Waern: 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 = waern.jpg |
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| level = 49<!-- This will also be used at the end of the page in the Near level creature template --> |
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| type = Quadruped |
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| family = Canine<!-- Add creature to family page list, which will be linked on preview/save --> |
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| family = waern |
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| type = Quadruped<!-- Creature body type --> |
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| attacks = Charges and Claws. |
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| otherclass = Corporeal undead<!-- 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 = [[Bonespear Tower]]<br> |
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| otherclass2 = Boss |
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| undead = Yes (corporeal) |
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| area = Bonespear Tower<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
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| bcs = <Not Known> |
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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 = |
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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 = Claw<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --> |
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| physical = |
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| PAA = 276 - 290 |
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{{creature ability|[[Claw (attack)|Claw]]|+276 to +290 [[Attack strength|AS]]}} |
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| PA2 = |
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| PAB = |
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| PA3 = |
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| PAC = |
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{{creature ability|Grapple|Damage, [[RT]], Stun}} |
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| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --> |
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| noability = |
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| BTA = |
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| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --> |
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| WDA = |
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| WD2 = |
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| WDB = |
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| WD3 = |
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| WDC = |
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| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --> |
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| MN1 = Grapple<!-- 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]] |+248 to +266 [[Defensive strength|DS]]}} |
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| Ranged = 248 - 266 |
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{{creature ability|[[Bolt]] |<N/A> [[Defensive strength|DS]]}} |
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| Bolt = |
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{{creature ability|[[UAC]] |+276 [[UDF]]}} |
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| UDF = 276 |
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{{creature ability|[[Bard Base]] |+165 [[Target defense|TD]]}} |
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| BarTD = 165 |
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{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}} |
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| CleTD = 180 |
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{{creature ability|[[Sorcerer Base]] |+190 to +199 [[Target defense|TD]]}} |
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| EmpTD = |
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{{creature ability|[[Wizard Base]] |+200 [[Target defense|TD]]}} |
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| PalTD = |
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{{creature ability|[[Cleric Base]] | +180 [[Target defense|TD]]}} |
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| RanTD = |
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{{creature ability|[[Empath Base]] |<N/A> [[Target defense|TD]]}} |
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| SorTD = 190 - 199 |
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{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}} |
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| WizTD = 200 |
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{{creature ability|[[Major Elemental]] |+200 [[Target defense|TD]]}} |
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| MjETD = 200 |
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{{creature ability|[[Minor Elemental]] |+199 [[Target defense|TD]]}} |
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| MnETD = 199 |
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{{creature ability|[[Major Spiritual]] |<N/A> [[Target defense|TD]]}} |
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| MjSTD = |
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{{creature ability|[[Minor Spiritual]] |<N/A> [[Target defense|TD]]}} |
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| MnSTD = |
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{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}} |
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| MnMTD = |
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{{creature ability|[[Minor Mental]] |<N/A> [[Target defense|TD]]}} |
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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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| magic items = No |
| magic items = No |
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| gems = No |
| gems = No |
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| boxes = |
| boxes = Yes |
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| other = |
| other = |
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| skin = a waern fur |
| skin = a waern fur |
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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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The waern is a vicious-looking embodiment of canine malice and tenacity. The waern's fiendish green eyes glow with insane appetite and her mangy pelt is so ragged, the rotting bones show through in spots. Long, malicious teeth curve out of the waern's rotting muzzle, and the tail that curves over the waern's back is hardly more than segments of bone interspersed with a few pieces of fuzzy, matted hair. Floating over the ground, her paws scarcely leaving a track, the waern dodges almost quicker than the eye can follow. |
<pre{{log2|margin-right=26em}}>The waern is a vicious-looking embodiment of canine malice and tenacity. The waern's fiendish green eyes glow with insane appetite and her mangy pelt is so ragged, the rotting bones show through in spots. Long, malicious teeth curve out of the waern's rotting muzzle, and the tail that curves over the waern's back is hardly more than segments of bone interspersed with a few pieces of fuzzy, matted hair. Floating over the ground, her paws scarcely leaving a track, the waern dodges almost quicker than the eye can follow.</pre> |
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==Hunting strategies== |
==Hunting strategies== |
