Difference between revisions of "Imperial myrmidon"

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==Tips & Tricks==
 
==Tips & Tricks==
*Three pips of [[magic resistance]] should be enough to be safe; that way, when your MR is halved, the hexes still have a fairly low (lower than 25%) of succeeding. Less is only risky if you engage them in melee; if you can defeat them at range, it's not much of an issue, though you might want a [[potion of curing]] on end to end [[confusion]] early.
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*Three pips of [[magic resistance]] should be enough to be safe; that way, when your MR is halved, the hexes still have a fairly low (lower than 25%) of succeeding. Less is only risky if you engage them in melee; if you can defeat them at range, it's not much of an issue, though you might want a [[potion of curing]] on hand to end [[confusion]] early.
  
 
==History==
 
==History==
 
Imperial myrmidons were added in [[0.19]].
 
Imperial myrmidons were added in [[0.19]].

Revision as of 23:15, 12 April 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.
imperial myrmidon pImperial myrmidon.png
HP 61-89
HD 16
XP 1687
Speed 12
AC 1
EV 21
Will 60
Attack1 30 (hit: vulnerable)


Resistances None
Vulnerabilities None
Habitat Land
Intelligence Human
Uses Open doors
Weapons & armour
Starting equipment
Holiness Natural
Size Medium
Type human, human
Flags Speaks
Warm-blooded
A warrior initiated in the mysteries of a dying cult, dedicated to serve thrones long-fallen. Its blows strip away magical defenses, leaving its foes vulnerable to even the simplest hexes.

Useful Info

Imperial myrmidons are fast, aggressive support hexers with melee attacks that halve your magic resistance, essentially being a crossbreed between phantasmal warriors and vampire knights. Disabling you with status effects and carving your health away with Agony, they are dangerous on their own and deadly when paired with allies. They are found in the Desolation of Salt, usually guarding treasure vaults.

Spells

Spell set
Slot1 Slow Wizard flag
Slot2 Confuse Wizard flag
Slot3 Agony Wizard flag

Tips & Tricks

  • Three pips of magic resistance should be enough to be safe; that way, when your MR is halved, the hexes still have a fairly low (lower than 25%) of succeeding. Less is only risky if you engage them in melee; if you can defeat them at range, it's not much of an issue, though you might want a potion of curing on hand to end confusion early.

History

Imperial myrmidons were added in 0.19.