Difference between revisions of "Entropy weaver"

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{{flavour|A gaunt humanoid creature covered in a flaking, pale chitin. Its spindly limbs are capable of startlingly quick movement and end in razor-sharp talons. These creatures know a slow and ancient chant that temporarily accelerates the aging process of a foe's weapon and armour, corroding them badly.}}
 
{{flavour|A gaunt humanoid creature covered in a flaking, pale chitin. Its spindly limbs are capable of startlingly quick movement and end in razor-sharp talons. These creatures know a slow and ancient chant that temporarily accelerates the aging process of a foe's weapon and armour, corroding them badly.}}
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==Useful Info==
 
==Useful Info==

Revision as of 19:19, 23 April 2015

Version 0.17: This article may not be up to date for the latest stable release of Crawl.
This page is a stub. You could probably expand this page should you wish to do so.
entropy weaver  Entropy weaver.png
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A gaunt humanoid creature covered in a flaking, pale chitin. Its spindly limbs are capable of startlingly quick movement and end in razor-sharp talons. These creatures know a slow and ancient chant that temporarily accelerates the aging process of a foe's weapon and armour, corroding them badly.

Useful Info

Entropy weavers are potentially devastating arachnoid casters which, if allowed to use their powerful magic, can inflict massive amounts of corrosion, rendering a character extremely weak and vulnerable. They can be found in the Spider's Nest, the Vaults, and the Depths, usually accompanied by several lesser arachnids.

Spells: Chant Word of Entropy

Tips & Tricks

  • Their Chant Word of Entropy spell requires 3 turns to cast, and renders the weaver immobile until the spell is complete, allowing you several turns to disable them before the spell lands. Silence and confusion can accomplish this, as can killing them before they manage to finish, but it may be wiser to blink away first. If there's a rock you can hide behind to break line of sight, this works just as well.
  • If they do land their spell, don't expect to be effective in melee for quite some time. They and their allies will be tremendously dangerous at this point, so a teleport (preferably a controlled one) to safety may be the best course of action.

History

Entropy weavers will be added in 0.17.