Difference between revisions of "The Vaults"

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''Not to be confused with "[[vault]]s", pregenerated features of the dungeon.''
 
{{flavour|Possibly constructed by some powerful madman, the Vaults are said to be home to great treasures. The blood spattered liberally around the entrance suggests that there is a certain amount of violence, too.
 
{{flavour|Possibly constructed by some powerful madman, the Vaults are said to be home to great treasures. The blood spattered liberally around the entrance suggests that there is a certain amount of violence, too.
  
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This branch contains the silver rune of Zot.}}
 
This branch contains the silver rune of Zot.}}
  
[[File:Vaults entry.png]] '''The Vaults''' are a convoluted 5-floor [[Dungeon branch]] filled with long, wide hallways and countless treasure chambers, most of which are (unfortunately) empty. They are guarded by a wide variety of late-game monsters, as well as a number of guards unique to the branch, but the promise of the silver [[rune of Zot]], access to [[the Crypt]], and four guaranteed treasure or [[shop]] vaults makes it well worth the hazards.  
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[[File:Vaults entry.png]] '''The Vaults''' are 5-floor [[branch]] filled with long, wide hallways and countless chambers. The gate to the Vaults can be found on either floor 13 or 14 of [[the Dungeon]].  
  
The gate to the Vaults can be found on either floor 13 or 14 of [[the Dungeon]]. You can enter at any time, but you must have at least 1 [[rune of Zot]] in order to exit back into the [[Dungeon]].
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You can enter at any time, but you must have at least 1 [[rune of Zot]] (any rune counts) in order to exit back into the [[Dungeon]].
  
 
==Layout==
 
==Layout==
The Vaults are a sprawling compound made up of wide hallways and small chambers of various shapes and sizes, most of which are separated by [[door]]s. Composed primarily of stone, metal, and crystal [[wall]]s, only the most powerful [[Earth Magic]] specialists or sufficiently pious followers of [[Lugonu]] can expect to alter the floor plan much. Because the arrangement of rooms can be extremely convoluted, it's easy to get cut off from the stairway back up if you aren't careful; try to clear rooms methodically to avoid enemies you missed showing up when you're already half dead.
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The Vaults are a sprawling compound made up of wide hallways and small chambers of various shapes and sizes, most of which are separated by [[door]]s. The entirety of this branch is made of [[wand of digging|undiggable]] material; stone, metal, and rarely crystal walls. If you aren't careful, it's easy to get cut off from an upstairs. Try to clear rooms methodically to avoid enemies you missed showing up when you're already half dead.
  
The fifth and final floor changes this pattern abruptly. The floor contains four very large rectangular chambers that take up almost the entire area, save for a cross-shaped central hallway separating them all and an outer hallway bordering everything. These four large vault chambers have openings at each corner. All three normal staircases from the 4th to the 5th floor dump you in the very center of the floor, which will be surrounded by many [[vault guard]]s and other angry Vault inhabitants. Fortunately, this floor also houses an immense amount of loot and possibly shops, along with the silver rune of Zot.
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===Vaults:5===
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The fifth and final floor changes this pattern abruptly. Vaults:5 contains 4 very large rectangular chambers that take up almost the entire area. Each chamber is filled with loot and/or [[shop]]s. A cross-shaped hallway cuts through the center, and the outer border is a hallway. The silver [[rune]] will be in one of the chambers, although there are [[mimic]]s imitating the rune.
  
==Useful Info==
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All three of the regular staircases from Vaults:4 lead to the center of Vaults:5. The center is always surrounded by 24 [[vault guard]]s, as well as a number of other angry inhabitants.
The Vaults are inhabited by a wide variety of monsters (almost anything threatening that can appear in the lowest floors of the Dungeon or [[the Depths]] can generate here) with a very diverse array of attacks, but simply getting beaten to death by brute force is an everpresent threat. [[Stone giant]]s, [[yaktaur]] bands, and other common creatures have high physical damage output at range, and the wide hallways and open chambers make it difficult to effectively bottleneck opponents or cut off lines of fire. Pack enemies also appear in great numbers, ranging from high-level [[orc]] bands to devastating [[hell knight]] packs, and the various guard units unique to the Vaults each cause their own issues:
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Vaults:5 often contains much stronger monsters than the rest of the branch, including  [[titan]]s, [[quicksilver dragon]]s, [[golden dragon]]s, and [[lich]]es.
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==Strategy==
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The Vaults are inhabited by a wide variety of monsters, with many foes from late [[Dungeon]] and early [[Depths]]. Getting beaten to death by brute force is an everpresent threat, but there's many magical monsters as well.
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Pack enemies appear in great numbers, from [[deep troll]]s and high-level [[orc]] bands, to squads of [[yaktaur]]s firing at range. The wide hallways and open chambers make it difficult to effectively bottleneck opponents or cut off lines of fire.
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The various guard units unique to the Vaults each cause their own issues:
  
 
{{monsterlink|Vault guard}}- Plentiful lumbering oafs with heavy weapons and sturdy armour.
 
