Difference between revisions of "Greater Coil Spider"

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Revision as of 05:48, 15 January 2020

Greater Coil Spider

Cave.png Greater coil spider l.png
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Greater Coil Spider.png

Critter
Role Psionic giant spiders
Location Abandoned Biocorp FacilityHD
Arke Power Station
Caerus Residential
Core City Underground
Hecate Research Outpost
Institute of Tchort west wing
Upper Underrail Ventilation System
Zaman's LairHD
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
Combat Stats
Combat Stats Damage: 20-30 and 38-75 (electroshock)
Range: Melee
Action Points: 50
Initiative: 27
Detection: 290
Base Abilities Strength: 8
Dexterity: 14
Agility: 8
Constitution: 7
Perception: 8
Will: 10
Intelligence: 4
Resistances Mechanical: 25% / 20
Heat: 0% / 0
Cold: 0% / 0
Electricity: 100%
Acid: 0% / 0
Energy: 0% / 0
Bio: 0% / 0
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, have high initiative and detection, and can attack you with Electrokinesis. 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.