The Lair

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Template:Version034 Template:Flavour File:Lair entry.png The Lair of Beasts (commonly known as the Lair) is a branch filled with natural beasts. While the Lair itself doesn't have a Rune of Zot, it features entrances to three themed branches that do. There is one poison-themed branch (the Snake Pit or the Spider's Nest), one water-themed branch (the Swamp or the Shoals), and the acid-themed Slime Pits.

The staircase to the Lair is located on D:8-11, and is often surrounded by plants, fungi, or occasionally an oklob plant. There may also be multiple denizens of the Lair scattered around the entrance, like yaks, basilisks, or a komodo dragon.

Layout

The Lair is 5 levels deep. Floor layouts vary significantly, including wide open chambers with almost no cover, series of interconnected small chambers with narrow hallways between them, and open areas dotted with either small forests or ponds. The topography of the Lair is quite irregular; while narrow passages exist, often there will be few true one-tile-wide tunnels, ensuring the various pack animals have ways to swarm passersby. In any case, there will often be pools of shallow water, deep water, and occasionally lava placed throughout.

While there are very few altars found in the Lair, those wishing to worship Jiyva can often (66%) find an altar immediately outside of the Slime Pits on Lair:4 or 5.

Lair:5

The bottom floor of the Lair is generally fairly open, but will always contain one or two end vaults that contain both an assortment of stronger monsters and a selection of treasure. These vaults may range from a secluded set of caves to a forest containing a temple or perhaps several bands of spriggans. See the #Lair:5 vaults section below for what to expect from the different options.

Like other branch ends, Lair:5 is usually more dangerous than the preceding floors, so explore it carefully.

Strategy

At the very least, this branch is worth doing for the XP, items, and access to 3 different rune branches. Lair is usually easier to tackle than the late Dungeon (D:13+) and Orcish Mines, as the other branches are more likely to have nasty out-of-depth monsters. Dungeon has the threat of banishment and otherwise scary OODs (even storm dragons at the worst). Orc can host brutish ettins and stone giants, and has a paralysis threat in orc sorcerers.

Lair is filled with animals. A good chunk of enemies (cane toads, black mambas, skysharks) are fast and potentially deadly. Hydras can be obscenely strong melee threats, depending on the number of heads. Ravens can rapidly inflict Doom, elephants can shove you off the stairs, lindwurms and rime drakes can fire elemental ranged attacks, and death yaks are tough pack enemies with high willpower.

Poison resistance can be helpful, due to the common presence of fast venomous creatures, but is very far from necessary. Most other resistances aren't necessary either, though having swappable resistances (rF+ for lindwurms, rC+ for rime drakes, rCorr for oklob plants...) won't hurt.

The Lair's sub-branches are significantly more difficult than Lair itself. At the bare minimum, you'll want to clear Lair:1-5 before entering any of the branches. Many players will additionally clear Dungeon and Orc before attempting any of the branches. Also, note that the Slime Pits is much more difficult than the other possible branches, so is often saved for much later in the game.

Monsters

Common Monsters

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Rare Monsters

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Monsters native to a lair branch may reside at its entrance; merfolk for the Shoals, redbacks for the Spider's Nest, etc.
There are also many pregenerated vaults with monsters inside (ex. a Hive filled with killer bees and a queen bee).

Uniques

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Lair:5 vaults

The last level of the Lair is more difficult than the previous levels. It always includes at least one of these vaults -- either one large vault, or two small vaults.

Large lair end vaults

Small lair end vaults

  • wormcave: A cave full of tyrant leeches, torpor snails, hornets, and lindwurms. There's also a single fire or ice dragon guarding a room full of piles of gold, but that fight is optional (don't open the runed door if you aren't ready to face it).
  • hangedman_lair_caniforms_friends: An assortment of hound- and bear-type monsters. Expect fire damage from hell hounds, electricity damage from raiju, and heavy physical damage from angry polar bears.
  • guppyfry_lair_end_dragon: A grove of trees surrounded by a small lake. Full of lizards and lesser dragons, with one proper dragon in the center.
  • hangedman_lair_in_review (S): A series of ruined rooms. This vault is a review of the Lair's monster set: you'll be seeing a variety of different monsters found in the Lair, plus a few more dangerous creatures like manticores.
  • hangedman_lair_tendril_chambers: A circular area cut into several wedge-shaped sections full of fast, often venomous monsters (wyverns, black mambas, cane toads, etc.). One or two of the wedges lead to a central chamber that in turn leads to a stone room that contains the treasure and a more dangerous assortment of monsters like wolf spiders, redbacks, and a guardian serpent.

History

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