I had some ideas for boss suggestions in the past, but instead of actually necro-bumping a useless thread made months ago I thought it'd be more acceptable to revamp some of the ideas and re-posting all together. I added a couple weapon ideas that are up for an extreme amount of debate on balance. I just tried to fit the theme.
Tier 1-
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Guardian Annie-
Appearance: A Glowing purple and green butterfly-moth type that's as big as a Trojan. It would glow a prism-like color.
Stage Design: A Brightly lit forest with a bit of mysticism to it.
Boss Stage: A spring with trees around the area.
Battle-
This entire battle is beast related and Lumber related due to forestry. She, herself, will spawn other wing series, much like Jelly king does royal jelly, and other monsters will spawn via spawn plates. Like other Wing series she cannot heal herself, but her Wing companions can.
Once at half health she'll go from glowing prism to glowing all the colors in a different order in a sporadic manner, as if to signal danger. Monsters now will spawn twice as fast, and she'll also be able to put up a shield where she'll heal while inside of it.
Attacks:
- Heal Aura -Normal heal wings do, but larger radius.
- Heal Burst -Blows away a wind, knocking you back and healing all within the vicinity.
- Teleport -Disappears from current location, and appears near a monster and giving it a massive heal
- Bubble of safety -Creates a large defender bubble which health all within it, and increases deference of all within it. Although, she can't move when doing this.
- Assistance from children -Does a call and spawns additional wing-series to help in healing strictly her.
- Final stand -Puts herself in a small bubble, only the size of her, which can absorb a good amount of damage before breaking. She heals at a decent pace when inside of it.
Token- Life Seed: A seed found within the forest guarded by Annie. They say this seed can be fed to a person near death, and give them enough strength to live on; however, it doesn't seem to cure any of the wounds, and because of this its power is only known as temporary.
Tier 2-
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Devouring Veinlisk-
Appearance: A Sandworm Beast Type.
Stage Design-
Stage 1: Starting from an Oasis and leading out
Stage 2: A very cactus and skull infested area.
Boss stage: A cracked, rocky ground with a bit of sand during a dry thunderstorm.
Stage Notes:
During stage 2 there will be random skulls in the ground, much like what happens when you kill them near the "arise totem", but only some of them raise back up as actual undead.
Special enemies:
Baby Veinlisk: Small sandworm that would have a Bite attack, and a burrow attack that would cause cracks that do damage.
Undead Cowboy: Undead that are hunched over, and instead of having their arms up like some sort of zombie they're right next to their side, near their holsters.
Battle:
The Sandworm goes underground, and pops out of the ground and goes back under, then digs along the sand quickly trying to hit you. All the meanwhile Chromalisk, Virulisk and larger Rock jellys are spawning to attack.
When he digs into the ground he'll sometimes make an attack where he creates a weak vortex (Graviton bomb like). In the center will be his mouth trying to eat anyone who gets near it, and if you get near it you'll take massive damage and get knocked back really far. Eating monsters also have effects:
Chromalisk: Heals Him
Rock Jellies: Hurt him by half of a chromalisk heal
Virulisk: Get him sick. Use these to get him out of the ground and able to be damaged. Amount varies on stage.
Stage 1: In this stage he simply does his three normal attacks while Rck jellys, Cromalisk and Virulisk spawn alongside a few Undead and a bunch of baby Veinlisks. The point of this stage is to dodge, and dodge, and doge some more until he finally uses consume. At this point the Undead will probably die off instantly into their "Arise-pending" state of only a head on the ground, and the baby Veinlisks wouldn't be effected by what's about to happen. Once he starts sucking things in the suction, if possible, will vary on what's getting sucked in. Cromalisks will get sucked in quickly, while Rock Jellys and Virulisks will get sucked in slowly. If that's not possible, then the suction will be slow for everyone. The point here is to shield push AWAY the Cromalisks, and shield push IN the Rock Jellys and Virulisk until he pops out of the ground, knocked out, able to take damage. Repeat until Stage 2.
Stage 1 Attacks-
- Lunge - Jumps out of the ground, and slams back down somewhere else.
- Dig - Digs under and moves forward with half of his mouth out of the ground. He then does this an additional 2-4 more times.
- Consume -Creates a sand vortex without being seen, and then right at the end he jumps straight out, and jumps right back down.
Stage 2: Once he hits half health he moves faster, hits harder, takes more Virulisk to get him out (+2-3 more), and does more attacks. His new stage can be shown by his skin becoming a darker color, less blended by the rock.
Stage 2 Attacks:
- Lunge - Jumps out of the ground, and slams back down somewhere else
- Dig - Swims like a shark fin, except with his mouth, hitting all of those in his path.
- Rage -Digs straight out, half of his body still in the sand, and starts spitting out balls of sand (Chromalisk spit, but it does stun). Then right when he finishes he whips his entire body in a 360 degree angle and digs right back down.
- Consume -Creates a sand vortex without being seen, and then right at the end he jumps straight out, and jumps right back down.
- Head Smash -Pops out of the ground, half of his body still in the dirt, and starts slamming his head all around the area. After he finishes he goes back into the sand.
Battle End: He would roar out of the ground weakly, almost as if he was about to pass out, as a lightning bolt would strike him and he would stop all movement and sound, and simply flop over and die.
Token- Spice Farrago: An addictive substance that is said, if consumed in high quantities, can give one the ability of interstellar travel 10 seconds after you overdose to death.
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Mephitis, leader of proliferation-
Appearance: Tribal Shaman. A person with a complete robe on with the hood up, and inside the hood is shown a tiki mask. On his back is a blood red cape, and he holds an obvious shaman staff.
Stage Design: A dark swamp/marshlands that has a bunch of shaman ritual sites within it.
Stage Design:
Stage 1: The entrance to a Swamp-lands. No life shown yet until you start nearing the end. (By life I mean Shamans.) A bit bright.
Stage 2: Entering into a more "bog" like area as it seems everything is getting more shaman like with ritual sites. Lights get darker.
Stage 3: A dark and murky swamp area with tiki areas, green smoking pots for candles, and ritual sites everywhere. Incredibly dark
.
Boss Stage: A largely decorated ritual site with a giant cauldron spilling a green smog. It seems like the moon would be shining right on the cauldron.
Stage Notes: The monsters here would be very mixed. Everything from poison lichens to poison beasts to fiends (not including Trojans) to Vilewood (Poison Lumber) to Undead, and even a new monster that's a lot like Necro-Gremlins. Sometimes there's going to be a bog-looking floor, and when stepped on it'll slow the Knight's movement speed by a Medium speed.
