Frost giant: Difference between revisions
(add TD) |
SPYRIDONM3 (talk | contribs) (Natural armor ASG 12 brig equivalent, log2 creature description, battle axe, MnS TD) |
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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 --> |
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{{Creature start |
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| picture = Frost_Giant_Colored.jpg |
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| level = 38 |
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| level = 38<!-- This will also be used at the end of the page in the Near level creature template --> |
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| type = Biped |
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| family = Giant<!-- Add creature to family page list, which will be linked on preview/save --> |
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| family = giant |
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| type = Biped<!-- Creature body type --> |
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| attacks = Ensnares, Magic, Pounds and Weapons. |
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| otherclass = Living <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --> |
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| area = [[Frozen Battlefield]]<br>[[Glatoph]]<br>[[Olbin Pass]]<br> |
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| otherclass2 = Element-based |
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| undead = No |
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| area = Frozen Battlefield<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
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| bcs = <Not Known> |
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| area2 = Glatoph |
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| area3 = Olbin Pass |
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| area4 = |
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| area5 = |
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| area6 = |
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| area7 = |
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| bcs = Yes <!-- All new creatures are BCS --> |
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| hitpoints = 400 |
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| roundtime = <!-- Creature speed --> |
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}} |
}} |
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{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. --> |
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{{Creature attack attributes |
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| PA1 = War hammer<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --> |
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| physical = |
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| PAA = 234 - 259 |
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{{Creature ability|War hammer|+244 to +259 [[Attack strength|AS]]}} |
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| PA2 = Battle axe |
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| PAB = 251 |
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{{creature ability|[[Major Cold (907)]]|+195 to +207 [[Attack strength|AS]]}} |
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| PA3 = |
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| PAC = |
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| BT1 = Major Cold (907)<!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --> |
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| BTA = 177 - 222 |
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| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --> |
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| WDA = |
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| WD2 = |
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| WDB = |
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| WD3 = |
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| WDC = |
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| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --> |
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| MN1 = Stomp<!-- Combat Maneuvers insert up to MN10 --> |
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| MN2 = |
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| AB1 = AS Boost<!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --> |
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| ABA = 249 - 288<!-- Special abilities right column, use respective corresponding right column as needed for misc info --> |
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}} |
}} |
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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.) --> |
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{{Creature defense attributes |
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| asg = 12N<!-- Insert asg # and template will automatically convert to include type of armor --> |
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| defense = |
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| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --> |
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{{creature ability|[[Melee]] |<N/A> [[Defensive strength|DS]]}} |
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| Melee = 162 - 236 |
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{{creature ability|[[Ranged]] |+187 [[Defensive strength|DS]]}} |
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| Ranged = 187 |
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{{creature ability|[[Bolt]] |+201 [[Defensive strength|DS]]}} |
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| Bolt = 201 |
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{{creature ability|[[Bard Base]] |+109 [[Target defense|TD]]}} |
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| UDF = |
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{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}} |
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| BarTD = 109 |
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{{creature ability|[[Sorcerer Base]] |+142 [[Target defense|TD]]}} |
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| CleTD = |
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{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}} |
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| EmpTD = |
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{{creature ability|[[Cleric Base]] |<N/A> [[Target defense|TD]]}} |
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| PalTD = |
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{{creature ability|[[Empath Base]] |<N/A> [[Target defense|TD]]}} |
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| RanTD = |
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{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}} |
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| SorTD = 134 - 151 |
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{{creature ability|[[Major Elemental]] |<N/A> [[Target defense|TD]]}} |
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| WizTD = |
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{{creature ability|[[Minor Elemental]] |+145 [[Target defense|TD]]}} |
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| MjETD = 139 |
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{{creature ability|[[Major Spiritual]] |<N/A> [[Target defense|TD]]}} |
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| MnETD = 145 |
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{{creature ability|[[Minor Spiritual]] |<N/A> [[Target defense|TD]]}} |
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| |
| MjSTD = |
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| MnSTD = 135 |
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{{creature ability|[[Spirit Warding I (101)]]}} |
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| MnMTD = |
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{{creature ability|[[Spirit Warding II (107)]]}} |
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| DSP1 = Spirit Defense (103)<!-- Defensive spells insert up to DSP15, they will automatically link --> |
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{{creature ability|[[Spirit Defense (103)]]}} |
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| DSP2 = Spirit Warding I (101) |
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| DSP3 = Spirit Warding II (107) |
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| DSP4 = |
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| DSP5 = |
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| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically --> |
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}} |
}} |
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{{Creature treasure |
{{Creature treasure |
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| |
| coins = Yes |
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| magic items = Yes |
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| gems = Yes |
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| boxes = Yes |
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| other = |
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| skin = a giant toe |
| skin = a giant toe |
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| nobox = |
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| noskinvalue = |
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}} |
}} |
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{{Creature end}} |
{{Creature end}} |
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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> |
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==Hunting Strategies== |
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The frost giants of [[Glatoph]] will also be with [[arctic titan|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. |
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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) |
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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 Burst (701)|blood batteries]]. |
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==Hunting strategies== |
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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: |
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: |
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<pre{{log2|margin-right=350px}}> |
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<div {{log}}> |
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** Your black speckled rapier flares with a burst of flame! ** |
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... 15 points of damage! |
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Minor burns to back. Looks uncomfortable. |
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The frost giant screams in agony as the flames barbecue her flesh! |
The frost giant screams in agony as the flames barbecue her flesh! |
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... 20 points of damage! |
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Burst of flames to right hand burns fingers bright red. |
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</ |
</pre> |
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==Other |
==Other Information== |
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* Immune to cold damage. Water heals them. Fire inflicts additional damage. Flames of plasma do not count as fire. (e.g. [[Balefire (713)]]) |
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* Glacier inflicts environmental damage with cold winds. These can knock you down and make you bleed. |
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* Relatively poor. Possibly due to hunting pressure. |
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* Drops [[elemental core]] and [[essence of water]]. |
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* Shakes off stuns. Immune to stun-inducing combat maneuvers like [[Subdue]]. |
* Shakes off stuns. Immune to stun-inducing combat maneuvers like [[Subdue]]. |
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* Stomp maneuver, knockdown effect. Less frequent than stomp by [[arctic titan|arctic titans]]. (No RT if you are already lying down.) |
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* Ice chunk maneuver: (rare) |
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<pre{{log2|margin-right=35%}}> |
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A frost giant spits several pieces of ice into the air. |
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You are struck by a large chunk of ice! |
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... 25 points of damage! |
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You stagger as the icy attack shatters your left leg. |
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You are knocked to the ground! |
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You are stunned for 5 rounds! |
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A frost giant swings a war hammer at you! |
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AS: +244 vs DS: +228 with AvD: +27 + d100 roll: +31 = +74 |
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A clean miss. |
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</pre> |
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*AS Boost maneuver: |
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<pre{{log2|margin-right=35%}}> |
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A frost giant glows with an ice blue light! |
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A frost giant swings a war hammer at you! |
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AS: +288 vs DS: +282 with AvD: +27 + d100 roll: +33 = +66 |
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A clean miss. |
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</pre> |
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* When you are killed they "cover your dead body with snow and ice", like the bones in the room description on the glacier. |
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== |
== Resources == |
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* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia] |
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* http://www.play.net/gs4/info/bestiary/ |
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{{Nearlevel |
{{Nearlevel |
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}} |
}} |
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[[Category: |
[[Category:Sunfist hated enemies]] |
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[[Category:Glatoph creatures]] |
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[[Category:Olbin Pass creatures]] |
Latest revision as of 11:22, 4 May 2021
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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 | ||||||||||
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