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New Monsters

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Sun, 01/05/2014 - 06:10
Masterreeve's picture
Masterreeve

After reading Hexzyle's thread on what really needs to be added to the game, I decided to make a list of potential new monsters for every monster class so OOO has something to work with and get a head start on. These ideas do not have to be in-depth, but rather a simple summary of the new monsters; however, some of these monsters will receive a more in-depth thread separately. Some of these ideas may not be mine, but are rather suggestions of monsters I have found on the forums; these entries will be credited to the creator.
Firstly, I'd just like to share with you all my way of classifying monsters of varying power levels and difficulty. I rank all known monsters into 8 categories: Drone, grunt, brute, elite, giant, turret, support and boss. As far as I know this isn't an official classification system, but if you wan't to see how I ranked all the known monsters look here.

Table of Contents

  • Beast
  • Slime
  • Construct
  • Gremlin
  • Undead
  • Fiend

~Beast~
Werewolver-Elite- A humanoid Alpha Wolver with vicious claws. They have rapid claw attacks that lunge them forward with each swipe like the cutter line. A Werewolver is able to wall-run if it is near a wall to avoid all damage for a short time. They side step bullets like Chromalisks. Come in all status variants. (Idea by Hexzyle)

Vog Cub-Giant- The same as an Alpha Wolver, but with more health and the added ability to shoot single fireballs with the speed of a Scorcher ember bolt. They also do not burrow, and instead simple dash out of the way of incoming projectiles.

Skolver Cub-Giant- Identical to Vog Cubs, except for they are Ice themed.

Rupturous Cub-Giant- Identical to Vog Cubs, except for they are shock themed.

Gargantu-Giant- These massive Beasts always spawn in even numbers; like the Snarbolax, they have exceptional defense, but not invulnerability. Sort of like Arkus's front shield. They're incredibly large and heavy, and roll towards the knight, attempting to crush it with its many spikes lining its fur. Being hit or walking into them while they roll causes damage equal to a Trojan charge. Every once in a while, they'll stop rolling for a second, look around for the nearest knight, and continue to roll towards it in a straight line, unable to change direction until they stop again. Although a knight could destroy them eventually by sheer force, it's often much easier to simply have them roll into each other or into a trap; heck, put them in a Freeze Trap and waltz away. Don't worry, they don't drop any loot directly, instead guarding a few treasure boxes, so it's better to neutralize rather than kill them. Their rolling also affects other Monsters, pushing and damaging them. (By Sandwhich-Potato)

Snapper-Turret- A real killer plant! Disguised as a normal bush, this monster will spring into action when players get too close. Shoots barbs in the same random fashion of Caustic Quills, with more barbs the higher tier you're in. Comes in all status variants. (Idea by Hexzyle)

Fire Beast Vog & Divine Beast Skolver-Boss- A new T3 pair of bosses. Will function similar to Twin Rabid Snarbolaxes, except Vog deals fire and Skolver deals ice. More detail will be added later in a separate thread for the entire boss stratum.

Dragon-Boss- A massive T3 flying boss. (I'll [Mushy-Bucket] make a full thread some other time). Dragons aren't exactly extinct, according to Drakons and the lore. This boss will be featured on an interesting arena that gives it room to fly around above. As to its appearance, think of the style of LoZ Twilight Princess's 7th boss, but without armor (or of the latest Hobbit movie's dragon). The boss's size is very large, as well. The head is about 1 square wide and 2 squares long, with the neck being about 4-5 squares long, a body that's about 8 squares and a 12-13 square long tail. The wingspan could easily top 20 squares. While flying it is invulnerable, but is vulnerable during any attack that involves coming towards the ground. It's health would likely fall at about 60,000 (Vanaduke's 1st, 3rd, and 5th phases have 65,000 altogether).
Abilities:
~Flamethrower: Piercing/Fire attack that involves staying high in the air and attempting to track knights with a 5-7 second long "beam" of fire.
~Firebombs: Piercing/Fire attack that involves shooting 5-15 (based on health) fireballs straight up, which will rain down like missiles with small explosion radii.
~Slam: A full-fledged piercing attack. The Dragon will swoop down and charge a player head-on for massive piercing damage. The Dragon is capable of being attack now, as it's hitbox is at knight-level.
~Landing: Causes no damage but massive knockback to all nearby knights when the Dragon lands on the ground to continue the battle on the ground for about 10 seconds.
~Slash: A land-based attack that is a simple (yet strong) piercing attack: A sweeping combo with its claws.
~Inferno (Passive): Is healed by 500 hp if set on fire, and also receives a strong buff in attack and defense while on fire (stays on fire until it is put out (by freeze), or it returns to the sky).

Comes in Fire, and Curse/Fire (SL). (By Mushy-Bucket)

~Slime~
Stickers-Drone- Slimes that cannot attack, but move rapidly. They dash towards the knight, and if they reach him or her, stick onto said knight, causing a MSD and ASD that is permanent unless thrown off. They can be either whacked off by a fellow knight, slip off by dashing, or shaken off by spazzing out. As a benefit, they look adorable. (By Sandwhich-Potato)

Treasure Jelly Cube-Brute- Pretty much identical to rock jellies, except that they spawn from red treasure boxes instead. Possibly give them a small chance of dropping a rare weapon/armor/shield/gear in general, similar to the Darkfang Shield. (Idea by Hexzyle)

Mimic Lichen-Brute- Normally acts like a regular small lichen, but has a lot of health comparable to either a Giant Lichen Colony or a Soul Jelly. He also has a copy ability that lets him turn into any monster in the vicinity. When he does this, he gain all of the copied monster's attacks and abilities with the exception of only dealing normal damage to players. Transformation either last for a set fixed time or until he receives a certain amount of damage, whereas he will then turn back into his original form and not be able to transform again for a limited time. (Yes this is a Pokemon reference. It's partly where I got the idea from.) (Idea by Hexzyle)

Oozing Slime-Elite- Slow moving slime with a fast doge. Leaves a slime trail behind it that causes status effects. Is immune to all elemental effects. Comes in all Status Variants. (By Rihzome)

Lichen Divider-Giant- Dividers function similar to Giant Lichen Colonies, except they cannot dash and have more health. When their health drops to a certain level, they divide into smaller Lichen Dividers, similar to the ranking of lichen colonies but in reverse. Dividers cannot recombine into their larger forms. Come in all status variants. (Idea by Hexzyle)

~Construct~
Microbots-Drone- Miniature robots that fly around. For their attack, they emit a lighting bolt directly ahead of them. Come in all state variants.

