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Raiko's Renewed Idea Repository!  (Read 3154 times)

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: Miasmic 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: 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 06, 2019, 07:01:37 AM by Raikomaru »

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 »

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 »

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.

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.

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 »

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 »

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 »

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!


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.


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, 08:27:45 AM by Raikomaru »

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 »

Offline Zack

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Re: Raiko's Renewed Idea Repository!
Reply #66 February 09, 2019, 01:04:00 PM
It's been really cool to see what you've come up with since you first started this thread! Thanks for your passion toward the game and for sticking around for so long.
Designer and Programmer of Siralim and The Negative. Follow us on: Facebook | Twitter | YouTube

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #65 February 09, 2019, 10:53:54 AM
One more set. First, introducing the Glamoravis, floofy, flightless birbs partly based on those extravagant Brazilian festival dancer outfits, glass-cannons who make eachother more cannon-y!


Monster Class: Glamoravis
Element: Chaos
Role: Glass Cannon DPS(good ATK and SPD, okay ATK, decent everything else)

Base Monster: Rookie Glamoravis
Trait: Forevermore(Black Tailfeathers)
Effect: After one of your Glamoravises attacks an enemy, the other Glamoravises in your party have a 35% chance to attack that same enemy at 50% power.

Added Monster: Bluefoot Glamoravis
Trait: Flockstep(Grey Tailfeathers)
Effect: Your creatures' Glamoravis traits act as if your party contains 3 more Glamoravises.

Added Monster: Cheerful Glamoravis
Trait: Go, Team!(Yellow Tailfeathers)
Effect: Your Glamoravises recover 5% of their Max HP for each Glamoravis fighting on your side.

Added Monster: Serene Glamoravis
Trait: Fluid Motion(Lavender Tailfeathers)
Effect: Your Glamoravises have a 5% dodge chance for each Glamoravis fighting on your side.

Added Monster: Passionate Glamoravis
Trait: Viva l'Amore!(Pink Tailfeathers)
Effect: Your Glamoravises have 10% more ATK for each Glamoravis fighting on your side.

Added Monster: Sensual Glamoravis
Trait: Alluring Wiles(Red Tailfeaters)
Effect: Your Glamoravises' attacks ignore 5% of enemies' DEF for each Glamoravis fighting on your side.

Added Monster: Peckish Glamoravis
Trait: Fleetfoot(Brown Tailfeathers)
Effect: Your Glamoravises have 10% more SPD for each Glamoravis fighting on your side.

Added Monster: Graceful Glamoravis
Trait: Beauty And The Best(White Tailfeathers)
Effect: Your Glamoravises have 10% more ATK and SPD for every buff they have, and 15% more if that buff is Grace.

Itherian Monster: Veteran Glamoravis
Trait: Beating the Beat(Itherian Tailfeathers)
Effect: Your Glamoravises take 5% less damage for each Glamoravis fighting on your side.


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


...and the very last Unaligned Realm!


MT. KELVIN

Floor: Vulcanar's magma floor, recolored to be whitish-grey and lacking in magma.
Walls: Azural's ice walls, refigured to look like they're sloping downward.
Effect: A fierce blizzard.
Presiding Deity: None!

One of the newly-discovered Unaligned Realms, revealed when the Ruler of Siralim's power was scattered upon their death. A distant mountain on the southern pole of the world, a place said to be so cold, fire freezes solid, second in butt-freezingly low temperatures only to the Frostbite Caverns, where Azural resides. Navigating this blizzard-blanketed hell is no easy task even IF one can stand the temperatures, as the monsters here are just as fierce as the weather, and will handily snuff out your life if you'll let them!

