User:DOUG/Sandbox Combat Stuff: Difference between revisions

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m (This list was for the Wyromania on February 23rd on self-mana items.)
 
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UOM spells available (DR, or beyond?)
{{work-in-progress}}


This was the list of self mana spells given on Discord: https://discordapp.com/channels/226045346399256576/594009933763051549/674690239692013578
Combat! No matter what profession you elect for your character, you will be exposed to combat in the world of [[Elanthia]]. For most professions, combat is the primary path to knowledge, advancement and riches. Outside of a town's walls the world awaits, usually to devour your character! Denizens of the lands like trolls, zombies, orcs, and even the occassional rabid squirrel - yes, all these and more wait to send your character to meet his or her [http://www.play.net/gs4/info/death-help.asp demise]. In many cases, the only way to fight off these horrors is literally to engage them in combat.<br>


And indeed no 1711.
{{PrettyTOCleft}}


101, 102, 103, 104, 105, 106, 107, 108, 109, 110, 111, 112, 113, 114, 117
=Combat Components=
201, 202, 203, 204, 205, 206, 207, 209, 210, 211
Even though for the most part your character should feel safe while in town, from time to time creatures will band together to test the mettle of a town's population. Usually, these invasions are immediately noticeable, but a sure sign is if you check the town's [[JUSTICE (verb)|justice]] status and find that the chaos has the attention of the local constabulary. In order for your character to have a chance, you need to understand the basics about combat. This guide will share these basics to give you a fair shot at ensuring your character's survival. But combat can be very complex, so don't expect to learn all the in's and out's in this guide. You'll have to take your character out and experience it for yourself to really gain any competency.
301, 302, 303, 304, 305, 306, 308, 309, 315
401, 402, 403, 404, 405, 406, 407, 408, 409, 410, 411, 412, 413, 414
501, 502, 503, 504, 507, 508, 509, 510, 511, 512
601, 602, 603, 604, 609, 611
701, 702, 703, 704, 705, 706, 708, 709
801, 802, 803, 804, 805, 806, 807, 808, 809, 810, 811, 812, 813, 814, 815, 816, 817, 818, 819, 820
901, 902, 903, 904, 905, 906, 907, 908, 909, 910, 911, 916
1101, 1102, 1103, 1104, 1105, 1106, 1107, 1108,1110, 1111, 1112, 1113, 1114
1201, 1202, 1203, 1204, 1205, 1206, 1207, 1208, 1209, 1210, 1211, 1214, 1215
1601, 1602, 1604, 1607, 1608
1700, 1701, 1704, 1705, 1706, 1707, 1708, 1709, 1710, 1716


Let's simplify it a bit, though. Combat is made up primarily of three factors: What you're going to attack with; What you're going to defend with, and; The combat resolution system itself, which compares your character's skills and various advantages against your foe's skills and advantages to determine the outcome of your attack. Or, of course, the outcome of your foe's attack against your character. Let's take a broad look at each of these three factors.


Creatures in level range: (1-110)
==Tools for the Attack==
In general, if your character is going to hit something, pick something stout! To effectively wield these tools, you must make sure your character has the [[Skill|skill]] to utilize whatever it is you equip him or her with. For those professions of a more physical mindset, commonly referred to as the [[Square|squares]] and [[Semi|semi]] professions, there are several classes or groupings of weapons to choose from.
{| style="clear: left; float: right; width: 75%"
|* [[Edged Weapons|One-handed edged weapons]]||* [[Blunt Weapons|One-handed blunt weapons]]||* [[Two-Handed Weapons|Two-handed weapons]]
|-
|* [[Ranged Weapons|Ranged weapons]]||* [[Thrown Weapons|Thrown weapons]]||* [[Polearm Weapons|Polearms]]
|-
|* [[Brawling]]
|}
{| style="clear: left; float: right; width: 75%"
|[[Pure|Pure magic using professions]] will tend to use [[Bolt spell|bolt]] or [[Ball spell|ball]] spells, or spells which must be [[Warding|warded]] against, generally referred to as [[CS|CS spells]].
|}


Lvl : Creatures
<br clear=all>
1 : [[Black rolton]], [[Black-winged daggerbeak]], [[Carrion worm]], [[Fanged rodent]], [[Fire ant]], [[Giant ant]], [[Giant rat]], [[Kobold]], [[Lesser ghoul]], [[Mountain rolton]], [[Rolton]], [[Skeleton]], [[Slimy little grub]], [[Spotted gnarp]], [[Young grass snake]], [[Zombie rolton]]

2 : [[Big ugly kobold]], [[Brown gak]], [[Cave gnome]], [[Fanged goblin]], [[Ghost]], [[Goblin]], [[Lesser frost shade]], [[Lesser shade]], [[Mistydeep siren]], [[Moaning phantom]], [[Pale crab]], [[Phantom]], [[Rabid squirrel]], [[Sea nymph]], [[Spotted gak]], [[Thyril]]
==Ways to Defend==
3 : [[Bresnahanini rolton]], [[Cave gnoll]], [[Cave nipper]], [[Dark vysan]], [[Fire salamander]], [[Greater ghoul]], [[Greater ice spider]], [[Hobgoblin]], [[Ice skeleton]], [[Kobold shepherd]], [[Mountain snowcat]], [[Relnak]], [[Spotted velnalin]], [[Striped gak]], [[Striped relnak]], [[Troglodyte]], [[Velnalin]], [[White vysan]]
Mounting an effective defense against a concerted attack is no small task. At every turn, there are denizens waiting to test the rumor that dinner really can be found in that mobile humanoid-shaped can. Your character's defense will be most effective with training in [[Shield|shield]], or if a pure, in skills that allow for [[Runestaff|runestaff]] defense. Training in [[Armor|armor]] is essential for your character to survive any attacks that may land and do damage. Other skills such as [[Combat Maneuvers|combat maneuvers]] like [[Vanish]] or [[Side by Side]] can help your character either alone or when in groups. The single greatest contributor to success in your character's defense is the [[Stance|stance]] your character is in at the moment of the attack. We'll explore this later.
4 : [[Black urgh]], [[Cobra]], [[Fanged viper]], [[Mongrel kobold]], [[Revenant]], [[Ridge orc]], [[Spotted leaper]], [[Urgh]], [[Water moccasin]], [[Whiptail]]

5 : [[Bobcat]], [[Coyote]], [[Dark apparition]], [[Mist wraith]], [[Mongrel hobgoblin]], [[Nasty little gremlin]], [[Night golem]], [[Water witch]]
For most new characters in most professions, the key to defending well is to have the best possible [[Enchantment|enchanted]] armor and shield / runestaff available at the time, good [[Brawling|brawling]] or weapon skills, and to capitalize on [[Buff spells|protective spells]] that the character can cast or have cast upon himself or herself by some benevolent spell caster. In fact, probably the most frequently experienced introduction to other characters in the lands is for your character to go into your town's central square and ask for a 'spell-up'. Oftentimes it is an additional politeness if your character asks for the specific spells you desire - although this isn't necessary. You'll meet many characters this way and hopefully turn towards assisting others the same way, as you can later in your character's journey.
6 : [[Cockatrice]], [[Firephantom]], [[Leaper]], [[Lesser mummy]], [[Lesser orc]], [[Monkey]], [[Snowy cockatrice]], [[Spectral fisherman]], [[Spotted lynx]]

