The Netherspawn Family
Three Subclasses with Unearthly Dark Origins
by Charis


Class: Any
Tag:
NTS = Nightshadow (Rogue)
NEC = Necromancer (Sorcerer)
DK = Death Knight (Warrior)

Introduction

I was thinking about a subclass that would be an arch-enemy of the Amazon, and came up with the Nightshadow. Sir Robin had a while ago mentioned ideas for a Succubus and a Blood Knight, but as presented they didn't seem quite playable (eg use Blood Star only, no armor or weapons). The focus on blood stars and mimicking demonics is here too, but the resemblance stops there :-) After developing the Nightshadow for the rogue, I came up with an interesting twist for warriors and sorcerers to play this variant -- see further down on this page for the 'Necromancer' and the 'Death Knight'.

Note that the distinctive points for the Necromancer and Death Knight, compared to other Sorcerers, Warriors, Variants are the Necromancer's exclusive use of 'magic' spells (no fire/lightning), and the Death Knight's 'no retreat' rule. Also, both prize stealth ability. A note worth adding: these classes might seem like they would love to PK. This is no meant to be the case. First of all, their stealth Limits what they can see, NOT whether their opponent can see them. Second, the powers that be that summon them to Tristram require that they MUST not harm anyone whom they agree to play a game with, nor steal (ie. any game with a password binds them to behave themselves!) Acknowledgements to designers of the stealthy Ninja (Saxywoo's) variant and Sir Robin's idea for the Succubus and Blood Knight. Feedback is highly welcome.

Nightshadow

Class: Rogue
Tag: NTS

Background

She lives for the night, to take life, and to destroy. She scorns the earth and its pitiful elemental magic, and serves no one but herself. The nightshadow is the spawn of a succubus/ human 'encounter', and is almost always an outcast. (She's a challenging variant, a rogue who frequently uses 'magic', and stealth to wreak havoc.)

Rules

The Nightshadow loves the darkness and loves to sneak up and surprise her prey. Items 'of the Night', 'of the Dark' are highly sought out, and must be worn if found, up to -70% light radius (80 if she chooses, but not necessary). Infravision is definitely allowed (not 'fair'? bah - save 'fair' for those with honor!).

Her main goal is to suck the life out of foes, so blood star is best, bone spirit is very good, as is a weapon of vampire/bat/blood/ leech. These are the 'preferred' methods. If this is not possible (or too difficult in a specific situation), regular 'killing' of the opponent will have to do. Nasty bows can be used too, primarily as a defensive measure - for offense the other 'preferred' methods are advocated. (One additional preferred method with a bow: stone curse the opponent, and pounding them with a bow of burning/thunder/etc., to give them the pain and helplessness of knowing their life will soon be snuffed out. If an NTS plans to run around with a bow as her main offensive weapon, she should be stone cursing everything)

She will happily accept any usable legit item, especially items which reduce light radius, and Books of Blood Star and Bone Spirit. She will almost always play alone, but doesn't mind playing with another Nightshadow, and likes to team up with Ninjas who are also expert at stealth activities. They loathe Amazons, their fiercest enemies. They also feed off the souls of PK'ers :) Ideally they should try to get a book of blood star and bone spirit, some +magic items, perhaps just on load to read them, and some kind of non-ridiculous darkness item, ie NOT a Gotter. These could be seem as gifts from their supernatural parents.

She must distribute at least one point to Magic each level up.

Items

Armor
Bah! Who needs items that are saintly, blessed, valiant, awesome, (etc.)? Also, how can anyone stalk an innocent victim in plate? Usable armors are light armor with pluses to magic, mana, strength, dex, and all. Obsidian & (Black) Pearl are the only 'jewelry'-type prefixes allowed. (White, red and blue, i.e. colors, are ok. Crimson, the color of blood, is ok too.)

Bows
Through her twisted logic, while stealth is prime, she also loves the fear generated by unleashing visible and violent projectiles. For a bow to be interesting enough to use it *must* be either the exact bow she starts the game with (poisoned, unbeknownst to anyone but her), or a bow which has one of the following affixes: of Burning, of Thunder, Merciless, Savage, Meteoric, Ruthless.

