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{{creatureType
<div style="font-size:12pt;color:grey;">v</div>
 
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|name=vampire bat
Attracted to the sounds of your beathing heart, vampire bats usually appear in packs of three sometimes as early as depth two, and ruthlessly harass helpless adventurers. If you have upgraded from your starting equipment you will usually be able to defeat them in combat, otherwise your best strategy is to curl into a small ball and cry for your mother until dead. You can also try throwing darts at them before they reach you. Vampire bats are not to be confused with [[Monster: Vampire|vampires]], which are more difficult opponents.
 
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|glyph=<div style="font-size:12pt;color:#646464;background-color:black;width:25px;text-align:center">'''v'''</div>
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|hp=18
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|xp=10
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|def=25
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|acc=100
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|damage=2-6
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|regen=20
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|sight=79
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|scent=50
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|move=50
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|attack=100
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|attackpattern=Normal (sword)
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|behavior=Flies<br>Flits
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|ability=Transference
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|mindepth=5 (in packs)
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|mclass = None}}
   
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{{Flavor|Often hunting in packs, leathery wings and keen senses guide the vampire bat unerringly to its prey.}}
Vampire bats are light sleepers, and are easily awakened. If a sleeping vampire bat is spotted and the player only has their starting equipment (dagger and leather), the player should attempt to sneak away without alerting them. Early allies that choose to attack vampire bats should be abandoned and left to their imminent demise.
 
   
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[[File:Brogue_Vampire_Bat.png|thumb|292px|A vampire bat over a chasm. By Harrison Kreimer]]
Vampire bats have the intrinsic attributes [[Transferrence ]] and [[Flit]] .
 
   
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A '''Vampire Bat, ''' or (more commonly) three vampire bats, can make a formidable enemy, easily underestimated by the early, unprepared adventurer. They appear in packs and move quickly which results in frequent attacks and improbable escape. They also replenish their health with each sucessful attack, making them very hard to kill with a low-damage weapon such as your starting dagger. They posess the intrinsic attributes transference and flit.
*Transferrence allows them to replenish their health when the land a successful hit on the player character.
 
*Flit allows them to occasionally move multiple spaces in a single turn.
 
The best ways of dealing with bats are ranged attacks, unless you have heavily upgraded equipment and have no reason to fear them.
 
   
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*[[Transference]] allows them to replenish 90% of the damage they inflict as health.
Potions of confusion, paralysis, or using a staff of obstruction can be useful if the player does not have sufficient offensive capabilities to deal with bats.
 
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*[[Flit]] means 33% of the time, their movement is random.
[[Category:Monster]]
 
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A ''typical'' vampire bat is not to be confused with, nor will it turn into a [[Monster: Vampire|vampire]], which is a much more difficult opponent.
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==Tactics:==
 
The best way of dealing with vampire bats is by using ranged attacks, unless you have upgraded equipment or feel you can otherwise deal with them.
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Vampire bats are easily awakened. If a sleeper is spotted and you have only your starting equipment (dagger and leather), you should attempt to sneak away without alerting them.
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Early allies that choose to attack vampire bats should be abandoned and left to their imminent demise.
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Because of their erratic movements, vampire bats are relatively easily dispatched with a [[mace]], even with [[strength]] of 14. This also often offers a chance of a lunge attack with a [[rapier]].
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Throwing potions of [[Potion of Confusion|confusion]] or [[Potion of Paralysis|paralysis]], or using a [[staff of obstruction]] or [[Staff of conjuration|conjuration]] can be useful if the player does not have sufficient offensive capabilities to deal with vampire bats.
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Vampire bats can fly, so jumping into a [[chasm]] isn't a viable escape route. It is possible, however, to negate a vampire bat that is hovering over lava or a chasm, hence forcing the bat to fall into the lava/chasm.
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==History:==
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Prior to Brogue 1.6.3, vampire bats could appear earlier than level 4, as early as level 2. This was removed due to the difficulty of defeating a vampire bat with standard gear.
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{{Monster}}
 
[[Category:Monster]]
 
[[Category:Monster]]
 
[[Category:Flying]]
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[[Category:Vampire]]
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[[Category:Fast-moving]]
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[[Category:Flitting]]

Revision as of 02:59, 14 June 2018

vampire bat 
v
Health 18
Defense 25
Accuracy 100
Damage 2-6
Regen delay 20
Movement delay 50
Attack delay 100
Attack pattern Normal (sword)
Behavior Flies
Flits
Ability Transference
Monster Class None
Typical Starting Depth 5 (in packs)
Often hunting in packs, leathery wings and keen senses guide the vampire bat unerringly to its prey.
Brogue Vampire Bat

A vampire bat over a chasm. By Harrison Kreimer

A Vampire Bat,  or (more commonly) three vampire bats, can make a formidable enemy, easily underestimated by the early, unprepared adventurer. They appear in packs and move quickly which results in frequent attacks and improbable escape. They also replenish their health with each sucessful attack, making them very hard to kill with a low-damage weapon such as your starting dagger. They posess the intrinsic attributes transference and flit.

  • Transference allows them to replenish 90% of the damage they inflict as health.
  • Flit means 33% of the time, their movement is random.

A typical vampire bat is not to be confused with, nor will it turn into a vampire, which is a much more difficult opponent.

Tactics:

The best way of dealing with vampire bats is by using ranged attacks, unless you have upgraded equipment or feel you can otherwise deal with them.

Vampire bats are easily awakened. If a sleeper is spotted and you have only your starting equipment (dagger and leather), you should attempt to sneak away without alerting them.

Early allies that choose to attack vampire bats should be abandoned and left to their imminent demise.

Because of their erratic movements, vampire bats are relatively easily dispatched with a mace, even with strength of 14. This also often offers a chance of a lunge attack with a rapier.

Throwing potions of confusion or paralysis, or using a staff of obstruction or conjuration can be useful if the player does not have sufficient offensive capabilities to deal with vampire bats.

Vampire bats can fly, so jumping into a chasm isn't a viable escape route. It is possible, however, to negate a vampire bat that is hovering over lava or a chasm, hence forcing the bat to fall into the lava/chasm.

History:

Prior to Brogue 1.6.3, vampire bats could appear earlier than level 4, as early as level 2. This was removed due to the difficulty of defeating a vampire bat with standard gear.


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