Radioactabots-Grunt- Poison themed Scuttlebots that leave puddles of toxin behind them, similar to oilers. To know what puddles of toxin are, look here. (By Tedme)

Garbatrode-Grunt- Poison themed Retrodes that leave puddles of toxin behind them, similar to oilers. To know what puddles of toxin are, look here. (By Tedme)

Wrecka Knights-Elite- Poison themed Mecha Knights that leave puddles of toxin behind them, similar to oilers. To know what puddles of toxin are, look here. (By Tedme)

Crystalrodes-Elite- They have enchanted elemental defense, but they are still weak to it. They deal pure elemental damage and shock and stun. Yeah, both. They are also slightly bigger than normal, and they possibly track on the swipe. Please. I'm undecided if making them not-killable. once defeated, they stay down for a bit, then re-energize and keep fighting. for a while. That's why I'm undeciced. how to kill them? (By Thunder-the-Bright)

Mecha Wolver-Elite- A mostly robotic Alpha Wolver. Use the Alpha Wolver model and replace most of the texture with metal plating, but leave some open spaces of fur. Remove any ruffly fur and replace the tail with a tail akin to a robotic rat tail (like the GitM tentacles, but grey/silver and less fat). It would appear in groups of no more than 2 or 3 and have about as much health as a Mecha Knight. The bark (and other cute doggie noises) would just sound like the same noise but more... computerized and artificial.
Abilities:
~Triple Bite: An elemental version of the standard Alpha Wolver bite combo. Deals whichever status is applied to the Mecha Wolver.
~Charge Bite: A single elemental bite akin to a standard Wolver's bite, but deals high damage and fires a volley of three bullets, much like a Phantom's charge attack, but slower. Bullets have a moderate chance of causing a minor case of the status. The bite has a near 100% chance of a moderate case of the applied status.
~Spin: An elemental damage spin similar to a Levi or FoV charge attack. Deals moderate damage and has a good chance of inflicting the applied status. Has a relatively short cooldown afterwards.
~Burrow: A standard T3 Wolver's burrowing capability.
~Bullet Dodge (Passive): A relatively high chance to dodge most projectiles.
---Comes in Normal, Shock, Fire, Freeze, and Poison variants. (By Mushy-Bucket)

Titan-Giant- A colossal sword wielding monster. Moves as slow as a lumber. For attacks, he has a forward lunging sword slam into the ground for a 2 hit attack that deals stun, similar to a troika charge albeit with much less knock back; he also has a single 180˚ forward sword sweep. He can stab his sword into the ground to summon pillars of water/steam from the ground that, similar to the old shard bombs in trajectory that have 6 explosions (the range of a 5* brandish charge). The pillars are telegraphed similar to the spike attack of a jelly cube, but if any pillar is obstructed by the environment then that line of pillars stops. Doing the pillar attack grants the Titan a temporary defense buff. He either has a very small chance to summon when the player tries to pick up a statue (in which case it would only happen on a new set of danger missions/boss stratum and the Titan would turn back into a statue when defeated) or is a rare encounter monster found only in the arcade, similar to the Tortodrone. If he is rare encounter, then he would normally be in his dormant statue form until activated by the player meaning that he is an optional boss much like the Tortodrone, and would only spawn in Jigsaw Valley/Aurora Isles themed. Has a small chance to drop a 4* fire Troika re-skin. Concept are can be found here (Concept art and name by Steam user Cobalt)

Carrier-Giant- A large vehicle akin to a 3-axle (10 wheel) box truck (but not entirely like real vehicles, or else it'll look too much like real life), utilized by Gremlins. It would be featured exclusively on a new type of depth, which would be similar to a deconstruction zone in openess, but would have a grassy, outdoor theme. You know, Gremlins killing the environment, again (Or on Spring Break!!) (I'll likely make a full thread on this later...). Back on topic.... When party buttons in large rooms that you can't see the edges of are stepped on, you'll here a background sound resembling a truck horn indicating an approaching charge. These vehicles will attempt to directly ram you (very high elemental damage), but only once. There will only be 1 truck per wave, unless there is a scripted event. These charges could (it'd be lame though) be set to come from only cardinal and intermediate directions (N, NE, E, etc), to make programming easier. Afterwards, they will spawn anywhere from 5-15 gremlins (depending on their strength) from the rear, after a short animation of the back door opening. After releasing their cargo, the truck is just a dynamic prop. It takes 95% reduced damage if the "box" part is attack, and takes regular damage if the frontal area is attacked. It is worth noting that, however different looking from real life it is, it will be assumed it has some sort of flammable fuel. It is immune to all statuses except fire, and will burn indefinitely on fire until its health runs out. It is worth noting it's health is around 2 lumbers. Once its health is depleted, it will explode, causing large damage to any player or monster nearby. Use guns!
---No status variants. (By Mushy-Bucket)

Suppressors-Turret- Construct turrets that fire bullets rapidly yet more inaccurate than a Blitz Needle from paths blocked by stone at knights. Usually placed several tiles away from the knight, posing more of a danger as a group rather than a single individual. If disrupted, resumes firing after ~1.5 seconds. (By Sandwhich-Potato)

Para Puppy-Turret- A gun puppy that shoots Gremlin Knockers into the air. The Knockers fall to the ground like a missile shot from a Mortafire, and any player standing near the landing receives a small amount of damage. Knockers that spawn from this monster drop no crowns/heat or vials, but may drop hearts. (Idea by Hexzyle)

~Gremlin~
Roller-Grunt- A gremlin with a robotic suit that transforms into a giant iron ball. Normally moves around like a Gremlin Demo not being able to do anything, but when he activates his ball form he becomes a fast moving wrecking ball that is impervious to damage. However, if he rolls for too long he gets dizzy and becomes immobilized and vulnerable for a short time before he starts walking around again. Time to Indiana Jones our way down some long hallways! (Idea by Hexzyle)

Gremlin Scientists-Grunt- These Gremlins do nothing useful whatsoever and simply run around the room flailing their arms in terror, knocking down any Monster they encounter and damaging knights slightly whenever they impact. Moves around 2/3 the speed of a Gremlin dashing passively. (By Sandwhich-Potato)