If the only suffix found is Fire, Shock, or Lightning, it can be used *if* there is also a prefix, and that prefix is allowable (which marks the bow's power source as infernal, not elemental. (e.g. Crimson bow of Shock)

Finally, the bow can NOThave one of these affixes on it at all: of the Heavens, of the Sky, of Perfection, of Brilliance, of Vigor/Vim, or any 'jewelry-name' prefix other than Obsidian.

Shields
Shields can be used for defense while casting those blood stars. A weapon may be used in this setup only for its bonuses. She may not melee in this setup.

Weapons
It not typically advantageous for the nightshadow to use a melee weapon. However, she enjoys sucking the life out of foes, and is frequently found wielding a weapon 'of the vampire', 'of the bat', 'of the Leech', 'of Blood'. Ones that are wicked, vicious, ruthless, etc., are also very good. Clearly she will not use weapons of the King, Champion, Knight (Lord and Master are ok, with their more sinister possible meanings).

Staves are ok if prefix/suffix is acceptable No holy bolt or angel staff please!

Enchantments

Allowed Prefixes: Awesome, Azure, blue, cobalt, crimson, deadly, dragon's, drake's, ivory, jagged, massive, master's, merciless, meteoric, obsidian, raven's, red, savage, serpent's, sharp, snake's, soldier's, spider's, steel, strange, strong, warrior's, weird, white

Allowed Suffixes: Absorption, accuracy, ages, bashing, bat, bear, blood,burning, carnage, corruption, dark, deflection, giants, gore, haste, leech, magic, maiming, might, mind, moon, night, osmosis, pain, plenty, power, precision, puncturing, readiness, skill, slaughter, slaying, sorcery, speed, sprits, stars, stability, strength, structure, sturdiness, swiftness, thieves, thorns, titans, vampires, wizardry, zodiac.

The natural live force of the fox/eagle/tiger/lion/whale items does not permit their use. However, the necromantic power of items of the extinct mammoth gives her power in an acceptable way.

Uniques
Same restrictions as any other items, with these points or exceptions: all armor is ok, and items with +light radius are not usable.

-Light radius objects are sought after and include: Nightscape, Gotterdamerung, Gibbous Moon, Bow of the Dead, Doombringer, ShadowHawk, Staff of Shadows, Blackoak Bow, Blackoak Shield, Split Skull Shield, and the Executioner's Blade.

Any unique item which is Wicked, Demonic, with -Vit or -hp, darkness, etc. A most prized item would be the Demonspike Coat (given no non-unique Plate may be worn). Those that help with their wizardly talents are allowed (even Naj's light plate, actually I see no problem with any of the unique armors). The Constricting Ring is another favorite.

All Unique Bows can be used; Bow of the Dead, Flamedart and Black Oak are particularly nice.

Staff of Shadows is a completely marvelous find for the Netherspawn spell casters. If found by the Necromancer (not gifted), it may be used by high level spell casters to convert or channel ambient elemental energy into infernal power, to cast otherwise forbidden spells such as chain lightning and fireball. However the downside is that the Staff's awesome aura alerts monsters to the presence of the wielder despite his/her darkness.

To wield SoS, take off all -lr objects momentarily and put back on. You won't see monsters but they will see you!! The same powers are unleashed by the Bleeder Ring and Deadly Hunter (alas Ring of Regha is of the light). Remember they must be FOUND, not given, and must be worn to cast the new spells, and cause Light Radius disadvantage.

Spells

No lame elemental magic (fire or lightning), just pure magic. Blood star is *the* spell of the Nightshadow, and she also loves Bone Spirit and Flash. Stone Curse, Healing, Phasing, Teleport, and Mana Shield are fine. Heal Other is never allowed. Note that Elemental (according to Nightshadow lore) summons an actual demon to do her bidding, and is not a cooperative evocation of earth-based magic, hence the Elemental spell is acceptable. Golem and Guardian are likewise very nice.

Any scrolls are allowed. After all, a fire wall scroll used is one no longer available to someone else.

For longer lasting infravision, Netherspawn have learned to select a high slvl spell and quickly read the scroll off their belt. (This causes Infra to be cast at the slvl of the spell selected.)

