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Monster Maze Bestiary

Posted March 30, 2024 by Xhin

Apparently I need to just start sketching up the actual enemies or I won't be able to make progress on this project.

Enemy spread:

Caves

  • 1 elemental unique
  • 2-3 uniques
  • 1-2 found elsewhere in the region

    Dungeons

  • All elementals found elsewhere in the region
  • 1 elemental unique
  • 2-3 uniques

    Labeling

  • Air, WOod, WInd, WAter, Earth, Fire, Ice

  • 1-5 for caves, T for temple, P for abyssal plain assuming it's got uniques

  • A dash

  • E for elemental, numbering for uniques.

    Checklist

  • Air: Waterfall caves
  • Air: Lake caves
  • Air: Abandoned Mine
  • Air: Valley caves
  • Air: Plateau caves
  • Air: Temple

  • (( water: 5 caves, 1 temple ))
  • (( earth: 5 caves, 1 temple ))
  • (( wood: 5 caves, 1 temple ))
  • (( fire: 5 caves, 1 temple ))
  • (( ice: 5 caves, 1 temple ))

  • There are 2 Replies


    A1. Air: Waterfall Environment

    There are three environments:

  • Waterfall-- close to the Waterfall around the outer edge and also anywhere these streams continue.

  • Rocks -- near piles of rubble including large rocks and boulders

  • Passageways -- long dark passageways that aid in flight acceleration and limited visibility.

  • March 30, 2024
    Xhin
    Sky's the limit

    (( note: will need additional variations when this makes its way into a dungeon ))

    A1-E. Gust Specter

  • A ghostlike monster that moves at a high speed and also can launch gusts of wind at high speed instead. A braid of ectoplasm is its one connection to the physical world.

    Far attacks

  • Gust -- Shoots a gust of wind that's an air elemental attack.

  • Swoop -- Moves from Far to Near, dealing damage via momentum and its ectoplasm braid.

    Near Attacks

  • Flee -- moves from near to far. Does no damage.

    Variation: Waterfall

  • Far: Waterfall Gust -- like the other one but adds the tag Slippery to your weapon.

  • Near: Flee -- 1/3 chance of not working. Goes from Near to Far otherwise.

  • Weapon tag: Slippery -- reduces accuracy.

    Variation: Passageways

  • Far: Aerial Orient --1/2 chance of adding "oriented" tag to self.

  • Far: Aerial Swoop -- only activates if it has the tag Orient. Works the same as a swoop but has a 1/2 chance of going back to far when done. Also does 20% more damage.

    Variation: Rocks

  • Gust no longer works.

  • Near: Close Gust -- 1/3 chance of not working, and -20% damage reduction but can be done Near rather than far.

  • Far: Stalactite Gust -- redirects gusts to the adjacent walls, blowing stalactites down. Has a 1/2 chance of not working, but if successful sets the "falling stalactites" environment tag. It won't do this attack if the stalactites are already falling.

  • Environment Tag: Falling Stalactites -- 1/2 chance of taking earth damage on your turn. 1/3 chance this tag goes away accordingly.

  • April 18, 2024
    Xhin
    Sky's the limit

    Reply to: Monster Maze Bestiary

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