Sinister Maelshyvean hierophant: Difference between revisions

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|City=Riverhaven
|City=Riverhaven
|MapList=*{{rmap|31d|Maelshyve's Fortress (31d)}}
|MapList=*{{rmap|31d|Maelshyve's Fortress (31d)}}
|hasskin=No
|hasskin=Yes
|Skin Name=
|Skin Name=barbed ebony tentacle
|Skin Weight=
|haspart=No
|haspart=No
|Part Name=
|Part Weight=
|hasbone=No
|hasbone=No
|Bone Name=
|Bone Weight=
|RequiredRanks=
|MaxVal=
|MaxArrangedVal=
|Manipulated=no
|Manipulated=no
|mskill1=
|mskill2=
|mcap=
|hasorgan=No
|Organ Name=
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}}
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Revision as of 18:26, 3 June 2017


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Maelshyvean Hierophant
Unknown creature.jpg
Creature Levels:
    Overall ?
    Level Variance -
    Natural Attack ?
    Weapon Attack ?
    Defense ?
    Player Estimated 85
Potential overall skill: ?
Skill Cap 600 to 700
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 Yes
Attack Range Pole
Stealthy No
Special Attacks Yes
Special Defenses No
Body Type Biped
Body Type (Alt) unknown
Body Size unknown
Located:
Premium-Only Unknown
Skinning Details
Skin Name barbed ebony tentacle
Skin Weight Unknown
Ranks Required ?
Max Value ?
Max Arranged ?
 
Locksmithing Details
Skill Required Careful: ?
Blind:?
Teaching Cap ?
 



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 exp slows at 720

Stealth exp slows at 700 and stops at around 720.

Weapons slow at around 625 and stop at 700.

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.