Difference between revisions of "Orb of fire"

From CrawlWiki
Jump to: navigation, search
(Updated for 0.13)
m (Actually change the version template)
(14 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{version012}}
+
{{version021}}
<!--monster-bot-begin-->
+
{{monster info}}
{{monster
 
|name=orb of fire
 
|glyph={{Red|*}}
 
|tile=[[File:Orb of fire.png]]
 
|flags={{Glows flag}}<br>{{Insubstantial flag}}<br>{{Levitate flag}}<br>{{See invisible flag}}<br>{{!sil flag}}
 
|resistances={{Hellfire resistance}}, {{Cold resistance}}, <br>{{Electricity resistance 3}}, {{Poison resistance 3}}, <br>{{Negative energy resistance 3}}, {{Torment resistance}}, <br>{{Rot resistance 3}}, {{Sticky flame resistance}}, <br>{{Constriction resistance}}
 
|vulnerabilities={{Silver vulnerability}}
 
|max_chunks=0
 
|meat={{No corpse}}
 
|xp=9248
 
|holiness={{Nonliving}}
 
|magic_resistance=Immune
 
|hp_range=150
 
|avg_hp=150
 
|armour_class=20
 
|evasion=20
 
|habitat=Land
 
|speed= 15
 
|size={{little}}
 
|item_use={{Uses nothing}}
 
|attack1=
 
|attack2=
 
|attack3=
 
|attack4=
 
|hit_dice=30
 
|base_hp=0
 
|extra_hp=0
 
|fixed_hp=150
 
|intelligence={{Normal intelligence}}
 
|genus=orb of fire
 
|species=orb of fire
 
}}
 
{{Flavour|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<br>
 
But in his motion like an angel sings,<br>
 
Still quiring to the young-eyed cherubins.<br>
 
-William Shakespeare, _The Merchant of Venice_, V, i. 1597}}
 
 
 
<!--monster-bot-end-->
 
 
 
 
 
  
 
==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]].
+
'''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 monsters have traumatized many adventurers who died just before reaching the [[Orb of Zot]]. They can occasionally be found throughout [[the Realm of Zot]] or in certain [[Ziggurat]] floors, and are always found in the Orb chamber of [[Zot:5]].
 
 
<!--spl-bot-begin-->
 
==Spells==
 
 
 
{{Spellcaster
 
|number=
 
|slot1=[[Bolt of Fire]] (3d40)
 
|slot2=[[Bolt of Fire]] (3d40)
 
|slot3=''none''
 
|slot4=[[Malmutate]]
 
|slot5=[[Fireball]] (3d43)
 
|slot6=[[Fireball]] (3d43)
 
}}
 
{{clear}}
 
  
<!--spl-bot-end-->
+
{{monster spells}}
  
 
==Tips & Tricks==
 
==Tips & Tricks==
 
*[[Silence]] has no effect on them.
 
*[[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.
+
*Having rF+++ provides 80% [[fire]] damage reduction, making it much easier to survive their brutal [[Fire Magic]]. Only having rF+ can be sufficient with strong offensive abilities, however it is worth noting that orb of fire fireballs can still average above 30 damage with rF+, due to their incredibly high damage formula (3d43, which has its maximum possible roll at 129). Couple this with the fact they have 15 speed, and they can still deal huge amounts of damage in a single turn.
 
*Battling one while [[haste]]d 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.
 
