Decaying Citadel guardsman: 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 start
| level = 56
| picture =
| level = 56<!-- This will also be used at the end of the page in the Near level creature template -->
| type = biped
| family = Humanoid <!-- Add creature to family page list, which will be linked on preview/save -->
| family = Citadel soldier
| type = Biped<!-- Creature body type -->
| attacks = N/A
| otherclass = corporeal undead<!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) -->
| area = [[The Citadel]]<br>
| otherclass2 =
| undead = Yes (corporeal)
| area = The Citadel<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
| bcs = Yes
| area2 =
| area3 =
| area4 =
| area5 =
| area6 =
| area7 =
| bcs = Yes <!-- All new creatures are BCS -->
| hitpoints = 300
| roundtime = <!-- Creature speed -->
}}
}}
{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. -->
{{Creature attack attributes
| PA1 = Hammer of Kai<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ -->
| physical =
| PAA = 327
{{creature ability|[[Hammer of Kai]]|+327 [[Attack strength|AS]]}}
| maneuver =
| PA2 =
| PAB =
{{creature ability|[[Cman charge|Charge]]}}
| PA3 =
{{creature ability|[[Trip]]}}
| nowarding =
| PAC =
| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ -->
| nobolt =
| BTA =
| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ -->
| WDA =
| WD2 =
| WDB =
| WD3 =
| WDC =
| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 -->
| MN1 = Charge<!-- Combat Maneuvers insert up to MN10 -->
| MN2 = Trip
| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate -->
| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info -->
}}
}}
{{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 attributes
| asg = 16<!-- Insert asg # and template will automatically convert to include type of armor -->
| defense =
| IMM1 = <!-- add IMM2 (up to 15) for additional immunities -->
{{creature ability|[[Melee]]|+303 [[Defensive strength|DS]]}}
| Melee = 303
{{creature ability|[[Ranged]]|+216 [[Defensive strength|DS]]}}
| Ranged = 216
{{creature ability|[[Bolt]]|<N/A> [[Defensive strength|DS]]}}
| Bolt = 259
{{creature ability|[[Bard Base]]|+168 [[Target defense|TD]]}}
| UDF =
{{creature ability|[[Ranger Base]]|<N/A> [[Target defense|TD]]}}
| BarTD = 168
{{creature ability|[[Sorcerer Base]]|+194 [[Target defense|TD]]}}
| CleTD =
{{creature ability|[[Wizard Base]]|<N/A> [[Target defense|TD]]}}
| EmpTD =
{{creature ability|[[Cleric Base]]|<N/A> [[Target defense|TD]]}}
| PalTD = 197
{{creature ability|[[Empath Base]]|<N/A> [[Target defense|TD]]}}
| RanTD =
{{creature ability|[[Paladin Base]]|+197 [[Target defense|TD]]}}
| SorTD = 194
{{creature ability|[[Major Elemental]]|<N/A> [[Target defense|TD]]}}
| WizTD =
{{creature ability|[[Minor Elemental]]|<N/A> [[Target defense|TD]]}}
| MjETD =
{{creature ability|[[Major Spiritual]]|<N/A> [[Target defense|TD]]}}
| MnETD =
{{creature ability|[[Minor Spiritual]]|<N/A> [[Target defense|TD]]}}
| MjSTD =
{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}}
| MnSTD =
{{creature ability|[[Minor Mental]] |<N/A> [[Target defense|TD]]}}
| noability =
| MnMTD =
| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link -->
| DSP2 =
| DSP3 =
| DSP4 =
| DSP5 =
| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically -->
}}
}}
{{Creature treasure
{{Creature treasure
Line 41: Line 68:
| magic items = Yes
| magic items = Yes
| gems = Yes
| gems = Yes
| other = None
| boxes = Yes
| boxes = Yes
| other = none
| skin = none
| skin = none
| nobox =
| noskinvalue =
}}
}}
{{Creature end}}
{{Creature end}}
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__NOTOC__
__NOTOC__
==Hunting strategies==
==Hunting strategies==
For some reason, they cannot be swept, even by a rogue who has mastered Sweep. Trying will result in RT and may leave the hunter in a kneeling position.
{{addmetext}}

Since they shake off stuns easily, removing a leg and then their weapon arm may be a good idea.

==Other information==
==Other information==
Although their default weapon is a tarnished and rusted [[Hammer of Kai]], sometimes they spawn with a polished red steel Hammer of Kai, which has [[plasma critical table|plasma flares]]. Most other creatures will readily snatch up this weapon if it is left on the ground; for this reason, and because they nominally sell for 1500 silvers at the pawnshop, it is a good idea to bring in a [[Floating Disk (511)|disk]] in which to stash them. These red Hammers also have a special maneuver attack:
Although their default weapon is a tarnished and rusted [[Hammer of Kai]], sometimes they spawn with a polished red steel Hammer of Kai, which has [[plasma critical table|plasma flares]]. Most other creatures will readily snatch up this weapon if it is left on the ground; for this reason, and because they nominally sell for 1500 silvers at the pawnshop, it is a good idea to bring in a [[Floating Disk (511)|disk]] in which to stash them. These red Hammers also have a special maneuver attack:


<div {{log|margin-right=350px}}>
<pre{{log2|margin-right=350px}}>
A decaying Citadel guardsman raises his red steel Hammer of Kai high above his head and begins twirling it around. Faster and faster it spins, causing radiant white flames to fly out in all directions and shower the room in motes of searing plasma!<br>
A decaying Citadel guardsman raises his red steel Hammer of Kai high above his head and begins twirling it around. Faster and faster it spins, causing radiant white flames to fly out in all directions and shower the room in motes of searing plasma!


