The official GemStone IV encyclopedia.
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Attack Attributes
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Physical Attacks
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Lance
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Warding Spells
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Censure
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Hunting Strategies
;Bards
* Vibration Chant (1002) can eliminate their "spears" (which hit like lances). Disirs then switch to a magical, non-physical shield which can't be blown up, but many will find that preferable to letting them swing lances with 650 AS.
;Clerics
* Disirs behave somewhat unpredictably under the effects of Prayer of Holding (301), as sometimes it'll keep them bound while other times they'll shake it off immediately and counterattack in a single combat round. The fact that it even sometimes holds them makes it viable as a setup leading into Condemn (309), though, as it just means binding them repeatedly until it sticks.
;Paladins
* Disirs move fairly quickly in combat, so, in this case, casting Aura of the Arkati (1614) the hard way and then attacking with a beseeched Repentance (1615) is far more reliable than the other way around. Opening with Repentance might allow the disir to get up by the time the paladin's out of cast RT and on to her physical attack, but opening with the Aura of the Arkati debuff will leave that lasting long enough to carry through to the followup.
;Rangers
* Moonbeam (611) is a near universal solution in the Hinterwilds and disirs are no exception. However, they can occasionally get out of even that, so tread carefully. A followup Spike Thorn (616) against a bound disir will often miss the kill even with heavy training in Ranger Base and Summoning lore, which is more than most Hinterwilds creatures can say, but repeated casts will still win the day.
;Warriors
* Like Bards, warriors can also DISARM their spears, and SUNDER the shield which they pull out afterwards. At this point, their defenses will be pretty well lowered and susceptible to attack. Carn's Cry and Feint will also be effective.
Other Information
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See Also
* Saved posts
Near-level creatures - edit
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