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Spider's Nest: Difference between revisions

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{{Flavour|The crumbling, web-choked caverns of the Spider Nest are packed with poisonous arthropods and assorted creepy-crawlies.
{{Flavour|The crumbling, web-choked caverns of the Spider Nest are packed with poisonous arthropods and assorted creepy-crawlies.


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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. [[Web]]s and pools of [[shallow water]] are common.
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. [[Web]]s and pools of [[shallow water]] are common.


==Useful Info==
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 [[redback]]s and [[tarantella]]s. 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).  
This branch is teeming with 'common' spiders, like [[redback]]s and [[tarantella]]s. 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).  


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


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.
==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]].


==Recommendations==
Casters should be prepared to deal with [[ghost moth]]s before entering Spider.
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]].


Crowd-control options that work particularly well against spiders:
Crowd-control options that work particularly well against spiders:
*'''[[Poison]]'''. [[Olgreb's Toxic Radiance]] is brutally effective against spiders, while [[Mephitic Cloud]] can disable most things here. Note that most of the 'tough' threats are only neutral to poison, while [[emperor scorpion]]s, [[ghost moth]]s, and [[pharaoh ant]]s are resistant/immune to it.
*'''[[Poison]]'''. [[Olgreb's Toxic Radiance]] is brutally effective against spiders, while [[Mephitic Cloud]] can disable most things here. Note that most of the 'tough' threats are only neutral to poison, while [[emperor scorpion]]s, [[ghost moth]]s, and [[pharaoh ant]]s are resistant/immune to it.
*'''[[Necromancy]]'''. With so many spiders, it's easy to create a swarm of undead on your side. Undead are immune to poison, so they'll perform well in combat. Note that you'll need a way to kill things (such as [[Borgnjor's Vile Clutch]]) before you can create undead allies.
*'''[[Necromancy]]'''. With so many spiders, it's easy to create a swarm of undead on your side. Undead are immune to poison, so they'll perform well in combat. Note that you'll need a way to kill things (such as [[Borgnjor's Vile Clutch]]) before you can create undead allies.
*'''[[Evocations]]'''. The [[tin of tremorstones]] and [[condenser vane]] are tailor made for fighting crowds; if you have good [[Evocations]] skill, they work phenomenally. A [[lightning rod]] can be used in a similar fashion. The common spiders all have low willpower, so hex [[wand]]s are good, too. A [[wand of charming]] turns spiders on your side, a [[wand of paralysis]] gives you 1 less thing that's attacking you in melee.
*'''[[Evocations]]'''. The [[tin of tremorstones]] and [[condenser vane]] are tailor made for fighting crowds; if you have good [[Evocations]] skill, these work phenomenally. A [[lightning rod]] can be used in a similar fashion. The common spiders all have low willpower, so hex [[wand]]s are good, too. A [[wand of charming]] turns spiders on your side, a [[wand of paralysis]] gives you 1 less thing that's attacking you in melee.
*'''[[Scrolls of fear]]'''. Fear won't work against spider [[simulacrum]], but it's very likely to scare the living and demonic creatures here.
*'''[[Scrolls of fear]]'''. Fear won't work against spider [[simulacrum]], but it's very likely to scare the living and demonic creatures here.
*'''[[Invisible|Invisibility]]'''. Almost everything is unable to [[see invisible]]. Even [[ghost moth]]s can't see invisible, giving casters protection against MP drain. Standing inside a [[sun moth]]s' halo will reveal you if invisible, however.
*'''[[Invisible|Invisibility]]'''. Almost everything is unable to [[see invisible]]. Even [[ghost moth]]s can't see invisible, giving casters protection against MP drain. Standing inside a [[sun moth]]s' halo will reveal you if invisible, however.
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[[Category:Dungeon Branches]]
[[Category:Dungeon Branches]]
{{branches}}

Latest revision as of 16:58, 12 February 2026

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

Monsters

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 ( Cocytus • • Dis • Gehenna • Tartarus)
See also: Portal
Contents