Satyr
Version 0.14: This article may not be up to date for the latest stable release of Crawl.
satyr c | |
---|---|
HP | 61-104 |
HD | 15 |
XP | 1233 |
Speed | 10 |
AC | 2 |
EV | 15 |
Will | 60 |
Attack1 | 25 (hit: plain)
|
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | High |
Uses | Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | satyr, satyr |
Flags | Actual spells Archer Speaks Spellcaster Warm-blooded |
A more intelligent relative of the faun, often found in their company, and far more unforgiving of - and dangerous to - interlopers. |
For a list of all centaur-type creatures, see list of centaurs.
Contents
Useful Info
Satyrs are the powerful leaders of faun packs. Like their weaker brethren, they attack you at range while disabling you with crippling Hexes, but with significantly more effectiveness. They also play rousing tunes on their pipes, with an effect similar to orcish battlecries or cherub hymns: any natural monster with less HD than the satyr will deal more damage (+45%) with melee or ranged attacks. They can be found in the Shoals.
Spells
Spell set | |
---|---|
Slot1 | none |
Slot2 | none |
Slot3 | Cause Fear |
Slot4 | Cause Fear |
Slot5 | Sleep |
Slot6 | none |
Tips & Tricks
- While Sleep is certainly unpleasant, getting hit by Cause Fear can be infuriating for melee characters. Breaking your line of sight to the source will end the effect, however; try to move behind obstructing terrain or read a scroll of fog if you can't simply blast it from where you stand.
- A single satyr rousing its allies can magnify their damage output dramatically. Stop the music fast and make the satyr a priority.
History
Satyrs will be added in 0.14.