|Navigation:||Main Page → Creatures → Skeleton|
Threat level 3
|HEAD||Head - 12 HP|
|BODY|| Upper body - 48 HP|
Lower body - 36 HP
|LIMB|| 2 arms - 24 HP|
2 legs - 24 HP
|EXTREMITY|| 2 hands - 18 HP|
2 feet - 18 HP
|Can use Weapons/LBE?|
|Can use Clothing and armor?|
The skeleton is a creature belonging to the Undead category.
Attacks and techniques
This creature has one attack: Claws.
|Damage type||Range||MAPT||IS||LDV||Pain (C1)||Pain (C2)||Pain (A1)||Pain (A2)||Pain (A3)||Pain (A4)||Pain (A5)|
This creature can wear human clothing and armor. Their default clothing is as follows:
- Headgear: Medieval helm
- Body armor: Medieval cuirass
- Utility belt: Dump belt
Equipment and inventory
Skeletons may have one of four different sets of items (roll 1d4 per skeleton to determine):
- Dump belt, General carrying: 10x Large bolt, Standard NRM
- Holster 1: Hatchet
- Dump belt, General carrying: 3x .357/.38 7-round speedloader (Each: 7 /7, 7x .357 Magnum, Standard FMJ)
- Dump belt, General carrying: 2x Hi-Power 13-round magazines (Each: 13 /13, 13x 9x19mm Parabellum, Standard FMJ)
- Combat skills: Basic (Axe, Archery, Semi-auto pistol, DA revolver, SA revolver), Unskilled (all other combat skills)
- Non-combat skills: Unskilled (all non-combat skills)
- All bone: This creature is a skeleton, entirely made out of bones. If a skeleton 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 a skeleton, the head, upper body or lower body must be severed.
| 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.
Skeletons are exactly what the name implies; the skeletons of humanoid corpses. They are considered an intermediate threat and a far more dangerous type of undead creature than the zombie or the ghoul. Usually raised from human or halfling bodies, skeletons can be formed from corpses of virtually any age, unlike zombies or ghouls which require the remains to still possess flesh and not be in too advanced a state of decay.
An animated skeleton has, on its own, few methods to fight. It cannot effectively deliver punches, so it instead relies on the sharpness of its fingertips, using them as claws. Fortunately for them and unfortunately for their opponents, the necromantic magic animating them has also restored their original dexterity; most skeletons therefore arm themselves. It is not rare to see skeletons armed with various kinds of weapons, from crossbows to axes to firearms.
In fact, skeletons don't just use weapons, they can wear full sets of human clothing and armor. They even have a preference for medieval style plate armor, which provides efficient protection to their bodies. This is not without reason; the greatest threat to a skeleton is blunt damage, and more specifically, bone fractures. As they are all bone, skeletons are particularly vulnerable to anything that could fracture their bodies. Much like with zombies and ghouls, excessive damage to a critical part of their body (head, torso or hips) will dispel the necromantic grip and revert them back to a pile of inert bones.
Despite the advanced dexterity and capability to use weapons compared to weaker undead creatures, skeletons are no more intelligent, only capable of following very simple orders.
The best way to deal with a skeleton is to use the heaviest, most powerful melee weapon at your disposal, preferably one that can deal blunt-type damage, and wail on their bodies to shatter as many of their bones as possible. Strong, melee focused adventurers are walking skeleton-banes. If you prefer to use firearms, and your skills and weapon capabilities allow it, you should prioritize attacking the head and destroy the skull. If you can't, or want a more reliable, less difficult shot, attack their lower body to try and destroy the pelvic bone instead.