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New Creatures?


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#326
football_punk64

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I dont know if it been said, cause 13 pages is a lot of reading, but maybe something like darkspawn corrupted qunari. The was I see it is genlocks are like weaker dwarves, Hurlocks are like humans. I think quinlock would be an interesting one. Almost makes me think of uruk-hai. Big, made quickly and can pack a punch, a good shock troop almost.

#327
A.N.A.N

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football_punk64 wrote...

I dont know if it been said, cause 13 pages is a lot of reading, but maybe something like darkspawn corrupted qunari. The was I see it is genlocks are like weaker dwarves, Hurlocks are like humans. I think quinlock would be an interesting one. Almost makes me think of uruk-hai. Big, made quickly and can pack a punch, a good shock troop almost.


Already have that, called Ogres :devil:

#328
Zenon

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football_punk64 wrote...

I dont know if it been said, cause 13 pages is a lot of reading, but maybe something like darkspawn corrupted qunari. The was I see it is genlocks are like weaker dwarves, Hurlocks are like humans. I think quinlock would be an interesting one. Almost makes me think of uruk-hai. Big, made quickly and can pack a punch, a good shock troop almost.

As far as my lore goes:

Tainted Qunari = Ogres

Genlock = tainted Dwarf

Hurlock = tainted Human

Shriek = tainted Elf

#329
football_punk64

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A.N.A.N wrote...

football_punk64 wrote...

I dont know if it been said, cause 13 pages is a lot of reading, but maybe something like darkspawn corrupted qunari. The was I see it is genlocks are like weaker dwarves, Hurlocks are like humans. I think quinlock would be an interesting one. Almost makes me think of uruk-hai. Big, made quickly and can pack a punch, a good shock troop almost.


Already have that, called Ogres :devil:


Not that big, I was just shooting out examples but something bigger and scarier than your standard hurlocks and shrieks, But not a big brainless killing machine like the ogre.

#330
Chateau Migraine

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Hm.. if I understand you correctly, you'd like to see something in between a Hurlock and an Ogre, right? Well, as the lore states that Qunari broodmothers bear Ogres, the qunari are not quite available for that idea.



The problem is that there are not as many different races in Ferelden to truly fill out spots in the darkspawn army. The Chasind Wilders and the Avvars count as humans, and the other known people do already have a blighted counterpart. I guess that would call for something more animal-like.



If someone was interested in my opinion, I would say that this 'shock troop' idea, while nice, is not really necessary. After all, a well-organized troop of hurlocks may already cause devastation enough. With the upcoming sentient darkspawn, we will most likely see more of that. Maybe these more intelligent darkspawn will be satisfying enough? :D

#331
football_punk64

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Chateau Migraine wrote...

Hm.. if I understand you correctly, you'd like to see something in between a Hurlock and an Ogre, right? Well, as the lore states that Qunari broodmothers bear Ogres, the qunari are not quite available for that idea.

The problem is that there are not as many different races in Ferelden to truly fill out spots in the darkspawn army. The Chasind Wilders and the Avvars count as humans, and the other known people do already have a blighted counterpart. I guess that would call for something more animal-like.

If someone was interested in my opinion, I would say that this 'shock troop' idea, while nice, is not really necessary. After all, a well-organized troop of hurlocks may already cause devastation enough. With the upcoming sentient darkspawn, we will most likely see more of that. Maybe these more intelligent darkspawn will be satisfying enough? :D


True.... :happy:. And I just did a whole lot of codex reading lately. Apparently hurlocks are the shock troops. I think it would be money to have a hurlock going shimmeying down the line in a dress and a coconut bra singing something like "My milk shake brings all the boys to the yard, and they're like, its better than yours, dam right its better than yours".   :wizard:

#332
General Balls

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Swarm creatures. Bats were mentioned on the first page.



What I mean is that you have a gigantic swarm, treated as one unit. It can coalesce, change shape to reach and attack multiple party members at once. A high resistance to physical damage, but weak versus any type of elemental damage. A swarm of wasps/bats/ghosts would be difficult to take down without the use of magic, elemental weapons, traps, or poison bombs, etc.

