====================
[3.7] Monster Book
====================
A list of the various monsters encountered in Broken World, with in-game
descriptions and comments where warranted.
Volatile Boggrot (Melee)
--------------------------
Boggrots are vicious, hateful, predators. Volatile Boggrots are a
particularly spiteful breed that has evolved with highly unstable body
chemistry. When slain, they generate a fiery reaction within themselves,
creating a violent explosion that hopefully kills their attacker.
Boggrots are extremely territorial, and will attack or threaten any creature
that enters their area. However, the tortured, corrupted monsters and Humans
that have started encroaching on the Dryad Outpost terrify them.
-> Be wary of the "violent explosion" when boggrots die. If several go off in
a chain reaction or through the use of AoE powers, they can kill your mages
and put a serious hurt on your rangers and fighters. Boggrots are not that
dangerous to you except when they die, so take them out one-by-one and avoid
the temptation to explode a bunch of them at once.
Spitting Maguar (Ranged)
--------------------------
Maguars are disgusting.
They were the filthiest beasts in Aranna before the cataclysm, and they
remain equally revolting after. Their green, matted fur is covered with a
thin layer of slime, which reeks of death and decay. The two lashing
tentacles protruding from the sides of their head constantly drip a deadly
poison, which they spit at their prey. Any carcass a Maguar has touched
retains their foul odor, and no other scavenger will go near it.
Breeding Kurtle (Ranged)
---------------------------
The combination of Valdis' plague and the upheaval of the cataclysm have
wreaked havoc on the internal biology of the once-peaceful Kurtles. Even
their reproductive systems have been altered, and now they furiously lay eggs
in battle.
Unfortunately, their offspring are neither helpless nor weak. They are
extremely hostile, aggressive, and dangerous. Those who are fighting Breeding
Kurtles would be wise to destroy the eggs before they hatch.
Bound Fellspine (Magic)
-------------------------
In the battle of Windstone Fortress, Fellspines gathered together in large
flocks, acting as one to take down more formidable foes. However, the Bound
Fellspines no longer behave the same way. Though these armored and enhanced
creatures still clearly resemble their cousins, they behave independently, as
if completely unaware of their allies around them.
Bound Human Griever (Melee)
-----------------------------
Once Human refugees, Bound Human Grievers have been reinforced with metal
plates and spikes that have been driven into their flesh. The light of
intelligence is gone from their eyes -- they walk like puppets and attack
mindlessly. The only signs that they're still alive, and not simply animated
corpses, are their moans of constant pain and agony.
Bound Human Tormentor (Magic)
-------------------------------
These malnourished mages can no longer speak, as sharp metal plates have been
driven into their heads and over their mouths. But that does not stop them
from unleashing deadly magic on everything around them. The sorrow in their
eyes seems to beg you to kill them.
Bound Husk (Magic)
--------------------
Whatever this monstrosity used to be is lost beneath layers of binding straps
and chains. It's uncertain whether they even still have arms, or if they were
simply removed because they were no longer necessary. It's likely that they
were once powerful mages, as they can channel tremendous magical energy
through the jewels installed in their heads.
They feel no mercy -- only pain.
Shielding Bound Terrak (Melee)
--------------------------------
These twisted Terraks have been turned into improvised killing machines.
Their left wings have been clipped, and three massive blades have been
attached to their right wings. They walk with a lurching gait.
When they are close to death, they activate a powerful energy shield that
protects them from harm. Any foe that continues to strike them will be torn
apart by the shield's energy.
-> When Shielding Terraks get to about 20% health, their shield goes up.
Pounding on them only damages you, so leave them alone. The shield is
temporary, and they go down quickly after their shield does.
Kanred, the Rogue Mage (Magic)
--------------------------------
Until recently, Kanred was an arrogant Combat Mage living with his brother
Burk in their backwater village. However, he resented this simple life. He
dreamed of having his name known far and wide, but with the upheavals caused
by the second cataclysm, his goals were more distant than ever.
When a traveling grandmaster mage offered to teach him the secrets of higher
magic, Kanred jumped at the chance. In his haste to gain power at any cost,
he abandoned all sense of caution. The massive influx of purified magic
blasted his brain and turned him into a maddened pillar of living power.
Ironically, Kanred's wish had been granted, though not in the manner in which
he had dreamed. Now, eternally doomed to wander the world mindlessly
absorbing magic, Kanred's newfound power and fame came at a steep price.
-> Kanred is your first boss fight and reveals what will become a typical
pattern. One of his attacks is to teleport into the center of your group and
release a powerful, radial magic attack. This attack is very dangerous, even
to higher-level characters with lots of resistances. When he teleports into
your midst, run. Then turn and pound on him. Beyond the teleport attack,
Kanred isn't that dangerous, with very average magic attacks.
Spiked Skeen (Magic)
----------------------
Spiked Skeens are far stronger and more clever than their mundane cousins.
