Black marble gargoyle: Difference between revisions

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{{Critter
{{Critter
|MinCap=300
|MaxCap=540
|new=Yes
|new=Yes
|Province=Forfedhdar
|level=70
|City=Boar Clan
|Skinnable=yes
|MapList=*{{rmap|138|Asketi's Mount (138)}}
|simulevel=72
|naturallevel=76
|weaponlevel=76
|defenselevel=69
|level=72
|flex=No
|MinCap=330
|MaxCap=540
|Attack Range=Melee
|Has Coins=yes
|Has Coins=yes
|Has Gems=yes
|Has Gems=yes
|Has Boxes=yes
|Has Boxes=yes
|Special=no
|Evil=cursed
|Evil=cursed
|Construct=yes
|Construct=yes
|Corporeal=yes
|Corporeal=yes
|Special=no
|BackStabbable=no
|Casts Spells=yes
|Casts Spells=yes
|Stealthy=no
|Stealthy=no
|Defense=yes
|Defense=yes
|Skinnable=yes
|Attack Range=Melee
|Province=Forfedhdar
|City=Boar Clan
|MapList=*{{rmap|138|Asketi's Mount (138)}}
|hasskin=Yes
|hasskin=Yes
|Skin Name=black marble hide
|Skin Name=black marble hide
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|hasbone=No
|hasbone=No
|RequiredRanks=260
|RequiredRanks=260
|MaxVal=656 Dokora,
|MaxVal=656 Dokora
|MaxArrangedVal=686 Dokora
|Manipulated=no
|Manipulated=no
}}
}}
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===Spells===
===Spells===
*Black marble gargoyles can cast [[casts spell::Minor Physical Protection]], [[casts spell::Vertigo]] and [[casts spell::Paeldryth's Wrath]].
*Black marble gargoyles can cast [[casts spell::Minor Physical Protection]], [[casts spell::Vertigo]] and [[casts spell::Paeldryth's Wrath]].
*Black marble gargoyles are IMMUNE to cold and fire.
*Black marble gargoyles are IMMUNE to cold.
*They have a natural [[Protection from Evil]] aura that reflects their servitude to the divine.
*They have a natural [[Protection from Evil]] aura that reflects their servitude to the divine.
*Spell Prep: The marble gargoyle begins chanting a raspy prayer to [[Asketi]] and the wind begins to pick up in response.
*Spell Prep: The marble gargoyle begins chanting a raspy prayer to [[Asketi]] and the wind begins to pick up in response.
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{{cat|Gargoyle}}
{{cat|Gargoyle}}


===Skill Notes===
===3.1 Skill Notes===


====3.1====
====Overall Combat====
Oct. 2022. For a thief with the following base stats and skills (+ buffs from khri), these are not a bad step up from Germish’din; they are certainly huntable and train well, with injuries only accumulating from very infrequent light hits once all skills are locked. At this point at least, they move defensive/armor skills a little more slowly because of all their spam casting of spells. Hiding easily in mixed leather/chain armor and very effective blindsides:<br>
=====Defenses=====
Evasion: 380 (+ 76) | Parry: 372 | Shield: 371 | Armors/Defending: 370 | Reflex: 60 (+12) | Agility: 60 (+12) | Discipline: 55 | Weapons: 370 (+71) | Masteries: 380 | Stealth: 468 (+93) | Backstab: 400 (+80) <br><br>

====Defenses====
Training is manageable with the following skills but a string of harder hits may be taken when in shield stance:<br>
Training is manageable with the following skills but a string of harder hits may be taken when in shield stance:<br>
Evasion: 407 | Parry: 371 | Shield: 316 | Reflex: 60 | Agility: 50 | Discipline: 56<br><br>
Evasion: 407 | Parry: 371 | Shield: 316 | Reflex: 60 | Agility: 50 | Discipline: 56<br><br>
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Training very well with the following skills, very few hits.<br>
Training very well with the following skills, very few hits.<br>
Evasion: 424 | Parry: 391 | Shield: 331 | Reflex: 60 | Agility: 50 | Discipline: 56<br>
Evasion: 424 | Parry: 391 | Shield: 331 | Reflex: 60 | Agility: 50 | Discipline: 56<br><br>