Maybe a swarm could be spawned by nearby 'hives', which constantly replenish their numbers (ie: heal the unit) and you have to somehow stop the flow from the hive to cut off the swarm's reinforcements and finally finish them off.



A swarm of dark spirits sounds the most interesting to me. It has the possibility of a boss battle with multiple fights, it confronts you several times while you attempt to find a way to finish it off for good, and you have to fight it off. Also could set a very dark, moody scene. The site of a mass murder, or an abomination's slaughter, dark spirits of the unrightfully dead blinded by their pain and wreaking vengeance on any that appear near the site of their deaths. The death site is the source of their anguish, and thus their power. They return to it every time you beat them, and their pain is born anew. It's here they are most powerful, but it's here they can finally be set to rest.

With some lore, and history, you could have a very dark, scary, and emotional set piece on your hands.

#333
Phoenix Swordsinger

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What if some Tevintar blood mages stole the remnants of the Anvil of the Void from the dwarves (going off the epilogue here). A whole lot of nasties that fit into DA's world could be made. According to lore they were the ones who started this whole mess to begin with.

#334
Upper_Krust

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Hi all! Image IPB

Okay, I had a few more ideas about how we can make various undead types more unique. So consider this an update of any previous undead based ideas I have had.

Edit: originally had Anzou instead of Ankou, my mistake, thanks for the spot Chateau.

UNDEAD

As I mentioned in a previous post, I usually define undead by one of four characteristics:

1. Flesh ~ Zombie, Mummy
2. Blood ~ Ghoul, Vampire
3. Bone ~ Skeleton, Revenant (Death Knight), Arcane Horror (Lich)
4. Spirit ~ Ghost, Wraith

 
I also think we can give the various undead the following general resistances:
 
Cold - Immune
Fire - 150% damage to zombies, 100% to other types
Lightning – 100% damage
Nature - Immune
Spirit – Immune (I think, not sure if spirit is sort of meant to represent ‘holy’ damage in Dragon Age)

So...how do we differentiate between being attacked by a zombie and being attacked by a skeleton? Let us examine each in turn.

Undead of the Flesh: Now, Dragon Age, to its shame, doesn't have any zombies yet. What would set zombies apart from other creatures both as an attacking force and as a defensive force? The characteristics of zombies are that they are very slow, but tough and strong. To represent that, how about we make each hit from a zombie cause an injury to a character. Defensively, how about we give zombies large amounts of hit points, but have them killed by the first critical hit? Yes that last one is borrowed from D&D. The zombie alphas are represented by mummies. While the zombie omega is called an Ankou, which is a medieval French monster (also known as the King of the Dead) that’s a bit like a naked, zombified grim reaper.

Zombies

Zombie #1: Zombie Lurch (Basic Zombie, causes injury with each hit, lots of health but killed by one critical hit)
Zombie #2: Foetid Zombie (Basic Zombie, but is surrounded by a swarm of buzzing flies which deal automatic damage to anyone in the vicinity which ignores armour)
Zombie #3: Mummy (Zombie Alpha so to speak, a critical hit when a mummy is at less than 50% health will dispatch one) 
Zombie #4: Mummified Mage (Zombie Alpha with spell-casting ability)
Zombie #5: Ankou (Zombie 'Omega', carries a scythe, a critical hit when its at less than 25% health will dispatch one, can reanimate destroyed undead).
 
One idea I had was that perhaps an Ankou can wear the souls of the dead as black cloaks, so if they kill someone they wear his soul which gives it a second health bar, basically you have to take the soul back by destroying the cloak first, then you can attack the Ankou as normal)
 
Zombies are often encountered with special (undead) golems…
 
Undead Golem #1: ‘Frankenstein’/Flesh Golem (Zombie 'Omega' variant, rampaging zombie, requires four critical hits to dispatch)
Undead Golem #2: Sarcophagus Golem (Either Egyptian in style (Gold Version) or perhaps more akin to an Iron Maiden (Iron version). Once the golem is defeated it opens up revealing the zombie/mummy within, Gold sarcophagi house mummies, while Iron Maidens could have Anzou within them).
Undead Golem #3: Corpse Golem (A Giant made from Zombie Corpses, as its attacked, zombies fall off it and shamble to attack on their own).

