Difference between revisions of "Sojobo"
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==Useful Info== | ==Useful Info== | ||
− | '''Sojobo, Queen of Tengu''' is a [[unique]] [[list of tengu|tengu]] air elementalist who is always generated with a band of [[tengu reaver]]s. She's fairly durable, and even hitting her can be a challenge as she has significant [[ev]]asion and an innate [[Repel Missiles]] effect at all times. She carries a [[great sword]] (83%) or [[triple sword]] (17%) | + | '''Sojobo, Queen of Tengu''' is a [[unique]] [[list of tengu|tengu]] air elementalist who is always generated with a band of [[tengu reaver]]s. She's fairly durable, and even hitting her can be a challenge as she has significant [[ev]]asion and an innate [[Repel Missiles]] effect at all times. She carries a [[great sword]] (83%) or [[triple sword]] (17%); regardless of type, her blade has a high chance (66%) to carry the [[electrocution]] brand. |
Sojobo is resistant to the spell [[Tornado]]. | Sojobo is resistant to the spell [[Tornado]]. | ||
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==Tips & Tricks== | ==Tips & Tricks== | ||
− | *Sojobo is a nasty opponent. Tengu reavers are nasty enemies. As such, taking on Sojobo ''and'' her band of reavers all at once is extremely reckless. Try to lure her allies away one by one, and only engage Sojobo when she's all alone. [[Swiftness]] and/or a [[potion of haste]] certainly help in getting away, as tengu | + | *Sojobo is a nasty opponent. Tengu reavers are nasty enemies. As such, taking on Sojobo ''and'' her band of reavers all at once is extremely reckless. Try to lure her allies away one by one, and only engage Sojobo when she's all alone. [[Swiftness]] and/or a [[potion of haste]] certainly help in getting away, as all tengu can fly slightly faster than the average character can run. |
*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 her already significant melee attacks. Likewise, [[flying]] characters should probably stay earthbound for this fight, as her [[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 her already significant melee attacks. Likewise, [[flying]] characters should probably stay earthbound for this fight, as her [[Airstrike]] hits extra hard against the airborne. | ||
− | *It doesn't matter how supernaturally nimble an opponent is if your attacks can't miss. Barring enchanted armour, Sojobo's got no elemental resistances, so the unavoidable spells of any magic school should work just fine. Her [[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. Barring enchanted armour, Sojobo's got no elemental resistances, so the unavoidable spells of any magic school should work just fine. Her [[magic resistance]] is high enough to be a problem for [[Hexes]], though. |
− | *Do not | + | *Do not rely on [[stairs]] as a means of escape or for [[stair dancing]]; at any time, you can be forced off the stairs by her Wind Blast spell or by the swirling winds around an air elemental. |
==History== | ==History== | ||
− | *Prior to [[0.25]], Sojobo had the stronger [[Deflect Missiles]] as a permanent effect instead of [[Repel Missiles]]. | + | *Prior to [[0.25]], Sojobo had less EV, but had the stronger [[Deflect Missiles]] as a permanent effect instead of [[Repel Missiles]]. |
*In [[0.22]], Sojobo's wind resistance was replaced with Tornado resistance. | *In [[0.22]], Sojobo's wind resistance was replaced with Tornado resistance. | ||
*Sojobo was added in [[0.13]]. | *Sojobo was added in [[0.13]]. |
Revision as of 07:18, 8 November 2020
Version 0.25: 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 Q | |
---|---|
HP | 99-200 |
HD | 20 |
XP | 3429 |
Speed | 10 (move: 90%) |
AC | 2 |
EV | 24 |
Will | 140 |
Attack1 | 28 (hit: plain) |
Attack2 | 14 (peck: plain) |
Attack3 | 14 (claw: plain) |
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Human |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | tengu, tengu |
Flags | Fighter See invisible Flying Speaks Warm-blooded Unique Female |
Queen of the tengu, with legendary skill in swordsmanship, tactics, and magic. |
Useful Info
Sojobo, Queen of Tengu is a unique tengu air elementalist who is always generated with a band of tengu reavers. She's fairly durable, and even hitting her can be a challenge as she has significant evasion and an innate Repel Missiles effect at all times. She carries a great sword (83%) or triple sword (17%); regardless of type, her blade has a high chance (66%) to carry the electrocution brand.
Sojobo is resistant to the spell Tornado.
Location
Spells
Spell set I | ||
---|---|---|
Slot1 | Lightning Bolt (3d24) | Wizard flag |
Slot2 | Wind Blast | Wizard flag |
Slot3 | Airstrike (2d(18-34)) | Wizard flag |
Slot4 | Summon Air Elementals | Wizard flag |
Slot5 | Repel Missiles | Wizard flag |
Tips & Tricks
- Sojobo is a nasty opponent. Tengu reavers are nasty enemies. As such, taking on Sojobo and her band of reavers all at once is extremely reckless. Try to lure her allies away one by one, and only engage Sojobo when she's all alone. Swiftness and/or a potion of haste certainly help in getting away, as all tengu can fly slightly faster than the average character can run.
- 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 her already significant melee attacks. Likewise, flying characters should probably stay earthbound for this fight, as her Airstrike hits extra hard against the airborne.
- It doesn't matter how supernaturally nimble an opponent is if your attacks can't miss. Barring enchanted armour, Sojobo's got no elemental resistances, so the unavoidable spells of any magic school should work just fine. Her magic resistance is high enough to be a problem for Hexes, though.
- Do not rely on stairs as a means of escape or for stair dancing; at any time, you can be forced off the stairs by her Wind Blast spell or by the swirling winds around an air elemental.
History
- Prior to 0.25, Sojobo had less EV, but had the stronger Deflect Missiles as a permanent effect instead of Repel Missiles.
- In 0.22, Sojobo's wind resistance was replaced with Tornado resistance.
- Sojobo was added in 0.13.