Difference between revisions of "The Tomb"

From CrawlWiki
Jump to: navigation, search
m
m (History)
(35 intermediate revisions by 15 users not shown)
Line 1: Line 1:
{{version012}}
+
{{version021}}
''This page is about the [[Dungeon branches|dungeon branch]]. For the card, see [[Deck of emergency#Tomb card|Tomb card]].''
+
''This page is about the [[Dungeon branches|dungeon branch]]. For the card, see [[Tomb card]].''
 
{{flavour|The Tomb of the Ancients is a place of damnation, of horrors animated by the vilest necromancy. Honest creatures of the surface turn pale at the mere mention of its name. The list of those who have returned from this place of pure death is exceedingly short.
 
{{flavour|The Tomb of the Ancients is a place of damnation, of horrors animated by the vilest necromancy. Honest creatures of the surface turn pale at the mere mention of its name. The list of those who have returned from this place of pure death is exceedingly short.
  
Line 7: Line 7:
 
{{flavour|A way to the Tomb of Ancients, a place of damnation, of horrors animated by the vilest necromancy.}}
 
{{flavour|A way to the Tomb of Ancients, a place of damnation, of horrors animated by the vilest necromancy.}}
  
[[File:Tomb entry.png]] '''The Tomb of Ancients''' (usually referred to only as '''the Tomb''') is a [[branch]] located under [[the Crypt]], inhabited by dessicated [[list of mummies|mummies]] of all kinds. Although mostly bare of valuables, it holds the golden [[rune of Zot]] and two massive treasure heaps for those who manage to survive all the way to the end.
+
[[File:Tomb entry.png]] '''The Tomb of the Ancients''' (usually referred to only as '''the Tomb''') is a [[branch]] located under [[the Crypt]], inhabited by dessicated [[list of mummies|mummies]] of all kinds. Although mostly bare of valuables, it holds the golden [[rune of Zot]] and two massive treasure heaps for those who manage to survive all the way to the end.
  
 
==Useful Info==
 
==Useful Info==
 +
Stairs to the Tomb are found on floor 2 or 3 of [[the Crypt]]. It's only 3 levels deep, but don't let that lull you into a false sense of security: it's one of the most dangerous branches in the game, even for powerful characters. You'll meet a wide variety of mummies, which if not carefully dealt with can decimate you with [[torment]] and crippling [[death curse]]s. There is also a greater density of [[traps]] here than you'll find anywhere else.
  
Stairs to the Tomb are found on floor 2 or 3 of [[the Crypt]]. It's only 3 levels deep but it is one of the most dangerous branches in the game, even for powerful characters. You'll meet a wide variety of mummies, which if not carefully dealt with can decimate you with their crippling [[death curse]]s. There is also a greater density of [[traps]] here than you'll find anywhere else, and [[teleport control]] is not permitted until you've acquired the rune.
+
While it's not as deathly quiet as [[the Crypt]], the Tomb has very little in the way of [[Noise#Ambient noise|ambient noise]]. As a result, every sound (be it from casting a spell, hitting something with a weapon, or attracting the attention of a [[flying skull]]) will carry farther than you're used to. Be extra careful if you wish to avoid attracting attention.
  
While it's not as deathly quiet as [[the Crypt]], the Tomb has very little [[Noise#Ambient noise|ambient noise]]. As a result, every sound (be it from casting a spell, hitting something with a weapon, or attracting the attention of a [[flying skull]]) will carry farther than you are used to. Be extra careful if you wish to avoid attracting attention.
+
Unlike other areas of the game, the layout of the Tomb is mostly fixed, with only a few variations possible. Monster composition and placement is also extremely predictable, with a few very rare exceptions. You'll encounter the following, in order of difficulty:
 
 
Unlike other areas of the game, the layout of the Tomb is mostly fixed, with only a few insignificant variations possible. Monster composition and placement is also extremely predictable, with a few very rare exceptions.  
 
 
 
==Monsters==
 
 
 
You'll encounter the following, in order of difficulty:
 
  
 
*[[Flying skull]]s: Although not dangerous themselves, these will alert nearby sleeping mummies of your presence.
 
*[[Flying skull]]s: Although not dangerous themselves, these will alert nearby sleeping mummies of your presence.
 
*Random inhabitants of [[the Crypt]] may show up on Tomb:1, but they aren't very threatening.
 
*Random inhabitants of [[the Crypt]] may show up on Tomb:1, but they aren't very threatening.
*[[Mummy (monster)|Mummies]]: Although only a nuisance, their [[death curse]]s will [[curse]] equipment in your inventory, making gear swapping difficult.
+
*[[Mummy (monster)|Mummies]]: Very weak enemies with no death curses.
 
*[[Guardian mummies]]: They hit harder and faster than normal mummies, and their death curses can be quite nasty.
 
*[[Guardian mummies]]: They hit harder and faster than normal mummies, and their death curses can be quite nasty.
 +
*[[Death scarab]]s: Extremely fast, hit hard and annoyingly back away from you sometimes. They have attacks which can slow you, so when they come in packs or around other enemies these are scary.
 +
*[[Revenant]]s: Blinking foes which flood you with [[spectral thing]]s and heal any undead units that get caught in their crossfire.
 
*[[Mummy priest]]s: Slightly slower than guardian mummies, but tougher. They can cast [[Torment]], [[Smite]], [[Summon Undead]], and [[Summon Demon]], and their death curses are more likely to be unpleasant than those of the guardians.
 
*[[Mummy priest]]s: Slightly slower than guardian mummies, but tougher. They can cast [[Torment]], [[Smite]], [[Summon Undead]], and [[Summon Demon]], and their death curses are more likely to be unpleasant than those of the guardians.
*[[Sphinx]]es: The only living things one will find in Tomb, these can paralyze, confuse, smite, or simply beat you to death if you are not careful. They have moderate durability, but no resistances to speak of and no death curses.
+
*[[Sphinx]]es: Found only in the entrance to the main structure on Tomb:1 - they are likely the only living things one will find in Tomb, these can paralyze, confuse, smite, or simply beat you to death if you are not careful. They have moderate durability, but no resistances to speak of and no death curses.
 +
*[[Lich]]es / [[Ancient lich]]es: Capable of massive direct damage output and some of the nastiest summons of the game, liches and ancient liches always merit caution.
 