Groups of them will jump down on their prey in organized ambushes, or
simultaneously burst from their subterranean holes.
This element of surprise allows them to bring down prey that is much stronger
than they are, and they have flourished despite the harsh desert in which
they live.
Feral Kurgan (Melee)
----------------------
Without the influence of Valdis' plague, Feral Kurgans do not have the extra
eyes and other mutations that distinguish them from the Kurgans you have
faced before. Worse, only the strongest and most vicious survived the trials
of the cataclysm. This is a new breed of predator: fast, deadly, and
extremely aggressive.
Scuttling Iraca (Melee)
-------------------------
Scuttling Iracas are the kings of the desert. Their huge bodies, rock-hard
shells, and deadly claws make them powerful creatures that even Morden
Ravagers will not face alone. For the Iraca's part, they prefer to be left
alone, and will lash out at anything unfortunate enough to disturb their
peace.
Morden-Sin Reaver (Melee)
---------------------------
When Valdis was defeated and Zaramoth's sword was broken, hundreds of Morden
were left without a home, without a leader, and without a mission. One group,
the Morden-Sin, was driven mad with bloodlust. They erected crude
fortifications in the desert and starting killing everything they encountered,
often even turning on each other in their rage. Those who have encountered
them simply call them 'Ravagers.'
Their bloodlust, violence, and increased strength are mysterious. Many
suspect that something terrible has happened to these Morden, but since being
seen by a Morden Ravager is a death sentence, no one has been able to
discover what it could be.
Morden-Sin Lancer (Melee)
---------------------------
The home of the Morden-Sin is a blood-soaked abattoir. They live in the filth
of the corpses of their victims and smear themselves with blood and gore
before going in to battle.
Morden-Sin Crossbowman (Ranged)
---------------------------------
Morden-Sin crossbowmen are increasingly rare. When their complicated weapons
break, they lack the intelligence to fix them. They simply discard the
useless device, pick up a spear or a jagged sword, and resume killing.
Morden-Sin Diabolist (Magic)
------------------------------
Morden-Sin Diabolists, though frail, are revered by the other Ravagers. The
twisted rituals they lead whip their brethren into a frenzy of aggression and
bloodlust. They appear to control the mysterious power that gives the
Ravagers their strength and drives their madness.
Voadyk Familiar (Melee)
-------------------------
This powerful beast, summoned by the Overmage to protect his rogue mages, is
sinister and otherworldly in appearance. Beneath spindly limbs and glowing
runes lurks tremendous strength and viciousness. Their eyes reveal a cunning
intelligence that exceeds that of creatures native to Aranna.
Though their origins are a mystery, they are known to possess a frightening
command over death and the ability to rise up again after being struck down,
more powerful than before.
-> Familiars all have a special ability that can be quite dangerous. When
they are killed, after a few seconds, they revive in a huge explosion. That
explosion can do a lot of damage if you're still nearby. They only revive
with about one quarter of their max health, so they go down again easily and
stay down. You can also kill them with a massive damage strike that explodes
them into chunks, thereby rendering them unable to revive. If a Familiar of
any type doesn't explode when you first kill it, get out of the vicinity post
haste.
Kikrak of the Morden (Magic)
------------------------------
Following the defeat of Valdis and his army, the Morden became very sick,
their bodies slowly wasting away. Kikrak was a powerful Morden-Gral sorcerer,
and he refused to accept his fate, turning to dark powers to extend his life
at any cost. When the Overmage appeared, promising power and knowledge and
life, Kikrak welcomed him. But like Kanred, the Overmage's teachings were too
much for his mind to handle. He too became a rogue mage, mindless and
tortured.
-> Kikrak is your second boss and is almost a carbon-copy of Kanred. He'll
teleport into the midst of your party, then slay you unless you run outside
the circle, fast. The difference this time is Kikrak brings a familiar along
with him; but, once you kill it (twice), it stays dead and you can
concentrate on Kikrak, who shouldn't be much more of a problem than Kanred.
Decaying Vulk (Ranged)
------------------------
Vulk, or 'vine golems,' are purely magical creatures, created long before any
civilization came to Aranna. Perhaps they were born in the cataclysm, or
perhaps they were created by some mighty, solitary mage. Whether they have a
purpose is unknown, but they violently attack any intruders they find,
perhaps out of malice, perhaps to protect something. They are not intelligent
enough to communicate, but they are immensely strong, and throw stones with
deadly force.
After the second cataclysm the Vulk underwent a horrifying change, poisoned
by the death of the land. Their insides now team with foul toxins and vapor,
deadly to anyone who would slay one of these beasts.
Breeding Bortusk (Melee)
--------------------------
In the early days following the cataclysm, a group of experienced explorers
came across a Bortusk with strange markings. Believing themselves familiar
with a Bortusk's capabilities, they let it be and continued their exploration.
