Difference between revisions of "Oklob plant"

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==Useful Info==
 
==Useful Info==
'''Oklob plants''' are vicious, carnivorous plants that spit [[acid]] at you from a distance. Not only will this take a large chunk out of your health, but it will also corrode you. Fortunately, they do not move. Oklob plants can appear throughout the [[Dungeon]] and most of the game's early [[branch]]es.
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'''Oklob plants''' are vicious plants that spit [[acid]] at you from a distance. Not only will this take a large chunk out of your health, but it can also [[Acid#Corrosion|corrode]] you. Fortunately, oklob plants do not move and cannot pursue you if you flee. They are most often found in [[the Lair]], but they can appear in various [[vault]]s elsewhere.
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In addition to turning all existing oklob plants neutral, worshipers of [[Fedhas Madash]] may use Grow Oklob ability to summon an allied oklob plant that will spit acid more often and will be summoned for longer with increasing [[Invocations]]. Another Fedhas' ability, Overgrow, sometimes produces oklobs or [[oklob sapling]]s when turning dungeon walls into allied plants.
  
 
{{monster spells}}
 
{{monster spells}}
  
 
==Tips & Tricks==
 
==Tips & Tricks==
*''Crawl'' automatically travel-excludes tiles in an oklob plant's range of fire, so it's hard to get hurt by them unless you're actively taking them on.
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*Like most things in ''Crawl'', if you aren't prepared to deal with them, you can usually stay away, and fight them later. It's rare for oklobs to be guarding something vital, and even then, you can go to Dungeon or Orc.
*Fortunately, oklob plants tend to spawn around other [[plant]]s, which block their line of fire. The exclusion zone will not take this into account, and oklobs you summon via [[Fedhas Madash]] can fire through allied plants, but '''hostile oklob plants cannot fire through other plants except [[bush]]es'''.
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:The game automatically travel-excludes tiles in range of an oklob, so it's hard to get hurt unless you're actively taking them on.
*A charmed jelly will annihilate them without a scratch, being immune to acid. Non-spellcasters can accomplish this with a [[wand of enslavement]].
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*Hostile oklobs won't fire past regular [[plant]]s. Many oklob vaults will spawn them behind a wall of plants, allowing you to use [[smite-targeted]] or [[piercing]] attacks ([[javelin]]s, [[Fulminant Prism]], [[Airstrike]]...) to take them out. (Like with all enemies, oklobs ''can'' fire past [[bush]]es, though.)
*[[Freezing Cloud]] also works beautifully; cast it on the oklob plant and then leave its line of fire.
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:The exclusion zone won't take into account any plants in the way, so it can be tricky to determine their "real" line of fire.
*[[Fireball]] or a bouncing [[Lightning Bolt]] can also kill oklob plants from around a corner (though both spells make considerable amounts of [[noise]]).
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*If you absolutely need to destroy a group of oklob plants, it's best done slowly and carefully. It can't go anywhere, so there's no need to hurry. It's often best to clear the rest of the floor before taking it on; fighting something while heavily corroded isn't a good idea.
*Summoned creatures can waylay it while you hang back. Command them to attack it using the 't' key, though you must keep the plant in your line of sight (preferably from behind a plant or summoned meatshield).
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**Ranged attackers should fight at the edge of [[line of sight]]. If things get too hairy, you can go out of sight, allowing you to regenerate. This can be combined with an [[amulet of regeneration]] to eventually take it out. Don't let multiple oklobs fire you at once, since 2+ acid bolts can kill most characters in Lair.
*Use invisibility to avoid attracting their attention. This significantly reduces their ability to hit you with acid, but they do still occasionally get lucky.
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**[[Summon]]s can waylay an oklob plant while you hang back. Command them to attack it using the 't' key, though you must keep the plant in your line of sight (preferably from behind a plant or summoned meatshield).
*Polymorphing an oklob plant is a dangerous gamble. While it can result in a relatively harmless [[wandering mushroom]], if you are out of luck you will instead get a [[thorn hunter]], [[shambling mangrove]] or even [[death cob]].
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**You can use [[invisible|invisibility]] to avoid attracting their attention or to allow you sneak up on them. This significantly reduces their ability to hit you with acid, but they do still occasionally get lucky.
*[[Bolt of Inaccuracy]] is highly effective, if you've managed to find it.
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**Oklobs don't have much [[willpower]], so [[Hexes]] or hex [[wand]]s can easily disable a plant. A [[wand of polymorph]] can create [[thorn hunter]]s and [[shambling mangrove]]s, so it might not be wise to polymorph.
*If you're not prepared to deal with them, just keep your distance. Oklob plants are a good time to remember that ''Crawl'' doesn't require you to kill everything that crosses your path. With all the different ways to travel between levels and gather [[rune]]s, it's rare for an oklob plant to be obstructing something that is ''absolutely'' vital.
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*For Fedhas worshippers, oklobs are powerful allies. The [[corrosion]] status is very useful; inflicting -8 AC is a strong effect in practice. The oklobs themselves deal good damage, too. Plants under Fedhas can fire through each other.
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==History==
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*Prior to [[0.28]], Spit Acid had 3d7 base damage, but dealt an extra "acid splash" (4d5 damage on players, 2d4 damage on monsters). Also, oklobs created by [[Fedhas]] fired more often.

