The Invasion of Britain

The recent invasion of Britain consists of a number of spawn points located in the area ranging from the mountains near Dungeon Despise to the center of northwestern Britain. When the spawn points are inactive the only thing that spawns there is a lone Despise Scout. This scout is not important, killing it or not killing it has no effect on the invasion at all.

The invasion will come in waves, between which only the scouts will spawn. The time between each wave is random, but once another wave is ready to attack, a special "stealthing" scout will spawn in the city of Britain. Although it is supposed to be stealthy it isn't very good at it, so it will be possible to see it if you look close enough, as it will just look like Lizardman you can see through. Once this scout is killed, the next wave of the invasion will start.

Each wave of the invasion starts at the spawn point closest to the mountains near Despise. It will consist of all the different creatures that can normally be found in Despise as well as a few special Generals with enhanced stats and skills. If the wave is defeated in time the invasion will go to sleep again and some time will pass before the next wave is ready to attack. But if the wave isn't defeated in time, the next spawn point will become active and move the frontline one step closer to Britain.

Once the spawn has expanded to the next point, the wave can only be pushed back by defeating the spawn point closest to the city, the frontline so to speak.

If one of the monsters moves too far away from its spawn point it will after a little time teleport back there. So if you suddenly find your foe missing, you should be able to find him again if you go to the place where he spawned.

The special General monsters that are part of the spawn carry a special kind of magic weapons as loot. These weapons are named Power, Vanquishing and Mystic, Power being the least rare, Mystic the most rare. The special thing about these weapons is that they have a guaranteed Damage Increase property, 30% for Power, 35% for Vanquishing and 40% for Mystic. In addition to that they also have a few extra properties in the 40-80% intensity range.

The stats, skills and resistances of the generals are greatly increased compared to the normal monsters. Hit Points are doubled, Strength, Dexterity and Intelligence are increased by 5%, all resistances are set to 80% and all skills are increased by 10%. Movement speed and regeneration rates are also greatly increased.

In addition to the increased skills, the generals also have a few special abilities. In melee combat they can use the colossal blow ability, also used by the mechanical Golems, to completely stun the opponent for a few seconds. Against ranged attackers they will often use a teleport spell to get close enough to use their melee skills.

While a general is fighting it will often yell one of many battle cries, which has the effect of adding 10 to the stats of both the general and all the monsters within a certain range. So if a general is not killed quickly, he can easily become very powerful.

For more specific details on a certain monster general you can select one from the list below. Please keep in mind though that the numbers are only approximate and only for fresh spawned generals, because of their battle cries the stats can be a lot higher.

 

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Stats
Hit Points Stamina Mana Strength Dexterity Intelligence

Resists
Physical Fire Cold Poison Energy
80% 80% 80% 80% 80%

Skills
Wrestling Tactics Resist Anatomy Poisoning Magery Eval. Int. Meditation