salamander S
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Health | 60 |
Defense | 70 |
Accuracy | 150 |
Damage | 5-11 (clumping = 3) |
Regen delay | 10 |
Movement delay | 100 |
Attack delay | 100 |
Attack pattern | 5 cells range (whip) |
Behavior | Immune to fire Submerges Never sleeps Fiery Intrinsic light |
Ability | |
Monster Class | Fireborne |
Typical Starting Depth | 13 |
A serpent wreathed in flames and carrying a burning lash, salamanders dwell in lakes of fire and emerge when they sense a nearby victim, leaving behind a trail of glowing embers. |
Salamanders can attack from up to 5 squares away in a straight line (like a whip) because of their 5 footed tails. Salamanders are the traditional enemies of the Naga, and will often be found holding one captive and vice versa.
When a captive Salamander is found, the wise adventurer will often leave it behind as they are often more trouble than they're worth. Salamanders will fearlessly move across flammable terrains, scorching the dungeon. This has the nasty side effect of frequently setting you, your allies, flammable gasses and any scrolls that happen to be lying on the ground on fire. When crossing bare floor, they leave behind burning embers that emit a faint reddish glow. Their ever-burning status creates light which makes it difficult to be stealthy.
It's a good idea to negate an allied Salamander to remove its harmful abilities and turn it into a more useful ally.
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The charming inhabitants of the dungeon:
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