Later, when they returned by the same route, they found the Bortusk had
spawned an army of its offspring. Nearly the entire group of veteran
adventurers was overwhelmed immediately.
Waste no time in killing a Breeding Bortusk, or face the same fate!
-> Breeding bortusks guard their nests, which are full of egg sacs. The sacs
always hatch whenever you get near, releasing baby bortusks. When you kill a
breeder, it usually drops one or two egg sacs, which will spew forth more
babies. The babies aren't particularly dangerous, but if you get swarmed by a
dozen or more (which is quite likely if there are two or three breeders and
several nests in one area) you can be in trouble. Destroy egg sacs from
distance and make sure you blow up any dropped by a dying breeder.
Bound Hak'u Bleeder (Melee)
-----------------------------
The Hak'u are a tribal race native to the jungles of Greilyn Isle. Together
with the Dryads, they migrated to mainland Aranna soon after the cataclysm.
When the uneasy alliance disintegrated, the Hak'u retreated to the hills and
seemed to die out. However, corrupted, 'bound' Hak'u started to appear in
greater and greater numbers.
The plates on their head hide their faces, but it's almost certain that their
eyes and skin have been harvested for some other use. They fight far beyond
the point at which a normal Hak'u would have collapsed from pain and injury.
Hak'u Bleeders seem almost addicted to blood. They continue to hack at the
corpses of defeated enemies until exhausted, almost as if they don't know or
care if a victim is alive or dead.
Bound Hak'u Piercer (Ranged)
------------------------------
The Hak'u are a tribal race native to the jungles of Greilyn Isle. Together
with the Dryads, they migrated to mainland Aranna soon after the cataclysm.
When the uneasy alliance disintegrated, the Hak'u retreated to the hills and
seemed to die out. However, corrupted, 'bound' Hak'u started to appear in
greater and greater numbers.
The plates on their head hide their faces, but it's almost certain that their
eyes and skin have been harvested for some other use. They fight far beyond
the point at which a normal Hak'u would have collapsed from pain and injury.
Hak'u hunters are very skilled with spears. The horrific surgery these Hak'u
have undergone has greatly strengthened their attacks.
Bound Dryad Dervish (Melee)
-----------------------------
The most baffling thing about the mutilated monsters flooding the world is
that they seem to have no mission. Great effort must have gone in to making
something like the Dryad Dervish. The Dryad must be held down, her arms
removed, and a faceplate installed to overwhelm her mind. Finally, she must
be equipped with giant blades hanging from chains that can spin with enough
force to blast through armor and devastate flesh.
Though they travel in groups, Dervishes do not fight like an army. They do
not build fortifications or hold territory. They do not speak or command.
They only kill.
Bound Dryad Incinerator (Magic)
---------------------------------
After seeing so many of the tormented, twisted, stitched-together creatures
infesting the hills around the Dryad Outpost, the Dryad Incinerators are a
shock. They're graceful, elegant, and almost beautiful. But upon closer
inspection, they have the same dead eyes, the same starved figures, and the
same mutilated bodies as all the other bound creatures. What sort of beast
would try to make art like this out of suffering?
As befits their delicate construction, Dryad Incinerators are especially
powerful. They are wreathed in magical flame that they can unleash in a
devastating attack. They are also attuned to fire, and can use fire attacks
directed at them to restore their power.
Bound Hyena (Magic)
---------------------
The Bound Hyena's upper jaw appears to have been broken to allow a makeshift
cannon to be created within its mouth. An eye has been gouged out of some
poor creature and stitched to the end of the Bound Hyena's tongue. The beast
uses it to blast its targets with necromantic death magic.
Abraxis Familiar (Melee)
--------------------------
Like the Voadyk, the Abraxis is another of the Overmage's hounds. Its hard
carapace and the runic markings on it give it tremendous strength, but its
alien appearance is like nothing you've ever seen on your travels. Also like
the Voadyk, death is only a minor inconvenience -- it quickly rises again
with renewed strength. Unlike the Voadyk, it releases a blast of fire when it
resurrects itself.
The mutilated Dryads throughout the region seem to defer to the Abraxis, but
it doesn't seem to be capable of creating something as complicated as the
mutilated creatures. Perhaps it's here to guard them...
-> Familiars all have a special ability that can be quite dangerous. When
they are killed, after a few seconds, they revive in a huge explosion. That
explosion can do a lot of damage if you're still nearby. They only revive
with about one quarter of their max health, so they go down again easily and
stay down. You can also kill them with a massive damage strike that explodes
them into chunks, thereby rendering them unable to revive. If a Familiar of
any type doesn't explode when you first kill it, get out of the vicinity post
haste.
Celeb'hel, the Elder (Magic)
------------------------------
When you last saw Celeb'hel, he was the leader of Aman'lu, revered for his
legendary wisdom and benevolence. But the Celeb'hel you defeated was a
mindless engine of destruction, a rogue mage escorted by the Overmage's
trusted Voadyk minions.