Gremlin Scouters-Grunt- These Gremlins are often found far away from their peers. If they see a knight, they panic and run back to their Monster allies, giving them an Attack and Defense boost. They move as fast as a normal Gremlin Thwacker. When alone, they fight by doing a quick 1-hit combo with a small dagger that does light damage and lets them immediately jump back and run. (By Sandwhich-Potato)

Constructor-Elite- Has roughly the same amount of health as a same tier Gremlin Bomber. Can construct Constructs (Excluding Lumberer) of the same tier. Cool down for this ability would range somewhere between 45 seconds to a minute. (By Rihzome)

Glaciater-Elite- A Gremlin Scorcher with ice status instead of fire. Flamethrower is replaced with a wave of ice. Flame Wave is replaced by a move that creates a line of ice blocks on the ground, similar to the ice blocks in Heart of Ice that can't be walked through and must be destroyed. Ember Bolt simply gets a blue re-color and becomes ice status. Instead of dropping oil slicks, he drops globs of ice like the spit attack from Tundralisks.

Galvanizer-Elite- A Gremlin with 2 electric whips for weapons. For a visual, think whiplash from iron man. His attacks would be similar to Gremlin Scorchers, but shock themed. Flamethrower fur into the gremlin lashing his whips at the ground in a straight line. Flame Wave would turn into the gremlin causing the ground to be shocked for a short duration in a cone shaped pattern in front of him. Ember Bolt would get a cyan re-color and be shock status. Instead of dropping oil slicks, he drops globs of shocking goo like the spit attack from Electrolisk.

Gremlin Blocker-Turret- These Gremlins are armed with a Supernova-line Pulsar, the exact weapon based on the tier. They can shoot up to three times in succession rapidly (like ASI VH), but immediately fall down from the recoil. Enough damage will eventually destroy the guns, causing the Blockers to pull out a mini Thwack Hammer, identical to a Thwacker save they deal less damage and have no shield in Tier 3. (By Sandwhich-Potato)

Tizag-Boss- A T1 Gremlin boss. This Gremlin wields two weapons, an electric plasma whip in one hand and liquid nitrogen modified flamethrower. He, and his boss stratum, will be both shock and ice themed, making him the first normal (non-SL) boss to deal double status for their main attacks. More detail coming later in a separate thread.

~Undead~
Almirian Vindicator-Elite- Basically an Almirian Crusader, but instead of a spear he would have a sword and attack similar to a phantom (still moves and dodges like a Crusader though). His charge attack would be the same as a 4* Avenger charge, albeit the image for the shot sword would look like the Vindicator's sword, not the Avenger. Comes in all status variants, with only his sword charge dealing status damage.

Necromancers-Elite- (I mean Really. Why hasn't this been done already OOO?) A variant of a zombie with roughly double the health of a same tier zombie. Has a devastating ranged attack similar to a Swarm Turrets (Very high normal damage), but with a status. They can teleport quickly after players, until it is within firing range. It generates a small aura, roughly half the size of a Deadnoughts, the instantly revives all zombies inside it every 10-20 seconds. These zombies will be the same status as the Necromancer that revived them. Comes in all Status Variants. (By Rihzome)

Lich Sorcerer-Support- Move as fast as a non-dashing kat and hover in the air. Liches can direct heal other monsters and provide an area heal surrounding them, similar to Gremlin Mender, however they cannot produce an area of effect rune on the ground. They are also capable of boosting the attack or defense power of other monsters with a single target spell. Liches produce circle around them that causes killed zombies to top their heads on the ground, similar to Deadnaughts. However, they can only revive zombies one at a time.

The Conscious-Boss- A T3 Undead boss. It will be a giant cloud of smoke with tentacles sticking out and an eyeball. It would mainly deal stun and curse damage, making it the only boss to deal curse outside of SL. More detail to come later in a separate thread.

~Fiend~
Elementals-Drone- They move around similar to Glop Drops, except they float visually. For their attack, they produce a small pulse in a 360˚ radius. They cannot move while attacking. Come in all status variants.

Pit Trainee-Grunt- A wimpish Devilite who's cowardly performance makes him not play well with others. He does not attack, and instead only runs away from everything including other monsters. Dodges bullet fire at the rate of a Devilite Overtimer, making him a tough monster to lock down. Gains a defense buff as long as there is a non-Overtimer Devilite nearby. Upgrades into Pit Brute by Pit Bosses, but only 1 Pit Brute mate be present at a time.

Pit Slaver-Elite- A more dangerous version of a pit boss, with the same amount of health, but with almost all the attacks of an overtimer. Highly deadly in Melee, they can / would inflict the status effect of the level. NB: Pit slavers DO NOT Turn Devilites into Overtimers. Pit slavers only appear during a battle with a Pit Boss CEO. (By Rihzome)

Pit Brute-Giant- A fiendish devil of a monster that lets nothing stand in the way of him and total corporate domination. He can shoulder bash players, similar to a Trojan charge. Has a 3-hit arm thrust move that lunges the Brute forward with each attack. Can deflect gun attacks from the front, but cannot move while doing so and has a cooldown similar to Mech Knight shields. Gains an attack boost as long as there is a Devilite Overtimer nearby. Walks as fast as a trojan, but his attacks move faster than he appears able to. Is upgraded from Pit Trainee by Pit Bosses, but only one Pit Brute can be present at a time. (Monster concept courtesy of OOO)

Stack of Titan-like Excessive Amounts of Misery (S.T.E.A.M. - No?)-Giant- A Fiend "creature", it's a massive tower of paperwork that causes nearby Yesmen to become Overtimers. In addition, stacks of paper often fall around it, damaging knights under it (like the Vanaduke pre-nerf debris). Destroying it causes the tower to collapse on itself, causing a minor shockwave which can stun knights. Destroying it causes Overtimers to become Devilites again, right before the Boss comes back. (By Sandwhich-Potato)

Velvetwing-Support- A silkwing, but instead of healing it's target it will embrue them with a defense boost. Note that all 3 silkwing variants must have distinct color differences.

Cashmerewing-Support- Same as Velvetwing, but gives attack boost instead. Note that all 3 silkwing variants must have distinct color differences.

