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Immutable Laws of the Dungeon of Zot

PostPosted: Tuesday, 18th January 2011, 02:15
by Wolfechu
I'm not bitter. These things have all happened to me. With a frequency which suggests it has to be deliberate.

1. A monk will always find a suit of platemail on DL1, usually runed or glowing. There are no exceptions to this.

2. When hungry, the chances of a monster leaving an edible corpse drop by half. When very hungry, this drops a further 49%. The exception is monsters who leave poisonous corpses, who will leave a corpse 100% of the time, unless you have poison resistance.

3. If you definitely have in mind a particular god when you start a character, the temple will appear on DL4. Every god barring the one you're looking for will have an altar there; the missing altar will be on DL9, most likely behind a secret door.

4. Characters starting with gods will see approximately three times as many altars to other gods between DL1 and the Temple than a character with no god.

Feel free to add your own ;)

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Tuesday, 18th January 2011, 07:00
by tormodpwns
When you're near starving and you kill an Ogre, and it dropped a corpse, and you cut it up and get 4 chunks of ogre flesh, every single piece makes you sick.

Centaur and Naga Bardings are everywhere until you play a Centaur or Naga.

Potions of Mutation always give shoutitis to Stabbers, and always berserkitis to Spriggans.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Tuesday, 18th January 2011, 08:05
by Jenx
The moment your Felid character enters the dungeon 3/4ths of the jewelry in the dungeon gets automatically destroyed. The ones left are the least useful for the class you picked.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Tuesday, 18th January 2011, 20:29
by chukamok
The very next turn after your last chunk goes rotten, you will go hungry.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Tuesday, 18th January 2011, 22:10
by Moose
-- When starting any character using maces, or polearms as their weapon specialty, the first butchering weapon you pick up will be cursed.
-- When quaff ID-ing potions, you will always try the potion of cure-mutation before cause mutation, and if you don't, the mutations you got from the potion were ones you actually wanted to keep.
-- When you have under 25% hp and are resting in place, there is a 100% more likelihood that hostile monsters will enter your field of view than if you were fully healed already
-- When engaging an elephant in melee and trying to go up the stairs, there is a 100% he will trample you off of them as you try.
-- Erlocha's first spell when she sees you will always be banishment.
-- Teleporting on Snake:5 will always lead to the Greater Naga nest, unless you're hoping to ninja apport it, and you will land elsewhere.
-- If you're a demonspawn, and find boots of running on DL:3, you can bet your bottom gold coin that the next level up, you're getting the hooves mutation.
-- Book shops are 500% more likely when you're playing a berserker.
-- Your miss rate for projectiles is tripled when there is lava behind your intended target. Quadrupled if you're throwing javelins.
-- If you read an unidentified scroll next to a friendly companion, it will always end up being a scroll of immolation.
-- That elephant WILL run away before you can kill it.
-- Unseen horrors are twice as likely to be generated on open levels.
-- Scrolls of blinking are three times more likely to be consumed by sticky flame.
-- There are no exit portals in the Abyss anymore: enjoy your stay.
-- Your wand of digging will always run out of charges 1 zap away from the end of the tunnel leading to the room with the stairs to Elf:1.
-- You found a randart Crystal Plate Mail? Too bad it's going to be -8 {Hunger+ MUT Stealth++}.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Wednesday, 19th January 2011, 05:38
by Grimm
chukamok wrote:The very next turn after your last chunk goes rotten, you will go hungry.


I swear this is deliberately coded into the game.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Wednesday, 19th January 2011, 12:40
by joellercoaster
Moose wrote:Scrolls of blinking are three times more likely to be consumed by sticky flame.


This.

Also, if you are a Transmuter, all artifacts you find will be weapons. Unless you worship Cheibriados, in which case you'll get armour as well, but only for slots you are relying on for Ponderousness.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Thursday, 20th January 2011, 09:51
by Zicher
When you find a runed crystal plate mail on D:7, you inevitably realize that you are playing a Spriggan at the moment.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Thursday, 20th January 2011, 10:06
by Jenx
If you worship Vehumet it is guaranteed you will find the Book of Annihilation just laying around in some random dungeon level.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Thursday, 20th January 2011, 10:23
by Zicher
Jenx wrote:If you worship Vehumet it is guaranteed you will find the Book of Annihilation just laying around in some random dungeon level.

