Sheruvian monk: Difference between revisions
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==Hunting strategies== |
==Hunting strategies== |
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For all practical purposes, they are identical to their younger cousins the [[Sheruvian initiate]]s, and the same points apply: |
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* Human-sized opponents so no character race should have any aiming penalties or restricted body locations when using [[AMBUSH|aimed swings]]. |
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* They have neither critical nor damage [[Padding|padding]] so both attrition with small fast weapons and single hits for large amounts of damage will work to kill. |
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* Superb [[Song of Unravelling (1013)|sources]] of mana for [[Bard]]s: despite having several spell-like abilities, they do not actually have any spells upon them to interfere with draining mana. |
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==Other information== |
==Other information== |
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Any attacks made by a member of the [[Council of Light]] against a Sheruvian initiate will occasionally fail and cause the player to incur a 5 second [[roundtime]]. This also includes attempted combat maneuvers against the Sheruvian initiate. There is no way to prevent this while still a member of the society, and the hesitation is checked for on ''each'' attack or manuever. This is shown through the following message: |
Any attacks made by a member of the [[Council of Light]] against a Sheruvian initiate will occasionally fail and cause the player to incur a 5 second [[roundtime]]. This also includes attempted combat maneuvers against the Sheruvian initiate. There is no way to prevent this while still a member of the society, and the hesitation is checked for on ''each'' attack or manuever. This is shown through the following message: |
Revision as of 09:28, 15 August 2012
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It is hard to tell if the Sheruvian monk is human, or some foul spawn of inhuman parents. The head of the warrior-monk has been shaved smooth and is covered in dark, mystic runes tattooed on its scalp. A heavy brow hangs low over its cold, calculating eyes.[1]
Hunting strategies
For all practical purposes, they are identical to their younger cousins the Sheruvian initiates, and the same points apply:
- Human-sized opponents so no character race should have any aiming penalties or restricted body locations when using aimed swings.
- They have neither critical nor damage padding so both attrition with small fast weapons and single hits for large amounts of damage will work to kill.
- Superb sources of mana for Bards: despite having several spell-like abilities, they do not actually have any spells upon them to interfere with draining mana.
Other information
Any attacks made by a member of the Council of Light against a Sheruvian initiate will occasionally fail and cause the player to incur a 5 second roundtime. This also includes attempted combat maneuvers against the Sheruvian initiate. There is no way to prevent this while still a member of the society, and the hesitation is checked for on each attack or manuever. This is shown through the following message:
As you begin to attack the Sheruvian monk, you feel a strange empathic tug within your mind, and stop short.
Roundtime: 5 sec.
Sheruvian monks occasionally gain a +50 AS bonus to their attack for one swing, which is usually preceded by a random bellowing warcry.
When a Sheruvian monk lands an attack, its weapon has a chance to drain a spirit point.
If injured, Sheruvian monks can "pray" to Sheru to heal lost hitpoints from other creatures in the room--shown as meditating over the afflicted creature--or itself:
A monk murmurs a prayer to Sheru for aid.
The monk suddenly looks healthier.
References
Near-level creatures - edit | ||||||||||
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