Difference between revisions of "Sphinx"

From CrawlWiki
Jump to: navigation, search
(0.14 update)
(Updated for 0.14)
Line 1: Line 1:
{{version013}}
+
{{version014}}
 
<!--monster-bot-begin-->
 
<!--monster-bot-begin-->
 
{{monster
 
{{monster
Line 38: Line 38:
  
 
==Useful Info==
 
==Useful Info==
'''Sphinxes''' are hefty late-game beasts that pack a wide variety of debilitating [[Hexes]] in their spell lists. Because they can paralyze you, they're a much bigger threat when other enemies are around than when alone, but even then they have some decent melee attacks and the ability to [[smite]]. They can be found individually in the deeper portions of [[the Dungeon]], and in a large, dangerous pack in [[the Tomb]].
+
'''Sphinxes''' are hefty late-game beasts that pack a wide variety of debilitating [[Hexes]] in their spell lists. Because they can [[paralyze]] you, they're a much bigger threat when other enemies are around than when alone, but even then they have some decent melee attacks and the ability to [[smite]]. They can be found individually in [[the Depths]], and in a large, dangerous pack in [[the Tomb]]. They are also occasionally summoned by the [[unique]] sorceress [[Kirke]].
  
 
<!--spl-bot-begin-->
 
<!--spl-bot-begin-->
Line 55: Line 55:
  
 
==Tips & Tricks==
 
==Tips & Tricks==
*An [[amulet of stasis]] will guard against their most powerful weapon, but there's no substitute for loading up on [[magic resistance]]. High MR will render them powerless against you.
+
*An [[amulet of stasis]] will guard against their most powerful weapon, but there's no substitute for loading up on [[magic resistance]]. High MR will render them almost incapable of disabling you.
*Strong summons, as from [[Trog]], [[the Shining One]], or spells like [[Summon Horrible Things]], can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies can guard you until it wears off.
+
*Strong summonsed allies can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies can guard you until it wears off.
 
*If you see a sphinx with several strong allies that you're not ready for, consider [[teleport]]ing or using a [[Controlled Blink]] immediately. You may not get a second chance.
 
*If you see a sphinx with several strong allies that you're not ready for, consider [[teleport]]ing or using a [[Controlled Blink]] immediately. You may not get a second chance.
==History==
+
*You can summon your own friendly sphinxes with the spell [[Monstrous Menagerie]].
In [[0.14]] the player can summon friendly Sphinxes with the spell [[Monstrous Menagerie]].
 
[[Category:Crystal Ball Articles]]
 

Revision as of 16:07, 7 May 2014

Version 0.14: This article may not be up to date for the latest stable release of Crawl.
sphinx HSphinx.png
HP 68-108
HD 16
XP 2263
Speed 11
AC 5
EV 5
Will 64
Attack1 25 (hit: plain)
Attack2 12 (hit: plain)
Attack3 12 (hit: plain)
Resistances rDrown
Vulnerabilities None
Habitat Land
Intelligence High
Uses Open doors
Holiness Natural
Size Big
Type sphinx, sphinx
Flags Actual spells
Flying
Hybrid
See invisible
Speaks
Spellcaster
Warm-blooded
A large creature with a woman's head, a lion's body and the wings of a huge bird, able to cloud the minds of its foes and wield fell magics.


Useful Info

Sphinxes are hefty late-game beasts that pack a wide variety of debilitating Hexes in their spell lists. Because they can paralyze you, they're a much bigger threat when other enemies are around than when alone, but even then they have some decent melee attacks and the ability to smite. They can be found individually in the Depths, and in a large, dangerous pack in the Tomb. They are also occasionally summoned by the unique sorceress Kirke.

Spells

Spell set
Slot1 Confuse (50% success rate when MR=54)
Slot2 Paralyse (50% success rate when MR=54)
Slot3 Minor Healing (2d8)
Slot4 Smiting (7-17)
Slot5 Slow (50% success rate when MR=54)
Slot6 Minor Healing (2d8)

Tips & Tricks

  • An amulet of stasis will guard against their most powerful weapon, but there's no substitute for loading up on magic resistance. High MR will render them almost incapable of disabling you.
  • Strong summonsed allies can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies can guard you until it wears off.
  • If you see a sphinx with several strong allies that you're not ready for, consider teleporting or using a Controlled Blink immediately. You may not get a second chance.
  • You can summon your own friendly sphinxes with the spell Monstrous Menagerie.