Necromancer for Hire

Bestiary

Personnel files for everyone on the field: the firm's staff, Hell's inspectors and real estate. Character references come from HR; strengths and threats come straight from the game.

The firm's staff

Skeletal contractors and their employer. Each contract type recruits its own staff.

Contractor

Contractor

Hard hat, pickaxe, and one iron rule: where there's a contract, I stand. Never asks for overtime. Hasn't got the guts.

Strengths: The backbone of your formation and your most numerous fighters, recruited by the Cauldron and Crew Huts. Joins Contract Work lines, holds formation and breaks into a charge.

Watchman

Watchman

Doesn't ask for a pass. Just doesn't let you pass.

Strengths: Twice as tough as a contractor and armored against frontal hits. Joins Security lines and is recruited by the Gatehouse. On orders, moves as part of a cohesive front and pushes enemies back; keeps the shield facing the original direction when retreating.

Bookkeeper

Bookkeeper

Balances the books at range. Never misses an entry.

Strengths: Fires over your formation from a distance and sees ghosts. Joins Audit lines and is recruited by Accounting. On orders, stays at the post and fires a directional rolling barrage. Fragile: keep behind the front line.

Necromancer

Necromancer

Sole proprietor. Briefcase, hood and golden quill. Death guaranteed, subject to contract.

Strengths: That's you. Draw contracts and spend mana on spells. Q: chain lightning that stuns and interrupts the Lawyer's reading. W: raise up to four fresh enemy corpses to fight for you. E: Crunch Time makes allies in the circle faster and stronger. Rally calls idle fighters to the cursor. These are the default bindings.

Hell's inspectors

They march in waves along the roads to the Soul Cauldron. Anyone who reaches it deals damage and disappears.

Inspector

Inspector

A routine inspection. Slow, unimaginative, and attended by the entire department.

How to deal with it: Slow and harmless alone. A formation handles one easily.

Threats: Strength in numbers: a crowd that overwhelms the formation compresses a section until it breaks.

Courier

Courier

Wrong parcel, wrong address. Excellent delivery speed.

How to deal with it: The frailest inspector. Doesn't last long under fire.

Threats: Twice as fast as an Inspector. When blocked by a formation, tries to slip around its side.

Notary

Notary

Certifies everything in sight. With a stamp. From above.

How to deal with it: Without infantry in front, walks into your formation and dies in melee. Q interrupts the stamp.

Threats: Stays behind its infantry and stamps your densest group every couple of seconds. A red circle on the ground means move the squad, or hit the Notary with Q and a slingshot charge.

Ghost

Ghost

Passed through every office and seal. Literally.

How to deal with it: Idle and charging fighters can hit it, as can bookkeepers in formation. Q lightning deals double damage.

Threats: Walls don't stop it, and ordinary formations don't attack it. Reaching the Cauldron deals twice an Inspector's damage.

Gravestone

Gravestone

Turns out that gravestone wasn't a prop.

How to deal with it: Harmless while asleep. Take the chance to prepare.

Threats: Disguises itself as treasure and wakes when you get close. Tough, and hits harder than any inspector except the Foreman.

Shieldbearer

Shieldbearer

A shielded audit. Pushes straight through your formation without an apology.

How to deal with it: The shield offers no help against flanking shots or melee.

Threats: Nearly twice as tough as an Inspector. Its frontal shield shrugs off most bookkeeper projectile damage.

Lawyer

Lawyer

Terminates contracts unilaterally. Nothing personal.

How to deal with it: Stands still while reading. Kill or stun the Lawyer to save the section. Q interrupts the reading.

Threats: Approaches the most crowded contract section and reads a termination notice. If the reading finishes, the section is torn apart and its fighters refuse to work for a couple of seconds.

Foreman of Hell

Foreman of Hell

A personal visit from management. Hard hat, adjustable wrench and a staff meeting right on your line.

How to deal with it: Telegraphs the ram with a wind-up. Move your squad in time or answer with a charge.

Threats: The final boss: extremely tough, rams formations and roars to summon an escort. If it reaches the Cauldron, it removes more than two-thirds of its health.

Real estate

Spend souls to build on plots. Upgrades provide more staff and shorter respawn times.

Soul Cauldron

Soul Cauldron

The heart of the firm and the neighborhood's biggest employer.

Strengths: Recruits contractors throughout the battle, free of charge.

Threats: This is what you're defending. Every enemy that reaches the Cauldron damages it. If it falls, the site is lost.

Crew Hut

Crew Hut

Where contractors receive hard hats, pickaxes and a reason to exist.

Strengths: Recruits contractors for Contract Work. The cheapest building at 40 souls, with the largest staff.

Gatehouse

Gatehouse

A turnstile, a visitor log and the stern gaze of empty eye sockets.

Strengths: Recruits watchmen for Security. Costs 50 souls.

Accounting

Accounting

Where the numbers add up, so do the shots.

Strengths: Recruits bookkeepers for Audit. Costs 60 souls.

Crypt

Crypt

Unclaimed property. For now.

Strengths: Occupy it with eight fighters and hold for a few seconds with no enemies nearby. The crypt becomes yours and starts recruiting contractors.

Threats: Enemies can retake it. While the crypt is hostile or contested, its fallen staff do not return.

You may also meet an elite inspector: larger, with a golden aura and a crown. Some carry a blue briefcase. Defeat one to collect an artifact.

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