Alderking
Trunk-only: This article pertains to a feature of Crawl which is being tested. It will likely change before the next release, and may even be removed entirely.
- This page is a stub. You could probably expand this page should you wish to do so.
alderking f ![]() | |
---|---|
HP | 82-167 |
HD | 17 |
XP | 1978 |
Speed | 10 |
AC | 16 |
EV | 12 |
Will | 100 |
Attack1 | 50 (hit: plain) |
Attack2 | 40 (hit: plain)
|
Resistances | rPois+ rDrown rTorm |
Vulnerabilities | Fire |
Habitat | Land |
Intelligence | Human |
Uses | Uses nothing |
Holiness | Plant |
Size | Giant |
Type | alderking, alderking |
Flags | Speaks Unbreathing Evil |
A self-styled monarch of a shambling black alder, half respected and half ridiculed by other fae. It backs up its aspirations to sovereignty with unearthly vile magic quite close to a touch of death.
““My father, my father, he seizes me fast, |
Contents
Useful Info
Alderkings are walking trees that can deal massive bursts of negative energy damage. Their Grasping Roots will pin you in place and allow them to move in and torment your life essence away or dispel you if you are undead. They can be found in the Crypt and the Depths.
Spells
Spell set I | ||
---|---|---|
Slot1 | Grasping Roots | Natural flag |
Slot2 | Siphon Essence | Magical flag |
Slot3 | Dispel Undead (2d23) | Magical flag |
Tips & Tricks
- Running away from an alderking is not a viable long-term escape plan. They move at normal speed (compared to most characters), and Grasping Roots will force you to waste turns while they close the gap. Confront them from a distance where they aren't deadly, or find a way to get them off of the screen.
- Even if you are somehow immune to both of their necromantic attacks, their melee is still nothing to brush off; they have comparable damage output to iron golems in pure melee damage. Grasping Roots will also decrease your evasion by 10, making you easier to hit.
- Alderkings are vulnerable to fire.
History
- In 0.33, alderkings will be added to the game.