Sheruvian harbinger

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Sheruvian harbinger
Sheruvian harbinger.jpg
Level 63
Family Humanoid family creatures
Body Type Biped
Area(s) Found Darkstone Castle
The Broken Lands
BCS Yes
HP 240
Speed
Attack Attributes
Physical Attacks
Broadsword 324 - 414 AS
Warding Spells
Bind (214) 284 CS
Frenzy (216) 284 CS
Mind Jolt (706) 291 CS
Silence (210) 284 CS
Misc. Offensive Spells
Heroism (215)
Spirit Strike (117)
Defense Attributes
Armor
? ASG
Defensive Strength (DS)
Melee 216 - 231
Ranged
Bolt
Unarmed Defense Factor
UDF
Target Defense (TD)
Bard Base 210
Cleric Base
Empath Base 219
Paladin Base 196
Ranger Base
Sorcerer Base 244
Wizard Base
Minor Elemental
Major Elemental 248
Minor Spiritual 229
Major Spiritual
Minor Mental
Defensive Spells
Lesser Shroud (120)
Spirit Shield (202)
Spirit Warding I (101)
Spirit Warding II (107)
Treasure Attributes
Coins Yes
Gems Yes
Magic Items Yes
Boxes Yes
Skin No
Other Glowing violet essence dust

The Sheruvian harbinger is a handsome woman with hypnotic eyes and fair skin. Her demeanor appears emotionless, but you can see some sort of evil fire burning within those dark pupils. A sleek, black breastplate covers most of her torso, and you can see it is made of fine quality. The mere look of the harbinger reminds most people of the tales of the Harbinger of Chaos, spawned forth to do great evil.

Hunting strategies

Sheruvian harbingers are immune to Mind Jolt (706) and Blood Burst (701). It is best to kill the nightmare steeds first even if you get no experience, because they dispel and cast elemental waves, which makes the Spirit Strike (117) boost from the harbingers a lot more dangerous. The massive troll kings do not generate in the Dark Cavern of Darkstone Castle, but they will wander in sometimes and can boost their AS to around 500.

While the steeds will cast dispel, the dark cavern is shielded from the mana storm, so defensive spells will not be ripped off at random by the environmental effects. In the Sheruvian monastery they will have about twenty levels on you, so you will probably just need to run away.

Other information

One of the hazards of hunting the Sheruvian monastery is that the harbingers are much higher level than the monks and initiates, and they will not un-generate in any reasonable amount of time, even if you leave the area entirely. It is relatively common for them to be found lingering around the corridor near the hidden exit, where you have hard RT from searching and the hooded figures can knock you down with elemental waves. When they immobilize you in the monastery and your DS drops, the creatures of the area have weapons that will spirit drain you each time you are hit.

The Sheruvian harbingers may show up at any time, sometimes with a nightmare steed. The nightmare steed will wander off on its own, and are also much higher level than monks and initiates. There must obviously be some magical transportation involved in a horse suddenly appearing.

You hear the thunderous sound of galloping hooves suddenly spring up out of nowhere, causing you to nearly fall over as a Sheruvian harbinger rides in on a charging steed. The harbinger dismounts and readies for battle!
The steed quickly gallops away.

Inside the Chapel and Summoning Chamber rooms of the Sheruvian Monastery, there will sometimes be a message where a creature catches you where you do not belong. The creature calls for guards which causes uncommon creature variants to show up, such as the Sheruvian warlock and a few harbingers. However, these Sheruvian harbingers wear black steel full plate, and carry black steel claidhmores. These items are cursed.

Summoning Chamber:
The haon doors open slowly, and a Sheruvian warlock enters.  He glances up at you in shock before bellowing, "GUARDS!  The workshop is being invaded!  Attend me at once and slay the defilers!"  The sound of booted feet rushing down the corridor precedes the entrance of several armed guards.

Chapel:
A lone monk slowly opens the door and quickly enters the chapel carrying a small wooden box.  As he brings his gaze up and sees you, he gasps in shock.  The monk bellows for the guards as he draws his tiger-claw.  The heavy tread of booted feet thunders down the corridor outside and several guards burst into the room!

Messaging

A Sheruvian harbinger glances around, his cold eyes examining the surroundings.

A Sheruvian harbinger suddenly stops still, seeming to be listening to something for a moment.

A Sheruvian harbinger adjusts her armor, her eyes wary.

A Sheruvian harbinger begins to wave a pale arm over her head in an eerie, hypnotic dance, chanting under her breath.

A Sheruvian harbinger hisses an evil incantation.

A Sheruvian harbinger pauses to let out a chilling wail.

The harbinger raises a pale arm at you and shrieks, "Sheru shall feed on your soul!"

A Sheruvian harbinger raises a pale arm at you! (instant spell casting, immediately follows message)

A Sheruvian harbinger shrieks, "Sheru!  I shall find a soul for you this night!"

The harbinger throws back her head and shrieks, "Sheru! Take this puny mortal soul!" (when they kill you)

A Sheruvian harbinger is suddenly surrounded in a sickly red aura that seeps into her body.  The aura seems to consume her, and soon nothing is left.

Behind the Scenes

Originally "Heralds of Night", these were servants of the Unlife (Chaos), whose origins were lost to the Wars of Dominion. Heralds were a kind of status symbol for powerful dark lords, such as the Dragonlord Oran Jatar. There was an anecdote by Andraax of the Battle of Maegris in 6825 Second Era where heralds were leading an army of tens of thousands of demons, following an Ordainer, all of whom were serving the avatar of Scalu who was suddenly and unexpectedly stopped by Cay (Kai). (This text dates back to 1990 but oddly refers to Scalu as the Jackal.)

Heralds were said to ride black unicorns, but those of Scalu in GemStone III used nightmare steeds. Their minds were completely dominated and controlled by their swords, which were designed to mockingly represent a similar sword held by Valris (Lumnis). This is the original premise for why they have some mental immunities. Ordinary harbingers wear augmented breastplate and carry broadswords. Rare ones wear full plate and wield claidhmores.

References

Near-level creatures - edit
Level 61 Level 62


Level 63 Level 64 Level 65

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