That's not that bad, is it? :)

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Thursday, 20th January 2011, 12:07
by joellercoaster
Thread drifty, but I once found a shop with two Necronomica in it.

Fortunately that character died before he could accumulate enough gold to consider retraining as a Necromancer :P

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Thursday, 20th January 2011, 13:55
by Stormfox
Jenx wrote:If you worship Vehumet it is guaranteed you will find the Book of Annihilation just laying around in some random dungeon level.


For an even better guarantee of spawning the highlevel books, worship Trog.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Thursday, 20th January 2011, 13:56
by Roderic
Grimm wrote:
chukamok wrote:The very next turn after your last chunk goes rotten, you will go hungry.


I swear this is deliberately coded into the game.


For sure it's the smell what makes you hungry

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Thursday, 20th January 2011, 14:51
by Shade
If you have a spell caster who can cast a spell at 'Very Good' the spell will only fail 3 times in a row when it's absolutely critical. (And yes, I know it's just basic stats, and you shouldn't cast anything that's just 'Very Good" because of hunger and miscast effects, but when you really need an Orb of Destruction you really fracking need an Orb of Destruction.)

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Thursday, 20th January 2011, 16:15
by KoboldLord
Shade wrote:If you have a spell caster who can cast a spell at 'Very Good' the spell will only fail 3 times in a row when it's absolutely critical. (And yes, I know it's just basic stats, and you shouldn't cast anything that's just 'Very Good" because of hunger and miscast effects, but when you really need an Orb of Destruction you really fracking need an Orb of Destruction.)


This is less an Immutable Law of Zot, and more a well-documented Blatant Lie made by the user interface. The part I like best is how "Good" describes a 1 in 5 chance of miscast, which in some cases can potentially deal more damage than you have maximum hit points, for instance a L4 fire elementalist's Sticky Flame spell.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Friday, 21st January 2011, 00:23
by mageykun
If you're using a two handed weapon, your scrolls of acquirement will always give you shields of reflection.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Friday, 21st January 2011, 02:04
by colma
No matter what, at some point your TOS worshiper will find the Necronomicon on the floor.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Friday, 21st January 2011, 03:10
by Wolfechu
When you spend several dozen turns looking for edible creatures, the dungeon will be deserted until you hit near starving, cave in, and eat your only bread ration. Within 5 turns, something delicious will then come round the corner. This happens so often I half-expect 0.8 to includy pizza golems and jerky elementals.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Friday, 21st January 2011, 14:25
by Jenx
9.9% The target is banished to the Abyss


The number in the wiki is wrong. Someone probably put the . in there accidentally, because the chance of being banished into the Abyss is 99%.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Friday, 21st January 2011, 16:22
by joellercoaster
Wolfechu wrote:3. If you definitely have in mind a particular god when you start a character, the temple will appear on DL4. Every god barring the one you're looking for will have an altar there; the missing altar will be on DL9, most likely behind a secret door.


I upgraded and built a copy of trunk specifically so my next Transmuter could have a look at the changes to Ponderousness.

No points for guessing whose altar is demonstrating this Immutable Law today :P

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Friday, 21st January 2011, 17:39
by dtsund
Moose wrote:-- If you read an unidentified scroll next to a friendly companion, it will always end up being a scroll of immolation.


Especially if you worship Okawaru or Elyvilon.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Friday, 21st January 2011, 20:32
by Stormfox
If you are playing a stealth-oriented combo trying to branch into long blades, the earliest and best weapon you will find will be the Singing Sword.

(Happened to me twice in the past week.)

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Saturday, 22nd January 2011, 04:11
by tormodpwns
Moose wrote:-- Scrolls of blinking are three times more likely to be consumed by sticky flame.


Sorry to spoil the fun but I actually think is supposed to happen. Ever notice that your filler scrolls (paper, random uselessness, curse gear) never catch fire?

