Sinister Maelshyvean hierophant: Difference between revisions
No edit summary |
|||
Line 63: | Line 63: | ||
===Cap Summary=== |
===Cap Summary=== |
||
Simple summary: This creature caps at about 650-700. Detailed summary caps are below: |
|||
⚫ | |||
⚫ | |||
Shield/armor still locks easily with 700+ |
Shield/armor still locks easily with 700+ |
||
Stealth exp slows at 700, but can still be locked with |
Stealth exp slows at 700, but can still be locked with 750+ stealth skill. |
||
Weapons slow at |
Weapons slow at around 625, but can still learn and lock with quick enough attacking. |
||
You can hit them with 350-400 in TM and Dabil magic, but you have to raise your 'spell integrity' high due to their natural immunity to spells (evil). |
You can hit them with 350-400 in TM and Dabil magic, but you have to raise your 'spell integrity' high due to their natural immunity to spells (evil). |
||
A good suggestion is to have all mental stats to at least 60. Their spells will kill you quickly if they hit and usually will |
A good suggestion is to have all mental stats to at least 60. Their spells will kill you quickly if they hit you and usually will result in a stun. |
||
All combats can be trained to the 700-750 range, but evasion tops out earlier than the other skills. |
Revision as of 15:05, 25 June 2015
Missing or Incomplete Creature Information Needed |
Incomplete Article
|
To add any of the missing information listed above, use THIS FORM. |
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Description
The hierophant is nothing more than the befouled remains of a fallen priest, corrupted and turned to do the bidding of a false deity. The creature is entirely shrouded in tattered black robes, concealing all about it but its vague shape.
In Depth
Special Attack
A sinister Maelshyvean hierophant surges with a bloody crimson aura as a writhing ebony tentacle lashes out of its robes and strikes out at you!
The barbed tentacle coils viciously around your left arm, crushing bone and ripping flesh with a good strike!
Spells
Items Carried
Cap Summary
Simple summary: This creature caps at about 650-700. Detailed summary caps are below:
Evasion basically stops at 700-720
Shield/armor still locks easily with 700+
Stealth exp slows at 700, but can still be locked with 750+ stealth skill.
Weapons slow at around 625, but can still learn and lock with quick enough attacking.
You can hit them with 350-400 in TM and Dabil magic, but you have to raise your 'spell integrity' high due to their natural immunity to spells (evil).
A good suggestion is to have all mental stats to at least 60. Their spells will kill you quickly if they hit you and usually will result in a stun.