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Post by Variaz on Jun 29, 2006 16:08:14 GMT -5
Post your monsters here(or create a seperate thread if you want)! If you create a particularly interesting monster, I may add it to the official r_info! Remember that all monsters in the r_info are level 1 monsters, and that each levels, all Strength, Dexterity, Mind, Weapon skill and Magic skill increase by 5%. So don't go crazy!! Also, please post general monsters, and avoid zulgors and 'N' monsters. I will create the zulgors needed for the story and quests. And as for the 'N' monsters... well... let's just say that they will be special... and you will hate them, and you will hate ME for creating them! Anyway, now that we have a VERY flexible and customizeable monster system, pretty much any monsters you can think of can be placed in the game! I will also post new tips as I add even more features for customizing monsters!
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Post by Variaz on Jul 21, 2006 15:04:33 GMT -5
Well now, I programmed a little calculator for the strength of monsters, that helps me know how much damages the monster will do at which level! And let me tell you... monsters can become VERY strong later in 1.8.0! Even if a monster does not seem that strong in the r_info, you will be surprised! Let's take the Ghoul for example, a monster in the official r_info: N:93:Ghoul G:z:W I:110:20d18:20:70:0:0:0:0:0 W:12:1:1700:120 B:18:10:1:2:0:2 C:0:0 A:claw:!:1:2d10:15:0:0 A:claw:!:1:2d10:5:0:0 A:bite:!:1:2d10:15:0:0 A:bite:!:1:2d10:5:0:0 R:0:100:0:0:100:-100:100:0:0:0:0:0:100:0:25:0 F:DROP_CORPSE | FORCE_MAXHP | UNDEAD | COLD_BLOOD | OPEN_DOOR | BASH_DOOR F:REGENERATE | NO_CONF | NO_SLEEP | NO_STUN | NO_FEAR M:0:0 D:A disgusting, flesh-eating undead creature. Well, at level 1, the Ghould will do between 12 and 117 damages, and will have a hit rate of 58, and 378 hp. Pretty ordinary, right? Now at level 100... ghoul has 216000 hp, hit rate 603 and it's damages now becomes a big 328-3283 damages!! That becomes very dangerous, especially for a depth 12 monster. So be careful about raising the stats too much when making monsters(especially when raising attack/magic skill). It doesn't take much to ensure a monster will become strong at high levels. And better not speak about the elites/bosses... Well, at least, the new resistance system will allow you to get better protection from elements(including physical), and they will play a great role in preventing damages. The new defense skill will be of great help to melee characters! Now, for those who completed the beta... did you know the "Mysterious Sorcerer" at the end does no less than 32220 to 257762 damages with his physical attacks, and his Chaos Destroyer spell does 40000(oh, and he can cast it three times in a turn.)? ;D
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Post by Variaz on Sept 21, 2006 12:54:30 GMT -5
Just a reminder that in the \lib\edit directory is a file called template_beta.txt, that will help you creating a monster. It contains many informations about the various numbers you have to set!
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Post by junyortrakr on Oct 5, 2006 13:06:13 GMT -5
I am finally thinking about creating some monsters, items, and, perhaps, even some terrain to go with them. I was looking at the file you had mentioned, and it is very helpful. Still, I had a few additional questions to clear up some things.
What effect do weight and rarity have?
What is the C: line for?
What are E: slots for? It looks like they're useful if you want to run one of those monsters as a character, but I wasn't sure.
under F:, is it possible to get a list of all the things that might be included?
Now, on to items. Would it be possible to get a file like the one for the monster creation to help explain the exact format of what is needed? I can figure some of it out, but it would be a lot easier with some of it explained. It would be nice to know how an item changes if it has the ability to gain experience, too.
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Post by Variaz on Oct 6, 2006 11:33:19 GMT -5
Weight is the monster's weight. Grappling Throw allow you to throw monsters, but will not work if the monster is too heavy. Other than that, it affects the weight of the monster's corpse...and not much else. The rarity is, obviously, how often you will meet the monster. A rarity of 1 is a common monster. Each time you increase this number, the monster becomes rarer. Not sure the exact calculation here, but the higher, the rarer.
