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Raiko's Renewed Idea Repository!  (Read 3974 times)

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #81 March 21, 2019, 07:35:40 AM
Hey, guess what: here's a fourth monster. On a big roll. Meet the Jewelavises, sparkly, shiny birbs who gain benefits when enemies cast things at them!


Monster Class: Jewelavis
Element: Life
Role: Jack-of-all-trades(good DEF and Mana, okay SPD and ATK, decent everything else)

Base Monster: Glastia Avis
Trait: Refraction(White Tailfeather)
Effect: When an enemy casts a spell at your party, this monster cancels it and gains a random buff. If that spell targeted multiple allies, this monster gains multiple buffs.

Added Monster: Rozenium Avis
Trait: Blood Diamond(Red Tailfeather)
Effect: When an enemy casts a spell at your party, this monster cancels it and gains 10% ATK. If that spell targeted multiple allies, this monster gains that boost an equal number of times.

Added Monster: Zaurnite Avis
Trait: Skies With Diamonds(Blue Tailfeather)
Effect: When an enemy casts a spell at your party, this monster cancels it and gains Mana equal to what the spell in question cost.

Added Monster: Obolberith Avis
Trait: Gem Polish(Green Tailfeather)
Effect: When an enemy casts a spell at your party, this monster cancels it and loses one of its debuff. If that spell targeted multiple allies, this monster loses multiple debuffs.

Added Monster: Torronium Avis
Trait: It's Electrifying!(Yellow Tailfeather)
Effect: When an enemy casts a spell at your party, this monster cancels it and gains 10% SPD. If that spell targeted multiple allies, this monster gains that boost an equal number of times.

Added Monster: Laomite Avis
Trait: Purple Is Powerful(Purple Tailfeather)
Effect: When an enemy casts a spell at your party, this monster cancels it and gains a 10% damage boost to its next attack or spell. If that spell targeted multiple allies, the boost is increased by an equivalent number of times.

Itherian Monster: Orichalcum Avis
Trait: Incomprehensible(Itherian Tailfeather)
Effect: When an enemy casts a spell at its own party, this monster cancels it and casts that spell, using the original caster's Mana to pay the cost.

Special Monster: Flumion Avis
Trait: Energy Drill(Teal Tailfeather)
Effect: When an enemy casts a spell at your party, this creature cancels it and gains 5% defense penetration for its next attack or spell. If that spell targeted multiple allies, the percentage of defense penetrated is increased an equivalent number of times.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
« Last Edit: April 28, 2019, 07:26:01 PM by Raikomaru »
Even in the last moments of the finale, a Monsterologist's inspiration will shine through!

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #80 March 21, 2019, 05:54:55 AM
Third one for today. Meet the Yggdrals, friendly, shy tree ladies who give teamwide bonuses when they get buffs!


Monster Class: Yggdral
Element: Nature
Role: Tank Caster(good HP and Mana, okay INT, decent everything else)

Base Monster: Sprout Yggdral
Trait: Life Force(Fresh Root)
Effect: Every time this creature gains a buff, your entire party is healed by 10% of their current HP and gains 5 Mana.

Added Monster: Cotton Yggdral
Trait: The Speed of Fluff(Fuzzy Root)
Effect: Every time this creature gains a buff, your entire party gains 10% SPD.

Added Monster: Sunflower Yggdral
Trait: Facing The Sun(Warm Root)
Effect: Every time this monster gains a buff, your entire party gains Mend for 3 turns. If the buff this monster got was Mend, the party's gained Mend buff heals 100% more HP.

Added Monster: Orchard Yggdral
Trait: Snacktime(Juicy Root)
Effect: Every time this monster gains a buff, your entire party gains 10% DEF.

Added Monster: Pine Yggdral
Trait: Winder Wonderland(Cold Root)
Effect: When this monster gains a buff, your entire party loses one of its debuffs, with priority given to debuffs shared by more then one monster.

Added Monster: Hagwood Yggdral
Trait: The Witching Hour(Inscribed Root)
Effect: When this monster gains a buff, your entire party gains 10% INT.

Added Monster: Gallows Yggdral
Trait: Hang 'Em High(Tough Root)
Effect: Your party deals 5% more damage for every buff this creature has.

Added Monster: Willow Yggdral
Trait: Sheltering Boughs(Thick Root)
Effect: Your party takes 5% less damage for every buff this creature has.

Added Monster: Palm Yggdral
Trait: Fun At The Beach(Exotic Root)
Effect: When this monster gains a buff, your entire party gains 10% ATK.

Itherian Monster: Eucalyptus Yggdral
Trait: When Trees Attack(Itherian Root)
Effect: This monster gains a copy of every buff the other members of your party has. When this monster dies, it deals damage equal to 10% of enemies' maximum HP for every buff it had before it died.

Special Monster: Hourai Yggdral
Trait: To Truly Last Forever(Jewelled Root)
Effect: This monster gains a copy of every buff the other members of your party has. When this monster dies, it has a 10% chance to revive at full HP and Mana for every buff it had before it died.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
Even in the last moments of the finale, a Monsterologist's inspiration will shine through!

