Orb of Zot

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Version 0.9: This article may not be up to date for the latest stable release of Crawl.
The Orb's origin.
Once you have escaped to the surface with this invaluable artefact, your quest is complete.

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 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.

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 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.

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.