Difference between revisions of "Vault sentinel"

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{{monster info}}
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{{monster
 
|name=vault sentinel
 
|glyph={{LightBlue|@}}
 
|tile=[[File:Vault sentinel.png]]
 
|flags={{Actual spells flag}}<br>{{Fighter flag}}<br>{{Speaks flag}}<br>{{Spellcaster flag}}<br>{{Warm blood flag}}<br>{{See invisible flag}}
 
|resistances=None
 
|vulnerabilities=None
 
|max_chunks=3
 
|meat={{Contaminated corpse}}
 
|xp=533
 
|holiness={{Natural}}
 
|magic_resistance=42
 
|hp_range=39-66
 
|avg_hp=52
 
|armour_class=1
 
|evasion=13
 
|habitat=Land
 
|speed= 10
 
|size={{Medium}}
 
|item_use={{Weapons armour}}<br>{{Starting equipment}}<br>{{Open doors}}
 
|attack1=15 ({{Hit type}}: {{Plain flavour}})
 
|attack2=
 
|attack3=
 
|attack4=
 
|hit_dice=8
 
|base_hp=4
 
|extra_hp=5
 
|fixed_hp=0
 
|intelligence={{Normal intelligence}}
 
|genus=human
 
|species=human
 
}}
 
 
 
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{{Flavour|Vigilant scouts of the Vaults, sentinels are quick to alert their fellows to the presence of intruders and can mark these same intruders with magic such that they will be unable to hide from pursuit, no matter where they flee.}}
 
  
 
==Useful Info==
 
==Useful Info==
 
'''Vault sentinels''' are one of the weaker human guards in [[the Vaults]]. Although not very dangerous alone, they often generate with [[crossbow]]s, and their special abilities allow them to awaken nearby enemy units or inform all conscious monsters on the current floor of your whereabouts.
 
'''Vault sentinels''' are one of the weaker human guards in [[the Vaults]]. Although not very dangerous alone, they often generate with [[crossbow]]s, and their special abilities allow them to awaken nearby enemy units or inform all conscious monsters on the current floor of your whereabouts.
  
Abilities: [[Signal Horn]]
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{{monster spells}}
 
 
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==Spells==
 
 
 
{{Spellcaster
 
|number=
 
|slot1=[[Sentinel's Mark]]
 
|slot2=[[Sentinel's Mark]]
 
|slot3=''none''
 
|slot4=[[Sentinel's Mark]]
 
|slot5=''none''
 
|slot6=''none''
 
}}
 
 
 
{{clear}}
 
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==Tips & Tricks==
 
==Tips & Tricks==
*Vault sentinels are too durable for most characters to one-shot at a distance, unfortunately, so expect to have to deal with their abilities. Most of the time, the reinforcements that arrive are less dangerous than those teleported in by [[ironbrand convoker]]s, usually amounting to one or two more bands of enemies arriving before the mark wears off. If you find yourself marked and near some [[stairs]] to the floor above you, feel free to wait out the effect up there. Just don't be surprised if you need to stairdance a little when you decide to go back down.
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*Vault sentinels are too durable for most characters to one-shot at a distance, unfortunately, so expect to have to deal with their abilities. Most of the time, the reinforcements that arrive are less dangerous than those teleported in by [[ironbound convoker]]s, usually amounting to one or two more bands of enemies arriving before the mark wears off. If you find yourself marked and near some [[stairs]] to the floor above you, feel free to wait out the effect up there. Just don't be surprised if you need to stairdance a little when you decide to go back down.
**If marked on Vault:5, go back upstairs immediately. This floor can become incredibly deadly if a sentinel tags you.
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**If marked on Vaults:5, go back upstairs immediately. This floor can become incredibly deadly if a sentinel tags you.
*Most debilitating effects work very well against vault sentinels. Their low [[hit dice]] and [[magic resistance]] makes it easy to hit them with [[Mephitic Cloud]] or [[Ensorcelled Hibernation]], and you can't go wrong with [[Silence]].
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*Most debilitating effects work very well against vault sentinels. Their low [[hit dice]] and [[willpower]] makes it easy to hit them with [[Mephitic Cloud]] or [[Ensorcelled Hibernation]], and you can't go wrong with [[Silence]].
  
 
==History==
 
==History==
 
Vault sentinels were added to the game in [[0.12]].
 
Vault sentinels were added to the game in [[0.12]].
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[[Category:Human]]

Latest revision as of 05:25, 5 August 2021

Version 0.26: This article may not be up to date for the latest stable release of Crawl.
vault sentinel pVault sentinel.png
HP 34-70
HD 8
XP 448
Speed 10
AC 6
EV 12
Will 40
Attack1 15 (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 Fighter
See invisible
Speaks
Warm-blooded
Vigilant scouts of the Vaults, sentinels are quick to alert their fellows to the presence of intruders. They can mark these same intruders with magic such that they will be unable to hide from pursuit, no matter where they flee.

Useful Info

Vault sentinels are one of the weaker human guards in the Vaults. Although not very dangerous alone, they often generate with crossbows, and their special abilities allow them to awaken nearby enemy units or inform all conscious monsters on the current floor of your whereabouts.

Spells

Spell set I
Slot1 Warning Cry Vocal flag,
Breath flag
Slot2 Sentinel's Mark Wizard flag

Tips & Tricks

  • Vault sentinels are too durable for most characters to one-shot at a distance, unfortunately, so expect to have to deal with their abilities. Most of the time, the reinforcements that arrive are less dangerous than those teleported in by ironbound convokers, usually amounting to one or two more bands of enemies arriving before the mark wears off. If you find yourself marked and near some stairs to the floor above you, feel free to wait out the effect up there. Just don't be surprised if you need to stairdance a little when you decide to go back down.
    • If marked on Vaults:5, go back upstairs immediately. This floor can become incredibly deadly if a sentinel tags you.
  • Most debilitating effects work very well against vault sentinels. Their low hit dice and willpower makes it easy to hit them with Mephitic Cloud or Ensorcelled Hibernation, and you can't go wrong with Silence.

History

Vault sentinels were added to the game in 0.12.