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  - [March 23, 2011, 11:53:25 AM]
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« Reply #29 on: March 23, 2011, 11:53:25 AM »
(As aforementioned, I'll fix any and all typos later on today or tomorrow. I kind of need a break after typing this up for the past four hours.) Chocobos - Faithful, friendly steeds that can still peck or shoot your face off if you rub them the wrong way. Common Abilities: Choco Cure/Choco Esuna/Choco Ball
1. Choco Cure is still the same at present.
2. Choco Esuna is now like ARENA Monk's Stigma Magic, which makes sense given that I lobbied for that, in that it's an instant, but single-targeting version of Priest's Esuna. It currently shares the same ISC with Esuna, meaning that when Esuna changed to removing Undead, Petrified, Addled, Cursed, Berserk & Doubtful, so too did Choco Esuna.
3. Choco Ball now can cause Blind, though this might change.
YELLOW CHOCOBO:
1. Move: 5 [reduced from 6]
2. Jump: 5 [no change]
3. Innate: Flee (Silent Walk) [NEW], Any Ground [NEW], Counter Tackle [NEW], Distribute [NEW].
4. Half/Resist: Wind; Weak: Earth.
5. Immune: Blind [NEW], Addled [NEW], [Blood Suck], Oily [NEW], Berserk [NEW], Poisoned [NEW].
6. Unique Ability: Choco Revive: Close-range, instant revival. It will cost a hefty amount of MP and wouldn't bring back much HP, though.
BLACK CHOCOBO:
1. Move: 5 [reduced from 6]
2. Jump: 5 [no change]
3. Innate: Flee (Silent Walk) [NEW], Fly, Counter, Caution [NEW].
4. Resist/Half: Earth; Weak: Wind.
5. Immune: Blind [NEW], Addled [NEW], [Blood Suck], Oily [NEW], Poisoned [NEW].
6. Unique Ability: Choco Guard - Self-AoE 1, ally-only All or Nothing Regening and Defending. (This is likely going to die.)
BLUE CHOCOBO:
1. Move: 5 [reduced from 6]
2: Jump: 5 [no change]
3. Innate [All NEW]: Walk on Water, Flee (Silent Walk), Counter Tackle, Magic Def. UP
4. Resist/Half [All NEW]: Wind, Water; Weak: Earth.
5. Immune: Blind [NEW], Addled [NEW], [Blood Suck], Oily [NEW], Berserk [NEW], Poisoned [NEW].
6. Unique Ability: Choco Barrier - Self-AoE 1 Random Protect or Shell. Or, at least, it used to be before it turned into Self-AoE 1 Random Transparent, Protected, Shelled or Reflective after Roderick's Barrier died when Roderick got Wall.
BOCO, THE WHITE (?) CHOCOBO:
1. Class: 46 White Chocobo [from (Undead) Oracle**] (Might have him be a Red Chocobo just to be different.)
4. Move: 5 [increased from 3]
5. Jump: 6 [increased from 3]
6. C-EV%: 20 [increased from 5]
7. Innate [All NEW]: Non-Charge, Any Ground, Counter, Move-MP Up. [Non-Charge will probably become Short Charge.]
11. Resist/Half: Wind [NEW]
12. Immune: Invite, Blindness, Addle [NEW], Blood Suck, Oil [NEW], Berserk [NEW], Poison, Charm.
13. Choco Cure, Choco Esuna, Choco Ball, Comet (Choco Meteor), Confusion Song, Choco Recharge (Small Bomb [second]) & Raise. [Comet and Confusion Song are human skills that it will probably keep. Hell, it will probably get at least one other human magic skill. Boco now has Raise is also, of course, a human skill, and may be something that it eventually loses for...various reasons.]
14. Unique Skill: Choco Recharge - Restores MP to single-target that isn't Boco. Currently costs 15 MP to do so. Might increase or decrease depending. I'm now considering just having it cause Misty status. |
Goblins - Monster pugilists who aren't as dumb as they look...though they're still somewhat dumb. Just don't say it to their faces. Goblins and Black Goblins are, at present, the only monsters who are completely neutral to all elements. Common Abilities: Dash/Goblin Punch/Ogre Run
1. Dash is a human ability. They're keeping it since it's a step up from Tackle and saves space.
2. Goblin Punch is like Repeating Fist, but from a distance. It will probably be the only Blue Magic to remain at 0 MP when all is said and done, though it has a bit of a minor "wind-up".
3. Ogre Run is an 3v3 linear Earth Slash that does less damage but has a change to inflict Immobilized.
(RED) GOBLIN:
1. Move: 3 [no change]
2. Jump: 4 [up from 3]
3. Innate [All NEW]: Any Ground, PA Save, Counter Tackle, Caution
4. No elemental affinities. [No longer weak to Ice.]
5. Immune [ALL NEW]: Addled, Poisoned, Charmed. [Vulnerable to [Blood Suck] now.]
6. Unique Ability: Eye Gouge - The 1.3 version that causes Blind and Confused.
BLACK GOBLIN:
1. Move: 3 [no change]
2. Jump: 4 [up from 3]
3. Innate: Any Ground [NEW], Defend [NEW], Sunken State/Hide [NEW], Counter. [Will probably lose Sunken State.]
4. No elemental affinities. [Lost weakness to Ice.]
5. Immune [ALL NEW]: Addled, Poisoned, Charmed. [Vulnerable to [Blood Suck] now; consider making Black Goblin "heretical" and immune to Faithful and Cursed as well.]
6. Unique Ability: Sleep Holder - Close-range Sleeping-inducing "grab" that can be evaded. (Despite description, it is NOT persevering at present.)
