Nightmare steed: 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 -->

| picture = Nightmare_steed.jpg
{{Creature start
| level = 55 <!-- This will also be used at the end of the page in the Near level creature template -->
| level = 55
| family = Equine <!-- Add creature to family page list, which will be linked on preview/save -->
| type = Quadruped
| type = Quadruped <!-- Creature body type -->
| family = steed
| otherclass = Non-corporeal undead<!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) -->
| body =
| area = Darkstone Castle
| attacks = Bites, Charges, Magic and Stomps.
| area2 = The Broken Lands <!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
| area = [[Darkstone Castle]]<br>[[The Broken Lands]]<br>
| bcs = <Not Known> <!-- All new creatures are BCS -->
| undead = Yes
| hitpoints = ?
| bcs = <Not Known>
| roundtime = ?<!-- Creature speed -->
}}
}}
{{Creature attack attributes
{{Creature attack attributes
|physical=

{{Creature ability|[[Bite]]|+327 [[Attack strength|AS]]}}
{{Creature ability|[[Stomp (attack)|Stomp]]|+327 [[Attack strength|AS]]}}
|nomaneuver=
|ability=
{{Creature ability|[[Elemental Dispel (417)]]|}}
{{Creature ability|[[Elemental Wave (410)]]|}}
{{Creature ability|[[Weapon Deflection (412)]]|}}
}}
}}
{{Creature defense attributes
{{Creature defense attributes
| defense =
| defense =
{{Creature ability|[[Defensive Strength]]|<Not Known>}}
{{creature ability|[[Melee]] |+208 [[Defensive strength|DS]]}}
{{Creature ability|[[Target Defense]]|<Not Known>}}
{{creature ability|[[Ranged]] |<N/A> [[Defensive strength|DS]]}}
{{creature ability|[[Bolt]] |<N/A> [[Defensive strength|DS]]}}
{{creature ability|[[Bard Base]] |+199 to +210 [[Target defense|TD]]}}
{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}}
{{creature ability|[[Sorcerer Base]] |+226 [[Target defense|TD]]}}
{{creature ability|[[Wizard 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|[[Paladin Base]] |+185 [[Target defense|TD]]}}
{{creature ability|[[Major Elemental]] |<N/A> [[Target defense|TD]]}}
{{creature ability|[[Minor Elemental]] |<N/A> [[Target defense|TD]]}}
{{creature ability|[[Major Spiritual]] |<N/A> [[Target defense|TD]]}}
{{creature ability|[[Minor Spiritual]] |+214 [[Target defense|TD]]}}
{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}}
{{creature ability|[[Minor Mental]] |<N/A> [[Target defense|TD]]}}
| noability =
| noability =
}}
}}
{{Creature treasure
{{Creature treasure
| type = <Not Known>
| coins = No
| skin = <Not Known>
| magic items = No
| gems = No
| boxes = No
| other = None
| skin = a silver mane
| nobox =
| nobox =
| noskinvalue =
| noskinvalue =
}}
}}
{{Creature end}}
{{Creature end}}
__NOTOC__

The mighty nightmare steed stands defiantly at all around it staring blankly with cold rage, filled with malice and a clear desire to rend flesh from limb to limb. It has midnight black hair and a silky silver mane with occasional black streaks. The eyes of a nightmare steed shine with a brilliant red glow that never are seen to blink very often, if at all.<sup><sup>[http://www.play.net/gs4/info/bestiary/]</sup></sup>
The mighty nightmare steed stands defiantly at all around it staring blankly with cold rage, filled with malice and a clear desire to rend flesh from limb to limb. It has midnight black hair and a silky silver mane with occasional black streaks. The eyes of a nightmare steed shine with a brilliant red glow that never are seen to blink very often, if at all.


==Hunting strategies==
==Hunting strategies==
Nightmare steeds only appear alongside [[Sheruvian harbinger]]s. The steeds are basically nuisance creatures for when you are hunting harbingers. They cast elemental waves to knock you down, which makes you more vulnerable when the harbingers boost their AS with [[Spirit Strike (117)]]. It is best to kill the steed in the room first, even if you are not going to earn experience off it. Their presence only makes the harbingers more dangerous.
{{addmetext}}

When there are multiple creatures in the room [[Grasp of the Grave (709)]] largely neutralizes the threat. If you wait until the nightmare steed prepares to cast magic, a single cast of [[Corrupt Essence (703)]] should be sufficient to kill it before it can cast again. Otherwise there is a risk of the spell wearing off right before it casts. If the nightmare steed appears in the Sheruvian monastery, there will be a harbinger somewhere in the vicinity.
==Other information==
==Other information==
There is unique messaging for the different spell effects, so you can tell what they are going to cast by how their hooves are glowing:
{{addmetext}}
<pre{{log2}}>
'''''(1) Dull Grey: Warding Attack'''''

A nightmare steed rears back, its hooves glowing a '''dull grey'''.

A nightmare steed releases its magical energy at XXX!
CS: +257 - TD: +321 + CvA: -4 + d100: +96 - -5 == +33
Warded off!
Nothing happens.

''(note: sometimes it only says "Nothing happens." without a roll.)''


'''''(2) Deep Crimson: Dispel'''''

A nightmare steed rears back, its hooves glowing a '''deep crimson'''.

A nightmare steed releases its magical energy at XXX!
The brilliant, rapidly shifting aura around you shimmers and bursts in a bright flash!
The elemental aura around you wavers.


'''''(3) Glows Brightly: Elemental Wave'''''

A nightmare steed rears back, its hooves glowing '''brightly for a moment'''.

