Scarab: Difference between revisions

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A '''scarab''' is a type of trap found on a treasure chest or box. A character well trained in [[Disarming Traps]] can remove the scarab and disarm them, allowing them to be handled without risk. They then can be sold to a gemshop or, in some cases, used as a magical item.
A '''scarab''' is a type of [[trap]] found on a treasure chest or box. A character well trained in [[Disarming Traps]] can remove the scarab and disarm them, allowing them to be handled without risk. They then can be sold to a gemshop or, in some cases, used as a magical item.


Once a scarab is on the ground, it can be disarmed by a locksmith's disarm without losing value. Disarming a scarab is possible via the following spells, but will decrease the scarab's value: [[Spirit Dispel (119)]], [[Mental Dispel (1218)]], [[Elemental Dispel (417)]], [[Disarm (408)]], [[Undisease (113)]] (sky-blue scarabs only), [[Unpoison (114)]] (sea-green scarabs only).
Once a scarab is on the ground, it can be disarmed by a locksmith's disarm without losing value. Disarming a scarab is possible via the following spells, but will decrease the scarab's value: [[Spirit Dispel (119)]], [[Mental Dispel (1218)]], [[Elemental Dispel (417)]], [[Disarm (408)]], [[Undisease (113)]] (sky-blue scarabs only), [[Unpoison (114)]] (sea-green scarabs only).


Also, does anyone know what casting Curse (715) at a not-yet disarmed scarab does? It's pretty neat.
Casting Curse (715) at a not-yet disarmed scarab will make the scarab more powerful.
:<i>The runes on the onyx scarab flare brightly for a moment. You feel confident in your empowerment of the scarab's curse.</i>


Scarabs are uncommon as a trap and notoriously difficult to detect.
Scarabs are uncommon as a trap and notoriously difficult to detect.

Revision as of 14:56, 14 May 2010

A scarab is a type of trap found on a treasure chest or box. A character well trained in Disarming Traps can remove the scarab and disarm them, allowing them to be handled without risk. They then can be sold to a gemshop or, in some cases, used as a magical item.

Once a scarab is on the ground, it can be disarmed by a locksmith's disarm without losing value. Disarming a scarab is possible via the following spells, but will decrease the scarab's value: Spirit Dispel (119), Mental Dispel (1218), Elemental Dispel (417), Disarm (408), Undisease (113) (sky-blue scarabs only), Unpoison (114) (sea-green scarabs only).

Casting Curse (715) at a not-yet disarmed scarab will make the scarab more powerful.

The runes on the onyx scarab flare brightly for a moment. You feel confident in your empowerment of the scarab's curse.

Scarabs are uncommon as a trap and notoriously difficult to detect.

Types of Scarabs

Note: The rarities listed are estimates and depend on the status of the treasure system in the area hunted. Average values listed are approximations and are generally taken from the sell values of a character selling gems with no trading bonus. See the Trading article for more information on variations of sell values.


Rarity: Rare
Average value: Varies widely
Location: Traps

a blood red teardrop-etched scarab

Description:   You see a blood red teardrop-etched scarab, which is no more than an inch long and possessing of six stubby segmented legs. The scarab's entire carapace is a warm reddish hue, save for a single patch on its back which darkens in a teardrop shape.[1]

This type of scarab attaches itself to one who sets it off, staying in the same location (usually a limb), sucking blood until the character dies. When a scarab's host dies, it crawls off in search of another victim, which can be anyone in the room it occupies. If the location the scarab is attached is removed or the character is uncursed, the scarab will fall off the character. It will, however, seek a new victim unless it is killed.

Rarity: Rare
Average value: Varies widely
Location: Traps

an etched translucent scarab

Description:   You see an etched translucent scarab, which is no more than an inch long and possessing of six stubby segmented legs. Etched into the semi-translucent carapace of the scarab is a large eye surrounded by an imperfect ring of runes. The eye slowly shifts to and fro, as though monitoring its surroundings.

This scarab casts a spell at one who sets it off then returns to the box. It can be set off again. However, if the scarab was removed from the box before set off, it will fly away after casting the spell. When rubbed, this scarab casts Eye Spy.

Rarity: Rare
Average value: Varies widely
Location: Traps

a glimmering opalescent scarab

Description:   You see a glimmering opalescent scarab, which is no more than an inch long and possessing of six stubby segmented legs. The scarab's shell glistens wetly, colors playing across it in varying patterns, accentuating the shifting runes etched into its back.

This scarab casts a spell at one who sets it off then returns to the box. It can be set off again. However, if the scarab was removed from the box before set off, it will fly away after casting the spell.

Rarity: Rare
Average value: Varies widely
Location: Traps

a sea-green glaes scarab

Description:   You see a sea-green glaes scarab, which is no more than an inch long and possessing of six stubby segmented legs. The scarab's carapace is made out of pure sea-green glaes, intricately carved and polished to a smooth finish. Etched into the scarab's surface are intricate runes which seem to writhe across it as the light hits them.

This scarab inflicts a character with a severe poison when set off. It will return to the box, unless it has already been removed from it. Instead, it will fly away.

Rarity: Rare
Average value: Varies widely
Location: Traps

a sky-blue glaes scarab

Description:   You see a sky-blue glaes scarab, which is no more than an inch long and possessing of six stubby segmented legs. The scarab's carapace is made out of pure sky-blue glaes, intricately carved and polished to a smooth finish. Etched into the scarab's surface are intricate runes which seem to writhe across it as the light hits them.

This scarab inflicts a character with a severe disease when set off. It will return to the box, unless it has already been removed from it. Instead, it will fly away.

Rarity: Rare
Average value: Varies widely
Location: Traps

a spiked onyx scarab

Description:   You see a spiked onyx scarab, which is no more than an inch long and possessing of six stubby segmented legs. The scarab's carapace is glossy black, covered with dozens of inward-curving spikes which resemble fangs.

This scarab is similar to a blood red scarab, except it moves around within the victim, making it much harder to remove without the Remove Curse spell. The scarab will eventually reach a character's heart, killing him instantly. When the victim dies or the scarab is removed from a victim in some other manner, it will seek a new victim in a similar manner to the blood red scarab.

References

  1. Gem Descriptions, on the GemStone IV Player Library