Difference between revisions of "Elzehatl"

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I have begun etching acid incantations into their carapaces.  At least they can be potent --if dimwitted -- guardians.
 
I have begun etching acid incantations into their carapaces.  At least they can be potent --if dimwitted -- guardians.
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Sherzat has gone mad.  I tried to reason with her and was banished from our new home! I remain camping nearby, hoping that she will come to her senses. But I can no longer feel her psychic presence, and the presence of my other brethren has gone green with fear and worry.
 
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==Location==
 
==Location==

Revision as of 17:42, 17 November 2014

Main Page Headers Bg.png
title
Elzehatl.png
Health168Armor101Rage239
Anatomy:


Elzehatl is one of the psychic mantises named creatures in Serbule. Unlike Gluzax who wanders around and can often surprise players, Elzehatl stays in one place, and is thus easy to find. Elzehatl was exiled by Sherzat.

Error: Item not found

... Sherzat's helmets did make the local mantis population intelligent... sort of... but not psychic. Which leaves me in an awkward scenario. Retrieving the helmets would be to lobotomize my brethren, which is bad. But they aren't worthy of being in the new society we mean to create.

I have begun etching acid incantations into their carapaces. At least they can be potent --if dimwitted -- guardians.

Item-icon-book.png First Journal

Error: Item not found

Sherzat has gone mad. I tried to reason with her and was banished from our new home! I remain camping nearby, hoping that she will come to her senses. But I can no longer feel her psychic presence, and the presence of my other brethren has gone green with fear and worry.

Item-icon-book.png SecondJournal

Location

Serbule
Near the Under the Hand Dungeon, in an abandoned house.

Combat Abilities

  • Slashing Damage
  • Rage Burst Psychic Stun

Reported Loot

  • Giant Mantis Claws
  • Elzehatl's Insignia: Necklace, white to purple quality, level 15-20