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Blandaxt Compound ideas

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Blandaxt

~ NEW MONSTERS ~

Content:
 Bungee Jelly
 Luminy
 Shiver
 Echo

All of these new monsters are meant for my danger room idea, and I have not thought about putting them inside the clockworks.

 Bungee Jelly

[Bungee’s Description]
Unlike the other jellies, these jellies are the shape of a ball with a ring of spikes going around it like Saturn’s ring. This jelly is always in motion and usually bounces where ever it goes. When it attacks, it bounces towards the knight poking that knight with its ring spikes. This attack takes 1 second to charge and it is a fast pace attack.

 *Bungee’s ability: #1
It does a charge attack that rams its spikes on the knight with pushback. Its charge attack is like how sonic the hedgehog turns into a ball. It starts to spin in place for 2 to 3 seconds, and then launches itself at amazing speed ramming the knight like the dreadnaught. This charge cannot be interrupted from the front or the back. Only from the side can it be stopped. When it hits an obstacle, it acts like a pinball and ricochet off that obstacle heading in the direction it ricochet to until it runs out of spin. Once it ricochets, it immediately charges in the direction it ricochets and does not have a charge time for this ricochet. It begins its charge 4 spaces from the knight’s position and it cannot turn while it is in motion. If it does not hit an obstacle, it will keep going for 4 spaces away after the knight’s position then stop. So after the bungee jelly travels 8 spaces with no obstacles, it will run out of spin and stop.

 *Bungee’s ability: #2
It has a dodging ability where it bounces side to side trying to dodge a players gun attacks. This ability has no charge time and can activate when a player launches a range attack towards it. This includes bullet attacks and long range sword attacks.

 *Bungee’s ability: #3
It can pounce on a knight that is one space away from it and sometimes does a pounce that is 2 spaces away. This attack is a slam attack, so when it lands on the knight it has medium pushback that is similar to the blaster's charge attack's pushback. This pounce attack takes 2 seconds to charge.

 *Bungee’s ability: #4
There are rare bungee’s jellies that do not have to hit an obstacle and can immediately do a rebound charge from the direction it came. This ability activates after it has traveled 6 to 7 spaces, then it rebounds and goes to the opposite direction it was heading. It can only do this once though and not continue to do the sudden charges in the opposite direction. The charge attack takes 3 second to charge but the rebound has no charge time. It only rebounds when there is a knight in the path of the direction it came. This attack is very similar to how an alchemer gun functions. Rare bungees only appear in tier 3. This rebound can also change its target to another knight on the field if there are more then 1.

 *Bungee’s ability: #5
Once these rare bungees are defeated, it starts a 2 second timer, and then explodes like the blast cube when the timer is over. This explosion launches Spikes in all directions that is similar to how toxigels launch there spikes in all directions. The difference is that the spikes are more concentrated like a polyp spike attack. The spikes go at the same speed the toxigels spikes and covers all around its body in a 360 degree circle.

 Statistics:
 Bungee jellies defense:
It is resistant like the other jellies to piercing. It is weak to shadow attacks neutral to normal and elemental. All statuses can affect it. Rare bungee’s are resistant to shadow and piercing damage, but weak to elemental. They are neutral to normal. All statuses can affect it.

 Bungee jellies attacks:
Its main attack is bouncing. It can also pounce on knights close to it. When it pounces, or bounces on a player, it does pure piercing attacks. The charge attack is also a pure piercing attack. Rare Bungee’s explosion causes shadow damage, while the spikes it launches from the explosion causes pure piercing damage. Rare bungee’s normal attacks are split shadow and piercing damage. If any of these bungees is aligned with a status theme, it will be able to cause its normal attack damage plus that status. So for example; if the rare bungee was aligned with ice, it would be able to cause split piercing and shadow damage, while being able to inflict the ice status.

 Tier 1
In tier 1 it does the normal bounce attack, but can only attack knights that are close to it. This means, it cannot use the pounce attack. It does the spin charge attack, but doesn't rebound off obstacles. It only inflicts normal damage.
The charge can be interrupted while it is charging in place. While it is charging in motion towards the player, if the player shoots at it with a gun or slashes at it with a sword, it will stop. The charge is also slower in tier 1.

 Visual appearance:
It does not have ring spike and has no design on its jelly core. It is just a jelly ball (color varies on the status theme).

 Tier 2
In tier 2 it does the normal bounce attack, and can attack knights that are 1 space away from it. It can do the charge attack and rebound off 2 obstacles max. Its attacks do split normal and piercing damage.
The charge can only be interrupted from the side and cannot be interrupted from the front or the back while it is charging in place. While it is in motion, it can be interrupted by a gun by just shooting at it. It can also be interrupted by a sword if the player has the right timing. The charge speed is also faster than the speed in tier 1.

 Visual appearance:
It will have a spike ring around its Jelly ball surface (color varies on the status theme).

 Tier 3
In tier 3 it will do its normal bounce attack which can reach knights from 1 space away and rarely from 2 spaces away. It can do its charge attack, and rebound off 3 to 5 obstacles max. It does pure piercing damage on all of its attacks.
Its charge cannot be interrupted from the front or the back while it is charging in place. A gun cannot interrupt its charge while it is in motion from the front. A sword cannot interrupt its charge while it is in motion from the front nor the back, only from the side if a player can catch it. Its speed is also greater than in tier 2.

 Visual appearance:
It will have a spike ring around its jelly ball surface with some vine tattoos lines heading towards the center of its core. Its core will glow a particular color that is base on the status theme.

 Rare bungees
These bungees do not need an obstacle to rebound, and do pure piercing damage. After this bungee is defeated, it explodes just like a tier 3 blast cube launching spikes in all directions.

 Visual appearance:
It has a spike ring around its ball like jelly surface with some vine tattoo lines heading from its surface to the middle of its core. It also has an eyeball at its core that looks exactly the same as the 5 star graviton bomb’s eye which gives it the appearance that it dark in nature. These bungee jellies can be attached to any element like ice, fire, shock, and poison and so on for different varieties.

 Luminy
[Luminy‘s Description]

Luminy Is a plant creature that does not run on solar energy. It instead uses the floating mist energy on cradle as its power source. These plants are very territorial, where one would even attack other plants like itself if they were too close to each other. These plants can launch a variety of energy attacks from a very long range that decimate their foes.

 *Luminy's ability: #1

A plant like turret that shoots a pulse beam that explodes like a bomb upon contact with a player or after it has traveled a number of spaces maybe 12 spaces. This beam would look similar to the Roamulus Twins beam but move a little slower. This explosion has no pushback, but instead does a blender like 3 instant hits. The same way the 5 star dark retribution bomb you get from seerus works, that's how this explosion would function. The explosion only last 2 seconds and has a smaller area of damage then the 5 star dark retribution bomb. The area of the explosion would be 3 spaces in width and 3 spaces in length on a grid like measurement scale. The name of this attack would be cyclone ray.

 *Luminy's ability:#2
Its second attack is when it shoots multiple smaller beams in the air, and would rain in random locations around an area that is 5 spaces in length and 5 spaces in width with the player at the center of the area. For the plant to launch this attack, it first locks on to the player location while the player is within it firing range. This is similar to how Rocket puppy missals locks on to players while pursuing them. It would take 1 second for the beams to land after launch. The location the beams are going to land would be marked with a small red circle similar to the Roamulus Twins when they fire their Arial missals. It would launch these smaller beams by using small bulb like plants that is attached to it. These small bulb plants would look very similar to cannon barrels. Each one of these small beams would cause small explosions with pushback. The tiny explosions are 1 space wide and 1 space in length and only last 1 second. So each explosion only affects the space of one tile. The name of this attack is light drizzle.

 *Luminy's ability: #3
It has one more attack that it uses once a player has started to attack it. After a player lands a hit on it, it will shake violently letting out small spores that would float around it. After 2 seconds, each of the spores will shine brightly causing small explosions. These explosions have immense pushback, but deal small damage. It launches these pollens in 2 spaces in width and 2 spaces in length area around itself and these explosions only last 1 second. These small explosions would be very similar to how the lost souls explode and is 1 space in length and 1 space in width. So each explosion only affects a space of 1 tile. This attack is called Volatile Husk mine.

 Visual movement:
The plant would look like an open flower, each of its petals stretching out. When it's getting ready to fire its cyclone ray, each of its petals would start to close towards its center. When all of its petals are near closing, it fire's its cyclone ray from the center of its petals. When it is about to launch its light drizzle, the small cannon like plants around it start to light up very brightly for 4 seconds, then launches a barrel of beams into the air shooting it like a shotgun or volleys of air strikes. When it is about to release the seeds, it charges for 1 to 2 seconds. While it is charging, its center would shine from dim yellow light to a bright light yellow. While it shakes itself to release the spore mines, the shine would come off.

 Taking Damage:
While damaging the plant, the small bulb like plants that is uses to fire its light drizzle can be destroyed weakening its attack power and lowering the area of effect that it can use for the light drizzle to land. The minimum area of effect it can use for the light drizzle is 2 spaces in length and 2 spaces in width area. I imagine when destroying these bulbs, they would act similar to when hitting the minerals to mine them. An example would be; it takes 2 hits to the bulbs for them to break. Once these bulbs are broken, they cannot be repaired by any kind of healing enemy (mender).