{{monsterlink|Vault guard}}- Plentiful lumbering oafs with heavy weapons and sturdy armour.
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Bring sufficient firepower, take your time, and be ready to take a different staircase down if the one you just used places you in a fight you don't want to deal with right away. Also, if you get hit with a Sentinel's Mark, retreat to an empty floor as quickly as possible. The reinforcements it will bring can be devastating on a mostly unexplored floor.
 
Bring sufficient firepower, take your time, and be ready to take a different staircase down if the one you just used places you in a fight you don't want to deal with right away. Also, if you get hit with a Sentinel's Mark, retreat to an empty floor as quickly as possible. The reinforcements it will bring can be devastating on a mostly unexplored floor.
  
Do not enter Vaults:5 before you are ready for it. If you had difficulty with floors 1-4, floor 5 will probably be too much for you, and even peeking down there ''can be immediately fatal''.
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Do not enter Vaults:5 before you are ready for it. If you had difficulty with floors 1-4, floor 5 will probably be too much for you, and even peeking down there can be ''immediately fatal''. Many players will do Vaults:1-4, move on to the other branches, then come down to get the rune.
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==Vaults:5 Strategy==
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As soon as you climb down to V:5, you can be locked in by a [[vault warden]], so preparation is important.
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===Preparation===
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Resistances are more important than usual. [[Shadow dragon]]s and [[storm dragon]]s can deal surprising damage if you don't resist them. Other elemental threats like [[titan]]s and [[list of deep elves|deep elves]] are common, too.
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When entering V:5 for the first time, use what buffs are at your disposal before heading down: [[Haste]], [[Might]], [[potion of brilliance|Brilliance]], [[Heroism]]/[[Finesse]]...
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*Haste is particularly important, either for darting through the ring of guards towards a hallway, or for killing as many of them as quickly as possible.
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*[[Invisibility]] isn't very helpful here -- the vault guards and many of the most dangerous threats down here can all [[see invisible]].
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===Tactics===
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There are two/three 'common' strategies to tackling the entry vault:
  
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*'''[[Stair dancing]].''' Only adjacent enemies follow you up the stairs. If you have good [[AC]] (and are reasonably lucky), stair dancing can clean up the entrance party.
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:However, stair dancing is complicated by a variety of foes. [[Vault warden]]s can seal stairs. [[Tentacled monstrosities]] can constrict you, and [[list of dragons|dragon]]s can [[trample]] you away. Having a way to snipe enemies ([[javelin]]s, all manner of high-level spells, offensive [[Invocations]], [[evocable]]s, etc.) is very nice to have.
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:In addition, the stairs may become too dangerous to climb down. Sometimes, the best thing to do is teleport away - see below for detail.
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*'''Teleport strategy.''' The basic gist is to [[teleport]] (or use an [[escape hatch]]) to land in a random location. This may land you in one of the sparsely-populated hallways along the edges of the level, where you can begin methodically clearing the level. Your goal is to end up in the corners and create a safe place to rest (by killing nearby monsters).
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:Of course, it might also land you in the middle of one of the treasure chambers, along with an assortment of far deadlier enemies. You may need to teleport multiple times to get a good location - teleport early and often. Buffs are highly recommended.
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*'''Being loud.''' Blast through everything in your path. If you can sustain combat for a long time, large AOE can be a good idea.
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**A [[scroll of immolation]] will tear through the initial vault guards, but you'll absolutely need as much [[fire resistance]] as possible. Read the scroll on the guards (or other enemies) and start a chain reaction. It's extremely [[noise|loud]], so will attract a bunch of enemies, but successfully pulling it off is a blast (literally). If you plan to teleport to the edges, making noise in the center can actually be to your benefit.
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**Offensive spells: [[Freezing Cloud]], [[Ozocubu's Refrigeration]], [[Starburst]], [[Olgreb's Toxic Radiance]]/[[Ignite Poison]]... Extremely high-level spells like [[Ignition]], [[Fire Storm]], [[Polar Vortex]], or [[Shatter]] are very effective, if you can cast them. Be aware that the noise you generate will wake and lure out monsters from the four treasure vaults.
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**[[Discord]] is a powerful crowd clearing effect, though watch out for the frenzied monsters ''you'' have to deal with. Other subtle effects like [[Metabolic Englaciation]], [[Eringya's Noxious Bog]], and [[Alistair's Intoxication]] also work well.
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**Without magic, divine abilities are useful: [[Cheibriados]]'s Slouch, [[Nemelex Xobeh]]'s deck of destruction, [[Ru]]'s Apocalypse, or [[Qazlal]]'s Disaster Area. It's best not to waste them on the initial vault guards, though.
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**Without divine powers, a [[condenser vane]] or [[tin of tremorstones]] work well at clearing crowds. Even with magic or divine abilities, Evocables can be a useful supplement.
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The worst possible thing that can happen on V:5 is to receive a [[Sentinel's Mark]]. If this happens, quaff a [[potion of cancellation]] or quickly retreat up the stairs to V:4. Normally, targeting yourself with your own [[draconian|purple draconian]] breath or [[Yara's Violent Unravelling]] isn't a recommended tactic, but it may just well be worth the damage.
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==Monsters==
 