Special enemies:
Necro Doctor/Witch Doctor: A hybrid between a Shaman and a Necromancer. They are completely covered in a robe (think Magicka or that final fantasy "black mage") and their face cannot be seen within the robes. No eyes, no nothing, but their robes contain decoration from that of a primitive tribe, and they also have special jewelry on them to make them look more tribal. The Witch Doctor look much more Tribal, can do all the same attacks, but Witch Doctors are much stronger, and can massive heal. These monsters special attacks are:
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Raise Undead: Which I'll explain what that summons in the next area, because it's not normal undead.
Disgusting Smog: Which raises all killed undead (much like totems) and undead that are still alive are healed, but Knights inside of it are cursed. Witch Doctors have bigger smogs.
Tribal Chant: (Witch Doctor Only) The monster does a small chant while doing an odd dancing animation. Every time he finishes his chant (which would be about every 2-4 seconds) he would burst out an AoE heal all around him for a pretty good radius, healing everyone plus himself, and Knights hit by it have a 20% chance to be poisoned.
Undead Upraising: (Witch Doctor Only) Lichen Colony ground-spike move, but replace spikes with hands.
Risen Undead: These Undead are made from much different bones, and are misshapen. There would be 3 types of new undead:
- 1.) Massive Undead: One giant arm with the other arm missing, and the bones get larger as they move towards that arm. They wouldn't slam like Trojans, however, but they'd swipe slowly giving a large horizontal radius of pain. They can also charge like the Trojan charge.
- 2.) Small Undead: They'd spawn in mass numbers and sprint towards the enemy and only lunge.
- 3.) Four Armed Undead: While 4 arms usually means power, it doesn't in this case. Here, it means speed. More arms means more attacking, so the attack speed of the undead increases and he'll combo it with more hits. (like swingswingswing lunge swingswing lunge swing.)
Skeleton Warriors: Minions of the Boss. They act no different then Robot AI aside from the fact that when they lunge they follow it up with a spin. They'd look like Normal undead with a Buckler with a spike, a scimitar, and a Roman Cape with a Helmet.
Tainted Spirits: Much like Lost souls, but work a lot faster and Curse or Poison, depending on their color. Green is poison and Curse is Purple.
Battle:
Stage 1 Initiation: He's sitting there at the smogging Cauldron, and when the button he doesn't mind you, until about three seconds where he turns around, sees you, gets his cane out and shakes it in the air. This now starts the fight as undead spawn.
Stage 1 Battle: Pretty easy. Basically he acts like a Witch Doctor on Steroids, and you simply kick him down. He has other Necro/Witch Doctors to help him out as well, along with a bit already risen undead with a couple of tainted spirits lingering around, but this phase isn't supposed to be too difficult.
Stage 1 Attacks: (Aside from Witch Doctor Moves)
- Rooting Decay: He dashes across the stage setting bombs that erupt into a green, purple and black mist. If you're inside of it you're rooted, which is like frozen but instead of ice it's made of roots and hands. You cannot be broken out until hit by an enemy, and inside this you constantly take damage (think fire) and friends cannot save you.
- Bog Bomb: Explodes an area with a large green explosion (Nitronome size).
Stage 2 Initiation: Walks over to the Cauldron and the entire area becomes covered in a fog as Risen Undead spawn, Witch Doctors and Necro Doctors amount double, and a Large Undead Warrior with Skeleton Warriors would spawn, surrounded by tainted spirits.( The Large Undead Warrior would look a lot like this.) Mephitis, while channeling this, will still attack with his special moves.
Stage 2 Attacks: (Aside from Witch Doctor Moves)
- Rooting Decay: He throws bombs across the stage setting bombs that erupt into a green, purple and black mist. If you're inside of it you're rooted, which is like frozen but instead of ice it's made of roots and hands. You cannot be broken out until hit by an enemy, and inside this you constantly take damage (think fire) and friends cannot save you.
- Bog Bomb: A random area gains a bomb and, after about 3 seconds, it explodes an area with a large green explosion (Nitronome size).
- Undead Roar: The Large Undead Warrior will Roar, re-summoning his skeleton warriors and hurting anyone in his immediate vicinity.
- Undead Crusher: Does a specialized 3 strike combo which is a Trojan Slam Into a Dash Into a spin.
- Slaughter Twister: Spins sucking all Knights inward slowly, and if you get too close you get pushed away like a Leviathan blade charge would knock away an enemy.
Stage 2 Battle: Every undead enemy now would heal constantly (not by a large amount, but by an annoying one.) while being resistant to poison. The Tainted spirits would keep spawning and the Large Undead Warrior would fight a lot like the Trojan-Knight boss did, but instead of being surrounded in orbs he'd be getting healed forever with a bunch of friends that constantly spawn.
Stage 3 Initiation: The Large undead warrior Falls to his knee and begins to glow purple, then explodes. The Smog is cleared as Mephitis growls and raises his staff into the air and glows green, spewing smog. He then erupts into a Lich, and his staff would then gain a green energy blade making it look not unlike a scythe. He'd be spewing smog all around him, and it would follow him as he moves.
His new state would look a bit like this, but more green and purple with more bones showing.
Stage 3 Battle: Instead of everyone healing, it'd only be around him, but his new aura would now Ressurect undead, and heal for more (Including a better SELF heal as well). The aura would be as large as a 4* blast bomb, him being in the center. He would now fuse his attacks with his first stage and second stage, but now all of his attacks would have a good/high chance to poison while also attacking faster.
Stage 3 Attacks: (Aside from Witch Doctor Moves)
- Extreme Rooting Decay: By slamming his staff on the ground random bombs would spawn across the stage setting that erupt into a green, purple and black mist for a moment. If you're inside of it you're rooted, which is like frozen but instead of ice it's made of roots and hands. You cannot be broken out until hit by an enemy, and inside this you constantly take damage (think fire) and friends cannot save you.
- Bog Burst: Spinning his scythe up and then slamming it down he'd explode with a green and black explosion. (25% larger then Nitronome size). 100% poison chance.
- Undead Screech: The Large Undead Warrior will Roar, re-summoning his skeleton warriors and numerous risen undead within the entire field and hurting anyone in his immediate vicinity. It doesn't resurrect them by killing and re-spawning, but instead by expoding with a green wave (much like the heal wave but green) which would fully heal every enemy, and dead ones would "Arise."
- Undead Crusher: Does a specialized 3 strike combo which is a Trojan Slam Into a Dash Into a spin, followed by an explosion which poisons.