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #79 March 21, 2019, 05:14:33 AM
And here's another...the nefarious Muckmen, who are very tough and actively disadvantage monsters with Snare and Stun, being a dual-debuff monster!


Monster Class: Muckman
Element: Chaos
Role: Tank(good DEF and HP, okay SPD, decent everything else)

Base Monster: Brackish Muckman
Trait: Sticky Situation(Dull Nucleus)
Effect: So long as this creature is alive, creatures with Snare or Stun have their SPD reduced by 5% every time they get a turn, or by 10% if they have both.

Added Monster: Quicksand Muckman
Trait: Sinkhole(Clump Nucleus)
Effect: So long as this creature is alive, creatures with Snare or Stun lose 5 Mana every time they get a turn, or 10 Mana if they have both.

Added Monster: Gruel Muckman
Trait: Butchery(Skull Nucleus)
Effect: So long as this creature is alive, creatures with Snare or Stun take 10% increased damage, or 20% if they have both.

Added Monster: Swampy Muckman
Trait: Drowning In Mud(Flower Nucleus)
Effect: So long as this creature is alive, creatures with Snare or Stun take damage equal to 20% of their current HP every time they get a turn, or by 40% if they have both.

Added Monster: Tar Muckman
Trait: No Remorse, No Respite(Oily Nucleus)
Effect: So long as this creature is alive, creatures with Snare or Stun receive 30% less healing when they are healed, or 60% if they have both.

Added Monster: Crystalline Muckman
Trait: Clear Prison(Jewel Nucleus)
Effect: So long as this creature is alive, creatures with Snare or Stun have their ATK and INT reduced by 5% every time they get a turn, or by 10% if they have both.

Itherian Monster: Magma Muckman
Trait: Melting Alive(Itherian Nucleus)
Effect: So long as this creature is alive, creatures with Snare or Stun also gain Burn for that same duration and take 20% increased damage from it, or 40% if they have both.

Special Monster: Mead Muckman
Trait: Honey, Heart And Grain(Cork Nucleus)
Effect: So long as this creature is alive, creatures with Drunk stacks gain Snare and Stun until their Drunk stacks wear off, and creatures with Snare or Stun gain Drunk stacks every turn until Snare and/or Stun wear off.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
« Last Edit: April 26, 2019, 09:15:06 AM by Raikomaru »
Even in the last moments of the finale, a Monsterologist's inspiration will shine through!

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #78 March 21, 2019, 04:27:44 AM
I've decided to further pad my thread out by importing monsters from an old database I once wrote for a project that never panned out. Might as well get SOME use out of it, right?

Firstly, I noticed that, as it is, Siralim has no bear-themed monsters. And I figured 'Let's remedy that!', and so, I'm bringing in the Ursuses. Powerful, tough bruisers who are faster then they seem, and, while each having their own gimmick, share the ability to, sometimes, get right back up after they've been defeated!

Props to Discord poster C7 for coming up with the Matronly Ursus' name and Trait name, and props to Discord user Gringar for coming up with said Trait's effect.


Monster Class: Ursus
Element: Nature
Role: Durable DPS(good SPD and ATK, okay HP and DEF, decent everything else)

Base Monster: Brown Ursus
Trait: Strength Of The Bear(Stone Honeypot)
Effect: This monster gains 10% ATK when it attacks enemies. In addition, when this monster is defeated, after 3 turns have passed, it may revive itself with 40% HP when an adjacent monster takes a turn.

Added Monster: Grizzly Ursus
Trait: Bearing Grudges(Cracked Honeypot)
Effect: This monster gains 10% ATK for every debuff it has, and if those debuffs are Snare, Stun, Frozen or Sleep, it keeps that 10% boost for the duration of the battle when they wear off. In addition, when this monster is defeated, after 3 turns have passed, it may revive itself with 40% HP when an adjacent monster takes a turn.

Added Monster: Polar Ursus
Trait: Grin And Bear It(Ice Honeypot)
Effect: This monster's attacks can inflict Frozen, and it gains 10% ATK when this happens. In addition, when this monster is defeated, after 3 turns have passed, it may revive itself with 40% HP when an adjacent monster takes a turn.

Added Monster: Kodiak Ursus
Trait: Unbearable(Stained Honeypot)
Effect: This monster gains 10% ATK every turn it has Berserk, but does not keep it when Berserk wears off. In addition, when this monster is defeated, after 3 turns have passed, it may revive itself with 40% HP when an adjacent monster takes a turn.

Added Monster: Panda Ursus
Trait: Bearer Of Fortune(Wooden Honeypot)
Effect: This monster grants a 5% increase in post-battle resource gain for every turn it survives. In addition, when this monster is defeated, after 3 turns have passed, it may revive itself with 40% HP when an adjacent monster takes a turn.