===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|Zenata}}
 
| {{monsterlink|Zenata}}
 
|}
 
|}
 
===Vaults:5===
 
The 5th and final floor is in abrupt contrast to the other four. All of the standard down staircases to V:5 place you in the very center of the floor, with a ring of over a dozen [[vault guard]]s waiting for you.
 
 
Right behind them are four treasure [[vault]]s, with several other (much more dangerous) opponents lurking inside them. These monsters can include [[titan]]s, [[storm dragon]]s, [[quicksilver dragon]]s, [[shadow dragon]]s, and [[lich]]es, along with the worst of what you've encountered on the previous 4 floors. No matter what your character type may be, charging in and slugging it out is very likely to go poorly.
 
 
When entering V:5 for the first time, use what buffs are at your disposal before heading down: [[Haste]], [[Might]], [[potion of brilliance|Brilliance]], [[Heroism]]/[[Finesse]]...
 
*Haste is particularly important, either for darting through the ring of guards towards a hallway or for killing as many of them as quickly as possible.
 
*[[Invisibility]] isn't so helpful here -- the vault guards and many of the most dangerous threats down here can all [[see invisible]].
 
 
Resistances are much more important on V:5 than on the floors above. [[Shadow dragon]]s and [[storm dragon]]s deal surprising damage when unresisted, and the former can [[drain]] your max HP at frightening speed. Failing that, high [[ev]]asion and possibly [[Repel Missiles#Player sources|Repel Missiles]] help tremendously. The wide variety of threats make rFire, rCold, and rElec all useful.  High [[willpower]] will help protect you from some of the dangerous enchantments you're likely to see here ([[Slow]], [[Confuse]], [[Paralyze]], [[Banishment]], and ''especially'' [[Sentinel's Mark]]).
 
 
The worst possible thing that can happen on V:5 is to receive a [[Sentinel's Mark]]. If this happens, quaff a [[potion of cancellation]] or quickly retreat up the stairs to V:4. Normally, targeting yourself with your own [[draconian|purple draconian]] breath or [[Yara's Violent Unravelling]] isn't a recommended tactic, but it may just well be worth the damage.
 
 
===Vaults:5 Strategies===
 
* [[Stair dancing]] can break up the oncoming horde into manageable squads. But a [[vault warden]] sealing the staircases from the edge of your vision, a [[tentacled monstrosity]] constricting you, or a [[list of dragons|dragon]] trampling you off the stairs all counter this tactic.
 
** [[Javelin]]s, Level 6-9 [[Conjurations]] spells, or offensive [[Invocation]]s can usually take out such threats quickly, but they still leave you subject to several attacks in the meantime.
 
 
* A good tactic can be to [[teleport]] yourself randomly from the start, or use an [[escape hatch]] down. This may land you in one of the sparsely-populated hallways along the edges of the level, where you can begin methodically clearing the level.
 