C: stands for "counter", although "reaction" might be more appropriate. Basically, it's a monster's reaction to your actions, such as blocking your hits, your shots or magic. They're described in the template_beta.txt file. The first parameter is the counter's number, and the second is the chance that the monster will attempt to use it. For example, a monster with a C:1:25 will attempt to block your melee attacks 25% of the times. C:17:100 means that the monster will ALWAYS(100%) attempt to block both melee and ranged attacks. Beware, as some counters involves guaranteed blocking, so if you place something like 4:100, melee attacks will NEVER hit the monster. Use it wisely!
The E: line is for equipment slots, and is only used for playing as Monster, or morphing into one. Don't remember the exact body parts order, will have to check that. But for now, if the monster is a humanoid, just copy the E: line from, let's say, the Bandit Warrior. If it's not supposed to use weapons/armors, just set everything for 0.
For F:
OPEN_DOOR: Allow monster to open doors. BASH_DOOR: Allow monsters to bash doors. MALE: It's a male. FEMALE: It's a female. UNIQUE: A unique monster. ONLY_ITEM: Monster will only drop items. ONLY_GOLD: Monster will only drop gold. DROP_60: 60% chances to drop something upon death. DROP_1D2: Drop 1d2 items on death. DROP_2D2: Drop 2d2 items on death. DROP_3D2: Drop 3d2 items on death. DROP_4D2: Drop 4d2 items on death. DROP_GOOD: Drop "good" items(items that have +to_hit/+to_dam). DROP_GREAT: Drop magic items. DRAGON: It's a dragon. DEMON: It's a demon. UNDEAD: It's an undead. GIANT: It's a giant. TROLL: It's a troll. ORC: It's an orc. ANIMAL: It's an animal. EVIL: It's an evil monster. COLD_BLOOD: Not detected by infravision. NONLIVING: A non-living monster(such as a construct, like golems). FRIENDS: Monster will appear in groups. ESCORTS: Used with unique monsters, they will be escorted by many monsters of the same kind. FRIENDLY: A friendly monster(doesn't seem to work without the PET flag as well though...) PET: Monster is your friend, and will fight for you. TOWNSFOLK: A townsfolk. Will not fight on your side, will not follow you even if friendly. GUARD: A town's guard. If you kill citizens, the guards will(should) become hostile. NEVER_MOVE: Monster will never move(but can still attack you, shoot at you or cast spells). NEVER_MOVE_FRIENDLY: Monster will never move as long as it is friendly. Mostly used for town guards, or townsfolks that you don't want to move everywhere. KILL_WALL: Monster can destroy walls. PASS_WALL: Monster can move trough walls.
For items, I will post some more information into an "Item" section, in The Forge, later...
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Post by junyortrakr on Oct 8, 2006 13:13:13 GMT -5
Thanks. This should help.
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Necro
Rookie
I probably have longer hair than you...and a better mustache.
Posts: 35
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Post by Necro on Jun 20, 2007 16:33:49 GMT -5
Well, I made some changes to the descriptions of the first chunck of enemies, if you like them, I'd be willing to make some for the whole set.
N:1:Small kobold G:k:G I:110:1d4:10:2:30:0:0:0:0:0:0 W:1:1:800:10 B:4:5:4:1:0:1 E:1:1:1:2:1:1 C:0:0 A:hit:Knife:1:1d3:15:0:0 R:0:0:0:0:50:0:0:0:0:0:0:0:0:0:0:0 F:DROP_CORPSE | OPEN_DOOR | BASH_DOOR M:0:0 D:It is a small reptilian whose thin leather armor hangs from its starved frame. Caked in blood, wielding a sharp knife and
eyeing you hungrily, the small beast advances.
N:2:Kobold G:k:g I:110:2d4:20:5:10:0:0:0:0:0:0 W:1:1:900:10 B:5:5:5:1:0:1 E:1:1:1:2:1:1 C:0:0 T:25:2:10:0 A:hit:Dagger:1:1d4:15:0:0 R:0:0:0:0:75:0:0:0:0:0:0:0:0:0:0:0 F:DROP_CORPSE | OPEN_DOOR | BASH_DOOR M:0:0 D:This 3 foot tall reptilian is a bit muscular. The leather armor that is tight across its frame is slick with gore from a
recent kill, and as it locks eyes with you, it draws a crude metal dagger.