The Celeb'hel you knew would never have fallen for the Overmage's schemes.
Now, you are left questioning how and why such a thing could have happened,
and what this means for your Elven friends.
-> Celeb'hel is exactly the same as Kanred and Kikrak. Avoid his teleport
attack and you'll be fine.
Decaying Bound Taclak (Melee)
-------------------------------
These hideously mutated Taclaks are deteriorating from the inside. They're
possessed with the same frenetic strength as the Familiars' other bound
minions, but when they're killed, their rotten blood sometimes spills out in
a toxic cloud that poisons and dissolves anything it touches.
-> These nasty creatures explode when killed, much like the boggrot. But they
are much more dangerous. Their poisonous blood covers a wide area and sticks
around for several seconds, damaging your characters each second. When you
kill a decaying tacklak, get your mage and rangers outside the blood spray
immediately (well-built fighters can usually withstand the effects). Try
never to kill a bunch at once, or the combined spray may kill you in a fairly
permanent manner.
Bound Taclak Spearman (Ranged)
--------------------------------
Stripped and bound in leather and steel, these Taclaks were taken from their
homes and turned into monsters. Their right legs and left arms were taken for
some other experiment and replaced with blades and metal. They've been
blinded and suffer agonizing pain, but their spears find their targets
regardless.
Taxabani Familiar (Ranged)
----------------------------
The Familiars are cruel, evil allies of the Overmage. Though they are not
from this world, they have been here before, and clashed with the Elves.
There are many castes of them, each with unique body structures and powers,
but all share the same mysterious markings, penchant for cruelty, and
horrifying ability to rise from death with more power than ever.
The Taxabani are responsible for kidnapping more 'materials' for the Familiar
Surgeons to work on. They use the jagged spikes on their arms to pin down
fleeing creatures so they can be dragged to the operating room.
Taxabani have such furious willpower that they erupt in flame when they
resurrect themselves, re-igniting any nearby Dryad Incinerators.
-> Familiars all have a special ability that can be quite dangerous. When
they are killed, after a few seconds, they revive in a huge explosion. That
explosion can do a lot of damage if you're still nearby. They only revive
with about one quarter of their max health, so they go down again easily and
stay down. You can also kill them with a massive damage strike that explodes
them into chunks, thereby rendering them unable to revive. If a Familiar of
any type doesn't explode when you first kill it, get out of the vicinity post
haste.
Searing Bracken (Melee)
-------------------------
Created from the magic of the Vai'lutra Forest, the Bracken were once
creatures of peace, working in unison with the trees -- caretakers of the
vast forest. When the Vai'kesh's corruptive magic began to spread through
their home, the Bracken changed as well, becoming gnarled and violent.
When the second cataclysm consumed the forest in raging fires, it burned the
spirits of the Bracken too. Now, they lash out in pain and anger at the loss
of their forest and their former peaceful selves, and it is only a matter of
time before the flames within consume them completely.
-> The bad thing about bracken is they ambush you with great frequency. They
burst out of burning wood in the forests north of Aman'lu. Move slowly so you
don't trigger more than a handful at a time.
Bound Fettershin (Melee)
--------------------------
Once docile herbivores, the poor Fettershins were corrupted first by the evil
magic of the Vai'kesh Elves, and now by the monstrous alterations of the
Familiar Surgeons. Their constant, gnawing hunger is only made worse by the
armored plates grafted over their skulls. Evil magical fire consumes their
flesh, and they care for nothing but inflicting as much pain as possible so
that others can share their misery.
-> Fettershins operate in packs. They are not individually dangerous, but
you'll be lucky if you face no more than four at a time. Most of the time,
you'll be up against at least a half-dozen, usually with some Hak'u, naldrun
or bracken mixed in. Save your AoE powers to use against the fettershin,
which go down quickly to those types of attacks.
Bound Naldrun (Magic)
-----------------------
Like the Fettershins, Bound Naldruns are twice corrupted, first by the dark
magic of the Vai'kesh, then by the cruel attentions of the Familiars. Their
hands, feet, and faces were taken for the magical power within them, and a
crude cannon fueled by their very souls was attached to their arms. Now they
pitifully fly through the forest, seeking victims they can blast with their
own life force until the peace of death releases them from their suffering.
-> Throughout the forests north of Aman'lu, are fairy rings of small fires.
You'll usually encounter bound naldrun alone, but they will immediately fly
to the nearest fair ring and summon six of their sisters. Kill the naldrun
before it reaches the ring and you won't have to fight the full horde. Fair
rings that are activated, only work once, you won't have to worry about them
again when you come through on a return trip.
Bound Elf Guard (Ranged)
--------------------------
Elven rangers were elite warriors, once revered by their companions, capable
of hitting targets from great range, and respected for their wisdom and
spirituality.