GOBBLEDEGOOK/GOOBLEDEGUCK:
1. Class: 63 Gobbledeguck [Was considering going with "Lil' Murderer", but given the electric angle now, this is an even more humorous name.]
2. Move: 3 [no change]
3. Jump: 4 [up from 3]
4. Innate [All NEW]: Any Ground, PA Save, Speed Save, Caution. [Might get any Cannot enter water and gain move 4.]
5. Resist/Half: Lightning; Weak: Water. [No longer weak to Ice.]
6. Immune [ALL NEW]: Addled, Poisoned, Charmed. [Vulnerable to Blood Suck now.]
7. Unique Ability: Thunder Knuckle - A lightning-fast, Lightning-based punch that can possibly paralyze the target, causing Disabled. |
Bombs - Fire spells gone horribly, these magical weapons, even with the collective weakening of their innates, would probably still kick your ass if I allowed them to appear early game. ( Might change the name of one these jokers to "Balloon".) Common Abilities: Fiery Emission/Drench/Self-Destruct
1. Fiery Emssion has a chance to add Oil now, but at present it's more or less the same thing as Flame Attack.
2. Drench is philsov's idea: Separate Disabled or Oily that hits only enemies over a 3 range, AoE 1 distance.
3. Self-Destruct will be Critical only now. Otherwise, it's the same.
RED BOMB:
1. Move: 3 [no change]
2. Jump: 3 [no change]
3. Innate: Arrow Guard [NEW], Critical Quick [NEW], Levitation (Float), Any Weather [NEW] [Float move returned over Floating status with the loss of both Defense UP and Iron Will (Finger Guard) innately.]
4. Absorb & Resist/Halve: Fire; Half/Resist: Lightning & Dark; Weak: Water & Holy. [No longer resists Ice; is technically immune to Earth.]
5. Immune [ALL NEW]: Undead, Petrified, Addled, Chicken, Frogged, Poisoned, Regening, Immobilized.
6. Unique Ability: Spark - It is still exactly the same as vanilla at present.
GRENADE:
1. Move: 3 [no change]
2. Jump: 3 [no change]
3. Innate: Arrow Guard [NEW], Critical Quick [NEW], Levitation (Float), Defense UP [NEW] [Float move returned over Floating status with the loss of Iron Will (Finger Guard) innately. Since Grenade has retained its Defense UP, it will have the least HP among Bomb families.]
4. Absorb & Resist/Halve: Fire; Half/Resist: Ice & Dark; Weak: Water & Holy. [No longer resists Lightning--let's just blame that on its "anti-ice armor"; is technically immune to Earth.]
5. Immune [ALL NEW]: Undead, Petrified, Addled, Chicken, Frogged, Poisoned, Regening, Immobilized.
6. Unique Ability: Blast Furance/Hell's Furance - 2 range, tri-directional, Fire-based, anti-Faith attack that has a chance of causing Oily, Cursed and/or Doubtful at present. Probably needs a nerf.
EXPLOSIVE:
1. Move: 3 [no change]
2. Jump: 3 [no change]
3. Innate: Arrow Guard [NEW], Critical Quick [NEW], Levitation (Float), Short Charge [NEW] [Float move returned over Floating status with the loss of both Defense UP and Iron Will (Finger Guard) innately.]
4. Absorb & Resist/Halve: Fire; Half/Resist: Lightning & Dark; Weak: Water & Holy. [No longer resists Ice; is technically immune to Earth.]
5. Immune [ALL NEW]: Undead, Petrified, Addled, Chicken, Frogged, Poisoned, Regening, Immobilized.
6. Unique Ability: Flare - Wizard skill. Placeholder due to the only other thing I could think of probably being a horribly unfair idea. (Lol, persevering Flare.) |
Panthers - Poison-clawed, prim, status-heavy cats. They are often kept as pets for...some reason, at least by Vampires. Common Abilities: Poison Claw/Hastebreak/Cat Kick
1. Poison Claw is an always Poison ability that absorbs a bit of HP.
2. Hastebreak is the always Slow version of Poison Claw, though it's closer range. It replaces Pounce, which was going to be a reluctantly used version of philsov's Execute attack until I realized how utterly it screwed with my plans.
3. Cat Kick is a solid-damaging attack with a chance to cancel Performing, Defending and Charging.
(RED) PANTHER:
1. Move: 4 [no change]
2. Jump: 20 [obviously increased from 4 because Ignore Height is even more worthless than I realized; will probably become 10]
3. Innate [All NEW]: Move in Water, Silent Walk, Speed Save, Counter. [Decided to give Red Panther and Coeurl Move in Water over Cannot Enter Water due to the advantages that the Vampire Cat/Shadowcat had over them. I'm also still curious about what happens with sprites that initially couldn't enter water when they do/can since I don't remember testing it...; IIRC, the spirtes are fine for the most part.]
4. Resist/Halve: Earth; Weak: Ice. [Ugh. So many things were weak to Water already, even though it's still kind of scarce as an attacking ability, so they become weak to Ice instead. Also become resistant to Earth rather than Lightning like the Couerl.]
5. Immune [All NEW]: Dying, Confused, Addled, Faithful, Doubtful, Doomed. [Vulnerable to [Blood Suck] now. Immunities mostly shaped by "9 lives" adage or whatever the saying counts as.]
6. Unique Ability: Catnip - a Direct, currently Wind-based ability that randomly causes Confused, Berserk or Charmed to a target.
