Difference between revisions of "User:ARMYJEN/Glam Critter"

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|Notes: This creature had defensive spells of Spirit Warding II (107), Natural Colors (601), Self Control (613), Mobility (618), Foresight (1204), Mantle of Faith (1601), Spirit Guard (1712). This creature is known to have defensive spells of 101, 103, 107, 601, 613, and 618. The remaining 1204, 1601, and 1712 seem to denote that this creature was also possibly "shadowy."
 
|Notes: This creature had defensive spells of Spirit Warding II (107), Natural Colors (601), Self Control (613), Mobility (618), Foresight (1204), Mantle of Faith (1601), Spirit Guard (1712). This creature is known to have defensive spells of 101, 103, 107, 601, 613, and 618. The remaining 1204, 1601, and 1712 seem to denote that this creature was also possibly "shadowy."
 
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===Barbed===
 
===Blurry===
 
===Blurry===
  

Latest revision as of 15:02, 14 September 2019

Please send logs (from start of encounter to end) to gs4armyjen@gmail.com or ArmyJen#0001. Please add any theories or other information you have, or note any errors you find or inconsistencies on the Discussion page.

This research page is under massive construction (a lot of my notes and the logs people have sent me have not been transferred over yet). I want to thank the following people for contributing to the known information about Ixix's Glam Critters: Ardkor, Arianiss, Bristenn, Evarin, Giantphang, Khaell, Kynilir, Malifren, Naamit, Nehor, Nidal, Ordim, Qualeric, Talimiir, Tykus, and Zeph.

Boss Creatures are unique creatures that one can encounter with additional descriptions beyond the base creature. These creatures are more powerful than the standard base creature and have additional abilities unique to the adjective used to describe their particular prowess.

The term Boss Creature encompasses three sub-categories:

  • Boss Creature - a major boost to a single creature
  • Mini-Boss Creature - a minor boost to a single creature
  • Creature Pack - a group of similarly boosted creatures

It seems that the critters can be loosely grouped. Some are dodging some component of crit damage, some might have a higher HP, some are magic resistant of some sort, some stun you, some have a poison or disease effect, some are undead, some have more defensive spells than usual. I will be able to figure this out more as I receive more logs from people that help me to fill out the below chart and narrow down all the possible effects. Even null results are good results! Crossing out ideas is just as good as adding them.--

Affected Creatures

  • Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.
  • Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.
  • In the Rift, Vvrael witches and warlocks, and aivren.
  • Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.
  • Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.
  • Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.
  • Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.
  • Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.
  • Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.

When these creatures spawn in an area nearby you might hear, "You briefly hear what sounds like quite the commotion."

Critter Table

NV = Needs Verified K = Known

Adjective Boss Mini-Boss Pack Attack Types Attack Spells Defense Susceptibility Defense Resistant Defense Spells Other
Adroit
Afflicted
Apt Counterattack [K] Stuns [NV] Higher Health [NV]
Barbed
Blurry
Canny SMRv2 stun spell
Ethereal
Flashy Dual Dispel [NV]
Flickering Temp phase ability
Flinty
Frenzied
Ghastly
Ghostly
Gleaming
Glittering Yes Yes
Gory
Hardy
Illustrious
Indistinct Yes Physical damage resist shield - Retribution on Death
Keen SMRv2 Mentalist Stun (K)
Lanky
Lustrous
Muculent
Nebulous
Oozing
Pestilent
Putrid
Radiant
Raging
Ready Counterattack (SMRv2)
Rune-Covered Magic-absorb shield
Robust
Scintillating
Shadowy 1204, 1601, 1712 [NV]
Shielded
Shifting
Shimmering
Shining
Sickly-Green Use Purify Air to combat the miasma cloud
Slime covered
Slimy
Sparkling
Spindly
Spiny
Stalwart
Stately
Steadfast Yes
Stout Counterattack (SMRv2)
Tattooed
Tenebrous
Tough
Twinkling
Wavering Temp phase ability
Wispy

Information by Critter Adjective

Adroit

Afflicted

Apt

  • High HP [needs verified]
  • Stun resist [needs verified and specified]
  • Counterattacks with an SMRv2 even if forced into RT or kneeling

Barbed

Blurry

These examples need verified as they may have been affected by more than one adjective. Crowdsourced consensus was that blurry creatures give hard RT for casting at them, certain parts of spells get their damage cycle ignored or dodged which likewise applies hard RT, and sonic flares did not work (which may be also part of the disruption of spells possibly).

