Difference between revisions of "Deadnaught"

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{{Monster family|Undead Family|Undead|Undead|Undead}}
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{{TOCright}}
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'''Deadnaughts''' are a type of [[monster]] found in the [[Clockworks]].
  
 +
==Traits==
 +
Deadnaughts are giant, shielded undead brutes that appear to be heavily armored Zombies. Deadnaughts attack by charging after knights with their spear, and they have the ability to revive [[Zombie]]s and [[Bombie]]s when they are near them, much like a [[Zombie|Grim Totem]]. There are two basic variants of Deadnaughts: one, consisting only of the Almirian Royal Guard and the Almirian Shadow Guard, revives their undead brethren automatically when in range (indicated by a circle on the floor), while the more common second type, introduced in the [[Legion of Almire]] Danger Mission and containing all other Deadnaughts, needs to charge the revive move before using it.
  
{{Monster
+
Most Deadnaughts inflict shadow damage after Tier 2; however, both Almirian Guard variants deal strictly normal damage and therefore are the only members of the undead family to deal no shadow damage after Tier 1.
 +
{{clear}}
 +
 
 +
==Types==
 +
{{Hidden header|Deadnaught}}
 +
{{MonsterTemporary
 
|name=Deadnaught
 
|name=Deadnaught
 +
|tier1=Tiers 2 & 3
 +
|image2=
 +
|image3=
 
|location=
 
|location=
*[[Mission| Legion of Almire]]
+
*[[Legion of Almire]]: Necropolis Grounds, Inner Sanctum
 
|description=
 
|description=
A skeletal knight carrying shadow-powered gear.
+
A huge, skeletal knight carrying shadow-powered gear.
*All-Tier: Skeletal version of [[Slag Guard]].
+
 
 +
Introduced with {{release|2012-06-28}}.
 
|abilities=
 
|abilities=
*Charge
+
*Charge {{attack|shadow}}
*Rez Ring
+
*Resurrection
 
|drop=
 
|drop=
Drops unknown at this time.
+
{{Showhide|Depth and Material Drops:|width=auto|content=
 +
Depth 9 and below:
 +
----
 +
*{{mat|Dark Shard}}
 +
*{{mat|Light Shard}}
 +
*{{mat|Ecto Drop}}
 +
*{{mat|Vile Seal}}
 +
 
 +
*{{mat|Grave Soil}}
 +
*{{mat|Owlite Feather}}
 +
 
 +
*{{mat|Dead Gold}}
 +
*{{mat|Soul Dust}}
 +
 
 +
Depth 14 and below:
 +
----
 +
*{{mat|Blighted Bone}}
 +
*{{mat|Ghost Bell}}
 +
 
 +
Depth 19 and below:
 +
----
 +
*{{mat|Philoso Feather}}
 +
*{{mat|Reaper Rib}}
 +
 