Two hours in combat results in just a couple of minor abrasions.<br>
Evasion: 409 | Parry: 453 | Shield: 501 | Reflex: 45 | Agility: 45 | Discipline: 45<br><br>

Armors at 485 while using only a helm (head/neck) only gets to 24/34 on armor primary after 1 hour, 40 minutes.<br>
Armors drop to dabbling depending on coverage area after 500. At 520, torso armor will no move past dabbling.<br>
Shield at 529 is at 4/34 after an hour and half in combat.<br>
Defending at 520 will not move past dabbling.<br>
Conviction still locking at 544.
Conviction stops training at 567.<br>

====Weapons and Magic====
Weapons at 259 and masteries at 400 miss a lot.<br>
Weapons at 325 and masteries at 485 results in good hits and training very well.<br>
Weapons at 470 are slow.<br>
Weapons at 540 are very slow.<br><br>
Parry drops to 0 and rarely comes off one at 508.<br>
TM and Debil at 370 train well.

TM trains slowly at 560 and Debil won't move past 1/34 at 560.<br>


=====Weapons=====
====Survivals====
Weapons miss a lot at 259 and 400 in masteries.<br>
Backstab slows at 487, all but stops at 520.<br><br>
Good hits and training very well at 325 with masteries at 485.<br>
Skinning at 341 moves excellently with no arranges.<br>
Skinning at 412 results in max quality skins (70) with no arranges. A single arrange can still destroy the skin.<br>
Slow at 470, very slow at 540.<br>
Skinning at 433 moves well with no arranges but still results in the occasional destroyed skin with arrange all and is routinely in the 30 quality range.<br>
Skinning moving well at 620 with arrange all.<br><br>
Lockpicking at 250 is possible but difficult, some tripped traps.<Br>
Lockpicking at 280 is relatively safe.<br>
Lockpicking at 342 is generally 'at level' or 'shouldn't take long'.<br><br>
Perception at 435 trains well with HUNT.


=====Other Skills=====
====Lores====
Backstab slows at 487, all but stops at 520.<br>
Tactics trains well at 465.<br>
Appraisal trains well at 440.
Skinning at 341 moves excellently with no arranges. Moving well at 620 with arrange all.<br>
Boxes are pickable at 250 but difficult, some tripped traps. Relatively safe at 280.<br>


====[[Attributes]]====
====[[Attributes]]====
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*'''[[Reflex (stat)|Reflex]]''' - is about 40 <br />
*'''[[Reflex (stat)|Reflex]]''' - is about 40 <br />
*'''[[Stamina (stat)|Stamina]]''' - is about 40 <br />
*'''[[Stamina (stat)|Stamina]]''' - is about 40 <br />
{{RefAl}}

Latest revision as of 08:19, 7 August 2024


Missing or Incomplete Creature Information Needed    
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  • Infobox entry on other carrying, Infobox entry on weapon using, Infobox entry on Body Type, 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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black marble gargoyle
Unknown creature.jpg
Creature Levels:
    Overall 72
    Level Variance -
    Natural Attack 76
    Weapon Attack 76
    Defense 69
    Player Estimated 72
Potential overall skill: 330
Skill Cap 330 to 540
Skinnable Yes
Has Coins Yes
Has Gems Yes
Has Boxes Yes
Has Other Unknown
Uses Weapons Unknown
Alignment Cursed
Corporeal Yes
Construct Yes
Casts Spells Yes
Attack Range Melee
Stealthy No
Special Attacks No
Special Defenses Yes
Body Type unknown
Body Type (Alt) unknown
Body Size unknown
Located:
Premium-Only Unknown
Skinning Details
Skin Name black marble hide
Skin Weight 8
Ranks Required 260
Max Value 656 Dokora909.091 Kronars <br />727.273 Lirums <br />0.909 LTBpoints <br />0.909 Tickets <br />0.909 Scrips <br />
Max Arranged 686 Dokora950.665 Kronars <br />760.532 Lirums <br />0.951 LTBpoints <br />0.951 Tickets <br />0.951 Scrips <br />
 
Locksmithing Details
Skill Required Careful: ?
Blind:?
Teaching Cap ?
 



