Difference between revisions of "Vault sentinel"

From CrawlWiki
Jump to: navigation, search
m
Line 36: Line 36:
  
 
<!--monster-bot-end-->
 
<!--monster-bot-end-->
 
 
{{Flavour|Vigilant scouts of the Vaults, sentinels are quick to alert their fellows to the presence of intruders and can mark these same intruders with magic such that they will be unable to hide from pursuit, no matter where they flee.}}
 
{{Flavour|Vigilant scouts of the Vaults, sentinels are quick to alert their fellows to the presence of intruders and can mark these same intruders with magic such that they will be unable to hide from pursuit, no matter where they flee.}}
  
Line 57: Line 56:
 
}}
 
}}
 
{{clear}}
 
{{clear}}
 
 
<!--spl-bot-end-->
 
<!--spl-bot-end-->
  
 
==Tips & Tricks==
 
==Tips & Tricks==
 +
 
*Vault sentinels are too durable for most characters to one-shot at a distance, unfortunately, so expect to have to deal with their abilities. Most of the time, the reinforcements that arrive are less dangerous than those teleported in by [[ironbrand convoker]]s, usually amounting to one or two more bands of enemies arriving before the mark wears off. If you find yourself marked and near some [[stairs]] to the floor above you, feel free to wait out the effect up there. Just don't be surprised if you need to stairdance a little when you decide to go back down.
 
*Vault sentinels are too durable for most characters to one-shot at a distance, unfortunately, so expect to have to deal with their abilities. Most of the time, the reinforcements that arrive are less dangerous than those teleported in by [[ironbrand convoker]]s, usually amounting to one or two more bands of enemies arriving before the mark wears off. If you find yourself marked and near some [[stairs]] to the floor above you, feel free to wait out the effect up there. Just don't be surprised if you need to stairdance a little when you decide to go back down.
 
**If marked on Vault:5, go back upstairs immediately. This floor can become incredibly deadly if a sentinel tags you.
 
**If marked on Vault:5, go back upstairs immediately. This floor can become incredibly deadly if a sentinel tags you.

Revision as of 17:48, 1 September 2013

Version 0.12: This article may not be up to date for the latest stable release of Crawl.


vault sentinel @Vault sentinel.png
HP 39-66
HD 8
XP 533
Speed 10
AC 1
EV 13
Will 42
Attack1 15 (hit: plain)


Resistances None
Vulnerabilities None
Habitat Land
Intelligence Normal
Uses Weapons & armour
Starting equipment
Open doors
Holiness Natural
Size Medium
Type human, human
Flags Actual spells
Fighter
Speaks
Spellcaster
Warm-blooded
See invisible
Vigilant scouts of the Vaults, sentinels are quick to alert their fellows to the presence of intruders and can mark these same intruders with magic such that they will be unable to hide from pursuit, no matter where they flee.

Useful Info

Vault sentinels are one of the weaker human guards in the Vaults. Although not very dangerous alone, they often generate with crossbows, and their special abilities allow them to awaken nearby enemy units or inform all conscious monsters on the current floor of your whereabouts.

Abilities: Signal Horn

Spells

Spell set
Slot1 Sentinel's Mark
Slot2 Sentinel's Mark
Slot3 none
Slot4 Sentinel's Mark
Slot5 none
Slot6 none

Tips & Tricks

  • Vault sentinels are too durable for most characters to one-shot at a distance, unfortunately, so expect to have to deal with their abilities. Most of the time, the reinforcements that arrive are less dangerous than those teleported in by ironbrand convokers, usually amounting to one or two more bands of enemies arriving before the mark wears off. If you find yourself marked and near some stairs to the floor above you, feel free to wait out the effect up there. Just don't be surprised if you need to stairdance a little when you decide to go back down.
    • If marked on Vault:5, go back upstairs immediately. This floor can become incredibly deadly if a sentinel tags you.
  • Most debilitating effects work very well against vault sentinels. Their low hit dice and magic resistance makes it easy to hit them with Mephitic Cloud or Ensorcelled Hibernation, and you can't go wrong with Silence.

History

Vault sentinels were added to the game in 0.12.