Difference between revisions of "The Dungeon"

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{{flavour|It is still a mystery how this bizarre place was created. Some claim that it is the playground of bored gods, whereas others maintain that it was shaped by all kinds of species who fled the overworld and shunned the light. No matter what its origin, this deep cavern is filled with riches unheard of as well as with ample dangers to any intruder. Few have escaped alive, and even fewer have kept some sliver of sanity sufficient to tell the tale.
 
{{flavour|It is still a mystery how this bizarre place was created. Some claim that it is the playground of bored gods, whereas others maintain that it was shaped by all kinds of species who fled the overworld and shunned the light. No matter what its origin, this deep cavern is filled with riches unheard of as well as with ample dangers to any intruder. Few have escaped alive, and even fewer have kept some sliver of sanity sufficient to tell the tale.
  
The dungeon is 27 levels deep, but, honestly, this is only the beginning.}}
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The dungeon is 15 levels deep, but, honestly, this is only the beginning.}}
[[File:Dungeon exit.png]]'''The Dungeon''' is the main setting of ''Dungeon Crawl''. It is 27 levels deep, not counting its many [[branches]], and the final level contains the [[portal]] to the [[Realm of Zot]], which in turn holds the object of your quest: the [[Orb of Zot]].
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[[File:Dungeon exit.png]]'''The Dungeon''' is the main setting of ''Dungeon Crawl''. The first area you arrive in upon creating a new character, it is 15 floors deep, not counting its many [[branches]]. The final floor contains an entrance to [[the Depths]], where [[portal]]s to more dangerous branches are found, including [[the Realm of Zot]].
  
 
==Layout==
 
==Layout==
The Dungeon consists of 27 randomly generated floors filled with rooms, corridors, [[door]]s, and sometimes [[vault]]s. Most [[wall]]s are made of rock, but sometimes from other materials such as stone, metal, or green crystal. You can travel between floors using [[stairs]].
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The Dungeon consists of 15 randomly generated floors filled with rooms, corridors, [[door]]s, and [[vault]]s. Most [[wall]]s are made of rock, but sometimes from other materials such as stone, metal, or green crystal. You can travel between floors using [[stairs]] and (not always intentionally) [[shaft]]s.
  
Each floor has three stairs leading up and three stairs leading down; sometimes you'll also encounter hatches, which are one-way staircases. Save those for emergencies, and never use them to enter a new floor if you can take the stairs, as you will be unable to flee back up them if you encounter trouble right away.
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Each floor has three stairs leading up and three stairs leading down; sometimes you'll also encounter [[Escape_hatch|hatches]], which are one-way staircases. Save those for emergencies, and never use them to enter a new floor if you can take the stairs, as you will be unable to flee back up them if you encounter trouble right away.
  
If you go upstairs on floor 1, you return to the overworld and the game ends (whether or not you have the Orb of Zot). Although your character did not die, they have retired all the same and you will have to create another.
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Going upstairs on Dungeon:1 will return you to the overworld and end the game, whether you have the [[Orb of Zot]] or not. Although your character did not die, they have retired all the same and you will have to create another.
  
 
Unlike certain other roguelikes, floors in ''Crawl'' are permanent, once generated. They do not change if you leave, then return.
 
Unlike certain other roguelikes, floors in ''Crawl'' are permanent, once generated. They do not change if you leave, then return.
  
 
==Recommendations==
 
==Recommendations==
The Dungeon's difficulty increases the deeper you delve into it. The first few levels are populated by [[goblin]]s and [[rat]]s, the midgame levels can host [[hill giant]]s, [[cyclops|cyclopes]], and [[hydra]]s, while the last few levels play host to [[stone giant]]s, [[yaktaur]]s, and their [[yaktaur captain]]s. The [[unique monster]]s you encounter also rise in difficulty the lower you go.
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The Dungeon's difficulty increases the deeper you delve into it. The first few levels are populated by nothing more deadly than [[rat]]s and [[goblin]]s, but as you descend the difficulty will gradually rise. Try to gauge the difficulty of each floor's monsters as you progress. If they suddenly seem too difficult, you should retreat and go explore one of the many [[Dungeon branch]]es instead. Exploring the branches is ultimately necessary in any case, as neither the Dungeon nor the Depths contain any of the [[runes of Zot]] you need to enter the Realm of Zot.
 
 
As you descend, try to gauge the difficulty of the level's monsters. If they seem too difficult, you should retreat and go explore one of the many [[Dungeon branch]]es instead. Exploring the branches is ultimately necessary in any case, as the main Dungeon contains none of the [[runes of Zot]] that you need to enter the [[Realm of Zot]].
 
  
 
==History==
 
==History==
In [[0.14]] the Dungeon will be reduced to 15 levels, and the remaining Dungeon levels will be reduced to a 5-level branch called [[The Depths]].
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Prior to [[0.14]], the Dungeon was 27 floors deep, with the Realm of Zot located on D:27. The Depths were introduced to help better control the amount of [[experience]] a player acquires throughout the game, and to help force the player to explore side-branches earlier in the game.
  
 
[[Category:Dungeon_Branches]]
 
[[Category:Dungeon_Branches]]

Revision as of 08:14, 30 April 2020

Version 0.24: This article may not be up to date for the latest stable release of Crawl.
It is still a mystery how this bizarre place was created. Some claim that it is the playground of bored gods, whereas others maintain that it was shaped by all kinds of species who fled the overworld and shunned the light. No matter what its origin, this deep cavern is filled with riches unheard of as well as with ample dangers to any intruder. Few have escaped alive, and even fewer have kept some sliver of sanity sufficient to tell the tale.

The dungeon is 15 levels deep, but, honestly, this is only the beginning.

Dungeon exit.pngThe Dungeon is the main setting of Dungeon Crawl. The first area you arrive in upon creating a new character, it is 15 floors deep, not counting its many branches. The final floor contains an entrance to the Depths, where portals to more dangerous branches are found, including the Realm of Zot.

Layout

The Dungeon consists of 15 randomly generated floors filled with rooms, corridors, doors, and vaults. Most walls are made of rock, but sometimes from other materials such as stone, metal, or green crystal. You can travel between floors using stairs and (not always intentionally) shafts.

Each floor has three stairs leading up and three stairs leading down; sometimes you'll also encounter hatches, which are one-way staircases. Save those for emergencies, and never use them to enter a new floor if you can take the stairs, as you will be unable to flee back up them if you encounter trouble right away.

Going upstairs on Dungeon:1 will return you to the overworld and end the game, whether you have the Orb of Zot or not. Although your character did not die, they have retired all the same and you will have to create another.

Unlike certain other roguelikes, floors in Crawl are permanent, once generated. They do not change if you leave, then return.

Recommendations

The Dungeon's difficulty increases the deeper you delve into it. The first few levels are populated by nothing more deadly than rats and goblins, but as you descend the difficulty will gradually rise. Try to gauge the difficulty of each floor's monsters as you progress. If they suddenly seem too difficult, you should retreat and go explore one of the many Dungeon branches instead. Exploring the branches is ultimately necessary in any case, as neither the Dungeon nor the Depths contain any of the runes of Zot you need to enter the Realm of Zot.

History

Prior to 0.14, the Dungeon was 27 floors deep, with the Realm of Zot located on D:27. The Depths were introduced to help better control the amount of experience a player acquires throughout the game, and to help force the player to explore side-branches earlier in the game.