Sheruvian harbinger: Difference between revisions
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==Hunting strategies== |
==Hunting strategies== |
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Sheruvian harbingers are immune to [[Mind Jolt (706)]] and [[Blood Burst (701)]]. It is best to kill the [[nightmare steed]]s first even if you get no experience, because they dispel and cast elemental waves, which makes the [[Spirit Strike (117)]] boost from the harbingers a lot more dangerous. The [[massive troll king]]s do not generate in the Dark Cavern of Darkstone Castle, but they will wander in sometimes and can boost their AS to around 500. |
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Sheruvian harbingers are immune to [[Mind Jolt (706)]]. |
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While the steeds will cast dispel, the dark cavern is shielded from the [[mana storm]], so defensive spells will not be ripped off at random by the environmental effects. In the Sheruvian monastery they will have about twenty levels on you, so you will probably just need to run away. |
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==Other information== |
==Other information== |
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One of the hazards of hunting the Sheruvian monastery is that the harbingers are much higher level than the [[Sheruvian monk|monks]] and [[Sheruvian initiate|initiates]], and they will not un-generate in any reasonable amount of time, even if you leave the area entirely. It is relatively common for them to be found lingering around the corridor near the hidden exit, where you have hard RT from searching and the [[hooded figures]] can knock you down with [[410|elemental waves]]. When they immobilize you in the monastery and your DS drops, the creatures of the area have weapons that will spirit drain you each time you are hit. |
One of the hazards of hunting the Sheruvian monastery is that the harbingers are much higher level than the [[Sheruvian monk|monks]] and [[Sheruvian initiate|initiates]], and they will not un-generate in any reasonable amount of time, even if you leave the area entirely. It is relatively common for them to be found lingering around the corridor near the hidden exit, where you have hard RT from searching and the [[hooded figures]] can knock you down with [[410|elemental waves]]. When they immobilize you in the monastery and your DS drops, the creatures of the area have weapons that will spirit drain you each time you are hit. |
Revision as of 18:48, 28 June 2017
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The Sheruvian harbinger is a handsome woman with hypnotic eyes and fair skin. Her demeanor appears emotionless, but you can see some sort of evil fire burning within those dark pupils. A sleek, black breastplate covers most of her torso, and you can see it is made of fine quality. The mere look of the harbinger reminds most people of the tales of the Harbinger of Chaos, spawned forth to do great evil.
Hunting strategies
Sheruvian harbingers are immune to Mind Jolt (706) and Blood Burst (701). It is best to kill the nightmare steeds first even if you get no experience, because they dispel and cast elemental waves, which makes the Spirit Strike (117) boost from the harbingers a lot more dangerous. The massive troll kings do not generate in the Dark Cavern of Darkstone Castle, but they will wander in sometimes and can boost their AS to around 500.
While the steeds will cast dispel, the dark cavern is shielded from the mana storm, so defensive spells will not be ripped off at random by the environmental effects. In the Sheruvian monastery they will have about twenty levels on you, so you will probably just need to run away.
Other information
One of the hazards of hunting the Sheruvian monastery is that the harbingers are much higher level than the monks and initiates, and they will not un-generate in any reasonable amount of time, even if you leave the area entirely. It is relatively common for them to be found lingering around the corridor near the hidden exit, where you have hard RT from searching and the hooded figures can knock you down with elemental waves. When they immobilize you in the monastery and your DS drops, the creatures of the area have weapons that will spirit drain you each time you are hit.
The Sheruvian harbingers may show up at any time, sometimes with a nightmare steed. The nightmare steed will wander off on its own, and are also much higher level than monks and initiates. There must obviously be some magical transportation involved in a horse suddenly appearing.
You hear the thunderous sound of galloping hooves suddenly spring up out of nowhere, causing you to nearly fall over as a Sheruvian harbinger rides in on a charging steed. The harbinger dismounts and readies for battle! The steed quickly gallops away.
- Messaging
A Sheruvian harbinger glances around, his cold eyes examining the surroundings. A Sheruvian harbinger suddenly stops still, seeming to be listening to something for a moment. A Sheruvian harbinger adjusts her armor, her eyes wary. A Sheruvian harbinger begins to wave a pale arm over her head in an eerie, hypnotic dance, chanting under her breath. A Sheruvian harbinger hisses an evil incantation. A Sheruvian harbinger pauses to let out a chilling wail. The harbinger raises a pale arm at you and shrieks, "Sheru shall feed on your soul!" A Sheruvian harbinger raises a pale arm at you! (instant spell casting, immediately follows message) A Sheruvian harbinger shrieks, "Sheru! I shall find a soul for you this night!" The harbinger throws back her head and shrieks, "Sheru! Take this puny mortal soul!" (when they kill you) A Sheruvian harbinger is suddenly surrounded in a sickly red aura that seeps into her body. The aura seems to consume her, and soon nothing is left.
Behind the scenes
Originally "Heralds of Night", these were servants of the Unlife (Chaos), whose origins were lost to the Wars of Dominion. Heralds were a kind of status symbol for powerful dark lords, such as the Dragonlord Oran Jatar, and Scalu (Sheru) was known to have his own host of them in his I.C.E. age history. There was an anecdote by Andraax of the Battle of Meagris in 6820 Second Era where his heralds were leading an army of tens of thousands of demons, following an Ordainer, all of whom were serving the avatar of Scalu who was suddenly and unexpectedly stopped by Cay (Kai). Heralds were said to ride black unicorns, but those of Scalu used nightmare steeds. Their minds were completely dominated and controlled by their swords, which were designed to mockingly represent a similar sword held by Valris (Lumnis). This is why they have some mental immunities.
References
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