Difference between revisions of "Peacekeeper"

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{{version021}}
 
{{version021}}
{{monster
+
{{monster info}}
|name=peacekeeper
 
|glyph={{Yellow|8}}
 
|tile=[[File:Peacekeeper.png]]
 
|flags={{See invisible flag }}
 
|resistances={{Poison resistance 3}}, {{Negative energy resistance 3}}, {{Electricity resistance}}, {{Rot resistance 3}}, {{Torment resistance}}, {{drown resistance}}, {{Fire resistance}}, {{Cold resistance}}
 
|vulnerabilities=None
 
|max_chunks=0
 
|meat={{No corpse}}
 
|xp=967
 
|holiness={{Nonliving}}
 
|magic_resistance=Immune
 
|hp_range=34-53
 
|avg_hp=45
 
|armour_class=20
 
|evasion=3
 
|habitat=Land
 
|speed=15
 
|size={{Medium}}
 
|item_use=None
 
|attack1=25 ({{Bite type}}: {{Plain flavour}})
 
|attack2=15 ({{Claw type}}: {{Plain flavour}})
 
|hit_dice=12
 
|intelligence={{Brainless intelligence}}
 
|genus=golem
 
|species=peacekeeper
 
}}
 
 
 
{{Flavour|A four-legged humanoid construct, tasked with recapturing escaped slaves and punishing heretics. Long after the fall of the empire it once served, it continues to enforce imperial law, knowing no jurisdiction.}}
 
 
 
 
==Useful Info==
 
==Useful Info==
 
'''Peacekeepers''' are fast, resilient [[list of constructs|constructs]] capable of hurling barbs like a [[manticore]], pinning the player in place, while boosting the damage output of their allies. They can be found in the [[Desolation of Salt]].
 
'''Peacekeepers''' are fast, resilient [[list of constructs|constructs]] capable of hurling barbs like a [[manticore]], pinning the player in place, while boosting the damage output of their allies. They can be found in the [[Desolation of Salt]].
  
==Spells==
+
{{monster spells}}
{{Spellcaster2
 
|number=
 
|slot1=[[Throw Barbs]]
 
|flags1=[[Spell slot flags#Natural flag|Natural Flag]]
 
|slot2=[[Battlecry]]
 
|flags2=[[Spell slot flags#Natural flag|Natural Flag]]
 
}}
 
{{clear}}
 
 
 
 
==Tips & Tricks==
 
==Tips & Tricks==
 
*Like everything in the Desolation, peacekeepers are much, much more dangerous when coupled with allies. Their barbs are annoying enough on their own, but become deadly when they hold you in place for a pack of might-enhanced [[saltling]]s to beat on. If you spot one, try to lure away its construct allies before engaging it.
 
*Like everything in the Desolation, peacekeepers are much, much more dangerous when coupled with allies. Their barbs are annoying enough on their own, but become deadly when they hold you in place for a pack of might-enhanced [[saltling]]s to beat on. If you spot one, try to lure away its construct allies before engaging it.

Revision as of 13:09, 30 July 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.
peacekeeper 9Peacekeeper.png
HP 29-59
HD 12
XP 967
Speed 15
AC 20
EV 3
Will Immune
Attack1 25 (bite: plain)
Attack2 15 (claw: plain)


Resistances rPois+++
rN+++
rElec
rMiasma
rTorm
rDrown
rF+
rC+
Vulnerabilities None
Habitat Land
Intelligence Brainless
Uses Uses nothing
Holiness Non-living
Size Medium
Type golem, peacekeeper
Flags See invisible
A four-legged humanoid construct, tasked with recapturing escaped slaves and punishing heretics. Long after the fall of the empire it once served, it continues to enforce imperial law, knowing no jurisdiction.

Useful Info

Peacekeepers are fast, resilient constructs capable of hurling barbs like a manticore, pinning the player in place, while boosting the damage output of their allies. They can be found in the Desolation of Salt.

Spells

Spell set I
Slot1 Throw Barbs (2d13) Natural flag
Slot2 Battlecry Vocal flag,
Noisy flag

Tips & Tricks

  • Like everything in the Desolation, peacekeepers are much, much more dangerous when coupled with allies. Their barbs are annoying enough on their own, but become deadly when they hold you in place for a pack of might-enhanced saltlings to beat on. If you spot one, try to lure away its construct allies before engaging it.

History

Peacekeepers were added in 0.19.