So, as I said in my wolver suggestion forum, beasts are arguable the easiest group type in the game. I've been thinking for a while on how to come about how to deal with chromalisks when I finally found a path that could bring a huge change to the little critters.I began to bring memories of the slimes,specifically the status ones.Each had a unique little 'part' to it where they stood out to me even amongst the fiends. Oilers,when in contact with the "Fire" status, lit up,healed, and took less elemental damage.They even dropped piles of oil that could light up as well.Ice cubes resembled their normal counterparts,only being melted when lit up.Toxigels resembled a lichen colony in which that they could spin, only that they didn't have to fuse multiple times to be able to do such a thing.Quicksilvers, however,were the most unique of all in that they could 'charge' themselves at any time resulting in a heal, damage buff, and speed buff sacrificing control.It made me thinking that rather than propose an orderly system like I did with wolvers, why not treat them like OOO treated status slimes?
All chroma types will have the same stats,but different AI behaviours than their bretheren.Although they might fight in groups,they're more independent
orientated than wolvers.As such, there's no real 'hierarchy' between them and they're actually less likely to have a formal alliance with wolvers or
gremlins.
Chromalisks
These are basically the ones who're "trying to get by,"not always particularly aggresive or cowardly,but will simply keep note of coming knights,and may jolt when they see a knight charging, with a bomb, or with a gun.They could also try to get a first strike if they feel the knights are too aggressive anyway.These are the most proficient in the 'arts' of the tongue, most notably the lick attack.These have the abilty to attach to any knight, stealing their health and prolonging any status effects the knight might have.They also have the ability to fling themselves from any enemy,object, or wall, camouflaged and not.When on a knight, its won't take any damage from that knight and is camouflaged,though any attacks done by that knight and hits that directly hit it from other knights will be contributed to detaching it.Movable objects can be fling by it, A common attack they do when they feel threatened from it by a distance.
Elite Mode Ability:Covet Whenever these reach half health,these will constantly camouflaged one way or another,unless a status effect is inflicted upon them, which they are fully shown until debuff ends.Their tongues during lick are the only ones that show otherwise.They will try to hide in a spot where it could rest to recover hp, but if the knights are too persistent,they will try to attack under this ability.This ability drains the energy of the chromalisk, so it has a chance dropping to sleep even before it takes proper cover.They'll often use their tongues to fling increasingly as they reach their limit,It being faster,longer,and can be used for a whip attack for AOE,but less damage on each knight.Be Careful;if the chromalisks energy runs out before it dies and the knights were trying to kill it, it will make one last maneuver in order to regain its strength:it will launch itself at relatively high speeds at a knight in order to attempt a 'giga drain' in which it QUICKLY restores its health and energy but takes far more damage to each attack.If its fully successful, it'll latch off with covet still on,just this time covet last far longer than it did last time.
Virulisk
These prefer a 'hit and run' type strategy, and have more mobilty than the chromalisks.They're pretty aggresive in order to taste more meats,but not
neccesarily 'prideful' or have a sense of 'honor', making them seem overall less sophisticated.Their usual attacks are based on the liquids they
regurgitate;Dark Green-hurts knights upon touch and causes strong poison,Purple-lowers knights' traction and causes them to slide ((less friction)) and
causes moderate poison,Yellow-destructible goo that greatly lowers knight movement when walking through it and causes minor poison.Virulisks often hide behind bushes and other objects and squirt goo when the knights finally approach.They then often use Purple goo in order to slide past the knights to find another hiding spot(if any) or use Dark Green goo in order to fight them off.They are capable of doing an ultimate retreat, using whatever goo can delay them best in a situattion(EX:Yellow spray when knights are in a corner),and using multiple for battle strategies(EX:Flurry of Yellow Sprays followed by a flurry of Dark Green ones).They can either do a spray,consisting of 8-12 globs hitting the floor in a wide formation,or a brandish,5-8 globs in a straight line.