Description

Crafted from lustrous black marble, the gargoyle is a statue granted life to serve as a guardian of its creator's domain. With a head and body of a lion, stunted draconic wings and a serpentine tail, the gargoyle is curiously elegant despite its incongruous parts. Sculpted muscles move with predatory grace, while razor-sharp claws and curving incisors promise lethal violence. A broad collar of intertwined adders is chiseled around its neck.


Recall

Said to have been created by Asketi to serve her every whim, these monstrous gargoyles protect her icy domain from heathens and unbelievers.

In Depth

Inventory

It is wearing nothing!
It is carrying nothing!

Spells

  • Black marble gargoyles can cast Minor Physical Protection, Vertigo and Paeldryth's Wrath.
  • Black marble gargoyles are IMMUNE to cold.
  • They have a natural Protection from Evil aura that reflects their servitude to the divine.
  • Spell Prep: The marble gargoyle begins chanting a raspy prayer to Asketi and the wind begins to pick up in response.
  • Spell Cast: A black marble gargoyle roars triumphantly as it concludes its prayer to Asketi. The gargoyle snaps its wings ferociously, baring its fangs in an enraged snarl as it sends a blast of icy wind toward you!

3.1 Skill Notes

Overall Combat

Oct. 2022. For a thief with the following base stats and skills (+ buffs from khri), these are not a bad step up from Germish’din; they are certainly huntable and train well, with injuries only accumulating from very infrequent light hits once all skills are locked. At this point at least, they move defensive/armor skills a little more slowly because of all their spam casting of spells. Hiding easily in mixed leather/chain armor and very effective blindsides:
Evasion: 380 (+ 76) | Parry: 372 | Shield: 371 | Armors/Defending: 370 | Reflex: 60 (+12) | Agility: 60 (+12) | Discipline: 55 | Weapons: 370 (+71) | Masteries: 380 | Stealth: 468 (+93) | Backstab: 400 (+80)

Defenses

Training is manageable with the following skills but a string of harder hits may be taken when in shield stance:
Evasion: 407 | Parry: 371 | Shield: 316 | Reflex: 60 | Agility: 50 | Discipline: 56

Trains very well with a buffed Paladin (RW/SR/AA) at the following skills. Lots of light hits from them.
Evasion: 334 | Parry: 363 | Shield: 387 | Reflex: 40 | Agility: 45 | Discipline: 40

Only the occasional light hit even with no buffs, reliably hitting with weapons.
Evasion: 356 | Parry: 391 | Shield: 421 | Reflex: 45 | Agility: 45 | Discipline: 40

Training very well with the following skills, very few hits.
Evasion: 424 | Parry: 391 | Shield: 331 | Reflex: 60 | Agility: 50 | Discipline: 56

Two hours in combat results in just a couple of minor abrasions.
Evasion: 409 | Parry: 453 | Shield: 501 | Reflex: 45 | Agility: 45 | Discipline: 45

Armors at 485 while using only a helm (head/neck) only gets to 24/34 on armor primary after 1 hour, 40 minutes.
Armors drop to dabbling depending on coverage area after 500. At 520, torso armor will no move past dabbling.
Shield at 529 is at 4/34 after an hour and half in combat.
Defending at 520 will not move past dabbling.
Conviction still locking at 544. Conviction stops training at 567.

Weapons and Magic

Weapons at 259 and masteries at 400 miss a lot.
Weapons at 325 and masteries at 485 results in good hits and training very well.
Weapons at 470 are slow.
Weapons at 540 are very slow.

Parry drops to 0 and rarely comes off one at 508.
TM and Debil at 370 train well.

TM trains slowly at 560 and Debil won't move past 1/34 at 560.

Survivals

Backstab slows at 487, all but stops at 520.

Skinning at 341 moves excellently with no arranges.
Skinning at 412 results in max quality skins (70) with no arranges. A single arrange can still destroy the skin.
Skinning at 433 moves well with no arranges but still results in the occasional destroyed skin with arrange all and is routinely in the 30 quality range.
Skinning moving well at 620 with arrange all.

Lockpicking at 250 is possible but difficult, some tripped traps.
Lockpicking at 280 is relatively safe.
Lockpicking at 342 is generally 'at level' or 'shouldn't take long'.

Perception at 435 trains well with HUNT.

Lores

Tactics trains well at 465.
Appraisal trains well at 440.

Attributes

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