New megafauna: obsidian tendril
Posted: Fri Jun 01, 2018 3:09 pm
This megafauna is the "themed" alternative to the clockwork titan.
Name: obsidian tendril
Desc: A tendril twisted by the power of those who worship Nar'sie. Imbued with blood magic and the soul of an unfortunate miner, this tendril has no issues defending itself and slaughtering those who would harm it.
Appearance: The tendril will be placed inside the nar'sie ruin, on top of the rune. The ruin will be doubled in size to create a good size arena, and maybe culted up a little. The tendril itself will be a slightly larger version of a normal tendril, except sprited to be black with red spikes (like nar'sie) coming from it.
Attacks:
No escape - When attacking the tendril for the first time, cult barriers will stop you exiting the arena until the tendril is dead. You can still teleport out and shit.
Spawn construct - Spawns an AI wraith to attack the miner.
Blood beam - small channel, then fires blood beam at attacker, dealing high brute.
Blood boil - channels for a small while, then deals 75 brute to everyone in the arena. Can be interrupted by damage. Cast time is about 3 seconds.
Dark claws - Two claws continually chase the attacker, dealing 25 brute on attacks. Unkillable, but slow.
Rupture - A pylon shoots out of the ground, stunning the attacker temporarily and injuring them. (think bloodmaul)
Combat info: At 75%, 50% and 25% health, will summon 1, 2, and then 3 cultists respectively. They don't have a lot of health but they're fast-ish and hurt. Due to the boss having no melee, it's possible to stay in melee range for this boss.
On death: Quakes the screen, dropping a tendril chest and reducing in size by 75%, also killing any mobs it spawned.
Loot: (Can only ever be one tendril, you get ONE drop.)
1)an arcane tome, that when read, grants you some nar'sian power. You become a non-antagonist, non-convert cultist. Using this as the chaplain will dust you, for shits and gigs. You can use a select few cult runes and spells, one of which is teleport! (Although you'll probably get lynched for it.) This also has the funny side effect of making you able to use ACTUAL cultists runes, so you can teleport into the cultist's base and ash drake them.
2)artificer spike. Using it stabs it into your body, granting you complete artificer abilities. Your shell ability will only work three times though, and can't spawn artificers. No cult army, sorry. (You get magic missle though so that's lit.)
3)dark focus. Picking this up causes it to absorb into your arm. it allows you to stun, shackle, and twisted construction as if you'd learnt the spells, with a short cooldown. it does, however, use your own blood as fuel. stun too many people and you'll die from blood loss.
Name: obsidian tendril
Desc: A tendril twisted by the power of those who worship Nar'sie. Imbued with blood magic and the soul of an unfortunate miner, this tendril has no issues defending itself and slaughtering those who would harm it.
Appearance: The tendril will be placed inside the nar'sie ruin, on top of the rune. The ruin will be doubled in size to create a good size arena, and maybe culted up a little. The tendril itself will be a slightly larger version of a normal tendril, except sprited to be black with red spikes (like nar'sie) coming from it.
Attacks:
No escape - When attacking the tendril for the first time, cult barriers will stop you exiting the arena until the tendril is dead. You can still teleport out and shit.
Spawn construct - Spawns an AI wraith to attack the miner.
Blood beam - small channel, then fires blood beam at attacker, dealing high brute.
Blood boil - channels for a small while, then deals 75 brute to everyone in the arena. Can be interrupted by damage. Cast time is about 3 seconds.
Dark claws - Two claws continually chase the attacker, dealing 25 brute on attacks. Unkillable, but slow.
Rupture - A pylon shoots out of the ground, stunning the attacker temporarily and injuring them. (think bloodmaul)
Combat info: At 75%, 50% and 25% health, will summon 1, 2, and then 3 cultists respectively. They don't have a lot of health but they're fast-ish and hurt. Due to the boss having no melee, it's possible to stay in melee range for this boss.
On death: Quakes the screen, dropping a tendril chest and reducing in size by 75%, also killing any mobs it spawned.
Loot: (Can only ever be one tendril, you get ONE drop.)
1)an arcane tome, that when read, grants you some nar'sian power. You become a non-antagonist, non-convert cultist. Using this as the chaplain will dust you, for shits and gigs. You can use a select few cult runes and spells, one of which is teleport! (Although you'll probably get lynched for it.) This also has the funny side effect of making you able to use ACTUAL cultists runes, so you can teleport into the cultist's base and ash drake them.
2)artificer spike. Using it stabs it into your body, granting you complete artificer abilities. Your shell ability will only work three times though, and can't spawn artificers. No cult army, sorry. (You get magic missle though so that's lit.)
3)dark focus. Picking this up causes it to absorb into your arm. it allows you to stun, shackle, and twisted construction as if you'd learnt the spells, with a short cooldown. it does, however, use your own blood as fuel. stun too many people and you'll die from blood loss.