Monsters

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(Skeletons)
(Skeletons)
 
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- Plans: Will raise the dead and cast Freezing Wind instead of Fireball.
 
- Plans: Will raise the dead and cast Freezing Wind instead of Fireball.
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'''Pain Elemental:'''
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- Health: 2000
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- Melee Range: med - extra long
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- Spells: flight Fireball (med-high intensity)
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- Distinctions: Consists of red particles that can be separated from the main entity.
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- 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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