No trace of those qualities remains in the mutilated monsters the Familiar
Surgeons make out of them, except for their ability to strike a victim with
enough force to decapitate or sever a limb.
Venomous Thrine (Ranged)
--------------------------
The Thrine life cycle begins with eggs buried beneath the ground. When the
forests burned and the ground cracked during the cataclysm, all manner of
contaminants polluted the nests the Thrines, altering their growth. They
became more aggressive and deadly, but their life spans are much shorter and
they never reach maturity. It's likely that this generation will be their
last.
Bound Taugrim (Melee)
-----------------------
The Familiars have taken the powerful, noble Taugrim and muzzled them,
turning them into violent beasts of burden. They're primarily used for grunt
work that requires great strength, such as tearing down trees for firewood,
moving large stones, and pulling stubborn limbs off of creatures so they can
be stitched onto something else.
Vai'kesh Reaper (Melee)
-------------------------
When the Aegis of Death was given to the Elves of Aman'lu for safekeeping,
some of their greatest mages became enthralled by its power. The spells
channeled through the Aegis were the darkest death magic and very difficult
to control, but the sorcerers' lust for power consumed them and made them
careless. They began to decay without dying, and became more powerful in
magic than any thought possible. The elders of Aman'lu grew fearful and
exiled them to the forest. They became known as the Vai'kesh, or Manu Ostar
in their own tongue.
Now, following the second cataclysm, the Vai'kesh and the Elves have a common
enemy: the Overmage's Familiars. The Vai'kesh have made overtures of peace to
the Elves in hopes of being united with their cousins, but time will tell if
they have truly changed their ways.
Ghostly Crimson Hunter Warrior (Melee)
----------------------------------------
Long ago, the race that is now known as the Familiars came to Aranna and
terrorized the world, nearly eradicating the Elves. The greatest Elven
fighters, archers, and mages formed the Order of the Crimson Hunters and
fought back, seeking out the enemy in their lairs and eventually exiling the
Familiars from Aranna entirely.
These Elven heroes were laid to rest in a grand tomb with their leader,
Lorethal, who gave his life to save them and all of the Elves. When you
imprisoned his soul within Ressa's bloodstone, the spirits of the other noble
warriors rose from their graves, lifting their spectral swords against the
monsters who would defile their leader.
Ghostly Crimson Hunter Archer (Ranged)
----------------------------------------
Long ago, the race that is now known as the Familiars came to Aranna and
terrorized the world, nearly eradicating the Elves. The greatest Elven
fighters, archers, and mages formed the Order of the Crimson Hunters and
fought back, seeking out the enemy in their lairs and eventually exiling the
Familiars from Aranna entirely.
These Elven heroes were laid to rest in a grand tomb with their leader,
Lorethal, who gave his life to save them and all of the Elves. When you
imprisoned his soul within Ressa's bloodstone, the spirits of the other noble
warriors rose from their graves, nocking arrows to their spectral bows to
strike down the monsters who would defile their leader.
Ghostly Crimson Hunter Mage (Magic)
-------------------------------------
Long ago, the race that is now known as the Familiars came to Aranna and
terrorized the world, nearly eradicating the Elves. The greatest Elven
fighters, archers, and mages formed the Order of the Crimson Hunters and
fought back, seeking out the enemy in their lairs and eventually exiling the
Familiars from Aranna entirely.
These Elven heroes were laid to rest in a grand tomb with their leader,
Lorethal, who gave his life to save them and all of the Elves. When you
imprisoned his soul within Ressa's bloodstone, the spirits of the other noble
warriors rose from their graves, summoning their formidable magic to destroy
the monsters who would defile their leader.
Bound Crawler (Melee)
-----------------------
Some of the mutilated creatures the Familiar Surgeons create, like the Bound
Dryads, have a twisted beauty and craftsmanship to them. Others seem more
like cruel jokes -- misshapen freaks, grafted together out of spare parts.
Crawlers are little more than leftover torsos given life. They scrounge
through the discarded meat and offal of the Surgeons' experiments, constantly
eating to try to satisfy their insatiable hunger.
-> Crawlers are annoying little buggers because they operate in large packs
and their small size creates clipping issues. Don't even think about killing
them on stairways, your rangers and mages will be useless. Run away from them
until you are operating in a flat area, then unload on them. They aren't that
tough. Additionally, these are the creatures the Familiar Surgeons use to
regenerate, use AoE powers on them to prevent the surgeons from feeding on
their life force.
Stitched Horror (Melee)
-------------------------
These abominations are cruel mockeries of the Familiars' ancient enemies, the
Elves. They've been stripped down to nothing but crude straps. Their feet and
arms have been cruelly torn off and replaced with claws and half-giant arms,
making them both terrifying and deadly.
No Elf can look upon these horrors without weeping and losing hope. This is
exactly what the Familiar Surgeons hoped to accomplish. They continue to
diligently make more Stitched Horrors, anxiously awaiting the day they've
created enough to overwhelm Aman'lu.