Pit Boss CEO-Boss/Mini Boss?- A high powered Fiend that throws large stacks of paperwork at knights, dealing heavy shadow damage and almost certainly Stun. This enemy would be able to convert all nearby Devilites into Overtimes, and Pit Bosses into Pit Slavers. Would appear only in Stygian Steeds, in the final arena, along with several Devilites and two or three pit boss. (By Rihzome)

This thread will be updated regularly when I think up new monsters or when I find good ones on the forums. If you have an idea, post it here so I may add it. My goal is to have around ~50 new monsters.

Sun, 01/05/2014 - 07:17
#1
Rihzome's picture
Rihzome
Skolvers whould have been here from the begining...

So, you're working on creating / gathering Ideas for new monster? I have a few ideas, so well, here they are. NB: A FEW.

~Gremlin~
Constructor-Elite- Has roughly the same amount of health as a same tier Gremlin Bomber. Can construct Constructs (Excluding Lumberer) of the same tier. Cool down for this ability would range somewhere between 45 seconds to a minute.

~Slimes~
Oozing Slime-Elite- Slow moving slime with a fast doge. Leaves a slime trail behind it that causes status effects. Is immune to all elemental effects. Comes in all Status Variants.

~Undead~
Necromancers-Elite- (I mean Really. Why hasn't this been done already OOO?) A variant of a zombie with roughly double the health of a same tier zombie. Has a devastating ranged attack similar to a Swarm Turrets (Very high normal damage), but with a status. They can teleport quickly after players, until it is within firing range. It generates a small aura, roughly half the size of a Deadnoughts, the instantly revives all zombies inside it every 10-20 seconds. These zombies will be the same status as the Necromancer that revived them. Comes in all Status Variants.

~Fiend~
Pit Boss CEO-boss/mini boss?- A high powered Fiend that throws large stacks of paperwork at knights, dealing heavy shadow damage and almost certainly Stun. This enemy would be able to convert all nearby Devilites into Overtimes, and Pit Bosses into Pit Slavers. Would appear only in Stygian Steeds, in the final arena, along with several Devilites and two or three pit boss

Pit Slaver-Elite- a more dangerous version of a pit boss, with the same amount of health, but with almost all the attacks of an overtimer. Highly deadly in Melee, they can / would inflict the status effect of the level. NB: Pit slavers DO NOT Turn Devilites into Overtimers. Pit slavers only appear during a battle with a Pit Boss CEO.

Sun, 01/05/2014 - 10:46
#2
Hexzyle's picture
Hexzyle

Just being a bit pedantic, I'm not sure if these are the exact categories, but it goes something like this:
Trash Mob, Ranged, Grunt, Elite, Brute, Giant.

Trash mobs are the four minis, ranged are anything with a ranged attack as a main attack (devilites included, greavers used to be here as well) as they usually do 10% less damage than Grunts, Grunts are the more common mobs, Elites tend to have a large variety of attacks like Thwackers and Mecha Knights, Brutes have hefty amounts of health like Alpha Wolvers and Lumbers, Giants spawn very rarely: Trojans and Dreadnaughts.

Sun, 01/05/2014 - 14:25
#3
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

lichen colonies and gigant lichen coloines are considered gigants.
there is support too, which includes all turrets and healers; I think support is divided in two categories to separate these two.
remember in making new monsters that we need an elite undead, slime and beast. yes, I edited out something. it MIGHT be related to the comments below.

Sun, 01/05/2014 - 11:40
#4
Hexzyle's picture
Hexzyle

I'm pretty sure Nick said that the Pit Brute falls into the Giant category, because they'd be on par with Trojans.

Sun, 01/05/2014 - 11:53
#5
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

I'm pretty sure Nick said that he wanted the pit brute to be a brute.

Sun, 01/05/2014 - 13:31
#6
Hexzyle's picture
Hexzyle

http://forums.spiralknights.com/en/node/80262#comment-707370

Sun, 01/05/2014 - 14:25
#7
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

ok.
actually I said that becasue I was too lazy to search proof myself. thanks for working for me.

Sun, 01/05/2014 - 16:19
#8
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

Ok, I'll change my ranking system later, probably later on today. Thanks for clarifying that for me Hex and Thunder. I'll also be adding a few new original ideas, as well as the ones from Rihzome.

Mon, 01/06/2014 - 04:36
#9
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

Thread UPDATED!!
~Updated the wiki link to more accurately reflect the categories that Nick has stated in the link Hex provided. Note that the listing are of my own making, and are not official categorizations. Also updated some monsters on this thread to reflect the new categories.

~Added a few new monsters, namely:
* Treasure Jelly Cube
* Mimic Lichen
* Oozing Slime (By Rihzome)
* Wrecka Knights (By Tedme)
* Radioactabots (By Tedme)
* Garbatrode (By Tedme)
* Crystalrodes (By Thunder-the-Bright)(Note that I suggest changing the name to Crystrodes, but since it's not my idea I can't without his permission)
* Constructor (By Rihzome)
* Almirian Vindicator
* Necromancers (By Rihzome)
* Velvetwings
* Cashmerewings
* Pit Boss CEO (By Rihzome)
* Pit Slaver (By Rihzome)

I'd also like to point out to Rihzome that your Pit Slavers are basically just Overtimers with more health, so I don't really see why you described them as Pit Bosses.

If anyone else has any ideas, post them here or give me a link to your original thread so that I may make a link to it from here. I'll add more monsters later, but I still have to finish my other threads so I may take a while to update again.

Until then
Cheers~ <:D

Mon, 01/06/2014 - 06:20
#10
Hexzyle's picture
Hexzyle

Feel free to steal the ones off my eponymous thread, it's in General Discussion and I didn't exactly copyright it or anything.

Mon, 01/06/2014 - 06:45
#11
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

Oh, I was going to, Don't you worry. I just haven't gotten around to it yet. I actually got the idea for the mimic lichen from something you said. But anything else I take will be given it's proper credits.

Mon, 01/06/2014 - 20:55
#12
Trats-Romra's picture
Trats-Romra
+1

Good ideas and some already scarried a bit, appearing a great challenge.

Another possibility to Lichen Divider is give a low health to it. So, when you kill it, it divides on four with low health and repeat it until becomes simple lichens. So you kill it. It's just the way I thought a Lichen Divider.

Tue, 01/07/2014 - 17:31
#13
Sonosuke's picture
Sonosuke
+1

Hey, how come the Pit Brutes aren't in the OP? They have enough right to be here as any other monster.

