Bestiary Flavor Text - Orhu/Summer2023Project GitHub Wiki

Bestiary

Enemies are grouped based on what they are variants of. Being a variant doesn't necessarily mean it has the same root behavior.

Walker

  • Walker (Basic Melee) β€” Once a mighty sentry defending the Cardificer's Atelier, now claimed by the Cardboard Rot that plagues the Cardificer's neglected minions. Their cardboard body rotted and decayed with mildew, this creature has turned to an undead monster shambles through the keep's lower levels still trying to fend off the odd intruder, for defending this place is all they've ever known.
  • Runner (Walker Variant with boosted speed) β€” A walker that has clung to some hope, not as damaged by Rot as most of their fellows. They are much faster than walkers and thusly more dangerous. One would do best to keep their distance, so far as they can.
  • Lantern Bearer (Walker Variant that leaves stationary projectiles behind) β€” A walker that clings to an old lantern. Curiously, the lantern leaves behind a trail of flames that only harm intruders.
  • Dribbler (Walker Variant that occasionally fires a bullet in a random direction) β€” Some of the oldest walkers have begun to exhibit strange symptoms of the Rot, namely a strange purge that flies off of their bodies. This is likely the reason the Rot has been able to spread to the upper floors of the Atelier.
  • Sentry (Walker Variant with fast movement and the ability to dodge) β€” One might notice that this soldier bares a striking resemblance to the walker. Indeed, this is what the walkers used to be, noble sentries defending the inner sanctum of the Atelier. Be careful when fighting these creatures as they are far more dangerous than any walker.

Hobgobbo

  • Hobgobbo (Tank Melee) β€” A massive gobbo that gorges on food, growing into a massive, fat beast. This monster can only move slowly due to its weight, but takes a lot of damage to kill and may get in the way of other enemies, serving as both a meat shield and a massive roadblock.
  • Hobgoblem (Hobgobbo Variant that is undamagable) β€” An "improvement" on the Hobgobbo made by the Cardificer as a solution to his problem with the Hobgobbos getting stuck in doorways, causing massive traffic jams throughout the Atelier. This beast is made out of rock instead of cardboard, but due to the Cardificier's lack of familiarity with the material, he was unable to get it to properly attack intruders and to stay on when nobody is around. However, due to their completely indestructable nature (so long as someone is present in the room to keep it turned on), these creatures have proven themselves to be quite the capable guards.
  • Hobgobbo Rikishi (Hobgobbo Variant that is faster and occasionally plays an action that will push the player back) β€” A hobgobbo that has studied the art of shoving. These giant beasts have the unique ability to push away foes by simply stomping on the ground, making them an indispensable part of the Cardificer's army.
  • Hobgobbo Shieldbearer (optional) (Hobgobbo/Shieldbearer variant that has a front-facing shield) β€” A shield-carrying hobgobbo capable of blocking attacks from the front. Due to its immense size, it struggles to defend attacks from the back and sides. Thankfully, their slow speed makes them easy to face and can often cause their allies to get stuck behind them, allowing a cunning fighter to dispatch entire squadrons of enemies with area-affecting attacks.

Shieldbearer

  • Skeleton Shieldbearer (Directional Shield Melee) β€” One of the Cardificer's skeleton soldiers, this one equipped with a large shield that can block projectiles. Thankfully, the skeletons are far too weak to wield or see over the shield, so they wander aimlessly hoping they happen bump into someone and crush them.
  • Skeleton Shieldstrapper (Shieldbearer variant with shields on his front and back sides) β€” For some reason, someone thought it would be a good idea to make armor out of the Shieldbearer's massive shields. This foe can only be damaged from the sides thanks to the two massive shields taped to their front and back sides.