N:3:Large Black Ant G:a:D I:100:1d5:10:10:10:0:0:0:0:0:0 W:1:1:400:10 B:6:5:1:1:0:1 C:0:0 A:bite:!:1:1d3:15:0:0 R:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0 F:DROP_SKELETON F:NO_CONF | NO_FEAR M:0:0 D:A black ant covered in cracks and bumps, as well as a number of festering wounds clumsily approaches. Perhaps the size of
dog, this creature fearlessly moves forwards, its small wicked jaws clicking with excitement.
N:4:Fruit bat G:b:v I:120:1d2:20:1:10:0:0:0:0:0:0 W:1:1:20:10 B:5:5:3:1:0:1 C:0:0 A:bite:!:1:1d1:15:0:0 R:0:0:0:0:0:0:25:0:0:0:0:0:0:0:0:0 F:ANIMAL | CAN_FLY | DROP_SKELETON M:0:0 D:A small fruit bat burn zips around, its eyes glowing with evil light. As it zips around, it seems to want meat for some
reason.
N:5:Cave bat G:b:u I:110:1d4:20:3:10:0:0:0:0:0:0 W:1:1:150:10 B:5:5:3:1:0:1 C:0:0 A:bite:!:1:1d3:15:0:0 R:0:0:0:0:0:0:25:0:0:0:0:0:0:0:0:0 F:ANIMAL | CAN_FLY | DROP_SKELETON M:0:0 D:A large bat with a squashed, blood splattered face, and jagged teeth flies at you.
N:6:Small Wolf G:C:U I:110:1d4:20:3:0:0:0:0:0:0:0 W:1:1:200:10 B:5:5:5:1:0:1 C:0:0 A:bite:!:1:1d4:15:0:0 R:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0 F:ANIMAL | FRIENDS | DROP_CORPSE M:0:0 D:A small flea ridden beast with dull gray matts of knotted fur aproaches. It snarls and shows a mess of small sharp teeth.
N:7:Green Stripe lizard G:R:G I:100:2d5:20:10:0:0:0:0:0:0:0 W:1:1:200:10 B:6:5:4:1:0:1 C:0:0 A:bite:!:1:1d6:15:0:0 R:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0 F:ANIMAL | DROP_CORPSE M:0:0 D:This lizard is perhaps 6 feet long, with half of that being its tail. The slow beast emits a sound and shows its needle
like teeth, and its shiny scales bear a striped pattern.
N:8:Brown Stripe lizard G:R:u I:110:2d4:20:6:0:0:0:0:0:0:0 W:1:1:200:10 B:6:5:4:1:0:1 C:0:0 A:bite:!:1:1d5:15:0:0 R:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0 F:ANIMAL | DROP_CORPSE M:0:0 D:Before you is a lizard with beady eyes, teeth like needle, and a small ridge of horns. Its muck crusted scales are plain
and without pattern.
N:9:Floating Eye G:e:b I:110:1d6:20:1:0:0:0:0:0:0:0 W:1:1:20:10 B:5:5:6:1:0:1 C:0:0 A:gaze:!:1:1d1:15:0:0 R:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0 F:NEVER_MOVE | CAN_FLY M:20:1 S:emits:Eye waves:1:2:12:0:0:0:1 D:A large bloated eye, ridden with veins and slowly pulsating occasionally crackles with energy. A series of nerves and
tendons hang out of the back of it, and it seems to be a tugging at you with an invisible force.
N:10:Giant white mouse G:r:w I:110:1d4:10:2:0:0:0:0:0:0:0 W:1:1:150:10 B:5:5:4:1:0:1 C:0:0 A:bite:!!:1:1d2:15:0:0 R:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0 F:ANIMAL | FRIENDS | DROP_CORPSE M:0:0 D:These mice have small ripped ears, bright red eyes and long wispy hair. Some seem to be missing bits of flesh or entire
limbs.
