Moulis: Difference between revisions

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(HPs (400), natural armor ASG 12 brig equivalent, log2 creature description)
 
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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
| level = 75
| picture = moulis.jpg
| level = 75<!-- This will also be used at the end of the page in the Near level creature template -->
| type = Plantlife
| family = Plant <!-- Add creature to family page list, which will be linked on preview/save -->
| family = moulis
| type = Plantlife<!-- Creature body type -->
| attacks = Magic, Pincers and Pounds.
| otherclass = Living <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) -->
| area = [[Blighted Forest]]<br>
| undead = No
| otherclass2 = Magical
| otherclass3 = Boss
| bcs = <Not Known>
| area = Blighted Forest<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
| area2 =
| area3 =
| area4 =
| area5 =
| area6 =
| area7 =
| bcs = Yes <!-- All new creatures are BCS -->
| hitpoints = 400
| roundtime = <!-- Creature speed -->
}}
}}
{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. -->

| PA1 = Attack<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ -->
{{Creature attack attributes
| physical =
| PAA = 380
| PA2 =
{{Creature ability|[[Attack]]|+380 [[Attack strength|AS]]}}
| bolt =
| PAB =
| PA3 =
{{Creature ability|[[Cone of Lightning (518)]]}}
| warding =
| PAC =
| BT1 = Cone of Elements (518)<!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ -->
{{Creature ability|[[Ice Patch (512)]]|+331 to +349 [[CS]]}}
| BTA = ?
{{Creature ability|[[Immolation (519)]]}}
| WD1 = Cold Snap (512)<!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ -->
| maneuver =
| WDA = 331 - 349
{{creature ability|Splinter Barrage}}
| WD2 = Immolation (519)

| ability =
| WDB = ?
| WD3 =
{{creature ability|[[Strength (509)]]}}
| WDC =

| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 -->
| MN1 = <!-- Combat Maneuvers insert up to MN10 -->
| MN2 =
| AB1 = Splinter Barrage<!-- 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 = 12N<!-- 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 =
{{creature ability|[[Ranged]] |<N/A> [[Defensive strength|DS]]}}
| Ranged =
{{creature ability|[[Bolt]] |+211 [[Defensive strength|DS]]}}
| Bolt = 211
{{creature ability|[[Bard Base]] |+264 to +270 [[Target defense|TD]]}}
| UDF =
{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}}
| BarTD = 264 - 270
{{creature ability|[[Sorcerer Base]] |+299 to +317 [[Target defense|TD]]}}
| CleTD = 282 - 291
{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}}
| EmpTD =
{{creature ability|[[Cleric Base]] |+282 to +291 [[Target defense|TD]]}}
| PalTD =
{{creature ability|[[Empath Base]] |<N/A> [[Target defense|TD]]}}
| RanTD =
{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}}
| SorTD = 299 - 317
{{creature ability|[[Major Elemental]] |+316 [[Target defense|TD]]}}
| WizTD =
{{creature ability|[[Minor Elemental]] |+332 [[Target defense|TD]]}}
| MjETD = 316
{{creature ability|[[Major Spiritual]] |<N/A> [[Target defense|TD]]}}
| MnETD = 332
{{creature ability|[[Minor Spiritual]] |+277 to +286 [[Target defense|TD]]}}
| MjSTD =
{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}}
| MnSTD = 277 - 286
{{creature ability|[[Minor Mental]] |<N/A> [[Target defense|TD]]}}
| ability =
| MnMTD =
| DSP1 = Elemental Bias (508)<!-- Defensive spells insert up to DSP15, they will automatically link -->
{{creature ability|[[Elemental Deflection (507)]]}}
{{creature ability|[[Elemental Bias (508)]]}}
| DSP2 = Elemental Deflection (507)
{{creature ability|[[Stone Skin (520)]]}}
| DSP3 = Stone Skin (520)
| DSP4 = Strength (509)
| DSP5 =
| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically -->
}}
}}
{{Creature treasure
{{Creature treasure
| coins = Yes
| coins = Yes
| magic items = Yes
| gems = Yes
| gems = Yes
| magic items = Yes
| boxes = Yes
| boxes = Yes
| other =
| skin = None
| skin = None
| other = ?
| noskinvalue =
}}
}}
{{Creature end}}
{{Creature end}}


