If all these requirements are met, the PC will still most likely fall on the way down the Rift, destroying some equipment in the process. Falling can be avoided by having the extremely thin and nimble AND the very light corruptions. This needs further testing. It may be that only the very light corruption is required, as per the fortune cookie message "Being light as a feather makes you very rifty." Alternatively, it may be that only Hurthlings can avoid falling with only one of these corruptions, similar to the entrance requirements for the Quickling Tree.
To be able to descend the rift at all, you need to:
There are 27 checks. You have a chance to fall at each check and you always fall at least once. Chances not to fall:
If you fail all these checks, a counter is incremented. That counter is directly proportional to the health (1d8+2) and inventory damage done.
You can approximate this counter by the messages generated:
| Always | You slip... |
| You fall... | |
| x>5 | ...for a long time... |
| x>10 | ...a very long time... |
| x>18 | ...almost an eternity... |
| Always | *BLAMMMM!!!* (or "Blam!" if you have the little weight corruption). |
It is not possible to bring artifacts only into the Rift, since a climbing set (and probably food, although enough *might* be found) is required. Therefore, it is a good idea to store the PC's extremely valuable items, such as scrolls of chaos resistance, in a safe place before entering the Rift. It is also a good idea to bring every bit of junk, such as missiles that do not stack, low quality armor and weapons, scrolls of ill fate, cure blindness and the like, low quality amulets, etc. along. These items are fodder for the RNG, which hopefully will destroy them rather than valuable equipment. Do not be too conservative and leave *all* good equipment behind, because the monsters in the Rift dungeon and especially the Sinister Library of Niltrias can be *very* nasty. Hopefully by this point, the PC has some decent artifact armor and weapons. A corollary is not to rush into the Rift too soon.
It is not necessary to visit the Rift dungeon or the Sinister Library of Niltrias to complete the game, and many who play non-spellcasters completely ignore it.
The whole point of entering the Rift is to gain access to the Sinister Library of Niltrias - see below.
The layout of the Library is as follows:
######################################### #######
#..............................##......"# ###.....###
#..............................##.##....# ##...#.#...##
####.................................##....# #####...........#####
#.................................#####".."# #"....#."...".#...."#
#.##..............................# ###### #####...........#####
#######.##.#.#.#.#.#.#.#.#.#.#.#.#.#.#..# #"....#."...".#...."#
#...G##.##..............................# #####...........#####
#.<.....###.#.#.#.#.#.#.#.#.#.#.#.#.#.#.# #"....#."...".#...."#
#....#### #.#.#.#.#.#.#.#.#.#.#.#.#.#.#.# #####...........#####
###.## #"#"#"#"#"#"#"#"#"#"#"#"#"#"#"# #"....#."...".#...."#
#.# ############################### #####...........#####
#.####################################################..."..."...#
#........................................................#...#...#
#################################################1#####.........##
#.."##"......"##"......"##"............##"."####.# ##.......##
#]...1...##".......##"......"##"."##"............# #########
##################################################
The numeral 1 represents secret doors.The ghost librarian 'G' is nonhostile (see the section below).
There is a certain amount of variation in the items found in the Library; this map was generated with a Wizard PC. The items in the eastern chamber and the large main room will be scrolls rather than spellbooks for non-wizards. This is a good thing, since scrolls are useful for all classes, while non-spellcasters are often unable to read spellbooks efficiently or at all. Note the ] in the southwest corner. It is a climbing set, which is required to get back into the Rift dungeon. Equipment may be destroyed while in the Library, so it is prudent to leave the climbing set where it is until the PC is finished with the rest of the Library. There will be monster guardians found on top of every spellbook or scroll. These monsters can be anything and are uniformly dangerous. On a recent trip through the Library, a master lich, ancient dragons, a quickling lord, a frost giant jarl, a stone giant lord, a moloch and a mimic hivemind were found among others. It is wise to bring dragon slaying ammo in case an ancient karmic dragon is generated. Likewise, demon slaying ammo or phase daggers are very nice to have in case a (greater) moloch is generated.
Wizards who visit the Library will find every spellbook available in the game, including Wish. Necromancers, for instance, will not. Necromancers find scrolls in the two large rooms and spellbooks in the small northeast room and the hidden passageway. The exact details of what class finds spellbooks vs scrolls is being investigated. Spellbooks can be destroyed while in the Library (by blue dragons, for example), so be careful with rare spellbooks.
The Ghost Librarian is the source of an important artifact, the Weird Tome. In order to obtain the Weird Tome the PC must have Stealth at 100 and spend at least 2000 turns in the Library without 'C'hatting to monsters. Currently, Wizards, for instance, can cast spells throughout their combat in the Library and, after vanquishing the monsters, read some spellbooks to pass time before 'C'hatting to the Ghost Librarian. At that point the Ghost Librarian will reward the PC with the Weird Tome, which can be exchanged for five cursed scrolls of chaos resistance courtesy of the Mad Minstrel. Getting the Weird Tome sets Literacy to 100. If the PC 'C'hats with the Ghost Librarian too soon, he responds with "Respect the Silence!" and the 2000 turn counter is reset. If 2000 more turns pass in silence, the Weird Tome can still be obtained. It is impossible to read the Weird Tome. The message generated is:
This book is filled with strange texts written in weird letters. You have difficulties concentrating on the text. After a while you manage to focus your sight on the text. The text contains a strange collection of tunes, songs and instrumental pieces. It seems to be some kind of code, hinting at some ancient powerful magic, a scroll or something like that... You fail to decipher it.Most characters who attempt to read the Weird Tome are Confused for a considerable length of time (20d100 turns). Do not try it in a potentially dangerous location! You can only read the Weird Tome if you are Bard, have both Literacy and Music at 100, have 50+ Willpower and 60+ Learning.
The 2000 figure for the turns spent without 'C'hatting may not be an absolute. There may be a die roll for a very small chance that a PC will be unable to get the Weird Tome no matter the length of the wait.
Research on the Weird Tome is far from complete. See section 5.5 for details.