Difference between revisions of "Sphinx"
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*High [[willpower]] (at least +++, preferably ++++) will render them almost incapable of disabling you. | *High [[willpower]] (at least +++, preferably ++++) will render them almost incapable of disabling you. | ||
*Strong summoned allies can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies will kill or distract it until the effect wears off. | *Strong summoned allies can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies will kill or distract it until the effect wears off. | ||
− | *If you see a sphinx with several strong allies that you're not ready for, consider [[teleport]]ing or using a [[ | + | *If you see a sphinx with several strong allies that you're not ready for, consider [[teleport]]ing or using a [[scroll of fog]] and running away immediately. You may not get a second chance. |
*You can summon your own friendly sphinxes with the spell [[Monstrous Menagerie]]. | *You can summon your own friendly sphinxes with the spell [[Monstrous Menagerie]]. |
Revision as of 14:35, 8 June 2021
Version 0.26: This article may not be up to date for the latest stable release of Crawl.
sphinx H | |
---|---|
HP | 58-118 |
HD | 16 |
XP | 2257 |
Speed | 12 |
AC | 5 |
EV | 5 |
Will | 60 |
Attack1 | 25 (hit: plain) |
Attack2 | 12 (hit: plain) |
Attack3 | 12 (hit: plain) |
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Human |
Uses | Open doors |
Holiness | Natural |
Size | Giant |
Type | sphinx, sphinx |
Flags | See invisible Flying Speaks Warm-blooded |
A large creature with a woman's head, a lion's body and the wings of a huge bird, able to cloud the minds of its foes and wield fell magics. |
Useful Info
Sphinxes are hefty late-game beasts that pack a wide variety of debilitating Hexes in their spell lists. Because they can paralyze you, they're a much bigger threat when other enemies are around than when alone, but even then they have some decent melee attacks and the ability to smite. They can be found individually in the Depths and the Vaults, and in a large, dangerous pack on the first floor of the Tomb. They are also occasionally summoned by the unique sorceress Kirke.
Spells
Spell set I | ||
---|---|---|
Slot1 | Confuse | Wizard flag |
Slot2 | Paralyse | Wizard flag |
Slot3 | Minor Healing (2d8+3) | Wizard flag |
Slot4 | Smiting (7-17) | Wizard flag |
Slot5 | Slow | Wizard flag |
Tips & Tricks
- High willpower (at least +++, preferably ++++) will render them almost incapable of disabling you.
- Strong summoned allies can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies will kill or distract it until the effect wears off.
- If you see a sphinx with several strong allies that you're not ready for, consider teleporting or using a scroll of fog and running away immediately. You may not get a second chance.
- You can summon your own friendly sphinxes with the spell Monstrous Menagerie.