Waving its myriad of oddly flexible, root-like appendages, the [[moulis]] scuttles about its home area. It is not known what the moulis searches for, as observations have usually yielded a quick death for the observer, yet it is known that the moulis is an intelligent, lethal foe capable of commanding the forces of magic as well as a powerful physical attack. It appears to be nothing more than a writhing mass of tubers, roots and thin hair strands in various shades of brown--until a vicious attack springs from the center of the creature.<sup><sup>[http://www.play.net/gs4/info/bestiary/]</sup></sup>
<pre{{log2|margin-right=26em}}>Waving its myriad of oddly flexible, root-like appendages, the '''moulis''' scuttles about its home area. It is not known what the moulis searches for, as observations have usually yielded a quick death for the observer, yet it is known that the moulis is an intelligent, lethal foe capable of commanding the forces of magic as well as a powerful physical attack. It appears to be nothing more than a writhing mass of tubers, roots and thin hair strands in various shades of brown--until a vicious attack springs from the center of the creature.</pre>


==Hunting strategies==
==Hunting strategies==


Moulis are generally a fairly easy enemy to fight. They are fairly average melee users who possess a handful of Wizard spells which they use on a somewhat frequent basis, some warding, some bolt. They have a few unique quirks that complicate things; first, they have a fairly unique maneuver in which they fling wooden splinters of themself at you. These are fairly easy to dodge, unencumbered, even for a pure, but on minor failures, they will inflict a minor on most or all limbs and pin you to the wall, incapable of moving for around 20 seconds, perhaps more, followed by your falling to the floor prone. Functionally, it is like being inflicted with Bind, but does not seem to have a way to break the immobility. The moulis will attack immediately following the maneuver, often offering them a chance to stun you in a now weakened state. Major failures can hit more significantly, causing major wounds or critical deaths, but are uncommon for unencumbered characters.
Moulis are generally a fairly easy enemy to fight. They are fairly average melee users who possess a handful of Wizard spells which they use on a somewhat frequent basis, some warding, some bolt.


===Splinter===
Another interesting quirk involves their ability to spawn new moulis if their limbs are severed. Similar to Troll Kings, though without the regeneration, if a limb is severed, it falls to the ground as a scraping, which will slowly grow every 3 or 4 attack cycles through various phases, including a bud and a sprout. The new moulis is fairly weak, but not helpless once it reaches its full form.
They have a few unique quirks that complicate things; first, they have a fairly unique maneuver in which they fling wooden splinters of themself at you. These are fairly easy to dodge, unencumbered, even for a pure, but on minor failures, they will inflict a minor on most or all limbs and pin you to the wall, incapable of moving for around 20 seconds, perhaps more, followed by your falling to the floor prone. Functionally, it is like being inflicted with Bind, but does not seem to have a way to break the immobility. The moulis will attack immediately following the maneuver, often offering them a chance to stun you in a now weakened state. Major failures can hit more significantly, causing major wounds or critical deaths, but are uncommon for unencumbered characters.


<pre{{log2|margin-right=350px}}>
A moulis spins and whips its fibrous appendages around, flinging several slivers of itself towards you. Your hasty attempt to duck out of the way brings you directly into the line of flight of the splinters. One pierces skull!
... 15 points of damage!
Beautiful head shot neatly slices off your ear!
Roundtime: 7 sec.
</pre>

===Sprouts===
Another interesting quirk involves their ability to spawn new moulis if their arms are severed. Similar to [[Massive troll king|Troll Kings]] (though without the regeneration) once an arm is severed, it falls to the ground as a scraping, which will slowly grow every 3 or 4 attack cycles through various phases, including a bud and a sprout. The new moulis is fairly weak, but not helpless once it reaches its full form. Moulis spawned this way do count towards [[Adventurer's Guild]] [[Adventurer's Guild#Culling|culling]] tasks, and likely other tasks as well.