Mini-taur

  • Mini-taur (Charger Melee) β€” Modeled after a monster the Cardificer discovered in an ancient tome, these monsters charge in straight lines whenever they see an enemy. Most advise moving in circles when fighting these foes, as they are completely unable to turn once they've begun to charge.
  • Cleat Mini-taur (Mini-taur Variant that can stop one time mid-charge) β€” An improvement on the Minitaur, the Cleat Minitaur weares shoes with strong spikes built into them that allow the beast to change direction mid-charge. Thankfully, it hasn't figured out how to do this more than once in a single charge.
  • Slippery Mini-taur (Mini-taur Variant that slips around) β€” The antithesis of the Cleated Minitaur, these creatures are unable stop charging due to their feet having been replaced with ice! Unfortunately, this has allowed them to become much better at changing their trajectory while charging, allowing them to change directions somewhat, though their lack of traction leaves a lot to be desired.

Throwers

  • Gobbo Spear Thrower (Line-Of-Sight Ranger) β€” A member of the Gobbo Tribe that wields a makeshift javelin. This gobbo will aimlessly wander a room and lob spears at any enemy it sees. Due to its terrible hearing and horrible short term memory, though, it will only ever see what is directly in front of itself and will usually forget it saw anyone and return to wandering after it spots someone.
  • Gobbo Spear Flinger (Spear Thrower Variant that fires significantly faster) β€” A gobbo that cares for nothing more than speed. It has practiced countless hours to lob spears as fast as a cardboard creature is able. Where it gets all the spears from, who knows...
  • Gobbo Tracker (Spear Thrower Variant that tries to chase down the player) β€” One of the few spear throwers blessed with functional short term memory. This gobbo will try to hunt down anyone it sees, but if they are able to hide, or just run around a second corner, the Tracker will likely give up.
  • Gobbo Grenadier (Spear Thrower Variant that throws explosive projectiles) β€” Nobody knows how it managed to get its hand on black powder, but one things for sure: it sure knows how to use it.
  • Gobbo Magimancer (Spear Thrower Variant that fires a directional laser on sight) β€” There is a small sect of the Gobbo Tribe the Cardificer allows to access the Atelier's private armory. It would seem that they have gotten their hands on some of your spells... and figured out how to use them.

Bowler

  • Gobbo Bowler (Tank Ranger) β€” A member of the Gobbo Tribe, this gobbo has extreme upper body strength, allowing it to lob massive boulders around rooms. In an effort to develop their boulder lobbing skills, these gobbos have begun a casual bowling league that meets on Saturdays in the Atelier's Grand Study.
  • Excavator Bowler (Bowler Variant that throws boulders that deal more damage but don't bounce) β€” Taking upper body strength to another level, these gobbos literally wield entire boulders. Usually, the Cardificer uses these creatures to aid in construction efforts when he expands the Atelier, but it would seem he has them serving a different purpose thanks to all the unwelcome visitors.

Troll

  • Troll (Passive Tank) β€” A relative of the Gobbo Tribe, these creatures are almost always asleep. Their snot forms bubbles that create an extreme force when it pops, making them quite a dangerous threat, despite their lack of consciousness.

Horror

  • Horror (Patternβ€”Based Ranger) β€” The Cardificer failed many times trying to imbue the power of your spells into his creations before he eventually succeeded. This is one of those failures. These creatures repeatedly, involuntarily fire magic bullets in whatever direction they are facing. The mechanics of this are not clear, but no creature should have to live like this.
  • Rotting Horror (Horror Variant that vomits bullets (like acid spit)) β€” It is not unexpected that a horror, as stain on the Cardificer's reputation, would be something left to succumb to the Cardboard Rot. The Rot has turned the magic within the horror to a rancid poison, one which the horror will happily spew onto anyone who happens to be nearby at the right time.
  • Vengeful Horror (Horror Variant that fires in a shotgun spread) β€” The Cardificer dealt this horror the worst hand of all, giving it the gift of sentience before tossing it out with the rest. This horror harbors a resentment that causes the magic within it to grow stronger, making it fire several bullets at once rather than just one.
  • Overloading Horror (Horror Variant that explodes after a set amount of time) β€” A horror with more control than others. It is able to keep the energy within itself for longer, but if that energy builds to a point where it can no longer control it, the results will surely be explosive.

