Arachne acolyte: Difference between revisions
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SPYRIDONM3 (talk | contribs) (HPs (190), log2 creature description, spirit strike (117), defensive spells (101, 103, 106, 107)) |
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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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| level = 23<!-- 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 = Humanoid<!-- Add creature to family page list, which will be linked on preview/save --> |
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| family = Arachne |
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| type = Biped<!-- Creature body type --> |
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| attacks = Brawls 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 = [[Spider Temple]]<br> |
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| area = Spider Temple<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
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| undead = No |
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| bcs = < |
| bcs = Yes <!-- All new creatures are BCS --> |
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| hitpoints = 190 |
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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 = 200 - 275 |
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{{creature ability|War hammer|+196 [[Attack strength|AS]]}} |
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| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --> |
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| warding = |
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⚫ | |||
{{creature ability|[[Frenzy (216)]]|+118 [[CS]]}} |
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| WD1 = Frenzy (216)<!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --> |
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{{creature ability|[[Web (118)]]|+118 [[CS]]}} |
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| WDA = 118 |
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| WD2 = Web (118) |
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| nobolt = |
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| WDB = 118 |
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| OS1 = Spirit Strike (117)<!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --> |
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| maneuver = |
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| MN1 = Disarm <!-- Combat Maneuvers insert up to MN10 --> |
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{{creature ability|[[Disarm Weapon|Disarm]]}} |
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| MN2 = Tackle |
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| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --> |
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| noability = |
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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 = 16 <!-- 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]] |+180-220 [[Defensive strength|DS]]}} |
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| Melee = 180 - 220 |
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{{creature ability|[[Ranged]] |<N/A> [[Defensive strength|DS]]}} |
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| Ranged = ? |
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{{creature ability|[[Bolt]] |+114 [[Defensive strength|DS]]}} |
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| Bolt = 114 |
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{{creature ability|[[Bard Base]] |+67 [[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 = 67 |
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{{creature ability|[[Sorcerer Base]] |<N/A> [[Target defense|TD]]}} |
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| CleTD = 66 |
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{{creature ability|[[Wizard Base]] |+67 [[Target defense|TD]]}} |
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| EmpTD = 54 |
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{{creature ability|[[Cleric Base]] |+66 [[Target defense|TD]]}} |
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| PalTD = ? |
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{{creature ability|[[Empath Base]] |+54 [[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 = ? |
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{{creature ability|[[Major Elemental]] |+67 [[Target defense|TD]]}} |
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| WizTD = 67 - 72 |
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{{creature ability|[[Minor Elemental]] |+73 [[Target defense|TD]]}} |
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| MjETD = 67 - 72 |
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{{creature ability|[[Major Spiritual]] |+76 [[Target defense|TD]]}} |
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| MnETD = 73 |
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{{creature ability|[[Minor Spiritual]] |+66 [[Target defense|TD]]}} |
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| MjSTD = 76 |
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{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}} |
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| MnSTD = 66 |
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{{creature ability|[[Minor Mental]] |<N/A> [[Target defense|TD]]}} |
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| MnMTD = ? |
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| DSP1 = Spirit Warding I (101) |
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| DSP2 = Spirit Defense (103) |
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| DSP3 = Spirit Warding II (107) |
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| DSP4 = Spirit Fog (106) |
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| <!-- Defensive spells insert up to DSP15, they will automatically link --> |
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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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| other = ? |
| other = ? |
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| skin = None |
| skin = None |
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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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⚫ | <pre{{log2|margin-right=26em}}>The Arachne acolyte's head is clean shaven and bald. Where hair once grew, ornate tattoos of deep red hue decorate every visible bare body part. The Arachne acolytes are muscular but lean. Long years of study and training has produced fanatical allegiance to Arachne. Any semblance of humanity has long since been exorcised through torture and meditation. Only the zealous duty of Arachne now compels their existence.</pre> |
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⚫ | |||
⚫ | The Arachne acolyte's head is clean shaven and bald. Where hair once grew, ornate tattoos of deep red hue decorate every visible bare body part. The Arachne acolytes are muscular but lean. Long years of study and training has produced fanatical allegiance to Arachne. Any semblance of humanity has long since been exorcised through torture and meditation. Only the zealous duty of Arachne now compels their existence. |
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==Hunting strategies== |
==Hunting strategies== |
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Arachne acolytes can disarm you of your weapon, which it may pick up and use against you in its next turn if you do not reach for it in time. Since disarm occasionally inflicts roundtime, players can potentially lose their weapons in this manner if they do not have a suitable spare. |
Arachne acolytes can [[Disarm Weapon|disarm]] you of your weapon, which it may pick up and use against you in its next turn if you do not reach for it in time. Since disarm occasionally inflicts roundtime, players can potentially lose their weapons in this manner if they do not have a suitable spare. |
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==Other information== |
==Other information== |
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Arachne acolytes appear to enter multiple states of "shock", perhaps after attempting to cast a spell after running out of mana. This will stun the acolyte, inflict minor damage, and cause nerve damage. An example of this effect is shown below: |
Arachne acolytes appear to enter multiple states of "shock", perhaps after attempting to cast a spell after running out of mana. This will stun the acolyte, inflict minor damage, and cause nerve damage. An example of this effect is shown below: |
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<pre{{log2|margin-right=350px}}> |
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<div {{log}}> |
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An Arachne acolyte appears to have sustained massive amounts of system shock! |
An Arachne acolyte appears to have sustained massive amounts of system shock! |
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... 20 points of damage! |
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Heavy shock gives the Arachne acolyte fits! |
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It is knocked to the ground! |
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The Arachne acolyte is stunned! |
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</ |
</pre> |
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Also the acolytes usually wear chain hauberk armor, so including their TD they will also have a -6 CvA from their armor making it harder to ward them with spells. |
Also the acolytes usually wear chain hauberk armor, so including their TD they will also have a -6 CvA from their armor making it harder to ward them with spells. |
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== References == |
== References == |
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* [[Arachne]] |
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* http://www.play.net/gs4/info/bestiary/ |
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{{Nearlevel |
{{Nearlevel |
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|levelp2 = 25 |
|levelp2 = 25 |
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}} |
}} |
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[[Category:Spider Temple creatures]] |
Latest revision as of 19:10, 23 May 2021
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The Arachne acolyte's head is clean shaven and bald. Where hair once grew, ornate tattoos of deep red hue decorate every visible bare body part. The Arachne acolytes are muscular but lean. Long years of study and training has produced fanatical allegiance to Arachne. Any semblance of humanity has long since been exorcised through torture and meditation. Only the zealous duty of Arachne now compels their existence.
Hunting strategies
Arachne acolytes can disarm you of your weapon, which it may pick up and use against you in its next turn if you do not reach for it in time. Since disarm occasionally inflicts roundtime, players can potentially lose their weapons in this manner if they do not have a suitable spare.
Other information
Arachne acolytes appear to enter multiple states of "shock", perhaps after attempting to cast a spell after running out of mana. This will stun the acolyte, inflict minor damage, and cause nerve damage. An example of this effect is shown below:
An Arachne acolyte appears to have sustained massive amounts of system shock! ... 20 points of damage! Heavy shock gives the Arachne acolyte fits! It is knocked to the ground! The Arachne acolyte is stunned!
Also the acolytes usually wear chain hauberk armor, so including their TD they will also have a -6 CvA from their armor making it harder to ward them with spells.
References
Near-level creatures - edit | ||||||||||
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