*[[Greater mummies]]: The biggest threat in Tomb, they have the same spells as a mummy priest, but over three times the health, 50% more HD, faster movement, and the highest chance of delivering devastating death curses. These will kill you if you are not prepared. Try not to take on more than one at a time!
 
*[[Greater mummies]]: The biggest threat in Tomb, they have the same spells as a mummy priest, but over three times the health, 50% more HD, faster movement, and the highest chance of delivering devastating death curses. These will kill you if you are not prepared. Try not to take on more than one at a time!
 +
*Random [[unique]]s: Although not guaranteed to show up, there are many dangerous uniques one can encounter in the Tomb at any time. If encountered alone, handle them as you normally would. If encountered along with several high level mummies, be extremely careful; even weak uniques become significantly deadlier when you've been repeatedly smitten. The most likely unique to find here is [[Khufu]], an even more deadly greater mummy who comes with her own pack of greater mummies - also watch out for her Tomb of Doroklohe spell.
  
 
+
==Monsters==
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
 
|-
 
|-
Line 37: Line 36:
 
|-
 
|-
 
| {{Brown|z}} [[File:Small zombie.png]] '''[[Zombie]]''' || {{LightGrey|z}} [[File:Skeleton small humanoid.png]] '''[[Skeleton (monster)|Skeleton]]''' || {{LightBlue|z}} [[File:Simulacrum small humanoid.png]] '''[[Simulacrum (monster)|Simulacrum]]''' ||
 
| {{Brown|z}} [[File:Small zombie.png]] '''[[Zombie]]''' || {{LightGrey|z}} [[File:Skeleton small humanoid.png]] '''[[Skeleton (monster)|Skeleton]]''' || {{LightBlue|z}} [[File:Simulacrum small humanoid.png]] '''[[Simulacrum (monster)|Simulacrum]]''' ||
 +
|-
 +
| {{monsterlink|Death scarab}} || {{monsterlink|Ushabti}} || {{monsterlink|Bennu}}
 
|}
 
|}
  
  
'''Extremely Rare Monsters'''
+
'''Rare Monsters'''
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
 
|-
 
|-
| {{monsterlink|Trapdoor spider}} ||
+
|{{monsterlink|Skeletal warrior}} || {{monsterlink|Ancient lich}}
 
|-
 
|-
| {{monsterlink|Lich}} || {{monsterlink|Ancient lich}}
+
| {{monsterlink|Revenant}} || {{monsterlink|Lich}}
 
|}
 
|}
  
Line 55: Line 56:
 
|}
 
|}
  
 +
==Walkthrough==
 +
1. Upon entering Tomb:1, you'll find yourself in an open hallway that boxes in the Tomb proper. This will contain a handful of mummies, guardian mummies, and assorted [[skeleton (monster)|skeletons]], but nothing particularly dangerous until you've gone halfway around the level. There you'll find a massive [[statue]]-lined hallway leading inwards, guarded by a large pack of sphinxes. Use stasis or very high [[magic resistance]] to keep from getting paralyzed, and try to lure them away a few at a time until you've cleared them out. Do not underestimate the strength of their smites - although individually weak, several turns of multiple smites will kill any character. If at all possible, avoid using a teleport to escape them if things start going badly; outrunning them with a [[potion of haste]] or [[scroll of blinking]] is a ''much'' safer option here. Read [[scrolls of fog]] as needed to break line of sight and get yourself back to the Crypt ASAP. Also note that using a [[wand of digging]] to dig a killhole in the outer wall of Tomb:1 can be helpful for fighting the sphinxes.
  
==Layout/Walkthrough==
+
2. Past the hallway you'll find one of several possible interiors, of which each will have several [[greater mummy|greater mummies]] and other nasty enemies, and somewhere you will find a one-way staircase leading down.
*Upon entering Tomb:1, you'll find yourself in an open hallway that surrounds the Tomb proper. This will contain a handful of mummies and guardian mummies, but nothing particularly dangerous until you've gone halfway around the level. There you'll find a massive [[statue]]-lined hallway leading inwards, which will be guarded by a large pack of sphinxes. Use stasis to keep from getting paralyzed, and try to lure them away a few at a time until you've cleared them out.
 
*Past the hallway you'll find a massive courtyard filled with several mummies, guardian mummies, mummy priests, and a greater mummy or two. Be careful upon entering, as the entrance will be heavily trapped. You may wish to lure these mummies out into the outer hallways a few at a time to clear it. You'll find two side passages and a small room beyond here; all will be heavily trapped, but one of them should contain a staircase to Tomb:2.
 
*As soon as you enter Tomb:2, you'll find yourself in a large open chamber with several mummies of all sorts in sight. This room's inhabitants are nearly identical in composition to those in the Tomb:1 courtyard. If necessary, stairdance to pull them up in manageable numbers until the room is clear. At this point it is fairly safe to attempt to skip ahead through random teleportation (see Skip Sections below).
 
*You'll find several doors off to the side of this open chamber, leading to a series of small rooms that envelop half of the map. These will contain mummies, guardians, and priests, as well as many traps. Eventually you'll find a staircase back up to Tomb:1.
 
*Heading back up, you'll find yourself in the only unexplored portion of the floor left, the large horseshoe surrounding the inner courtyard. You will encounter a few guardian mummies and mummy priests here, as well as an unpredictable scattering of traps, but the majority of its inhabitants are greater mummies encountered in the long open hallways. Handled carefully, you should only encounter one or two greater mummies at a time; make too much [[noise]] and you may wind up with a lot more on your hands. Consider luring them back to the nearest corner before engaging them, and remember that a teleport to safety is almost guaranteed to send you back to the first area of Tomb:1. At the end of the horseshoe, you'll find another staircase to Tomb:2.
 
