Difference between revisions of "The Abyss"

From CrawlWiki
Jump to: navigation, search
(Big rewrite for 0.13)
Line 1: Line 1:
{{version012}}
+
{{version013}}
 
{{flavour|The Abyss is a truly bizarre place, ever-changing and twisted. It is filled with all sorts of monsters, mostly of demonic nature, whose common aim is to feast on intruders. It is also the garbage dump for many sorcerers, who delight in sending would-be champions like you to these proving grounds of madness.
 
{{flavour|The Abyss is a truly bizarre place, ever-changing and twisted. It is filled with all sorts of monsters, mostly of demonic nature, whose common aim is to feast on intruders. It is also the garbage dump for many sorcerers, who delight in sending would-be champions like you to these proving grounds of madness.
  
Line 8: Line 8:
 
{{flavour|A one-way gate to a demon-haunted realm, riven by chaos, its very substance impermanent and whimsical, filled with creatures out of nightmare.}}
 
{{flavour|A one-way gate to a demon-haunted realm, riven by chaos, its very substance impermanent and whimsical, filled with creatures out of nightmare.}}
  
[[File:Abyss entry.png]]'''The Abyss''' is an extra-dimensional chaotic plane without definite shape or form, inhabited by unholy horrors and ruled by [[Lugonu]] the Unformed. Whether you end up in this horrible place intentionally or as the result of sheer bad luck, dedicated explorers will eventually find the [[abyssal rune]] of Zot and perhaps even a way out!
+
[[File:Abyss entry.png]] '''The Abyss''' is an extra-dimensional chaotic plane without definite shape or form, inhabited by unholy horrors and ruled by [[Lugonu]] the Unformed. Whether you end up in this horrible place intentionally or as the result of sheer bad luck, dedicated explorers will eventually find the [[abyssal rune]] of Zot and perhaps even a way out!
  
==Layout==
+
==Structure==
The Abyss is a 5-"floor" [[branch]], though not in the traditional sense. Each floor is an endless plane of constantly shifting terrain, made up of all manner of walls, [[shallow water]], [[deep water]], and [[lava]]. [[Cloud]]s of smoke are common, and clouds of more dangerous substances are not unheard of. Although you can occasionally find stable structures and obvious [[vault]]s in your exploration, it's mostly just a jumbled mess of terrain and monsters.
+
The Abyss is a five-floor [[branch]], with each floor an endless plane of constantly shifting terrain.  Travel within or between levels of the Abyss is made difficult by several permanent branch features:
 +
* Downstairs and branch exits appear rarely and at random.  It's not possible to go upstairs in the Abyss.  Doing so exits the branch entirely.
 +
* The terrain constantly changes.  Walls appear and disappear with nearly every step, even under the player's feet, cutting off and opening escape routes and revealing new monsters.
 +
* Mapping does not work for long.  Only tiles recently or currently in your line of sight are shown, and anything that leaves your sight is quickly forgotten.
 +
* The player can be [[teleport|teleported]] at random.  20% of the time, this teleport will reset the entire map.
 +
* Manual [[teleport]] takes longer to launch and has a chance to fail.  [[blink|Blinking]] will send you to a random tile and has a low success rate (11%/33% for worshipers of [[Lugonu]]). [[Teleport control]] is severely limited: only doubling success rate of blinks.
  
The chaotic forces of the Abyss cause a number of strange phenomena to occur:
+
==Entering the Abyss==
*The Abyss is constantly shifting and cannot be permanently mapped. Only tiles recently or currently in your [[line of sight]] are shown, and anything that leaves your sight is quickly forgotten. Terrain in the Abyss shifts with nearly every step, though vaults are mostly unaffected. This shifting may open new escape routes for stranded adventurers – or seal ones they were planning to take. You may be pushed out of your current tile by this happening, but never with directly lethal effect.
+
There are several ways to enter the Abyss, some voluntary, most not. [[Abyssal Knight|Abyssal knights]] begin the game in A:1, but can port themselves out with a [[Lugonu]] ability or risk walking to an exit. [[Lugonu]] worshipers can travel to the Abyss at any time with piety level *****.
*You will be [[teleport]]ed at random every so often, bringing you to a new part of the Abyss or even resetting the level and dumping you in a fresh patch of chaos (20% chance per teleport). Be aware that dropping something from your inventory may result in losing it forever, and that your army of summoned monsters will be constantly left behind. [[Recall]] helps with this somewhat.
 
