Sand devil: Difference between revisions

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(Added spell number "Sandstorm (914)")
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| OS1 = Sandstorm
| OS1 = Sandstorm (914)
| OS2 = Web (118)<!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 -->
| OS2 = Web (118)<!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 -->
| MN1 = <!-- Combat Maneuvers insert up to MN10 -->
| MN1 = <!-- Combat Maneuvers insert up to MN10 -->

Revision as of 17:57, 28 February 2020

Sand devil
Sand devil.jpg
Level 48
Family Devil family creatures
Body Type Reptilian
Area(s) Found Fhorian Village
BCS Yes
HP 240
Speed
Attack Attributes
Physical Attacks
Claw 273 AS
Misc. Offensive Spells
Sandstorm (914)
Web (118)
Defense Attributes
Armor
? ASG
Defensive Strength (DS)
Melee
Ranged
Bolt
Unarmed Defense Factor
UDF
Target Defense (TD)
Bard Base 168 - 171
Cleric Base
Empath Base 183 - 185
Paladin Base
Ranger Base
Sorcerer Base 196 - 197
Wizard Base
Minor Elemental
Major Elemental
Minor Spiritual 202
Major Spiritual
Minor Mental
Defensive Spells
Elemental Barrier
Elemental Defense III
Lesser Shroud
Spirit Warding II
Treasure Attributes
Coins Yes
Gems Yes
Magic Items Yes
Boxes Yes
Skin No
Other

Mutiple attack abilities, including a command of many offensive spells, make the sand devil a most dangerous adversary. Its name comes from the appearance of its leathery, yellowish, reptilian head crowned with two long, upright, black horns. The sand devil swirls in and out of areas, constantly rotating to keep the wind and dust whipping around it. This allows its sharp claws to remain hidden, emerging suddenly from the sandstorm to slash at surprised foes.

Hunting strategies

When a sand devil moves into a new room, it takes approximately one round (around 5 seconds) to make a movement, which then automatically casts the spell Sandstorm. This sandstorm takes about two rounds to form, in which time the sand devil may attack or cast spells on itself.

Popular hunting styles include utilizing sandstorm nullifying spells such as Elemental Dispel, or disabling/stunning the sand devil before it can make a move, as the sandstorm does not form until the sand devil makes an action movement. Also, PEERing into other rooms can show you if sandstorms have developed already, so you can avoid those rooms until the sand devil leaves the room, in which case the sandstorm dissipates.

Only one sand storm will be in the room regardless of the amount of sand devils. Killing the sand devil that started the sandstorm will make that sandstorm dissipate. Other sand devils in that room must begin a new sandstorm at that point.

Sorcerers

Sorcerer's can handle these with ease. 719 generally gets them with one cast. If it doesn't, finish them with 702.

Other information

This section has not been added yet; please add to it now!

References

Near-level creatures - edit
Level 46 Level 47 Level 48 Level 49 Level 50
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