*Remember the small chambers you found on Tomb:2 earlier? Now you get to clear a mirror image of those on the other side. Expect more of the same, and eventually you'll find three staircases leading to Tomb:3.
 
*All three staircases leading to Tomb:3 place you in the same area, the start of a short, wide hallway leading to the treasure vaults and rune chamber. You will almost immediately encounter an absurd number of guardian mummies, followed by plenty of reinforcements in the form of flying skulls, mummy priests, and greater mummies (over a dozen of each is not unusual). Eventually the flow of mummies will stop, freeing you to explore and loot the place, but expect to find several mummy stragglers as you go. [[Teleport control]] is restored once you have the rune.
 
  
 +
3. As soon as you enter Tomb:2 via the one-way staircase, you'll find yourself in a large open chamber with no really scary enemies initially in sight, but it won't take long for mummies to close in from all around. There is an up-one-way-stair about 10 tiles diagonally to one corner of the square chamber (chosen randomly). As such, it is advisable to get out of the central chamber rapidly, doing one of several things:
 +
* Reading a scroll of magic mapping to identify where the up-stair is, then using a combination of blink scrolls, haste potions and the Controlled Blink spell to get there. Once you are on the upstair, you can spam your high-level area-of-effect spells or fight in melee, and go upstairs if it gets too dangerous.
 +
* Reading a [[scroll of teleportation]] until you end up in the outside rim of small rooms. From here you can fight a small number of enemies at once. If you're really lucky, you'll notice that you ended up in the section of Tomb:2 with the one-way stairs down to Tomb:3. In this case you can skip to point 6.
 +
* Using haste potions, Swiftness or blink material to get to the outer rim of small rooms where you can fight a small number of enemies at once.
 +
At this point, if you have the Shatter or Lee's Rapid Deconstruction spells, you can try to break open the wall where it is obvious there should be a continuation of the small outside rooms. Alternatively, you can try to read teleport scrolls until you end up in that section. In both of these cases, you can skip to point 6. If you do not want to do this, you will have to fight extra
  
==Strategy==
+
4. You'll find several doors off to the side of this open chamber, leading to a series of small rooms that envelops half of the map. These will contain mummies, guardians, and priests, as well as many traps. Eventually you'll find a staircase back up to Tomb:1. Go up it to continue exploring normally. Alternatively, at this point, if you have the Shatter or Lee's Rapid Deconstruction spells, you can try to break open the wall where it is obvious there should be a continuation of the small outside rooms. Alternatively, you can try to read teleport scrolls until you end up in that section. In both of these cases, you can skip to point 6. If you do not want to do this, you will have to fight extra mummies in a long corridor on Tomb:1, as described below in point 5.
  
If not done correctly, Tomb is one of the deadliest places in the game. A character facing Tomb must tackle these three problems:
+
5. Heading up that unexplored one-way staircase to Tomb:1, you'll find yourself in the only unexplored portion of Tomb:1 left, the large horseshoe surrounding the inner courtyard. You will encounter a few guardian mummies and mummy priests here, as well as an unpredictable scattering of traps, but the majority of its inhabitants are greater mummies encountered in the long open hallways. Handled carefully, you should only encounter one or two greater mummies at a time; make too much [[noise]] and you may wind up with a lot more on your hands. Consider luring them back to the nearest corner before engaging them, and remember that a teleport to safety is almost guaranteed to send you back to the now-clear first area of Tomb:1. At the end of the horseshoe, you'll find another one-way staircase to Tomb:2.
*Greater mummies and mummy priests can torment you, instantly cutting your HP by up to half. They can then smite you to finish the job.
 
*Greater mummies and mummy priests can summon a ton of undead and demons, which in addition to mobbing you also means they will frequently abjure your own summons.
 
*All mummies cast death curses when killed. The normal mummies only curse your items, but the others can slow you, rot you, torment you, drain you, drain your stats, and even occasionally kill you outright if you are low enough on HP. Since there are so many mummies in the Tomb, these effects can quickly reach debilitating levels.
 
  
Some strategies, with their specific strengths and weaknesses, are outlined below. One should mix and match these strategies: it is unlikely that one can do Tomb simply by being a Zin or a Kiku worshiper, or simply by having Dispel Undead, but a lichform necromancer of Kiku, or Zinnite with a holy weapon and silence, stands a very good chance of making it. The best general advice is to know your limits: if one encounter with a greater mummy nearly killed you, then the next one may very well finish you off. If you find your HP rotting beyond what you can repair, or that you are burning through all your royal jellies because of stat drain, don't continue - get out. It is by no means necessary to do Tomb to finish the game.
+
6. Remember the small chambers you found on Tomb:2 earlier? Now you get to clear a mirror image of those on the other side. Expect more of the same, with an even greater concentration of traps, and eventually you'll find two one-way staircases leading to Tomb:3.
  
===Mind Your Equipment===
+
7. Both staircases leading to Tomb:3 place you in the same area, the start of a short, wide hallway with one door on each side, leading to the treasure chambers and up-staircases back to safety, and the rune chamber is straight ahead. You will almost immediately encounter a large number of guardian mummies and death scarabs, followed by plenty of reinforcements in the form of flying skulls, mummy priests, and greater mummies (over a dozen of each is not unusual). It is usually beneficial to focus on making a path to the up-stair before fighting, because more and more mummies will turn up if you fight. If you can, grab the [[figurine of a ziggurat]], found in one of the large loot piles, on your way, to act as a 2-turn escape tool in the case of disaster. It is likely you will have to go upstairs, reset and make your way back to the upstairs several times before the entire floor is clear. Once the flood of mummies stops, you are free to check out the loot, and grab the rune, but be careful of dangerous stragglers.
Due to the very specific monster population in the Tomb, much of the gear you'll be seeking out throughout your adventure will be more or less worthless here. Apart from the occasional summoned demon or surprising [[unique]], there are no sources of [[fire]], [[cold]], [[poison]], [[acid]], or [[electricity]] damage in this branch, and the only likely source of [[mutation]] is if you accidentally step into a [[Zot trap]]. As such, focus your equipment on dealing with the threats you definitely ''will'' be encountering:
 
*One rank of [[sustain abilities]] will greatly reduce the stat damage you take. Two ranks will negate it.
 