 Attacks:
Unlike most turrets, this plant is supposed to be a long range artillery enemy. So, all of its attacks would be able to reach the player from a very far distance. The plants area of effect would be 15 spaces away from a knight’s location. Until the knight has entered this range, the plant will not attack the knight nor will its attacks be able to reach the knight. Once the knight has entered this range, the plant will start its barrage of attacks. Attacks such as the cyclone ray can go 12 spaces in length and it will be able to cause an explosion after it travels those 12 spaces or if it hits the player. Another attack that is long range is the light drizzle. Once the knight has entered the plant range, the plant will lock on to that knight like a Rocket puppies pursuing missals and start to charge its light drizzle attack. After 3 to 4 seconds, it would launch its light drizzle attack at that knight’s location.
This targeting ability would be similar to a satellite view. The knight will have the lock on icon on it while the knight is in the plant’s range. In the 5 by 5 space area, there will be 4 to 5 beams that land in random location in that area. The only attack that is not long range is its Husk mines. This attack only activates after it has received damage. These small spore mines would float around a small area near the plant after the plant has released them and explode after 2 seconds. These explosions are similar to the light drizzle’s explosions. The difference between them is that the explosions would cause weaker damage, but have much greater pushback.

 Location:
Sense the plant is a long distance enemy; I think it should be situated along a bridge that is a fair distance away from the player or a wide area. Other places it can be placed are places where the player is walking a long distance, preferably not narrow. It should not be placed towards the bottom of the players screen because it will be impossible for players to see and dodge its cyclone ray attack. It should be placed where there will not be many obstacles that is blocking its cyclone ray attack path. Also, sense this plant can attack the player from so far away; there should not be more than 2 plants close to each other. These plants would cover 15 spaces each for their attack range and there attack territory is 5 spaces apart. If there were more than 2 plants placed not too far a distance from each other, it would create too much pressure for the player(s) and give too little time for the player to dodge its barrage of attacks and attack. So I suggest if there is more than one plant on a level, they should be a good distance apart from each other.

 Defense stats:
The plant would be weak to shadow base attacks but resistant to piercing and elemental. It would be neutral to normal attacks. The health this plant has will vary, but should be very high where in Tier3; it would be able to endure 3 sets of the 2 hit combo attacks of Gran Faust.

 Attack stats:
Its cyclone ray and light drizzle attacks would cause pure elemental damage. Its Husk mine attack would cause pure piercing damage.

 Tier 1
The plant can only use its cyclone ray attack. The area of the explosion when the cyclone ray hits the knight or explodes after going a certain distance is 3 spaces in length and 3 spaces in width. The plant takes 4 to 5 seconds for it to charge this attack and the attack only causes pure normal damage. The plant can start to attack the player when the player is 7 spaces away from it and the cyclone ray can only travel 6 spaces in distance. The cyclone ray beam moves at a slow speed that is similar pulsar beam.

 Tier 2
The plant can use its cyclone ray attack and it would cause an explosion that is still 3 spaces in width and 3 spaces in length. The plant takes 3-4 seconds to charge this attack and its cyclone ray attack causes split normal and elemental damage. The plant can start to attack the player when the player is 10 spaces away from it and the cyclone ray beam can travel 8 spaces before exploding. The cyclone ray beam moves at a speed similar to a blaster rifle bullet. The plant can also use its husk mine attack after a player has damaged it and it takes the pant 3 seconds to charge this attack. This attack would cause split normal and piercing damage. It launches its husk mine attack in a 1 space in width and 1 space in length around itself and the explosion causes immense pushback that is the same as a Trojan’s body wave pushback.

 Tier 3
The plant can use its cyclone ray attack and it would cause an explosion that is 4 spaces in length and 4 spaces in width. The cyclone beam would move at a speed that is similar to blaster rifle and it would take the plant 3 to 2 seconds to charge it. The cyclone ray would cause pure elemental damage and the plant can start to launch this attack when the player is 15 spaces away from the plant. The cyclone ray can travel 12 spaces before it explodes. The plant can also fire its light drizzle after locking on the player’s location. The area of effect where the light drizzle will land is 5 spaces in length and 5 spaces in width. The plant takes 2 seconds to charge this attack and the explosion area for where the beams land is 1 space wide and 1 space long meaning each explosion only affects one tile. This attack causes pure elemental damage. The plant can also launch its husk mine attack that it can only activate after receiving damage. It would launch this attack in 2 spaces width and 2 spaces in length area around itself and this attack would cause pure piercing damage with immense pushback that is greater than a Trojan’s body wave pushback.

 Name:
Its name come from the word luminescent meaning to emit light without being incandescence (hot).

 Type:
It has no type, so it will go under the label as other similar to the phantom or pumpkin king.

 Shiver [ Shiver ] & Echo [ echo ]
[Shiver & Echo’s description]
These two gremlins are generals of the gremlin army and are equipped with Ice resistant armor. This armor greatly negates the ice status. One of the gremlins is equipped with a broad sword and another is equipped with a huge hammer. Both of these weapons are engineered using gremlin technology, and can summon the coldest winds to terrifying avalanches and even sprung up ice spikes from the ground. Sense they are generals, there should be a maximum limit of 4 of these gremlin on the field at once.

 Shiver’s Statistics:
Shiver is a light weight gremlin, but has immense power. It is the younger brother of the duo, and utilizes its broad sword to unleash fast yet heavy attacks that freezes its foes in place. It sometimes uses this opportunity to finish off its enemies with its second swing that splits its enemies in half from the bottom up. It’s always hanging around its older brother echo.
 shiver's Defense:
Shiver can resist elemental attacks, neutral to piercing, normal attacks, and weak to shadow attacks. All statuses affect him, besides the ice status.

 Shiver's attacks:
It has a large broad sword that is the same size of the leviathan in width, but has a longer length. It starts its attacks by doing one large 110 degree swing similar to the troika’s swing, but with less width in the swing. This first swing is as fast as leviathan’s swing. Then it continue immediately with one upward swing with a long reach of 2 to 3 squares that goes in a 90 degree angle. This swing is as fast as a sealed sword’s swing. The sword slashes does pure elemental damage and the only time the sword freezes its foes is when shiver does its second swing that moves in a 90 degree angle and when shiver unleashes its frosty wind attack.

 *Shiver's ability: #1
Shiver can charge its sword to launch cold winds that freezes all it touches. The winds have the speed of a charged 5 star brandish attack and the wide area spread of a zombie's breath. The winds flow only last 1 second as it hits the player similar to the 5 star brandish charge, and does zero damage to the knight. The swing covers a 180 degree angle which is very similar to the troika’s swing but it swings its sword as fast as a leviathan. While shiver is charging its sword, its stance will look similar to how a knight charges their sword and when it unleashes the charge, it will have a wider swing leaving it open for 1 -2 seconds. The cold winds are launched the same time the sword is swung in its charge attack. If a knight is caught in the wide area swing, that knight will be damaged like his normal swings but with greater damage. The charge attack takes 3 to 4 seconds to initiate.

 Echo’s Statistics:
Echo is a heavy weight gremlin attacker that focuses all it has on power attack. This causes all of its attacks to have slow attack speed, but deals immense damage. It can charge at moderate speed, but the force of its charge shatters all weak and frail objects in its way, including knights. Each one of its hammer smashes sends wind shockwaves in all directions blowing away all near it. It has multiple devastating ice attacks like the avalanche wave that crushes all of its foes under deep ice or its ice peak attack that keeps enemies on their toes. Echo is usually found with its brother shiver annoying him that shiver should work out more.

 *Echo's Attacks:
Echo does one shoulder charge with pushback like dreadnaught, then one hammer smash with small push back to the knights near the point of impact that is similar to vana's mace. This shoulder charge takes 2 seconds to charge, and the follow up hammer smash takes 1 second to charge. The speed of the shoulder charge is just about the same as the wheels in vanadukes levels, while the hammer smash is as fast as a troika’s charge swing. The attack patterns can be switched in opposite order where it does the hammer smash first and then follows up with a shoulder charge. The shoulder charge can be interrupted by a gun or sword like how howlitzers can be interrupted while they home in on the targeted knight. During its charge, it cannot change direction, but it can do immediate follow ups like the hammer smash or one of it abilities. If the charge attack starts first, it can start to charge 4 spaces away from the knight and ends after it has traveled 2 spaces further from the knight’s location. If it runs into an obstacle like a wall, that would make is stop unless the obstacle is breakable: like a block, crystal block, bush, and torches. It cannot break: empty rocket, explosive blocks, heart treasure boxes, green treasure boxes, ghost blocks, red treasure boxes, unused rocket, timed explosive blocks, unbreakable block, and monster cages.

 *Echo's ability: #1
Echo can use a charge attack that does a huge wave of ice like an avalanche that looks like a wave of ice falling in the direction it used its charge attack. From the point the attack begins, the avalanche attack is 2 squares wide and 3 to 4 squares long. This attack can damage the knight that it hits and freeze them in their spot. Echo takes 3 to 4 seconds to charge this attack, and the attack speed is similar to a troikas attack speed. After the gremlin launches this attack, it will have a movement speed decrease like how knight charges a bomb for 2 to 3 seconds. It uses this charge attack by smashing its huge hammer on the ground causing a huge wave of ice and snow that flows the direction it was launched.

 *Echo's ability: #2
Echo’s second charge attack is called ice peak and it has 2 huge spikes that comes from the ground and goes upwards toward the sky. The spikes are 1 space wide and 2 spaces in length. After the gremlin uses this attack, it gets no repercussions and it takes 2 seconds for it to charge this attack. This attack is very similar to how jelly cubes summon spikes from the ground. Echo summons these spikes by smashing the hilt of its huge hammer on the ground causing the spikes to immediately spring up. The spikes cause damage to the player and slight pushback.

 Tier 1
Shiver does its normal sword swing going 110 degrees on it first swing, then doing an upward swing on its second starting from the floor going up with a reach of 2 spaces. These swings are slower than the normal calibur swing. It cannot do its frost wind charge attack and all of the damage it causes is normal. Each of shiver’s sword swings take 2 second to charge.

