Alderking
Version 0.33: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
| alderking f | |
|---|---|
| HP | 82-167 |
| HD | 17 |
| XP | 1978 |
| Speed | 10 |
| AC | 16 |
| EV | 12 |
| Will | 100 |
| Attack1 | 50 (hit: plain) |
| Attack2 | 40 (hit: plain)
|
| Resistances | rPois+ rDrown rTorm |
| Vulnerabilities | Fire |
| Habitat | Land |
| Intelligence | Human |
| Uses | Uses nothing |
| Holiness | Plant |
| Size | Giant |
| Type | alderking, alderking |
| Flags | Speaks Unbreathing Evil |
| A self-styled monarch of a shambling black alder, half respected and half ridiculed by other fae. It backs up its aspirations to sovereignty with unearthly vile magic quite close to a touch of death.
““My father, my father, he seizes me fast, |
Contents
Useful Info
Alderkings are walking trees that can deal massive bursts of negative energy damage. Their Grasping Roots will pin you in place and allow them to move in and torment your life essence away or dispel you if you are undead. They can be found in the Crypt and the Depths.
Spells
| Spell set I | ||
|---|---|---|
| Slot1 | Grasping Roots | Natural flag |
| Slot2 | Siphon Essence | Magical flag |
| Slot3 | Dispel Undead (2d23) | Magical flag |
Tips & Tricks
- Running away from an alderking is not a viable long-term escape plan. They move at normal speed (compared to most characters), and Grasping Roots will force you to waste turns while they close the gap. Confront them from a distance where they aren't deadly, or find a way to get them off of the screen.
- Even if you are somehow immune to both of their necromantic attacks, their melee is still nothing to brush off; they have comparable damage output to iron golems in pure melee damage. Grasping Roots will also decrease your evasion by 10, making you easier to hit.
- An antimagic attack will suppress their spells (but not Grasping Roots, which is a natural ability).
- Alderkings are vulnerable to fire.
History
- Alderkings were added in 0.33