7 : [[Blood eagle]], [[Greater kappa]], [[Hobgoblin shaman]], [[Lesser burrow orc]], [[Lesser red orc]], [[Shelfae soldier]]
==Resolving Conflict==
8 : [[Albino tomb spider]], [[Bone golem]], [[Crystal crab]], [[Greater burrow orc]], [[Greater orc]], [[Greater spider]], [[Mottled thrak]], [[Thrak]]
This is perhaps the most confusing of the three for new players. The combat resolution system has myriad mechanisms to determine fairly who hit whom - even though sometimes you'll scratch your head and wonder what exactly just happened to your character. There are four primary types of combat resolution that you'll see. And you can quickly determine which type of combat resolution your character is facing, based on what the combat type starts with. We'll go over each type in a bit of detail, and there's a lot of math involved. Fortunately, the combat resolution system handles all that for you, but you need to understand the components. Let's get a general view of each type, first.
9 : [[Brown spinner]], [[Crocodile]], [[Death dirge]], [[Manticore]], [[Snow spectre]]

10 : [[Cave worm]], [[Giant marmot]], [[Gnoll worker]], [[Great boar]], [[Rabid guard dog]], [[Raider orc]], [[Werebear]]
If, for example, the combat starts, and you see a line of letters and numbers that starts with [[Attack strength|AS]], you know you're being swung at, shot at, or some mean magic user has cast a bolt or ball spell at you - or that you attempted to do the same to a creature. This is the most frequent type of attack that you'll see when first starting.
11 : [[Neartofar orc]], [[Shelfae chieftain]], [[Wall guardian]]

12 : [[Crystal golem]], [[Dark orc]]
If the combat starts and you see a line of letters and numbers that starts with [[CS]], you'll know that an even meaner magic user has cast a warding spell at you - or you cast such a spell at another.
13 : [[Darkwoode]], [[Deranged sentry]], [[Gnoll thief]], [[Great stag]], [[Plumed cockatrice]], [[Tawny brindlecat]]

14 : [[Agresh troll scout]], [[Black boar]], [[Brown boar]], [[Forest troll]], [[Giant weasel]], [[Great brown bear]], [[Grey orc]], [[Shadowy spectre]], [[Silverback orc]], [[Spectre]], [[Swamp troll]]
If, on the other hand, you see a line of letters and numbers that starts with [[Unarmed combat system|UAF]], then you're facing a combatant that is attempting to use the brawling skill to shorten your character's journey - or that you are swinging away without a weapon.
15 : [[Arctic puma]], [[Black leopard]], [[Gnoll ranger]], [[Humpbacked puma]], [[Large ogre]], [[Luminescent arachnid]], [[Neartofar troll]], [[Panther]], [[Puma]], [[Ridgeback boar]], [[Tomb wight]], [[Wolfshade]], [[Wraith]]

16 : [[Agresh bear]], [[Agresh troll warrior]], [[Banded rattlesnake]], [[Black bear]], [[Cave troll]], [[Fire guardian]], [[Fire rat]], [[Ghost wolf]], [[Ghoul master]], [[Hill troll]], [[Mongrel troll]], [[Mongrel wolfhound]], [[Mountain ogre]], [[Phosphorescent worm]], [[Plains orc warrior]], [[Red bear]], [[Wind witch]]
And finally, if you should see a line of letters and numbers that starts with '''Roll result:''', then you know you're facing a creature that is attempting a [[Combat Maneuvers|combat maneuver]] against your character - or that you've initiated such a skilled attack.
17 : [[Black panther]], [[Dark shambler]], [[Forest ogre]], [[Giant veaba]], [[Gnoll guard]], [[Krolvin mercenary]], [[Mountain goat]], [[Mountain troll]], [[Plains ogre]], [[Plains orc scout]], [[Spiked cavern urchin]]

18 : [[Bighorn sheep]], [[Cave lizard]], [[Elder ghoul master]], [[Fire cat]], [[Ghostly warrior]], [[Greenwing hornet]], [[Mountain lion]], [[Nedum vereri]], [[Plains lion]], [[Plains orc shaman]], [[Rotting krolvin pirate]], [[Shelfae warlord]], [[Thunder troll]], [[War troll]]
Just because combat is so much fun, sometimes you won't see anything but the result - some calculation of damage and some effect like [[Stunned|stunned]] or [[Prone|prone]] from a [[Creature maneuver|special]] creature ability. Or, it could mean you initiated an attack that resolves under the [[Standard success resolution system|Standard Success Resolution System]], the character's counterpart to the creature ability. You won't see too much of this in your character's early training, though.
19 : [[Krolvin warrior]]

20 : [[Agresh troll chieftain]], [[Arch wight]], [[Gnoll priest]], [[Major spider]], [[Massive grahnk]], [[Ogre warrior]], [[Steel golem]], [[Striped warcat]], [[Wood wight]]
=Determining Resolution=
21 : [[Ancient ghoul master]], [[Arachne servant]], [[Cave bear]], [[Plains orc chieftain]]
In keeping with your character's personality and [[Roleplay|roleplay]], you have likely decided to FIGHT! While not always your best first choice, if you're going to do it, do it well. In [[GemStone]], attacking well means one simple thing - have the entire combat resolution come out with a number greater than '''100''' at the end. That's when the resolution is considered successful. Let's break down each of the four basic types of resolution briefly, to orient you to what you're actually seeing.
22 : [[Cougar]], [[Crested basilisk]], [[Dark panther]], [[Warthog]]

23 : [[Arachne acolyte]], [[Centaur]], [[Centaur ranger]], [[Crazed zombie]], [[Fenghai]], [[Niirsha]], [[Nonomino]], [[Rotting woodsman]], [[Zombie]]
==Attack Strength or AS==
24 : [[Arctic wolverine]], [[Burly reiver]], [[Giant albino scorpion]], [[Ice hound]], [[Night hound]], [[Reiver]], [[Roa'ter wormling]], [[Tree viper]], [[Veteran reiver]], [[Wolverine]]
The first type of combat resolution occurs when someone swings, shoots or casts something at someone else, be it a [[Player character|PC]] or a [[Creature|creature]]. AS is always compared to [[DS]] in this formula. This type of resolution looks like this:
25 : [[Carceris]], [[Gnoll jarl]], [[Krolvin warfarer]], [[Sacristan spirit]], [[Spectral monk]]

26 : [[Arachne priest]], [[Jungle troll]], [[Tree spirit]]
<div {{prettydiv|margin-right=55%}}><center><tt>'''AS: +200 vs DS: -3 with AvD: +35 + d100 roll: +38 = +276'''</tt></center></div>
27 : [[Cyclops]], [[Frenzied monk]], [[Grutik savage]], [[Lesser stone gargoyle]], [[Monastic lich]], [[Snow leopard]], [[Troll chieftain]]

28 : [[Cook's assistant]], [[Darken]], [[Dobrem]], [[Fire ogre]], [[Giant hawk-owl]], [[Ki-lin]], [[Martial eagle]], [[Moaning spirit]]