*A source of [[stasis]] will keep you from slowing (but also disables Haste!) and allow you to ignore [[teleport trap]]s.
 
*If you have the food to fuel it, a [[ring of regeneration]] will greatly reduce the amount of time you spend recuperating between waves of the undead. Couple it with a [[ring of sustenance]] while resting to minimize the starvation.
 
*Gear that boosts your [[stats]] will make any stat damage you take less of an issue, as well as improving your general performance.
 
*A source of [[flight]] will allow you to ignore some of the traps you'll encounter. While this does nothing for [[Zot trap]]s, it does render [[blade trap]]s harmless.
 
  
===Skip Sections===
+
==Recommendations==
While random teleportation on Tomb:1 is potentially suicidal, doing so on Tomb:2 is mostly safe. After clearing the central chamber of Tomb:2, you can repeatedly teleport with a [[ring of teleportation]] or [[teleport trap]] until you land in the area with the stairs to Tomb:3. You may wind up stumbling across a mummy priest or two, as well as several lesser mummies, but no greater mummies. Skipping the second portion of Tomb:1 makes the branch significantly faster.
+
If not done correctly, Tomb is one of the deadliest places in the game. A character facing Tomb must tackle these three problems:
 
+
*Greater mummies and mummy priests can torment you, instantly cutting your HP by up to half. They can then smite you to finish the job.
===[[Silence]]===
+
*Greater mummies and mummy priests can summon a ton of undead and demons, which in addition to mobbing you also means they will frequently abjure your own summons and prevents you from hitting them in melee.
Unlike demonic casters, mummies are quite vulnerable to this spell, and with a good enough melee weapon you can even kill a greater mummy while it is in the silence radius. Silence is far more effective if combined with pre-silence [[Haste]]; in fact, if you are wielding a non-holy weapon this may be necessary. Be sure that the spell is at high enough power! Without that, it will run out before you kill the mummy, giving it a couple turns to cast while you are still silenced. Similarly, don't try to take on more than one greater mummy at a time just with Silence. They have a lot of HP, and unless you are extremely strong you may not be able to take out two before the Silence runs out. Make sure you have enough AC/EV to survive the mummies in melee: they aren't the most dangerous, but they can be a danger to weaker characters.
+
*All non-regular mummies cast death curses when killed, potentially slowing, rotting, tormenting or draining you or your stats, and dealing pain damage which is not resisted by rN. Since there are so many mummies in the Tomb, these effects can quickly reach debilitating levels.
 
 
The downside to this strategy alone is that you still need a way to deal with the death curses. Without that, you will have many rotted HP and drained stats to recover during and afterwards. Be sure to bring along some potions of restore abilities or royal jellies in case your stats drop too low for comfort.
 
 
 
===[[Mass Abjuration]]===
 
In no way, shape or form is this spell enough to deal with Tomb on its own. However, it is very useful to have if you cannot silence the mummies. Otherwise, their summons may overwhelm you, and at the very least block you from reaching them. Mummies enjoy summoning things such as [[neqoxec]]s to mutate you; being able to abjure them quickly is often vital to stopping yourself from leaving Tomb with malmutation in addition to the normal rotting. Be sure to have it at a decent enough spell power that you don't simply end up wasting all your MP trying to abjure the mummies' summons.
 
 
 
Finding the [[Grand Grimoire]] to even get access to this spell is by no means guaranteed. If you lack access to Mass Abjuration, high-powered castings of [[Fire Storm]], [[Ice Storm]], or [[Tornado]] are another way to deal with summons (and the mummies themselves). If all else fails, remember that all summons have a finite lifespan, and going back upstairs and waiting a few dozen turns will get rid of them.
 
 
 
===[[Necromutation]]/Undeath===
 
Being undead provides complete protection from the torment that the mummies are so fond of throwing at you. Additionally, it protects you against many of the nastier mummy death curse effects: you will not rot, be tormented, or suffer backlash damage from them. Mummies and ghouls have these characteristics intrinsically; vampires can gain all of them by becoming bloodless, and living characters can gain all of them by casting the spell Necromutation. Other than the high casting cost, there is no downside to casting Necromutation in Tomb: nothing in there casts Dispel Undead, and nothing can summon anything that casts it either. It will often pay for its own casting cost in terms of turns spent without hunger, and hungerless channeling.
 
 
 
Being undead, however, is not an option if you are worshiping a good god. Also, unless you are a ghoul or a vampire, you will be unable to drink potions, depriving you of a good way of restoring health and MP. Restoring stats can be an even greater problem, since you will have to become living again in order to eat or drink (mummies can restore their stats by sacrificing one permanent MP).
 
 
 
===[[Statue Form]]===
 
Although less effective than Necromutation, Statue Form grants massive resistance against rot and torment without restricting your access to potions or food. The reduced action speed is still a pain, especially if you're using an amulet of stasis to prevent slowing, but it may be worth the trouble.
 
 
 
===[[Dispel Undead]]===
 
One of the most efficient ways to deal damage to the mummies through magic (with the exception of high-powered [[Shatter]]) is by casting Dispel Undead at them. Be very sure to have this spell at high power - even at full power, it may take several casts to take out a greater mummy. Wield a [[staff of death]] and/or be in lichform if necessary. Try to close to melee range while using this spell on greater mummies, possibly by using a corner. This makes them much less inclined to summon undead and demons, which will block you line of fire and force you to waste turns and possibly MP either killing or abjuring them. The same can hold true of mummy priests, although since they are slower and weaker it is usually possible to kill them from range with this spell.
 
