Difference between revisions of "Sojobo"
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*Sojobo is a nasty opponent. Tengu reavers are nasty enemies. As such, taking on Sojobo ''and'' his band of reavers all at once is extremely reckless. Try to lure his allies away one by one, and only engage Sojobo when he's all alone. [[Swiftness]] or [[Haste]] certainly help in getting away, as these tengu are all slightly faster than the average character. | *Sojobo is a nasty opponent. Tengu reavers are nasty enemies. As such, taking on Sojobo ''and'' his band of reavers all at once is extremely reckless. Try to lure his allies away one by one, and only engage Sojobo when he's all alone. [[Swiftness]] or [[Haste]] certainly help in getting away, as these tengu are all slightly faster than the average character. | ||
*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 his already significant melee attacks. Likewise, [[flying]] characters should probably stay earthbound for this fight, as his [[Airstrike]] hits extra hard against the airborne. | *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 his already significant melee attacks. Likewise, [[flying]] characters should probably stay earthbound for this fight, as his [[Airstrike]] hits extra hard against the airborne. | ||
− | *It doesn't matter how supernaturally nimble an opponent is if your attacks can't miss. He's got no elemental resistances, so the unavoidable spells of any magic school should work just fine. His [[magic resistance]] is high enough to be a problem for [[Hexes]] though | + | *It doesn't matter how supernaturally nimble an opponent is if your attacks can't miss. He's got no elemental resistances, so the unavoidable spells of any magic school should work just fine. His [[magic resistance]] is high enough to be a problem for [[Hexes]] though. |
==History== | ==History== | ||
Sojobo was added in [[0.13]]. | Sojobo was added in [[0.13]]. |
Revision as of 17:45, 13 December 2013
Version 0.13: 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 H | |
---|---|
HP | 150 |
HD | 20 |
XP | 5528 |
Speed | 10 (move: 90%) |
AC | 2 |
EV | 22 |
Will | 133 |
Attack1 | 28 (hit: plain) |
Attack2 | 14 (peck: plain) |
Attack3 | 14 (claw: plain) |
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | High |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | tengu, tengu |
Flags | Actual spells Deflect missiles Fighter Levitate See invisible Speaks Spellcaster Unique Warm-blooded |
King of the tengu, with legendary skill in swordsmanship, tactics, and magic. |
Useful Info
Sojobo is a tengu air elementalist who is always generated with a band of tengu reavers. He's fairly durable, and even hitting him can be a challenge as he has significant evasion and an innate Deflect Missiles effect at all times. He carries a great sword (83.3%) or triple sword (16.6%) which has the electrocution brand 66% of the time.
Location
- The Dungeon:20-27
- The Swamp:5
- The Snake Pit:5
- The Shoals:5
- The Spider's Nest:5
- The Vaults:2-5
- The Crypt
- The Forest
- The Hall of Blades
- The Tomb
Spells
Spell set | |
---|---|
Slot1 | Lightning Bolt (3d24) |
Slot2 | none |
Slot3 | Wind Blast |
Slot4 | Airstrike (0-50) |
Slot5 | Summon Air Elementals |
Slot6 | Wind Blast |
Tips & Tricks
- Sojobo is a nasty opponent. Tengu reavers are nasty enemies. As such, taking on Sojobo and his band of reavers all at once is extremely reckless. Try to lure his allies away one by one, and only engage Sojobo when he's all alone. Swiftness or Haste certainly help in getting away, as these tengu are all slightly faster than the average character.
- 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 his already significant melee attacks. Likewise, flying characters should probably stay earthbound for this fight, as his Airstrike hits extra hard against the airborne.
- It doesn't matter how supernaturally nimble an opponent is if your attacks can't miss. He's got no elemental resistances, so the unavoidable spells of any magic school should work just fine. His magic resistance is high enough to be a problem for Hexes though.
History
Sojobo was added in 0.13.