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.
- Abandoned Mine: Krolvin (Teras Isle)
- Bonespear Tower (Solhaven)
- Castle Varunar (Trail to Vornavis)
- Darkstone Castle: Krolvin (Wehnimer's Landing)
- Fethayl Bog: Bog Wights (Ta'Vaalor)
- Fenghai Warrens (Solhaven)
- Gyldemar Green (Ta'Illistim)
- Rambling Meadows: Crested Basilisk (Ta'Vaalor)
- Rift: Raving Lunatics in Planes 1 and 2 (Icemule Trace)
- Ruined Tower and Dungeon (River's Rest)
- Skull Temple (Ta'Illistim)
- Spider Temple (Wehnimer's Landing)
- Zaerthu Tunnels (Zul'Logoth)
- 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."
NV = Needs Verified K = Known
|Adjective||Attack Types||Attack Spells||Defense Susceptibility||Defense Resistant||Defense Spells||Other|
|Apt||Counterattack [K]||Stuns [NV]||Higher Health [NV]|
|Canny||SMRv2 stun spell|
|Flickering||Temp phase ability|
|Indistinct||Physical damage resist shield|
|Shadowy||1204, 1601, 1712 [NV]|
|Sickly-Green||Use Purify Air to combat the miasma cloud|
|Wavering||Temp phase ability|
Information by Critter Adjective
- High HP [needs verified]
- Stun resist [needs verified and specified]
- Counterattacks with an SMRv2 even if forced into RT or kneeling
|Apt Example 1|
An apt greater faeroth seizes the opportunity a launch a quick countstrike against you! [SMR result: 112 (Open d100: 56, Penalty: 6)] The faeroth attack lands! ... 15 points of damage! Shot to your neck scrapes away skin. Some nasty bleeding. You are stunned for 3 rounds!
|Crush R3/DMG10, STATUS: S3, WOUNDS: R2 Neck|
|Notes: the messaging on this was later changed.|
|Apt Example 2|
An apt black forest ogre seizes the opportunity to launch a quick counterattack against you! [SMR result: 162 (Open d100: 181, Penalty: 4)] The ogre attack lands! ... 25 points of damage! Shot knocks your head back by pushing on the inside of the skull!
|Puncture R5/DMG20, STATUS: F, R3 Eye/Head|
|Apt Example 3|
You swing a sharply-honed golvern handaxe at an apt greater bog troll! AS: +391 vs DS: +220 with AvD: +32 + d100 roll: +25 = +228 ... and hit for 46 points of damage! Blow to chest causes the greater bog troll's heart to skip a beat. The guiding force leaves you. Roundtime: 5 sec.
|Crush R3/DMG15, Status:S1, Wounds:R1 Chest|
|Notes: this attack should have presumably been a stun, but the creature immediately counterattacked despite mechanically it should have been stunned, kneeling, and in RT.|
R> An apt greater bog troll seizes the opportunity to launch a quick counterattack against you! [SMR result: 114 (Open d100: 38, Penalty: 2)] The troll attack lands! ... 12 points of damage! Smack to the eye bursts blood vessels. You are stunned for 3 rounds! SR>
|Crush R3/DMG5, Status:S3, Wounds:R2 Right Eye|
|Apt Example 4|
You gesture at an apt greater bog troll. A pillar of dusky silver radiance manifests around an apt greater bog troll. CS: +208 - TD: +134 + CvA: +8 + d100: +53 == +135 Warding failed! Waves of sacred energy tear through the greater bog troll's body! ... 30 points of damage! ... 4 points of damage! My! It looks like the greater bog troll will be stiff in the morning! Better ice down the bruises! The greater bog troll is driven to its knees! Cast Roundtime 3 Seconds.
|Cold R1 DMG5 S:None W:R1 Back|
|Notes: Character cast Divine Strike (1615). Character is aligned to Gosaena and Holy damage is Cold type.|
An apt greater bog troll seizes the opportunity to launch a quick counterattack against you! [SMR result: 149 (Open d100: 91, Penalty: 2)] The troll attack lands! A vultite augmented breastplate partially deflects the onslaught of the slashing attack. ... 1 point of damage! Quick slash catches your cheek! Dimples are always nice.
|Slash R1 DMG5 S:none Wound:R1 head|
You swing a vaalorn-edged feras handaxe at an apt greater bog troll! AS: +361 vs DS: +161 with AvD: +32 + d100 roll: +79 = +311 ... and hit for 83 points of damage! Mighty swing separates head from shoulders. The greater bog troll's body goes rigid and his eyes roll back into his head as he dies. A silver light faintly flickers around an apt greater bog troll, then fades. The dully illuminated mantle protecting an apt greater bog troll begins to falter, then completely fades away. A faint silvery glow fades from around an apt greater bog troll. An apt greater bog troll returns to normal color. The deep blue glow leaves an apt greater bog troll. An apt greater bog troll seems to lose some dexterity. An apt greater bog troll seems to lose an aura of confidence. The guiding force leaves you. Roundtime: 5 sec.
|Crush R6 DMG30 S:F W:R3 head|
|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."|
- SMRv2 stun spell
|Canny Example 1|
[SMR result: 222 (Open d100: 85)] An overwhelming pressure assails your mind, rendering you thoughtless! You are stunned!
- Temp phase ability
|Flickering Example 1|
A flickering troll wraith startles at the sudden, clamorous ring of metal on metal! *Clang!* The air reverberates with metallic echoes, blasting the troll wraith for 35 points of damage! With an abrupt flash, a flickering troll wraith disappears and reappears a few feet away, avoiding any danger completely!
- Physical damage resist shield
|Indistinct Example 1|
You fire a faewood white arrow at an indistinct troll zombie! A lustrous sphere momentarily flashes around an indistinct troll zombie. The lustrous sphere absorbs the attack, leaving an indistinct troll zombie unscathed! The white arrow sticks in an indistinct troll zombie's right arm!
- Magic-absorb shield
|Rune-Covered Example 1|
You gesture at a rune-covered troll wraith. A rune-covered troll wraith pulses brightly as she absorbs the magic! Cast Roundtime 3 Seconds.
- Temp phase ability
|Wavering Example 1|
You fire a faewood white arrow at a wavering troll wraith! With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely! The white arrow sails through a wavering troll wraith and lands nearby.
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)
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!
First Update (12/20/2018)
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.
Second Update (12/20/2018)
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.
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
There might be something like that down the road. I have no specific plans or ideas for it currently though.
Regarding Magic Immune (12/22/2018)
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?).
Messaging When Glam Critters Spawn (01/09/2019)
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!
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!
More Critters (1/13/2019)
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!
Round 3 Will Have Highest Level Areas (1/13/2019)
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?
Adjective Order (1/14/2019)
<<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.
No More Stun Lock (1/14/2019)
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.