- Slaughter Twister: Spins sucking all Knights inward slightly fast, and if you get too close you get pushed away like a Leviathan blade charge would knock away an enemy. 100% poison.
- Tainted Upraising: Does a small chant as all tainted spirits on the stage explode where they're at for twice as large as they normally would, and then more would respawn.
Battle End:The Cauldron explodes as he falls on his one knee, and then slowly a large amount of tainted spirits leave the ground and a black and yellow spirit leaves his body, floating towards the cauldron, which then enters the Cauldron as it crumbles and explodes.
Token- Crystallized ectoplasm: When a strong enough spirit explodes it leaves behind a glowing crystal. It was also required as a rite of passage for leaders of a tribe to acquire one before being accepted as a leader.
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Tier 3-
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Baneslaig, The corrupter- (This boss would be completely resistant to all elemental ailments) Undead Type.
Appearance: Same color as normal phantoms, but look more like a person in cobalt armor with a Ironmight plate and a flaring red scarf, and his sword would be a black and red flaming Cold Iron Vanquisher.
Stage design:-
Stage 1: A decrepit undead forest with fog and black as coal trees.
Stage 2: Fusing that undead forest with a cemetery.
Stage 3: Entering a broken down and corrupted church.
Stage 4: Boss stage- The main area of the church, with chairs on all sides and a long hallway forward until you reach an organ, but at the organ there would be a Blue female spirit chained up with her head dangling, showing she's unconscious. She would be enveloped by a crystal of sorts, to make sure you can't reach her. Around the stage there would be various little water balls of which to throw around. The stage would be very large in order to incorporate the final form without making it feel restricting.
In the first stage you'd activate this water system, and then you'd have to throw a vial into it, to make all the water turn all white and it would glow, lighting up the path on ahead. These balls of water would be used often to progress through the stage.
(Sure, Vanaduke has water, but I just like the idea of holy water.)
Battle:
Stage 1 initiation- As you walk up he'd be standing there, with his sword in the ground, his scarf whipping in the wind as he vanishes into a ball with a small chuckle. His sword would be left there in the ground.
Stage 1 Battle: Simply shimmers as he walks toward you, nothing you can do can hurt him. Not even water since it would pass right through him. Until he gets close enough to where he prepares an attack. He'd swing no different then a 3 swing combo from a sword, except he'd do it without one showing a more claw like motion, with set-up time before hand to give you an opening to hit him with water. Once hit, he would fall on one knee and sit there with the shimmer around him gone completely. If you do not out damage him enough to make him enter stage 2 he would simply turn into a ball and run away for a sec before he comes back and does it again. (He does not heal.)
Stage 1 Attacks:
- Shimmer step- Invisible until close to attacking; however, unlike any other invisible monster, it would have a slight tell as to where he is. Much like the Chromalisk, but a bit more stealthy about it. (No offence, but those guys aren't very stealthy in their stealth mode.)
- Phantom claw- Slashes with his hand, almost like using claws, for a 3 strike combo. Its range would be pretty big, and it would have a fair chance to inflict strong curse.
NOTE: Shimmer step is a move after stage 1, and will not be a passive always activate trait after that. He will activate it, then do what he needs to do or break out of it if he wants. It's not something he's always going to do.
Stage 2 Initiation- Teleports away as you hear him growl. He would teleport right behind his sword, and pick take it out from the ground. He would then walk towards the center of the stage, still unable to take damage, as he then begins to charge. He would even give a glow, much like our knights, to give a warning to say "This isn't going to be good if you're close". He would then initiate a spin attack, just like any levi/CIV attack but it would explode around him with curse, and then also it would send 8 lightning bolts that would travel forward in all directions like "->|<-". After that he'd begin to attack you.
(Note: The lightning wouldn't grind against the ground, but instead strike down constantly in a forward pattern. Much like Snarby's spikes when he burrows. This would rehash the lightning done by the Trojan mission when he does his slam.)
Stage 2 Battle- Just like Stage 1, except now he's fighting with a harder to predict Ai, stronger attacks, and etc. Just an overall increase in power.
Stage 2 Attacks:
- Shimmer step- Invisible until close to attacking; however, unlike any other invisible monster, it would have a slight tell as to where he is. Much like the Chromalisk, but a bit more stealthy about it.
- Phantom slash- Slashes his sword 3 times, lunging forward a good distance, with a wave of energy following it for a short distance. The slash has a fair chance to inflict curse, while the waves have a very very slight chance (like 5%).
- Phantom dash- Teleports toward you constantly in a jagged pattern, getting closer and closer every time, and within almost a second or two (depending on distance) he'd be right in front of you preparing his combo.
- Corrupted Charge- Charges his sword in place for 2 seconds, glows for 1.5 seconds, and releases to initiate Brandish spin with a purple explosion (to show curse-esque flavor to it) with 8 gran faust charge blades going in the directions of >|<. Once glowing, he'll stop dead in his tracks until the 1.5 seconds are up and then he'll activate it.
- Resistance from Purity- He would have a slight aura around him at all times, blocking 1 water before he's vulnerable. If he's not knocked down after 15 seconds, he gets it back.
Stage 3 Initiation- Shakes his head as he's on one knee. The crystal that covered the girl would now crumble and break quietly. He breathes heavy for a second, almost surprised at what just happened, as if he's never felt pain from any foe for some time. He would get up, slowly, and roar. As he does 1x the amount of players in phantoms would spawn as a couple cursed undead start ripping from the ground. Phantoms would all be wearing spiral gear, and then the boss would gain a shroud like cloak with a presence behind him. It would almost look like the shroud behind him would create an image, which would look almost like a distorted face ripping forward roaring.
As this goes on the girl in the back would begin to wake, and then she'd blink twice, with shock in her eyes, as she closes it and screams "Help!" There would be no audio, but it would be like what happens if you typed /attack or /fallback. The phantom would quickly turn in her direction to stare at her as he raises one hand and thrusts it in her direction. She would then, too, be enveloped by a shroud, which makes it to where you can't reach her.
Stage 3 Battle- The boss would now fight more like a construct shield robot fused with a phantom, and the spiral armored phantoms would fight just like phantoms. Once you hit him with water the shroud around the girl would leave, and the around him would thicken. If you try to hit him, all you would hear is if you hit an un-breakable object (tink tink), but as soon as the shroud leaves the girl she would do the "Help!" again. You have to go to her and attack her. By doing so, you're breaking her chains. If you can't break the chains a bomb-symbol appears on the ground (think if a person uses a bomb in pvp, and how it's red). You either get out, or guard, and when it detonates she has a shroud again and the process must be repeated until you break her out.
