Difference between revisions of "Orb of Zot"

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{{flavour|Once you have escaped to the surface with this invaluable artefact, your quest is complete.}}
  
[[Image:Wizcastle.gif|right|thumb|200px|The Orb's origin.]]
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[[File:Orb_of_Zot.png]] The '''Orb of Zot''' is located in a vault on the deepest floor of [[the Realm of Zot]], guarded by terrible monsters ([[ancient lich]]es, [[Orb Guardian]]s, [[orbs of fire]], all kinds of [[list of dragons|dragons]] and [[list of draconians|draconians]]) and surrounded by indestructible walls. Acquiring the Orb and escaping back to the surface is the final step to win the game. Doing so without fighting your way past its guardians is nearly impossible, as the entire Realm of Zot slows down [[teleportation]] and renders [[Controlled Blink]] random, and the Orb actively resists [[Apportation]] attempts (1 out of every 3 attempts will fail, each attempt will create a loud [[noise]], and successfully apporting it means all hell breaks loose).
  
{{flavour|Once you have escaped to the surface with this invaluable artefact, your quest is complete.}}
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==Ascension==
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Once the Orb is in your possession, you merely have to carry it out of the Dungeon to win the game. Unfortunately, once the Orb has been moved (either through [[Apportation]] or by simply picking it up), the various entities guarding it are alerted to your theft and will begin chasing you down en masse; this part of the game is often referred to as the ''orb run''. During the orb run, numerous terrible things happen:
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* The [[Translocation]]-hampering effects you've experienced throughout the Realm of Zot become permanent ([[Controlled Blink]]s become random, almost all teleports take 5 to 9 turns longer to kick in, and [[Passage of Golubria]] does not function). [[Teleport trap]]s still function immediately, however, and can almost always be found near the Orb.
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* All floors throughout the entire Dungeon will now begin spawning a wide variety of [[Hell]]- and [[Pandemonium]]-type monsters, [[Orb Guardian]]s, and [[Pandemonium lord]]s, all at a greatly increased rate (see [[monster generation]]). Most of these will generate just beyond your [[line of sight]].
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* The Orb itself emits strange energy, reducing your [[stealth]] and causing [[magic contamination]] to last longer.  
  
[[File: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 lich]]es, [[Orb Guardian]]s, [[orb of fire|orbs of fire]], all kinds of [[dragon]]s and draconians) and surrounded by indestructible walls. Acquiring the Orb and escaping back to the surface is the final step to win the game.
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===Strategy===
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*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 clear out the extended end-game and collect as many of the 15 runes as you can before beginning the ascent.
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*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.
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*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; picking D:0 as your destination plots a course straight for the exit.
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*Don't be afraid to use up your consumable items at this point. [[Potions of haste]], [[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 impromptu tunnels if it'll get you away from nasty opponents or up a floor even faster. If you're feeling paranoid (and why shouldn't you be?), consider creating those pathways ''before'' you grab the Orb.
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*Even with the delay on teleportation, it's worth considering 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.
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*[[The Abyss]] is unique in that its monster generation rate and makeup is unaffected once you pick up the Orb. If you're cornered and could use a chance to heal up in (relative) safety, zipping off to the Abyss will give you the time you need. Of course, unless you're a [[Lugonu]] follower, convenient access to the Abyss is rarely available outside of the [[Depths]]...
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*Find ''Dungeon Crawl'' too easy? For an added challenge, try avoiding [[the Tomb]], [[Pandemonium]], or the branches of [[Hell]] until you're already on your Orb run.
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*Using Apportation on the Orb of Zot WILL start the Orb run. Previously it was advisable to apport the orb to the nearest stairs, but now using Apportation will begin the ascension. Plan accordingly.
  
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 [[Abyss]]- and [[Pandemonium]]-type monsters (including [[Pandemonium lord]]s), 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.
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==Zot Defence==
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In the [[Zot Defence]] 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.
  
==Zot Defense==
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==Trivia==
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.
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[[File:Wizcastle.gif|thumb|200px|The Orb's origin]] The Orb of Zot originally comes from an old text-based DOS game called ''The Wizard's Castle'', in which the player was an adventurer on a quest to retrieve it, much as in ''Dungeon Crawl''.
  