Incinerating Bound Elf (Magic)
--------------------------------
Elven mages are naturally intelligent and skilled in combat magic. The
Surgeons magnify these traits, rewiring nerves, removing unessential body
parts, and grafting on metal to make their bodies ideal for conducting fiery
power. No longer able to walk or even move, these soulless husks float along,
immolating every living thing they see.
They are especially deadly against other Elven mages who frequently
specialize in fire attacks as well. The Bound Elves simply soak up fire magic
and use it to recharge their own powers.
-> The first attack of an incinerator is a fire ring that surrounds your
party, shrinks in on itself and explodes. Not nice. Get out of the ring
before it explodes. The creatures themselves are not that tough, just don't
use fire magic on them.
Krusk Familiar (Melee)
------------------------
The Familiars are cruel, evil allies of the Overmage. Though they are not
from this world, they have been here before, and clashed with the Elves.
There are many castes of them, each with unique body structures and powers,
but all share the same mysterious markings, penchant for cruelty, and
horrifying ability to rise from death with more power than ever.
Krusk Familiars are hulking, incredibly resilient beasts with deceptive
intelligence. They are the vanguard of the Familiar army, breaking into new
territory and crushing any opposition. They are highly resistant to magic,
and take particular pleasure in crushing mages after shrugging off their most
powerful spells.
Krusks have such furious willpower that they erupt in flame when they
resurrect themselves, re-igniting any nearby Bound Elf Incinerators.
-> Familiars all have a special ability that can be quite dangerous. When
they are killed, after a few seconds, they revive in a huge explosion. That
explosion can do a lot of damage if you're still nearby. They only revive
with about one quarter of their max health, so they go down again easily and
stay down. You can also kill them with a massive damage strike that explodes
them into chunks, thereby rendering them unable to revive. If a Familiar of
any type doesn't explode when you first kill it, get out of the vicinity post
haste.
Familiar Surgeon (Magic)
--------------------------
Many years ago, Lorethal and his Crimson Hunters banished the entire race of
Familiars from Aranna. Their leaders, the cunning and cruel 'Surgeons'
Despular and Baelusar, never forgave the Elves. When the Overmage offered
them a chance for revenge, they laid siege to Aman'lu in the cruelest way
possible.
Familiar Surgeons are cruel artisans, tearing apart the lesser creatures of
the world and reassembling them as powerful, bloodthirsty slaves. They enjoy
the pain their experiments inflict on their subjects, and they relish the
misery the Elves feel when their own brothers and sisters turn against them.
If the Surgeons are not stopped, their horrific armies will overwhelm all of
Aranna.
-> This giant brain is pretty nasty in a fight. It uses primarily death magic
against you, so beefing up your death resistance would be a smart idea.
Additionally, it summons crawlers from two pools located near the entrance to
its lair. These crawlers creep over to the surgeon and regenerate it.
Fun stuff.
With decent death resistance, you can ignore the surgeon's attacks. Unload
high-damage, single target powers on it, then attack it. Keep one area power
in reserve. When crawlers pop out of the pools, unleash your AoE power on
them. If you can keep the surgeon at the far end of the chamber, away from
the pools, you'll have time to kill the crawlers before they get close enough
to the brain to restore its health. Then go back to your head banging.
Keirok, the Devourer (Melee)
------------------------------
Keirok is unique among the Familiars. He is a tremendously powerful beast,
with thick armor plating, massive battering claws, and an insatiable hunger
for flesh. He consumed countless Elves before they sealed him and the rest of
his race away. He aches to be released on Aranna once again; to feel the
crush of bone beneath his claws and hear the agonizing screams of his victims.
-> There's no special trick to beating Keirok, it's just a test of endurance.
He's a strong melee attacker, so ranged attacks work better. He has one
special attack where he pounds on the ground, causing glowing lines to
radiate out from his body. When you see these forming, run to the outer edges
of the circle and get between the lines--they will erupt in flame. If you're
caught in them, it means almost certain death for any mages (and possibly
rangers) in your party.
However, this attack is pretty easy to avoid and he's not otherwise all that
tough.
Bound Dwarf Sunderer (Melee)
------------------------------
When a Dwarven slave becomes insolent or tries to rise against his masters,
he is taken away to the depths of the Cinbri city, where he is turned into a
Sunderer. His free will and rebellious spirit are surgically removed, and his
strength and vigor are enhanced to better serve the Familiars. These mindless
hulks become a grim reminder to other slaves of the consequences of resisting.
Bound Dwarf Ballista (Ranged)
-------------------------------
When a Dwarven slave breaks under the demands of his punishing labor, he is
taken away to the depths of the Cinbri city, where his arms are removed and a
crossbow is strapped to his back. Unessential organs are removed to make room
for the support stake driven through his chest. His brain is also mutilated,
bound into serving his masters as a deadly walking cannon.
