Difference between revisions of "Titan"

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|resistances={{Electricity resistance 2}}, {{Drown resistance}}
 
|resistances={{Electricity resistance 2}}, {{Drown resistance}}
 
|vulnerabilities=None
 
|vulnerabilities=None
|max_chunks=21
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|max_chunks=10
 
|meat={{Clean corpse}}
 
|meat={{Clean corpse}}
 
|xp=3634
 
|xp=3634

Revision as of 20:17, 10 May 2013

Version 0.11: This article may not be up to date for the latest stable release of Crawl.
titan CTitan.png
HP 88-138
HD 20
XP 3634
Speed 10
AC 10
EV 3
Will 186
Attack1 55 (hit: plain)


Resistances rElec++, rDrown
Vulnerabilities None
Habitat Land
Intelligence High
Uses Open doors
Holiness Natural
Size Giant
Type giant, titan
Flags Actual spells
Fighter
Speaks
Spellcaster
Warm-blooded
See invisible


This huge, bolt-throwing, lightning-limned humanoid is unusually large and powerful, even among giants.

"And on the other part the Titans eagerly strengthened their ranks, and both sides at one time showed the works of their hands and their might. The boundless sea rang terribly around, and the earth crashed loudly: wide Heaven was shaken and groaed, and high Olympus reeled from its foundation under the charge of the undying gods, and a heavy quaking reached Tartarus and the deep sound of their feet in their fearful onset and of their hard missiles. So, then, they launched their grievous shafts upon one another, and the cry of both armies reached to starry heaven; and they met together with a great battle-cry.

-Hesiod, _Theogeny_, 8th cent. B.C.
trans. H.G. Evelyn-White, 1914.

Useful Info

Titans are durable giants found in the lowest portion of the Vaults and in some Dungeon vaults, dangerous both in melee and from a distance due to their powerful Air Magic. Electricity resistance is useful against them.

Spells

Spell set
Slot1 Lightning Bolt (3d24)
Slot2 none
Slot3 Minor Healing
Slot4 Airstrike (0-50)
Slot5 none
Slot6 Minor Healing


Strategy

Strong melee characters can generally take them one on one, though you may want to haste or berserk yourself if that's available. Conjurers should use their most powerful conjurations, since titans' low EV makes them easy targets. As they have only one attack, titans are also relatively easy to overwhelm with reasonably powerful summons. Just make sure to prioritize titans over almost any other monster in sight: think orc priests but worse.

Having high AC and electricity resistance helps make their attacks less lethal, but they can still dish out tons of damage even with those defenses. Whatever means you choose of disposing of them, make sure it works quickly -- they can deal out a lot of damage per turn, and they don't need a clear line of sight to do so.

Tips & Tricks

  • Don't bother with Mephitic Cloud -- their high HD means that there is only a 1/11 chance they will be affected per turn, generally letting them walk out unconfused. Other types of poison are quite effective, though.
  • If you are flying, stop doing so: Airstrike deals 50% more damage if you are. This applies particularly to tengu, as well as to mages who keep spells up constantly.
  • Their evasion score is 3. If you've got it, Bolt of Inaccuracy can deal heavy damage to them and anything else that happens to be in the line of fire.