Blue-belly crocodile (1): Difference between revisions
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{{Critter |
{{Critter |
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|MinCap=100 |
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|MaxCap=165 |
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|BodyType=Quadruped |
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|new=Yes |
|new=Yes |
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|Critter Name=Blue-belly crocodile |
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|Skinnable=yes |
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|Province=Zoluren, Therengia |
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|City=Throne City, Greater Fist, Dirge |
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|MapList=*{{rmap|14| North Road (14)}} |
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|MapList2=*{{rmap|35a|Faldesu Inlet near Throne City (35a)}} |
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|simulevel=22 |
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|naturallevel=22 |
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|weaponlevel=0 |
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|defenselevel=22 |
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|level=22 |
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|flex=No |
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|MinCap=100 |
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|MaxCap=130 |
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|BodyType=quadruped |
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|BodyType2=monstrous |
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|BodySize=medium |
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|Attack Range=Melee |
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|Has Coins=no |
|Has Coins=no |
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|Has Gems=no |
|Has Gems=no |
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|Has Boxes=no |
|Has Boxes=no |
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|Has Other=no |
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|Uses Weapons=no |
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|Special=no |
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|Evil=no |
|Evil=no |
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|Construct=no |
|Construct=no |
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|Corporeal=yes |
|Corporeal=yes |
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|BackStabbable=no |
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|Casts Spells=no |
|Casts Spells=no |
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|Stealthy=no |
|Stealthy=no |
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|Defense=no |
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|Premium=no |
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|Attack Range=Melee |
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|Skinnable=yes |
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|Province=Ilithi, Therengia |
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|City=Shard, Throne City, Greater Fist |
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|MapList=*{{rmap|68| Outside the South Gate of Shard }} |
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|MapList2=*{{rmap|35a|Faldesu Inlet near Throne City (35a)}} |
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|MapList3=*{{rmap|14| North Road }} |
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|hasskin=Yes |
|hasskin=Yes |
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|Skin Name=a crocodile skin |
|Skin Name=a crocodile skin |
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|hasbone=Yes |
|hasbone=Yes |
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|Bone Name=some crocodile bones |
|Bone Name=some crocodile bones |
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|Bone Weight=9 |
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|RequiredRanks=73 |
|RequiredRanks=73 |
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|MaxVal=376 Kronars |
|MaxVal=376 Kronars |
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|MaxArrangedVal=421 Kronars |
|MaxArrangedVal=421 Kronars |
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|Manipulated=yes |
|Manipulated=yes |
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|mskill1=100 |
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|hasorgan=No |
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|mskill2=154 |
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|InitCost= |
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|mcap=<245, ? |
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|InitCost2= |
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|InitCost3= |
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|InitCost4= |
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|InitCost5= |
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}} |
}} |
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{{disambig2|Blue-belly crocodile}} |
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__NOTOC__ |
__NOTOC__ |
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==In Depth== |
==In Depth== |
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Soft cap defense 140, stealth 130 |
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=== Attributes: === |
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Hard cap defense 165+ ranks. Teaches evasion until 183, teaches shield to 170 <br/> |
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Determined from APPRAISE CAREFUL with Numeric Values activated and adding or subtracting the values from the appraising character's Stats. |
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True values seem to fall inside a slight range so assume a variation of (+/- 1) for each value. This chart is helpful for giving you an idea if your Contested Spells will land or fail based on your stats vs. the creature's. |
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{| class="wikitable" |
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!Stat |
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!Value |
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|- |
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|STR |
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|22-23 |
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|AGIL |
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|21 |
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|- |
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|DISC |
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|18 |
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|- |
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|REF |
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|20-21 |
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|- |
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|STAM |
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|20-22 |
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|- |
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|INT |
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|18 |
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|- |
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|CHAR |
