Difference between revisions of "Skeleton"

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A '''skeleton''' is a re-animated collection of bones from primarily human corpses (one or more) that has been filled with dark energies as well as spirits of the dead to act as simple guards or servants of dark mages or [[necromancer]]s.
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A '''skeleton''' is a re-animated collection of bones from primarily human corpses (one or more) that has been filled with dark energies as well as spirits of the dead to act as simple guards or servants of dark [[sorcerer]]s or [[Necromancer]]s.
 
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==Background==
 
==Background==
[[Image:Mon-skeleton1.jpg|frame]] Living skeletons in dungeouns and country side have existed for a long time in [[Sanctuary]]. It's not known if they existed before the Darkening of Tristram, but for the last two decades, they have been a constant danger for travellers and any would-be archeologists. These skeletons are in most cases remains of warriors from one or another war or conflict, and have been reanimated by unnatural forces by a rogue [[Sorcerer]] or a [[demon]]ic being.
+
[[Image:Mon-skeleton1.jpg|frame]] Living skeletons in dungeons and country side have existed for a long time in [[Sanctuary]], at least some three hundred years before the the [[Darkening of Tristram]], but in the last two decades they have been a constant higher danger for travellers and any would-be archaeologists. These skeletons are in most cases remains of warriors from one or another war or conflict, and have been reanimated by unnatural forces by a rogue [[Sorcerer]] or a [[demon]]ic being.
  
<!--
 
While many believe that [[Necromancer]]s, who  (Priests of [[Rathma]])
 
 
 
sacred the delicate balance of life and death
 
 
They truly comprehend the balance of all things, and understand and accept their place in what they refer to as the Great Cycle of Being.
 
 
never suffered the epidemic of corruption that plagued the ancient mage clans
 
 
death merely as a natural part of life and do not seek to deny its arrival
 
 
natural balance between Order and Chaos
 
 
desire to uphold this balance has brought the Necromancers forth
 
  
presence of these Prime Evils on the mortal realm upsets the natural symmetry of not only the mortal realm, but also the Great Cycle of Being itself. The followers of Rathma seek to right the balance by ridding the mortal realms of nonmortal intervention altogether. They resent any force that would treat humans as pawns in a cosmic game, though they apparently are willing to ally with the forces of Order, but only until such time as the balance is restored
+
While many believe that [[Necromancer]]s are evil, they are really Priests of [[Rathma]] who mostly have just received a bad reputation and nickname due to their study of life and death. They dedicate their lives to the sacred balance of life and death as well as the natural balance between [[Order]] and [[Chaos]]. To them, death is merely as a natural part of life and they do not seek to deny its arrival. They truly comprehend the balance of all things, and understand and accept their place in what they refer to as the [[Great Cycle of Being]]. In truth, they never suffered corruption from magic that other ancient [[mage clan]]s like the [[Vizjerei]] did. In the end, they use the naturally existing forces and spirits to raise inanimate objects (including Skeletons) to help their cause against imbalance between extra-planar forces on Sanctuary. In most cases you will find skeletons reanimated by a Necromancer to be of help against the [[Darkness]].
  
  
 +
Skeletons themselves generally have a quite limited intelligence, even if their capability to understand and carry out orders exceed those of a [[Zombie]]. They are more organized, and blindly determined to whatever task is set before them. Even simpler forms of skeletons are capable of using simple tools, and they have been observed to use swords, clubs, bows, and even armour and shields (often equipped in the same armament in which they fell). They are walking vessels of [[Hell]]'s influence on the mortal realm (besides the ones raised by a Priest of Rathma), and are corpses and spirits of the deceased, which are twisted and corrupted, are imbued with a hatred for the living that defies understanding. They don't seek consume the flesh of the living like [[Zombie]]s, but they are intent on extinguishing the life of their victims. Some reports have also said that victims of some of these skeletons have risen themselves as skeletal soldiers against the still living.
  