Canny

  • SMRv2 stun spell

Ethereal

Flashy

Dual Dispel

Flickering

  • Temp phase ability

Flinty

Frenzied

Ghastly

Ghostly

Gleaming

Glittering

Gory

Hardy

Illustrious

Indistinct

  • Physical damage resist shield
  • Retribution on Death

Keen

Lanky

Lustrous

Muculent

Nebulous

These creatures may be immune to death crits (unless ash hags are usually immune to death crits). Other crowdsourced notes:

  • "I was doing archery against a nebulous creature, 90% of the shots didn't do anything, but 10% of the shots hit it... its really confusing what's going on. the messaging should be clearer."
  • This creature may have a lower AS.

Oozing

Pestilent

Putrid

Radiant

Raging

Ready

  • Counterattacks with an SMRv2 even if forced into RT or kneeling

Rune-Covered

  • Magic-absorb shield

Robust

Scintillating

Shadowy

Shifting

Shimmering

Shining

Sickly-Green

Slimy

Sparkling

Spindly

Spiny

Stalwart

Stately

Steadfast

Stout

  • Counterattacks with an SMRv2 even if forced into RT or kneeling

Tattooed

Tenebrous

Tough

Twinkling

Unyielding

Wavering

  • Temp phase ability

Wispy

Saved Posts and Messages on the Glam Critters

I will be adding all of the known related GM messages and posts here.

Initial Release (12/20/2018)

Category: Combat, Magic, and Character Mechanics
Topic: Hunting Grounds
Message #: (Unknown)
Author: GS4-IXIX
Date: 12/20/2018 04:18 PM CST
Subject: Creatures Get a Gift


Hi everybody,

I just activated an system that will let some creatures generate in packs, some generate as a mini-boss kind of thing, and for some recurring unique creatures. I don't want to give everything away all at once, but I'll tell you that the upgraded creatures, when they appear, will be toughened up in a variety of ways, including some new and unusual abilities.

This is intended for a wide-spread release, but at the moment, you can run into these dangerous foes in the Abandoned Mines of Teras Isle and in Darkstone Castle, where you'll find kiramon; in the Spider Temple; in Planes 1 and 2 of the Rift where you encounter raving lunatics; inside the walls of the Skull Temple; on Gyldemar Green; in Bonespear Tower; in the Fenghai Warrens; in the Ruined Tower and Dungeon of River's Rest; and some particularly nasty and rare enemies can be found lurking in Castle Varunar.

I realize that Ta'Vaalor isn't in that - I have some spots picked out and ready to go and they'll be showing up shortly.

Stay safe, it's dangerous out there!

Ixix

First Update (12/20/2018)

Category: Combat, Magic, and Character Mechanics
Topic: Hunting Grounds
Message #: (Unknown)
Author: GS4-IXIX
Date: 12/20/2018 05:26 PM CST
Subject: Creatures Get a Gift

Crested Basilisks and Bog Wights in the Ta'Vaalor areas are now part of the list.

I'll definitely be expanding the level ranges in future expansions.

I did not get the Kiramon in Ta'Illistim in this round.

Ixix

Second Update (12/20/2018)

Category: Combat, Magic, and Character Mechanics
Topic: Hunting Grounds
Message #: (Unknown)
Author: GS4-IXIX
Date: 12/20/2018 08:09 PM CST
Subject: Creatures Get a Gift

The Zaerthu Tunnels in Zul Logoth are a bit more dangerous now, that'll have to be the last single area for now while I work on some other things.

I'm making some tweaks and adding some stuff based on suggestions, and I'm keeping an eye on how things are going. I'm sorting out another batch of hunting grounds to set up, but I'd like to get a good idea of how things are shaking out before I expand too much. I don't have any specific dates or times for when another round is coming but I'll post here when I release updates or get hunting areas squared away.

Ixix

Regarding Achievements (12/21/2018)

In reply to: Will there be an achievement list/title/reward for the ones you've found and managed to slay? by SJOSEPH

Category: Combat, Magic, and Character Mechanics
Topic: Hunting Grounds
Message #: (Unknown)
Author: GS4-IXIX
Date: 12/20/2018 08:09 PM CST
Subject: Creatures Get a Gift


There might be something like that down the road. I have no specific plans or ideas for it currently though.

