-New Weapon Lines-
-Bow-
The Bows- The bowline shoots out an arrow with 6 square range for its normal attack which does relatively high damage. There is no combo attack as you reload every shot you use. The charged attack however, shoots three arrows at once and stuns the enemy (except Devilite and Devil.) hit by the middle arrow (You hold it sideways for this attack,) and knocks the user back 1 square. And the bow itself fits into the gun category and does Normal damage. Also knocks enemies down like the Dark Briar Barrage.
★★☆☆☆-Bowman's Rage- Stun
★★★☆☆-Bowman's Fury- Stun
★★★★☆-Bowman's Takedown- Stun
★★★★☆-Devilite In Training- Shadow Damage (No status)
★★★★★-Devil's Marksman- Curse (Only curses during charge,) Shadow Damage. *When charged arrow is shot, a Pit Boss emerges from the ground along with his sound effect for a second in a red transparent form. Pit boss does no damage to anything, just for looks.
★★★★★-The Rogue Ranger- Stun (Also shoots 5 arrows for charge.) *When charged arrow is shot, light trails follow the arrows for a few seconds, light trails do no damage, just for looks.
-Anti Gravity bomb-
Anti Gravity Bomb: The Anti Gravity Bombs are the opposite of the vortex bombs. Launches enemies farther away from the explosion more than a blast bomb would, making it the ultimate crowd control weapon. When exploded, a force field-like object starts from the bomb center and quickly grows, pushing the enemies and shocking any that touch the force field. Does normal damage.
★★☆☆☆-The Push Bomb-2 square radius
★★★☆☆-The Repellant-2 square radius
★★★★☆-The Repulsor-3 square radius
★★★★★-The Anti-Gravity-4 square radius
-Pole Arm-
The Pole Arms: A slow heavy sword that does high amounts of damage. Normal attack stabs forward with the pole-arm and pulls back. Intending to do a high-ranged melee attack. Charge attack makes the knight stab his pole-arm into the ground, sending out damage towards the enemy in pulses. (Pulses vary based on star value.) Charge attack can not be cancelled via shielding. Pulses knock enemies back.
★★☆☆☆-Stabby-3 pulses in charge.
★★★☆☆-Barbarian-5 pulses in charge.
★★★★☆-Heavy Hand-6 pulses in charge.
★★★★★-Border Of Demons-8 pulses in charge. When using charge, the earth becomes cracked during the attack. Allowing the sign of lava to peek through, but doesn't come out. Pole-Arm is also set on fire and pulses do fire damage.
-----Bosses-----
-Toxiora-
Toxiora: A poison/fire boss of the third tier. Uses attacks devastating to the Knights of Haven. Looks as if a little girl has some hair missing and holding a heavy green-mossed log in her right hand. About as tall as Vanaduke, and skin tone is Green. Belongs to the Beasts family, so is weak to piercing. To reduce use of the Blitz Needle, she is constantly moving.
Phases:
P1: Slowly trudges across the arena, dragging her log along with her, if one was to touch her or the axe, they would suffer from curse and poison. 13,000 health. Immunity to any status during this phase. Upon ending, she falls to the ground and lies there, awaiting Phase 2 to happen.
P2: Starts crawling around, log still in hand. Occasionally screams or barfs on anyone who hits her, inflicting poison (barf) and stun (scream) and piercing damage. Crawls faster than she trudged in Phase 1. Now susceptable to stun and fire statuses, still immune to the rest. 15,000 health. Upon ending she lets her head fall to the ground.
P3: Regrows her legs and stands back up. Meanwhile, her companion, a fallen gladiator (like Arkus), is emerging from the back, now with his body leaving a trail of black smoke and is poisonous. Toxiora is now again immune to every status effect. To end the phase, you must kill her companion to stop him from healing Toxiora. Ends upon her companion's death.Toxiora is almost invincible (40,000health) (Not required to kill Toxiora to end Phase.) Her companion has 10,000 health. If Toxiora dies during this Phase, her companion's soul will emerge from his body and enter Toxiora's body, automatically entering Phase 4. Toxiora does nothing but stand there and swing her log in this stage.
