Zombie: Difference between revisions
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| type = Biped<!-- Creature body type --> |
| type = Biped<!-- Creature body type --> |
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| otherclass = Corporeal undead<!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --> |
| otherclass = Corporeal undead<!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --> |
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| otherclass2 = |
| otherclass2 = Boss |
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| area = Danjirland<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
| area = Danjirland<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
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| area2 = Icemule Environs |
| area2 = Icemule Environs |
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}} |
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{{Creature defense attributes2 <!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --> |
{{Creature defense attributes2 <!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --> |
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| asg = <!-- Insert asg # and template will automatically convert to include type of armor --> |
| asg = 12<!-- Insert asg # and template will automatically convert to include type of armor --> |
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| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --> |
| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --> |
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| Melee = 125 |
| Melee = 125 |
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Possessing no special spells, maneuvers or tricks, combating zombies is a simple and relatively safe endeavor. With a fairly slow movement speed, players can stance dance for one to two swings, and casters may safely bolt or channel up to three spells from offensive without risk. Being that they are undead (and of course, capable of sheer fear), a bless is required for weapon based combat, and they are immune to standard stuns. They are also able to break out of [[Web (118)|webs]]. The only lingering risk when engaging zombies is a small chance of being [[diseased]] if they successfully hit you with a melee attack. The roll for whether this happens or not appears to be a warding check. |
Possessing no special spells, maneuvers or tricks, combating zombies is a simple and relatively safe endeavor. With a fairly slow movement speed, players can stance dance for one to two swings, and casters may safely bolt or channel up to three spells from offensive without risk. Being that they are undead (and of course, capable of sheer fear), a bless is required for weapon based combat, and they are immune to standard stuns. They are also able to break out of [[Web (118)|webs]]. The only lingering risk when engaging zombies is a small chance of being [[diseased]] if they successfully hit you with a melee attack. The roll for whether this happens or not appears to be a warding check. |
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Zombie skin is equivalent to Brigandine Armor (ASG 12) in terms of toughness. |
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Also of note, Zombies do appear to be weak to fire based attacks. Using an unattuned version of Chromatic Circle you can see this effect. Casts with a fire effect are vastly more effective |
Also of note, Zombies do appear to be weak to fire based attacks. Using an unattuned version of Chromatic Circle you can see this effect. Casts with a fire effect are vastly more effective than the others. |
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==Other information== |
==Other information== |
Latest revision as of 02:18, 26 December 2020
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Pity the poor zombie, an animated corpse abandoned long ago by her creator. The skin of the zombie has turned a sickly grey, her clothing hangs in tattered ribbons, and she barely keeps control over her death-stiffened muscles. Her mouth, once sewn shut to hold the salt necessary in the animation process, has broken open again, salt dribbling from the parched, thread-covered lips. The zombie verbally threatens and attacks anyone she believes may interfere with her quest to return to the grave.
Hunting strategies
Possessing no special spells, maneuvers or tricks, combating zombies is a simple and relatively safe endeavor. With a fairly slow movement speed, players can stance dance for one to two swings, and casters may safely bolt or channel up to three spells from offensive without risk. Being that they are undead (and of course, capable of sheer fear), a bless is required for weapon based combat, and they are immune to standard stuns. They are also able to break out of webs. The only lingering risk when engaging zombies is a small chance of being diseased if they successfully hit you with a melee attack. The roll for whether this happens or not appears to be a warding check.
Zombie skin is equivalent to Brigandine Armor (ASG 12) in terms of toughness.
Also of note, Zombies do appear to be weak to fire based attacks. Using an unattuned version of Chromatic Circle you can see this effect. Casts with a fire effect are vastly more effective than the others.
Other information
- Successful Disease
A zombie claws at you!
AS: +204 vs DS: +229 with AvD: +37 + d100 roll: +95 = +107
... and hits for 1 point of damage!
Blow nicks your right hand.
You suddenly feel deathly ill as your body is wracked by a virulent disease!
>health
...
Diseased! Taking 20 damage per round. Dissipating 2 per round.
- Bite Attack
A zombie tries to bite you!
AS: +192 vs DS: +317 with AvD: +20 + d100 roll: +69 = -36
A clean miss.
A zombie claws at you!
AS: +202 vs DS: +220 with AvD: +35 + d100 roll: +85 = +102 ... and hits for 1 point of damage! Hard blow, but deflected. Not much damage. CS: +118 - TD: +132 + CvA: +12 + d100: +20 - -5 == +23 Warded off!
References
Near-level creatures - edit | ||||||||||
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