Added Monster: Armored Ursus
Trait: Armed For Bear(Reinforced Honeypot)
Effect: This monster gains 10% ATK whenever it is attacked. In addition, when this monster is defeated, after 3 turns have passed, it may revive itself with 40% HP when an adjacent monster takes a turn.

Added Monster: Matronly Ursus
Trait: Overbearing(Homemade Honeypot)
Effect: When one of your Ursuses without this trait takes damage, this monster gains 10% ATK. In addition, when this monster is defeated, after 3 turns have passed, it may revive itself with 40% HP when an adjacent monster takes a turn.

Added Monster: Koala Ursus
Trait: Drop Bear!(Painted Honeypot)
Effect: Once per turn, when an enemy attacks, but before the attack goes through, this monster attacks that enemy for 100% normal damage and gains 10% ATK. If the enemy survives, the attack goes through as normal. In addition, when this monster is defeated, after 3 turns have passed, it may revive itself with 40% HP when an adjacent monster takes a turn.

Itherian Monster: Owlhead Ursus
Trait: Bear Neccesity(Itherian Honeypot)
Effect: This monster has a 20% chance to, when it has attacked an enemy, attack that enemy again, and receives 10% ATK when it does so. In addition, when this monster is defeated, after 3 turns have passed, it may revive itself with 40% HP when an adjacent monster takes a turn.

Special Monster: Teddy Ursus
Trait: Bear Hug(Toy Honeypot)
Effect: Once per turn, when a monster adjacent to this monster is attacked, but before the attack goes through, this monster nullifies the attack, and both it and the initial target gain 10% ATK. In addition, when this monster is defeated, after 3 turns have passed, it may revive itself with 40% HP when an adjacent monster takes a turn.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
« Last Edit: April 27, 2019, 01:12:13 PM by Raikomaru »
Even in the last moments of the finale, a Monsterologist's inspiration will shine through!

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #77 March 20, 2019, 07:31:28 AM
...and the Will-o-Wisps, who gain in strength, usually the defensive kind, the more creatures on the battlefield, yours included, have Fright!

Monster Class: Will-O-Wisp
Element: Nature
Role: Glass Cannon Caster(good Mana and INT, okay SPD, decent everything else)

Base Monster: Pale Will-o-Wisp
Trait: Unsettling Aura(Glowing Mote)
Effect: This monster recovers 10% of its Mana at the start of its turn for every creature with Fright on the battlefield.

Added Monster: Glaring Will-o-Wisp
Trait: Optical Assault(Eye-catching Mote)
Effect: This creatures is 10% more likely to dodge attacks for every creature with Fright on the battlefield.

Added Monster: Armored Will-o-Wisp
Trait: Chandelier(Caged Mote)
Effect: This creatures gains 20% more DEF for every creature with Fright on the battlefield

Added Monster: Bright Will-o-Wisp
Trait: Definition(Flashing More)
Effect: This creature gains 20% more INT for every creature with Fright on the battlefield.

Added Monster: Eerie Will-o-Wisp
Trait: It Will Not Die(Enduring Mote)
Effect: This monster gains a 5% chance to survive a lethal attack with 1 HP for every creature with Fright on the battlefield.

Added Monster: Radiant Will-o-Wisp
Trait: Grossly Incandescent(Shining Mote)
Effect: This monster gains a 5% more damage resistance for every creature with Fright on the battlefield.

Itherian Monster: Solar Will-o-Wisp
Trait: Solar System(Itherian Mote)
Effect: Your Will-o-Wisps share their innate traits and 10% of their maximum Mana with eachother.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
Even in the last moments of the finale, a Monsterologist's inspiration will shine through!

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #76 March 20, 2019, 07:14:33 AM
Oh look, we're on page 6 now! Time to invent a new status effect to celebrate! Introducing:

FRIGHT: Creatures with Fright take 50% more damage and deal 50% less damage.

Then, the monster-type. Introducing the Shamblers, mobile piles of meat and bone who either inflict Fright, or gain benefits when they attack something that has Fright!


Monster Class: Shambler
Element: Death
Role: Tank(good DEF and HP, okay Mana and ATK, decent everything else)

Base Monster: Meaty Shambler
Trait: The Fear Of Death(Bloody Bone)
Effect: This monster's attacks deal 75% more damage and inflict Fright.

Added Monster: Rotten Shambler
Trait: Fear And Loathing(Rotting Bone)
Effect: When enemies receive a debuff that isn't Fright, they also gain Fright.

Added Monster: Melting Shambler
Trait: Gut-Wrencher(Slimy Bone)
Effect: If enemies with Fright attempt to attack this monster, that attack has a 40% chance to fizzle out.

Added Monster: Miasmic Shambler
Trait: The Smell Of Fear(Reeking Bone)
Effect: So long as this monster lives, enemies with Fright also get Blight and Poison.

Added Monster: Menacing Shambler
Trait: Mind Killer(Ominous Bone)
Effect: So long as this monster lives, any enemies with Fright pay 1.5 times the Mana cost for spells they cast.

