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SenZon

New creatures

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I asked radu to create new creatures so he requested for a forums post.



[radu @ 6]: well, make a forum post about what kind of creatures you want




Pros:


More to do enough said from level 1-179 we do have a lot of creatures in this game but isn't a change of scenery nice? From killing goblins for countless hours to spending months in Fluffy, Feros and Yeti cave. It is always a good feeling when you step up from your previous training creature or when you simply have more options on what to kill for exp and drops.



More invasion, instance and invance possibilities. Makes the game less predictable and adds that extra spice to things. The feeling when Ivan, Badaran, Neno, Casty and Bricker came to the game I was in awe. Just thinking of how to kill these marvelous beast to not knowing exactly what the drop can be still brings shivers down my spine until today! From nexus removals, oranges, day stones to 1 Gold Coin, killing these is always a surprise factor.



New drop possibilities, whether its just gold coins like Legionnaire Orcs and Trolls to books, weapons, arrows and stones. Nothing like the present to implement new drops to old and new creatures.



Learning experience, having to group up or learn the best way to solo a monster is always exciting. I received a few PM's on suggested monsters and the ideas are infinite! We already have monsters that summons monsters, brods, mirrors, I glows etc. But we still have room for plenty more. Mirroring arrows/damage, wielding scythes (bone of death) etc.



Cons:


I am biased so I can't think of any, so you post why it would not be a good idea.




I will list some examples of just a few things that come to mind when thinking about new creatures.


Examples :


Orchan, Gnome, Draegoni, Elf, Human and Dwarf can suddenly turn into many new creatures like


Legionnaire Gnome

Battle Boss Orchan

Armed Draegoni

Shy Elf

Mage Dwarf

Human



This keeps it simple for adding since you wouldn't need new models but it still keeps the creature unique. You can multiply all the ideas above by making these creatures ride horses, wield different weapons and armors, different size scaling and clothing selections.



As for what these creatures stats and ability I will leave it the administration and other players to think about but here is a few ideas.



[frost @ 6]: Boss Orc 180/180 a/d

[frost @ 6]: :o

[frost @ 6]: Boss Orchan*

[Hauntzer @ 6]: 25k hp, mirror, glow, tinf, eva

[Kingpin @ 6]: Trump Orc

[Kingpin @ 6]: or Kim Troll

[iCeVoDkA @ 6]: +1 jof

[frost @ 6]: Legionnaire Gnomes = Perma Speed Hax and Uses Bone of death :)


[Kingpin @ 6]: anything will be interesting imo



[kav @ 6]: omg, we can make a bernie sanders! he does look like the bald gnome, make him a boss gnome :D

[RipTide @ 6]: invasion monsters with high cammo. fog of war effect




[PM from LittleLooter: invasion only mob - 500 hp, can only be dmged by arrows but reflects 100% of dmg done would be fun :D]




Edited by SenZon

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My simple list:

 

Fog of war. High camo for invasion monsters.

 

invisible red dragons hard to see. hard to know whats attacking you in a multi fight.

 

Invisible red dragons, same stats as a regular red drag, just invisible: a/d 150/150, health 3500

 

Yeti monster named Breaker tough on weapons and armor: Att/Def 160/135, phy 52, coord 52, reason 52. health points 900. High Crit and mirror.

Boss Hawk, uses phoenix model. (not sure stats, just an idea.)


 

Boss dragons with these perks (breath weapons): a red dragon with mana burn. Black dragon that poisons. Ice dragons with freeze. Blue dragons with glow. Each dragon can cast their spells multiple times.

 

Red Mars dragon: Attack/Defense 155/160. Health points 4500, p 48, c 48, r 12, w 4, i 28, V 4. carries dragon blade (like casty gsm) to use mana burn perk.

 

Black Nero dragon: Att/Def 165/165 HP 4500. p 52, c 48, r 16, w 4, i 32, v 4. has poison (like skunks, red snake), mirror skin perk.

 

Ice Hail dragon Att/Def 175/170, HP 8000, p 52, c 52, r 4, w4, I 48, v 24. Carries titanium axe of freezing (like casty gsm). Spider paralyze perk.

 

Blue Titan dragon Att/Def 179/179, HP 15000, p 52, c 52, r 52, w4, I 24, v 52. Carries Scythe and SOM (like casty gsm). Self destruct perk or glow.

