Worldbinder
Version 0.21: This article may not be up to date for the latest stable release of Crawl.
worldbinder x | |
---|---|
HP | 26-54 |
HD | 8 |
XP | 514 |
Speed | 14 |
AC | 12 |
EV | 4 |
Will | 60 |
Attack1 | 8 (hit: plain) |
Attack2 | 8 (hit: plain)
|
Resistances | rPois+++ rDrown rMiasma rN+++ rTorm |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Animal |
Uses | Open doors |
Holiness | Non-living |
Size | Small |
Type | worldbinder, worldbinder |
Flags | Flying |
A cloud of thick fog, with faint, feeble claws constantly reaching out and grasping futilely before being pulled back in by the fog. When threatened, it can call forth creatures banished to the void between realities, using them to defend itself. |
Contents
Useful Info
Worldbinders are irritating summoners which call forth lesser creatures from other branches in the Dungeon. They are fragile and mostly-harmless themselves, but fast enough to make pursuit difficult. They can be found in the Abyss.
Spells
Spell set I | ||
---|---|---|
Slot1 | Forceful Invitation | Magical flag |
Tips & Tricks
- Worldbinders should pose little threat to characters who willingly enter the Abyss, as none of the monsters they summon are particularly dangerous. At worst, orb spiders can deal significant damage with their spells, vault sentinels can hit you with Sentinel's Mark (very undesirable in the Abyss), and manticoress can inflict barbs that make movement painful.
- Characters banished to the Abyss against their will, however, may be in a lot of trouble once the worldbinder begins summoning. Regardless, as worldbinders lack fire, cold, or electricity resistance, your best bet is to kill the fragile summoner with javelins, bolt spells, or powerful attack wands, ignoring the summons entirely.
- As with any summoner, once the worldbinder dies, all its summons will vanish.
History
- Prior to 0.28, shard shrikes could see invisible.
- Worldbinders were added in 0.14.