Difference between revisions of "The Realm of Zot"
(uniques) |
|||
Line 1: | Line 1: | ||
− | {{ | + | {{version029}} |
''Zot redirects here. For the force that pursues you throughout your adventure, see [[Zot clock]]. For the mythical wizard said to have created the [[Orb of Zot]], see [[Zot (mythical wizard)]].'' | ''Zot redirects here. For the force that pursues you throughout your adventure, see [[Zot clock]]. For the mythical wizard said to have created the [[Orb of Zot]], see [[Zot (mythical wizard)]].'' | ||
{{flavour|The Realm of Zot is 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. | {{flavour|The Realm of Zot is 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. | ||
Line 41: | Line 41: | ||
===Uniques=== | ===Uniques=== | ||
− | {{monsterlink|Tiamat}} | + | {| class="prettytable" style="border:none; margin:0; padding:0;" |
+ | | {{monsterlink|Tiamat}} || {{monsterlink|Parghit}} || {{monsterlink|Josephina}} || {{monsterlink|Vv}} || {{monsterlink|Grunn}} | ||
+ | |||
==Recommendations== | ==Recommendations== |
Revision as of 02:03, 28 August 2022
Zot redirects here. For the force that pursues you throughout your adventure, see Zot clock. For the mythical wizard said to have created the Orb of Zot, see Zot (mythical wizard).
The Realm of Zot is 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 entrance to this branch can be found on level 4 of the Depths. This branch can only be entered while carrying at least 3 runes of Zot. This branch is 5 levels deep. |
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 let you just walk in and take it without a fight...
Contents
Useful Info
The Realm of Zot is 5 floors deep. A single locked portal to the Realm can be found on the 4th floor of the Depths. To unlock it, you will need at least three runes of Zot, acquired by clearing other branches.
The layout of the Realm of Zot is occasionally similar to the Elven Halls (a series of small and large rooms interconnected by narrow corridors), though each floor has a high chance of instead being a massive floor-wide vault with wide hallways and a generally symmetrical layout. The mere proximity of the Orb warps space throughout the Realm, interfering with certain kinds of Translocations: teleports are delayed by 8-14 turns, and Passage of Golubria lasts shorter and is less predictable.
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 in a vault designed to make reckless behavior extremely risky. 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 here than it is elsewhere.
Visiting and clearing the Realm of Zot can be done long before you decide you've collected enough runes and are ready to win the game, and doing so will likely provide you with useful items and a significant amount of experience. It isn't until you actually pick up the Orb itself that the game enters its final stage. Read the Orb of Zot article for details on the Orb, the ascension run, and winning the game.
Monsters
Common monsters
d Draconians | y Moth of wrath | y Ghost moth | z Death cob |
D Shadow dragon | D Golden dragon | D Quicksilver dragon | D Storm dragon |
X Tentacled monstrosity | z Curse toe | X Orb guardian | 9 Electric golem |
Dangerous monsters
Uniques
d Tiamat | T Parghit | L Josephina | 9 Vv | g Grunn
RecommendationsThe 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 Depths:4, but doing so without preparations for its many threats can be extremely costly:
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 handle the Orb chamber and its guardians. History
|