Greater moor wight: 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 -->
{{Creature start
| level = 39
| picture =
| level = 39<!-- This will also be used at the end of the page in the Near level creature template -->
| type = Biped
| family = Wight<!-- Add creature to family page list, which will be linked on preview/save -->
| family = wight
| type = Biped<!-- Creature body type -->
| attacks = Bites, Claws and Magic.
| otherclass = Undead<!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) -->
| area = [[Black Moor]]<br>[[Miasmal Forest]]<br>
| otherclass2 = Corporeal
| undead = Yes (corporeal)
| area = Black Moor<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
| bcs = Yes
| area2 = Miasmal Forest
| area3 =
| area4 =
| area5 =
| area6 =
| area7 =
| bcs = Yes<!-- All new creatures are BCS -->
| hitpoints = 240
| hitpoints = 240
| roundtime = <!-- Creature speed -->
}}
}}
{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. -->
{{Creature attack attributes
| PA1 = Broadsword<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ -->
| physical =
| PAA = 252 - 267
{{creature ability|rusty steel flyssa ([[broadsword]])|+252 to +267 [[Attack strength|AS]]}}
| PA2 = Handaxe
{{creature ability|large dual-bit handaxe|+252 [[Attack strength|AS]]}}
| ability =
| PAB = 252
| PA3 =
{{creature ability|[[Elemental Dispel (417)]]}}
| PAC =
{{creature ability|[[Cold Snap (512)]]}}
| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ -->

| BTA =
| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ -->
| WDA =
| WD2 =
| WDB =
| WD3 =
| WDC =
| OS1 = Cold Snap (512)<!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 -->
| OS2 = Elemental Dispel (417)
| MN1 = <!-- Combat Maneuvers insert up to MN10 -->
| MN2 =
| AB1 = <!-- 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 -->
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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.) -->
{{Creature defense attributes
| asg = <!-- 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]] |<N/A> [[Defensive strength|DS]]}}
| Melee = 170 - 195
{{creature ability|[[Ranged]] |<N/A> [[Defensive strength|DS]]}}
| Ranged =
{{creature ability|[[Bolt]] |+170 to +195 [[Defensive strength|DS]]}}
| Bolt =
{{creature ability|[[Bard Base]] |+133 [[Target defense|TD]]}}
| UDF =
{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}}
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{{creature ability|[[Sorcerer Base]] |<N/A> [[Target defense|TD]]}}
| CleTD =
{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}}
| EmpTD = 146
{{creature ability|[[Cleric Base]] |<N/A> [[Target defense|TD]]}}
| PalTD =
{{creature ability|[[Empath Base]] |+146 [[Target defense|TD]]}}
| RanTD =
{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}}
| SorTD =
{{creature ability|[[Major Elemental]] |<N/A> [[Target defense|TD]]}}
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{{creature ability|[[Minor Elemental]] |+160 [[Target defense|TD]]}}
| MjETD =
{{creature ability|[[Major Spiritual]] |<N/A> [[Target defense|TD]]}}
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{{creature ability|[[Minor Spiritual]] |+145 [[Target defense|TD]]}}
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{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}}
| MnSTD = 145
{{creature ability|[[Minor Mental]] |<N/A> [[Target defense|TD]]}}
| ability =
| MnMTD =
| DSP1 = Haste (506)<!-- Defensive spells insert up to DSP15, they will automatically link -->
{{creature ability|[[Spirit Warding I (101)]]}}
| DSP2 = Mass Blur (911)
{{creature ability|[[Spirit Defense (103)]]}}
| DSP3 = Prismatic Guard (905)
{{creature ability|[[Haste (506)]]}}
| DSP4 = Spirit Defense (103)
{{creature ability|[[Prismatic Guard (905)]]}}
| DSP5 = Spirit Warding I (101)
{{creature ability|[[Mass Blur (911)]]}}
| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically -->
}}
}}
{{Creature treasure
{{Creature treasure
| gems = Yes
| coins = Yes
| coins = Yes
| magic items = Yes
| magic items = Yes
| gems = Yes
| boxes = Yes
| boxes = Yes
| other = None
| other = None
| skin = wight mane
| skin = a wight mane
| nobox =
| noskinvalue =
}}
}}
{{Creature end}}
{{Creature end}}

Revision as of 09:58, 2 April 2019

Greater moor wight
Level 39
Family Wight family creatures
Body Type Biped
Classification(s) Undead
Corporeal
Area(s) Found Black Moor
Miasmal Forest
BCS Yes
HP 240
Speed
Attack Attributes
Physical Attacks
Broadsword 252 - 267 AS
Handaxe 252 AS
Misc. Offensive Spells
Cold Snap (512)
Elemental Dispel (417)
Defense Attributes
Armor
? ASG
Defensive Strength (DS)
Melee 170 - 195
Ranged
Bolt
Unarmed Defense Factor
UDF
Target Defense (TD)
Bard Base 133
Cleric Base
Empath Base 146
Paladin Base
Ranger Base
Sorcerer Base
Wizard Base
Minor Elemental 160
Major Elemental
Minor Spiritual 145
Major Spiritual
Minor Mental
Defensive Spells
Haste (506)
Mass Blur (911)
Prismatic Guard (905)
Spirit Defense (103)
Spirit Warding I (101)
Treasure Attributes
Coins Yes
Gems Yes
Magic Items Yes
Boxes Yes
Skin a wight mane
Other None

Once beautiful beyond comprehension, the moor wight before you is now as disgusting as it was once charming. The wight has a slender, decaying body hidden by tattered and fading robes. Plainly written across the moor wight's face is an expression of eternal anguish and pain, silently speaking of the horrofic events which unfolded during its life to bring it to this sad state.

Hunting strategies

Greater moor wights are immune to cold elemental damage.

Spell Preparation Messaging

A greater moor wight gestures arcanely.

Other information

Summoning Powers

Similar to their lesser brethren, greater moor wights have even more potent abilities to conjure into existence other undead beings.

In areas with muddy wetland terrain, these wights are capable of summoning greater fetid corpses out of the mire:

A greater moor wight raises one decaying arm in a series of mystical gestures, chanting an almost inaudible stream of prayers.
A greater fetid corpse emerges from the stinking mire, moaning evilly!

If the terrain is too hard and dry to allow this trick, they may instead call upon their less threatening ally, the luminous spectre:

A greater moor wight raises one decaying arm in a series of mystical gestures, chanting an almost inaudible stream of prayers.
A cold mist seeps up out of the ground, slowly dissipating to reveal a luminous spectre.

Interaction with corpses

A greater moor wight is not going to help rescue you when dead. In fact, it will further mangle your body:

A greater moor wight rakes ribbons of flesh from your face.

And move your corpse about wherever it pleases:

A greater moor wight heads out, dragging your battered body behind it!

References

Near-level creatures - edit
Level 37 Level 38 Level 39 Level 40 Level 41
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