Rupert
Rupert @ | |
---|---|
HP | 123 |
HD | 16 |
XP | 2993 |
Speed | 10 |
AC | 0 |
EV | 10 |
Will | 106 |
Attack1 | 21 (hit: plain)
|
Resistances | None |
Vulnerabilities | None |
Habitat | land |
Intelligence | Normal |
Uses | Weapons & armour |
Holiness | Natural |
Size | Medium |
Type | human, human |
Flags | Unique Spellcaster Actual spells Warm-blooded See invisible Speaks |
A man of very bad manners whose roars can make an ogre envious. |
Useful Info
Rupert is a unique human berserker who has a two-handed weapon (such as a glaive or triple sword), decent armour, and can see invisible. After spotting you, he'll attempt to disable you from a distance before raging, rushing in, and dealing obscene amounts of damage. Also known as the Sigmund of the Lair, he's very hard to escape (let alone defeat) once he gets going.
Location
- The Dungeon:14-19
- The Lair:3-8
- The Elven Halls
- The Swamp:1-4
- The Snake Pit:1-4
- The Shoals:1-4
- The Spider's Nest:1-4
- The Vaults:1-3
- The Slime Pits:1-2
Spells
Spell set | |
---|---|
Slot1 | Paralyse |
Slot2 | Confuse |
Slot3 | Berserker Rage |
Slot4 | none |
Slot5 | none |
Slot6 | Berserker Rage |
Tips & Tricks
- Rupert's spell set makes him a surprisingly dangerous opponent. Finding yourself paralyzed for several turns while he rages and charges in is a quick and frustrating way to die, but fortunately you can block this with high magic resistance, an amulet of stasis, or a wall of summoned allies. His confusion is not as bad, as you can quickly cure it with a potion of curing, but it's still not ideal.
- He thankfully has no resistances, so no classes should find themselves unable to harm him. Sending a swarm of summons to take him out is one of the safest approaches (5-6 ice beasts can take him down easily), but any ranged attacker going all out should be able to take him down (just be ready to blink away if he gets too close). Melee fighters face the most risk, as a well-branded triple sword can cleave through most defenses you'll have by the time you reach the Lair.
- Rupert's Berserk does not end in a period of slow movement or exhaustion. He'll berserk again a turn or two later.
History
While he and his spell set were unchanged, with the removal of the Berserker Rage player spell and the changing of Crusaders to Skalds, Rupert was restyled as a Trog worshiper in 0.9. The text for his Confuse and Paralyse spells was changed to match: apparently one can induce confusion and paralysis by yelling loud enough.