Erica: Difference between revisions
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{{monster info}} | |||
==Useful Info== | ==Useful Info== | ||
'''Erica''' is a [[unique]] caster of destructive and disabling magic. She wields a [[flaming]] [[scimitar]], but prefers to fight from a distance. | '''Erica the Fiery-Tempered''' is a [[unique]] [[octopode]] caster of destructive and disabling magic. She wields a [[flaming]] [[scimitar]], but prefers to fight from a distance while invisible. Also, she always spawns with a [[ring]]. | ||
==Location== | |||
*[[The Dungeon]]:8-11 | |||
*The [[Orcish Mines]]:1 | |||
*[[The Lair]]:1-2 | |||
{{monster spells}} | |||
==Tips & Tricks== | ==Tips & Tricks== | ||
*[[Poison resistance]], [[Repel Missiles]] | *[[Poison resistance]], [[Repel Missiles]], [[see invisible]], and high [[willpower]] will counter most of her spells, but that's a lot to ask for. She's flimsy, so a strong offense that takes her out quickly may be the best defense. | ||
*She | *Her mediocre [[hit dice]] and lack of poison resistance make her susceptible to [[Mephitic Cloud]]. | ||
*Erica is commonly encountered in [[the Lair]]. If you already have some skill in [[Long Blades]], her flaming scimitar is a good choice for fighting the [[hydra]]s you'll find there. | |||
==History== | |||
*Prior to [[0.32]], Erica had 60 Will and 14 EV. Also, her melee attacks were more powerful. | |||
*Prior to [[0.31]], Erica was a human. She had less EV and a weaker melee attack, but could cast Force Lance (3d13) and Confuse. | |||
*Prior to [[0.25]], Erica had [[Iskenderun's Mystic Blast]] instead of [[Force Lance]]. | |||
*Prior to [[0.17]], she could also cast [[Teleport Self]]. | |||
Latest revision as of 22:22, 25 September 2024
Version 0.32: This article may not be up to date for the latest stable release of Crawl.
| Erica x | |
|---|---|
| HP | 41-84 |
| HD | 9 |
| XP | 836 |
| Speed | 10 |
| AC | 0 |
| EV | 13 |
| Will | 40 |
| Attack1 | 11 (hit: plain)
|
| Attack2 | 3 (constrict: crush)
|
| Resistances | rDrown |
| Vulnerabilities | None |
| Habitat | Amphibious |
| Intelligence | Human |
| Uses | Weapons & armour Starting equipment Open doors |
| Holiness | Natural |
| Size | Medium |
| Type | octopode, octopode |
| Flags | Speaks Warm-blooded Unique Female No skeleton |
| A wild-tempered adventuress. She's quite prideful for an octopode, and brandishes their venomous capacity and camouflage talents with cruel force. |
Useful Info
Location
- The Dungeon:8-11
- The Orcish Mines:1
- The Lair:1-2
Spells
| Tile | Name | Damage | Range | Flags |
|---|---|---|---|---|
| Venom Bolt | 3d14 | 5 | Wizard flag | |
| Invisibility | — | — | Wizard flag | |
| Slow | — | LOS | Wizard flag |
Tips & Tricks
- Poison resistance, Repel Missiles, see invisible, and high willpower will counter most of her spells, but that's a lot to ask for. She's flimsy, so a strong offense that takes her out quickly may be the best defense.
- Her mediocre hit dice and lack of poison resistance make her susceptible to Mephitic Cloud.
- Erica is commonly encountered in the Lair. If you already have some skill in Long Blades, her flaming scimitar is a good choice for fighting the hydras you'll find there.
History
- Prior to 0.32, Erica had 60 Will and 14 EV. Also, her melee attacks were more powerful.
- Prior to 0.31, Erica was a human. She had less EV and a weaker melee attack, but could cast Force Lance (3d13) and Confuse.
- Prior to 0.25, Erica had Iskenderun's Mystic Blast instead of Force Lance.
- Prior to 0.17, she could also cast Teleport Self.