Difference between revisions of "The Realm of Zot"

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{{flavour|A region of the dungeon that is so terrifying, so full of madness, frenzy and lunacy, that it has been locked securely against random trespassers. Only the most demented adventurers would dare gather the required keys, break the seal and penetrate deeper — all in the vain hope for a fabled artefact no one has ever laid eyes on before.
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''Zot redirects here. For the force that pursues you throughout your adventure, see [[Zot clock]]. For the mythical wizard said to have created the [[Orb of Zot]], see [[Zot (mythical wizard)]].''
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{{flavour|The Realm of Zot is a region of the dungeon that is so terrifying, so full of madness, frenzy and lunacy, that it has been locked securely against random trespassers. Only the most demented adventurers would dare gather the required keys, break the seal and penetrate deeper — all in the vain hope for a fabled artefact no one has ever laid eyes on before.
  
The Realm of Zot is five levels deep and can only be entered when carrying at least three runes.}}
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The entrance to this branch can be found on level 4 of the Depths.
  
{{flavour|This gate leads to the Realm of Zot, the final stage of your quest as its deepest level houses the infamous Orb of Zot. Both the Orb and this Realm have a fearsome and questionable reputation, but one piece of information seems to be for certain: The monsters inhabiting this area and protecting the Orb are strong and strange - some of them nowhere encountered but here.}}
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This branch can only be entered while carrying at least 3 runes of Zot.
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This branch is 5 levels deep.}}
  
 
[[File:Zot entry.png]] '''The Realm of Zot''' is the final [[branch]] in the game. It houses the goal of your quest, the legendary [[Orb of Zot]], but its ferocious guardians won't let you just walk in and take it without a fight...
 
[[File:Zot entry.png]] '''The Realm of Zot''' is the final [[branch]] in the game. It houses the goal of your quest, the legendary [[Orb of Zot]], but its ferocious guardians won't let you just walk in and take it without a fight...
  
 
==Useful Info==
 
==Useful Info==
The Realm of Zot is 5 floors deep. Three locked portals to the Realm are always found on the 27th floor of [[the Dungeon]]. To unlock them, you will need three [[runes of Zot]], acquired by clearing other Dungeon branches.  
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The Realm of Zot is 5 floors deep. A single [[rune lock|locked]] portal to the Realm can be found on the 4th floor of [[the Depths]]. To unlock it, you will need at least three [[runes of Zot]], acquired by clearing other branches.
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The layout of the Realm of Zot is occasionally similar to the [[Elven Halls]] (a series of small and large rooms interconnected by narrow corridors), though each floor has a high chance of instead being a massive floor-wide [[vault]] with wide hallways and a generally symmetrical layout. The mere proximity of the Orb warps space throughout the Realm, interfering with certain kinds of [[Translocations]]: [[teleport]]s are delayed to 8-14 turns, while [[Passage of Golubria]] lasts shorter and is less predictable.
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The [[Zot:5|final floor]] of the Realm of Zot houses the [[Orb of Zot]]. It is defended by some of the most dangerous monsters you will face in a vault designed to make reckless behavior extremely risky. Since the biggest open areas available are filled with several of the nastiest opponents in the game, [[teleport]]ing is a much less reliable panic button here than it is elsewhere.
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Visiting and clearing the Realm of Zot can be done long before you decide you've collected enough runes and are ready to win the game, and doing so will likely provide you with useful items and a significant amount of [[experience]]. It isn't until you actually pick up the Orb itself that the game enters its final stage. Read the [[Orb of Zot]] article for details on the Orb, the ascension run, and winning the game.
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==Monsters==
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===Common monsters===
  
The layout of the Realm of Zot is similar to the [[Elven Halls]] (a series of small and large rooms interconnected by narrow corridors). The Realm is filled with a number of dangerous opponents, many of which are seen nowhere else:
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{| class="prettytable" style="border:none; margin:0; padding:0;"
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| {{Brown|d}} [[File:Draconian (monster).png]] '''[[List of draconians|Draconians]] || {{monsterlink|Moth of wrath}} || {{monsterlink|Ghost moth}} || {{monsterlink|Death cob}}
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|-
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| {{monsterlink|Shadow dragon}} || {{monsterlink|Golden dragon}} || {{monsterlink|Quicksilver dragon}} ||  {{monsterlink|Storm dragon}}
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|-
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| {{monsterlink|Tentacled monstrosity}} ||  {{monsterlink|Curse toe}} ||  {{monsterlink|Orb guardian}} || {{monsterlink|Electric golem}}
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|}
  