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Waerns attack and move rather quickly; they tick about once every round / 6 seconds, but sometimes may tick every 4 seconds). However, they are quickly cut down to size by an effective stun. |
Waerns attack and move rather quickly; they tick about once every round / 6 seconds, but sometimes may tick every 4 seconds). However, they are quickly cut down to size by an effective stun, though they can shake it off. It is best to kill any waern in the room first, they are the only danger when under-hunting. Sorcerers with enough mana to spare might use a cast of [[Pain (711)]] to lock them in RT so they cannot use their bite maneuver. |
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With [[Mobility (618)]] and [[Strength (509)]] cast on you, along with armor adjustments, the waern will rarely succeed in biting you even if you have no training to that effect. [[Armored Evasion]] seems to be more useful than [[Armor Support]], at least when strengthened without high [[encumbrance]]. |
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==Other information== |
==Other information== |
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Waerns have the ability to inflict disease and drain [[spirit]] upon a successful hit. |
Waerns have the ability to inflict disease and drain [[spirit]] upon a successful hit. This has the potential to be deadly if the tower knocks you down. |
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Waern exist alongside dybbuks and eidolon, except on the roof where there are only eidolon. Swarms are especially dangerous. |
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Waerns have a "grappling" [[creature maneuver]] that can cause damage, induce [[roundtime]], stun, and disarm a player: |
Waerns have a "grappling" [[creature maneuver]] that can cause damage, induce [[roundtime]], stun, and disarm a player: |
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<pre{{log2}}> |
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<div {{log|margin-right=350px}}> |
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A waern lunges at you! |
A waern lunges at you! |
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A waern grabs your hand in his mouth and shakes his head back and forth viciously! |
A waern grabs your hand in his mouth and shakes his head back and forth viciously! |
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... 20 points of damage! |
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Shot pierces a wrist! |
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You are stunned for 1 round! |
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Roundtime: 5 sec. |
Roundtime: 5 sec. |
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</ |
</pre> |
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==Behind The Scenes== |
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Waern is an old Scottish word meaning the defenses of a fortification. Other creatures around Foggy Valley are similarly borrowed words from other languages, including: [[eidolon]], [[dybbuk]], [[vesperti]], [[pra'eda]], [[shan]], and [[fenghai]]. These are thematically linked through [[Maleskari]] and [[Bonespear Tower]]. The pra'eda, shan, and waern are all warped travesties of wicked hounds, which is presumably an [[Jaron Galarn#Behind The Scenes|homage]] to the [[night hound|night hounds]] of [[Shadow Valley]]. |
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== |
==Behind the scenes== |
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Waern is an old Scottish word meaning the defenses of a fortification. Other creatures around Foggy Valley are similarly borrowed words from other languages, including: [[eidolon]], [[dybbuk]], [[vesperti]], [[pra'eda]], [[shan]], and [[fenghai]]. These are thematically linked through [[Maleskari]] and [[Bonespear Tower]]. The pra'eda, shan, and waern are all warped travesties of wicked hounds, which is presumably an homage to the hell hounds of [[Castle Anwyn]]. |
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* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1332 Waern on Play.net bestiary] |
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Bonespear Tower appears to be based on Clark Ashton Smith's [http://www.eldritchdark.com/writings/short-stories/27/the-colossus-of-ylourgne "The Colossus of Ylourgne"], which is set in the fictional French province of Averoigne whose forest is infamous for werewolves. Similarly, [[Shadow Valley]] with its [[night hound]]s is influenced by H.P. Lovecraft stories involving hideous flesh transmogrification, as well as unnatural hybrids and other motifs. These areas are all subtextually related, even though it is otherwise not obvious. |
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{{Nearlevel |
{{Nearlevel |
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|levelp2 = 51 |
|levelp2 = 51 |
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}} |
}} |
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[[Category:Bonespear Tower creatures]] |
Latest revision as of 13:11, 13 November 2022
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The waern is a vicious-looking embodiment of canine malice and tenacity. The waern's fiendish green eyes glow with insane appetite and her mangy pelt is so ragged, the rotting bones show through in spots. Long, malicious teeth curve out of the waern's rotting muzzle, and the tail that curves over the waern's back is hardly more than segments of bone interspersed with a few pieces of fuzzy, matted hair. Floating over the ground, her paws scarcely leaving a track, the waern dodges almost quicker than the eye can follow.
Hunting strategies
Waerns attack and move rather quickly; they tick about once every round / 6 seconds, but sometimes may tick every 4 seconds). However, they are quickly cut down to size by an effective stun, though they can shake it off. It is best to kill any waern in the room first, they are the only danger when under-hunting. Sorcerers with enough mana to spare might use a cast of Pain (711) to lock them in RT so they cannot use their bite maneuver.
With Mobility (618) and Strength (509) cast on you, along with armor adjustments, the waern will rarely succeed in biting you even if you have no training to that effect. Armored Evasion seems to be more useful than Armor Support, at least when strengthened without high encumbrance.
Other information
Waerns have the ability to inflict disease and drain spirit upon a successful hit. This has the potential to be deadly if the tower knocks you down.
Waern exist alongside dybbuks and eidolon, except on the roof where there are only eidolon. Swarms are especially dangerous.
Waerns have a "grappling" creature maneuver that can cause damage, induce roundtime, stun, and disarm a player:
A waern lunges at you! A waern grabs your hand in his mouth and shakes his head back and forth viciously! ... 20 points of damage! Shot pierces a wrist! You are stunned for 1 round! Roundtime: 5 sec.
Behind the scenes
Waern is an old Scottish word meaning the defenses of a fortification. Other creatures around Foggy Valley are similarly borrowed words from other languages, including: eidolon, dybbuk, vesperti, pra'eda, shan, and fenghai. These are thematically linked through Maleskari and Bonespear Tower. The pra'eda, shan, and waern are all warped travesties of wicked hounds, which is presumably an homage to the hell hounds of Castle Anwyn.
Bonespear Tower appears to be based on Clark Ashton Smith's "The Colossus of Ylourgne", which is set in the fictional French province of Averoigne whose forest is infamous for werewolves. Similarly, Shadow Valley with its night hounds is influenced by H.P. Lovecraft stories involving hideous flesh transmogrification, as well as unnatural hybrids and other motifs. These areas are all subtextually related, even though it is otherwise not obvious.
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