*Manual teleportation and [[blink]]ing also behave erratically in the Abyss. Teleport attempts have a chance to fail, and take much longer than normal to kick in. Doing so also has the same 20% chance of resetting the level. Blinking is extremely difficult here, succeeding only 11% of the time (or 33% for Lugonu followers). [[Teleport control]] is nearly useless; its only effect is to double the success rate of blink attempts, but they still send you to a random tile.
 
  
[[File:Abyssal stair.png]] Every so often, you may find an [[Abyssal Stair]] leading to a deeper level of the Abyss. The farther down you go, the more threatening and numerous the monsters you face become, but you also increase your chances of finding the [[Rune of Zot|Abyssal Rune]]. The rune can only be found on Abyss:3 or lower, and the chances of finding it increase the farther down you are in the Abyss. Worshipers of Lugonu have an additional bonus to their chances of finding the rune: the effective depth is increased by 1 for this purpose.
+
Other players must:
 +
*Enter a [[portal]] in [[Pandemonium]], the [[Labyrinth]], or floor 21+ of [[the Dungeon]]. The safest method, this will cause you to drop any [[distortion]] weapons you're carrying at the gate. They'll be there if/when you return.
 +
*Get [[Banishment|banished]] by a monster spell.
 +
*Unwield a [[distortion]] weapon (25% chance).
 +
*Get hit by a [[distortion]] weapon (9.9% chance).
 +
*Severely miscast a [[Translocations]] or [[Summonings]] spell.
 +
*Earn [[Lugonu|Lugonu's]] wrath.
 +
*Draw the Damnation card from the [[deck of escape]] (may banish enemies instead).
 +
*Step on a [[Zot trap]] (3.33% chance).
  
Exploration has its rewards, however. Although most items found here are fairly common, almost any item in the game can be randomly generated, and wandering will eventually uncover both the abyssal rune and a portal out. Every tile you come across has a chance of being a way out: 1/7500 in A:1, 1/6250 in A:2, 1/5000 in A:3, 1/3750 in A:4, and 1/2500 in A:5 (though this is much higher if you have the Abyssal rune: 1/1250). There is also an infinite amount of [[experience]] in the Abyss, though it is a much slower area to train in than [[Pandemonium]] or the finite end-game branches. While exploring is suicidal for low-level characters, it is usually survivable once you've reached level 20 or so.
+
==Exploration and Exit==
 +
There is also an infinite amount of [[experience]] available in the Abyss, though it is usually less efficient than [[Pandemonium]] or the finite end-game branches. While exploring is suicidal for low-level characters, it is usually survivable once you've reached level 20 or so.  Exploration has its rewards, however. Although most items found here are fairly common, almost any item in the game can be randomly generated, and wandering will eventually uncover branch exits and stairs to lower levels.
  
While each gateway down in the Abyss only brings you one floor lower, any gateway up will take you out of the Abyss entirely.
+
Each floor of the Abyss is more dangerous than the one before, with more numerous and threatening monsters than before, as well as a higher chance of finding a branch exit or the [[Rune of Zot|Abyssal Rune]] itself.
  
