Difference between revisions of "Rupert"

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{{version012}}
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{{version|028}}
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{{monster info}}
{{monster
 
|name=Rupert
 
|glyph={{LightRed|@}}
 
|tile=[[File:Rupert.png]]
 
|flags={{See invisible flag}}<br>{{Speaks flag}}<br>{{Unique flag}}<br>{{Warm blood flag}}
 
|resistances=None
 
|vulnerabilities=None
 
|max_chunks=3
 
|meat={{Contaminated corpse}}
 
|xp=2162
 
|holiness={{Natural}}
 
|magic_resistance=106
 
|hp_range=123
 
|avg_hp=123
 
|armour_class=0
 
|evasion=10
 
|habitat=Land
 
|speed= 10
 
|size={{Medium}}
 
|item_use={{Weapons armour}}<br>{{Starting equipment}}<br>{{Open doors}}
 
|attack1=21 ({{Hit type}}: {{Plain flavour}})
 
|attack2=
 
|attack3=
 
|attack4=
 
|hit_dice=16
 
|base_hp=0
 
|extra_hp=0
 
|fixed_hp=123
 
|intelligence={{Normal intelligence}}
 
|genus=human
 
|species=human
 
}}
 
{{Flavour|A man of very bad manners whose roars can make an ogre envious.}}
 
 
 
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==Useful Info==
 
==Useful Info==
'''Rupert''' is a [[unique]] human berserker who has a branded two-handed weapon (such as a [[battleaxe]], [[great mace]], or [[great sword]]), decent armour, and can [[see invisible]]. After spotting you, he'll attempt to disable you from a distance before raging, rushing in, and dealing obscene amounts of damage. Also known as the [[Sigmund]] of [[the Lair]], he's very hard to escape (let alone defeat) once he gets going.
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'''Rupert the Wild''' is a [[unique]] human [[berserker]] who wields a branded two-handed weapon (such as a [[battleaxe]], [[great mace]], or [[great sword]]) and wears decent armour. After spotting you, he'll attempt to disable you from a distance before raging, rushing in, and dealing obscene amounts of damage. Also known as the [[Sigmund]] of [[the Lair]], he's very hard to escape (let alone defeat) once he gets going.
  
 
==Location==
 
==Location==
*[[The Dungeon]]:14-19
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*[[The Dungeon]]:12-15
*[[The Lair]]:3-8
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*[[The Lair]]:3-6
*The [[Elven Halls]]
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*The [[Orcish Mines]]:1-2
*[[The Swamp]]:1-4
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*[[The Snake Pit]]:1
*[[The Snake Pit]]:1-4
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*The [[Spider's Nest]]:1
*[[The Shoals]]:1-4
 
*The [[Spider's Nest]]:1-4
 
*[[The Vaults]]:1-3
 
*[[The Slime Pits]]:1-2
 
  
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{{monster spells}}
==Spells==
 
{{Spellcaster
 
|number=
 
|slot1=[[Paralyse]]
 
|slot2=[[Confuse]]
 
|slot3=[[Berserker Rage]]
 
|slot4=''none''
 
|slot5=''none''
 
|slot6=[[Berserker Rage]]
 
}}
 
{{clear}}
 
<!--spl-bot-end-->
 
  
 
==Tips & Tricks==
 
==Tips & Tricks==
*Rupert's spell set makes him a surprisingly dangerous opponent. Finding yourself paralyzed for several turns while he rages and charges in is a quick and frustrating way to die, but fortunately you can block this with high [[magic resistance]], an [[amulet of stasis]], or a wall of summoned allies. His confusion is not as bad, as you can quickly cure it with a [[potion of curing]], but it's still not ideal.
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*Rupert's spell set makes him a surprisingly dangerous opponent. Finding yourself paralyzed for several turns while he rages and charges in is a quick and frustrating way to die, but fortunately you can block this with high [[willpower]] or a wall of summoned allies. His confusion is not as bad, as you can quickly cure it with a [[potion of curing]], but it's still not ideal.
*He thankfully has no resistances, so no classes should find themselves unable to harm him. Sending a swarm of summons to take him out is one of the safest approaches (5-6 [[ice beast]]s can take him down easily), but any ranged attacker going all out should be able to take him down (just be ready to [[blink]] away if he gets too close). Melee fighters face the most risk, as his weapon can cleave through most defenses you'll have by the time you reach the Lair, especially if he's got a decent brand on it.
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*He thankfully has no resistances apart from anything his equipment might give him, so no backgrounds should find themselves unable to harm him. Sending a swarm of summons to take him out is one of the safest approaches (a [[Summon Cactus Giant|Cactus Giant]] can take him down easily), but any ranged attacker going all out should be able to take him down (just be ready to [[blink]] or [[teleport]] away if he gets too close). Melee fighters face the most risk, as his weapon can cleave through most defenses you'll have by the time you reach the Lair, especially if he's got a decent brand on it.
*He's got too much HD for Mephitic Cloud to work reliably on him, enough magic resistance to block most mid-level [[Hexes]], and he's just too dangerous to gradually wear him down with weaker spells. For spellcasters, the best strategy is to hit him with everything you've got as quickly as possible, preferably while [[Haste]]d and/or otherwise buffed.
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*He's got too many [[hit dice]] for Mephitic Cloud to work reliably on him, enough willpower to block most mid-level [[Hexes]], and he's just too dangerous to gradually wear him down with weaker spells. For spellcasters, the best strategy is to hit him with everything you've got as quickly as possible, preferably while [[potion of haste|hastened]], [[potion of brilliance|brilliant]], and/or otherwise buffed.
*Rupert has a chance of spawning with one of the extremely rare heavy weapons, such as a [[triple sword]] or [[executioner's axe]]. It's great if you were looking for one and can get it away from him, but actually doing so is easier said than done.
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*If you can swim or fly, deep water can keep you safely out of Rupert's reach. Simply wait out any confusion or paralysis, and wear him down with ranged damage or poison. Trained [[Throwing]] specialists can take him out with a stack of poisoned [[dart]]s if they catch him on the other side of a lake.
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*Rupert cannot [[see invisible]]. If you need an edge in combat or to just get away, a [[potion of invisibility]] can help.
 +
*Rupert has a chance of spawning with one of the rare heavy weapons, such as a [[triple sword]] or [[executioner's axe]]. It's great if you were looking for one and can get it away from him, but actually doing so is easier said than done.
  
