Difference between revisions of "Orb of fire"

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{{monster info}}
{{monster
 
|name=orb of fire
 
|glyph={{Red|*}}
 
|tile=[[file:orb of fire.png]]
 
|flags={{Spellcaster flag}}<br>{{Flying flag}}<br>{{See invisible flag}}<br>{{Insubstantial flag}}<br>{{Glows flag}}
 
|resistances={{Hellfire resistance}}, {{Electricity resistance}}, {{Cold resistance}}, {{Poison resistance}}, <br>{{Negative energy resistance}}, {{Torment resistance}}, {{Rot resistance}}, {{Constriction resistance}}
 
|vulnerabilities={{Silver vulnerability}}
 
|max_chunks=0
 
|meat={{No corpse}}
 
|xp=11437
 
|holiness={{Nonliving}}
 
|magic_resistance=Immune
 
|hp_range=150
 
|avg_hp=150
 
|armour_class=20
 
|evasion=20
 
|habitat=land
 
|speed=15
 
|size={{Little}}
 
|item_use={{Uses nothing}}
 
|attack1=
 
|attack2=
 
|attack3=
 
|attack4=
 
|hit_dice=30
 
|base_hp=0
 
|extra_hp=0
 
|fixed_hp=150
 
|intelligence={{Normal intelligence}}
 
|genus=orb of fire
 
|species=orb of fire
 
}}
 
{{Flavour|A globe of raw primordial fire, capable of impressive pyrotechnics, and of twisting the very flesh of creatures who come into its ken.
 
 
 
----
 
 
 
"There's not the smallest orb which thou behold'st<br>But in his motion like an angel sings,<br>Still quiring to the young-eyed cherubins."
 
 
 
-William Shakespeare, _The Merchant of Venice_, V, i. 1597.}}
 
  
 
==Useful Info==
 
==Useful Info==
'''Orbs of fire''' are fast, powerful, extremely durable horrors with access to brutal [[Fire Magic]] and the ability to inflict [[bad mutations]]. These end-game game-ending monsters have traumatized many adventurers who died just before reaching the [[Orb of Zot]]. They can occasionally be found in [[the Realm of Zot]], and are almost always found in the Orb chamber of [[Zot:5]].
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'''Orbs of fire''' (or '''OOFs''') are fast, powerful, extremely durable horrors with access to brutal [[Fire Magic]] and the ability to inflict [[bad mutations]]. These end-game monsters have traumatized many adventurers who died just before reaching the [[Orb of Zot]]. They can occasionally be found throughout [[the Realm of Zot]] or in certain [[Ziggurat]] floors, and are always found in the Orb chamber of [[Zot:5]].
  
Spells: [[Bolt of Fire]] (3d40), [[Fireball]] (3d43), [[Polymorph Other]]
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{{monster spells}}
  
<!--spl-bot-begin-->
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==Strategy==
==Spells==
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Orbs of fire are one of the toughest enemies you'll encounter in a 3-rune game. The usual maxims of ''Crawl'' apply even more than usual:
 +
*Buff up! Battling one with [[haste]], [[might]], and/or [[brilliance]] will significantly reduce the amount of time it has to roast and mutate you. A [[potion of resistance]] directly reduces the damage you'll take.
 +
*Have ''some'' level of [[fire resistance]]. Having rF+++ reduces fire damage by 80%, making it much easier to survive their onslaught. Characters with sufficiently strong offensive abilities can get away with rF+, but be prepared to face their incredibly high damage output.
 +
*Avoid fighting more than one at a time. One orb is dangerous on its own; two orbs are (for most characters) a serious cause for concern. Since OOFs are so durable, you're unlikely to kill even one before taking serious damage. Try not to stay in open areas for too long.
 +
**Being near an OOF and [[Killer Klown]] at the same time is even worse; the latter can [[silence]] you, making it very difficult to escape from the orb. Moreover, it can turn you into a [[bad form]], making the orb nearly impossible to fight.
 +
*Orbs of fire are fast, so it's difficult to escape from one. If an orb is at the edge of [[LOS]], you can [[haste]] up and run away. [[Scrolls of blinking]] (when combined with haste) are as useful as ever.
  
