Titan
titan C | |
---|---|
HP | 88-138 |
HD | 20 |
XP | 3634 |
Speed | 10 |
AC | 10 |
EV | 3 |
Will | 186 |
Attack1 | 55 (hit: plain)
|
Resistances | rElec++, rDrown |
Vulnerabilities | None |
Habitat | Land |
Intelligence | High |
Uses | Open doors |
Holiness | Natural |
Size | Giant |
Type | giant, titan |
Flags | Actual spells Fighter Speaks Spellcaster Warm-blooded See invisible |
This lightning-limned humanoid is unusually large and powerful, even among giants. |
Useful Info
Titans are durable giants found in the lowest portion of the Vaults, dangerous both in melee and from a distance due to their powerful Air Magic. Electricity resistance is useful against them.
Spells
Spell set | |
---|---|
Slot1 | Lightning Bolt (3d24) |
Slot2 | none |
Slot3 | Minor Healing |
Slot4 | Airstrike (0-50) |
Slot5 | none |
Slot6 | Minor Healing |
Tips & Tricks
Don't bother mephing them: their high HD means that there is only a 1/11 chance they will be affected per turn, generally letting them walk out unconfused. Other types of poison are quite effective, though. Whatever means you choose of disposing of them, make sure it works quickly: they can deal out a lot of damage per turn, and they don't need a clear line of sight to do so. If you are flying, stop doing so: Airstrike deals 50% more damage if you are. This applies particularly to tengu, as well as to mages who keep spells up constantly. Strong melee characters can generally take them one on one, although you may want to haste or berserk if that's available. Conjurers should use their most powerful conjurations, since titans' low EV makes them easy targets. As they have only one attack, titans are also relatively easy to overwhelm with reasonably powerful summons. Just make sure to prioritize titans over almost any other monster in sight: think orc priests but worse.