Difference between revisions of "Orb of Destruction"

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{{Spell
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{{spell info}}
|name=Orb of destruction
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{{AttackSpell
|level=7
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|name=Orb of Destruction
|school1={{Conjurations}}
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|formula = 9d(5 + power/12)
|school2=
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|maxdmg = 9d21
|school3=
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|maxsp = 200
|sources=<div>
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|range = LOS
*[[Book of Power]]
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|target = Special
*[[Book of Annihilations]]
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|tohit = Never misses
</div>
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|hit_type = normal
|castingnoise=7
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|dam_calculator = dicedef
|spellnoise=7 (40 when two orbs collide)
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|special = Creates physical orb. <br>Damage multiplied by distance*0.3, if dist<4.}}
}}
 
  
{{Flavour| This spell conjures an orb of pure destructive magic. Compared to most other projectiles, these orbs travel at a relatively slow pace. The orbs home onto their targets, yet because of their huge inertia, especially agile opponents may be able to outmaneuver them.
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'''Orb of Destruction''' ('''OoD''', or Iskenderun's Orb of Destruction, '''IOOD''') is a level 7 [[Conjurations]] [[spell]] which launches a tangible orb of energy to attack your enemies.
  
It is said that most copies of this spell suffer from a scribal error that makes the orbs unstable beyond a short range. Certain individuals may have access to spellbooks without this flaw, so beware!
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==Useful Info==
}}
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{{Flavour|A conjured globe of pure magic that homes onto a designated target, albeit with massive inertia. A smart and agile person may move out of its path, causing it to miss its target. It cannot be avoided by Dodging skill, and is able to make sharp turns to hit adjacent targets.}}
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Creates an Orb of Destruction in a specified direction. It occupies a tile on the dungeon and has 300% speed (move delay 3.33). Attacks do not have an effect on an orb, except for another OOD collision, which will disintegrate both of them. If both colliding orbs have traveled 2 or more tiles, it will create a damaging and massively loud 3x3 explosion. Orbs can collide even if they are travelling in the same direction.
  
'''Orb of destruction''' (often abbreviated IOOD, the I standing for Iskenderun's) is a 7th level [[Conjuration]] [[spell]], which launches an orb of energy (speed 30, effectively indestructible) to attack your enemies. The orb itself is very powerful, dealing 9d50 damage at maximum power and range (however, due to stepdown functions, it's really about 9d23 &ndash; still ''a lot''). This can potentially kill a [[Pandemonium lord]] with 3 or fewer casts. Creatures killed by this spell are typically blown apart into gory [[chunk]]s (and, unlike disintegration, [[magic resistance]] has no effect), although a [[dragon]] leaving a hide doesn't explode when it dies.
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Orbs have a specified "angle" and "position", and are not limited to the 8 dungeon directions. The orb hits when it reaches the target's tile, irrespective of the 2 variables. When casting the spell, the angle will be offset by a random amount. This might make it hit dungeon walls and dissipate harmlessly, so this spell is not entirely accurate in a hallway. With higher spellpower, the orb will be offset by a smaller amount.
  
However, this spell is not without its flaws: the orb can stray off course and hit the wrong target; the spell is not instantaneous; and, it deals less damage at close range. As alluded to in the flavour text, the player spell is inferior to the monster version: ''your'' orb will "dissipate" when it leaves your [[line of sight]], but an enemy's orb will continue to move around until it hits something.  Uniquely among all spells in the game, this spell cannot be evaded by high [[EV]] but can be blocked by high [[SH]].
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Orbs will softly home towards a target (less than 45 degrees/tile). They will not turn sharply, except for a special rule. If you are adjacent to an OOD and move to another adjacent square, you'll trigger an "en passant" and the orb will trigger anyway.
  
While accuracy is tied to spell power, its maximum damage depends on the range:
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The orb cannot be evaded by using [[EV]], but it can be [[SH|blocked]] or [[reflection|reflected]] with [[SH]]. Its damage output is also reduced by being too close:
*Range 1:   50%
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*Range 1: 30% damage
*Range 2:   70%
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*Range 2: 60%
*Range 3:   90%
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*Range 3: 90%
 
*Range 4+: 100%
 
*Range 4+: 100%
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Creatures killed by this spell are typically blown apart into gory chunks, although any [[list of dragons|dragon]] capable of leaving scales (which excludes [[troll (monster)|trolls]]) will not explode when it dies.
  