** Of course, it might also land you in the middle of one of the treasure chambers, along with an assortment of far deadlier enemies; buffs like [[Haste]] are highly recommended, and you may want to teleport again if it's too crowded.
 
 
* A [[scroll of immolation]] is extremely powerful, but you absolutely need as much [[fire resistance]] as possible. Read the scroll on the guards (or other enemies) and start a chain reaction. It's extremely [[noise|loud]], so will attract a bunch of enemies, but successfully pulling it off is a blast (literally). The noise actually works in your benefit if you plan to [[teleport]] away from the middle, anyway.
 
 
* If you do choose to stand and fight, use the most powerful area-of-effect powers you have.
 
**Offensive spells: [[Freezing Cloud]], [[Ozocubu's Refrigeration]], [[Starburst]], [[Olgreb's Toxic Radiance]]/[[Ignite Poison]]... Extremely high-level spells like [[Ignition]], [[Fire Storm]], [[Polar Vortex]], or [[Shatter]] are very effective, if you can cast them. Be aware that the noise you generate will wake and lure out monsters from the four treasure vaults.
 
**[[Discord]] is a powerful crowd clearing effect, though watch out for the frenzied monsters ''you'' have to deal with. Other subtle effects like [[Metabolic Englaciation]], [[Eringya's Noxious Bog]], and [[Alistair's Intoxication]] also work well.
 
**Without magic, divine abilities are useful: [[Cheibriados]]'s Slouch, [[Nemelex Xobeh]]'s deck of destruction, [[Ru]]'s Apocalypse, or [[Qazlal]]'s Disaster Area. It's best not to waste them on the initial vault guards, though.
 
**Without divine powers, a [[condenser vane]] or [[tin of tremorstones]] work well at clearing crowds. Even with magic or divine abilities, Evocables can be a useful supplement.
 
  
 
==History==
 
==History==

Revision as of 23:40, 3 September 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

Not to be confused with "vaults", pregenerated features of the dungeon.

Possibly constructed by some powerful madman, the Vaults are said to be home to great treasures. The blood spattered liberally around the entrance suggests that there is a certain amount of violence, too.

The entrance to this branch can be found between levels 13 and 14 of the Dungeon.

This branch can only be exited while carrying at least 1 rune of Zot.

This branch is 5 levels deep.

This branch contains the entrance to the Crypt.

This branch contains the silver rune of Zot.

Vaults entry.png The Vaults are 5-floor branch filled with long, wide hallways and countless chambers. The gate to the Vaults can be found on either floor 13 or 14 of the Dungeon.

You can enter at any time, but you must have at least 1 rune of Zot (any rune counts) in order to exit back into the Dungeon.

Layout

The Vaults are a sprawling compound made up of wide hallways and small chambers of various shapes and sizes, most of which are separated by doors. The entirety of this branch is made of undiggable material; stone, metal, and rarely crystal walls. If you aren't careful, it's easy to get cut off from an upstairs. Try to clear rooms methodically to avoid enemies you missed showing up when you're already half dead.

Vaults:5

The fifth and final floor changes this pattern abruptly. Vaults:5 contains 4 very large rectangular chambers that take up almost the entire area. Each chamber is filled with loot and/or shops. A cross-shaped hallway cuts through the center, and the outer border is a hallway. The silver rune will be in one of the chambers, although there are mimics imitating the rune.

All three of the regular staircases from Vaults:4 lead to the center of Vaults:5. The center is always surrounded by 24 vault guards, as well as a number of other angry inhabitants.

Vaults:5 often contains much stronger monsters than the rest of the branch, including titans, quicksilver dragons, golden dragons, and liches.

Strategy

The Vaults are inhabited by a wide variety of monsters, with many foes from late Dungeon and early Depths. Getting beaten to death by brute force is an everpresent threat, but there's many magical monsters as well.

Pack enemies appear in great numbers, from deep trolls and high-level orc bands, to squads of yaktaurs firing at range. The wide hallways and open chambers make it difficult to effectively bottleneck opponents or cut off lines of fire.

The various guard units unique to the Vaults each cause their own issues:

p Vault guard.png Vault guard- Plentiful lumbering oafs with heavy weapons and sturdy armour.

p Vault sentinel.png Vault sentinel- Wakes up nearby enemies, afflicts you with Sentinel's Mark, often has a crossbow.

p Vault warden.png Vault warden- Can seal doors and stairs around you, forcing you to kill it to escape.

p Ironbound convoker.png Ironbound convoker- Recalls and buffs enemy units from elsewhere on the floor.

p Ironbound preserver.png Ironbound preserver- Soaks partial damage for other enemies, effectively doubling their HP until the preserver dies.

p Ironbound frostheart.png Ironbound frostheart- Freezes anything standing by the walls.

