Sheruvian initiate

The official GemStone IV encyclopedia.
Revision as of 11:08, 16 July 2013 by PRICKLIES (talk | contribs) (→‎Other Information: +50 ds bonus, too.)
Jump to navigation Jump to search
Sheruvian initiate
Picture
Level 37
Family Sheruvian family creatures
Body Type Biped
Undead No
Areas Found The Broken Lands
BCS <Not Known>
HP <Not Known>
Armor [?]
Attack Attributes
Physical Attacks
a black steel jeddart-axe +230 AS
Maneuver Attacks
Can "heal" self or other creatures
Defense Attributes
Melee +242 DS
Ranged <N/A> DS
Bolt +234 DS
Bard Base <N/A> TD
Ranger Base <N/A> TD
Sorcerer Base +146 TD
Wizard Base <N/A> TD
Cleric Base <N/A> TD
Empath Base <N/A> TD
Paladin Base <N/A> TD
Major Elemental +153 TD
Minor Elemental <N/A> TD
Major Spiritual <N/A> TD
Minor Spiritual +140 TD
Major Mental <N/A> TD
Minor Mental <N/A> TD
Treasure Attributes
Coins ?
Gems ?
Magic Items ?
Boxes ?
Skin none
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.[1]

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.

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. 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.

References

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