Thylacine Studios - Forum

Raiko's Renewed Idea Repository!  (Read 3209 times)

Offline Raikomaru

  • ***
  • Posts: 114
  • Monster Creator, Berserker Fiend Affectionado.
    • View Profile
Re: Raiko's Renewed Idea Repository!
Reply #91 April 17, 2019, 09:50:16 AM
Oh, cool, Page 7! Might call it here, though...seriously running out of trait ideas. May add one or two more things down the line, but until then, consider me out of juice.

It's time for another import, though I'm also borrowing cues from another game. First, an accompanying status effect:

DROWNED: Creatures with Drowned dodge and get turns as if they have halved SPD, and pay 1.75 times the Mana cost for their spells.

Then, the monster. Introducing the Oannii, creepy-yet-pretty mermaids, akin to Ragnarok Online's Obeaunes, and deriving a bit from the Clione(those sea-angel things the Japanese just can't get enough of), who are themed around this effect!


Monster Class: Oannes
Element: Nature
Role: Balanced DPS(Okay ATK, DEF, SPD and INT, decent HP and Mana)


Base Monster: Oannes Wench
Trait: Seaside Daze(Pink Tentacle Hair)
Effect: This monster's attacks deal 75% more damage and inflict Drowned.

Added Monster: Oannes Scavenger
Trait: Making The Most(Brown Tentacle Hair)
Effect: When this monster damages an enemy that has Drowned, it also steals one of their buffs at random.

Added Monster: Oannes Lyrist
Trait: Strings of the Heart(Blue Tentacle Hair)
Effect: When this monster gains or has a buff, all enemies with the same buff gain Drowned.

Added Monster: Oannes Illuminator
Trait: Baleful Beacon(Clear Tentacle Hair)
Effect: So long as this monster lives, enemies with Drowned must target it above everything else, and deal 50% reduced damage to it.

Added Monster: Oannes Shelterer
Trait: Slapshell(Red Tentacle Hair)
Effect: Enemies afflicted with Drowned also do 50% less damage.

Added Monster: Oannes Operetta
Trait: Elegy of the Waves(Blonde Tentacle Hair)
Effect: Your monsters do 10% more damage for every monster with Drowned on the enemy team.

Added Monster: Oannes Mystic
Trait: Turbid Currents(Black Tentacle Hair)
Effect: Enemies afflicted with Drowned also take 50% more damage.

Itherian Monster: Oannes Silencer
Trait: Pulled Under(Itherian Tentacle Hair)
Effect: So long as this monster is alive, if an enemy at 60% HP or below with Drowned tries to cast a spell, it has a 15% chance to immediately die.

Special Monster: Oannes Seafairy
Trait: Absinthe-minded(Green Tentacle Hair)
Effect: Enemies with Drunk stacks gain Drowned, and enemies with Drowned slowly build up Drunk stacks so long as Drowned persists.



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 21, 2019, 02:47:19 AM by Raikomaru »

Offline Raikomaru

  • ***
  • Posts: 114
  • Monster Creator, Berserker Fiend Affectionado.
    • View Profile
Re: Raiko's Renewed Idea Repository!
Reply #90 March 31, 2019, 11:17:24 AM
Rockin' another import. Introducing the Hellwalls, deceiving pieces of rock and mortar based on the recurring Demon Walls Square liked putting in their games way back when. Their stats lean them more to being pure tanks, but their traits make them faster, stronger and altogether WAY more dangerous!


Monster Class: Hellwall
Element: Death
Role: Tank(great DEF nand HP, decent everything else)


Base Monster: Unholy Hellwall
Trait: Grim Advance(Grey Mortar)
Effect: Your Hellwalls have a 5% chance to, when they receive a debuff, ignore said debuff's effect for every Hellwall in the party.

Added Monster: Shadowed Hellwall
Trait: Silhouette Play(White Mortar)
Effect: Your Hellwalls have 8% damage penetration for every Hellwall in the party.

Added Monster: Decorated Hellwall
Trait: Display of Ferocity(Painted-over Mortar)
Effect: Your Hellwall traits act as if there are three more Hellwalls in the party.

Added Monster: Totemic Hellwall
Trait: Tribal Runes(Inscribed Mortar)
Effect: Your Hellwalls gain 30% more INT for every Hellwall in the party.

Added Monster: Unknowable Hellwall
Trait: Unexplainable(Mysterious Mortar)
Effect: Your Hellwalls gain 30% more SPD for every Hellwall in the party.

