Difference between revisions of "Greater Coil Spider"
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| portrait = Greater_coil_spider_l.png | | portrait = Greater_coil_spider_l.png | ||
| background = Cave.png | | background = Cave.png | ||
+ | | level = 22 | ||
| roles = Psionic giant spiders | | roles = Psionic giant spiders | ||
− | | location = [[Abandoned Biocorp Facility]]{{Hard}}{{DOMINATING}} <br> [[Arke Power Station]] <br> [[Caerus Residential]] <br> [[Core City Underground]] <br> [[Hecate Research Outpost]] <br> [[Institute of Tchort west wing]] <br> [[Upper Underrail Ventilation System]] <br> [[Zaman's Lair]]{{Hard}}{{DOMINATING}} <br> [[Utility Tower]] | + | | location = [[Abandoned Biocorp Facility]]{{Hard}}{{DOMINATING}} <br> [[Abandoned Waterway Facility]]{{expedition-inline}} <br> [[Arke Power Station]] <br> [[Caerus Residential]] <br> [[Core City Underground]] <br> [[Dark Territory]]{{heavyduty-inline}} <br> [[Hecate Research Outpost]] <br> [[Institute of Tchort west wing]] <br> [[Upper Underrail Ventilation System]] <br> [[Utility Facility]] <br> [[Zaman's Lair]]{{Hard}}{{DOMINATING}} <br> [[Utility Tower]] |
| loot = [[Coil Spider Egg Sack]] <br> [[Insectoid Salivarium]] | | loot = [[Coil Spider Egg Sack]] <br> [[Insectoid Salivarium]] | ||
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| abilities = {{Darkvision}} <br> Becomes [[Charged]] when hit with electricity <br> Immune to [[Immobilized|immobilization]] <br> Repairs damaged [[Electric web trap|webs]] <br> [[Electrokinesis]] <br> [[Electromagnetic Burst]] <br> [[Psychostatic Electricity]] <br> Can disarm gas grenades | | abilities = {{Darkvision}} <br> Becomes [[Charged]] when hit with electricity <br> Immune to [[Immobilized|immobilization]] <br> Repairs damaged [[Electric web trap|webs]] <br> [[Electrokinesis]] <br> [[Electromagnetic Burst]] <br> [[Psychostatic Electricity]] <br> Can disarm gas grenades | ||
| range = Melee | | range = Melee | ||
− | | damage = {{Mechanical|20-30|number only}} and {{Electricity|38-75 (electroshock)| | + | | damage = {{Mechanical|20-30|number only}} and {{Electricity|38-75 (electroshock)|number only}} ({{Mechanical|51-77|number only}} and {{Electricity|97-191 (electroshock)|number only}}) |
| health = 350 | | health = 350 | ||
| psipool = 200 (+30) | | psipool = 200 (+30) | ||
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| will = 10 | | will = 10 | ||
| intelligence = 4 | | intelligence = 4 | ||
− | | | + | |Skills section: |
+ | | melee = 120 (222) | ||
+ | | psychokinesis = 135 (203) | ||
+ | |Resistances section: | ||
| mechanical = 25% / 20 | | mechanical = 25% / 20 | ||
| heat = 0% / 0 | | heat = 0% / 0 | ||
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== Description == | == Description == | ||
− | Much like regular coil spiders, greater coil spiders are fast, immune to immobilization, | + | Much like regular coil spiders, greater coil spiders are fast, immune to immobilization, can attack you with [[Electrokinesis]] and have high initiative and detection, allowing them to automatically spot the player unless their effective stealth skill is at least 117. This time however energy shields cannot be relied on as the be-all, end-all defense strategy, as these coil spiders know a second psionic ability, the electronic equipment draining [[Electromagnetic Burst]]. They will always attempt to use it against the player if they sense gear equipped, or on Hard difficulty and above carried in the inventory, charged with at least a combined 16 energy. Their electrokinesis applies the [[Psychostatic Electricity]] status effect making you progressively more susceptible to critical hits. When inhibited, like coil spiders they will try to bite you with their melee attacks, each bite dealing {{mechanical|20-30|prefix}} damage, which unless resisted deals an additional {{electricity|38-75|prefix}} damage as electroshock. |
They have some {{mechanical}} resistance, and they are not only immune to {{electricity}} damage, but it [[Charged|charges]] them as well, and allows them to move safely on electric floor from which a single hit will charge them fully. | They have some {{mechanical}} resistance, and they are not only immune to {{electricity}} damage, but it [[Charged|charges]] them as well, and allows them to move safely on electric floor from which a single hit will charge them fully. |
Latest revision as of 02:39, 20 March 2024
Greater Coil Spider | |||||||||||
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Critter | |||||||||||
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Role | Psionic giant spiders | ||||||||||
Location | Abandoned Biocorp FacilityHD Abandoned Waterway Facility E Arke Power Station Caerus Residential Core City Underground Dark Territory HD Hecate Research Outpost Institute of Tchort west wing Upper Underrail Ventilation System Utility Facility Zaman's LairHD Utility Tower | ||||||||||
Loot | Coil Spider Egg Sack Insectoid Salivarium | ||||||||||
Abilities | Darkvision Becomes Charged when hit with electricity Immune to immobilization Repairs damaged webs Electrokinesis Electromagnetic Burst Psychostatic Electricity Can disarm gas grenades | ||||||||||
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- Main article: Coil Spider
Greater Coil Spiders are as their name aptly suggests larger and more powerful coil spiders. They can be found in almost every location coil spiders usually inhabit, although their numbers vary based on difficulty.
Description
Much like regular coil spiders, greater coil spiders are fast, immune to immobilization, can attack you with Electrokinesis and have high initiative and detection, allowing them to automatically spot the player unless their effective stealth skill is at least 117. This time however energy shields cannot be relied on as the be-all, end-all defense strategy, as these coil spiders know a second psionic ability, the electronic equipment draining Electromagnetic Burst. They will always attempt to use it against the player if they sense gear equipped, or on Hard difficulty and above carried in the inventory, charged with at least a combined 16 energy. Their electrokinesis applies the Psychostatic Electricity status effect making you progressively more susceptible to critical hits. When inhibited, like coil spiders they will try to bite you with their melee attacks, each bite dealing 20-30 Mechanical damage, which unless resisted deals an additional 38-75 Electricity damage as electroshock.
They have some Mechanical resistance, and they are not only immune to Electricity damage, but it charges them as well, and allows them to move safely on electric floor from which a single hit will charge them fully.