Difference between revisions of "Manticore"
(Talk more about barbs; invisibility doesn't prevent spikes) |
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*Once you have the '''barbs''' status, moving inflicts 2d(level+2) damage, where level is the number of times you've acquired the status. This is a small enough amount of damage that it may be worth improving your position if it only takes a movement or two, but be careful if you have low HP. Also note that the game only warns you once about moving with barbs. | *Once you have the '''barbs''' status, moving inflicts 2d(level+2) damage, where level is the number of times you've acquired the status. This is a small enough amount of damage that it may be worth improving your position if it only takes a movement or two, but be careful if you have low HP. Also note that the game only warns you once about moving with barbs. | ||
*They have lousy [[magic resistance]], so if you're able to induce [[confusion]], do so. They're completely unable to fire spikes while confused. | *They have lousy [[magic resistance]], so if you're able to induce [[confusion]], do so. They're completely unable to fire spikes while confused. | ||
+ | *Barbs is the only status effect in the game that requires you to use 5 to remove it. Don't just waltz around with spikes in you. | ||
==History== | ==History== |
Revision as of 23:30, 7 May 2016
manticore H | |
---|---|
HP | 32-66 |
HD | 9 |
XP | 529 |
Speed | 10 |
AC | 5 |
EV | 7 |
Will | 40 |
Attack1 | 26 (bite: plain) |
Attack2 | 14 (claw: plain) |
Attack3 | 14 (claw: plain) |
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Animal |
Uses | Uses nothing |
Holiness | Natural |
Size | Large |
Type | manticore, manticore |
Flags | Flying Warm-blooded |
A hideous cross-breed, bearing the features of a human and a lion, with great bat-like wings. Its tail bristles with spikes that can be loosed at potential prey.
“Ctesias writeth, that in Aethiopia likewise there is a beast which he calleth Mantichora, having three rankes of teeth, which when they meet togither are let in one within another like the teeth of combes: with the face and eares of a man, with red eyes; of colour sanguine, bodied like a lyon, and having a taile armed with a sting like a scorpion: his voice resembleth the noise of a flute and trumpet sounded together: very swift he is, and mans flesh of all others hee most desireth.” |
Contents
Useful Info
Manticores are natural beasts that can fling volleys of spikes at you from afar. Spikes may become lodged in you, causing you to take damage when you move. Although players can easily outrun manticores, they can deal dangerous amounts of damage to you as you flee. They are found in the mid-Dungeon, the Lair, the Shoals, and the Vaults.
Spells
Spell set I | ||
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Slot1 | Throw Barbs (2d13) | Natural flag |
Tips & Tricks
- Manticores' spikes deal 2d13 physical damage per hit, which is reduced by your AC and can be blocked or dodged. These spikes are infinite, so manticores don't have to resort to melee. Heavily armoured characters or casters with Repel Missiles/Deflect Missiles can usually shrug off these spikes with ease, but other casters may want to keep their distance (6 tiles away is a perfectly safe kiting distance) to avoid perforation.
- Once you have the barbs status, moving inflicts 2d(level+2) damage, where level is the number of times you've acquired the status. This is a small enough amount of damage that it may be worth improving your position if it only takes a movement or two, but be careful if you have low HP. Also note that the game only warns you once about moving with barbs.
- They have lousy magic resistance, so if you're able to induce confusion, do so. They're completely unable to fire spikes while confused.
- Barbs is the only status effect in the game that requires you to use 5 to remove it. Don't just waltz around with spikes in you.
History
Prior to 0.15, manticores didn't move as fast as the player, and had a finite number of spike volleys.
Prior to 0.14, manticores had lower HD and attack damage, and the spikes of a manticore didn't inflict the Barbs status effect. The player wasn't able to summon manticores with the Monstrous Menagerie spell.