Difference between revisions of "Walking crystal tome"
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==Tips & Tricks== | ==Tips & Tricks== | ||
− | * Crystal tomes are impeccably scary in an open field. They can deal up to 306 damage per turn, enough to one-shot most characters, period. While the chance of actually taking 306 damage is minuscule (each crystal spear can miss, be [[ | + | * Crystal tomes are impeccably scary in an open field. They can deal up to 306 damage per turn, enough to one-shot most characters, period. While the chance of actually taking 306 damage is minuscule (each crystal spear can miss, be [[SH|blocked]], or be reduced by [[AC]]), the damage output can still be very, very high. |
* Living spells work similarly to the player [[Foxfire]] spell. It creates a living spell entity, which must have a direct path to a hostile target. If you are in melee range with a tome in a corridor, most of the living spells will be unable to hit you. But unlike the foxfire spell, living spells can spawn behind the player (radius-2 of the walking tome), so a corridor is not foolproof. | * Living spells work similarly to the player [[Foxfire]] spell. It creates a living spell entity, which must have a direct path to a hostile target. If you are in melee range with a tome in a corridor, most of the living spells will be unable to hit you. But unlike the foxfire spell, living spells can spawn behind the player (radius-2 of the walking tome), so a corridor is not foolproof. | ||
** If needed, you can attack a living spell, which will destroy it before it gets the chance to cast itself. | ** If needed, you can attack a living spell, which will destroy it before it gets the chance to cast itself. |
Revision as of 18:41, 29 June 2023
Version 0.30: This article may not be up to date for the latest stable release of Crawl.
walking crystal tome ; | |
---|---|
HP | 66-133 |
HD | 20 |
XP | 1816 |
Speed | 10 (atk: 200%) |
AC | 15 |
EV | 5 |
Will | Immune |
Attack1 | 40 (hit: plain)
|
Resistances | rPois+++ rDrown rMiasma rN+++ rTorm |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Brainless |
Uses | Uses nothing |
Holiness | Non-living |
Size | Small |
Type | walking tome, crystal tome |
Flags |
A spellbook that has gone too long without being read. It overflows with magic, forming thick armour from its binding, legs from its pages, and periodically erupting in flurries of free-floating, self-casting spells.
It is encrusted with long, sharp, deadly-looking crystals. |
Contents
Useful Info
Walking crystal tomes conjure living Lehudib's Crystal Spears. While they make melee attacks at half speed, they cast living spells at the normal rate. Walking tomes are most often seen in the Depths and the wizlab, Tukima's Studio.
Spells
Spell set I | ||
---|---|---|
Slot1 | Conjure Living Spells (1-2x 3d34) | Wizard flag |
Tips & Tricks
- Crystal tomes are impeccably scary in an open field. They can deal up to 306 damage per turn, enough to one-shot most characters, period. While the chance of actually taking 306 damage is minuscule (each crystal spear can miss, be blocked, or be reduced by AC), the damage output can still be very, very high.
- Living spells work similarly to the player Foxfire spell. It creates a living spell entity, which must have a direct path to a hostile target. If you are in melee range with a tome in a corridor, most of the living spells will be unable to hit you. But unlike the foxfire spell, living spells can spawn behind the player (radius-2 of the walking tome), so a corridor is not foolproof.
- If needed, you can attack a living spell, which will destroy it before it gets the chance to cast itself.
- Silence works on walking tomes, preventing them from casting at all.