Help on getting away with the orb of Zot

Char is a revenant monk, using unarmed attacks. Learned a few levels of spells but apart from blink it never seemed worthwhile. Got all the way to the orb of Zot (with 3 runes) but this looks like my first char who might actually die while trying to escape with the orb. Here is the head of the char dump:

 Dungeon Crawl Stone Soup version 0.34.1 (tiles) character file.

Game seed: 17798900050864087123

Ycavutiq the Wrestler (Revenant Monk)              Turns: 59213, Time: 06:26:54

Health: 37/247     AC: 16    Str: 25    XL:     25   Next: 83%
Magic:  20/27      EV: 27    Int: 15    God:    Okawaru [******]
Gold:   1973       SH: 32    Dex: 21    Spells: 32/37 levels left

rFire   + + +  (20%)      - Claws
rCold   + + .  (33%)    e - +3 tower shield of Failure {rElec rC+}
rNeg    + + +  (0%)     V - +4 robe of Moral Flaws {Regen+ rCorr}
rPois   8      (0%)     R - +4 hat of the Maze {Regen+ Str+3 SInv}
rElec   +      (33%)    x - +2 cloak of Impressiveness {rF+ Will+ Str+3 Stlth+}
rCorr   +      (50%)    (no gloves)
SInv    +               A - +2 pair of boots {Rampage}
Will    ++...           c - amulet of reflection
Stlth   ++              g - ring "Efamylul" {Fly rPois Dex+8}
HPRegen 2.21/turn       w - ring of Bonockiq {rPois rF++ Slay+3}
MPRegen 0.20/turn

%: reflection, rampage
@: marked, flying, studying 3 skills
A: claws 1, cold resistance 1, low MP 2, negative energy resistance 3, torment
resistance 2, mnemnophage, spellclaws, accursed
0: Orb of Zot
}: 3/15 runes: decaying, serpentine, silver
a: Enkindle (0%), Renounce Religion (0%), Heroism (0%), Finesse (1%), Duel
(13%), Receive Weapon (0%)


You are on level 5 of the Realm of Zot.
You worship Okawaru.
Okawaru is exalted by your worship.
You have visited 9 branches of the dungeon, and seen 45 of its levels.
You have also visited: Sewer, Ossuary, Bailey, Gauntlet, Wizlab and Desolation.

You have collected 5267 gold pieces.
You have spent 3294 gold pieces at shops.

Inventory:

Hand Weapons
 f - the +5 dagger of Gidd {devious, rC+ Int+3}
   (You found it in a sewer)   
   
   rC+:       It protects you from cold.
   Int+3:     It affects your intelligence (+3).
   
   It cannot be enchanted further.
 p - the +11 mace of Rapayrph {spect, Fly rPois}
   (You found it on level 7 of the Dungeon)   
   
   Fly:       It grants you flight.
   rPois:     It protects you from poison.
   
   It cannot be enchanted further.
 U - the +7 orcbow "Emuesuzos" {heavy, ^Drain rElec rF+ Dex+4}
   (You found it on level 1 of the Vaults)   
   
   ^Drain:    It drains your maximum health when unequipped.
   rElec:     It insulates you from electricity.
   rF+:       It protects you from fire.
   Dex+4:     It affects your dexterity (+4).
   
   It cannot be enchanted further.
Missiles
 h - 14 silver javelins (quivered)
 q - a throwing net
 z - 11 darts of disjunction
 G - 36 javelins
Armour
 e - the +3 tower shield of Failure (worn) {rElec rC+}
   (You acquired it on level 2 of the Realm of Zot)   
   
   rElec:     It insulates you from electricity.
   rC+:       It protects you from cold.
   
   It cannot be enchanted further.
 k - the scarf of Adujitog {Harm, *Silence rElec Will- SInv}
   (You found it in the Desolation of Salt)   
   
   *Silence:  It may silence you when you take damage.
   rElec:     It insulates you from electricity.
   Will-:     It decreases your willpower.
   SInv:      It lets you see invisible.
 l - the +6 leather armour of the Taurataur {*Slow Regen+ rCorr}
   (You found it on level 5 of the Vaults)   
   
   *Slow:     It may slow you when you take damage.
   Regen+:    It increases your rate of health regeneration.
   rCorr:     It protects you from acid and corrosion.
   