  
The other downsides to Dispel Undead are that it is single-target only, and that it's a Necromancy spell - those who worship the good gods will be unable to use it without incurring penance.
+
Some strategies, with their specific strengths and weaknesses, are outlined below. One should mix and match them to fit your character: it is unlikely that one can do Tomb simply by being a Zin or a Kiku worshipper, or simply by having Dispel Undead, but a lichform necromancer of Kiku, or Zinnite with a holy weapon and silence, stands a very good chance of making it. The best general advice is to know your limits. If one encounter with a greater mummy nearly killed you, then the next one may very well finish you off. Just remember that completing the Tomb is by no means required to win the game.
  
===[[Bolt of Inaccuracy]]===
+
===Staircase tactics===
Although hard to come by, this spell is remarkably well-suited to the inhabitants of the Tomb. It deals massive damage to multiple targets, and the mummies generally have awful [[ev]]asion, making it fairly easy to hit them (even moreso if you follow [[the Shining One]]). As it doesn't cost you actual MP to cast, this makes it an excellent accompaniment to your more traditional spells. Just be careful about killing standard mummies with it, as you likely don't want to waste the turn uncursing it in the middle of a fight.
+
Generally, the safest approaches to Tomb:2 and Tomb:3 involve getting to the up-stair back to where you started as the first priority, and killing off all the mummies in Tomb:2 and 3 as the second priority. In this way, you can happily kill as many mummies as you wish on the up-stair, just going upstairs when it starts to look a bit too risky to stay. Also, use scrolls of fog to limit line of sight to avoid the number of torments and smites you face, and be ready to use up your buff potions, wands of clouds and scrolls of blinking at any point.
  
===[[Kikubaaqudgha]]===
+
===Equipment===
The god of Necromancy provides a number of tools which are extremely handy in dealing with Tomb. In fact, being a Kiku worshipper is arguably the easiest way to tackle the Tomb.
+
*Gear with [[negative energy]] resistance - Reduces damage from [[torment]] and [[draining]] death curses.
 +
*Gear with [[stat]] boosts - Improves your general performance and decreases the likelihood of unexpectedly reaching [[stat zero]] from death curses.
 +
*Gear with [[magic resistance]] - Characters with low magic resistance will have a much worse time dealing with the sphinxes than characters with insurmountable magic resistance. You don't need it for the entire branch, but it's very useful for that one stretch (and handy when dealing with ancient liches out of the blue).
 +
*A scarf of [[cloud immunity]] may prove useful against miasma from [[ushabti|ushabtiu]]
 +
*Apart from the occasional summoned demon or surprising [[unique]], there are no sources of [[fire]], [[cold]], [[poison]], [[acid]], or [[electricity]] damage in this branch, and the only likely source of [[mutation]] is if you accidentally step into a [[Zot trap]].
 +
*If you are confident in your offensive capabilities, consider bringing [[potion of lignification|potions of lignification]] with you. Fighting in [[tree form]] will render you immune to torment, allowing you to focus on the task of reducing the hordes of mummies to dust uninterrupted.
  
First off, with enough piety he may lessen or entirely prevent mummy curses. When you add up all the item cursing, rot, stat drain, and other headaches that death curses cause, this makes clearing the Tomb far less painful than it would otherwise be. Additionally, Kiku provides some protection from torment, again scaling with piety. It never reaches 100%, but it's much better than nothing, and it couples very well with rN+++. If that isn't enough, he also provides likely access to Necromutation, which ''will'' protect fully from torment, as well as Dispel Undead and [[Haunt]], which are both useful anti-mummy tools. However, he doesn't provide any particular way to deal with summoned monsters, so you will likely need Mass Abjuration or high-powered attack spells for that.  
+
===Spells===
 +
*[[Necromutation]] - Provides immunity to draining, torment, and [[rot]] for living characters (although you become vulnerable to the [[Dispel Undead]] from [[ushabti]]u, but this is comparatively insignificant). Beware of lack of access to potions though.
 +
*[[Death's Door]] - Gives a long enough period of invulnerability to escape upstairs from almost anything in Tomb.
 +
*[[Borgnjor's Revivification]] - For when you unexpectedly end up on 10 HP in the middle of a bunch of mummies (Does a very similar job to Death's Door).
 +
*[[Statue Form]] - Provides significant draining, torment, and rot resistance without preventing you from worshipping a [[good god]], making you vulnerable to dispel undead or blocking access to potions. Slows your actions, however.
 +
*[[Silence]] - Disables the spells of all mummies within its aura. Be careful with this spell, because mummy death curses still take effect, including those that can torment you, and you lose access to your best escape tools: scrolls of blinking and fog, as well as all your spells.
 +
*[[Aura of Abjuration]] - Quickly disposes of dangerous summoned monsters from mummy priests, greater mummies and death curses.
 +
*[[Dragon's Call]] - Produces allies strong enough to handle even greater mummies, costs you no time, and can affect enemies at the edge of your line of sight.
 +
*[[Dispel Undead]] - Deals heavy damage to almost everything in the Tomb. Only affects one target at a time though.
 +
*[[Shatter]] - Deals heavy, unavoidable damage to nearly the entire screen. Noisy, but also tears down walls.
 +
*[[Fire Storm]] - Heavy, smite-targeted damage to a large area of effect.
 +
*[[Ignition]] - Works similarly to Fire Storm.
 +
*[[Tornado]] - Heavy damage to everything within range of it (though ineffective in hallways).
 +
*[[Regeneration]] - Allows you to gain some amount of HP back while trying to survive to get to the up-stairs on Tomb:2-3.
  
The downside to using Kiku to do Tomb is that he does not grant piety for killing undead, and his protection scales with piety, so you will become vulnerable if you waste too much time in there. Make sure to enter with 6* piety, preferably after just having tackled a living/demonic branch. Don't make the mistake of taking Tomb right after Crypt with Kiku.
+
===Gods===
 +
*[[Kikubaaqudgha]] - Provides significant torment resistance, negates most death curses and provides access to useful Necromancy spells.
 +
*[[The Shining One]] - Provides rN+++, a weapon of holy wrath, powerful [[holy]] burst attacks, HP and MP recovery on each kill, summonable angelic warriors, and general support and Abjuration protection for your summoned allies.
 +
*[[Zin]] - Provides immunity to stat loss and rot, temporary invulnerability (though at a high piety cost).
 +
*[[Ru]] - Provides tremendous area-of-effect damage through Apocalypse, but watch out for the draining.
 +
*[[Makhleb]] - Provides very significant HP recovery on kill.
  
