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Vault sentinel

From Ashenzari's Archive
Revision as of 13:41, 8 March 2013 by imported>MoogleDan (Added Tips & Tricks, rewrote Useful Info for readability)
Version 0.12: This article may not be up to date for the latest stable release of Crawl.


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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

Vault sentinels are one of the weaker human guards in the Vaults. Although not terribly durable, 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.

Abilities: Signal Horn

Spells

Spell set
Slot1 Sentinel's Mark
Slot2 Sentinel's Mark
Slot3 none
Slot4 Sentinel's Mark
Slot5 none
Slot6 none

Tips & Tricks

  • Vault sentinels are too durable for most characters to quickly kill at a distance, unfortunately, so expect to have to deal with their abilities pretty often. Most of the time, the reinforcements that arrive are less dangerous than those teleported in by ironbrand 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.
  • 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.

History

Vault sentinels will be added in 0.12.