Echo does it normal hammer smash attack, 1st smash smacks downwards like Seerus rocket hammer, but has no pushback to knights near the hammer point of impact. After the hammer smash, it does its shoulder tackle. Each of these attacks are very slow like the troika 2 hit combo or slower. It cannot use its charge attack and all of its attacks are normal. It shoulder attack can be interrupted by sword or gun if the knight has the right timing. Echo’s tackle takes 2 second to charge and its hammer smash takes 3 second to charge.

 statistics:
Both of them are resistant to the ice status, but susceptible to all other statuses.
 Visual Appearance:
Both of them have a light blue armor on that is similar to the wolver coat, but with different design. Echo will have a huge hammer that has a frosty appearance to it. Shiver will have his huge broad sword that also has a frosty appearance.

 Tier 2
Shiver does its normal sword swing, 1st swing going 110 degrees, and then doing an upward swing with a reach of 2 spaces. These swings are just as fast a calibbur's swing. Its frosty wind charge attack starts 1 spaces wide expanding to a maximum of 3 spaces wide and 3 spaces in length like a 3 star brandish charge. The frosty wind does zero damage, but the sword swing before the wind does split elemental and normal damage. The wind does weak freeze. Its frosty wind attack takes 3 to 4 seconds to charge while its normal sword swings takes 2 second each to charge.

Echo does its normal smash attack, 1st smash goes downward having small push back to the knights near the point of impact. Then after the hammer smash, it will continue a shoulder charge with push back like the dreadnaught that will take 2 seconds to charge. It can start the shoulder charge 2 spaces away from the player first instead of always starting with the hammer smash. It cannot however continue with a hammer smash combo immediately after the charge. The hammer smash takes 2 seconds to charge, and the shoulder tackle takes 2 second to charge. Its avalanche charge attack does split elemental and normal damage with the ice status. It cannot use its ice peak charge attack. Its avalanche charge attack inflicts a movement speed decrease penalty to echo and moves similar to how a player charges a graviton bomb. Echo’s hammer smash does split elemental, normal damage and while its tackle does only normal damage. Its avalanche charge attack takes 4 seconds to charge and does split normal and elemental damage with a moderate chance of freezing the player.

 Visual appearance:
Both Echo and Shiver have frosty armor that resembles the wolver armor and both of their weapons have frosty aura around them like the blizzbreaker helm's aura.

 Tier 3
Shiver does its normal sword swing, 1st swing going 110 degrees, and then doing upward swing at a 90 degree angle starting from the bottom going up with a reach of 2 to 3 spaces. The first swing is just as fast a leviathan's swing while the second swing is as fast as a sealed sword. The fist swing takes 2 second to charge and it immediately follows up with the upward 90 degree swing with a charge time of 1 second. Shiver’s frost wind charge attack begins 2 spaces wide expanding to 4 spaces wide and going
5 spaces in length like 5 star brandish. This wind last 1 second and does a strong ice status to knights caught in it. The wind does zero damage but the sword swing that launches the winds does damage. The sword swing that launches those winds is as wide as a troikas swing, but slow as a sealed sword swing. The sword swing that launches the wind does pure elemental damage with a strong freeze. Shiver’s first sword swing does pure elemental damage and its second swing does the same type of damage but with a moderate chance of freezing the target.

Echo does normal smash attack, 1st smash goes downward having greater pushback, then the one in tier 2 to the knights near the point of impact. This pushback is half the amount of a Trojan’s pushback. Then after the hammer smash, it will do a shoulder charge with pushback that will take 1 second to charge. The hammer smash is as slow as a troika's attack speed and the tackle is as fast as the wheels in vana. These two attacks are pure elemental damage and can be switched in opposite order. This means the gremlin can do the charge first when it’s 4 spaces away from that knights position and go 2 spaces further from that knight’s position, then follow up immediately with a hammer smash if that knight is near. It can perform its ice peak attack after the hammer smash or after the tackle, but it cannot do its avalanche attach straight after. The hammer smash takes 2 seconds to charge and is as slow as a troika's normal attack. The tackle takes 1 second to charge, and its tackle can be interrupted at anytime. Its ice peak attack summons 2 huge ice spikes that are 1 space wide and 2 spaces in length and takes 2 second to charge. These ice spikes deal pushback and pure elemental damage. Its avalanche charge attack starts 2 spaces wide and goes to 4 to 5 spaces in length. Echo’s avalanche attack damages the player with pure elemental damage and deals strong freeze. The avalanche attack takes 2 to 3 seconds for it to charge and the avalanche attack and the ice peak attack is as slow as a troika's swing.

I hope you can read everything clearly. Leave comments on how I can improve this idea.

# New Danger Mission #

Content:
 Key
 Timer
 Maze Inner workings
 Change
 Trigger traps
 Getting to the elevator
 Status Changes
 Monster count
 Infinite Monsters
 Mini-Bosses
 Omega
 Vog
 Giant Toxilargo
 Ice Blue Giant
 Final boss
 Treasure
This new danger mission could be set after the scarlet fortress, to create a story behind it.

 1-Level Description:
The level will be a huge square that has a timer (8 minutes maybe). The square will be lined like a grid lining 20 by 20. Each individual square in the grid will be 5 steps long for knights without a movement speed increase. So it takes 50 steps for a knight to reach the center. At the center of the square there will be a key that is sealed by 4 different obstacles that represent 4 different kinds of statuses. These statuses are shock, fire, ice, and poison. Throughout the maze, there will be 4 mini-bosses each containing a specific status that responds to that specific obstacle. Each Statue that releases the key will look a little different and will represent a mini-boss (Guardians of the key) the players will have to face in order to get that statue. The key at the center of the map will open the gate to the final boss witch the knight(s) going through that level will have to beat in order to complete the danger mission and get the prestige reward. (The key opens the gate to the elevator witch knights will take to go down to beat the final boss.)

 2-The Maze
I mentioned a timer and statues up above; well this is how the maze works.

 3-First the key
There’s 1 key in the middle of the map that is blocked by 4 different obstacles. Each obstacle corresponds to a specific status in spiral knights. In order for the knight(s) to remove those obstacles, the knight(s) need 4 statues that represent each of the statuses that are preventing the knight(s) from getting the key. The obstacles that seal the key look like an egg casing or a soap bubble that is surrounding the key. If a knight where to get to close to the key without removing the casing, the knight will get a huge pushback plus getting hit randomly by one of those 4 statuses. The statues will work like how water works with the fire tiles in Vanaduke. The knight(s) will approach the key and set the statue on it where the statue will get absorbed, and one of the statuses surrounding the key will be removed.

 3A-Visual Appearance:
I would like the key to appear dark purple similar to the colors of the void monsters in shadow lairs.

 4-Second Timer
The timer will be at the top of the knight(s) screen (like in PVP) and will affect the maze whenever it runs out. Like how the elevator creates a sound when a player is near it, while in this level, the knight(s) will hear the echoing sound of huge clock levers going Tick, Tock as each second goes by. As the timer approaches its end, the Tick, Tock sound will accelerate as if to warn anyone in the maze that the maze is about to change.

 5-Inner Workings
The most complex part about this suggestion is the maze. I want the maze to work similar to how gears in a clock, work to move the levers of the clock. So the maze will function similar to how a Rubik’s cube shifts and changes. Whenever the timer ends, parts of the maze will shift and change. Each change will feature a status theme base on one of the statuses guarding the key. When one of these statuses is removed from sealing the key, the maze will no longer be able to switch to that status theme. This change will change everything from the trigger traps, to the monsters (also the graphical atmosphere if possible, like ash in the air if fire, poison mist if poison and so on).

 6-Change:
 6A) Things That Don’t Change:
There will be 5 maps loaded on stacks into one level. Each map represents one of 4 statuses and one represents a neutral area where no statuses exist. All of these maps are similar, like: where the player(s) can go, where the pit traps are located, where the elevator is located, where the key is located, where the minerals are located, where some treasure boxes are located, where heart boxes are located and where some switches are located to open and close gates. All of these things will not change when the maze change. And of course the total amount of heat and crowns that can be gained from monsters and boxes will not change as the maze shifts. Drones also do not change as the maze shifts.

 6B) Can Change:
What will change is atmosphere like when it is a poison theme area; the atmosphere will have a green fog. If it is an ice theme area, there will be snow. If it is a shock theme area, there might some static in the air. If it is a fire theme area, there might be some ash in the air. Some other things that will change are the trigger traps that I described below. These traps will be recreated every time the maze shifts. Also, if there are torches in the map, these will be recreated, but the torches in the level from the beginning will only have a chance of dropping a pip of heart and have 0 chances of dropping crowns. Also the pit traps will change to another status as the maze change.

 6c) Other Changes:
Other things that will change are the visual theme of the levels and blocks. This change would happen similar to how ghost block operate or how crystal block work. Imagine the whole maze is like an enterer link of ghost blocks and whenever the time reaches an end, a switch would activate the ghost block removing the visual themes like how the wall looks and if there are vines on the floor. This change would change the visual representation of the level to another map on the stack of maps that it can change too. This change would also remove and add blocks such as cement blocks, blast blocks, crystal blocks, and even fire tiles.

 6D) Monster Changes:
This change also affects what monsters can appear on the level. The change will remove all monsters currently on the map and add other monsters that fit the new map change level theme. The monsters that can show up on each different theme are described below. Even monsters on the map that are currently in battle will disappear and new monsters for that theme will spawn in that knight’s location.