A nightmare steed releases its magical energy at XXX!
A wave of dark ethereal ripples moves outward from a nightmare steed.
You are buffeted by the dark ethereal waves, and knocked to the ground.
You are pinned in place, unable to move.
Roundtime: 3 sec.


'''''(4) Bright Red: Weapon Deflection'''''
A nightmare steed rears back, its hooves glowing a '''bright red'''.

A nightmare steed releases its magical energy at XXX!
Your eyesight becomes blurred slightly.
</pre>

==Behind the Scenes==
Nightmares were actually "Demon Horses" in [[Rolemaster]]. They would be demon possessed horses, who would seek vengeance, either against those who had wronged the demon or the horse in life. The steeds are the males and the [[Night mare|mares]] are the females, providing another of numerous subtle links with [[Shadow Valley]]. They are treated as undead in [[GemStone]], and are not considered [[Extraplanar beings (saved post)|extraplanar beings]] for system purposes. While the harbingers of [[Shadow World]] ("Heralds of Night") were known to ride black unicorns, the Sheruvian harbingers of GemStone III rode nightmare steeds instead.


== References ==
== References ==
* [https://en.wikipedia.org/wiki/Steed Steed on Wikipedia]
* http://www.play.net/gs4/info/bestiary/


{{Nearlevel
{{Nearlevel
Line 44: Line 114:
|levelp2 = 57
|levelp2 = 57
}}
}}

[[Category:Darkstone Castle creatures]]
[[Category:The Broken Lands creatures]]

Latest revision as of 14:45, 28 June 2020

Nightmare steed
Nightmare steed.jpg
Level 55
Family Equine family creatures
Body Type Quadruped
Classification(s) Non-corporeal undead
Area(s) Found Darkstone Castle
The Broken Lands
BCS <Not Known>
HP ?
Speed ?
Attack Attributes
Physical Attacks
Bite +327 AS
Stomp +327 AS
Bolt Attacks
Use the Creature ability template here {{{bolt}}}.
Warding Attacks
Use the Creature ability template here {{{warding}}}.
Offensive Spells & Abilities
Elemental Dispel (417)
Elemental Wave (410)
Weapon Deflection (412)
Defense Attributes
Melee +208 DS
Ranged <N/A> DS
Bolt <N/A> DS
Bard Base +199 to +210 TD
Ranger Base <N/A> TD
Sorcerer Base +226 TD
Wizard Base <N/A> TD
Cleric Base <N/A> TD
Empath Base <N/A> TD
Paladin Base +185 TD
Major Elemental <N/A> TD
Minor Elemental <N/A> TD
Major Spiritual <N/A> TD
Minor Spiritual +214 TD
Major Mental <N/A> TD
Minor Mental <N/A> TD
Treasure Attributes
Coins No
Gems No
Magic Items No
Boxes No
Skin a silver mane
Other None

The mighty nightmare steed stands defiantly at all around it staring blankly with cold rage, filled with malice and a clear desire to rend flesh from limb to limb. It has midnight black hair and a silky silver mane with occasional black streaks. The eyes of a nightmare steed shine with a brilliant red glow that never are seen to blink very often, if at all.

Hunting strategies

Nightmare steeds only appear alongside Sheruvian harbingers. The steeds are basically nuisance creatures for when you are hunting harbingers. They cast elemental waves to knock you down, which makes you more vulnerable when the harbingers boost their AS with Spirit Strike (117). It is best to kill the steed in the room first, even if you are not going to earn experience off it. Their presence only makes the harbingers more dangerous.

When there are multiple creatures in the room Grasp of the Grave (709) largely neutralizes the threat. If you wait until the nightmare steed prepares to cast magic, a single cast of Corrupt Essence (703) should be sufficient to kill it before it can cast again. Otherwise there is a risk of the spell wearing off right before it casts. If the nightmare steed appears in the Sheruvian monastery, there will be a harbinger somewhere in the vicinity.

Other information

There is unique messaging for the different spell effects, so you can tell what they are going to cast by how their hooves are glowing:

(1) Dull Grey: Warding Attack

A nightmare steed rears back, its hooves glowing a dull grey.

A nightmare steed releases its magical energy at XXX!
  CS: +257 - TD: +321 + CvA: -4 + d100: +96 - -5 == +33
  Warded off!
Nothing happens.

(note: sometimes it only says "Nothing happens." without a roll.)


(2) Deep Crimson: Dispel

A nightmare steed rears back, its hooves glowing a deep crimson.

A nightmare steed releases its magical energy at XXX!
The brilliant, rapidly shifting aura around you shimmers and bursts in a bright flash!
The elemental aura around you wavers.


(3) Glows Brightly: Elemental Wave

A nightmare steed rears back, its hooves glowing brightly for a moment.

A nightmare steed releases its magical energy at XXX!
A wave of dark ethereal ripples moves outward from a nightmare steed.
You are buffeted by the dark ethereal waves, and knocked to the ground.
You are pinned in place, unable to move.
Roundtime: 3 sec.


(4) Bright Red: Weapon Deflection
A nightmare steed rears back, its hooves glowing a bright red.

A nightmare steed releases its magical energy at XXX!
Your eyesight becomes blurred slightly.

Behind the Scenes

Nightmares were actually "Demon Horses" in Rolemaster. They would be demon possessed horses, who would seek vengeance, either against those who had wronged the demon or the horse in life. The steeds are the males and the mares are the females, providing another of numerous subtle links with Shadow Valley. They are treated as undead in GemStone, and are not considered extraplanar beings for system purposes. While the harbingers of Shadow World ("Heralds of Night") were known to ride black unicorns, the Sheruvian harbingers of GemStone III rode nightmare steeds instead.

References

Near-level creatures - edit
Level 53 Level 54 Level 55 Level 56 Level 57
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