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Jorgrun: Difference between revisions

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{{version012}}
{{version030}}
 
{{monster info}}
{{monster
|name=Jorgrun
|glyph={{LightMagenta|q}}
|tile=[[File:Jorgrun.png]]
|flags={{Unique flag}}<br>{{Spellcaster flag}}<br>{{Actual spells flag}}<br>{{Warm blood flag}}<br>{{Speaks flag}}<br>{{No regenerate flag}}
|resistances=None
|vulnerabilities=None
|max_chunks=4
|meat={{Contaminated corpse}}
|xp=1705
|holiness={{Natural}}
|magic_resistance=120
|hp_range=120
|avg_hp=120
|armour_class=2
|evasion=15
|habitat=land
|speed=10
|size={{Medium}}
|item_use={{Weapons armour}}
|attack1=20 ({{Hit type}}: {{Plain flavour}})
|attack2=
|attack3=
|attack4=
|hit_dice=15
|base_hp=0
|extra_hp=0
|fixed_hp=120
|intelligence={{High intelligence}}
|genus=dwarf
|species=deep dwarf
}}
{{Flavour|A deep dwarven magician, particularly well-attuned to the dungeon around him. He wields powerful earth magic in combat.}}


==Useful Info==
==Useful Info==
'''Jorgrun''' is a unique earth-themed deep dwarf. He wields a [[staff of earth]] (33%) or a dwarven [[quarterstaff]] of [[vorpal|crushing]] (66%).
'''Jorgrun Earthshaker''' is a [[unique]] [[dwarf|dwarven]] [[Earth Elementalist]]. He wields a [[staff of earth]] (33%) or a [[vorpal]] [[quarterstaff]] (66%).


==Location==
==Location==
*[[The Dungeon]]: 17-27
*[[The Dungeon]]:12-15
*The [[Elven Halls]]: 2-3
*[[The Orcish Mines]]
*The [[Swamp]]: 2-5
*[[The Elven Halls]]:1-2
*The [[Snake Pit]]: 2-5
*[[The Snake Pit]]:1-3
*The [[Shoals]]: 2-5
*[[The Spider's Nest]]:1-3
*The [[Spider's Nest]]: 2-5
*[[The Shoals]]:1-3
*[[The Vaults]]
*[[The Swamp]]:1-3
*The [[Crypt]]
*The [[Hall of Blades]]
*The [[Tomb]]
 
<!--spl-bot-begin-->
==Spells==
 
{{Spellcaster
|number=
|slot1=[[Lee's Rapid Deconstruction]]
|slot2=[[Petrify]]
|slot3=''none''
|slot4=[[Shatter]]
|slot5=[[Dig]]
|slot6=''none''
}}


{{clear}}
{{monster spells}}
<!--spl-bot-end-->


==Tips & Tricks==
==Tips & Tricks==
*Avoid him if you have low [[magic resistance]]. Petrify is his most dangerous weapon.
*Jorgrun is a big threat for a variety of reasons:
*[[Flight]] is very useful here, because it divides the damage you take from [[Shatter]] by 3. Using [[Spider Form]] is probably a bad idea because you should be trying to stay away from any walls and your low [[AC]] means that you will take massive damage from LRD.
**[[Iron Shot]] is a high damage spell for the areas Jorgrun is found in.
*Don't forget that he can't recover his hit points.
**[[Grasping Roots]] prevents you from moving, going upstairs, and it gives [[scrolls of blinking]] a chance to fail. This can be lethal if Jorgrun shows up when you're fighting other monsters. Being over [[deep water]] or [[lava]] prevents the roots from affecting you.
**[[Petrify]] incapacitates you for up to 10 turns, sets your [[EV]] and [[SH]] to 0, and makes Lee's Rapid Deconstruction ignore AC.
*Like all mages, Jorgrun can't do anything while [[silence]]d. Melee characters should silence if possible. Anyone can make use of a [[phial of floods]] to disable his casting.
*[[Curare]], if it hits, will slow Jorgrun, which can make a big difference in combat.
*Try to avoid him if you have low [[willpower]]; being Petrified around Jorgrun is basically death. If you get hit by Petrify, you can quaff a [[potion of cancellation]] to end it immediately. If not, a [[scroll of teleport]] is a strong option. You might end up someplace dangerous, but chances are that other monsters can't hurt you as much as Jorgrun.
**Certain god abilities can take care of Petrification; [[Elyvilon]]'s Purification and [[Ru]]'s Draw Out Power end Petrifying; [[Zin]]'s Vitalisation makes you immune. In a pinch, [[Yara's Violent Unravelling]] or a [[wand of quicksilver]] can remove petrification.
*Lee's Rapid Deconstruction can be used on walls or creatures made of wall-like materials:
**[[Gargoyle]]s and players in [[Ice Form]] and [[Statue Form]] are innately vulnerable to LRD. Be very careful; Transmuters shouldn't use these forms against Jorgrun; Gargoyles should avoid the fight or be prepared to escape.
**Users of the [[Simulacrum]] spell should be wary, as Jorgrun can explode the simulacra against you. Using Simulacrum can still be a good idea - Jorgrun will hesitate to LRD if he's in the blast radius - but it's something to be aware of.
**Low-AC characters should stay away from [[wall]]s while you're fighting him, as LRD can deal heavy damage with shrapnel even if you're not petrified. Even heavily armoured characters may wish to stay away from walls made of crystal or metal during the fight.