Added Monster: Crumbling Shambler
Trait: Stunningly Frightening(Brittle Bone)
Effect: So long as this monster lives, enemies with Fright will gain Snare at the end of their turn.

Added Monster: Weeping Shambler
Trait: Separation Anxiety(Tear-stained Bone)
Effect: When this monster kills an enemy with Fright, an adjacent dead ally is resurrected. If this monster has Fright and defends while an ally is dead, that ally will be resurrected and this monster will die instead.

Itherian Monster: Bonemeal Shambler
Trait: Shivers Down Your Spine(Itherian Bone)
Effect: So long as this monster is alive, if an enemy with Fright takes damage, they also lose 10% of a random stat.

Special Monster: Forbidden Shambler
Trait: Primal Fear(Humanlike Bone)
Effect: So long as this monster is alive, enemies with Fright take increased damage from any class, as if they're weak to all classes, and deal reduced damage to any class, as if all classes resist them.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
« Last Edit: April 26, 2019, 10:03:53 AM by Raikomaru »
Even in the last moments of the finale, a Monsterologist's inspiration will shine through!

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #75 March 16, 2019, 08:18:49 AM
And the last of the retro monster-types. Introducing the Haematonchires, based on Retro Slimes, shapeshifting blood creatures, named after various shades of red(minus one), with great health reserves and offensive power whose gimmicks involve defense penetration with a side order of Bleed!


Monster Class: Haematoncheir
Element: Nature
Role: Durable DPS(good HP and ATK, okay Mana, decent everything else)

Base Monster: Rose Haematoncheir
Trait: Airing The Veins(Pale Plasma)
Effect: When this creature attacks an enemy that has Bleed, it ignores 20% of that enemy's DEF and makes them take 10% more Bleed damage.

Added Monster: Crimson Haematoncheir
Trait: Superheated Blood(Sizzling Plasma)
Effect: When this creature attacks, it ignores 10% of the enemy's DEF and inflicts them with Burn.

Added Monster: Burgundy Haematoncheir
Trait: Heartbreaker(Still Plasma)
Effect: When this monster attacks an enemy with Bleed, or when this monster has Leech, it ignores 10% of the target's DEF, and 20% if both conditions are met.

Added Monster: Mahogany Haematoncheir
Trait: Corrupted Blood(Off-color Plasma)
Effect: When this monster attacks an enemy with Mend, it ignores 20% of the target's DEF and turns Mend into Poison.

Added Monster: Scarlet Haematoncheir
Trait: Beat Of My Blood(Throbbing Plasma)
Effect: This monster gains 10% defense penetration for every buff it has.

Added Monster: Vermillion Haematoncheir
Trait: Blood On Your Hands(Flaky Plasma)
Effect: This monster ignores 10% of the target's DEF for every turn the target has taken in this battle.

Added Monster: Azure Haematoncheir
Trait: Of Noble Blood(Glittering Plasma)
Effect: This monster ignores 10% of the target's DEF for every 10% HP it has.

Itherian Monster: Sanguine Haematoncheir
Trait: Blood From Stone(Itherian Plasma)
Effect: This monster's attacks have a level of defense penetration equals the diffrence in percentages between the target's DEF and its own DEF.

Special Monster: Wine Haematoncheir
Trait: Tippler's Lament(Alcoholic Plasma)
Effect: This monster has 10% defense penetration for each Drunk stack its target has.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
« Last Edit: March 16, 2019, 08:26:28 AM by Raikomaru »
Even in the last moments of the finale, a Monsterologist's inspiration will shine through!

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #74 March 16, 2019, 07:33:54 AM
...and ANOTHER one. Introducing the Prometheans, based on Retro Efreeti, good-natured, heroic firebrands who become stronger for every monster that has Burn involved in the fight, enemy and ally alike!


Monster Class: Promethean
Element: Nature
Role: Durable DPS(good DEF and HP, okay ATK, decent everything else)

Base Monster: Promethean Paladin
Trait: Blazing Justice!(Smouldering Ember)
Effect: This monster gains 20% more ATK for every creature with Burn on the battlefield.

Added Monster: Promethean Punisher
Trait: Burn Notice(Searing Ember)
Effect: This creatures gains 5% defense penetration for every creature with Burn on the battlefield.

Added Monster: Promethean Wayfinder
Trait: The Road Ahead(Bright Ember)
Effect: Your creatures gain 5% more crit-chance for every creature with Burn on the battlefield.

Added Monster: Promethean Caretaker
Trait: Soothing Heat(Warm Ember)
Effect: At the start of your creatures' turns, they gain 5 Mana for every creature with Burn on the battlefield.

Added Monster: Promethean Phlogistinator
Trait: The Power Of Phlogiston(Rippling Ember)
Effect: This monster gains 20% more INT for every creature with Burn on the battlefield.

Added Monster: Promethean Prophet
Trait: Pandemonian Rites(Glowing Ember)
Effect: This monster gains 5% more damage resistance for every creature with Burn on the battlefield.