 6E) Changes on player(s):
During the change, the player(s) on the map act similar to when all the players get on to an elevator. The player(s) cannot move from their location and whatever changes made in that time will not affect that player(s) location. So for example: while the change, if where the player is located is changed to an area filled with blocks, the spot where the player is will not get filled by blocks. If where the player is gets filled by metal non-break able blocks, the spot where the player is located will not be filled by those blocks and there will either be a onetime ghost block that the player can hit that will let the player out. If neither of these works, then the levels will be designed so that the unbreakable-able blocks do not hinder players during that change. Blast blocks, will spawn enough spaces apart so that if the player hits one, the other blast block connected to the first blast block will not cause the player damage once it explodes. Sense traps and switches do not change; the player will not have to worry about having a pit trap spawning under them.

 7-Trigger Traps
To make things even more worry some for the knight(s), there will be special switch triggers that will activate once a knight activates it by stepping on it, passing by it, or activating the wrong switch. These switch triggers could appear like two hazard signs lined across each other, or a button that is marked with a skull. The buttons could be hidden under ghost block, normal blocks or bombs. The signs would be lined up horizontally across a passage way. Once a player passes through the middle of these signs, the trap would activate. The trigger switches would have a cursed purple glow aura around them to warn players to not activate them. The traps activated throughout these triggers could vary from a set of homing missals to a phantom knight that chases the knight(s) around (these trigger phantoms do not re-spawn). Each trap will have its own rules.

 8-Avoid the trigger traps:
The hazard signs could be destroyed to activate the trap earlier so that the knight(s) do not get caught in it. The skull marked buttons and the cursed switches can be avoided if knight(s) be careful not to activate them by stepping on them. Monsters cannot activate these traps.

 9-Getting To the Elevator
After the knights have the key, the maze timer will stop and the maze will no longer be switching. There will be a long silence after the knight(s) have the key and the maze will switch to a neutral map where there are not any statuses that can affect the map and the monsters. The field will have a neutral look to it meaning any atmospheric change will disappear. When the knight(s) reach close to 25% of the way to the elevator with the key, the maze will go crazy spawning an infinite amount of monsters that have 0 drops (besides health and vita pods). These monsters will pursue the knight(s) trying to retrieve the key to put it back towards the center. (If the monster(s) where to get hold of the key and put it back to the center, everything will just go quiet again until the knight(s) bring the key 25% of the way to the gate towards the elevator.) While the key is in the center and all of the status encasing (obstacles) is gone, there will be no more monsters spawning and only monster currently spawned will stay. All current monsters spawned will stay until the player(s) has killed them. The monsters will get hold of the key by first damaging the player holding the key to cause the player to drop it. While the monster is carrying the key, will have a movement speed similar to when a player is charging a graviton bomb. After the key is dropped, the monster would approach the key then doing an attacking action to it. This attacking action would equip the key to that monster. Then the monster would approach the center where it would release the key. This would mean there will not be any switch gates or blocks (obstacles) from the center of the map to where to the elevator is located which is at the edge of the map.

 10-Status Changes:
Each status change that the maze goes through will feature a mixture of two types of monsters.

 10A) Shock: Construct & Slimes
Electreant
Volt knight
Quicksilver
Sparky
Voltrode
(Maybe the mechromencer thread)

 10B) Fire: Gremlins & Beast
Mender
Gremlin lighter
Ash tail
Alpha ash tail
Salamander
Scorcher
Demo
Thwacker
(New monster Luminy) Plant
Rocket puppy

 10C) Poison: Slime & Jelly
Silkwing
Jelly cube
Toxigel
Toxilargo
Linchen
Jelly green mini
Jelly green Giant (maybe)
(New monster Bungee) jelly
Caustic polyp
Rock jelly cube
Blast cube

 10D) Ice: Jelly & Gremlin
Ice cube
Thwacker
Impostocube
Ice mini
Polar polyp
(New monster Shiver and echo) Gremlin
Gremlin cooler
Rock jelly cube
Blast cube
Slush puppy
Mender
Demo (maybe)

 11-Drones:
Golden Shankle

 12-Monster Count:
There will be a limited amount of monsters in the maze so that it can match the amount of crowns and heat the players can get. This does not mean there will not be a lot of monsters. A lot of monsters can be generated by reducing how much crowns and heat each give out when killed.

 13-Infinite Monsters:
The infinite monsters that spawn when the players are trying to get to the elevator will all be neutral monsters having no element attached to them. They will also only deal pure normal damage. (Doesn’t mean they won’t be ferocious and strong.)

 13A) Last Stretch:
The infinite monsters that can spawn are:
Gremlin Mortafire (maybe)
Shufflebot (movement speed increase high with less attack charge time.)

 14- Mini bosses:
Each mini-boss will represent a specific element that is blocking the knights from getting the key. Each of them will be different monsters.

 14A) Shock construct mini-boss:
Omega knight
Battlepod
Mechromencer
Surgebot

This mini-boss will be called Mecha knight Omega. This monster will be a construct Mecha knight with abilities that make him more powerful than an average Mecha knight. This Mecha knight has 2 swords, one in each hand instead of a sword and a shield. It also has a small area shield around its front that blocks knight(s) attacks. There will also be 1 Battlepod with it that will help the Mecha knight fight the player. The Mecha knight has a core that contains 160 watts electric energy and those watts go down 2 watts for every second that passes. That means it can only stay active for 80 seconds, then it has to go back to the Battlepod to recharge.

 *Omega's abilities: #1
The Mecha knight’s sword attack pattern is similar to other Mecha knights, but being a little different on the last swing. The first swing is the same as other Mecha knights and it swings with its left hand starting up and going down in a 45 degree angle. The second swing uses the right hand starting down and going up, also in a 45 degree angle. The third hit is a 2 hit spin attack that starts with his left hand going behind him spinning his body in a 270 degree angle circle slashing the player from the front. Continuing his spin, the robot does a second hit with its right hand while spinning his body to the left side of the player in a 90 degree arc angle. This attack spin would look very similar to how the normal Mecha knights do their charge attack, but different because as the robot spinning his body for that 2 hit attack, it is also moving from its position in a 90 degree angle from its current location.

 *Omega's ability: #2
Omega's second ability is a simple 2 hit shield. This shield blocks 2 hits of a players attack and while it is blocking these attacks, it cannot be flinched or stopped by any attack. The shield resembles the factory shields and functions the same way they do. This shield only blocks the front of the robot and not it back, so it can be damaged from the back while its shield is on. This shield takes 5 seconds to regenerate. During the time omega is retreating to recharge its core, it will have a full body shield and it will be able to reduce 25% of the knight’s attack damage. This shield is the same as its original shield that blocks 2 hits, but covers its entire body. This shield takes 2-3 seconds to regenerate.

 *Omega's ability: #3
Omega's third ability is its charge attack. Its charge attack is a normal spin attack that functions the same way a leviathan charge works. The spin does same pushback that other Mecha knight charge spin does. During this charge spin attack, the robot launches 3 small bombs that explode the exact same way the second explosion of the current shard bomb explodes. The bomb blinks a light that start blinking at a dim slow pace then goes to a fast blinking pace shining brighter before it explodes. When the bomb explodes, it causes only small pushback and does very little damage. After the bomb explodes, it launches a Retrode beam in all directions in a star like pattern. The beam then causes small explosions the same way the retrode beams functions. This charge attack takes 2 to 3 seconds to charge.

 *omega's ability: #4 (optional)
Omega will have 3 huge boosters on its back, each facing in 3 directions. One has the exhaust facing behind him. This will allow Omega to launch a direct quick boost attack like a straight dash towards the Knight. During this frontal attack, it will have its swords in an x formation over its head. During this dash, it cannot change its direction. When it closes on the player it will let out a cross X like slash, each slash starting up over its head and going down in a 45 degree angle. This slash does higher damage then one of its normal swings and will have the range of a Calibur’s swing. This attack takes 2 seconds to charge, but leaves Omega open for 2 – 3 seconds. Another one of its booster exhausts would be facing to its left. This will allow it to do quick right slides that move in a 90 degree arc that is more of an oval then a circle. It also has another booster with its exhaust facing toward its right. This would allow omega to do quick left slide that also moves in a 90 degree oval. These boosters will let the robot dodge incoming bullet attacks similar to how Develite move side to side to dodge guns. These dodges will have no charge time but will have a cool down of 3 seconds.

 *Omega's ability: #5(optional)
Whenever the shock status is used on Omega, it will not spazz out due to the shock. Instead, it will regain a small amount of health that is very similar to how Quicksilver’s regain health due to shock. Each time the shock status acts to spazz it; it instead will regain 30 to 40 healths and will not react to the shock status effect. This effect will last the duration the status is meant to affect it maybe 10 - 12 seconds. This healing ability is reversed when combined with poison, damaging omega for maybe 12 seconds.

 *Omega's stamina:
Omega has a stamina that needs to be constantly recharged every 80 seconds. This stamina bar is what powers omega and allows it to function. If its stamina bar is not replenished within this 80 second time frame, it will start to lose health at a pace of 2 pips a second. During the time it is retreating to the recharging station, it can be attacked by knights. If it is attacked, it will attack back once, and then continue to retreat to the recharging station. It will continue this process until it has reached the station or if the Battlepod that will be recharging it is destroyed. During the time omega is recharging its stamina, it is vulnerable to 50% of the damage it is given. If Omega cannot recharge, it will lose several abilities. These abilities are: the ability to block 2 of a knight’s attack, and the ability to dash side to side and the frontal dash attack.