Apprentice

  • Apprentice (Single-Shot Targeted Ranger) β€” THIS IS NOT AN ENEMY ON ITS OWN. This enemy only spawns as variants. Each of the variants uses a slightly modified version of one of the player's spells.
  • Fire Apprentice β€” (Fireball) An apprentice in the Magi Academy founded by the more magical of the Cardificer's creations. This one has been taught to cast a generic fireball spell, one you've doubtlessly mastered yourself.
  • Poison Apprentice β€” (Poison Blade) An apprentice in the Magi Academy founded by the more magical of the Cardificer's creations. This one has been taught use throwing knives, for some reason, which it coats with a magical poison that is quite deadly to organic life.
  • Mana Apprentice β€” (Mana Bullet) An apprentice in the Magi Academy founded by the more magical of the Cardificer's creations. This one has been taught to form balls of magic and launch them at enemies.
  • Shocker Apprentice β€” (Shockwave) An apprentice in the Magi Academy founded by the more magical of the Cardificer's creations. This one has learned to weave its spells into unstable balls of electricity that launch sparks around itself.
  • Tideweaver Apprentice β€” (Waterspout) An apprentice in the Magi Academy founded by the more magical of the Cardificer's creations. This one has mastered the art of manipulating water, allowing it to cast spells that can soak enemies.
  • Sludge Apprentice β€” (Sludgeball) An apprentice in the Magi Academy founded by the more magical of the Cardificer's creations. This one, ever the trouble maker, has ventured down to the sewers, learning to manipulate the toxic sludge it finds down there.
  • Cosmic Apprentice β€” (Gamma Burst) An apprentice in the Magi Academy founded by the more magical of the Cardificer's creations. This one is a true prodigy, having mastered the art of channeling the cosmos, allowing it to fire bursts of cosmic energy at its foes.

Magi

  • Magi (Multi-Shot Stationary Ranger) β€” One of the Cardificer's many magi, talented in the arts of magic, both offensive and defensive. This magi can shape its magic into unique patterns, posing a great threat to anyone unfamiliar with its spells.
  • Magi Manashaper (Magi variant that fires bullets in circles (like Echoing Shout)) β€” A magi that meditates on the concept of structure. These magi form their mana into circular structures that can instantly become a powerful destructive force.
  • Magi Runeweaver (Magi variant that fires bullets shaped like runes) β€” A magi that meditates on the concept of wisdom. These magi use their mana to build the shapes of magic runes. Be wary if you see one of these magi, as these runic structures can become unstable and transform into a barrage of deadly magic.
  • Magi Powerforger (Magi variant that fires spirals of bullets) β€” A magi that meditates on the concept of power. These magi exude a destructive magical energy and can annihilate their foes without even opening their eyes.
  • Archmagi (Magi variant that can move around) β€” A magi that has completed all stages of their meditation. The Archmagi are powerful beyond measure and pose a great threat to any who intrude into the Atelier's inner sanctum.

Paladin

  • Paladin (Shielding Targeted Ranged) β€” A paladin of the Magi Academy, adept in the defensive arts. This magical warrior will create a shield of magical energy around itself, repelling most attacks.
  • Blademaster Paladin (Paladin Variant that makes reflecting bullets) β€” A master of both blades and spells, this warrior is quite the fearsome foe, able to create a shield of magical blades around itself that reflect most attacks back at their casters. [Note, Magi all float off the ground, and thus have Flying]

Miner

  • Gobbo Miner (Burrowing Teleporter) β€” A gobbo tasked with aiding in the excavation and renovation of the lower levels of the Atelier. These gobbos have the ability to quickly tunnel under the ground and will emerge unexpectedly to attack anything it believes to be hostile.
  • Earthbreaker Miner (Miner Variant that damages anything on the surface beneath where it is mining) β€” A gobbo miner with much sloppier form, these gobbos will damage anything above them while they're tunneling beneath the surface. One would be wise to stay out of their path.
  • Sleepy Miner (Miner Variant with a projectile similar to the Troll) β€” A very overworked gobbo that really just wants to take a nap. They will often fall asleep on the job, creating dangerous hazards around any site they are working at.