Edited by RipTide
adding stats to monsters

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"The ones who think they are crazy enough to change the world, are the ones who do." - Steve Jobs

 

I believe this will open up to more combinations for invances, instances, invasions, drops, methods for killing and variety that the game can sometimes need.

Edited by bigkav

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Bosses:

Normal creatures:
  • Add varieties of 'armed' and 'legionaire' where not existing on current monsters (legionaire goblin, armed gargoyle, etc.)
  • Add swamp chimera
  • Add mountain, swamp, & forest troll
  • Add Feral cats, slightly higher stats than current cats, and aggressive.
'New' world bosses/creatures:
  • Phoenix - give it regen somehow, high chance to respawn. Let it inhabit the firey places of EL. Give it something fancy to drop
  • Leonard (beta) - a 'friendly' c1 lenny that's non-aggresive and drops a random fur (leonard fur included as a possibility) and maybe some other something. Still a bit difficult, but not terribly hard.
  • Ghost of _____ - a 'clone' of a player currently online, random location spawned. Give it something fancy to drop
None of the above require a new sprite. Coming up with new creatures isn't difficult.

 

Radu can decide what stats to give everything.

Edited by Diealot

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This has been missing for a long time since there is nothing special for leprechauns (not used for novac or haidir, etc):

 

King of the Leprechauns - after killing # of leprechauns (or randomly after killing a leprechaun if that is too hard) he appears invisible and if he hits you with his magic dagger he steals gold coins from you and then runs away. He has speed hax without cost. Like lenny he has diss rings and will disengage from a fight. He disappears after period of time but if killed will drop a pot of gold coins and maybe even a platinum or two.

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I particularly approve of the inclusion of new creatures which make further use of the current book research areas, such as the fighting books for the races. This turns what were once pvp only knowledge to also include pve. Think that is a good idea, personally.

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There could be some monster named anything you want - make it have different perk everytime it spawns so you don't know what is coming! Would be actually pretty epic to make it have different item drop pool according to the perk and make the perks non-ingame!

Edited by Kaddy

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Hey so i still lurk here sometimes and this caught my interest. When I was playing full time I did some sketches and idea noodling with different monsters/creatures. I'll dig some out and post here if i can remember them all:

 

1) Imp mage(aggressive): range magic damage monster. Has high magic Resistance but low physical Resistance. Can also cast shield and heal on nearby imp related units. generally found in the prescience of a Imp Chief.

 

2) Imp Chief(aggressive): Imp chief is a summon type monster. Imp Chief can summon Imps and Chitros and rides mounted on a large cave toad. An Imp Chief cannot summon more Imp Mages during battle. Is generally accompanied by 2 or more Imp mage that can heal and shield the chief from various damage. Has a limit on how many Imps can be summoned. Found deep in caves.

 

3)Volcanic Chimeran(aggressive): Volcanic Chim is an physical damage monster. It is characterized by dark black fur with long horns that grow back and curve at the tips. Larger than other known chims these beasts have been breed in the fires of North Redmoon volcano by Orcs as mounts but are dangerous on their own.

 

4)Mounted Female Legionnaire Orc(aggressive): This monster is a ranged type monster. Female Legionarre Orc due to their smaller size are able to make great use of volcanic Chims in battle. Riding on its back armed with a bow these orcs can fire from a distance and their mounts protect them when close but are vulnerable to magic attacks.

 

5)Cave Lions(passive): This is a physical type creature. Cave lions are normally passive but when their territory is threaten expect to be attacked. They are a light grey color and are found in underground caves.

 

6)Arius Bears(passive): This is a physical type creature. Arius bear are a marsupial bear found only on the island of Arius. They are characterized by longer forelimbs than normal bears allowing them to reach higher on trees for food. Due to this feature they walk somewhat hunched over but also have a longer attack distance when threatened.

 

7) Hippos(aggressive):This is a physical type creature. Found in the jungles of Kusamura these aggressive creatures are one of the most dangerous non monster type in all of Draia. They are initially fast when threatened but slow down after an amount of time but do very large critical damage.

 

8)Brownie Mounted on Hawk(aggressive): this is a magic damage creature. This creature can attack disengage and then teleport to range to recover health. Has low health but hard to hit, and bypasses most physical protection.

