Frost giant: Difference between revisions

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(Updated to Template:Creature start2)
(Natural armor ASG 12 brig equivalent, log2 creature description, battle axe, MnS TD)
 
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| family = Giant<!-- Add creature to family page list, which will be linked on preview/save -->
| family = Giant<!-- Add creature to family page list, which will be linked on preview/save -->
| type = Biped<!-- Creature body type -->
| type = Biped<!-- Creature body type -->
| otherclass = <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) -->
| otherclass = Living <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) -->
| otherclass2 =
| otherclass2 = Element-based
| area = Frozen Battlefield<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
| area = Frozen Battlefield<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
| area2 = Glatoph
| area2 = Glatoph
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| PA1 = War hammer<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ -->
| PA1 = War hammer<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ -->
| PAA = 234 - 259
| PAA = 234 - 259
| PA2 =
| PA2 = Battle axe
| PAB =
| PAB = 251
| PA3 =
| PA3 =
| PAC =
| PAC =
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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 = 162 - 236
| Melee = 162 - 236
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| MnETD = 145
| MnETD = 145
| MjSTD =
| MjSTD =
| MnSTD =
| MnSTD = 135
| MnMTD =
| MnMTD =
| DSP1 = Spirit Defense (103)<!-- Defensive spells insert up to DSP15, they will automatically link -->
| DSP1 = Spirit Defense (103)<!-- Defensive spells insert up to DSP15, they will automatically link -->
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{{Creature end}}
{{Creature end}}


Standing more than twice as tall as the tallest giantman, the frost giant trails frost and snow in his wake. Seemingly carved from living ice and snow, icy blue eyes set beneath a heavily furrowed brow and a tangled mop of icy blue hair provide a splash of color against the frost giant's dull white frost-covered skin.
<pre{{log2|margin-right=26em}}>Standing more than twice as tall as the tallest giantman, the frost giant trails frost and snow in his wake. Seemingly carved from living ice and snow, icy blue eyes set beneath a heavily furrowed brow and a tangled mop of icy blue hair provide a splash of color against the frost giant's dull white frost-covered skin.</pre>


==Hunting Strategies==
==Hunting Strategies==
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== Resources ==
== Resources ==
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1485 Frost giant on Play.net bestiary]


{{Nearlevel
{{Nearlevel
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[[Category:Frozen Battlefield creatures]]
[[Category:Sunfist hated enemies]]
[[Category:Glatoph creatures]]
[[Category:Olbin Pass creatures]]

Latest revision as of 11:22, 4 May 2021

Frost giant
Frost Giant Colored.jpg
Level 38
Family Giant family creatures
Body Type Biped
Classification(s) Living
Element-based
Area(s) Found Frozen Battlefield
Glatoph
Olbin Pass
BCS Yes
HP 400
Speed
Attack Attributes
Physical Attacks
War hammer 234 - 259 AS
Battle axe 251 AS
Bolt Spells
Major Cold (907) 177 - 222 AS
Combat Maneuvers
Stomp
Special Offensive Abilities
AS Boost 249 - 288
Defense Attributes
Armor
Brigandine Armor (natural) ASG 12N
Defensive Strength (DS)
Melee 162 - 236
Ranged 187
Bolt 201
Unarmed Defense Factor
UDF
Target Defense (TD)
Bard Base 109
Cleric Base
Empath Base
Paladin Base
Ranger Base
Sorcerer Base 134 - 151
Wizard Base
Minor Elemental 145
Major Elemental 139
Minor Spiritual 135
Major Spiritual
Minor Mental
Defensive Spells
Spirit Defense (103)
Spirit Warding I (101)
Spirit Warding II (107)
Treasure Attributes
Coins Yes
Gems Yes
Magic Items Yes
Boxes Yes
Skin a giant toe
Other
Standing more than twice as tall as the tallest giantman, the frost giant trails frost and snow in his wake.  Seemingly carved from living ice and snow, icy blue eyes set beneath a heavily furrowed brow and a tangled mop of icy blue hair provide a splash of color against the frost giant's dull white frost-covered skin.

Hunting Strategies

The frost giants of Glatoph will also be with arctic titans, which have the ability to cast Weapon Fire (915) if you have low Elemental TD. The hunting area can quickly turn into a swarm, and the titans use the stomp knockdown maneuver more regularly than the frost giants. It is helpful to use Elemental Wave (410) to pin the room down before trying to stand back up. Frost giants have the ability to give themselves an AS boost, up to around +288 when swinging their war hammers. While frost giants do not generate with shields, they will pick up those looted from titans. Frost giants will waste turns attacking prone arctic titans.

Sorcerers may use focused Energy Maelstrom (710) as crowd control on frost giants, which will quasi-lock them into stun and is very lethal if fire attuned. However, they will try to leave the room if their movement frees up, so multiple vorteces risk wasting mana. Titans are a better Sacrifice target than giants, being easier to stun with less hit points. Very easy to make your mind need rest within a few minutes, if you have enough DS and TD to safely hunt the glacier. (+142 TD, +19 CvA)

When frost giants think they are alone in a room, they will sit down to tend to their wounds. This is an easy way to trick them into dropping their DS for melee and bolt attacks. They only wear full leather for armor, which leaves them relatively vulnerable. Titans let themselves bleed, making better blood batteries.

The frost giant is vulnerable to fire. When taking fire damage, the frost giant takes an additional damage roll, causing extra damage to the foe:

 ** Your black speckled rapier flares with a burst of flame! **

   ... 15 points of damage!
   Minor burns to back.  Looks uncomfortable.
The frost giant screams in agony as the flames barbecue her flesh!
   ... 20 points of damage!
   Burst of flames to right hand burns fingers bright red.

Other Information

  • Immune to cold damage. Water heals them. Fire inflicts additional damage. Flames of plasma do not count as fire. (e.g. Balefire (713))
  • Glacier inflicts environmental damage with cold winds. These can knock you down and make you bleed.
  • Relatively poor. Possibly due to hunting pressure.
  • Drops elemental core and essence of water.
  • Shakes off stuns. Immune to stun-inducing combat maneuvers like Subdue.
  • Stomp maneuver, knockdown effect. Less frequent than stomp by arctic titans. (No RT if you are already lying down.)
  • Ice chunk maneuver: (rare)
A frost giant spits several pieces of ice into the air.

You are struck by a large chunk of ice!
... 25 points of damage!
You stagger as the icy attack shatters your left leg.
You are knocked to the ground!
You are stunned for 5 rounds!

A frost giant swings a war hammer at you!
AS: +244 vs DS: +228 with AvD: +27 + d100 roll: +31 = +74
A clean miss.
  • AS Boost maneuver:
A frost giant glows with an ice blue light!
A frost giant swings a war hammer at you!
AS: +288 vs DS: +282 with AvD: +27 + d100 roll: +33 = +66
A clean miss.
  • When you are killed they "cover your dead body with snow and ice", like the bones in the room description on the glacier.

Resources

Near-level creatures - edit
Level 36 Level 37 Level 38 Level 39 Level 40
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