Difference between revisions of "The Realm of Zot"

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{{flavour|This gate leads to the Realm of Zot, the final stage of your quest as its deepest level houses the infamous Orb of Zot. Both the Orb and this Realm have a fearsome and questionable reputation, but one piece of information seems to be for certain: The monsters inhabiting this area and protecting the Orb are strong and strange - some of them nowhere encountered but here.}}
 
{{flavour|This gate leads to the Realm of Zot, the final stage of your quest as its deepest level houses the infamous Orb of Zot. Both the Orb and this Realm have a fearsome and questionable reputation, but one piece of information seems to be for certain: The monsters inhabiting this area and protecting the Orb are strong and strange - some of them nowhere encountered but here.}}
  
[[File:Zot entry.png]] '''The Realm of Zot''' is the final branch in the game. It houses the goal of your quest, the legendary [[Orb of Zot]], but its ferocious guardians won't simply let you walk in...
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[[File:Zot entry.png]] '''The Realm of Zot''' is the final [[branch]] in the game. It houses the goal of your quest, the legendary [[Orb of Zot]], but its ferocious guardians won't simply let you walk in...
  
 
==Useful Info==
 
==Useful Info==
The Realm of Zot is 5 levels deep. Three locked portals to the Realm are always found on the last (27th) level of [[the Dungeon]]. To unlock them, you will require three [[rune of Zot|runes of Zot]].  
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The Realm of Zot is 5 floor deep. Three locked portals to the Realm are always found on the 27th floor of [[the Dungeon]]. To unlock them, you will need three [[runes of Zot]], acquired by clearing other Dungeon branches.  
  
The layout of the Realm of Zot is similar to the [[Elven Halls]] (a series of rooms interconnected by narrow corridors). The Realm is filled with creatures the likes of which you won't see outside of the branch, except for [[shapeshifter]]s, which occasionally take on the form of creatures from the Realm of Zot,:
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The layout of the Realm of Zot is similar to the [[Elven Halls]] (a series of small and large rooms interconnected by narrow corridors). The Realm is filled with a number of dangerous opponents, many of which are seen nowhere else:
  
*[[Draconian]]s of all hues: [[black draconian|black]], [[green draconian|green]], [[pale draconian|pale]], [[mottled draconian|mottled]], [[purple draconian|purple]], [[red draconian|red]], [[white draconian|white]] and [[yellow draconian|yellow]]. In addition to their hue, draconians always have a profession among the following: [[draconian zealot|zealot]], [[draconian shifter|shifter]], [[draconian scorcher|scorcher]], [[draconian knight|knight]], [[draconian monk|monk]], [[draconian annihilator|annihilator]], and [[draconian caller|caller]]. Some combinations can be exceptionally deadly!
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*Any mature [[list of draconians|draconian]]
*Several types of [[dragon]]s, including [[storm dragon]]s and [[golden dragon]]s.
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*[[Dragon]]s, [[ice dragon]]s, [[storm dragon]]s, [[shadow dragon]]s, [[bone dragon]]s, [[iron dragon]]s, and [[golden dragon]]s
*[[Ghost moth]]s and [[Moth of Wrath|moths of wrath]]
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*[[Ghost moth]]s and [[moths of wrath]]
*The always-dangerous [[orb of fire]].
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*[[Death cob]]s
*[[Death cob]]s!
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*[[Killer Klown]]s
*[[Killer Klown]]s!
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*[[Curse toe]]s
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*[[Lich]]es and [[ancient lich]]es
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*[[Electric golem]]s
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*[[Orb Guardian]]s
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*And the ever-terrifying [[orb of fire]]
  
The [[Zot:5|final level]] of the Realm of Zot houses the [[Orb of Zot]]. It is under guard by the largest and toughest group of monsters you will face, including [[Orb Guardian]]s. Teleport will still work here, however it cannot be controlled, so it's in fact a very bad idea. Those with [[teleportitis]] should stay well away from here until they can negate the effect, either by curing the [[mutation]] or finding an [[item]] that prevents teleportation. If you've already explored the Dungeon and all branches, consider wandering around [[the Abyss]] or [[Pandemonium]] until you find such an item.
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The [[Zot:5|final floor]] of the Realm of Zot houses the [[Orb of Zot]]. It is defended by some of the most dangerous monsters you will face, and in a layout that makes reckless behavior extremely risky. [[Teleport control]] is disabled on the floor, and since the biggest open areas available are filled with several of the nastiest opponents in the game, [[teleport]]ing is a much less reliable panic button than it is elsewhere
  
Visiting and clearing the Realm of Zot will have no effects on gameplay until you actually pick up the Orb. This action will trigger ascension, resulting in the closing of all portals (including [[Hell]]) and fast monster generation of demons and Pandemonium lords everywhere. You should thus pick up the Orb only when you are ready to finish the game, but you may freely clear the whole Realm and leave the Orb alone before moving on to bonus branches.
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Visiting and clearing the Realm of Zot will have no effects on gameplay until you actually pick up the Orb. Read the [[Orb of Zot]] article for details on that item, ascension, and winning the game.
  
