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{{Flavor|An ancient statue of an unrecognizable humanoid figure, the sentinel holds aloft a crystal that gleams with ancient warding magic. Sentinels are always found in groups of three, and each will attempt to repair any damage done to the other two.}}
 
{{Flavor|An ancient statue of an unrecognizable humanoid figure, the sentinel holds aloft a crystal that gleams with ancient warding magic. Sentinels are always found in groups of three, and each will attempt to repair any damage done to the other two.}}
   
Sentinels always appear in groups of 3 spread out across a room. They are immobile, but can attack from afar with lightning. When one sentinel is damaged, the others will attempt to heal it. Sentinels will die instantly to [[negation]], but can also be killed with strong melee attacks.
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Sentinels always appear in groups of 3 spread out across a room. They are immobile, but can attack from afar with lightning. When one sentinel is damaged, the others will attempt to heal it. Sentinels will die instantly to [[negation]] or [[Staff of Tunneling|tunneling]], but can also be killed with strong melee attacks.
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Use [[Staff of Obstruction|obstruction]], [[Staff of Conjuration|conjuration]], or your own body to block their mutual line-of-fire so they can't heal up.

Revision as of 01:40, 5 May 2012

sentinel 
8
Health 50
Defense 0
Accuracy 0
Damage 0
Regen delay 0
Movement delay 100
Attack delay 175
Attack pattern {{{attackpattern}}}
Behavior Turret
Intrinsic light
Cast spells slowly
Dies if negated
Ability Cast heal
Cast spark
Monster Class {{{mclass}}}
Typical Starting Depth 12
An ancient statue of an unrecognizable humanoid figure, the sentinel holds aloft a crystal that gleams with ancient warding magic. Sentinels are always found in groups of three, and each will attempt to repair any damage done to the other two.

Sentinels always appear in groups of 3 spread out across a room. They are immobile, but can attack from afar with lightning. When one sentinel is damaged, the others will attempt to heal it. Sentinels will die instantly to negation or tunneling, but can also be killed with strong melee attacks.

Use obstruction, conjuration, or your own body to block their mutual line-of-fire so they can't heal up.