but expect the noise to awaken many off-screen opponents. Be aware that most enemies in the Spider's Nest hit about as hard as [[yak]]s and tend to be quite fast -- lightly armored characters should pick their fights carefully. A caster's biggest threat is the [[ghost moth]] - which not only is fast, hits hard, and is invisible, but also drains your [[MP]] just by seeing you.
  
The biggest threats you can expect to encounter are [[emperor scorpion]]s (very high damage output and durability), packs of [[wolf spider]]s (somewhat less powerful but capable of appearing in swarms), [[ghost moth]]s (invisible predators with far too many unpleasant abilities), and [[orb spider]]s (ranged snipers that blast you with [[Orbs of Destruction]] while fleeing melee combat). More than ever, avoid drawing crowds and prioritize disabling the most dangerous opponents first; it's very difficult to prevent enemies from surrounding you here. It might be slow, but allowing opponents to come to you instead of charging in to meet them will greatly reduce your chance of getting swarmed. Also be aware that many powerful [[unique]]s can generate here, potentially complicating an otherwise-straightforward branch.
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Most enemies found in the Spider's Nest have lousy [[willpower]], so bringing a [[scroll of fear]] or two may save you from otherwise unmanageable hordes. The same is true for a [[wand of paralysis]] or [[wand of charming|charming]] - even without any Evocations training, you have about a 50-50 chance to affect most spiders. Going [[invisible]] works on almost every enemy here, though the [[sun moth]]'s (1-tile) halo will easily reveal you.
  
Almost everything found in the Spider's Nest has lousy [[magic resistance]], so bringing a [[scroll of fear]] or two may save you from otherwise unmanageable hordes.
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Many threats complement the swarm of spiders. [[Emperor scorpion]]s and the aformentioned ghost moth hit hard and move fast. [[Entropy weaver]]s inflict rather heavy [[corrosion]], making you easy prey to everything else. [[Pharaoh ant]]s and the particularly strong [[broodmother]] both aid in the swarm; adding more and more monsters into the fray. Finally, [[Jorogumo]] and [[Steelbarb worm]]s will try and ensnare and enbarb you, respectively -- like you'd be able to run away, anyways.
  
Because most of the monsters in the Nest leave poisonous, contaminated corpses, bringing your own food supply is a good idea. Of course, if you have [[poison resistance]], you can simply feast on the endless tide of spiders.
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Do not underestimate the final vault on Spider's Nest:4 — not only is it full of more dangerous creatures, but a [[moth of wrath]] can turn a posse of jumping spiders, wolf spiders, and emperor scorpions into a deadly tide of chitin extremely quickly.
  
 
===Useful Traits===
 
===Useful Traits===
*Strong physical defenses
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*Strong [[AC|physical defenses]]
*Poison resistance
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*[[Poison resistance]]
 +
*[[Corrosion resistance]]
 
*[[See invisible]]
 
*[[See invisible]]
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*Ways to become [[invisible]]
 +
 +
Optional:
 +
*[[Cold resistance]], useful for fighting [[pharaoh ant]]-created [[simulacrum (monster)|simulacra]]
 +
*[[Negative energy resistance]], to reduce damage from [[Jorogumo]]s' [[Bolt of Draining]]
 +
*[[Electricity resistance]], to make [[spark wasp]]s less deadly
  
 
==Monsters==
 
==Monsters==
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
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| {{monsterlink|Wolf spider}} || {{monsterlink|Redback}} || {{monsterlink|Tarantella}} || {{monsterlink|Jumping spider}} || {{monsterlink|Orb spider}}
 
|-
 
|-
| {{monsterlink|Spider}} || {{monsterlink|Trapdoor spider}} || {{monsterlink|Wolf spider}} || {{monsterlink|Redback}} || {{monsterlink|Tarantella}} || {{monsterlink|Jumping spider}}
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| {{monsterlink|Scorpion}} || {{monsterlink|Emperor scorpion}} || {{monsterlink|Demonic crawler}} || {{monsterlink|Boulder beetle}} || {{monsterlink|Ghost moth}}
 