Phantom

  • Phantom (Flying Teleporter) β€” An spectral foe created by the Cardificer in an attempt to revive his fallen creations. The phantom is able to teleport around the Atelier at will, attacking unsuspecting victims seemingly at random. Teleporting seems to put some strain on the phantom, though, causing it to be left open to attacks before and after teleporting.
  • Cleaver Phantom (Phantom Variant that splits after each time it attacks) β€” A phantom that has the fearsome ability to divide itself into multiple identical copies. Fortunately, if any one of the phantoms takes damage, all its clones share the damage.
  • Rotting Phantom (Phantom Variant that vomits bullets (like the rotting horror)) β€” Even the dead are not immune to the Cardboard Rot. This phantom is yet another victim of the horrible plague, and will vomit a rotting ooze on anything it sees.

Specter

  • Specter (Assault Teleporter, teleports in and disappears when hit by an attack, only to reappear later) β€” Another of the Cardificer's attempts at reviving the dead, the specter takes a much more active approach to haunting it's victims. Specters form large groups and will charge at their victims one after another, hoping to overpower them through sheer numbers.

Slime

  • Slime (Splitting Swarmer) β€” The Cardificer created these creatures to patrol more... undesirable areas of the Atelier. Slimes are born from sludge and being sludge, don't die from simply being hit by attacks like most. To kill a slime, one must break them into tiny pieces.
  • Rotten Slime (Slime variant that also leaves a dense trail of projectiles behind itself) β€” A slime that has succumbed to the Cardboard Rot. These slimes drip an ooze that will leave behind a trail of rot wherever they go. One would be wise to keep their distance.
  • Fire Slime (Slime variant that applies burn on touch) β€” The Magi Academy is known to gather research subjects from the lower levels of the Atelier. This is the result of their experiments with fire: a slime that burns anything it touches.
  • Cold Slime (Slime variant that slows the player on touch) β€” Another of the Magi Academy's slime experiments, this one fused with the essence of ice. This slime will begin to freeze anything it touches, allowing it to easily trap and surround its prey.
  • Blessed Slime (Slime variant that is immune to status effects) β€” A slime blessed with an immunity to all ailments. It was created by the Cardificer as a means of combatting the Cardboard Rot spreading throughout the Atelier, though it stands to be seen whether this creature is immune.

[All Slimes come in Large, Medium, Small, and Colossal (special)]

Bat

  • Bat (Flying Swarmer) β€” Winged vermin spawned from scraps created by the Cardificer's experiments. These creatures are formed from discarded pieces of cardboard and other miscellaneous materials, and congregate in the lower levels of the Atelier.
  • Rotting Bat (Bat variant that fires projectiles at the player rather than trying to touch them like other bats) β€” A bat constructed from pieces of other creatures that have rotted off of due to the Cardboard Rot. As a result, these bats are largely responsible for spreading the Cardboard Rot throughout the Atelier.
  • Flaming Bat (Bat variant that applies burn on hit) β€” A bat that has been lit on fire by some unknown creature. As it turns out, bats are immune to the effects of fire, and so they have remained engulfed in flames ever since.
  • Mechanical Bat (Bat variant that can dodge attacks) β€” Acknowledging the bats' ability to fend off intruders, the Cardificer created his own form of bat that is able to dodge around attacks in mid air. Perhaps one of the most fearsome bats that have ever been created.

Rat

  • Rat (Basic Pest) β€” Vermin spawned from scraps created by the Cardificer's experiments. These creatures are formed from discarded pieces of cardboard and other miscellaneous materials, and congregate in the lower levels of the Atelier.
  • Winged Rat (Rat variant that can fly) β€” A rat with wings... Wait isn't that just a bat?
  • Giant Rat (Rat variant that is large) β€” A particularly large rat. Some say these rats are the leaders of rat society in the Atelier's sewers, known for making rules and policies the other rats must follow... or something like that.
  • Regal Rat (Rat variant that spawns more rats over time) β€” A rat that is composed of loosely-fitted together scraps. As a result, these rats create more rats from the pieces of them that fall off, causing a large number of rats to form if left to their own devices.

