Difference between revisions of "Sojobo"

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{{list of | tengu}}
 
{{list of | tengu}}
 
{{monster info}}
 
{{monster info}}
  
 
==Useful Info==
 
==Useful Info==
'''Sojobo, Queen of Tengu''' is a [[unique]] [[list of tengu|tengu]] air elementalist who is always generated with a band of [[tengu reaver]]s. She's fairly durable, and even hitting her can be a challenge as she has significant [[ev]]asion and an innate [[Repel Missiles]] effect at all times. She carries a [[great sword]] (83%) or [[triple sword]] (17%); regardless of type, her blade has a high chance (66%) to carry the [[electrocution]] brand.
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'''Sojobo, Queen of Tengu''' is a [[unique]] [[list of tengu|tengu]] air elementalist who is always generated with a band of [[tengu reaver]]s. She's fairly durable, has significant [[ev]]asion, an innate [[Repel Missiles]] effect, and can summon paralysing [[air elemental]]s to her aid. She carries a [[great sword]] (83%) or [[triple sword]] (17%); regardless of type, it has a high chance (66%) to carry the [[electrocution]] brand.
  
 
==Location==
 
==Location==
 
*[[The Depths]]
 
*[[The Depths]]
*[[The Vaults]]:2-5
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*[[The Vaults]]: 2-5
 
*[[The Crypt]]
 
*[[The Crypt]]
*[[The Tomb]]
 
  
 
{{monster spells}}
 
{{monster spells}}
  
 
==Tips & Tricks==
 
==Tips & Tricks==
*Sojobo is a nasty opponent. Tengu reavers are nasty enemies. As such, taking on Sojobo ''and'' her band of reavers all at once is extremely reckless. Try to lure her allies away one by one, and only engage Sojobo when she's all alone. [[Swiftness]] and/or a [[potion of haste]] certainly help in getting away, as all tengu can fly slightly faster than the average character can run.
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*Sojobo's band can be nasty. Fighting 2-3 tengu reavers, by themselves, can quickly turn sour. Adding Sojobo and summoned [[air elemental]]s to the mix only makes it ''that'' much worse. Try to lure her allies away one by one, and only engage Sojobo when she's all alone. Note that all tengu are faster than the average species, so [[Swiftness]] or [[haste]] is required to outrun them.
*Sojobo can deal dangerous amounts of damage quickly to the unprepared. [[Electricity]] resistance is very strongly recommended, as getting hit by a [[Lightning Bolt]] [[multizap]] can easily bring you to the brink of death, and there's no sense in tacking an additional 20 or so electricity damage on top of her already significant melee attacks.
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:Even by herself, Sojobo is quite strong:
*It doesn't matter how supernaturally nimble an opponent is if your attacks can't miss. Barring enchanted armour, Sojobo's got no elemental resistances, so the unavoidable spells of any magic school should work just fine. Her [[willpower]] is high enough to be a problem for [[Hexes]], though.
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:*Air elementals are very dangerous. Each air elemental is an extremely fast enemy that casts [[Stunning Burst]], which can [[paralyse]] for a turn. It isn't great when Sojobo, the air elementals, and any reavers get a free shot against you.
*Do not rely on [[stairs]] as a means of escape or for [[stair dancing]]; at any time, you can be forced off the stairs by her Wind Blast spell or by the swirling winds around an air elemental.
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:*[[Electricity]] resistance is highly recommended. Getting hit by [[Lightning Bolt]] [[multizap]]s really racks up damage, and rElec gives you a chance to resist Stunning Burst's paralysis.
*The usual anti-spellcaster tools like [[Silence]], [[phial of floods]], or [[antimagic]]-branded weapons work pretty well against her. But be careful, as Sojobo can deal a lot of damage with just her sword.
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*When Sojobo is around, don't depend on [[stairs]] for escape or [[stair dancing]], since her Wind Blast can push you off.
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*The usual anti-spellcaster tools, such as [[Silence]], [[phial of floods]], or [[antimagic]], work pretty well against her. But be careful, as Sojobo can deal a lot of damage with just her sword.
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*Anything that never misses can get past her high evasion. Spells like [[BVC]] and [[MCC]] ignore evasion entirely. Also, [[Yara's Violent Unravelling]] can dispel Repel Missiles, inflicting [[malmutate]] and removing the status until she uses a turn to cast Repel Missiles again.
  
