Difference between revisions of "Rupert"

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==Useful Info==
 
==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.
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'''Rupert the Wild''' is a [[unique]] human [[berserker]] who always wields a branded two-handed weapon. He'll attempt to disable you before rushing in, dealing obscene damage when [[berserk]]ed.
  
 
==Location==
 
==Location==
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==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 [[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.
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*All sources of [[paralysis]] are extremely deadly, and Rupert is no exception. You can be paralysed for up to 5 turns. During this time, Rupert can berserk, close 6 tiles of distance, and still get 1-2 attacks off. You might not die, but you'll be next to a berserk Rupert, who can deal 54+ damage per swing. Good [[willpower]] is recommended if you want to fight him.
*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 (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]] 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.
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**A sudden Rupert appearance can turn a bad situation into a horrible one. Say you were having trouble against a [[hydra]]. Being paralysed next to said hydra is almost certain death.  
*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.
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*Even if you ignore the paralysis threat, he is a fairly dangerous opponent for Lair. He is strong enough to punch through melee fighters at this point in the game, and has enough HP to shrug off weaker attacks.
*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 has the resistances of a [[death yak]]: his [[willpower]] is great, and his [[HD]] is quite high. [[Hexes]], hex [[wand]]s, [[datura]] darts, and [[Mephitic Cloud]] are unlikely to be effective.
*Rupert cannot [[see invisible]]. If you need an edge in combat or to just get away, a [[potion of invisibility]] can help.
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*Thankfully, he has no other resistances, beyond what equipment might give him.
*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.
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**[[Curare]] darts, if he isn't wearing [[poison resistance]] armour, will slow him down. This lets you keep pace with a berserk Rupert, and makes him weaker overall.
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**If he spawns with an [[axe]], Rupert can mow down weak summons like its nothing. However, a few [[cactus giant]]s are strong enough to take him down, axe or not.
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**Rupert cannot [[see invisible]]. If you need to get away, or get an edge in combat, a [[potion of invisibility]] can help.
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**If you got decent [[Evocations]] skill, a [[phial of floods]] prevents him from using Paralyse (but does not prevent berserk).
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*Rupert has a chance of spawning with one of the rare two-handers, such as a [[triple sword]] or [[executioner's axe]]. It's great if you were looking for one, but actually taking it from Rupert is easier said than done.
  
 
==History==
 
==History==

Latest revision as of 17:09, 24 October 2023

Version 0.30: 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 always wields a branded two-handed weapon. He'll attempt to disable you before rushing in, dealing obscene damage when berserked.

Location

Spells

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

Tips & Tricks

  • All sources of paralysis are extremely deadly, and Rupert is no exception. You can be paralysed for up to 5 turns. During this time, Rupert can berserk, close 6 tiles of distance, and still get 1-2 attacks off. You might not die, but you'll be next to a berserk Rupert, who can deal 54+ damage per swing. Good willpower is recommended if you want to fight him.
    • A sudden Rupert appearance can turn a bad situation into a horrible one. Say you were having trouble against a hydra. Being paralysed next to said hydra is almost certain death.
  • Even if you ignore the paralysis threat, he is a fairly dangerous opponent for Lair. He is strong enough to punch through melee fighters at this point in the game, and has enough HP to shrug off weaker attacks.
  • Rupert has the resistances of a death yak: his willpower is great, and his HD is quite high. Hexes, hex wands, datura darts, and Mephitic Cloud are unlikely to be effective.
  • Thankfully, he has no other resistances, beyond what equipment might give him.
    • Curare darts, if he isn't wearing poison resistance armour, will slow him down. This lets you keep pace with a berserk Rupert, and makes him weaker overall.
    • If he spawns with an axe, Rupert can mow down weak summons like its nothing. However, a few cactus giants are strong enough to take him down, axe or not.
    • Rupert cannot see invisible. If you need to get away, or get an edge in combat, a potion of invisibility can help.
    • If you got decent Evocations skill, a phial of floods prevents him from using Paralyse (but does not prevent berserk).
  • Rupert has a chance of spawning with one of the rare two-handers, such as a triple sword or executioner's axe. It's great if you were looking for one, but actually taking it from Rupert 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.