Wind wraith: Difference between revisions
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{{creature ability|[[Sorcerer Base]] |<N/A> [[Target defense|TD]]}} |
{{creature ability|[[Sorcerer Base]] |<N/A> [[Target defense|TD]]}} |
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{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}} |
{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}} |
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{{creature ability|[[Cleric Base]] |+ |
{{creature ability|[[Cleric Base]] |+250 [[Target defense|TD]]}} |
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{{creature ability|[[Empath Base]] |<N/A> [[Target defense|TD]]}} |
{{creature ability|[[Empath Base]] |<N/A> [[Target defense|TD]]}} |
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{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}} |
{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}} |
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==Hunting strategies== |
==Hunting strategies== |
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There is no effective non-magical method for hunting wind wraiths other than tanking DS and/or TD into invulnerability. If you have sufficient DS to be untouchable when prone and stunned, you can cut some slack on the TD, and if they can't ward you even with their pushdown you can cut some slack on the DS |
There is no effective non-magical method for hunting wind wraiths other than tanking DS and/or TD into invulnerability. If you have sufficient DS to be untouchable when prone and stunned, you can cut some slack on the TD, and if they can't ward you even with their pushdown you can cut some slack on the DS. Disruption is useful for the effect on the wraith's CS if you are borderline on the TD tanking. |
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Wind wraiths have a spirit draining ability on a successful hit. The target's TD gets pushed down according to the damage taken. e.g. a character with a spirit TD of 245 who is hit for 12 points of damage will only have a TD of 233 against the the spirit drain effect. Each successful drain gives a boost of 25 to the wraith's AS |
Wind wraiths have a spirit draining ability on a successful hit. The target's TD gets pushed down according to the damage taken. e.g. a character with a spirit TD of 245 who is hit for 12 points of damage will only have a TD of 233 against the the spirit drain effect. Each successful drain gives a boost of 25 to the wraith's AS. |
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<pre {{log2}}> |
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SP>sym return |
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A wind wraith claws at you! |
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AS: +348 vs DS: +196 with AvD: +25 + d100 roll: +1 = +178 |
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... and hits for 12 points of damage! |
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Blow raises a welt on your right arm. |
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CS: +290 - TD: +233 + CvA: +15 + d100: +45 == +117 |
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Warding failed! |
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The wraith swells with power as it consumes a little of your soul! |
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</pre> |
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!SP> |
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⚫ | |||
You are able to move again. |
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!P>sym return |
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Your surroundings blur into a white fog . . . |
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Wind wraiths have a direct magical attack ability (against sorcerer TD): |
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<pre {{log2}}> |
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A wind wraith suddenly lashes outward with gale force blasts of wind and waves of magic! |
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CS: +297 - TD: +235 + CvA: +15 + d100: +88 - +15 == +150 |
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Warding failed! |
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You scream in pain and fall to the floor as the discordant screeching pierces your ears! |
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You are stunned! |
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⚫ | |||
</pre> |
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Wind wraiths may also avoid attacks by turning [[invisible]] right before the attack: |
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<pre {{log2}}> |
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You chant a reverent litany, clasping your hands while focusing upon the Smite spell... |
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Your spell is ready. |
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You channel at a wind wraith. |
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A wind wraith is enraged by your attack! |
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As you complete your motions toward the wraith, it suddenly vanishes from view, leaving you casting at nothing but thin air! |
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Cast Roundtime 3 Seconds. |
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Roundtime: 3 sec. |
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</pre> |
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==Other information== |
==Other information== |
Revision as of 09:32, 12 June 2015
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The wind wraith is a miniature windstorm all unto itself. Heavy air currents swirl around the wind wraith, obscuring its form and making it much more difficult to hit the elusive creature. The wind wraith bobs and weaves within the gusting air streams, directing them to maximum effect against its foes. The only part of the wind wraith that seems easy to see is its crimson, glowing eyes, which appear to float steadily despite the thunderous winds around it.
Hunting strategies
There is no effective non-magical method for hunting wind wraiths other than tanking DS and/or TD into invulnerability. If you have sufficient DS to be untouchable when prone and stunned, you can cut some slack on the TD, and if they can't ward you even with their pushdown you can cut some slack on the DS. Disruption is useful for the effect on the wraith's CS if you are borderline on the TD tanking.
Wind wraiths have a spirit draining ability on a successful hit. The target's TD gets pushed down according to the damage taken. e.g. a character with a spirit TD of 245 who is hit for 12 points of damage will only have a TD of 233 against the the spirit drain effect. Each successful drain gives a boost of 25 to the wraith's AS.
A wind wraith claws at you! AS: +348 vs DS: +196 with AvD: +25 + d100 roll: +1 = +178 ... and hits for 12 points of damage! Blow raises a welt on your right arm. CS: +290 - TD: +233 + CvA: +15 + d100: +45 == +117 Warding failed! The wraith swells with power as it consumes a little of your soul!
Wind wraiths have a direct magical attack ability (against sorcerer TD):
A wind wraith suddenly lashes outward with gale force blasts of wind and waves of magic! CS: +297 - TD: +235 + CvA: +15 + d100: +88 - +15 == +150 Warding failed! You scream in pain and fall to the floor as the discordant screeching pierces your ears! You are stunned!
Wind wraiths may also avoid attacks by turning invisible right before the attack:
You chant a reverent litany, clasping your hands while focusing upon the Smite spell... Your spell is ready. You channel at a wind wraith. A wind wraith is enraged by your attack! As you complete your motions toward the wraith, it suddenly vanishes from view, leaving you casting at nothing but thin air! Cast Roundtime 3 Seconds. Roundtime: 3 sec.
Other information
Killing a number of wind wraiths generates small glowing vials.
References
Near-level creatures - edit | ||||||||||
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