===Structures===
+
Branch exit spawning:
While the most common sights in the Abyss are monsters, chaotic walls, items, and [[altar]]s to Lugonu, more orderly things can be found:
+
*A:1 = 1/7500 revealed tiles
*Altars to any god can randomly occur, though with less frequency than those to Lugonu. If you see a stone structure surrounded by [[plant]]s and [[tree]]s, you may have come across a fully-functioning [[Ecumenical Temple]] (though corrupted temples to Lugonu also occur).
+
*A:2 = 1/6250
*After teleporting, you may find yourself in the middle of an arena filled with monsters, loot, and a portal out of the Abyss. You can face the monsters and collect the loot if you'd like, but remember that another teleport may kick in at any moment.
+
*A:3 = 1/5000
*Rune vaults:
+
*A:4 = 1/3750
**A perimeter of 8 [[lightning spire]]s with the rune in the center.
+
*A:5 = 1/2500
**A lava lake, in the center of which is an island filled with [[dire elephant]]s, one [[hellephant]], and a stone structure containing the rune.
+
*Holding Abyssal rune: 1/1250
**A small stone building containing 8 doors. Each contains a [[lich]], but one also contains the rune.
 
**A large crystal structure filled with [[wizard (monster)#Variant Wizards|mad acolytes of Lugonu]] and a rune in the very back.
 
**A huge stone structure filled with [[neqoxec]]s, [[cacodemon]]s, and other miserably hazardous [[demon]]s (also a rune).
 
**And more!
 
  
==Entering the Abyss==
+
The rune can appear in A:3 and beyond, with higher odds at the deeper levels. Players carrying this [[Rune of Zot|rune]] will discover exits at a much higher rate. [[Lugonu]] worshipers enjoy increased rune-spawning rates (as though exploring 1 level deeper), and will find exits frequently, with or without the rune.
There are several ways to enter the Abyss:  
 
*Enter a [[portal]] to the Abyss. These are found in [[Pandemonium]], [[Labyrinth]]s, and floor 21+ of [[the Dungeon]]. This is the safest method, but it causes you to drop any [[distortion]] weapons you're carrying at the gate. They'll be there if/when you return.
 
*Fail to resist a monster's [[Banishment]] spell.
 
*Unwield a weapon of [[distortion]] (25% chance per unwield).
 
*Get hit by a weapon of distortion (9.9% chance per hit).
 
*Severely miscast a [[Translocations]] or [[Summonings]] spell.
 
*Gate yourself to the Abyss using Lugonu's abilities.
 
*Play as an [[Abyssal Knight]] to begin in the Abyss.
 
*Renounce Lugonu's religion or abandon it for another [[god]].
 
*Draw the Damnation card from the [[deck of escape]] (may banish enemies instead).
 
*On rare occasion, a [[Zot trap]] will send you to the Abyss.
 
  
==Exiting the Abyss==
+
===Structures===
*[[File:Abyss exit.png]]Use an exit portal.
+
While the most common sights in the Abyss are monsters, chaotic walls, items, and [[altar]]s to Lugonu, more orderly things can be found, including vaults with fixed monsters and loot, corrupted temples with multiple altars, and more.
*Use Lugonu's Depart the Abyss ability. You can convert to Lugonu easily in the Abyss, but generating the [[piety]] needed to use this ability takes time, and your former god will not appreciate this.
 
  
 
==Tips & Tricks==
 
==Tips & Tricks==
 
*The enemies found here are only slightly weaker than those found in [[Hell]], so a full complement of resistances (particularly [[mutation resistance]]) is recommended. Getting surrounded here can be deadly, but if you can run away for long enough the level will reset, saving you from your pursuers. [[Swiftness]] or [[boots of running]] are especially useful to speed up exploration - or [[Flight]] to pass over lava (but be careful not to fall in!) - and [[Stealth]] can let you walk away from fights you just don't want to deal with.
 
*The enemies found here are only slightly weaker than those found in [[Hell]], so a full complement of resistances (particularly [[mutation resistance]]) is recommended. Getting surrounded here can be deadly, but if you can run away for long enough the level will reset, saving you from your pursuers. [[Swiftness]] or [[boots of running]] are especially useful to speed up exploration - or [[Flight]] to pass over lava (but be careful not to fall in!) - and [[Stealth]] can let you walk away from fights you just don't want to deal with.
 
*You may be in the Abyss for a long time, and few of its inhabitants leave corpses, so a generous supply of permafood is also highly recommended.
 
