Difference between revisions of "Titan"

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*First and foremost, don't engage them while [[fly]]ing; their Airstrike spell deals an extra 50% damage to flying characters. To deal with their other spells, have [[electricity]] resistance and avoid standing in a place that makes [[multizap]]s possible.
 
*First and foremost, don't engage them while [[fly]]ing; their Airstrike spell deals an extra 50% damage to flying characters. To deal with their other spells, have [[electricity]] resistance and avoid standing in a place that makes [[multizap]]s possible.
 
*Strong melee characters can generally take them out one-on-one, though you may want to [[haste]] or [[might]] yourself if that's available. [[Berserk]] works great if you know the titan is alone, but often they will appear in areas where monsters will quite often appear at the edge of your [[line of sight]] at inopportune times.
 
*Strong melee characters can generally take them out one-on-one, though you may want to [[haste]] or [[might]] yourself if that's available. [[Berserk]] works great if you know the titan is alone, but often they will appear in areas where monsters will quite often appear at the edge of your [[line of sight]] at inopportune times.
*Conjurers should use their most powerful non-electric [[Conjurations]], as a titan's low [[EV]] makes them easy targets. Even [[Bolt of Inaccuracy]] has a decent chance of hitting them. As they have only one attack, titans are also relatively easy to overwhelm with reasonably powerful summons.
+
*Conjurers should use their most powerful non-electric [[Conjurations]], as a titan's low [[EV]] makes them easy targets. As they have only one attack, titans are also relatively easy to overwhelm with reasonably powerful summons.
 
*Don't bother with [[Mephitic Cloud]] -- their high [[HD]] means that there is only a 1/11 chance they will be affected per turn, generally letting them walk out unconfused. Other types of [[poison]] are quite effective, though.
 
*Don't bother with [[Mephitic Cloud]] -- their high [[HD]] means that there is only a 1/11 chance they will be affected per turn, generally letting them walk out unconfused. Other types of [[poison]] are quite effective, though.

Revision as of 18:34, 8 May 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.

For a list of all giants, see list of giants.

titan CTitan.png
HP 72-147
HD 20
XP 2591
Speed 10
AC 10
EV 3
Will 180
Attack1 55 (hit: plain)


Resistances rElec+++
rDrown
Vulnerabilities None
Habitat Land
Intelligence Human
Uses Open doors
Holiness Natural
Size Giant
Type giant, titan
Flags Fighter
See invisible
Speaks
Warm-blooded
This huge, bolt-hurling, lightning-limned humanoid is unusually large and powerful, even among giants.

“And on the other part the Titans eagerly strengthened their ranks, and both sides at one time showed the work of their hands and their might. The boundless sea rang terribly around, and the earth crashed loudly: wide Heaven was shaken and groaned, and high Olympus reeled from its foundation under the charge of the undying gods, and a heavy quaking reached dim Tartarus and the deep sound of their feet in the fearful onset and of their hard missiles. So, then, they launched their grievous shafts upon one another, and the cry of both armies as they shouted reached to starry heaven; and they met together with a great battle-cry.”
-Hesiod, _Theogony_, 8th cent. B.C.
trans. H.G. Evelyn-White, 1914.

Useful Info

Titans are the deadliest of the common giants, capable of landing devastating blows in melee and blasting you at range with powerful Air Magic. They occasionally spawn in the Depths, and are almost always found on the bottom floor of the Vaults.

Spells

Spell set I
Slot1 Lightning Bolt (3d24) Wizard flag
Slot2 Minor Healing (2d10+3) Wizard flag
Slot3 Airstrike (2d(18-34)) Wizard flag

Tips & Tricks

  • First and foremost, don't engage them while flying; their Airstrike spell deals an extra 50% damage to flying characters. To deal with their other spells, have electricity resistance and avoid standing in a place that makes multizaps possible.
  • Strong melee characters can generally take them out one-on-one, though you may want to haste or might yourself if that's available. Berserk works great if you know the titan is alone, but often they will appear in areas where monsters will quite often appear at the edge of your line of sight at inopportune times.
  • Conjurers should use their most powerful non-electric Conjurations, as a titan's low EV makes them easy targets. As they have only one attack, titans are also relatively easy to overwhelm with reasonably powerful summons.
  • Don't bother with Mephitic Cloud -- their high HD means that there is only a 1/11 chance they will be affected per turn, generally letting them walk out unconfused. Other types of poison are quite effective, though.