Difference between revisions of "Zot Defence"
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'''Zot Defence''' is a tower-defense-styled variation on [[Dungeon Crawl]]. After selecting one of the five available scenarios and character to play as, you are placed on a map and tasked with defending the [[Orb of Zot]] from all threats. Monsters will be generated in waves, swarming in from the upstairs. You must prevent the monsters from reaching the [[Orb of Zot]], which you may not pick up or apport. | '''Zot Defence''' is a tower-defense-styled variation on [[Dungeon Crawl]]. After selecting one of the five available scenarios and character to play as, you are placed on a map and tasked with defending the [[Orb of Zot]] from all threats. Monsters will be generated in waves, swarming in from the upstairs. You must prevent the monsters from reaching the [[Orb of Zot]], which you may not pick up or apport. | ||
− | During each turn in which a hostile monster stands over the Orb, you suffer one point of [[rot]] damage. Each time you go up one [[experience]] level, you receive a new special " | + | During each turn in which a hostile monster stands over the Orb, you suffer one point of [[rot]] damage. Each time you go up one [[experience]] level, you receive a new special "Zot Ability" which will aid you in protecting the Orb; the use of these abilities expends Zot Points, which are gained concurrently with experience. |
The waves of monsters grow in strength over time; at the end of each wave, an out-of-depth "boss" monster is generated. Every few waves, a [[rune]] is generated on the stairs along with the boss monster. You may pick up the Orb, and leave the dungeon with it, if you are carrying fifteen runes. | The waves of monsters grow in strength over time; at the end of each wave, an out-of-depth "boss" monster is generated. Every few waves, a [[rune]] is generated on the stairs along with the boss monster. You may pick up the Orb, and leave the dungeon with it, if you are carrying fifteen runes. |
Revision as of 21:23, 27 March 2013
Zot Defence is a tower-defense-styled variation on Dungeon Crawl. After selecting one of the five available scenarios and character to play as, you are placed on a map and tasked with defending the Orb of Zot from all threats. Monsters will be generated in waves, swarming in from the upstairs. You must prevent the monsters from reaching the Orb of Zot, which you may not pick up or apport.
During each turn in which a hostile monster stands over the Orb, you suffer one point of rot damage. Each time you go up one experience level, you receive a new special "Zot Ability" which will aid you in protecting the Orb; the use of these abilities expends Zot Points, which are gained concurrently with experience.
The waves of monsters grow in strength over time; at the end of each wave, an out-of-depth "boss" monster is generated. Every few waves, a rune is generated on the stairs along with the boss monster. You may pick up the Orb, and leave the dungeon with it, if you are carrying fifteen runes.
Scenarios
- I: Hall of Zot
- II: Battle Heart
- III: Two or Three?
- IV: Columnade
- V: Glassed Sandwich
Zot Abilities
Ability | Cost |
Make dart trap | 5 ZP |
Make oklob sapling | 60 ZP |
Make arrow trap | 30 ZP |
Make plant | 2 ZP |
Remove curse | Stat drain |
Make burning bush | 200 ZP |
Make altar | 50 ZP |
Make grenades | 2 ZP |
Make oklob plant | 250 ZP |
Make net trap | 2 ZP |
Make ice statue | 2000 ZP |
Make spear trap | 50 ZP |
Make alarm trap | 2 ZP |
Make mushroom circle | 10 ZP |
Make bolt trap | 300 ZP |
Make crystal statue | 2000 ZP |
Make needle trap | 30 ZP |
Zot-teleport | 2 ZP |
Make water | 10 ZP |
Make lightning spire | 100 ZP |
Make silver statue | 3000 ZP |
See also
Dungeon Sprint - Another Crawl variant coded by Chapayev.