Difference between revisions of "Sphinx"
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==Useful Info== | ==Useful Info== | ||
− | '''Sphinxes''' are hefty | + | '''Sphinxes''' are hefty beasts with a large variety of [[Hexes]]. Their [[paralysis]] is a big threat if you don't have willpower, though their melee isn't bad either. They can be found in [[the Depths]], [[the Vaults]], or in a large pack inside [[Tomb]]:1. [[Out-of-depth]] sphinxes can rarely show up in the main [[Dungeon]]. |
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==Tips & Tricks== | ==Tips & Tricks== | ||
− | * | + | *High [[willpower]] (at least +++, preferably ++++) will render them almost incapable of disabling you. |
− | *Strong | + | **It takes 154 willpower in order to have a 0% chance to be hexed. (See the [[Paralysis#Paralysis Spell Table]] for what's needed to reach this.) |
− | *If you see a sphinx with several strong allies that you're not ready for, consider [[teleport]]ing or using a [[ | + | *Strong summoned allies can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies will kill or distract it until the effect wears off. |
+ | *If you see a sphinx with several strong allies that you're not ready for, consider [[teleport]]ing or using a [[scroll of fog]] and running away immediately. You may not get a second chance. | ||
*You can summon your own friendly sphinxes with the spell [[Monstrous Menagerie]]. | *You can summon your own friendly sphinxes with the spell [[Monstrous Menagerie]]. | ||
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+ | ==History== | ||
+ | *Prior to [[0.31]], sphinxes had 11 speed, but were slightly more likely to cast spells. |
Latest revision as of 22:32, 23 January 2024
Version 0.31: This article may not be up to date for the latest stable release of Crawl.
sphinx H | |
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HP | 58-118 |
HD | 16 |
XP | 2257 |
Speed | 12 |
AC | 5 |
EV | 5 |
Will | 60 |
Attack1 | 25 (hit: plain) |
Attack2 | 12 (hit: plain) |
Attack3 | 12 (hit: plain) |
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Human |
Uses | Open doors |
Holiness | Natural |
Size | Giant |
Type | sphinx, sphinx |
Flags | See invisible Flying Speaks 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. |
Contents
Useful Info
Sphinxes are hefty beasts with a large variety of Hexes. Their paralysis is a big threat if you don't have willpower, though their melee isn't bad either. They can be found in the Depths, the Vaults, or in a large pack inside Tomb:1. Out-of-depth sphinxes can rarely show up in the main Dungeon.
Spells
Spell set I | ||
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Slot1 | Confuse | Wizard flag |
Slot2 | Paralyse | Wizard flag |
Slot3 | Minor Healing (2d8+3) | Wizard flag |
Slot4 | Smiting (7-17) | Wizard flag |
Slot5 | Slow | Wizard flag |
Tips & Tricks
- High willpower (at least +++, preferably ++++) will render them almost incapable of disabling you.
- It takes 154 willpower in order to have a 0% chance to be hexed. (See the Paralysis#Paralysis Spell Table for what's needed to reach this.)
- Strong summoned allies can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies will kill or distract it until the effect wears off.
- If you see a sphinx with several strong allies that you're not ready for, consider teleporting or using a scroll of fog and running away immediately. You may not get a second chance.
- You can summon your own friendly sphinxes with the spell Monstrous Menagerie.
History
- Prior to 0.31, sphinxes had 11 speed, but were slightly more likely to cast spells.