The Necbromancer's horde

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The Necbromancer's horde
Monster ID 1108
Locations The Haunted Sorority House: Behind Closed Doors
Hit Points 100000
Attack 1000
Defense 1000
No-Hit 1010
Initiative  ?
Meat None
Phylum Indeterminate
Elements None
Resistance None
Monster Parts Indeterminate
Drops
None
Manuel Entry
refreshedit data
The Necbromancer's horde You're fighting The Necbromancer's horde

The ground splits beneath the Necbromancer, cracks radiating from where his fists grip handfuls of dirt. As the cracks get bigger, you see a horde of skeletons waiting just below the earth. They begin to trickle out, then pour forth from the wounded earth like someone tapped an oil well that was full of skeletons instead of oil. Er, there are lots of them, is what I'm saying.

They regard you with dully glowing eye sockets, bones rattling, teeth chattering, ready to tear you limb from limb. Oh, poop.

Hit Message(s):

A skeleton picks up another skeleton and throws it at you. It locks its ankles around your waist, grabs your head and makes every effort to rip it off. Ow! Argh!

A skeleton breaks its foot off in your ass. Um, literally. Ugh! Eek!

A skeleton crouches behind you while another one pushes you so you trip. They may be skeletons, but they're still frat boys. Eek! Ouch!

A skeleton gets right up in your face and cackles maniacally, really freaking you right the crap out. Ugh! Ouch! (spooky damage)

A skeleton head-butts you in the groin while his buddy groin-butts you in the head. Ew. Ow! Ooh! (sleaze damage)

A skeleton makes a make-shift paddle out of a femur. Then other skeletons hold you down while you get the paddlin' of your life. Ick, man. Eek! Ooh! (sleaze damage)

Critical Hit Message:

Six skeletons surround you in a circle, then dance around you in a kind of kicking, kneeing huddle. It really, really sucks. Argh! Ouch!

Miss Message(s):

A skeleton fist-bumps another skeleton, and both of them have to take a minute to reattach their hands.

A skeleton grabs a femur to use as a paddle. Too late, he realizes it was his *own* femur, and falls over sideways.

The skeleton nearest to you flips you off. Juvenile, but not painful.

Two skeletons get their rib cages tangled together and have to sort themselves out before they can fight again.

Three skeletons do a little three stooges routine, right down to the eye-pokes and head-slaps.

A skeleton grabs a paddle and starts paddling the other skeletons. You can take the skeleton out of the frat boy, but you can't take the frat boy out of the skeleton.

Every skeleton who tries to attack you ends up getting in the way of another one trying to attack you, too. They really should coordinate better.


After Combat

When you defeat the horde:

The last skeleton standing finally collapses into the giant pile of bones where once the Necbromancer stood. Finally! Thank goodness that's over. I mean, it's not like anything could be alive under that giant bonefest, right? It's probably your imagination that insists some of the bones are moving like something's crawling out, right?

Just as you're reaching around to pat yourself on the back, the ground beneath you starts to shake and split . . .

Really? We're Still Not Done Yet?

Notes

  • Does not have any sort of damage cap unlike Hobopolis boss encounters.
  • This monster counts as a group (of size three or more). It takes manifold damage from area-of-effect skills such as Wave of Sauce.
  • The horde is immune to multi-round stunning.
  • "Kill X% More Skeletons" dramatically increases damage against the horde, with every +5% increasing damage by 50%. Sources of this effect are Natural Born Skeleton Killer, the mirrored aviator shades, and the leather aviator's cap.
  • There are 92 Frat Skeletons in the picture.