29 : [[Arctic manticore]], [[Grutik shaman]], [[Ice troll]], [[Pra'eda]], [[Scaly burgee]]
This resolution has four components, each made up of several factors.
30 : [[Elder tree spirit]], [[Giant albino tomb spider]], [[Hisskra warrior]], [[Hooded figure]], [[Hunter troll]], [[Jungle troll chieftain]], [[Lesser wood sprite]], [[Mammoth arachnid]], [[Tegursh sentry]]

31 : [[Ash hag]], [[Krynch]], [[Skeletal ice troll]], [[Wild hound]]
<div {{prettydiv}}> '''1) AS: +200'''
32 : [[Caribou]], [[Ghostly mara]], [[Giant fog beetle]], [[Lesser fetid corpse]], [[Rotting corpse]], [[Rotting farmhand]]
<br> AS, or Attack Strength has been calculated to be 200 for this attack. Factors that make up this component include skills, attribute bonuses like [[STR]], weapon properties such as [[Enchantment|enchantment]], and certain spells such as [[509|Strength]] or [[215|Bravery]] which can add to the attempted attack.</div>
33 : [[Ghostly pooka]], [[Hisskra shaman]], [[Maw spore]], [[Mezic]], [[Moor hound]], [[Sand beetle]], [[Skeletal giant]], [[Three-toed tegu]]

34 : [[Cold guardian]], [[Colossus vulture]], [[Hisskra chieftain]], [[Lava troll]], [[Luminous spectre]], [[Moor witch]], [[Rock troll zombie]], [[Skeletal soldier]], [[Spectral warrior]], [[Tundra giant]]
<div {{prettydiv}}> '''2) DS: -3'''
35 : [[Barghest]], [[Bog troll]], [[Moor eagle]], [[Shimmering fungus]], [[Spectral shade]], [[Spectral woodsman]], [[Troll wraith]], [[Water wyrd]]
<br> [[DS]] or Defensive Strength has been calculated to be -3 for this attack. Factors that make up this component include skills, attribute bonuses like [[AGI]], shield or runestaff use, properties of the shield / runestaff and armor such as enchantment, and those spells from earlier that help protect your character.</div>
36 : [[Arctic titan]], [[Dust beetle]], [[Fire giant]], [[Krolvin slaver]], [[Snow crone]], [[Spectral lord]], [[Undertaker bat]]

37 : [[Huge mein golem]], [[Lesser moor wight]], [[Magru]], [[Shadow mare]], [[Sheruvian initiate]], [[Skeletal warhorse]], [[Tusked ursian]]
<div {{prettydiv}}> '''3) AvD: +35'''
38 : [[Frost giant]], [[Grizzly bear]], [[Krolvin corsair]], [[Mud wasp]], [[Shadow steed]], [[Vesperti]], [[Wood sprite]]
<br>[[AvD]], or attack versus defense, is a numerical value that aggregates the effectiveness of the weapon used in the attack against the effectiveness of the armor worn by the defender. It is very complicated and wide ranging, but check out your character's specific weapon to see what AvD is expected against different armors can be a very helpful piece of information. If the AvD value is low, the weapon your character chose will not be nearly as effective against the defender's armor as you might wish.</div>
39 : [[Greater bog troll]], [[Greater moor wight]], [[Stone gargoyle]], [[Storm giant]], [[Vourkha]]

40 : [[Forest bendith]], [[Kiramon worker]], [[Myklian]], [[Spectral miner]]
<div {{prettydiv}}> '''4) d100 roll: +38'''
41 : [[Bog wraith]], [[Lesser ice giant]], [[Roa'ter]], [[Sheruvian monk]], [[Skeletal lord]]
<br> And here the magic happens. Each attack is randomized by a d100 (random number between 1 and 100). Besides tracking your character's luck, this number compared against the attack's final result will give you an immediate impression of whether or not your character might even stand a chance of defeating the opponent. Or, if you're looking at the result of an attack on your character, whether or not your character might be in harm's way.</div>
42 : [[Baesrukha]], [[Dark vortece]], [[Frozen corpse]], [[Greater fetid corpse]], [[Minor glacei]], [[Phantasma]], [[Shan cleric]], [[Shan ranger]], [[Shan warrior]], [[Shan wizard]], [[Siren lizard]], [[Swamp hag]]

43 : [[Dreadnought raptor]], [[Night mare]], [[Wasp nest]]
<div {{prettydiv}}> '''= +276'''
44 : [[Bog wight]], [[Firethorn shoot]], [[Forest trali shaman]], [[Gaunt spectral servant]], [[Mastodonic leopard]], [[Polar bear]]
<br> The last number in the string is the one you want to see over 100, if your character is attacking, or under 100 if your character is under attack. The higher this number over 100, the more pain someone is going to feel!</div>
45 : [[Ice wraith]], [[Lesser vruul]]

46 : [[Cinder wasp]], [[Forest trali]], [[Greater ice giant]], [[Kiramon defender]], [[Lesser faeroth]], [[Rotting chimera]]

47 : [[Bog spectre]], [[Major glacei]]
==Cast Strength or CS==
48 : [[Dybbuk]], [[Horned vor'taz]], [[Necrotic snake]], [[Red-scaled thrak]], [[Sand devil]], [[Warrior shade]]
The second combat resolution type occurs when someone casts a warding spell at someone else, again irrespective of PC or creature. Here, [[CS]] is always compared against [[TD]] or Target Defense, to resolve success or failure of the attack. This type of resolution looks like this:
49 : [[Waern]]

50 : [[Banshee]], [[Flesh golem]], [[Greater faeroth]]
<div {{prettydiv|margin-right=55%}}><center><tt>'''CS: +141 - TD: +128 + CvA: +25 + d100: +60 == +98'''</tt></center></div>
51 : none

52 : [[Seeker]], [[Snow madrinol]], [[Tomb troll]], [[Wooly mammoth]]

53 : [[Ice golem]], [[Lesser ice elemental]], [[Sabre-tooth tiger]], [[Stone sentinel]]
This attack likewise has four components which function similarly to the AS/DS resolution type, each component possibly comprised of several factors.
54 : [[Animated slush]], [[Ethereal mage apprentice]], [[Skayl]], [[Tomb troll necromancer]]

55 : [[Eidolon]], [[Nightmare steed]], [[Stone troll]]
<div {{prettydiv}}> '''1) CS: +141'''
56 : [[Decaying Citadel guardsman]], [[Glacial morph]], [[Lava golem]]
<br> CS, or Cast Strength has been calculated to be 141 for this attack. Factors that make up this component include spell ranks, attribute bonuses like [[WIS]] or [[AUR]], and certain spells such as [[425|Elemental Targeting]] or [[1711|Mystic Focus]] which can add to the spell's power.</div>
57 : none

58 : [[Massive pyrothag]], [[Rotting Citadel arbalester]], [[Stone giant]]
<div {{prettydiv}}> '''2) TD: +128'''
59 : [[Black forest viper]], [[Massive black boar]]
<br> TD, or Target Defense has been calculated to be 128 for this attack. Factors that make up this component include character or creature level, attribute bonuses like WIS or AUR, and those [[:Category:Defensive Spells|defensive spells]] that help your character ward off spells.</div>
60 : [[Black forest ogre]], [[Fire elemental]], [[Putrefied Citadel herald]]