P4: Toxiora begins trudging around again, except swinging her log at the players now, and occasionally throws a bag into the air. When the bag lands it releases a poison cloud with a radius of 2 squares around it and lasting for 20 seconds. Poison fire is now surrounding her legs. 30,000 health. Upon death, Toxiora slowly decomposes into a pile of slime which slows players down. In the middle of the pile is either nothing but crowns and heat (99% Chance) her unique pendant (0.5% Chance.) and drops the Vile Crust tokens, which is used to purchase her weapon, "Toxic Log" which is a heavy weapon that deals poison and stun status (Stun on charge), and normal damage. You can also buy various types of poison defense armor from there.
-Doppelganger-
The Doppelganger: Has no specific appearance, as he is just a mere black figure with a black sword. No details about figure or any coloration whatsoever. Only notable thing about appearance is he is as tall as a Knight. Tier 3 boss and takes all damages as Normal damage (No weaknesses nor defenses) and belongs to no family. His phases go by time and he has a total health of 70,000. (You can kill him before his final phase.)
Pre-fight: The boss starts off in the room sitting down holding his sword which is buried into the dirt. Once everyone stands on the button, you see two faint red orbs (Where his eyes should be) glow for one second then stop. A few seconds later, he gets up and retrieves his sword from the dirt, ready to fight his foes.
Phase 1: Targets the host of the party. Nobody else. Uses Leviathan Blade to attack him, having slightly faster movement speed than a VH Speed Increase and same animation as a normal knight. Once he hits the host, Phase 2 begins.
Phase 2: He runs back to the center of the room (Where he spawned.) and begins transforming into the host after he hit him, changing his weapon, appearance, height, boosts, speed, etc. The dot on the mini map showing hostile's locations becomes an arrow (Like it would for fellow knights.) After becoming the host, there are no known differences between the two and the host is able to be hit by the other party members. The boss then begins attacking the other members of the party as well as the host for five minutes. Then Phase 3 begins.
Phase 3: He walks back to the middle of the arena and transforms into himself again (Party members can no longer attack host.) The boss then pulls out a Valiance and begins charge spamming the party members. When the players are shot, they copy the features of the boss. This phase continues until everyone is the same as the boss. Weapon and all.
Phase 4: The boss then randomly selects players one by one copying their appearances and weapons to kill the players, never returns to his first form, always randomly choosing players. This phase continues until either the boss dies or the players die. When he does die, he doesn't drop his token, but it comes at the end of the level set, called "Blank Coin." With the token, you can buy his armor, sword, and gun in the shop, which are just re-skins of the Cobalt set, and the weapons do shadow damage rather than Normal.
Post-Fight: The figure runs straight toward the elevator leading to haven and leaves. This is where you fight the levels that would usually go before the fight.
Floor One: The Run: In what looks like a wolver den, there's a giant gate behind to the left of the lift exit. To the right is a party button. Once you step on the party button, an entire horde of pure black Dust Bunnies bite their way through the big gate and begin chasing you. The horde is never ending and if you touch it, you die. You must run through the entire floor to escape the horde. No enemies spawn on the floor and there are boxes and bushes spread out throughout it. Once on the elevator, the Dust Bunnies surround it but don't get on it.
Floor Two: Fight for yourself: On this floor, it appears you are in the Munitions Factory. After you go pass the first gate there's a party button, once you get on the button, it enables an arena, sending 4 waves of robots and gremlins to attack you, some of them, not all, are as if they're from the unknown passage. and they resume to spawn that way for the rest of the level.
Floor Three: King of fears. Upon entering the first room, there is the Jelly King, who has only 3/4 the normal health of one and is always in Phase 3 and no enemies fighting with the king. After he dies, he just slowly fades away until the gate opens. After it opens, the knights are free to resume.
Floor Four: This floor takes place at the core. If you look off of the starting platform, you can see the core research center below the current floor. As you walk through this almost empty level, you find spirits of Alpha Squad to find out what really happened at the core. As well as the ghosts, you can find Cursed Souls (New enemy, curses player when the soul explodes on the player, Only SOMETIMES. (30% chance.)) Then, until the core is actually opened (Hint, Hint) you can enter it from there.
-----Sprites-----
-Pup-
A small black wolver with red tipped fur on it's back (similar to snarbolax.) Can use the Normal, Shadow, and Piercing harnesses. As he levels up he gets bigger and his fur begins to get more fluffy. Eats shadow food. The sprite starts at level 10. (Explained later.)