 
==Recommendations==
 
==Recommendations==
The first four levels of the Realm of Zot can be cleared after you've explored the rest of the Dungeon and all its branches, but before venturing into Hell. Take care to isolate and break down packs of draconians whenever possible. The most challenging opponents will be the orbs of fire; you'll want as much fire resistance as possible and [[resist mutation]] before facing them. Electricity resistance and resist corrosion are also important to protect against black and yellow draconians and storm dragons. [[Potion of resistance|Potions of resistance]] are handy for quickly filling in a resistance you're lacking.
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The first four floors of the Realm of Zot can be cleared as soon as you've acquired 3 runes of Zot and reached the entrance on D:27, but doing so without preparations for the many threats here can be extremely costly:
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*The bands of draconians you encounter have a wide variety of abilities at their disposal; engaging an entire band at once will give them time to [[corrode]] your gear, [[rot]] you, blast you with [[smiting]] and [[hellfire]], [[banish]] you to [[the Abyss]], or simply kill you with heavy damage. Whenever possible, try to break up the band and take them out one or two at a time, and if possible change your resistances to match the threats you face at the moment.
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*Due to the stone [[wall]]s of Zot and their ability to [[multizap]], electric golems can inflict staggering amounts of [[electricity]] damage very quickly. While it isn't necessary to keep up electricity resistance at all times, be ready to have it as soon as an electric golem appears. As they are fairly rare, a few [[potions of resistance]] should be sufficient.
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*Most of the time, Killer Klowns aren't too dangerous. They can occasionally get lucky and deal very heavy damage with a single blow. If possible, kill or soften them up from a distance before engaging in melee.
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*[[Curse toe]]s are one of the only sources of [[torment]] in Zot, and charging in to face one will rapidly deplete your [[HP]] and force you to fight your way through a horde of nasty undead foes. Lure them into range around a corner to take away their biggest advantage.
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*By far the most dangerous opponents in Zot are the [[orbs of fire]]. These opponents can do tremendous amounts of [[fire]] damage very rapidly, and will pile [[bad mutations]] on you if you don't have [[mutation resistance]]. On top of that, they are extremely durable. Unless you are extremely confident in your skills, don't explore Zot without a bare minimum of rF+, and avoid actually fighting orbs of fire without rF++ or better.
  
The fifth and final level of the Realm of Zot contains a part outside of the Orb chamber which is similar to the upper levels, and the chamber itself. See the [[Zot:5|separate article]] for more details on how to assault the Orb chamber and its guardians.
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The fifth and final floor of the Realm of Zot is taken up almost entirely by the sprawling Orb chamber. See the [[Zot:5]] article for details on how to assault the Orb chamber and its guardians.
  
 
[[Category:Dungeon_Branches]]
 
[[Category:Dungeon_Branches]]
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[[Category:Crystal_Ball_Articles]]

Revision as of 17:55, 2 July 2013

Version 0.12: This article may not be up to date for the latest stable release of Crawl.
A region of the dungeon that is so terrifying, so full of madness, frenzy and lunacy, that it has been locked securely against random trespassers. Only the most demented adventurers would dare gather the required keys, break the seal and penetrate deeper — all in the vain hope for a fabled artefact no one has ever laid eyes on before.

The Realm of Zot is five levels deep and can only be entered when carrying at least three runes.

This gate leads to the Realm of Zot, the final stage of your quest as its deepest level houses the infamous Orb of Zot. Both the Orb and this Realm have a fearsome and questionable reputation, but one piece of information seems to be for certain: The monsters inhabiting this area and protecting the Orb are strong and strange - some of them nowhere encountered but here.

Zot entry.png The Realm of Zot is the final branch in the game. It houses the goal of your quest, the legendary Orb of Zot, but its ferocious guardians won't simply let you walk in...

Useful Info

The Realm of Zot is 5 floor deep. Three locked portals to the Realm are always found on the 27th floor of the Dungeon. To unlock them, you will need three runes of Zot, acquired by clearing other Dungeon branches.

The layout of the Realm of Zot is similar to the Elven Halls (a series of small and large rooms interconnected by narrow corridors). The Realm is filled with a number of dangerous opponents, many of which are seen nowhere else:

The final floor of the Realm of Zot houses the Orb of Zot. It is defended by some of the most dangerous monsters you will face, and in a layout that makes reckless behavior extremely risky. Teleport control is disabled on the floor, and since the biggest open areas available are filled with several of the nastiest opponents in the game, teleporting is a much less reliable panic button than it is elsewhere

Visiting and clearing the Realm of Zot will have no effects on gameplay until you actually pick up the Orb. Read the Orb of Zot article for details on that item, ascension, and winning the game.

Recommendations

The first four floors of the Realm of Zot can be cleared as soon as you've acquired 3 runes of Zot and reached the entrance on D:27, but doing so without preparations for the many threats here can be extremely costly:

  • The bands of draconians you encounter have a wide variety of abilities at their disposal; engaging an entire band at once will give them time to corrode your gear, rot you, blast you with smiting and hellfire, banish you to the Abyss, or simply kill you with heavy damage. Whenever possible, try to break up the band and take them out one or two at a time, and if possible change your resistances to match the threats you face at the moment.
  • Due to the stone walls of Zot and their ability to multizap, electric golems can inflict staggering amounts of electricity damage very quickly. While it isn't necessary to keep up electricity resistance at all times, be ready to have it as soon as an electric golem appears. As they are fairly rare, a few potions of resistance should be sufficient.
  • Most of the time, Killer Klowns aren't too dangerous. They can occasionally get lucky and deal very heavy damage with a single blow. If possible, kill or soften them up from a distance before engaging in melee.
  • Curse toes are one of the only sources of torment in Zot, and charging in to face one will rapidly deplete your HP and force you to fight your way through a horde of nasty undead foes. Lure them into range around a corner to take away their biggest advantage.
  • By far the most dangerous opponents in Zot are the orbs of fire. These opponents can do tremendous amounts of fire damage very rapidly, and will pile bad mutations on you if you don't have mutation resistance. On top of that, they are extremely durable. Unless you are extremely confident in your skills, don't explore Zot without a bare minimum of rF+, and avoid actually fighting orbs of fire without rF++ or better.

The fifth and final floor of the Realm of Zot is taken up almost entirely by the sprawling Orb chamber. See the Zot:5 article for details on how to assault the Orb chamber and its guardians.