 *Omega's defense:#1
Omega health bar should be considerably higher than an average Mecha knight. Omega has the same stats as other Mecha knights when it comes to defense. It is resistant to piercing, neutral to normal, shadow and weak to elemental. It is also strongly resistant to shock, and whenever it gets shocked by a knight’s weapon it heals like a quicksilver a very small bit. It should have about 3 - 4 times the normal amount of health a normal Mecha knight has. Omega's can be affected by all statuses besides shock where it will heal omega instead of hurt it.

 *Omega's attack:#1
Omega has the same attack stats as other Mecha knights. Its normal sword strikes will hit elemental with a good (60%) chance of causing shock to a knight. The bombs it drops deal pure elemental with no chance of causing shock, while the spin it does to drop the bombs and its dash attack both have 60% chance of causing shock to a knight.

 Visual Appearance:
Omega will have a shock aura similar to the mercurial armor and will have a different design from other Mecha Knights that will make it seem that omega is a futuristic creation.

 The Battlepod:
The Battlepod recharges Omega every 80 seconds. This recharge does not recharge omega's health, only its stamina bar. The Battlepod will look a bit different then average Battlepods, but will function about the same. The factory charges Omega by having an underground wire that is connected from the Battlepod to a cylinder station. Whenever omega stamina reaches to about 25% low, it will retreat to this cylinder station to recharge its battery.

 *Battlepod ability: #1
During the time the time the player is fighting omega, the Battlepod will be shooting straight rockets similar to the rockets that are in the Roamulus Twin’s mission. It will fire these rockets at a slower pace and not as close to each other compare to how the twins fire them (maybe 1 or 2 at a time). These rockets are not homing and will move at a straight line.

 *Battlepod ability: #2
During the time omega retreats to recharge its stamina, the Battlepod will unleash Surgebots to protect omega from the knight(s) and to kill the knights if they get close to Omega. These Surgebots are not infinite, but retreat to protect the factory after omega is done charging its stamina. When these Surgebots are destroyed, they leave a small pile of broken metal scrap. The battle pod has 16 surge bots in total and can only release 8 at a time. After one Surgebots is destroyed, it will release another to take its place until it has none left to release.

 *Battlepod ability:#3
During the time omega is charging its stamina, the factory will release 2 Mechromencers that will attempt to revive the broken pile of Surgebots left after they got destroyed. It takes 2 piles of broken Surgebots to revive one surge bot. The factory has 10 of these Mechromencers, but can only release 2 at a time. These Mechromencers cannot heal omega or the Battlepod. They can only heal and revive the Surgebots.

 *Battlepod Ability: #4
The Battlepod also has a temporary shield that will block all player attacks for 4 seconds, and then turn off for 2 seconds. This shield is same as other Battlepods. It also unleashes a pushback wave that pushes away all players that is near it whenever the shield comes back. While the shield is not-active, the Battlepod will not be able to attack nor defend.

 *Battlepod ability:#5
When the Battlepod is near death, it will start an Arial barrage of missals similar to the Roamulus Twins. This barrage will have intervals of 5 to 6 seconds. It can only use this attack while omega is charging its stamina. The Battlepod can use this attack with its number one ability which is shooting straight slow rockets.

 *Battlepods defense:
The Battlepod is neutral to all type of attacks and is not weak to any type of attack. Its health is strong enough that it can take 1 - 2 charges of Blitz gun without getting destroyed. It cannot be affected by any status.

 *Battlepod attack:
All of the Battlepod’s attacks are pure elemental.
 Statue:
After omega has been destroyed, it will leave its core where it was destroyed. The knight can come near the core and pick it up like a key. When it’s brought near the key at the center, it will absorb the entire shock status that is blocking the knight(s) from the key. After it finishes absorbing the pulsing shock status, it will be hover/teleport to a small stand near the statue. This will help to keep the knight(s) to keep count of what other statue's they need to retrieve to release the key.

 14B) Fire Beast Mini-Boss:
Vog
Vog cub
This was initially an idea for a tier 3 boss (related to the armor), but I think it can work perfectly as a danger room mini-boss. This mini-boss is a fire beast that kills all who enters its territory. It has 2 long tails that connects to its rear end, with flaming fur at the tip of each of them. Its blood boils as hot as or hotter than magma, making each of its attack hot enough to melt steel. It has 2 very long sharp fangs that grow on the front of its snout. Its whole body is covered in a Reddish brown fur that makes it look like as if it’s always on fire. Its fire attacks have a flame that continues to burn for a longer time then most flames do. Unlike the Snarbolax, Vog does not have a strong enough hide to resist all attacks, so it relies on it’s over powering flame attacks fangs and claws to shred its foes. This means that it can be attacked at anytime and will take damage.

 Vog’s ability: #1
Vog's first attack is a fire wheel that acts similar to the wheels in Vanadukes level. It takes 2 seconds for it to activate this attack and the attack does push back similar to a Dreadnaught’s charge. While it uses its fire wheel attack, it is invulnerable to all statuses. It will not stop its fire wheel attack unless it has hit an obstacle like a wall or has gone a number of spaces. When it activates its fire wheel, it can only go on a straight path, but repeats this 3 to 4 times, heading towards the direction of the knight after it has hit wall. In its trail, it leaves a flame trail that does not extinguish for 3 to 4 seconds. The flame wheel moves as fast as or a little bit faster than the wheels in Vanaduke speed. While it is in its wheel form, it still receives damage from guns or sword long range blast.

 Vog ability: #2
Vog's second attack is a flame blast bomb. It fires a charge flame ball that looks similar to the Firotech Alchemer, but the flame ball is much larger in size then the one the Firotech Alchemer fires. This flame ball takes 4 to 5 seconds to charge. The flame ball moves at a slower speed then the one fired from the Alchemer, but just a little faster than a pulsar bullet. The Flame ball causes an explosion that is just as big as a 3 star blast bomb. This explosion happens if the fire ball where to come in contact with a knight or if it has gone 5 to 6 spaces. The explosion causes pushback and puts the knight(s) on fire. The area where the flame blast explodes leaves flames that take 2 to 3 seconds to extinguish. Vog fires 2 to 3 volleys of these blasts, the first one taking 3 to 4 seconds to charge and the rest will have no charge time.

 Vog's ability: #3
When its health gets close to death, it will do a huge roar that will cause an enormous cyclone pillar of flame to be summoned around it. Any knight(s) near it will get pushback plus damage and catch on fire. While Vog is surrounded by this flame, it can still be damaged by gun attacks and long range sword charges, but it will not be affected by any status and all attacks damages will be reduced by 25%. While it is surrounded by these circling flames, it will launch 3 circular waves of flames around it that is very similar to the gremlin Scorcher wide flames attack. The range of these flame waves would be as wide as a 5 star iron tech bomb or a bit wider. The waves of flames that it launches would be 2 seconds apart. Also during the time it is surrounded by these flames, it will summon random flame eruptions around the field. These eruptions would be as wide as a 2 star bomb, but will cause multiple damage hits if a player where to be caught in one. The eruption also causes pushback plus puts the player on fire. Vog will stay in this phase for 8 seconds before going back to normal.

 VOG’s ability: #4
When its health is half, it will summon 3 Vog cubs that will aid it in battle. It will not summon anymore then these 3.

 Vog's ability: #5
Vog also has a bite attack that is very similar to an average wolver. If this bite where to land on a player that is not shielding, it will immediately teleport to the players back and do another bite without any charge time. The first initial bite takes 2 seconds to charge, and it will continue with 2 other bites. The second and third bite will continue only if the previous one landed on the knight while the knight is not shielding. Each time a bite lands on the non-shielding knight, it will teleport behind the players back to continue the next bite to do a maximum of 3 bites.

 Vog's ability: #6 (optional)
Vog does a swerving motion where it will move backwards right or backwards left when it is getting shot at by a gun. This ability resembles how Tier2 alpha wolver move side to side. This swerve would cover a lot more distance then an average wolver and while the Vog is swerving, it will leave puffs of ash and smoke in the air to blind the knight(s) view. This smoke will look very similar to the smoke that comes up in vanaduke when debris falls to the floor, but it will be a lot more concentrated.

 Vog's ability: #7 (optional)
Whenever the fire status is used on Vog, it will heal similar to how oilers heal. This ability will only heal it for 30-40 damage for the duration that the status last witch could be 10 - 12 seconds. This ability is reversed when combined with poison damaging Vog for 12 seconds.

 Vog's Weakness:
Under the influence of the ice status, Vog will freeze to a point where its movement will slow down. This phase will seem very similar to the stun status, but will only last 2-3 seconds.

 Vog's Defense:
Vog is resistant towards elemental attacks like all other beast, neutral to shadow, normal, attacks and weak to piercing attacks. All statuses can affect Vog besides fire where it would heal Vog instead of hurt it.

 Vog's Attack:
Vog's flame wheel attack will inflict pure piercing damage. Its flame blast attack will be pure elemental and its cyclone pillar of flame with the eruptions is also pure elemental damage. Its bite attack is pure piercing and all of its attacks have a high chance of causing the fire status.

 Statue:
After Vog is defeated, it will leave it fang where its body lays after disappearing. A knight can interact with this fang similar to a key, and carry it to the center of the map. There the fang will absorb the entire relentless fire status blocking the knight(s) from getting the key. After absorbing all the fire, the key will be teleported/hover to one of the 4 stands around the key showing the knight(s) what other statues need to be retrieved and what statues The knight(s) posses.

 14C) Poison slime mini-boss:
Giant Toxilargo
Toxigel
This mini-boss is Giant Toxilargo that is 2 times lager then a normal Toxilargo. Because of its size and mass, it has gain several abilities that surpass the normal Toxilargo. It is more related to Giant lichen in terms of abilities, but has qualities of a Toxilargo.