Stage 3 Attacks:
Stage 4 Initiation-The girl would break out as the Baneslaig would fly to the middle. She would stare at him, and tackle him to the bottom of the room. When done, you would see a corrupt mist explode out of the cobalt armored guy, and he would be left there. This will show him being possessed, and not doing this of his own will. The girl would shake him to wake up, and he would get up slowly, very weak, holding his head on one hand with his sword on the ground.
The entire stage would darken, and the girl would back away, towards the guy, scared as he would give a serious look. The guy would then shout "Fall back" as he puts up a bubble (defenders, maybe bigger), as the entire stage would darken due to the candles burning out, and then from outside of his shield would come a purple mist. (Think a curse mist series bomb, or a Griever mist or something.) If you're in the mist, you will take massive damage with a 100% rate of having high curse on you. Now the entire stage would look red and spiraling, almost like as if you're standing on top of an invisible ground looking at the ground below to the background, and it's from here that face-like image would appear roaring. The guy would then fall on one knee in exhaustion, and the face would start flying forward slowly. As it does the girl would then conjure a ball of water (picking it up without having anything there) and throw it at him. The face would roar, slightly in pain, and move back. Then she'd begin channeling as the red-distorted mist-like face would come closer.
Stage 4 Battle- As the battle goes on the girl would become brighter and brighter and brighter, and as this happens the face in the back would start to become closer, slowly, and as shown by the girl you need to throw water at him to make him fly back. As he gets closer he would also be firing bullets that have a decent chance to curse, and while this happens a couple more phantoms would come in, also followed by recolored undead (that are phantom colored for obvious reasons, with the same ability to curse with their breath as the shadow-duke skeletons. This would become an endurance round. You need to beat the phantoms (which actually makes them flee so they don't re-spawn in place) while throwing water at this bullet hell creating face. It can only get so close, but the closer it is the faster it fires and the less time you have to react to his bullets (because he's closer, dur). At random certain intervals he'd do the mist attack again, in which case the guy would say "fall back" again, get up, shield, and rest again when it's over. Except, this time, when it happens there will be phantoms. As time goes on he'd spawn more and more phantoms, and if the phantoms hit the girl it takes longer because she's losing focus. Every time she's hit it adds another 10 or 15, or maybe even 20 seconds to the clock you have to wait. (Maximum is 2 to 4 minutes of waiting, because that's how long it takes to charge from 0 to full). This is to prevent dying, waiting, and res right when victory, and to add more of a challenge instead of only letting yourself survive. Although, only the phantoms can hit the girl, not the bullets being shot at you. Those just make it harder to protect her.
Stage 4 Attacks:
- Corrupt proliferation - Random spots would start glowing red, bubbling up, and then finally bursting with a brandish-like explosion.
- Dread Rain - Pillars of red would start beaming down from the sky, exploding as they hit. Of course, they would give a warning before hand. Perhaps a bomb symbol.
- Bullet Rain - The constant barrage of bullets he does.
- Spreading Corruption - The summoning of more and more phantoms as he spits out orbs over time to create more and more phantoms. Their rate of being spit out is faster as she gets closer to finishing. If she gets hit, her percentile of being finished drops, and so does his spawn rate.
- Void Corruption -The cursed eye would appear in an area, closed, for about about 2-3 seconds, and then it would open making a red and black graviton bomb. It would be a tad larger then gravton though, with as much suction as the t5 vortex, followed by an explosion.
- Black Wind - The ultimate attack he does which you have to be within the defender shield to survive.
(His bullets have a slight chance to curse, Dread Rain and Void corruption would have a fair chance, Corrupt proliferation would a good chance, and Black wind would be 100%)
Battle End: After she fully charges a pillar of light would appear shooting down on her, and then the boss would roar, making the light around the pillar dim until it fades. After he destroys the pillar she would pass out, and the cobalt armored guy would get up, grabbing his sword, and show that he "energy ressurected via 10 ce" as he'd thrust the sword into the air making a pillar as large as hers. He would then do another energy ressurection while giving off the bigger version, and then one more time giving off the biggest version of the energy ressurection, and by now his pillar would be 3 times larger then hers, and the entire stage would go white. When everything fades the ground would look normal, the spirit of the girl would still be there knocked out (by knocked out it would simply be like when you die, except with the eyes closed), and the guy would pass out beside her as the boss coin comes down.
Token- Rosary Bead: An ancient bead used by a knight back during one of the fable crusades. They said that the bead once held an ancient power, but now it's only found in pieces. It makes a good treasure though.
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Gritexal the Enlightened
Appearance: A gremlin in a robe, and behind him would be this this corrupt Lichen boss. The lichen would have a bunch of nuclei made of this noxious green, and the slime itself is a green, blue and purple mixture with spikes everywhere, and tubes would be ejecting out of the slime lord.
Special enemies:
Violent Slimes: Part of the corruption. They coagulate and fuse together, like normal lichen; however, unlike normal lichens they aren't weak to shadow. These guys are weak to normal with the backstory of their genetic make-up being so condensed, trying to fight off shadow, that smashing them with normal hits actually does more damage then usual due to nearly breaking them like a rock.
Cult Followers: The enemies would be knights. Average spiral knight knights wearing average spiral knight sets. Every person would have their own resistance and the like. A person in skolver is strong to pierce, weak to shadow. A Person in vog is strong to elemental, weak to piercing. The line goes down. If a knight dies, they sit there for 5-6 seconds before they actually die, and in this time limit if there's any slimes nearby they will rush toward them, faster then usual, and if they touch them they fuse with them. This would revive the knight, and infect him, causing him to have a bit of goop on his body and a bit of tenticles / spikes. This would give him an overall health increase compared to their state before, and regardless of what armor they have they'd now be weak to normal, just like slimes were.
Stage design:-
Stage1: A city, where in the beginning, there would be a city of goblins that don't want to hurt you. They'd ask you to help them out if you talk to them, and how the city is becoming overrun by this violent slime outbreak of corruption due to bio-engineering. They tell you the only way to stop it is to stop the cult assisting it, and they'd also tell you that they are not weak to shadow, but to normal. As a final note, they'd tell you how the rain that some-how exists here kills all wildlife, but our armor should protect us without us taking much or any damage. As you go through the stage you'd notice wolvers and stuff spawning randomly, running away from you, and taking massive damage from the rain and dying, just to show how deadly this is. As you go through the stage it would get worse and worse, more corrupt and more destroyed, until you get the end which is the entrance to the factory.
Stage2: The entrance to the factory, but the ground and walls have festering pulsing slime's and tentacles.
