Difference between revisions of "Sojobo"
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==Location== | ==Location== | ||
*[[The Depths]] | *[[The Depths]] | ||
− | *[[The Vaults]]:2-5 | + | *[[The Vaults]]: 2-5 |
*[[The Crypt]] | *[[The Crypt]] | ||
Latest revision as of 11:09, 3 July 2024
Version 0.30: 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, has significant evasion, an innate Repel Missiles effect, and can summon paralysing air elementals to her aid. She carries a great sword (83%) or triple sword (17%); regardless of type, it has a high chance (66%) to carry the electrocution brand.
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's band can be nasty. Fighting 2-3 tengu reavers, by themselves, can quickly turn sour. Adding Sojobo and summoned air elementals to the mix only makes it that much worse. Try to lure her allies away one by one, and only engage Sojobo when she's all alone. Note that all tengu are faster than the average species, so Swiftness or haste is required to outrun them.
- Even by herself, Sojobo is quite strong:
- Air elementals are very dangerous. Each air elemental is an extremely fast enemy that casts Stunning Burst, which can paralyse for a turn. It isn't great when Sojobo, the air elementals, and any reavers get a free shot against you.
- Electricity resistance is highly recommended. Getting hit by Lightning Bolt multizaps really racks up damage, and rElec gives you a chance to resist Stunning Burst's paralysis.
- When Sojobo is around, don't depend on stairs for escape or stair dancing, since her Wind Blast can push you off.
- The usual anti-spellcaster tools, such as Silence, phial of floods, or antimagic, work pretty well against her. But be careful, as Sojobo can deal a lot of damage with just her sword.
- Anything that never misses can get past her high evasion. Spells like BVC and MCC ignore evasion entirely. Also, Yara's Violent Unravelling can dispel Repel Missiles, inflicting malmutate and removing the status until she uses a turn to cast Repel Missiles again.
History
- Prior to 0.27, Sojobo was resistant to Tornado and Vortex. Also, air elementals cast Vortex instead of Stunning Burst.
- Prior to 0.25, Sojobo had less EV (22 EV instead of 24 EV), but had the stronger Deflect Missiles instead of Repel Missiles.
- In 0.22, Sojobo's wind resistance was replaced with Tornado resistance.
- Sojobo was added in 0.13.