Difference between revisions of "Wind wraith"

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m (Entered hit points)
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| area = Temple of Luukos <!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
| area = Temple of Luukos <!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
| bcs = Yes <!-- All new creatures are BCS -->
| bcs = Yes <!-- All new creatures are BCS -->
| hitpoints = ?
| hitpoints = 300
| roundtime = ?<!-- Creature speed -->
| roundtime = ?<!-- Creature speed -->

Revision as of 19:05, 16 October 2017

Wind wraith
Level 61
Family Wraith family creatures
Body Type Biped
Classification(s) Non-corporeal undead
Area(s) Found Temple of Luukos
HP 300
Speed  ?
Attack Attributes
Physical Attacks
Defense Attributes
Melee +216 to +271 DS
Ranged <N/A> DS
Bolt +275 DS
Bard Base <N/A> TD
Ranger Base <N/A> TD
Sorcerer Base <N/A> TD
Wizard Base <N/A> TD
Cleric Base +250 TD
Empath Base <N/A> TD
Paladin Base <N/A> TD
Major Elemental <N/A> TD
Minor Elemental <N/A> TD
Major Spiritual <N/A> TD
Minor Spiritual <N/A> TD
Major Mental <N/A> TD
Minor Mental <N/A> TD
Treasure Attributes
Coins No
Gems Yes
Magic Items No
Boxes No
Skin None
Other a small glowing vial

The wind wraith is a miniature windstorm all unto itself. Heavy air currents swirl around the wind wraith, obscuring its form and making it much more difficult to hit the elusive creature. The wind wraith bobs and weaves within the gusting air streams, directing them to maximum effect against its foes. The only part of the wind wraith that seems easy to see is its crimson, glowing eyes, which appear to float steadily despite the thunderous winds around it.

Hunting strategies

There is no effective non-magical method for hunting wind wraiths other than tanking DS and/or TD into invulnerability. If you have sufficient DS to be untouchable when prone and stunned, you can cut some slack on the TD, and if they can't ward you even with their pushdown you can cut some slack on the DS. Disruption is useful for the effect on the wraith's CS if you are borderline on the TD tanking.

Wind wraiths have a spirit draining ability on a successful hit. The target's TD gets pushed down according to the damage taken. e.g. a character with a spirit TD of 245 who is hit for 12 points of damage will only have a TD of 233 against the the spirit drain effect. Each successful drain gives a boost of 25 to the wraith's AS.

A wind wraith claws at you!
AS: +348 vs DS: +196 with AvD: +25 + d100 roll: +1 = +178
 ... and hits for 12 points of damage!
 Blow raises a welt on your right arm.
CS: +290 - TD: +233 + CvA: +15 + d100: +45 == +117
Warding failed!
The wraith swells with power as it consumes a little of your soul!

Wind wraiths have a direct magical attack ability (against sorcerer TD):

A wind wraith suddenly lashes outward with gale force blasts of wind and waves of magic!
CS: +297 - TD: +235 + CvA: +15 + d100: +88 - +15 == +150
Warding failed!
You scream in pain and fall to the floor as the discordant screeching pierces your ears!
You are stunned!

Wind wraiths may also avoid attacks by turning invisible right before the attack:

You chant a reverent litany, clasping your hands while focusing upon the Smite spell...
Your spell is ready.
You channel at a wind wraith.
A wind wraith is enraged by your attack!
As you complete your motions toward the wraith, it suddenly vanishes from view, leaving you casting at nothing but thin air!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.

Other information

Killing a number of wind wraiths generates small glowing vials.


Near-level creatures - edit
Level 59 Level 60 Level 61
  • wind wraith
Level 62 Level 63
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