Greater orc: Difference between revisions

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(Updated to Template:Creature start2)
m (Fixed typo/misspelling.)
 
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| family = Orc<!-- Add creature to family page list, which will be linked on preview/save -->
| family = Orc<!-- Add creature to family page list, which will be linked on preview/save -->
| type = Biped<!-- Creature body type -->
| type = Biped<!-- Creature body type -->
| otherclass = <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) -->
| otherclass = Living <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) -->
| otherclass2 =
| otherclass2 =
| area = Cairnfang Forest<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
| area = Cairnfang Forest<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
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| PA1 = Spear<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ -->
| PA1 = Spear<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ -->
| PAA = 126
| PAA = 126
| PA2 =
| PA2 = War mattock
| PAB =
| PAB = 113
| PA3 =
| PA3 =
| PAC =
| PAC =
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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 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.) -->
| asg = <!-- Insert asg # and template will automatically convert to include type of armor -->
| asg = varies<!-- Insert asg # and template will automatically convert to include type of armor -->
| IMM1 = <!-- add IMM2 (up to 15) for additional immunities -->
| IMM1 = <!-- add IMM2 (up to 15) for additional immunities -->
| Melee = 62 - 78
| Melee = 62 - 78
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| SorTD = 24
| SorTD = 24
| WizTD =
| WizTD =
| MjETD =
| MjETD = 24
| MnETD = 24
| MnETD = 24
| MjSTD = 24
| MjSTD = 24
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| magic items = Yes
| magic items = Yes
| gems = Yes
| gems = Yes
| boxes = YEs
| boxes = Yes
| other = None
| other = None
| skin = an orc scalp
| skin = an orc scalp
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{{Creature end}}
{{Creature end}}


Taller than a human and of substantially heavier build, the greater orc is a solid mass of bone and gristle. Red-rimmed eyes glare angrily out from under a thick bony forehead. Irregular clumps of rank hair cover its body and head. Its arms resemble thick and twisted tree trunks, ending in ragged claws crusted with dried gore.
<pre{{log2|margin-right=26em}}>Taller than a human and of substantially heavier build, the greater orc is a solid mass of bone and gristle. Red-rimmed eyes glare angrily out from under a thick bony forehead. Irregular clumps of rank hair cover its body and head. Its arms resemble thick and twisted tree trunks, ending in ragged claws crusted with dried gore.</pre>


==Hunting strategies==
==Hunting strategies==
Greater orcs in the [[Zeltoph]] do not wear armor, making them easy foes to hit. Greater orcs to the northern tip of the Zeltoph (near gnolls) tend to wield halberds, which can hit very hard. Greater orcs on the way south (closer to [[urgh]]s) tend to wield spears. The orcs to the north also have better defense.
*Greater orcs in the [[Zeltoph]] do not wear armor, making them easy foes to hit. Greater orcs to the northern tip of the Zeltoph (near gnolls) tend to wield halberds, which can hit very hard. Greater orcs on the way south (closer to [[urgh]]s) tend to wield spears. The orcs to the north also have better defense.


Greater orcs in the Citadel are more difficult then in other areas due to the plate armor they wear.
*Greater orcs in the Citadel are more difficult then in other areas due to the plate armor they wear.
*Greater orcs in the [[Vornavian Coast]]'s pine forest wear double chain and wield war mattocks.


==Other information==
==Other information==
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}}
}}


[[Category:Upper Trollfang creatures]]
[[Category:Sunfist hated enemies]]
[[Category:Marshtown creatures]]
[[Category:Cairnfang Forest creatures]]
[[Category:Foggy Valley creatures]]
[[Category:The Citadel creatures]]

Latest revision as of 09:57, 15 May 2021

Greater orc
Greater orc color.jpg
Level 8
Family Orc family creatures
Body Type Biped
Classification(s) Living
Area(s) Found Cairnfang Forest
Foggy Valley
Marshtown
The Citadel
Upper Trollfang
Zeltoph
BCS Yes
HP 110
Speed
Attack Attributes
Physical Attacks
Spear 126 AS
War mattock 113 AS
Defense Attributes
Armor
? ASG varies
Defensive Strength (DS)
Melee 62 - 78
Ranged 71
Bolt 71
Unarmed Defense Factor
UDF
Target Defense (TD)
Bard Base 24
Cleric Base 24
Empath Base 24
Paladin Base
Ranger Base
Sorcerer Base 24
Wizard Base
Minor Elemental 24
Major Elemental 24
Minor Spiritual 24
Major Spiritual 24
Minor Mental
Treasure Attributes
Coins Yes
Gems Yes
Magic Items Yes
Boxes Yes
Skin an orc scalp
Other None
Taller than a human and of substantially heavier build, the greater orc is a solid mass of bone and gristle.  Red-rimmed eyes glare angrily out from under a thick bony forehead.  Irregular clumps of rank hair cover its body and head.  Its arms resemble thick and twisted tree trunks, ending in ragged claws crusted with dried gore.

Hunting strategies

  • Greater orcs in the Zeltoph do not wear armor, making them easy foes to hit. Greater orcs to the northern tip of the Zeltoph (near gnolls) tend to wield halberds, which can hit very hard. Greater orcs on the way south (closer to urghs) tend to wield spears. The orcs to the north also have better defense.
  • Greater orcs in the Citadel are more difficult then in other areas due to the plate armor they wear.
  • Greater orcs in the Vornavian Coast's pine forest wear double chain and wield war mattocks.

Other information

Orcs occasionally exhibit some odd idle behavior, some of which includes falling to its knees in terror, as well collapsing to the ground. These effects do not stun the orcs, and they will usually stand up immediately afterward.

References

Near-level creatures - edit
Level 6 Level 7 Level 8 Level 9 Level 10
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