Latest revision as of 03:24, 16 September 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

For a list of all plants, see list of plants.

oklob plant POklob plant.png
HP 36-74
HD 10
XP 559
Speed 10 (stationary)
AC 10
EV 0
Will 40



Resistances rPois+
rAcid+++
rDrown
rTorm
Vulnerabilities None
Habitat Land
Intelligence Brainless
Uses Uses nothing
Holiness Plant
Size Small
Type plant, oklob plant
Flags Unbreathing
Stationary
A very dangerous plant which fends off predators by spraying corrosive vitriol at them. Even experienced adventurers give oklob plants a wide berth.

“Carbonic acid is one of the three materials which together form the starting point of vegetable growth; the others being water and nitric acid. This acid is formed of carbon and oxygen in the proportion of one part of the former to two of the latter chemically combined. It is a colorless gas, having an acid taste and smell; is soluble in water; weighs one-half more than air and can be poured from one vessel to another, as a liquid may be; 100 parts of water dissolve 106 parts of this gas, and it is from this source that the roots of plants derive the needed supplies of it.”
-Henry Stuart, _The Culture of Farm Crops: A Manual of the Science of
Agriculture, and a Hand-book of Practice for American Farmers_, ch X. 1887.

Useful Info

Oklob plants are vicious plants that spit acid at you from a distance. Not only will this take a large chunk out of your health, but it can also corrode you. Fortunately, oklob plants do not move and cannot pursue you if you flee. They are most often found in the Lair, but they can appear in various vaults elsewhere.

In addition to turning all existing oklob plants neutral, worshipers of Fedhas Madash may use Grow Oklob ability to summon an allied oklob plant that will spit acid more often and will be summoned for longer with increasing Invocations. Another Fedhas' ability, Overgrow, sometimes produces oklobs or oklob saplings when turning dungeon walls into allied plants.

Spells

Spell set I
Slot1 Spit Acid (3d14) Natural flag

Tips & Tricks

  • Like most things in Crawl, if you aren't prepared to deal with them, you can usually stay away, and fight them later. It's rare for oklobs to be guarding something vital, and even then, you can go to Dungeon or Orc.
The game automatically travel-excludes tiles in range of an oklob, so it's hard to get hurt unless you're actively taking them on.
The exclusion zone won't take into account any plants in the way, so it can be tricky to determine their "real" line of fire.
  • If you absolutely need to destroy a group of oklob plants, it's best done slowly and carefully. It can't go anywhere, so there's no need to hurry. It's often best to clear the rest of the floor before taking it on; fighting something while heavily corroded isn't a good idea.
    • Ranged attackers should fight at the edge of line of sight. If things get too hairy, you can go out of sight, allowing you to regenerate. This can be combined with an amulet of regeneration to eventually take it out. Don't let multiple oklobs fire you at once, since 2+ acid bolts can kill most characters in Lair.
    • Summons can waylay an oklob plant while you hang back. Command them to attack it using the 't' key, though you must keep the plant in your line of sight (preferably from behind a plant or summoned meatshield).
    • You can use invisibility to avoid attracting their attention or to allow you sneak up on them. This significantly reduces their ability to hit you with acid, but they do still occasionally get lucky.
    • Oklobs don't have much willpower, so Hexes or hex wands can easily disable a plant. A wand of polymorph can create thorn hunters and shambling mangroves, so it might not be wise to polymorph.
  • For Fedhas worshippers, oklobs are powerful allies. The corrosion status is very useful; inflicting -8 AC is a strong effect in practice. The oklobs themselves deal good damage, too. Plants under Fedhas can fire through each other.

History

  • Prior to 0.28, Spit Acid had 3d7 base damage, but dealt an extra "acid splash" (4d5 damage on players, 2d4 damage on monsters). Also, oklobs created by Fedhas fired more often.