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.--
- 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||Boss||Mini-Boss||Pack||Attack Types||Attack Spells||Defense Susceptibility||Defense Resistant||Defense Spells||Other|
|Apt||Counterattack [K]||Stuns [NV]||Higher Health [NV]|
|Canny||SMRv2 stun spell|
|Flashy||Dual Dispel [NV]|
|Flickering||Temp phase ability|
|Indistinct||Yes||Physical damage resist shield - Retribution on Death|
|Keen||SMRv2 Mentalist Stun (K)|
|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."|
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).
|Blurry Example 1|
[SMR result: 222 (Open d100: 85)] You have good positioning against a blurry Illoke elder. UAF: 557 vs UDF: 544 = 1.023 * MM: 74 + d100: 80 = 155 ... and hit for 31 points of damage! Wide swing connects with right shin, sweeping it hard to the side! The Illoke elder is knocked to the ground! Your sonic cestus unleashes a blast of sonic energy at a blurry Illoke elder! Something confusing enters your mind at the worst possible moment, and the distraction disrupts your attack! Roundtime changed to 3 seconds. Roundtime: 5 sec. Roundtime: 3 sec. Roundtime changed to 1 second.
|Blurry Example 2|
<Person>shoots strands of webbing at a blurry Illoke elder! AS: +426 vs DS: +198 with AvD: +32 + d100 roll: +63 = +323 ... and hits for 89 points of damage! Blow to the side of the Illoke elder's head! R> A blurry Illoke elder seizes the opportunity to launch a quick counterattack against <Person>! [SMR result: 210 (Open d100: 158, Penalty: 25)] The elder attack lands! ... 25 points of damage! Great shot penetrates thigh and shatters bone! She is knocked to the ground! She is stunned!
|Blurry Example 3|
|Ethereal carnelian foxfire flickers into being along <Person's> hands, slithering across her palms...
<Person> channels at a blurry Illoke elder. <Person> concentrates intently on a blurry Illoke elder, and a pulse of pearlescent energy ripples toward him! CS: +401 - TD: +377 + CvA: +25 + d100: +78 == +127 Warding failed! The Illoke elder shudders with moderate convulsions as pearlescent ripples envelop his body. The Illoke elder is smashed for 40 points of damage! <Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely! <Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely! ...wait 1 seconds. </pre>
- SMRv2 stun spell
|Canny Example 1|
[SMR result: 222 (Open d100: 85)] An overwhelming pressure assails your mind, rendering you thoughtless! You are stunned!
|Flashy Example 1|
You swing a heavy golden vultite-bladed naginata at a flashy vesperti! AS: +271 vs DS: +209 with AvD: +49 + d100 roll: +1 = +112 ... and hit for 5 points of damage! Weak slash across chest! Slightly less painful than heartburn. A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy! You feel less confident than before. The hazy film around <person> fluxes chaotically! ... 30 points of damage! Vicious beam of energy rips open your back! You are stunned for 6 rounds! The hazy film fades from around you. A virulent green mist seeps out of a flashy vesperti's lips toward you, but you are unaffected. You feel the unnatural surge of necrotic power wane away. Roundtime: 5 sec. Roundtime changed to 3 seconds. S> A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy! The dim aura fades from around you. You are coated in a hazy film. A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy! You become solid again. The hazy film around Ekros fluxes chaotically! ... 45 points of damage! Tremendous plasma discharge slices deep into your chest!
- Temp phase ability
|Flickering Example 1|
|<pre style="margin-right: 20%;
margin-left: 2em; margin-top: 1em; margin-bottom: 1em; padding: 7px 10px; background: #f3f3f9; border: line; text-align: left; font-size:95%; font-family: Consolas, DejaVu sans mono, Courier New, monospace; color: black; white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap;" >A flickering troll wraith startles at the sudden, clamorous ring of metal on metal!
- 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!
- Retribution on Death
|Indistinct Example 1|
You chant a reverent litany, clasping your hands while focusing upon the Smite spell... Your spell is ready. You channel at an indistinct crazed zombie. A scintillating, blue-white aura encompasses an indistinct crazed zombie. CS: +164 - TD: +76 + CvA: +25 + d100: +40 == +153 Warding failed! An explosion of blue-white energy near an indistinct crazed zombie consumes the surrounding area with a blinding light. The crazed zombie is hit for 39 points of damage! ... 25 points of damage! Precise burst of energy causes the crazed zombie's neck to blacken and peel. You hear a sound like a weeping child as a white glow separates itself from the crazed zombie's body as it rises, disappearing into the heavens. As the crazed zombie falls, an incandescent beam lashes out and strikes you! Crackling arcs of lightning surround you! ... 10 points of damage! Electric shot shoots pain along your back and legs. You are stunned for 2 rounds! The crazed zombie shudders slightly then ceases her so called life.
|Keen Example 1|
>app elder The Illoke elder is huge in size and about twenty-one feet high in his current state. You think you'd have a slight advantage over the elder. The Illoke elder appears to be shifting, and keen. > As a shifting Illoke elder focuses on you, an overwhelming pressure assails your mind, rendering you thoughtless! You are stunned!
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.
|Nebulous Example 1|
>ambush hag neck You leap from hiding to attack! You swing a coal black vultite handaxe at a nebulous ash hag! A lustrous sphere momentarily flashes around a nebulous ash hag. AS: +329 vs DS: +171 with AvD: +31 + d100 roll: +5 = +194 ... and hit for 61 points of damage! Awful slash nearly decapitates the ash hag! That's one way to lose your head. The ash hag is stunned! ** Your vultite handaxe releases a shimmering beam of disintegration! ** ... 5 points of damage! Blast creates interesting designs on torso, but little damage. Roundtime: 6 sec. H>ambush hag head You leap from hiding to attack! You swing a coal black vultite handaxe at a nebulous ash hag! A lustrous sphere momentarily flashes around a nebulous ash hag. AS: +329 vs DS: +148 with AvD: +31 + d100 roll: +6 = +218 ... and hit for 74 points of damage! Tremendous blow crushes skull like a ripe melon. The ash hag is knocked to the ground! Roundtime: 6 sec.
- Counterattacks with an SMRv2 even if forced into RT or kneeling
- 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.
- Counterattacks with an SMRv2 even if forced into RT or kneeling
|Stout Example 1|
A stout greater bog troll seizes the opportunity to launch a quick counterattack against you! [SMR result: 151 (Open d100: 72, Penalty: 3)] The troll attack lands! ... 10 points of damage! Diagonal slash leaves a bloody trail across your torso. You are stunned for 3 rounds!
- Temp phase ability
|Wavering Example 1|
|<pre style="margin-right: 20%;
margin-left: 2em; margin-top: 1em; margin-bottom: 1em; padding: 7px 10px; background: #f3f3f9; border: line; text-align: left; font-size:95%; font-family: Consolas, DejaVu sans mono, Courier New, monospace; color: black; white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap;" >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.
|Wavering Example 2|
You gesture at a wavering troll wraith. You hurl a stream of holy water at a wavering troll wraith! With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely! Cast Roundtime 3 Seconds.
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.