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	<title>The Vaults - Revision history</title>
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	<updated>2026-08-03T09:06:50Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<title>Maintenance script: Importing CrawlWiki content</title>
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		<updated>2026-06-16T09:24:43Z</updated>

		<summary type="html">&lt;p&gt;Importing CrawlWiki content&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{version031}}&lt;br /&gt;
&amp;#039;&amp;#039;Not to be confused with &amp;quot;[[vault]]s&amp;quot;, pregenerated features of the dungeon.&amp;#039;&amp;#039;&lt;br /&gt;
{{flavour|Possibly constructed by some powerful madman, the Vaults are said to be home to great treasures. The blood spattered liberally around the entrance suggests that there is a certain amount of violence, too.&lt;br /&gt;
&lt;br /&gt;
The entrance to this branch can be found between levels 13 and 14 of the Dungeon.&lt;br /&gt;
&lt;br /&gt;
This branch can only be exited while carrying at least 1 rune of Zot.&lt;br /&gt;
&lt;br /&gt;
This branch is 5 levels deep.&lt;br /&gt;
&lt;br /&gt;
This branch contains the entrance to the Crypt.&lt;br /&gt;
&lt;br /&gt;
This branch contains the silver rune of Zot.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vaults entry.png]] &amp;#039;&amp;#039;&amp;#039;The Vaults&amp;#039;&amp;#039;&amp;#039; are 5-floor [[branch]] filled with long, wide hallways and countless chambers. The gate to the Vaults can be found on either floor 13 or 14 of [[the Dungeon]]. &lt;br /&gt;
&lt;br /&gt;
You can enter at any time, but you must have at least 1 [[rune of Zot]] (no matter where it&amp;#039;s from) in order to exit back into the [[Dungeon]]. If you try to enter with no runes, you will receive a prompt warning you that you must have a rune to exit.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Vaults are a sprawling compound made up of wide hallways and small chambers of various shapes and sizes, most of which are separated by [[door]]s. The entirety of this branch is made of [[wand of digging|undiggable]] material; stone, metal, and rarely crystal walls. If you aren&amp;#039;t careful, it&amp;#039;s easy to get cut off from an upstairs. Try to clear rooms methodically to avoid enemies you missed showing up when you&amp;#039;re already half dead.&lt;br /&gt;
&lt;br /&gt;
===Vaults:5===&lt;br /&gt;
The fifth and final floor changes this pattern abruptly. Vaults:5 contains 4 very large rectangular chambers that take up almost the entire area. Each chamber is filled with loot and/or [[shop]]s. A cross-shaped hallway cuts through the center, and the outer border is a hallway. The silver [[rune]] will be in one of the chambers, although there are [[mimic]]s imitating the rune.&lt;br /&gt;
&lt;br /&gt;
All three of the regular staircases from Vaults:4 lead to the center of Vaults:5. The center is always surrounded by 24 [[vault guard]]s, as well as a number of other angry inhabitants.&lt;br /&gt;
&lt;br /&gt;
Vaults:5 often contains much stronger monsters than the rest of the branch, including  [[titan]]s, [[quicksilver dragon]]s, [[golden dragon]]s, and [[lich]]es.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The Vaults are inhabited by a wide variety of monsters, with many foes from late [[Dungeon]] and early [[Depths]]. Getting beaten to death by brute force is an everpresent threat, but there&amp;#039;s many magical monsters as well.&lt;br /&gt;
&lt;br /&gt;
Pack enemies appear in great numbers, from [[deep troll]]s and high-level [[orc]] bands, to squads of [[yaktaur]]s firing at range. The wide hallways and open chambers make it difficult to effectively bottleneck opponents or cut off lines of fire.&lt;br /&gt;