Stage3: Deeper within the factory, the slime corruption is getting worse.
Stage4: Even deeper, the entire place almost seems like the internal workings of a person. It looks so much life flesh you can't even tell there's any wall to begin with.
Boss Stage: A walkway to this Gremlin with a cloak around his back, and a bunch of wing series almost looking like doves around him. The slime thing is meshed up against the wall with tubes coming out of it, pulsating like a heart.
Battle:
Stage 1 Initiation: Gritexal is there, with a wing series on his finger and a couple surrounding him. He would then ask why you are doing what you are doing, as if peaceful, and ask why you haven't taken his warnings. He was going to give you one last chance, but knows you'll turn it down, and following that then he'd summon a couple of his followers and then begin his assault on you.
Stage 1: Gritexal starts to summon a couple of his followers to his aid, and begins floating about. He would act like a mender, and would be hard to catch. He would also rain down lightning bolts from the sky.
Stage 1 attacks:
- Lightning- Summons a bolt of lightning in an area
- Heal- Heals an ally
- Resolve- Increase the attack of those around him, and if any of his allyies die near when he turns on his resolve attack they revive.
Stage 2 Initiation: He's cripples over, float over to the slime thing behind him, and look like he's praying to it. It would stab him with its tentacles as he's begin to get some goop on him, and then he'd turn around and attack.
Stage 2 Battle: Same as before, but with more attacks, more spawning, and he now summons some slimes into the battle as well.
Stage 2 Attacks:
- Lightning- Summons a bolt of lightning in an area
- Heal- Heals an ally
- Resolve- Increase the attack of those around him, and if any of his allyies die near when he turns on his resolve attack they revive.
- Spew- Spits out a bit of slime into an area. Creates a circular area that stuns,
- Rupture- Shoots spikes out of the ground (A buffed Thorn roots attack from the giant lichen colony)
Stage 3 Initiation: Same as stage 2. Flys towards the slime thing, it injects him with slime, and then he'd come back with more slime coming out of him, and on him, with more spikes. Some lichen cores can be seen on certain parts of his body.
Stage 3 Battle: He then spawns 2 Giant lichen colonies of Violent slimes, along with some followers. He'd attack with more attacks
Stage 3 Attacks:
- Lightning- Summons a bolt of lightning in an area
- Heal- Heals an ally
- Resolve- Increase the attack of those around him, and if any of his allyies die near when he turns on his resolve attack they revive.
- Spew- Spits out a bit of slime into an area. Creates a circular area that stuns,
- Rupture- Shoots spikes out of the ground (A buffed Thorn roots attack from the giant lichen colony)
- Shield- Puts up a bubble to guard himself from enemy attacks
- Miasma- Leaves a noxious gas behind him that poisons.
Stage 4 Initiation: When defeated he'd limp over to the slime lord, and with his last moment, raise his hand up, and fall over. The slime would then stab him with tentacles and take his body into his own. It then breaks out and begins to attack.
Stage 4 Battle: At this point this thing would only summon already-corrupt knights, many slimes, and 3 giant lichen colonies. Instead of slowly floating though, this thing would dash about.
Stage 4 Attacks:
Battle End: The slime starts to spew out its cores, and they start falling out and exploding. It slowly shrinks as the cores from within fall out and pop, until it finally completely dies out.
Token- Corrupt Crystal: Within the depths of the corrupt city, broken off chips of the hardened violent lichen cores have somehow crystallized into a rock. The substance is extremely rough and jagged, and is seemingly unbreakable.
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Pay to play, no fun allowed, Expansion Missions-
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Espionage of the Observatory
Boss Appearance: A sentinel golem comprised of shapes. The core is comprised of a wire-frame of a face that'll change colors depending on what element properties his attacks will carry. The wire-frame will be red/yellow for fire, Green/Dark Green for poison, Light Blue/White for Ice, and Teal/Dark Blue for shock. His arms would be comprised of two pyramids (3-d Triangles) with the tips touching, and on the base of the 2nd pyramid is a cube with rectangles creating fingers, and his feet would be 4 triangles be split apart with a energy circle in the middle (Much like if you split a diamond into 4 3-D triangles) with a long rectangle for a foot. His wire-frame face would have a shield, much like the battlepods.
Mission Description: There's been an observatory located somewhere within the clockworks, and we've had information that this place was previously a base for gremlins, and they used construct defenses to maintain everything. However the AI eventually saw that everyone was a threat, and no one was allowed to see the information there, and thus annihilated everyone there. Now the place remains offline with constructs just waiting for someone to enter in order to defend the observatory. In the center of this observatory is a large computer with a very large amount of information stored within it, and it's your job to go in there and get it. Jet, a spiral technical "wizard", will be accompanying you on your travel to make sure if hacking is needed, it will be done.
Special enemies:
Sentinel Drones: They look like 2 3-D Triangles, one on top one on bottom, with an orb in-between them. they would move very fast, but then stop abruptly, and shoot like a gun-puppy turret.
Advanced Sentinel Drones: They look like if you took a diamond, then split that apart into 4 3 dimensional triangles, now put a sphere in the middle of that. They do exactly what the other drones do but have: More Health, more damage, larger bullets, and shoot like a slime turret (all at once).
Mortar Turret: Usually placed where the player cannot hit, these turrets shoot rockets into the sky and have them rain down on them. Their attack is exactly like the Mortafire's attack.
Stage Design: Overall: It would be a mixture between Crimson Hammer and Rhom Twins in stage design. There would be a lot of shock panels, and missile turrets, but not so much to where the stage would use it as its difficulty, and thus lose profit by not having very much to kill.
Stage 1: It begins with you at an outpost with all the lights out, and on the first party button, on a higher platform, you'll see Jet (picture included) as he'd say "I'll go on ahead, See ya!" as he'd give his trademark two finger salute before running on ahead. Once you get to the next party button you'll meet a dead end on it, as there's an unfinished bridge, and a button on the other side. Jet would then walk from the top of the screen, step on it, and give his two finger salute as he runs on ahead, and the bridge would activate and all the lights would turn on. From now on all the robots would activate, and with the defenses active the battles would start.