|-
 
|-
| {{monsterlink|Orb spider}} || {{monsterlink|Scorpion}} || {{monsterlink|Emperor scorpion}} || {{monsterlink|Demonic crawler}} || {{monsterlink|Giant cockroach}} || {{monsterlink|Giant mite}}
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| {{monsterlink|Torpor snail}} || {{monsterlink|Entropy weaver}} || {{monsterlink|Giant cockroach}} || {{monsterlink|Worm}} || {{monsterlink|Radroach}}
 
|-
 
|-
| {{monsterlink|Giant centipede}} || {{monsterlink|Goliath beetle}} || {{monsterlink|Boring beetle}} || {{monsterlink|Boulder beetle}} || {{monsterlink|Worm}} || {{monsterlink|Rock worm}}
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| {{monsterlink|Hornet}} || {{monsterlink|Spark wasp}} || {{monsterlink|Moth of wrath}} || {{monsterlink|Pharaoh ant}} || {{monsterlink|Steelbarb worm}}
 
|-
 
|-
| {{monsterlink|Spiny worm}} || {{monsterlink|Yellow wasp}} || {{monsterlink|Red wasp}} || {{monsterlink|Moth of wrath}} || {{monsterlink|Moth of suppression}} || {{monsterlink|Ghost moth}}
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| {{monsterlink|Jorogumo}} || {{monsterlink|Broodmother}} || {{monsterlink|Culicivora}} || {{monsterlink|Sun moth}} ||  
 
|}
 
|}
  
 
===Uniques===
 
===Uniques===
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
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| {{monsterlink|Agnes}}
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| {{monsterlink|Aizul}}
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| {{monsterlink|Arachne}}
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| {{monsterlink|Asterion}}
 
|-
 
|-
| {{monsterlink|Arachne}}
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| {{monsterlink|Azrael}}
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| {{monsterlink|Bai Suzhen}}
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| {{monsterlink|Donald}}
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| {{monsterlink|Frances}}
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|-
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| {{monsterlink|Jorgrun}}
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| {{monsterlink|Josephine}}
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| {{monsterlink|Kirke}}
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| {{monsterlink|Louise}}
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|-
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| {{monsterlink|Mara}}
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| {{monsterlink|Nikola}}
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| {{monsterlink|Roxanne}}
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| {{monsterlink|Rupert}}
 
|}
 
|}
  
 
==History==
 
==History==
Prior to [[0.11]], the Spider's Nest was a simple 1-floor sub-branch with similar monsters and some treasure (occasionally including ambrosia), but no rune.
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*In [[0.28]], the Spider's Nest overwent an overhaul; changing existing inhabitants while adding many new ones. The branch was also made normal noise again (instead of quiet).
 +
*In [[0.26]] [[boulder beetle]]s came back as rare inhabitants.
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*Prior to [[0.19]], [[boulder beetle]]s and [[wasp]]s inhabited the Spider's Nest.
 +
*Prior to [[0.17]], Spider's Nest was 5 floors long. [[Goliath beetle]]s, [[Boring beetle]]s and [[Giant mite]]s were removed, while [[Entropy weaver]]s and [[Torpor snail]]s were added.
 +
*Prior to [[0.11]], the Spider's Nest was a simple 1-floor sub-branch with similar monsters and some treasure (occasionally including ambrosia), but no rune.
  
 
[[Category:Dungeon Branches]]
 
[[Category:Dungeon Branches]]

Revision as of 16:57, 4 August 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
The crumbling, web-choked caverns of the Spider Nest are packed with poisonous arthropods and assorted creepy-crawlies.

A dungeon features only one of the Spider Nest and Snake Pit branches.

The entrance to this branch can be found between levels 2 and 4 of the Lair of Beasts.

This branch is 4 levels deep.

This branch contains the gossamer rune of Zot.

Spider entry.png The Spider's Nest branch is a crumbling 4-floor branch filled with all manner of poisonous arachnids and insects. Adventurers willing to brave it are rewarded with the gossamer rune of Zot on its lowest floor. Stairs to the Spider's Nest can be found somewhere on Lair:2-4, assuming your game doesn't generate the Snake Pit instead.