&lt;br /&gt;
The various guard units unique to the Vaults each cause their own issues:&lt;br /&gt;
*{{monsterlink|Vault guard}}- Plentiful lumbering oafs with heavy weapons and sturdy armour.&lt;br /&gt;
*{{monsterlink|Vault sentinel}}- Wakes up nearby enemies, afflicts you with [[Sentinel&amp;#039;s Mark]], often has a [[crossbow]].&lt;br /&gt;
*{{monsterlink|Vault warden}}- Can seal [[door]]s and [[stairs]] around you, forcing you to kill it to get past.&lt;br /&gt;
*{{monsterlink|Ironbound convoker}}- Recalls and buffs enemy units from elsewhere on the floor.&lt;br /&gt;
*{{monsterlink|Ironbound preserver}}- Soaks partial damage for other enemies, effectively doubling their HP until the preserver dies.&lt;br /&gt;
*{{monsterlink|Ironbound frostheart}}- [[Creeping Frost|Freezes]] anything standing by the walls.&lt;br /&gt;
*{{monsterlink|Ironbound thunderhulk}}- [[List of ogres|Ogres]] who bombard you with lightning, but only from a distance.&lt;br /&gt;
&lt;br /&gt;
Bring sufficient firepower, take your time, and be ready to take a different staircase down if the one you just used places you in a fight you don&amp;#039;t want to deal with right away. Also, if you get hit with a Sentinel&amp;#039;s Mark, retreat to an empty floor as quickly as possible. The reinforcements it will bring can be devastating on a mostly unexplored floor.&lt;br /&gt;
&lt;br /&gt;
Do not enter Vaults:5 before you are ready for it. If you had difficulty with floors 1-4, floor 5 will probably be too much for you, and even peeking down there can be &amp;#039;&amp;#039;immediately fatal&amp;#039;&amp;#039;. Many players will do Vaults:1-4, move on to the other branches, then come down to get the rune.&lt;br /&gt;
&lt;br /&gt;
==Vaults:5 Strategy==&lt;br /&gt;
As soon as you climb down to V:5, you can be locked in by a [[vault warden]], so preparation is important.&lt;br /&gt;
&lt;br /&gt;
===Preparation===&lt;br /&gt;
Resistances are more important than usual. [[Shadow dragon]]s and [[storm dragon]]s can deal surprising damage if you don&amp;#039;t resist them. Other elemental threats like [[titan]]s and [[list of deep elves|deep elves]] are common, too.&lt;br /&gt;
&lt;br /&gt;
When entering V:5 for the first time, use what buffs are at your disposal before heading down: [[Haste]], [[Might]], [[potion of brilliance|Brilliance]], [[Heroism]]/[[Finesse]]... &lt;br /&gt;
*Haste is particularly important, either for darting through the ring of guards towards a hallway, or for killing as many of them as quickly as possible. &lt;br /&gt;
*[[Invisibility]] isn&amp;#039;t very helpful here -- the vault guards and many of the most dangerous threats down here can all [[see invisible]].&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
There are two/three &amp;#039;common&amp;#039; strategies to tackling the entry vault. These are not exclusive with each other; you may need to use multiple.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Stair dancing]].&amp;#039;&amp;#039;&amp;#039; Only adjacent enemies follow you up the stairs. If you have good [[AC]] (and are reasonably lucky), stair dancing can clean up the entrance party.&lt;br /&gt;
:However, a variety of foes may prevent you from using stairs. [[Vault warden]]s can seal stairs. [[Tentacled monstrosities]] can constrict you, and [[list of dragons|dragon]]s can [[trample]] you away. Having a way to snipe enemies ([[javelin]]s, all manner of high-level spells, offensive [[Invocations]], [[evocable]]s, etc.) is great to have.&lt;br /&gt;