Wed, 01/08/2014 - 06:02
#14
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

Because I haven't thought up a good way to add Pit Brute to the game yet. I'm not just going to add the name of an enemy without giving at least the bare minimum required explanation of it's abilities, that would be the same as a kthnxbye thread. But yes, I will eventually post Pit Brute.

Wed, 01/08/2014 - 08:19
#15
Mystrian's picture
Mystrian
Cool suggestions!

Rihzome posted:
"~Undead~
Necromancers-Elite- (I mean Really. Why hasn't this been done already OOO?) A variant of a zombie with roughly double the health of a same tier zombie. Has a devastating ranged attack similar to a Swarm Turrets (Very high normal damage), but with a status. They can teleport quickly after players, until it is within firing range. It generates a small aura, roughly half the size of a Deadnoughts, the instantly revives all zombies inside it every 10-20 seconds. These zombies will be the same status as the Necromancer that revived them. Comes in all Status Variants."
>

Sounds like diablo 3. I like it!

Masterreeve posted:
"Fire Beast Vog & Divine Beast Skolver-Boss- A new T3 pair of bosses. Will function similar to Twin Rabid Snarbolaxes, except Vog deals fire and Skolver deals ice. More detail will be added later in a separate thread for the entire boss stratum.

Sounds like Twinrova (Ocarina of Time). I loved that fight! I'm interested on how your boss fights would play out! I assume there would be a beast bell in the middle because you said it would be like rabid Snarbolax. Would this fight have other phases?

Wed, 01/08/2014 - 09:08
#16
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

I'm not sure yet. I know that I want a Skovler/Vog death match but I'm not sure how it would go. Yes, I want it to be similar to the Rabid Snarbi fight, but not just a plain knock off with a status change. As I said in the thread, I'll go more in-depth later when I make the separate thread.

Mon, 01/13/2014 - 16:37
#17
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

Thread UPDATED

~Added a few extra monsters
* Werewolver
* Snapper
* Para Puppy
* Titan
* Roller
* Pit Trainee
* Pit Brute

I'm a little iffy on the spawning procedure of the Titan, and the Pit Brute as a whole, but I'll let you guys discuss if it's good or not. I was also going to make the Roller a Construct, but was thinking that we need more Gremlins and a spinning dizzy Grem spewing out his leftover lunch chunks everywhere sounded lovely.

A special thanks to Hexzyle, as many of the ideas I posted today came from his original thread.

Well, until next time all.
Cheers~ <:D

EDIT: Oh, before I go lemme give a challenge to you all. I found this picture from a link in another thread, and I'd like to see some monsters with these two beasties as concept art. I couldn't come up with any good ones, so I'd like to see if you guys can. FYI, I think the fiend would kick that beast's arse.

Mon, 01/13/2014 - 17:16
#18
Sandwich-Potato's picture
Sandwich-Potato

Gargantu - These massive Beasts always spawn in even numbers; like the Snarbolax, they have exceptional defense, but not invulnerability. Sort of like Arkus's front shield. They're incredibly large and heavy, and roll towards the knight, attempting to crush it with its many spikes lining its fur. Being hit or walking into them while they roll causes damage equal to a Trojan charge. Every once in a while, they'll stop rolling for a second, look around for the nearest knight, and continue to roll towards it in a straight line, unable to change direction until they stop again. Although a knight could destroy them eventually by sheer force, it's often much easier to simply have them roll into each other or into a trap; heck, put them in a Freeze Trap and waltz away. Don't worry, they don't drop any loot directly, instead guarding a few treasure boxes, so it's better to neutralize rather than kill them. Their rolling also affects other Monsters, pushing and damaging them.

Gremlin Blocker - These Gremlins are armed with a Supernova-line Pulsar, the exact weapon based on the tier. They can shoot up to three times in succession rapidly (like ASI VH), but immediately fall down from the recoil. Enough damage will eventually destroy the guns, causing the Blockers to pull out a mini Thwack Hammer, identical to a Thwacker save they deal less damage and have no shield in Tier 3.

Gremlin Scientists - These Gremlins do nothing useful whatsoever and simply run around the room flailing their arms in terror, knocking down any Monster they encounter and damaging knights slightly whenever they impact. Moves around 2/3 the speed of a Gremlin dashing passively.

Gremlin Scouters - These Gremlins are often found far away from their peers. If they see a knight, they panic and run back to their Monster allies, giving them an Attack and Defense boost. They move as fast as a normal Gremlin Thwacker. When alone, they fight by doing a quick 1-hit combo with a small dagger that does light damage and lets them immediately jump back and run.

Stack of Titan-like Excessive Amounts of Misery (S.T.E.A.M. - No?) - A Fiend "creature", it's a massive tower of paperwork that causes nearby Yesmen to become Overtimers. In addition, stacks of paper often fall around it, damaging knights under it (like the Vanaduke pre-nerf debris). Destroying it causes the tower to collapse on itself, causing a minor shockwave which can stun knights. Destroying it causes Overtimers to become Devilites again, right before the Boss comes back.

Suppressors - Construct turrets that fire bullets rapidly yet more inaccurate than a Blitz Needle from paths blocked by stone at knights. Usually placed several tiles away from the knight, posing more of a danger as a group rather than a single individual. If disrupted, resumes firing after ~1.5 seconds.

Stickers - Slimes that cannot attack, but move rapidly. They dash towards the knight, and if they reach him or her, stick onto said knight, causing a MSD and ASD that is permanent unless thrown off. They can be either whacked off by a fellow knight, slip off by dashing, or shaken off by spazzing out. As a benefit, they look adorable.

Tue, 01/14/2014 - 13:45
#19
Mushy-Bucket's picture
Mushy-Bucket
---

Keep this thread alive!
These have been on my mind for a long time:

~Construct~
-Mecha Wolver (Likely Elite)- A mostly robotic Alpha Wolver. Use the Alpha Wolver model and replace most of the texture with metal plating, but leave some open spaces of fur. Remove any ruffly fur and replace the tail with a tail akin to a robotic rat tail (like the GitM tentacles, but grey/silver and less fat). It would appear in groups of no more than 2 or 3 and have about as much health as a Mecha Knight. The bark (and other cute doggie noises) would just sound like the same noise but more... computerized and artificial.
Abilities:
~Triple Bite: An elemental version of the standard Alpha Wolver bite combo. Deals whichever status is applied to the Mecha Wolver.
~Charge Bite: A single elemental bite akin to a standard Wolver's bite, but deals high damage and fires a volley of three bullets, much like a Phantom's charge attack, but slower. Bullets have a moderate chance of causing a minor case of the status. The bite has a near 100% chance of a moderate case of the applied status.
~Spin: An elemental damage spin similar to a Levi or FoV charge attack. Deals moderate damage and has a good chance of inflicting the applied status. Has a relatively short cooldown afterwards.
~Burrow: A standard T3 Wolver's burrowing capability.
~Bullet Dodge (Passive): A relatively high chance to dodge most projectiles.
---Comes in Normal, Shock, Fire, Freeze, and Poison variants.