  
- mischievous or imbecilic
+
Contrary to popular belief, they do not need to be bones from the same corpse, however, but can be a composition of several different ones. This makes it possible to form and reform skeletons by a summoner, as broken pieces can easily be replaced. As there generally always are '''some''' bone material from some time in the distant past, a [[necromancer]] or other summoner is able to raise their creatures anywhere. It's just easier to do it in a graveyard.
- Abd al-Hazir spent long time researchign them
 
- animated from bits and pieces.
 
- composition makes it possible to form and reform - easily summoned, permitted there is adequate raw material at hand
 
- Possible for necro to summon a cadre of skeletal warriors to do his bidding anywhere he chooses.
 
-- less effort to construct a skeleton army in a graveyard
 
  
- skeleton intelligence is limited by the power and scope of the spell used in the creature's creation.
 
- a single astute skeleton servant or a dense army of a hundred for same magical energy
 
- Strange they hide in barrels. Perhaps the implausibility of its own existence makes the skeleton think it hilarious to hide in a barrel, cackling intermittently for some three hundred years until a victim happens by?
 
- Can be organized and directed easier than zombies.
 
- Minor energy used to make them intelligent enough to use shields (/bows?)
 
  
- Skeletal summoner more powerful. Higher intelligence, can replentish names.
+
Only a minor magical investment is needed by a summoner to bring a single, unintelligent skeleton to life, which makes it possible to raise armies in the hundreds for a powerful magician. It seems to be a fairly simple equation in terms of intelligence and power, where a summoner can choose between having one truly powerful and intelligent servant, or a hundred daft skeletal warriors, with limited capabilities. The skeleton intelligence is limited by the power and scope of the spell used in the creature's creation. Giving the skeleton enough mental capabilities to protect themselves with shields, or fire bows is just a little bit more demanding than summoning a regular bone warrior.
  
- disinter the graveyards and begin burning the skeletons posthaste.
 
  
 +
The bones of truly powerful individuals still retain some part of their essence, and also some of their old power. It's harder to corrupt the truly good, but the effort will at the same time produce even more powerful servants. Using the bones of a deceased mage makes it easier to create spellcasting undead horrors. They can also be induced with the capability to summon skeletons themselves, making Skeletal Summoners truly dangerous. They are more powerful and they attain a higher level of intelligence, making it possible for him or her able to replenish the ranks even in the field.
  
  
- remains of warriors.
+
Skeletons are generally frail, and the general consensus among students of undeath is that you don't have to utterly destroy every single bone to stop a skeleton, but rather just deal enough damage to it in order to dispell the summoning spell. As mentioned, the bones can later be induced with dark energies anew to rebuild it, easily replacing damaged parts. Even though these monstrosities are frail, people find them very dangerous in numbers as a single stab of a sword in the wrong place could potentially bring down any warrior. With enough numbers, they can bring down any hero.
- reanimated by unnatural forces.
 
- more powerful people are harder to reanimate, some sort of protection in their bones/spirit lingering
 
- found where dead are, like graveyard or battlegrounds.
 
- fraile, in numbers.
 
- killed by one, you become one.
 
  
  
- walking vessels of Hell’s influence on the mortal realm
+
The capability of humour of these creations is strange. The traveller and writer [[Abd al-Hazir]] made the following comment on the topic in his [[Writings of Abd al-Hazir: Entry no. 0008|eight]] entry from the book [[Writings of Abd al-Hazir]]:
- corpses and spirits of the deceased, twisted and corrupted, are imbued with a hatred for the living that defies understanding
+
:: ''I am at a loss to explain the average skeleton's somewhat ludicrous mental predisposition, however. Perhaps the implausibility of its own existence makes the skeleton think it hilarious to hide in a barrel, cackling intermittently for some three hundred years until a victim happens by?''
- The undead loathe the living and seek only to consume warm flesh and blood.
 
  
- skeletons do not seek to consume the flesh of the living, but only to extinguish the life of their victims.
 
