Necromancer

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Undead
Threat level 5
Necromancer
Unknown creature.png
Basic statistics
Disposition Hostile
Armor Class C2
Pain Sensitivity 0%
Max Blood N/A
Agility +1
Limb groups
HEAD Head - 20 HP
BODY Upper body - 80 HP
Lower body - 60 HP
LIMB 2 arms - 40 HP
2 legs - 40 HP
EXTREMITY 2 hands - 30 HP
2 feet - 30 HP
WEAK POINTS N/A
Secondary statistics
Skeleton type Has bones.png
Can use Weapons/LBE? No box.png
Can use Clothing and armor? Human clothing.png


The necromancer is a creature belonging to the Undead category. It is one of the sapient species of the Mazes, but it is not considered to be a civilized species.


Attacks and techniques

This creature has four attacks: Claws, Withering ball, Frostblast and Summon undead.

Claws

Damage type Range MAPT IS LDV Pain (C1) Pain (C2) Pain (A1) Pain (A2) Pain (A3) Pain (A4) Pain (A5)
Sharp Melee 2 1 +0 25% 23% 20% 16% 13% 6% 1%

Withering ball

Damage type Range MAPT IS LDV Pain (All ACs)
Special Ranged 1 3 N N/A
  • Inflicts no Pain or Limb Damage by itself.
  • The purpose of this attack is to generate a withering cloud on the Side in which it lands. The attack does not need to be aimed at any particular creature, as the cloud will affect every creature on the same Side.

Withering cloud

Withering clouds are clouds of noxious black smoke, inducing a magic syndrome that causes the Blood of all living creatures breathing it to degenerate and wither away, effectively inflicting them with an effect similar to bleeding but without open wounds.

  • Engulfs an entire Side of the battlespace, affecting every creature inside.
  • Lasts for 3 turns, at the end of which the cloud dissipates, and the effects listed below cease.
    • Creatures with an immunity to gases are immune to the effects of this cloud as well.
  • All creatures engulfed by the cloud will lose 1.0 Blood for every turn spent inside the cloud.

Dice results:

  • A critical success will double the length of the withering cloud's life (6 turns instead of 3 turns).
  • A regular success will result in the normal effects of the withering cloud occurring.
  • A failure still results in a withering cloud occurring, but for only 1 turn instead of the normal amount.
  • A critical failure results in the withering ball disintegrating before it can create a withering cloud, thus failing entirely.

Frostblast

Damage type Range MAPT IS LDV Pain (All ACs)
Spec-Ice Ranged 1 18 +3 36%

Summon undead

Damage type Range MAPT IS LDV Pain (All ACs)
Special Special 1 26 N N/A
  • Inflicts no Pain or Limb Damage.
  • This technique can only be used when there are no other undead creatures (other than the necromancer itself) in the room.
  • Upon activating this technique, 1d3 random Undead creatures (threat levels 1-3) will be summoned, instantly appearing on the necromancer's Side. The creatures summoned this way will be allied to the necromancer and respond to its orders.


Equipment

Clothing and armor

This creature can wear human clothing and armor. Their default clothing is as follows:

  • Headgear: Medieval helm
  • Body armor: Medieval cuirass

Load-bearing equipment

Equipment and inventory

Necromancers may have one of four different sets of items (roll 1d4 per necromancer to determine):

Set 1

Equipped weapons:

Inventory:

  • Dump belt, General carrying: 10x Large bolt, Standard BRD

Set 2

Equipped weapons:

Inventory:

  • None

Set 3

Equipped weapons:

Inventory:

Set 4

Equipped weapons:

Inventory:


Other information

Skills:

  • Combat skills: Expert (Axe, Archery, Semi-auto pistol, Semi-auto rifle, Automatic rifle), Unskilled (all other combat skills)
  • Non-combat skills: Unskilled (all non-combat skills)

Creature traits:

  • All bone: This creature is entirely made out of bones. If this creature sustains a fracture, the affected limb instantly loses 10 HP.
  • Fire immunity: This creature cannot receive the On fire effect.
  • Gas immunity: This creature has a permanent immunity to gases effect.
  • No blood: This creature does not have Blood and is effecively immune to Wounds, as it cannot bleed.
  • Poison immunity: This creature is immune to all forms of poisoning: they cannot receive Venom nor the Cyanide poisoning effect.
  • Sleep immunity: This creature never needs to sleep, cannot feel Fatigue and cannot receive the Forced sleep effect, effectively making them immune to tranquilizers.
  • Spooky and Scary: This creature is immune to the effects of damaged and disabled limbs (including the effect normally induced by a fracture). To destroy this creature, the head, upper body or lower body must be severed.


Overview

Lorebook.png
This article or section contains lore-related information.
Though not strictly necessary for playing the game, you are encouraged to read this section if you wish to have a better understanding of the game's universe.


One of the more esoteric and overtly magical types of creatures is the undead. Baffling biologists and the scientific community until their magical origins could be ascertained, undead creatures are defined as being "dead bodies or collections of dead body parts, that have been reanimated through magical means." The specific type of magic that leads to the creation of undead creatures is known as necromancy.

The necromancer is the most powerful of all undead creatures, and the creature after which the magical domain of necromancy is named after. They can be formed in one of two ways. The first way is when a lich serving a necromancer grows old and powerful, it becomes more and more difficult for its master necromancer to keep trying to control it, so in thanks for its service, it is given more power and set free, allowed to venture the world and raise the dead by itself. The second way is when a necromancer is destroyed; if it has any remaining lich servitors, the oldest of them is "promoted" to necromancer.

In essence, a necromancer is simply an old and powerful lich, however they are different in two, very important ways. One is sapience; necromancers gain the ability to speak intelligible languages, in hissed tones of unrecognizable gender, and can talk and even reason with other sapient species. The other is their signature ability to summon undead. They can raise the dead on command, causing dead bodies and skeletons to rise and follow the necromancer's every order, as long as there are no other active undead creatures in the vicinity.

Necromancers generally consider one another to be rivals, and dislike to be in one another's presence, as they cancel each other's ability to raise undead creatures. A sort of unwritten code, the Gentlebone's Agreement, dictates that necromancers should avoid each other as much as possible, never meet unless under extreme circumstances (and then, only for as long as necessary), and to never do battle directly. If disagreements must be solved through conflict, necromancers must send their armies of undead against each other, until one side has been completely eliminated. It is considered to be the height of dishonor for a necromancer to continue being defiant even after defeat; such behavior constitutes a breach of the Agreement that warrants direct combat, or even contracting sapients to destroy the rogue necromancer for them.

Because they can speak, discussions between sapients and necromancers sometimes occur, and outside the fact they are talking with a skeleton with a strange, hissy voice, they can be quite pleasant and affable, if only they weren't directly interested in causing death around themselves. On occasion, a sufficiently crafty adventurer can slip by a necromancer by talking their way out of a fight. Extremely rarely, living sapients can be found working for a necromancer.

If you meet a necromancer, fleeing is highly recommended, as they tend to cast Summon undead the second they are no longer alone in the room. If you must fight one, remember that even though they are ancient and powerful skeletons, they are still skeletons, and all of the same weaknesses apply. Prioritize weapons that can cause fractures, and destroy the head (skull), upper body (ribcage and spine) or lower body (pelvic bone) to lay a necromancer to eternal rest. It is recommended to always kill the necromancer first, and deal with any of its servitors next, but watch out if there are any liches nearby - if one of them works for the necromancer that was just destroyed, they may be promoted to replace their master.