The Sheruvian initiate is much as a monk of the same order, a foul spawn of inhuman parents with a head shaved smooth and covered in dark, mystic runes though fewer and less elaborate. What they appear to lack in intelligence, they make up for in belligerence.
- These are human-sized opponents so no character race should have any aiming penalties or restricted body locations when using aimed swings.
- They have neither critical nor damage padding so both attrition with small fast weapons and single hits for large amounts of damage will work to kill.
- Bards will find them to be superb sources of mana: despite having several spell-like abilities, they do not actually have any spells upon them to interfere with draining mana.
- The monks will be in the southern and eastern parts of the monastery, but the hooded figures which can dispel and e-wave you in front of them will not be. They will all be found in the corridor near the hidden exit.
Any attacks made by a member of the Council of Light against a Sheruvian initiate will occasionally fail and cause the player to incur a 5 second roundtime. This also includes attempted combat maneuvers against the Sheruvian initiate. There is no way to prevent this while still a member of the society, and the hesitation is checked for on each attack or maneuver. This is shown through the following message:
Sheruvian initiates occasionally gain a +50 AS bonus to their attack for one swing, which is usually preceded by a random bellowing warcry. This is accompanied by a temporary +50 DS bonus, and a bonus to their TD as well. An example can be found below:
A Sheruvian initiate bellows, "Bow down before Sheru or lie bleeding at his feet! The choice is yours, infidel!" A Sheruvian initiate swings a black steel jeddart-axe at you! AS: +280 vs DS: +275 with AvD: +24 + d100 roll: +24 = +53 A clean miss.
When a Sheruvian initiate lands an attack, it has a chance to drain a spirit point. The following shows a successful spirit drain:
A Sheruvian initiate swings a black steel jeddart-axe at you! AS: +230 vs DS: +176 with AvD: +24 + d100 roll: +44 = +122 ... and hits for 7 points of damage! Deft slash across chest draws blood! You take a deep breath. As the initiate attacks, a sickening crimson aura lashes out and assaults you, consuming part of your life force! You feel slightly drained!
If injured, Sheruvian initiates can "pray" to Sheru to heal lost hitpoints from itself or other creatures in the room:
A initiate meditates over a Sheruvian monk for a moment, murmuring a prayer to Sheru. The monk suddenly looks healthier.
There seems to be a sudden increase in the generation rate when the initiates call for help.
A Sheruvian initiate yells, "Intruders! Intruders! Slay the non-believers!"
The Sheruvian monks and initiates are immune to cold.
- Other Messaging
A Sheruvian initiate lunges at you, exclaiming, "I've seen children put up a better fight than this fool! Now he dies!" A Sheruvian initiate stares at you and sneers, "Today, you will die in the name of Sheru, and he shall feast on your soul as we feast on your flesh!" The Sheruvian initiate's eyes fill with hatred as it struggles to regain control! (when stunned) The Sheruvian monk screams emotionlessly one last time and lies still. A Sheruvian initiate's body is engulfed in a brilliant crimson aura. When your eyes clear, nothing remains of it but dust. (when decaying)
|Near-level creatures - edit|