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|15 |
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|- |
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|WIS |
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|19 |
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|} |
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===Skills/Exp=== |
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<b>Haven Ferry (swamp) Crocs:</b><br /> |
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Defense soft cap at 130<br /> |
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Offense soft cap at 120<br /> |
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Offense Hard cap at 121<br /> |
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Skinning still teaches well at 161<br /> |
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As of 10/2021:<br/> |
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Offenses soft capped at 132<br /> |
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Parry soft cap at 135<br /> |
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<br /> |
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'''4 MAR 26 - Paladin (Circle 25:''' STR: 25, STA: 25, AGI: 20, REF: 22) -- Shield Usage: 127 / Parry Ability: 115 / Evasion: 96 -- Plate Armor: 127 / Defending: 121 -- Small Edged: 113 / Large Edged: 109 / Twohanded Edged: 101. I'm able to take on 4 at once without getting hit; however, I am not able to hit them hard enough to kill quickly. // Able to mindlock weapons quickly; armor is a little slower. //// Confirming above: for Pally, soft cap on defenses around 130; Plate Armor won't go above 15/34 at 132 ranks. |
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<br/> |
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<br/> |
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'''28 JUN 2026 - Warrior Mage''' (Initial Stats in this area: STR 24, STAM 24, REFLEX 22(+2 SW), AGIL 22). Armors 85-100 (locks easily). Evasion/Shield 100 (locks easily). Parry 110 (Locks slower). Weapons 60-120 (Locks easily). TM 130 (TM hardly moves above learning now.) |
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'''TM seems to soft cap around 125 ranks. Weapons may also soft cap at 125 but not there yet, will confirm later.''' Note: Been training in this areas since Armor/Shield/Evasion were in Mid-80s. At these ranks, you must have Electrifying Eddy debil, Swirling Winds, Sure Footing, and Gam Irnam spells up at all times, especially if clown suiting. MAF helps as well. I would often remove one armor type and use 3 in this area, since the hindrance from 4 types would often lead to a lot of random hits as Armor Tert.) My Primary weapon (Small Edge) and Melee Mastery are both at 120 ranks making killing crocs a breeze with all melee weapons, even my melee weapons that are severely under-leveled since my Melee Mastery gives them a strong bonus. Will probably stay here until my Armors, Defenses, and under-leveled weapons catch up to 125 or so. Previously came from Snowbeasts near Leth. Will be looking for a stronger swarming critter soon to train TM. |
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<br/> |
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<br/> |
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<b>Shard Crocs:</b><br /> |
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Teaches evasion until 134.<br /> |
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Shard crocs are still locking evasion at 159 on 6/30/17.<br /> |
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At 120 Parry, as Weapons secondary guild, slowed considerably even with 4<br /><br /> |
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If you fight the in the Marsh, you'll quickly notice that you can move in the eight directions. The Marsh is a maze, so you may not exactly go the direction you want to (No messaging indicates this, unlike the Black Leucro area) so backtracking your way out will not work. To find your way out, walk around and type LOOK REED or until you find the shack. From there, go west, go northwest, and GO REED to exit the area. For a script to exit the area, go [[Exit Crocs (script)|here]]. |
If you fight the in the Marsh, you'll quickly notice that you can move in the eight directions. The Marsh is a maze, so you may not exactly go the direction you want to (No messaging indicates this, unlike the Black Leucro area) so backtracking your way out will not work. To find your way out, walk around and type LOOK REED or until you find the shack. From there, go west, go northwest, and GO REED to exit the area. For a script to exit the area, go [[Exit Crocs (script)|here]]. |
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Additionally, Rangers can SEARCH to find the direction of both the reeds leading out as well as to the shack. Not certain if this is based on skill, circle or a combination, but should be possible by the time the creatures can be hunted. |
Additionally, Rangers can SEARCH to find the direction of both the reeds leading out as well as to the shack. Not certain if this is based on skill, circle or a combination, but should be possible by the time the creatures can be hunted. |
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Note that some verbs do not function in the Marsh as they do normally, particularly STALK, HUNT, |
<s>Note that some verbs do not function in the Marsh as they do normally, particularly STALK, HUNT, KICK, and FLEE.</s> |
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*Not sure what doesn't function about HUNT, it works perfectly fine and normal for me on multiple characters, which is actually weird since it's a water area. |
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*STALK and KICK work just fine as well, able to kick crocs for brawling and piles of collected rocks normally. |
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*FLEE works just has some weird messaging. |
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REEDS UPDATE: exitcrocs.cmd script did not work for me, wasted over 30 mins running it, it goes from room to room and doing "look reed' and moving you to next room. Someone mentioned to go to each room and just "go reed" and I was out after two rooms |
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Latest revision as of 06:04, 1 July 2026
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- There are other pages that use the name "Blue-belly crocodile." Follow the link for more details.
Description
The blue-belly crocodile is large, approximately 30 feet in length from snout to tail. Bony plates cover its back and tail forming a kind of armor on its thick skin. The crocodile has a long, triangular snout. Its teeth, 30 to 40 in each jaw, are set into sockets in the jawbones and interlock when the mouth is closed; the fourth tooth from the front on each side of the jaw can always be seen, even when its mouth is shut. It is amphibious, spending most of time in the water, where it swims with rhythmic strokes of its tail. The tail is also used to capture prey, sweeping it from shallow to deeper water, where it can be devoured more easily. As it floats almost completely submerged, the crocodile's protruding nostrils and eyes and a portion of its back are the only parts visible as it stalks its prey. It moves most quickly in a belly crawl, but can also walk on all four legs.