===[[The Shining One]]===
+
==History==
The Crusader God is not as strong as Kiku in Tomb, but he can still be immensely helpful. First of all, he gives rN+++ at max piety, which softens the blow of torment (reduces it to 35% HP loss rather than 50%, and this adds up over multiple torments). Secondly, he gives a holy weapon, which is by far the best way to kill mummies in melee. Thirdly, he gives HP and MP for undead kills, which greatly increases survivability in Tomb, offsetting some of the accumulated torment damage and fueling your spells beyond their natural limits. Cleansing Flame at high Invocations is also a great weapon for dealing with the mummies and their demonic summons.
+
In [[0.20]], the staircases in Tomb were made one-way, similar to hatches but with set destination locations. The up one-way staircases were placed in locations not too far from the down-stairs, but far enough that walking is difficult, and in Tomb:3 some doors were added to make access to the up-stairs easier.
  
Finally, his Angel/Daeva summons are extremely useful - their own holy weapons hit hard, they serve as meatshields, and (perhaps best of all) they will absorb the death curses of any mummies they kill. The downside is that they can be mobbed by summons and they are vulnerable to abjuration themselves, so you cannot sit back and let them do all the work. Be aware that using lots of holy warriors will quickly drain your TSO piety, especially if they're the only ones getting any kills in. Also note that TSO provides no direct protection from mummy death curses apart from his rN+++; use equipment to patch up those holes as best you can.
+
In [[0.19]], [[Anubis guard]]s were replaced with [[ushabti]]u.
  
===[[Zin]]===
+
In [[0.17]], the [[Unborn]] were removed.
A somewhat unusual choice for Tomb, and only for those with high powered Silence and possibly a holy weapon from their TSO days, Zin provides some protection from mummy death curses for those who don't wish to go down the path of Necromancy. He stops the nastier rot, and of course will protect you from mutation caused by any summoned neqoxecs. His vitalization can be used to cure the lighter rot as well as to reverse stat drain, although this will use up piety. Lastly, those who find themselves in a real bind can use his Sanctuary power as a last resort.
 
  
===Do It In Waves===
+
In [[0.16]], even more non-mummy opponents were added: [[Anubis guard]]s, [[bennu]], [[death scarab]]s, and [[ushabti]]u.
If you think you'll wind up relying on your god's expensive abilities to clear out Tomb, consider doing it in waves. If you clear out Tomb:1 and already you've already lost a star of piety, head out and make some progress in Hell to restore it before coming back. You don't have to do Tomb all at once, and it doesn't have to be the last rune you go after.
 
  
===Raw Power===
+
In [[0.15]], the Tomb received a new layout of the courtyard in Tomb:1, as well as more non-mummy monsters.
For those characters who are already maxed in power, mummies are perfectly vulnerable to high-powered [[Shatter]], [[Tornado]] or [[Fire Storm]]. This isn't exactly an efficient or subtle way to do Tomb, but it certainly will work, and with lichform and channeling may even be sustainable. Even the greatest characters, however, will need a way to deal with the death curses - again lichform comes to mind, since most characters who can cast a level 9 spell can probably cast Necromutation. This is unlikely to be the strategy for those who are trying Tomb for the first time, but rather is more likely as a strategy for Ziggurat raiders.
 
  
 
[[Category:Dungeon_Branches]] [[Category:Mummy]]
 
[[Category:Dungeon_Branches]] [[Category:Mummy]]

Revision as of 04:10, 8 July 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.

This page is about the dungeon branch. For the card, see Tomb card.

The Tomb of the Ancients is a place of damnation, of horrors animated by the vilest necromancy. Honest creatures of the surface turn pale at the mere mention of its name. The list of those who have returned from this place of pure death is exceedingly short.

The Tomb is three levels deep and contains the golden rune. Its entry is either on Crypt:2 or Crypt:3.

A way to the Tomb of Ancients, a place of damnation, of horrors animated by the vilest necromancy.

Tomb entry.png The Tomb of the Ancients (usually referred to only as the Tomb) is a branch located under the Crypt, inhabited by dessicated mummies of all kinds. Although mostly bare of valuables, it holds the golden rune of Zot and two massive treasure heaps for those who manage to survive all the way to the end.

Useful Info

Stairs to the Tomb are found on floor 2 or 3 of the Crypt. It's only 3 levels deep, but don't let that lull you into a false sense of security: it's one of the most dangerous branches in the game, even for powerful characters. You'll meet a wide variety of mummies, which if not carefully dealt with can decimate you with torment and crippling death curses. There is also a greater density of traps here than you'll find anywhere else.

While it's not as deathly quiet as the Crypt, the Tomb has very little in the way of ambient noise. As a result, every sound (be it from casting a spell, hitting something with a weapon, or attracting the attention of a flying skull) will carry farther than you're used to. Be extra careful if you wish to avoid attracting attention.

