Orb of Zot


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Slime Squisher

Posts: 392

Joined: Sunday, 11th September 2016, 17:21

Post Saturday, 1st January 2022, 00:16

Orb of Zot

Since it's now a thing that orbs can be worn as offhand items, it seems like the Orb of Zot should be wearable as well, for consistency. My thought is to make it an unrandart that applies the normal orb run effects while in the inventory and additional effects while worn that are highly appealing but carry great risk, as befitting an artefact of ultimate power. E.g.: The Orb of Zot {channeling, Wiz, archmagi, *Shaft} (After successfully casting a spell, has a random chance to shaft the player a random number of floors up to the level of the spell, special-cased to overflow from the Dungeon to the Depths, and from the Depths to the Realm of Zot).

It could either be special-cased to be undroppable and unstealable, or to teleport itself back to Zot 5 when it leaves the player's inventory. In case of the latter, it would give the player the option to abort an orb run attempt, however, this would be highly risky as any summoned enemies would still remain and could be encountered while returning to Zot 5 to recollect the orb, or worse, encountered during a subsequent orb run attempt.

Slime Squisher

Posts: 368

Joined: Thursday, 11th April 2013, 21:07

Post Saturday, 1st January 2022, 09:48

Re: Orb of Zot

The Orb is a macguffin, giving it a statblock would undermine that.

It's stronger and cooler than anything you could ever hope to use; all the gods want it and they're far above your puny character. Zot effects happen when you disturb its nap. If you fail to retrieve it in a timely fashion, the world outside the dungeon literally ends.

Meanwhile the player is over here throwing boomerangs and stuff? Please.

For this message the author Implojin has received thanks:
Majang

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