COUERL:
1. Move: 4 [no change]
2. Jump: 20 [obviously increased from 4 because Ignore Height is even more worthless than I realized; probably be reduced to 10]
3. Innate: Move in Water [NEW], Critical Quick [NEW], Counter, Speed Save [NEW]. [Decided to give Red Panther and Coeurl Move in Water over Cannot Enter Water due to the advantages that the Vampire Cat/Shadowcat had over them. I'm also still curious about what happens with sprites that initially couldn't enter water when they do/can since I don't remember testing it...; IIRC, the spirtes are fine for the most part.]
4. Resist/Halve: Lightning; Weak: Ice. [Ugh. So many things weak to Water already, even though it's still kind of scarce as an attacking element, so they became weak to Ice instead. Couerls resist only Lightning, not Earth like Red Panthers do.]
5. Immune [All NEW]: Dying, Confused, Addled, Faithful, Doubtful, Doomed. [Vulnerable to [Blood Suck] now. Immunities mostly shaped by "9 lives" adage or whatever the saying counts as.]
6. Unique Ability: Blaster - A now Lightning-element, as it traditionally is, status attack that causes Addled, Slowed, Immobilized or Disabled randomly.
VAMPIRE CAT:
1. Initially renamed "Vampire" to "Shadowcat" because that would be confusing when I want to make a "Vampire" class and "Vampire Cat" isn't much helpful, even if that's rather apt. I changed it back to Vampire Cat, though, for a couple of reasons, including having a plan that I I could use "Shadowcat" for otherwise. Hehe....
2. Move: 4 [no change]
3. Jump: 20 [obviously increased from 4 because Ignore Height is even more worthless than I realized; not really necessary because of Teleport, but I want consistency and it prevents fall damage. It will probably be reduced to 10.]
4. Innate: Cannot enter water, Regenerator [NEW], Speed Save/Adrenaline [NEW], Teleport [NEW].
5. Absorb & Resist/Halve: Dark; Resist/Halve: Lightning, Ice; Weak: Fire, Water and Holy. [Ugh. So many things weak to Water already, but this has to keep that. I don't like it having three weaknesses, as do a couple of other monsters, but it's going to be pretty damn buff, so....]
6. Immune: Dying [NEW], Undead [NEW], Addled [NEW], [Blood Suck], Poisoned [NEW], Doomed [NEW]. [Immunities mostly shaped by Vampire cliches in addition to "9 lives" adage or whatever the saying counts as. Technically, the Vampires in my patch might not be Undead, but instead be "mortality-impaired".]
7. Unique Ability: Blood Suck - Elmdor's, not the Vampire Cat's (which got used for Catnip), though the percentage of the Blood Suck chance for Elmdor's was changed to 25% a year ago. This is "technically" a human ability since human Vampires will have it as well (as well as Elmdor still having it).
Now that Blood Suck status is dead, it causes Undead & Berserk at 100% now. We'll see how problematic that is, but it will still be less problematic than Blood Suck as a whole, much less Blood Suck as 100%. | [Insert Illithids here.][Insert Skeletons here.][Insert Ghosts here.]Flying Eyes - Anti-magical winged cyclops, their gaze abilities are fearsome, but mostly only one if out in the open or of a weak will. They will protect their eyes at all costs. Common Abilities: Piercing Gaze/Charm Gaze/Reflect
1. Piercing Gaze is basically a weak 5v5 Light/Holy-based linear laser-beam attack that I'm allowing to be reflected at present. I've considered letting all the other, non-damaging Gazes be subject to be Reflect, but that seems unnecessary when they're already affected by Iron Will (Finger Guard) at present.
2. Charm Gaze is basically philsov's Hypnosis by a different name. Attempts to add Charmed or Sleeping to a Direct target. Allowed to be range 3 instead of his range 2 simply because of another attack (Illusionist's Mesmerizing Lights) with a much wider range and technically Gazes don't work on those who are affected by Sleeping status due to the formula it's using at present.
3. Reflect is the human ability. I was originally going to use philsov's Radiance, but given what I want to do with Flying Eyes, they'll probably end up getting an anti-Reflect ability if anything. So this is a placeholder.
FLOATING EYE:
1. Move: 5 [no change since they're so light]
2. Jump: 2 [reduced from 5 since it doesn't matter with Fly and they're so light that they should get messed up from falls]
3. Innate: Float [NEW], Counter Magic [NEW], Fly, Magic Def. UP [NEW] [Since, IIRC, like Bombs I planned for them to be "magic weapons", they're still magic-adept magic-haters. The Floating Eye is just lazy about it since I decided to run with its name. Might even nix its Fly ability eventually; probably not, though.]
4. Absorb & Resist/Half: Lightning & Holy; Weak: Ice, Wind and Water. [Wind weakness is exclusive to the Floating Eye. It will probably need buffer stats than I originally intended to give it due to having three weakness, though I suppose I could make it lose its Water weakness....]
5. Immune [All NEW]: Blind, Addled, [Blood Suck], Frog & Immobilized. [As much as I wanted to leave them vulnerable to Blind, I'd imagine they would protect their eyes at all costs.]
6. Unique Ability: Stun Gaze - 3 range, direct Gaze that randomly adds Slowed, Immobilized or Disabled to the target. Resisted by Iron Will as aforementioned.
AHRIMAN:
1. Move: 5 [no change since they're so light]
2. Jump: 2 [reduced from 5 since it doesn't matter with Fly and they're so light that they should get messed up from falls]
3. Innate: Cannot enter water, Counter Magic [NEW], Fly, Magic Def. UP [NEW]. [Since, IIRC, like Bombs I planned for them to be "magic weapons", they're still magic-adept magic-haters.]