Unlike other areas of the game, the layout of the Tomb is mostly fixed, with only a few variations possible. Monster composition and placement is also extremely predictable, with a few very rare exceptions. You'll encounter the following, in order of difficulty:

  • Flying skulls: Although not dangerous themselves, these will alert nearby sleeping mummies of your presence.
  • Random inhabitants of the Crypt may show up on Tomb:1, but they aren't very threatening.
  • Mummies: Very weak enemies with no death curses.
  • Guardian mummies: They hit harder and faster than normal mummies, and their death curses can be quite nasty.
  • Death scarabs: Extremely fast, hit hard and annoyingly back away from you sometimes. They have attacks which can slow you, so when they come in packs or around other enemies these are scary.
  • Revenants: Blinking foes which flood you with spectral things and heal any undead units that get caught in their crossfire.
  • Mummy priests: Slightly slower than guardian mummies, but tougher. They can cast Torment, Smite, Summon Undead, and Summon Demon, and their death curses are more likely to be unpleasant than those of the guardians.
  • Sphinxes: Found only in the entrance to the main structure on Tomb:1 - they are likely the only living things one will find in Tomb, these can paralyze, confuse, smite, or simply beat you to death if you are not careful. They have moderate durability, but no resistances to speak of and no death curses.
  • Liches / Ancient liches: Capable of massive direct damage output and some of the nastiest summons of the game, liches and ancient liches always merit caution.
  • Greater mummies: The biggest threat in Tomb, they have the same spells as a mummy priest, but over three times the health, 50% more HD, faster movement, and the highest chance of delivering devastating death curses. These will kill you if you are not prepared. Try not to take on more than one at a time!
  • Random uniques: Although not guaranteed to show up, there are many dangerous uniques one can encounter in the Tomb at any time. If encountered alone, handle them as you normally would. If encountered along with several high level mummies, be extremely careful; even weak uniques become significantly deadlier when you've been repeatedly smitten. The most likely unique to find here is Khufu, an even more deadly greater mummy who comes with her own pack of greater mummies - also watch out for her Tomb of Doroklohe spell.

Monsters

M Mummy (monster).png Mummy (monster) M Guardian mummy.png Guardian mummy M Mummy priest.png Mummy priest Script error File:Greater mummy.png Greater mummy
z Flying skull.png Flying skull
z Small zombie.png Zombie z Skeleton small humanoid.png Skeleton z Simulacrum small humanoid.png Simulacrum
B Death scarab.png Death scarab 9 Ushabti.png Ushabti b Bennu.png Bennu


Rare Monsters

z Skeletal warrior.png Skeletal warrior L Ancient lich.png Ancient lich
z Revenant.png Revenant L Lich.png Lich


Placed by Vault Syntax on Tomb:1 (Never Generated Randomly)

H Sphinx.png Sphinx

Walkthrough

1. Upon entering Tomb:1, you'll find yourself in an open hallway that boxes in the Tomb proper. This will contain a handful of mummies, guardian mummies, and assorted skeletons, but nothing particularly dangerous until you've gone halfway around the level. There you'll find a massive statue-lined hallway leading inwards, guarded by a large pack of sphinxes. Use stasis or very high magic resistance to keep from getting paralyzed, and try to lure them away a few at a time until you've cleared them out. Do not underestimate the strength of their smites - although individually weak, several turns of multiple smites will kill any character. If at all possible, avoid using a teleport to escape them if things start going badly; outrunning them with a potion of haste or scroll of blinking is a much safer option here. Read scrolls of fog as needed to break line of sight and get yourself back to the Crypt ASAP. Also note that using a wand of digging to dig a killhole in the outer wall of Tomb:1 can be helpful for fighting the sphinxes.

2. Past the hallway you'll find one of several possible interiors, of which each will have several greater mummies and other nasty enemies, and somewhere you will find a one-way staircase leading down.

3. As soon as you enter Tomb:2 via the one-way staircase, you'll find yourself in a large open chamber with no really scary enemies initially in sight, but it won't take long for mummies to close in from all around. There is an up-one-way-stair about 10 tiles diagonally to one corner of the square chamber (chosen randomly). As such, it is advisable to get out of the central chamber rapidly, doing one of several things:

  • Reading a scroll of magic mapping to identify where the up-stair is, then using a combination of blink scrolls, haste potions and the Controlled Blink spell to get there. Once you are on the upstair, you can spam your high-level area-of-effect spells or fight in melee, and go upstairs if it gets too dangerous.
  • Reading a scroll of teleportation until you end up in the outside rim of small rooms. From here you can fight a small number of enemies at once. If you're really lucky, you'll notice that you ended up in the section of Tomb:2 with the one-way stairs down to Tomb:3. In this case you can skip to point 6.
  • Using haste potions, Swiftness or blink material to get to the outer rim of small rooms where you can fight a small number of enemies at once.

At this point, if you have the Shatter or Lee's Rapid Deconstruction spells, you can try to break open the wall where it is obvious there should be a continuation of the small outside rooms. Alternatively, you can try to read teleport scrolls until you end up in that section. In both of these cases, you can skip to point 6. If you do not want to do this, you will have to fight extra

4. You'll find several doors off to the side of this open chamber, leading to a series of small rooms that envelops half of the map. These will contain mummies, guardians, and priests, as well as many traps. Eventually you'll find a staircase back up to Tomb:1. Go up it to continue exploring normally. Alternatively, at this point, if you have the Shatter or Lee's Rapid Deconstruction spells, you can try to break open the wall where it is obvious there should be a continuation of the small outside rooms. Alternatively, you can try to read teleport scrolls until you end up in that section. In both of these cases, you can skip to point 6. If you do not want to do this, you will have to fight extra mummies in a long corridor on Tomb:1, as described below in point 5.

5. Heading up that unexplored one-way staircase to Tomb:1, you'll find yourself in the only unexplored portion of Tomb:1 left, the large horseshoe surrounding the inner courtyard. You will encounter a few guardian mummies and mummy priests here, as well as an unpredictable scattering of traps, but the majority of its inhabitants are greater mummies encountered in the long open hallways. Handled carefully, you should only encounter one or two greater mummies at a time; make too much noise and you may wind up with a lot more on your hands. Consider luring them back to the nearest corner before engaging them, and remember that a teleport to safety is almost guaranteed to send you back to the now-clear first area of Tomb:1. At the end of the horseshoe, you'll find another one-way staircase to Tomb:2.

6. Remember the small chambers you found on Tomb:2 earlier? Now you get to clear a mirror image of those on the other side. Expect more of the same, with an even greater concentration of traps, and eventually you'll find two one-way staircases leading to Tomb:3.

