Sheruvian monk: Difference between revisions
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{{Creature attack attributes |
{{Creature attack attributes |
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| physical = |
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{{creature ability|a black steel jeddart-axe|+239 [[Attack strength|AS]]}} |
{{creature ability|a black steel jeddart-axe|+239 to +269 [[Attack strength|AS]]}} |
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| nobolt = |
| nobolt = |
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| nowarding = |
| nowarding = |
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{{creature ability|[[Bard Base]] |+143 [[Target defense|TD]]}} |
{{creature ability|[[Bard Base]] |+143 [[Target defense|TD]]}} |
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{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}} |
{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}} |
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{{creature ability|[[Sorcerer Base]] |+164 [[Target defense|TD]]}} |
{{creature ability|[[Sorcerer Base]] |+164 to +239 [[Target defense|TD]]}} |
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{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}} |
{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}} |
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{{creature ability|[[Cleric Base]] |<N/A> [[Target defense|TD]]}} |
{{creature ability|[[Cleric Base]] |<N/A> [[Target defense|TD]]}} |
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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. |
* 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. |
* 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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* The monks will be in the southern and eastern parts of the monastery, but the [[hooded figures]] will not, which can [[417|dispel]] and [[410|e-wave]] you in front of them. They will all be found in the corridor near the hidden exit. |
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==Other information== |
==Other information== |
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Sheruvian monks occasionally gain a +50 AS bonus to their attack for one swing, which is usually preceded by a random bellowing warcry. There is an accompanying increase to their TD, as well. |
Sheruvian monks occasionally gain a +50 AS bonus to their attack for one swing, which is usually preceded by a random bellowing warcry. There is an accompanying increase to their TD, as well. |
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<pre{{log2|margin-right=350px}}> |
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A Sheruvian monk bellows, "Bow down before Sheru or lie bleeding at his feet! The choice is yours, infidel!" |
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A Sheruvian monk swings a black steel jeddart-axe at you! |
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AS: +314 vs DS: +293 with AvD: +29 + d100 roll: +8 = +58 |
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A clean miss. |
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</pre> |
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When a Sheruvian monk lands an attack, its weapon has a chance to drain a [[spirit point]]. |
When a Sheruvian monk lands an attack, its weapon has a chance to drain a [[spirit point]]. |
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The Sheruvian monks and initiates are immune to cold. |
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The Sheruvian monks will occasionally do this maneuver, it is unclear if it is defeating a dodge or anything at all. |
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<pre{{log2|margin-right=350px}}> |
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A Sheruvian monk lunges at you! As you shift to block the blow, the monk reverses its swing, coming in low to your right side! |
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A Sheruvian monk swings a black steel jeddart-axe at you! |
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AS: +249 vs DS: +341 with AvD: +29 + d100 roll: +88 = +25 |
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A clean miss. |
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</pre> |
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The [[Sheruvian harbinger|Sheruvian harbingers]] may show up at any time, sometimes with a [[nightmare steed]]. Both are much higher level. |
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If injured, Sheruvian monks can "pray" to Sheru to heal lost [[hitpoint]]s from other creatures in the room--shown as meditating over the afflicted creature--or itself: |
If injured, Sheruvian monks can "pray" to Sheru to heal lost [[hitpoint]]s from other creatures in the room--shown as meditating over the afflicted creature--or itself: |
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<div {{log|margin-right=350px}}>A Sheruvian monk gestures arcanely. Suddenly, a rift appears in the air in front of you! Snorting and stamping, a ki-lin thunders through the rift into the room!</div> |
<div {{log|margin-right=350px}}>A Sheruvian monk gestures arcanely. Suddenly, a rift appears in the air in front of you! Snorting and stamping, a ki-lin thunders through the rift into the room!</div> |
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;Other Messaging |
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⚫ | |||
<div {{log|margin-right=350px}}> |
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⚫ | The Sheruvian monastery was built not long after the [[Estrion]] incident, after the original parts of [[The Broken Lands]] had been released. They were apparently stranded with his other forces, such as the [[Sheruvian harbinger]]s, after the portal to [[Lornon]] was broken. These monks are from a different time period than [[Uthex Kathiasas]], even though the [[hooded figure]]s allowed them to |
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A Sheruvian monk runs in, scanning the area for targets. |
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A Sheruvian monk snarls as it launches itself at you! |
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A Sheruvian monk hisses, "Sheru will arise victorious this day!" |
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The Sheruvian monk's eyes fill with hatred as it struggles to regain control! '''''(when stunned)''''' |
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A Sheruvian monk's body is engulfed in a brilliant crimson aura. When your eyes clear, nothing remains of it but dust. '''''(when decaying)''''' |
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</div> |
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⚫ | |||
⚫ | The Sheruvian monastery was built not long after the [[Estrion]] incident, after the original parts of [[The Broken Lands]] had been released. They were apparently stranded with his other forces, such as the [[Sheruvian harbinger]]s, after the portal to [[Lornon]] was broken. These monks are from a different time period than [[Uthex Kathiasas]], even though the [[hooded figure]]s allowed them to reside in a hidden expansion of his workshop. The Broken Lands was built in the context of the [[ICE age|I.C.E. Age]] lore, but the Sheruvian monastery was near the transitional period when the history was unsettled. |
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== References == |
== References == |
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*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1374 Sheruvian monk on Play.net bestiary] |
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1374 Sheruvian monk on Play.net bestiary] |
Revision as of 10:02, 22 April 2016
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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.
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.
- The monks will be in the southern and eastern parts of the monastery, but the hooded figures will not, which can dispel and e-wave you in front of them. They will all be found in the corridor near the hidden exit.
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. There is an accompanying increase to their TD, as well.
A Sheruvian monk bellows, "Bow down before Sheru or lie bleeding at his feet! The choice is yours, infidel!" A Sheruvian monk swings a black steel jeddart-axe at you! AS: +314 vs DS: +293 with AvD: +29 + d100 roll: +8 = +58 A clean miss.
When a Sheruvian monk lands an attack, its weapon has a chance to drain a spirit point.
The Sheruvian monks and initiates are immune to cold.
The Sheruvian monks will occasionally do this maneuver, it is unclear if it is defeating a dodge or anything at all.
A Sheruvian monk lunges at you! As you shift to block the blow, the monk reverses its swing, coming in low to your right side! A Sheruvian monk swings a black steel jeddart-axe at you! AS: +249 vs DS: +341 with AvD: +29 + d100 roll: +88 = +25 A clean miss.
The Sheruvian harbingers may show up at any time, sometimes with a nightmare steed. Both are much higher level.
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.
The Sheruvian monks have also learned how to summon ki-lin from their time in the Broken Lands.
- Other Messaging
A Sheruvian monk runs in, scanning the area for targets.
A Sheruvian monk snarls as it launches itself at you!
A Sheruvian monk hisses, "Sheru will arise victorious this day!"
The Sheruvian monk's eyes fill with hatred as it struggles to regain control! (when stunned)
A Sheruvian monk's body is engulfed in a brilliant crimson aura. When your eyes clear, nothing remains of it but dust. (when decaying)
Behind The Scenes
The Sheruvian monastery was built not long after the Estrion incident, after the original parts of The Broken Lands had been released. They were apparently stranded with his other forces, such as the Sheruvian harbingers, after the portal to Lornon was broken. These monks are from a different time period than Uthex Kathiasas, even though the hooded figures allowed them to reside in a hidden expansion of his workshop. The Broken Lands was built in the context of the I.C.E. Age lore, but the Sheruvian monastery was near the transitional period when the history was unsettled.
References
Near-level creatures - edit | ||||||||||
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