Black marble gargoyle: Difference between revisions
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===3.1 Skill Notes=== |
===3.1 Skill Notes=== |
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====Overall Combat==== |
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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> |
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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> |
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====Defenses==== |
====Defenses==== |
Revision as of 16:56, 26 October 2022
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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.
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
- Strength - is about 50
- Agility - is not quite 45
- Discipline - is about 40
- Reflex - is about 40
- Stamina - is about 40
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- Gargoyle