Sheruvian initiate: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
No edit summary
m (added picture from play.net)
(27 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{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
| picture = sheruvian_initiate.jpg
| level = 37
| level = 37<!-- This will also be used at the end of the page in the Near level creature template -->
| type = Biped
| family = Sheruvian
| family = Sheruvian<!-- Add creature to family page list, which will be linked on preview/save -->
| type = Biped<!-- Creature body type -->
| body =
| otherclass = <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) -->
| attacks = Brawls, Magic and Weapons.
| otherclass2 =
| area = [[The Broken Lands]]<br>
| area = The Broken Lands<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
| undead = No
| bcs = <Not Known>
| area2 =
| area3 =
| area4 =
| area5 =
| area6 =
| area7 =
| bcs = Yes <!-- All new creatures are BCS -->
| hitpoints =
| roundtime = <!-- Creature speed -->
}}
}}
{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. -->
{{Creature attack attributes
| PA1 = Jeddart-axe<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ -->

| PAA = 230
| PA2 =
| PAB =
| PA3 =
| PAC =
| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ -->
| BTA =
| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ -->
| WDA =
| WD2 =
| WDB =
| WD3 =
| WDC =
| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 -->
| MN1 = <!-- Combat Maneuvers insert up to MN10 -->
| MN2 =
| AB1 = Healing<!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate -->
| ABA = Can heal themselves, and other critters.<!-- 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|[[Defensive Strength]]|([[melee]]) N/A}}
| Melee = 242 - 319
{{Creature ability|[[Defensive Strength]]|([[ranged]]) N/A}}
| Ranged =
{{Creature ability|[[Defensive Strength]]|([[bolt]]) N/A}}
| Bolt = 188 - 234
{{Creature ability|[[Target Defense]]|([[Bard Base]]) N/A}}
| UDF =
{{Creature ability|[[Target Defense]]|([[Ranger]]) N/A}}
| BarTD = 127
{{Creature ability|[[Target Defense]]|([[Sorcerer]]) <N/A>}}
| CleTD =
{{Creature ability|[[Target Defense]]|([[Wizard]]) <N/A>}}
| EmpTD = 140 - 190
{{Creature ability|[[Target Defense]]|([[Cleric]]) <N/A>}}
| PalTD =
{{Creature ability|[[Target Defense]]|([[Empath]]) <N/A>}}
| RanTD =
{{Creature ability|[[Target Defense]]|([[MjE]]) <N/A>}}
| SorTD = 146
{{Creature ability|[[Target Defense]]|([[MnE]]) <N/A>}}
| WizTD =
{{Creature ability|[[Target Defense]]|([[MjS]]) <N/A>}}
| MjETD = 153
{{Creature ability|[[Target Defense]]|([[MnS]]) <N/A>}}
| noability =
| MnETD =
| MjSTD = 155
| MnSTD = 140
| MnMTD =
| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link -->
| DSP2 =
| DSP3 =
| DSP4 =
| DSP5 =
| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically -->
}}
}}
{{Creature treasure
{{Creature treasure
| type = <Not Known>
| coins =
| skin = <Not Known>
| magic items =
| nobox =
| gems =
| noskinvalue =
| boxes =
| other =
| skin = No
}}
}}
{{Creature end}}
{{Creature end}}


The Sheruvian initiate is much as a monk of the same order, a foul spawn of inhuman parents with a head shaved smooth and covered in dark, mystic runes though fewer and less elaborate. What they appear to lack in intelligence, they make up for in belligerence.<sup><sup>[http://www.play.net/gs4/info/bestiary/]</sup></sup>
The Sheruvian initiate is much as a monk of the same order, a foul spawn of inhuman parents with a head shaved smooth and covered in dark, mystic runes though fewer and less elaborate. What they appear to lack in intelligence, they make up for in belligerence.


