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New Monster - Necromender (gremlin that revives downed gremlins as undead)

4 Antworten [Letzter Beitrag]
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Dracora-Speaking

Gremlin menders seem more like necromancers than doctor mechanics sometimes. I propose a new gremlin mender unit - the Necromender. This should be a good opportunity for interesting game mechanics and lore.

The necromender has traded its soul for very dark magic. Downed gremlins revived by necromenders will return as an undead unit (necromenders are still considered "gremlin" class). All necromender-revived menders will turn into necromenders. The undead gremlins use their claws and teeth -far more zombie-like than their previous living state, which was more intelligent and capable of using tools. The undead "gremlins" are resistant to shadow, instead of weak to it, because they are considered to be in the undead family. In exchange for this potentially knight-loadout-confounding type change, necromenders lose some of the mender abilities, namely the protective golden bubble. Amusingly, any small (unmerged) normal lichen that wanders into the ground sigil of a necromender will get turned into a soul jelly (and be otherwise unaffected). A relatively rare event, and one that will prevent lichen colony fusion as well as providing a "what the hey!?" moment. If the situation arises, necromenders will be revived by grim totems. Rarely, the necromender will cast a pink curse ground sigil, which will instantly kill all relevant gremlins who wander into it and revive them as undead. The healing rate of necromenders is significantly lower than the regular mender. They are immune to being cursed.

As you can imagine, these necromenders are more freelancer gremlins than gremlins who are enlisted by Tinkinzar, and despised by the rest of their species. Perhaps Herex would be interested in hiring them? Amusingly, normal menders will refuse to revive necromenders, even though necromenders leave a body behind for a while (necromenders will revive other necromenders).

Necromenders have a small chance to replace normal menders and silkwings in any area that menders might appear except OCH and rank missions, with a very high chance to replace menders that appear in undead/fiend levels. Their wand has a curse pink crystal and they wear a hood that looks like an angry "authentic phantom mask" with a cursepink gremlin symbol on the forehead, sort of like the Dread Seal. Their overall outfit is very sparse and dark, showing more scraggly fur than the fabric garb of other gremlins. The noises they make are more like insectile clicking than gremlin grunts.

The necromender only appears in T3.

New prestige missions/scenario rooms could feature a bunch of these necromenders working with fiends in dark rituals - to what end? Others could feature them working with spookats (Margrel? Oh dear) and other undead. Probably best to defeat them first, ask questions later.

A cousin of the necromender could have a green wand that revives gremlins as feral beasts, under similar circumstances, and showing up more often around the full moon. The undead/beast "gremlins" would share attack patterns, but have different offensive and defensive types to confuse and confound knights.

You could see a sort of "war" with a necromender and mender reviving gremlins that you defeat as undead, then defeating those and having the mender revive them again as gremlins. To solve this foreverbattle issue, go after the healer units first!

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Blazeshot
IHRIITGAD

this sounds real cool. but it would make sense if they were exclusive to a mission or event. A special mission: Recon rangers have reported that gremlins are attempting to control the undead to add to their armies. Go Investigate, and find a way to stop them!.

or something like that. like i said though, this is really cool

Agenta
+1

I would find this enemy very interesting, i would like if OOO could start doing the opposite monster family combos like fiend/slime, undead/gremlin, and beast/construct more often. It would cause new strategies and would be a "WTH" moment for sure on first time encounter. Another thing, would this gremlin be able to deal attacks to knights. Also, as for the soul jelly thing, NO. All i have to say.

Bild des Benutzers Dracora-Speaking
Dracora-Speaking
Agenta

You don't like soul jellies? But their death animation is adorable! :P

I'd love to see an ice/electric combination in a danger mission, with a giant quicksilver colony that gets loose, working against tundralisks. Turns out it was a cooking experiment by the tundralisks, cause chilled jelly is tasty. I think it would be hilarious to have players pay attention to a bunch of ghost blocks, and let the quicksilvers loose to kill enemies in the area, instead of trying to fight them. Anyway...

I don't think necromenders would be able to directly attack knights, but...I think maybe the rare killallgremlins sigil could inflict players with curse if they wander onto it. Ouch!

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Blandaxt
hmm..

I like the concept of both the necromender and the gremlin/bestiary cousin that turn grems into beastlier forms of the gremlins. Though i think the necromender should also be vulnerable to normal menders who cast healing circles. Also that beastlier cousin, why not give him an attack ability like like call of the hounds that pull all the affected beast grems near it where they gain an attack boost, and it chews on its wand and eats it to transform into a hulk like beast gremlin (like a mini boss).

Also, why not give necromender the ability to revive normal undead slags like the zombies?