Sending a volley of orbs against a single dangerous monster is very effective - however, you should never send one out when the previous one is still adjacent to you, as the orbs will collide and you will be caught in the blast. This is especially likely to happen when hasted; make sure each orb has traveled at least one square away from you before launching the next one.
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Orbs are unable to pass through allies "you can fire through", such as [[Fedhas]] plants or [[Hepliaklqana]] ancestor; the orb will collide and deal no damage to them.
  
As with a [[wand of disintegration]], it destroys [[door]]s, [[iron grate]]s, [[tree]]s, orcish idols, most kinds of [[statue]]s, and ([[Wall#Rock|rock]] or [[Wall#Slime|slime]]) [[wall]]s.  However, when targeting inanimate objects its aim is terrible; generally you have to be point-blank to intentionally destroy a dungeon feature.
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===Monster Version===
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Orb of Destruction is similar between players and monsters. However, ''your'' orb will dissipate the turn after it leaves your [[line of sight]], but an enemy's orb will continue to move around until it hits something.
  
==Tips==
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{{monsters with spell}}
*Due to the orb's predilection for swerving into walls, when in narrow hallways, launch at short range, since the orb will invariably fail at distances greater than 3-4 tiles. When launching an orb in wider hallways, situate yourself on the wall opposite from the one your target is nearest:
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==Strategy==
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Orb of Destruction is a spell that can win you the game. It is a moderately powerful, irresistible attack spell that ignores EV. Against most enemies in the game, you can fire an OOD at range 7, retreat 1 tile, fire another OOD, then repeat until you kill them (or until they get too close). Monsters will never intentionally try to dodge the orbs.
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However, orbs are fiddly. It's unreliable in a corridor, and weak against adjacent enemies. In a tight hallway, you should use a different spell. [[Bombard]] combos well - it's a short range spell that works in corridors. Note that there's some redundancy between the two, as both spells fill a similar niche (irresistible attack spell). If you're low on [[spell level]]s, you may want to use one over the other.
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===Tips & Tricks===
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* Watch out when firing multiple orbs in a row, especially when [[haste]]d, due to orb collisions. When hasted, you should fire an orb, then back up (or wait a turn), then fire another orb.
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* Great spell for [[stair dancing]]. When going upstairs, the orb gets to move for 2.5 turns before you finish going up. You can fire an OOD at an enemy 4-5 tiles away, climb up, and it'll usually hit.
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* Each cast of OOD creates a trail of short-lived purple [[cloud]]s behind it. These are harmless, but can get in the way of any cloud spells you may wish to cast.
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* Orb of Destruction isn't terribly loud... unless two orbs collide. Should this occur, be prepared for a swarm of curious enemies making a bee-line for you. This is an excellent technique for attracting half a dungeon level, or a dangerous unique, to one area of the dungeon.  
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* When launching an orb in wide hallways, situate yourself on the wall opposite from the one your target is nearest:
 
     Example 1:                  Example 2:                         
 
     Example 1:                  Example 2:                         
 
         ###########                ###########
 
         ###########                ###########
Line 42: Line 59:
 
     Bad: Risks hitting wall.    Better: Much less risk.
 
     Bad: Risks hitting wall.    Better: Much less risk.
  
*Orbs of Destruction are great versus statues which take only physical damage.
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* Fast characters (namely [[spriggan]]s) can kill enemies from partially outside [[line of sight]] with this spell. The enemy needs to be in LOS the turn before it is hit. You also need LOS on the turn you cast in order to actually aim it, though you can fire blindly in a straight direction.
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* Try not to randomly [[blink]] once you've fired an orb; else the orb [[YASD|could hit you]] instead.
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==Defending Against IOODs==
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*Moving out of the way is the simplest way to avoid orbs of destruction, though the orbs' ability to home in on you makes this more difficult than it sounds. The orb's swerving means you can't just move diagonal once its adjacent to you. Walk perpendicular to the orb's path and start moving early, as you'll need some space to pull this off. In tight quarters without much empty space to maneuver in, ducking behind cover, such as around a corner or behind another monster, can also be effective.
  
*When stair-dancing, orbs can be used as a fire-and-forget missile. Go to the infested area, fire off an orb at the most dangerous target four or five squares away (for full power), then climb to the safe level. Since you still count as "being on the current level" while climbing the stairs, the orb doesn't dissipate immediately and has two turns of travel time.
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*[[Summon]]ed creatures, undead thralls, or [[wand of charming|temporary allies]] can take the hit for you. Switch positions with your minion before the orb hits. You can even create a [[Fulminant Prism]] and it'll block the hit.
  
