Roa'ter: Difference between revisions
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{{Creature defense attributes |
{{Creature defense attributes |
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| defense = |
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{{creature ability|[[Melee]] |+141 |
{{creature ability|[[Melee]] |+141 [[Defensive strength|DS]]}} |
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{{creature ability|[[Ranged]] |<N/A> [[Defensive strength|DS]]}} |
{{creature ability|[[Ranged]] |<N/A> [[Defensive strength|DS]]}} |
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{{creature ability|[[Bolt]] |<N/A> [[Defensive strength|DS]]}} |
{{creature ability|[[Bolt]] |<N/A> [[Defensive strength|DS]]}} |
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Roa'ters are infamous for their burrow attack. This attack causes the roa'ter to plunge into the ground and follow you around, until it eventually bursts forth directly under your feet. This usually causes a severe wound, and many times death if it hits a vital area. Yet, because they are famous for the treasure in their boxes, many people find it worth the risk to hunt them. |
Roa'ters are infamous for their burrow attack. This attack causes the roa'ter to plunge into the ground and follow you around, until it eventually bursts forth directly under your feet. This usually causes a severe wound, and many times death if it hits a vital area. Yet, because they are famous for the treasure in their boxes, many people find it worth the risk to hunt them. |
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Roa'ters cannot be stunned. They are sometimes knocked to the ground by attacks, but they can still execute their burrow attack while "prone". Roa'ters have very high perception, and may execute its burrow attack even if you are hidden. |
Roa'ters cannot be stunned. They are sometimes knocked to the ground by attacks, but they can still execute their burrow attack while "prone". Roa'ters have very high [[perception]], and may execute its burrow attack even if you are hidden. |
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Roa'ters never stay in a room for more than one turn if there are no players in it, and they will often roam from room to room. If you swing a weapon relatively fast, you might find it suitable to attack a roa'ter just as it enters and quickly flee before it can counter. |
Roa'ters never stay in a room for more than one turn if there are no players in it, and they will often roam from room to room. If you swing a weapon relatively fast, you might find it suitable to attack a roa'ter just as it enters and quickly flee before it can counter. |
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==Other information== |
==Other information== |
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The factors contributing to the burrow attack are [[Level]], [[profession]] bonuses, [[Mobility (618)|Mobility]] and [[Prayer (313)|Prayer]] spells, encumbrance penalty, [[DEX]]/[[AGI]]/[[WIS]] bonuses, [[armor]] maneuver penalties and a [[prone]]/sitting penalty. Unlike many other maneuver attacks, [[Dodge]], [[Combat Maneuvers]], and the defender's [[Stance]] do not come into play. |
The factors contributing to the burrow attack are [[Level]], [[profession]] bonuses, [[Mobility (618)|Mobility]] and [[Prayer (313)|Prayer]] spells, [[encumbrance]] penalty, [[DEX]]/[[AGI]]/[[WIS]] bonuses, [[armor]] maneuver penalties and a [[prone]]/sitting penalty. Unlike many other maneuver attacks, [[Dodge]], [[Combat Maneuvers]], and the defender's [[Stance]] do not come into play. |
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An example of a roa'ter's burrow attack: |
An example of a roa'ter's burrow attack: |
Revision as of 16:16, 1 August 2008
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This massive worm is probably over twenty to thirty feet long, making it an easy target to hit, but having incomparable force and strength. Dark red in color, it seems to have no eyes, but its keen sense of smell quickly finds targets.[1]
Hunting strategies
Roa'ters are infamous for their burrow attack. This attack causes the roa'ter to plunge into the ground and follow you around, until it eventually bursts forth directly under your feet. This usually causes a severe wound, and many times death if it hits a vital area. Yet, because they are famous for the treasure in their boxes, many people find it worth the risk to hunt them.
Roa'ters cannot be stunned. They are sometimes knocked to the ground by attacks, but they can still execute their burrow attack while "prone". Roa'ters have very high perception, and may execute its burrow attack even if you are hidden.
Roa'ters never stay in a room for more than one turn if there are no players in it, and they will often roam from room to room. If you swing a weapon relatively fast, you might find it suitable to attack a roa'ter just as it enters and quickly flee before it can counter.
Be warned that roa'ters can execute a burrowing attack if it spawns in the same room as you. This is particularly dangerous because there is no imminent warning; it spawns as if it had just finished the maneuver.
Other information
The factors contributing to the burrow attack are Level, profession bonuses, Mobility and Prayer spells, encumbrance penalty, DEX/AGI/WIS bonuses, armor maneuver penalties and a prone/sitting penalty. Unlike many other maneuver attacks, Dodge, Combat Maneuvers, and the defender's Stance do not come into play.
An example of a roa'ter's burrow attack:
You feel a rumble come from beneath your feet.
Dirt and rock explode from the ground beneath you as a roa'ter erupts from underground and crashes onto the surface!
Rocks and dirt pelt you as you are thrown into the air!
You make a stunning maneuver in the air avoiding the majority of the debris and landing on your feet!
References
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