 Toxil's ability: #1
It is always producing poison mist around its body similar the normal Toxilargo. It can cause a chemical reaction inside its body to cause a huge explosion that spreads poison mist around the field in a radius 3 times as big as the 5 star shiver bomb. It takes it 3 seconds to charge this mist and the mist does zero damage to knights, but does inflict the poison status. At the exact time it releases this mist, it does a spin that pushes back all players near its body and causes that player damage at the same time.

 Toxil's ability: #2
It can summon 3 Toxigel's during the battle that will help it fight. It has a total of 18 Toxigels and it will replace one whenever one of them dies.

 Toxil's ability: #3
It can send a wave of spikes towards a knight that is similar to how the Snarbolax uses its underground spikes to hurt players. This is different from the Snarbolax’s spikes because Toxil will not move from its current position unlike the Snarbolax who moves in the spikes direction underground. This attack takes 2 seconds to charge before launching.

 Toxil’s ability: #4
It will shake abruptly, and then spin its body in a 360 degree angle that is very similar to the Toxigels. Any player near it during this small spin will get pushback plus damage. This spin will launch a set of spikes that resembles the caustic polyp's attack. These spikes will move at the same speed the Toxigel’s launch there spikes. These spikes will cause pushback plus damage. This attack takes 4 second to charge.

 Toxil's ability: #5
When it gets close to death, it will launch underground spikes in all directions like the Giant Linchen Colony. These spikes are different from the Linchen spikes because they act like the Snarbolax spikes, going as far as the edge of the field. During this attack, it does not move from its spot and this attack takes 2-3 second to charge.

 Toxil's ability: #6 (optional)
When poison is used against Toxil, it will boost Toxil’s attack by 25% for the duration of the poison (maybe 12 seconds).

 Giant Toxilargo's defense:
Like all slimes, Toxil’s is resistant to piercing attacks; it is neutral to normal and elemental attacks, but weak to shadow attacks. All statuses can affect giant Toxilargo, but poison status boost its attacks instead of weakening it.

 Giant Toxilargo’s attack:
Toxil's mist attack is split normal & piercing and the rest of its attacks are pure piercing. All of its attacks have chance to cause the poison status.

 Statue:
When giant Toxilargo is defeated, it will leave a poison spike witch knights can interact with it like a key. When the knight(s) brings the spike near the key, it will absorb the entire deadly poison status that is blocking the knight from getting the key. Then the key will hover/teleport to one of the 4 stands next to the key for the player to see it.

 14D) Ice jelly cube mini-boss:
Ice Blue Giant
Ice Cube
This mini-boss is a Massive ice cube that is very similar to the jelly green giant in size. It is related to the ice queen but also has connection to the blast cube. It body is made of frozen jelly that has gone into - 3000 degrees Celsius. It can summon Ice Cubes to help in its battles. It wears a small tiara on the top center of its base which many knight speculate that it is a failed Ice queen.

 Blue's ability: #1
It can summon spikes from underground like the ice cube's do, but greater in number. These spikes are summoned around it in random locations. It takes 2 seconds for it to charge this attack and it summons about 6 to 8 spikes.

 Blue's ability: #2
It can use a body smash attack like all other jelly cube can. During this body smash attack, it launches tiny ice shavings towards the direction where it is doing the body smash attack. These tiny ice shavings moves at the speed of an Antigua bullet, but deal zero damage. These tiny shavings can freeze the player if the player doesn't shield and the range of these shavings is very short similar to the Snarbe Barb charge attack. The body smash takes 2 seconds to charge.

 Blue's ability:#3
It can summon ice cubes to aid it in battle. It has a number of 12 Ice Cubes that it can summon, but can only summon 4 at a time. Once one ice cube is destroyed, another will be summoned to take its place.

 Blue's ability:#4
If it ever gets caught on fire, it will lose its icy layer and look exactly like an ice cube without their frosty layer. But at its center, it will have a blast core the same way blast cubes do. While it is without it icy layer, its defense will be lowered. It will only stay in this form for 3 to 4 seconds. In this form, it can only do its body smash attack and it can no longer launch ice shavings or its ice spike attack. After 4 seconds have pass, it will have a 2 second timer that will do a massive explosion that has a radius that is 2 times of a 5 star iron tech bomb. This explosion will hurt players caught in it and it will unleash an ice status mist during the explosion that is similar to the 5 star shiver bomb, but with a larger radius. This mist will cover the whole field for 1 to 2 seconds freezing all players caught in it without a shield. After this explosion and the mist, it will regain its icy covering and regain its defensive values.

 Blue's ability:#5
Once it health bar is close to its death, it can cause a small quake that will cause ice spike to fall from the ceiling (sky). These spikes cause damage and the ice status if it lands on a player while that player isn't shielding. If it lands on the ground, it will form small ice block that are very similar to the ice obstacles in the ice prestige mission Maulos. Knights will have to break these blocks during the fight so that it does not limit their movement space. These blocks cannot hinder Blue's movement space and it can pass through it similar to how Vanaduke and other monsters can walk through fire tiles.

 Blue's ability:#6
Whenever the ice status is used on Blue, it will not freeze. Instead its defense will be boosted for the duration the ice is supposed to last maybe 12 seconds. During those 12 seconds, it cannot be caught on fire.

 14C- mini-bosses:
These monsters are mini-bosses because they do not have a phase where they are invulnerable. All of these monsters can be attacked at anytime and receive damage.

 12- Final boss:
Vampire Ghoul
Bombie
Phantom
Howlitzer
Spookat
Lost soul
Dust zombie
Deadnaught
This final boss is an undead Vampire slave. It can command many of the undead and ghost monsters and has many abilities for killing any foe. Unlike most bosses, this monster is small when comparing sizes. It is just a little bigger then a normal knight size but looks entirely different. It has many lost souls surrounding it witch it can command to either protect it or send them to attack the player. It use to be a dark wizard scholar with immense knowledge of the dark arts, but was taken over by a vampire king witch turn it into that kings slave. The king has long gone into the dark void, but it stayed behind to keep guard of the king’s territory and its secrets. It wears shrouded hood that only portrays its glowing Reddish purple eyes. The hood is dark brown with red bat wing designs on it. The hood floats off the ground and on the top of the Hood floats the cursed sign. The edges of the hood will be worn away and look close to rags. Where ever the ghoul moves, it leaves a trail purple mist that looks similar to the dust zombie's aura.

 Ghoul's ability: #1
Ghoul surrounds itself with lost souls that orbit it; this orbit is very similar to the dark retribution bomb. It uses these souls to defend against player attacks such as guns or sword charges. There are a total of 5 souls surrounding it, 2 in the inner orbit and 3 on the outer orbit. It also uses these souls as a form of attack by launching them towards the player at speed that is similar to a pulsar bullet. These bullets explode with a radius of a 2 star blast bomb once it has reached a certain range. The range of these bullets is 2 times the range of a normal pulsar shot. This explosion causes pushback and damages the knight. It only launches 2 of these bullets at a time, and the amount it launches is the amount of souls it loses. It cannot launch any of these bullets if it has no souls surrounding it. For example: If it had 2 souls surrounding it and it launched 2 of these bullets, it would have no souls orbiting it. These souls take 4 to 5 seconds regenerate and the attack takes 1 second to charge.

 Ghoul's ability: #2
During the fight, it will have 3 phases that it goes through and during those phases it will summon a list of monsters to aid it in battle. During its 1st phase, it will summon Deadnaught, and 4 dust Zombies to aid it in battle. In its second phase, it can summon 2 Howlitzers, 3 Spookats, and 4 Bombies. In its 3rd and last phase, it will summon 1 phantom for every player on that level. These monsters do not re-spawn, like in other boss fights besides the phantom(s).

 Ghoul's ability: #3
In its second phase, it will summon small spacial rifts that acts the same way as the 3 star graviton bomb but will be only as wide as a 2 star bomb. It can summon 6 of these rifts at once around the field, but they will appear one at a time. These spacial rifts do not cause any damage to the player, but will launch them in a random direction. If a knight is caught in one of these spacial rifts, it will dash towards the knight and attempt to suck the knight(s) life to heal its own. While it is sucking the knight(s) life, it will look exactly how dust zombies do when they are holding and biting a player. While it is about to bite the player, any kind of attack that hits it will interrupt its attempt and will stop its dash. It can suck the life out of multiple knights at once if more knights are caught in one of its spacial rifts by creating ghost replicas of it that will dash towards the player attempting to suck their life. If one of these ghost replicas is hit with an attack, only that ghost replica will stop its attempt to suck that knight’s life force. The rest of the replicas will continue on their attempt to suck the other knights in the party’s life force. While it is sucking a knight’s life force (health bar), if it receives an amount of damage (3 swings of a sword), it will jump of and be stun for 1-2 seconds.