Undead of the Bone: Dragon Age already has Skeletons, Revenants and Arcane Horrors but again how do we make them feel different from other enemies? I am not sure there is anything that really personally separates skeletons as an attacking force, so my idea might be to have variant skeletons that are mounted. I think defensively we could have skeletons immune to critical hits. I also favour skeletons and revenants wielding maces and carrying shields.

Skeletons

Skeleton #1: Skeleton Warrior (Basic Skeleton, cannot suffer critical hits)
Skeleton #2: Skeleton Standard Bearer or Musician (Basic Skeleton, but while still alive, all other Skeletons in the area gain a massive attack/damage bonus (musician) or defence/armour bonus (standard bearer). If the musician or standard bearer is slain, another skeleton will attempt to pick up the standard/instrument).
Skeleton #3: Burning Bones (Skeleton Alpha, can shoot fireballs, immune to fire)
Skeleton #4: Arcane Horror (Skeleton Alpha with spell-casting abilities)
Skeleton #5: Revenant (Skeleton Omega, one of Dragon Age Origins more challenging adversaries) 
 
Skeletons are often encountered with steeds…
 
Undead Mount #1: Skeletal Horse. Skeleton mounts.
Undead Mount #2: Nightmare: Can inflict Horror to those it strikes. Hooves deal fire damage. These beasts could be ridden by Burning Bones.
Undead Mount #3: Dracolich: I’m thinking this skeletal dragon could have a cone of cold breath weapon (thus it could breathe into a group of undead that were attacking the heroes). Could sometimes be ridden by Revenants.

Undead of the Spirit: Dragon Age has Ghosts and Ash Wraiths, but they don't really operate differently to other monsters. These types of creatures should have a flat 50% miss chance. When they attack, they should ignore armour value. As well as the basic ghosts, I’d introduce bogeymen who can’t be killed, Wraiths who deal damage which cannot be healed until after the battle. A medieval monster called a Sceadugenda which can change into the shape of any other monster. Finally we have the Headless Horseman as the ghost omega. This sword and axe wielding dual weapon style warrior is a very tough opponent.

Ghosts

Ghost #1: Ghost Warrior (Basic Ghost, Ignores Armour and has a flat 50% chance to avoid any attack, including spells)
Ghost #2: Bogeyman (Basic Ghost, glows green, cannot be destroyed at all. However it does vanish when there are no other (non-bogeymen) allies left).
Ghost #3: Wraith (Ghost Alpha, a black ‘shadow’ ghost, damage cannot be healed until it is destroyed)
Ghost #4: Sceadugenda (Ghost Alpha, a black ‘shadow’ ghost which can shape-change to different forms but retains the ghostly ability to ignore armour and have a 50% chance of avoiding an attack as well as the Wraiths ability to deal damage which cannot be healed).
Ghost #5: Headless Horseman (Ghost Omega, you cannot heal damage from this opponent until it is destroyed. Also it decapitates any foes it slays. The Headless Horseman rides a Sceadugenda in the form of a horse. This monster must be killed before the Headless Horseman can be damaged).
 
Ghosts are often encountered haunting mortals, or perhaps even possessing them.

Undead of the Blood: Another area which Dragon Age Origins hasn’t covered yet. Ghouls would differ from zombies in that they would be very fast, but not as tough. Think of ghouls as the ‘infected’ fast zombies that have become popular over the last few years in movies. The idea of the Deathless is taken from various eastern European legends, such as Koschei and BasCelik. Rather than have their soul hidden (as per the legends), I thought it might be a cool mechanic to have their soul jump into any allies that had not yet been destroyed.