61 : [[Wind wraith]]
<div {{prettydiv}}> '''3) CvA: +25'''
62 : [[Illoke mystic]], [[Phantasmal bestial swordsman]], [[Stone mastiff]]
<br>[[CvA]], or Cast versus Armor, is a numerical value that shows how hard it may be to penetrate armor with a spell's effect. This number is much more straight forward to calculate than AvD, and not quite as wide ranging. A low CvA value usually means that the opponent is in a heavier armor, and likely to take less damage than you might like..</div>
63 : [[Ice elemental]], [[Massive troll king]], [[Sheruvian harbinger]], [[Soul golem]]

64 : [[Fire sprite]], [[Grifflet]]
<div {{prettydiv}}> '''4) d100 roll: +60'''
65 : none
<br> Again, the attack is randomized by a d100 (random number between 1 and 100). It is still important to watch this number and compare it to the end result to see how much potential for success the attack may have.</div>
66 : [[Emaciated hierophant]], [[Red tsark]]

67 : [[Illoke shaman]], [[Muscular supplicant]], [[Yeti]]
<div {{prettydiv}}> ''' == +98'''
68 : none
<br> Bad news! The last number in the string is not over 100. In this example, the opponent will successfully ward this spell and will suffer no ill consequence. This is also a good example of a case where success is questionable. Since the end result would need to increase by three to indicate success, the attacker in this scenario would need a d100 result of 63 or more. Said differently, there is only a 37 percent chance of success - just a bit more than 1/3rd of the casts will cause damage. Not very good odds!</div>
69 : [[Lesser griffin]]

70 : [[Hunch-backed dogmatist]], [[Krag yeti]]
==Unarmed combat or UAF==
71 : [[Fire mage]]
The third combat resolution type occurs when someone attempts using [[Unarmed combat system|unarmed combat]] (referred to in general as UAC) based on their [[Brawling|brawling]] skills to bring about another's demise. There are several subtleties in the unarmed combat system that make it a bit more complex than just swinging a blade or tossing a bolt spell. Here, [[UAF]], or the unarmed attack factor for the attacker is always compared against [[UDF]] or unarmed defense factor of the defender, to resolve success or failure of the attack. This type of resolution looks like this:
72 : [[Krag dweller]]

73 : [[Storm griffin]]
<div {{prettydiv|margin-right=55%}}><center><tt>'''UAF: 29 vs UDF: 31 = 0.935 * MM: 125 + d100: 92 = 208'''</tt></center></div>
74 : [[Lesser minotaur]]

75 : [[Greater vruul]], [[Moulis]], [[Naisirc]]

76 : [[Minotaur warrior]], [[Shrickhen]]
This attack again has four components which function similarly to the preceding resolution types, each component possibly comprised of several factors.
77 : [[Farlook]], [[Raving lunatic]]

78 : [[Dhu goleras]], [[Minotaur magi]], [[Seraceris]]
<div {{prettydiv}}> '''1) UAF: 29'''
79 : none
<br> The UAF or unarmed attack factor has been calculated to be 29 for this attack. Factors that make up this component include skills, attribute bonuses like [[STR]] and [[AGI]], the [[925|enchantment]] properties of UAC-specific boots and gloves, and certain spells such as [[509|Strength]] or [[1209|Dragonclaw]].</div>
80 : [[Vvrael witch]]

81 : [[Csetairi]]
<div {{prettydiv}}> '''2) UDF: 31'''
82 : [[Bent being]], [[Caedera]], [[Earth elemental]], [[Gnarled being]], [[Stooped being]], [[Twisted being]]
<br> UDF, or the unarmed defense factor has been calculated to be 31 for this attack. Factors that make up this component include character or creature level, [[Evade|dodge and parry]] abilities, shield use, the enchantment properties of various items, and those [[:Category:Defensive Spells|defensive spells]] that help your character's defenses.</div>
83 : [[Lesser construct]]

84 : [[Greater krynch]], [[Gremlock]], [[Lich qyn'arj]], [[Vvrael warlock]]
<div {{prettydiv}}> '''= 0.935'''
85 : none
<br> In the case of unarmed combat, an interim value is calculated and shown. This interim value is simply a ratio derived from the UAF divided by the UDF. Of course, you would like this interim value to be higher than 1.0, and it has a highest potential value of 2.0.</div>
86 : [[Aivren]], [[Festering taint]], [[Illoke elder]]

87 : [[N'ecare]]
<div {{prettydiv}}> '''3) MM: 125'''
88 : [[Greater earth elemental]]
<br>[[MM]], or Multiplier Modifier, is calculated here to be 125 and is a concept unique to the UAC system. It is a numerical value comprised of various advantages and penalties like the attacker's [[Stance|stance]] and positioning, equipment like shield or weapon held and armor worn, the defender's status (i.e. stunned or prone), and the lighting conditions in the room or area. It is a bit complex to understand, but you would like this number to be as high as possible.</div>
89 : [[Illoke jarl]], [[Ithzir scout]]

90 : none
<div {{prettydiv}}> '''4) + d100: 92'''
91 : [[Ithzir initiate]], [[Lost soul]]
<br> Our friend, the random d100 (random number between 1 and 100) puts in its appearance again.</div>
92 : [[Ithzir janissary]], [[Water elemental]]

93 : [[Ithzir herald]], [[Vaespilon]]
<div {{prettydiv}}> ''' = 208'''
94 : [[Triton dissembler]]
<br> And the final result is 208. This number is calculated by taking the interim ratio calculated earlier, multiplying that ratio and the multiplier modifier, and then adding the d100 result. Of course, as expected you need this end result to be higher than 100, and the higher the value, the more devastating the blow.</div>
95 : none

96 : [[Greater construct]], [[Ithzir adept]], [[Siren]], [[Triton executioner]]

97 : [[Fallen crusader]], [[Ithzir seer]]
==Maneuvers==
98 : [[Spectral triton defender]], [[Triton combatant]]
It's surprising what a little [[Bearhug|hug]] can do in these lands, or how devastating [[Shield Bash|swatting with your shield]] can be! These types of attacks are generally the purview of the more physical adversaries in the lands - the warrior and paladin types - but all professions have some [[Combat maneuvers|maneuvers]] that can be learned. And they can be very effective!
99 : none

100 : [[Glistening cerebralite]], [[Triton radical]], [[War griffin]]
This resolution looks much simpler at the outset to understand. But be warned, that's simply because a lot of the advantages and penalties are not directly shown. This makes explaining what you will see straight-forward, and understanding what you will see the journey of your character's lifetime. This type of resolution looks like this:
101 : none

102 : [[Triton magus]]
<div {{prettydiv|margin-right=55%}}><tt>'''[Roll result: 109 (open d100: 56)]'''</tt></div>
103 : [[Enormous rift crawler]], [[Ethereal triton sentry]]

104 : [[Darkly inked fetish master]]

105 : [[Greater water elemental]]
Simple, right? This resolution has only two visible components, but there are a couple of peculiarities.
106 : [[Murky soul siphon]]

