Difference between revisions of "Orb of fire"

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==Useful Info==
 
==Useful Info==
'''Orbs of fire''' are fast, powerful, extremely durable horrors with access to brutal [[Fire Magic]] and the ability to inflict [[bad mutations]]. These end-game game-ending monsters have traumatized many adventurers who died just before reaching the [[Orb of Zot]]. They can occasionally be found throughout [[the Realm of Zot]], and are almost always found in the Orb chamber of [[Zot:5]].
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'''Orbs of fire''' are fast, powerful, extremely durable horrors with access to brutal [[Fire Magic]] and the ability to inflict [[bad mutations]]. These end-game game-ending monsters have traumatized many adventurers who died just before reaching the [[Orb of Zot]]. They can occasionally be found throughout [[the Realm of Zot]], and are almost always found in the Orb chamber of [[Zot:5]]. They may also be encountered in [[Ziggurat]]s.
  
 
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Revision as of 16:44, 22 November 2013

Version 0.12: This article may not be up to date for the latest stable release of Crawl.
orb of fire *Orb of fire.png
HP 150
HD 30
XP 9248
Speed 15
AC 20
EV 20
Will Immune



Resistances damnation, rC+,
rElec+++, rPois+++,
rN+++, rTorm,
rRot+++, rSticky,
rConstr
Vulnerabilities Silver
Habitat Land
Intelligence Normal
Uses Uses nothing
Holiness Non-living
Size Little
Type orb of fire, orb of fire
Flags Glows
Insubstantial
Levitate
See invisible
Silence immune
A globe of raw primordial fire, capable of impressive pyrotechnics, and of twisting the very flesh of creatures who come into its ken.

“There ’s not the smallest orb which thou behold’st
But in his motion like an angel sings,
Still quiring to the young-eyed cherubins.”
-William Shakespeare, _The Merchant of Venice_, V, i. 1597



Useful Info

Orbs of fire are fast, powerful, extremely durable horrors with access to brutal Fire Magic and the ability to inflict bad mutations. These end-game game-ending monsters have traumatized many adventurers who died just before reaching the Orb of Zot. They can occasionally be found throughout the Realm of Zot, and are almost always found in the Orb chamber of Zot:5. They may also be encountered in Ziggurats.

Spells

Spell set
Slot1 Bolt of Fire (3d40)
Slot2 Bolt of Fire (3d40)
Slot3 none
Slot4 Malmutate
Slot5 Fireball (3d43)
Slot6 Fireball (3d43)

Tips & Tricks

  • Silence has no effect on them.
  • Having rF+++ provides 80% fire damage reduction, making it much easier to survive their brutal Fire Magic. Wearing an amulet of resist mutation will prevent them from mutating you too heavily.
  • Battling one while hasted will significantly reduce the amount of time it has to roast or mutate you. Characters without proper defenses will definitely want to kill them as quickly as possible.
  • All orb of fire resistances are total except for cold, which is only partial. Ice Storm is an excellent method for taking out orbs of fire; it can strike multiple enemies at once, never misses, and the majority of the spell's damage will still get through. Fire Storm can also deal decent damage to them due to the unresistable damage portion, but it's less effective. Unresistable Conjurations such as Orb of Destruction, Iron Shot, or Lehudib's Crystal Spear are also good options: they're significantly easier to gain access to and can be fired safely at point-blank range, but they may take longer to get the job done if you miss a shot or two.
  • Don't fight more than one at a time. This is a major reason to avoid spending any significant periods of time in the open areas adjacent to the Orb chamber on Zot:5. Unless you manage to catch them at the edge of your LOS, they tend to swarm you despite their lack of a melee attack, making it difficult or impossible to use most area-of-effect spells (e.g. the Storm spells).
  • Melee fighters should use heavy antimagic-branded weapons to severely limit the orb's ability to do anything. This won't guarantee enemy spell failure, but it will still stop the majority of them. Freezing and vorpal weapons can also be effective against them, but provide no defensive benefits. While distortion weapons will do a good amount of extra damage, they also may blink or teleport the orb away from you, which depending on your current situation can be quite dangerous.
  • Orbs of fire are chaotic, so ranged weapon fighters can use silver ammunition to deal tremendous damage to them.
  • While their being chaotic means they are subject to the worst effects of Zin's Recite, using that ability against orbs of fire is a very bad idea: three turns helpless next to such a monster gives it plenty of time to kill you, and even if you have enough fire resistance to endure that kind of beating, they have such high HD that they usually resist anyway. On the other hand, if you're a Zin worshiper, remember you have Sanctuary if necessary: the Realm of Zot is an excellent place to use it.
  • The "glowing" colors the orb cycles through indicate merely that it has cast a spell; it bears no relation to the type of spell cast or about to be cast:
The orb of fire glows yellow.

The orb of fire glows bright magenta.
The orb of fire glows deep purple.
The orb of fire glows red.

The orb of fire emits a lurid red light.

History

In very ancient, pre-Stone Soup versions of Crawl, these monsters were instead called "Swords", as can be seen in this ancient changelog, in a reference to the Chronicles of an Age of Darkness by Hugh Cook. This explains the rather nonsensical (from a thematic standpoint) inclusion of Malmutate in their spell set, since they were originally very different monsters.