Wyrmhole

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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.

For a list of all lesser dragons, see list of dragons.

wyrmhole kWyrmhole.png
HP 68-139
HD 18
XP 2297
Speed 13
AC 8
EV 22
Will Immune
Attack1 44 (bite: blink with)


Resistances rF+
rC+
rElec
rDrown
rMiasma
rN+++
rTorm
rSticky
Vulnerabilities None
Habitat Land
Intelligence Animal
Uses Uses nothing
Holiness Non-living
Size Small
Type wyrmhole, wyrmhole
Flags See invisible
Flying
Insubstantial
A small and strangely serpentine fold in space and time. Scholars once theorised the Dungeon's easy access to manifold unholy realms is due to the tunneling of yet-undiscovered translocations dragons. Whether or not this is true, distant stars mottle this drake's endless lengths, and dimensions bend to its writhing whim.

Useful Info

Wyrmholes are intangible, evasive, fast-moving drakes that attack with powerful translocational abilities. Their bites can cause you and themselves to blink around randomly (similarly to phantoms), and being hit by Sojourning Bolt will forcefully teleport you and the wyrmhole into dangerous areas after a few turns (as if a malevolent force caused you to step on a teleport trap). Being insubstantial and non-living, they resist nearly all elements and have little weaknesses. They can be rarely found in the Depths and the Realm of Zot.

Spells

Spell set I
Slot1 Sojourning Bolt (3d25) Natural flag,
Breath flag,
Noisy flag

Tips & Tricks

  • The hostile teleport caused by Sojourning Bolt can be cancelled by either reading a scroll of teleportation, quaffing a potion of cancellation, or being hit by a Quicksilver Bolt. Having stasis makes you entirely immune to the effect.
    • Sojourning Bolt can cause your teleport to be cancelled! If you think an encounter is going to spiral out of control, leave early.
    • The hostile teleport is affected normally by the teleport delay felt within the Realm of Zot, meaning you have much more time to dispel the status before it goes off. Just be aware that if it does teleport you in Zot, you'll likely be in an awful position.
  • The wyrmhole that afflicted you with a hostile teleport will be brought with you to the new destination, meaning it's not an easy escape from one once you are transported.
  • Wyrmholes won't fire off more Sojourning Bolts if you've already been afflicted with one (as that would cancel your teleport). They also have a short cooldown between each use.
  • Wyrmholes are almost impossible to bog down - they are fast, immune to poison, nets, and hexing wands, and their most prominent attack pierces through multiple targets and cannot be suppressed. Assuming you are a normal speed species, hasting yourself will allow you to outrun one, and being further than 5 tiles away removes yourself from their effective range. Leading one to a cleared floor will allow you to engage without fear of being transported to a bad spot (just be careful to not get blinked off the stairs by their melee).

History

  • In 0.33, wyrmholes will be added to the game.