107 : none
<div {{prettydiv}}> '''1) Roll result: 109'''
108 : [[Vvrael destroyer]]
<br> Unlike our preceding combat resolution types, this one starts off with the resolution result for the attack. Again, the value to strive for is greater than 100.</div>
109 : none

110 : [[Lich]]
<div {{prettydiv}}> '''2) (open d100: 56)'''
<br> And unlike our preceding combat resolution types, the concept of an open-ended d100 (random number between 1 and an unbounded value) is expressed. What does this mean? In simple terms, a standard d100 result is generated, and if that value is 96 or greater, another d100 value is generated. This process continues (open-ended) until the d100 roll result is less than 96. Then all the values are added together. Therefore, however unlikely it may be, it is possible to have this number show a result of 200, 300 or more!</div>


One helpful note: The same rule about comparing values holds true here. The difference between the final result and the d100 role can give important insights into the potential success of your character's attack or survival. The greater the difference between these two numbers, the more skilled or less disadvantaged the attacker is over the defender. It is well beyond the scope of this beginner's guide to explain all the nuances that make up the final resulting number as each maneuver has different factors involved. But with a little research and exploration, those nuances can be understood.

=Surviving Combat=
This all seems pretty daunting, doesn't it? We've only scratched the surface to create a general understanding of what tools your character can use to attack, how your character can defend, and what you, the player, see reflected on screen that can give you some important indicators about the likely outcomes. But with all the factors each component has to consider, it seems almost a nightmare trying to keep track of it all. But rest assured, with experience comes a familiarity that in time will seem almost second nature. It is that experience that allows a player to explore the unique depths the [[GemStone]] game has to offer in combat, and that allows the entertainment to last. Exploring a second or third profession can return you, the player, to these early days of excitement, where there's so much to learn to master your character's advancement.

Fortunately, for the earlier levels of the game, and for most first-time players, there are some general suggestions that - if built into a practice of habit - can greatly simply the first few outings. Success will then allow you to explore other options and gauge the effect on various outcomes. There are four categories of suggestions we'll cover here in this beginner's guide: '''Prepare''' for combat; '''Dance''' the combat dance; '''Recover''' from short term effects of battle, and; most importantly, know when to '''Run!'''

==Prepare==
To face these unknowns, it is important that your character put his or her best foot forward, so to speak. If you're reading this guide, you likely have explored some of the companion beginner's [[:Category:New Player|guides to various professions]]. If you haven't, spend a bit of time with these beginner's guides. Their intent is to get you on a solid footing with the nuances of your chosen profession - including any peculiarities or subtleties in combat associated with that profession.

For this category, '''Prepare''', the single most over-whelming observation is:

<div {{prettydiv}}> Preparation for meeting a foe on the battle field begins well before ever setting foot on that battle field.</div>


Without covering all the material we already have, this breaks down into six general pro-tips:

'''Make sure you're [[WEAR (verb)|wearing]] your armor''' before you decide to start out. Nothing is more embarrassing than dying during an encounter with your armor in your hands or your backpack. It may seem overly simplistic, but it happens more than one might imagine - even to old pros. Most often simply an oversight, get into the practice of always checking before your character heads out. It simply isn't done to enter the battle field under-dressed for the occasion!

'''[[GET (verb)|Equip]] or [[READY (verb)|Ready]] your character's weapon and shield (if used), or your character's runestaff''' before you start to move. This is probably the most frequent reason for a character meeting his or her demise ahead of [[Lorminstra|Lorminstra's]] plan, although it is slightly less embarrassing. Not by much, though!

'''[[SPELL (verb)|Check your spells]]''' in particular with SPELL ACTIVE to see which spells your character currently has protecting him or her self. If your character's [[Buff spells|protections]] are not what they need to be, get those spells before stepping into the unexplored frontier.

'''[[INVENTORY (verb)|Check for necessities]] in your inventory''', like arrows, if your character is trained in the [[Ranged|ranged]] skill, and [[Herb|healing herbs]] your character may opt to carry to offset wounds received in the field. This step is particularly critical if your character intends to hunt [[Undead|undead creatures]], which require blessed weapons to effectively strike. [[LOOK (verb)|Look at]] your weapon (or gloves and boots) to see if you see a glow that indicates these items are currently blessed. Seek out a [[Cleric|cleric]] or a member of the order of [[Voln]] to assist you if you need your equipment blessed.

'''Check your character's general readiness in [[HEALTH (verb)|health]], [[Mana|mana]] and [[Encumbrance|encumbrance]]''' and if necessary put some of your inventory into a [[Locker|storage location]]. If your character is weakened or burdened to the point of dragging his or her feet, the dance becomes very short.

And finally, '''make doubly sure your character is in [[STANCE (verb)|a defensive stance]]''' by typing in the command STANCE DEFENSIVE. Do this twice, just to be sure. This one suggestion is so important that the game makes sure your character starts the game session in a defensive posture automatically, to give your character the best possible chance of survival. Learn from it, and be sure to always be in a defensive stance before seeking out a foe. And check it again. It's a great habit to build.

Although not a pro-tip, also remember that hunting - the active pursuit of multiple foes across a region - is safer and oftentimes more enjoyable in groups! Be sure wherever possible to [[SERVICE (verb)|take along]] a partner or two and build a friendship through travails overcome and foes defeated.

==Dance==
Well, this is it. In this section, you are exposed to the core of combat. Everything that you learned above about the combat resolution system will be brought into play right here. You've chosen to have your character brave the wilds in order to gain knowledge and riches. You've ensured your character is well-prepared by following the habits suggested in the six tips above. You're all set, and with your heart pounding slightly faster, you move along a faint trail until your character encounters a foe!

For this category, '''Dance''' the single most important observation is:

<div {{prettydiv}}> Only fools and the most desperate of characters first engage a foe in a fully offensive posture.</div>


The Dance is called many things informally, such as 'Stance Dancing' or 'Parry Tag' (a term the [[Adventurers of Yore|elders]] of the lands may sometimes use). The intent of the Dance in combat is to minimize your foe's opportunity to strike you while maximizing your own chances for success in striking back. And all of what follows in this category is based on the premise that you are following that most important pro-tip in preparing - your character is in STANCE DEFENSIVE when a foe is first encountered. Always.

'''[[APPRAISE (verb)|Appraising your opponent]]''' when your character first meets a foe will give you important insights as to the size and potential risk that creature poses. Use it liberally and your character will likely survive many an encounter. This step is very similar to sizing up any other partner as a suitable dancing companion.

'''In the early levels, it's ok to let your foe attack first.''' This pro-tip won't hold true for very long, so be careful. But when you, the player, are first trying to learn various components of the combat system, most of the creatures your young character will run into will attempt to physically attack you. If your character is in a full defensive posture, the odds are very good that he or she will survive this first probing and gain key insights. And if mischance should occur and your character is struck despite the best defenses that can be mustered, that's a clue!

