Post by Duma on May 18, 2017 4:32:50 GMT
Terror List
Terrors are not natural denizens of Valentia, but rather of the Void: a Lovecraftian nightmare realm filled to the brim with ancient, dark energies and magic. Many terrors are essentially predatory animals, but far more dangerous. They yearn not for the meat or taste of mankind, but instead for the magic that dwells within them. Some Terrors, however, retain sentience and carry out their own will, while others obediently follow orders delivered from a master who has long since disappeared from history...
Regardless of the Terror, they all pose a serious danger to humans.
Tier 1
These Terrors can match and even surpass Tier 1 humans. Trainees or inexperienced fighters will struggle greatly against them. Can be spawned as enemies without mod permission.
Revenant – Corpses aroused from their graves via magic. Extremely common Terrors to be found in and outside of dungeons, though particularly around old graveyards. Slow, but strong, these abominations feel no pain.
Hell Hounds – Dog-like beasts notable for their strong instincts and pack-mentality. Swift and savage, these Terrors prefer to overwhelm their prey in packs and are rarely found alone. They tend to prefer forests to dungeons, though they can be found in both, and sometimes they are led by a Gwyllgi...or something far worse.
Bone Walker – Skeletal warriors imbued with fiendish magic, these are the most intelligent of the “weaker” Terrors. Like others they have a tendency to travel in groups, and are proficient with swords, lances, and are even found wearing shields.
Gargoyle – With their ferocity and ability to fly, Gargoyles can easily be considered the most fearsome of the lesser Terrors. Almost exclusively nocturnal, these creatures are found near mountainous regions and dungeons. They wield deadly scythes with their talons and are quite aerobatic. Have rocky patches on their leathery flesh that serve as armor.
Tier 2
Terrors of this class are more than a match for Tier 2s. Just taking down one would require multiple Tier 1s working together, and Tier 2s can be overwhelmed if they are alone or not careful. Do not require mod permission to be spawned as enemies.
Entombed – Revenants whose bodies have been mutated further by dark magics. They are no more intelligent than Revenants, but are far more durable. Nasty, fetid talons and spikes are produced from their bodies, and their strength is far beyond what could be expected from a corpse.
Gwyllgi – Territorial Terrors who can be found leading packs of the smaller, weaker Hell Hounds. There are rarely more than one Gwyllgi in a pack, as they tend to compete for alpha status, but ocassionally a pack consists of entirely Gwyllgi. If you ever encounter such a pack, pray you never find its alpha...
Lich – Imbued with stronger sorcery, these skeletal warriors surpass Bonewalkers in outright power, often times in outright skill as well. Liches are wise enough to imploy tactics akin to experienced human soldiers.
Deathgoyle – Gargoyles strengthened through powerful magic. Larger and stronger than Gargoyles, Balrogs have developed a spear-like tip to their tails and horns, giving them numerous weapons agains their prey. Are fond of deserts as well as mountains, but can still be spawned in dungeons.
Mogall – Impish creatures whose spherical bodies consit almost entirely of eyeballs and tentacles. Swift and aerobatic. While their tentacles are their main weapon, perhaps their deadlies trait is their ability to divide. They tend to prefer swamps to dungeons, but can be found in both. Mogalls are noted to be cruel and mischevious, but rarely aggress against humans.
Gorgons – Feminine terrors who practice ancient sorcery. Below the waist they have serpentine bodies, but above the waist they resemble a human female. Have a tendency to group in conclaves and also tend to stick to dungeons, but can be found elsewhere. While their primary weapon is their magic, they are also wickedly fast.
Majin – No one knows what lurks beneath the armor and helm of a Majin, and perhaps for the best. Imposing Terrors who are clad entirely in armor forged in another realm, they wield spears and shields as they slowly march on.
Dracozombie – Corpses of dragons from Valentia's ancient history, brought to life through sorcery or wild magics. They retain base draconic instincts, making them fiercely territorial and independant. By far the most powerful of this tier, for they are extremely durable, physically powerful, and can fly.
Tier 3
These Terrors can match and surpass Tier 3 units. Tier 1s effectively stand no chance against such monstrosities and Tier 2s are at grave risk with every encounter. All Terrors in this list DO require mod permission to be spawned, and while all Terrors are not to be taken lightly, these ones even more so.
Tomblord – Fetid corpses whose flesh has been altered further by magic. These creatures constantly give off a smog around them, making it difficult to breathe. Though their bodies are stronger and more durable than lesser zombies, the nastiest trait of a Tomblord is that their bodies can explode. The force of the explosion and the massive cloud of foul miasma released in its wake can end even the most skills warriors. Entombed and Revenants have a tendency to follow them.
Cerberus – Three-headed nightmares capable of forcing even the stubborn Gwyllgi to serve beneath them. They are larger, faster, and even capable of breathing fire from their three heads. However the deadliest aspect of the Cerberus is their intelligence. Some are even said to be as intelligent as humans, perhaps moreso.
Deimos – Skeletal warriors who have mastered martial combat as well as magic. They can be seen with bows, swords, lances, and often enhance their combat abilities with dark or elemental magics. Even confident Dread Fighters have lost sword-to-sword combat with such beings.
Garuda – Having developed blade-like feathers along their massive wings, larger horns, and the ability to launch sharp projectiles from their tails: Garudas have far more deadly weapons beyond the scythes that they still wield. Extremely fast, the fastest of all Terrors, these creatures still possess a tenacious durability.