{{Spellcaster
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===Killing Methods===
|number=
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Orbs of fire are very durable enemies that are immune to [[fire]], [[electricity]], [[poison]], and [[negative energy]], and partially resistant to [[cold]]. The following can work well against orbs of fire (but aren't the only ways to deal with them):
|slot1=[[Bolt of Fire]] (3d40)
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*'''Weapons:''' By the time you reach Zot:5, characters dedicated to melee combat or [[Ranged Weapons]] will often have the stats to win the fight, at least with buffs and multiple sources of rF+. You don't need a perfect brand - a +9 weapon of [[flaming]] is perfectly fine to use.
|slot2=[[Bolt of Fire]] (3d40)
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*'''Throwing:''' They are weak to [[silver]], so a skilled thrower will find silver [[javelin]]s brutally effective. Killing them with 2 or 3 shots isn't uncommon.
|slot3=''none''
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*'''Irresistible Attack Spells:''' Spells like [[Lehudib's Crystal Spear]], [[Bombard]], [[Orb of Destruction]], and [[Maxwell's Capacitive Coupling]] ignore all resistances, making them effective magical options. A [[spellforged servitor]] can fire the former two (while blocking malmutate attempts in the process).
|slot4=[[Polymorph Other]]
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*'''Summoning:''' [[Malign Gateway]]'s tentacles are immune to fire, so they'll have no trouble in a 1v1 fight. Spellforged Servitor, as mentioned above, can also function well.
|slot5=[[Fireball]] (3d43)
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**[[Kiku]] worshippers can summon masses of [[spectral thing]]s and [[simulacrum]]/[[Infestation|death scarab]]s with Unearth Wretches.
|slot6=[[Fireball]] (3d43)
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**Most [[Makhleb]] summons won't last long against an orb of fire, but [[balrug]]s are immune to fire, so are great to have against OOFs.
}}
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*'''Level 9 Spells:''' [[Fire Storm]] is a perfectly valid option. While orbs are immune to fire, Fire Storm deals 50% physical damage. The same applies to the likes of [[Chain Lightning]], [[Polar Vortex]], and [[Dragon's Call]]. However, [[Shatter]] performs quite poorly against flying creatures.
 +
*'''Antimagic:''' While [[antimagic]] won't kill directly, it greatly reduces the amount of spells an orb of fire will cast. ''Good'' weapons of antimagic (a short sword is not a good weapon), a [[Vine Stalker]]'s bite, and [[Enfeeble]] are effective at disabling an OOF. Even [[Summon Mana Viper]] can work, if the viper doesn't die trying to approach.
  
{{clear}}
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'''Reminder: these are not the only ways to kill orbs of fire!''' This is just a list of common archetypes that work; you may find other things useful. Also, you don't have to kill everything in Crawl. Sneaking up and stealing the Orb can be a valid option, depending on the character.
<!--spl-bot-end-->
 
  
==Tips & Tricks==
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===Tips & Tricks===
*[[Silence]] has no effect on them.
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*[[Silence]] is worthless against orbs of fire.
*Having rF+++ provides 80% [[fire]] damage reduction, making it much easier to survive their brutal [[Fire Magic]]. Wearing an [[amulet of resist mutation]] will prevent them from mutating you ''too'' heavily.
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*Orbs of fire can fire bolts through other orbs of fire. However, orbs will generally avoid harming their (non-fire-immune) allies. E.g. standing next to an [[orb guardian]] will usually prevent you from being hit from Fireball.
*Battling one while [[haste]]d will significantly reduce the amount of time it has to roast or mutate you. Characters without proper defenses will definitely want to kill them as quickly as possible.
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*[[Freezing Cloud]] can be used to block bolts of fire (but not [[Fireball]]), reducing the orb's ability to injure you.
*All orb of fire resistances are total ''except'' for [[cold]], which is only partial. [[Ice Storm]] is an excellent method for taking out orbs of fire; it can strike multiple enemies at once, never misses, and the majority of the spell's damage will still get through. [[Fire Storm]] can also deal decent damage to them due to the unresistable damage portion, but it's less effective. Unresistable [[Conjurations]] such as [[Orb of Destruction]], [[Iron Shot]], or [[Lehudib's Crystal Spear]] are also good options: they're significantly easier to gain access to and can be fired safely at point-blank range, but they may take longer to get the job done if you miss a shot or two.
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*The glowing colors the orb cycles through in console mode indicate merely that it has cast a spell; it bears no relation to the type of spell cast or about to be cast.
*Don't fight more than one at a time. This is a major reason to avoid spending any significant periods of time in the open areas adjacent to the Orb chamber on Zot:5. Unless you manage to catch them at the edge of your LOS, they tend to swarm you despite their lack of a melee attack, making it difficult or impossible to use most area-of-effect spells (e.g. the Storm spells).
 
