Difference between revisions of "Entropy weaver"
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==Useful Info== | ==Useful Info== | ||
− | '''Entropy weavers''' are devastating arachnoid casters which can inflict massive amounts of [[corrosion]], rendering a character extremely vulnerable. They can be found in [[the Spider's Nest]], [[the Vaults]], and [[the Depths]], usually accompanied by several [[list of spiders|lesser arachnids]]. | + | '''Entropy weavers''' are potentially devastating arachnoid casters which, if allowed to use their powerful magic, can inflict massive amounts of [[corrosion]], rendering a character extremely weak and vulnerable. They can be found in [[the Spider's Nest]], [[the Vaults]], and [[the Depths]], usually accompanied by several [[list of spiders|lesser arachnids]]. |
Spells: [[Chant Word of Entropy]] | Spells: [[Chant Word of Entropy]] |
Revision as of 05:24, 21 April 2015
Version 0.17: This article may not be up to date for the latest stable release of Crawl.
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A gaunt humanoid creature covered in a flaking, pale chitin. Its spindly limbs are capable of startlingly quick movement and end in razor-sharp talons. These creatures know a slow and ancient chant that temporarily accelerates the aging process of a foe's weapon and armour, corroding them badly. |
Useful Info
Entropy weavers are potentially devastating arachnoid casters which, if allowed to use their powerful magic, can inflict massive amounts of corrosion, rendering a character extremely weak and vulnerable. They can be found in the Spider's Nest, the Vaults, and the Depths, usually accompanied by several lesser arachnids.
Spells: Chant Word of Entropy
Tips & Tricks
- Their Chant Word of Entropy spell requires 3 turns to cast, and renders the weaver immobile until the spell is complete, allowing you several turns to disable them before the spell lands. Silence and confusion can accomplish this, as can killing them before they manage to finish, but it may be wiser to blink away first. If there's a rock you can hide behind to break line of sight, this works just as well.
- If they do land their spell, don't expect to be effective in melee for quite some time. They and their allies will be tremendously dangerous at this point, so a teleport (preferably a controlled one) to safety may be the best course of action.
History
Entropy weavers will be added in 0.17.