 Ghoul's ability: #4
In its 3rd phase, it will lose its orbiting lost souls, and instead gain a scythe that has the Faust sign as the blade. The hilt of the scythe to the part where it connects to the insignia blade will be made of bones with a skeleton head where the blade meets the hilt. In this form, it will do a 3 hit swing with the scythe. These swings will be as fast as a sealed sword swing and it will have a chance of inflicting curse on the last swing. Its first swing will be a 45 degree angle swing that is the same as a Calibur’s swing but with a radius of a troika. Its second swing will be an upwards starting from the bottom heading up in a 90 degree angle, reaching 2 spaces long. Its third swing will be as slow as a troika's or a bit slower, where it does a smash swing similar to troikas charge attack. This swing will start slow as it raises it scythe backwards straight into the sky, then go fast as it smashes straight downwards into the ground. This third swing will be able to reach 3 spaces in length similar to a troikas charge swing range. When its third swing smashes it scythe into the floor, it not move him from his spot, but instead the scythe will extend to that spot then shrink back to its normal size. After, it smashes its scythe into the floor, it will pull the ground like a plow pulling up the dirt and leaving a wide tare or a crack mark on the ground. This wide open gape will glow Bright purple with a ghostly aura around it and last 7 to 8 seconds on the field. While it is on the field, any player that walks over it will receive damage. It can unleash a charge attack that swings at the speed of a troika and has the same range of a troika. This charge attack launches a disc like circle that is the same as the Winmillion’s charge but 6 times the size of the Winmillion’s disc. The disc does damage and pushback. This attack takes it 4 to 5 seconds to charge. The charge swing and the disc launched can inflict curse.

 Ghoul's ability:#5 (optional)
Whenever the cursed status is used on ghoul, it will allow ghoul to summon mirages of itself. It will summon a total of 5 mirages that will act the same way it does. All of these mirages will look like they’re all attacking when it initiates an attack, but only one of them is really attacking. These mirages will last the same length a curse status would last maybe 25 to 30 seconds.

 Ghoul's defense:
The ghoul's stats act the same way an undead creature is. So it is weak to elemental attacks, neutral to piercing, normal attacks and resistant to shadow attacks. It is vulnerable to all stats besides curse where it will activate an ability instead of being cursed.

 Ghoul's attack:
Ghoul's attacks all inflict shadow damage and only its scythe 3rd swing and charge swing can inflict curse.

 Ghoul's weakness:
Ghoul does not have an invulnerable phase like most bosses, so it can be damaged at anytime. It does have a transition phase where it will summon different types of monsters when its health is brought to a certain point. During the transition phase, it will do a small cinematic clip. Its abilities are compiled besides the lost soul ability, meaning it can use all of it abilities in its 3rd phase besides the lost soul ability. This means, that its lost soul attacks are gone like the pulsar bomb in its 3rd phase, but it can still use its spacial rift attack in its 3rd phase.

 13- Treasure Boxes:
After defeating ghoul, there will be a short story stone carving that players can read and a free elevator that goes to a third floor where players can enjoy there winnings.

*This danger room is designed for tier 3 only. Any other tier will have to decrease the monsters capabilities.

* Shields and some Extras *

Content:
 Shields
 Monster Tweaks

 Shields
1- Shielding, when a player raises there shield, it blocks them from any attack or status for a certain amount of damage. Every shield in spiral knights does this and blocks any attack from all directions.

1A- My suggestion is a small tweak in how the shield works and how it interacts with the attacks that are thrown at it. This small tweak is for the shield to protect a small area of 4 squares around the player, instead of protecting only the player.

1B- When the shield protects this space around the player, it also protects the player from damage. It also provides a new ability where it protects players who have their shield broken and in this exact space that the other player is protecting. This allows more corporative game play and would allow other players on the team to protect players who are not used to the game yet.

(Edit: Attacks that gives knockback such as vanadukes mace, and a Trojan cleaver smash will be able to hit all players whether they have this ability or not. Also, this ability is only for some shields such as very heavy like the aegis, ancient plate shield, grey owlite shield and more. Small shields like the buckler, barbarous thorn shield, dragon scale shield and more will not have the ability to protect all of the other members on the team when the player activate the shielding ability.)

2- Another tweak I would like to happen to the shielding ability is for attacks that go though the shield when the player is blocking the attack.

2A- Attacks such as flamethrower from Red Rovers, Scorchers, and Beams from Retrodes should not be going through the shield. These kind of attacks when interacting with the shield should torn into two segments from the middle and cause weaker damage as they flow though their path.

2B- This ability would allow players to perform further teamwork by one player blocking the attack and another player staying safe behind the first without fearing the danger of getting hit.

2C- This would allow more options for teams to work together and form efficient teams that can go through dungeons while not only depending on the other teammates fire power, but also relying on their defensive abilities.

 Monster Tweaks

After looking at some monsters and their abilities, I believe some of these abilities can be improved by adding abilities or removing ones that are not too effective.

1- Here are some monsters that I think can be improved to increase difficulty and better game play:

- Knocker:
The knocker only has 1 attack which is one smash attack with their little clubs. I would like to add one additional attack that would allow it to have a small increase in difficulty. This one additional attack is a thrust straight after they smash there clubs on the ground. This thrust will be very similar to the Almirian Crusader final attack in their three hit combo. This would increase the knocker’s difficulty by a bit and force some players to change their tactic. (This idea has been nullified)

(Edit: the knocker is multiplied by the amount of players on the team and spawns that number similar to the phantoms. So if there is 1 player on the team, then 3 knockers will spawn. If there are 2 players on the team, then 6 knockers will spawn. If there are 3 players on the team, then 9 knockers will spawn. If there are 4 players on the team, then 12 knockers will spawn. This will give the knocker the ability to outnumber the player(s) in a onetime spawn.)

- Silkwing:
The Silkwing is one of the minor healers in spiral knights, where the gremlin Mender would have greater abilities that allow it to heal its comrades from a certain distance. I would like to add one additional ability, which would give it extra chance of survival against players who target it in the midst of battle. This ability would be for it to be able to fasten itself to one monster in the group when its life bar is close to being zero. This ability will act similar to a Trojans weakness. This way, the only way the Silkwing can be attacked, is for the player to attack the back of the monster the Silkwing is attached too. This ability would also take away the Silkwing’s ability to heal mass crowds, but it would increase its healing percentage as it is focused on that one monster it’s attached too. The Silkwing cannot use this attach ability on healers like gremlin menders or other Silkwings nearby. It can only use this ability on monsters that inflict damage.

(Edit: The Silkwing will receive a small bit of damage when the monster it is attached too is attacked. The small bit of damage that it receives does not always happen because of some special monsters like the Mecha knight or the Trojan. (Extra-info: On non-poison themes, the monster that the Silkwing is attached too will die faster if they are poison, this attach ability increase the effectiveness of poison in combat.))

- Impostocube:
I think because of the Impostocube’s name, it deserves an extra ability that would allow it to be more on an impostor. The name of this ability that would give it more of a unique aspect and would differentiate it from other jelly cubes is mimic. This ability just as its name would allow the Impostocube to mimic the abilities of other jellies around it.
For example, if the Impostocube was spawn next to many Blast cubes, then it would have the ability of a blast cube and explode when it’s killed. If it was spawned next to many ice jelly cubes or rock jelly cubes, it would be able to attain their ability to either freeze on attacks or have good defense when attacked. If it was spawned next to the Jelly king, it would gain the ability to spin and cause damage, but not its invulnerable ability.

It can only gain one ability at a time, but this ability would be able to be kept even if all the jellies that it copied were destroyed. This ability would treat the Impostocube more close to its name and allow it to stand out among a group besides its cosmetic looks.

- Chromalisk family
The Chromalisk family is a well made monster that allows different variety of monsters for players to perform better in combat. The Chromalisk’s attack is good, but its defensive abilities need a small tweak. The defensive ability that I think needs a tweak is its movement speed. If the Chromalisk allowed to move a bit faster so it can escape the player’s eye sight view and camouflage for another surprise attack, it would provide greater difficulty and allow it to escape the players attacks. There speed should only be a bit faster than a wolver. I think this ability would give the beast family a bit more fire power then the way they are now, allowing them to stand amongst other monsters with excellent abilities like the fiends or the constructs.

(Edit: Another added ability I think would increase their combat prowess is the ability to leave a distraction for the player similar to how a newt leaves its tail for predators to play with while it escapes. This ability will allow the Chroma to create a duplicate of itself, while it runs away when it is being attacked. This duplicate will not be able to attack and will just follow the player around jumping side to side. This duplicate has a small amount of health and will vanish the moment the original Chroma is killed. This ability can only be used once by the Chroma and will automatically allow the Chroma to camouflage itself after once it is used. This ability should distract some players long enough for the Chroma to go around and unleash a surprise attack. This ability is very similar to how ninja's use shadow clones (Naruto) in manga's/anime.)

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Hexzyle
...

Oh Flandre...

I'll read this later...

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Zaffy-Laffy
Zaffy is Laffy

TL;DR the new suggestions on new enemies. I will be focusing on the "Shields and Extras" Section

1. Even though this game is slightly built on that "co-op" factor, it does not necessarily mean that everything has to be completely co-op, such as raising a shield and providing defense for teammates. These type of things shouldn't really happen, to build a sense of self-dependency, not inter-dependency.

But this type of shield is only introduced in Lockdown, where the guardian shield has provide that type of defense. Because LD has more players, that type of strategic gameplay should exist.

Besides that, shields are meant to be that small, just enough to provide your own defense. Don't tell me I'm gonna raise my proto shield and provide enough defense for 3 of my teammates. However, these types of shields can be introduced, not a bad idea, but not on all shields. Probably some like the ironmight and aegis shields can use this buff.

2. /yes, they probably shouldn't be going through the shields.

Knockers -- if I am not wrong, they have 2 attacks, one being a mini smash, the other being a double smash, which has a bigger area of effect and damage. However the double smash acts like a sudaruska, pushing them back (away from you to ACTUALLY MISS HITTING YOU), and then stunning themselves, pathetic. But these types of small monsters (god dammt they force children to fight) are meant to outnumber you, not out-skill you.

Silkwings that gets attached to a monster makes it difficult for the particular monster to get killed. Perhaps attacking the monster it is attached to will also lead to it getting damaged?

Impostocube, not gonna say anything

Chromalisk, can't really say anything either..