*Since orbs explode the corpses of enemies when they kill them, don't use an orb if you would like to harvest a troll hide. Dragons do not explode and will still leave corpses, however.
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*[[Blink]]ing at the last possible moment has a decent chance of putting you out of the orb's current trajectory, and if there's a wall behind you, the orb will be destroyed. Controlled blinking with a [[scroll of blinking]] is significantly safer, but teleporting usually takes too long (unless it's via a teleport trap).
  
*Utilize [[Recall]] and [[Mass Abjuration]] for controlling friendly and enemy summons.  On offense, using Recall or Mass Abjuration while the orb is in flight, may clear a path to the intended target. On defense, Recall may provide a meat shield to absorb an enemy's orb.
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*Firing your own orb at the caster will usually result in the orbs colliding and exploding violently. A bit expensive and dangerous in close quarters, but effective.
  
*You can make an orb vs. orb situation work for you if you also have [[Controlled Blink]]: you can blink away safely while the enemy takes damage when the orbs collide.
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*Characters with high [[SH]] will occasionally block orbs, negating them entirely. This isn't something to rely upon, but it's nice when it happens.
  
*The spell is not too loud, except when two orbs collide. Be prepared for a swarm of curious enemies making a bee-line for you. Excellent for attracting half a dungeon level or dangerous uniques to one area of the dungeon, while you then start exploring from a different stairway.
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*Being adjacent to the caster reduces the orb's damage tremendously.
  
*Be careful of using this spell on monsters wearing shields.  They will fairly frequently block it, which can easily make the spell an expensive waste. Occasionally, monsters may even [[reflection|reflect]] the orb back at you! ([[Donald]] frequently wears a shield of reflection).
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*Note that you can never run faster than the orb. It has move delay of 3.33; even a hasted spriggan has a move delay of 4. Your only options are to block it or get out of the way.
  
*If you need to blink after firing, best practice is to use a controlled blink. If you blink into the path of your own orb, [[YASD|you'll take the damage]] instead of your target.
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==History==
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*Prior to [[0.29]], enemy OODs were influenced by [[random energy]].
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*In [[0.28]], Orbs of Destruction were penalized more for short range. The power formula was also changed, making the spell a bit weaker.
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*Prior to [[0.20]], Orb of Destruction could destroy dungeon features like doors, statues, or rock walls.
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*Prior to [[0.14]], Orb of Destruction was available in the [[Book of Annihilations]].

Latest revision as of 19:29, 5 March 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Orb of destruction.png Orb of Destruction
Level 7
School1 Conjuration
Source(s) Book of Dangerous Friends
Book of the Spheres
Casting noise 7
Spell noise 0
Power Cap 200
Range LOS
Flags Dir or target, Needs tracer, Not self
Conjures an orb made of pure destructive magic. Compared to most other projectiles, these orbs travel at a relatively slow pace. The orbs home onto their targets, yet because of their huge inertia, especially agile opponents may be able to outmanoeuvre them. The orbs need some time to stabilize, and a nascent orb will deal reduced damage.

Residents of the dungeon are able to maintain the orb until it impacts a target, but when cast by you the orb will dissipate upon leaving your line of sight.

Spell Details
Damage Formula 9d(5 + power/12)
Max Damage 9d21
Max Power 200
Range LOS
Targeting Special
To-hit Never misses
Special Creates physical orb.
Damage multiplied by distance*0.3, if dist<4.

Orb of Destruction (OoD, or Iskenderun's Orb of Destruction, IOOD) is a level 7 Conjurations spell which launches a tangible orb of energy to attack your enemies.

Useful Info

A conjured globe of pure magic that homes onto a designated target, albeit with massive inertia. A smart and agile person may move out of its path, causing it to miss its target. It cannot be avoided by Dodging skill, and is able to make sharp turns to hit adjacent targets.

Creates an Orb of Destruction in a specified direction. It occupies a tile on the dungeon and has 300% speed (move delay 3.33). Attacks do not have an effect on an orb, except for another OOD collision, which will disintegrate both of them. If both colliding orbs have traveled 2 or more tiles, it will create a damaging and massively loud 3x3 explosion. Orbs can collide even if they are travelling in the same direction.

Orbs have a specified "angle" and "position", and are not limited to the 8 dungeon directions. The orb hits when it reaches the target's tile, irrespective of the 2 variables. When casting the spell, the angle will be offset by a random amount. This might make it hit dungeon walls and dissipate harmlessly, so this spell is not entirely accurate in a hallway. With higher spellpower, the orb will be offset by a smaller amount.

Orbs will softly home towards a target (less than 45 degrees/tile). They will not turn sharply, except for a special rule. If you are adjacent to an OOD and move to another adjacent square, you'll trigger an "en passant" and the orb will trigger anyway.

