Intruders

From Risenholm
Revision as of 21:39, 7 October 2026 by RisenholmBot (talk | contribs) (Sync from game data at 42de01695)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Intruders are hostile figures found in Scars. Unlike most creatures found in Scars, it's been discovered that Intruders are actually creatures possessed or controlled by rogue Risen. When a Risen initiates an Intrusion via a Warped Fragment, they fall into a deep slumber, one that they are hard to rouse from, and they dream of being a creature of rage and hostility, one that sees Scar Hunters as enemies. There is no foolproof way of telling apart an Intruding Risen from one who is simply sleeping.


Ambush

Tier: Elite
Roles: Lurker
Called up by: Warped Fragment, Ambush

Consumable Items

  • Healer's Kit (3)
  • Search for Enemies (4 charges)

Feats

Abscond

Type of Feat: Special
Prerequisite: Intruder.
Specifics: The Intruder vanishes in a puff of smoke, entering stealth even while it is being observed. It gains a +10 bonus to Hide and Move Silently for 1 round.

The Intruder is also freed from effects that take away control, and is immune to them for 1 round. This covers Knockdown, paralysis, entanglement, and slowing effects, along with Stun, Daze, Sleep, Confusion, Fear, Charm, and Domination. Provoke is removed, but may be applied again.

Cooldown: 30 seconds

Use: Activated.
Special: Abscond may be used while the Intruder is itself stunned or knocked down.

Lunge

Type of Feat: Special
Prerequisite: Intruder.
Specifics: The Intruder leaps near instantly to a point within 10m to which it has an unobstructed line of sight. If a creature is targeted, it leaps to a point directly behind that creature, provided the space is unoccupied. If the target is an enemy, the Intruder immediately begins an attack, and gains a bonus attack per round for 3 rounds.

Cooldown: 30 seconds

Use: Selected.
Special: The Intruder cannot Lunge while held in place. A Lunge that cannot be made does not start the cooldown.

Other feats: Dodgeroll, Maneuver: Knockback


Brawl

Tier: Elite
Roles: Leader, Soldier
Called up by: Warped Fragment, Brawl

Consumable Items

  • Healer's Kit (3)
  • Potion of Cure Serious Wounds (2)
  • Potion of Death Ward (2)
  • Search for Enemies (4 charges)

Feats

Bolster

Type of Feat: Special
Prerequisite: Intruder.
Specifics: The Intruder is surrounded by an aura with a radius of 10m. Creatures within the aura that are not hostile to the Intruder deal 25% more damage.

Each such creature also strengthens the Intruder, according to its tier: a Minion is worth 1 point, a Normal creature 2, an Elite 4, and a Solo 8. The Intruder's maximum hit points are increased by 10% per point. The number of uses shown for this feat is the current number of points.

When activated, the Intruder and every creature within the aura that is not hostile to it gain Haste for 2 rounds. For the same duration, they absorb the first 30 points of each instance of non-physical damage, up to a total of 40 points. Activating Bolster does not spend points.

Cooldown: 30 seconds

Use: Activated.

Erupt

Type of Feat: Special
Prerequisite: Intruder.
Specifics: The Intruder lets out a roar that frees it, and every creature within its Bolster aura that is not hostile to it, from effects that take away control. This removes Knockdown, paralysis, entanglement, and slowing effects, along with Stun, Daze, Sleep, Confusion, Fear, Charm, Domination, and Provoke.

Cooldown: 30 seconds

Use: Activated.
Special: Erupt may be used while the Intruder is itself stunned or knocked down.

Other feats: Maneuver: Bypass, Maneuver: Knockdown, Maneuver: Reel In, Maneuver: Stun


Conspire

Tier: Elite
Roles: Brute
Called up by: Warped Fragment, Conspire

Consumable Items

  • Healer's Kit (3)
  • Search for Enemies (4 charges)

Feats

Command Spawns

Type of Feat: Special
Prerequisite: Intruder.
Specifics: The Intruder gives an order to the copies it has made with Spawn. The order depends on what is targeted:
* Targeting a hostile creature orders them to attack it. Each fights in its own way, but goes for that creature first.
* Targeting any other creature, including the Intruder itself, orders them to follow it. A copy stops following once it enters a fight.
* Targeting the ground orders them to run to that point. They ignore enemies until they arrive.
* Targeting one of the Intruder's own copies selects it. The next order goes to that copy alone, after which it is deselected. Targeting the selected copy again deselects it.

With no copy selected, an order goes to every copy in the Intruder's area. A new order replaces any earlier one.

Use: Selected.

Impersonate

Type of Feat: Special
Prerequisite: Intruder.
Specifics: The Intruder takes on the appearance, name, and description of a creature that is not hostile to it. It also acquires the creature's equipment, though none of their special properties, and the creature's role. The Intruder keeps its own tier and abilities, and keeps the same HP percentage. Players and their allies cannot be impersonated.

When it takes on a form, the Intruder vanishes in a puff of smoke and is invisible for 1 round, and is freed from effects that take away control, as with Erupt.

Cooldown: 30 seconds

Use: Selected.
Special: Targeting the Intruder itself returns it to its own form, which does not start the cooldown. Returning to its own form neither makes the Intruder invisible nor frees it from anything.

Spawn

Type of Feat: Special
Prerequisite: Intruder.
Specifics: The Intruder makes a copy of a living creature that is not hostile to it. The copy appears beside the Intruder and follows it until it enters a fight or is given an order with Command Spawns. Players and Solo creatures cannot be copied. Copies are destroyed when the Intruder dies or departs.

The Intruder begins with 7 charges, and can bank up to 30. Copying an Elite costs 4 charges, and a Normal creature 2 charges. Copying a Minion costs 1 charge, and makes 4 copies of it.

The Intruder's living copies cannot add up to more than 30, each counted at what it cost to make. A copy that would go over this cap cannot be made.

Charges are regained when a creature dies within 40m of the Intruder: 2 for a Normal creature, 4 for an Elite, 8 for a Solo, and 1 for every 4 Minions. Copies made by Spawn restore nothing.

Use: Selected.
Special: Targeting the Intruder itself copies a creature chosen at random from those in the area that it has the charges and the room under the cap to copy.

Other feats: Maneuver: Knockback