   It cannot be enchanted further.
 m - a +2 robe of cold resistance
 n - the +0 pair of gloves of the gadgeteer {Gadgeteer Wandboost ^Fragile}
   (You found it in a bailey)   
   
   Gadgeteer: Your evocable items recharge 30% faster and wands have a 30%
   chance
              to not spend a charge.
   Wandboost: Your wands are more powerful.
   ^Fragile:  It will be destroyed if unequipped.
   
   It cannot be enchanted further.
 o - the +3 crown of Dyrovepreva {rElec Int+2 SInv}
   (You found it in a bailey)   
   
   rElec:     It insulates you from electricity.
   Int+2:     It affects your intelligence (+2).
   SInv:      It lets you see invisible.
   
   It cannot be enchanted further.
 t - the +1 robe of the Delicate Bakunawa {Str+4 Slay+3}
   (You found it on level 10 of the Dungeon)   
   
   Str+4:     It affects your strength (+4).
   Slay+3:    It affects your accuracy & damage with ranged weapons and melee
   (+3).
   
   It cannot be enchanted further.
 u - the +2 robe of Snakes and Ladders {rElec rF+ Str+2 Int-2 Dex+2}
   (You found it on level 10 of the Dungeon)   
   
   rElec:     It insulates you from electricity.
   rF+:       It protects you from fire.
   Str+2:     It affects your strength (+2).
   Int-2:     It affects your intelligence (-2).
   Dex+2:     It affects your dexterity (+2).
   
   It cannot be enchanted further.
 x - the +2 cloak of Impressiveness (worn) {rF+ Will+ Str+3 Stlth+}
   (Okawaru gifted it to you on level 3 of the Lair of Beasts)   
   
   rF+:       It protects you from fire.
   Will+:     It increases your willpower.
   Str+3:     It affects your strength (+3).
   Stlth+:    It makes you more stealthy.
   
   It cannot be enchanted further.
 y - a +1 hat of willpower
 A - a +2 pair of boots of rampaging (worn)
 D - a +2 kite shield of reflection
 E - a +1 robe of fire resistance
 L - a +0 cloak of corrosion resistance
 N - the +1 leather armour of Lucidity {Fly rN++ Str-4 Int+4}
   (You bought it in a shop on level 2 of the Orcish Mines)   
   
   Fly:       It grants you flight.
   rN++:      It greatly protects you from negative energy.
   Str-4:     It affects your strength (-4).
   Int+4:     It affects your intelligence (+4).
   
   It cannot be enchanted further.
 P - a +3 tower shield
 R - the +4 hat of the Maze (worn) {Regen+ Str+3 SInv}
   (You took it off Wiglaf on level 1 of the Snake Pit)   
   
   Regen+:    It increases your rate of health regeneration.
   Str+3:     It affects your strength (+3).
   SInv:      It lets you see invisible.
   
   It cannot be enchanted further.
 T - a +1 pair of boots of flying
 V - the +4 robe of Moral Flaws (worn) {Regen+ rCorr}
   (You took it off Boris on level 1 of the Vaults)   
   
   Regen+:    It increases your rate of health regeneration.
   rCorr:     It protects you from acid and corrosion.
   
   It cannot be enchanted further.
 Z - the +0 robe of the Great Game {+Blink rCorr}
   (You found it on level 5 of the Vaults)   
   
   +Blink:    It lets you blink.
   rCorr:     It protects you from acid and corrosion.
   
   It cannot be enchanted further.
Magical Staves
 H - the fire staff of Sineham {rF+ rN++ Will- Str+2 Forge Fire}
   (You found it on level 5 of the Lair of Beasts)   
   
   [staff of fire]
   
   rF+:       It protects you from fire.
   rN++:      It greatly protects you from negative energy.
   Will-:     It decreases your willpower.
   Str+2:     It affects your strength (+2).
   Forge:     It increases the power of your Forgecraft spells.
   Fire:      It increases the power of your Fire spells.
Jewellery
 a - a +5 ring of evasion
 b - the ring "Xucyud" {^Drain rN+ Int+2 Dex+2 Slay+4}
   (You took it off a draconian scorcher on level 2 of the Realm of Zot)   
   
   [ring of slaying]
   
   ^Drain:    It drains your maximum health when unequipped.
   rN+:       It protects you from negative energy.
   Int+2:     It affects your intelligence (+2).
   Dex+2:     It affects your dexterity (+2).
   Slay+4:    It affects your accuracy & damage with ranged weapons and melee
   (+4).
 c - an amulet of reflection (worn)
 d - a +4 ring of slaying
 g - the ring "Efamylul" (worn) {Fly rPois Dex+8}
   (You took it off an ironbound convoker in the Desolation of Salt)   
   