Same thing with potions. It shatters beneficial potions (especially Healing and Heal Wounds), but never confusion or paralysis.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Saturday, 22nd January 2011, 07:29
by Jenx
tormodpwns wrote:
Moose wrote:-- Scrolls of blinking are three times more likely to be consumed by sticky flame.


Sorry to spoil the fun but I actually think is supposed to happen. Ever notice that your filler scrolls (paper, random uselessness, curse gear) never catch fire?

Same thing with potions. It shatters beneficial potions (especially Healing and Heal Wounds), but never confusion or paralysis.



Unless those are useful to you. Transmuters will always loose their Decay potions first, then their poison and confusion (along with paralysis and degeneration). I guess it figures since you have the most of those, but it is pretty annoying.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Sunday, 23rd January 2011, 02:16
by jaldor
If you find a an amazing piece of equipment on D:2, Ijyb is guaranteed to spawn on D:3 with a wand of draining and murder you.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Sunday, 23rd January 2011, 04:04
by njvack
tormodpwns wrote:
Moose wrote:-- Scrolls of blinking are three times more likely to be consumed by sticky flame.


Sorry to spoil the fun but I actually think is supposed to happen. Ever notice that your filler scrolls (paper, random uselessness, curse gear) never catch fire?


As far as I can tell from the code, item quality isn't considered in this. However, each stack (and item) is considered independently, so filler scrolls and potions don't protect your good stuff. Only blood potions are somewhat special: oldest potions are broken first.

Somewhat oddly, it looks like conservation effects work on an entire stack at a time.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Monday, 24th January 2011, 21:38
by tcjsavannah
If you dodge Sigmund on D:2, Ijyb is gonna have a wand waiting for you ...
  Code:
Dungeon Crawl Stone Soup version 0.7.1-1-g7ce9b19 character file.

75 Devo the Grave Robber (level 2, -8/15 HPs)
             Began as a Demonspawn Necromancer on Jan 24, 2011.
             Blown up by Ijyb (22 damage)
             ... with a wand of disintegration
             
             ... on Level 2 of the Dungeon.
             Tcjsavannah's game lasted 00:05:18 (1123 turns).

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Tuesday, 25th January 2011, 00:25
by Burningled
The unidentified potion you quaff before dying stupidly will always be brilliance. Always.

You feel more clever!
The rat bites!
You die...

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Tuesday, 25th January 2011, 00:42
by gb
Burningled wrote:The unidentified potion you quaff before dying stupidly will always be brilliance. Always.

You feel more clever!
The rat bites!
You die...


oops meant to quote, oh well i guess i agree.
yeah i could really do without potions of brilliance or agility

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Tuesday, 25th January 2011, 01:29
by Burningled
The chance that a scroll of teleportation will improve your situation is inversely proportional to the amount of danger involved in your previous one.
ihateyouRNG.PNG
ihateyouRNG.PNG (21.63 KiB) Viewed 18102 times

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Wednesday, 26th January 2011, 09:14
by joellercoaster
Moments after your Transmuter chooses Cheibriados, you will find a scroll of identify that tells you that amulet you had was an Amulet of Rage.

*mutter*

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Thursday, 27th January 2011, 19:03
by Burningled
Immediately after losing 3 DDNe's to stupidity and the RNG, do not start a human priest. The first weapon you find *will* be a hammer of pain.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Friday, 28th January 2011, 18:37
by DemiFiend
-Food will be extremely plentiful if you're playing a Spriggan or Mummy, as well as potions and rings of regeneration, in the case of the latter.

-God gifts will always suck if they're not guaranteed gifts or somehow easy to influence. Trog will always give you animal skins, Oka will always give you slings, Xom will give you an apple, etc.

-Mutations are always bad, even from sources that supposedly are more likely to be beneficial.

-Nagas will always find artefact Centaur bardings, and vice versa.

-Spellcasters will always find excellent heavy armor almost immediately.

-You will never, EVER find ideal equipment. This holds especially true if you're looking for an unbranded version of a really good weapon.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Friday, 28th January 2011, 19:29
by szanth
Trog only gives weapons. :P

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Saturday, 29th January 2011, 00:18
by tcjsavannah
Inspired by another thread, but you will -always- find that great weapon of Slay Orc after you've already cleared out the Mines.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Saturday, 29th January 2011, 02:25
by Wolfechu
In a similar vein... "You see here a glowing demon whip."

