Krolvin slaver: 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 = 36
| picture =
| level = 36<!-- This will also be used at the end of the page in the Near level creature template -->
| type = biped
| family = Krolvin<!-- Add creature to family page list, which will be linked on preview/save -->
| family = krolvin
| type = Biped<!-- Creature body type -->
| attacks = Brawls, Magic and Weapons.
| otherclass = <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) -->
| area = [[Krolvin Carrack]]<br>
| undead = No
| otherclass2 =
| area = Krolvin Carrack<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
| bcs = Yes
| area2 =
| 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 = Scimitar<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ -->
| physical =
| PAA = 230
{{creature ability|plain steel [[scimitar]]|+230 [[Attack strength|AS]]}}
| nobolt =
| PA2 =
| warding =
| PAB =
| PA3 =
{{creature ability|[[Bind (214)]]}}
| PAC =
{{creature ability|[[Silence (210)]]}}
| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ -->
| ability =
| BTA =
{{creature ability|[[Tremors (909)]]}}
| WD1 = Bind (214)<!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ -->
{{creature ability|[[Major Elemental Wave (435)]]}}
| maneuver =
| WDA = ?
| WD2 = Silence (210)
{{creature ability|Capture}}
| WDB = ?
| WD3 =
| WDC =
| OS1 = Major Elemental Wave (435)<!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 -->
| OS2 = Tremors (909)
| 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 -->
}}
}}
{{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 =
{{creature ability|[[Ranged]] |<N/A> [[Defensive strength|DS]]}}
| Ranged =
{{creature ability|[[Bolt]] |<N/A> [[Defensive strength|DS]]}}
| Bolt =
{{creature ability|[[Bard Base]] |+99 to +117 [[Target defense|TD]]}}
| UDF =
{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}}
| BarTD = 99 - 117
{{creature ability|[[Sorcerer Base]] |+99 to +117 [[Target defense|TD]]}}
| CleTD =
{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}}
| EmpTD =
{{creature ability|[[Cleric Base]] |<N/A> [[Target defense|TD]]}}
| PalTD =
{{creature ability|[[Empath Base]] |<N/A> [[Target defense|TD]]}}
| RanTD =
{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}}
| SorTD = 99 - 117
{{creature ability|[[Major Elemental]] |<N/A> [[Target defense|TD]]}}
| WizTD =
{{creature ability|[[Minor Elemental]] |+104 to +122 [[Target defense|TD]]}}
| MjETD =
{{creature ability|[[Major Spiritual]] |<N/A> [[Target defense|TD]]}}
| MnETD = 104 - 122
{{creature ability|[[Minor Spiritual]] |+99 to +117 [[Target defense|TD]]}}
| MjSTD =
{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}}
| MnSTD = 99 - 117
{{creature ability|[[Minor Mental]] |<N/A> [[Target defense|TD]]}}
| noability =
| MnMTD =
| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link -->
| noability =
| DSP2 =
| DSP3 =
| DSP4 =
| DSP5 =
| 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 = <Not Known>
| skin =
| nobox =
| noskinvalue =
}}
}}
{{Creature end}}
{{Creature end}}

Revision as of 05:51, 5 May 2019

Krolvin slaver
Level 36
Family Krolvin family creatures
Body Type Biped
Area(s) Found Krolvin Carrack
BCS Yes
HP 240
Speed
Attack Attributes
Physical Attacks
Scimitar 230 AS
Warding Spells
Bind (214) ? CS
Silence (210) ? CS
Misc. Offensive Spells
Major Elemental Wave (435)
Tremors (909)
Defense Attributes
Armor
? ASG
Defensive Strength (DS)
Melee
Ranged
Bolt
Unarmed Defense Factor
UDF
Target Defense (TD)
Bard Base 99 - 117
Cleric Base
Empath Base
Paladin Base
Ranger Base
Sorcerer Base 99 - 117
Wizard Base
Minor Elemental 104 - 122
Major Elemental
Minor Spiritual 99 - 117
Major Spiritual
Minor Mental
Treasure Attributes
Coins Yes
Gems Yes
Magic Items Yes
Boxes Yes
Skin
Other None

Although taller than the average krolvin, the slaver retains the characteristic long-fingered hands. His sturdy musculature is apparent beneath the grey-blue skin. Thick, coarse, white hair covers his head and spreads across his shoulders and down his back.

Hunting strategies

The main threat posed by a krolvin slaver is its spells Tremors (909) and especially Major Elemental Wave (435). Given these spells, and that krolvin corsairs can also tackle, as well as large encumbrance aboard the Krolvin Carrack may cause one to fall over, finding oneself prone and in roundtime is not uncommon. Under such conditions, Major Elemental Wave is particularly devastating, typically leading to stun or critical death.

The slavers typically wear rather heavy armor, often hindering their own spells, which can offer de facto assistance. However, the best hunting strategy in general involves simply not dying. If one can further impede or prevent slavers from successfully casting spells, one should not encounter any other difficulties.

The successful hunter will act quickly after a slaver prepares a spell to avoid a possible Major Elemental Wave, considering any of these options:

Of course, some of the above options, depending on the case, can be done in advance to the slaver preparing a spell, and are strongly advised.

Spell Preparation Messaging

A krolvin slaver snarls as he chants a few words of magic.

Other information

A krolvin slaver reaches outward, his arm encircling your neck. Knocking your hands away, he bludgeons the side of your head until your eyes glaze over. Once subdued, the slaver drags you off into the dank hold.

This does not do any physical damage, but it transports you to one of the many Slave Pens on the Carrack off of the Slave Deck. The effect stuns you for a few rounds, and it sometimes also puts you in a sitting position (may have a success or level-based dependency). The krolvin slaver will of course accompany you, and it will continue to attack you in this condition.

References

Near-level creatures - edit
Level 34 Level 35 Level 36 Level 37 Level 38
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