*Any mature [[list of draconians|draconian]]
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===Dangerous monsters===
*[[Dragon]]s, [[ice dragon]]s, [[storm dragon]]s, [[shadow dragon]]s, [[bone dragon]]s, [[iron dragon]]s, and [[golden dragon]]s
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{{monsterlink|Killer Klown}}
*[[Ghost moth]]s and [[moths of wrath]]
 
*[[Death cob]]s
 
*[[Killer Klown]]s
 
*[[Curse toe]]s
 
*[[Lich]]es and [[ancient lich]]es
 
*[[Electric golem]]s
 
*[[Orb Guardian]]s
 
*And the ever-terrifying [[orb of fire]]
 
  
The [[Zot:5|final floor]] of the Realm of Zot houses the [[Orb of Zot]]. It is defended by some of the most dangerous monsters you will face, and in a layout that makes reckless behavior extremely risky. [[Teleport control]] is disabled on the floor, and since the biggest open areas available are filled with several of the nastiest opponents in the game, [[teleport]]ing is a much less reliable panic button than it is elsewhere
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{{monsterlink|Ancient lich}}
  
Visiting and clearing the Realm of Zot can be done long before you decide you've collected enough runes and are ready to win the game, and doing so will likely provide you with useful items and a significant amount of [[experience]]. It isn't until you actually pick up the Orb itself that the game enters its final stage. Read the [[Orb of Zot]] article for details on the Orb, the ascension run, and winning the game.
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{{monsterlink|Dread lich}}
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{{monsterlink|Orb of fire}}
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===Uniques===
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{| class="prettytable" style="border:none; margin:0; padding:0;"
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| {{monsterlink|Grunn}}
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| {{monsterlink|Josephina}}
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| {{monsterlink|Parghit}}
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| {{monsterlink|Tiamat}}
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| {{monsterlink|Vv}}
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|}
  
 
==Recommendations==
 
==Recommendations==
The first four floors of the Realm of Zot can be cleared as soon as you've acquired 3 runes of Zot and reached the entrance on D:27, but doing so without preparations for the many threats here can be extremely costly:
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The first four floors of the Realm of Zot can be cleared as soon as you've acquired 3 [[runes of Zot]] and reached the entrance on Depths:4, but doing so without preparations for its many threats can be extremely costly:
*The bands of draconians you encounter have a wide variety of abilities at their disposal; engaging an entire band at once will give them time to [[corrode]] your gear, [[rot]] you, blast you with [[smiting]] and [[hellfire]], [[banish]] you to [[the Abyss]], or simply kill you with heavy damage. Whenever possible, try to break up the band and take them out one or two at a time, and if possible change your resistances to match the threats you face at the moment.
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*The [[list of draconians|bands of draconians]] you encounter have a wide variety of abilities at their disposal; engaging an entire band at once will give them time to [[corrode]] you, blast you with [[damnation]] or powerful [[Conjurations]], lock down your ability to teleport away, or simply beat you to death. Whenever possible, try to break up the band and take them out one or two at a time, and if possible change your resistances to match the threats you face at the moment. Also, be aware that draconians lack [[see invisible]]; an invisible player has a significant advantage when facing them.
*Due to the stone [[wall]]s of Zot and their ability to [[multizap]], electric golems can inflict staggering amounts of [[electricity]] damage very quickly. While it isn't necessary to keep up electricity resistance at all times, be ready to have it as soon as an electric golem appears. As they are fairly rare, a few [[potions of resistance]] should be sufficient.
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*Due to the rock and stone [[wall]]s of Zot and their ability to [[multizap]], electric golems can inflict staggering amounts of [[electricity]] damage very quickly. While it isn't necessary to keep up electricity resistance at all times, be ready to have it as soon as an electric golem appears. As they are fairly rare, a few [[potions of resistance]] should be sufficient. This also applies to storm dragons, but they're significantly more survivable without it.
*Most of the time, Killer Klowns aren't too dangerous. They can occasionally get lucky and deal very heavy damage with a single blow. If possible, kill or soften them up from a distance before engaging in melee.
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*Most of the time, [[Killer Klown]]s aren't too dangerous. However, their pies can inflict extremely dangerous random effects. Both silence and rF- can make fighting enemies much scarier, and there's an incredibly deadly combination of a [[bad form]] and -Potion, where you are stuck armourless while unable to use [[potion of cancellation]] to get out.
*[[Curse toe]]s are one of the only sources of [[torment]] in Zot, and charging in to face one will rapidly deplete your [[HP]] and force you to fight your way through a horde of nasty undead foes. Lure them into range around a corner to take away their biggest advantage.
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*[[Curse toe]]s are one of the only sources of [[torment]] in Zot, and charging in to face one will rapidly deplete your [[HP]] and force you to fight your way through a horde of nasty fungal foes. Lure them into range around a corner to take away their biggest advantage, and don't waste time on their summons if you have the chance to attack the toe.
 