4. Absorb & Resist/Half: Lightning & Holy; Resist: Earth; Weak: Ice and Water. [Earth resistance just added (for now) since I think all creatures with Fly will have it and it's more fair than giving them immunity to Earth as I had originally, foolishly planned]
5. Immune [All NEW]: Blind, Addled, [Blood Suck], Frog & Immobilized.
6. Unique Ability: Devil's Gaze - 3 range attack with no vertical (at present) that's Direct, resisted by Iron Will and attempts to add All Blind, Cursed and Doubtful now to a single target.
DOOMGAZE:
1. Move: 5 [no change since they're so light]
2. Jump: 2 [reduced from 5 since it doesn't matter with Fly and they're so light that they should get messed up from falls]
3. Innate: Cannot enter water, Counter Magic [NEW], Fly, Damage Split [NEW] [Since, IIRC, like Bombs I planned for them to be "magic weapons", they're still magic-adept magic-haters. As seen with Damage Split, Doomgazes will embody the "eye for an eye" idea.]
4. Absorb & Resist/Half: Lightning & Holy; Resist: Earth; Weak: Ice and Water. [Earth resistance just added (for now) since I think all creatures with Fly will have it.]
5. Immune [All NEW]: Blind, Addled, [Blood Suck], Frog & Immobilized.
6. Unique Ability: Doom's Gaze - 3 range attack with no vertical at present that's Direct, resisted by Iron Will and an attempts to add All Poison and Death Sentence to a target. |
Aevis(es?) - Rather large, predatory birds. Though the Cockatrice is the most infamous and arguably deadliest one, the Axebeak and the Steel Aevis are formidable, dangerous foes themselves. Common Abilities: Shine Lover/Hawk Glare/Beak
1. Shine Lover is the 1.3 self-Regen and Haste version that everyone seems to love. I'm almost tempted to give it to Panthers instead....
2. Hawk Glare has long since been Aero's replacement--partly because them having a Wind-based attack when they're currently weak to Wind was damn stupid--as a distance Disabling ability. I may end up resisted by Iron Will, but currently it's "only" physically-evadable.
3. Beak is now within the domain of all Aevises instead of just Cockatrice. It still causes Petrified & Reflective, but it is now physically evadable.
AXEBEAK:
1. Move: 4 [reduced from 6]
2. Jump: 4 [reduced from 6]
3. Innate: Arrow Guard [NEW], Cannot Enter Water, Fly, Speed Save [NEW] [Arrow Guard might get changed to something else eventually. I'm still unsure.]
4. Resist/Halve: Ice, Earth & Holy; Weak: Fire & Wind. [I don't think they need to absorb anything, even with them being a lot more fair elementally at present. They used to be immune to 3 different elements, which is kind of...ridiculous obviously.]
5. Immune [All NEW]: Petrified, Addled, [Blood Suck], Poisoned & Doomed. [I'm going to allow them to be hit by Floating unlike how I originally had it; Steel Aevis is the exception.]
6. Unique Ability: Brain Crush - A close-range, unavoidable dive-bombing attack with a chance to Addled. I might change that to Addled & Doomed later, though then I'd probably have to buff Necrophobe's Fate Transfer. I might also just truncate the name to "Brain", though that seems a bit too short as well as ripe for confusion with Mindflayers and other things still around.
STEEL AEVIS:
1. Move: 3 [reduced from 6; it's heavier than the other two. It will also probably have less evade.]
2. Jump: 5 [reduced from 6; it's also strudier.]
3. Innate: Arrow Guard [NEW], Cannot Enter Water, Fly, Defense UP [NEW] [Arrow Guard might get changed to something else eventually. I'm still unsure.]
4. Resist/Halve: Ice, Earth & Holy; Weak: Fire, Lightning & Wind. [I don't think they need to absorb anything, even with them being a lot more fair elementally at present. The odd one out by being weak to Lightning. Again, not terribly crazy about it having three weaknesses.]
5. Immune: Petrified [NEW], Floating, Addled [NEW], [Blood Suck], Poisoned [NEW], Doomed [NEW]. [I'm going to allow them to hit by Floating unlike how I had it outside of Steel Aevis. I'm considering giving Steel Aevis back the permanent Reflect status I foolishly had given all Aevis, though only initially instead of permanent.]
6. Unique Ability: Feather Bomb - As philsov's version, it's "light" damage attack that is unevadable and meant for sniping, though mine is Fire-based at present. It has the distinction of having the longest ability range in the game among generics at present at range 6.
COCKATRICE:
1. Move: 4 [reduced from 6]
2. Jump: 4 [reduced from 6]
3. Innate: Arrow Guard [NEW], Cannot Enter Water, Fly, MA Save [NEW] [Arrow Guard might get changed to something else eventually. I'm still unsure.]
4. Resist/Halve: Ice, Earth & Holy; Weak: Fire & Wind. [I don't think they need to absorb anything, even with them being a lot more fair elementally at present.]
5. Immune: Petrify [NEW], Addle [NEW], Blood Suck, Poison [NEW], Death Sentence [NEW]. [I'm going to allow them to hit by Float unlike how I had it outside of Steel Hawk.]
