Necropolis Wiki
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(expand (sorry for lwo quality writing - first draft!) -add a table of elemental weaknesses - needs double checking)
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The two basic stats in Necropolis are HEALTH and STAMINA (also known as EXHAUSTION). Additionally each creature (and the adventurer) has elemental strengths and weaknesses, and resistance to knockdown and power (HEFT and POISE). Running speed and jumping ability are the two final quantities.
Coming Soon!
 
   
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Most stats in Necropolis except the health and stamina of the adventurer are hidden .. more detail can be inferred from item descriptions, and through practical combat.
Information and values regarding in-game vitals such as Health, Stamina, Poise, etc.
 
   
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Additionally the player's character may be further refined through [[codexes]] and other [[traits]] acquired as a side effect of certain weapons or armor.
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==Health and Stamina==
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Health is indicated by the red bar in the HUD, and stamina by the green/teal bar below. When health reaches zero death occurs. Health is usually regained through certain potions and scrolls.
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Stamina is required for all actions except walking and jogging - stamina depleting actions include running (R3 button), jumping, attacking, and blocking attacks with a shield - stamina rapidly regenerates to a maximum when no performing actions. Power attacks (hold attack button), as well as ranged attacks, and jump attacks deplete the maximum stamina level until a stamina restoring potion or food is consumed. Stamina can be depleted to a minimum of around one fifth maximum, after which power attacks can no longer be performed - this low stamina state is indicated by "HUNGER".
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Donating coin to the healing pond at the end of each level can raise health, and to a lesser extent stamina. 'Power-ups' cost 500, 1500, 2500, and 3500 coin - the "Brute" gains more health than the "Blackguard" when fully levelled.
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Healing over time (as well as other buffs) is usually indicated by a green outline around a character, for both the player, and foes.
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==Combat stats==
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Damage increases with weapon quality, and is greatly increased by power attacks. Additionally damage is greatly increase when the weapon has a quality or element to which the foe is weak - such as piercing damage, or an acid effect - creatures can also be resistant to elements as well.
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Damage is indicated by a red glow on the character - successful strikes give a greater red glow (such as well a creature is attacked unaware - eg when under the influence of the [[Scroll of Command]].)
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===Elemental and weapon type weaknesses===
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General weapons are often described as "MUNDANE" - these have no specific disadvantages or advantages, and are general bladed weapons - other weapons with spikes or rapiers do piercing damage. whilst blunt weapons such as hammers do bashing damage.
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Additionally there are several types of elemental damage - many of the resistances and weaknesses can be inferred from item descriptions which give clues to properties.
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{| class="wikitable"
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|-
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!rowspan=2|Creature type
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!colspan=7|Weapon type or element
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|-
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! [[File: Pierce.png | 40px]]
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Pierce
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! [[File: Bash.png | 40px]]
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Bash
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! [[File: Fire.png | 40px]]
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Fire
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! [[File: Arcane.png | 40px]]
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Arcane <ref>Low level arcane weapons appear to be electrically charged, with a lightning discarge on power attacks; whilst higher level weapons appear to have some sort of death a magic</ref>
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! [[File: Grine.png | 40px]]
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Grine
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! [[File: Ice.png | 40px]]
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Ice
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! [[File: Acid.png | 40px]]
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Acid <ref>Acid and poison based weapons appear to be the same type</ref>
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|-
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|Grine
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|
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|Weak
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|Weak
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|
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|
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|
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|-
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|Skeletons <ref>Assumed to included Crypt Ticks, Skeletal Gemeaters, and Bone Effigies</ref>
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|
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|Weak
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|Resistant
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|Weakish
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|
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|
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|
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|-
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|Gemeater
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|
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|
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|
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|Weak
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|
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|
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|
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|-
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|Changeling / Fade <ref>Changelings are the bunnyrabbit/picachu hybrids that morph into a pale reptilian/amphibian hybrid on death with increasing likely hood at lower levels within the Necropolis</ref>
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|
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|
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|
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|Weak
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|Weak
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|
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|
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|-
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|Infected <ref>Things with a coral growing out of their head, usually found in the swamps - not to be confused with the Shadowborn which look similar but are much darker.</ref>
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|
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|Weak
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|
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|-
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|Inugami <ref>Fanged dog type creatures</ref>
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|
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|Resistant
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|Weak
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|
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|-
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|Shellmage
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|
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|
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|
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|
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|Weak
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|Weak
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|
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|-
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|Hoardmen
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|Weak
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|
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|
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|
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|
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|Resistant
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|-
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|Clockwork / Hollowmen <br>(Brass) <ref>Note - 'Ice' hollowmen found in the forest are unsuprisingly weak to fire</ref>
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|
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|Resistant
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|Weak
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|-
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|Spiders
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|Weak
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|Weak (?)
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|-
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|Shadowborn
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|Resistant
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|Weak
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|-
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|Delvers <ref>Creautures that burrow and use a rolling attack</ref>
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|
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|Resistant
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|Weak
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|-
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|Nagual <ref>Shield creatures</ref>
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|
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|Resistant
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|Resistant
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|Weak
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|
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|}
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<references/>
   
   

Revision as of 00:38, 1 March 2017

The two basic stats in Necropolis are HEALTH and STAMINA (also known as EXHAUSTION). Additionally each creature (and the adventurer) has elemental strengths and weaknesses, and resistance to knockdown and power (HEFT and POISE). Running speed and jumping ability are the two final quantities.

Most stats in Necropolis except the health and stamina of the adventurer are hidden .. more detail can be inferred from item descriptions, and through practical combat.

Additionally the player's character may be further refined through codexes and other traits acquired as a side effect of certain weapons or armor.

Health and Stamina

Health is indicated by the red bar in the HUD, and stamina by the green/teal bar below. When health reaches zero death occurs. Health is usually regained through certain potions and scrolls.

Stamina is required for all actions except walking and jogging - stamina depleting actions include running (R3 button), jumping, attacking, and blocking attacks with a shield - stamina rapidly regenerates to a maximum when no performing actions. Power attacks (hold attack button), as well as ranged attacks, and jump attacks deplete the maximum stamina level until a stamina restoring potion or food is consumed. Stamina can be depleted to a minimum of around one fifth maximum, after which power attacks can no longer be performed - this low stamina state is indicated by "HUNGER".

Donating coin to the healing pond at the end of each level can raise health, and to a lesser extent stamina. 'Power-ups' cost 500, 1500, 2500, and 3500 coin - the "Brute" gains more health than the "Blackguard" when fully levelled.

Healing over time (as well as other buffs) is usually indicated by a green outline around a character, for both the player, and foes.

Combat stats

Damage increases with weapon quality, and is greatly increased by power attacks. Additionally damage is greatly increase when the weapon has a quality or element to which the foe is weak - such as piercing damage, or an acid effect - creatures can also be resistant to elements as well.

Damage is indicated by a red glow on the character - successful strikes give a greater red glow (such as well a creature is attacked unaware - eg when under the influence of the Scroll of Command.)

Elemental and weapon type weaknesses

General weapons are often described as "MUNDANE" - these have no specific disadvantages or advantages, and are general bladed weapons - other weapons with spikes or rapiers do piercing damage. whilst blunt weapons such as hammers do bashing damage.

Additionally there are several types of elemental damage - many of the resistances and weaknesses can be inferred from item descriptions which give clues to properties.

Creature type Weapon type or element
Pierce

Pierce

Bash

Bash

Fire

Fire

Arcane

Arcane [1]

Grine

Grine

Ice

Ice

Acid

Acid [2]

Grine Weak Weak
Skeletons [3] Weak Resistant Weakish
Gemeater Weak
Changeling / Fade [4] Weak Weak
Infected [5] Weak
Inugami [6] Resistant Weak
Shellmage Weak Weak
Hoardmen Weak Resistant
Clockwork / Hollowmen
(Brass) [7]
Resistant Weak
Spiders Weak Weak (?)
Shadowborn Resistant Weak
Delvers [8] Resistant Weak
Nagual [9] Resistant Resistant Weak
  1. Low level arcane weapons appear to be electrically charged, with a lightning discarge on power attacks; whilst higher level weapons appear to have some sort of death a magic
  2. Acid and poison based weapons appear to be the same type
  3. Assumed to included Crypt Ticks, Skeletal Gemeaters, and Bone Effigies
  4. Changelings are the bunnyrabbit/picachu hybrids that morph into a pale reptilian/amphibian hybrid on death with increasing likely hood at lower levels within the Necropolis
  5. Things with a coral growing out of their head, usually found in the swamps - not to be confused with the Shadowborn which look similar but are much darker.
  6. Fanged dog type creatures
  7. Note - 'Ice' hollowmen found in the forest are unsuprisingly weak to fire
  8. Creautures that burrow and use a rolling attack
  9. Shield creatures