It is hard to tell if the Sheruvian monk is human, or some foul spawn of inhuman parents. The head of the warrior-monk has been shaved smooth and is covered in dark, mystic runes tattooed on its scalp. A heavy brow hangs low over its cold, calculating eyes.
For all practical purposes, they are identical to their younger cousins the Sheruvian initiates, and the same points apply:
- 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.
- Superb sources of mana for Bards: 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. Most creatures do not cross the archway, forming pile ups in that hallway.
- When there is a swarm of monks and initiates, they will all be healing each other. Without area effect spells this can be a dangerous situation, because of multi-opponent combat and their AS boosts. Without people knowing you are there, you will usually decay if killed.
- The monastery has inherent hazards like flaring torches, which can be avoided. The locked doors are dangerous.
- The biggest risk is the occasional generation of less common creatures in unavoidable spots, most frequently a Sheruvian harbinger or nightmare steed, which are often of a significantly higher level. Spells like Eye Spy (707) and Call Familiar (920) are helpful. NOTE that the harbingers, at least, can go through the arch between the monastery area proper and the entry area.
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 manuever. This is shown through the following message:
As you begin to attack the Sheruvian monk, you feel a strange empathic tug within your mind, and stop short.
Roundtime: 5 sec.
Sheruvian monks occasionally gain a +50 AS bonus to their attack for one swing, which is usually preceded by a random bellowing warcry. There is a temporary increase to their TD, as well. Their "Bow down" cry is +75 TD, but "Sheru will arise victorious" is only +30 TD. The latter will stack.
A Sheruvian monk bellows, "Bow down before Sheru or lie bleeding at his feet! The choice is yours, infidel!" A Sheruvian monk swings a black steel jeddart-axe at you! AS: +314 vs DS: +293 with AvD: +29 + d100 roll: +8 = +58 A clean miss.
When a Sheruvian monk lands an attack, its weapon has a chance to drain a spirit point. This can also occur when they miss, even if the attack is blocked or evaded.
A Sheruvian monk swings a black steel jeddart-axe at you! AS: +314 vs DS: +315 with AvD: +29 + d100 roll: +95 = +123 ... and hits for 13 points of damage! Blow raises a welt on your right arm. As the monk attacks, a sickening crimson aura lashes out and assaults you, consuming part of your life force! You feel slightly drained!
The Sheruvian monks and initiates are immune to cold.
Casting Spirit Guide (130) in The Broken Lands will often drop you into the Sheruvian monastery. This is a backdoor way around the entry puzzle, but will often lock you into hard RT in a prone position in front of them.
The Sheruvian monks will occasionally do this "maneuver." It is unclear if it is defeating a dodge, or not doing anything at all.
A Sheruvian monk lunges at you! As you shift to block the blow, the monk reverses its swing, coming in low to your right side! A Sheruvian monk swings a black steel jeddart-axe at you! AS: +249 vs DS: +341 with AvD: +29 + d100 roll: +88 = +25 A clean miss.
If injured, Sheruvian monks can "pray" to Sheru to heal lost hitpoints from other creatures in the room--shown as meditating over the afflicted creature--or itself:
A monk murmurs a prayer to Sheru for aid.
The monk suddenly looks healthier.
Sheruvian monks have the ability to summon ki-lin when they are under duress. Monastic liches also have this ability:
- Other Messaging
A Sheruvian monk runs into the room and faces off with you, its weapon held high and a distasteful sneer on its face.
A Sheruvian monk runs in, scanning the area for targets.
A Sheruvian monk darts northeast, searching for something to kill.
A Sheruvian monk snarls as it launches itself at you!
A Sheruvian monk stands up with a grunt. A Sheruvian monk leaps to its feet, its eyes darting around looking for trouble.
A Sheruvian monk hisses, "Sheru will arise victorious this day!" (+30 TD)
The Sheruvian monk's eyes fill with hatred as it struggles to regain control! (when stunned)
A Sheruvian monk's body is engulfed in a brilliant crimson aura. When your eyes clear, nothing remains of it but dust. (when decaying)
The monk screams in evil ecstasy! (when they kill you)
A Sheruvian monk lowers its head, chanting a prayer to Sheru for guidance. (when you are dead)
Behind the Scenes
The Sheruvian monastery was built not long after the Estrion incident, after the original parts of The Broken Lands had been released. They were apparently stranded with his other forces, such as the Sheruvian harbingers, after the portal to Charon (Lornon) was broken. These monks are from a different time period than Uthex Kathiasas, even though the hooded figures allowed them to reside in a hidden expansion of his workshop. The Broken Lands was built in the context of the I.C.E. Age lore, but the Sheruvian monastery was near the transitional period when the history was unsettled.
|Near-level creatures - edit|