Hisskra shaman: 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
| picture = GS-Hisskra.png
| level = 33
| level = 33<!-- This will also be used at the end of the page in the Near level creature template -->
| type = Biped
| family = Hisskra<!-- Add creature to family page list, which will be linked on preview/save -->
| family = hisskra
| type = Biped<!-- Creature body type -->
| body =
| otherclass = Living <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) -->
| attacks = Bites, Claws, Magic and Weapons.
| otherclass2 = Boss
| area = [[The Ruined Tower]]<br>
| area = The Ruined Tower<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
| undead = No
| bcs = <Not Known>
| area2 =
| area3 =
| area4 =
| area5 =
| area6 =
| area7 =
| bcs = Yes<!-- All new creatures are BCS -->
| hitpoints = 240
| roundtime = <!-- Creature speed -->
}}
}}
{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. -->
{{Creature attack attributes
| PA1 = Trident<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ -->
| physical =
| PAA = 222
{{creature ability|slimy trident|+222 [[AS]]}}
| maneuver =
| PA2 =
| PAB =
{{creature ability|[[Tangle Weed (610)]]}}
| PA3 =

| PAC =
| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ -->
| BTA =
| WD1 = Blood Burst (701)<!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ -->
| WDA = 165
| WD2 = Mana Disruption (702)
| WDB = 165
| WD3 =
| WDC =
| OS1 = Sounds (607)<!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 -->
| OS2 = Tangle Weed (610)
| MN1 = <!-- Combat Maneuvers insert up to MN10 -->
| MN2 =
| 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 = <!-- 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]] |<N/A> [[Defensive strength|DS]]}}
| Melee = 238 - 259
{{creature ability|[[Ranged]] |<N/A> [[Defensive strength|DS]]}}
| Ranged =
{{creature ability|[[Bolt]] |<N/A> [[Defensive strength|DS]]}}
| Bolt =
{{creature ability|[[Bard Base]] |<N/A> [[Target defense|TD]]}}
| UDF = 225
{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}}
| BarTD = 112
{{creature ability|[[Sorcerer Base]] |<N/A> [[Target defense|TD]]}}
| CleTD =
{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}}
| EmpTD =
{{creature ability|[[Cleric Base]] |<N/A> [[Target defense|TD]]}}
| PalTD =
{{creature ability|[[Empath Base]] |<N/A> [[Target defense|TD]]}}
| RanTD =
{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}}
| SorTD = 128
{{creature ability|[[Major Elemental]] |<N/A> [[Target defense|TD]]}}
| WizTD =
{{creature ability|[[Minor Elemental]] |+135 [[Target defense|TD]]}}
| MjETD =
{{creature ability|[[Major Spiritual]] |<N/A> [[Target defense|TD]]}}
| MnETD = 135
{{creature ability|[[Minor Spiritual]] |<N/A> [[Target defense|TD]]}}
| noability =
| MjSTD =
| MnSTD =
| MnMTD =
| DSP1 = Natural Colors<!-- Defensive spells insert up to DSP15, they will automatically link -->
| DSP2 = Resist Elements
| DSP3 = Spirit Defense
| DSP4 = Spirit Warding I
| DSP5 = Spirit Warding II
| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically -->
}}
}}
{{Creature treasure
{{Creature treasure
| type = <Not Known>
| coins = Yes
| skin = <Not Known>
| magic items = Yes
| nobox =
| gems = Yes
| noskinvalue =
| boxes = Yes
| other = None
| skin = hisskra tooth
}}
}}
{{Creature end}}
{{Creature end}}


Nearly as tall as a typical human, the humanoid reptilian hisskra shares many characteristics with mankind. A long snout filled with an array of sharp teeth dominates the hisskra's facial features, giving him the appearance of a bipedal iguana. Well-defined pectorals and a muscular torso are nearly man-like, but for the dull, dark green scales that fade to a paler shade at the throat, and the ridge of mottled, boney spines that runs from between the hisskra shaman's shoulder blades to the tip of his four-foot tail. The hisskra's muscular limbs end in thick-fingered, partially-webbed hands and feet tipped with blackened claws, which are formidable weapons should the creature lose his more civilized martial implements. A primitive necklace formed of the bones of various sea creatures hangs around the shaman's neck, signifying his rank.<sup><sup>[http://www.play.net/gs4/info/bestiary/]</sup></sup>
Nearly as tall as a typical human, the humanoid reptilian hisskra shares many characteristics with mankind. A long snout filled with an array of sharp teeth dominates the hisskra's facial features, giving him the appearance of a bipedal iguana. Well-defined pectorals and a muscular torso are nearly man-like, but for the dull, dark green scales that fade to a paler shade at the throat, and the ridge of mottled, boney spines that runs from between the hisskra shaman's shoulder blades to the tip of his four-foot tail. The hisskra's muscular limbs end in thick-fingered, partially-webbed hands and feet tipped with blackened claws, which are formidable weapons should the creature lose his more civilized martial implements. A primitive necklace formed of the bones of various sea creatures hangs around the shaman's neck, signifying his rank.