 
==History==
 
==History==
*Prior to [[0.27]], Sojobo was resistant to [[Tornado]].
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*Prior to [[0.27]], Sojobo was resistant to [[Tornado]] and [[Vortex]]. Also, air elementals cast Vortex instead of Stunning Burst.
*Prior to [[0.25]], Sojobo had less EV, but had the stronger [[Deflect Missiles]] as a permanent effect instead of [[Repel Missiles]].
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*Prior to [[0.25]], Sojobo had less EV (22 EV instead of 24 EV), but had the stronger [[Deflect Missiles]] instead of [[Repel Missiles]].
 
*In [[0.22]], Sojobo's wind resistance was replaced with Tornado resistance.
 
*In [[0.22]], Sojobo's wind resistance was replaced with Tornado resistance.
 
*Sojobo was added in [[0.13]].
 
*Sojobo was added in [[0.13]].

Latest revision as of 11:09, 3 July 2024

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

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

Sojobo QSojobo.png
HP 99-200
HD 20
XP 3429
Speed 10 (move: 90%)
AC 2
EV 24
Will 140
Attack1 28 (hit: plain)
Attack2 14 (peck: plain)
Attack3 14 (claw: plain)
Resistances None
Vulnerabilities None
Habitat Land
Intelligence Human
Uses Weapons & armour
Starting equipment
Open doors
Holiness Natural
Size Medium
Type tengu, tengu
Flags Fighter
See invisible
Flying
Speaks
Warm-blooded
Unique
Female
Queen of the tengu, with legendary skill in swordsmanship, tactics, and magic.

Useful Info

Sojobo, Queen of Tengu is a unique tengu air elementalist who is always generated with a band of tengu reavers. She's fairly durable, has significant evasion, an innate Repel Missiles effect, and can summon paralysing air elementals to her aid. She carries a great sword (83%) or triple sword (17%); regardless of type, it has a high chance (66%) to carry the electrocution brand.

Location

Spells

Spell set I
Slot1 Lightning Bolt (3d24) Wizard flag
Slot2 Wind Blast Wizard flag
Slot3 Airstrike (2d(18-34)) Wizard flag
Slot4 Summon Air Elementals Wizard flag
Slot5 Repel Missiles Wizard flag

Tips & Tricks

  • Sojobo's band can be nasty. Fighting 2-3 tengu reavers, by themselves, can quickly turn sour. Adding Sojobo and summoned air elementals to the mix only makes it that much worse. Try to lure her allies away one by one, and only engage Sojobo when she's all alone. Note that all tengu are faster than the average species, so Swiftness or haste is required to outrun them.
Even by herself, Sojobo is quite strong:
  • Air elementals are very dangerous. Each air elemental is an extremely fast enemy that casts Stunning Burst, which can paralyse for a turn. It isn't great when Sojobo, the air elementals, and any reavers get a free shot against you.
  • Electricity resistance is highly recommended. Getting hit by Lightning Bolt multizaps really racks up damage, and rElec gives you a chance to resist Stunning Burst's paralysis.
  • When Sojobo is around, don't depend on stairs for escape or stair dancing, since her Wind Blast can push you off.
  • The usual anti-spellcaster tools, such as Silence, phial of floods, or antimagic, work pretty well against her. But be careful, as Sojobo can deal a lot of damage with just her sword.
  • Anything that never misses can get past her high evasion. Spells like BVC and MCC ignore evasion entirely. Also, Yara's Violent Unravelling can dispel Repel Missiles, inflicting malmutate and removing the status until she uses a turn to cast Repel Missiles again.

History

  • Prior to 0.27, Sojobo was resistant to Tornado and Vortex. Also, air elementals cast Vortex instead of Stunning Burst.
  • Prior to 0.25, Sojobo had less EV (22 EV instead of 24 EV), but had the stronger Deflect Missiles instead of Repel Missiles.
  • In 0.22, Sojobo's wind resistance was replaced with Tornado resistance.
  • Sojobo was added in 0.13.