   [ring of dexterity]
   
   Fly:       It grants you flight.
   rPois:     It protects you from poison.
   Dex+8:     It affects your dexterity (+8).
 i - a ring of wizardry
 r - the Hermit's Pendant {Faith Invo=14 Evo=0 MP+5}
   (You found it on level 9 of the Dungeon)   
   
   [amulet of faith]
   
   Invo=14:   It sets your Invocations skill to 14.
   Evo=0:     It sets your Evocations skill to 0.
   Faith:     It allows you to gain divine favour quickly.
   MP+5:      It affects your magic capacity (+5).
 s - a +6 ring of intelligence
 w - the ring of Bonockiq (worn) {rPois rF++ Slay+3}
   (You found it on level 5 of the Vaults)   
   
   [ring of protection from fire]
   
   rPois:     It protects you from poison.
   rF++:      It greatly protects you from fire.
   Slay+3:    It affects your accuracy & damage with ranged weapons and melee
   (+3).
 B - the ring of Lugonu's Inspiration {rC+ MP+9}
   (You found it in a Gauntlet)   
   
   [ring of magical power]
   
   rC+:       It protects you from cold.
   MP+9:      It affects your magic capacity (+9).
 C - the amulet of Goapul {Rampage rElec Regen+ Str+3}
   (You found it on level 5 of the Vaults)   
   
   [amulet of regeneration]
   
   Rampage:   It causes one to take an extra step when moving towards enemies,
              briefly stunning them if this results in an attack.
   rElec:     It insulates you from electricity.
   Regen+:    It increases your rate of health regeneration.
   Str+3:     It affects your strength (+3).
 F - a +6 ring of dexterity
 J - a ring of willpower
 M - the ring of Xom's Entertainment {rElec MP+9 Dex+3 Stlth-}
   (You acquired it on level 2 of the Orcish Mines)   
   
   [ring of magical power]
   
   rElec:     It insulates you from electricity.
   MP+9:      It affects your magic capacity (+9).
   Dex+3:     It affects your dexterity (+3).
   Stlth-:    It makes you less stealthy.
 Q - a ring of see invisible
 S - an amulet of dissipation
 X - the ring "Cuwn" {rC- rCorr Int+3 Dex+4}
   (You acquired it on level 3 of the Vaults)   
   
   [ring of resist corrosion]
   
   rC-:       It makes you vulnerable to cold.
   rCorr:     It protects you from acid and corrosion.
   Int+3:     It affects your intelligence (+3).
   Dex+4:     It affects your dexterity (+4).
 Y - a ring of flight
Wands
 e - a wand of paralysis (30)
 b - a wand of quicksilver (39)
 c - a wand of warping (23)
 d - a wand of digging (17)
 a - a wand of flame (162)
 p - a wand of polymorph (13)
 f - a wand of mindburst (28)
Scrolls
 N - 3 scrolls of noise
 w - 11 scrolls of enchant weapon
 a - 4 scrolls of enchant armour
 p - 6 scrolls of poison
 t - 18 scrolls of teleportation
 b - a scroll of blinking
 g - 11 scrolls of fog
 V - 8 scrolls of vulnerability
 W - 4 scrolls of brand weapon
 x - 4 scrolls of amnesia
 I - 4 scrolls of immolation
 T - 6 scrolls of torment
 i - 15 scrolls of identify
Potions
 e - 3 potions of enlightenment
 m - 4 potions of might
 A - 9 potions of attraction
 r - 5 potions of resistance
 i - 5 potions of invisibility
 b - 6 potions of brilliance
 h - 3 potions of haste
 g - 4 potions of magic
 c - 13 potions of curing
Miscellaneous
 h - a +1 lightning rod (4/4)
 g - a +3 condenser vane
 i - a +0 phial of floods


   Skills:
 * Level 24,5 Fighting
 + Level 1,5 Throwing
 + Level 0,4 Armour
 * Level 21,2 Dodging
 - Level 12,0 Stealth
 + Level 21,4 Shields
 + Level 26,6 Unarmed Combat
 + Level 6,5 Spellcasting
 + Level 5,3 Translocations
 + Level 4,3 Earth Magic
 + Level 10,3 Invocations


You have 32 spell levels left.
You know the following spells:

 Your Spells              Type           Power      Damage    Failure   Level
a - Blink                 Tloc           40%        N/A       3%          2
b - Stone Arrow           Conj/Erth      22%        3d8       26%         3

Innate Abilities, Weirdness & Mutations

You are immune to poison.
You have sharp fingernails.
You are cold resistant. (rC+)
Your magical capacity is very low. (-20% MP)
You are immune to negative energy. (rN+++)
You are immune to unholy pain and torment.
You can enhance your damage-dealing spells by burning harvested memories.
You perform a melee attack whenever you cast damage-dealing spells.
You recover more slowly from Doom and Banes.

