Shrickhen: 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 -->
{{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 -->
| picture =
| picture = shrickhen.jpg
| level = 76<!-- This will also be used at the end of the page in the Near level creature template -->
| level = 76<!-- This will also be used at the end of the page in the Near level creature template -->
| family = Shrickhen<!-- Add creature to family page list, which will be linked on preview/save -->
| family = Chimeric <!-- Add creature to family page list, which will be linked on preview/save -->
| type = Hybrid<!-- Creature body type -->
| type = Hybrid<!-- Creature body type -->
| 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) -->
| otherclass2 =
| otherclass2 = Magical
| area = Blighted Forest<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
| area = Blighted Forest<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
| area2 =
| area2 =
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| area7 =
| bcs = Yes <!-- All new creatures are BCS -->
| bcs = Yes <!-- All new creatures are BCS -->
| hitpoints =
| hitpoints = 300
| roundtime = <!-- Creature speed -->
| roundtime = <!-- Creature speed -->
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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.) -->
| asg = 12<!-- Insert asg # and template will automatically convert to include type of armor -->
| asg = 12N<!-- Insert asg # and template will automatically convert to include type of armor -->
| IMM1 = <!-- add IMM2 (up to 15) for additional immunities -->
| IMM1 = <!-- add IMM2 (up to 15) for additional immunities -->
| Melee =
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| CleTD = 295 - 320
| CleTD = 295 - 320
| EmpTD =
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| PalTD =
| PalTD = 260
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| SorTD = 306 - 338
| SorTD = 306 - 338
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{{Creature end}}
{{Creature end}}
<pre{{log2|margin-right=26em}}>Seemingly cobbled together from leftover bodily parts, no two shrickhen are alike. One may have the lower body of a troll supporting the torso of a fire salamander from which a dark orc's arm extends on one side and a gremlin's arm extends on the other, all topped by a timberwolf's head. A second may have a mezic's leg, a coyote's leg, a pyrothag's arm, and a shan warrior's arm, each connected in almost the right place to the torso of a krolvin warfarer, with the entire grouping utilizing the one-eyed head of a cyclops for navigation. These hideous conglomerations definitely have two things in common: a total lack of fear and an insatiable need to consume flesh.</pre>

Seemingly cobbled together from leftover bodily parts, no two shrickhen are alike. One may have the lower body of a troll supporting the torso of a fire salamander from which a dark orc's arm extends on one side and a gremlin's arm extends on the other, all topped by a timberwolf's head. A second may have a mezic's leg, a coyote's leg, a pyrothag's arm, and a shan warrior's arm, each connected in almost the right place to the torso of a krolvin warfarer, with the entire grouping utilizing the one-eyed head of a cyclops for navigation. These hideous conglomerations definitely have two things in common: a total lack of fear and an insatiable need to consume flesh.


==Hunting strategies==
==Hunting strategies==
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Their use of the elemental waves has one advantage, which is that they will frequently knock down [[Moulis]] and [[Dhu goleras]] in the same room as you. This will help level the playing field somewhat should you be stunned or stuck in roundtime.
Their use of the elemental waves has one advantage, which is that they will frequently knock down [[Moulis]] and [[Dhu goleras]] in the same room as you. This will help level the playing field somewhat should you be stunned or stuck in roundtime.

== References ==
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1281 Shrickhen on Play.net bestiary]


{{Nearlevel
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|levelp2 = 78
|levelp2 = 78
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[[Category:Blighted Forest creatures]]

Latest revision as of 12:56, 10 April 2021

Shrickhen
Shrickhen.jpg
Level 76
Family Chimeric family creatures
Body Type Hybrid
Classification(s) Corporeal undead
Magical
Area(s) Found Blighted Forest
BCS Yes
HP 300
Speed
Attack Attributes
Physical Attacks
Bite 367 AS
Claw 365 - 392 AS
Misc. Offensive Spells
Elemental Dispel (417)
Elemental Wave (410)
Major Elemental Wave (435)
Defense Attributes
Armor
Brigandine Armor (natural) ASG 12N
Defensive Strength (DS)
Melee
Ranged
Bolt 285
Unarmed Defense Factor
UDF
Target Defense (TD)
Bard Base 281 - 285
Cleric Base 295 - 320
Empath Base
Paladin Base 260
Ranger Base
Sorcerer Base 306 - 338
Wizard Base
Minor Elemental
Major Elemental 344
Minor Spiritual 290 - 315
Major Spiritual
Minor Mental
Defensive Spells
Elemental Defense II
Elemental Defense III
Elemental Targetting
Treasure Attributes
Coins Yes
Gems Yes
Magic Items Yes
Boxes Yes
Skin No
Other
Seemingly cobbled together from leftover bodily parts, no two shrickhen are alike.  One may have the lower body of a troll supporting the torso of a fire salamander from which a dark orc's arm extends on one side and a gremlin's arm extends on the other, all topped by a timberwolf's head.  A second may have a mezic's leg, a coyote's leg, a pyrothag's arm, and a shan warrior's arm, each connected in almost the right place to the torso of a krolvin warfarer, with the entire grouping utilizing the one-eyed head of a cyclops for navigation.  These hideous conglomerations definitely have two things in common: a total lack of fear and an insatiable need to consume flesh.

Hunting strategies

The Shrickhen are easily the most dangerous of the enemies in the Labyrinth, almost certainly because they regularly use and cast Elemental Wave (410) and Major Elemental Wave (435). Furthermore, they tend to spawn with these spells active, so upon initially entering the Labyrinth, or after killing several Shrickhen in a short period of time, caution should be exercised when engaging the newly spawned Shrickhen. Because of this, it is of the utmost importance to prevent casting by a Shricken; unlike the Dhu Goleras, who with more than a dozen spells, may cast something less dangerous, the Shricken has a very high chance of casting these two spells.

Another trick the Shricken has up its sleeve is the very rare chance that it will spontaneously rip its own arm off and throw it at you, with a fairly high ranged AS. While a Shricken can usually only do this once, the above average AS can take you offguard and hit many characters, even in defensive stance. This might be enough damage to stun you long enough for the Shrickhen to prepare and cast one of the Elemental Wave spells. Aside from this, however, the Shrickhen are not very "characteristic" undead creatures, and stun just as well as most living targets.

Shrickhen have a tendency to run around spelling both themselves and Dhu Golerases up with casts of Elemental Defense II (406) and Elemental Defense III (414). They will do this even with no players in the room, and it is not an uncommon situation. Despite the risk of engaging newly spawned Shrickhens, one can also take advantage of their lack of some defensive spells if you can catch them early. They do not seem willing to cast these spells on Moulis, but on rare occasions, a Moulis may cast Strength (509) on a Shrickhen..

Their use of the elemental waves has one advantage, which is that they will frequently knock down Moulis and Dhu goleras in the same room as you. This will help level the playing field somewhat should you be stunned or stuck in roundtime.

Near-level creatures - edit
Level 74 Level 75 Level 76 Level 77 Level 78
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