Krolvin slaver: 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 --> |
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{{Creature start |
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| picture = |
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| level = 36<!-- 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 = Krolvin<!-- Add creature to family page list, which will be linked on preview/save --> |
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| family = krolvin |
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| type = Biped<!-- Creature body type --> |
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| attacks = Brawls, Magic 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 = [[Krolvin Carrack]]<br> |
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| otherclass2 = |
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| area = Krolvin Carrack<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
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| bcs = Yes |
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| area2 = |
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| area3 = |
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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 = 240 |
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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 = Scimitar<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --> |
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| physical = |
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| PAA = 230 |
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{{creature ability|plain steel [[scimitar]]|+230 [[Attack strength|AS]]}} |
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| PA2 = |
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| PAB = |
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{{Creature ability|[[Tremors (909)]]}} |
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| PA3 = |
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{{Creature ability|[[Major Elemental Wave (435)]]}} |
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| PAC = |
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| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --> |
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| BTA = |
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| WD1 = Bind (214)<!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --> |
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| WDA = ? |
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| WD2 = Silence (210) |
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| WDB = ? |
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| WD3 = |
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| WDC = |
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| OS1 = Major Elemental Wave (435)<!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --> |
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| OS2 = Tremors (909) |
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| MN1 = <!-- Combat Maneuvers insert up to MN10 --> |
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| MN2 = |
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| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --> |
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| ABA = <!-- 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 = <!-- 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 = |
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{{creature ability|[[Ranged]] |<N/A> [[Defensive strength|DS]]}} |
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| Ranged = |
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{{creature ability|[[Bolt]] |<N/A> [[Defensive strength|DS]]}} |
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| Bolt = |
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{{creature ability|[[Bard Base]] |+99 to +117 [[Target defense|TD]]}} |
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| UDF = 185 - 225 |
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{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}} |
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| BarTD = 99 - 117 |
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{{creature ability|[[Sorcerer Base]] |+99 to +117 [[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 = 99 - 117 |
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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]] |+104 to +122 [[Target defense|TD]]}} |
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| MjETD = |
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{{creature ability|[[Major Spiritual]] |<N/A> [[Target defense|TD]]}} |
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| MnETD = 104 - 122 |
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{{creature ability|[[Minor Spiritual]] |+99 to +117 [[Target defense|TD]]}} |
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| MjSTD = |
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{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}} |
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| MnSTD = 99 - 117 |
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{{creature ability|[[Minor Mental]] |<N/A> [[Target defense|TD]]}} |
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| MnMTD = |
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| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link --> |
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| noability = |
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| DSP2 = |
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| DSP3 = |
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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 = None |
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| skin = |
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}} |
}} |
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{{Creature end}} |
{{Creature end}} |
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__NOTOC__ |
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Although taller than the average krolvin, the slaver retains the characteristic long-fingered hands. His sturdy musculature is apparent beneath the grey-blue skin. Thick, coarse, white hair covers his head and spreads across his shoulders and down his back. |
Although taller than the average krolvin, the slaver retains the characteristic long-fingered hands. His sturdy musculature is apparent beneath the grey-blue skin. Thick, coarse, white hair covers his head and spreads across his shoulders and down his back. |
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==Hunting strategies== |
==Hunting strategies== |
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The main threat posed by a [[krolvin slaver]] is its spells [[Tremors (909)]] and especially [[Major Elemental Wave (435)]]. Given these spells, and that [[krolvin corsair|krolvin corsairs]] can also [[tackle]], as well as large [[encumbrance]] aboard the [[Krolvin Carrack]] may cause one to fall over, finding oneself [[prone]] and in [[roundtime]] is not uncommon. Under such conditions, Major Elemental Wave is particularly devastating, typically leading to stun or [[critical]] death. |