Skull

  • Skull (Bouncy Pest) β€” A mysterious entity that aimlessly drifts around the Atelier, invulnerable to attacks. When left alone without allies, they tend to become unstable and fall apart.
  • Charred Skull (Skull variant that can be killed) β€” A burned skull that is vulnerable to attacks. These skulls uniquely are stable without allies around, unlike their unburned counterparts.
  • Sentry Skull (Skull variant that fires bullets on a regular interval) β€” A skull modified by the Cardificer to become a mobile drone-like sentry that fires projectiles on intruders.

Sprite

  • Sprite (Perimeter Patrolling Pest) β€” Another odd entity that drifts around the walls and obstacles of a room. They can become dangerous if one is not paying attention to their surroundings, but to most, sprites are fairly harmless.

Spider

  • Spider (Pot-Hiding Pest) β€” A creature not native to the Atelier. Spiders hide in pots and will randomly emerge from them when they are broken.

Trapper

  • Gobbo Trapper (Basic Trapper) β€” A trap-laying hunter of the Gobbo Tribe. These gobbos will lay large traps throughout the Atelier, both to catch food for the tribe and to play pranks on unsuspecting victims wandering the halls.
  • Spike Trapper (Trapper variant that places spikes) β€” A spike-throwing gobbo that creates dangerous hazards. These gobbos are largely disliked due to their traps creating blockages in hallways and being the cause of many injuries.
  • Gobbo Engineer (Trapper variant that places turrets) β€” A very intelligent gobbo that has studied under the Cardificer, learning to create machines useful for defending the Atelier.

Alchemist

  • Gobbo Alchemist β€” [Throws AoE potions that linger and apply negative status effects]
  • Volcanic Alchemist (Alchemist variant that throws burn potions) β€” A gobbo that broke away from the Gobbo Tribes to study at the Magi Academy. Adept in the art of potion-crafting, the Volcanic Alchemist uses a concoction of stabilized lava and fire essence to create burning puddles to melt their foes.
  • Blizzard Alchemist (Alchemist that throws freezing potions) β€” A gobbo that broke away from the Gobbo Tribes to study at the Magi Academy. Adept in the art of potion-crafting, the Blizzard Alchemist uses a mix of snow and liquid wind to create clouds of freezing air.
  • Plague Alchemist (Alchemist that throws poison potions) β€” A gobbo that broke away from the Gobbo Tribes to study at the Magi Academy. Adept in the art of potion-crafting, the Plague Alchemist uses a bottle of concentrated Rot to poison their enemies and eat away at their vitality.
  • Hush Alchemist (Alchemist that throws silencing AoE potions) β€” A gobbo that broke away from the Gobbo Tribes to study at the Magi Academy. Adept in the art of potion-crafting, the Hush Alchemist uses a potion of liquid silence to create a zone in which no magic can be cast.
  • Glacial Alchemist (Alchemist that throws slippery AoE potions) β€” A gobbo that broke away from the Gobbo Tribes to study at the Magi Academy. Adept in the art of potion-crafting, the Glacial Alchemist uses a philter of blue ice and glacial water to instantly freeze a patch of ground where its potion lands.
  • Typhoon Alchemist (Alchemist that throws soaking potions) β€” A gobbo that broke away from the Gobbo Tribes to study at the Magi Academy. Adept in the art of potion-crafting, the Typhoon Alchemist uses a solution of rain-summoning herbs to create a soaking dome of storms wherever it tosses its potion.
  • Occult Alchemist (Alchemist that throws cursing AoE potions) β€” A gobbo that broke away from the Gobbo Tribes to study at the Magi Academy. Adept in the art of potion-crafting and the art of cursing, the Occult Alchemist uses a vile mixture of evil and hatred to create a field of curses that cripple anyone inside.

