Erica
Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Erica x | |
---|---|
HP | 41-84 |
HD | 9 |
XP | 836 |
Speed | 10 |
AC | 0 |
EV | 13 |
Will | 40 |
Attack1 | 11 (hit: plain) |
Attack2 | 3 (constrict: crush)
|
Resistances | None |
Vulnerabilities | None |
Habitat | Amphibious |
Intelligence | Human |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | octopode, octopode |
Flags | Speaks Warm-blooded Unique Female No skeleton |
A wild-tempered adventuress. She's quite prideful for an octopode, and brandishes their venomous capacity and camouflage talents with cruel force. |
Useful Info
Erica the Fiery-Tempered is a unique octopode caster of destructive and disabling magic. She wields a flaming scimitar, but prefers to fight from a distance while invisible. Also, she always spawns with a ring.
Location
- The Dungeon:8-11
- The Orcish Mines:1
- The Lair:1-2
Spells
Spell set I | ||
---|---|---|
Slot1 | Venom Bolt (3d14) | Wizard flag |
Slot2 | Invisibility | Wizard flag |
Slot3 | Slow | Wizard flag |
Tips & Tricks
- Poison resistance, Repel Missiles, see invisible, and high willpower will counter most of her spells, but that's a lot to ask for. She's flimsy, so a strong offense that takes her out quickly may be the best defense.
- Her mediocre hit dice and lack of poison resistance make her susceptible to Mephitic Cloud.
- Erica is commonly encountered in the Lair. If you already have some skill in Long Blades, her flaming scimitar is a good choice for fighting the hydras you'll find there.
History
- Prior to 0.32, Erica had 60 Will and 14 EV. Also, her melee attacks were more powerful.
- Prior to 0.31, Erica was a human. She had less EV and a weaker melee attack, but could cast Force Lance (3d13) and Confuse.
- Prior to 0.25, Erica had Iskenderun's Mystic Blast instead of Force Lance.
- Prior to 0.17, she could also cast Teleport Self.