Manticore

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Useful Info

Manticores are natural beasts that can fling volleys of spikes at you from afar, inflicting the Barbs status effect. When barbed, the act of moving deals damage. Although keeping a distance is easy, retreating from a manticore is painful. They can be found in the mid-Dungeon, the Shoals, or summoned by the Monstrous Menagerie spell.

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Tips & Tricks

  • Manticores hurt. Throw Barbs deals 2d13 damage plus the Barbs status, and manticores can do up to 50 damage in melee. Heavily armoured bruisers can generally take them toe-to-toe, but frailer characters should be more careful.
  • The Barbs status deals a minor amount of damage per turn moving. While running away may be painful, repositioning a tile or two can be worth it.
    • Barbs will wear off as you remain in your position, which includes time spent swinging weapons, casting spells, etc.
  • Manticores have lousy willpower, so all sorts of Hexes and Evocations can work well. Confusion or paralysis will stop them from throwing barbs.

History

  • Prior to 0.15, manticores didn't move as fast as the player, and had a finite number of spike volleys.
  • Prior to 0.14, manticores had lower HD and attack damage, and the spikes of a manticore didn't inflict the Barbs status effect. The player wasn't able to summon manticores with the Monstrous Menagerie spell.