Difference between revisions of "Ettin"

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m (you need an ettin with two +0 great maces to deal exactly up to 114 damage)
 
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{{version030}}
{{monster
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{{list of | giants}}
|name=ettin
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{{monster info}}
|glyph={{Brown|C}}
 
|tile=[[File:Ettin.png]]
 
|flags={{Speaks flag}}<br>{{Two weapon flag}}<br>{{Warm blood flag}}
 
|resistances={{Drown resistance}}
 
|vulnerabilities=None
 
|max_chunks=16
 
|meat={{Contaminated corpse}}
 
|xp=1444
 
|holiness={{Natural}}
 
|magic_resistance=48
 
|hp_range=48-83
 
|avg_hp=65
 
|armour_class=9
 
|evasion=4
 
|habitat=Land
 
|speed= 10
 
|size={{Giant}}
 
|item_use={{Starting equipment}}<br>{{Open doors}}
 
|attack1=45 ({{Hit type}}: {{Plain flavour}})
 
|attack2=45 ({{Hit type}}: {{Plain flavour}})
 
|attack3=
 
|attack4=
 
|hit_dice=12
 
|base_hp=3
 
|extra_hp=5
 
|fixed_hp=0
 
|intelligence={{Normal intelligence}}
 
|genus=giant
 
|species=ettin
 
}}
 
 
 
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{{Flavour|A two-headed giant.<br><br>"But he had not been long in his hiding-hole, before the awful Ettin came in; and no sooner was he in, than he was heard crying:<br><br>
 
'Snouk but and snouk ben,<br>
 
I find the smell of an earthly man,<br>
 
Be he living, or be he dead,<br>
 
His heart this night shall kitchen my bread.'"<br>
 
--Joseph Jacobs, The Red Ettin}}
 
  
 
==Useful Info==
 
==Useful Info==
An '''ettin''' is basically a somewhat weaker [[stone giant]] that hits twice. They dual wield [[giant club]]s, [[giant spiked club]]s, or [[great mace]]s (sometimes [[brand]]ed), giving them an attack that in theory can deal more damage in melee than any other monster save [[Antaeus]] or [[Tiamat]].  In practice, they are fairly inaccurate.
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'''Ettins''' are massive, two-headed humanoids, around the threat level of [[stone giant]]s. They usually dual-wield [[dire flail]]s or [[great mace]]s, allowing them to deal massive damage in melee. They can be found in the deepest portions of [[the Dungeon]], the [[Orcish Mines]], [[the Vaults]], and [[the Depths]].
  
 
==Tips & Tricks==
 
==Tips & Tricks==
They have terrible evasion and no ranged attacks, so wands are useful against them. Make sure you're prepared if you're a fighter, as their dual-wielded weapons can eradicate wounded or low-level characters. If you have reasonable evasion, they shouldn't be too much of a problem. Spellcasters can take them out with a few conjurations, using [[Confusion]] to disable them if they get close.
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*Ettins are not complicated opponents; they move into melee range and crush you as best they can. All they have going for them is brute melee strength. So long as you don't engage them in melee, you'll be fine. Even melee characters can win fights against them, but it might require spending some consumables.
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**They have low [[willpower]], so all sorts of [[Hexes]] and [[Evocations]] are good against them. [[Tukima's Dance]] works especially well; it takes away their weapon, which lowers their max damage considerably.
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**They aren't resistant to poison. [[Curare]] darts allow you to outrun ettins, allowing you to fight or make a quick escape.
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*Still, you should always respect ettins as threats - they can deal more than 100 damage per turn, depending on their weapons. An ettin camping the entrance to the [[Orcish Mines]] is a reason to ignore that branch for an extended period of time.
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==History==
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*Prior to [[0.27]], ettins dealt 45 base damage per hit. However, all monsters had hidden weapon penalties - they attacked slower with weapons.

Latest revision as of 12:00, 11 October 2023

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

For a list of all giants, see list of giants.

ettin CEttin.png
HP 43-88
HD 12
XP 1127
Speed 10
AC 9
EV 4
Will 40
Attack1 40 (hit: plain)
Attack2 40 (hit: plain)


Resistances rDrown
Vulnerabilities None
Habitat Land
Intelligence Human
Uses Starting equipment
Open doors
Holiness Natural
Size Giant
Type giant, ettin
Flags Two weapons
Speaks
Warm-blooded
A two-headed giant, stronger than most, and able to land devastating blows left and right with its two huge weapons.

“But he had not been long in his hiding-hole, before the awful Ettin came in; and no sooner was he in, than he was heard crying:
‘Snouk but and snouk ben,
I find the smell of an earthly man,
Be he living, or be he dead,
His heart this night shall kitchen my bread.’”
-Joseph Jacobs, _The Red Ettin_

Useful Info

Ettins are massive, two-headed humanoids, around the threat level of stone giants. They usually dual-wield dire flails or great maces, allowing them to deal massive damage in melee. They can be found in the deepest portions of the Dungeon, the Orcish Mines, the Vaults, and the Depths.

Tips & Tricks

  • Ettins are not complicated opponents; they move into melee range and crush you as best they can. All they have going for them is brute melee strength. So long as you don't engage them in melee, you'll be fine. Even melee characters can win fights against them, but it might require spending some consumables.
    • They have low willpower, so all sorts of Hexes and Evocations are good against them. Tukima's Dance works especially well; it takes away their weapon, which lowers their max damage considerably.
    • They aren't resistant to poison. Curare darts allow you to outrun ettins, allowing you to fight or make a quick escape.
  • Still, you should always respect ettins as threats - they can deal more than 100 damage per turn, depending on their weapons. An ettin camping the entrance to the Orcish Mines is a reason to ignore that branch for an extended period of time.

History

  • Prior to 0.27, ettins dealt 45 base damage per hit. However, all monsters had hidden weapon penalties - they attacked slower with weapons.