 +
{{Note-Material/LocationStratum}}
 
}}
 
}}
 +
}}
 +
 +
{{Hidden header|Almirian Royal Guard}}
 +
{{MonsterTemporary
 +
|name=Almirian Royal Guard
 +
|tier1=Tier 3
 +
|image2=
 +
|image3=
 +
|location=*[[Firestorm Citadel]]: Throne Room
 +
|description=
 +
Almirian Royal Guards appear to be large [[Slag Walker]]s outfitted in an [[Almirian Crusader Helm]] and [[Almirian Crusader Armor]], wielding a large spear and a [[Blackened Crest]]. They are significantly stronger than a typical Deadnaught. Almirian Royal Guards are summoned by [[Lord Vanaduke]] in his final stage and do not spawn anywhere else in the whole Clockworks at the moment.
 +
|abilities=* Lance Charge {{attack|shadow}}
 +
*Revive Buff
 +
|drop=*Only [[heart]]s
 +
}}
 +
 +
{{Hidden header|Almirian Shadow Guard}}
 +
{{MonsterTemporary
 +
|name=Almirian Shadow Guard
 +
|tier1=Tiers 2 & 3
 +
|image2=
 +
|image3=
 +
|location=*[[Legion of Almire]]: Inner Sanctum
 +
*All [[Shadow Lair]]: [[Firestorm Citadel]] levels
 +
*[[Shadowplay]]: Overgrown Court
 +
|description=
 +
Curse inflicting, spear wielding Deadnaughts. Since they do not differ visually from an Almirian Royal Guard, the only way to distinguish it is to get hit by one. Almirian Shadow Guards are summoned by [[Darkfire Vanaduke]].
 +
 +
Introduced with {{release|2011-10-19}}.
 +
|abilities=* Lance Charge {{attack|shadow}} {{status|curse}}
 +
*Revive Buff
 +
|drop=
 +
{{Showhide|Depth and Material Drops:|width=auto|content=
 +
Depth 9 and below:
 +
----
 +
*{{mat|Dark Shard}}
 +
*{{mat|Light Shard}}
 +
*{{mat|Ecto Drop}}
 +
*{{mat|Vile Seal}}
 +
 +
*{{mat|Grave Soil}}
 +
*{{mat|Owlite Feather}}
 +
 +
*{{mat|Dead Gold}}
 +
*{{mat|Soul Dust}}
 +
 +
Depth 14 and below:
 +
----
 +
*{{mat|Blighted Bone}}
 +
*{{mat|Ghost Bell}}
 +
 +
Depth 19 and below:
 +
----
 +
*{{mat|Philoso Feather}}
 +
*{{mat|Reaper Rib}}
 +
 +
{{Note-Material/LocationStratum}}
 +
}}
 +
}}
 +
 +
{{Hidden header|Burning Deadnaught}}
 +
{{MonsterTemporary
 +
|name=Burning Deadnaught
 +
|tier1=Tier 3
 +
|image2=
 +
|image3=
 +
|location=
 +
*[[Shadowplay]]: Greenstone Bridge, Overgrown Court
 +
|description= A burning version of the Deadnaught.
 +
 +
Introduced with {{release|2015-05-13}}.
 +
|abilities=
 +
*Charge {{attack|shadow}} {{status|fire}}
 +
*Resurrection
 +
|drop=
 +
{{Showhide|Depth and Material Drops:|width=auto|content=
 +
Depth 24 and below:
 +
----
 +
*{{mat|Dark Shard}}
 +
*{{mat|Light Shard}}
 +
*{{mat|Ecto Drop}}
 +
*{{mat|Vile Seal}}
 +
 +
*{{mat|Grave Soil}}
 +
*{{mat|Owlite Feather}}
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*{{mat|Blast Powder}}
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*{{mat|Fuel Canister}}
 +
 +
*{{mat|Dead Gold}}
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*{{mat|Soul Dust}}
 +
*{{mat|Torchstone}}
 +
 +
*{{mat|Blighted Bone}}
 +
*{{mat|Ghost Bell}}
 +
*{{mat|Blaze Pepper}}
 +
 +
*{{mat|Philoso Feather}}
 +
*{{mat|Reaper Rib}}
 +
*{{mat|Flame Soul}}
 +
 +
{{Note-Material/LocationStratum}}
 +
}}
 +
}}
 +
 +
{{Hidden header|Frozen Deadnaught}}
 +
{{MonsterTemporary
 +
|name=Frozen Deadnaught
 +
|tier1=All Tiers
 +
|image2=
 +
|image3=
 +
|location=
 +
*[[Shroud of the Apocrea (Mission)|Shroud of the Apocrea]]: The Grasping Plateau
 +
*[[Mysterious Room]]s during [[Winterfest]]
 +
|description= A freezing version of the Deadnaught.
 +
 +
Introduced with {{release|2013-10-23}}.
 +
|abilities=
 +
*Charge {{attack|shadow}} {{status|freeze}}
 +
*Resurrection
 +
|drop=
 +
{{Showhide|Depth and Material Drops:|width=auto|content=
 +
Depth 9 and below:
 +
----
 +
*{{mat|Dark Shard}}
 +
*{{mat|Light Shard}}
 +
*{{mat|Ecto Drop}}
 +
*{{mat|Vile Seal}}
 +
 +
*{{mat|Grave Soil}}
 +
*{{mat|Owlite Feather}}
 +
*{{mat|Cooling Cell}}
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*{{mat|Frost Gel}}
 +
 +
*{{mat|Dead Gold}}
 +
*{{mat|Soul Dust}}
 +
*{{mat|Hailstone}}
 +
 +
Depth 14 and below:
 +
----
 +
*{{mat|Blighted Bone}}
 +
*{{mat|Ghost Bell}}
 +
*{{mat|Perfect Snowball}}
 +
 +
Depth 19 and below:
 +
----
 +
*{{mat|Philoso Feather}}
 +
*{{mat|Reaper Rib}}
 +
*{{mat|Everfrost}}
 +
 +
{{Note-Material/LocationStratum}}
 +
}}
 +
}}
 +
 +
{{Hidden header|Vile Deadnaught}}
 +
{{MonsterTemporary
 +
|name=Vile Deadnaught
 +
|tier1=Tiers 2 & 3
 +
|image2=
 +
|image3=
 +
|location=