 
==History==
 
==History==
While he and his spell set were unchanged, with the removal of the [[Berserker Rage]] player spell and the changing of [[Crusader]]s to [[Skald]]s, Rupert was restyled as a Trog worshiper in [[0.9]]. The text for his Confuse and Paralyse spells was changed to match: apparently one can induce confusion and paralysis by yelling loud enough.
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*Prior to [[0.28]], Rupert could [[see invisible]].
 +
*While he and his spell set were unchanged, with the removal of the [[Berserker Rage]] player spell and the changing of [[Crusader]]s to [[Skald]]s, Rupert was restyled as a Trog worshiper in [[0.9]]. The text for his Confuse and Paralyse spells was changed to match: apparently one can induce confusion and paralysis by yelling loudly enough.
 +
 
 +
[[Category:Human]]

Revision as of 16:43, 31 July 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
Rupert @Rupert.png
HP 79-160
HD 16
XP 2939
Speed 10
AC 7
EV 8
Will 100
Attack1 21 (hit: plain)


Resistances None
Vulnerabilities None
Habitat Land
Intelligence Human
Uses Weapons & armour
Starting equipment
Open doors
Holiness Natural
Size Medium
Type human, human
Flags Speaks
Warm-blooded
Unique
Male
A human whose savage roars bring terror to all those who hear them.

Useful Info

Rupert the Wild is a unique human berserker who wields a branded two-handed weapon (such as a battleaxe, great mace, or great sword) and wears decent armour. After spotting you, he'll attempt to disable you from a distance before raging, rushing in, and dealing obscene amounts of damage. Also known as the Sigmund of the Lair, he's very hard to escape (let alone defeat) once he gets going.

Location

Spells

Spell set I
Slot1 Paralyse Vocal flag
Slot2 Confuse Vocal flag
Slot3 Berserker Rage Natural flag

Tips & Tricks

  • Rupert's spell set makes him a surprisingly dangerous opponent. Finding yourself paralyzed for several turns while he rages and charges in is a quick and frustrating way to die, but fortunately you can block this with high willpower or a wall of summoned allies. His confusion is not as bad, as you can quickly cure it with a potion of curing, but it's still not ideal.
  • He thankfully has no resistances apart from anything his equipment might give him, so no backgrounds should find themselves unable to harm him. Sending a swarm of summons to take him out is one of the safest approaches (a Cactus Giant can take him down easily), but any ranged attacker going all out should be able to take him down (just be ready to blink or teleport away if he gets too close). Melee fighters face the most risk, as his weapon can cleave through most defenses you'll have by the time you reach the Lair, especially if he's got a decent brand on it.
  • He's got too many hit dice for Mephitic Cloud to work reliably on him, enough willpower to block most mid-level Hexes, and he's just too dangerous to gradually wear him down with weaker spells. For spellcasters, the best strategy is to hit him with everything you've got as quickly as possible, preferably while hastened, brilliant, and/or otherwise buffed.
  • If you can swim or fly, deep water can keep you safely out of Rupert's reach. Simply wait out any confusion or paralysis, and wear him down with ranged damage or poison. Trained Throwing specialists can take him out with a stack of poisoned darts if they catch him on the other side of a lake.
  • Rupert cannot see invisible. If you need an edge in combat or to just get away, a potion of invisibility can help.
  • Rupert has a chance of spawning with one of the rare heavy weapons, such as a triple sword or executioner's axe. It's great if you were looking for one and can get it away from him, but actually doing so is easier said than done.

History

  • Prior to 0.28, Rupert could see invisible.
  • While he and his spell set were unchanged, with the removal of the Berserker Rage player spell and the changing of Crusaders to Skalds, Rupert was restyled as a Trog worshiper in 0.9. The text for his Confuse and Paralyse spells was changed to match: apparently one can induce confusion and paralysis by yelling loudly enough.