N:11:Giant rat G:r:W I:110:2d3:10:3:0:0:0:0:0:0:0 W:1:1:175:10 B:5:5:4:1:0:1 C:0:0 A:bite:!:1:1d3:15:0:0 R:0:0:0:0:10:0:0:0:0:0:0:0:0:0:0:0 F:ANIMAL | DROP_CORPSE M:0:0 D:A giant rat, with gray flesh and toughs of darker fur looks at you with its dark black eyes.
N:12:Brown jelly G:j:u I:110:4d5:10:15:10:0:0:0:0:0:0 W:1:1:300:10 B:5:5:1:1:0:1 C:0:0 A:touch:!:1:1d6:15:0:0 A:touch:poison goo:1:1d6:5:0:0 R:0:0:0:50:100:0:0:0:100:0:0:0:100:0:25:0 F:NEVER_MOVE F:NO_CONF | NO_SLEEP | NO_FEAR M:0:0 D:The brown jelly is a smaller creature, its flesh is has a few tiny barbs D: dripping with toxic ichor.
N:13:Green jelly G:j:g I:110:5d4:10:15:10:0:0:0:0:0:0 W:1:1:300:10 B:5:5:4:1:0:1 C:0:0 A:touch:poison goo:1:1d6:5:0:0 R:0:0:0:50:100:0:0:0:100:0:0:0:100:0:0:0 F:NEVER_MOVE F:NO_CONF | NO_SLEEP | NO_FEAR M:20:1 S:emits:Stinking Cloud:2:2:5:2:0:0:2 D:This poisonous form has a thick pale skin, dripping with a green slime. D: On occasion, a plume of toxic gas and fluid sprays from the top of it.
N:14:Nagaette G:n:g I:110:3d4:20:5:0:0:0:0:0:0:0 W:1:1:1500:10 B:5:5:5:1:0:1 E:1:1:1:2:1:0 C:0:0 T:25:2:10:0 A:hit:Dagger:1:1d4:15:0:0 A:bind:Tail:1:1d4:15:0:0 R:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0 F:DROP_CORPSE | FEMALE | OPEN_DOOR | BASH_DOOR M:0:0 D:Half human, half snake, this very young naga wields a long dagger and has D: a bare, undeveloped body.
N:15:Small panther G:f:D I:120:1d4:30:4:0:0:0:0:0:0:0 W:1:1:250:10 B:5:6:5:1:0:1 C:0:0 A:claw:!:1:1d6:15:0:0 A:bite:!:1:1d4:15:0:0 R:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0 F:ANIMAL | DROP_CORPSE M:0:0 D:It is an aggressive panther youth, black as the night and with wicked looking claws.
N:16:Crow G:B:D I:120:1d2:20:2:20:0:0:0:0:0:0 W:1:1:100:10 B:5:5:5:1:0:1 C:0:0 A:peck:!:1:1d2:15:0:0 R:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0 F:ANIMAL | FRIENDS | CAN_FLY | DROP_CORPSE M:0:0 D:A black bird that has a shrill and haunting call and feeds upon carrion.
N:17:Warrior Neophyte G:p:U I:110:7d5:20:15:20:0:0:0:0:0:0 W:2:1:1700:25 B:7:6:5:1:0:1 E:1:1:1:2:1:1 C:1:25 T:23:2:5:0 A:hit:Long Sword:1:2d5:15:0:0 R:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0 F:DROP_CORPSE | DROP_60 | MALE | OPEN_DOOR | BASH_DOOR M:0:0 D:This lightly armored warrior looks like he want to test his skill upon you.
N:18:Bandit G:p:D I:110:5d4:20:10:20:0:0:0:0:0:0 W:2:1:1600:25 B:5:7:5:1:0:2 E:1:1:1:2:1:1 C:0:0 T:25:2:10:0 A:hit:Dagger:1:1d4:15:0:0 R:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0 F:DROP_CORPSE | DROP_60 | MALE | OPEN_DOOR | BASH_DOOR M:0:0 D:A simple rogue with leather armor has a blade in hand and moves with skill towards you.