 +
*[[That Mold and Black Magic]]: Haunted Passage
 +
|description= A poisonous version of the Deadnaught.
 +
 +
Introduced with {{release|2013-01-30}}.
 +
|abilities=
 +
*Charge {{attack|shadow}} {{status|poison}}
 +
*Resurrection
 +
|drop=
 +
{{Showhide|Depth and Material Drops:|width=auto|content=
 +
Depth 11 and below:
 +
----
 +
*{{mat|Dark Shard}}
 +
*{{mat|Light Shard}}
 +
*{{mat|Ecto Drop}}
 +
*{{mat|Vile Seal}}
 +
 +
*{{mat|Grave Soil}}
 +
*{{mat|Owlite Feather}}
 +
*{{mat|Nightshade}}
 +
*{{mat|Waste Module}}
 +
 +
*{{mat|Dead Gold}}
 +
*{{mat|Soul Dust}}
 +
*{{mat|Toxic Core}}
 +
 +
Depth 16 and below:
 +
----
 +
*{{mat|Blighted Bone}}
 +
*{{mat|Ghost Bell}}
 +
*{{mat|Corrosive Acid}}
 +
 +
Depth 21 and below:
 +
----
 +
*{{mat|Philoso Feather}}
 +
*{{mat|Reaper Rib}}
 +
*{{mat|Plague Essence}}
 +
 +
{{Note-Material/LocationStratum}}
 +
}}
 +
}}
 +
 +
{{Hidden header|Static Deadnaught}}
 +
{{MonsterTemporary
 +
|name=Static Deadnaught
 +
|tier1=Tiers 2 & 3
 +
|image2=
 +
|image3=
 +
|location=
 +
*[[Ghosts in the Machine]]: Dry Dock, Iron Hulk
 +
|description= A shocking version of the Deadnaught.
 +
 +
Introduced with {{release|2012-09-12}}.
 +
|abilities=
 +
*Charge {{attack|shadow}} {{status|shock}}
 +
*Resurrection
 +
|drop=
 +
{{Showhide|Depth and Material Drops:|width=auto|content=
 +
Depth 9 and below:
 +
----
 +
*{{mat|Dark Shard}}
 +
*{{mat|Light Shard}}
 +
*{{mat|Ecto Drop}}
 +
*{{mat|Vile Seal}}
 +
 +
*{{mat|Grave Soil}}
 +
*{{mat|Owlite Feather}}
 +
*{{mat|Power Cell}}
 +
*{{mat|Static Clinger}}
 +
 +
*{{mat|Dead Gold}}
 +
*{{mat|Soul Dust}}
 +
*{{mat|Volt Oil}}
 +
 +
Depth 14 and below:
 +
----
 +
*{{mat|Blighted Bone}}
 +
*{{mat|Ghost Bell}}
 +
*{{mat|Thunderball}}
 +
 +
Depth 19 and below:
 +
----
 +
*{{mat|Philoso Feather}}
 +
*{{mat|Reaper Rib}}
 +
*{{mat|Storm Chaser}}
 +
 +
{{Note-Material/LocationStratum}}
 +
}}
 +
}}
 +
 +
==Strategy==
 +
The typical strategy for these monsters is simply to always keep an eye on them. Unlike standard monsters who attack based on how close you are and your actions, these monsters will aggro any person and attack based on a timer instead of actions. The best method to taking down these tricky foes is to simply watch and wait for them to charge and then move out of their way and attack their back. After their charge misses, they will turn around to face their target quickly, which makes it tricky to land hits alone. You may need a teammate to help attack if you can't do it fast enough yourself. Note that their resurrection circle can be used as a warning sign that one is about to charge in from off-screen, so keep an eye on the floor. One can also kill nearby slag walkers or bombies to make them use their resurrection, which makes them stop and let you hit them if you're quick enough. It should also be noted that while their shield stops normal attacks from hitting them, attacks that can normally pierce through one or several enemies such as a Glacius will pass through and this can be used to freeze them from in front of them to then get behind to hit them for much damage.
 +
 +
[[File:Slag_Guard_Resurrection_Ring.png|thumb|240px|Resurrection Circle Radius]]
 +
 +
==Trivia==
 +
* Deadnaughts are usually accompanied by Zombies and Bombies in battles, they must be the first priority to kill because of their powers of resurrection.
 +
* Almirian Royal Guards are probably undead Almirian citizens, considering the backstory of the [[Firestorm_Citadel#Lore|Firestorm Citadel]].
 +
* Despite appearing to be beefed-up [[Zombie|Slag Walker]]s, neither variety of the Almirian Royal Guard can inflict fire, and they can receive the fire status from weapons or vials.
 +
* Since Vanaduke does not spawn Slag Walkers in his fifth phase, the Almirian Royal Guard's Resurrection ability is not used, the circle radius can be used as advantage to see them come when they use the Lance Charge.
 +
* The Almirian Royal Guard is currently the only Deadnaught variant not to appear in any prestige missions, only spawning during the battle against Lord Vanaduke.
 +
* Deadnaughts were known as Slag Guards before the {{release|2012-06-28}}.
 +
*A deadnaught may get inflicted with its own status.
 +
*Deadnaughts use shields similar to the [[Dread Skelly Shield]].
 +
[[Category:Undead family]]

