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Rusty76
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Post by Rusty76 »

Here is a list of all the mobs I made...

mid lvl mobs (50-75)

corpser, hp 100, as 25, ac 25, dmg 4d5, xp 100, int 400, mr 200, spells - scripted spell that pulls players underground for 3 seconds (blind, paralyzed and invisible)
fire_golem, hp 300. as 55, ac 35, dmg 5d8, xp 200, int 10, mr 10000, no spells
copper zorn, hp 55, as 15, ac 21, dmg 3d4, xp 86, int 120, mr 60, spells ivpy
blackrock zorn, hp 80, as 15, ac 26, dmg 4d4, xp 96, int 133, mr 67, spells ivpy
adamantium zorn, hp 100, as 25. ac 31, dmg 5d4, xp 108, int 150, mr 75, spells ivpy
skeleton_jester, hp 150, as 30, ac 25, dmg 3d10, xp 300, int 900, mr 300, spells aep:xj:ip2
grateful dead, hp 45, as 10, ac 22, dmg 2d7, xp 97, int 300, mr 30, spells sl:aep
silver serpent, hp 150, as 50, ac 30, dmg 20d2, xp 250, int 50, mr 250, no spells
undead warrior, hp 300, as 55, ac 35, dmg 5d8, xp 200, int 10, mr 100, no spells
nightmare, hp 300, as 50, ac 25, dmg 10d4, xp 450, int 600, mr 500, spells vf:ifh
sword_golem, hp 600, as 75, ac 35, dmg 8d8, xp 400, int 10, mr 10000
crossbow_golem, hp 300, as 55, ac 35, dmg 6d8, xp 400, int 10, mr 10000


higher lvl mobs (75-100)

ancient vampire, hp 300, as 25, ac 35, dmg 4d3, xp 350, int 700, mr 750, spells xmp:xc:kxc
firey fox, hp 550, as 35, ac 35, dmg 6d7, xp 700, int 850, mr 400, spells vf:ip2


high lvl mobs (100+)

blood_mage, hp 1600, as 40, ac 85, dmg 4d10, xp 1800, int 4000, mr 1000, spells: og2:vm2:xmp:aep:wq
blood_warrior, hp 2400, as 110, ac 35, dmg 10d12, xp 1800, int 200, mr 10000
blood_drake, hp 800, as 80, ac 20, dmg 30d2, xp 600, int 900, mr 600, spells: xmp
blood_dragon, hp 2250, as 100, ac 20, dmg 60d2, xp 1800, int 2000, mr 800, spells: xmp
blood_hydra, hp 750, as 50, ac 20, dmg 25d2, xp 500, int 750, mr 500, spells: xmp
blood_golem, hp 620, as 78, ac 35, dmg 13d13, xp 460, int 10, mr 5000


megabosses or super high lvl mobs

phoenix, hp 10000, as 75, ac 55, dmg 5d10, xp 10000, int 4000, mr 1500, spells vf:ifh:vm2:wq
phoenix egg has 5000 hp but doesn't move or attack.
blood_lord, hp 4000, as 150, ac 1000, dmg 20d10, xp 5000, int 6000, mr 10000, spells: xmp:aep:og2:wq
blood_wyvern, hp 6000, as 200, ac 40, dmg 80d2, xp 4500, int 2700, mr 800, spells: xmp:xc


That is about how they break down in difficulty I guess. Some might be harder or easier depending on your class.

About the new spells...
The damage from both the blood drain spell and the flame strike spell is determined by the mob's int so they could potentially be used on future mobs. I tried to keep them generic for that reason even though only the blood wyvren has blood drain and only the phoenix has flame strike. Neither blood drain or flame strike will work on DMs so if you need to test it you have to turn DM off. The corpser's pull underground ability is specific to the corpser and will work on DM's (sorry I didn't think to make it not work on DMs)
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Rusty76
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Joined: Mon May 22, 2006 4:28 pm
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Post by Rusty76 »

I was working on the sword golem tower and got to thinking about golems. Currently golems don't drop weapons and armor and I really think they should. Nobody is going to want to go through a place and kill mobs they don't get drops from killing when they can go someplace else and kill mobs that do drop. How many people can say that they hunt regularly in the golem area of the Valley of the Trolls? Since the sword golem tower is going to be full of mostly golems, I think that they should drop in order to give players as much incentive to hunt there as anywhere else.
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eggmceye
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Post by eggmceye »

If current golems don't drop anything then they should. Same goes for any new golems.

New 40-60 mobs by rusty:
mothra
evil mage (I may rename to mage apprentice) ... *
crackling mouse - may chg name
sword & crossbow golem
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