New Enemy Suggestion: Alchemer Gremlin

5 replies [Last post]
Buckdida
Legacy Username

So, if there's any family of monsters that's anything like the Knights that we play, it's the Gremlins. Thinking along those lines, I noted how Gremlins will use health capsules to heal themselves... but what about us knights that use Vials to whack enemies with status effects?

Their mode of attack would be simple- they pull out a vial of a random status condition, and chuck it at a knight. While it inflicts minimal damage, it never fails to hit a knight with a status effect (Or it could really damage a knight's shield, if they don't have the proper defense for it). Of course, they'd also pull out (and drop when defeated) a vial appropriate for that tier. A main thing to this is that it would add a very, very easy way to add in more of the less seen (and possible upcoming) status effects, such as curse and sleep. Sleep is in the game, but is not inflicted by any enemies currently, and Curse can only be inflicted in two ways, those being the Phantom's Charge attack and the charge attack backfire of the Faust sword series. Why not give sleep and curse some love?

What do others think of the idea?

Itep's picture
Itep
Some kind of gremlin

Some kind of gremlin alchemist... +1, we knights need a better of rival species.

OverDingle
Legacy Username
The gremlins need a status

The gremlins need a status theme enemy to make gremlin arenas and deconstruction zones care more about the status theme of the floor... so I'd say make it deal elemental damage and have 5 types of this gremlin - one for each of the status effects which have floor themes, and the last could cause stun, sleep or curse. Well, stun's so common that all of them could use stun vials.

They could wear masks with the status icon to help tell them apart before they start attacking.

As for tier specific differences, how about this: These gremlin alchemists have a limit on how many vials they can carry; they can only throw so many before they have to run away and create new vials. In tier 1 they can carry two vials, tier 2 they carry three/four and tier 3 they carry four/five. When they run out, they run away from the player for few seconds, then stop and make more vials; white circle below them like other gremlins have a white circle when they use health pills. Each time they make new vials they get random ones from the set that specific gremlin can make (so a fire gremlin in tier 2 might make 2 fire vials and a stun vial)

Tauburnasaurus
Why not make new versions of

Why not make new versions of the flamethrower gremlin?

Lighting:
Gremlin carrying a Tesla coil? (Dressed in chainmail, and has a bodyshock similar to the mecha knight)

Poison:
Radioactive canister? (Gun connected to a radioactive canister, perhaps in a radation suit, similar to what homer from the Simpsons wears on the intro)

Ice:
Cryogun? (Gloves, with ice forming around the gun?)

Sleep:
Gas grenades? (Cloths akin to the TF2 medic?)

Curse:
Area incantation? (Curse needs more love, Possibly a gremlin dressed like a shaman?)

Geregias's picture
Geregias
cool

sounds like a plan, as it stands though it hardly needs to be a new gremlin enemy, just allow regular gremlins to use vials specific to the theme of the strata/depth or random vial if neutral theme.
though extra enemies (gremlin alchemists sound cool) would be better

Lemon-Neko's picture
Lemon-Neko
misunderstood

I thought this might be about gremlins with guns but yea, status inducing geeks are good