Difference between revisions of "Orb of Zot"

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(Minor clean-up, added Ascension section, updated version tag)
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===Strategy===
 
===Strategy===
*The only enemies that matter at this point are the ones that get in your way. Ignore any enemies that aren't able to kill you or that you can simply run away from. For this reason, boots of [[running]] or other sources of fast movement speed are extremely useful at this point.
+
*You don't need to pick up the Orb of Zot as soon as you reach it. If you want a higher score, you should definitely clear out the extended end-game and collect all 15 runes before beginning the ascent.
*Your goal after picking up the Orb is to get out of the Dungeon as quickly as possible. Use auto-travel (Shift + G) to make the computer calculate the fastest route out possible.
+
*The only enemies that matter once you have the Orb are the ones that get in your way. Ignore any enemies that aren't able to kill you or that you can simply run away from. For this reason, boots of [[running]] or other sources of fast movement speed are extremely useful at this point.
 +
*Your goal after picking up the Orb is to get out of the Dungeon as quickly as possible. Use auto-travel (Shift + G) to make the game calculate the fastest route out possible.
 
*Don't be afraid to use up your consumable items at this point. [[Potions of speed]], [[scrolls of holy word]], and all manner of restoratives should be used as needed to clear a path to the exit as quickly as possible. Also, if you've got a [[wand of digging]], feel free to create tunnels if it'll get you away from nasty opponents or up a floor even faster.
 
*Don't be afraid to use up your consumable items at this point. [[Potions of speed]], [[scrolls of holy word]], and all manner of restoratives should be used as needed to clear a path to the exit as quickly as possible. Also, if you've got a [[wand of digging]], feel free to create tunnels if it'll get you away from nasty opponents or up a floor even faster.
 
*Even with the delay on teleportation, it's worth considering it as an escape option. If you find yourself cornered by enemies or a long way away from the next stair case up, activate a teleport and hold out until it kicks in. [[Teleport trap]]s still function instantly, by the way.
 
*Even with the delay on teleportation, it's worth considering it as an escape option. If you find yourself cornered by enemies or a long way away from the next stair case up, activate a teleport and hold out until it kicks in. [[Teleport trap]]s still function instantly, by the way.

Revision as of 17:30, 25 February 2013

Version 0.11: This article may not be up to date for the latest stable release of Crawl.


Once you have escaped to the surface with this invaluable artefact, your quest is complete.

Orb of Zot.png The Orb of Zot is located in a vault on the final level of the Realm of Zot, guarded by very strong monsters (ancient liches, Orb Guardians, orbs of fire, all kinds of dragons and draconians) and surrounded by indestructible walls. Acquiring the Orb and escaping back to the surface is the final step to win the game.

Ascension

Picking up the Orb is difficult, as it actively resists Apportation attempts. Once it's in your possession, numerous terrible things happen. Teleport control becomes permanently disabled, and even standard teleports can take longer to kick in. All portals to Pandemonium, the Abyss, and the branches of Hell (but not the Vestibule itself) are immediately sealed. All floors of the dungeon will now begin spawning Hell- and Pandemonium-type monsters (including Pandemonium lords), at a greatly increased speed, most of which will generate just beyond your field of vision. On top of all that, the Orb itself has a slightly mutagenic glow, reduces stealth, and weighs a hefty 60 aum. Make sure you have the carrying capacity for it beforehand.

Strategy

  • You don't need to pick up the Orb of Zot as soon as you reach it. If you want a higher score, you should definitely clear out the extended end-game and collect all 15 runes before beginning the ascent.
  • The only enemies that matter once you have the Orb are the ones that get in your way. Ignore any enemies that aren't able to kill you or that you can simply run away from. For this reason, boots of running or other sources of fast movement speed are extremely useful at this point.
  • Your goal after picking up the Orb is to get out of the Dungeon as quickly as possible. Use auto-travel (Shift + G) to make the game calculate the fastest route out possible.
  • Don't be afraid to use up your consumable items at this point. Potions of speed, scrolls of holy word, and all manner of restoratives should be used as needed to clear a path to the exit as quickly as possible. Also, if you've got a wand of digging, feel free to create tunnels if it'll get you away from nasty opponents or up a floor even faster.
  • Even with the delay on teleportation, it's worth considering it as an escape option. If you find yourself cornered by enemies or a long way away from the next stair case up, activate a teleport and hold out until it kicks in. Teleport traps still function instantly, by the way.

Zot Defense

In the Zot Defense mini-game, you are instead charged with guarding the Orb from wave after wave of random enemies. Only after you've fought off enough enemies to earn 15 runes are you allowed to grab the Orb and escape.

History

Prior to 0.8, the Orb did not resist Apportation.

Prior to 0.9, it did not limit controlled teleports; in fact, the player was unable to do so on Zot:5 until they collected the Orb. The Orb also only weighed 30 aum.

Prior to 0.10, it did not have a mutagenic glow nor reduce stealth.

The Orb's origin.