6. Unique Ability: Stone Breath - Cockatrice's replacement for Beak might be the deadliest new ability in the game as it is the only multi-target (only/All) Petrified ability in the game. I felt that I had to make it linear with a range of 2 just to make it "fair". | [Insert Lamias here.]Woodfolk/Treefolk - Gentle, clerical guardians of the forest, they will punish anyone who intrudes upon the forest and aid anyone who respects it. Common Abilities: Leaf Dance/Sap Spirit/Rootgrapple
1. Leaf Dance is much the same, except with vertical 5, Wind element and boosted power.
2. Sap Spirit is Blue Mage's Magic Spirit except that it's basically Bizen Boat now instead of a piss poor MP restoration ability. It ignores allies. (03/18/2011 EDIT: Except this is dead now, so not really.)
3. Rootgrapple is a persevering Earth-element attack that can't be evaded and has a chance of adding Slow and/or Don't Move every time it hits that AoE 2 area. It doesn't ignore allies.
WOODMAN:
1. Still needs a better name in my opinion, though I can make it work if I have to.
2. Move: 3 [No change. I think the Move of only 2 that people tend to do is rather unnecessary and limiting.]
3. Jump: 3 [No change. Much the same as the above, the Jump of only 2 the people tend to do is rather unnecessary and limiting.]
4. Innate [ALL NEW]: Regenerator, Counter Flood, Move-MP Up, Walk on Water. [Much better than cannot enter water and Counter. Woodmen are meant to be the most impetuous and aggressive of the Woodfolk.]
5. Absorb & Resist/Half: Water & Light/Holy; Resist/Half: Earth; Weak: Lightning & Dark. [Much more fair than four absorbs and additionally resisting Fire, with Taiju/Feywood being immune to Fire.]
6. Immune: Undead [NEW], Petrified [NEW], [Blood Suck], Floating, Frogged [NEW]. [Probably the last monsters I'll make immune to Frog as well as perhaps Undead.]
7. Unique Ability: Spirit of ???? (Protect Spirit) [I really need to think of a four letter noun that's somewhat synonymous with "protection". Closest I have is "Care", which kind of sucks.] - AoE 2 Protected & Regening ability.
TREANT:
1. Move: 3 [No change. I think the Move of only 2 that people tend to do is rather unnecessary and limiting.]
2. Jump: 3 [No change. Much the same as the above, the Jump of only 2 the people tend to do is rather unnecessary and limiting.]
3. Innate [ALL NEW]: Nature's Wrath/Counter Flood, Regenerator, Move-HP Up, Walk on Water. [Much better than cannot enter water and Counter. Treant are meant to be more passive like their FFXII selves, more "mature" than the Woodman.]
4. Absorb & Resist/Half: Water & Light/Holy; Resist/Half: Earth; Weak: Lightning & Dark. [Much more fair than four absorbs and additionally resisting Fire, with Taiju/Feywood being immune to Fire.]
5. Immune: Undead [NEW], Petrified [NEW], [Blood Suck], Floating, Frogged [NEW]. [Probably the last monsters I'll make immune to Frogged as well as perhaps Undead.]
6. Unique Ability: Spirit of Calm - AoE 2 Shelled and Regening ability.
FEYWOOD:
1. Move: 3 [No change. I think the Move of only 2 that people tend to do is rather unnecessary and limiting.]
2. Jump: 3 [No change. Much the same as the above, the Jump of only 2 the people tend to do is rather unnecessary and limiting.]
3. Innate [ALL NEW]: Counter Magic, Counter Flood, Regenerator, Walk on Water. [Much better than cannot enter water and Counter. Feywood are meant to be the most sturdy and passive of the Woodfolk. I might make them have Move 2, but eh....]
4. Absorb & Resist/Half: Water & Light/Holy; Resist/Half: Fire & Earth; Weak: Lightning & Dark. [Much more fair than four absorbs and additionally resisting Fire, with Taiju/Feywood being immune to Fire.]
5. Immune: Undead [NEW], Petrified [NEW], [Blood Suck], Floating, Frogged [NEW]. [Probably the last monsters I'll make immune to Frogged as well as perhaps Undead.]
6. Unique Ability: Spirit of Life - Basically 1.3's AoE 2 revival with the same weak revival that philsov's Rebirth has. Will cost an hefty chunk of MP regardless. |
Bull Demons - Surprisingly talkative, these bullish humanoids are somewhat brash and arrogant, though they've the superior strength of multiple oxen to back it up. Common Abilities: Wave Around/Blow Fire/Intimidate
1. Wave Around is currently a rather weak, if unable to avoided, Self-AoE 1, Lighting-element attack that ignores the user.
2. Blow Fire is going to be a weaker Fire Breath that aims for the eyes and thus attempts to Blind rather than add Oil. It needs to be more than that, though.
3. Intimidate is the Mediator ability, though of the Don't Act kind and not the minus Brave/Fury kind. Provided all goes well with my testing of it, they'll probably keep it and even get other Orator abilities.
BULL DEVIL:
1. They might switch names/positions with Minotaurs for...reasons I forget at the moment.
2. Move: 3 [no change]
3. Jump: 4 [increased from 3]
4. Innate: (P)A Save [NEW], Cannot Enter Water, Brave UP/Fury UP [NEW], Counter. [Again, the Class C one is the "most reckless" one.]
5. Absorb and Resist/Halve: Earth & Dark; Resist: Fire; Weak: Water & Holy.
6. Immune: Confused [NEW], Addled [NEW], Floating, Chicken [NEW], Sleeping [NEW] & Disabled [NEW]. [Now vulnerable to Blood Suck, not that this matters now. Might lose immunity to Sleeping.]
7. Unique Ability: Mimic Titan - A close-range, heavy damaging ability Earth-element Auto-AoE that's technically not unique because it's shared by Ochu (which had it first) since the previous unique ability, "Bull Rush", just caused the AI to kill itself with recoil like an idiot.
