Difference between revisions of "Sphinx"

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(updated to 0.17, not changed (saw it in 0.17.1))
(Tips & Tricks: amulet of stasis was removed in 0.18)
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==Tips & Tricks==
 
==Tips & Tricks==
*An [[amulet of stasis]] will guard against their most powerful weapon, but there's no substitute for loading up on [[magic resistance]]. High MR will render them almost incapable of disabling you.
+
*High MR (at least +++, preferably ++++) will render them almost incapable of disabling you.
*Strong summonsed allies can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies will kill or distract it until the effect wears off.
+
*Strong summoned allies can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies will kill or distract it until the effect wears off.
 
*If you see a sphinx with several strong allies that you're not ready for, consider [[teleport]]ing or using a [[Controlled Blink]] immediately. You may not get a second chance.
 
*If you see a sphinx with several strong allies that you're not ready for, consider [[teleport]]ing or using a [[Controlled Blink]] immediately. You may not get a second chance.
 
*You can summon your own friendly sphinxes with the spell [[Monstrous Menagerie]].
 
*You can summon your own friendly sphinxes with the spell [[Monstrous Menagerie]].

Revision as of 12:21, 17 May 2016

Version 0.17: This article may not be up to date for the latest stable release of Crawl.
sphinx HSphinx.png
HP 66-108
HD 16
XP 2263
Speed 11
AC 5
EV 5
Will 60
Attack1 25 (hit: plain)
Attack2 12 (hit: plain)
Attack3 12 (hit: plain)
Resistances rDrown
Vulnerabilities None
Habitat Land
Intelligence High
Uses Open doors
Holiness Natural
Size Big
Type sphinx, sphinx
Flags Flying
Hybrid
See invisible
Speaks
Warm-blooded
A large creature with a woman's head, a lion's body and the wings of a huge bird, able to cloud the minds of its foes and wield fell magics.


Useful Info

Sphinxes are hefty late-game beasts that pack a wide variety of debilitating Hexes in their spell lists. Because they can paralyze you, they're a much bigger threat when other enemies are around than when alone, but even then they have some decent melee attacks and the ability to smite. They can be found individually in the Depths and the Vaults, and in a large, dangerous pack in the Tomb. They are also occasionally summoned by the unique sorceress Kirke.

Spells

Spell set
Slot1 Confuse Wizard flag
Slot2 Paralyse Wizard flag
Slot3 Minor Healing (2d8) Wizard flag
Slot4 Smiting (7-17) Wizard flag
Slot5 Slow Wizard flag

Tips & Tricks

  • High MR (at least +++, preferably ++++) will render them almost incapable of disabling you.
  • Strong summoned allies can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies will kill or distract it until the effect wears off.
  • If you see a sphinx with several strong allies that you're not ready for, consider teleporting or using a Controlled Blink immediately. You may not get a second chance.
  • You can summon your own friendly sphinxes with the spell Monstrous Menagerie.