Difference between revisions of "Oklob plant"

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==Tips & Tricks==
 
==Tips & Tricks==
*''Crawl'' automatically travel-excludes tiles in an oklob plant's range of fire, so it's hard to get hurt by them unless you're actively taking them on.
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*''Crawl'' automatically travel-excludes tiles in range of an oklob, so it's hard to get hurt unless you're actively taking them on.
*Hostile oklob plants cannot fire through other [[plant]]s, besides [[bush]]es. This is fortunate, as they tend to spawn near regular plants and fungi that block their line of fire. The exclusion zone won't take this into account, however, and it can be tricky to figure out exactly which spaces are out of their line of fire if you're approaching them from an angle.
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:Like most things in Crawl, if you aren't prepared to deal with them, you can usually stay away. You can always fight them later. It's rare for oklobs to be guarding something vital to winning, and even then, you can go to Dungeon or Orc.
**[[Smite-targeted]] and [[piercing]] attacks from behind a nearby plant let you take down an oklob in complete safety. [[Airstrike]], [[Freezing Cloud]], [[Fulminant Prism]], [[javelin]]s, [[Portal Projectile]]... all of those are great examples.
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*Hostile oklobs won't fire past regular [[plant]]s. Many oklob vaults will spawn them behind a wall of plants, allowing you to use [[smite-targeted]] or [[piercing]] attacks ([[javelin]]s, [[[Fulminant Prism]], [[Airstrike]]...) to take them out. (Like with all enemies, oklobs ''can'' fire past [[bush]]es, though.)
**Oklobs created by Fedhas worshipers may fire through allied plants.
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:The exclusion zone won't take into account any plants in the way, so it can be tricky to determine their "real" line of fire.
*If you absolutely need to destroy an oklob plant, it's best done slowly and carefully; oklob plants can't go anywhere, so there's no reason you can't take your time about it. You'll probably want to clear as much of the rest of the floor as possible before dealing with the oklob since being interrupted by something dangerous when you're already hurt and corroded is a good way to get yourself killed.
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*If you absolutely need to destroy a group of oklob plants, it's best done slowly and carefully. It can't go anywhere, so there's no need to hurry. It's usually best to clear the rest of the floor before taking it on; fighting something while heavily corroded isn't a good idea.
**Ranged attackers should stand at the very edge of an oklob's line of sight and keep attacking, retreating whenever you get too badly injured or corroded. This goes better if you have a source of regeneration (such as from the [[amulet of regeneration|amulet]]), as the oklob will remain damaged.
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**[[Summon]]s can waylay an oklob plant while you hang back. Command them to attack it using the 't' key, though you must keep the plant in your line of sight (preferably from behind a plant or summoned meatshield).
**Summoned creatures can waylay an oklob plant while you hang back. Command them to attack it using the 't' key, though you must keep the plant in your line of sight (preferably from behind a plant or summoned meatshield).
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**Ranged attackers should fight at the edge of [[line of sight]]. If things get too hairy, you can go out of sight, allowing you to regenerate. This can be combined with an [[amulet of regeneration]] to eventually take it out. Don't let multiple oklobs fire you at once, since 2+ acid bolts can likely kill most characters in Lair.
 
**Use [[invisible|invisibility]] to avoid attracting their attention or to allow you sneak up on them. This significantly reduces their ability to hit you with acid, but they do still occasionally get lucky.
 
**Use [[invisible|invisibility]] to avoid attracting their attention or to allow you sneak up on them. This significantly reduces their ability to hit you with acid, but they do still occasionally get lucky.
**Oklobs don't have much [[willpower]], so users of [[Hexes]] or [[Evocations]] can easily disable a plant. A [[wand of polymorph]] might create a [[thorn hunter]], so its best to stray away from them.
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**Oklobs don't have much [[willpower]], so [[Hexes]] or hex [[wand]]s can easily disable a plant. A [[wand of polymorph]] can create [[thorn hunter]]s and [[shambling mangrove]]s, so best not to polymorph one.
*If you're not prepared to deal with them, just keep your distance. Oklob plants are a good time to remember that ''Crawl'' doesn't require you to kill everything that crosses your path. With all the different ways to travel between levels and gather [[rune]]s, it's rare for an oklob plant to be obstructing something that is ''absolutely'' vital.
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*For Fedhas worshippers, oklobs are powerful allies. The [[corrosion]] status is very useful; inflicting -8 AC is a strong effect in practice. The oklobs themselves deal good damage, too. Plants under Fedhas can fire through each other.
  