Ghouls

Ghoul #1: Ghoul Skulk (Basic Ghoul, which regains health but inflicting damage. Regains 1 health for every 4 damage it deals).
Ghoul #2: Gargouille (Basic Ghoul, but has wings. Can turn its body to stone, in this form it has very high armour, but is much slower).
Ghoul #3: Vampire (Ghoul Alpha, regains 1 health for every 3 damage dealt, can shape-change into a wolf or a swarm of bats)
Ghoul #4: Vampire Mage (Ghoul Alpha, with the ability to energy drain from a distance)
Ghoul #5: Deathless (Ghoul Omega, if its destroyed, it takes over one of its allies, who becomes as powerful as the Deathless, tactically therefore the deathless need to be slain last in combat, oh and it also possesses the ghouls ability to regenerate damage by dealing damage, regaining 1 health for every 2 damage dealt)
 
Vampires are encountered with certain beasts:
 
Beast #1: Wolf
Beast #2: Giant Rats
Beast #3: Vampire Bat (Swarm)
 
Okay, I think that’s undead handled pretty well, let me know what you think?
 
…next up (in a few days time maybe)…I turn my attention to a revision of my earlier demon ideas.

Modifié par Upper_Krust, 30 janvier 2010 - 12:54 .


#335
ericsa

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I'm gonna start out by saying I've not read any of the books and I'm not a lore freak. However, I'd love to see some more abomination-like creatures (the real meaning of the word, not mages gone pwned my fade-demons) in the sense that they're nasty experiments. Those kinds of monsters always get me going since it's sort of terrifying to be fighting them and thinking about what sort of weird spell/experiment created them.
Just a thought.

#336
ericsa

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frylock23 wrote...

Corrupted griffons. They mention the griffon mounts of old and how they disappeared. What if they didn't disappear so much as get completely corrupted into something twisted?


I'm loving this idea

#337
Upper_Krust

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Upper_Krust wrote...

Hurlocks should be strong, tough and 'orcish', military and regimented. Perhaps even attacking as a phalanx, or strong defensive line with shields giving them a great defense. With a large defense/armour bonus for the number of Hurlock allies adjacent to them. Imagine a 3x3 or even 4x4 unit of Hurlocks advancing like Spartans. We can always have Berserker variants who wield two-handed weapons and just charge right in. Hurlock Emissaries should concentrate on defensive and healing spells.

Hurlock #1: Hurlock Soldier (Basic Sword and Shield Hurlock, gains defense/armour bonus for every adjacent ally)
Hurlock #2: Hurlock Archer (Basic Bow wielding Hurlock...Th-thunk...take that Boromir)
Hurlock #3: Hurlock Berserker (Hurlock Alpha with Two-handed Weapon)
Hurlock #4: Hurlock Emissary (Hurlock Alphas with Arcane, Spirit Healer and Creation spells)
Hurlock #5: Hurlock General (Hurlock 'Omega', heavily armoured, huge shield, has a personal bodyguard around him)

Hurlocks associate with (Tainted) Brontos.


Hey all, okay, you know hes gone mad when he starts quoting himself. But I wanted to pick up on an idea I had earlier about Hurlocks, and basically get them to fight as a unit.

Well theres a very interesting clip from God of War 3 where a bunch of skeletons fight in this manner. In the clip, Kratos can't seemingly get past their shields to inflict any damage. Obviously that isn't what I am necessarily suggesting with Dragon Age. But I would enforce a heavy defense/armor (and resistance) bonus to Hurlocks for every adjacent ally in formation.

Here is the link, it sort of illustrates what I was thinking...



#338
Upper_Krust

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Hey all!

Okay, I had promised a revision of the Demons next, but one of them I'm still working on. Instead how about some Golems.

So golems in Dragon Age are big powerful bricks. But they are not really that different to fight than say Wild Sylvans, Ogres or Dragons.

I really want to set golems up to be mage-killers. So every golem is going to be immune to magic and immune to critical hits, except under the circumstances listed in its entry below. All golems will be vulnerable to a mage's basic 'magic missile' as well as Arcane Bolt (basic Arcane spells).

My idea is to have four basic types of golem (Note that I already suggested three types of Undead Golem in the undead entry, those are seperate to the following ideas).

