Greater fetid corpse: Difference between revisions

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(updated family to humanoid, added hunting area for Black Moor, added Black moor category)
m (Changed family from humanoid to zombie as zombie family is a sub-family to humanoid, but has other specific conditions)
Line 2: Line 2:
| level = 42
| level = 42
| type = Biped
| type = Biped
| family = Humanoid
| family = Zombie
| attacks = Bites, Claws
| attacks = Bites, Claws
| area = [[Miasmal Forest]]<br>[[Oteska's Haven]]<br>[[Black Moor]]
| area = [[Miasmal Forest]]<br>[[Oteska's Haven]]<br>[[Black Moor]]

Revision as of 11:53, 25 June 2020

[[Category: Miasmal Forest
Oteska's Haven
Black Moor creatures]]
Greater fetid corpse
Level 42
Family Zombie family creatures
Body Type Biped
Area(s) Found [[Miasmal Forest
Oteska's Haven
Black Moor]]
BCS
HP <Not Known>
Speed {{{roundtime}}}
Summoned by [[{{{master}}}]]
Attack Attributes
Physical Attacks
bite +262 AS
claw +272 AS
Offensive Spells & Abilities
Use the Creature ability template here {{{ability}}}.
Defense Attributes
Melee DS
Ranged DS
Bolt 251 DS
Bard Base TD
Ranger Base TD
Sorcerer Base +151 TD
Wizard Base TD
Cleric Base TD
Empath Base TD
Paladin Base TD
Major Elemental TD
Minor Elemental TD
Major Spiritual TD
Minor Spiritual TD
Major Mental TD
Minor Mental TD

Stumbling, staggering, cartwheeling wildly, the fetid corpse moves like a large marionette controlled by a drunken hand. Bits of flesh, sinew and disintegrating rags hang from its bony humanoid skeleton. The corpse hunts the living relentlessly, driven by an envy of the living world apparent in his hate-filled eyes.

Hunting strategies

This section has not been added yet; please add to it now!

Other information

Greater fetid corpses do not spawn like normal creatures—they are summoned by greater moor wights in muddy wetland terrain. Casual observation suggests wights preferentially summon corpses when there are already other creatures around, potentially surprising players and upsetting their combat plans. Upon being summoned, the greater fetid corpse will attempt to drag a player down into the bog.

On a minor failure, this could cause 3-6 seconds of roundtime:

A greater moor wight raises one decaying arm in a series of mystical gestures, chanting an almost inaudible stream of prayers.
A greater fetid corpse emerges from the stinking mire, moaning evilly!
The fetid corpse claws at your legs, attempting to drag you into the bog!

You skillfully avoid the corpse.
Roundtime: 3 sec.
A greater moor wight raises one decaying arm in a series of mystical gestures, chanting an almost inaudible stream of prayers.
A greater fetid corpse emerges from the stinking mire, moaning evilly!
The fetid corpse claws at your legs, attempting to drag you into the bog!

You are pulled down into the mire by the corpse's relentless efforts!
Roundtime: 6 sec.

They can also perform this as a general action, typically inducing more severe roundtime on success:

The fetid corpse claws at your legs, attempting to drag you into the bog!

You sink into the bog as the corpse cackles with delight over your fate!
Roundtime: 9 sec.

Like their lesser brethren, greater fetid corpses may vanish back into the bog when injured, apparently despawning themselves:

A greater fetid corpse falls backwards, dissolving into nothing.
A greater fetid corpse stiffens suddenly, then sinks swiftly into the mire.

Because they do not spawn normally, the Adventurer's Guild never assigns bounties related to them, nor can they be hunted easily on purpose.

References