Difference between revisions of "Imperial myrmidon"
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==History== | ==History== | ||
− | Imperial myrmidons were added in [[0.19]]. | + | *Imperial myrmidons were added in [[0.19]]. |
[[Category:Human]] | [[Category:Human]] |
Latest revision as of 18:38, 28 April 2024
Version 0.31: This article may not be up to date for the latest stable release of Crawl.
imperial myrmidon a | |
---|---|
HP | 49-100 |
HD | 16 |
XP | 1217 |
Speed | 12 |
AC | 1 |
EV | 21 |
Will | 60 |
Attack1 | 30 (hit: vulnerable)
|
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Human |
Uses | Open doors Weapons & armour Starting equipment |
Holiness | Natural |
Size | Medium |
Type | human, human |
Flags | Speaks See invisible Warm-blooded |
A warrior initiated in the mysteries of a dying cult, dedicated to serve thrones long-fallen. Its blows strip away magical defenses, leaving its foes vulnerable to even the simplest hexes. |
Contents
Useful Info
Imperial myrmidons are fast, aggressive support hexers with melee attacks that halve your willpower, essentially being a crossbreed between phantasmal warriors and vampire knights. Disabling you with status effects and carving your health away with Agony, they are dangerous on their own and deadly when paired with allies. They are found in the Desolation of Salt, usually guarding treasure vaults.
Spells
Spell set I | ||
---|---|---|
Slot1 | Slow | Wizard flag |
Slot2 | Confuse | Wizard flag |
Slot3 | Agony | Wizard flag |
Tips & Tricks
- Three pips of willpower should be enough to be safe; that way, when your will is halved, the hexes still have a fairly low chance (lower than 25%) of succeeding. Less is only risky if you engage them in melee; if you can defeat them at range, it's not much of an issue, though you might want a potion of curing on hand to end confusion early.
History
- Imperial myrmidons were added in 0.19.