NOTABLE REALM OBJECTS
Pandemonium Token: These just lay about, ready for the taking.
Frozen Campfire: You didn't think we were KIDDING, did ya?! Flames like these can be collected for a nice sum of Crystal and Brimstone...or are in the midst of being crushed by aggressive monsters. Take out the trash and gain even MORE Crystal and Brimstone.
Angel Statue: Like the ones from Surathli's realm. Talk to them all to spawn a special, red-named Nemesis monster who has an extra trait. Defeat this monster to claim a token...Vulcanar, Azural or Unaligned.
Gem Piece: Like the spell gem fragments from Zonte's realm. Collecting them all spawns a diamond that provides a realmwide buff.
Rock Debris: Like the ones from Gonfurian's realm. Clear away this debris for a nice infusion of Granite, or defeat the monsters that were lurking underneath for an Unaligned Token to go with your Granite.
Portal: Like the portals from Surathli's realm. These are miniboss portals that lead to Mt. Kelvin's summit, free of blizzards and showing an amazing view of the full moon against the night sky. The monster that leads the pack here is usually an Elemental with an extra Elemental trait.
Frozen Corpse: This used to be alive...now it's just an unidentifiable chunk of frozen meat. These are the regular breakables for this realm.



...and with that, five pages later, we've reached the end. This is about as much as I can do, but I'm proud of it all. A big 'thank you' to everyone who helped out and posted, I couldn't have made it this far without you all. :)

From here on, feel free to post up and share your thoughts. :) That said, IF anything is to happen with this thread's contents going forward, it'll be Zack's call, and so long as the disclaimer's upheld, I'm fine with whatever he suggests or does.

Thank you all, have a nice day, and I'll see you in-game. :)
« Last Edit: March 08, 2019, 03:42:03 PM by Raikomaru »

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #64 February 09, 2019, 10:50:49 AM
And here's the last one(lol, no it ain't!). The final bit of Siralim-related creativity I can muster. First, introducing the Slarms, Retro Pit Worm-esque monsters who evoke leeches and lampreys, whose gimmicks involve benefits when they have Leech, attack an enemy with Bleed, or if both happen at once!


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

Base Monster: Glistening Slarm
Trait: Unearthly Focus(Disturbing Maw)
Effect: When this monster attacks an enemy while having Leech, or if the attacked enemy has Bleed, that enemy cannot dodge the attack, no matter what. When both criteria are met, the attack will also be Critical.

Added Monster: Bloated Slarm
Trait: Corpse Eater(Unsettling Maw)
Effect: When this monster has Leech and/or attacks an enemy with Bleed, it regains 100% more HP, up to 200% more HP if both criteria are met.

Added Monster: Writhing Slarm
Trait: Sudden Strikes(Creepy Maw)
Effect: When this monster has Leech and/or attacks an enemy with Bleed, this monster will steal one or two buffs from the attacked enemy, depending on which criteria are met.

Added Monster: Pestilent Slarm
Trait: Disease Vector(Disgusting Maw)
Effect: When this monster has Leech and/or attacks an enemy with Bleed, this monster gives one of its debuffs to the enemy, up to two debuffs if both criteria are met.

Added Monster: Bigtongue Slarm
Trait: A Big Sloppy Kiss(Tongue-equipped Maw)
Effect: When this monster has Leech and/or attacks an enemy with Bleed, it also steals 5% of their stats, going up to 10% if both criteria are met.

Added Monster: Abhorrent Slarm
Trait: Crippling Terror(Nightmarish Maw)
Effect: When this monster has Leech and/or attacks an enemy with Bleed, the enemy's ATK and DEF are reduced by 10%, up to 20% if both criteria are met.

Itherian Monster: Medicinal Slarm
Trait: Blood Transfusion(Itherian Maw)
Effect: When this monster has Leech and/or attacks an enemy with Bleed, the monsters adjacent to it are healed for 50% of the health this monster gains on hit, up to 100% of said health if both criteria are met.


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


...and one last Unaligned Realm to go with them!


THE DRAWING BOARD

Floor: Lines drawn in white ink.
Walls: Walls of blue, like a blueprint, dotted with white ink.
Presiding Deity: None!

One of the newly-discovered Unaligned Realms, revealed when the Ruler of Siralim's power was scattered upon their death. Another realm that doesn't quite seem finished yet, save that the flavor this realm goes for is 'drawn blueprints'. One gets the sense of where everything's supposed to go, and the basics for interaction are there, but it hasn't been given a coat of paint yet, so to speak. This unusual realm does bear treasures for the bold, and for those strong enough to fight the monsters here.

