Sand devil: Difference between revisions

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{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}}
{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}}
{{creature ability|[[Cleric Base]] |<N/A> [[Target defense|TD]]}}
{{creature ability|[[Cleric Base]] |<N/A> [[Target defense|TD]]}}
{{creature ability|[[Empath Base]] |<N/A> [[Target defense|TD]]}}
{{creature ability|[[Empath Base]] |+183 to +185 [[Target defense|TD]]}}
{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}}
{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}}
{{creature ability|[[Major Elemental]] |<N/A> [[Target defense|TD]]}}
{{creature ability|[[Major Elemental]] |<N/A> [[Target defense|TD]]}}

Revision as of 14:57, 21 May 2017

Sand devil
Picture
Level 48
Family devil family creatures
Body Type Reptilian
Undead No
Areas Found Fhorian Village
BCS <Not Known>
HP 240
Armor [?]
Attack Attributes
Physical Attacks
Claw +273 AS
Bolt Attacks
Use the Creature ability template here {{{bolt}}}.
Warding Attacks
Use the Creature ability template here {{{warding}}}.
Maneuver Attacks
Sandstorm AoE
Offensive Spells & Abilities
Web (118) AoE
Defense Attributes
Melee <N/A> DS
Ranged <N/A> DS
Bolt <N/A> DS
Bard Base +168 to +171 TD
Ranger Base <N/A> TD
Sorcerer Base +196 to +197 TD
Wizard Base <N/A> TD
Cleric Base <N/A> TD
Empath Base +183 to +185 TD
Paladin Base <N/A> TD
Major Elemental <N/A> TD
Minor Elemental +202 TD
Major Spiritual <N/A> TD
Minor Spiritual <N/A> TD
Major Mental <N/A> TD
Minor Mental <N/A> TD
Defensive Spells & Abilities
Spirit Warding II
Lesser Shroud
Elemental Defense III
Elemental Barrier
Treasure Attributes
Coins 0 - 600
Gems Yes
Magic Items Wands
Boxes Yes
Skin None
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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