-Carrier (Giant)- A large vehicle akin to a 3-axle (10 wheel) box truck (but not entirely like real vehicles, or else it'll look too much like real life), utilized by Gremlins. It would be featured exclusively on a new type of depth, which would be similar to a deconstruction zone in openess, but would have a grassy, outdoor theme. You know, Gremlins killing the environment, again (Or on Spring Break!!) (I'll likely make a full thread on this later...). Back on topic.... When party buttons in large rooms that you can't see the edges of are stepped on, you'll here a background sound resembling a truck horn indicating an approaching charge. These vehicles will attempt to directly ram you (very high elemental damage), but only once. There will only be 1 truck per wave, unless there is a scripted event. These charges could (it'd be lame though) be set to come from only cardinal and intermediate directions (N, NE, E, etc), to make programming easier. Afterwards, they will spawn anywhere from 5-15 gremlins (depending on their strength) from the rear, after a short animation of the back door opening. After releasing their cargo, the truck is just a dynamic prop. It takes 95% reduced damage if the "box" part is attack, and takes regular damage if the frontal area is attacked. It is worth noting that, however different looking from real life it is, it will be assumed it has some sort of flammable fuel. It is immune to all statuses except fire, and will burn indefinitely on fire until its health runs out. It is worth noting it's health is around 2 lumbers. Once its health is depleted, it will explode, causing large damage to any player or monster nearby. Use guns!
---No status variants.

~Beast~
-Dragon (Boss)- A massive T3 flying boss. (I'll make a full thread some other time). Dragons aren't exactly extinct, according to Drakons and the lore. This boss will be featured on an interesting arena that gives it room to fly around above. As to its appearance, think of the style of LoZ Twilight Princess's 7th boss, but without armor (or of the latest Hobbit movie's dragon). The boss's size is very large, as well. The head is about 1 square wide and 2 squares long, with the neck being about 4-5 squares long, a body that's about 8 squares and a 12-13 square long tail. The wingspan could easily top 20 squares. While flying it is invulnerable, but is vulnerable during any attack that involves coming towards the ground. It's health would likely fall at about 60,000 (Vanaduke's 1st, 3rd, and 5th phases have 65,000 altogether).
Abilities:
~Flamethrower: Piercing/Fire attack that involves staying high in the air and attempting to track knights with a 5-7 second long "beam" of fire.
~Firebombs: Piercing/Fire attack that involves shooting 5-15 (based on health) fireballs straight up, which will rain down like missiles with small explosion radii.
~Slam: A full-fledged piercing attack. The Dragon will swoop down and charge a player head-on for massive piercing damage. The Dragon is capable of being attack now, as it's hitbox is at knight-level.
~Landing: Causes no damage but massive knockback to all nearby knights when the Dragon lands on the ground to continue the battle on the ground for about 10 seconds.
~Slash: A land-based attack that is a simple (yet strong) piercing attack: A sweeping combo with its claws.
~Inferno (Passive): Is healed by 500 hp if set on fire, and also receives a strong buff in attack and defense while on fire (stays on fire until it is put out (by freeze), or it returns to the sky).

Comes in Fire, and Curse/Fire (SL).

Thu, 01/16/2014 - 13:15
#20
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

Thread UPDATED!!

~Added a few more monsters
* Gargantu (By Sandwich-Potato)
* Dragon (By Mushy-Bucket)
* Stickers (By Sandwich-Potato)
* Mecha Wolver (By Mushy-Bucket)
* Carrier (By Mushy-Bucket)
* Suppressors (By Sandwich-Potato)
* Gremlin Scientists (By Sandwich-Potato)
* Gremlin Scouters (By Sandwich-Potato)
* Gremlin Blocker (By Sandwich-Potato)
* Glaciator
* Galvanizer
* Tizag
* The Conscious
* Stack of Titan-like Excessive Amounts of Misery (S.T.E.A.M.) (By Sandwhich-Potato)

Sandwich, you didn't post monster categories for your monsters so I just guessed on them. If you intended for them to be in a different category (like for instance I wasn't sure if you blockers were elite of turrets) then please tell me so I may correct them.

On a side note, the name Tizag actually comes from a website I used to frequent a lot, and the name for the gremlin boss is only temporary until I find a new name since I have no intention of stealing their copyrighted name.

Until next time
Cheers~ <:D

EDIT: Fixed the link to Tizag (hopefully. I thought it was working the first time...)

Thu, 01/16/2014 - 13:06
#21
Sandwich-Potato's picture
Sandwich-Potato

Broken link there Master.

I like the Dragon idea, but there's a problem; SK really wasn't made for jumping and such. Stairs glitch out all the time if you hang around too much, like when a Slag is randomly hanging in the air.

As of now, you have 42 monsters, meaning 8 more until the goal is reached.

Mon, 01/20/2014 - 18:12
#22
Leafblader's picture
Leafblader
moo

Dust bunnies grave scarabs and glop drops are minis. Shankles and wisps are drones.
Spiky wisp- A combination of a shankle and a wisp. It looks like a wisp with spikes all over it. It damages you and inflicts a status. The damage is lower than a shankles damage and the status is weaker than a wisps status. It can be found anywhere where shankles and wisps can be found.
Vampire bat- Vampire bats are elite beasts. They are as big as greavers. They are really fast and will fly towards you and bite you. The bite does piercing damage. The bite damages you and heals the vampire bat. In tier 3 they can flap their wings to create a gust of wind that will blow anybody who is near the vampire bat away. The gust of wind is AoE and woks just like a battlepods knockback pulse.

Mon, 01/20/2014 - 15:57
#23
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

@ Leafblader
As stated by Nick's comment, the lowest form of monsters are drones. This would include all of the miniature monsters on cradle, like Glorp drops and Royal Mini Jellies. I personally don't consider Shankles and Wisps to be one of the traditional monsters, so they were not added to the list.