Itherian Monster: Promethean Sunseeker
Trait: Praise The Sun!(Itherian Ember)
Effect: Your Prometheans share their innate traits and 10% of their HP with eachother.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
« Last Edit: March 20, 2019, 05:32:04 AM by Raikomaru »
Even in the last moments of the finale, a Monsterologist's inspiration will shine through!

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #73 March 16, 2019, 07:12:56 AM
Here's something else: Thaumaturges, based on Retro Liches, whose traits basically do the opposite of what Raven traits do!


Monster Class: Thaumaturge
Element: Death
Role: Tank Caster(good DEF and INT, okay HP and Mana, decent everything else)

Base Monster: Lost Thaumaturge
Trait: Aimless(Pitch-black Lantern)
Effect: Enemy creatures have 30% less INT. This trait does not stack.

Added Monster: Wandering Thaumaturge
Trait: Take Your Time(Dimly-lit Lantern)
Effect: When enemy creatures cast a spell, 20% of their SPD is subtracted from their INT to determine the potency of the spell. This trait does not stack.

Added Monster: Vengeful Thaumaturge
Trait: Equivalent Exchange(Bloody Lantern)
Effect: At the start of this creature's turn, it takes damage equal to 20% of its max HP, and reduces the enemies' INT scores by that much for that turn.

Added Monster: Inquisitive Thaumaturge
Trait: Heretical Suspicion(Battered Lantern)
Effect: Enemies start battle with 80% Mana.

Added Monster: Clouded Thaumaturge
Trait: Obscuring the Truth(Rusted Lantern)
Effect: Enemies' DEF is reduced by a number equal to 40% of this monster's INT. This trait does not stack.

Added Monster: Noble Thaumaturge
Trait: I Make The Law(Glowing Lantern)
Effect: Enemies have their ATK reduced by 50% of their INT.

Itherian Monster: Guiding Thaumaturge
Trait: Toward The Light(Itherian Lantern)
Effect: When enemy creatures are attacked, 35% of their INT is added to your creatures' ATK to determine the damage taken. This trait does not stack.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
Even in the last moments of the finale, a Monsterologist's inspiration will shine through!

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #72 March 16, 2019, 06:51:47 AM
And another one...the Cyclopes, based on the Retro Forsaken to some extent, these lovely, one-eyed ladies have trait gimmicks that take advantage of Blind, because in the land of the blind, the one-eyed man is king!


Monster Class: Cyclops
Element: Life
Role: Supporting DPS(good ATK, okay INT and Mana, decent everything else)

Base Monster: Cyclops Warrior
Trait: Go For The Eyes!(Clear Eye Drops)
Effect: This monster deals 200% more damage to targets with Blind.

Added Monster: Cyclops Sentinel
Trait: Kaleidoscope Eye(Gleaming Eye Drops)
Effect: Your creatures take 10% less damage for every monster that has Blind in the enemy party.

Added Monster: Cyclops Cleric
Trait: Sight For Sore Eyes(Blessed Eye Drops)
Effect: When this monster gets a turn, any allies that have Blind lose it, and an equivalent amount of enemies gain it.

Added Monster: Cyclops Scholar
Trait: Watch And Learn(High-power Eye Drops)
Effect: When allies have Blind and attack an enemy this monster has attacked, they will never miss.

Added Monster: Cyclops Druid
Trait: Eye of the Tiger(Natural Eye Drops)
Effect: When this monster attacks an enemy with Blind, it ignores 25% of that enemy's Defense.

Added Monster: Cyclops Mystic
Trait: See No Evil(Crystalline Eye Drops)
Effect: When one of your creatures has Blind, they take 90% less damage from all sources.

Itherian Monster: Cyclops Hermit
Trait: Sights Unseen(Itherian Eye Drops)
Effect: This monster inflicts Blind when it attacks. If it has Splash, secondary targets also gain Blind.

Special Monster: The One-eyed King
Trait: Seeing is Believing(Royal Eye Drops)
Effect: So long as this monster lives, enemies' Blind debuffs last forever.

Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
Even in the last moments of the finale, a Monsterologist's inspiration will shine through!

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #71 March 16, 2019, 06:06:48 AM
Back at it with additional monsters. Introducing the Ogres, based on Retro Doomguards, and big, heroically-minded bruisers who have Artifact-based traits...except, instead of doing it like the Smiths do, they straight-up make the artifacts they use better, as befitting a hero, making them excellent point-men!


Monster Class: Ogre
Element: Chaos
Role: Durable DPS(good ATK and DEF, okay HP, decent everything else)

Base Monster: Ogre Swordsman
Trait: Legend In The Making(Treasured Weapon)
Effect: This monster's Artifact-granted stat-bonuses are improved by 30%, or by 40% if the artifact in question is a Sword.

Added Monster: Ogre Archer
Trait: Pure Precision(Inherited Weapon)
Effect: This monster's Artifact's added crit-chance and crit-damage are improved by 30%, or by 40% if the artifact in question is a Bow.

