Sphinx: Difference between revisions
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==Useful Info== | ==Useful Info== | ||
'''Sphinxes''' are hefty | '''Sphinxes''' are hefty beasts with a large variety of [[Hexes]]. Their [[paralysis]] is a big threat if you don't have willpower, though their melee isn't bad either. They can be found in [[the Depths]], [[the Vaults]], or in a large pack inside [[Tomb]]:1. [[Out-of-depth]] sphinxes can rarely show up in the main [[Dungeon]]. | ||
{{monster spells}} | |||
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==Tips & Tricks== | ==Tips & Tricks== | ||
* | *High [[willpower]] (at least +++, preferably ++++) will render them almost incapable of disabling you. | ||
* | **It takes 154 willpower in order to have a 0% chance to be hexed. (See the [[Paralysis#Paralysis Spell Table]] for what's needed to reach this.) | ||
*If you see a sphinx with several strong allies that you're not ready for, consider [[teleport]]ing or using a [[ | *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 [[scroll of fog]] and running away immediately. You may not get a second chance. | |||
*You can summon your own friendly sphinxes with the spell [[Monstrous Menagerie]]. | |||
==History== | ==History== | ||
*Sphinxes were split into [[sphinx marauder]]s and [[guardian sphinx]]es in [[0.33]]. | |||
[[ | *Prior to [[0.31]], sphinxes had 11 speed, but were slightly more likely to cast spells. | ||
*Prior to [[0.27]], sphinxes didn't appear in [[Shoals]] rune vaults. | |||
Latest revision as of 15:52, 18 June 2025
Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
| sphinx H | |
|---|---|
| HP | 58-118 |
| HD | 16 |
| XP | 2257 |
| Speed | 12 |
| AC | 5 |
| EV | 5 |
| Will | 60 |
| Attack1 | 25 (hit: plain)
|
| Attack2 | 12 (hit: plain)
|
| Attack3 | 12 (hit: plain)
|
| Resistances | None |
| Vulnerabilities | None |
| Habitat | Land |
| Intelligence | Human |
| Uses | Open doors |
| Holiness | Natural |
| Size | Giant |
| Type | sphinx, sphinx |
| Flags | See invisible Flying 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 beasts with a large variety of Hexes. Their paralysis is a big threat if you don't have willpower, though their melee isn't bad either. They can be found in the Depths, the Vaults, or in a large pack inside Tomb:1. Out-of-depth sphinxes can rarely show up in the main Dungeon.
Spells
| Tile | Name | Damage | Range | Flags |
|---|---|---|---|---|
| Confuse | — | LOS | Wizard flag | |
| Paralyse | — | LOS | Wizard flag | |
| Minor Healing | 2d8+3 | — | Wizard flag | |
| Smiting | 7-17 | LOS | Wizard flag | |
| Slow | — | LOS | Wizard flag |
Tips & Tricks
- High willpower (at least +++, preferably ++++) will render them almost incapable of disabling you.
- It takes 154 willpower in order to have a 0% chance to be hexed. (See the Paralysis#Paralysis Spell Table for what's needed to reach this.)
- 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 scroll of fog and running away immediately. You may not get a second chance.
- You can summon your own friendly sphinxes with the spell Monstrous Menagerie.
History
- Sphinxes were split into sphinx marauders and guardian sphinxes in 0.33.
- Prior to 0.31, sphinxes had 11 speed, but were slightly more likely to cast spells.
- Prior to 0.27, sphinxes didn't appear in Shoals rune vaults.