NOTABLE REALM OBJECTS
Drawn Tree: A simple, dawn tree with full foliage. For some weird reason, large numbers of Bombardiers like to hide in the branches of trees like this, and drop down when said tree is inspected. Defeat them and claim a random token, Pandemonium Token included.
Drawn Pond: A simple, drawn body of water. Go fishing here for things like treasure chests, random tokens...Pandemonium Token included...or a whole host of angry Crabsters.
Scribble: Just a random, scribbled thing. Jumbled clusters of pure imagination, untangle them to fight a team of monsters that have a high chance of being Godshop monsters. Beat them back into the ether to claim a random token...Pandemonium Token included.
Stick Figures: The local NPCs. Come in male and female flavors. These fine folk are being harassed, however, by very rude monsters, so do them a favor and beat the monsters into the ground. They'll reward you with a random token...Pandemonium Token included...for your effort.
Window Portal: A portal that looks like an open window with a 'swirling' portal inside. These are miniboss portals, and they're usually led by traitless Avatar monsters, like the ones accompanying the Ruler of Siralim.
Crumpled Paper: White sheets of paper, crumpled up. These are the regular breakables for this realm.
« Last Edit: March 16, 2019, 08:57:04 AM by Raikomaru »

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #63 February 09, 2019, 09:50:38 AM
Second-to-last monster-type. Introducing the Carven, tough chessmen, slightly based on Retro Angels, who get even tougher when in large groups, as they're a pack-type monster!


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

Base Monster: Carven Pawn
Trait: Strength In Numbers(Stone Pawn)
Effect: Your Carven traits act as if your party contains three more Carven.

Added Monster: Carven Rook
Trait: Fortified(Stone Rook)
Effect: Your Carven have 10% more DEF for each Carven fighting on your side.

Added Monster: Carven Bishop
Trait: Ministration(Stone Bishop)
Effect: Your Carven recover 5% of their Max HP for each Carven fighting on your side.

Added Monster: Carven Knight
Trait: I've Got The Moves!(Stone Knight)
Effect: Your Carven have a 5% dodge chance for each Carven fighting on your side.

Added Monster: Carven Queen
Trait: Queenly Conduct(Stone Queen)
Effect: When one of your Carven takes damage, it divides said damage up by however many Carven are in your party, and then spreads it around accordingly. This does not apply to attacks or spells that target multiple opponents naturally.

Added Monster: Carven King
Trait: High Priority(Stone King)
Effect: Your Carven always take reduced damage, as if their class resists the enemy's type, regardless of type match-ups.

Itherian Monster: Carven Checker
Trait: Flip The Board(Stone Itherian)
Effect: Your Carven always have one of the following buffs for each Carven fighting on your side: Protect, Ward, Grace, Shell, Mend, Critical. Buffs are prioritized in that order.


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


...and the second-to-last Unaligned Realm!


THE ARMAMENT SPHERES

Floor: The tiled floor from the brazier area.
Walls: A slightly fuzzy, pastel-pink background with floating glass bubbles.
Presiding Deity: None!

One of the newly-discovered Unaligned Realms, revealed when the Ruler of Siralim's power was scattered upon their death. Another location that's less a physical place and more a state of mind, the Armament Spheres are a state any smith can slip into when they're high on inspiration and forging artifacts fit for legendary heroes. As such, this realm is rife with things detailing artifacts and their creation, but at the same time, threats abound, as fantasies of the monsters to be slain by said artifacts are also rife here, and they're quite physical!

