Difference between revisions of "Dream sheep"

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(Tips & Tricks)
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{{monster info}}
  
 
==Useful Info==
 
==Useful Info==
'''Dream sheep''' are a step below the common [[yak]], pack monsters that don't hit too hard and are about as tough as an [[iguana]]. On their own, they should not be remotely threatening when you first encounter them (usually in [[the Lair]]) unless you're already injured. Be aware: if you can see them, they can make you [[sleep|sleepy]] and vulnerable, which greatly magnifies the danger of any other creatures nearby.
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'''Dream sheep''' are a step below the common [[yak]], pack monsters that don't hit too hard and are about as tough as an [[iguana]]. Physically, they pose little threat unless you're already injured; however, if you can see them, they can make you [[sleep]]y and vulnerable, which greatly magnifies the danger of any other creatures nearby.
  
 
{{monster spells}}
 
{{monster spells}}
  
 
==Tips & Tricks==
 
==Tips & Tricks==
*[[Magic resistance]] does ''not'' protect you against their [[sleep]] effect, nor does hiding behind other creatures. Kill a few or limit how many of them can see you and their dream dust becomes easier to resist.
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*[[Magic resistance]] does ''not'' protect you from their [[sleep]] effect, nor does hiding behind other creatures. Kill a few or limit how many of them can see you and their dream dust becomes easier to resist.
*[[Clarity]] guarantees resistance to [[sleep]], as does going [[berserk]]. Though most characters will likely not have clarity in [[the Lair]], going berserk may be useful, especially if there are a couple of other creatures you can continue to fight after killing the sheep. Just be mindful that your berserk doesn't wear off and leave you vulnerable with dangerous creatures still around. On the other hand, if you needed so many turns to 'zerk through a mob, then you were likely better off going berserk in the first place. Plus... being slow does not really matter if you are also asleep.
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*[[Clarity]] guarantees resistance to [[sleep]], as does going [[berserk]]. Though most characters will likely not have clarity in [[the Lair]], methods of going berserk are easier to come by. Just be careful not to take on more than you can handle -- one rage can usually get you through a herd of dream sheep, but you might have trouble if more monsters decide to investigate the sounds of fighting.
**[[Undead]] characters as well as [[Gargoyle]]s and players in [[Statue Form|Statue]] or [[Wisp Form]] cannot be affected by magic dust and have very little to fear from dream sheep. Note that alive [[Vampires]] ''are'' susceptible to this spell.
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**[[Undead]] characters, [[Gargoyle]]s, and players in [[Statue Form|Statue]] or [[Wisp Form]] cannot be put to sleep and have very little to fear from dream sheep. Living [[Vampire]]s, however, remain vulnerable to sleep -- consider becoming Bloodless when dream sheep are about (be sure to leave time for the exsanguination process to finish).
**Formicids, even though unable to go berserk and pretty much acting like they had eternal clarity, can still be put to sleep by Dream Sheep. At least that could happen in 0.19.
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*Try to kite a herd of dream sheep or hit them with area-of-effect attacks like [[cleave|cleaving]] or [[Fireball]]; aim to kill them quickly before they put you to [[sleep]]. Failing that, try to fight them somewhere only a few creatures can get to you at a time, and ''especially'' don't fight them where dangerous monsters like [[hydra]]s or [[komodo dragon]]s can get at you.
*Try to kite them or hit them with area-of-effect attacks like [[cleave|cleaving]]; aim to kill them quickly before they put you to [[sleep]]. Failing that, try to fight them in some place where only a few creatures can get to you at a time, and ''especially'' don't fight them when dangerous monsters like [[hydra]]s or [[komodo dragon]]s can get at you.
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**This might be a good time to build yourself a choke point or [[kill hole]] with a [[wand of digging]].
**Which is where Formicids or a [[wand of digging]] shine: if you create a kill hole, the only enemy that can get to you is either a Dream Sheep OR the dangerous monster that could threaten you while you sleep.
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*Heavily armoured characters have less to worry about, as [[AC]] is unaffected by being put to sleep. Characters that rely on [[ev]]asion should be far more cautious.
*Heavily armoured characters have less to worry about, as armour is virtually unaffected by being put to sleep. Characters that rely on evasion should be more cautious.
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*If run into a pack of dream sheep you weren't ready for and need to flee, consider reading a [[scroll of teleportation]] -- even if you get put to sleep, the teleportation effect will still kick in after a few turns.
  
 
==History==
 
==History==
*Prior to [[0.22]], Sticky Flame would spread between dream sheep.
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*Prior to [[0.22]], [[Sticky Flame]] would spread between dream sheep, causing them to [[fear|panic]].
 
*Dream sheep were introduced in [[0.19]], replacing ordinary [[sheep]].
 
*Dream sheep were introduced in [[0.19]], replacing ordinary [[sheep]].

Revision as of 04:19, 12 October 2020

Version 0.25: This article may not be up to date for the latest stable release of Crawl.
dream sheep YDream sheep.png
HP 14-30
HD 9
XP 255
Speed 10
AC 2
EV 10
Will 30
Attack1 13 (bite: plain)


Resistances None
Vulnerabilities None
Habitat Land
Intelligence Animal
Uses Uses nothing
Holiness Natural
Size Medium
Type dream sheep, dream sheep
Flags Warm-blooded
Herd
A drowsy, fluffy ovine whose coat sparkles with motes of dream dust. It gathers in herds and fills the air with dream dust, overwhelming its victims and putting them to sleep.

“How undisturbed, the sleep of the foolish.”
-Philip K. Dick

Useful Info

Dream sheep are a step below the common yak, pack monsters that don't hit too hard and are about as tough as an iguana. Physically, they pose little threat unless you're already injured; however, if you can see them, they can make you sleepy and vulnerable, which greatly magnifies the danger of any other creatures nearby.

Spells

Spell set I
Slot1 Dream Dust Natural flag

Tips & Tricks

  • Magic resistance does not protect you from their sleep effect, nor does hiding behind other creatures. Kill a few or limit how many of them can see you and their dream dust becomes easier to resist.
  • Clarity guarantees resistance to sleep, as does going berserk. Though most characters will likely not have clarity in the Lair, methods of going berserk are easier to come by. Just be careful not to take on more than you can handle -- one rage can usually get you through a herd of dream sheep, but you might have trouble if more monsters decide to investigate the sounds of fighting.
    • Undead characters, Gargoyles, and players in Statue or Wisp Form cannot be put to sleep and have very little to fear from dream sheep. Living Vampires, however, remain vulnerable to sleep -- consider becoming Bloodless when dream sheep are about (be sure to leave time for the exsanguination process to finish).
  • Try to kite a herd of dream sheep or hit them with area-of-effect attacks like cleaving or Fireball; aim to kill them quickly before they put you to sleep. Failing that, try to fight them somewhere only a few creatures can get to you at a time, and especially don't fight them where dangerous monsters like hydras or komodo dragons can get at you.
  • Heavily armoured characters have less to worry about, as AC is unaffected by being put to sleep. Characters that rely on evasion should be far more cautious.
  • If run into a pack of dream sheep you weren't ready for and need to flee, consider reading a scroll of teleportation -- even if you get put to sleep, the teleportation effect will still kick in after a few turns.

History