7. Both staircases leading to Tomb:3 place you in the same area, the start of a short, wide hallway with one door on each side, leading to the treasure chambers and up-staircases back to safety, and the rune chamber is straight ahead. You will almost immediately encounter a large number of guardian mummies and death scarabs, followed by plenty of reinforcements in the form of flying skulls, mummy priests, and greater mummies (over a dozen of each is not unusual). It is usually beneficial to focus on making a path to the up-stair before fighting, because more and more mummies will turn up if you fight. If you can, grab the figurine of a ziggurat, found in one of the large loot piles, on your way, to act as a 2-turn escape tool in the case of disaster. It is likely you will have to go upstairs, reset and make your way back to the upstairs several times before the entire floor is clear. Once the flood of mummies stops, you are free to check out the loot, and grab the rune, but be careful of dangerous stragglers.

Recommendations

If not done correctly, Tomb is one of the deadliest places in the game. A character facing Tomb must tackle these three problems:

  • Greater mummies and mummy priests can torment you, instantly cutting your HP by up to half. They can then smite you to finish the job.
  • Greater mummies and mummy priests can summon a ton of undead and demons, which in addition to mobbing you also means they will frequently abjure your own summons and prevents you from hitting them in melee.
  • All non-regular mummies cast death curses when killed, potentially slowing, rotting, tormenting or draining you or your stats, and dealing pain damage which is not resisted by rN. Since there are so many mummies in the Tomb, these effects can quickly reach debilitating levels.

Some strategies, with their specific strengths and weaknesses, are outlined below. One should mix and match them to fit your character: it is unlikely that one can do Tomb simply by being a Zin or a Kiku worshipper, or simply by having Dispel Undead, but a lichform necromancer of Kiku, or Zinnite with a holy weapon and silence, stands a very good chance of making it. The best general advice is to know your limits. If one encounter with a greater mummy nearly killed you, then the next one may very well finish you off. Just remember that completing the Tomb is by no means required to win the game.

Staircase tactics

Generally, the safest approaches to Tomb:2 and Tomb:3 involve getting to the up-stair back to where you started as the first priority, and killing off all the mummies in Tomb:2 and 3 as the second priority. In this way, you can happily kill as many mummies as you wish on the up-stair, just going upstairs when it starts to look a bit too risky to stay. Also, use scrolls of fog to limit line of sight to avoid the number of torments and smites you face, and be ready to use up your buff potions, wands of clouds and scrolls of blinking at any point.

Equipment

  • Gear with negative energy resistance - Reduces damage from torment and draining death curses.
  • Gear with stat boosts - Improves your general performance and decreases the likelihood of unexpectedly reaching stat zero from death curses.
  • Gear with magic resistance - Characters with low magic resistance will have a much worse time dealing with the sphinxes than characters with insurmountable magic resistance. You don't need it for the entire branch, but it's very useful for that one stretch (and handy when dealing with ancient liches out of the blue).
  • A scarf of cloud immunity may prove useful against miasma from ushabtiu
  • Apart from the occasional summoned demon or surprising unique, there are no sources of fire, cold, poison, acid, or electricity damage in this branch, and the only likely source of mutation is if you accidentally step into a Zot trap.
  • If you are confident in your offensive capabilities, consider bringing potions of lignification with you. Fighting in tree form will render you immune to torment, allowing you to focus on the task of reducing the hordes of mummies to dust uninterrupted.

Spells

  • Necromutation - Provides immunity to draining, torment, and rot for living characters (although you become vulnerable to the Dispel Undead from ushabtiu, but this is comparatively insignificant). Beware of lack of access to potions though.
  • Death's Door - Gives a long enough period of invulnerability to escape upstairs from almost anything in Tomb.
  • Borgnjor's Revivification - For when you unexpectedly end up on 10 HP in the middle of a bunch of mummies (Does a very similar job to Death's Door).
  • Statue Form - Provides significant draining, torment, and rot resistance without preventing you from worshipping a good god, making you vulnerable to dispel undead or blocking access to potions. Slows your actions, however.
  • Silence - Disables the spells of all mummies within its aura. Be careful with this spell, because mummy death curses still take effect, including those that can torment you, and you lose access to your best escape tools: scrolls of blinking and fog, as well as all your spells.
  • Aura of Abjuration - Quickly disposes of dangerous summoned monsters from mummy priests, greater mummies and death curses.
  • Dragon's Call - Produces allies strong enough to handle even greater mummies, costs you no time, and can affect enemies at the edge of your line of sight.
  • Dispel Undead - Deals heavy damage to almost everything in the Tomb. Only affects one target at a time though.
  • Shatter - Deals heavy, unavoidable damage to nearly the entire screen. Noisy, but also tears down walls.
  • Fire Storm - Heavy, smite-targeted damage to a large area of effect.
  • Ignition - Works similarly to Fire Storm.
  • Tornado - Heavy damage to everything within range of it (though ineffective in hallways).
  • Regeneration - Allows you to gain some amount of HP back while trying to survive to get to the up-stairs on Tomb:2-3.

Gods

  • Kikubaaqudgha - Provides significant torment resistance, negates most death curses and provides access to useful Necromancy spells.
  • The Shining One - Provides rN+++, a weapon of holy wrath, powerful holy burst attacks, HP and MP recovery on each kill, summonable angelic warriors, and general support and Abjuration protection for your summoned allies.
  • Zin - Provides immunity to stat loss and rot, temporary invulnerability (though at a high piety cost).
  • Ru - Provides tremendous area-of-effect damage through Apocalypse, but watch out for the draining.
  • Makhleb - Provides very significant HP recovery on kill.

History

In 0.20, the staircases in Tomb were made one-way, similar to hatches but with set destination locations. The up one-way staircases were placed in locations not too far from the down-stairs, but far enough that walking is difficult, and in Tomb:3 some doors were added to make access to the up-stairs easier.

In 0.19, Anubis guards were replaced with ushabtiu.

In 0.17, the Unborn were removed.

In 0.16, even more non-mummy opponents were added: Anubis guards, bennu, death scarabs, and ushabtiu.

In 0.15, the Tomb received a new layout of the courtyard in Tomb:1, as well as more non-mummy monsters.