Difference between revisions of "Vault sentinel"
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|max_chunks=3 | |max_chunks=3 | ||
|meat={{Contaminated corpse}} | |meat={{Contaminated corpse}} | ||
− | |xp= | + | |xp=449 |
|holiness={{Natural}} | |holiness={{Natural}} | ||
|magic_resistance=42 | |magic_resistance=42 | ||
− | |hp_range= | + | |hp_range=36-67 |
− | |avg_hp= | + | |avg_hp=51 |
|armour_class=1 | |armour_class=1 | ||
|evasion=13 | |evasion=13 | ||
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|species=human | |species=human | ||
}} | }} | ||
− | {{Flavour|Vigilant scouts of the Vaults, sentinels are quick to alert their fellows to the presence of intruders | + | {{Flavour|Vigilant scouts of the Vaults, sentinels are quick to alert their fellows to the presence of intruders. They can mark these same intruders with magic such that they will be unable to hide from pursuit, no matter where they flee.}} |
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{{Spellcaster | {{Spellcaster | ||
|number= | |number= | ||
− | |slot1=[[Sentinel's Mark]] | + | |slot1=[[Sentinel's Mark]] {{Enchpower|Sentinel's Mark|78}} |
− | |slot2=[[Sentinel's Mark]] | + | |slot2=[[Sentinel's Mark]] {{Enchpower|Sentinel's Mark|78}} |
|slot3=''none'' | |slot3=''none'' | ||
− | |slot4=[[Sentinel's Mark]] | + | |slot4=[[Sentinel's Mark]] {{Enchpower|Sentinel's Mark|78}} |
|slot5=''none'' | |slot5=''none'' | ||
|slot6=''none'' | |slot6=''none'' |
Revision as of 18:54, 8 April 2014
Version 0.13: This article may not be up to date for the latest stable release of Crawl.
vault sentinel @ | |
---|---|
HP | 36-67 |
HD | 8 |
XP | 449 |
Speed | 10 |
AC | 1 |
EV | 13 |
Will | 42 |
Attack1 | 15 (hit: plain)
|
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Normal |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | human, human |
Flags | Actual spells Fighter See invisible Speaks Spellcaster Warm-blooded |
Vigilant scouts of the Vaults, sentinels are quick to alert their fellows to the presence of intruders. They can mark these same intruders with magic such that they will be unable to hide from pursuit, no matter where they flee. |
Contents
Useful Info
Vault sentinels are one of the weaker human guards in the Vaults. Although not very dangerous alone, they often generate with crossbows, and their special abilities allow them to awaken nearby enemy units or inform all conscious monsters on the current floor of your whereabouts.
Abilities: Signal Horn
Spells
Spell set | |
---|---|
Slot1 | Sentinel's Mark (50% success rate when MR=78) |
Slot2 | Sentinel's Mark (50% success rate when MR=78) |
Slot3 | none |
Slot4 | Sentinel's Mark (50% success rate when MR=78) |
Slot5 | none |
Slot6 | none |
Tips & Tricks
- Vault sentinels are too durable for most characters to one-shot at a distance, unfortunately, so expect to have to deal with their abilities. Most of the time, the reinforcements that arrive are less dangerous than those teleported in by ironbrand convokers, usually amounting to one or two more bands of enemies arriving before the mark wears off. If you find yourself marked and near some stairs to the floor above you, feel free to wait out the effect up there. Just don't be surprised if you need to stairdance a little when you decide to go back down.
- If marked on Vault:5, go back upstairs immediately. This floor can become incredibly deadly if a sentinel tags you.
- Most debilitating effects work very well against vault sentinels. Their low hit dice and magic resistance makes it easy to hit them with Mephitic Cloud or Ensorcelled Hibernation, and you can't go wrong with Silence.
History
Vault sentinels were added to the game in 0.12.