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Pandemonium Purger
Posts: 1298
Joined: Wednesday, 11th April 2012, 02:42
Location: Sydney, Australia
Zot Defense!
Some tips from when I beat this back in 0.10:
1) Start as Ne or Su and take Sif Muna as your god. Channel, make summons/undead, channel, make more summons/undead, get books, get buffs and conjurations, overwhelm your enemies with sheer numbers. (The most won class for Zotdef is fire elementalist, so you can try that too if you like.)
2) For race, you probably want Felid (doesn't rely on gear - good, since you won't find much - has nice UC and movement options, I forget if the extra lives work in zotdef but if they do good), but if not that Deep Elf for magic apts so you learn faster or Deep Dwarf for being a Deep Dwarf.
3) For placing defensive structures (oklobs etc), place them one line thick along the walls, e.g. such that when an enemy comes into the orb chamber, it goes to the orb, gets shot at from both sides by plants, gets distracted back and forth but usually not enough to damage/kill any of them, etc. If you just try to make a wall over where the orb is the enemies will happily plow through them and kill them all the time. For the orb itself though, I forget if you want your summons to crowd it (which they do, whenever they don't have a target) or to place a box of defenses over them - but you definitely won't want to guard it with your own body past the early game, as you are flimsy and not replaceable and would like to be able to move around.
4) Eventually you'll be able to build defenses directly in the rooms where enemies spawn in, controlled teleport around the map, grab the loot behind the glass, make arbitrary amounts of shallow water (ice beasts/tengu/gargoyle/merfolk/octopode reasons?), make statues and lightning spires, etc. The fun of zotdef is getting to the point where you are a god over all of the map.
5) Some of the maps are easier to defend than others. IIRC the default map is fine if you don't want to experiment, but give them a look over.