NOTABLE REALM OBJECTS
Pandemonium Token: These just lay about, ready for the taking.
Sword Piece: Like the swords from Surathli's realm, and do the same thing.
Shield Piece: Like the shields from Tartarith's realm, and do the same thing.
Gem Piece: Like the spell gem fragments from Zonte's realm, and do the same thing.
Suit of Armor: Like the ones from Gonfurian's realm. Magnificent suits of armor that inspire greatness when beheld, these spread either a realmwide buff or a realmwide debuff. Sometimes, though, one may find monsters trying to deface them, whereupon smiting these cowards will award either two realmwide buffs, two realmwide debuffs or one of both in recognition of your heroism.
Smith: A blacksmith NPC...who happens to be a Smith monster. A Hammer Lord, to be specific. He doesn't forge anything, but when he shows up, he'll gladly take junk artifacts and artifact materials and trade them for rune powder, gem dust and all kinds of tokens, Pandemonium included.
Anvil: An anvil with a sword on it. These are the regular breakables for this realm.
« Last Edit: March 15, 2019, 10:16:09 AM by Raikomaru »

Offline Raikomaru

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Re: Raiko's Renewed Idea Repository!
Reply #62 February 09, 2019, 09:25:08 AM
Another step. Monster-type first, meet the Tapirs, Baku-inspired dreamers who make sure that Sleep isn't as debilitating for your team!


Monster Class: Tapir
Element: Sorcery
Role: Tank Caster(good DEF and Mana, okay INT, decent everything else)

Base Monster: Benevolent Tapir
Trait: Sound Asleep(Fluffy Blanket)
Effect: Your creatures cannot have other debuffs when they have Sleep, and lose debuffs they had when they gain Sleep.

Added Monster: Joyful Tapir
Trait: Rise And Shine(Silky Blanket)
Effect: Your monsters can immediately act when Sleep wears off.

Added Monster: Peaceful Tapir
Trait: Sweet Dreams(Warm Blanket)
Effect: Your monsters recover 20% HP per turn when they have Sleep.

Added Monster: Innocent Tapir
Trait: Dreaming Big(Extra-thick Blanket)
Effect: Your creatures recover 10% Mana per turn when they have Sleep.

Added Monster: Brave Tapir
Trait: Hero of Dreams(Fur Blanket)
Effect: Your creatures gain 10% ATK and SPD per turn when they have Sleep.

Added Monster: Comfy Tapir
Trait: Utter Comfort(Snuggly Blanket)
Effect: Your creatures gain 10% INT and DEF per turn when they have Sleep.

Itherian Monster: Pillowy Tapir
Trait: Sleepwalker(Itherian Blanket)
Effect: Your monsters can now Attack or Defend while they have Sleep.


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 Realm too.


FIESTA DE LOS CALAVERAS

Floor: Yseros' dandy floor, recolored to a more nighttime feel.
Walls: Nighttime houses lit up with bright, festive lights.
Presiding Deity: None!

One of the newly-discovered Unaligned Realms, revealed when the Ruler of Siralim's power was scattered upon their death. A small, faraway town, generally caught in the middle of a long celebration to honor Erebyss, the Goddess of Darkness. The mood is bright, the parties are on and even the undead like it here...especially the Gashadokuros, who always cause a scene when they show up! Of course, parties can get rowdy sometimes, and Erebyss may just smile upon you for ensuring nothing bad happens...

NOTABLE REALM OBJECTS
Chef: Simple chefs, out to feed the partiers for some compensation. He provides a selection of meals to choose from for a fee. pay the man, then eat up to gain a special bonus that spans this realm AND the next.
Cactus: Small, round cactuses with flowers on them. These flowers are sought-after by partygoing ladies, human and undead alike, so gather them and give them those flowers for a random god token.
Townsfolk: Regular NPCs in ponchos and sombreros. These people love to party, so gather up a bunch of them to REALLY kick things off. Gathering them all awards an Unaligned or Erebyss token.
Undead: Monster NPCs. usually Skeletons or Gashadokuros, but can also be Wights, Forsaken or Liches. These are usually besieged by angry, hostile monsters that attend the party to cause trouble. Save the living dead revellers to gain treasure chests.
Open Door: Open doors in some of the houses. These are miniboss portals, and are usually led by Chupacabras with an extra trait.
PiƱata: Paper-mache constructs shaped like Fiends. These are the regular breakables for this realm, as befits a party.
« Last Edit: February 09, 2019, 09:50:46 AM by Raikomaru »