==Hunting strategies==
==Hunting strategies==
* These are human-sized opponents so no character race should have any aiming penalties or restricted body locations when using [[AMBUSH|aimed swings]].
{{addmetext}}
* They have neither critical nor damage [[Padding|padding]] so both attrition with small fast weapons and single hits for large amounts of damage will work to kill.
==Other information==
* [[Bard]]s will find them to be superb [[Song of Unravelling (1013)|sources]] of mana: despite having several spell-like abilities, they do not actually have any spells upon them to interfere with draining mana.
{{addmetext}}
* The monks will be in the southern and eastern parts of the monastery, but the [[hooded figures]] which can [[417|dispel]] and [[410|e-wave]] you in front of them will not be. They will all be found in the corridor near the hidden exit.

==Other Information==
Any attacks made by a member of the [[Council of Light]] against a Sheruvian initiate will occasionally fail and cause the player to incur a 5 second [[roundtime]]. This also includes attempted combat maneuvers against the Sheruvian initiate. There is no way to prevent this while still a member of the society, and the hesitation is checked for on ''each'' attack or maneuver. This is shown through the following message:
<div {{Log|margin-right=350px}}>
As you begin to attack the Sheruvian initiate, you feel a strange empathic tug within your mind, and stop short.<br/>
Roundtime: 5 sec.
</div>

Sheruvian initiates occasionally gain a +50 AS bonus to their attack for one swing, which is usually preceded by a random bellowing warcry. This is accompanied by a temporary +50 DS bonus, and a bonus to their TD as well. An example can be found below:

<pre{{log2|margin-right=350px}}>
A Sheruvian initiate bellows, "Bow down before Sheru or lie bleeding at his feet! The choice is yours, infidel!"

A Sheruvian initiate swings a black steel jeddart-axe at you!
AS: +280 vs DS: +275 with AvD: +24 + d100 roll: +24 = +53
A clean miss.
</pre>

When a Sheruvian initiate lands an attack, it has a chance to drain a spirit point. The following shows a successful spirit drain:
<pre{{log2|margin-right=350px}}>
A Sheruvian initiate swings a black steel jeddart-axe at you!
AS: +230 vs DS: +176 with AvD: +24 + d100 roll: +44 = +122
... and hits for 7 points of damage!
Deft slash across chest draws blood!
You take a deep breath.
As the initiate attacks, a sickening crimson aura lashes out and assaults you, consuming part of your life force!
You feel slightly drained!
</pre>

If injured, Sheruvian initiates can "pray" to Sheru to heal lost hitpoints from itself or other creatures in the room:
<pre{{log2|margin-right=350px}}>
A initiate meditates over a Sheruvian monk for a moment, murmuring a prayer to Sheru.
The monk suddenly looks healthier.
</pre>

There seems to be a sudden increase in the generation rate when the initiates call for help.
<pre{{log2|margin-right=350px}}>
A Sheruvian initiate yells, "Intruders! Intruders! Slay the non-believers!"
</pre>

The [[Sheruvian harbinger|Sheruvian harbingers]] may show up at any time, sometimes with a [[nightmare steed]]. Both are much higher level.

The Sheruvian monks and initiates are immune to cold.

;Other Messaging
<pre{{log2|margin-right=350px}}>
A Sheruvian initiate lunges at you, exclaiming, "I've seen children put up a better fight than this fool! Now he dies!"

A Sheruvian initiate stares at you and sneers, "Today, you will die in the name of Sheru, and he shall feast on your soul as we feast on your flesh!"

The Sheruvian initiate's eyes fill with hatred as it struggles to regain control! '''''(when stunned)'''''

The Sheruvian monk screams emotionlessly one last time and lies still.

A Sheruvian initiate's body is engulfed in a brilliant crimson aura. When your eyes clear, nothing remains of it but dust. '''''(when decaying)'''''
</pre>


== References ==
== References ==
* http://www.play.net/gs4/info/bestiary/
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1375 Sheruvian initiate on Play.net bestiary]


