Entropy weaver

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Revision as of 06:06, 16 August 2016 by Pekkekke (talk | contribs) (Removed unnecessary wording and updated header to version .18)
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Version 0.18: This article may not be up to date for the latest stable release of Crawl.

For a list of all arthropods, see list of arthropods.

entropy weaver BEntropy weaver.png
HP 47-96
HD 7
XP 902
Speed 12
AC 7
EV 13
Will 60
Attack1 17 (hit: plain)
Attack2 17 (hit: plain)
Attack3 17 (hit: plain)
Attack4 17 (hit: plain)
Resistances None
Vulnerabilities None
Habitat Land
Intelligence Human
Uses Open doors
Holiness Natural
Size Medium
Type entropy weaver, entropy weaver
Flags Fighter
Warm-blooded
No skeleton
See invisible
Speaks
Web immune
A gaunt humanoid with flaking, pale chitin. Its spindly limbs are capable of startlingly quick movement and end in razor-sharp talons.

“SEE! warp is stretched
For warrior’s fall;
Lo, weft in loom,
’Tis wet with blood;
Now, fight foreboding,
’Neath friends’ swift fingers
Our gray woof waxeth
With war’s alarms,
Our warp blood-red,
Our weft corse-blue.

This woof is y-woven
With entrails of men;
This warp is hard weighted
With heads of the slain;
Spears blood-besprinkled
For spindles we use,
Our loom iron-bound,
And arrows our reels;
With swords for our shuttles
This war-woof we work;
So weave we, weird sisters,
Our war-winning woof.

Now war-winner walketh
To weave in her turn,
Now Sword-swinger steppeth,
Now Swift-stroke, now Storm;
When they speed the shuttle
How spear-heads shall flash!
Shields crash, and helm-gnawer
On harness bite hard!”
-_The Story of Burnt Njal_, trans. George Dasent. 1861

Useful Info

Entropy weavers are potentially devastating arachnoid casters which, if allowed to use their powerful magic, can inflict massive amounts of corrosion, rendering a character extremely weak and vulnerable. They can be found in the Spider's Nest, the Vaults, and the Depths, usually accompanied by several lesser arachnids.

Spells

Spell set I
Slot1 Entropic Weave Wizard flag

Tips & Tricks

  • Their Chant Word of Entropy spell requires 3 turns to cast, and renders the weaver immobile until the spell is complete, allowing you several turns to disable them before the spell lands. Silence and confusion can accomplish this, as can killing them before they manage to finish, but it may be wiser to blink away first. If there's a rock you can hide behind to break line of sight, this works just as well.
  • If they do land their spell, don't expect to be effective in melee for quite some time. They and their allies will be tremendously dangerous at this point, so a teleport to safety may be the best course of action.

History

Entropy weavers were added in 0.17.