'''In the early levels, get a sense for the timing of your foe's attack sequence.''' Yes, this might mean you let your foe swing twice before you attempt to attack. If your character simply cannot be harmed while in STANCE DEFENSIVE - as evidenced by a negative number in the combat resolution determination - there's no harm but a few wasted seconds. Count those seconds! Knowing that your character's foe is faster or slower than your character's ability to dance in combat is often the key to success. Expect the creature's [[Roundtime|roundtime]] - or the time between its attacks - to be between four and nine seconds as a general rule during the character's early levels. Then observe and confirm it.

*'''If your character is a spell caster, [[PREPARE (verb)|prepare]]''' the spell your character will attempt to cast during this phase of the dance. Your character can maintain a spell readied for about 15 seconds before it will disappear, long enough in most cases to allow you to watch an attack or two from the foe while your character is holding in readiness to obliterate it!

*'''If your character is a [[Ranged|ranged]] weapon user''' and you haven't already done so, now is the right time to GET an arrow or bolt and be ready to fire.

'''Immediately following a foe's attack, go to STANCE OFFENSIVE and give it what-for!''' Armed with a sense of the difficulty and a good idea of how fast your character's opponent is, you're in a great position to [[ATTACK (verb)|attack]], [[FIRE (verb)|shoot at]], or [[CAST (verb)|cast a bolt or ball spell at]] your character's opponent. This will cause your character to incur [[Roundtime|roundtime]], just as your character's foe did - a period of time where you're engaged in making the strike and very little else can hold your character's focus or attention. It is at this point that your character is the most vulnerable to another attack.

*'''If your character is one of the [[Warding|warding]] spell caster persuasion''', you do NOT need to go STANCE OFFENSIVE. You can cast your spell while in a defensive posture. This will result in a different form of roundtime, called a 'Soft' or 'Spell' roundtime, during which you can perform actions normally not allowed in roundtime. It will also result in your character being forced into a GUARDED stance, not quite as good as a full defensive posture, but far better than being stuck in a full offensive posture.

*'''If your character's attack results in the foe being [[Stunned|stunned]] or [[Prone|knocked down]]''', as soon as you can, press the advantage by having your character attack again! In the case where a foe is prone, that foe uses an action to stand up rather than to attack, in these early levels - giving you an opportunity to have your character put a decisive conclusion to the dance.

'''Immediately following the expiration of your character's roundtime, go to STANCE DEFENSIVE''' to minimize your character's vulnerability. And thus the dance completes a turn - the first tentative strikes are made and the results tabulated with the combatants returning to their starting state, and ready to step off again. If your character's attack was successful, and your character's defenses are strong enough - you stand an excellent chance at defeating your character's antagonist. The dance may need to be repeated a few times, switching between stances to best effect, but your character should come out on top!

*'''If your character is a spell user''' casting bolts or ball spells, you should immediately go to STANCE DEFENSIVE, as the roundtime your character experiences is the same 'Soft' roundtime that the warding spell users experience. This likewise will put your character into a GUARDED stance, with all its benefits.

'''When the foe expires, don't forget to [[LOOT (verb)|gather the creature's loot]].''' This is the riches part of the hunting experience, and leaving behind items of value will definitely make your character a candidate to join the [[House Paupers|House of Paupers]], which isn't bad. But having the [[Silver coin|silvers]] doesn't hurt, either!

'''Before moving on, make sure your character is in STANCE DEFENSIVE.''' Never give a foe an opportunity to 'sneak' up on your character without being as fully prepared as possible to withstand the surprise.

It is important to note that the tip about allowing the opponent to attack first is sound for your character's first few levels. It is vitally important to learn fast, however. Beginning sometime around your character's 12th to 15th level, depending on what your character hunts, foes will start casting warding spells that can seriously detract from your character enjoying the sojourn. Here, the key is to 'know your opponent' before your character has a chance meeting. Exploring the attack attributes of the creatures your character intends to engage is a vital key to your character's survival in the later reaches of the game. A fairly good example of a creature that might surprise your character is the [[Nedum vereri]]. Pay particular attention to the 'Near level creatures' feature box at the bottom of that article. Asking for advice from experienced hunters in the region doesn't hurt - some of them may even be willing to take you along on an introductory hunt!


==Run!==
From time to time, the foe will hold all the advantages on the battle field. Your appraisal of your foe may indicate that it is simply too tough a match for your character. The foe may be wielding a drake weapon, or worse, a [[Feras|feras]] weapon and your character simply doesn't want to risk a scratch from these deadly devices. Your character may be injured beyond the ability to properly defend him or her self.

All of these, and more, can indicate it is time to '''Run!''', for as the wise wizard once observed:

<div {{prettydiv}}>Far preferable it is to have walked home without proving oneself a hero, than to have been carried home thereby removing all doubt.</div>

'''Keep track of your character's foes and status.''' As more foes may pile into the confrontation with your character, your character's ability to defend against a [[Multi Opponent Combat#Force on Force|substantial force]] rapidly degrades, especially without [[Multi Opponent Combat|training]] to offset it. In the earlier levels, all the creatures will likely swing or otherwise attack in unison, allowing you a false sense of security in which to continue the practice of observing roundtimes and picking the moment for your character to strike. But there is a risk that by sheer numbers your character's best defense can be overcome. As a rule of thumb, try to keep your character engaged with a singular foe, certainly no more than two! Unless you're group hunting, which then turns the tables on the poor creatures.

*'''If your character faces more than two foes''' simply move a room or two away and recenter your attention. Wait for a short time, as the odds are one of the foes will follow your character into the temporary haven. And if it should be more than two, simply move again. This technique can also serve if your character engages a spell casting foe which has prepared a spell and you're not interested in witnessing the outcome. ''Fade'' into the environment and pick your time to strike! It can be useful to [[PEER (verb)|peer]] into the room or area you just left, to observe how your foes may be responding.

*'''If your character faces more than two foes and your character has managed to stun or knock one down''', then fade anyway, and peer. When the other foe moves from the area, step in and finish the dance with the foe that is disoriented.

'''Know when to call it quits!''' Check your character's [[Encumbrance|encumbrance]] and [[HEALTH (verb)|health]] often, and if either isn't what it should be, move your character back to town. Seek an empath's assistance and save the salad for another time. Put the coins in a bank, and unload some of your character's inventory to get back in dancing trim. If your character's unabsorbed experience reaches numbed or beyond, give yourself and your character a rest and head back into town anyway. Ultimately your character will advance in training faster for resting when absorbing experience.

'''If your character is hunting undead''' pay particular attention to when the blessing on your weapon or UAC gear should run out. There's no sense remaining behind to fan the opponent ineffectually while facing the brunt of its attack.

==Recover==
All of this dancing with foes will have one of two possible outcomes: The good outcome is that your character may have accumulated enough [[Experience|experience]] to feel a bit muddled, numbed or in need of a rest, and; the less good outcome is that your character may need to be seen by an [[Empath|empath]] or use [[Herb|herbs]] to heal - or in the worst of potential outcomes, may need the services of a fairly prominent [[Cleric|cleric]] to restore life to your character.