*You may be in the Abyss for a long time, and few of its inhabitants leave corpses, so a generous supply of permafood is also highly recommended.
*Abyssal Knights start in the Abyss, and may choose to look around before either leaving through a portal (there's usually one near their starting position) or using Depart the Abyss. However, this level of the Abyss will only contain items on par with those found on Dungeon:1, while the monsters will be as deadly as normal. Don't stick around any longer than you have to.
 
 
*Getting sent to the Abyss early (usually through Banishment) is often a death sentence, but you may be able to survive long enough to find a gate out. Use every speed advantage you can muster to avoid every combat you can; even if you can defeat some of the weaker foes, you want to spend every possible turn exploring new tiles and generating new chances of escape.
 
*Getting sent to the Abyss early (usually through Banishment) is often a death sentence, but you may be able to survive long enough to find a gate out. Use every speed advantage you can muster to avoid every combat you can; even if you can defeat some of the weaker foes, you want to spend every possible turn exploring new tiles and generating new chances of escape.
 
*For weaker players, surviving the Abyss is about mobility and not about XP or treasure. To this end, when you see a monster, you should head in the opposite direction. [[Levitation]] and [[Dig]] will help manufacture avenues of escape when you're seemingly trapped. [[Teleport]] scrolls are for when a horde has accumulated and you're trapped. Since teleports take a while to kick in, consider teleporting ''on sight'' when you see speedy, lethal monsters like the [[Executioner]]. [[Blink]] simply fails too often to be a reliable escape tool. Relatively few monsters can fly: use lava and deep water to strand pursuers. Spawn summons to slow/entangle pursuers. Use quiet dead ends to regenerate HP/MP. Then, get moving.
 
*For weaker players, surviving the Abyss is about mobility and not about XP or treasure. To this end, when you see a monster, you should head in the opposite direction. [[Levitation]] and [[Dig]] will help manufacture avenues of escape when you're seemingly trapped. [[Teleport]] scrolls are for when a horde has accumulated and you're trapped. Since teleports take a while to kick in, consider teleporting ''on sight'' when you see speedy, lethal monsters like the [[Executioner]]. [[Blink]] simply fails too often to be a reliable escape tool. Relatively few monsters can fly: use lava and deep water to strand pursuers. Spawn summons to slow/entangle pursuers. Use quiet dead ends to regenerate HP/MP. Then, get moving.

Revision as of 19:43, 10 November 2013

Version 0.13: This article may not be up to date for the latest stable release of Crawl.
The Abyss is a truly bizarre place, ever-changing and twisted. It is filled with all sorts of monsters, mostly of demonic nature, whose common aim is to feast on intruders. It is also the garbage dump for many sorcerers, who delight in sending would-be champions like you to these proving grounds of madness.

Reportedly, there is some structure to the chaos, as Lugonu seems to concoct schemes around this place and its denizens.

The abyssal rune can be found there. The Abyss can be purposefully reached through portals in the deeper levels of the main dungeon.

A one-way gate to a demon-haunted realm, riven by chaos, its very substance impermanent and whimsical, filled with creatures out of nightmare.

Abyss entry.png The Abyss is an extra-dimensional chaotic plane without definite shape or form, inhabited by unholy horrors and ruled by Lugonu the Unformed. Whether you end up in this horrible place intentionally or as the result of sheer bad luck, dedicated explorers will eventually find the abyssal rune of Zot and perhaps even a way out!

Structure

The Abyss is a five-floor branch, with each floor an endless plane of constantly shifting terrain. Travel within or between levels of the Abyss is made difficult by several permanent branch features:

  • Downstairs and branch exits appear rarely and at random. It's not possible to go upstairs in the Abyss. Doing so exits the branch entirely.
  • The terrain constantly changes. Walls appear and disappear with nearly every step, even under the player's feet, cutting off and opening escape routes and revealing new monsters.
  • Mapping does not work for long. Only tiles recently or currently in your line of sight are shown, and anything that leaves your sight is quickly forgotten.
  • The player can be teleported at random. 20% of the time, this teleport will reset the entire map.
  • Manual teleport takes longer to launch and has a chance to fail. Blinking will send you to a random tile and has a low success rate (11%/33% for worshipers of Lugonu). Teleport control is severely limited: only doubling success rate of blinks.

