Allow Kurn Undead to spawn Arkovian Undead nemesis

Story-wise, Kurn Undead is its own thing and has no relation to Arkovian Undead, that’s understandable.

Gameplay-wise though, this make them the only factionless enemies with no fame or infame attached to them, and by extension no nemesis. This make Kurn Undead dungeon a rather bad enemies to farm, because nemesis is a pretty good soul + other materials farm. It’s kind of a shame cause Kurn Undead have 3 dangerous areas that I don’t feel enticed to visit more than once for completion and MI. That’s also thrice the amount Cronley’s Gang got (even then you still gotta account for the fact that said area got a good chunks of Arkovian Undead mixed in).

I think allowing them to spawn nemesis could go a long way to make revisiting these areas more appealing. Raddoth is a wight so he’ll fit right in. Moosilauke is a cold-themed skeletal gargantuan in a DLC taking place largely on a cold and snowy mountain so he wouldn’t be too out of place either

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Already been suggested to apply the same dual faction aetherial interaction, where vanguard/corruption share kills and threshold so letting Valde spawn from killing corruptions in base game etc vice versa.

*might also add such interaction makes even more sense since ofc the new Undead Nemesis is a Kurn Fallen Warder type :sweat_smile:

alternatively, and while Z has said his peace on it, could still just outright add the Kurn Undead as faction to the game and tweak the content a bit as was done for Vigil/Chosen rep states.

New added 1.3.1 content does also add some bit more kurn undead faction potential i think, increasing their prospect as proper faction/“amount” interaction

Though I appreciate that it would give more of an incentive to farm the Kurn undead, I really don’t like this proposal, for the obvious reason that the Kurn and Arkovian Undead factions have nothing in common in lore. It really makes no more sense than having the Kurn undead spawn Aethereal nems.

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makes sense if you think of it as Undead faction from now on, instead of specifically “arkovian” undead only :sweat_smile:
Similarly like how we’re already getting Arkovian rep and triggers for a bunch of non arkovian undead (ghouls etc) while still not for others (ugden crabs but do totem crabs)

Can’t be any more lore-unfriendly than Arkovian Undead having a wight nemesis for whatever reasons. I’d not be opposed to making Raddoth the Kurn Undead’s sole nemesis. I just want something to throw hands at when going through Kurn Undead areas. Not to mentions, Kurn Undead areas often have totems that spawn skeletal gargantuan, which is an Arkovian Undead enemies (There are wights spawning amongside, but still). The game itself isn’t even that strict in lore aspect.

There’s a whole chunk of the game’s storyline that deals with how the Arkovians were affliicted by undeath. The Kurn undead are an unrelated phenomenon.

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Yes I’m well aware of that storyline. My point is that the game itself isn’t even super consistent with it.

there’s undead and then there’s the Arkovian curse which is a special type of undead/eternal suffering undead.
“we have non arkovian undeads”, so there isn’t really much lore or reason standing between having a universal undead interaction, specially when we’re already dealing with the non Arkovian curse undead elsewhere in the game/prior to foa…

Similarly how we have multiple types of Aetherials, like how aether crystals are also different from possessed or frankenstein constructs
Chthonics have outright humans, and then real void creatures, but it’s 1 faction.

Zantai himself said large part of the reason was mainly just content amount and 2-3 small areas didn’t seem like justifying faction interaction during dev; but now we have more (and technically not like Arkovian actually have that many either if a specific big dungeon wasn’t the main provider)

Eh, I just see it as an Arkovian noble who didn’t skip leg day. Sure, Raddoth is a wight from a technical perspective, but he doesn’t have to be one from a lore perspective.

It’s like Log and Kra’vall, yes they use the same model but are ultimately different entities.

If you’re referring to Raddoth, I don’t think he contributes to any inconsistency. If they had taken a regular Arkovian spirit and given it the Wight moveset, it’d have lead to the same result.

Yeah, this works for me.

Unlike the Aetherial Vanguard and Aetherials, the undead factions don’t really have any connection. Heck, the Bloodbound and Chthonoan factions have more in common than the Arkovian Undead and Asterkarn Undead.

Alternatively, Crate can drop the ‘Arkovian’ from the “Arkovian Undead” faction name and turn the whole faction into the “Undead” faction. That’d let them merge the Asterkarn undead and the Arkovian undead into a single faction.

I did thought about the “Raddoth is just Arkovian disguised as wight” angle, but the other inconsistency I remembered is that there are handful of totems in Kurn Undead areas + the desecrated shrine in Scarstone that spawn skeletal gargantuans (Arkovian Undead), which is what tipped me over to the opinion that Kurn Undead should just have the Arkovian Undead nemesis and it would not be too out of place.

Oh yeah. That thing.

I still don’t see that as being something unique to Arkovians. It might feel that way because we’re used to seeing thise monstrosities in the ranks of the Arkovian undead. IIRC, the skeleton giants are just an amalgamation of tortured souls. At least that’s the lore for Moose. Don’t see anything wrong with a bunch of Kurn souls turning into these things.