Ixix

Regarding Magic Immune (12/22/2018)

Category: Combat, Magic, and Character Mechanics
Topic: Hunting Grounds
Message #: (Unknown)
Author: GS4-IXIX
Date: 12/22/2018 09:01 PM CST
Subject: Creatures Get a Gift

As far as I can tell 1 magic immune bog wight has spawned in prime, and 1 magic immune dogmatist has spawned in shattered. Nobody in shattered noticed. The bog wight was mushed with a maul.

As I've said I'm keeping an eye on things and making adjustments - I expect the magic immune minibosses to be among the hardest to fight, and as such they as are also some of the rarest and least likely to appear - but if they (or any other type) is not performing as intended I'll make revisions. I haven't seen anything that tells me that the magic immune minibosses are actually too hard or too common though.

Also I double check and the Skull Temple is producing miniboss dogmatists, but all of the minibosses have a low chance to spawn, and only the dogmatists are setup currently so there's going to be a lower volume there. So I bummed that you're bummed that you haven't seen many, but it looks like that's just luck that's made that happen (not happen?).

Ixix

Messaging When Glam Critters Spawn (01/09/2019)

Category: Combat, Magic, and Character Mechanics
Topic: Hunting Grounds
Message #: (Unknown)
Author: GS4-IXIX
Date: 01/09/2019 05:35 PM CST
Subject: Creatures Get a Gift

Hi everybody,

I've released a small update to this system. The most notable things that you'll see are messaging in the are when a pack, miniboss, or other special creature spawns, and a couple of abilities that you haven't seen yet.

Along with that update, I'll be expanding the number of hunting areas and creatures that can spawn packs and minibosses - I'll post again when I do that with the list but consider this your advance warning!

Ixix

Category: Combat, Magic, and Character Mechanics
Topic: Hunting Grounds
Message #: (Unknown)
Author: GS4-IXIX
Date: 01/11/2019 03:54 PM CST
Subject: Creatures Get a Gift


I actually didn't do the special messaging in the room that they spawn in, it's in the other rooms in the area so that you know that something is kicking around.

Sorry - that could have been more clear on my part!

Ixix

More Critters (1/13/2019)

Category: Combat, Magic, and Character Mechanics
Topic: Hunting Grounds
Message #: (Unknown)
Author: GS4-IXIX
Date: 01/13/2019 10:34 AM CST
Subject: More Gifted Creatures!

Hi everybody,

I've setup several additional creatures to spawn packs and minibosses.

Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders. Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers. In the Rift, Vvrael witches and warlocks, and aivren. Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks. Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens. Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies. Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls. Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs. Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.

Be careful out there!


Ixix

Round 3 Will Have Highest Level Areas (1/13/2019)

Category: Combat, Magic, and Character Mechanics
Topic: Hunting Grounds
Message #: (Unknown)
Author: GS4-IXIX
Date: 01/13/2019 02:37 PM CST
Subject: More Gifted Creatures!


I'm glad to hear that people seem to be enjoying these updates so far! The current plan is for round 3 to include the highest level areas, I'm not sure when that'll happen, it kinda depends on if any issues pop up with the wider release.

Does anybody have any particular feelings about whether or not they've run into a creature that was too hard or underwhelming or anything like that?

Ixix

Adjective Order (1/14/2019)

Category: Combat, Magic, and Character Mechanics
Topic: Hunting Grounds
Message #: (Unknown)
Author: GS4-IXIX
Date: 01/14/2019 09:30 AM CST
Subject: More Gifted Creatures!

<<If they are not always the same, meaning if any gifted construct can have counterattack, would it be possible to add in another adjective so we can tell? A battle-ready ghostly greater construct or some such.>>

I've tried to set things up so that the most important ability will be the one that assigns the article - I'm not sure if I can have extra long creature names but I just tried it and it worked better than I expected so I'm going to look into that. Also, that counterstrike boon is turning out to be a bit stronger than I anticipated, particularly when it's on something like a construct - so I'll probably tweak things a little so that will be recognized as a more important one.

<<Have you considered picking one or two hunting areas to not implement the gifts?>>

Definitely, I've purposefully tried to not set this is up in a variety of hunting areas, across all town areas, at all levels. I've also tried to be careful to not boost creatures that are already potent.

Ixix

No More Stun Lock (1/14/2019)

Category: Combat, Magic, and Character Mechanics
Topic: Hunting Grounds
Message #: (Unknown)
Author: GS4-IXIX
Date: 01/14/2019 01:28 PM CST
Subject: More Gifted Creatures!


I released a small update and shouldn't be getting stun locked by canny/keen creatures anymore - you'll have a short period of immunity if they get you with one. Not too long, but enough to run away if you want.

Ixix