Zombie kobold savage: Difference between revisions

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{{Critter
[[Category:Bestiary]]
|new=Yes
[[Category:Ilithi Creatures]]
|Critter Name=Zombie Kobold Savage
[[Category:Shard Creatures]]
|Province=Ilithi

|City=Shard
|MapList=*{{rmap|64c | Darkmist Moor (64c)}}
|simulevel=18
|naturallevel=18
|weaponlevel=18
|defenselevel=18
|MinCap=85
|MaxCap=110
|BodyType=biped
|Attack Range=Melee
|Has Coins=yes
|Has Gems=yes
|Has Boxes=yes
|Evil=undead
|Construct=no
|Corporeal=yes
|Special=no
|Casts Spells=no
|Stealthy=no
|Defense=no
|Skinnable=yes
|hasskin=No
|haspart=Yes
|Part Name=rotting kobold scalp
|Part Weight=4
|hasbone=Yes
|Bone Name=kobold bones
|Bone Weight=7
|RequiredRanks=<90
|MaxVal=37 Dokoras
|MaxArrangedVal=104 Dokoras
|Boxes=yes
|mskill1=75
|Manipulated=no
|BackStabbable=yes
|hasorgan=No
|Poachable=No
|Skin Type=scalp
|Weight=50
|Tannable=No
|Crushable=No
}}
__NOTOC__
__NOTOC__
{{Critter at a Glance |
Critter Name = Zombie Kobold Savage |
Skinnable = Yes |
Has Coins = Yes |
Has Gems = Yes |
Has Boxes = Yes |
Evil = Yes |
Corporeal = Yes |
BackStabbable = No |
Casts Spells = No |
Attack Range = Melee |
Stealthy = No |
Special = No |
MapList = *[[RanikMap64c | Darkmist Moors (64c)]]


}}==Description==
==Description==
The festering morass of mortality before you is clearly of the kobold race, looking like a strange cross between human and common alley mutt. Rotting flesh hangs loosely from its disturbingly visible bones, making it clear that this beast hasn't been truly alive in quite some time. Its bulky form appears strong for a kobold, and capable of steady, devastating blows.
The festering morass of mortality before you is clearly of the kobold race, looking like a strange cross between human and common alley mutt. Rotting flesh hangs loosely from its disturbingly visible bones, making it clear that this beast hasn't been truly alive in quite some time. Its bulky form appears strong for a kobold, and capable of steady, devastating blows.

==Recall==
You recall everything noteworthy about a zombie kobold savage... which is apparently nothing.<br>
They are not known to cast any recognized spells.<br>
They are known to carry loot in locked boxes.<br>


==In Depth==
==In Depth==

{| style="float: right;"
===General information===
|{{Critter Skin |
Don't spawn the greatest on the Trail of Bones. Would eventually get 4 on me though.<br />
Skin Name = A rotting kobold scalp |
Headhunters will stay at missile throwing spears. Once engaged at melee they will stop throwing their spears and attack normally.<br />
Skin Type = scalp |

Weight = 50 stone |
*Cleric. With [[Benediction]], [[PFE]], [[MPP]], [[GG]], [[MAPP]], and [[Centering]]. Could still handle four with no buffs at my ranks.<br />
Tannable = No |
I think a cleric would be able to handle these as early as 70-75 ranks in combats and the appropriate buffs.
NumPieces = |

Crushable = No |
====Defenses====
RequiredRanks = |
*Some light hits with 4 engaged at low 90's defenses.
MaxVal = 37 D |
*Trains well at mid-90's defenses.
MaxArranged = 104 D
*Softcap for defensive skills @110/115 ranks. Hardcaps @130 ranks. - 12/16/2015

====Weapons and Magic====
*Weapons in the low 70's with masteries at about 100 train well, some misses.
*TM and Debil in the mid 90's train well.
*Started these with 45 ranks w/50 in mastery. Soft capping weapons @ 95 ranks. Hard capping skinning w/arrange @ 185 ranks. - 2/28/16
*Still teaching weapons well at 120 ranks. Still getting good hits occasionally at 110 defenses.

====Survivals====
*Boxes tough but possible at 60 ranks of {{Skill|Locksmithing}}.
*Hard caps {{Skill|Stealth}} at 162.
*{{Skill|Skinning}} trains well with one arrange at 92.
*{{Skill|Skinning}} after an arrange all at 93 ranks is sometimes successful.
*Hunt trains {{Skill|Perception}} OK if anything is nearby but their spawn rate isn't wonderful so the other rooms are often empty.

====Lores====
*{{Skill|Tactics}} trains fine at 106.
*3x appr quick gives 3 mind states of {{Skill|Appraisal}} at 92.

====[[Attributes]]====
*'''[[Strength (stat)|Strength]]''' - is about (+1) 20 <br />
*'''[[Agility (stat)|Agility]]''' - is somewhat less (-3) 20 <br />
*'''[[Discipline (stat)|Discipline]]''' - is somewhat less (-3) than 20 <br />
*'''[[Reflex (stat)|Reflex]]''' - is about (-1) 20 <br />
*'''[[Stamina (stat)|Stamina]]''' - is quite a bit less (-6) than 30 <br />