Message History

The Orb Guardian attacks as it pursues you!
You block the Orb Guardian's attack. x2
You block the Orb Guardian's attack. x2
You block the Orb Guardian's attack.
Your surroundings seem slightly different.
You block the Orb Guardian's attack. The Orb Guardian hits you!!!
You gain the combat prowess of a mighty hero.
The Orb Guardian closely misses you. You block the Orb Guardian's attack.
You block the Orb Guardian's attack.
The Orb Guardian hits you!! You block the Orb Guardian's attack.
The Orb Guardian attacks as it pursues you!
You block the Orb Guardian's attack. x3
You block the Orb Guardian's attack.
You closely miss the Orb Guardian. You block the Orb Guardian's attack.
You mangle the Orb Guardian!!
The Orb Guardian is moderately wounded.
You block the Orb Guardian's attack.
You mangle the Orb Guardian!!
The Orb Guardian is almost dead.
The Orb Guardian misses you.
You block the Orb Guardian's attack. x2
You feel yourself speed up.
The Orb Guardian attacks as it pursues you!
You block the Orb Guardian's attack. x2
The Orb Guardian attacks as it pursues you!
You block the Orb Guardian's attack.
You block the Orb Guardian's attack. The Orb Guardian hits you!!
You block the Orb Guardian's attack. x2
Your magical contamination has completely faded away.
You feel like a meek peon again.
You block the Orb Guardian's attack. x2
You block the Orb Guardian's attack.
You block the Orb Guardian's attack. The Orb Guardian hits you!
You block the Orb Guardian's attack.
The Orb Guardian hits you!!
You mangle the Orb Guardian!!
You kill the Orb Guardian!
Okawaru accepts your kill. Okawaru crowns you victorious!
Welcome back to the Realm of Zot!
Char dumped to 'C:/Users/Besitzer/AppData/Roaming/crawl/morgue/Ycavutiq.txt'.

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You can see an electric golem, a storm dragon, a white draconian, a death cob,
an Orb Guardian, a protean progenitor and 3 hell hogs.

I never had too many healing potions, the last two when entering Zot 5 are already used up. I tried to use Okawaru duel ability to regen a bit but learned afterwards that this explicitly doesn’t work because you are send back with the same hp you had when you entered. None of the monsters I encountered in Zot 5 are super threatening on their own but they are just too many at once.

Any suggestions how to proceed from here with maximized chances to escape?

1 Thank

You look pretty well equipped to ascend. Maybe check for Passage of Golubria or Passwall to see if you can get either castable quickly. You probably also want to swap out the reflection amulet for Regen for the orb run.

I do have both passwall and Passage of Golubria in my spell book, maybe I should have learned these and a few levels of the relevant spell schools before going to Zot 5 but my char is already down there, half surrounded by a bunch of nasties and down to 30 something hp.

My bad, I didn’t see the current predicament you’ve gotten yourself into. I’d normally recommend leaning on your evokables for something like this, but you don’t have any evocations training :slightly_frowning_face: I don’t have any good advice for you at this point. Maybe just keep dueling to clear out the current pack, you’re still at 6* piety.

I dueled once hoping I could drag out the fight and use my regen to recover but then learned that this is explicitly prevented. But dueling multiple times in a row to clear the pact is a clever idea, will probably try that.

1 Thank

if you see any teleport traps, you can blink to their neighbourhood.
I’m not sure how the Tele timer interacts with Duel, but that’s another possible path to cheese a quick teleport.
The duels might also help you shed the Marked status.

Remember you’ve also got 3 haste, 4 might, 11 fog scrolls, 6 torment, and 5 resist potions

Dueled two opponents, quaffed a haste and a curing and then blinked south. Actually landed just at the entrance of the corridor towards the exit. But caught a smite and some blast of cold from a white draconian and was at -2 hp :frowning: