Peacekeeper
From Ashenzari's Archive
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Version 0.28: This article may not be up to date for the latest stable release of Crawl.
| peacekeeper 9 | |
|---|---|
| HP | 29-60 |
| HD | 12 |
| XP | 861 |
| Speed | 15 |
| AC | 20 |
| EV | 3 |
| Will | ∞ |
| Attack1 | 25 (bite: plain)
|
| Attack2 | 15 (claw: plain)
|
| Resistances | rPois+++ rN+++ rElec rMiasma rTorm rDrown rF+ rC+ |
| Vulnerabilities | None |
| Habitat | Land |
| Intelligence | Brainless |
| Uses | Uses nothing |
| Holiness | Non-living |
| Size | Medium |
| Type | golem, peacekeeper |
| Flags | See invisible Unbreathing |
| A four-legged humanoid construct, tasked with recapturing escaped prisoners and punishing heretics. Long after the fall of the empire it once served, it continues to enforce imperial law, knowing no jurisdiction. |
Useful Info
Peacekeepers are fast, resilient constructs capable of hurling barbs like a manticore, pinning the player in place. They may also boost the damage output of their saltling allies. They can be found in Vaults and the Desolation of Salt.
Spells
| Tile | Name | Damage | Range | Flags |
|---|---|---|---|---|
| Throw Barbs | 2d13 | 5 | Natural flag | |
| Battlecry | — | — | Vocal flag |
Tips & Tricks
- Like everything in the Desolation, peacekeepers are much, much more dangerous when coupled with allies. Their barbs are annoying enough on their own, but become deadly when they hold you in place for a pack of might-enhanced saltlings to beat on. If you spot one, try to lure away its construct allies before engaging it.
- Unlike saltlings, peacekeepers will make noise when they spot you. Keep that in mind if you're trying to stealthily attract the attention of a few enemies at a time.