Quests

1) Diablo
The goal of the Nightshadow is more to replace Diablo than to rid The world of him. The first kill (dot) earns her the title 'Ethereal Nightshadow'. The second (dot) brings her 'Astral Nightshadow'. With the third dot she is called a 'Demonic Nightshadow'. If she can kill Diablo while in total darkness (-80%) on Hell difficulty with a Unique weapon (eg Bow of the Dead, Bonesaw, Shadowhawk), she achieves her highest status 'Nightshadow Mellitus'.

2) The Streak (based on the BNM streak)
When a Nightshadow finds an item of corruption, they will enter into the dungeon and plunge down as far as they can go until dying. The only difference with the BNM streak is that potions may be quaffed as they go, and blood stars may be used to clear the path of any who would block her quest for the stairs down.

3) Master of Corruption (MOC)
The Death Knight (or rarely, Nightshadow) who finds a complete set of corruption gear (weapon, shield, armor, helm) may attempt the Master of Corruption quest. (These items can be traded for but at least TWO must be found by the netherspawn.) He must survive the entire dungeon (entering church, no town). He need not kill everything, but must defeat all bosses and Knights. On a level with neither, he may declare the level 'beneath' him, and look for stairs, killing NOTHING (if surrounded or otherwise forced to kill one creature, he must then slaughter that level).

Should he succeed, the MOC may try again on Hell difficulty, defeating Hell alone (bosses and Knights) with no town trips. Infravision is certainly allowed. This amazing DK is called the Grand Master of Corruption.

For MOC and GMOC quest, at least one Dark jewel must be worn (-40 lr), although he might like Gold, Dragon's, or Obsidian for the other jewels.


Necromancer

Class: Sorcerer
Tag: NEC

Rules

Similar to Nightshadow. Some changes.

He must distribute at least +1 strength and +1 dex per level-up.

Playing cooperatively is the same as the Nightshadow. He likes to play with Nightshadows and Death Knights. He's a mortal enemy to Invokers/Elementalists.

The Necromancer would not be caught dead buying something from Wirt.

Necromancer's are the offspring of a Magistrate / Lich or similar matchup. He will NOT attack Leoric, and attack those that do so in his presence.

While the Death Knight does not retreat, the Necromancer is intermediate about the subject; thanks to his delight in the Flash spell (and in Hellfire, Ring of Demonic Fire spell).

Items

Armor
He cannot wear chain mail or split mail (no plate mail either), but is still allowed to wear the unique armors.

Weapons
The Necromancer prefers magic; he avoids bows and melee weapons except in defense. He typically wields a staff, preferably of Apocalypse or Nova.

Enchantments
Stealth is still fairly important. He must always use -Light Radius items up to -50% (can wear more if he wants). No items that add to light radius may be used.

Spells

Same as Nightshadow (remember, no chain lightning or fireball, etc.), except they have learned from their fathers (Magistrates) a means to generate death tendrils of a demonic source that look like electricity (read: They can use Charged Bolts, including on a Staff). The necromancer may twist the typical town portal spell to an ultraviolet hellish portal, which illuminates only the dungeon, not creatures. This is a method he favors to see his way around while not alerting monsters.

Quests

1) Diablo
See above quest for the Nightshadow. Titles for dots are called 'Dark Necromancer', 'Abysmal Necromancer', and 'Diabolic Necromancer' for Norm/Night/Hell difficulties respectively.

1) Streak
See quest above for Nightshadow. But instead of Blood Star, the Flash and Charged Bolt spells are allowed.


Death Knight

Class: Warrior
Tag: DK

Rules

Same as the Nightshadow, with the following changes.

The Death Knight does *NOT* RETREAT. Period. No backing away, ducking around a corner, or fleeing via Town Portal if any monsters present. Advance carefully, avoid running into rooms, and/or increase stealth as needed. Taking a few steps back into a corner/against a wall to prepare for an onslaught, and sidestepping movements & running around ('happy feet') are ok if they are used to position yourself, avoid damage and corner an opponent, but not to lure foes away to a safer combat zone. (You really might want to improve your stone curse abilities!)

