Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Spider's Nest

From Ashenzari's Archive
(Redirected from The Spider's Nest)
Version 0.31: This article may not be up to date for the latest stable release of Crawl.
The crumbling, web-choked caverns of the Spider Nest are packed with poisonous arthropods and assorted creepy-crawlies.

A dungeon features only one of the Spider Nest and Snake Pit branches.

The entrance to this branch can be found between levels 2 and 3 of the Lair of Beasts.

This branch is 4 levels deep.

This branch contains the gossamer rune of Zot.

The Spider's Nest branch is a crumbling 4-floor branch filled with all manner of poisonous arachnids and insects. Adventurers willing to brave it are rewarded with the gossamer rune of Zot on its lowest floor.

Spider's entrance is located between Lair:2 and Lair:3. If you find Spider, you will not find Snake Pit in your current game.

Layout

In general, Spider's floor plan is chaotic and haphazard. Like the Lair, but cramped, it's filled with narrow tunnels and large caverns. Choke points are uncommon, giving swift monsters many opportunities to surround you. Webs and pools of shallow water are common.

Do not underestimate the final vault on Spider:4 — not only is it full of more dangerous creatures, but a moth of wrath can turn a posse of jumping spiders, wolf spiders, and emperor scorpions into a deadly tide of chitin extremely quickly.

Monster Description

This branch is teeming with 'common' spiders, like redbacks and tarantellas. Fast, evasive enemies in great numbers, they'll swarm you in no time. Thankfully, these spiders have no resistances, low AC, minimal willpower, and are vulnerable to poison, so many crowd-control options are effective (see below for a list).

You'll find many tougher threats interspersed throughout the crowd. The likes of entropy weavers, broodmothers, and jorogumo are strong on their own, and even worse when combined with a pack of spiders. Demonic crawlers regenerate extremely quickly; you'll need high damage/turn (or a way to disable them). Casters should be especially weary of ghost moths, naturally invisible monsters who'll quickly drain your MP.

There are also many "buffing" enemies, including torpor snails (slow you), pharaoh ants (cast Bind Souls on death, turning killed spiders into simulacrum), and moths of wrath (berserk others, turning even redbacks into powerful melee threats).

Strategy

Poison resistance is very helpful. The common redback can deal 33 - 58 HP worth of poison per hit, and each spider can move twice per player turn. If you don't have rPois, be prepared to use many potions of curing.

Casters should be prepared to deal with ghost moths before entering Spider.

Crowd-control options that work particularly well against spiders:

Useful Traits

Optional:

Monsters

s Redback s Tarantella s Jumping spider s Culicivora B Boulder beetle
s Orb spider s Wolf spider s Demonic crawler w Steelbarb worm w Torpor snail
B Pharaoh ant B Entropy weaver B Radroach y Moth of wrath y Ghost moth
s Emperor scorpion s Broodmother H Jorogumo y Spark wasp y Meliai
y Sun moth B Death scarab

Uniques

i Agnes S Aizul H Arachne H Asterion
R Azrael d Bai Suzhen @ Donald @ Frances
g Jorgrun @ Josephine @ Kirke @ Louise
R Mara @ Nikola I Roxanne @ Rupert

History

Dungeon branches
The Dungeon The Temple The Depths Realm of Zot
The Lair ( Spider's Nest Snake Pit The Swamp The Shoals Slime Pits)
Orcish Mines ( Elven Halls) • The Vaults ( The Crypt The Tomb)
The Abyss Pandemonium Hell ( CocytusDis Gehenna Tartarus)
See also: Portal
Contents