On DL9.

I think I've only ever seen one of these before, and that was a plain one.

Oh, what am I playing?

Felid Beserker :P Curse these non-opposable thumbs...

Also had two weapon shops, 3 armor shops. No jewelry shops, naturally.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Saturday, 29th January 2011, 02:29
by Funkymoses
joellercoaster wrote:Moments after your Transmuter chooses Cheibriados, you will find a scroll of identify that tells you that amulet you had was an Amulet of Rage.

*mutter*


doesn't that auto-id?

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Saturday, 29th January 2011, 08:18
by TwilightPhoenix
DemiFiend wrote:-Food will be extremely plentiful if you're playing a Spriggan


But it'll be all meat.


Fountains of Blood are fairly common... until you play a Vampire.

If you play a Merfolk, you will not get both Swamp and Shoals.

If you're a caster and you do not take Sif Muna, Selective Amnesia will forget to show up in a book.

If you follow Chei, the next pair of boots will be Boots of Speed.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Saturday, 29th January 2011, 09:17
by Grimm
If you start game of Crawl, you will finish it not by winning but by dying.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Saturday, 29th January 2011, 10:00
by DemonOfWrath
If you find something that occurs frequently in your games, it will mysteriously be absent only on the times you try to take advantage of it (why do all the runed sabres I find littering the first few floors when playing axes vanish when I pick swords!?).

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Saturday, 29th January 2011, 17:38
by Lugh
"I don't think my character will get hungry soon, I'd better sacrifice this corpse." Guess what happens the next turn?

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Saturday, 29th January 2011, 22:33
by joellercoaster
TwilightPhoenix wrote:If you follow Chei, the next pair of boots will be Boots of Speed.


This literally just happened to me (also the first time I've ever found Boots of Running, wahh).

So far, there have been no other boots in the game and I'm maxed out on Ponderousness in my other slots... but it's early days yet and I'm happily burning piety training Invocations in the meantime.

Chei can be a really abusive relationship, but I keep coming back *sigh*

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Monday, 31st January 2011, 02:53
by mageykun
The moment you give up on your string of berserkers and pick up a caster again, every artifact you find will be awesome, excluding the pesky -CAST attribute.

(Seriously. 3 for 3 so far... :| )

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Monday, 31st January 2011, 19:49
by Grimm
Although imps will blink away constantly when you try to engage them in combat by themselves, they will refuse to blink away in crunch situations in which they are blocking your route of escape from a greater threat - specifically, they will stand behind you in a corridor and let that troll have you for tiffin.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Tuesday, 1st February 2011, 19:27
by omndra
Casting Necromutation in the Abyss will spawn a Deava.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Thursday, 3rd February 2011, 18:17
by TwilightPhoenix
If you get Teleportitis early, you will never get rid of it. In fact, you will get the third rank of Resist Mutation mutation and be stuck with it permanently if you live long enough.

Also, if you have Res Mut 2, drinking a potion of Cure Mutation will almost always just say "You feel odd for a moment."

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Thursday, 3rd February 2011, 19:31
by omndra
Maurice will always steal your heath potions then drink them all as you kill him.
You will also never find him again after he runs away.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Friday, 4th February 2011, 08:04
by omndra
Also Characters with cool Names Like Ripskull or Bloodgut you will die before D:5
However once you give a character a lame name like Fluffbean Jigglebags You will get a 15 Rune win and his name will be stuck at the top of your highscore list forever.

(This works best if you tried to make the same exact charter build with an amazingly awesome name over 20 times)

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Friday, 4th February 2011, 08:24
by Jenx
Not true. I had a DDCK of Makhleb go as far as the last level of Swamp before he died, and he was called Grimgut.

Re: Immutable Laws of the Dungeon of Zot

PostPosted: Friday, 4th February 2011, 12:49
by tcjsavannah
Whenever I find a good name, I name the successors to that character II, III, IV, V etc. - each one dies earlier and earlier until I give up the name altogether.