If you're still not clear on what "no retreat" means, here's another way of saying it:
You can't leave a room that contains active enemies, leave the line of sight of nearest enemies, or run away from enemies, but you can chase one enemy down who happens to be running in the direction you would like to go! The Death Knight does not mind dying if he can take out as many as he can with him! This haughty attitude is to be contrasted with the 'those who run away live to fight another day' philosophy of the Nightshadow.

He must distribute at least +1 magic each level, and at *most* +2 vitality (emphasis of death knight is on offense, not defense).

His attitude toward cooperative gaming is the same as his Netherspawn kin. He likes to play with Nightshadows and Necromancers. He's a mortal enemy to Paladins.

Death Knights are the offspring of Humans and Blood Knights. So, naturally, he cannot pass up a chance to challenge Sir Gorash if he's on lvl 16.

Items

Armor
He can wear (and prefers) plate mail. Must wear Demonspike coat if found.

Shield
Optional.

Weapons
He prefers melee; avoids bows (same limits as above, plus only vs ranged attackers. May use Knight's, Champion's and King's items. Prefers best weapons (Bastard Sword, Great Sword).

He cannot use staves.

Enchantments
He's not *as* reliant on stealth, but he still must use -Light Radius items up to -30% (can wear more if he wants). Still, no items that add to light radius. See Nightshadow for more complete enchantment rules.

Special DK Uniques
Demonspike Coat must be used if found. Awesome Full Plate is ok for recovery gear.

Spells

Same as above, except no phasing, teleport, mana shield, flash or summoning. Blood stars will be hard for him to cast, but he will cast as many as possible whenever facing a unique creature, to suck out their life force. The death knight has also learned to twist the holy bolt spell to produce an 'unholy' bolt.

Quests

1) Diablo
See quest under Nightshadow's section. Titles for the three dots are 'Steel Knight', 'Doom Knight', and 'Death Knight' for the 3 difficulties respectively.

2) Streak
See Streak quest under Nightshadow's section. The Death Knight's steak is chagned thusly: No spells allowed, but the Knight WILL use a corruption weapon to clear his path to the stairs, if necessary.


Netherspawn Rules Summary

Class: Rogue(NTS), Sorcerer(NEC), Warrior(DK)

Rules

Not more than +2 Vitality/lvl; min. +1 Magic for DK and NTS; min. +1 Strength for NEC.

DK's can never retreat; NEC's can't buy from Wirt.

Items

Armor
Up to Ring Mail (NEC); up to Breastplate (NTS); all (DK)



Shield
Ok (DK); Not sword AND shield for NTS, unless -Light Radius.

Weapons
Vampire/Bat/Blood/Leech preferred. All types allowed (though some prefix/suffix not) except Staves to DK; -Light Radius, of the of the Vampire/Bat/Blood/Leech preferred

Bows are special case; only nasty pref/suffix.
NTS may use orig. bow, and most uniq. bows; some bows with certain enchantments.
DK's can only use bows vs ranged attackers.

Staff is ok for NTS/NEC if pref/suffix and spell allowed; Angel/AA not permitted.

Enchantments
Good/light/pretty/vim prefixes and suffixes disallowed
'Animal' +hp suffixes not allowed except mammoth
No King's or Champion's items allowed, & Knight's only for DK

Of the dark/night, if available, are required up to 30/50/70% for DK/NEC/NTS. This may be dropped to 20/40/60 and 10/30/50 before 2nd dot and before 1st dot, respectively, if the use of such items renders the character so weak they can do no harm, i.e. trading a KSOV for Sabre of Night to get from 20 to 40% reduction in light.

Each class has its own preferred method of 'seeing in the dark' -- infernal bow shot or blood star (NTS), hellish portal (NEC), unholy bolt (DK).

Spells

Blood Star, Bone Spirit, Stone Curse, Inferno, Elemental, Heal, Town Portal

NEC only: Charged Bolt also allowed

NTS & NEC: Flash, Teleport, Phasing, Mana Shield, Golem, Guardian

Any scrolls may be used.

Quests

Streak
As BNM streak, but allowing Blood Star(NTS), Flash/CBolt(NEC), Corruption Weapon(DK).