Stage 2: This would be considered the laboratory part of it, where there would still be a couple of beasts and fiends in tubes, and then when you step on a party button, Jet will be waiting, and say "Watch out up ahead guys, seems like there's been an outbreak!" as he gives his 2 finger salute and runs on ahead. From now on, within this stage, there would be constructs with fiends and beasts. There would also be new mortar turrets, which would shoot the same way the gremlins shoot theirs. (Missile goes up, falls somewhere); however, you couldn't hit them because they'd be completely blocked off. At the end of the wave (meaning when you beat all of the monsters with these things wailing on you) Jet would run in, destroy them, and give his salute and run on ahead. Also, in this stage, would be a part where Jet would say "The lights on ahead are kind of on the fritz. I'll try to help you out though." as he clicks on a terminal computer. In here there would be a bunch of shock chroma-lisks as well as robots, but the lights would go on and off at random, and when the lights are off it's be much harder to see the chroma-lisk outline when they cloak (because logically less lighting would make it harder to see anything).
Stage 3: This would be the trash compacter. Jet would then say "I think I saw a couple of bones down here. You should watch out for that." as he gives his salute and runs on ahead. There would be an enormous amount of retrodes down here, followed by a decent amount of undead. This place would be constantly dark, to make it harder to see, and Jet would constantly be trying to help you by getting the lights to turn back on for a couple moments at a time.
Final Stage: The ground would look very platinum here as there would be, at the start, laser beams that you can't pass. Jet would turn them off from a computer terminal and then run on ahead saying "This is the final stretch guys. See you at the terminal!" Down here there would be a numerous amount of constructs, drones, and quick silvers, accompanied by battlepods, and Sentinel Defense drone. When you enter the boss room, it would look empty, as you would stand behind un-passable shock plates, and Jet would be standing there fighting this Golem, and it would shoot a beam right at him and knock him out cold. It would then look at you and change from rainbow to a bland red.
Battle:
Stage 1 Battle: It would begin with summoning 2 defense drones, and 2 mecha-knights. Right now it would be doing its normal attacks, without any status infliction. To damage it you would have to first break the shields in front of its face.
Stage 1 attacks:
- Robot Summoning: Resummons the enemies previously spawned at the start of this stage.
- Swipe: Do a bland Retrode/Undead swipe, but with much more range due to large hands and knockback.
- Crush: Do a trojan/Lumber slam down with his arm.
- Floor beam: A simple retrode-esque beam with explosions, but the explosions would be a bit larger.
Stage 2 Initiation: The sentinel would stumble back and the face would shift colors uncontrollably. It would then apply more shields and the face would turn into one of the elements it can turn into. The face would then look more angry as it would summon 3 Drones, 2 Mecha-Knights and 2 Retrodes.
Stage 2 Battle:Much like the first phase, only harder due to having more attacks and more monsters to beat.
Stage 2 attacks:
- Robot Summoning: Resummons the enemies previously spawned at the start of this stage.
- Swipe: Do a bland Retrode/Undead swipe, but with much more range due to large hands and knockback. Also inflicts status
- Crush: Do a trojan/Lumber slam down with his arm. Inflicts status
- Floor beam: A simple retrode-esque beam with explosions, but the explosions would be a bit larger. Inflicts status
- Gel spurt: Shoots out gels, relating to its element, all around it as a defense.
- Napalm Rain: Shoots missiles into the air and has them explode down. When they explode they also shoot oil, which then ignites.
- Beam: Shoots a beam (much like the one in rhom twins) which inflicts whatever status he's on at the moment.
Stage 3 Initiation: Staggers back once more, this time putting up 2 mortar turrets in an unreachable spot. He would come back and his shapes would start spinning as he summons his next wave.
Stage 3 Battle: A simple difficulty increase via harder monsters and more damage and more attacks. Now he would summon, instead of all of what he used to summon, 3 advanced sentinel drones.
Stage 3 attacks:
- Robot Summoning: Resummons the enemies previously spawned at the start of this stage.
- Swipe: Do a bland Retrode/Undead swipe, but with much more range due to large hands and knockback. Also inflicts status
- Crush: Do a trojan/Lumber slam down with his arm. Inflicts status and leaves a mist behind.
- Floor beam: A simple retrode-esque beam with explosions, but the explosions would be a bit larger. Inflicts status with mist.
- Gel spurt: Shoots out gels, relating to its element, all around it as a defense.
- Napalm Rain: Shoots missiles into the air and has them explode down. When they explode they also shoot oil, which then ignites.
- Beam: Shoots a beam (much like the one in rhom twins) which inflicts whatever status he's on at the moment.
- Charged Beam: Charges a beam up, and then shoots it out of his core. It's much larger then the rhom twin beam, and then he'll slowly turn while using it.
- Defensive Mode: Triangles turn green as it curls up into a ball and gains shields. He would now have 4 beams surrounding him (the large balls that are all connected) spinning moderately fast as he also shoots out a couple of smaller shots. All the meanwhile, in this stance, he would also take reduced damage, but cannot inflict status.
- Offensive Mode: The triangles glow red instead of looking like glass. He now takes more damage, but at the price of dealing much more damage if he hits you.
- Speed Mode: Triangles turn yellow as now he does the animations of his attacks much faster, while also doing them in succession much faster. He does, however, lose a bit of damage when in this state.
- Discharge: Shoots out a haze-mist of whatever element he's currently in. (5* haze bomb +20% range)
Stage 4 Initiation: He would crumble down and the face would begin to flicker, and Jet would begin to get up. He would look at the Sentinel and go "Good job! You beat it!" and then the Sentinel would then reform as a Giant Diamond with the face inside of it. It would then begin to charge up as Jet would go "Oh, this is bad. Stay here!" as he would jump to where the mortar turrets are, break them, and click on the terminal up there. He would say "Come on... Come On..." followed by "Got it!" as it would stop, and then the diamond would glowing random colors, rainbow looking, and shimmer. Jet would say "Let me just hack this mainframe!" followed by "I can't get into it, but I can certainly mess with it! I'll mess with her coding and slow her down so you can finish this!" Then blocks would appear and he would say "Next time she charges use these as defense!"
Stage 4 Battle: Now you're just fighting a wire-framed diamond that would float around, much like Vanaduke's mask phase. Except, this little beauty comes with a package deal of 2 Advanced Sentinel drones and 3 sentinel drones, but to make this even the boss does her attacks in spurts. When it's flashing red, it's charging and will no longer fire, but when it's blue and shining it's shooting. Not to mention there is walls up to use as protection.
Stage 4 Attacks:
- Bullets: Shoots bullets.
- Status Pulse: Knocks away enemies with a random status ailment added.
- Recharge: Stops attacking in order to recharge, also regains health this way.
- Re-spawn: Pulses out with a heal burst that doesn't knock away, but instead re-summons all of the AI that were killed. (Is not used often)
- Tackle: Spins and then flies in a direction very fast.