*Battling one while [[haste]]d 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.
+
*Orbs of fire are immune to [[fire]], [[electricity]], [[poison]], and [[negative energy]]; the only exception is [[cold]], to which they have partial resistance ('''rC+'''). [[Glaciate]] is an good 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 of the spell, but it's less effective. Unresistable [[Conjurations]] such as [[Orb of Destruction]], [[Iron Shot]], or [[Lehudib's Crystal Spear]] are also good options: they are easier to find, 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).
+
**Casters capable of using these high-level Conjurations are strongly advised to use a [[Spellforged Servitor]] as well. They can deal serious damage to the orb, resist much of the orb's overwhelming fire damage, and soak any Malmutation attempts (so long as you hide behind your servitor).
*Melee fighters should use heavy [[antimagic]]-[[brand]]ed 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.
+
*You can hit the orb with [[Freezing Cloud]] to create a [[Fire Magic]]-soaking wall, even further reducing the orb's ability to injure you.
*Orbs of fire are [[chaotic]], so ranged weapon fighters can use [[silver]] ammunition to deal tremendous damage to them.
+
*Avoid fighting 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.
*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.
+
*Trog worshippers, and other melee fighters who happen to find such a weapon, should use heavy [[antimagic]]-[[brand]]ed weapons to severely limit the orb's ability to do anything. A melee-capable [[Vine Stalker]]'s auxiliary bite attack is also effective. 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. [[Distortion]] weapons can do a fair amount of extra damage, but the risk of blinking or teleporting them away from you can be quite dangerous, particularly if you are fighting one on Zot:5.
*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:  
+
*Orbs of fire are [[chaotic]], so ranged weapon fighters can use [[silver]] ammunition to deal tremendous damage to them. Don't bother with [[Zin]]'s "Recite" ability, however; a 30HD monster can never be Recited to.
 +
*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:  
 
{{crawlquote|The orb of fire glows yellow.<br>
 
{{crawlquote|The orb of fire glows yellow.<br>
 
The orb of fire glows bright magenta.<br>
 
The orb of fire glows bright magenta.<br>

Revision as of 14:31, 29 July 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.
orb of fire *Orb of fire.png
HP 99-200
HD 30
XP 8528
Speed 15
AC 20
EV 20
Will Immune



Resistances rF+++
rC+
rElec+++
rPois+++
rMiasma
rN+++
rTorm
rSticky
Vulnerabilities Silver
Habitat Land
Intelligence Human
Uses Uses nothing
Holiness Non-living
Size Little
Type orb of fire, orb of fire
Flags See invisible
Flying
Unbreathing
Insubstantial
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 monsters have traumatized many adventurers who died just before reaching the Orb of Zot. They can occasionally be found throughout the Realm of Zot or in certain Ziggurat floors, and are always found in the Orb chamber of Zot:5.

Spells

Spell set I
Slot1 Bolt of Fire (3d40) Magical flag
Slot2 Fireball (3d43) Magical flag
Slot3 Malmutate Magical flag

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. Only having rF+ can be sufficient with strong offensive abilities, however it is worth noting that orb of fire fireballs can still average above 30 damage with rF+, due to their incredibly high damage formula (3d43, which has its maximum possible roll at 129). Couple this with the fact they have 15 speed, and they can still deal huge amounts of damage in a single turn.
  • 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.
  • Orbs of fire are immune to fire, electricity, poison, and negative energy; the only exception is cold, to which they have partial resistance (rC+). Glaciate is an good 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 of the spell, but it's less effective. Unresistable Conjurations such as Orb of Destruction, Iron Shot, or Lehudib's Crystal Spear are also good options: they are easier to find, 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.
    • Casters capable of using these high-level Conjurations are strongly advised to use a Spellforged Servitor as well. They can deal serious damage to the orb, resist much of the orb's overwhelming fire damage, and soak any Malmutation attempts (so long as you hide behind your servitor).
  • You can hit the orb with Freezing Cloud to create a Fire Magic-soaking wall, even further reducing the orb's ability to injure you.
  • Avoid fighting 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.
  • Trog worshippers, and other melee fighters who happen to find such a weapon, should use heavy antimagic-branded weapons to severely limit the orb's ability to do anything. A melee-capable Vine Stalker's auxiliary bite attack is also effective. 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. Distortion weapons can do a fair amount of extra damage, but the risk of blinking or teleporting them away from you can be quite dangerous, particularly if you are fighting one on Zot:5.
  • Orbs of fire are chaotic, so ranged weapon fighters can use silver ammunition to deal tremendous damage to them. Don't bother with Zin's "Recite" ability, however; a 30HD monster can never be Recited to.
  • 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.