*By far the most dangerous opponents in Zot are the [[orbs of fire]]. These opponents can do tremendous amounts of [[fire]] damage very rapidly, and will pile [[bad mutations]] on you if you don't have [[mutation resistance]]. On top of that, they are extremely durable. Unless you are extremely confident in your skills, don't explore Zot without a bare minimum of rF+, and avoid actually fighting orbs of fire without rF++ or better.
 
*By far the most dangerous opponents in Zot are the [[orbs of fire]]. These opponents can do tremendous amounts of [[fire]] damage very rapidly, and will pile [[bad mutations]] on you if you don't have [[mutation resistance]]. On top of that, they are extremely durable. Unless you are extremely confident in your skills, don't explore Zot without a bare minimum of rF+, and avoid actually fighting orbs of fire without rF++ or better.
  
The fifth and final floor of the Realm of Zot is taken up almost entirely by the sprawling Orb chamber. See the [[Zot:5]] article for details on how to assault the Orb chamber and its guardians.
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The fifth and final floor of the Realm of Zot is taken up almost entirely by the sprawling Orb chamber. See the [[Zot:5]] article for details on how to handle the Orb chamber and its guardians.
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==History==
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*Prior to [[0.28]], classed draconians could have varying colours, and Zot's entrance was on [[Depths]]:5.
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*Prior to [[0.27]], [[ancient lich]]es had 5 spell sets, making covering all resistances somewhat more necessary. [[Dread lich]]es were introduced to summon and inflict paralysis in their stead.
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*Prior to [[0.26]], scrolls of blinking and the removed [[Controlled Blink]] spell could not be controlled when in Zot or holding the [[Orb of Zot]]. Also, Passage of Golubria was uncastable, instead of behaving less predictably.
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*Prior to [[0.20]], scrolls of blinking behaved normally on a Zot level.
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*Prior to [[0.19]], the translocations restrictions of the [[Orb of Zot]] did not apply to the entire Realm of Zot.
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*Before the removal of [[teleport control]] in [[0.17]], [[teleport control]] was disabled on Zot:5
 +
*Prior to [[0.14]] (and the introduction of [[the Depths]]), the entrance to the Realm of Zot was found on Dungeon:27.
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*Prior to [[0.13]], floor layouts in Zot were never full-floor [[vault]]s, and narrow corridors were much more common.
  
 
[[Category:Dungeon_Branches]]
 
[[Category:Dungeon_Branches]]
[[Category:Crystal_Ball_Articles]]
 

Revision as of 03:38, 13 May 2023

Version 0.29: This article may not be up to date for the latest stable release of Crawl.

Zot redirects here. For the force that pursues you throughout your adventure, see Zot clock. For the mythical wizard said to have created the Orb of Zot, see Zot (mythical wizard).

The Realm of Zot is a region of the dungeon that is so terrifying, so full of madness, frenzy and lunacy, that it has been locked securely against random trespassers. Only the most demented adventurers would dare gather the required keys, break the seal and penetrate deeper — all in the vain hope for a fabled artefact no one has ever laid eyes on before.

The entrance to this branch can be found on level 4 of the Depths.

This branch can only be entered while carrying at least 3 runes of Zot.

This branch is 5 levels deep.

Zot entry.png The Realm of Zot is the final branch in the game. It houses the goal of your quest, the legendary Orb of Zot, but its ferocious guardians won't let you just walk in and take it without a fight...

Useful Info

The Realm of Zot is 5 floors deep. A single locked portal to the Realm can be found on the 4th floor of the Depths. To unlock it, you will need at least three runes of Zot, acquired by clearing other branches.

The layout of the Realm of Zot is occasionally similar to the Elven Halls (a series of small and large rooms interconnected by narrow corridors), though each floor has a high chance of instead being a massive floor-wide vault with wide hallways and a generally symmetrical layout. The mere proximity of the Orb warps space throughout the Realm, interfering with certain kinds of Translocations: teleports are delayed to 8-14 turns, while Passage of Golubria lasts shorter and is less predictable.