MINOTAUR:
1. Move: 3 [reduced from 4]
2. Jump: 4 [increased from 3]
3. Innate: (P)A Save [NEW], Cannot Enter Water, Counter, Move-HP Up. [Move-HP Up might end up changing to something else.]
4. Absorb and Resist/Halve: Earth & Dark; Resist: Fire; Weak: Water & Holy.
5. Immune: Confused [NEW], Addled [NEW], Floating, Chicken [NEW], Sleeping [NEW] & Disabled [NEW]. [Now vulnerable to Blood Suck, not that this matters now. Might lose immunity to Sleeping.]
6. Unique Ability: Curse of Rage - A range 2, vertical 3 MA-based ability that adds Curse and Berserk to a target.
SACRED:
1. Much like Floating Eye, I decided to run with the weird name and make it so that the Class A Bull Demon lived up to its name. "Sacred" is pretty much a sarcastic thing it calls itself since it enjoys mocking Ivalican religion, knowing the truth about what/who Ajora really is and such. Besides, the alternate name is already being used, but I can't say anything else about at the moment.
2. Move: 3 [no change]
3. Jump: 4 [increased from 3]
4. Innate: MA Save [NEW], Cannot Enter Water, Counter, Short Charge [NEW]. [Short Charge being some of the necessary advantage for the sake of Holy (maybe).]
5. Absorb and Resist/Halve: Earth; Resist: Fire, Holy & Dark; Weak: Water. [Given that Sacred make a mockery of the Holy thing, I felt that it was better to make them resistant to Holy while sacrificing their ability to absorb Dark. I might make them immune to Dark, though. Not sure.]
6. Immune: Confused [NEW], Addled [NEW], Floating, Chicken [NEW], Doubtful [NEW], Sleeping [NEW] & Disabled [NEW]. [Now vulnerable to [Blood Suck]. Again, given the Sacred's mockery of religion, immunity to Doubtful is appropriate. Might give it immunity Faithful as well. Not sure.]
7. Unique Ability: Holy - Priest's Learn on Hit Only ability. This human skill being here is decided and not just a placeholder thanks to the conversation in ASM'd monsters thread that happened between philsov, RavenofRazgriz, Eternal and myself. |
Malboros - Fair less gentler plant creatures, these carnivorous, scavenging cesspools of poison and disease can float upon scum-pads on the water. The Ochu is a close cousin of them. Common Abilities: Constrict/Bad Breath
1. Constrict is a weak, close-range physical attack that grabs an enemy and persevering crushes their limbs, possibly inflict Don't Act, Don't Move and/or Slow with each squeeze.
2. Bad Breath is an auto-AoE 2 that hits self. Luckily, all of the Malboro family is immune to everything it causes. Animists...not so much. (To allay any possible fears, Bad Breath doesn't inflict Doomed, just like it doesn't inflict Petrified or Frogged anymore either.)
COMMON MALBORO:
1. Called "Common Malboro" now since I don't want any monster to have a name that's the same as the family as a whole avoid confusion.
2. Move: 3 [no change]
3. Jump: 131/3 [Thanks to philsov, I now know that Malboros can actually be used as stepping stones, so this isn't an error (even if it doesn't mean anything outside of Nelveska). It basically translates to Jump 3.]
4. Innates: Counter, Alertness [NEW], Regenerator [NEW], Walk on Water. [I really have to learn how to change the names of things in FFTPatcher. It will be SO much easier to remember things then.]
5. Absorb and Resist: Wind & Water; Resist: Dark; Weak: Fire & Ice.
5. Immune [ALL NEW]: Blind, Confused, Addled, [Blood Suck], Poisoned, Charmed, Sleeping & Doomed. [They can be affected by Floating now since apparently ones from FFIX could.]
6. Shared Ability (with Great[er] Malboro): Cloying Breath - 2v2 Linear Attack that can add Slowed and/or Sleeping to anything that breaths it in.
7. Unique Ability: Goo - Like philsov, a MA-based attack with a chance to add Poisoned, Immobilized or Disabled rather than a non-damaging chance to add one of those.
OCHU:
1. Move: 3 [no change]
2. Jump: 131/3 [Thanks to philsov, I now know that Malboros can actually be used as stepping stones, so this isn't an error (even if it doesn't mean anything outside of Nelveska). It basically translates to Jump 3.]
3. Innates: Regenerator [NEW], Absorb Used MP [NEW], Arrow Guard [NEW], Walk on Water. [I really have to learn how to change the names of things in FFTPatcher. It will be SO much easier to remember things then.]
4. Absorb and Resist: Earth & Water; Resist: Light/Holy; Weak: Fire & Ice. [I thought to make Ochu resist Light instead of Dark since I'm making them so different from Malboros & Great Malboros and they're even more plant like anyway.]
5. Starting Status: Sleeping. [They're rather lazy....]
6. Immune [All NEW]: Blind, Confused, Addled, [Blood Suck], Poisoned, Charmed & Doomed. [They can be affected by Sleeping. Hell, they start out the battle Sleeping at present. They're kind of narcoleptic.]
7. Shared Ability #1: Water/Aqua - Something of a placeholder that's shared with Roderick at present. ...Which means that Ochu will have spell quotes.... So now it's a somniloquist too?
8. Shared Ability #2: Mimic Titan - Ochu thrashes about like a pelutant child, causing Earth-based tremors in an Auto-AoE 2 area. Not able to be dodged. Now shared with Bull Devil.
9. Unique Ability: Rest - A self-targeting move that restores 80% health at the cost of causing the unit to succumb to Sleeping. Planned to be Critical Only and cost quite a bit of MP, though that's more so that the AI doesn't end up whoring it. It might restore less HP, but I can't see it going beneath 50% considering the costs.
