Iron giant
Revision as of 22:10, 10 June 2018 by Kernmantle (talk | contribs) (per mon-cast.cc:_throw_ally_to(), throwing damage is 1d(HDx2), so 1d44; plus, some more modifications)
Version 0.21: This article may not be up to date for the latest stable release of Crawl.
For a list of all giants, see list of giants.
iron giant C | |
---|---|
HP | 118-240 |
HD | 18 |
XP | 3211 |
Speed | 10 |
AC | 18 |
EV | 2 |
Will | 120 |
Attack1 | 65 (hit: plain)
|
Resistances | rF+ rC+ rPois+ rDrown |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Human |
Uses | Starting equipment Open doors |
Holiness | Natural |
Size | Giant |
Type | giant, iron giant |
Flags | Fighter See invisible Speaks Warm-blooded |
Huge, lumbering, and particularly dull, this rusting monolith packs quite the punch. It is quite possibly the largest giant you have ever seen. |
Contents
Useful Info
Iron giants are strong, slow, durable humanoids that can deal massive damage with melee attacks, irresistible attack spells, and thrown allies. They are found most often in the Iron City of Dis and Ziggurats, but can occasionally generate in the Depths or Zot as well.
The singular lethality of iron giants is its Throw Ally ability, which alone can do unavoidable damage (1d44) and cumulatively place dangerous enemies (that might even have been outside your LOS) immediately adjacent to you.
Spells
Spell set I | ||
---|---|---|
Slot1 | Iron Shot (3d32) | Wizard flag |
Slot2 | Throw Ally | Natural flag |
Slot3 | Harpoon Shot (2d17) | Natural flag |
Tips & Tricks
- Unless you are a brawler, you are going to want to take advantage of their slow speed and kite them with long ranged attacks.
- In certain respects, treat iron giants like Guardian serpents (who know the Blink Allies Encircling spell): ie, always be aware of the monster(s) adjacent to the iron giant, since at any point that monster may become adjacent to you. Keep in mind that, even if the iron giant is seemingly alone, if he's at the very edge of your LOS, the tiles out of your LOS and next to the giant may harbor a monster that he can use as ammunition against you. (The iron giant always selects the ally farthest away from you, thus if the giant is in a mob at the edge of your LOS, the monster he tosses is guaranteed to be one you have not seen yet.)
- Spawn summons to hold the giant's attention while you attack it or are making an escape. Just remember that the giant's thrown ally behaves like a penetrating bolt, moving through any interposing monsters, instead of stopping at the first hit, the way an arrow might. So, while your spawned summons will impede the giant's movement and possibly be a target of its Iron Shot, they will provide no cover from its projectiles (thrown allies).
- As with nearly all slow enemies, if all else fails, just walk away. However, since they have the potential to throw faster-moving allies or allies with range attacks (say, a Hell sentinel or another iron giant), a scroll of blinking or teleport might be the safest escape. A scroll of fog can buy you some time; the iron giant cannot target what he cannot see.
- This would be a good time to have reflection (albeit, the giant's thrown allies are not reflectable).
History
- In 0.22, iron giants will also have Harpoon Shot, giving them the ability to pull you adjacent to themselves.
- Iron giants were added in 0.18, inspired by Dungeon Sprint's the Iron Giant.