N:19:Former Priest G:p:B I:110:5d5:20:10:20:0:0:0:0:0:0 W:2:1:1600:25 B:5:5:6:1:1:1 E:1:1:1:2:1:1 C:0:0 T:21:18:5:0 A:hit:Mace:1:2d4:15:0:0 R:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0 F:DROP_CORPSE | DROP_60 | MALE | OPEN_DOOR | BASH_DOOR M:20:1 S:cast:Heal:3:10:0:0:0:0:5 S:cast:Minor Fear:1:3:102:0:1:0:3 D:With robes stained, a cracked amulet around neck, and a blood D: soaked mace in hand, this priest abandoned the gods and turned D: to crime.
N:20:Mage Novice G:p:R I:110:4d4:20:5:20:0:0:0:0:0:0 W:2:1:1500:25 B:4:4:7:1:1:1 E:1:1:1:2:1:1 C:0:0 T:25:2:5:0 A:hit:Dagger:1:1d4:15:0:0 R:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0 F:DROP_CORPSE | DROP_60 | MALE | OPEN_DOOR | BASH_DOOR M:50:1 S:cast:Magic Missile:1:5:17:0:0:0:2 S:cast:Minor Fear:1:3:102:0:1:0:3 S:cast:Minor Confuse:1:3:56:0:1:0:4 D:This weak mage in tattered robes uses a crude dagger and an assortment of simple spells to kill.
N:21:Lesser Zombie G:z:U I:90:10d10:20:10:0:0:0:0:0:0:0 W:2:1:1600:25 B:8:6:1:1:0:1 E:1:1:1:2:1:1 C:0:0 A:punch:!:1:1d7:15:0:0 A:bite:!:1:1d7:5:0:0 R:0:100:0:0:100:-100:100:0:0:0:0:0:100:0:25:0 F:DROP_CORPSE | UNDEAD | COLD_BLOOD | OPEN_DOOR | BASH_DOOR F:NO_CONF | NO_SLEEP | NO_STUN | NO_FEAR M:0:0 D:Strips of flesh hang from its frame, and its clothes are slowly rotting off its frame, this D: recent dead shambles out to find flesh to sink its festering teeth into.
N:22:Skeleton G:s:w I:110:6d5:20:10:0:0:0:0:0:0:0 W:2:1:1000:30 B:6:6:1:1:0:1 E:1:1:1:2:1:1 C:0:0 A:bash:Bone Club:1:2d4:15:0:0 R:0:100:0:0:100:-100:100:0:0:0:0:0:100:0:25:0 F:DROP_SKELETON | UNDEAD | COLD_BLOOD | OPEN_DOOR | BASH_DOOR F:NO_CONF | NO_SLEEP | NO_STUN | NO_FEAR M:0:0 D:A walking skeleton devoid of flesh moves and with some intelligence marches to make slaughter D: with a long bone club.
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Post by Variaz on Jun 20, 2007 16:45:15 GMT -5
Well, I don't know, I'm still changing some of the monsters. Like the "Kobold" is now gone, and has been replaced by a "Small devling". And the bandits were meant to be bandits... But some of these descriptions are really nice. But maybe not worth changing the whole set yet...
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Necro
Rookie
I probably have longer hair than you...and a better mustache.
Posts: 35
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Post by Necro on Jun 20, 2007 17:34:13 GMT -5
Well, if you pick and chose some you like, i guess I could just wait till you finished updating the enemy list to make descriptions for any that didn't get a discription.
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Post by Frumple on Oct 18, 2008 22:33:36 GMT -5
Hopefully small question relating to monster creation -- is there an 'easy' way to go about giving a monster an aimed field spell?
I'm guessing 'No', and that it'll have to be done via scripting, but if there's a simpler way...
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Post by Variaz on Oct 18, 2008 22:40:02 GMT -5
No, it has to be done through scripting.
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Post by Frumple on Oct 18, 2008 23:26:54 GMT -5
Ah, s'what I figured.
First of a few potential mud monsters, then, based roughly off the normal golems. Basically mucked around with a stone golem, switching stats around so they matched the same difference between a clay and mud golem, then slapped on a ranged attack and hopped up the mind and speed a bit. I've got a couple of mid-30 depth ones I'm still working on (One's what I was interested in the field for, yah, and's gonna' take a bit.) and some nasty 40+ ideas. I really like playing mud golems -- their resists are freaking rediculous -- but there's not much after them if you still wanna' be muddy. Anyway, enjoy the stone to mud, heh.