Bound Skiver (Ranged)
-----------------------
The pinnacle of Familiar Surgeon creativity, the Bound Skiver is a horrifying
fusion of Elf and Human. There are very few of them, as the subjects used
must be highly skilled, and the process of stitching them together is
extremely complicated, but the resulting minion is unequaled at ranged combat.
As a bonus, the Elf's head and the Human's lower body are not needed, and can
be used for other 'projects.')
Familiar Overseer (Magic)
---------------------------
The Familiars are cruel, evil allies of the Overmage. They look alien and
bizarre and are not from this world. But they've been here before, and
clashed with the Elves. There are many castes of them, each with unique body
structures and powers, but all share the same mysterious markings, penchant
for cruelty, and horrifying ability to rise from death with more power than
ever.
The Overseers are the barbaric taskmasters responsible for forcing the
Dwarves to excavate the Cinbri city, and they take pleasure in punishing
their charges if they step out of line. They blaze with magical energy, and
use that power to strengthen their other minions, making them temporarily
impervious to harm.
-> Familiars all have a special ability that can be quite dangerous. When
they are killed, after a few seconds, they revive in a huge explosion. That
explosion can do a lot of damage if you're still nearby. They only revive
with about one quarter of their max health, so they go down again easily and
stay down. You can also kill them with a massive damage strike that explodes
them into chunks, thereby rendering them unable to revive. If a Familiar of
any type doesn't explode when you first kill it, get out of the vicinity post
haste.
Bound Half-Giant Subjugator (Melee)
-------------------------------------
The Familiar Surgeons enjoy working on Half-Giants. They are exceptionally
strong, and make highly durable and powerful combatants. But they're also
stoic and mentally tough, allowing them to survive the torture of their
transformations better than other, more frail races.
The victim's right arms are replaced with a massive, bladed bludgeon. They
seem to feel nothing as they pound their victims to death, crushing bone and
tissue with each swing. They are useful for quelling dissent, and their mere
presence is an effective deterrent to most creatures who would consider
rising against the Familiars.
Bound Half-Giant Fury (Melee)
-------------------------------
If the Subjugator is an enforcer, the Fury is a soldier. He lives for carnage
and wades into battle swinging his axes with abandon. If a fight turns
against him, he will engulf himself in magical flame and temporarily become
invincible. Anyone who attacks him in this state will be burned in
retaliation.
Bound Half-Giant Shambler (Magic)
-----------------------------------
The Shamblers have a decapitated Elven head stitched onto their shoulders to
increase their ability to channel magical lightning. They are often built
from the leftover remains from failed attempts at creating the more powerful
Bound Half-Giant Convokers.
Bound Half-Giant Convoker (Magic)
-----------------------------------
The spines of Half-Giant Convokers are replaced with metal to increase their
conductivity and amplify the power of the electricity they command. Their
most deadly tactic is to reduce the lightning resistance of their victims
before unleashing their most powerful attacks.
Keirge Familiar (Melee)
-------------------------
The Familiars are cruel, evil allies of the Overmage. They are not from this
world, but they've been here before, and clashed with the Elves. There are
many castes of them, each with unique body structures and powers, but all
share the same mysterious markings, penchant for cruelty, and horrifying
ability to rise from death with more power than ever.
Keirge are the most bloodthirsty of the Familiars, and each has killed
hundreds of lesser creatures with the massive blades that grow from their
arms. They swing each blade with the power of a greatsword, carving through
their foes in battle and exulting in the sprays of blood around them.
-> Familiars all have a special ability that can be quite dangerous. When
they are killed, after a few seconds, they revive in a huge explosion. That
explosion can do a lot of damage if you're still nearby. They only revive
with about one quarter of their max health, so they go down again easily and
stay down. You can also kill them with a massive damage strike that explodes
them into chunks, thereby rendering them unable to revive. If a Familiar of
any type doesn't explode when you first kill it, get out of the vicinity post
haste.
Spinlar Familiar (Magic)
--------------------------
The Familiars are cruel, evil allies of the Overmage. They are not from this
world, but they've been here before, and clashed with the Elves. There are
many castes of them, each with unique body structures and powers, but all
share the same mysterious markings, penchant for cruelty, and horrifying
ability to rise from death with more power than ever.
Spinlars are second only to the Surgeons in the hierarchy of the Familiars,
and their power is unmatched. Their most terrifying ability rips away the
mana of their targets, preventing them from casting spells. Like the Taxabani,
the Spinlars' magic is so powerful that they release a blast of flame when
they resurrect themselves.
-> Familiars all have a special ability that can be quite dangerous. When
they are killed, after a few seconds, they revive in a huge explosion. That
explosion can do a lot of damage if you're still nearby. They only revive
with about one quarter of their max health, so they go down again easily and
stay down. You can also kill them with a massive damage strike that explodes
them into chunks, thereby rendering them unable to revive. If a Familiar of
any type doesn't explode when you first kill it, get out of the vicinity post
haste.
Overmage of the Cinbri (Magic)
--------------------------------
The Overmage is the only member of the Cinbri race left in Aranna. He is well
over one thousand years old, and is a master wizard and scholar. The Overmage
believes in order and control. He is driven by his desire to return his race
to Aranna and present himself as supreme ruler.
The Overmage likes to work behind the scenes and is far too intelligent to
get drawn into a fight he can't win. Instead of exerting force, he
manipulates his foes by uncovering their deepest desires.
The Overmage will do anything to establish order and control, even if it
means killing thousands of innocents in the process. He believes future
generations will understand the rightness of his actions in the end, and
thank him for having the foresight to take action.
-> When you finally get to your battle against the Overmage, back off and
wait. The Overmage summons a bunch of creatures and you have to defeat them.
Right now, the Overmage is invulnerable.
DO NOT USE YOUR POWERS AGAINST THE SUMMONS UNLESS YOU USE THEM EARLY AND THEY
ARE FAST RECHARGE POWERS!
This cannot be stressed enough. If you want to shorten this part of the
battle--and you DEFINITELY want to shorten it--then save your powers. Be sure
to have all your highest damage powers selected (Brutal Strike, Take Aim,
etc.). When the last summons dies, the Overmage collapses.
Unload on him. Hit him with everything you've got. You only get about five to
ten seconds, then he revives, is once more invulnerable and summons more help.
Do the whole thing over again. If you do this right, you only have to go
through three or four waves of summons before you shave off all the
Overmage's health. When that happens, he transforms into Zaramoth Reborn.
Now the real fight gets underway.
Zaramoth Reborn (Magic)
-------------------------
Zaramoth the Unmaker, an Utgard Giant of unmatched power, was the last great
Emperor of Aranna. Zaramoth's innate command of magical energy was so
absolute that once he established control, he limited access to magic across
all of Aranna, effectively neutering all other mages. Zaramoth's reign ended
when his Sword met Azunai the Defender's Shield in battle and triggered the
first cataclysm, killing themselves and everyone else on the battlefield.
However, when Zaramoth's body died, his soul retreated into his legendary
Sword, to await the time when he could be reborn and again control the world.
And so, over a thousand years later, the Overmage harnessed the immense
magical energy the Dryads collected to raise the Sword and join his soul to
Zaramoth's. As Zaramoth Reborn, he gained both the physical form and power of
his former emperor, becoming the strongest being in all Aranna.
-> Zaramoth Reborn is one very tough hombre. He's got a LOT of health
(120,000 in Merc), is resistant to everything, knows every power and spell in
the book and has near-unlimited mana. In other words, he's equal to about ten
of you.
Zaramoth will unleash a lot of stuff. Some of his favorites are:
* Whirling Strike with his sword: getting hit is pretty certain death. You
can avoid this one because he takes about ten seconds to wind up. When you
see him crouch and gather in on himself, he's about to let go, so run away.
* Glacial Aura: this one's pretty hard to avoid, especially for your melee
fighters, since running out of range means no damage being inflicted on Mr.
Bigshot. Your best bet is to stay in there, take your lumps and drink health
potions.
* Fire rings: you can see these coming, as they start from the outside of the
circle and move inward. When you see them, rush IN toward Zaramoth and gather
around him as the flames stop short of his body. (If you've got any
unconscious people lying around, they're toast. Get a Rez spell handy.) This
is actually a great time to unload on Zaramoth as he's busy tending the fire
and you have a perfect excuse to get in close and personal.
* Call Lightning: when sparks start dancing on the ground, run away. These
are pretty easy to avoid, but dangerous if you're not paying attention.
* Waves of Force: this one's just nasty. There's no warning, and you're
suddenly facing waves of high-damage streaming out from the front of Zaramoth.
The one upside is the narrow area-of-effect, you can easily run to the side
away from them. If any melee fighters are standing right in front of
him...well, hope they have lots of armor and health.
Zaramoth has other toys to play with too. This fight is, basically, a war of
attrition. Can you knock off his health before you run out of health potions
or Rez scrolls? He's resistant, but not immune to anything, and you can curse
him and attack him just like any normal enemy. (I.e. there's no special trick
to fighting him.)
The tactics are all about avoiding his attacks as much as possible, quaffing
health potions almost continuously and making sure you have a nature mage
with a Resurrect spell and plenty of Rez scrolls for when the nature mage is
unconscious or dead.
This is a long, grueling battle and there are no shortcuts. Use high-damage
powers as fast as they recharge. Run away when Zaramoth starts with one of
his specialty attacks. In fact, keep moving, a lot. It will be harder if you
have a melee-heavy party, so be sure to have some strong ranged support
(ranger, combat mage).
And bring lots and lots of potions, just in case you hadn't picked up on that
by now.
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