*Melee fighters should use heavy [[antimagic]]-[[brand]]ed weapons to severely limit the orb's ability to do anything. This won't guarantee enemy spell failure, but it will still stop the majority of them. [[Freezing]] and [[vorpal]] weapons can also be effective against them, but provide no defensive benefits.  While [[distortion]] weapons will do a good amount of extra damage, they also may blink or teleport the orb away from you, which depending on your current situation can be quite dangerous.
 
*Orbs of fire are [[chaotic]], so ranged weapon fighters can use [[silver]] ammunition to deal tremendous damage to them.
 
*While their being chaotic means they are subject to the worst effects of [[Zin]]'s [[Recite]], using that ability against orbs of fire is a very bad idea: three turns helpless next to such a monster gives it plenty of time to kill you, while they have such high HD that they are very likely to resist anyway.  On the other hand, if you're a Zin worshiper, remember you have Sanctuary if necessary: the Realm of Zot is an excellent place to use it.
 
*The "glowing" colors the orb cycles through indicate merely that it has cast a spell; it bears no relation to the type of spell cast or about to be cast:
 
{{crawlquote|The orb of fire glows yellow.<br>
 
The orb of fire glows bright magenta.<br>
 
The orb of fire glows deep purple.<br>
 
The orb of fire glows red.<br>
 
The orb of fire emits a lurid red light.}}
 
  
 
==History==
 
==History==
In very ancient, pre-''Stone Soup'' versions of Crawl, these monsters were instead called "Swords", [http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/docs/obsolete/changes.340;h=e5a83c8a424315c601165caccb2dc744e9322d31;hb=315c7ef50eea9a7d45bc844f173e2b7b3191cbc3#l46 as can be seen in this ancient changelog], in a reference to the [http://en.wikipedia.org/wiki/Chronicles_of_an_Age_of_Darkness Chronicles of an Age of Darkness] by Hugh Cook. This explains the rather nonsensical (from a thematic standpoint) inclusion of Polymorph Other in their spell set, since they were originally very different monsters.
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*Prior to [[0.28]], they were [[:Category:Water_vulnerability|vulnerable to water]].
 +
*In very ancient, pre-''Stone Soup'' versions of Crawl, these monsters were instead called "Swords", [http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/docs/obsolete/changes.340;h=e5a83c8a424315c601165caccb2dc744e9322d31;hb=315c7ef50eea9a7d45bc844f173e2b7b3191cbc3#l46 as can be seen in this ancient changelog], in a reference to the [http://en.wikipedia.org/wiki/Chronicles_of_an_Age_of_Darkness Chronicles of an Age of Darkness] by Hugh Cook. This explains the rather nonsensical (from a thematic standpoint) inclusion of Malmutate in their spell set, since they were originally very different monsters.

Latest revision as of 07:46, 19 March 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
orb of fire *Orb of fire.png
HP 99-200
HD 30
XP 8528
Speed 15
AC 20
EV 20
Will Immune



Resistances rF+++
rC+
rElec+++
rPois+++
rMiasma
rN+++
rTorm
rSticky
Vulnerabilities Silver
Habitat Land
Intelligence Human
Uses Uses nothing
Holiness Non-living
Size Little
Type orb of fire, orb of fire
Flags See invisible
Flying
Unbreathing
Insubstantial
A globe of raw primordial fire, capable of impressive pyrotechnics, and of twisting the very flesh of creatures who come into its ken.

“There ’s not the smallest orb which thou behold’st
But in his motion like an angel sings,
Still quiring to the young-eyed cherubins.”
-William Shakespeare, _The Merchant of Venice_, V, i. 1597.