- unrelenting in their goal, move faster than zombies and have some spark of intelligence as demonstrated by their use of weapons.
 
- observed wielding swords, clubs, bows, and even armor and shields
 
- often equipped in the same armament in which they fell
 
- animated skeletal remains of expired magic wielders, who prove that even the dead can wield the forces of magic.
 
  
 +
Most [[undead]] (including skeletons) are brought to life on this plane through power from [[Mephisto]]. Some variants are adapted by other [[Prime Evils]], [[demon]] lords or specific dark [[sorcerer]]s of humankind. Some skeleton summonings require extra treatment, especially if the intention is to make the reanimated creature extra powerful. One example is the {{iw|Reanimated_Horde Reanimated Horde}} used by [[Baal]] in the assault of [[Mount Arreat]]. The Reanimated Horde consisted of warriors that had their hearts turned black while they were still alive, and were given a new existence as skeletons, with vengeful fury. They had an extraordinary level of ferocity, and the lingering power in them even allowed them to re-animate themselves if they were destroyed.
  
- Mainly Mephisto, some variants adapted to other Prime Evils or demon lords. Zombies normal skeletons.
 
- Some require extra treatment, like turning a heard black while alive, and given new existense as skeletons. {{iw|Reanimated_Horde Reanimated Horde}} Even manage to re-animate themselves if destroyed.
 
  
 +
As with most undead, the only way to permanently destroy the creature, is to burn the bones to ashes on a pyre.
  
  

Revision as of 16:14, 17 November 2008

A skeleton is a re-animated collection of bones from primarily human corpses (one or more) that has been filled with dark energies as well as spirits of the dead to act as simple guards or servants of dark sorcerers or Necromancers.

Diablo III Monster

Diablo III Monster [e]
Mon-skeleton3.jpg
Skeleton
Classification: Undead
Monster Family: Skeleton
Role: Cannonfodder
Monster Stats
Norm/Night/Hell/Inferno
Life: Unknown
Mana: Unknown
Armor: Unknown
Resistance: Unknown
Offence
Norm/Night/Hell/Inferno
Armament: Sword
DPS: Unknown
Low Damage: Unknown
High Damage: Unknown
Range: Melee
Speed: Unknown
Movement: Medium
Monster Modifiers
None
Spells/Abilities
None
Found In
Tristram Cathedral
Leoric Highlands

As iconic as zombies, animated human skeletons have been featured in all of the Diablo games, and just about every other fantasy RPG ever made. In Diablo 3, plain skeleton warriors are joined Skeletal Summoners, Skeletal Archers, Skeletal Shieldmen, Skeletal Executioners and (perhaps) other types not yet revealed. These skeletons spawn in mixed packs and work together with much better AI than they've shown in the previous games in the series.


This "plain" sort of Skeleton with a sword is quite straight forward, and is mostly only dangerous in large packs, or together with other skeletal types. Avoid being surrounded, and kill other high priority targets forst. They typically have a somewhat slow movement speed, normal swing speed, and low damage.



Known Skeletal Types



Background

Mon-skeleton1.jpg
Living skeletons in dungeons and country side have existed for a long time in Sanctuary, at least some three hundred years before the the Darkening of Tristram, but in the last two decades they have been a constant higher danger for travellers and any would-be archaeologists. These skeletons are in most cases remains of warriors from one or another war or conflict, and have been reanimated by unnatural forces by a rogue Sorcerer or a demonic being.


While many believe that Necromancers are evil, they are really Priests of Rathma who mostly have just received a bad reputation and nickname due to their study of life and death. They dedicate their lives to the sacred balance of life and death as well as the natural balance between Order and Chaos. To them, death is merely as a natural part of life and they do not seek to deny its arrival. They truly comprehend the balance of all things, and understand and accept their place in what they refer to as the Great Cycle of Being. In truth, they never suffered corruption from magic that other ancient mage clans like the Vizjerei did. In the end, they use the naturally existing forces and spirits to raise inanimate objects (including Skeletons) to help their cause against imbalance between extra-planar forces on Sanctuary. In most cases you will find skeletons reanimated by a Necromancer to be of help against the Darkness.


