First off lets start with the new level. Of all the different biomes and environments on Cradle we have yet to come across a swamp.
Basics:
Instead of edge of floors there will be the edge of REALLY DEEP water indicated by it's darker color, this will function like an edge of the map to the players yet certain monsters can go over it.
Next is the regular Deep water, this will not cover your knight but it will be fairly high. When players are in the Deep water their movement is slightly reduced.
Shallow water is what most of the floor will be, knights won't suffer any MSD but will be susceptible to attack from water monsters. Land based monsters can also traverse this shallow water, but not the Deep or really Deep water.
This level will have appearances based on the gloaming wildwoods, dark, wet, brambles in the water, and lots of trees.
The monsters typically found in these levels will be Slime, Undead, Beast, and a few Constructs.
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Monster behavior will also change when in the water.
Slimes will move faster
Undead can spawn in shallow water
Wolvers cannot teleport when in the water
Constructs will all be inflicted with Shock upon contact with water
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So lets get to some of the new monsters.
BEAST:
Bladacuda: This is a moderate sized fish-like Beast monster. It has a blade-like head and will charge at players to inflict damage. It can deal every status but Curse and Fire. This monster behaves similar to wolvers and will teleport in the water to move close to the player. It is also capable of firing a single bullet in T3. It is extremely resistant to Fire status but weak to Shock
UNDEAD:
Keelhauler: This is a Zombie that was once a pirate, it has a hat and is covered in moss and rags. It moves slower than a typical zombie and has no breath attack. It carries a Cutlass in one hand and will swipe at the player like a regular zombie but with increased power and range. It's jump attack has greatly reduced damage but will Stun the player. Typically this monster will spawn in with a group of regular zombies.
SLIME:
Aquas: This slime is extremely stealthy and is capable of using a cloak like a Chromolisk. It typically stays in the water and will attack by tackling or shooting spikes. It's color nearly matches the water it lives in so it is hard to spot. It can move on land but will lose it's ability to shoot spikes, when on land it will leave a slimy trail that slowly fades. Any knight who steps in the trail will be slowed. This monster will spawn in with regular slimes.
CONCTRUCT:
Torpedrones: These are low HP suicide monsters that will steadily move towards the player. This particular construct is immune to shock and travels only in water. If it hits a player it will explode dealing damage. If it is shot down before reaching the player it will explode in the water dealing damage to nearby enemies.
RARE Monster:
FIEND:
Runecaster: This is a rare monster that only shows up sometimes in a scenario room. This is a purple pit boss wearing a witch hat, it is capable of shooting Curse bullets (these are slow bullets) and summoning a zombie. It will also throw Vials at the player and use status Barriers.
GREMLIN:
Ghostdiver: Basically a Ghostmane stalker outfitted with some diver gear. It can cloak, deathmark, and attack in both land and water. When it leaves the water while invisible you can see water dripping off, when it goes back in you can see bubbles; both of these are hints to where it is. It also moves slower when on land and cannot dodge when underwater. It carries the typical saw blade and a harpoon launcher and is capable of using remedy and HP capsules.
overall, I like the idea, but I want to add 2 things
1. a healer
slime type (mainly so we can have it added in lichen lairs)
im thinking rose jelly as the name, a t1 sized red slime with a heart shaped core, looks the same in all tiers
t1: silkwing like heal
t2: adds a ground spike attack (lasts a bit longer), enemies it hits are healed for as long as the spikes are up, damages players, increases silkwing type heal power
t3: spins (damages players like a regular jelly tackle), the spin adds a healing rune half the radius of a mender one and lasts half as long (rune doesnt damage players), t1 and t2 powers increased
2. I think this is looooooong overdue, an elite class slime
also slime type
brute jelly
a blue jelly cube (think Hubert as the t1), adds blue rock top in t2 (like a rock jelly), rock gets spikes in t3
t1: jelly tackle
t2: (no status) adds toxigel spin/thorn attack (to clarify, the spin itself deals damage along with the projectiles), tackle is stronger
t3: adds a giant lichen colony like ground spikes, t1 and t2 powers stronger
this hits harder than normal slime attacks, but the slime itself moves slower than regular slimes
becomes invisible underwater (I like the hiding idea in an enemy), but does show a chroma like shine to let you see it, loses invisibility for 10 seconds after taking damage