===Equipment/Loot===
May be wearing any of the following (all armor is damaged):<br>
(All armor is damaged)
{{columns-list|3|
*a {{cloot|a|bone-studded leather helm}}
*an {{cloot|a|iron-banded leather helm}}
*a {{cloot|a|mud-caked leather helm}}
*a {{cloot|a|rusty bascinet helm}}
*a {{cloot|a|warped bascinet helm}}
*a {{cloot|a|dented bascinet helm}}
*a {{cloot|a|charred cuirbouilli coat}}
*a {{cloot|a|cracked cuirbouilli coat}}
*a {{cloot|a|mud-caked cuirbouilli coat}}
*some {{cloot|a|gashed half plate}}
*some {{cloot|a|mud-caked half plate}}
*some {{cloot|a|rusted half plate}}
*some {{cloot|a|mud-caked double leather}}
*some {{cloot|a|rotting double leather}}
*some {{cloot|a|blackened double leather}}
*a {{cloot|a|rusted metal breastplate}}
*a {{cloot|a|warped metal breastplate}}
*a {{cloot|a|mud-caked metal breastplate}}
*some {{cloot|a|tarnished plate vambraces}}
*some {{cloot|a|rusted plate vambraces}}
*some {{cloot|a|warped plate vambraces}}
*some {{cloot|a|charred bone-studded greaves}}
*some {{cloot|a|muddy bone-studded greaves}}
*some {{cloot|a|rotting bone-studded greaves}}
*some {{cloot|a|rusted plate greaves}}
*some {{cloot|a|warped plate greaves}}
*some {{cloot|a|tarnished plate greaves}}
}}
}}

|-
May be carrying any of the following:
|{{Manipulation |
{{columns-list|3|
Manipulated = no |
*a {{cloot|w|ball and chain}}
InitCost = |
*a {{cloot|w|battle axe}}
InitCost2 = |
*a {{cloot|w|bo stick}}
InitCost3 = |
*a {{cloot|w|cutlass (1)|cutlass}}
InitCost4 = |
*a {{cloot|w|flail (1)|flail}}
InitCost5 = |
*a {{cloot|w|flanged mace}}
*a {{cloot|w|greatsword}}
*a {{cloot|w|halberd}}
*a {{cloot|w|hunting sword}}
*a {{cloot|w|longsword}}
*a {{cloot|w|mace}}
*a {{cloot|w|pike}}
*a {{cloot|w|quarterstaff}}
*a {{cloot|w|scimitar (1)|scimitar}}
*a {{cloot|w|war club}}
*a {{cloot|w|war hammer}}
*a {{cloot|w|war mattock}}
}}
}}
|}

Latest revision as of 16:44, 21 February 2021


Missing or Incomplete Creature Information Needed    
Incomplete Article
  • This article is incomplete, which means that while it is not a stub, it still lacks certain data or information.
  • Infobox entry on other carrying, Infobox entry on weapon using, Infobox entry on Body Type (Alt), Infobox entry on Body Size, Infobox entry on premium only, Infobox entry on locksmithing 1 skill, Infobox entry on locksmiting 2 skill, Infobox entry on locksmithing cap
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Zombie Kobold Savage
Unknown creature.jpg
Creature Levels:
    Overall 18
    Level Variance -
    Natural Attack 18
    Weapon Attack 18
    Defense 18
    Player Estimated -
Potential overall skill: 72
Skill Cap 85 to 110
Skinnable Yes
Has Coins Yes
Has Gems Yes
Has Boxes Yes
Has Other Unknown
Uses Weapons Unknown
Alignment Undead
Corporeal Yes
Construct No
Casts Spells No
Attack Range Melee
Stealthy No
Special Attacks No
Special Defenses No
Body Type biped
Body Type (Alt) unknown
Body Size unknown
Located:
Premium-Only Unknown
Skinning Details
Part Name rotting kobold scalp
Part Weight 4
Bone Name kobold bones
Bone Weight 7
Ranks Required <90"" can not be assigned to a declared number type with value 90.
Max Value 37 Dokoras51.275 Kronars <br />41.02 Lirums <br />0.0513 LTBpoints <br />0.0513 Tickets <br />0.0513 Scrips <br />
Max Arranged 104 Dokoras144.124 Kronars <br />115.299 Lirums <br />0.144 LTBpoints <br />0.144 Tickets <br />0.144 Scrips <br />
 
Locksmithing Details
Skill Required Careful: ?
Blind:?
Teaching Cap ?
 



Description

The festering morass of mortality before you is clearly of the kobold race, looking like a strange cross between human and common alley mutt. Rotting flesh hangs loosely from its disturbingly visible bones, making it clear that this beast hasn't been truly alive in quite some time. Its bulky form appears strong for a kobold, and capable of steady, devastating blows.

Recall

You recall everything noteworthy about a zombie kobold savage... which is apparently nothing.
They are not known to cast any recognized spells.
They are known to carry loot in locked boxes.

In Depth

General information

Don't spawn the greatest on the Trail of Bones. Would eventually get 4 on me though.
Headhunters will stay at missile throwing spears. Once engaged at melee they will stop throwing their spears and attack normally.

I think a cleric would be able to handle these as early as 70-75 ranks in combats and the appropriate buffs.

Defenses

  • Some light hits with 4 engaged at low 90's defenses.
  • Trains well at mid-90's defenses.
  • Softcap for defensive skills @110/115 ranks. Hardcaps @130 ranks. - 12/16/2015

Weapons and Magic

  • Weapons in the low 70's with masteries at about 100 train well, some misses.
  • TM and Debil in the mid 90's train well.
  • Started these with 45 ranks w/50 in mastery. Soft capping weapons @ 95 ranks. Hard capping skinning w/arrange @ 185 ranks. - 2/28/16
  • Still teaching weapons well at 120 ranks. Still getting good hits occasionally at 110 defenses.

Survivals

Lores

Attributes

Equipment/Loot

May be wearing any of the following (all armor is damaged):
(All armor is damaged)

May be carrying any of the following: