Donald
Revision as of 06:00, 21 December 2012 by Ion frigate (talk | contribs) (1 revision: medium monsters pt 1; apparently images don't work)
Donald @ | |
---|---|
HP | 84 |
HD | 14 |
XP | 2423 |
Speed | 10 |
AC | 3 |
EV | 10 |
Will | 93 |
Attack1 | 26 (hit: plain)
|
Resistances | none |
Vulnerabilities | none |
Habitat | amphibious |
Intelligence | Normal |
Uses | Weapons & armour |
Holiness | Natural |
Size | Medium |
Type | human, human |
Flags | Unique Fighter Warm-blooded Speaks |
An adventurer like you, trying to find the Orb. Unlike you, and despite his hatred of it, he takes to water like a fowl. |
Contents
Useful Info
Donald is an unique adventurer whose dialogue varies based on your current religion and the branch you find him in. He is stronger than an orc knight, capable of swimming through deep water, and fairly resistant to magic. You can usually find a good wand on him, and he'll always be carrying a shield (often one of reflection).
Location
- The Swamp
- The Snake Pits
- The Shoals
- The Spider's Nest
- The Slime Pits
- The Crypt:1-4
- The Hall of Blades
- The Elven Halls
- The Orcish Mines:3-4
- Labyrinths
Tips & Tricks
- If his shield is one of reflection, it makes combat significantly more dangerous and restricts your spell set (Nothing ruins your day more than a reflected Lehudib's Crystal Spear). Casters should test his shield for reflection with a weak spell before attempting anything that could potentially kill you.
- His HD means he's still susceptible to Mephitic Cloud, and when he's confused his blocking ability and reflection powers will be nullified.
History
Donald received a significant upgrade in 0.6.