Difference between revisions of "Ironbound preserver"
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{{monster info}} | {{monster info}} | ||
==Useful Info== | ==Useful Info== | ||
− | ''' | + | '''Ironbound preservers''' are durable enemy support fighters that take damage in place of their allies. This makes it more difficult to kill dangerous-yet-flimsy opponents first. Coupled with their ability to heal themselves, their presence can significantly lengthen battles with groups of foes. They can be found in [[the Vaults]], usually accompanying bands of [[deep troll]]s, [[list of deep elves|deep elves]], [[orc]]s, or [[ogre (monster)|ogres]], and often supporting a [[vault warden]]. |
{{monster spells}} | {{monster spells}} | ||
==Tips & Tricks== | ==Tips & Tricks== | ||
− | *Injury Bond causes half | + | *Injury Bond causes its allies to take half damage, redirecting HP loss to itself; this effectively doubles the HP of anything around it. Try to kill the preserver first. Using area-of-effect on a large group will quickly damage the preserver. |
==History== | ==History== | ||
− | Ironheart preservers were added to the game in [[0.12]]. | + | *Prior to [[0.27]], this enemy was known as the '''ironheart preserver'''. |
+ | *Ironheart preservers were added to the game in [[0.12]]. | ||
[[Category:Human]] | [[Category:Human]] |
Latest revision as of 09:25, 22 August 2023
Version 0.30: This article may not be up to date for the latest stable release of Crawl.
ironbound preserver p | |
---|---|
HP | 73-149 |
HD | 14 |
XP | 1487 |
Speed | 10 |
AC | 4 |
EV | 5 |
Will | 40 |
Attack1 | 25 (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 | Speaks Warm-blooded |
Towering, muscular figures, preservers safeguard their allies by selflessly accepting a portion of the injuries inflicted upon them. |
Contents
Useful Info
Ironbound preservers are durable enemy support fighters that take damage in place of their allies. This makes it more difficult to kill dangerous-yet-flimsy opponents first. Coupled with their ability to heal themselves, their presence can significantly lengthen battles with groups of foes. They can be found in the Vaults, usually accompanying bands of deep trolls, deep elves, orcs, or ogres, and often supporting a vault warden.
Spells
Spell set I | ||
---|---|---|
Slot1 | Injury Bond | Wizard flag |
Slot2 | Minor Healing (2d7+3) | Wizard flag |
Tips & Tricks
- Injury Bond causes its allies to take half damage, redirecting HP loss to itself; this effectively doubles the HP of anything around it. Try to kill the preserver first. Using area-of-effect on a large group will quickly damage the preserver.