Elite Mode Ability:Rainfall A 5 second charge is done by the virulisk as the knights approach, and if the knights aren't fast enough, the virulisk rapidly does a 'fountain squirt' resulting in atleast 20 blobs of random color ratios in random spots coming from above.The virulisk usually goes back to hiding after this is performed.This causes the virulisk to have a mouth dripping with goo, making it shoot more blobs in sprays and brandishes with random mixes.Unfortunately for you,this gives the virulisk new abilities like a 'Liquid Bash'(Yellow Goo covering Virulisk when its sliding on Purple Goo) as well as natural ability to hurl goo over long distances.Because this can actually be stopped unlike covet, there's no way the after affects can be done with other than killing it.If it walks under 6 purple puddles, it will gain a purple 'coating' which redirects some projectiles and can ignore some explosions.If it walks under 6 yellow puddles, it will gain a yellow 'coating'which essentially makes it resistant to all types of damage except piercing.If it walks under 6 Dark Green puddles,it will gain a dark green 'coating' which enhances the poison and ability strength of all globs emitted afterwards.
Salamander
These are more 'honorable' in a sense that that they feel more obligated to defend other native inhabitants in the area and valiantly charging at the knights when they ever attack.They're the most team-orientated of the chromas as they try to coordinated their attacks with others,often attacking right after an enemy's attack or perhaps before,and they don't ever try to retreat.As they approach,they'll shoot large fireballs that'll explode into 9 samller fireballs that ricochet upon hit of knight or object that soon turn into a fire that gives normal damage and strong fire lasting for 5 seconds.They're also capable of doing a charge that causes strong fire AND stun,but has a 2 second delay,with in the delay its easily flinched.They can do a spray of fires,leaving 5 Dark Red fires that do LOTS of damage upon touch and cause VERY STRONG fire lasting 3 seconds, but has a 3 second charge time and can be fliched easily.Last are 10-15 globs emitted(Seperated into groups of random # up to 10) that hit the ground.These at first don't do anything to the knight,but whenever a fire attack hits the globs,they light up as well as those adjacent to it,increasing strength and duration of the fire.This attack has a delay,but unlike the others,can't be stopped.These are also immune to stun.
Elite Mode Abilty: Conflagration Until it first flinches,it will emit haze clouds that'll randomly go about the level,as well as contain a haze 'aura' that's twice the radius of a 5* atomizer.The clouds can be destroyed with a sword,bullets,or bomb explosion,but the aura stays until flinching.These clouds are spread and can only be clumped in less than or equal to groups of three.These serve a purpose of making a knight more vulnerable to fire and stun,with each cloud increasing their duration by 1 second and fire damge by a fifth upon absorption.The clouds are NOT capable of giving the status itself.The aura,however,gives fire automatically after 10 seconds,and usually increases status' duration 2 seconds each second with fire damage a fourth.The aura doesn't put the salamander in the middle;rather,it marks that the salamander is in the area,and CAN move alongside the salamander.The aura can be weakened with each ice strike,but can't give any enemy in the aura freeze.The aura automatically sets off flammable goo,and increase # of ricochets from 1 to 2 for smaller fireballs,as well as slighty increase floor fire duration.
Electrolisk
These are more 'prideful' in a sense that it enjoys appreciation from its peers,though not too cooperative with them.They desire to go at the enemy headfirst, with a goal of eliminating the enemy rather than protecting their peers.Because of this,they'll usually be the first enemy the knights will encounter,and rather than an ultimate retreat,a retreat might either be a strategic 'fake-out' or to join up to fight with others.Their lick attack is very fast when it comes to execution,and produces a jolt upon hit that interrupts any combo and decimates any unexecuted charge.They also do a fast-moving shockwave out of saliva glob that doesn't do any damage,but enemy piercing and causes a 1 second spasm.They can also accumulate saliva in their mouth in order to do a significantly slower lick that does significantly more damage and causes VERY STRONG shock, as well as causes a mini shock explosion for a chance to hit multiple knights,or creates glob puddles for it to walk on and cover itself which,while doesn't directly improve defense statistically, provides a chance for any close,as in not all melee attacks to be interrupted,causing .3 second spasms upon it touching you (with a set cooldown of 1 second) and allows for it to do a 'shake' ability,spreading saliva across medium-lengthed distances for minor shock and significant knockback to knights.Globs are camouflaged when they're on the ground and the electrolisk is camouflaged as well,but these on the ground don't do anything.
