Zombie: Difference between revisions
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{{Creature start2 <!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --> |
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{{Creature start |
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| picture = zombie.jpg |
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| level = 23<!-- This will also be used at the end of the page in the Near level creature template --> |
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| type = Biped |
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| family = Zombie<!-- Add creature to family page list, which will be linked on preview/save --> |
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| family = zombie |
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| type = Biped<!-- Creature body type --> |
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| attacks = Bites, Magic, Claws and Weapons. |
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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) --> |
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| area = [[Icemule Environs]]<br>[[Danjirland]]<br> |
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| otherclass2 = Boss |
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| undead = Yes (corporeal) |
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| area = Danjirland<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
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| bcs = <Not Known> |
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| area2 = Icemule Environs |
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| area3 = |
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| area4 = |
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| area5 = |
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| area6 = |
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| area7 = |
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| bcs = Yes <!-- All new creatures are BCS --> |
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| hitpoints = 260 |
| hitpoints = 260 |
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| roundtime = <!-- Creature speed --> |
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}} |
}} |
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{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. --> |
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{{Creature attack attributes |
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| PA1 = Bite<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --> |
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| physical = |
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| PAA = 200 - 208 |
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{{Creature ability|[[Bite (attack)|Bite]]|+200 to +208 [[Attack Strength|AS]]}} |
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| PA2 = Claw |
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{{Creature ability|[[Claw (attack)|Claw]]|+198 to +210 [[Attack Strength|AS]]}} |
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| PAB = 198 - 210 |
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| warding = |
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| PA3 = |
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{{Creature ability|+118 [[Casting strength|CS]]}} |
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| PAC = |
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| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --> |
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| nomaneuver = |
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| BTA = |
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| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --> |
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| WDA = |
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| WD2 = |
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| WDB = |
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| WD3 = |
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| WDC = |
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| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --> |
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| MN1 = <!-- Combat Maneuvers insert up to MN10 --> |
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| MN2 = |
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| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --> |
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| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info --> |
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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.) --> |
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{{Creature defense attributes |
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| asg = 12<!-- Insert asg # and template will automatically convert to include type of armor --> |
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| defense = |
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| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --> |
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{{creature ability|[[Melee]] |+125 [[Defensive strength|DS]]}} |
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| Melee = 125 |
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{{creature ability|[[Ranged]] |+118 [[Defensive strength|DS]]}} |
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| Ranged = 118 |
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{{creature ability|[[Bolt]] |+118 [[Defensive strength|DS]]}} |
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| Bolt = 118 |
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{{creature ability|[[UCS|Unarmed]] |+169 [[UDF]]}} |
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| UDF = 169 |
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{{creature ability|[[Bard Base]] |+63 to +69 [[Target defense|TD]]}} |
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| BarTD = 63 - 69 |
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{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}} |
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| CleTD = 67 - 76 |
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{{creature ability|[[Sorcerer Base]] |+68-80 [[Target defense|TD]]}} |
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| EmpTD = 72 |
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{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}} |
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| PalTD = |
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{{creature ability|[[Cleric Base]] |+67 to +76 [[Target defense|TD]]}} |
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| RanTD = |
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{{creature ability|[[Empath Base]] |+72 [[Target defense|TD]]}} |
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| SorTD = 68 - 80 |
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{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}} |
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| WizTD = |
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{{creature ability|[[Major Elemental]] |+76 [[Target defense|TD]]}} |
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| MjETD = 76 |
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{{creature ability|[[Minor Elemental]] |+77 [[Target defense|TD]]}} |
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| MnETD = 77 |
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{{creature ability|[[Major Spiritual]] |+72 [[Target defense|TD]]}} |
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| MjSTD = 72 |
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{{creature ability|[[Minor Spiritual]] |+69 to +78 [[Target defense|TD]]}} |
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| MnSTD = 69 - 78 |
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{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}} |
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| MnMTD = 63 - 78 |
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{{creature ability|[[Minor Mental]] |+63 to +78 [[Target defense|TD]]}} |
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| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link --> |
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{{creature ability|[[Hitpoint|Hitpoints]] |260 |<N/A> [[Health]]}} |
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| DSP2 = |
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| DSP3 = |
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| DSP4 = |
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| DSP5 = |
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| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically --> |
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}} |
}} |
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{{Creature treasure |
{{Creature treasure |
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| coins = |
| coins = Yes |
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| magic items = Yes |
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| gems = Yes |
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| boxes = Yes |
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| other = |
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| boxes = yes |
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| skin = zombie scalp |
| skin = zombie scalp |
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| other = ? |
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| noskinvalue = |
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}} |
}} |
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{{Creature end}} |
{{Creature end}} |
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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 then the others. |
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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 than the others. |
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==Other information== |
==Other information== |
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A clean miss.<br> |
A clean miss.<br> |
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A zombie claws at you! |
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AS: +202 vs DS: +220 with AvD: +35 + d100 roll: +85 = +102 |
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... and hits for 1 point of damage! |
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Hard blow, but deflected. |
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Not much damage. |
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CS: +118 - TD: +132 + CvA: +12 + d100: +20 - -5 == +23 |
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Warded off! |
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== References == |
== References == |
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|levelp2 = 25 |
|levelp2 = 25 |
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}} |
}} |
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[[Category:Icemule Environs creatures]] |
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[[Category:Danjirland creatures]] |
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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