Useful Info

Orbs of fire (or OOFs) are fast, powerful, extremely durable horrors with access to brutal Fire Magic and the ability to inflict bad mutations. These end-game monsters have traumatized many adventurers who died just before reaching the Orb of Zot. They can occasionally be found throughout the Realm of Zot or in certain Ziggurat floors, and are always found in the Orb chamber of Zot:5.

Spells

Spell set I
Slot1 Bolt of Fire (3d40) Magical flag
Slot2 Fireball (3d43) Magical flag
Slot3 Malmutate Magical flag

Strategy

Orbs of fire are one of the toughest enemies you'll encounter in a 3-rune game. The usual maxims of Crawl apply even more than usual:

  • Buff up! Battling one with haste, might, and/or brilliance will significantly reduce the amount of time it has to roast and mutate you. A potion of resistance directly reduces the damage you'll take.
  • Have some level of fire resistance. Having rF+++ reduces fire damage by 80%, making it much easier to survive their onslaught. Characters with sufficiently strong offensive abilities can get away with rF+, but be prepared to face their incredibly high damage output.
  • Avoid fighting more than one at a time. One orb is dangerous on its own; two orbs are (for most characters) a serious cause for concern. Since OOFs are so durable, you're unlikely to kill even one before taking serious damage. Try not to stay in open areas for too long.
    • Being near an OOF and Killer Klown at the same time is even worse; the latter can silence you, making it very difficult to escape from the orb. Moreover, it can turn you into a bad form, making the orb nearly impossible to fight.
  • Orbs of fire are fast, so it's difficult to escape from one. If an orb is at the edge of LOS, you can haste up and run away. Scrolls of blinking (when combined with haste) are as useful as ever.

Killing Methods

Orbs of fire are very durable enemies that are immune to fire, electricity, poison, and negative energy, and partially resistant to cold. The following can work well against orbs of fire (but aren't the only ways to deal with them):

  • Weapons: By the time you reach Zot:5, characters dedicated to melee combat or Ranged Weapons will often have the stats to win the fight, at least with buffs and multiple sources of rF+. You don't need a perfect brand - a +9 weapon of flaming is perfectly fine to use.
  • Throwing: They are weak to silver, so a skilled thrower will find silver javelins brutally effective. Killing them with 2 or 3 shots isn't uncommon.
  • Irresistible Attack Spells: Spells like Lehudib's Crystal Spear, Bombard, Orb of Destruction, and Maxwell's Capacitive Coupling ignore all resistances, making them effective magical options. A spellforged servitor can fire the former two (while blocking malmutate attempts in the process).
  • Summoning: Malign Gateway's tentacles are immune to fire, so they'll have no trouble in a 1v1 fight. Spellforged Servitor, as mentioned above, can also function well.
  • Level 9 Spells: Fire Storm is a perfectly valid option. While orbs are immune to fire, Fire Storm deals 50% physical damage. The same applies to the likes of Chain Lightning, Polar Vortex, and Dragon's Call. However, Shatter performs quite poorly against flying creatures.
  • Antimagic: While antimagic won't kill directly, it greatly reduces the amount of spells an orb of fire will cast. Good weapons of antimagic (a short sword is not a good weapon), a Vine Stalker's bite, and Enfeeble are effective at disabling an OOF. Even Summon Mana Viper can work, if the viper doesn't die trying to approach.

Reminder: these are not the only ways to kill orbs of fire! This is just a list of common archetypes that work; you may find other things useful. Also, you don't have to kill everything in Crawl. Sneaking up and stealing the Orb can be a valid option, depending on the character.

Tips & Tricks

  • Silence is worthless against orbs of fire.
  • Orbs of fire can fire bolts through other orbs of fire. However, orbs will generally avoid harming their (non-fire-immune) allies. E.g. standing next to an orb guardian will usually prevent you from being hit from Fireball.
  • Freezing Cloud can be used to block bolts of fire (but not Fireball), reducing the orb's ability to injure you.
  • The glowing colors the orb cycles through in console mode indicate merely that it has cast a spell; it bears no relation to the type of spell cast or about to be cast.

History