Squamous reptilian mutant

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Squamous reptilian mutant
Level 109
Family family creatures
Body Type [[]]
Area(s) Found Hinterwilds
BCS Yes
HP
Speed
Attack Attributes
Defense Attributes
Armor
? ASG ?
Defensive Strength (DS)
Melee ?
Ranged ?
Bolt ?
Unarmed Defense Factor
UDF ?
Target Defense (TD)
Bard Base ?
Cleric Base ?
Empath Base ?
Paladin Base ?
Ranger Base ?
Sorcerer Base ?
Wizard Base ?
Minor Elemental ?
Major Elemental ?
Minor Spiritual ?
Major Spiritual ?
Minor Mental ?
Other Unique Abilities
?
Treasure Attributes
Coins ?
Gems ?
Magic Items ?
Boxes ?
Skin ?
Other ?
This section has not been added yet; please add to it now! 

Hunting Strategies

General Advice
  • As primarily casting creatures, mutants are fairly vulnerable to SMR-based spells and attacks like Condemn (309), Earthen Fury (917), Hamstring, Spike Thorn (616), Twin Hammerfists, and so on. This is offset somewhat by their high level, though.
  • Mutants have exceptionally high CS--over 520--that leaves their Thought Lash (1210), Bind (214), and Vertigo (1219) spells nearly guaranteed to hit against every profession and leave characters stunned or disabled. Keep them from casting by any means including Sweep, Feint, Corrupt Essence (703), [[Moonbeam (611])], Condemn, Earthen Fury, or other options that keep them stalled out, unable to cast, or repeatedly stunned.
  • Mutants have Brace (1214), which can disarm against many forms of physical attacks. However, many combat maneuvers and SMR-based weapon techniques bypass this, as do ranged attacks and unarmed combat. Brace can also be removed via dispelling magic or other similar effects like Spell Cleave.
Voln
  • Symbol of Transcendence can sometimes salvage a bad situation, either preemptively or used with its emergency cooldown. High CS aside, mutants are still mostly casting disablers or attacking with one of the weaker weapon bases, the cudgel, so it's possible to survive even ten rounds of stun with enough luck.
  • Symbol of Restoration can be used while Immobilized by Bind.
Bards
Clerics
  • The INFUSE SPIRIT option of Soul Ward (319) can sometimes delay mutants long enough to keep a cleric alive through lengthy stun.
Empaths
  • The REGENERATE option of Regeneration (1150) can sometimes keep an empath healed and padded to survive lengthy stun a limited number of times per day, depending on Transformation lore.
Paladins
  • Divine Incarnation (1650) Smite with enough Religion lore to reliably hit twice will usually do substantial damage to mutants, if not outright kill them, while divine energy lasts.
  • Be ready to beseech Divine Intervention (1635) at a moment's notice to get away safely after being hit by any of a mutant's dangerous spells.
Rangers
  • With enough Ranger Base ranks, Moonbeam is a nearly universal solution in the Hinterwilds and mutants are no exception.

Other Information

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Near-level creatures - edit
Level 107


Level 108 Level 109


Level 110


Level 111


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