Added Monster: Mirrored Hellwall
Trait: Reflective Surface(Polished Mortar)
Effect: Your Hellwalls have an 8% chance to reflect enemy magic back at the monster that cast it for every Hellwall in the party.

Added Monster: Corrupted Hellwall
Trait: Infused Hatred(Throbbing Mortar)
Effect: Your Hellwalls' attacks do 20% more damage for every Hellwall in the party.

Added Monster: Heinous Hellwall
Trait: Death Spikes(Metallic Mortar)
Effect: Your Hellwalls gain 30% more ATK for every Hellwall in the party.

Itherian Monster: Rusted Hellwall
Trait: The Inevitable(Itherian Mortar)
Effect: Your Hellwalls have a 5% chance to, when they attack a target that's at 50% HP or lower, instantly kill that enemy for every Hellwall in the party.

Special Monster: Amalgamated Hellwall
Trait: By Your Corpses Combined(Fleshy Mortar)
Effect: When one of your party's Hellwalls kills an enemy, all of your party's Hellwalls gain 50% of said enemy's stats.



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 01, 2019, 10:35:17 AM by Raikomaru »

Offline Raikomaru

  • ***
  • Posts: 114
  • Monster Creator, Berserker Fiend Affectionado.
    • View Profile
Re: Raiko's Renewed Idea Repository!
Reply #89 March 30, 2019, 08:22:05 AM
And here's the third import for today. Introducing the Star Lions, blazing, proud felines who, when certain conditions are met, can revive themselves!


Monster Class: Star Lion
Element: Life
Role: Fast DPS(good ATK and SPD, okay HP, decent everything else)


Base Monster: Victory Star
Trait: Heroic Willpower(Valiant Starfire)
Effect: When this creature is dead, if an ally kills an enemy, this creature has a 30% chance to revive with full HP.

Added Monster: Fiery Star
Trait: Flare Up(Eager Starfire)
Effect: When this creature is dead, if an ally scores a critical hit, this creature has a 30% chance to revive with full HP.

Added Monster: Desert Star
Trait: Guidance(Bright Starfire)
Effect: When this creature is dead, if an ally dodges an attack, this creature has a 30% chance to revive with full HP.

Added Monster: Ancient Star
Trait: Enduring Light(Faded Starfire)
Effect: When this creature is dead, if an ally gains a buff, this creature has a 30% chance to revive with full HP.

Added Monster: Twinkling Star
Trait: Nursery Rhyme(Fresh Starfire)
Effect: When this creature is dead, if an ally gets healed, this creature has a 30% chance to revive with full HP.

Added Monster: Plasma Star
Trait: Solar Reactor(Roiling Starfire)
Effect: When this creature is dead, if an ally casts a spell, this creature has a 30% chance to revive with full HP.

Added Monster: Flaring Star
Trait: Super-Hot(Blazing Starfire)
Effect: When this creature is dead, if an ally inflicts a debuff, this creature has a 30% chance to revive with full HP.

Itherian Monster: Nova Star
Trait: Unstable Power(Itherian Starfire)
Effect: Once per battle, when this creature dies, it attacks every enemy for 100% normal damage. If it kills an enemy while doing this, it stays alive with 30% HP.

Special Monster: Candelight Star
Trait: Vigil(Gentle Starfire)
Effect: Your Star Lions have a 20% increased chance to revive themselves when the conditions 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.

Offline Raikomaru

  • ***
  • Posts: 114
  • Monster Creator, Berserker Fiend Affectionado.
    • View Profile
Re: Raiko's Renewed Idea Repository!
Reply #88 March 30, 2019, 07:51:54 AM
And here's yet another import. Introducing the Entombed, animated coffins whose traits do the opposite of what Phase Warrior traits do!


Monster Class: Entombed
Element: Death
Role: Durable Caster(good DEF and Mana, okay INT, decent everything else)

Base Monster: Impure Entombed
Trait: Salted Earth(Hard Interred Flesh)
Effect: Enemy creatures take 80% more damage from all sources other than attacks and spells. This trait does not stack.

Added Monster: Accursed Entombed
Trait: Unseemly Weakness(Goopy Interred Flesh)
Effect: Enemy creatures deal 25% less damage. This trait does not stack.

Added Monster: Bloody Entombed
Trait: Sanguine Aegis(Dripping Interred Flesh)
Effect: After your creatures attack, they have a 50% chance to gain Shell. This trait does not stack.