1. Stone
2. Metal
3. Crystal
4. Force (magical)

If we just make each of the above types have different values for armour or deal different damage, then they'll be fairly boring and samey. So how do we make them as different as possible. The plan (as ever) is to give each a different type of attack, each a different type of magical defense and each a different tactic (drawn to different classes).

1. RUNESTONE Golem (Stone)

These golems are covered in runes chiselled into their bodies. Runestone Golems ABSORB any magic they touch. When a spell or a magic rune in a weapon touches a golem, one of the runes on its body starts to glow (powers up) and the Rune Golem then attacks with the added power of that type of magic 'rune'.

ie. Lets say a wizard casts fireball on a Runestone Golem, while a fighter hits it with a weapon that has the Paralyze and the Lightning Rune. Three runes on the golem will power-up and it will deal bonus fire damage, bonus lightning damage and have a chance to paralyze. 

Its possible that some Runestone Golems will have already been powered up by Emissaries/Mages etc. before the fight begins and have multiple runes activated.

Weakness: A dispel magic will remove one of the golems rune 'power-ups' per casting. A dispel magic cast upon a Runestone Golem with no powered-up runes weakens it (deals less damage).

Weakness: Fire attacks in conjunction with cold attacks (cast within 5 seconds of each other) deal half damage to a Runestone Golem - although they will power-up its cold and fire runes.

2. SILVER Golem (Metal)

These golems, made from Silverite are ever-polished metal, like chrome. They REFLECT spells cast upon them back on their original source.

When a silver golem hits one hero, the damage is mirrored to all heroes.

ie. If a silver golem hits your warrior for 40 points of damage, all your heroes take 40 points of damage. Ouch. :-)

Silver golems are drawn to warriors, seeing themselves somewhat as knights issueing a challenge. If a warrior scores a critical hit on a silver golem, the warrior takes the same amount of damage as well. Though this damage is not mirrored.

Weakness: A dispel magic cast on a silver golem will lower its armour.

Weakness: Lightning spells (cast on a silver golem after a dispel magic spell) deal half damage to a silver golem.

3. LYRIUM Golem (Crystal)

These golems AMPLIFY spells cast at them (doubling their power). If an enemy possesses a control rod for the golem then it is the only one who can cast spells 'through' the Lyrium Golem. Anyone can cast spells through a Lyrium golem with no controller.

Lyrium golems are drawn to mages. When they strike mages they drain mana as well as health. This draining of mana heals the golem.

Weakness: A dispel magic will temporarily 'blind' a lyrium golem, giving it a penalty to attack.

Weakness: Unlike other golems, these crystal golems are vulnerable to critical hits.

4. FORCE Golem (Magic)

Force golems are in effect, mobile magical prisons. Each force golem looks like a clear 'glass' golem. But different force golems might have different things trapped inside them. These can be trapped prisoners - other monsters or allies of the heroes they have to free. Or they could be trapped spells, a force golem with a swirling purple mist could have a Death Cloud spell trapped inside it. Force golems are IMMUNE to magic unless otherwise noted.

A force golem with nothing inside it that scores a critical hit on a target has a percentage chance of imprisoning a hero equal to the inverse of the heroes health.

ie. If the hero is at 80% health, the force golem has a 20% chance of trapping the hero inside it with a critical hit. It can only trap one hero within it at a time. There is no escape from within. A fight with four force golems would be very interesting indeed. :-)

Force golems are drawn to Rogues, seeking to imprison them for their crimes (typically stealing). Their chance of imprisoning a Rogue is twice as great.

Weakness: A dispel magic cast on a force golem gives it a penalty to defense.

HIGH GOLEMS

All the golems above are the same size of the golems in the current game. But I thought we could have versions that were twice as big...being to the Golem what High Dragons are to Dragons.

Runestone High Golem

Okay, did you notice the BIG dwarf statues in Orzammar. Well these are the High Runestone Golems. Armed with those big double hammers they pack quite a wallop. They can also cause earthquakes.

