Spectre: Difference between revisions

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(changed family to ghost)
(HPs (120), armor ASG 17 MBP, log2 creature description (updated) previous description was shadowy spectre, updated attack|defense attributes2, MnE|MjE TDs)
Line 8: Line 8:
| area2 = Vornavian Coast
| area2 = Vornavian Coast
| bcs = <Not Known> <!-- All new creatures are BCS -->
| bcs = <Not Known> <!-- All new creatures are BCS -->
| hitpoints = ?
| hitpoints = 120
| roundtime = ?<!-- Creature speed -->
| roundtime = ?<!-- Creature speed -->
}}
}}
{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. -->
{{Creature attack attributes
| PA1 = Halberd <!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ -->
| physical =
| PAA = 102
{{creature ability|[[Halberd]]|+102 [[Attack strength|AS]]}}
| PA2 = Battle axe
{{creature ability|[[Battle axe]]|+102 [[Attack strength|AS]]}}
| bolt =
| PAB = 102
| BT1 = Minor Shock (901)<!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ -->
{{creature ability|[[Minor Shock (901)]]|+137 [[Attack strength|AS]]}}
| BTA = 137
{{creature ability|[[Major Cold (907)]]|+137 [[Attack strength|AS]]}}
| BT2 = Major Cold (907)
| ability =
| BTB = 137
{{creature ability|[[Gas cloud]]}}
| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ -->
{{creature ability|[[Call Wind (912)]]}}
| WDA =
| OS1 = Call Wind (912)<!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 -->
| MN1 = <!-- Combat Maneuvers insert up to MN10 -->
| AB1 = [[Gas cloud]]<!-- 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 = 17<!-- 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]] |+75 [[Defensive strength|DS]]}}
| Melee = 75
{{creature ability|[[Ranged]] |<N/A> [[Defensive strength|DS]]}}
| Ranged = ?
{{creature ability|[[Bolt]] |<N/A> [[Defensive strength|DS]]}}
| Bolt = ?
{{creature ability|[[Bard Base]] |<N/A> [[Target defense|TD]]}}
| UDF = ?
{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}}
| BarTD = ?
{{creature ability|[[Sorcerer Base]] |+42 [[Target defense|TD]]}}
| CleTD = 42
{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}}
| EmpTD = ?
{{creature ability|[[Cleric Base]] |+42 [[Target defense|TD]]}}
| PalTD = ?
{{creature ability|[[Empath Base]] |<N/A> [[Target defense|TD]]}}
| RanTD = ?
{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}}
| SorTD = 42
{{creature ability|[[Major Elemental]] |<N/A> [[Target defense|TD]]}}
| WizTD = ?
{{creature ability|[[Minor Elemental]] |<N/A> [[Target defense|TD]]}}
| MjETD = 42
{{creature ability|[[Major Spiritual]] |<N/A> [[Target defense|TD]]}}
| MnETD = 42
{{creature ability|[[Minor Spiritual]] |<N/A> [[Target defense|TD]]}}
| MjSTD = ?
{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}}
| MnSTD = ?
{{creature ability|[[Minor Mental]] |<N/A> [[Target defense|TD]]}}
| noability =
| MnMTD = ?
| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link -->
| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically -->
}}
}}
{{Creature treasure
{{Creature treasure
Line 54: Line 61:
{{Creature end}}
{{Creature end}}


<pre{{log2|margin-right=26em}}>You have never seen anything quite like a spectre, so you are not really sure what to make of it or how dangerous it might be.</pre>
The spectre, a flickering, semi-transparent apparition, floats easily over the ground, seeming to move through solid obstacles with little effort. Possessed of excellent incantation ability, the spectre prefers magical combat to physical combat in its efforts to bring down its foes. Its face is permanently twisted into a tortured, leering grin and its eyes stare far ahead, as if transfixed on something horrible in the distance.


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

Revision as of 15:56, 14 May 2021

Spectre
Spectre.jpg
Level 14
Family Ghost family creatures
Body Type Biped
Classification(s) Non-corporeal undead
Area(s) Found Old Mine Road
Vornavian Coast
BCS <Not Known>
HP 120
Speed ?
Attack Attributes
Physical Attacks
Halberd 102 AS
Battle axe 102 AS
Bolt Spells
Minor Shock (901) 137 AS
Major Cold (907) 137 AS
Misc. Offensive Spells
Call Wind (912)
Special Offensive Abilities
Gas cloud
Defense Attributes
Armor
Metal Breastplate ASG 17
Defensive Strength (DS)
Melee 75
Ranged ?
Bolt ?
Unarmed Defense Factor
UDF ?
Target Defense (TD)
Bard Base ?
Cleric Base 42
Empath Base ?
Paladin Base ?
Ranger Base ?
Sorcerer Base 42
Wizard Base ?
Minor Elemental 42
Major Elemental 42
Minor Spiritual ?
Major Spiritual ?
Minor Mental ?
Treasure Attributes
Coins Yes
Gems Yes
Magic Items Yes
Boxes Yes
Skin a spectre skin
Other Alchemy (common)
You have never seen anything quite like a spectre, so you are not really sure what to make of it or how dangerous it might be.

Hunting strategies

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

Prior to the moment where a spectre growls an evil incantation, its DS will be 73 or 91. Between the time of the incantation and the time the spectre casts their spell, their DS goes up to 155. Plan to be in defensive stance from the time of the evil incantion until you see the spectre cast its spell at you. Then quickly switch to offensive stance and make your attacks until you see another evil incantation.

Other information

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

A spectre growls an evil incantation!
A spectre gestures mystically!
A gust of wind tugs at your sleeves.  Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.
The wind knocks you off your balance and you fall over.
Your arms are forced down to your sides!
Roundtime: 12 sec.
The wind then subsides.
Near-level creatures - edit
Level 12 Level 13 Level 14 Level 15 Level 16
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