Skeletons themselves generally have a quite limited intelligence, even if their capability to understand and carry out orders exceed those of a Zombie. They are more organized, and blindly determined to whatever task is set before them. Even simpler forms of skeletons are capable of using simple tools, and they have been observed to use swords, clubs, bows, and even armour and shields (often equipped in the same armament in which they fell). They are walking vessels of Hell's influence on the mortal realm (besides the ones raised by a Priest of Rathma), and are corpses and spirits of the deceased, which are twisted and corrupted, are imbued with a hatred for the living that defies understanding. They don't seek consume the flesh of the living like Zombies, but they are intent on extinguishing the life of their victims. Some reports have also said that victims of some of these skeletons have risen themselves as skeletal soldiers against the still living.


Contrary to popular belief, they do not need to be bones from the same corpse, however, but can be a composition of several different ones. This makes it possible to form and reform skeletons by a summoner, as broken pieces can easily be replaced. As there generally always are some bone material from some time in the distant past, a necromancer or other summoner is able to raise their creatures anywhere. It's just easier to do it in a graveyard.


Only a minor magical investment is needed by a summoner to bring a single, unintelligent skeleton to life, which makes it possible to raise armies in the hundreds for a powerful magician. It seems to be a fairly simple equation in terms of intelligence and power, where a summoner can choose between having one truly powerful and intelligent servant, or a hundred daft skeletal warriors, with limited capabilities. The skeleton intelligence is limited by the power and scope of the spell used in the creature's creation. Giving the skeleton enough mental capabilities to protect themselves with shields, or fire bows is just a little bit more demanding than summoning a regular bone warrior.


The bones of truly powerful individuals still retain some part of their essence, and also some of their old power. It's harder to corrupt the truly good, but the effort will at the same time produce even more powerful servants. Using the bones of a deceased mage makes it easier to create spellcasting undead horrors. They can also be induced with the capability to summon skeletons themselves, making Skeletal Summoners truly dangerous. They are more powerful and they attain a higher level of intelligence, making it possible for him or her able to replenish the ranks even in the field.


Skeletons are generally frail, and the general consensus among students of undeath is that you don't have to utterly destroy every single bone to stop a skeleton, but rather just deal enough damage to it in order to dispell the summoning spell. As mentioned, the bones can later be induced with dark energies anew to rebuild it, easily replacing damaged parts. Even though these monstrosities are frail, people find them very dangerous in numbers as a single stab of a sword in the wrong place could potentially bring down any warrior. With enough numbers, they can bring down any hero.


The capability of humour of these creations is strange. The traveller and writer Abd al-Hazir made the following comment on the topic in his eight entry from the book Writings of Abd al-Hazir:

I am at a loss to explain the average skeleton's somewhat ludicrous mental predisposition, however. Perhaps the implausibility of its own existence makes the skeleton think it hilarious to hide in a barrel, cackling intermittently for some three hundred years until a victim happens by?


Most undead (including skeletons) are brought to life on this plane through power from Mephisto. Some variants are adapted by other Prime Evils, demon lords or specific dark sorcerers of humankind. Some skeleton summonings require extra treatment, especially if the intention is to make the reanimated creature extra powerful. One example is the Reanimated Horde used by Baal in the assault of Mount Arreat. The Reanimated Horde consisted of warriors that had their hearts turned black while they were still alive, and were given a new existence as skeletons, with vengeful fury. They had an extraordinary level of ferocity, and the lingering power in them even allowed them to re-animate themselves if they were destroyed.


As with most undead, the only way to permanently destroy the creature, is to burn the bones to ashes on a pyre.



Media

You can find pictures in the Diablo 3 screenshot and picture gallery:



References