Worldbinder
worldbinder x | |
---|---|
HP | 27-55 |
HD | 8 |
XP | 514 |
Speed | 14 |
AC | 12 |
EV | 4 |
Will | 60 |
Attack1 | 8 (hit: plain) |
Attack2 | 8 (hit: plain)
|
Resistances | rPois+, rN+++, rTorm, rRot+++, rDrown, rWater |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Animal |
Uses | Open doors |
Holiness | Non-living |
Size | Small |
Type | worldbinder, worldbinder |
Flags | Levitate See invisible |
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 | ||
---|---|---|
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, guardian serpents and orb spiders can deal significant damage with their spells, vault sentinels can hit you with Sentinel's Mark (very undesirable in the Abyss), and ironheart preservers can lengthen any battle. 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 Bolt spells or powerful attack wands, ignoring the summons entirely. Once the worldbinder dies, all its summons will vanish.
History
Worldbinders were added in 0.14.