GREAT(ER) MALBORO:
1. Move: 3 [no change]
2. Jump: 131/3 [Thanks to philsov, I now know that Malboros can actually be used as stepping stones, so this isn't an error (even if it doesn't mean anything outside of Nelveska). It basically translates to Jump 3.]
3. Innates: Regenerator [NEW], Short Charge [NEW], Counter, Walk on Water. [I really have to learn how to change the names of things in FFTPatcher. It will be SO much easier to remember things then.]
4. Absorb and Resist: Wind & Water; Resist: Dark; Weak: Fire & Ice.
5. Immune [All NEW]: Blind, Confused, Addled, [Blood Suck], Poisoned, Charmed, Sleeping & Doomed. [They can be affected by Floating now since apparently ones from FFIX could.]
6. Shared Ability (with Common Malboro): Cloying Breath - 2v2 Linear Attack that can add Slowed and/or Sleeping to anything that breaths it in.
7. Unique Ability: Putrid Breath - With Bio III dead (and a placeholder besides), Greater Malboro now has an even more dangerous form of Bad Breath. It is so dangerous that it needs to be single-target, close-range AND Critical only, though that latter part my change since it tends to screw over the AI (if close-range). |
Behemoths - These cursed beast of burdens are said to be omens of disasters. (They're certainly omens of pain in the ass considering it took me two days just to think up anything decent with them and I STILL can't haven't thought of a third skill ability. Basically think of them as sturdy, less critical-hitting Absols.) Common Abilities: Mark of the Beast/Cursed Wail/Disaster Warning
1. Mark of the Beast is basically a weaker Stab-Up that has chance to make the unit become Cursed.
2. Cursed Wail kills any unit that's Cursed instantly at a range of 3. Basically Death to the Cursed.
3. Disaster Warning is an AoE ability that causes Don't Act and/or Confusion. (In Ulmaguest's slot.)
LESSER BEHEMOTH:
1. Move: 4 [no change]
2. Jump: 131/3 [no change]
3. Innate: MA Save [NEW], Cannot enter water, Defense UP [NEW], Counter.
4. Absorb and Resist/Halve: Wind; Resist: Fire, Ice, Lightning; Weak: Water. [They might lose resistance to Thunder/Lightning.]
5. Immune: Confused [NEW], Addled [NEW], [Blood Suck], Cursed [NEW], Floating, Charmed [NEW], Disabled [NEW].
6. Unique Ability: Tornado - The same as Hashbrow...er I mean, Hashmalum's. This was planned from the beginning. Lucavi will be getting weaker stats as well, so this ultimately be as face-exploding as it was/is in vanilla and 1.3.
KING BEHEMOTH:
1. Move: 4 [no change]
2. Jump: 131/3 [no change]
3. Innate: MA Save [NEW], Cannot enter water, Defense UP [NEW], Counter.
4. Absorb and Resist/Halve: Earth; Resist: Fire, Ice, Lightning; Weak: Water. [They might lose resistance to Thunder/Lightning.]
5. Immune: Confused [NEW], Addled [NEW], [Blood Suck], Cursed [NEW], Floating, Charmed [NEW], Disabled [NEW].
6. Unique Ability: Quake - The same as Hashbrow...er I mean, Hashmalum's. This was planned from the beginning. Lucavi will be getting weaker stats as well, so this ultimately be as face-exploding as it was/is in vanilla and 1.3.
DARK BEHEMOTH:
1. Move: 4 [no change]
2. Jump: 131/3 [no change]
3. Innate: MA Save [NEW], Cannot enter water, Defense UP [NEW], Counter.
4. Absorb and Resist/Halve: Dark; Resist: Fire, Ice, Lightning; Weak: Water & Holy. [They might lose resistance to Thunder/Lightning.]
5. Immune: Confused [NEW], Addled [NEW], [Blood Suck], Cursed [NEW], Floating, Charmed [NEW], Disabled [NEW].
6. Unique Ability: (Perpetual) Night* - A "fixed" Night ability, it is now a Dark-element attack that hits everything on field except for the caster and has a chance to inflict Sleep. |
Dragons - Here they be. Covetous, winged reptiles with death breath, dragons will probably be around quite a bit more in vanilla and 1.3 (and maybe even other patches). They'll still probably not be as smart as a lot of other fantasy dragons tend to be, though. Common Abilities: Dragon Roar/Tail Swing
1. Dragon Roar is a Auto-AoE 2 ability that inflicts random Slowed, Immobilized or Stopped and can't be dodged. Given what I want to maybe do with Stop, it might eventually lose that and possibly become Don't Act. That would at least free up yet another Inflict Status spot since I went through so many of them just for monsters....
2. Tail Swing is the same as vanilla. It probably needs to be buffed to 1.3 standards or somewhere in between eventually.
GREEN DRAGON:
1. Again, I wish there was a less bland name to call them, but given what I plan for other monsters, especially these types, this isn't exactly name room. Hell, I had to change the other two Dragons just because of that lack of "space" naming-wise.
2. Move: 3 [reduced from 5]
3. Jump: 131 [no change]
4. Innates: Cannot enter water, Dragon Spirit [NEW], Fly [NEW], Move-Find Item [NEW]. [IIRC, Dragons have working Flying sprites. They just don't use them like Worker 8 for some reason. Someone feel free to correct me on this. At present, Move-Find Item is just kind of "there", but no other monster has it and it fits with covetous idea. I'll just have to make sure to have them never appear on the first battle of map that opens up if I let them keep it.]