I will leave the rest of the discussion to the rest of the people.

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Blandaxt
response @Zaffy-Laffy

#1. Okay, you are right that every shield doesn't need this ability. By having specific shields to have this ability, it would create certain roles in teams during game play and would allow some dependency for players to utilize. As long as it can be possible for some shields it is fine by me. Also, i do not mean for these shields to grow in the area they can cover like the shields in Lockdown. I only mean for other players to be able to enter the area that the current shield can already cover. This way, a player with lower gear in a tier, can depend on the player with higher and would create a sort of prestige for the player with the shield that can have this ability.

#2. I’m glad you agree with me. These attacks should either split into two separate weaker attacks and keep going, or stop right where they hit the player. The weaker attacks are either stopped by other players or split again into two other weaker attacks. The only attacks that should be able to go through the shields in my opinion, is the retrode beam which targets the floor the player is standing on and not the player.

Knockers:

My only problem with the theory that they are suppose to outnumber you is that there are not enough of these monsters in a onetime spawn for them to outnumber the player. I would go with your theory if the developers developed a program that multiplies the number of knockers spawn by the amount of players on the team similar to the phantoms. This kind of program is not installed in the knockers program though, the knockers spawn in the same amount as the gremlin Thwackers do. And if you were to go in the deconstruction levels, they are only seen there when doing missions in a small amount. These deconstruction levels are where most of the gremlins operate, so there should be plenty of these knocker monsters there, but there isn't. So if the buff i suggested cannot work out, then there should be a program that at least multiplies how much is spawn by how much players is in the party.

Silkwings:

I wanted the Silkwing to have the ability to attach itself to any monster and be able to increase the difficulty of killing that monster. This ability can work on any monster that does not have the ability to heal. I think you are right that finding a way to get behind some monsters is close to impossible. For example, finding a way to get behind a Greaver, Spookat, and Darkfang Thwacker is close to impossible or is impossible. So i do agree that the Silkwing should be able to get damage. This damage that is inflicted though is 50% less then how it was normally damaged without attaching itself to the monster.

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Blandaxt
Whoah! oah oah oh h

Anyone here! here here ere ere re re re e e e

i don't like to just hearing my ehcho's echo's cho's ho's o's o's

cmon, anyoone answer me! me, me me me e e e e

Anyone! one, one one ne ne ne e e

......................................................peeeeeeeeeeeeeeeeeeeeeeeeep...........................

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Klipik
im responding...

Just give me another month or two to finish reading. lololololol jk, but seriously you wrote alot. Hopefully I'll have something by monday.

Also, please learn how to use ID tags. They make these large posts MUCH easier to navigate.

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Blandaxt
How?

How do i use ID tags? (ill look it up on google)

seems very tirersome to do -_-. ill try my best ;).

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Blandaxt
Anyone?

Anyone wanna comment, this is my last bump. doesn't seem like anyone cares. :(. (even thoug it took me while to write this...wasted time. :(..

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Klipik
still working on it.

Although I may have forgotten a little bit ;)

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Leafblader
Moo

Vog is not a beast.
Vog is a fire god who turned vanaduke into what he now is because he felt like it.
He is WAY to strong to be a miniboss.

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Klipik

We don't know that was Vog. It might have even been the Swarm.

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Blandaxt
Vog

it's just a name, it can be changed. so anything else you want to comment on? (before this thread dies out)

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Blandaxt
Anyone?

Anyone gonna consider reading my thread just a little bit before it's flushed down the old thread toilet? :(

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Klipik
give me time.

I have midterms next week. That means less class and no homework, so i might be able to get some work done in between the studying.

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Waffleconecake
barewoiriofuewiof pen is awsome

I pretended to read all of this but the parts I actually did I agreed with so I'm amusing that the rest was just as good. +1

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Blandaxt
Ahh

@Waffleconecake:
Well, i wish you would mention the parts you agreed with so i can see what you read, but oh well. ty anyway for looking at it. :)

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Blandaxt
so...

This is a suggestion i made 2 years a go which i think now it can get some attention from you guys. It took me almost a month to type all of this, so i hope you guys can at least read a sector and comment on that so i can better refine it. Also, can you guys help me with the layout, like creating a link in the index that can skip to that particular section in the paragraph. Well, thanks again.

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Hexzyle

Bungee Jelly

Definitely seems like an Elite jelly. I don't think we have these yet, Jelly Cubes are classified as regular monsters, right? That's why in Slime Arenas there's so many beasts, I guess. (And why in Beast Arenas there's so many bloody Gremlins)

It basically sounds like a faster, nastier version of Jelly Cubes.

I'm sort of torn about the bullet dodging ability. It seems like a good idea, since Jellies are pretty gun-kiteable right now, and if it were only an Elite mob, then yeah: As opposed to bloody devilites and wolvers, who are regular mobs with this ability, for crying out loud

It seems like you're giving this monster too many different attacks. IIRC all monsters have 3 abilities tops, some of those abilities getting more quirks as they go up through the tiers (like Gremlins' one-two swing in tier 2, and Mecha Knight's projectiles on charge attack in tier 3)

About the blast... having monsters with on-death abilities is great, but both the Blast Cube and Bombies have displayed that to have this ability, they have to sacrifice another. It counts as taking up a monster's "Ability Slot", I guess you could call it. Blast Cubes can't create spires like Jelly Cubes can, and Bombies can't breath status, or leap like Zombies (instead they have a rapid movement rate) and nor can they swipe (instead they can self-detonate)
So yeah, pick three abilities, and stick with them.
A final note about it though, having bullets more compacted than a Polyp's... that's practically impossible to dodge. Honestly, I know the feel of the knight's hitbox. It isn't small. You can graze two gun puppy bullets reliably at about a minimum distance of 5 or 6 tiles. Any closer together than that and you'd have to be some serious distance away from it in order to not take damage to yourself or your shield.

About the rare one, I don't see why we need a weird "alternate mob", just seems confusing. Doubly so when you muck with the defenses. Just make a second mob with similar abilities.
Again, stop with the multiple damage types. Unless you're using cross-bred or sub- families (like a "Drake family" being a sub-family of beast which could inflict Elemental with its breath and Piercing with its claws but is weak to piercing, or a "Diety" sub-family of fiend which could inflict both Shadow and Elemental but is weak to piercing) stick to each family's damage.

Basically this whole section on Bungee Jellies is twice, maybe even three times longer than it needs to be. All you need to do is give a brief overview of the jelly in the first paragraph, describing how it moves. Then in the next three paragraph, you explain its attacks and what tier it can use them in.

Here's an example:

Werewolver
A member of the beast family, this giant, semi-upright and ape-like wolver has a bad temper and a big hunger. (its anatomy is sort of like this. Pictures help a lot, even if they're just crappy scribbles, or copied URLs from google search, just anything to give us an idea of what you're thinking)
This monster falls into the Giant category. (This means they are in the same power category as Trojans and Giant Lichen Colonies)
The Werewolver walks around on its overgrown front legs, much akin to a gorilla. It moves at the speed of a regular wolver while walking normally.

TIER 1
Has a large swiping attack covering the same width as a flourish, but doesn't reach as far as the Trojan or Lumber overhead slams. Like Lumbers and Trojans, this has a long, 6+ second cooldown. This ability has slow tracking.

TIER 2
Gains the ability to charge. While charging, the Werewolver moves at about 120% knight speed. The Werewolver's turning speed is decreased when using this charge, only being able to turn 45 degrees per 8 tiles travelled. The Werewolver can keep this charge up indefinitely, until it reaches a wall or a knight. If it reaches a knight, it can simultaneously stop the charge and start winding up its swipe attack.

TIER 3
Gains the ability to roar. The roar is a projectile appearing as a small shockwave that progressively gets wider as it travels further, essentially effecting a cone-shaped area infront of the Werewolver. Knights hit by the roar are not damaged, but stunned. The windup for this attack is very quick, but the animation lasts about 3 seconds. The Werewolver is far more likely to do this move when it is near but not close enough to a knight to hit with its primary attack, much like when a Trojan chooses to dash.
The Werewolver's Swipe attack is upped to a combo of two swipes. The Werewolver moves forward on the second swipe, much akin to Gremlin Thwackers, but not as far.

Luminy

Ability 1 sounds pretty cool. It seems balanced because even though it fires 1 that does a lot of damage, it doesn't track so it's a basically a tier 1 gun puppy that hurts a lot if it hits.
Ability 2 sounds too fast.. Even though they're only hitting in a small area, this is basically as fast as Jelly Cube spines. (I am absolutely unable to shield against those things pro-actively: 300ms for the spine message to reach me + 200ms human reaction time + 300ms for the message saying I'm shielding to send back = Too late. It also seems like it has way too far of a range. Even the Jelly Cube's spine attack can only cover a distance of 5 tiles, and is ground based so it's obstructed by both walls and gaps in the floor.
Ability 3 sounds like a total swordsman-killer. Already sword users have difficulty dealing with turrets, just remember that.

Once again you're playing with the stats of monsters. Don't do that. We have 6 families already, fit it into one of those. We don't have a beast turret yet, make it a beast. It works well since it is a plant thing.
Since it would have piercing weakness, the light drizzle seems like a good enough way to avert players from just blitzing or slugging it from a distance.

Silkwing buff
Although this does sound pretty cool, I feel as if we might have some problems with monsters that do not have a back (like jelly cubes) or monsters that are tricky to get their backs to show. With Trojans it's easy because their attacks are all slow to execute, but for something like a Mecha Knight, it seems like this would be nearly impossible to reach their back.

I don't read nor comment on level suggestions and boss suggestions.

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Fehzor

Needs to be more fleshed out.