Monsters

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(Skeletons)
(Skeletons)
 
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'''Infantry:'''
 
'''Infantry:'''
 
- Melee Range: short - med
 
  
 
- Health: 100
 
- Health: 100
 +
 +
- Melee Range: short - med
  
 
- Plans: Will have various weapons and equipment, and run at their target.
 
- Plans: Will have various weapons and equipment, and run at their target.
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'''Fire Mage:'''
 
'''Fire Mage:'''
 +
 +
- Health: 75
  
 
- Melee Range: short - med
 
- Melee Range: short - med
  
 
- Spells: thrown Fireball
 
- Spells: thrown Fireball
 
- 75 health
 
  
 
- Plans: Will have basic fire resistance and cast a short duration fire resistance spell during combat.
 
- Plans: Will have basic fire resistance and cast a short duration fire resistance spell during combat.
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'''Arch Fire Mage:'''
 
'''Arch Fire Mage:'''
 +
 +
- Health: 150
  
 
- Melee Range: med - long
 
- Melee Range: med - long
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- Spells: guided Fireball
 
- Spells: guided Fireball
  
- Health: 150
+
- Distinctions: Large in size. Constantly in flames.
 
+
- Distinctions: Constantly in flames.
+
  
 
- Plans: Will have constant high fire resistance.
 
- Plans: Will have constant high fire resistance.
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'''Necromancer:'''
 
'''Necromancer:'''
 +
 +
- Health: 150
  
 
- Melee Range: med - long
 
- Melee Range: med - long
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- Spells: direct Fireball
 
- Spells: direct Fireball
  
- Health: 150
+
- Distinctions: Large in size.
 +
 
 +
- Plans: Will raise the dead and cast Freezing Wind instead of Fireball.
 +
 
 +
 
 +
 
 +
'''Pain Elemental:'''
 +
 
 +
- Health: 2000
 +
 
 +
- Melee Range: med - extra long
 +
 
 +
- Spells: flight Fireball (med-high intensity)
 +
 
 +
- Distinctions: Consists of red particles that can be separated from the main entity.
  
- Plans: Will raise the dead.
+
- Other Abilities: Left hand particle can cast spells if separated or connected. Hunter (Sensitive to sound, will search for the source.), can destroy walls.

Latest revision as of 21:11, 9 April 2012

Skeletons

Infantry:

- Health: 100

- Melee Range: short - med

- Plans: Will have various weapons and equipment, and run at their target.


Fire Mage:

- Health: 75

- Melee Range: short - med

- Spells: thrown Fireball

- Plans: Will have basic fire resistance and cast a short duration fire resistance spell during combat.


Arch Fire Mage:

- Health: 150

- Melee Range: med - long

- Spells: guided Fireball

- Distinctions: Large in size. Constantly in flames.

- Plans: Will have constant high fire resistance.


Necromancer:

- Health: 150

- Melee Range: med - long

- Spells: direct Fireball

- Distinctions: Large in size.

- Plans: Will raise the dead and cast Freezing Wind instead of Fireball.


Pain Elemental:

- Health: 2000

- Melee Range: med - extra long

- Spells: flight Fireball (med-high intensity)

- Distinctions: Consists of red particles that can be separated from the main entity.

- Other Abilities: Left hand particle can cast spells if separated or connected. Hunter (Sensitive to sound, will search for the source.), can destroy walls.

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