Added Monster: Menacing Entombed
Trait: Palpable Menace(Fatty Interred Flesh)
Effect: Enemy creatures have an independent 20% reduction to their crit-rate and dodge-rate. This trait does not stack.

Added Monster: Ominous Entombed
Trait: Succumb To Stress(Spasming Interred Flesh)
Effect: After one of your creatures dies, a random enemy is reduced to 20% Health.

Added Monster: Resentful Entombed
Trait: Bitter Spite(Screaming Interred Flesh)
Effect: After your creatures attack, the monster they attack, if it survived, takes damage equal to 15% of the attacker's Speed. This trait does not stack.

Itherian Monster: Glistening Entombed
Trait: Enticing Gloss(Itherian Intered Flesh)
Effect: Enemy creatures have a 40% reduced chance to dodge attacks. This trait does not stack.

Special Monster: Lady In Red
Trait: The Lady's Contempt(Living Interred Flesh)
Effect: Enemy creatures take 40% more damage from Critical attacks. 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

  • ***
  • Posts: 114
  • Monster Creator, Berserker Fiend Affectionado.
    • View Profile
Re: Raiko's Renewed Idea Repository!
Reply #87 March 30, 2019, 06:51:18 AM
Ordinarily, I'd proudly boast of having done something with the Retro Mite in style, but until I looked back at my old notes, I had no idea what to do with them. I sure do now, though! Meet the Roundbeetles, whose attacks keep going for a while when they have certain buffs on them, or their target has certain debuffs on them!


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

Base Monster: Bess Roundbeetle
Trait: Rolling Start(Ridged Roundshell)
Effect: When this monster has Protect and kills an enemy, any damage inflicted greater then the killed enemy's current HP is instead inflicted on a monster adjacent to it.

Added Monster: Ladybird Roundbeetle
Trait: Lady Luck(Spotted Roundshell)
Effect: When this monster has Critical and kills an enemy, any damage inflicted greater then the killed enemy's current HP is instead inflicted on a monster adjacent to it.

Added Monster: Dung Roundbeetle
Trait: Mud Fight(Odorous Roundshell)
Effect: When this monster has Taunt and kills an enemy, any damage inflicted greater then the killed enemy's current HP is instead inflicted on a monster adjacent to it.

Added Monster: Rhinoceros Roundbeetle
Trait: Upend(Straight-horned Roundshell)
Effect: When this monster has Splash and kills an enemy, any damage inflicted greater then the killed enemy's current HP is instead inflicted on a monster adjacent to it. If one of the Splash targets died, excess damage is thusly redirected to a monster adjacent to THAT monster.

Added Monster: Kabuto Roundbeetle
Trait: Ittou Ryodan!(Fork-horned Roundshell)
Effect: When this monster has Berserk and kills an enemy, any damage inflicted greater then the killed enemy's current HP is instead inflicted on a monster adjacent to it.

Added Monster: Stag Roundbeetle
Trait: Dextrous Grip(Pincered Roundshell)
Effect: When this monster has Grace and kills an enemy, any damage inflicted greater then the killed enemy's current HP is instead inflicted on a monster adjacent to it.

Added Monster: Hercules Roundbeetle
Trait: Sheer Magnificence(Double-horned Roundshell)
Effect: When this monster has Ward and kills an enemy, any damage inflicted greater then the killed enemy's current HP is instead inflicted on a monster adjacent to it.

Itherian Monster: Iridescent Roundbeetle
Trait: Highly Unusual(Itherian Roundshell)
Effect: When this monster has Multistrike and kills an enemy, any damage inflicted greater then the killed enemy's current HP is instead inflicted on a monster adjacent to it.

Special Monster: Firefly Roundbeetle
Trait: Firefly Light(Matte Roundshell)
Effect: This monster can freely target enemies with Invisible. When this monster kills an enemy that has Invisible, any damage inflicted greater then the killed enemy's current HP is instead inflicted on a monster adjacent to it.


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

  • ***
  • Posts: 114
  • Monster Creator, Berserker Fiend Affectionado.
    • View Profile
Re: Raiko's Renewed Idea Repository!
Reply #86 March 23, 2019, 02:51:47 AM
And one last one when it comes to imports for now...meet the Sentinels, based on a boss-type monster from an obscure SNES game called Arcana, who give the whole party Barriers when things happen to them!


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

Base Monster: Tin Sentinel
Trait: Tower Shield(Tin Armor Panel)
Effect: When this monster Defends, your party gains a Barrier equal to 50% of its Max HP.