Added Monster: Ogre Sorcerer
Trait: Charmed(Enchanted Weapon)
Effect: This monster's Artifact-granted spell damage bonus is increased by 30%, or by 40% if the artifact in question is a Staff.

Added Monster: Ogre Lancer
Trait: Lead The Advance(Well-used Weapon)
Effect: This monster's Artifact-granted anti-class damage is increased by 30%, or by 40% if the artifact in question is a Lance.

Added Monster: Ogre Guardian
Trait: Heroic Defense(Freshly-wrought Weapon)
Effect: This monster's Artifact-granted class-specific damage reduction is increased by 30%, or by 40% if the artiafact in question is a Shield.

Added Monster: Ogre Barbarian
Trait: Savage Nobility(Crude Weapon)
Effect: This monster's Artifact-granted attack damage is increased by 50%, or by 75% if the artifact in question is an Axe.

Itherian Monster: Ogre Weaponmaster
Trait: Mastery of Arms(Itherian Weapon)
Effect: This monster continues to gain bonuses from its Artifact even if said Artifact is decayed, losing only its Artifact Trait.

Special Monster: Ogre Hero
Trait: Dual Wielding(Hand-me-down Weapon)
Effect: This monster can wield two Artifacts at once, and gains bonuses from both, but will not gain an Artifact Trait from its second Artifact.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
« Last Edit: March 16, 2019, 06:09:08 AM by Raikomaru »
Even in the last moments of the finale, a Monsterologist's inspiration will shine through!

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #70 March 15, 2019, 03:24:03 PM
And here's some more monsters: the Rotguts, Retro Smog-inspired bags of flesh who gain benefits when their target has Poison, Blight or both! Big thanks to Skype buddy and Discord poster Dianne for helping me figure out what to do with these!


Monster Class: Rotgut
Element: Death
Role: Tank(good HP and Mana, okay DEF, decent everything else)

Base Monster: Filthy Rotgut
Trait: Malodorous(Rotting Offal)
Effect: So long as this monster lives, any monster with Poison or Blight that tries to attack has a 10% chance of their attack fizzling out. 20% if both conditions are met.

Added Monster: Malignant Rotgut
Trait: Horrid Chimney(Stinking Offal)
Effect: So long as this monster lives, enemies with Poison or Blight take 10% more damage from all sources(including said debuffs). 20% if both conditions are met.

Added Monster: Bloated Rotgut
Trait: Excretion(Foul Offal)
Effect: When this monster is attacked by an enemy that has Poison or Blight, that monster loses 10% ATK and DEF. 20% if both conditions are met.

Added Monster: Suffering Rotgut
Trait: Unwholesome Toughness(Really Nasty Offal)
Effect: When this monster is attacked by an enemy that has Poison or Blight, this monster takes 15% less damage. 30% if both conditions are met.

Added Monster: Hazy Rotgut
Trait: Horrible Haze(Steaming Offal)
Effect: When this monster is attacked by an enemy that has Poison or Blight, that enemy has a 50% chance to miss this monster. If both conditions are met, the enemy in question can't hit this monster at all.

Added Monster: Fuming Rotgut
Trait: Clear Your Lungs(Disgusting Offal)
Effect: So long as this monster lives, enemies with Poison or Blight are bumped down one turn on the action queue after they take an action. Two if both conditions are met.

Itherian Monster: Glowing Rotgut
Trait: Biohazard(Itherian Offal)
Effect: So long as this monster lives, any enemy with Poison or Blight has a 20% chance to immediately die at the start of its turn, up to 40% of both conditions are met.

Special Monster: Distilling Rotgut
Trait: Moonshinin'(Booze-soaked Offal)
Effect: So long as this monster lives, any monster with Poison or Blight gains three Drunk stacks per turn, six if both conditions are met, and anything with Drunk stacks gains Poison and Blight.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
« Last Edit: March 17, 2019, 05:42:56 PM by Raikomaru »
Even in the last moments of the finale, a Monsterologist's inspiration will shine through!

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #69 March 15, 2019, 02:02:29 PM
And another one. Introducing the Blockers, Retro Golem-inspired stone heads that provide benefits for the team when they Defend...and punishments for those who attack them while they Defend!


Monster Class: Blocker
Element: Life
Role: Tank(good HP and DEF, okay SPD, decent everything else)

Base Monster: Waypoint Blocker
Trait: Thoroughfare(Signpost Model)
Effect: When this monster Defends, every other monster has their HP restored by 10% of their max HP, and gets moved up a spot on the action queue. If an enemy attacks it while it Defends, their next turn will be bumped down a spot on the action queue.

Added Monster: Garden Blocker
Trait: Garden Variety(Garden Model)
Effect: When this monster Defends, every other monster has their HP restored by 10% of their max HP, and they gain one of this monster's buffs. If an enemy attacks it while it Defends, that enemy loses any buffs it shares with this monster.

Added Monster: Fountain Blocker
Trait: Water of Vigor(Fountain Model)
Effect: When this monster Defends, every other monster has their HP restored by 10% of their max HP, and they gain a 10% SPD boost. If an enemy attacks it while it Defends, that enemy incurs a 10% SPD penalty.