Elite Mode Ability:Lightning Globs on the ground serve another purpose.Glob puddles chosen by the electrolisk are put in a 'system' where 2 or more puddles are constant striked by lightning lines that 'connect' them.These are also strucked from lightning that comes from directly above that causes less damage than the other lightning,but also can cause electrical fires on the ground to appear,causes first hand moderate damage themselves yet strong fire.The electrical fires are random in number (3-15) with averages being higher on shock and fire themed levels,and at most five squares away (usually up to 3 in smaller areas in a level) each with random duration (1-8 seconds).The chain lightning can also be channeled directly at a knight if the electrolisk is close to a puddle and doesn't flinch,the strongest attack in its arsenal.The knight however,has to be atleast 8 squares near it,and there's a 1.5 second delay in which it can easliy be flinched.These globs can't be camouflaged,but can be used for a technique that's kinda like teleportation,between puddles within 20 squares.This can be broken during its teleportation for critical damage and stun phase IF your timing is VERY PRECISE,otherwise you get the 2nd strongest attack of its arsenal upon interference.Globs in a system can be absorbed for 30% max HP by electrolisk,however this option causes a glob cooldown of 5 seconds,and an absorption of 10 after the glob cooldown.
Tundralisk
These are rather 'anti-social',if you will,and while presents itself as a big threat to knights intruding upon the level,its lack of care and coordination with other native monsters also presents itself as a big threat to them as well.These are rather cowardly in a sense that they'll always try to increase the distance between itself and other organisms including knights while attacking.These have the advantage of being able to walk backwards at a decent speed for a prolonged amount of time while attacking, but not at a speed in which a knight avoiding most obstacles can't reach.They can attack with a substance that looks kinda of like a snowball.This rolls on the ground,the farther it gets the faster,bigger,stronger,and more knockback it has,going into 5 phases each increasing stats by 20%.It can fire a couple meter long 'ice beam' that's fast and causes strong freeze even when shielding(though won't give any damage),but is its weakest attack(fairly weak).Every couple of seconds,they shoot a glob w/ or w/o another attack that becomes spikes on the floor.These can be temporarily reversed by fire status,and don't give freeze.These ,however, give TONS of damage, and causes Bleed which renders knights unable to charge or perform a sprite ability as well as dash and shield bash.They can also step on these puddles b/f transformation in order to accumulate armor,but can only do that if atleast 50% of the knights can see it on their screen.These can also produce other snowball-like substances that,while don't get stronger and don't have range that extends until hitting a wall,are faster,capable of ricocheting twice,and can cause stun.Up to 5 of these can be emitted at a time,with each bonus one causing a .5 extra charge delay time.Both snowball like substances can hit enemies.
Elite Mode Ability:Coldfront A series of clouds of random size and shape exist in an AREA of a level.These move very slowly, at speeds a knight will probably not notice.These can't move out of an area regardless,with each tundralisk only commanding one series.These clouds lower both movement and attack speed,with debuff power increasing at a fixed rate (-8%/sec) gradually as long as the knight is in a cloud.At 40%,knights are rendered unable to charge.At 64%,they're unable to do a full round or combo.At 80% they're unable to attack and are very vulnerable to freeze.At 100%,they're turned into an ice statue,taking 4 bars of HP each second consistently.This can be broken out of if a fellow knight attack you,leaving you at 48% if 500 damage is done to release you.Whenever you get out of clouds,you don't immediately defrost fully;rather,you defrost at the same rate.Casting fire blasts at each other reduces % by 4 each blast/haze.1st type snowballs that pass through each cloud skip a phase time.Glob spikes can also be shot at knights for the same power.The tundralisk can also send ice cubes that do no damage, but pushes knights back,emitted every few seconds w/ another attack.Tundralisks can also form 4 specialized layers of armor instead 2 normal ones, each that can be picked off:4th to nullify bullets,3rd to reduce knockback,2nd to prevent fire,and 1st to,while layers are easily picked off by,mitigate piercing damage,all giving 50% the defence buff of the general ones.Piercing ignores this and does normal damage.2 of them restore naturally.
I was going to post this after I typed all the types of chromas down,but I wanted to see how well I was doing so far.
OTHER FORUMS
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http://forums.spiralknights.com/en/node/105718 --- Wolver (Enemy) Suggestions-Evolution of the Weak
I copy and pasted from my notepad and fixed some spatial issues there,I don't know why the think where virulisk is is there.