==Hunting strategies==
==Hunting strategies==
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Like the other [[Hisskra]] the shaman are protected by thick, scaly, plates. A physical swing can be negated by this armor or can even jar a weapon loose. This can be a devastating problem if there are other hisskra present. It is often advised to use throw away weapons and have them [[Elemental Blade (411)|e-bladed]]. Hisskra, and the shaman are no exception, actually will work together and drag off stunned or prone allies to safety. The shaman have a habit of casting [[Minor Sanctuary (213)|Minor Sanctuary]] if any of their allies in the room are deceased and subsequently raising them.
Like the other [[Hisskra]] the shaman are protected by thick, scaly, plates. A physical swing can be negated by this armor or can even jar a weapon loose. This can be a devastating problem if there are other hisskra present. It is often advised to use throw away weapons and have them [[Elemental Blade (411)|e-bladed]]. Hisskra, and the shaman are no exception, actually will work together and drag off stunned or prone allies to safety. The shaman have a habit of casting [[Minor Sanctuary (213)|Minor Sanctuary]] if any of their allies in the room are deceased and subsequently raising them.


Their thick scaly hide, however, makes small weapons and arrows a difficult prospect (even for like-level ambushers). Spell-casters must be wary of the hisskra tail-sweep maneuver, which can put you on the ground. By themselves, the shaman don't put up much of a challenge, but combined with their brethren they can leave you dead with a weapon/runestaff on the ground.
Their thick scaly hide, however, makes small weapons and arrows a difficult prospect (even for like-level ambushers). Spell-casters must be wary of the hisskra tail-sweep maneuver, which can put you on the ground. By themselves, the shaman don't put up much of a challenge, but combined with their brethren they can leave you dead with your weapon on the ground.


==Other information==
==Other information==
{{addmetext}}


== References ==
==References==
* http://www.play.net/gs4/info/bestiary/
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1667 Hisskra shaman on Play.net bestiary]


{{Nearlevel
{{Nearlevel
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|levelp2 = 35
|levelp2 = 35
}}
}}

[[Category:The Ruined Tower creatures]]

Latest revision as of 08:58, 14 March 2023

Hisskra shaman
GS-Hisskra.png
Level 33
Family Hisskra family creatures
Body Type Biped
Classification(s) Living
Boss
Area(s) Found The Ruined Tower
BCS Yes
HP 240
Speed
Attack Attributes
Physical Attacks
Trident 222 AS
Warding Spells
Blood Burst (701) 165 CS
Mana Disruption (702) 165 CS
Misc. Offensive Spells
Sounds (607)
Tangle Weed (610)
Defense Attributes
Armor
? ASG
Defensive Strength (DS)
Melee 238 - 259
Ranged
Bolt
Unarmed Defense Factor
UDF 225
Target Defense (TD)
Bard Base 112
Cleric Base
Empath Base
Paladin Base
Ranger Base
Sorcerer Base 128
Wizard Base
Minor Elemental 135
Major Elemental
Minor Spiritual
Major Spiritual
Minor Mental
Defensive Spells
Natural Colors
Resist Elements
Spirit Defense
Spirit Warding I
Spirit Warding II
Treasure Attributes
Coins Yes
Gems Yes
Magic Items Yes
Boxes Yes
Skin hisskra tooth
Other None

Nearly as tall as a typical human, the humanoid reptilian hisskra shares many characteristics with mankind. A long snout filled with an array of sharp teeth dominates the hisskra's facial features, giving him the appearance of a bipedal iguana. Well-defined pectorals and a muscular torso are nearly man-like, but for the dull, dark green scales that fade to a paler shade at the throat, and the ridge of mottled, boney spines that runs from between the hisskra shaman's shoulder blades to the tip of his four-foot tail. The hisskra's muscular limbs end in thick-fingered, partially-webbed hands and feet tipped with blackened claws, which are formidable weapons should the creature lose his more civilized martial implements. A primitive necklace formed of the bones of various sea creatures hangs around the shaman's neck, signifying his rank.

Hunting strategies

Like the other Hisskra the shaman are protected by thick, scaly, plates. A physical swing can be negated by this armor or can even jar a weapon loose. This can be a devastating problem if there are other hisskra present. It is often advised to use throw away weapons and have them e-bladed. Hisskra, and the shaman are no exception, actually will work together and drag off stunned or prone allies to safety. The shaman have a habit of casting Minor Sanctuary if any of their allies in the room are deceased and subsequently raising them.

Their thick scaly hide, however, makes small weapons and arrows a difficult prospect (even for like-level ambushers). Spell-casters must be wary of the hisskra tail-sweep maneuver, which can put you on the ground. By themselves, the shaman don't put up much of a challenge, but combined with their brethren they can leave you dead with your weapon on the ground.

Other information

This section has not been added yet; please add to it now!

References

Near-level creatures - edit
Level 31 Level 32 Level 33


Level 34 Level 35
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