Added Monster: Shrine Blocker
Trait: Stillness(Shrine Model)
Effect: When this monster Defends, every other monster has their HP restored by 10% of their max HP, and they gain a 10% DEF boost. If an enemy attacks it while it Defends, that enemy incurs a 10% DEF penalty.

Added Monster: Grave Blocker
Trait: Grave Guardian(Grave Model)
Effect: When this monster Defends, every other monster has their HP restored by 10% of their max HP, and they gain a 10% AIK boost. If an enemy attacks it while it Defends, that enemy incurs a 10% ATK penalty.

Added Monster: Temple Blocker
Trait: Merciful Respite(Temple Model)
Effect: When this monster Defends, every other monster has their HP restored by 10% of their max HP, and, if any monsters are dead, they will be revived on this monster's next turn, with this monster dying instead. If an enemy attacks it while it Defends, that enemy loses HP equal to 75% of its current HP, and a dead ally monster is revived in its place.

Itherian Monster: Moai Blocker
Trait: Easter Knowledge(Itherian Model)
Effect: When this monster Defends, every other monster has their HP restored by 10% of their max HP, and they gain a 10% INT boost. If an enemy attacks it while it Defends, that enemy incurs a 10% INT penalty.

Itherian Monster: Olmec Blocker
Trait: Sacrifice Your Strength(Itherian Rag)
Effect: When this monster Defends, every other monster has their HP restored by 10% of their max HP, and they lose one of their debuffs. If an enemy attacks it while it Defends, that enemy gains Stun and one other random debuff.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
« Last Edit: March 16, 2019, 08:27:55 AM by Raikomaru »
Even in the last moments of the finale, a Monsterologist's inspiration will shine through!

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #68 March 15, 2019, 01:09:20 PM
I hereby take back that 'the last one' bit.

After reading Zack's post on old Siralim, and realizing how he valued the old sprites, I'm going to kick this thread back into action...though, given that I've been sneak-adding content the whole time, that may be a misnomer...and add more monsters based on old monster-types. So that Zack can carry those old monster sprites forward, into the future.

Starting with these guys: the Obakenin, glass cannons somewhat based on the Retro Smiths whose gimmick involves putting Invisible on themselves, and gaining benefits when attacking when they have it!

Credit to forums poster and Skype buddy Dianne for suggesting the Special Monster.


Monster Class: Obakenin
Element: Death
Role: Glass Cannon DPS(good ATK and SPD, okay INT and Mana, decent everything else)

Base Monster: Makiwari Obakenin
Trait: Woodland Assassin(Dirty Jutsu Scroll)
Effect: This monster starts with Invisible. When it attacks while having Invisible, it does 50% more damage and inflicts the target with Blight. If it defends while not having Invisible, it gains Invisible for two turns.

Added Monster: Kusari Obakenin
Trait: Corrupted Bindings(Cursed Jutsu Scroll)
Effect: This monster starts with Invisible. When it attacks while having Invisible, it does 50% more damage and inflicts the target with Snare. If it defends while not having Invisible, it gains Invisible for two turns.

Added Monster: Touka Obakenin
Trait: Blazing Peach Blossoms(Stained Jutsu Scroll)
Effect: This monster starts with Invisible. When it attacks while having Invisible, it does 50% more damage and inflicts the target with Burn. If it defends while not having Invisible, it gains Invisible for two turns.

Added Monster: Kaiken Obakenin
Trait: Change of Constitution(Tainted Jutsu Scroll)
Effect: This monster starts with Invisible. When it attacks while having Invisible, it does 50% more damage and inflicts the target with Bleed. If it defends while not having Invisible, it gains Invisible for two turns.

Added Monster: Iyaku Obakenin
Trait: Breaking the Contract(Ripped Jutsu Scroll)
Effect: This monster starts with Invisible. When it attacks while having Invisible, it does 50% more damage and inflicts the target with one of its own buffs. Said buff is then removed from this monster. If it defends while not having Invisible, it gains Invisible for two turns.

Added Monster: Fukumen Obakenin
Trait: Veils and Disguises(Defaced Jutsu Scroll)
Effect: This monster starts with Invisible. When it attacks while having Invisible, it does 50% more damage and inflicts the target with Scorn or Silence, depending on if their ATK or their INT is greater. If it defends while not having Invisible, it gains Invisible for two turns.

Itherian Monster: Kiji Obakenin
Trait: The Truth of Oneself(Itherian Jutsu Scroll)
Effect: This monster starts with Invisible. When it attacks while having Invisible, it does 50% more damage and inflicts the target with Weak and Vulnerable. If it defends while not having Invisible, it gains Invisible for two turns.

Special Monster: Shuriken Obakenin
Trait: Flying Shadow(Hand-penned Jutsu Scroll)
Effect: This monster starts with Invisible. The creature always crits when it is Invisible. It gains Invisible when it gets a crit. If it defends while not having Invisible, it gains Invisible for two turns.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
« Last Edit: April 27, 2019, 11:52:16 AM by Raikomaru »
Even in the last moments of the finale, a Monsterologist's inspiration will shine through!