 

And finally for fun:

9) Leprechaun mounted on hippo(aggressive): This wee little beastie is a magic/physical creature. Entranced by the leprechauns magic this hippo is green and does not drop anything but platinum and gold. It roams during the day but is afraid of lenny so hides at night. The longer it roams the more wealth the leprechaun is able to amass, it is calculated on distance traveled not time alive. It does not teleport but can enter other maps by use of a nearby flag. At the end of the day the leprechaun hides his gold if not killed in a hyperbag. If another leprechaun or mounted leprechaun finds it (walks over spot) it will pick it up and keep it. If attacked the leprechaun will try to get away by stunning the attacker and putting the hippo into flee mode.

 

I did sketches of some so if anyone is wanting to make models of them let me know i'll dig them out.

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Oh forgot one in the chain:

3.5)Female orc legionnaire(aggressive): this is a ranged type monster. This monster is equipped with a bow and can attack from a distance but is vulnerable to close physical attacks. When attacked close slows down damage dealt.

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new mob for under 100 a/d (capped at 100) uses items to kill. Wanders SKF Troll look 900 HP

100 dis rings 1 damage ea = 100 hp

150 body restoration pots reduce 2 HP ea - 300 hp

50 turqoise to reduce 3 HP ea -150 hp

75 death ess reduces 2 hp ea -150 hp

10 ti shorts = 20 reduces hp ea = 200 hp


20K to 35K gc drop 30% chance of bad day removal drop

Edited by CherUT

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i like t

 

 

new mob for under 100 a/d uses items to kill. Wanders SKF Troll look 900 HP
100 dis rings 1 damage ea = 100 hp
150 body restoration pots reduce 2 HP ea - 300 hp
50 turqoise to reduce 3 HP ea -150 hp
75 death ess reduces 2 hp ea -150 hp
10 ti shorts = 20 reduces hp ea = 200 hp
20K to 35K gc drop 30% chance of bad day removal drop

 

i like this idea gives something for the lower lvls to do :)

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new mob for under 100 a/d (capped at 100) uses items to kill. Wanders SKF Troll look 900 HP

 

The 100 a/d cap would make him perfect for the PK server where everyone is capped at 100.

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I've tested the new Breaker. I think the idea is terrific but would like to see some tuning. As it is now, it is aimed almost solely at the top level players and lends itself to farming.

 

I would like to suggest the following changes: high dex, med-high toughness, low-med might, low a/d (90-100), extremely high crit to hit, very low crit to dmg, 0-25/50 gc drop, no special drop, no mirror.

 

IMO this will help avoid farmers, it wouldn't be worth training for many, and it would be focused on helping a greater part of the population in their break quests. The goal would be for the mob to hit everyone a high percentage of the time but with small/manageable damage.

 

Edit: My recommendations are based upon the assumption that Breaker was intended to help a significant portion of the EL community in progressing on their break quests, not to introduce a training/farming mob for higher level players. If that assumption is incorrect, disregard my recommendations.

Edited by D34DLY

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Hard to farm a mob when it hits harder than red dragon, yet it drops worse.

 

Imo it's fine as it is, maybe make it a bit easier so lower levels can try it, though if that happens than it will be farmable.

 

It's like a harder version of Yeti, if lower levels want to try the breaker they need to work together. Even if it was made weaker it still has 900 hp still crits really high & tough to hit. While only dropping 0-50 gc, w/o any special drops. Lower levels would make more money killing pumas, and snakes you can sell the furs/skins for like 100-200 gc each.

 

I don't think the Breaker was designed to do the break quest for you. If you want to do the break quest just ask someone to brod you, or trade your damaged armor for new.

Edited by Alphabet

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I've tested it in 2 different types of armour so I'll put the results here. While they were not 'exhaustive / extensive' tests I think they give a good idea.

 

Also, reds hit me harder but this mirrors a lot too so it does make for quite the sudden drop in hp. Additionally, I was using damaged armour in the first test.

 

Test #1: CoL, uni med, dmgd iron plate, iron shield, aug pants (already broken iron cuisses), dmgd iron greaves.

Using shield spell & attribute pots (phys, coord, vit, wild, att & def).

Weapon used was dmgd sunbreaker.

Killed 5 breakers but during this had to restore 43 times - I also had to diss at one point as I was out of mana despite also md'ing them as I fought them.

 

Test #2: CoL, moon med, titan plate, iron shield, titan cuisses, titan greaves.

Using shield spell & attribute pots (phys, coord, vit, wild, att & def).

Weapon used was dmgd emerald claymore.

This time I also killed 5 breakers but only had to use 26 restores with no diss needed as I managed to keep up with my mana this time.