Brewer

  • Brewer β€” [Throws splash potions that apply positive statuses to anyone within range]
  • Sturdy Brewer (Brewer that throws a knockback resistance brew) β€” A reptillian creature made by the Cardificer long ago to create the greatest beverages in the realm. The Brewers have mastered the art of brewing refreshing beverages that can bolster the strength of anyone who so much as touches its liquid. The Sturdy Brewer's brew strengthens the legs of the drinker, causing them to become resistant to being pushed.
  • Haste Brewer (Brewer that throws a flowing inflicting brew) β€” A reptillian creature made by the Cardificer long ago to create the greatest beverages in the realm. The Brewers have mastered the art of brewing refreshing beverages that can bolster the strength of anyone who so much as touches its liquid. The Haste Brewer's brew causes the drinker's movements to quicken dramatically, causing them to move at increased speeds.
  • Cleansing Brewer (Brewer that throws a cleansing brew) β€” A reptillian creature made by the Cardificer long ago to create the greatest beverages in the realm. The Brewers have mastered the art of brewing refreshing beverages that can bolster the strength of anyone who so much as touches its liquid. The Cleansing Brewer's brew cleanses its drinker of all ailments as soon as the drink touches their body.
  • Ironclad Brewer (Brewer that throws a fortifying brew) β€” A reptillian creature made by the Cardificer long ago to create the greatest beverages in the realm. The Brewers have mastered the art of brewing refreshing beverages that can bolster the strength of anyone who so much as touches its liquid. The Ironclad Brewer's brew causes the drinker's skin to become tougher, causing them to instantly grow a natural armor that grants resistance to damage.

Specials

Enemies that are unique and have special behavior.

  • Lost Descendant β€” A creature said to have descended from the Lost Creature. It possesses powerful psychic abilities, allowing it to create and fling boulders with its mind.
  • Petal Cleric (formerly Sealing Cultist) β€” A worshipper of the Black-Petaled Flower. It has the ability to create a magic circle that can pacify any creature it touches.
  • Zip & Zap (Tag Team Teleporters) β€” A pair of gobbos that share an unbreakable bond of friendship. When one dies, the other will revive them shortly thereafter, unless they are quickly defeated.

Minibosses

Special, stronger enemies that have their own mid-floor boss fights.

  • Rotting Abomination β€” A mound of rot formed from the corpses of those lost to the rot. One would be careful when engaging this foe, as it is known to have the ability to spawn walkers from within its mushy body.
  • Grand Magi β€” The headmaster of the Magi Academy, master of magic arts, and the Cardificer's loyal advisor. Despite his age, the Grand Magi is not a foe that should be taken lightly, as his mastery of magic allows him to move quickly and attack viciously.
  • Gobbo Chieftain β€” The Chieftain of the Gobbo Tribe. The Chief rides upon his loyal bodyguards who defend him from within a stack, while propping him up to be taller than any other gobbo. When fighting the Chieftain, one would do well to spread out their attacks, as only one level of the stack can be attacked at any time.

Bosses

Major enemies that end each floor.

  • Cauldron of Desire β€” One of the Cardificer's strongest creations, a massive cauldron filled with a magical brew. It is said that the Cardificer was inspired to create the Cauldron by an artifact he discovered during his travels. It possesses the rare ability to "draw 3 cards", whatever that means.
  • The Lost Creature (potential rename to Primordial Creature) β€” One of the Cardificer's strongest creations, a primordial creature rumored to have lived in the distant past. The Cardificer was rumored to have discovered a strange artifact that bears a striking resemblance to the Creature.
  • Hero of Black Petals (potential rename to Champion of Black Petals or Knight of Black Petals) β€” One of the Cardificer's strongest creations, a warrior that fights with a power given to him by the Black-Petaled Flower, an artifact of great power that the Cardificer recovered during his travels. Many hope to one day lay their eyes on the flower itself, though few have ever been so lucky.
  • The Cardificer β€” The Master of the Atelier. A legendary inventor with a mastery over magic, machines, and life itself. Pilgrims travel from around the world, hoping he will take them on as pupils, while others hope to get their hands on the legendary magic rumored to be kept in his workshop, said to command the infinite power of the Cosmos themselves.