{{Nearlevel
{{Nearlevel

Revision as of 21:53, 30 August 2019

Sheruvian initiate
Sheruvian initiate.jpg
Level 37
Family Sheruvian family creatures
Body Type Biped
Area(s) Found The Broken Lands
BCS Yes
HP
Speed
Attack Attributes
Physical Attacks
Jeddart-axe 230 AS
Special Offensive Abilities
Healing Can heal themselves, and other critters.
Defense Attributes
Armor
? ASG
Defensive Strength (DS)
Melee 242 - 319
Ranged
Bolt 188 - 234
Unarmed Defense Factor
UDF
Target Defense (TD)
Bard Base 127
Cleric Base
Empath Base 140 - 190
Paladin Base
Ranger Base
Sorcerer Base 146
Wizard Base
Minor Elemental
Major Elemental 153
Minor Spiritual 140
Major Spiritual 155
Minor Mental
Treasure Attributes
Coins
Gems
Magic Items
Boxes
Skin No
Other

The Sheruvian initiate is much as a monk of the same order, a foul spawn of inhuman parents with a head shaved smooth and covered in dark, mystic runes though fewer and less elaborate. What they appear to lack in intelligence, they make up for in belligerence.

Hunting strategies

  • These are human-sized opponents so no character race should have any aiming penalties or restricted body locations when using aimed swings.
  • They have neither critical nor damage padding so both attrition with small fast weapons and single hits for large amounts of damage will work to kill.
  • Bards will find them to be superb sources of mana: despite having several spell-like abilities, they do not actually have any spells upon them to interfere with draining mana.
  • The monks will be in the southern and eastern parts of the monastery, but the hooded figures which can dispel and e-wave you in front of them will not be. They will all be found in the corridor near the hidden exit.

Other Information

Any attacks made by a member of the Council of Light against a Sheruvian initiate will occasionally fail and cause the player to incur a 5 second roundtime. This also includes attempted combat maneuvers against the Sheruvian initiate. There is no way to prevent this while still a member of the society, and the hesitation is checked for on each attack or maneuver. This is shown through the following message:

As you begin to attack the Sheruvian initiate, you feel a strange empathic tug within your mind, and stop short.
Roundtime: 5 sec.

Sheruvian initiates occasionally gain a +50 AS bonus to their attack for one swing, which is usually preceded by a random bellowing warcry. This is accompanied by a temporary +50 DS bonus, and a bonus to their TD as well. An example can be found below:

A Sheruvian initiate bellows, "Bow down before Sheru or lie bleeding at his feet!  The choice is yours, infidel!"

A Sheruvian initiate swings a black steel jeddart-axe at you!
  AS: +280 vs DS: +275 with AvD: +24 + d100 roll: +24 = +53
  A clean miss.

When a Sheruvian initiate lands an attack, it has a chance to drain a spirit point. The following shows a successful spirit drain:

A Sheruvian initiate swings a black steel jeddart-axe at you!
  AS: +230 vs DS: +176 with AvD: +24 + d100 roll: +44 = +122
  ... and hits for 7 points of damage!
  Deft slash across chest draws blood!
  You take a deep breath.
As the initiate attacks, a sickening crimson aura lashes out and assaults you, consuming part of your life force!
You feel slightly drained!

If injured, Sheruvian initiates can "pray" to Sheru to heal lost hitpoints from itself or other creatures in the room:

A initiate meditates over a Sheruvian monk for a moment, murmuring a prayer to Sheru.
The monk suddenly looks healthier.

There seems to be a sudden increase in the generation rate when the initiates call for help.

A Sheruvian initiate yells, "Intruders! Intruders! Slay the non-believers!"

The Sheruvian harbingers may show up at any time, sometimes with a nightmare steed. Both are much higher level.

The Sheruvian monks and initiates are immune to cold.

Other Messaging
A Sheruvian initiate lunges at you, exclaiming, "I've seen children put up a better fight than this fool!  Now he dies!"

A Sheruvian initiate stares at you and sneers, "Today, you will die in the name of Sheru, and he shall feast on your soul as we feast on your flesh!"

The Sheruvian initiate's eyes fill with hatred as it struggles to regain control! (when stunned)

The Sheruvian monk screams emotionlessly one last time and lies still.

A Sheruvian initiate's body is engulfed in a brilliant crimson aura.  When your eyes clear, nothing remains of it but dust. (when decaying)

References

Near-level creatures - edit
Level 35 Level 36 Level 37 Level 38 Level 39
edit edit edit edit edit