To get straight to the point, new monsters!
http://fc06.deviantart.net/fs71/i/2013/009/2/7/monster_suggestions_1_by_... and
http://fc05.deviantart.net/fs71/i/2013/009/b/c/monster_suggestions_2_by_...
Starting from the top left:
Nova cube: A blast cube that puts the ultra blast cube to shame.
Attacks/behavior: Like all jelly cubes it has the basic tackle (piercing/elemental), also has the thorn attack but raises up six spikes instead of three, berserk tackle (similar to the royal jelly"s tantrum attack minus the invulnerability), and at death it prepares to explode (during the count down the a wind like vortex begin to suck in everything with in a 5 cube radius) it explosion is the same size on the nitronome. Side note all of its attack have a fair chance of causing strong fire and/or shock.
Health: tier 2/ depth 9 1500 hp (plus 500 hp for every additional party member) / tier 3/ depth 19 3000 hp (plus 1000 per every additional party member)
Appearance/spawn rate: It has a 10% chance of replacing any blast cube and a 1% chance of replacing any jelly cube.
drops: blast cube armor or mat the require to create blast cube armor (art still pending).
Scorpion (beast):
Attacks/ behavior: uses it pincers claw at near by knights (piecing), can shoot spikes from pincers, tail stab (ignore shield and can cause stun), block when attack with projectiles.
health: same as Trojans for all tiers
Appearance/spawn rate: tunnels, arenas, aurora isles, jigsaw valley
drops: ???
Nomming bush (no type): Boswick's bush gone horribly wrong
Attacks/ behavior: Nom (engulfs it's victim's head biting constantly until thrown off dealing piercing damage), vines (come out from the ground and target enemies, similar to big iron's wire slam,limit is two vines).
health: tier 2/ depth 9 500 hp tier 3/ depth 19
Appearance/spawn rate: has a 2% chance of replacing any bush
drops: ??? (not sure yet of anything beside basic mats)
Terra drake (beast):
Attacks/ behavior: thrust (digs into the ground to reappear strike down knights), burrowed spikes (similar to snarby's attack), bite.
health: tier 1/depth 1 300 hp tier 2/ depth 2 700 hp tier 3/ depth 19 1500 hp
Appearance/spawn rate: clock work tunnels, arenas, wolver dens, aurora isles, jigsaw valley
drops: ???
Wrecking lumber (construct): lumber with a spiky wreck ball
Attacks/ behavior: wrecking ball (throws the wrecking ball in straight line for damage for 15 block/tile length unless obstructed)
health: same as a lumbers
Appearance/spawn rate: same as lumbers
drops: (???)
now with the bottom left (more puppies!)
Needle puppy:
Attacks/ behavior: tier 1 shoot six bullet twice like an autogun (same movement restriction too), tier 2 can shoot non stop for 5 second (with a two second cool down) can also turn freely (but slowly while shooting), tier 3 can shoot non stop until interrupted. (elemental damage)
health: same as a gun puppy
Appearance/spawn rate: can appear in all the same places that
drops: autogun line (rare)
Sniper puppy:
Attacks/ behavior: sniper shot ( fast moving bullets that can cover 20 blocks/second) tier 3 versions have the ability to switch locations switch locations, it also has fast turning spead.
health: same as a gun puppy's for all tiers
Appearance/spawn rate: same a s a gun puppy
drops: magnus line (rare)
Laser puppy:
Attacks/ behavior: shot long lasers like the mecha turret, tier 2 version shoots two lasers (20 degree spread), tier 3 shoot 3 lasers (30 degree spread)
health: same as a gun puppy's
Appearance/spawn rate: same as gun puppies
drops: ???
Mini Cerberus puppy:
Attacks/ behavior: left head shoots 5 bullet spread in tier 2 (and a double 5 spread in tier 3) of mixed elemental bullets, middle head shoot rockets, right head uses a flame thrower, bite/ this puppy behaves just like a wolver.
health: tier 2/depth 9 1200 (plus 400 for every additional party member), tier 3/ depth 19 2400 hp (plus 800 for ever additional party member)
Appearance/spawn rate: 1% chance of replacing any scuttle bot
drops: ???
now starting with the second link from the top
Crowven (meh, best name i could come up with) (beast):
Attacks/ behavior: Dive (basically they fly in a straight line stabbing you with there beak). they have the ability to fly over low level object (in other words any object you can shoot over, they are also found in flocks of 4-6 birds.
health: tier 1/depth 1 30 hp tier 2/ depth 9 120 hp tier 3/depth 19 350 hp
Appearance/spawn rate: clock work tunnels, arenas, wolver dens, aurora isles, jigsaw valley, graveyards (maybe?)
drops: ???
