Orb of Destruction

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Version 0.28: This article may not be up to date for the latest stable release of Crawl.
Orb of destruction.png Orb of Destruction
Level 7
School1 Conjuration
Source(s) Book of Dangerous Friends
Book of the Spheres
Casting noise 7
Spell noise 0
Power Cap 200
Range LOS
Flags Dir or target, Needs tracer, Not self
Conjures an orb made of pure destructive magic. Compared to most other projectiles, these orbs travel at a relatively slow pace. The orbs home onto their targets, yet because of their huge inertia, especially agile opponents may be able to outmanoeuvre them. The orbs need some time to stabilize, and a nascent orb will deal reduced damage.

Residents of the dungeon are able to maintain the orb until it impacts a target, but when cast by you the orb will dissipate upon leaving your line of sight.

Spell Details
Damage Formula 9d([60 + Power]/12)
Max Damage 9d21
Max Power 200
Range full
Targeting Special
To-hit infinite
Special Creates physical orb.
Power multiplied by distance*0.3, if dist<4.

Orb of Destruction (OoD or IOOD, the I standing for "Iskenderun's") is a level 7 Conjurations spell which launches a tangible orb of energy to attack your enemies.

Useful Info

A conjured globe of pure magic that homes onto a designated target, albeit with massive inertia. A smart and agile person may move out of its path, causing it to miss its target. It cannot be avoided by Dodging skill, and is able to make sharp turns to hit adjacent targets.

Creates an Orb of Destruction in a specified direction. It occupies a tile on the dungeon, is speed 30, but you or monsters are unable to interact with it. Only another OOD colliding with another can destroy an orb, which will disintegrate both of them. If both orbs have traveled 2 or more tiles, it will create a damaging and massively loud 1-tile explosion. If both orbs are fired in the same direction, the damage shouldn't happen. This is especially likely to happen when hasted; make sure you back up (or at least wait a turn for the existing orb to make space, which should avoid the explosion) before casting again.

Orbs have a specified "angle" and "position", and are not limited to the 8 dungeon directions. When casting the spell, the angle will randomly be offset by a random amount inversely related to spellpower. Orbs will softly home towards a target (less than 45 degrees/game turn), but will not turn sharply, except for a special rule. If you are adjacent to an OOD and move to another adjacent square, you'll trigger an "en passant" and the orb will trigger anyway. An orb's offset and inertia might make it hit dungeon walls and dissapate harmlesly, so this spell is not entirely accurate in a hallway.

The orb itself is extremely powerful, dealing 9d21 at maximum power that works at full range. It completely ignores EV but can be blocked and even reflected with high SH. However, its damage output is reduced by being too close:

  • Range 1: 30% damage
  • Range 2: 60%
  • Range 3: 90%
  • Range 4+: 100%

Creatures killed by this spell are typically blown apart into gory chunks, although any dragon capable of leaving scales (not trolls) will not explode when it dies.

Monster Version

There are a few notable differences with your and monster OODs. Your orb also will dissipate the turn after it leaves your line of sight, but an enemy's orb will continue to move around until it hits something. In addition, monster OODs are subject to random energy.

The following enemies cast Orb of Destruction:

The following enemies may be able to cast Orb of Destruction, depending on their spell set:

Tips & Tricks

  • Due to the orb's predilection for swerving into walls, use another spell like Iron Shot, as the orb will often fail at distances greater than 3-4 tiles. When launching an orb in wider hallways, situate yourself on the wall opposite from the one your target is nearest:
   Example 1:                  Example 2:                         
        ###########                 ###########
        .@....M....                 ......M....
        ...........                 .@.........
        ###########                 ###########
   Bad: Risks hitting wall.    Better: Much less risk.
  • Orbs of Destruction are very effective against statues and other foes which have high resistance to elemental damage.
  • When stair-dancing, orbs can be used as a fire-and-forget missile. Stand on the stairs, fire off an orb at the most dangerous target four or five squares away (for full power), then use the stairs. Since you still count as being on the current level while climbing the stairs, the orb doesn't dissipate immediately and has two turns of travel time -- enough to hopefully strike its target.
    • This tactic is most effective while stair-dancing against a single powerful enemy; once the stairs have been surrounded by multiple foes, Orb of Destruction loses much of its effectiveness.
  • You can make an orb vs. orb situation work for you if you also have Blink or can retreat quickly: you can blink away safely while the enemy takes damage when the orbs collide.
  • The spell is not too loud, except for when two orbs collide. Should this occur, be prepared for a swarm of curious enemies making a bee-line for you. This is an excellent technique for attracting half a dungeon level or dangerous uniques to one area of the dungeon, while you then start exploring from a different stairway.
  • If you can see through a wall, the orb won't dissipate if you hide behind it. Ashenzari worshipers can have transparent walls whenever they want.
  • Each casting of OoD creates a trail of short-lived purple clouds behind it. These are harmless, but can get in the way of any cloud spells you may wish to cast.

Defending Against IOODs

  • Moving out of the way is the simplest way to avoid orbs of destruction, though the orbs' ability to home in on you makes this more difficult than it sounds. The orb's swerving means you can't just move diagonal once its adjacent to you. Walk perpendicular to the orb's path and start moving early, as you'll need some space to pull this off. In tight quarters without much empty space to maneuver in, ducking behind cover, such as around a corner or behind another monster, can also be effective.
  • Summoned creatures, undead thralls, or temporary allies can take the hit for you. Switch positions with your minion before the orb hits. You can even create a Fulminant Prism and it will block the hit.
  • Blinking at the last possible moment has a decent chance of putting you out of the orb's current trajectory, and if there's a wall behind you, the orb will be destroyed. Controlled blinking with a scroll of blinking is significantly safer, but teleporting usually takes too long (unless it's via a teleport trap).
  • Firing your own orb at the caster will usually result in the orbs colliding and exploding violently. A bit expensive and dangerous in close quarters, but effective.
  • Characters with high SH will occasionally block orbs, negating them entirely. This isn't something to rely upon, but it's nice when it happens.
  • Being adjacent to the caster reduces the orb's damage tremendously.
  • Note that you can never run faster than the orb. It has move delay of 3.33; even a hasted spriggan has a move delay of 4. Your only options are to block it or get out of the way.

History

  • In 0.28, Orbs of Destruction were penalized more for short range. The power formula was also changed, making the spell a bit weaker.
  • Prior to 0.20, Orb of Destruction could destroy dungeon features like doors, statues, or rock walls.
  • Prior to 0.14, Orb of Destruction was available in the Book of Annihilations.