The orb cannot be evaded by using EV, but it can be blocked or reflected with SH. Its damage output is also reduced by being too close:

  • Range 1: 30% damage
  • Range 2: 60%
  • Range 3: 90%
  • Range 4+: 100%

Creatures killed by this spell are typically blown apart into gory chunks, although any dragon capable of leaving scales (which excludes trolls) will not explode when it dies.

Orbs are unable to pass through allies "you can fire through", such as Fedhas plants or Hepliaklqana ancestor; the orb will collide and deal no damage to them.

Monster Version

Orb of Destruction is similar between players and monsters. However, your orb will dissipate the turn after it leaves your line of sight, but an enemy's orb will continue to move around until it hits something.

The following enemies cast Orb of Destruction:

The following enemies may be able to cast Orb of Destruction, depending on their spell set:

Strategy

Orb of Destruction is a spell that can win you the game. It is a moderately powerful, irresistible attack spell that ignores EV. Against most enemies in the game, you can fire an OOD at range 7, retreat 1 tile, fire another OOD, then repeat until you kill them (or until they get too close). Monsters will never intentionally try to dodge the orbs.

However, orbs are fiddly. It's unreliable in a corridor, and weak against adjacent enemies. In a tight hallway, you should use a different spell. Bombard combos well - it's a short range spell that works in corridors. Note that there's some redundancy between the two, as both spells fill a similar niche (irresistible attack spell). If you're low on spell levels, you may want to use one over the other.

Tips & Tricks

  • Watch out when firing multiple orbs in a row, especially when hasted, due to orb collisions. When hasted, you should fire an orb, then back up (or wait a turn), then fire another orb.
  • Great spell for stair dancing. When going upstairs, the orb gets to move for 2.5 turns before you finish going up. You can fire an OOD at an enemy 4-5 tiles away, climb up, and it'll usually hit.
  • Each cast of OOD creates a trail of short-lived purple clouds behind it. These are harmless, but can get in the way of any cloud spells you may wish to cast.
  • Orb of Destruction isn't terribly loud... unless two orbs collide. Should this occur, be prepared for a swarm of curious enemies making a bee-line for you. This is an excellent technique for attracting half a dungeon level, or a dangerous unique, to one area of the dungeon.
  • When launching an orb in wide hallways, situate yourself on the wall opposite from the one your target is nearest:
   Example 1:                  Example 2:                         
        ###########                 ###########
        .@....M....                 ......M....
        ...........                 .@.........
        ###########                 ###########
   Bad: Risks hitting wall.    Better: Much less risk.
  • Fast characters (namely spriggans) can kill enemies from partially outside line of sight with this spell. The enemy needs to be in LOS the turn before it is hit. You also need LOS on the turn you cast in order to actually aim it, though you can fire blindly in a straight direction.

Defending Against IOODs

  • Moving out of the way is the simplest way to avoid orbs of destruction, though the orbs' ability to home in on you makes this more difficult than it sounds. The orb's swerving means you can't just move diagonal once its adjacent to you. Walk perpendicular to the orb's path and start moving early, as you'll need some space to pull this off. In tight quarters without much empty space to maneuver in, ducking behind cover, such as around a corner or behind another monster, can also be effective.
  • Summoned creatures, undead thralls, or temporary allies can take the hit for you. Switch positions with your minion before the orb hits. You can even create a Fulminant Prism and it'll block the hit.
  • Blinking at the last possible moment has a decent chance of putting you out of the orb's current trajectory, and if there's a wall behind you, the orb will be destroyed. Controlled blinking with a scroll of blinking is significantly safer, but teleporting usually takes too long (unless it's via a teleport trap).
  • Firing your own orb at the caster will usually result in the orbs colliding and exploding violently. A bit expensive and dangerous in close quarters, but effective.
  • Characters with high SH will occasionally block orbs, negating them entirely. This isn't something to rely upon, but it's nice when it happens.
  • Being adjacent to the caster reduces the orb's damage tremendously.
  • Note that you can never run faster than the orb. It has move delay of 3.33; even a hasted spriggan has a move delay of 4. Your only options are to block it or get out of the way.

History

  • Prior to 0.29, enemy OODs were influenced by random energy.
  • In 0.28, Orbs of Destruction were penalized more for short range. The power formula was also changed, making the spell a bit weaker.
  • Prior to 0.20, Orb of Destruction could destroy dungeon features like doors, statues, or rock walls.
  • Prior to 0.14, Orb of Destruction was available in the Book of Annihilations.