Difference between revisions of "Hill giant"
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|resistances={{Drown resistance}} | |resistances={{Drown resistance}} | ||
|vulnerabilities=None | |vulnerabilities=None | ||
− | |max_chunks= | + | |max_chunks=7 |
|meat={{Contaminated corpse}} | |meat={{Contaminated corpse}} | ||
|xp=657 | |xp=657 |
Revision as of 20:14, 10 May 2013
hill giant C | |
---|---|
HP | 42-77 |
HD | 11 |
XP | 657 |
Speed | 10 |
AC | 3 |
EV | 4 |
Will | 44 |
Attack1 | 30 (hit: plain)
|
Resistances | rDrown |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Normal |
Uses | Starting equipment Open doors |
Holiness | Natural |
Size | Giant |
Type | giant, hill giant |
Flags | Speaks Warm-blooded |
Although one of the smaller giant varieties, this hill giant is still big enough to be dangerous. |
Useful Info
Hill giants are the weakest giants in the game, but that doesn't stop them from being massively more powerful than ogres. They wield giant clubs and giant spiked clubs, and can deal tremendous damage when in melee. They also occasionally generate with throwing nets, greatly increasing their potential danger. You can find them on the middle floors of the Dungeon and the lower floors of the Orcish Mines.
Tips & Tricks
- Their magic resistance isn't too high, so confusion, slow, and other hexes work well against them. Curare is also very effective, especially with some other method for dealing damage while kiting.
- If you intend to simply nuke them at range before they can reach you, be careful; they often have enough durability to survive several shots of low-level conjurations, and it doesn't take many attacks for them to squish casters in melee.