Added Monster: Copper Sentinel
Trait: Conductivity(Copper Armor Panel)
Effect: When this monster casts a spell, your party gains a Barrier equal to 50% of its Max HP.

Added Monster: Bronze Sentinel
Trait: Slow But Steady(Bronze Armor Panel)
Effect: At the end of this monster's turn, your party gains a Barrier equal to 50% of this monster's Max HP.

Added Monster: Iron Sentinel
Trait: Wrecking Ball(Iron Armor Panel)
Effect: At the end of this monster's turn, your party gains a Barrier equal to 50% of this monster's Max HP.

Added Monster: Silver Sentinel
Trait: Polished To Perfection(Silver Armor Panel)
Effect: When this creature has a spell cast at it by any side, your party gains a Barrier equal to 50% of this monster's Max HP.

Added Monster: Brass Sentinel
Trait: Working Mechanism(Brass Armor Panel)
Effect: When this monster takes damage, your party gains a Barrier equal to 50% of this monster's Max HP.

Added Monster: Aluminium Sentinel
Trait: Super Lightweight(Aluminium Armor Panel)
Effect: At the start of this creature's turn, your party gains a Barrier equal to 50% of its Max HP.

Itherian Monster: Itherium Sentinel
Trait: Highly Unusual(Itherian Armor Panel)
Effect: Your creatures do extra damage equal to their Barrier strength. The more barrier they have, the more damage they do, up to 100%. This trait does not stack.

Special Monster: Gold Sentinel
Trait: The Safest Bet(Gold Armor Panel)
Effect: When this monster Provokes, your party gains a Barrier equal to 50% of its Max HP. In addition, this monster grants a 5% increase in post-battle resource gain for every turn it survives.


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 30, 2019, 06:51:49 AM by Raikomaru »

Offline Raikomaru

  • ***
  • Posts: 114
  • Monster Creator, Berserker Fiend Affectionado.
    • View Profile
Re: Raiko's Renewed Idea Repository!
Reply #85 March 21, 2019, 11:54:28 AM
And the last one for now...a monster-type I cannot believe I haven't written up or figured out before. Meet the Demagogues, super-loyal followers of the Gods who become super-powerful when in their patron's realm!


Monster Class: Demagogue
Element: Life
Role: Jack-of-all-traits(Okay everything)

Base Monster: Surathline Demagogue
Trait: Surathli's Radiance(Surathli Holy Icon)
Effect: This monster's stats are increased by 400% when in the Azure Dream.

Added Monster: Torunite Demagogue
Trait: Torun's Admission(Torun Holy Icon)
Effect: This monster's stats are increased by 400% when in the Cutthroat Jungle.

Added Monster: Zontenian Demagogue
Trait: Zonte's Lessons(Zonte Holy Icon)
Effect: This monster's stats are increased by 400% when in the Refuge of the Magi.

Added Monster: Erebyssal Demagogue
Trait: Erebyss' Tragedy(Erebys Holy Icon)
Effect: This monster's stats are increased by 400% when in the Path of the Damned.

Added Monster: Vulcanarite Demagogue
Trait: Vulcanar's Joy(Vulcanar Holy Icon)
Effect: This monster's stats are increased by 400% when in the Great Pandemonium.

Added Monster: Listerese Demagogue
Trait: Lister's Dreams(Lister Holy Icon)
Effect: This monster's stats are increased by 400% when in the Faraway Enclave.

Added Monster: Regalian Demagogue
Trait: Regalis' Fondness(Regalis Holy Icon)
Effect: This monster's stats are increased by 400% when in the Arachnid Nest.

Base Monster: Azuraline Demagogue
Trait: Azural's Valor(Azural Holy Icon)
Effect: This monster's stats are increased by 400% when in the Frostbite Caverns.

Added Monster: Fridenite Demagogue
Trait: Friden's Favor(Friden Holy Icon)
Effect: This monster's stats are increased by 400% when in Where the Dead Ships Dwell.

Added Monster: Gonfurion Demagogue
Trait: Gonfurian's Tactics(Gonfurian Holy Icon)
Effect: This monster's stats are increased by 400% when in the Kingdom of Heretics.

Added Monster: Yserosan Demagogue
Trait: Yseros' Direction(Yseros Holy Icon)
Effect: This monster's stats are increased by 400% when in The Barrens.

Added Monster: Meraxese Demagogue
Trait: Meraxis' Resplendance(Meraxis Holy Icon)
Effect: This monster's stats are increased by 400% when in The Swamplands.