The main threat posed by a [[krolvin slaver]] is its spells [[Tremors (909)]] and especially [[Major Elemental Wave (435)]]. Given these spells, and that [[krolvin corsair|krolvin corsairs]] can also [[tackle]], as well as large [[encumbrance]] aboard the [[Krolvin Carrack]] may cause one to fall over, finding oneself [[prone]] and in [[roundtime]] is not uncommon. Under such conditions, Major Elemental Wave is particularly devastating, typically leading to stun or [[critical]] death. |
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The slavers typically wear rather heavy armor, often hindering their own spells, which can offer de facto assistance. However, the best hunting strategy in general involves simply not dying. If one can further impede or prevent slavers from successfully casting spells, one should not encounter any other difficulties. |
The slavers typically wear rather heavy armor, often hindering their own spells, which can offer de facto assistance. However, the best hunting strategy in general involves simply not dying. If one can further impede or prevent slavers from successfully casting spells, one should not encounter any other difficulties. |
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<div {{log}}> |
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The successful hunter will act quickly after a slaver prepares a spell to avoid a possible Major Elemental Wave, considering any of these options: |
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A krolvin slaver snarls as he chants a few words of magic. |
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</div> |
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Upon seeing this, it behooves the successful hunter to act quickly to avoid a possible Major Elemental Wave, considering any of these options: |
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* Right limb removal, for example by: |
* Right limb removal, for example by: |
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** [[ambush|ambushing]] |
** [[ambush|ambushing]] |
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==Spell Preparation Messaging== |
==Spell Preparation Messaging== |
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<div {{log|margin-right=350px}}>A krolvin slaver snarls as he chants a few words of magic.</div> |
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<div {{log}}> |
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A krolvin slaver snarls as he chants a few words of magic. |
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</div> |
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==Other information== |
==Other information== |
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* At least aboard the [[Krolvin Carrack]], keeping true to its name, a [[krolvin slaver]] can enslave you: |
* At least aboard the [[Krolvin Carrack]], keeping true to its name, a [[krolvin slaver]] can enslave you: |
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<div {{log|margin-right=350px}}>A krolvin slaver reaches outward, his arm encircling your neck. Knocking your hands away, he bludgeons the side of your head until your eyes glaze over. Once subdued, the slaver drags you off into the dank hold.</div> |
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<div {{log}}> |
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A krolvin slaver reaches outward, his arm encircling your neck. Knocking your hands away, he bludgeons the side of your head until your eyes glaze over. Once subdued, the slaver drags you off into the dank hold. |
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</div> |
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This does not do any physical damage, but it transports you to one of the many Slave Pens on the Carrack off of the Slave Deck. The effect stuns you for a few rounds, and it sometimes also puts you in a sitting position (may have a success or level-based dependency). The [[krolvin slaver]] will of course accompany you, and it will continue to attack you in this condition. |
This does not do any physical damage, but it transports you to one of the many Slave Pens on the Carrack off of the Slave Deck. The effect stuns you for a few rounds, and it sometimes also puts you in a sitting position (may have a success or level-based dependency). The [[krolvin slaver]] will of course accompany you, and it will continue to attack you in this condition. |
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== References == |
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* http://www.play.net/gs4/info/bestiary/ |
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{{Nearlevel |
{{Nearlevel |
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|levelp2 = 38 |
|levelp2 = 38 |
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}} |
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[[Category:Krolvin Carrack creatures]] |
Latest revision as of 09:07, 2 March 2023
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Although taller than the average krolvin, the slaver retains the characteristic long-fingered hands. His sturdy musculature is apparent beneath the grey-blue skin. Thick, coarse, white hair covers his head and spreads across his shoulders and down his back.
Hunting strategies
The main threat posed by a krolvin slaver is its spells Tremors (909) and especially Major Elemental Wave (435). Given these spells, and that krolvin corsairs can also tackle, as well as large encumbrance aboard the Krolvin Carrack may cause one to fall over, finding oneself prone and in roundtime is not uncommon. Under such conditions, Major Elemental Wave is particularly devastating, typically leading to stun or critical death.
The slavers typically wear rather heavy armor, often hindering their own spells, which can offer de facto assistance. However, the best hunting strategy in general involves simply not dying. If one can further impede or prevent slavers from successfully casting spells, one should not encounter any other difficulties.
The successful hunter will act quickly after a slaver prepares a spell to avoid a possible Major Elemental Wave, considering any of these options:
- Right limb removal, for example by:
- ambushing
- Limb Disruption (708) (found in pale thanot wands)
- Mystic Impedance (1708) (found in smooth amber wands)
- Spirit Dispel (119)
- Silence (210)
- Elemental Dispel (417)
- Sounds (607)
- Corrupt Essence (703)
- Heavily stun them or induce roundtime
- Run away!
Of course, some of the above options, depending on the case, can be done in advance to the slaver preparing a spell, and are strongly advised.
Spell Preparation Messaging
Other information
- At least aboard the Krolvin Carrack, keeping true to its name, a krolvin slaver can enslave you:
This does not do any physical damage, but it transports you to one of the many Slave Pens on the Carrack off of the Slave Deck. The effect stuns you for a few rounds, and it sometimes also puts you in a sitting position (may have a success or level-based dependency). The krolvin slaver will of course accompany you, and it will continue to attack you in this condition.
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