One of the brilliant white motes heads right for you!<br>
One of the brilliant white motes heads right for you!
You struggle as you try to avoid a mote of radiant white energy, falling to the floor just as it hits you with a searing blast!<br>
You struggle as you try to avoid a mote of radiant white energy, falling to the floor just as it hits you with a searing blast!

... 75 points of damage!<br>
... 75 points of damage!
Muscle and bone blasted to pieces by searing wave of energy!
Muscle and bone blasted to pieces by searing wave of energy!
</div>
</pre>


<div {{log|margin-right=350px}}>
<pre{{log2|margin-right=350px}}>
A decaying Citadel guardsman raises his red steel Hammer of Kai high above his head and begins twirling it around. Faster and faster it spins, causing radiant white flames to fly out in all directions and shower the room in motes of searing plasma!<br>
A decaying Citadel guardsman raises his red steel Hammer of Kai high above his head and begins twirling it around. Faster and faster it spins, causing radiant white flames to fly out in all directions and shower the room in motes of searing plasma!


One of the brilliant white motes heads right for you!<br>
One of the brilliant white motes heads right for you!
A mote of radiant white energy passes harmlessly by you!<br>
A mote of radiant white energy passes harmlessly by you!
Roundtime: 3 sec.
Roundtime: 3 sec.
</div>
</pre>


==Messaging==
==Messaging==
<pre{{Log2|margin-right=35%}}>
A decaying Citadel guardsman marches into the room shouting, "The Citadel will not fall, you troll scum!"
A decaying Citadel guardsman marches into the room shouting, "The Citadel will not fall, you troll scum!"

A decaying Citadel guardsman paces anxiously back and forth muttering, "Mother's mercy, when will those drums cease?"

A decaying Citadel guardsman hefts his red steel Hammer of Kai, readying himself for battle.

A decaying Citadel guardsman kneels and murmurs a short prayer before rising back to her feet.
</pre>


==See Also==
==See Also==
*[[River's Rest hunting expansion (saved post)]]
*[[River's Rest hunting expansion (saved post)]]

== References ==
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1696 Decaying Citadel guardsman on Play.net bestiary]


{{Nearlevel
{{Nearlevel
Line 88: Line 122:
|levelp2 = 58
|levelp2 = 58
}}
}}

[[Category:The Citadel creatures]]

Latest revision as of 09:59, 14 June 2021

Decaying Citadel guardsman
Level 56
Family Humanoid family creatures
Body Type Biped
Classification(s) corporeal undead
Area(s) Found The Citadel
BCS Yes
HP 300
Speed
Attack Attributes
Physical Attacks
Hammer of Kai 327 AS
Combat Maneuvers
Charge
Trip
Defense Attributes
Armor
Chain Hauberk ASG 16
Defensive Strength (DS)
Melee 303
Ranged 216
Bolt 259
Unarmed Defense Factor
UDF
Target Defense (TD)
Bard Base 168
Cleric Base
Empath Base
Paladin Base 197
Ranger Base
Sorcerer Base 194
Wizard Base
Minor Elemental
Major Elemental
Minor Spiritual
Major Spiritual
Minor Mental
Treasure Attributes
Coins Yes
Gems Yes
Magic Items Yes
Boxes Yes
Skin none
Other none

Blazing white balefire fills the eye sockets of the Citadel guardsman, who is dressed in the deteriorating remains of a once resplendent uniform of buff and blue. The taut, sinewy flesh stretched over the guardsman's exposed face and hands is riddled with gaping holes that reveal the desiccated remains of muscle and cartilage. Gripped firmly in hands of exposed bone and flesh is an immaculate Hammer of Kai, which is aflame in a radiant white fire that burns along its blade.

Hunting strategies

For some reason, they cannot be swept, even by a rogue who has mastered Sweep. Trying will result in RT and may leave the hunter in a kneeling position.

Since they shake off stuns easily, removing a leg and then their weapon arm may be a good idea.

Other information

Although their default weapon is a tarnished and rusted Hammer of Kai, sometimes they spawn with a polished red steel Hammer of Kai, which has plasma flares. Most other creatures will readily snatch up this weapon if it is left on the ground; for this reason, and because they nominally sell for 1500 silvers at the pawnshop, it is a good idea to bring in a disk in which to stash them. These red Hammers also have a special maneuver attack:

A decaying Citadel guardsman raises his red steel Hammer of Kai high above his head and begins twirling it around. Faster and faster it spins, causing radiant white flames to fly out in all directions and shower the room in motes of searing plasma!

One of the brilliant white motes heads right for you!
You struggle as you try to avoid a mote of radiant white energy, falling to the floor just as it hits you with a searing blast!

... 75 points of damage!
Muscle and bone blasted to pieces by searing wave of energy!
A decaying Citadel guardsman raises his red steel Hammer of Kai high above his head and begins twirling it around. Faster and faster it spins, causing radiant white flames to fly out in all directions and shower the room in motes of searing plasma!

One of the brilliant white motes heads right for you!
A mote of radiant white energy passes harmlessly by you!
Roundtime: 3 sec.

Messaging

A decaying Citadel guardsman marches into the room shouting, "The Citadel will not fall, you troll scum!"

A decaying Citadel guardsman paces anxiously back and forth muttering, "Mother's mercy, when will those drums cease?"

A decaying Citadel guardsman hefts his red steel Hammer of Kai, readying himself for battle.

A decaying Citadel guardsman kneels and murmurs a short prayer before rising back to her feet.

See Also

Near-level creatures - edit
Level 54 Level 55 Level 56 Level 57 Level 58


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