Entering the Abyss

There are several ways to enter the Abyss, some voluntary, most not. Abyssal knights begin the game in A:1, but can port themselves out with a Lugonu ability or risk walking to an exit. Lugonu worshipers can travel to the Abyss at any time with piety level *****.

Other players must:

Exploration and Exit

There is also an infinite amount of experience available in the Abyss, though it is usually less efficient than Pandemonium or the finite end-game branches. While exploring is suicidal for low-level characters, it is usually survivable once you've reached level 20 or so. Exploration has its rewards, however. Although most items found here are fairly common, almost any item in the game can be randomly generated, and wandering will eventually uncover branch exits and stairs to lower levels.

Each floor of the Abyss is more dangerous than the one before, with more numerous and threatening monsters than before, as well as a higher chance of finding a branch exit or the Abyssal Rune itself.

Branch exit spawning:

  • A:1 = 1/7500 revealed tiles
  • A:2 = 1/6250
  • A:3 = 1/5000
  • A:4 = 1/3750
  • A:5 = 1/2500
  • Holding Abyssal rune: 1/1250

The rune can appear in A:3 and beyond, with higher odds at the deeper levels. Players carrying this rune will discover exits at a much higher rate. Lugonu worshipers enjoy increased rune-spawning rates (as though exploring 1 level deeper), and will find exits frequently, with or without the rune.

Structures

While the most common sights in the Abyss are monsters, chaotic walls, items, and altars to Lugonu, more orderly things can be found, including vaults with fixed monsters and loot, corrupted temples with multiple altars, and more.

Tips & Tricks

  • The enemies found here are only slightly weaker than those found in Hell, so a full complement of resistances (particularly mutation resistance) is recommended. Getting surrounded here can be deadly, but if you can run away for long enough the level will reset, saving you from your pursuers. Swiftness or boots of running are especially useful to speed up exploration - or Flight to pass over lava (but be careful not to fall in!) - and Stealth can let you walk away from fights you just don't want to deal with.
  • You may be in the Abyss for a long time, and few of its inhabitants leave corpses, so a generous supply of permafood is also highly recommended.
  • Getting sent to the Abyss early (usually through Banishment) is often a death sentence, but you may be able to survive long enough to find a gate out. Use every speed advantage you can muster to avoid every combat you can; even if you can defeat some of the weaker foes, you want to spend every possible turn exploring new tiles and generating new chances of escape.
  • For weaker players, surviving the Abyss is about mobility and not about XP or treasure. To this end, when you see a monster, you should head in the opposite direction. Levitation and Dig will help manufacture avenues of escape when you're seemingly trapped. Teleport scrolls are for when a horde has accumulated and you're trapped. Since teleports take a while to kick in, consider teleporting on sight when you see speedy, lethal monsters like the Executioner. Blink simply fails too often to be a reliable escape tool. Relatively few monsters can fly: use lava and deep water to strand pursuers. Spawn summons to slow/entangle pursuers. Use quiet dead ends to regenerate HP/MP. Then, get moving.
  • When you're actually searching for the rune, consider sticking to Abyss:3 or 4 rather than delving all the way to Abyss:5. It may take a little longer, but the difference in monster spawn rate becomes dramatic once you hit bottom.

Monsters

t Apocalypse crab.png Apocalypse crab X Thrashing horror.png Thrashing horror X Starcursed mass.png Starcursed mass X Tentacled starspawn.png Tentacled starspawn
x Ancient zyme.png Ancient zyme * Lurking horror.png Lurking horror v Spatial maelstrom.png Spatial maelstrom * Wretched star.png Wretched star

History

Prior to 0.12, the Abyss had only one floor, and finding the rune was simply a matter of wandering it for long enough.

Prior to 0.10, the Abyss' terrain shifting would happen at a much slower pace, and only when you weren't looking directly at it.

In earlier versions, the Abyss would wrap around on itself if you went too far in one direction. Also, banishment to the Abyss was one of the possible results of Hell's mystical force.