Draft:Orb of Water

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Omega 0.90.4

The Orb of Water is an artifact that teaches disruption, grants poison immunity and immediately disrupts a selected target. It does not grant breathing or cold immunity. It can instead be kept unused as one of the four materials for the Orb of Mastery.[1]

Generation

Water Orbs can recur in ordinary random loot and eligible monster treasure. The Elemental Lord of Fire carries one on the fourth Astral level; the Water Lord carries Fire instead. The Orb is dropped on normal death or can be taken through successful player pickpocketing. Ordinary construction gives the lord only this Orb, with no extra random loot. The pickpocket command uses its normal check and ignores the lord's listed theft immunity.[2]

A summoning scroll may randomly create the carrier, but cannot choose it or promise a safe encounter. Normal acquirement and automatically generated pawn-shop stock do not supply artifacts. Item level 8 is a generation weighting, not an absolute minimum floor.[3]

Activation

Use A → a with the Orb in accessible inventory, then answer w to douse it with water. No water terrain or separate container is needed. The element menu accepts only its five listed letters, so Escape does not cancel it. Identification is recommended because the five unused Orbs share one appearance, although the effect itself does not test identification, curse status or available mana.[4]

Result of answering w Effect
Spell knowledge Learn disruption; existing spell cost is unchanged
Protection Add 100 to poison immunity
Experience +10,000
Immediate attack Choose a creature for 100 points of normal-type disruption damage, subject to its immunity
Remaining object A Burnt-out Orb

Disruption affects the chosen creature directly, with no bolt accuracy roll. A target immune to normal damage is unaffected. Choosing your own square instead invokes 100 points of normal damage against you, subject to your own protection; poison immunity does not protect against that self-targeted attack.[5]

The poison protection has no ordinary 100-minute expiry. Positive immunity protects against the corresponding damage; the special all-damage invulnerability countdown can also reduce this accumulated immunity. Activating Water does not itself clear an existing poison counter or cure disease.[6]

Wrong answer and burnout

Any other accepted element answer directly removes a random 0–2,500 HP. This is not a cold or poison attack that those immunities can absorb. If you survive, the Orb still becomes burnt out.[7]

Activate a separated single copy: replacing the selected object resets its stack to one Burnt-out Orb. Choose a valid target when prompted; reaching that prompt has already granted the benefits and does not leave an unused Water Orb to recover by cancelling. Enchantment cannot restore a burnt-out object's former elemental identity.[8]

Strategy

Consider individual use when poison protection and immediate experience are worth more than preserving this copy for Mastery. For an actual poisoning emergency, neutralize poison removes the condition rather than merely adding immunity. For a water crossing, breathing is the relevant protection; this Orb's name is not evidence that it prevents drowning.

Choose a target vulnerable to physical damage for the disruption. The Elemental Master has normal-damage immunity, making this immediate attack a poor answer to that encounter. Keeping Water unused also retains its place in the complete Mastery set.[9]

References