Difference between revisions of "Ziggurat"

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(Deleted "Entry is denied until the player has at least two runes of Zot in her possession." as it contracts 0.28 footnote.)
(if you're going to do a ziggurat after training lichform + ignition, why not just... abandon ally gods? keeping for now, but not sure)
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'''Ziggurats''' are the most dangerous, unpredictable, and lucrative [[branch]]es in the game. Each Ziggurat has 27 oval- or cross-shaped floors, with each floor growing in size as you go down, containing increasingly more monsters of higher difficulty. The entrance to each floor closes as soon you walk through it; the only way out is at the opposite end of the floor. There, you will find large amounts of treasure, including armour, jewellery, valuable potions (many of which are [[potions of experience]]), manuals, and many other wonderful things, as well as one set of stairs going further down and two portals leading out of the Ziggurat.
 
'''Ziggurats''' are the most dangerous, unpredictable, and lucrative [[branch]]es in the game. Each Ziggurat has 27 oval- or cross-shaped floors, with each floor growing in size as you go down, containing increasingly more monsters of higher difficulty. The entrance to each floor closes as soon you walk through it; the only way out is at the opposite end of the floor. There, you will find large amounts of treasure, including armour, jewellery, valuable potions (many of which are [[potions of experience]]), manuals, and many other wonderful things, as well as one set of stairs going further down and two portals leading out of the Ziggurat.
  
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==Layout==
 
Each floor of a Ziggurat contains a number of monsters of a particular theme. On early floors, you'll face two or three, but the number of opponents rises dramatically as you descend, pitting you against massive hordes by the time you reach the deepest levels. Most are sets of monsters that would be generated in a particular branch, but some are ad-hoc. The deeper you go, the more dangerous it becomes; deeper floors will have a greater ratio of powerful monsters to weak ones, may generate all monsters awake and wandering (0% chance for Zig:1-4, 100% chance for Zig 25-27).
 
Each floor of a Ziggurat contains a number of monsters of a particular theme. On early floors, you'll face two or three, but the number of opponents rises dramatically as you descend, pitting you against massive hordes by the time you reach the deepest levels. Most are sets of monsters that would be generated in a particular branch, but some are ad-hoc. The deeper you go, the more dangerous it becomes; deeper floors will have a greater ratio of powerful monsters to weak ones, may generate all monsters awake and wandering (0% chance for Zig:1-4, 100% chance for Zig 25-27).
  
 
Each floor may also contain a central clump of dungeon features. These are often purely cosmetic, but occasionally ramp up the difficulty of the floor significantly; an [[orange crystal statue]] or [[oklob plant]] cluster is no laughing matter.
 
Each floor may also contain a central clump of dungeon features. These are often purely cosmetic, but occasionally ramp up the difficulty of the floor significantly; an [[orange crystal statue]] or [[oklob plant]] cluster is no laughing matter.
  
One Ziggurat portal is guaranteed to generate somewhere in [[the Depths]].  Summoned creatures cannot follow the player through a Ziggurat portal or stairway. A [[figurine of a ziggurat]] can be found in the bottom of the [[Tomb]], and at the last level of every Ziggurat.
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One Ziggurat portal is guaranteed to generate somewhere in [[the Depths]].  A [[figurine of a ziggurat]] can be found in the bottom of the [[Tomb]], and at the last level of every Ziggurat. If the player should clear a Ziggurat successfully (i.e. completing all 27 floors), all subsequent Ziggurats will become significantly more difficult. Clearing one ziggurat will also stop the [[Zot clock]] for the rest of the game.
  
Once one has left a Ziggurat, the portal turns into an empty arch and may not be reentered. Any new portal encountered or created leads to the first floor of a fresh Ziggurat. Ziggurat portals have no timers.
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Once one has left a Ziggurat, the portal turns into an empty arch and may not be reentered. Any new portal encountered or created leads to the first floor of a fresh Ziggurat. Summoned creatures cannot follow the player through a Ziggurat portal or stairway. Ziggurat portals have no timers.
 
 
If the player should clear a Ziggurat successfully (i.e. completing all 27 floors), all subsequent Ziggurats will become significantly more difficult. Clearing one ziggurat will also stop the [[Zot clock]] for the rest of the game.
 
  
 
==Monster Themes==
 
==Monster Themes==
Unless mentioned otherwise, the chance for any given set is 5.89% for Zig:1-7, 5.56% for Zig:8-13, and 5.54% for Zig:14-27.
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Unless mentioned otherwise, the chance for any given set is (approx.) 5.89% for Zig:1-7, 5.56% for Zig:8-13, and 5.54% for Zig:14-27.
 
===Branches===
 
===Branches===
 
Lair, Shoals, and the [[Hells]] all have 50% chance of the normal chance to spawn.
 
Lair, Shoals, and the [[Hells]] all have 50% chance of the normal chance to spawn.
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*{{LightBlue|6}} [[File:Blood_saint.png]] '''Conjurers''': [[wizard_(monster)|wizard]]s, [[necromancer_(monster)|necromancer]]s, [[ogre mage]]s, [[orc sorcerer]]s, [[naga mage]]s, [[naga ritualist]]s, [[salamander mystic]]s, [[nagaraja]], [[tengu conjurer]]s, [[tengu reaver]]s, [[spriggan air mage]]s, [[merfolk aquamancer]]s, [[deep elf conjurer]]s, [[deep elf annihilator]]s, [[deep elf sorcerer]]s, [[draconian scorcher]]s, [[draconian knight]]s, ''[[draconian annihilator]]s'', [[lich]]es, ''[[ancient lich]]es'', and ''[[blood saint]]s''.
 
*{{LightBlue|6}} [[File:Blood_saint.png]] '''Conjurers''': [[wizard_(monster)|wizard]]s, [[necromancer_(monster)|necromancer]]s, [[ogre mage]]s, [[orc sorcerer]]s, [[naga mage]]s, [[naga ritualist]]s, [[salamander mystic]]s, [[nagaraja]], [[tengu conjurer]]s, [[tengu reaver]]s, [[spriggan air mage]]s, [[merfolk aquamancer]]s, [[deep elf conjurer]]s, [[deep elf annihilator]]s, [[deep elf sorcerer]]s, [[draconian scorcher]]s, [[draconian knight]]s, ''[[draconian annihilator]]s'', [[lich]]es, ''[[ancient lich]]es'', and ''[[blood saint]]s''.
 
*{{Green|X}} [[File:Tentacled_monstrosity.png]] '''Lair rune branches''': starting from Zig:14, monsters from the [[Swamp]], the [[Snake Pit]], the [[Shoals]], and the [[Spider's Nest]], with extra [[nagaraja]]s, [[guardian serpent]]s, [[hydra]]e, [[swamp dragon]]s, [[tentacled monstrosity|tentacled monstrosities]], [[merfolk aquamancer]]s, [[merfolk javelineer]]s, [[alligator snapping turtle]]s, ''[[ghost moth]]s'', [[emperor scorpion]]s, and [[moths of wrath]].
 
*{{Green|X}} [[File:Tentacled_monstrosity.png]] '''Lair rune branches''': starting from Zig:14, monsters from the [[Swamp]], the [[Snake Pit]], the [[Shoals]], and the [[Spider's Nest]], with extra [[nagaraja]]s, [[guardian serpent]]s, [[hydra]]e, [[swamp dragon]]s, [[tentacled monstrosity|tentacled monstrosities]], [[merfolk aquamancer]]s, [[merfolk javelineer]]s, [[alligator snapping turtle]]s, ''[[ghost moth]]s'', [[emperor scorpion]]s, and [[moths of wrath]].
*{{White|p}} [[File:Player ghost.png]] '''Player Ghost''': [[Player ghost]]s of those who died in a Ziggurat.
 
  
 
===Elemental===
 
===Elemental===
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*{{LightCyan|8}} [[File:Electric_golem.png]] '''Air''': [[insubstantial wisp]]s, [[air elemental]]s, ''[[titan]]s'', [[raiju]]s, [[storm dragon]]s, ''[[electric golem]]s'', [[spriggan air mage]]s, and [[shock serpent]]s.
 
*{{LightCyan|8}} [[File:Electric_golem.png]] '''Air''': [[insubstantial wisp]]s, [[air elemental]]s, ''[[titan]]s'', [[raiju]]s, [[storm dragon]]s, ''[[electric golem]]s'', [[spriggan air mage]]s, and [[shock serpent]]s.
 
*{{LightGreen|b}} [[File:Caustic shrike.png]] '''Earth''': [[gargoyle]]s, [[earth elemental]]s, [[torpor snail]]s, [[boulder beetle]]s, [[entropy weaver]]s, [[stone giant]]s, [[iron dragon]]s, [[crystal guardian]]s, [[war gargoyle]]s, [[iron golem]]s, [[octopode crusher]]s, [[hell sentinel]]s, ''[[juggernaut]]s'', and ''[[caustic shrike]]s''.
 
*{{LightGreen|b}} [[File:Caustic shrike.png]] '''Earth''': [[gargoyle]]s, [[earth elemental]]s, [[torpor snail]]s, [[boulder beetle]]s, [[entropy weaver]]s, [[stone giant]]s, [[iron dragon]]s, [[crystal guardian]]s, [[war gargoyle]]s, [[iron golem]]s, [[octopode crusher]]s, [[hell sentinel]]s, ''[[juggernaut]]s'', and ''[[caustic shrike]]s''.
*{{Red|A}} [[File:Profane_servitor.png]] '''Negative energy''': [[spectral thing]]s, [[shadow wraith]]s, [[eidolon|eidola]], [[shadow dragon]]s, [[deep elf death mage]]s, [[death knight]]s, [[revenant]]s, [[profane servitor]]s, [[soul eater]]s, ''[[tzitzimimeh]]'', and [[black sun]]s.
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*{{Red|A}} [[File:Profane_servitor.png]] '''Negative energy''': [[spectral thing]]s, [[shadow wraith]]s, [[eidolon|eidola]], [[shadow dragon]]s, [[deep elf death mage]]s, [[death knight]]s, [[revenant]]s, [[profane servitor]]s, [[soul eater]]s, ''[[tzitzimimeh]]'', ''[[player ghost]]s'', and [[black sun]]s.
 
*{{Magenta|&}} [[File:Pandemonium_lord.png]] '''Chaos''': heavy depth dependence for [[chaos spawn]], [[ugly thing]]s, [[very ugly thing]]s, ''[[apocalypse crab]]s'', high-hd [[shapeshifter]]s and [[glowing shapeshifter]]s, [[Killer Klown]]s, ''[[chaos champion]]s'', high-tier demons and a multitude of ''[[pandemonium lord]]s''.
 
*{{Magenta|&}} [[File:Pandemonium_lord.png]] '''Chaos''': heavy depth dependence for [[chaos spawn]], [[ugly thing]]s, [[very ugly thing]]s, ''[[apocalypse crab]]s'', high-hd [[shapeshifter]]s and [[glowing shapeshifter]]s, [[Killer Klown]]s, ''[[chaos champion]]s'', high-tier demons and a multitude of ''[[pandemonium lord]]s''.
  
 
==Fighting Strategies==
 
==Fighting Strategies==
You should enter a Ziggurat as the last thing in the game if you are planning to finish it, as Zig:27 can potentially be the hardest place in the game. Preparation is somewhat similar to [[Pandemonium]], but you need even more care since the enemies are much harder.
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''Main article: [[Mega-Zig]]''
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You should enter a Ziggurat as the last thing in the game if you are planning to finish it, as Zig:27 can potentially be the hardest place in the game. Preparation is somewhat similar to [[Pandemonium]], but you need even more care, since the enemies are much harder.
  
 
You will '''need''' the following:
 
You will '''need''' the following:
 
*XL27 and very high skills.
 
*XL27 and very high skills.
*For spellcasters, the ability to cast [[Ignition]] and other offensive spells.
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*Decent (~40+) [[AC]] and [[EV]].
 
*[[Blink]] and [[Passage of Golubria]] at 0% failure, to avoid getting surrounded, create some distances from powerful enemies, or just escape.
 
*[[Blink]] and [[Passage of Golubria]] at 0% failure, to avoid getting surrounded, create some distances from powerful enemies, or just escape.
 
*As many resistances as possible; at least something like rCorr, rElec, rPois, rC+, and rF++. You should strive for rN+++, especially if you're susceptible to [[torment]].
 
*As many resistances as possible; at least something like rCorr, rElec, rPois, rC+, and rF++. You should strive for rN+++, especially if you're susceptible to [[torment]].
  
 
The following are ''recommended'', if not essential:
 
The following are ''recommended'', if not essential:
*Scrolls of fog to block enemy sight, and scrolls of blinking to escape.
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*[[Scrolls of fog]] to block enemy sight, and [[scrolls of blinking]] to escape.
*Potions of curing to cure confusion (especially if you use an [[orb of energy]]), potions of heal wounds to recover lost HP, potions of might/brilliance/haste to enhance your battle prowess, and potions of magic to recover MP in a pinch.
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*[[Potions of curing]] to cure confusion (especially if you use an [[orb]] of [[energy]]), potions of heal wounds to recover lost HP, potions of might/brilliance/haste to enhance your battle prowess, and potions of magic to recover MP in a pinch.
  
 
Keep in mind you're limited to 52 items; only bring what you know will be useful, else you might not be able to take all the loot you want with you. Artefacts with multiple resistances and intrinsics are your friend!
 
Keep in mind you're limited to 52 items; only bring what you know will be useful, else you might not be able to take all the loot you want with you. Artefacts with multiple resistances and intrinsics are your friend!
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 +
----
  
 
===Conjurer Strategy===
 
===Conjurer Strategy===
====Sample Runs====
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The basic strategy is to use [[Necromutation]] and cast your offensive spells. Throw [[javelin]]s at silencing foes. Depending on your god choice, you can also use Sif Muna's channel (more reliable), Vehumet's MP gain on killing (somewhat more random, but passive), or [[Gozag]]'s magic potion (expensive at first). Keep in mind that you can't escape to rest for MP, so make sure to have backup in the form of a potion of magic, Sublimation of Blood, etc...
*Ludicrosity's 172-zig (0.26, ongoing at time of writing): [[https://pastebin.com/JibKGtPJ]]
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*hyperbolic's uber Naga, who fully cleared several Ziggurats: [[http://crawl.akrasiac.org/rawdata/hyperbolic/morgue-hyperbolic-20100508-220232.txt]]
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====Spells====
*Luca's Extension + Ice Storm run (0.5.2): [http://crawl.akrasiac.org/rawdata/Luca/morgue-Luca-20091212-220305.txt] with ttyrec at [http://crawl.akrasiac.org/rawdata/Luca/2009-12-12.02:02:06.ttyrec.bz2]
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Support Spells:
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*'''[[Necromutation]]''': Immunity to [[torment]] and [[mutation]], which are both incredibly deadly.
 +
*'''[[Translocation]]s''': [[Blink]], [[Passage of Golubria]], maybe [[Disjunction]] all allow the movement of things to be in your favor.
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Offensive Spells:
 +
*'''[[Ignition]]''': hits every enemy in the cramped floors of a ziggurat up to 9 times over.  
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*'''[[Polar Vortex]]''': MP efficient, largely irresistible, passive damage that sustains in silence.
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*'''[[Shatter]]''': Another [[LOS]]-wide spell with good damage. However, many threatening enemies like [[pandemonium lord]]s and the [[orb of fire]] are [[flying]], so take little damage from that spell.
  
The basic strategy is to use [[Necromutation]] and cast your offensive spells. Throw [[javelin]]s at silencing foes. Depending on your god choice, you can also use Sif Muna's channel (more reliable) or Vehumet's MP gain on killing (somewhat more random, but passive). Keep in mind that you can't escape to rest for MP, so make sure to have backup in the form of a crystal ball of energy, potions of magic, Sublimation of Blood, etc...
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Optional Spells:
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*'''[[Discord]]''': this makes floors with many natural monsters with low MR, such as orc or merfolk floors, very easy.
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*'''[[Book of Annihilations|Offensive Spells]]''': [[Chain Lightning]], [[Fire Storm]], and/or [[Lehudib's Crystal Spear]] are useful to kill dangerous monsters (especially Pan lords) who get close to you.
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*'''[[Sublimation of Blood]]''': you can use this to restore MP if you don't need lichform.
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*'''[[Dragon's Call]]''': Creates distractions for a somewhat efficient MP cost, though it'll use your entire bar if you aren't careful.
  
Note: You don't need to bother using [[Shatter]]. This, at [[Earth Magic]] 25 or higher, does damage to everything in LOS, and while the damage is comparable to Ignition / Fire Storm for non-flying/levitating monsters (3d55 at power 150 and more for skeletons and simulacra), it is only about a third for flying/levitating ones (such as a lot of Pandemonium lords). It would take an average of 8-9 hits to kill a flying Pan lord.
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====Equipment====
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In addition to the general equipment:
 +
*Enhancers (e.g. rings of fire/ice, staff of conjuration/fire/cold/air, etc...) to enhance the power of Fire Storm, Ignition, or Polar Vortex. A [[robe of the Archmagi]] is amazing for this purpose, if low AC.
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**A ring of wizardry to improve the success rates of your level 9 spells, if necessary. Also, try downgrading your shield type (tower shield to a kite shield to a buckler) if your Shields skill isn't high enough. Your offense is your best defense.
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*An [[orb]] of [[energy]] and/or the [[Staff of Wucad Mu]] if you have high Evocations - you will probably find one soon in the Ziggurat. The former unfortunately uses your shield slot, but if you can't cast spells in one anyways...
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**Both items can inflict [[confusion]], so either don't be in lichform while wielding one, or have [[Clarity]].
  
 
====Specific Floors====
 
====Specific Floors====
On Pandemonium lord floors, be prepared to be on the receiving of the occasional [[Lehudib's Crystal Spear]] and [[Dispel Undead]]. If you use Fire Storm, try to position yourself so that non-lord monsters, Pan lord summons and your own summons create a buffer that prevent the lords from coming close to you. Then blast with Fire Storm without destroying your monster shield. If you use Ice Storm, try to get the direct path blocked by a non-lord monster, while still having an opening to shoot Ice Storm near the lords.
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Most floors can be completed by spamming high power spells. However, some need special care; more detail can be found in the mega-zig article.
 +
 
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Silence, whenever it be from [[silent spectre]]s or [[pandemonium lord]]s, should be your main threat. Especially when combined with [[torment]]. Preserve lichform for as much as possible, always casting it before moving on. This applies to tomb floors especially, though every floor with torment is risky.
 +
 
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Fire floors, with [[orbs of fire]] and [[hellion]]s, demand a spell that is not Ignition. [[Ozocubu's Refrigeration]] or [[Shatter]] work nicely.
  
On mummy floors, stay in lichform. Try not to kill too many royal/guardian mummies at once, since you may get 3 points of random stat drain for each kill. If one of your stats dips low, try to swap in weapons or jewellery boosting it. If a stat gets ''dangerously'' low, blink to a corner, surround yourself with summons, end Necromutation, eat a royal jelly or quaff a potion of restore abilities, and recast Necromutation right away. Flooding the level with powerful summons to soak as many curses as possible can also work.
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----
  
On angel/daeva floors, get out of lich form, and try to overpower them. If things go badly, consider casting [[Borgnjor's Revivification]]. If you decide to escape, go as near to the exit as possible, possibly using a lantern of shadows, cast [[Death's Door]], and then alternate Storm/Tornado to scrolls of blinking/Controlled Blink and mana channeling to get to the downstairs as soon as possible. Once you are at the downstairs, apport any useful object until Death's Door runs out. Alternatively, you can escape the Ziggurat, but note that nearby angels/daevas will follow you out, so make sure you come out on a clear level and teleport away.
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===Necromancer Strategy===
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While this is not as effective as using offensive, full-screen elemental spells, a more companion driven variant is still effective while not offending gods who forbid harming allies. Begin every Ziggurat floor with [[Death Channel]] and [[Necromutation]]. Use [[Infestation]] in crowded groups of enemies, and begin by slaying the first few infested monsters to begin snowballing with undead. [[Ignition]] is a great way of initiating the cascade. In particularly difficult floors, be prepared to escape with [[Death's Door]] and a [[scroll of blinking]] or two.
  
On crypt floors, mages casting Fire Storm should be ''very'' wary of [[death knight]]s, both in and ''out'' of LOS. You will take severe self-inflicted damage if you flame even one of these while their [[Injury Mirror]] ability is active. The mirrored damage ignores both your resistances and AC, unless you've cast Death's Door. If it's in your LOS, you'll have seen it "kneel in prayer and [be] bathed in unholy energy." Thereafter, for approximately 20 turns, its glyph's colors will be alternating. You can also see if Mirror Damage is active by e'''[[x]]'''amining it to see if it is "reflecting injuries".
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====Spells====
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Support Spells:
 +
*'''[[Necromutation]]''': Immunity to [[torment]] and [[mutation]], which are both incredibly deadly.
 +
*'''[[Anguish]]''': Affects the entire screen, so every monster that passes a willpower check takes damage from attacking. A [[scroll of vulnerability]] can greatly increase the number of affected targets, but be careful of dangerous hexers.
  
On slime floors, the treasure will always be somewhat protected, in a centered chamber rather than on the open floor.
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Offensive Spells:
 +
*'''[[Death Channel]]''' & '''[[Infestation]]''': Create undead allies in large quantities.
 +
*'''[[Ignition]]''': Hits every enemy in the cramped floors of a ziggurat up to 9 times over; does not harm allies.
 +
*'''Non-Elemental Spells''': A lesser priority, but spells like [[Iron Shot]] are useful for hitting singlular immune enemies when Death Channel has not started yet.
  
====Equipment====
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====Specific Floors====
In addition to the general equipment:
+
Fire themed floors are scary, as [[orbs of fire]] especially are immune to Ignition and are not susceptible to Death Channel. It may be worth to sacrifice allies and use a spell like [[Shatter]] or [[Ozocubu's Refrigeration]] instead.
*Enhancers (e.g. rings of fire/ice, staff of conjuration/fire/cold/air, etc...) to enhance the power of Fire Storm, Ignition, or Polar Vortex. A [[robe of the Archmagi]] is amazing for this purpose.
 
*Staff/rings of wizardry to improve the success rates of Fire/Ice Storm and/or Tornado, if necessary. Also, try downgrading your shield type (large shield to a normal shield, normal shield to a buckler) if your Shields skill isn't high enough to get rid of the spellcasting penalty. Your offense is your best defense.
 
*[[Orb of energy]] and/or the [[Staff of Wucad Mu]] if you have high Evocations (you will probably find one soon in the Ziggurat). The former unfortunately uses your shield slot, but if you couldn't wear one anyways...
 