===Reproductive Cycle===
If a moulis should be in the presence of dead body, they will plant eggs of some sort in the body of the dead individual, which will hatch sometime later, perhaps 20 to 25 minutes later. This is enough that if a body is not revived and decays, the newly decayed player will still have them, at which point they will burst out of his or her chest, killing him all over again. To this end, it is best to keep the corpse preserved until such time as the moulis leave the body.
If a moulis should be in the presence of dead body, they will plant eggs of some sort in the body of the dead individual, which will hatch sometime later, perhaps 20 to 25 minutes later. This is enough that if a body is not revived and decays, the newly decayed player will still have them, at which point they will burst out of his or her chest, killing him all over again. To this end, it is best to keep the corpse preserved until such time as the moulis leave the body.


The messaging for being implanted is:
Otherwise, they are fairly simple enemies. Their maneuver is uncommon, and their bolts are very easy to dodge for a pure. Their CS is average, and not particularly difficult to ward off, and their TD is very much the lowest in the Labyrinth. They have been known to leave area-cast [[Ice Patch (512)|ice patches]] around the Labyrinth if you allow them to prepare spells and then leave the room.


<pre{{log2|margin-right=26em}}>A moulis sends one of its fibers slinking along your chest. Suddenly it begins to burrow into your chest cavity. Even while dead you can feel what would have been excruciating pain as the fiber moves around your insides. The fiber flips away from your body and retreats back into the moulis leaving only a small hole where it had entered.
==Other information==
</pre>
<div {{log}}>
Again, make sure that the eggs hatch and the moulis scrapings erupt from the body prior to being raised, or the body will die again shortly after:
A moulis spins and whips its fibrous appendages around, flinging several slivers of itself towards you. Your hasty attempt to duck out of the way brings you directly into the line of flight of the splinters. One pierces skull!<br>
... 15 points of damage!<br>
Beautiful head shot neatly slices off your ear!<br>
Roundtime: 7 sec.
</div>


<pre{{log2|margin-right=26em}}>A searing pain hits you and knocks you prone, your body jerking spasmodically. As you watch, your body rips open and several moulis scrapings burrow out and drop to the ground!
Moulis will lay eggs in dead bodies. The messaging for being impregnated is:
</pre>
<div {{log}}>
A moulis sends one of its fibers slinking along your chest. Suddenly it begins to burrow into your chest cavity. Even while dead you can feel what would have been excruciating pain as the fiber moves around your insides. The fiber flips away from your body and retreats back into the moulis leaving only a small hole where it had entered.
</div>
Make sure that the eggs hatch and the moulis scrapings erupt from the body prior to being raised, or the body will die again shortly after:
<div {{log}}>
A searing pain hits you and knocks you prone, your body jerking spasmodically. As you watch, your body rips open and several moulis scrapings burrow out and drop to the ground!
</div>


While the body is in a [[sanctuary]], moulis eggs will not hatch but will incubate indefinitely, so it is advisable to keep the body out of towns while waiting for the scrapings to come out. Under very rare circumstances (such as invasions), living characters may be afflicted with the necrotrophic effect, which will likewise delay triggering while they are in a sanctuary.
== References ==

* http://www.play.net/gs4/info/bestiary/
===Other===
Otherwise, they are fairly simple enemies. Their maneuver is uncommon, and their bolts are very easy to dodge for a pure. Their CS is average, and not particularly difficult to ward off, and their TD is very much the lowest in the Labyrinth. They have been known to leave area-cast [[Ice Patch (512)|ice patches]] around the Labyrinth if you allow them to prepare spells and then leave the room.


{{Nearlevel
{{Nearlevel
Line 97: Line 118:
|levelp2 = 77
|levelp2 = 77
}}
}}

[[Category:Blighted Forest creatures]]