Silver High Golem

Remember the Anvil of the Void boss fight? The big thing with four faces? Well that was only the head of the Silver High Golem. One that had become tarnished and blackened from the smoke of the pits.

Many lives were taken for its creation, all of which it can summon as ghosts. It has four seperate energy bars (one for each face) and it can rotate its faces, each of which has a different type of breath weapon (cold, fire, lightning and spirit).

Lyrium High Golem

This crystal titan has an aura that drains mana from mages, healing it.

It triples the power of spells cast through it (or overlap with it).

Force High Golem

Inside this massive force golem is a standard force golem. Trapped inside which is an ancient prisoner that may be the salvation or damnation of Thedas. Could it be Andraste herself?

#339
Giant ambush beetle

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Maybe I am a bit off,  but ''creatures'' I always wanted to fight in DAO were another group of adventurers as well equipped as my party using unique strategies and tactics like me. 
I want to use Baldurs Gate II as example, the top-notch fights were always battles with another group of adventurers like the fight in the sewers etc. :)

#340
Joseph Silver

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I'd like to see something like the Inspired and the Kalashtar from the Eberron Campaign Setting. The Inspired are basically specially-bred humans possessed by quori (dream spirits), while the Kalashtar are the result of a perfect fusion of human and quori. The Inspired are the bad guys while the Kalashtar are the good guys.

In Dragon Age terms, Uldred would be Inspired while Wynne would be Kalashtar. Despite the nightmarish true forms of quori, the Inspired and the Kalashtar are physically attractive, making them physically indistinguishable from normal humans.

I can see the Rivaini Seers being Kalashtar.

What do you think?

#341
Kwanzaabot

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How about Deep Stalkers and Brontos that have somehow adapted to life on the surface (or maybe just share a common ancestor)... and by that, I mean RAPTORS.

#342
thegoldfinch

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I hope this topic is still being read.:(

Personally, I want to explore sunken ruins crawling mermaid-esque creatures.

Not the beautiful fish-tailed mermaids from cartoons, but humanoid beings that have adapted to sea life; a human form with streamlined features for less resistance while swimming, deep black eyes with multiple eyelids, slimy skin, elongated limbs with webbing inbetween them, flexible spines, and angler-fish like teeth (maybe even with the lighted doodle-boober stuck to their forehead). To contrast the ugly appearance, perhaps they communicate in beautiful song (think underwater sea creature communication).

Some of them could suffer from the taint to be bent and twisted out of shape in the most horrible of ways. I imagine that if enough darkspawn blood gets into the water, it would taint whatever is living within it.

Perhaps I have too much wishful thinking for Arlathan to be like Atlantis (I love that legend), but I think it would be wicked interesting if that functioned as the sunken city and the once beautiful, immortal elves became the disgusting mermaid creatures. Maybe a bit silly, but it's fun for me to think about. :D

Also because.... I want to swiiiiim! Get some magical temporary gills, I dunno.

I don't care for minotaurs. I want fantasy elements that are new - or at least revitalized in such a way that it's not a painful cliche. A creature that functions like a riddle-telling sphynx would be amazing though, but with a different form (like I said, we need a departure from overdone fantasy imagery).

#343
TheLion36

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What about something like a multi-armed humanoid, something like Shiva or like Goro from the Mortal Kombat series...



I also always liked the idea of something cude and cuddly (like a badger or something that looks like a young kitten / puppy) that suddenly shows its true nature and gets pointy teeth and red eyes... :)

#344
Lady Catastrophe

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If this has already been mentioned then I apologise,but I'd love to see more Broodmothers.The only one we've seen is a Dwarven Broodmother,so seeing a Human/Elven or even a Qunari one would be interesting.

#345
Knal1991

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though I like Shokans, I don't think it will fit that well, maybe if there was like one ...but a whole race?



I want more wisps, I saw only 3 or 4 of them... without counting the spell....they have a codex entry and yet are not seen that much.... there must some tired spirits on the surface too right?



different qunari, meaning there looks, as they all look exactley like sten, maybe have some facepaint or sumthing?