Almirian hound (undead/beast hybrid):
Attacks/behavior: homing bite (6 bite total) (shadow/pierce damage), ember shot (shadow/ with fair chance of strong fire), behave just like and alpha wolver.
Health: ??? undecided
Appearance/spawn rate: undecided
drops: undecided
But wait there more!
(just added these guys on 1-14-14)
Next some new mecha knights
I haven't thought of name for them so let go with status type but first one not the all have the basic mecha knight shield status (fire and poison) type knight can change between weapon and all have roughly 1.5 the hp of a regular mecha knight and 1.5 the run speed of a regular knight. There spawn ratio in comparison to an elite mecha knight and regular mecha knight is 1:5
Elite mecha knights (tier 2-3):
Poison: Equipped with a chainsaw and machine gun, cannot walk while shooting but can turn, has two hit combo with the chain saw, charge attack (chainsaw only) chain spin, basically swing around in circles.
Fire: Equipped with an serrated knife and dynamite cannon: can move and turn while shooting with reduce speed, gun shot three consecutive shots, each shot is has small 1 star bomb explosion. Charge attack (gun only) can fire a barrage of dynamite like blitz.
Ice: the weapon on it arm can work as a sword (three swings) and gun (can fire three ice cube that will freeze knight on contact). Charge attack icicle barrage (12 icicles spread over 60 degrees)
Shock: equipped with a magnet sword (Three wide swings) which can fire polaris bullets, charge attack (which charge quickly) pulls an enemy toward the blade.
Ax/normal : This happy looking fellow has a teleport ax which when thrown the mecha knight will teleport to wherever the ax landed with is then sometimes followed by a dash a wide swing. Has a 3 hit combo and sometime will run towards you will swing it ax back an forth until his ax happy urge are satisfied. It also faster than other mecha knight having 2 time the walk speed of a regular knight.
Morganite: This cute little hell spawn is all your dreams come true... well at least the bad one. It appear in it very own danger room(tier 3 only).
Behavior/attacks: Has a bad habit of dodging bullet and charge attack (with a cool down between) and the counter them by slamming into them while preforming and aileron roll.
other attacks:
Curse orb: a slow moving bomb/projectile the explode on contact
Curse laser: similar to a single roarmulus laser the greaver will fly to on other side of the area an fire a laser while moving left of right.
dive: the greaver's trade dive with a little icing added to it, it generate a 5 star vortex while charging it.
sky dive: greaver take flight in to the are and crash down on a lucky knight. (crater is large than a 5 star bomb)
aero sweep: dash through knights (after the crash the greaver is unable to move for 2-3 seconds)
swarm drive (one time use): use the power of the swarm to recover 1000hp and boosts it defense/speed for 30 seconds during whit it'll which it will go all out to kill you spamming everything it arsenal.
total hp: at least 7500 when alone and should take and entire tier less of damage .
Aways drops one of the following greaver wings (in elemental varieties) 40% chance, greaver horns (in varieties) 40% chance, cursed varient greaver horns or wings 20%. also drop grim sparks (up to six), 500 cr and some mats-
Spawn rate: the danger room has 1:20 chance of appearing
Ceberus Puppy (boss version) accompanied with crimson order member: Have thought this one out entirely since it a boss and I want to hear opinions on it.
Looking forward to feed back, all art credit goes to amaya
(side note: still more enemies on the mind and will be posted when art is completed)
Art that still pending:
Mad trojan: A trojan that has gone mad, behavior focus on one knight and one knight only will charge toward the knight like crazy with horizontal swings, every so often it will hammer the sword down (like arkus charge attack and temporarily be on uble to move This trojan is similar to Maulos in appearnce except they the size of a normal trojan.
General trojan (super-heavy) : A trojan that is the same size as Maulos except with two horn and are cover in metallic armor (that has it own seperate hp) that is immune to piercing but weak to elemental. The have eye drone that will alert them of the whereabouts of a knight and will teleport in a bolt of lightning. They also some time have protective monoliths that make them complete invulnerable, the monoliths can be broken though but they nee to be found
Attacks/behavior:
thunder-shot: a large thunder bolt generate from it horns
vertical and horizontal sword attacks: basic sword attacks
thunder-charge: supportive ability that buff up the trojans attack power as well as remove any status aliment.
dark dive: has the ability to swim through the ground while cover in dark energy, the horns are still expose though and they can damage knights.
Eye drone: a drone type enemy that works as surveillance for fiends. (almost done!)
After fiends there still more jellies, undead, gremlins and beasts but i'll get to them later.
For the mini cerberus puppy. There should be 3 heads