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #67 February 09, 2019, 05:34:05 PM
Trust me, Zack, the pleasure's all mine. I love this game, and I'd love to see it improve...and I guess, in a way, me doing this is as much just me having fun and making monsters and realms as it is me trying to do my share to potentially expand the amount of options here(though, as with all 'potential new content', YOU decide what goes or not~!).


...and speaking of potential new content, something spur-of-the-moment, based on the Retro Giant: the Colossi, enormous monsters, and likely another god's entry in the 'largest monster' pissing contest, whose traits play to their bigness. They're super-tough and super-slow, but their speed doesn't matter when it comes to hitting. These ones' traits, and the traits of all the monsters below, were made possible through extensive brainstorming with Skype buddy and Discord poster Dianne.


Monster Class: Colossus
Element: Nature
Role: Stone Wall DPS(great DEF and HP, good ATK, meh everything else)

Base Monster: Mountainous Colossus
Trait: Titanic Smash(Earthy World Essence)
Effect: This monster's attacks never miss and cannot be dodged. In addition, if the attack is Critical, the target and the monsters adjacent to it get Stun.

Added Monster: Rainforest Colossus
Trait: Reforestation(Natural World Essence)
Effect: This monster's attacks never miss and cannot be dodged. In addition, if the attack is Critical, this monster gets Mend.

Added Monster: Arctic Colossus
Trait: Rumbling Avalanche(Frozen World Essence)
Effect: This monster's attacks never miss and cannot be dodged. In addition, if this monster's attack is Critical, the target and the monsters adjacent to the target get Frozen.

Added Monster: Oceanic Colossus
Trait: Rippling Great Current(Tidal World Essence)
Effect: This monster's attacks never miss and cannot be dodged. In addition, if this monster has Splash, it hits monsters adjacent to its target for full damage too.

Added Monster: Thunderous Colossus
Trait: Lighting Convergence(Cloudy World Essence)
Effect: This monster's attacks never miss and cannot be dodged. In addition, if the attack is Critical, the target and the monsters adjacent to it get Shock.

Added Monster: Volcanic Colossus
Trait: Hammer of Pompeii(Smoldering World Essence)
Effect: This monster's attacks never miss and cannot be dodged. In addition, if this monster's attack is Critical, the target and the monsters adjacent to the target get Burn.

Added Monster: Enlightened Colossus
Trait: Aethyrical Flow(Magical World Essence)
Effect: This monster's attacks never miss and cannot be dodged. In addition, if the attack is Critical, this monster gets Arcane.

Itherian Monster: Worldbearer Colossus
Trait: The Weight of Consequence(Itherian World Essence)
Effect: This monster's attacks never miss and cannot be dodged. In addition, if the attack kills the target, the monsters adjacent to it have a 30% chance to also die.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.


...and a fitting Unaligned Realm to go with them!


AT WORLD'S END

Floor: Rocky floors with the occasional patch of grass.
Walls: Crumbling, abyssal holes, as well as a moonlit, cloudless night sky.
Presiding Deity: None!

One of the newly-discovered Unaligned Realms, revealed when the Ruler of Siralim's power was scattered upon their death. Scholars theorize that this realm is the opposite of Prehistoria, while others speculate this is simply a place at the furthest edge of the world. A remote, lonely cliffside, overlooking a listless sea and revealing a breathtaking view of the moon, this place is home to some highly unusual monsters, and treasure to go with them.

NOTABLE REALM OBJECTS
Clear Crystal: Like the purple crystal from Lister's realm, except clear. These work like mirrorballs.
Telescope: Like the ones from Zonte's realm. Have a look at the moonlit sky through one of these for a realmwide buff. Sometimes, though, you might spot an Amaranth, which either yields another realmwide buff...or a fight with the Amaranth in question, as well as said Amaranth's posse.
Obelisk: Like the ones from Meraxis' realm. Obelisks like these contain written prophecies of those who were here before...and, as such, are at risk of being torn down by selfish monsters. Tell these vandals that preserving history is more important and gain a random token, Pandemonium included.
Gem Piece: Like the spell gem fragments from Zonte's realm. Collecting them all spawns a diamond that provides a realmwide buff.
Small Hill: Like the webbing mounds from Regalis' realm, except made of soil. Digging here can unearth treasure, but one runs the risk of digging up, say, Imlers and Imlings. Send them back underground to score an Unaligned Token.
Sinkhole: A dark hole leading downward. These are miniboss portals that us underground textures, and the monster that leads the pack here is usually a Colossus with an extra Colossus trait.
Stone Rubble: Like the Granite nodes from Gonfurian's realm. These are the regular breakables for this realm.
« Last Edit: March 16, 2019, 09:25:15 AM by Raikomaru »
Even in the last moments of the finale, a Monsterologist's inspiration will shine through!