 
==History==
 
==History==
Prior to [[0.8]], the Orb did not resist Apportation.  
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*Prior to [[0.17]], [[Controlled Blink]]s functioned normally while the Orb was in your possession. Additionally, the orb run only started when you had physically picked up the orb -- Apportation was only difficult and generated noise.
 
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*Prior to [[0.14]], grabbing the Orb sealed the portals to Abyss/Pan/Hell, and it counted as an inventory item.
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.
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*In [[0.13]], the monsters you faced while ascending were made deadlier (fewer weak demons, plus the addition of [[Orb Guardian]]s).
 
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*Prior to [[0.13]], possession of the Orb caused a teleportation delay of 5-9 turns only 50% of the time.
Prior to [[0.10]], it did not have a mutagenic glow nor reduce stealth.  
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*Prior to [[0.12]], the player could drop the Orb after it had been picked up. Also, the Apportation failure rate was only 1 in every 6 attempts.
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*Prior to [[0.10]], the Orb did not have any penalties to [[stealth]] or [[magic contamination]].
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*Prior to [[0.9]], the orb didn't apply -cTele while it was in your possession, and instead removed -cTele from Zot:5. Also, the Orb's weight was only 30 [[aum]].
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*Prior to [[0.8]], the Orb wouldn't resist Apportation attempts.
  
 
[[Category:Items]]
 
[[Category:Items]]

Revision as of 06:48, 28 July 2018

Version 0.21: 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 deepest floor of the Realm of Zot, guarded by terrible 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. Doing so without fighting your way past its guardians is nearly impossible, as the entire Realm of Zot slows down teleportation and renders Controlled Blink random, and the Orb actively resists Apportation attempts (1 out of every 3 attempts will fail, each attempt will create a loud noise, and successfully apporting it means all hell breaks loose).

Ascension

Once the Orb is in your possession, you merely have to carry it out of the Dungeon to win the game. Unfortunately, once the Orb has been moved (either through Apportation or by simply picking it up), the various entities guarding it are alerted to your theft and will begin chasing you down en masse; this part of the game is often referred to as the orb run. During the orb run, numerous terrible things happen:

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 clear out the extended end-game and collect as many of the 15 runes as you can 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; picking D:0 as your destination plots a course straight for the exit.
  • Don't be afraid to use up your consumable items at this point. Potions of haste, 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 impromptu tunnels if it'll get you away from nasty opponents or up a floor even faster. If you're feeling paranoid (and why shouldn't you be?), consider creating those pathways before you grab the Orb.
  • Even with the delay on teleportation, it's worth considering 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.
  • The Abyss is unique in that its monster generation rate and makeup is unaffected once you pick up the Orb. If you're cornered and could use a chance to heal up in (relative) safety, zipping off to the Abyss will give you the time you need. Of course, unless you're a Lugonu follower, convenient access to the Abyss is rarely available outside of the Depths...
  • Find Dungeon Crawl too easy? For an added challenge, try avoiding the Tomb, Pandemonium, or the branches of Hell until you're already on your Orb run.
  • Using Apportation on the Orb of Zot WILL start the Orb run. Previously it was advisable to apport the orb to the nearest stairs, but now using Apportation will begin the ascension. Plan accordingly.

Zot Defence

In the Zot Defence 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.

Trivia

The Orb's origin
The Orb of Zot originally comes from an old text-based DOS game called The Wizard's Castle, in which the player was an adventurer on a quest to retrieve it, much as in Dungeon Crawl.

History

  • Prior to 0.17, Controlled Blinks functioned normally while the Orb was in your possession. Additionally, the orb run only started when you had physically picked up the orb -- Apportation was only difficult and generated noise.
  • Prior to 0.14, grabbing the Orb sealed the portals to Abyss/Pan/Hell, and it counted as an inventory item.
  • In 0.13, the monsters you faced while ascending were made deadlier (fewer weak demons, plus the addition of Orb Guardians).
  • Prior to 0.13, possession of the Orb caused a teleportation delay of 5-9 turns only 50% of the time.
  • Prior to 0.12, the player could drop the Orb after it had been picked up. Also, the Apportation failure rate was only 1 in every 6 attempts.
  • Prior to 0.10, the Orb did not have any penalties to stealth or magic contamination.
  • Prior to 0.9, the orb didn't apply -cTele while it was in your possession, and instead removed -cTele from Zot:5. Also, the Orb's weight was only 30 aum.
  • Prior to 0.8, the Orb wouldn't resist Apportation attempts.