 
==History==
 
==History==
*Prior to [[0.28]], all acidic damage could deal an extra acidic splash (4d5 on players), so Spit Acid's base damage was lower.
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*Prior to [[0.28]], all acidic damage could deal an extra acidic splash (4d5 on players), though Spit Acid only had 3d7 base damage.

Revision as of 03:25, 26 July 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

For a list of all plants, see list of plants.

oklob plant POklob plant.png
HP 36-74
HD 10
XP 559
Speed 10 (stationary)
AC 10
EV 0
Will 40



Resistances rPois+
rAcid+++
rDrown
rTorm
Vulnerabilities None
Habitat Land
Intelligence Brainless
Uses Uses nothing
Holiness Plant
Size Small
Type plant, oklob plant
Flags Unbreathing
Stationary
A very dangerous plant which fends off predators by spraying corrosive vitriol at them. Even experienced adventurers give oklob plants a wide berth.

“Carbonic acid is one of the three materials which together form the starting point of vegetable growth; the others being water and nitric acid. This acid is formed of carbon and oxygen in the proportion of one part of the former to two of the latter chemically combined. It is a colorless gas, having an acid taste and smell; is soluble in water; weighs one-half more than air and can be poured from one vessel to another, as a liquid may be; 100 parts of water dissolve 106 parts of this gas, and it is from this source that the roots of plants derive the needed supplies of it.”
-Henry Stuart, _The Culture of Farm Crops: A Manual of the Science of
Agriculture, and a Hand-book of Practice for American Farmers_, ch X. 1887.

Useful Info

Oklob plants are vicious plants that spit acid at you from a distance. Not only will this take a large chunk out of your health, but it can also corrode you. Fortunately, oklob plants do not move and cannot pursue you if you flee.

Oklob plants are most often found in the Lair, but they may also appear throughout the Dungeon and most of the game's early branches.

In addition to turning all existing oklob plants neutral, worshipers of Fedhas Madash may use Grow Oklob ability to summon an allied oklob plant that will spit acid more often and will be summoned for longer with increasing Invocations. Another Fedhas' ability, Overgrow, sometimes produces oklobs or oklob saplings when turning dungeon walls into allied plants.

Spells

Spell set I
Slot1 Spit Acid (3d14) Natural flag

Tips & Tricks

  • Crawl automatically travel-excludes tiles in range of an oklob, so it's hard to get hurt unless you're actively taking them on.
Like most things in Crawl, if you aren't prepared to deal with them, you can usually stay away. You can always fight them later. It's rare for oklobs to be guarding something vital to winning, and even then, you can go to Dungeon or Orc.
  • Hostile oklobs won't fire past regular plants. Many oklob vaults will spawn them behind a wall of plants, allowing you to use smite-targeted or piercing attacks (javelins, [[[Fulminant Prism]], Airstrike...) to take them out. (Like with all enemies, oklobs can fire past bushes, though.)
The exclusion zone won't take into account any plants in the way, so it can be tricky to determine their "real" line of fire.
  • If you absolutely need to destroy a group of oklob plants, it's best done slowly and carefully. It can't go anywhere, so there's no need to hurry. It's usually best to clear the rest of the floor before taking it on; fighting something while heavily corroded isn't a good idea.
    • Summons can waylay an oklob plant while you hang back. Command them to attack it using the 't' key, though you must keep the plant in your line of sight (preferably from behind a plant or summoned meatshield).
    • Ranged attackers should fight at the edge of line of sight. If things get too hairy, you can go out of sight, allowing you to regenerate. This can be combined with an amulet of regeneration to eventually take it out. Don't let multiple oklobs fire you at once, since 2+ acid bolts can likely kill most characters in Lair.
    • Use invisibility to avoid attracting their attention or to allow you sneak up on them. This significantly reduces their ability to hit you with acid, but they do still occasionally get lucky.
    • Oklobs don't have much willpower, so Hexes or hex wands can easily disable a plant. A wand of polymorph can create thorn hunters and shambling mangroves, so best not to polymorph one.
  • For Fedhas worshippers, oklobs are powerful allies. The corrosion status is very useful; inflicting -8 AC is a strong effect in practice. The oklobs themselves deal good damage, too. Plants under Fedhas can fire through each other.

History

  • Prior to 0.28, all acidic damage could deal an extra acidic splash (4d5 on players), though Spit Acid only had 3d7 base damage.