Irrespective of whether the outcome is on the good side of the spectrum or at the farthest and darkest other end, you need to know how your character should '''Recover''' from the rigors of combat. The single most important observation is:

<div {{prettydiv}}>There's no place like home to rest and recover, but in a pinch a bundle of [[Acantha leaf|acantha leaves]] is a life saver!</div>


In extreme circumstances, your character may have to recover 'in the field' so to speak. Extreme loss of [[Hit point|hit points]] cause your character to lose combat effectiveness, both in the attack and in the defense! Your character may suddenly be embarrassed to experience a [[Wound|severed arm or leg]] - and there won't be an option to bite off the foe's kneecap. Ultimately, if you don't plan for these in-field experiences, your character may be slain where he or she stands. Then there's nothing for it but to [[DEPART (verb)|depart]] the field of battle in Lorminstra's grace, or wait to be rescued. Far preferable it is to make one's own way back to town, to rest and recover.

Here are a few pro-tips to help your character in recovering from the rigors of the dance.

'''In the field, [[TEND (verb)|tend]] to your wounds''' if you have skill in first aid, in particular those that are bleeding. Even better, that preparation that you undertook for your character's success hopefully included [[Herb|herbs]] that your character is carrying. Use them! But be wary, you'll have to [[PUT (verb)|put away]] or [[STOW (verb)|stow]] your weapon or your shield to have a free hand to use herbs. And herbs lead to hard roundtime. Imagine being unable to focus on anything but eating a healthy salad to restore your character's readiness only to have a troll wander across your character, looking for its own meal.

'''At home (in town) establish a routine''' to [[SELL (verb)|sell]] any unwanted items, gems or equipment and [[DEPOSIT (verb)|deposit]] your character's bounty in the local bank. Don't be afraid to solicit advice from fellow adventurers, particularly when the value of an item at a [[Pawnshop|pawnshop]] seems high, or is of such worth that the pawnshop simply will not take it. A good standing association with a [[Bard|bard]] is essential in those moments. Don't forget to offer a tip. Some won't accept any silvers for services, but its considered polite to offer.

'''At home (in town) move to a [[Node|gathering spot]]''' to take the best advantage of comradeship and recovery rates. Once at that spot, [[STOW (verb)|stow]] or [[PUT (verb)|put away]] your character's weapon, and shield or runestaff. It is '''critical''' to remember that if you're using the PUT verb to put away your character's items, you should always use the MY keyword - PUT MY BROADSWORD IN '''MY''' BACKPACK, as an example. Many is the item that has found its way to a new owner inadvertently and for no reason better than to have put that item into the wrong container, like someone else's backpack!

'''At home (in town), most likely while at that gathering spot''' seek out the services of an [[Empath|empath]] for healing, or other spell casters, such as a [[Cleric|cleric]] for weapon [[304|blessing]], and [[Wizard|wizards]] or [[Sorcerer|sorcerers]] who can help your character refresh those [[Buff spells|defensive spells]] that were so important in preparing for the dance. Again, offering to tip is considered polite.

And so the cycle has been completed. A new foray is in the offing, with opportunities to act upon what your character has learned in the continual struggle for advancing in knowledge and riches. Be absolutely sure to start '''Preparing''' again, and follow the habits you're learning to give your character the best possible odds of survival in these early levels.

Good luck!

=See Also=

=External Links=

Latest revision as of 11:31, 16 February 2020

UOM spells available (DR, or beyond?)

This was the list of self mana spells given on Discord: https://discordapp.com/channels/226045346399256576/594009933763051549/674690239692013578

And indeed no 1711.

101, 102, 103, 104, 105, 106, 107, 108, 109, 110, 111, 112, 113, 114, 117
201, 202, 203, 204, 205, 206, 207, 209, 210, 211
301, 302, 303, 304, 305, 306, 308, 309, 315
401, 402, 403, 404, 405, 406, 407, 408, 409, 410, 411, 412, 413, 414
501, 502, 503, 504, 507, 508, 509, 510, 511, 512
601, 602, 603, 604, 609, 611
701, 702, 703, 704, 705, 706, 708, 709
801, 802, 803, 804, 805, 806, 807, 808, 809, 810, 811, 812, 813, 814, 815, 816, 817, 818, 819, 820
901, 902, 903, 904, 905, 906, 907, 908, 909, 910, 911, 916
1101, 1102, 1103, 1104, 1105, 1106, 1107, 1108,1110, 1111, 1112, 1113, 1114
1201, 1202, 1203, 1204, 1205, 1206, 1207, 1208, 1209, 1210, 1211, 1214, 1215
1601, 1602, 1604, 1607, 1608
1700, 1701, 1704, 1705, 1706, 1707, 1708, 1709, 1710, 1716


Creatures in level range: (1-110)

