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Anubis guard: Difference between revisions

From Ashenzari's Archive
imported>Cacophonie
Mark as obsolete
imported>Spudwalt
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{{obsolete}}
{{obsolete}}
<!--monster-bot-begin-->
{{monster
{{monster
|name=anubis guard
|name=anubis guard
|glyph={{Cyan|H}}
|glyph={{Cyan|H}}
|tile=[[File:Anubis guard.png]]
|tile=[[File:Anubis guard.png]]
|flags={{Evil flag}}<br>{{Fighter flag}}<br>{{See invisible flag}}<br>{{Warm blood flag}}
|flags={{Fighter flag}}<br>{{Evil flag}}<br>{{See invisible flag}}<br>{{Warm blood flag}}
|resistances={{Negative energy resistance 3}}, {{Torment resistance}}
|resistances={{Negative energy resistance 3}}, {{Torment resistance}}
|vulnerabilities={{Holy vulnerability}}
|vulnerabilities={{Holy vulnerability}}
|max_chunks=3
|max_chunks=3
|meat={{Clean corpse}}
|meat={{Clean corpse}}
|xp=643
|xp=639
|holiness={{Natural}}
|holiness={{Natural}}
|magic_resistance=40
|magic_resistance=40
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}}
}}
{{Flavour|A jackal-headed humanoid charged with preventing trespassers from defiling sacred burial grounds and with keeping unruly denizens therein under control. They are conditioned to be insensitive to extreme amounts of pain, and can alert their brethren to an intruder's whereabouts with their howling cries.}}
{{Flavour|A jackal-headed humanoid charged with preventing trespassers from defiling sacred burial grounds and with keeping unruly denizens therein under control. They are conditioned to be insensitive to extreme amounts of pain, and can alert their brethren to an intruder's whereabouts with their howling cries.}}
<!--monster-bot-end-->


==Useful Info==
==Useful Info==
'''Anubis guards''' are humanoid defenders who tirelessly defend their [[list of mummies|mummy]] masters. Physically speaking, they hit rather hard, but are not particularly durable. However, they come with spells allowing them to seriously damage the undead and the unprotected living, and they can alert other monsters on the floor to your presence. Also, in spite of their living nature, they are immune to all sources of [[draining]] and [[torment]]. They can be found in [[the Tomb]].
'''Anubis guards''' were humanoid defenders who tirelessly defend their [[list of mummies|mummy]] masters. Physically speaking, they hit rather hard, but were not particularly durable. However, they came with spells allowing them to seriously damage the undead and the unprotected living, and they could alert other monsters on the floor to your presence. Also, in spite of their living nature, they were immune to all sources of [[draining]] and [[torment]]. They could be found in [[the Tomb]].


<!--spl-bot-begin-->
==Spells==
==Spells==
{{Spellcaster3
{{Spellcaster3
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|flags1={{Natural slot flag}}, {{No silent slot flag}}
|flags1={{Natural slot flag}}, {{No silent slot flag}}
|slot2=[[Bolt of Draining]] (3d17)
|slot2=[[Bolt of Draining]] (3d17)
|flags2={{Natural slot flag}}
|flags2={{Natural slot flag}}, {{Breath slot flag}}
|slot3=[[Dispel Undead]] (3d16)
|slot3=[[Dispel Undead]] (3d16)
|flags3={{Priest slot flag}}
|flags3={{Priest slot flag}}
}}
}}
{{clear}}
{{clear}}
<!--spl-bot-end-->


==Tips & Tricks==
==Tips & Tricks==
*Undead characters in the Tomb may have an easy time in many regards, but not against Anubis guards. Their Dispel Undead spell ignores all resistance and defensive traits, dealing anywhere from 3 to 48 damage per shot. You can disable this spell by either [[silence|silencing]] them or sending a summoned creature out to block its line of effect, but as a priest spell, [[antimagic]] weapons do not affect it.
*Undead characters in the Tomb may have an easy time in many regards, but not against Anubis guards. Their Dispel Undead ignores all resistance and defensive traits, dealing anywhere from 3 to 48 damage per shot. You can disable this spell by either [[silence|silencing]] them or sending a summoned creature out to block its line of effect, but as a priest spell, [[antimagic]] weapons do not affect it.
*If you're playing a living character, and you're in the Tomb, there's a good chance that you already have rN+++. If so, these foes are weaker than [[orc knight]]s with bad armour. If not, strongly consider leaving now; the Tomb is no place to wander in unprepared.
*If you're playing a living character, and you're in the Tomb, there's a good chance that you already have rN+++. If so, these foes are weaker than [[orc knight]]s with bad armour. If not, strongly consider leaving now; the Tomb is no place to wander in unprepared.


==History==
==History==
Anubis guards were removed in [[0.19]].
*Anubis guards were removed in [[0.19]].
 
*Anubis guards were added in [[0.16]].
Anubis guards were added in [[0.16]].

Revision as of 22:52, 12 February 2020

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
A jackal-headed humanoid charged with preventing trespassers from defiling sacred burial grounds and with keeping unruly denizens therein under control. They are conditioned to be insensitive to extreme amounts of pain, and can alert their brethren to an intruder's whereabouts with their howling cries.

Useful Info

Anubis guards were humanoid defenders who tirelessly defend their mummy masters. Physically speaking, they hit rather hard, but were not particularly durable. However, they came with spells allowing them to seriously damage the undead and the unprotected living, and they could alert other monsters on the floor to your presence. Also, in spite of their living nature, they were immune to all sources of draining and torment. They could be found in the Tomb.

Spells

Tips & Tricks

  • Undead characters in the Tomb may have an easy time in many regards, but not against Anubis guards. Their Dispel Undead ignores all resistance and defensive traits, dealing anywhere from 3 to 48 damage per shot. You can disable this spell by either silencing them or sending a summoned creature out to block its line of effect, but as a priest spell, antimagic weapons do not affect it.
  • If you're playing a living character, and you're in the Tomb, there's a good chance that you already have rN+++. If so, these foes are weaker than orc knights with bad armour. If not, strongly consider leaving now; the Tomb is no place to wander in unprepared.

History

  • Anubis guards were removed in 0.19.
  • Anubis guards were added in 0.16.