The final floor of the Realm of Zot houses the Orb of Zot. It is defended by some of the most dangerous monsters you will face in a vault designed to make reckless behavior extremely risky. Since the biggest open areas available are filled with several of the nastiest opponents in the game, teleporting is a much less reliable panic button here than it is elsewhere.

Visiting and clearing the Realm of Zot can be done long before you decide you've collected enough runes and are ready to win the game, and doing so will likely provide you with useful items and a significant amount of experience. It isn't until you actually pick up the Orb itself that the game enters its final stage. Read the Orb of Zot article for details on the Orb, the ascension run, and winning the game.

Monsters

Common monsters

d Draconian (monster).png Draconians y Moth of wrath.png Moth of wrath y Ghost moth.png Ghost moth z Death cob.png Death cob
D Shadow dragon.png Shadow dragon D Golden dragon.png Golden dragon D Quicksilver dragon.png Quicksilver dragon D Storm dragon.png Storm dragon
X Tentacled monstrosity.png Tentacled monstrosity z Curse toe.png Curse toe X Orb Guardian.png Orb guardian 9 Electric golem.png Electric golem

Dangerous monsters

p Killer Klown.png Killer Klown

L Ancient lich.png Ancient lich

L Dread lich.png Dread lich

* Orb of fire.png Orb of fire

Uniques

g Grunn.png Grunn L Josephina.png Josephina T Parghit.png Parghit d Tiamat.png Tiamat 9 Vv.png Vv

Recommendations

The first four floors of the Realm of Zot can be cleared as soon as you've acquired 3 runes of Zot and reached the entrance on Depths:4, but doing so without preparations for its many threats can be extremely costly:

  • The bands of draconians you encounter have a wide variety of abilities at their disposal; engaging an entire band at once will give them time to corrode you, blast you with damnation or powerful Conjurations, lock down your ability to teleport away, or simply beat you to death. Whenever possible, try to break up the band and take them out one or two at a time, and if possible change your resistances to match the threats you face at the moment. Also, be aware that draconians lack see invisible; an invisible player has a significant advantage when facing them.
  • Due to the rock and stone walls of Zot and their ability to multizap, electric golems can inflict staggering amounts of electricity damage very quickly. While it isn't necessary to keep up electricity resistance at all times, be ready to have it as soon as an electric golem appears. As they are fairly rare, a few potions of resistance should be sufficient. This also applies to storm dragons, but they're significantly more survivable without it.
  • Most of the time, Killer Klowns aren't too dangerous. However, their pies can inflict extremely dangerous random effects. Both silence and rF- can make fighting enemies much scarier, and there's an incredibly deadly combination of a bad form and -Potion, where you are stuck armourless while unable to use potion of cancellation to get out.
  • Curse toes are one of the only sources of torment in Zot, and charging in to face one will rapidly deplete your HP and force you to fight your way through a horde of nasty fungal foes. Lure them into range around a corner to take away their biggest advantage, and don't waste time on their summons if you have the chance to attack the toe.
  • By far the most dangerous opponents in Zot are the orbs of fire. These opponents can do tremendous amounts of fire damage very rapidly, and will pile bad mutations on you if you don't have mutation resistance. On top of that, they are extremely durable. Unless you are extremely confident in your skills, don't explore Zot without a bare minimum of rF+, and avoid actually fighting orbs of fire without rF++ or better.

The fifth and final floor of the Realm of Zot is taken up almost entirely by the sprawling Orb chamber. See the Zot:5 article for details on how to handle the Orb chamber and its guardians.

History

  • Prior to 0.28, classed draconians could have varying colours, and Zot's entrance was on Depths:5.
  • Prior to 0.27, ancient liches had 5 spell sets, making covering all resistances somewhat more necessary. Dread liches were introduced to summon and inflict paralysis in their stead.
  • Prior to 0.26, scrolls of blinking and the removed Controlled Blink spell could not be controlled when in Zot or holding the Orb of Zot. Also, Passage of Golubria was uncastable, instead of behaving less predictably.
  • Prior to 0.20, scrolls of blinking behaved normally on a Zot level.
  • Prior to 0.19, the translocations restrictions of the Orb of Zot did not apply to the entire Realm of Zot.
  • Before the removal of teleport control in 0.17, teleport control was disabled on Zot:5
  • Prior to 0.14 (and the introduction of the Depths), the entrance to the Realm of Zot was found on Dungeon:27.
  • Prior to 0.13, floor layouts in Zot were never full-floor vaults, and narrow corridors were much more common.