N:274:Mud Monster G:g:u I:110:41d40:20:720:0:0:0:0:0:0:0:0 W:24:3:42000:770 B:50:18:10:3:0:0:2 C:0:0 A:punch:!:1:4d6:15:0:0 A:crush:!:1:4d6:15:0:0 A:punch:Muddy Punch:1:4d6:21:0:0 A:crush:Muddy Mass:1:4d6:21:0:0 A:throw:Mud Bolt:3:2d8:21:0:33 R:1:100 R:3:100 R:4:100 R:5:100 R:6:100 R:7:100 R:8:40 R:9:100 R:10:100 R:11:100 R:12:100 R:13:100 R:15:75 F:DROP_CORPSE | NONLIVING | FORCE_MAXHP | OPEN_DOOR | BASH_DOOR F:NO_CONF | NO_SLEEP | NO_STUN | NO_FEAR M:0:0 D:A mud golem that has broken away from its master. Generally more D:powerful than a servant golem, the mud monster is notable faster D:and smarter than its kin. It can violently throw pieces of itself D:at those who threaten it.
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Post by Variaz on Oct 18, 2008 23:38:12 GMT -5
Yeah, the mud golem is pretty strong, it was made before the Monster race became good.
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Post by Variaz on Oct 19, 2008 9:11:43 GMT -5
Ah, s'what I figured. First of a few potential mud monsters, then, based roughly off the normal golems. Basically mucked around with a stone golem, switching stats around so they matched the same difference between a clay and mud golem, then slapped on a ranged attack and hopped up the mind and speed a bit. I've got a couple of mid-30 depth ones I'm still working on (One's what I was interested in the field for, yah, and's gonna' take a bit.) and some nasty 40+ ideas. I really like playing mud golems -- their resists are freaking rediculous -- but there's not much after them if you still wanna' be muddy. Anyway, enjoy the stone to mud, heh. N:274:Mud Monster G:g:u I:110:41d40:20:720:0:0:0:0:0:0:0:0 W:24:3:42000:770 B:50:18:10:3:0:0:2 C:0:0 A:punch:!:1:4d6:15:0:0 A:crush:!:1:4d6:15:0:0 A:punch:Muddy Punch:1:4d6:21:0:0 A:crush:Muddy Mass:1:4d6:21:0:0 A:throw:Mud Bolt:3:2d8:21:0:33 R:1:100 R:3:100 R:4:100 R:5:100 R:6:100 R:7:100 R:8:40 R:9:100 R:10:100 R:11:100 R:12:100 R:13:100 R:15:75 F:DROP_CORPSE | NONLIVING | FORCE_MAXHP | OPEN_DOOR | BASH_DOOR F:NO_CONF | NO_SLEEP | NO_STUN | NO_FEAR M:0:0 D:A mud golem that has broken away from its master. Generally more D:powerful than a servant golem, the mud monster is notable faster D:and smarter than its kin. It can violently throw pieces of itself D:at those who threaten it. Decided to put your monster in the r_info. However, I did one change. I gave it a ranged skill, which you forgot, which made it's bolt attack very weak. I made it 15, which gives it nearly the same damages as it's melee attacks. The reason why the skill is high is that I wanted the dex to remain lower, so that the hit rate wouldn't be too high for a depth 24 enemy. Nice monster overall, if somewhat overpowered for Monster race, but then, many are. Which is why the balance of the Monster race is more or less a concern to me, since it's almost impossible to make it perfectly balanced anyway.
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Post by Frumple on Oct 19, 2008 13:53:15 GMT -5
Yeah, the mud golem is pretty strong, it was made before the Monster race became good. Yeah... I'm actually thinking of doing something to weaken it, for my own use. I got bored with trudging through 5-10 levels of no-exp that random dungeons usually end up being and tossed my 15th level mud golem into the thingyatrice (please note that I did not actually type thingyatice here. Language censoring?) caves. He's now level 25 and a mud monster, after handily demolishing everything he came across (except one boss element lord of some sort, but his agility's so high he can just jump away from threats, heh.). Watching a 15th level critter wipe the floor with 40th level monsters in a 30 depth cave was... well, it was something. Edit: Thingyatrice? Perhaps some kind of mutant...
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