Latest revision as of 22:18, 18 May 2020

Undead Family
Icon Gate Icon-Undead.png
Damage Resistances
Defense elemental icon.png Defense piercing icon.png Defense shadow icon.png
Defense decreased.png Defense none.png Defense increased.png

Deadnaughts are a type of monster found in the Clockworks.

Traits

Deadnaughts are giant, shielded undead brutes that appear to be heavily armored Zombies. Deadnaughts attack by charging after knights with their spear, and they have the ability to revive Zombies and Bombies when they are near them, much like a Grim Totem. There are two basic variants of Deadnaughts: one, consisting only of the Almirian Royal Guard and the Almirian Shadow Guard, revives their undead brethren automatically when in range (indicated by a circle on the floor), while the more common second type, introduced in the Legion of Almire Danger Mission and containing all other Deadnaughts, needs to charge the revive move before using it.

Most Deadnaughts inflict shadow damage after Tier 2; however, both Almirian Guard variants deal strictly normal damage and therefore are the only members of the undead family to deal no shadow damage after Tier 1.

Types

Deadnaught

Deadnaught
Tiers 2 & 3
Monster-Deadnaught.png


Abilities
  • Charge Attack shadow icon.png
  • Resurrection
Location Drops
Description

A huge, skeletal knight carrying shadow-powered gear.

Introduced with release 2012-06-28.