Added Monster: Vertraagde Demagogue
Trait: Vertraag's Vision(Vertraag Holy Icon)
Effect: This monster's stats are increased by 400% when in Eternity's End.

Added Monster: Aeolion Demagogue
Trait: Aeolian's Blessing(Aeolian Holy Icon)
Effect: This monster's stats are increased by 400% when in the Unsullied Meadows.

Added Monster: Tartarithite Demagogue
Trait: Tartarith's Reign(Tartarith Holy Icon)
Effect: This monster's stats are increased by 400% when in the Torture Chamber.

Added Monster: Cordemine Demagogue
Trait: Cordemis' Smile(Cordemis Holy Icon)
Effect: This monster's stats are increased by 400% when in the Docks of Farewell.

Itherian Monster: Godless Demagogue
Trait: Apostasy(Itherian Holy Icon)
Effect: This monster's stats are increased by 400% when in an Unaligned Realm.


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 30, 2019, 07:33:35 AM by Raikomaru »

Offline Raikomaru

  • ***
  • Posts: 114
  • Monster Creator, Berserker Fiend Affectionado.
    • View Profile
Re: Raiko's Renewed Idea Repository!
Reply #84 March 21, 2019, 11:54:10 AM
Second to last. Introducing the Direspiders, Regalis' entry into the 'Biggest Monster' contest, and unnervingly-large arachnids who do dual-debuff things involving Poison and Snare!


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

Added Monster: Direspider Tarantula
Trait: Terrible Aggression(Dark Spider Eyes)
Effect: This monster's attacks deal 40% more damage and inflict Poison, Snare or both.

Added Monster: Direspider Orbweaver
Trait: Poison Net(Glassy Spider Eyes)
Effect: So long as this monster is alive, if an enemy gains either Poison or Snare, they'll also gain the other debuff.

Added Monster: Direspider Widow
Trait: Deadly Venom(Clouded Spider Eyes)
Effect: So long as this monster is alive, enemies with Snare take 200% more damage from Poison.

Added Monster: Direspider Recluse
Trait: Crippling Toxin(Clear Spider Eyes)
Effect: So long as this monster is alive, enemies with Snare and Poison below 50% HP have a 10% chance to instantly die instead of taking Poison damage.

Added Monster: Jumping Direspider
Trait: Leaps And Bounds(Developed Spider Eyes)
Effect: At the start of this monster's turn, it attacks enemies with Poison for 100% normal damage, and inflicts enemies with Snare with Poison. It may then perform an action as normal.

Added Monster: Direspider Diver
Trait: Danger In The Depths(Thick-lensed Spider Eyes)
Effect: So long as this monster is alive, enemies with Poison and Snare lose 10 Mana per turn.

Added Monster: Crabby Direspider
Trait: Counter Kiss(Extending Spider Eyes)
Effect: When an enemy with Poison atatcks, this monster counterattacks it for 100% normal damage and inflicts Snare.

Added Monster: Direspider Goliath
Trait: Arachnophobia(Enormous Spider Eyes)
Effect: This monster deals 200% more damage to enemies with Poison or Snare, and 400% more if both conditions are met.

Itherian Monster: Direspider Tsuchigumo
Trait: Consume The Prey(Itherian Spider Eyes)
Effect: This monster has 10% more SPD for every enemy with Poison and Snare, and 20% more SPD for every enemy with both.

Special Monster: Mommy Longlegs
Trait: Silken Finery(Loving Spider Eyes)
Effect: Your Direspiders, Mites and Arachnalisks have 10% more DEF for every monster of the same type in the party, counting this monster as being of the same type.


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 30, 2019, 07:31:40 AM by Raikomaru »

Offline Raikomaru

  • ***
  • Posts: 114
  • Monster Creator, Berserker Fiend Affectionado.
    • View Profile
Re: Raiko's Renewed Idea Repository!
Reply #83 March 21, 2019, 11:30:04 AM
Third to last for now. Introducing the Batlords, lady vampires who make Bats(and themselves) better, making them excellent leaders of Bat teams!


Monster Class: Batlord
Element: Chaos
Role: Durable Caster(good DEF and Mana, okay INT, decent everything else)

Base Monster: Vampiric Batlord
Trait: Blood Donation(Deep Red Lipstick)
Effect: Your Bats, and this monster, always have Leech, and gain 10% more HP for every Bat in the party when they are healed by it. This monster counts as a Bat for purposes of trait calculation.

