Difference between revisions of "Sphinx"
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|glyph={{LightGrey|H}} | |glyph={{LightGrey|H}} | ||
|flags={{Flying flag}}<br>{{Sense invisible flag}}<br>{{Spellcaster flag}}<br>{{Actual spells flag}}<br>{{Warm blood flag}}<br>{{Speaks flag}} | |flags={{Flying flag}}<br>{{Sense invisible flag}}<br>{{Spellcaster flag}}<br>{{Actual spells flag}}<br>{{Warm blood flag}}<br>{{Speaks flag}} | ||
− | |resistances= | + | |resistances=None |
− | |vulnerabilities= | + | |vulnerabilities=None |
|max_chunks=? | |max_chunks=? | ||
|meat={{Clean corpse}} | |meat={{Clean corpse}} | ||
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|holiness={{Natural}} | |holiness={{Natural}} | ||
|magic_resistance=64 | |magic_resistance=64 | ||
− | |hp_range=68 | + | |hp_range=68 - 108 |
|avg_hp=88 | |avg_hp=88 | ||
|armour_class=5 | |armour_class=5 | ||
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==Useful Info== | ==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 like a [[giant eyeball]], 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 deeper portions of [[the Dungeon]], and in dangerous | + | '''Sphinxes''' are hefty late-game beasts that pack a wide variety of debilitating [[Hexes]] in their spell lists. Because they can paralyze you like a [[giant eyeball]], 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 deeper portions of [[the Dungeon]], and in a large, dangerous pack in [[the Tomb]]. |
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==Tips & Tricks== | ==Tips & Tricks== | ||
− | An [[amulet of stasis]] will guard against their most powerful weapon, but there's no substitute for loading up on [[magic resistance]]. High MR will render them powerless against you. | + | *An [[amulet of stasis]] will guard against their most powerful weapon, but there's no substitute for loading up on [[magic resistance]]. High MR will render them powerless against you. |
− | + | *Strong summons, as from [[Trog]], [[the Shining One]], or spells like [[Summon Horrible Things]], can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies can guard you until it wears off. | |
− | Strong summons, as from [[Trog]], [[the Shining One]], or spells like [[Summon Horrible Things]], can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies can guard you until it wears off. | + | *If you see a sphinx with several strong allies that you're not ready for, consider [[teleport]]ing or using a [[Controlled Blink]] immediately. You may not get a second chance. |
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− | If you see a sphinx with several strong allies that you're not ready for, consider [[teleport]]ing or using a [[Controlled Blink]] immediately. You may not get a second chance. |
Revision as of 05:53, 25 January 2013
sphinx H [[File:{{{tile_name}}}.png|32px]] | |
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HP | 68 - 108 |
HD | 16 |
XP | 3145 |
Speed | 11 |
AC | 5 |
EV | 5 |
Will | 64 |
Attack1 | 25 (hit: plain) |
Attack2 | 12 (hit: plain) |
Attack3 | 12 (hit: plain) |
Resistances | None |
Vulnerabilities | None |
Habitat | land |
Intelligence | High |
Uses | Open doors |
Holiness | Natural |
Size | Big |
Type | sphinx, sphinx |
Flags | Flying Sense invisible Spellcaster Actual spells Warm-blooded Speaks |
A large creature with a human head, the body of a lion, and the wings of a huge bird. |
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 like a giant eyeball, 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 deeper portions of the Dungeon, and in a large, dangerous pack in the Tomb.
Spells
Spell set | |
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Slot1 | Confuse |
Slot2 | Paralyse |
Slot3 | Minor Healing |
Slot4 | Smiting (7-17) |
Slot5 | Slow |
Slot6 | Minor Healing |
Tips & Tricks
- An amulet of stasis will guard against their most powerful weapon, but there's no substitute for loading up on magic resistance. High MR will render them powerless against you.
- Strong summons, as from Trog, the Shining One, or spells like Summon Horrible Things, can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies can guard you until it wears off.
- If you see a sphinx with several strong allies that you're not ready for, consider teleporting or using a Controlled Blink immediately. You may not get a second chance.