Difference between revisions of "Erolcha"
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*She has only modest [[HP]] and poor defenses. Hit her hard and she'll fall quickly, but be aware that she can have decent melee damage output if she's carrying a [[giant spiked club]]. | *She has only modest [[HP]] and poor defenses. Hit her hard and she'll fall quickly, but be aware that she can have decent melee damage output if she's carrying a [[giant spiked club]]. | ||
*Despite her description as an "especially cunning ogre-mage", she actually has considerably less HD than an actual [[ogre mage]], and a generally less-dangerous spell set, since she lacks [[Haste Other]]. She does appear considerably earlier than normal ogre mages, though. | *Despite her description as an "especially cunning ogre-mage", she actually has considerably less HD than an actual [[ogre mage]], and a generally less-dangerous spell set, since she lacks [[Haste Other]]. She does appear considerably earlier than normal ogre mages, though. | ||
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Revision as of 20:43, 11 October 2013
Version 0.13: This article may not be up to date for the latest stable release of Crawl.
Erolcha O | |
---|---|
HP | 54 |
HD | 6 |
XP | 739 |
Speed | 10 |
AC | 3 |
EV | 7 |
Will | 56 |
Attack1 | 20 (hit: plain)
|
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Normal |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Large |
Type | ogre, ogre |
Flags | Actual spells See invisible Speaks Spellcaster Unique Warm-blooded |
An especially cunning ogre-mage. |
Contents
Useful Info
Erolcha is a notoriously dangerous unique ogre mage spawned with one of five sets of spells. Depending on which she gets, she may be able to easily one- or two-shot most mid-level characters, or send a player with low magic resistance to the Abyss.
Location
- The Dungeon:8-13
- The Orcish Mines
Spells
Spell set I | |
---|---|
Slot1 | Magic Dart (3d4) |
Slot2 | Paralyse |
Slot3 | Haste |
Slot4 | Lightning Bolt (3d14) |
Slot5 | Confuse |
Slot6 | Teleport Self |
Spell set II | |
---|---|
Slot1 | Paralyse |
Slot2 | Throw Flame (3d6) |
Slot3 | Invisibility |
Slot4 | Teleport Other |
Slot5 | Fireball (3d14) |
Slot6 | Teleport Other |
Spell set III | |
---|---|
Slot1 | Petrify |
Slot2 | Lehudib's Crystal Spear (3d23) |
Slot3 | Blink |
Slot4 | Bolt of Fire (3d14) |
Slot5 | Bolt of Cold (3d14) |
Slot6 | Minor Healing |
Spell set IV | |
---|---|
Slot1 | Stone Arrow (3d12) |
Slot2 | Sting (d8) |
Slot3 | Blink |
Slot4 | Lightning Bolt (3d14) |
Slot5 | Banishment |
Slot6 | Minor Healing |
Spell set V | |
---|---|
Slot1 | Venom Bolt (3d11) |
Slot2 | Iskenderun's Mystic Blast (3d12) |
Slot3 | Invisibility |
Slot4 | Confuse |
Slot5 | Slow |
Slot6 | Teleport Self |
Tips & Tricks
- When you see her cast a spell, try to use that information to determine which spell set she has. The two most dangerous are those that contain Crystal Spear and Banish; fortunately, they are fairly easy to identify. If she blinks, she definitely has one of those two spell sets; if she casts Haste or Invisibility, she definitely doesn't. When you first meet her, assume the worst and buff up your magic resistance.
- If you think she knows Banish, you can block her line of fire with summons or other monsters; Banish is beam-targeted.
- She has only modest HP and poor defenses. Hit her hard and she'll fall quickly, but be aware that she can have decent melee damage output if she's carrying a giant spiked club.
- Despite her description as an "especially cunning ogre-mage", she actually has considerably less HD than an actual ogre mage, and a generally less-dangerous spell set, since she lacks Haste Other. She does appear considerably earlier than normal ogre mages, though.