Added Monster: Cute Batlord
Trait: Coordination(Pastel Pink Lipstick)
Effect: Your Batlord traits act as if there are three more Bats in the party.

Added Monster: Alluring Batlord
Trait: Captivation(Bright Red Lipstick)
Effect: Your Bats, and this monster, take 5% less damage for every Bat in the party. This monster counts as a Bat for purposes of trait calculation.

Added Monster: Unholy Batlord
Trait: Blasphemous Ferocity(Black Lipstick)
Effect: Your Bats, and this monster, have 10% more ATK for every Bat in the party. This monster counts as a Bat for purposes of trait calculation.

Added Monster: Darkling Batlord
Trait: Denounce The Light(Indigo Lipstick)
Effect: Your Bats, and this monster, have 10% more SPD for every Bat in the party. This monster counts as a Bat for purposes of trait calculation.

Added Monster: Beautiful Batlord
Trait: The Gift Of Closeness(Hot Pink Lipstick)
Effect: Your Bats, and this monster, have 50% more Max Mana for every Bat in the party. This monster counts as a Bat for purposes of trait calculation.

Added Monster: Haunting Batlord
Trait: Grisly Distraction(Lavender Lipstick)
Effect: Your Bats, and this monster, have 5% defense penetration for every Bat in the party. This monster counts as a Bat for purposes of trait calculation.

Added Monster: Nurturing Batlord
Trait: Gentle Loving Care(Cherry Red Lipstick)
Effect: Your Bats, and this monster, have 10% more Max HP for every Bat in the party. This monster counts as a Bat for purposes of trait calculation.

Itherian Monster: Ambitious Batlord
Trait: What Is A Man?(Itherian Lipstick)
Effect: Your Bats, and this monster, deal 5% more damage for every Bat in the party. This monster counts as a Bat for purposes of trait calculation.


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

  • ***
  • Posts: 114
  • Monster Creator, Berserker Fiend Affectionado.
    • View Profile
Re: Raiko's Renewed Idea Repository!
Reply #82 March 21, 2019, 09:12:48 AM
And time for another imported monster...Introducing the Strikers, based on scorpions and lobsters in a similar way as Monster Rancher's Arrowheads, but with longer, more imposing tails, who especially punish buffs!


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

Base Monster: River Striker
Trait: Running Water(Red Carapace)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Splash, no matter if it's the initial target or a side target.

Added Monster: Desert Striker
Trait: Sand Stinger(Sandy Carapace)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Protect.

Added Monster: Forest Striker
Trait: Buzzing Saw(Wooden Carapace)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Mend.

Added Monster: Softshell Striker
Trait: Gentle Tears(Skinlike Carapace)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Berserk.

Added Monster: Assault Striker
Trait: Riot Shield(Synthetic Carapace)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Multistrike.

Added Monster: Rockfall Striker
Trait: Avalanche(Stone Carapace)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Grace, and negates the dodge bonus Grace gives.

Added Monster: Veteran Striker
Trait: Invitation(Scarred Carapace)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Taunt, and deals 50% more damage on top of that when they Provoke.

Itherian Monster: Shadow Striker
Trait: From The Darkness(Itherian Stinger)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Invisible, and can attack them freely.

Special Monster: Rhinestone Striker
Trait: Shield Breaker(Gleaming Carapace)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with barriers, and its attacks ignore said barriers.


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 30, 2019, 07:29:00 AM by Raikomaru »

Offline Raikomaru

  • ***
  • Posts: 114
  • Monster Creator, Berserker Fiend Affectionado.
    • View Profile
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: March 21, 2019, 09:41:21 AM by Raikomaru »

Offline Raikomaru

  • ***
  • Posts: 114
  • Monster Creator, Berserker Fiend Affectionado.
    • View Profile
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.

Offline Raikomaru

  • ***
  • Posts: 114
  • Monster Creator, Berserker Fiend Affectionado.
    • View Profile
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: Absinthe Muckman
Trait: Green Fairy's Curse(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 03, 2019, 03:06:30 PM by Raikomaru »

Offline Raikomaru

  • ***
  • Posts: 114
  • Monster Creator, Berserker Fiend Affectionado.
    • View Profile
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: Beak And Claw(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: March 31, 2019, 03:33:44 AM by Raikomaru »

Offline Raikomaru

  • ***
  • Posts: 114
  • Monster Creator, Berserker Fiend Affectionado.
    • View Profile
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.