  
==== Optional Spells ====
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----
You may want the following spells:
 
*[[Airstrike]]: to kill giant eyeballs, which may appear in Pan lord floors, if you lack [[Fire Storm]] and its smite-targeting.
 
*[[Discord]]: this makes floors with many natural monsters with low MR, such as orc or merfolk floors, very easy.
 
*[[Lehudib's Crystal Spear]]: to kill dangerous monsters (especially Pan lords) who get close to you.
 
*[[Sublimation of Blood]]: you can use this to restore MP.
 
  
 
=== Spell-less Strategy ===
 
=== Spell-less Strategy ===
 
Do not attempt to fully clear a Ziggurat without spells of some sort. It is very likely to be fatal. Having said that, the first few floors are usually safe for many XL27 characters, although this can still be risky.
 
Do not attempt to fully clear a Ziggurat without spells of some sort. It is very likely to be fatal. Having said that, the first few floors are usually safe for many XL27 characters, although this can still be risky.
 
== Strategies For Troublesome Floors ==
 
 
=== Skip With Death's Door ===
 
See "Conjurer strategy" above. Cast Death's Door after getting as close as possible to the stairs. Make a break for it.
 
 
=== Banishment With Lugonu ===
 
Banish yourself to the Abyss, so you can recover. You'll return to the same level after leaving the Abyss.
 
 
=== Banishment With Distortion Weapon ===
 
You may also try to banish yourself with a [[distortion]] weapon. However, you have about the same chance of going to the Abyss as to be instantly teleported on the level.
 
  
 
==Tips & Tricks==
 
==Tips & Tricks==
 
Since a subsequent Ziggurat only get harder if the previous one was fully completed, and the player has two opportunities for entering a Ziggurat, a player desiring a second run with a difficulty identical to the first may simply exit from the first run early, at level 26 or before.  
 
Since a subsequent Ziggurat only get harder if the previous one was fully completed, and the player has two opportunities for entering a Ziggurat, a player desiring a second run with a difficulty identical to the first may simply exit from the first run early, at level 26 or before.  
 
==Wizard Mode==
 
Ziggurats can be entered in [[wizard mode]] using &L to place a vault called "ziggurat_fallback", &{ to map the level, and XT to teleport to the portal.
 
  
 
==See Also==
 
==See Also==
*[[Mega-Zig]]
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*[[Mega-Zig]] - also includes strategies to beat them
  
 
==History==
 
==History==
* Prior to [[0.28]], Ziggurats required at least 2 runes of zot to enter.
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* Prior to [[0.28]], Ziggurats required at least 2 runes of Zot to enter.
* Prior to [[0.27]], completing a Ziggurat did not stop the [[Zot clock]].
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* In [[0.27]], the [[Zot clock]] now stops when you complete your first Ziggurat.
* [[Player ghost]]-themed floors were added in [[0.25]].
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* Ziggurat [[player ghost]]s were added in [[0.25]].
 
* Prior to [[0.18]], Ziggurat portals generated randomly in the Pandemonium, requiring money to enter.
 
* Prior to [[0.18]], Ziggurat portals generated randomly in the Pandemonium, requiring money to enter.
 
* [[0.16]] introduced so-called [[Mega-Zig]]s. Every time a ziggurat is cleared, subsequent ziggurats become much harder.
 
* [[0.16]] introduced so-called [[Mega-Zig]]s. Every time a ziggurat is cleared, subsequent ziggurats become much harder.
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* Prior to [[0.15]], a Ziggurat portal could be summoned by the [[Trowel card]] of a legendary [[Deck of dungeons]] once per game. The [[Trowel card]] was removed in [[0.15]].
 
* Prior to [[0.15]], a Ziggurat portal could be summoned by the [[Trowel card]] of a legendary [[Deck of dungeons]] once per game. The [[Trowel card]] was removed in [[0.15]].
 
* Prior to [[0.14]], Ziggurat portals would generate randomly in the main [[Dungeon]], and required you pay an admission fee of 2,100 to 14,000 [[gold]] to enter.
 
* Prior to [[0.14]], Ziggurat portals would generate randomly in the main [[Dungeon]], and required you pay an admission fee of 2,100 to 14,000 [[gold]] to enter.
* Prior to [[0.11]], you could use [[Projected Noise]] at the bottom of the map, then walk around the top end (or vice-versa).
 
 
* Prior to [[0.10]], it was possible to permanently leave a Ziggurat via [[Banishment]].
 
* Prior to [[0.10]], it was possible to permanently leave a Ziggurat via [[Banishment]].
  

Revision as of 16:32, 3 August 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
A portal leading to a ziggurat.