Tue, 01/21/2014 - 07:08
#24
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

master, we have some info that doesn't get along with.
trash mob, grunt, support, brute, elite, gigant. these should be the classes of monsters (as hex [and I] already said before in this thread)
anyway I'm pretty sure trash mobs are what you call drones.

Tue, 01/21/2014 - 21:15
#25
Expressomachine's picture
Expressomachine
Kill them with Kindness

got a little boss idea here-- I'm a huge fan of the "insane spiral warden" arkus and whatnot storyline. What if we had another good-guy-turned-evil boss (as i'm writing this, i'm thinking of Almirian Lords that are like vanaduke, or possibly just an Arkus-type dude).

I settled on an Almirian Lord-- Vanaduke ain't the only royal in his court, after all. Anyways, let's call him Aeoleus (or Icarus? idk)

He's a bad-looking winged angel looking dude with a bird-beak plague doctor's mask, as well as 2 pairs of wings. You fight him on a raised dais that you can get knocked off of into floor hazards. If knocked into hazards, you must run through to a set of stairs on each side of the dais to get back into the fight. Throughout the whole fight, he can go off screen for a second and then massive gusts of wind begin to blow, threatening to knock you into a perilous puddle of spikes. You can dodge these by bracing against blocks and obstacles that drop onto the dais. You fight him in three phases:

Phase 1: Aeoleus/Icarus flies around, shooting barbed feathers that deal piercing damage, trying to blow you off the dais by going off screen, or using his wings to make gusts of wind that blow you away. Deal enough damage and he'll go to Phase 2

Phase 2: Aeoleus cowers in a ball and clutches his mask. Suddenly, his eyes glow blue and the area around him explodes with a particle effect similar to using a revive. Nearby units are damaged by this explosion. In this stage, Aeoleus moves faster, deals more damage, and summons bird-like creatures to attack. I'll elaborate those later. He has the same attacks, with one new one (beside his summon). After dropping below 50% health, he pulls out a scythe and moves in a pattern similar to a T3 gremlin thwacker, dealing shadow and piercing damage. Deal enough damage and he moves on to Phase 3

Phase 3: Aeoleus does the same explosion thing, but now black/purple colored. He grows in size and has 6 wings instead of 4. He has the same attacks as the previous two phases, except now he keeps his Scythe at the start of the fight. When reduced below 50% health, He begins to dash around the battlefield, dealing damage to anything in his path. He stops right after this dash to recover, so use this time to attack!

that's all ive got.

Wed, 01/22/2014 - 03:45
#26
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

@Thunder-The-Bright
I'm going by the list of names that Nick said in his comment, not by the ones that forumers came up with. Your list doesn't have a spot for turrets, and I don't feel comfortable piling them on with the support/grunt/elite groups. They are a category of their own. Also, the name drone sounds better than trash mob, and I'm not even sure where Hex got that name from.

Wed, 01/22/2014 - 07:39
#27
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

all right, but I still can't come up with where to put minis. drones should be shankles and wisps.
since that comment is one month after the compound update, they should be there. he could have forgotten them though.

Wed, 01/22/2014 - 08:16
#28
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

I don't count Shankles and Wisps as traditional monsters, so they are not under my categorization

Wed, 01/22/2014 - 23:45
#29
Hexzyle's picture
Hexzyle

Pretty sure "Drone" is a monster family, not a monster category. Just like how Souls are also their own family.

Thu, 01/23/2014 - 02:59
#30
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

I've never heard of any family called drone or soul before. I know there are things in the clockworks that are called by those names, but that is their own specific name like how zombies are all collected under one name but they are not a family of their own but instead fall under the undead.

If you had to say that they were monsters, then Shankles, Wisps and souls would all fall under the "no category" section, since they are all unique when compared to all the other monsters.

And again, I'm just going by what Nick said. Pretty sure his list of names would be more accurate than anyone else's.

Fri, 01/31/2014 - 11:38
#31
Leafblader's picture
Leafblader
moo

Bump

Sat, 02/01/2014 - 00:01
#32
Akuryo's picture
Akuryo
o....o)

good ideas you got there. id like to add if possible:

Gatling-Pups: turret - like gun puppies except fires 10 continuous shoots in one direction [and can change angle at will]. devestating in groups (idk bout the changes angle at will so i put it in brackets). have all status variants.

beasts need more attention:

Spewpike(?): how bout instead of the plant thing, we have a porcupine monster that is hiding in bushes (having chances of spawning in bushes when cut). once encountered, they turn into balls of spikes that damage knights when touched and can shoot at knights with quills without a pattern and fires more rapidly (unlike gun-puppies and polyps). gunners are needed for eliminating them. another damage they could do is omni directional quill burst at short range if knights get too close or have many surrounding it.

hmm dont have much to add right now

Sat, 02/01/2014 - 09:59
#33
Akuryo's picture
Akuryo
o....o)

sorry for the double post but ill be putting up concept art of what they could look like if you dont mind Masterreeve (i dont think i can draw all of them in a short time because irl stuff x...x)

Beasts
Werewolver

Sat, 02/01/2014 - 11:11
#34
Trats-Romra's picture
Trats-Romra
@Akuyro

Your draw of werewolver is very cool! Definitely better than one that I imagined.

Tue, 02/04/2014 - 05:21
#35
Doctorspacebar's picture
Doctorspacebar
Formulate a plan!

How about these?

BEAST: Shredsickle
(Torchsickle/Popsickle/Ampsickle/Toxickle)

Shredsickles and their status-variants are large (about knight-sized) praying mantes (not a typo- that's a valid plural form of "mantis", trust me) with metal claws that look like sickles. They are highly territorial, guarding an area and sticking to it.

If a knight steps in their range, a Shredsickle will sidestep into the Knight's path and attempt to slash the knight (with both claws) for Normal/Piercing damage after a short windup time. This slash hits 1.5 squares in front and has a 3-square-wide arc. Status variants cause appropriate status effects with the slash. Alternatively, they can Spin Attack, hitting anything within 1.75 squares. Shredsickles are most vulnerable after they've attacked.

In Tier 2, Shredsickles gain the ability to block projectiles (and melee attacks!), much like Mecha Knights, by raising both arms. They also gain a "venom spit" attack which, if it gets through the shield, deals a little Normal damage AND applies ticks of their relevant status multiple times over 10 seconds on the affected knight. (Standard Shredsickles cause Stun.)