Latest revision as of 12:50, 10 April 2021

Moulis
Moulis.jpg
Level 75
Family Plant family creatures
Body Type Plantlife
Classification(s) Living
Magical
Boss
Area(s) Found Blighted Forest
BCS Yes
HP 400
Speed
Attack Attributes
Physical Attacks
Attack 380 AS
Bolt Spells
Cone of Elements (518) ? AS
Warding Spells
Cold Snap (512) 331 - 349 CS
Immolation (519) ? CS
Special Offensive Abilities
Splinter Barrage
Defense Attributes
Armor
Brigandine Armor (natural) ASG 12N
Defensive Strength (DS)
Melee
Ranged
Bolt 211
Unarmed Defense Factor
UDF
Target Defense (TD)
Bard Base 264 - 270
Cleric Base 282 - 291
Empath Base
Paladin Base
Ranger Base
Sorcerer Base 299 - 317
Wizard Base
Minor Elemental 332
Major Elemental 316
Minor Spiritual 277 - 286
Major Spiritual
Minor Mental
Defensive Spells
Elemental Bias (508)
Elemental Deflection (507)
Stone Skin (520)
Strength (509)
Treasure Attributes
Coins Yes
Gems Yes
Magic Items Yes
Boxes Yes
Skin None
Other
Waving its myriad of oddly flexible, root-like appendages, the moulis scuttles about its home area.  It is not known what the moulis searches for, as observations have usually yielded a quick death for the observer, yet it is known that the moulis is an intelligent, lethal foe capable of commanding the forces of magic as well as a powerful physical attack.  It appears to be nothing more than a writhing mass of tubers, roots and thin hair strands in various shades of brown--until a vicious attack springs from the center of the creature.

Hunting strategies

Moulis are generally a fairly easy enemy to fight. They are fairly average melee users who possess a handful of Wizard spells which they use on a somewhat frequent basis, some warding, some bolt.

Splinter

They have a few unique quirks that complicate things; first, they have a fairly unique maneuver in which they fling wooden splinters of themself at you. These are fairly easy to dodge, unencumbered, even for a pure, but on minor failures, they will inflict a minor on most or all limbs and pin you to the wall, incapable of moving for around 20 seconds, perhaps more, followed by your falling to the floor prone. Functionally, it is like being inflicted with Bind, but does not seem to have a way to break the immobility. The moulis will attack immediately following the maneuver, often offering them a chance to stun you in a now weakened state. Major failures can hit more significantly, causing major wounds or critical deaths, but are uncommon for unencumbered characters.

A moulis spins and whips its fibrous appendages around, flinging several slivers of itself towards you. Your hasty attempt to duck out of the way brings you directly into the line of flight of the splinters. One pierces skull!
... 15 points of damage!
Beautiful head shot neatly slices off your ear!
Roundtime: 7 sec.

Sprouts

Another interesting quirk involves their ability to spawn new moulis if their arms are severed. Similar to Troll Kings (though without the regeneration) once an arm is severed, it falls to the ground as a scraping, which will slowly grow every 3 or 4 attack cycles through various phases, including a bud and a sprout. The new moulis is fairly weak, but not helpless once it reaches its full form. Moulis spawned this way do count towards Adventurer's Guild culling tasks, and likely other tasks as well.

Reproductive Cycle

If a moulis should be in the presence of dead body, they will plant eggs of some sort in the body of the dead individual, which will hatch sometime later, perhaps 20 to 25 minutes later. This is enough that if a body is not revived and decays, the newly decayed player will still have them, at which point they will burst out of his or her chest, killing him all over again. To this end, it is best to keep the corpse preserved until such time as the moulis leave the body.

The messaging for being implanted is:

A moulis sends one of its fibers slinking along your chest.  Suddenly it begins to burrow into your chest cavity.  Even while dead you can feel what would have been excruciating pain as the fiber moves around your insides.  The fiber flips away from your body and retreats back into the moulis leaving only a small hole where it had entered.

Again, make sure that the eggs hatch and the moulis scrapings erupt from the body prior to being raised, or the body will die again shortly after:

A searing pain hits you and knocks you prone, your body jerking spasmodically. As you watch, your body rips open and several moulis scrapings burrow out and drop to the ground!

While the body is in a sanctuary, moulis eggs will not hatch but will incubate indefinitely, so it is advisable to keep the body out of towns while waiting for the scrapings to come out. Under very rare circumstances (such as invasions), living characters may be afflicted with the necrotrophic effect, which will likewise delay triggering while they are in a sanctuary.

Other

Otherwise, they are fairly simple enemies. Their maneuver is uncommon, and their bolts are very easy to dodge for a pure. Their CS is average, and not particularly difficult to ward off, and their TD is very much the lowest in the Labyrinth. They have been known to leave area-cast ice patches around the Labyrinth if you allow them to prepare spells and then leave the room.

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