A ziggurat is a strange tower constructed of incrementally larger combat arenas, each containing greater wealth and even greater danger than the last. Beware, for a ziggurat is not a place for the faint of heart: even the bravest and most skilled adventurers have met their ends in one. While a portal to safety will be present on every level, once left, a ziggurat cannot be re-entered.

One ziggurat is guaranteed in the Depths. Tales tell of an magical item found at the bottom of each ziggurat, granting access to a new ziggurat in turn. Such an item is also said to be found at the bottom of the Tomb of the Ancients. Each time a ziggurat is conquered by exiting it from the final floor, subsequent ziggurats will become increasingly dangerous and lucrative.


“Captain: Take off every ‘zig’!!
Captain: For great justice.”
-Zero Wing

Ziggurats are the most dangerous, unpredictable, and lucrative branches in the game. Each Ziggurat has 27 oval- or cross-shaped floors, with each floor growing in size as you go down, containing increasingly more monsters of higher difficulty. The entrance to each floor closes as soon you walk through it; the only way out is at the opposite end of the floor. There, you will find large amounts of treasure, including armour, jewellery, valuable potions (many of which are potions of experience), manuals, and many other wonderful things, as well as one set of stairs going further down and two portals leading out of the Ziggurat.

Layout

Each floor of a Ziggurat contains a number of monsters of a particular theme. On early floors, you'll face two or three, but the number of opponents rises dramatically as you descend, pitting you against massive hordes by the time you reach the deepest levels. Most are sets of monsters that would be generated in a particular branch, but some are ad-hoc. The deeper you go, the more dangerous it becomes; deeper floors will have a greater ratio of powerful monsters to weak ones, may generate all monsters awake and wandering (0% chance for Zig:1-4, 100% chance for Zig 25-27).

Each floor may also contain a central clump of dungeon features. These are often purely cosmetic, but occasionally ramp up the difficulty of the floor significantly; an orange crystal statue or oklob plant cluster is no laughing matter.

One Ziggurat portal is guaranteed to generate somewhere in the Depths. A figurine of a ziggurat can be found in the bottom of the Tomb, and at the last level of every Ziggurat. If the player should clear a Ziggurat successfully (i.e. completing all 27 floors), all subsequent Ziggurats will become significantly more difficult. Clearing one ziggurat will also stop the Zot clock for the rest of the game.

Once one has left a Ziggurat, the portal turns into an empty arch and may not be reentered. Any new portal encountered or created leads to the first floor of a fresh Ziggurat. Summoned creatures cannot follow the player through a Ziggurat portal or stairway. Ziggurat portals have no timers.

Monster Themes

Unless mentioned otherwise, the chance for any given set is (approx.) 5.89% for Zig:1-7, 5.56% for Zig:8-13, and 5.54% for Zig:14-27.

Branches

Lair, Shoals, and the Hells all have 50% chance of the normal chance to spawn.

Theme Sets

Giants, dragons, archers, and conjurers have 20% of the normal chance to place, while Lair rune branches has 50% of the normal chance.

Elemental

Elemental floors all have 20% of the normal chance to place, aside from Chaos.

Fighting Strategies

Main article: Mega-Zig

You should enter a Ziggurat as the last thing in the game if you are planning to finish it, as Zig:27 can potentially be the hardest place in the game. Preparation is somewhat similar to Pandemonium, but you need even more care, since the enemies are much harder.

You will need the following:

  • XL27 and very high skills.
  • Decent (~40+) AC and EV.
  • Blink and Passage of Golubria at 0% failure, to avoid getting surrounded, create some distances from powerful enemies, or just escape.
  • As many resistances as possible; at least something like rCorr, rElec, rPois, rC+, and rF++. You should strive for rN+++, especially if you're susceptible to torment.

The following are recommended, if not essential:

  • Scrolls of fog to block enemy sight, and scrolls of blinking to escape.
  • Potions of curing to cure confusion (especially if you use an orb of energy), potions of heal wounds to recover lost HP, potions of might/brilliance/haste to enhance your battle prowess, and potions of magic to recover MP in a pinch.

Keep in mind you're limited to 52 items; only bring what you know will be useful, else you might not be able to take all the loot you want with you. Artefacts with multiple resistances and intrinsics are your friend!


Conjurer Strategy

The basic strategy is to use Necromutation and cast your offensive spells. Throw javelins at silencing foes. Depending on your god choice, you can also use Sif Muna's channel (more reliable), Vehumet's MP gain on killing (somewhat more random, but passive), or Gozag's magic potion (expensive at first). Keep in mind that you can't escape to rest for MP, so make sure to have backup in the form of a potion of magic, Sublimation of Blood, etc...