:In addition, the stairs may become too dangerous to climb down. Sometimes, the best thing to do is teleport away - see below for detail.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Teleport strategy.&amp;#039;&amp;#039;&amp;#039; The basic gist is to [[teleport]] (or use an [[escape hatch]]) to land in a random location. This may land you in one of the sparsely-populated hallways along the edges of the level, where you can begin methodically clearing the level. Your goal is to end up in the corners and create a safe place to rest (by killing nearby monsters).&lt;br /&gt;
:Of course, it might also land you in the middle of one of the treasure chambers, along with an assortment of far deadlier enemies. You may need to teleport multiple times to get a good location - teleport early and often. Buffs are highly recommended. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Running strategy.&amp;#039;&amp;#039;&amp;#039; This is similar to the teleport strategy, but instead of actually teleporting, you aim to run past the initial entrance party, through the hallways, and into a corner. Can be done with [[Blink]] + [[haste]] or a [[scroll of blinking]]. In theory it is also possible use crowd control to clear a gap, and run with haste.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Being loud.&amp;#039;&amp;#039;&amp;#039; Blast through everything in your path. If you can sustain combat for a long time, large AOE can be a good idea. Be aware that (at least when fighting in the center) the noise you generate will wake and lure out monsters from the four chambers.&lt;br /&gt;
**A [[scroll of immolation]] will tear through the initial vault guards, but you&amp;#039;ll absolutely need as much [[fire resistance]] as possible. Read the scroll on the guards (or other enemies) and start a chain reaction. It&amp;#039;s extremely [[noise|loud]], so will attract a bunch of enemies, but successfully pulling it off is a blast (literally). If you plan to teleport to the edges, making noise in the center can actually be to your benefit.&lt;br /&gt;
**AOE offensive spells: [[Freezing Cloud]], [[Starburst]], [[Olgreb&amp;#039;s Toxic Radiance]] + [[Ignite Poison]], [[Eringya&amp;#039;s Noxious Bog]], and high level spells like [[Ignition]] and [[Polar Vortex]] can clear things out.&lt;br /&gt;
**[[Discord]] is a powerful crowd clearing effect, though watch out for the frenzied monsters &amp;#039;&amp;#039;you&amp;#039;&amp;#039; have to deal with. Mass debuffs, like [[Metabolic Englaciation]] and [[Alistair&amp;#039;s Intoxication]], can also be effective.&lt;br /&gt;
&lt;br /&gt;
One of the worst possible things that can happen on V:5 is to receive a [[Sentinel&amp;#039;s Mark]]. If this happens, quaff a [[potion of cancellation]] or quickly retreat up the stairs to V:4.&lt;br /&gt;
&lt;br /&gt;
Even if you don&amp;#039;t plan on being loud, it&amp;#039;s nice to have some form of AOE attack. If you don&amp;#039;t have spells, certain divine abilities ([[Chei]]&amp;#039;s Slouch, [[Nemelex]]&amp;#039;s deck of destruction, [[Ru]]&amp;#039;s Apocalypse, [[Qazlal]]&amp;#039;s Disaster Area...) can fill the gap. For any character, [[evocable]]s ([[condenser vane]] / [[tin of tremorstones]]) are great tools if you have high Evocations skill.&lt;br /&gt;
&lt;br /&gt;
Casters should be mindful of their MP, especially when teleporting. &amp;quot;MP efficient&amp;quot; spells like [[Malign Gateway]] and [[Spellforged Servitor]] are very useful. Remember to use [[potions of brilliance]] and/or [[potions of ambrosia]] when you got the chance.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
| {{monsterlink|Centaur warrior}} || {{monsterlink|Yaktaur}} || {{monsterlink|Yaktaur captain}} || {{monsterlink|Orc knight}} || {{monsterlink|Orc warlord}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Dire elephant}} || {{monsterlink|Slime creature}} || {{monsterlink|Harpy}} || {{monsterlink|Lindwurm}} || {{monsterlink|Boggart}}&lt;br /&gt;
|-&lt;br /&gt;