5. Absorb and Resist: Lightning; Resist: Fire & Earth; Weak: Water. [Yeah. Something else weak to Water. Kind of annoying...]
6. Initial Status: Reraised.
7. Immune: Dying [NEW], Addled [NEW], [Blood Suck], Floating & Poisoned [NEW].
8. Unique Ability #1: Lightning Breath - Lightning-based breath attack that will be the weakest of the three in exchange for unable to be avoided.
9. Unique Ability #2: Burst - Just insert "Lightning-element attack" into Gil Storm's old description: "The covetous dragon spitefully magnetizes a target, which then has its flesh repeatedly shredded by Gil. Perserving, random-hits, anti-faith, follows target and currently range 5 initially, though the initial range might decrease given how nasty it could end up being. It CAN be avoided though and the CT is rather necessarily lengthy."
FROST DRAGON:
1. Move: 3 [reduced from 5]
2. Jump: 131 [no change]
3. Innates [ALL NEW]: Dragon Spirit, Fly, Defense UP, Walk on Water. [IIRC, Dragons have working Flying sprites. They just don't use them like Worker 8 for some reason. Someone feel free to correct me on this. Frost Dragons will probably have the least amount of HP because of Defense UP.]
4. Absorb and Resist: Ice; Resist: Earth & Water; Weak: Fire & Lightning.
5. Initial Status: Reraised.
6. Immune: Dying [NEW], Addled [NEW], [Blood Suck], Floating & Poisoned [NEW].
7. Unique Ability #1: Ice Breath - The same range 2, linear Ice-element Ice Breath as before, except with a chance to Slow now.
8. Unique Ability #2: Freeze - With Frost being given to Ghosts, this has become a range 4, AoE 1 spell that has a chance to add Stopped.
FIRE DRAGON:
1. Move: 3 [reduced from 5]
2. Jump: 131 [no change]
3. Innates: Cannot enter water, Dragon Spirit [NEW], Fly [NEW], Move on Lava [NEW]. [IIRC, Dragons have working Flying sprites. They just don't use them like Worker 8 for some reason. Someone feel free to correct me on this.]
4. Absorb and Resist: Fire; Resist: Lightning & Earth; Weak: Ice & Water. [Yeah. Something else weak to Water. Kind of annoying.... Equally annoying is the fact that Fire Dragon has a worse version of Dragon's weakness. I don't particularly mind this given that I plan for all of them to be useful, but the asymmetry that presents is...vexing. Yet I don't want to not have the regular Dragon be weak to anything or resist to anything else, so I'm not sure how to fix it at present.]
5. Initial Status: Reraised.
6. Immune: Dying [NEW], Addled [NEW], [Blood Suck], Floating & Poisoned [NEW].
7. Shared Ability (or was with Bomb): Fire Breath* - Arguably what started the drive to have all three dragons get their two "unique" abilities since Fire Breath is at present rather weak. (With current stats, though, Bombs will still rip your face off even with the buff to starting equipment if I left them at Sweegy. You DON'T want to face two of them so early in the game, especially with units you can't even control.) The Fire Breath that Bomb has and the one that Fire Dragon has, though, will probably become separate if similar abilities like Blow Fire (which I was initially going to just have also be Fire Breath).
8. Unique Ability: Ardor - A version of Giga Flare that has actually been touched, it aims to be the Fire-element ability with the most AoE of overall. Think of it as draconic carpet-bombing. | [Insert Tonberries here.]* Able to be learned by Blue Mages. ( 03/18/2011 EDIT: Defunct as of this. Outside of that Bad Breath note, I'm not giving people any clues.) ** Given the minor problems that Dome was having with Boco's skill set in 1.4, I already both used something different and changed the only battle where an Undead Oracle even appears (so wasteful) already; the male Undead Oracle that was at Poeskas Lake is now a male Undead Summoner. With that finally, finally done, I can now move on the special monsters, including Lucavi, who should be pretty easy since their skill sets already exist for one thing and are present massive wastes of space that could use my malevolent touch. Beyond that, I suppose making a list of what I still need to get done before a theoretical patch release on the 31st: 1. Still need to do special characters, at least the ones appear up until the end of Chapter 2 where you fight Queklain. This includes both special humans and monsters, both allies and enemies. 2. Still need to do Tactext stuff, though that should be easy enough, if tedious. 3. Still need to see if I can get my emulator up and running now. 4. Still need to redo Arbalist's and Hunter's spaces, though I've ideas now. 5. Change all of the ENTDs with regards to Chapter 2 where appropriate. The initial fights in the prologue and Gariland Magic City have been changed and already have planned changes for Sweegy up to the Wiegraf fight. After that, mostly when it comes to Chapter 2 and some random battles, I'm not so sure. 6. Learn how to event edit since I'm unsure of tactext covers that. It would be really minor things with regards to Boco and maybe giving Rad actual lines for now. Maybe a bit more with regards to the other special character who isn't taking Cloud's spot. 7. Learn how to code. Not necessary before the release. It would help with formula and mechanics testing, though. Yeah...leaving myself just a week for this. I'm so glad I'm masochistic. ( 09/27/2011 EDIT: Such horrible naivete again. Regardless, Illithids, Skeletons, Ghosts, Lamias & Tonberries have been added and all monsters have been updated as best as possible. There are likely some typos given how long it took me to redo all of this. ...Hmm, as I suspected. I went over the limit again with those five. I'll just post them in a new post.)
« Last Edit: March 19, 2012, 04:33:21 AM by The Damned »
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