Spells

Support Spells:

Offensive Spells:

  • Ignition: hits every enemy in the cramped floors of a ziggurat up to 9 times over.
  • Polar Vortex: MP efficient, largely irresistible, passive damage that sustains in silence.
  • Shatter: Another LOS-wide spell with good damage. However, many threatening enemies like pandemonium lords and the orb of fire are flying, so take little damage from that spell.

Optional Spells:

Equipment

In addition to the general equipment:

  • Enhancers (e.g. rings of fire/ice, staff of conjuration/fire/cold/air, etc...) to enhance the power of Fire Storm, Ignition, or Polar Vortex. A robe of the Archmagi is amazing for this purpose, if low AC.
    • A ring of wizardry to improve the success rates of your level 9 spells, if necessary. Also, try downgrading your shield type (tower shield to a kite shield to a buckler) if your Shields skill isn't high enough. Your offense is your best defense.
  • An orb of energy and/or the Staff of Wucad Mu if you have high Evocations - you will probably find one soon in the Ziggurat. The former unfortunately uses your shield slot, but if you can't cast spells in one anyways...
    • Both items can inflict confusion, so either don't be in lichform while wielding one, or have Clarity.

Specific Floors

Most floors can be completed by spamming high power spells. However, some need special care; more detail can be found in the mega-zig article.

Silence, whenever it be from silent spectres or pandemonium lords, should be your main threat. Especially when combined with torment. Preserve lichform for as much as possible, always casting it before moving on. This applies to tomb floors especially, though every floor with torment is risky.

Fire floors, with orbs of fire and hellions, demand a spell that is not Ignition. Ozocubu's Refrigeration or Shatter work nicely.


Necromancer Strategy

While this is not as effective as using offensive, full-screen elemental spells, a more companion driven variant is still effective while not offending gods who forbid harming allies. Begin every Ziggurat floor with Death Channel and Necromutation. Use Infestation in crowded groups of enemies, and begin by slaying the first few infested monsters to begin snowballing with undead. Ignition is a great way of initiating the cascade. In particularly difficult floors, be prepared to escape with Death's Door and a scroll of blinking or two.

Spells

Support Spells:

  • Necromutation: Immunity to torment and mutation, which are both incredibly deadly.
  • Anguish: Affects the entire screen, so every monster that passes a willpower check takes damage from attacking. A scroll of vulnerability can greatly increase the number of affected targets, but be careful of dangerous hexers.

Offensive Spells:

  • Death Channel & Infestation: Create undead allies in large quantities.
  • Ignition: Hits every enemy in the cramped floors of a ziggurat up to 9 times over; does not harm allies.
  • Non-Elemental Spells: A lesser priority, but spells like Iron Shot are useful for hitting singlular immune enemies when Death Channel has not started yet.

Specific Floors

Fire themed floors are scary, as orbs of fire especially are immune to Ignition and are not susceptible to Death Channel. It may be worth to sacrifice allies and use a spell like Shatter or Ozocubu's Refrigeration instead.


Spell-less Strategy

Do not attempt to fully clear a Ziggurat without spells of some sort. It is very likely to be fatal. Having said that, the first few floors are usually safe for many XL27 characters, although this can still be risky.

Tips & Tricks

Since a subsequent Ziggurat only get harder if the previous one was fully completed, and the player has two opportunities for entering a Ziggurat, a player desiring a second run with a difficulty identical to the first may simply exit from the first run early, at level 26 or before.

See Also

  • Mega-Zig - also includes strategies to beat them

History

  • Prior to 0.28, Ziggurats required at least 2 runes of Zot to enter.
  • In 0.27, the Zot clock now stops when you complete your first Ziggurat.
  • Ziggurat player ghosts were added in 0.25.
  • Prior to 0.18, Ziggurat portals generated randomly in the Pandemonium, requiring money to enter.
  • 0.16 introduced so-called Mega-Zigs. Every time a ziggurat is cleared, subsequent ziggurats become much harder.
  • Prior to 0.16, entry was denied until the player had at least three runes of Zot in her possession.
  • Prior to 0.15, a Ziggurat portal could be summoned by the Trowel card of a legendary Deck of dungeons once per game. The Trowel card was removed in 0.15.
  • Prior to 0.14, Ziggurat portals would generate randomly in the main Dungeon, and required you pay an admission fee of 2,100 to 14,000 gold to enter.
  • Prior to 0.10, it was possible to permanently leave a Ziggurat via Banishment.
Temporary Portals
Early Game OssuarySewers
Mid Game BaileyGauntletIce caveVolcano
Late Game Desolation of SaltWizard LaboratoryZiggurat (Mega-Zig)
Peaceful BazaarTreasure trove