Layout

The Spider's Nest's floor plan is generally very chaotic and haphazard; with the exception of a few vaults and the large area in which the rune lies, you will mostly be exploring narrow tunnels choked with rock or larger caverns with no real sense of order. Choke points are uncommon, and the swift monsters found here will often have opportunities to surround you. No matter where you go, you will constantly be running into webs and pools of shallow water, slowing your exploration and making combat much riskier.

Useful Info

Melee characters should heavily reconsider venturing in without poison resistance; most of the enemies here move quickly and have poisonous bites or stings, and unless you're extremely cautious you'll always be attracting the attention of multiple opponents at once. If you insist on entering anyway, expect to use a lot of potions of curing. Also, you may wish to limit your use of Tab to automate combat, as your character will not take web traps into consideration when charging into combat. That being said, with solid physical defenses (30+ AC and above average EV or SH) and poison resistance, few of the actual spiders will be able to really challenge you.

Although stealthy characters will have a fairly easy time sneaking up on individual spiders, the sheer number of opponents you'll be sneaking around makes it very difficult to maintain secrecy for long. Expect to engage in some actual combat before you finish up here.

Ranged fighters and casters have a relatively easy time of things, as most spiders are fragile, resistance-free, and can be safely taken out from a distance. As almost everything here is vulnerable to poison, spells like Poisonous Vapours and especially Olgreb's Toxic Radiance will clear the Nest with ease. Mephitic Cloud will also be effective, but expect the noise to awaken many off-screen opponents. Be aware that most enemies in the Spider's Nest hit about as hard as yaks and tend to be quite fast -- lightly armored characters should pick their fights carefully. A caster's biggest threat is the ghost moth - which not only is fast, hits hard, and is invisible, but also drains your MP just by seeing you.

Most enemies found in the Spider's Nest have lousy willpower, so bringing a scroll of fear or two may save you from otherwise unmanageable hordes. The same is true for a wand of paralysis or charming - even without any Evocations training, you have about a 50-50 chance to affect most spiders. Going invisible works on almost every enemy here, though the sun moth's (1-tile) halo will easily reveal you.

Many threats complement the swarm of spiders. Emperor scorpions and the aformentioned ghost moth hit hard and move fast. Entropy weavers inflict rather heavy corrosion, making you easy prey to everything else. Pharaoh ants and the particularly strong broodmother both aid in the swarm; adding more and more monsters into the fray. Finally, Jorogumo and Steelbarb worms will try and ensnare and enbarb you, respectively -- like you'd be able to run away, anyways.

Do not underestimate the final vault on Spider's Nest:4 — not only is it full of more dangerous creatures, but a moth of wrath can turn a posse of jumping spiders, wolf spiders, and emperor scorpions into a deadly tide of chitin extremely quickly.

Useful Traits

Optional:

Monsters

s Wolf spider.png Wolf spider s Redback.png Redback s Tarantella.png Tarantella s Jumping spider.png Jumping spider s Orb spider.png Orb spider
s Scorpion.png Scorpion s Emperor scorpion.png Emperor scorpion s Demonic crawler.png Demonic crawler B Boulder beetle.png Boulder beetle y Ghost moth.png Ghost moth
w Torpor snail.png Torpor snail B Entropy weaver.png Entropy weaver B Giant cockroach.png Giant cockroach w Worm.png Worm B Radroach.png Radroach
y Hornet.png Hornet y Spark wasp.png Spark wasp y Moth of wrath.png Moth of wrath B Pharaoh ant.png Pharaoh ant w Steelbarb worm.png Steelbarb worm
H Jorogumo.png Jorogumo s Broodmother.png Broodmother s Culicivora.png Culicivora y Sun moth.png Sun moth

Uniques

i Agnes.png Agnes S Aizul.png Aizul H Arachne.png Arachne H Asterion.png Asterion
R Azrael.png Azrael d Bai Suzhen.png Bai Suzhen @ Donald.png Donald @ Frances.png Frances
g Jorgrun.png Jorgrun @ Josephine.png Josephine @ Kirke.png Kirke @ Louise.png Louise
R Mara.png Mara @ Nikola.png Nikola 8 Roxanne.png Roxanne @ Rupert.png Rupert

History