==History==
==History==
Jorgrun will be added in [[0.12]].
*Prior to [[0.23]], Jorgrun could not spawn in [[Swamp]]. 0.23 also added [[Grasping Roots]] to his spell list.
*Prior to [[0.22]], Jorgrun had [[Shatter]] in place of [[Iron Shot]], and spawned significantly later.
*Prior to [[0.17]], Jorgrun was a [[deep dwarf (monster)|deep dwarf]] and could not regenerate.
*In [[0.15]], his glyph was changed from 'q' to 'g'.
*Jorgrun was added in [[0.12]].


[[Category:Crystal Ball Articles]]
[[Category:Dwarf]]

Latest revision as of 18:38, 26 September 2026

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
A dwarven magician, particularly well-attuned to the dungeon around him. He wields powerful earth magic in combat.

Useful Info

Jorgrun Earthshaker is a unique dwarven Earth Elementalist. He wields a staff of earth (33%) or a vorpal quarterstaff (66%).

Location

Spells

Tile Name Damage Range Flags
Lee's Rapid Deconstruction 3d22* LOS Wizard flag
Grasping Roots — LOS Wizard flag
Petrify — 6 Wizard flag
Iron Shot 3d28 4 Wizard flag
Dig — LOS Wizard flag

Tips & Tricks

  • Jorgrun is a big threat for a variety of reasons:
    • Iron Shot is a high damage spell for the areas Jorgrun is found in.
    • Grasping Roots prevents you from moving, going upstairs, and it gives scrolls of blinking a chance to fail. This can be lethal if Jorgrun shows up when you're fighting other monsters. Being over deep water or lava prevents the roots from affecting you.
    • Petrify incapacitates you for up to 10 turns, sets your EV and SH to 0, and makes Lee's Rapid Deconstruction ignore AC.
  • Like all mages, Jorgrun can't do anything while silenced. Melee characters should silence if possible. Anyone can make use of a phial of floods to disable his casting.
  • Curare, if it hits, will slow Jorgrun, which can make a big difference in combat.
  • Try to avoid him if you have low willpower; being Petrified around Jorgrun is basically death. If you get hit by Petrify, you can quaff a potion of cancellation to end it immediately. If not, a scroll of teleport is a strong option. You might end up someplace dangerous, but chances are that other monsters can't hurt you as much as Jorgrun.
  • Lee's Rapid Deconstruction can be used on walls or creatures made of wall-like materials:
    • Gargoyles and players in Ice Form and Statue Form are innately vulnerable to LRD. Be very careful; Transmuters shouldn't use these forms against Jorgrun; Gargoyles should avoid the fight or be prepared to escape.
    • Users of the Simulacrum spell should be wary, as Jorgrun can explode the simulacra against you. Using Simulacrum can still be a good idea - Jorgrun will hesitate to LRD if he's in the blast radius - but it's something to be aware of.
    • Low-AC characters should stay away from walls while you're fighting him, as LRD can deal heavy damage with shrapnel even if you're not petrified. Even heavily armoured characters may wish to stay away from walls made of crystal or metal during the fight.

History

  • Prior to 0.23, Jorgrun could not spawn in Swamp. 0.23 also added Grasping Roots to his spell list.
  • Prior to 0.22, Jorgrun had Shatter in place of Iron Shot, and spawned significantly later.
  • Prior to 0.17, Jorgrun was a deep dwarf and could not regenerate.
  • In 0.15, his glyph was changed from 'q' to 'g'.
  • Jorgrun was added in 0.12.