#346
Lotion Soronarr

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@Uper_Krust:

Speaking of skeletal undead - what would distinguish them is the fact that they are skeletal. Think to what it translates to.

For one, arrow would do practicly no damage to them or would simply pass trough. Since there's no damage types in DA, one can add a lot of ranged resistance.

#347
Upper_Krust

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Lotion Soronnar wrote...

@Uper_Krust:
Speaking of skeletal undead - what would distinguish them is the fact that they are skeletal. Think to what it translates to.
For one, arrow would do practicly no damage to them or would simply pass trough. Since there's no damage types in DA, one can add a lot of ranged resistance.


Thats a good idea. I think I had them down as immune to critical hits, but I would probably change that to having better defenses against ranged attacks.

Incidently, about 2 hours ago, the postman just delivered my copy of Dragon Age Origins: Prima Official Game Guide. I've had a scan through it (I mainly bought it for the Bestiary section and finding out a bit more about the game mechanics - which it doesn't look like the guide provide to any massive degree).

Looking over the bestiary section, the game has a few more enemies than I thought (Corpses and Ghouls had went under my radar while playing the game). But they still don't necessarily play that differently even though they have multiple variants.

Really annoying that the Bestiary doesn't actually list all the opponents...missing from the Bestiary...

Hurlock Generals
Genlock Forge Masters
Ogre Alphas
Corrupted Spider Queen
Uldred
Gaxkang
Ghosts/Spirits...of any sort
Blight Wolf
Ancient Darkspawn

The most interesting thing I have noted is the ranking system, which goes as follows:

One-Hit Kill - 0...no monsters of this rank.

Critter - 8 (Bear, Deepstalker, Halla, Nug, Lesser Rage Demon, Rat, Wisp, Wolf)

Weak Normal - 0...no monsters of this rank.

Normal - 13 (Abomination, Corpse, Deepstalker Leader, Genlock, Hurlock, Mabari, Ogre, Lesser Shade, Shriek, Skeleton, Sloth Demon, Spider, Werewolf).

Lieutenant - 20 (Ash Wraith, Bereskarn, Bronto, Desire Demon, Drake, Genlock Alpha, Genlock Emissary, Ghoul, Golem, Hurlock Alpha, Hurlock Emissary, Ogre (presumably the Alpha although its unlisted), Pride Demon, Rage Demon, Revenant, Shade, Shriek, Werewolf Leader, Wild Sylvan, Alpha Wolf)

Boss - 5 (Arcane Horror, Broodmother, Greater Pride Demon, Sloth Demon, Witherfang)

Elite Boss - 2 (Archdemon, High Dragon)

Surprises on that list. Firstly, that the Broodmother is only Boss rank. Secondly that Arcane Horrors ARE Boss rank (they seemed weaker). Revenants are only listed as Lieutenants (they seemed tougher). Ogres are listed as Normal and Lieutenant - you would have thought they should be Lieutenant and Boss (Alpha).

I may go back over my recent Darkspawn, Undead and Golem ideas just to take advantage of that distinction - although I was using the terms Alpha and Omega to represent Lieutenant and Boss respectively. For Elite Boss I was going to use the term Ultra.

I'll maybe post more thoughts on this later.

Modifié par Upper_Krust, 01 février 2010 - 02:46 .


#348
Mac100

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Why not go for a Homunculus, a construct made from the remains of fallen hero's, no mind off it's own so won't be affected by mental attacks, several bodies held together by magic which nullifies the nervous system meaning they don't feel pain and can be controlled by a spellcaster directly on the battle field or can be given an objective and sent off as an independent enemy.

#349
TheLion36

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Knal1991 wrote...
though I like Shokans, I don't think it will fit that well, maybe if there was like one ...but a whole race?


You're right about that, when I suggested them I did have rare appearances in mind.

My favorite encounters in any game are still plain and normal humanoids (humans/elves/dwarves/etc)! Image IPB

Modifié par TheLion36, 01 février 2010 - 03:22 .


#350
barrel_LOL

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half man, half bear, half pig -- manbearpig.



i'm super sereal!