For a list of all nagas, see list of nagas.
|Speed||10 (move: 140%)|
|Attack1||27 (hit: plain)|
|Attack2|| 7 (constrict: crush)
|Uses|| Weapons & armour|
| A formidable naga that is skilled in both martial and magical arts.
“Then there have also come
Nagaraja are the most powerful members of the naga race, and are found guarding the chamber of the serpentine rune of Zot in the Snake Pit. They are capable opponents with both melee and magic and have far more endurance than lesser nagas.
|Spell set I|
|Slot1||Spit Poison (d22)|| Natural flag,|
|Slot2||Venom Bolt (3d19)||Wizard flag|
|Slot3||Poison Arrow (3d22)||Wizard flag|
|Slot4||Dimension Anchor||Wizard flag|
Tips & Tricks
Their combat spells are difficult to fully resist against; poison resistance will take the worst of the sting out of Poison Arrow, while high AC can somewhat reduce damage from their physical attacks. Repel Missiles, if you have it, will give you a decent chance of avoiding their ranged attacks entirely. In any case, try not to let more than one have line of fire to you at a time, and don't charge headlong into the rune chamber.
High willpower will allow you to resist Dimension Anchor and prevent you from getting locked into a dangerous fight.
- Prior to 0.27, nagarajas could cast Force Lance and had Teleport Other instead of Dimension Anchor.
- Prior to 0.25, nagarajas had Iskenderun's Mystic Blast instead of Force Lance.
- Prior to 0.19, they were known as greater nagas.