Almirian Royal Guard

Almirian Royal Guard
Tier 3
Monster-Almirian Royal Guard.png


Abilities
  • Lance Charge Attack shadow icon.png
  • Revive Buff
Location Drops
Description

Almirian Royal Guards appear to be large Slag Walkers outfitted in an Almirian Crusader Helm and Almirian Crusader Armor, wielding a large spear and a Blackened Crest. They are significantly stronger than a typical Deadnaught. Almirian Royal Guards are summoned by Lord Vanaduke in his final stage and do not spawn anywhere else in the whole Clockworks at the moment.


Almirian Shadow Guard

Almirian Shadow Guard
Tiers 2 & 3
Monster-Almirian Shadow Guard.png


Abilities
  • Lance Charge Attack shadow icon.png Icon status curse.png
  • Revive Buff
Location Drops
Description

Curse inflicting, spear wielding Deadnaughts. Since they do not differ visually from an Almirian Royal Guard, the only way to distinguish it is to get hit by one. Almirian Shadow Guards are summoned by Darkfire Vanaduke.

Introduced with release 2011-10-19.


Burning Deadnaught

Burning Deadnaught
Tier 3
Monster-Burning Deadnaught.png


Abilities
  • Charge Attack shadow icon.png Icon status fire.png
  • Resurrection
Location Drops
Description

A burning version of the Deadnaught.

Introduced with release 2015-05-13.


Frozen Deadnaught

Frozen Deadnaught
All Tiers
Monster-Frozen Deadnaught.png


Abilities
  • Charge Attack shadow icon.png Icon status freeze.png
  • Resurrection
Location Drops
Description

A freezing version of the Deadnaught.

Introduced with release 2013-10-23.


Vile Deadnaught

Vile Deadnaught
Tiers 2 & 3
Monster-Vile Deadnaught.png


Abilities
  • Charge Attack shadow icon.png Icon status poison.png
  • Resurrection
Location Drops
Description

A poisonous version of the Deadnaught.

Introduced with release 2013-01-30.


Static Deadnaught

Static Deadnaught
Tiers 2 & 3
Monster-Static Deadnaught.png


Abilities
  • Charge Attack shadow icon.png Icon status shock.png
  • Resurrection
Location Drops
Description

A shocking version of the Deadnaught.

Introduced with release 2012-09-12.


Strategy

The typical strategy for these monsters is simply to always keep an eye on them. Unlike standard monsters who attack based on how close you are and your actions, these monsters will aggro any person and attack based on a timer instead of actions. The best method to taking down these tricky foes is to simply watch and wait for them to charge and then move out of their way and attack their back. After their charge misses, they will turn around to face their target quickly, which makes it tricky to land hits alone. You may need a teammate to help attack if you can't do it fast enough yourself. Note that their resurrection circle can be used as a warning sign that one is about to charge in from off-screen, so keep an eye on the floor. One can also kill nearby slag walkers or bombies to make them use their resurrection, which makes them stop and let you hit them if you're quick enough. It should also be noted that while their shield stops normal attacks from hitting them, attacks that can normally pierce through one or several enemies such as a Glacius will pass through and this can be used to freeze them from in front of them to then get behind to hit them for much damage.

Resurrection Circle Radius

Trivia

  • Deadnaughts are usually accompanied by Zombies and Bombies in battles, they must be the first priority to kill because of their powers of resurrection.
  • Almirian Royal Guards are probably undead Almirian citizens, considering the backstory of the Firestorm Citadel.
  • Despite appearing to be beefed-up Slag Walkers, neither variety of the Almirian Royal Guard can inflict fire, and they can receive the fire status from weapons or vials.
  • Since Vanaduke does not spawn Slag Walkers in his fifth phase, the Almirian Royal Guard's Resurrection ability is not used, the circle radius can be used as advantage to see them come when they use the Lance Charge.
  • The Almirian Royal Guard is currently the only Deadnaught variant not to appear in any prestige missions, only spawning during the battle against Lord Vanaduke.
  • Deadnaughts were known as Slag Guards before the release 2012-06-28.
  • A deadnaught may get inflicted with its own status.
  • Deadnaughts use shields similar to the Dread Skelly Shield.
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