- Obliterate: Begins charging rainbows again, and when it finishes it shoots the large-charges beam, and swipes the field with it by spinning, and it also shoots a massive amount of bullets in all directions.
Battle End: Sirens blare out as Jet goes "Perfect! That'll give me just enough time to...YES! I GOT IT!" and the Sentinel then falls over and crumbles away as the face fades. He would then say "Meet you in the computer terminal room!" as he gives his two finger salute and runs on ahead.
Reward Stage: Jet would be at a very large, and impressive, computer terminal as he would say "You guys did a great job! There's some rewards over to the left, go ahead and take them for yourself, I've got a job to do."
You would also obtain here either a "Corrupted Data File" a "Fragmented Data File" or a "Pure Data File". If you did the Tier 1, Corrupted, if you did Tier 2 , Fragmented, and Tier 3 gets you Pure.
Annie Token Items:
(2 Star) Attractor: A bomb that looks like a glowing ball of blue puff. When it explodes it gives off a mist, much like the death of a wing, and enemies close by are lured towards it. It doesn't heal in anyway to anyone, but monsters do come swarming to it. Perhaps once inside it should slow them down (small radius for a reason) to give this also more purpose in pvp. The charge on it would take a bit of time so you can't chain it, even at maximum CTR.
(Upgrade Path. Attractor > Bait Burst > Enticing Spray > Mystic Lure. The lure to monsters gets larger with each level, plus at 5 star it gains a slight suction ability to suck in the enemies as they walk towards it (Very, very, small though. Easily out-runable if the monster is walking away from it). The lure will never last any longer then it normally would at 2 star in fear of overpowering it. Monsters will be lured much like Lichen are to each other, and by that I mean they'll just walk over to it and stand in it.) (In PvP it would have a large suction radius, but it wouldn't have "strong" suction, followed by the fact that the mist can slow people. Not stun, slow.)
(2 Star) Butterfly Knife: A sword that uses the Cutter's 5 strike combo, but as a charge attack you'd vanish and appear looking at where you before, about 1-2 block(s) ahead, and you'd dash forward about 2-4 blocks forward with a stab.
(Upgrade Path. Butterfly Knife > Shanker > Flash Prism > Kiss of Death. The Tier 5 version's charge would do the charge attack's animations at nearly double speeds to ensure minimal escape time.)
Note: On charge attack the arrow shown where an item would be put down would now also be used to show where you'll teleport to when you release the charge.
Veinlisk Token Items:
(2 Star) Thumping Rod: A Bomb that pulses the ground 1 time, doing damage to everyone within a radius with each quake. Slight chance to do Good Stun.
(Upgrade Line: Thumping Rod > Turbine Crusher > Seismic Masher > Triturate. Every tier increases its quakes by one, and on tier 5 it gains a 25% range increase.)
(3 Star) Beetle Buckler: A Shield carved from the back of a hard plated exoskeleton from the wildlife within the desert. Gun ADI: Low
(Upgrade line: Beetle Buckler > Exostag Buckler > Koleos Buckler OR Latreille Buckler. Upgrading to Koleos gives ADI Med, and Upgrading to Latreille gives CTR.)
(3 Star) Shaded Fang: A Shadow gun that shoots a tooth for a round. It would look like a revolver, but connected to each stock would be its own barrel. It would shoot out 2 rounds, but you can move, much like an Alchemer (but it would give the sound of basically a shotgun firing) as it would shoot 3 shots forward (all the bullets touching, so it has good vertical range, but all the bullets have a different hitbox, so you can still hit with only 1/3 or 2/3.) which would have the benefit of both range and the idea of if 1 of the bullets kill the enemy, and bullets remain, they'll keep going.
Charge: Shoots all 6 rounds forward, knocking you back like the Magnus, and each bullet would have the benefit of if bullets remain after an enemy is dead, the remaining will go forward.
(Upgrade list: Shaded Fang > Murky Cog > Cimmerian Orifice. I wanted to make this piercing, but then it would outclass the Callahan in my opinion. The bullets wouldn't do massive damage. The charge attack would increase the damage of each of the bullets, and you shoot all 6 at once, but it would be made for burst damage. With a good amount of attack speed, the attack speed would have a higher end dps, while also being safer, but you can really blow up those hated enemies with the charge attack making it not useless.)
Mephitis Token Items:
(3 Star) Tribal Veil/Cloak: An armor that's basically a cloak with a small wooden mask on the face, inside the cloak. There are some designs, but there's not really all that much. As it upgrades to 5 star it gets more and more tribal with more and more markings on the cloak. The cloak goes from black to Navy Blue to Dark Green.
Upgrade: Tribal > Medicinal > Bubonic Veil / Cloak
Resistances: Low Normal Medium Shadow. Poison and Curse.
Bonus: Ctr low Attack Damage Low on each piece of armor (Overall to all weapons.) (CTR goes up to Medium on 5 star.)
Weakness: Freeze Max / Stun Max.
It gives CTR to every weapon you have to VH ADI Medium if you carry the whole set, but for minimal resistances towards damage. Overall you're very weak in defense, but you can charge up pretty fast with a nice bonus to damage. (like this is Swiftstrike the armor in damage.)
Balancing: Needs to be done in practice, but basically you take massive damage when you get hit, but you get massive charge time with attack damage on Everything. Great for bombs and pretty good for swords and guns.
(3 Star) Tribal Cane: A normal damage wooden staff that has 3 different upgrade paths. It's standard attack would be a new 3 strike which would use a diagonal strike from top right to bottom left, then followed by a horizontal slash and spinning horizontal slash (much like the heavy sword combo, but faster and much weaker). Its basic attack is going to be used to knock people away, while its charged is going to be used for ranged damage.
Charge: Shoots a projectile forward that has no knockback and passes through breakable objects without breaking them, but once at the end of its path or it hits a gate/wall it'll explode. The farther away the enemy is the more damage they'll receive, and the explosion always does the max damage it can do (Which can be utilized well in small rooms). The explosion, also, has no knockback.
Upgrade Paths: Tribal Cane > Illusion Stave > Arcane Rod (Normal Damage). The specialty to this path is at 5 star it has a larger explosion then any other, and because it's only normal damage without any attribute (poison/shock/fire/etc) it will also do more base damage then the other 2.
Tribal Cane > Blistering Staff > Hexing Wand (Poison/Dark). The specialty here is the orb shot out of the charge attack would be 2-3x larger to hit multiple monsters.
Tribal Cane > Crystal Rod > Ancestral Scepter (Elemental/Shock). This weapon's specialty is to shoot out a lightning bolt at 5 star. As lightning has the title for being really really fast, basically instant, the charge would be the same. There would be no projectile, but only a lightning bolt into an explosion at the tip.
