Difference between revisions of "Joseph"

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{{monster info}}
{{monster
 
|name=Joseph
 
|glyph={{Cyan|@}}
 
|tile=[[File:Joseph.png]]
 
|flags={{Fighter flag}}<br>{{Speaks flag}}<br>{{Unique flag}}<br>{{Warm blood flag}}
 
|resistances=None
 
|vulnerabilities=None
 
|max_chunks=3
 
|meat={{Clean corpse}}
 
|xp=455
 
|holiness={{Natural}}
 
|magic_resistance=40
 
|hp_range=66
 
|avg_hp=66
 
|armour_class=0
 
|evasion=10
 
|habitat=Land
 
|speed= 10
 
|size={{Medium}}
 
|item_use={{Weapons armour}}<br>{{Starting equipment}}<br>{{Open doors}}
 
|attack1=15 ({{Hit type}}: {{Plain flavour}})
 
|attack2=
 
|attack3=
 
|attack4=
 
|hit_dice=6
 
|base_hp=0
 
|extra_hp=0
 
|fixed_hp=66
 
|intelligence={{Normal intelligence}}
 
|genus=human
 
|species=human
 
}}
 
{{Flavour|Looks like a mercenary.}}
 
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==Useful Info==
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'''Joseph, a Mercenary''' is a [[unique]] [[human (monster)|human]] armed with a [[quarterstaff]] and [[sling]], both of which are often [[brand]]ed.
  
==Useful Info==
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As an enemy with the [[:Category:Archer flag|archer flag]], Joseph does up to 8 extra damage with ranged weapons.
'''Joseph''' is a [[unique]] [[human (monster)|human]] mercenary armed with a [[quarterstaff]] and [[sling]], both of which are often [[brand]]ed. Whether he is more dangerous in melee or at range depends entirely upon what he generates with.
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Joseph alternates with [[Wiglaf]], whose hat he stole and ruined.
  
 
==Location==
 
==Location==
*[[The Dungeon]]:7-12
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*[[The Dungeon]]:7-10
*The [[Orcish Mines]]
 
 
*[[The Lair]]:1
 
*[[The Lair]]:1
  
 
==Tips & Tricks==
 
==Tips & Tricks==
*His sling can do significant damage quickly, even to characters in decent armour. Try to face him without a lot of enemy support, and take him out quickly.
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*Unlike [[list of centaurs|centaurs]], Joseph is a threat in both melee and ranged combat, though his sling is usually stronger. His weapons can do significant damage quickly, even to characters in decent armour. Try to face him without a lot of enemy support, and take him out quickly.
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**As with many ranged attackers, ducking around a corner is a good way to lure him into melee range.
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*He has no special resistances. [[Curare]] darts, [[Mephitic Cloud]], [[wand]]s, [[throwing net]]s, and going [[invisible]] can all help take him out.
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==History==
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*Prior to [[0.27]], monsters did not have infinite ammo, so you could run him out of [[sling bullet]]s. Also, monster weapon penalties were removed, so Joseph became stronger overall.
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[[Category:Human]]

Latest revision as of 17:31, 1 November 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Joseph @Joseph.png
HP 43-88
HD 6
XP 455
Speed 10
AC 4
EV 9
Will 40
Attack1 15 (hit: plain)


Resistances None
Vulnerabilities None
Habitat Land
Intelligence Human
Uses Weapons & armour
Starting equipment
Open doors
Holiness Natural
Size Medium
Type human, human
Flags Fighter
Archer
Speaks
Warm-blooded
Unique
Male
Looks like a mercenary in a stupid-looking hat.

Useful Info

Joseph, a Mercenary is a unique human armed with a quarterstaff and sling, both of which are often branded.

As an enemy with the archer flag, Joseph does up to 8 extra damage with ranged weapons.

Joseph alternates with Wiglaf, whose hat he stole and ruined.

Location

Tips & Tricks

  • Unlike centaurs, Joseph is a threat in both melee and ranged combat, though his sling is usually stronger. His weapons can do significant damage quickly, even to characters in decent armour. Try to face him without a lot of enemy support, and take him out quickly.
    • As with many ranged attackers, ducking around a corner is a good way to lure him into melee range.
  • He has no special resistances. Curare darts, Mephitic Cloud, wands, throwing nets, and going invisible can all help take him out.

History

  • Prior to 0.27, monsters did not have infinite ammo, so you could run him out of sling bullets. Also, monster weapon penalties were removed, so Joseph became stronger overall.