Difference between revisions of "Satyr"

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{{monster
 
|name=satyr
 
|glyph={{LightGreen|c}}
 
|tile=[[File:Satyr.png]]
 
|flags={{Actual spells flag}}<br>{{Speaks flag}}<br>{{Archer flag}}<br>{{Spellcaster flag}}<br>{{Warm blood flag}}
 
|resistances=None
 
|vulnerabilities=None
 
|max_chunks=3
 
|meat={{Contaminated corpse}}
 
|xp=1593
 
|holiness={{Natural}}
 
|magic_resistance=60
 
|hp_range=63-103
 
|avg_hp=83
 
|armour_class=2
 
|evasion=15
 
|habitat=Land
 
|speed= 10
 
|size={{Medium}}
 
|item_use={{Weapons armour}}<br>{{Starting equipment}}<br>{{Open doors}}
 
|attack1=25 ({{Hit type}}: {{Plain flavour}})
 
|attack2=
 
|attack3=
 
|attack4=
 
|hit_dice=15
 
|base_hp=3
 
|extra_hp=5
 
|fixed_hp=0
 
|intelligence={{High intelligence}}
 
|genus=satyr
 
|species=satyr
 
}}
 
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''For a list of all centaur-type creatures, see [[list of centaurs]].''
 
''For a list of all centaur-type creatures, see [[list of centaurs]].''
{{Flavour|A more intelligent relative of the faun, often found in their company, and far more unforgiving of - and dangerous to - interlopers.}}
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{{monster info}}
  
 
==Useful Info==
 
==Useful Info==
?
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'''Satyrs''' are the powerful leaders of [[faun]] packs. Like their weaker brethren, satyrs attack you at range and have crippling Hexes. They'll also [[might]] nearby enemies with Battlecry, increasing allies' melee damage by +50%. They can be found in [[the Shoals]].
  
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{{monster spells}}
==Spells==
 
  
{{Spellcaster
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==Tips & Tricks==
|number=
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*It's good to have high [[willpower]] in the Shoals, and satyrs are one of the main reasons for it.
|slot1=''none''
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**[[Sleep]] might only last for 1 turn, but it's 1 turn where a squad of mighted fauns can shoot at you, melee enemies hit for 250% damage, and [[EV]]/[[SH]] are set to 0. If you're around a group of enemies, sleep can mean ''lots'' of extra damage.
|slot2=''none''
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**[[Cause Fear]] can be annoying to melee characters. At the least, breaking [[line of sight]] will end the effect. It's more annoying if you rely on [[summon]]s or other [[allies]]; allies without enough will can be feared, too, reducing their effectiveness to near 0.
|slot3=[[Cause Fear]]
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**Note that [[faun]]s have [[Strip Willpower]], making it more likely for you to be hit by these effects.
|slot4=[[Cause Fear]]
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*While the Hexes are dangerous, don't underestimate the ranged attacks. Fauns can deal moderately high damage from a distance, and when [[might]]ed, they are strong in melee too. Try to take out the satyr quickly to prevent Battlecry from being used.
|slot5=[[Sleep]]
 
|slot6=''none''
 
}}
 
{{clear}}
 
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==History==
 
==History==
Satyrs will be added in [[0.13]].
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*Satyrs were added in [[0.14]].
 
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*During the brief period in which the [[Enchanted Forest]] was available in [[trunk]], satyrs could be found there.
[[Category:Crystal Ball Articles]]
 

Latest revision as of 20:27, 19 September 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

For a list of all centaur-type creatures, see list of centaurs.

satyr cSatyr.png
HP 43-88
HD 12
XP 891
Speed 10
AC 2
EV 12
Will 40
Attack1 25 (hit: plain)


Resistances None
Vulnerabilities None
Habitat Land
Intelligence Human
Uses Starting equipment
Open doors
Holiness Natural
Size Medium
Type satyr, satyr
Flags Archer
Speaks
Warm-blooded
Don't melee
A more intelligent relative of the faun, often found in their company, and far more unforgiving of — and dangerous to — interlopers.

“When Peleus, some distance away, saw him torn apart by the frightful wound he shouted: ‘Accept this tribute to the dead, at least, Crantor, dearest of youths’, and with his powerful arm, he hurled his ash spear, at full strength, at Demoleon. It ruptured the ribcage, and stuck quivering in the bone. The centaur pulled out the shaft minus its head (he tried with difficulty to reach that also) but the head was caught in his lung. The pain itself strengthened his will: wounded, he reared up at his enemy and beat the hero down with his hooves. Peleus received the resounding blows on helmet and shield, and defending his upper arms, and controlling the weapon he held out, with one blow through the arm he pierced the bi-formed breast.”
-Ovid, _Metamorphoses_, XII, 330. 8 AD.

Useful Info

Satyrs are the powerful leaders of faun packs. Like their weaker brethren, satyrs attack you at range and have crippling Hexes. They'll also might nearby enemies with Battlecry, increasing allies' melee damage by +50%. They can be found in the Shoals.

Spells

Spell set I
Slot1 Battlecry Vocal flag
Slot2 Cause Fear Wizard flag
Slot3 Sleep Wizard flag

Tips & Tricks

  • It's good to have high willpower in the Shoals, and satyrs are one of the main reasons for it.
    • Sleep might only last for 1 turn, but it's 1 turn where a squad of mighted fauns can shoot at you, melee enemies hit for 250% damage, and EV/SH are set to 0. If you're around a group of enemies, sleep can mean lots of extra damage.
    • Cause Fear can be annoying to melee characters. At the least, breaking line of sight will end the effect. It's more annoying if you rely on summons or other allies; allies without enough will can be feared, too, reducing their effectiveness to near 0.
    • Note that fauns have Strip Willpower, making it more likely for you to be hit by these effects.
  • While the Hexes are dangerous, don't underestimate the ranged attacks. Fauns can deal moderately high damage from a distance, and when mighted, they are strong in melee too. Try to take out the satyr quickly to prevent Battlecry from being used.

History

  • Satyrs were added in 0.14.
  • During the brief period in which the Enchanted Forest was available in trunk, satyrs could be found there.