In Depth
Attributes:
Determined from APPRAISE CAREFUL with Numeric Values activated and adding or subtracting the values from the appraising character's Stats.
True values seem to fall inside a slight range so assume a variation of (+/- 1) for each value. This chart is helpful for giving you an idea if your Contested Spells will land or fail based on your stats vs. the creature's.
| Stat | Value |
|---|---|
| STR | 22-23 |
| AGIL | 21 |
| DISC | 18 |
| REF | 20-21 |
| STAM | 20-22 |
| INT | 18 |
| CHAR | 15 |
| WIS | 19 |
Skills/Exp
Haven Ferry (swamp) Crocs:
Defense soft cap at 130
Offense soft cap at 120
Offense Hard cap at 121
Skinning still teaches well at 161
As of 10/2021:
Offenses soft capped at 132
Parry soft cap at 135
4 MAR 26 - Paladin (Circle 25: STR: 25, STA: 25, AGI: 20, REF: 22) -- Shield Usage: 127 / Parry Ability: 115 / Evasion: 96 -- Plate Armor: 127 / Defending: 121 -- Small Edged: 113 / Large Edged: 109 / Twohanded Edged: 101. I'm able to take on 4 at once without getting hit; however, I am not able to hit them hard enough to kill quickly. // Able to mindlock weapons quickly; armor is a little slower. //// Confirming above: for Pally, soft cap on defenses around 130; Plate Armor won't go above 15/34 at 132 ranks.
28 JUN 2026 - Warrior Mage (Initial Stats in this area: STR 24, STAM 24, REFLEX 22(+2 SW), AGIL 22). Armors 85-100 (locks easily). Evasion/Shield 100 (locks easily). Parry 110 (Locks slower). Weapons 60-120 (Locks easily). TM 130 (TM hardly moves above learning now.)
TM seems to soft cap around 125 ranks. Weapons may also soft cap at 125 but not there yet, will confirm later. Note: Been training in this areas since Armor/Shield/Evasion were in Mid-80s. At these ranks, you must have Electrifying Eddy debil, Swirling Winds, Sure Footing, and Gam Irnam spells up at all times, especially if clown suiting. MAF helps as well. I would often remove one armor type and use 3 in this area, since the hindrance from 4 types would often lead to a lot of random hits as Armor Tert.) My Primary weapon (Small Edge) and Melee Mastery are both at 120 ranks making killing crocs a breeze with all melee weapons, even my melee weapons that are severely under-leveled since my Melee Mastery gives them a strong bonus. Will probably stay here until my Armors, Defenses, and under-leveled weapons catch up to 125 or so. Previously came from Snowbeasts near Leth. Will be looking for a stronger swarming critter soon to train TM.
Shard Crocs:
Teaches evasion until 134.
Shard crocs are still locking evasion at 159 on 6/30/17.
At 120 Parry, as Weapons secondary guild, slowed considerably even with 4
If you fight the in the Marsh, you'll quickly notice that you can move in the eight directions. The Marsh is a maze, so you may not exactly go the direction you want to (No messaging indicates this, unlike the Black Leucro area) so backtracking your way out will not work. To find your way out, walk around and type LOOK REED or until you find the shack. From there, go west, go northwest, and GO REED to exit the area. For a script to exit the area, go here.
Additionally, Rangers can SEARCH to find the direction of both the reeds leading out as well as to the shack. Not certain if this is based on skill, circle or a combination, but should be possible by the time the creatures can be hunted.
Note that some verbs do not function in the Marsh as they do normally, particularly STALK, HUNT, KICK, and FLEE.
- Not sure what doesn't function about HUNT, it works perfectly fine and normal for me on multiple characters, which is actually weird since it's a water area.
- STALK and KICK work just fine as well, able to kick crocs for brawling and piles of collected rocks normally.
- FLEE works just has some weird messaging.
REEDS UPDATE: exitcrocs.cmd script did not work for me, wasted over 30 mins running it, it goes from room to room and doing "look reed' and moving you to next room. Someone mentioned to go to each room and just "go reed" and I was out after two rooms
- Creatures without coins
- Creatures without gems
- Creatures without boxes
- Creatures without other loot
- Creatures without weapons
- Non-spellcasting creatures
- Melee range-attacking creatures
- Non-stealthy creatures
- Creatures without special attacks
- Creatures without special defenses
- Throne City creatures
- Greater Fist creatures
- Dirge creatures
- Bestiary
- Zoluren creatures
- Therengia creatures
- Corporeal creatures
- Non-evil corporeal creatures
- Non-evil creatures