Crazed madman

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  • Infobox entry on other carrying, Infobox entry on locksmithing 1 skill, Infobox entry on locksmiting 2 skill, Infobox entry on locksmithing cap, Infobox entry on manipulate 1 skill, Infobox entry on manipulate 2 skill, Infobox entry on manipulate cap
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crazed madman
Madman.jpg
Creature Levels:
    Overall 4
    Level Variance -
    Natural Attack 3
    Weapon Attack 4
    Defense 4
    Player Estimated 4
Potential overall skill: 16
Skill Cap 15 to 45
Skinnable No
Has Coins Yes
Has Gems Yes
Has Boxes Yes
Has Other Unknown
Uses Weapons Unknown
Alignment No
Corporeal Yes
Construct No
Casts Spells No
Attack Range Melee
Stealthy No
Special Attacks No
Special Defenses No
Body Type biped
Body Type (Alt) humanoid
Body Size medium
Located:,
Premium-Only Unknown
Locksmithing Details
Skill Required Careful: ?
Blind:?
Teaching Cap ?
 
Manipulation
Manipulatable Yes
Skill Required ? / ?
Teaching Cap ?



Description

Standing on two legs the crazed madman is humanoid size and shape. Its eyes blaze with a burning hatred, unfocused but entirely malevolent.

In Depth

There are two different groups, albeit with the same stats and basic characteristics. The original group still exists in a small area around Dirge, where they have low spawn along the path from the Northern Trade Road into Dirge proper.

The second group are in the Manor of the Hunting Preserve. This group originally began as members of Trader Mercenary Companies, which were sent into the trade road out to the clans west of Crossing in response to increased goblin activity.

Original Description: "The mercenary company consists of barely a dozen seasoned mercenaries, all well armed and armored. Each wears a tabard featuring the crest of the Traders' Guild."

The mercenaries found a way inside the Manor to protect themselves from bad weather and were exposed to the spores inside, which turned them into the present crazed madmen. This group differs from the Dirge group only in that they also drop a tattered form of their original mercenary tabards.

The Manor was ordered sealed by Prince Vorclaf, who also agreed to allow the nearby goblins to set up camp on the preserve to contain the blight which corrupted the minds of the mercenaries.

  • Note: While inside the Manor, you will randomly hallucinate from time to time. There is no Roundtime involved.

Equipment/Loot

Rawb's Commentary

I was too lazy to actually go get the look for this guy, but I mean, the picture says it all. I mean, just look at him. He looks like he might just up and bite your ear or something, and if you're an Elf, like me, you don't want to get anywhere near him, because our ears are important damnit! He could also have leprosy, and I for one don't want my ears, fingers, appendages, or just random pieces of skin to start falling off. So I think it's best for the both of us if I don't go get his description and we just leave it like this.

Anyway, assuming you clean your weapon of any diseases after you fight one, you should be fine. The guy's either too crazy or too drunk to fight coherently. Of course the fact that they're living with Field Goblins, or alone in solitary confinement up in Dirge, should have clued you off to their level of insanity. You can only live alone or with goblins for so long before just losing it. And sadly, thats what these guys have gone and done. Lost it.

I think it's best we just put them down. Save them, and our fragile civilization.