|{{monsterlink|Vault guard}} || {{monsterlink|Vault sentinel}} || {{monsterlink|Vault warden}} || {{monsterlink|Ironbound convoker}} || {{monsterlink|Ironbound preserver}} &lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ironbound frostheart}} || {{monsterlink|Ironbound thunderhulk}} || {{monsterlink|Deep troll}} || {{monsterlink|Entropy weaver}} ||{{monsterlink|Necromancer (monster)}}&lt;br /&gt;
|-&lt;br /&gt;
|{{monsterlink|Wizard (monster)}} || {{monsterlink|Very ugly thing}} || {{monsterlink|Great orb of eyes}} || {{monsterlink|Glowing orange brain}} || {{monsterlink|Sphinx}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Peacekeeper}} || {{monsterlink|War gargoyle}} || {{monsterlink|Crystal guardian}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Vaults:5===&lt;br /&gt;
Also includes most enemies from the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Easier&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|{{monsterlink|Hell knight}} || {{monsterlink|Phantasmal warrior}} || {{monsterlink|Freezing wraith}} || {{monsterlink|Shadow wraith}} || {{monsterlink|Flayed ghost}}&lt;br /&gt;
|-&lt;br /&gt;
|{{monsterlink|Deep elf annihilator}} || {{monsterlink|Deep elf sorcerer}} || {{monsterlink|Deep elf death mage}} || {{monsterlink|Deep elf demonologist}} || {{monsterlink|Deep elf high priest}}&lt;br /&gt;
|-&lt;br /&gt;
|{{monsterlink|Stone giant}} || {{monsterlink|Ettin}} || {{monsterlink|Fire giant}} || {{monsterlink|Frost giant}} || {{monsterlink|Ogre mage}}&lt;br /&gt;
|-&lt;br /&gt;
|{{monsterlink|Deep troll earth mage}} || {{monsterlink|Tengu reaver}} || {{monsterlink|Lich}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Harder&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{monsterlink|Shadow dragon}} || {{monsterlink|Storm dragon}} || {{monsterlink|Quicksilver dragon}} || {{monsterlink|Golden dragon}} &lt;br /&gt;
|-&lt;br /&gt;
|{{monsterlink|Titan}} || {{monsterlink|Tentacled monstrosity}} || {{monsterlink|Ancient lich}} || {{monsterlink|Dread lich}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Uniques===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
| {{monsterlink|Aizul}}&lt;br /&gt;
| {{monsterlink|Asterion}}&lt;br /&gt;
| {{monsterlink|Bai Suzhen}}&lt;br /&gt;
| {{monsterlink|Boris}}&lt;br /&gt;
| {{monsterlink|Donald}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Frederick}}&lt;br /&gt;
| {{monsterlink|Jory}}&lt;br /&gt;
| {{monsterlink|Mara}}&lt;br /&gt;
| {{monsterlink|Margery}}&lt;br /&gt;
| {{monsterlink|Mennas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Nikola}}&lt;br /&gt;
| {{monsterlink|Saint Roka}}&lt;br /&gt;
| {{monsterlink|Sojobo}}&lt;br /&gt;
| {{monsterlink|Xtahua}}&lt;br /&gt;
| {{monsterlink|Zenata}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], you needed one [[rune of Zot]] in order to enter this branch. (This requirement has now been moved to the exit)&lt;br /&gt;
*[[0.28]] removed [[ironbound beastmaster]]s.&lt;br /&gt;
*[[0.27]] added [[ironbound frostheart]]s, [[ironbound thunderhulk]]s, and ironbound beastmasters. Additionally, many of the weaker enemies that could spawn in the Vaults were reduced in number or removed altogether.&lt;br /&gt;
*Prior to [[0.14]], it was not necessary to obtain a [[rune of Zot]] to enter this branch, and its entrance was located on D:15-20. Also, the four chambers on Vault:5 only had entrances on the corners nearest the center of the floor.&lt;br /&gt;
*Prior to [[0.12]], the Vaults were made up of 8 floors, the first 7 of which were all wide open areas spotted with rectangular rooms. Also, the [[vault guard]] was the only guard-type monster found here, and they usually appeared on the eighth floor.&lt;br /&gt;
&lt;br /&gt;
{{branches}}&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
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