      Lvl : Creatures
      1 : Black rolton, Black-winged daggerbeak, Carrion worm, Fanged rodent, Fire ant, Giant ant, Giant rat, Kobold, Lesser ghoul, Mountain rolton, Rolton, Skeleton, Slimy little grub, Spotted gnarp, Young grass snake, Zombie rolton
      2 : Big ugly kobold, Brown gak, Cave gnome, Fanged goblin, Ghost, Goblin, Lesser frost shade, Lesser shade, Mistydeep siren, Moaning phantom, Pale crab, Phantom, Rabid squirrel, Sea nymph, Spotted gak, Thyril
      3 : Bresnahanini rolton, Cave gnoll, Cave nipper, Dark vysan, Fire salamander, Greater ghoul, Greater ice spider, Hobgoblin, Ice skeleton, Kobold shepherd, Mountain snowcat, Relnak, Spotted velnalin, Striped gak, Striped relnak, Troglodyte, Velnalin, White vysan
      4 : Black urgh, Cobra, Fanged viper, Mongrel kobold, Revenant, Ridge orc, Spotted leaper, Urgh, Water moccasin, Whiptail
      5 : Bobcat, Coyote, Dark apparition, Mist wraith, Mongrel hobgoblin, Nasty little gremlin, Night golem, Water witch
      6 : Cockatrice, Firephantom, Leaper, Lesser mummy, Lesser orc, Monkey, Snowy cockatrice, Spectral fisherman, Spotted lynx
      7 : Blood eagle, Greater kappa, Hobgoblin shaman, Lesser burrow orc, Lesser red orc, Shelfae soldier
      8 : Albino tomb spider, Bone golem, Crystal crab, Greater burrow orc, Greater orc, Greater spider, Mottled thrak, Thrak
      9 : Brown spinner, Crocodile, Death dirge, Manticore, Snow spectre
      10 : Cave worm, Giant marmot, Gnoll worker, Great boar, Rabid guard dog, Raider orc, Werebear
      11 : Neartofar orc, Shelfae chieftain, Wall guardian
      12 : Crystal golem, Dark orc
      13 : Darkwoode, Deranged sentry, Gnoll thief, Great stag, Plumed cockatrice, Tawny brindlecat
      14 : Agresh troll scout, Black boar, Brown boar, Forest troll, Giant weasel, Great brown bear, Grey orc, Shadowy spectre, Silverback orc, Spectre, Swamp troll
      15 : Arctic puma, Black leopard, Gnoll ranger, Humpbacked puma, Large ogre, Luminescent arachnid, Neartofar troll, Panther, Puma, Ridgeback boar, Tomb wight, Wolfshade, Wraith
      16 : Agresh bear, Agresh troll warrior, Banded rattlesnake, Black bear, Cave troll, Fire guardian, Fire rat, Ghost wolf, Ghoul master, Hill troll, Mongrel troll, Mongrel wolfhound, Mountain ogre, Phosphorescent worm, Plains orc warrior, Red bear, Wind witch
      17 : Black panther, Dark shambler, Forest ogre, Giant veaba, Gnoll guard, Krolvin mercenary, Mountain goat, Mountain troll, Plains ogre, Plains orc scout, Spiked cavern urchin
      18 : Bighorn sheep, Cave lizard, Elder ghoul master, Fire cat, Ghostly warrior, Greenwing hornet, Mountain lion, Nedum vereri, Plains lion, Plains orc shaman, Rotting krolvin pirate, Shelfae warlord, Thunder troll, War troll
      19 : Krolvin warrior
      20 : Agresh troll chieftain, Arch wight, Gnoll priest, Major spider, Massive grahnk, Ogre warrior, Steel golem, Striped warcat, Wood wight
      21 : Ancient ghoul master, Arachne servant, Cave bear, Plains orc chieftain
      22 : Cougar, Crested basilisk, Dark panther, Warthog
      23 : Arachne acolyte, Centaur, Centaur ranger, Crazed zombie, Fenghai, Niirsha, Nonomino, Rotting woodsman, Zombie
      24 : Arctic wolverine, Burly reiver, Giant albino scorpion, Ice hound, Night hound, Reiver, Roa'ter wormling, Tree viper, Veteran reiver, Wolverine
      25 : Carceris, Gnoll jarl, Krolvin warfarer, Sacristan spirit, Spectral monk
      26 : Arachne priest, Jungle troll, Tree spirit
      27 : Cyclops, Frenzied monk, Grutik savage, Lesser stone gargoyle, Monastic lich, Snow leopard, Troll chieftain
      28 : Cook's assistant, Darken, Dobrem, Fire ogre, Giant hawk-owl, Ki-lin, Martial eagle, Moaning spirit
      29 : Arctic manticore, Grutik shaman, Ice troll, Pra'eda, Scaly burgee
      30 : Elder tree spirit, Giant albino tomb spider, Hisskra warrior, Hooded figure, Hunter troll, Jungle troll chieftain, Lesser wood sprite, Mammoth arachnid, Tegursh sentry
      31 : Ash hag, Krynch, Skeletal ice troll, Wild hound
      32 : Caribou, Ghostly mara, Giant fog beetle, Lesser fetid corpse, Rotting corpse, Rotting farmhand
      33 : Ghostly pooka, Hisskra shaman, Maw spore, Mezic, Moor hound, Sand beetle, Skeletal giant, Three-toed tegu
      34 : Cold guardian, Colossus vulture, Hisskra chieftain, Lava troll, Luminous spectre, Moor witch, Rock troll zombie, Skeletal soldier, Spectral warrior, Tundra giant
      35 : Barghest, Bog troll, Moor eagle, Shimmering fungus, Spectral shade, Spectral woodsman, Troll wraith, Water wyrd
      36 : Arctic titan, Dust beetle, Fire giant, Krolvin slaver, Snow crone, Spectral lord, Undertaker bat
      37 : Huge mein golem, Lesser moor wight, Magru, Shadow mare, Sheruvian initiate, Skeletal warhorse, Tusked ursian
      38 : Frost giant, Grizzly bear, Krolvin corsair, Mud wasp, Shadow steed, Vesperti, Wood sprite
      39 : Greater bog troll, Greater moor wight, Stone gargoyle, Storm giant, Vourkha
      40 : Forest bendith, Kiramon worker, Myklian, Spectral miner
      41 : Bog wraith, Lesser ice giant, Roa'ter, Sheruvian monk, Skeletal lord
      42 : Baesrukha, Dark vortece, Frozen corpse, Greater fetid corpse, Minor glacei, Phantasma, Shan cleric, Shan ranger, Shan warrior, Shan wizard, Siren lizard, Swamp hag
      43 : Dreadnought raptor, Night mare, Wasp nest
      44 : Bog wight, Firethorn shoot, Forest trali shaman, Gaunt spectral servant, Mastodonic leopard, Polar bear
      45 : Ice wraith, Lesser vruul
      46 : Cinder wasp, Forest trali, Greater ice giant, Kiramon defender, Lesser faeroth, Rotting chimera
      47 : Bog spectre, Major glacei
      48 : Dybbuk, Horned vor'taz, Necrotic snake, Red-scaled thrak, Sand devil, Warrior shade
      49 : Waern
      50 : Banshee, Flesh golem, Greater faeroth
      51 : none
      52 : Seeker, Snow madrinol, Tomb troll, Wooly mammoth
      53 : Ice golem, Lesser ice elemental, Sabre-tooth tiger, Stone sentinel
      54 : Animated slush, Ethereal mage apprentice, Skayl, Tomb troll necromancer
      55 : Eidolon, Nightmare steed, Stone troll
      56 : Decaying Citadel guardsman, Glacial morph, Lava golem
      57 : none
      58 : Massive pyrothag, Rotting Citadel arbalester, Stone giant
      59 : Black forest viper, Massive black boar
      60 : Black forest ogre, Fire elemental, Putrefied Citadel herald
      61 : Wind wraith
      62 : Illoke mystic, Phantasmal bestial swordsman, Stone mastiff
      63 : Ice elemental, Massive troll king, Sheruvian harbinger, Soul golem
      64 : Fire sprite, Grifflet
      65 : none
      66 : Emaciated hierophant, Red tsark
      67 : Illoke shaman, Muscular supplicant, Yeti
      68 : none
      69 : Lesser griffin
      70 : Hunch-backed dogmatist, Krag yeti
      71 : Fire mage
      72 : Krag dweller
      73 : Storm griffin
      74 : Lesser minotaur
      75 : Greater vruul, Moulis, Naisirc
      76 : Minotaur warrior, Shrickhen
      77 : Farlook, Raving lunatic
      78 : Dhu goleras, Minotaur magi, Seraceris
      79 : none
      80 : Vvrael witch
      81 : Csetairi
      82 : Bent being, Caedera, Earth elemental, Gnarled being, Stooped being, Twisted being
      83 : Lesser construct
      84 : Greater krynch, Gremlock, Lich qyn'arj, Vvrael warlock
      85 : none
      86 : Aivren, Festering taint, Illoke elder
      87 : N'ecare
      88 : Greater earth elemental
      89 : Illoke jarl, Ithzir scout
      90 : none
      91 : Ithzir initiate, Lost soul
      92 : Ithzir janissary, Water elemental
      93 : Ithzir herald, Vaespilon
      94 : Triton dissembler
      95 : none
      96 : Greater construct, Ithzir adept, Siren, Triton executioner
      97 : Fallen crusader, Ithzir seer
      98 : Spectral triton defender, Triton combatant
      99 : none
      100 : Glistening cerebralite, Triton radical, War griffin
      101 : none
      102 : Triton magus
      103 : Enormous rift crawler, Ethereal triton sentry
      104 : Darkly inked fetish master
      105 : Greater water elemental
      106 : Murky soul siphon
      107 : none
      108 : Vvrael destroyer
      109 : none
      110 : Lich