(3Star) Tomahawk: A small axe that you throw. Normal/Poison damage or Elemental/Shock, depending on your path. For a normal round you simply throw it, and take out another axe, so it's a technical 1 round gun. The thing with this gun is that its range would be limited, because you're technically throwing it, plus it wouldn't move very fast, but it would do great damage and it would pierce through the enemies it hits. As a drawback through it only has 1 round, and when you throw it you have to grab another out of your invisible back pocket.
Charge: You do a horizontal spin and throw the Axe forward, which then it makes a giant cyclone-disk around it. It goes a bit distance forward, and then it comes back. When it comes back it drags all the enemies hit, and then your character would spin around and shield bash (an actual shield bash) them all away for massive knock-back. Therefore it hurts those around you to get pushed away, and those in front of you get dragged into the charge, then when they're getting pulled back you'll smack them away with a large shield bash.
Upgrade Paths: Tomahawk > Venomous Axe > Sarin (Normal/Poison) This weapon, at tier 5, leaves a trail like the Poisonous Lichen Colony, but for only a very brief time.
Tomahawk > Storm Caller > Indra (Elemental/Shock) This weapon, at tier 5, at the tip of the charge (when it's about to come back) it bursts with lightning (no pushback) to do extra damage to those within the charge attack.
Note: Sarin is a very strong poison, while Indra is a god of rain and thunder. I thought those names would fit very well, and also I thought this weapon would be decently cool because it utilizes both a ranged and melee aspect into a gun-based weapon, and it'll be the first one to use your shield within its charge attack.
Baneslaig Token Items:
(5 Star) Hallowed Rapier: A 3 cut combo shadow sword, using the combo of the flourish, that looks like a ghostly-bleeding Night-stick with a red aura, much like the Dread venom's Poison green but red. It's full shadow, and the charge attack is them getting covered in a red sphere and rushing forward.
(4 Star) Tainted Grenade: A Shadow bomb that shoots down a pillar with a 5 second fuse that works like blood rain.
(Upgrade Path: Tainted Grenade > Hallowed Outburst or Vile Rain. Hallowed Outburst being elemental and white and yellow, and Vile rain is Green, purple, and black with shadow damage. Both of which reducing the fuse time by 1 second, putting it down to 4.)
(5 star) Cruor Helm/Armor: A set based on having decent normal, maybe a bit on the low side if need be, and amazingly high shadow defense. It would give attack damage low and movement speed low with Fire and Curse max on each set, but the problem is it has a Penalty towards freeze and shock Maximum (The balancing issue here is the fact that it's only really good against shadow enemies, but it can be used outside of that due to its okay normal and attack damage along with movement speed low, and curse max to be able to really have some good usage against farming the boss who gave it to you, plus it'll be really good both towards vanaduke and shadow duke, but at the same time it needs some sort of penalty so I chose 2 strongly feared elements of freeze and shock, and I'm also thinking stun but unsure.)
Gritexal Token Items:
(5 Star) R-Evolution: A Sword which uses the same attack pattern as the Old spur. It's a shattered blade with a core that's red, with a red lining on the inside going out from the core. The charge attack changes the core from Red > Green > yellow > Purple > Red. For every different color is a different element. Green makes the sword to elemental damage, yellow piercing, purple shadow, red back to normal. This sword would have nothing for its charge aside from changing damage types.
(5 Star) Deliquesce: A bomb, posed as a rod, that shoots up a green smog ball that causes rain to fall in that spot (much like how it was in the first stage in one spot.), doing minimal damage constantly to those within its area, and when it finishes a lightning bolt strikes down and explodes, doing damage to everyone with a slight chance of strong shock. It has the same range as the Dark Retribution. Normal Damage.
(4 Star) Serrated Blade: A 5 strike (cutter series-related) sword weapon that would have 2 spikes coming out from the bottom, pointing up, with its color being completely grey. When it hits 5 star it turns either indigo(shadow) or Jade(Elemental) with two more spikes pointing down from a higher point in the blade, as well as a ruby/sapphire(pokemon olo) added to the guard. There would also be a sheath placed in his other hand (much like the night-blade series).
Charge attack: At 4star It would the user would simply put the sword in the sheath, wait for a second, then quick draw a slash at a diagonal bottom left to top right angle. At 5 star it would evolve into a dash-slash. This would basically have him do the slash during the slash while moving at the speed of a "hammer dash", and with no difference in either upgrade path in actual charge mechanics. The point of this is to increase the quick-draw slashes range, while also giving some mobility.
Upgrade Path: Serrated Dagger > Apostate Cutlass (Normal/Shadow)
or
Serrated Blade > Mantra Stiletto (Normal / Elemental)
Espionage of the Observatory Rewards:
Elemental Anomaly / Prismatic Chimera / Twisted Fate: An elemental gun that shoots 2 shots, much like the Magnus, but shoots much faster for less damage. (It's like having ASI VH right at the start). The gun, every shot, would shoot a random bullet. The bullet will either be white/blue blue, navy blue/teal, or bright red/yellow. These bullets would have, according to their color, inflict their according status.
Charge Attack: Shoots a rainbow orb that moves slowly, then shoots at the orb. The orb would explode out into 3-4-5 smaller orbs that shoot forward and scatter out. They don't pierce, but all of which have a slight chance to inflict a status with pretty good damage. The bullet that follows up will be a standard shot, and the color/status of the bullet would then set the 5 projectiles forward as that element. (Example: If an ice round is shot into the orb, the 5 projectiles will also be the same color and have a slight for strong ice.) The original shot would be a pulsar round in design, and if it hits something before fired upon it'll do good damage, but with no status inflicting chance. The bullet following up would simply be a normal bullet if it hits something.
Fragmented Shards / Cracked Diamond / Flawless Crystal: An elemental bomb that works exactly like the crystal sun shards, but as it levels the shards would get a tad bigger and faster. The bomb would randomly shoot out green or yellow bullets, yellow would inflict stun and green would inflict poison. Both chances would be slight for strong.
Proxy Energy Shield / Firewall Stasis Shield / Sentinel Plasma Shield: Used by crafting with the Data files, obtained at the end of the mission (requiring 3 of each plus various other materials) this shield gives massive Elemental defense, and little normal defense. It also has quarter / half / 75% of a bar in defenses in every status in the game except curse, which this thing has a max bar in penalty in resistance towards.
Willing to work on because some of them sound like they need to be tweaked due to fear of under/overpowered at the moment.