O Ironbound thunderhulk.png Ironbound thunderhulk- Ogres who bombard you with lightning, but only from a distance.

Bring sufficient firepower, take your time, and be ready to take a different staircase down if the one you just used places you in a fight you don't want to deal with right away. Also, if you get hit with a Sentinel's Mark, retreat to an empty floor as quickly as possible. The reinforcements it will bring can be devastating on a mostly unexplored floor.

Do not enter Vaults:5 before you are ready for it. If you had difficulty with floors 1-4, floor 5 will probably be too much for you, and even peeking down there can be immediately fatal. Many players will do Vaults:1-4, move on to the other branches, then come down to get the rune.

Vaults:5 Strategy

As soon as you climb down to V:5, you can be locked in by a vault warden, so preparation is important.

Preparation

Resistances are more important than usual. Shadow dragons and storm dragons can deal surprising damage if you don't resist them. Other elemental threats like titans and deep elves are common, too.

When entering V:5 for the first time, use what buffs are at your disposal before heading down: Haste, Might, Brilliance, Heroism/Finesse...

  • Haste is particularly important, either for darting through the ring of guards towards a hallway, or for killing as many of them as quickly as possible.
  • Invisibility isn't very helpful here -- the vault guards and many of the most dangerous threats down here can all see invisible.

Tactics

There are two/three 'common' strategies to tackling the entry vault:

  • Stair dancing. Only adjacent enemies follow you up the stairs. If you have good AC (and are reasonably lucky), stair dancing can clean up the entrance party.
However, stair dancing is complicated by a variety of foes. Vault wardens can seal stairs. Tentacled monstrosities can constrict you, and dragons can trample you away. Having a way to snipe enemies (javelins, all manner of high-level spells, offensive Invocations, evocables, etc.) is very nice to have.
In addition, the stairs may become too dangerous to climb down. Sometimes, the best thing to do is teleport away - see below for detail.
  • Teleport strategy. The basic gist is to teleport (or use an escape hatch) to land in a random location. This may land you in one of the sparsely-populated hallways along the edges of the level, where you can begin methodically clearing the level. Your goal is to end up in the corners and create a safe place to rest (by killing nearby monsters).
Of course, it might also land you in the middle of one of the treasure chambers, along with an assortment of far deadlier enemies. You may need to teleport multiple times to get a good location - teleport early and often. Buffs are highly recommended.
  • Being loud. Blast through everything in your path. If you can sustain combat for a long time, large AOE can be a good idea.

The worst possible thing that can happen on V:5 is to receive a Sentinel's Mark. If this happens, quaff a potion of cancellation or quickly retreat up the stairs to V:4. Normally, targeting yourself with your own purple draconian breath or Yara's Violent Unravelling isn't a recommended tactic, but it may just well be worth the damage.

Monsters

Uniques

S Aizul.png Aizul H Asterion.png Asterion d Bai Suzhen.png Bai Suzhen L Boris.png Boris @ Donald.png Donald
@ Frederick.png Frederick V Jory.png Jory R Mara.png Mara @ Margery.png Margery A Mennas.png Mennas
@ Nikola.png Nikola o Saint Roka.png Saint Roka Q Sojobo.png Sojobo D Xtahua.png Xtahua a Zenata.png Zenata

History

  • Prior to 0.30, you needed one rune of Zot in order to enter this branch. (This requirement has now been moved to the exit)
  • 0.28 removed ironbound beastmasters.
  • 0.27 added ironbound frosthearts, ironbound thunderhulks, and ironbound beastmasters. Additionally, many of the weaker enemies that could spawn in the Vaults were reduced in number or removed altogether.
  • Prior to 0.14, it was not necessary to obtain a rune of Zot to enter this branch, and its entrance was located on D:15-20. Also, the four chambers on Vault:5 only had entrances on the corners nearest the center of the floor.
  • Prior to 0.12, the Vaults were made up of 8 floors, the first 7 of which were all wide open areas spotted with rectangular rooms. Also, the vault guard was the only guard-type monster found here, and they usually appeared on the eighth floor.