Tier 3 Shredsickles are even more dangerous. First, they grant an attack boost to nearby beasts, like Alpha Wolvers. Second, they now "reflect" projectiles with their block, creating a gunpuppy bullet when a projectile hits their "shield". Third, they have a "Berserk" mode if you run past them. In Berserk Mode, they run at a target at high speed flailing their arms, dodging around projectiles. Shredsickles continuously attack in Berserk Mode, and a successful hit is twice as powerful as a normal hit.

In Arenas, of course, Berserk Mode is different. Attacking a Silkwing that's close to them and putting said Silkwing below half health will trigger Berserk Mode instead.

Garden variety Shredsickles have a metallic grey exoskeleton and their claws don't have an effect. Torchsickles have a metallic red exoskeleton and flaming claws. Popsickles have a metallic white exoskeleton and freezing claws. Ampsickles have a metallic blue exoskeleton and electrified claws. Toxickles have a metallic green exoskeleton and poisonous claws.

Undead/Fiend: Greavalier

This is a Zombie knight riding on Greaver-back! Take a Dust Zombie, put him in armor, give him a lance and a particularly large Greaver to ride on, and you've got a deadly force to be reckoned with: the Greavalier!

To kill a Greavalier, you must first kill his Greaver mount, which resists Shadow and is weak to Piercing. While mounted, a Greavalier can charge forward before striking with his Shadow-damaging lance; this is even faster than the normal Greaver charge, but interrupted just as easily. Alternatively, he can pull back on the Greaver's reins to get it to spread a cloud of status dust (Stun for the rank and file Greavalry), or hurl a Shadow-damage javelin straight forward.

Once the Greaver mount is killed, you still must deal with the Greavalier himself. On foot, the Greavalier will try to keep you away by jabbing with his spear, occasionally throwing a javelin, but is not nearly as threatening as when he's on Greaver-back. Guns will make short work of him.

In Tier 2, Greavaliers start packing more weapons. Instead of a javelin, they take a repeating crossbow that fires three shadow-damage bolts in a spread. They also may randomly (25%) spawn with a double-bladed battle axe, which attacks slightly slower, but deals much more damage.

In Tier 3, Greavaliers randomly (5%) spawn as Elite Greavaliers, which carry a shield that protects them from Piercing damage (this is lowered to neutral level), the dreaded Perilous Troika (deals damage in a wide arc around the charge), and have the ability to make their Greavers spit projectiles while using their status cloud. Once they lose their mount, the shield can be used to block similar to a Deadnaught. Oh, and their status cloud? It's always Curse!

While you'll rarely see a Greavalry of more than one or two, such a thing could easily be your demise. Greavalry may have status variants, too- but these will not be as common as status variants of other monsters.

Note that the greaver is 1.5x the size of a normal Greaver, to justify its holding the Zombie's weight. The standard Greavalier bears silver-colored steel armor. The Slag Walker/Ruby Greaver combination wears shining red armor, and is called a Crimson Greavalier. The Droul/Jade Greaver combo wears shining green armor, and is called a Green Steel Greavalier. The Frozen Shambler/Pearl Greaver combo wears armor made of pearly ice, and is called a Frozen Gale Greavalier. The Frankenzom/Jade Greaver combo wears electrified iron armor, and is called a Voltaic Greavalier; the Voltaic Greavalier doesn't get an axe, instead getting a hammer, but the difference is purely aesthetic. Elite Greavaliers have a Carnavon's eye mask, and wear jet-black armor that almost looks Swarm-infested; their shield is a Blackened Crest.

CONSTRUCT: Wheel Beetle

A massive robotic stag beetle with an electrified horn, the Wheel Beetle is easily considered a giant, much like Trojans and Giant Lichen Colonies. It has an ability, you see... this ability happens to be complete immunity to damage. While its shell is closed, it doesn't get hit. Not even the GM's crowbar can kill it.

However, beneath a Wheel Beetle's sleek red shell is its engine, which is as vulnerable to Elemental damage as any construct. Break the engine, and you break the Beetle. The problem? Only intense heat will get a Wheel Beetle to open its shell.

A Knight hoping for victory against a Wheel Beetle must avoid its deadly laser beam. This beam is similar to a Retrode's, but aimed and fired quickly from the Beetle's horn. It deals Elemental damage and Shocks targets, and five beams are fired at a time. The Wheel Beetle can also hit a close target with its horn, causing heavy Elemental/PIERCING damage (it IS a horn) as well as Shock, Stun, and ludicrous knockback. In Tier 2, it can use a Dash attack (Horn damage) and throw ten bombs at once. In Tier 3, it gains extra beams on the sides whenever its laser attack is used, and it can fire large Roarmulus-class missiles.

After enough attacks, heat is released out of vents in the beetle's side. Much like the Armored Cannon Beetle of Pikmin infamy, your goal is to plug these vents to expose the weak point (the engine). Any kind of pot will do the trick, but as the Wheel Beetle tracks you when it's not attacking, your best bet is to throw the pot into one of the vents while the Beetle is firing its lasers. (If this guy shows up in an Arena, pot spawns will appear somewhere in the Arena.)

Once one vent is clogged, the shell will begin to rattle and the other vent will start releasing a lot more visible heat. Clog this vent within thirty seconds and the Wheel Beetle's shell will fly open, giving you ten seconds to whale on it before the pots are forcibly expelled. (Be sure you're out of the way when this happens or you'll take Normal damage.) Wheel Beetles make a very satisfying explosion when they die.

Sun, 03/02/2014 - 07:11
#36
Sonosuke's picture
Sonosuke
#Sonosuks

When I read your Shreadsickle idea, I just got horrible memories of Slicers from Sonic 2.

Oh... oh god....

Mon, 03/03/2014 - 12:28
#37
Dracora-Speaking's picture
Dracora-Speaking
Wind Spirits

Inspired by the VERY increased usage of the shield bash with the recent Tortodrone 2014 update.

Posted thread here (98019) .

Wind Spirits - simple enemies that are afraid of shields, but otherwise quite nasty.

Note: These are unclassified, or "No Type" like shankles and wisps.

Mon, 03/03/2014 - 12:36
#38
Pipipipipi's picture
Pipipipipi
The 4th wall shall be shattered!!!

@Doc I like what you did with the Popsickle :)

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