I also noted the drops on these. They were: 488gc, 128gc, 524gc, 278gc & 434gc.

 

 

In my opinion this is a very good mob that just needs a little adjusting to make it what (I think) was being hoped for. I recognise that new things rarely work first time around so I'm just posting my opinion / suggestions - I do really like the mob in & of itself.

 

I would say it is far to resource-heavy to be a viable help to most chars in their break quests while dropping too much for the top-end chars to not be tempted to farm them. I think the hp is right - it needs to be something that you can beat on for a good while in order to get those all-important crits that break your stuff but you need to be able to survive the process too. I also believe that along with any adjustments that may be made to it's stats, the drops should also be slashed. The reason being that, as I understand it, this was intended as an aid to people doing the break quests & I am afraid that if it were to have it's stats adjusted while leaving the drops as they are it would just be something that was farmed by certain people - thus greatly reducing it's use / availability for the wider community.

 

I want to emphasise that I really do like this mob & the purpose it has been added for!

It only needs a bit of an adjustment before it is the perfect addition to EL but I would like this to happen in tandem with the drops being slashed - it is an aid to quests, not a farmable resource or whatever.

I agree with the kind of changes suggested by D34DLY - but - I would personally favour lower crit to hit & more crit to dmg. I also agree that a drop of 25-50gc as well as having no special drops would be good. As I said, it is meant to be an aid - not a resource.

 

 

 

Thanks for reading, be groovy & have fun,

 

:medieval:

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Since its been awhile since this topic was visited, let's begin again.

 

Stuff kicked around in mod chat.

Nightmare, black unicorn, high camo, moves at horse speed, casts heal allies on invasion monsters. Will dis and run like lenny does.

Dirty rats. We'll save that one for mod chat. ;)

 

Something off the top of my warped mind.

Invasion Phoenix. Has glow and SD, kill it and it might respawn at full health. It can drop phoenix glyphs.

It's very very rare to see anyone in phoenix form. Lets use the model for something fun.

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I have always wanted a sea creature to leap out at any beach site, not necessarily a very high level, just something to frighten newbies really.  I also miss horrible critter spawning from outhouses! :P

 

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When I think of an RPG or RPG type game, I always think of vampires. Any form of vampire would be great! Vampires, vampire bats, vampire bunnies, etc. Give them life drain spell, only damaged by magic or fire damage. 

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Raptors in RoT past

using the cockatrice model/imagery to reduce art/graphics work this creature would be permanently speed haxed possibly have the same health, a/d build etc as invadrag without the invisibility of course, not sure on drops.

 

the question is does it ignore mm perk/cape?

i choose Rot past as its a decent enough size to have 6+ spawns there and its a map you don't have to use, rot past if it is not already should be made multi for these mobs to work best.

 

its worth a test see how the speed haxed attacking mobs behave, ie would the incoming mobs be able to swarm a player before they see them coming.

 

I don't know if speed hax would reduce the ability of a mob to grab/engage combat?

 

another after thought, if these mobs had no ignore level, how would that effect an invasion on this map? a re-spawning high aggressive natural mob in an invasion situation, rather than just using a high invasion mob thats gone when killed

Edited by caladina

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On 1/8/2019 at 5:18 PM, Nazeer said:

When I think of an RPG or RPG type game, I always think of vampires. Any form of vampire would be great! Vampires, vampire bats, vampire bunnies, etc. Give them life drain spell, only damaged by magic or fire damage. 

 

YES! 

 

 

5 hours ago, caladina said:

Raptors in RoT past

using the cockatrice model/imagery to reduce art/graphics work this creature would be permanently speed haxed possibly have the same health, a/d build etc as invadrag without the invisibility of course, not sure on drops.

 

the question is does it ignore mm perk/cape?

i choose Rot past as its a decent enough size to have 6+ spawns there and its a map you don't have to use, rot past if it is not already should be made multi for these mobs to work best.

 

its worth a test see how the speed haxed attacking mobs behave, ie would the incoming mobs be able to swarm a player before they see them coming.

 

I don't know if speed hax would reduce the ability of a mob to grab/engage combat?

 

another after thought, if these mobs had no ignore level, how would that effect an invasion on this map? a re-spawning high aggressive natural mob in an invasion situation, rather than just using a high invasion mob thats gone when killed

 

Let me get it straight. Is you idea a bunch of hyper-fast naked chickens mobbing players?

Edited by Vanyel

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