Ability 1: Bark: Pup makes a baby wolver bark (Just higher pitch) which damages enemies in front of the user in a 45 degree angle for up to 3 tiles away. When used the animation would be as if a Wild Hunting Blade were swung.
Upgrades:
Raised: Every skill point adds one tile to range and makes bark deeper tone.
Iron Lungs: Every skill point increases damage.
Focus: Every skill point decreases cool down time.
Ability 2: Dash: Gives the user a unique buff which makes them dodge any projectile for 10 seconds. Making them turn transparent when something is about to hit him/her. 30% chance of actually dodging.
Upgrades:
Close: Every skill point adds 10% chance of dodging.
Agility: Every skill point adds 3 seconds to the buff.
Focus: Every skill point decreases cool down time.
Ability 3: Big Brother: Spawns a wolver sized snarbolax that aids the user in battle. Does more than mecha knight. The pet stays for 15 seconds.
Upgrades:
Hunter: Every skill point increases damage.
Wild: Every skill point increases speed.
Focus: Every skill point decreases cool own time.
Ultimate Skills:
Ability 1 Ultimates: Howl/Cough
Howl: The spread is now 90 degrees and the range is increased to 7 tiles. The bark also sounds as if Snarbolax's howl and stuns enemies. Visual Change: Small edges of his teeth appear to be reaching out of his mouth. Bark visual is red.
Cough: The range increases to 7 tiles and poisons enemies. Three barks will occur. Visual Change: The red tips on his fur become green. Bark visual is also green.
Ability 2 Ultimates: Revenge/Expert
Revenge: Increases time for the buff to 20 seconds and when the player is actually hit, the user get increased damage and defense. Visual Change: Angry Eyebrows
Expert: Dodge chance increases to 100% and now is able to dodge every other attack at the chance of 45% for everything but projectiles. Visual Change: Fur on back is combed down.
Ability 3 Ultimates: Rampage/Ghost
Rampage: Pet wolf now does a lot more damage than before. Every kill the pet gets increases its time present by 10 seconds. Stays at a base time of 25 seconds. Visual Change: Pet wolf and Pup both have red eyes.
Pack: Three wolves appear rather than one and they stay for 30 seconds. Visual Change: Pup now has three tiny wolvers on his back.
You do not obtain Pup from the beginner missions where you learn about sprites. It is sort of a rare drop rather. There's a 0.0005% Snarbolax will drop a "Broken Tooth" next to his tokens. Or you may buy the Broken Tooth for 90 of his tokens. With the broken tooth, in the Core Terminal there will be a locked gate for a special level. Once you open the gate it takes you to the Rabid Snarbolax fight. Where only one is there. After you fight the Rabid Snarbolax, the pod has a 0.05% of spawning as a drop from the boss. Or of course you could buy it for the standard CE price for sprite pods.
bows:
[instert already been suggested derpbillion times rant here]
that being said, the suggestion is fine, ultra branching is not. no one wants to kill variety again like brandish and alchemers do. branching should also start at 3-4*, not 5*. and The Wild Card concept isn't that good as it seems, but could work if sleep and curse were out of the play.
scatter guns (shotguns):
[copypaste already been suggested derpbillion times rant here]
intend to do high amounts of damage with spread out bullets and low range.
Blitz needle does the same and with high range. derp.
the autogun line practically does what a shotgun does, and it does it better cause it's actually a minigun.
Anti Gravity Bomb:
can you explain again why it's the opposite of vortex? and it has 3* range, cause you intended diameter, not radius, right? cause 9 block radius is more than nitro.
Boss:
what family is this in? resistances? and what is this thing exactly? you give no description.
vana has 45k health on advanced, 55k if you count the mask. yours has 105k health. yeah.
the first and second phase are pretty much the same. tweak them a bit.
arkus, why arkus? say something along the lines of "an enemy similar to arkus", cause arkus is dead.
and no, dear lord no to the trinkets and weapon. not that powerful (more health that penta and resisitance, and 3 status) and not that often (you know how rare are those item drops? count how many boxes have you found in your playtime and how many of them had an item). tweak.