Bigle – Larger Mogalls who seem to have grown out of their impish tendencies. While they still divide and utilize their tentacles to do battle, they are known to cast magic from their many eyes. Perhaps with great power came greater wisdom. Bigle's are non-aggressive usually, but territorial and will defend themselves.
Medusa – Stronger, more beautiful Gorgon's whose human halves can almost fully pass for a human female. Their power, wisdom, and beauty have seduced many into creating pacts with them. Though the power they grant is impressive, it ALWAYS comes with a price. They tend to lead Gorgon conclaves, and are said to be able to turn humans into stone with their greatest magic...though only temporarily.
Fiend – Towering colossi who march to complete a mission that predates all of modern history. Clad in nether forged armor, these armored Terrors are all but impervious to damage.
Centaur – Half man-half horse, these Terrors, like Medusa, have an intelligence that surpasses most humans. They are even capable of speaking the modern tongue should they have learned it. They tend to live in small tribes far away from human societies, but are extremely territorial. There are outliers, though, who use their great power and intelligence for their own purposes. Competent with axes, deadly with bows.
Necrodragon – Dragon corpses who, through sorcery, have retained more of their original selves. They are protected by hard scales across most of their bodies and can even use magical breath to lay waste to their prey. Bar none the most powerful of this tier, they still possess the minds of degenerated dragons and lack overall intelligence. Rare, but fearsome.
Tier 4
Only the most powerful of humans could ever face one of these alone. These Terrors are so mighty that, in ancient times, entire armies would have marched to slay just one such as them. These Terrors have power unheard of in the modern era, and can take many forms.
Terrors of this caliber will never be faced outside of Events or Tier 4 Dungeons. However, with mod permission, they can be spawned for threads tied to personal plot. In return, players can create their own Tier 4 Terror outside of the examples about to be given. It could even just be a significantly more powerful version of a lower Tier monster.
Broodmothers – Massive spiders who have engorged on the magic of the Void. They lay endless clutches of eggs that hatch into smaller Baels. Baels never stray far from their Broodmother, and thus cannot be encountered away from them. If in a dungeon, the entire dungeon is often overtaken by the Broodmother and her Baels.
Titan – The re-animated bones of a giant, an ancient species lost a millennia ago. They wield mighty clubs and axes, and their bones are more durable than the strongest of armors. Taller than any man and twice as strong, these beasts often have the land tremble beneath their very footsteps.
Dracul – Reanimated corpses that almost completely resemble a living, breathing human. Gifted with incredibly powerful magic, they can bewitch humans and make them into thralls. Thralls are granted some of their master/mistress' magical power, often possessing the ability to Rewarp at will. Dracul themselves possess illusory magic, making them extremely tricky opponents.
Vesta – Ancient spirits whose forms are made entirely of elemental magic. Be it fire, wind, lightning, or ice, these creatures have total control of their element. They are incredibly resist to all brands of magic and impossibly difficult to reach in close combat. Ferocious and deadly.
Terrors are not natural denizens of Valentia, but rather of the Void: a Lovecraftian nightmare realm filled to the brim with ancient, dark energies and magic. Many terrors are essentially predatory animals, but far more dangerous. They yearn not for the meat or taste of mankind, but instead for the magic that dwells within them. Some Terrors, however, retain sentience and carry out their own will, while others obediently follow orders delivered from a master who has long since disappeared from history...
Regardless of the Terror, they all pose a serious danger to humans.
Tier 1
These Terrors can match and even surpass Tier 1 humans. Trainees or inexperienced fighters will struggle greatly against them. Can be spawned as enemies without mod permission.
Revenant – Corpses aroused from their graves via magic. Extremely common Terrors to be found in and outside of dungeons, though particularly around old graveyards. Slow, but strong, these abominations feel no pain.
Hell Hounds – Dog-like beasts notable for their strong instincts and pack-mentality. Swift and savage, these Terrors prefer to overwhelm their prey in packs and are rarely found alone. They tend to prefer forests to dungeons, though they can be found in both, and sometimes they are led by a Gwyllgi...or something far worse.
Bone Walker – Skeletal warriors imbued with fiendish magic, these are the most intelligent of the “weaker” Terrors. Like others they have a tendency to travel in groups, and are proficient with swords, lances, and are even found wearing shields.
Gargoyle – With their ferocity and ability to fly, Gargoyles can easily be considered the most fearsome of the lesser Terrors. Almost exclusively nocturnal, these creatures are found near mountainous regions and dungeons. They wield deadly scythes with their talons and are quite aerobatic. Have rocky patches on their leathery flesh that serve as armor.
Tier 2
Terrors of this class are more than a match for Tier 2s. Just taking down one would require multiple Tier 1s working together, and Tier 2s can be overwhelmed if they are alone or not careful. Do not require mod permission to be spawned as enemies.
Entombed – Revenants whose bodies have been mutated further by dark magics. They are no more intelligent than Revenants, but are far more durable. Nasty, fetid talons and spikes are produced from their bodies, and their strength is far beyond what could be expected from a corpse.
Gwyllgi – Territorial Terrors who can be found leading packs of the smaller, weaker Hell Hounds. There are rarely more than one Gwyllgi in a pack, as they tend to compete for alpha status, but ocassionally a pack consists of entirely Gwyllgi. If you ever encounter such a pack, pray you never find its alpha...
Lich – Imbued with stronger sorcery, these skeletal warriors surpass Bonewalkers in outright power, often times in outright skill as well. Liches are wise enough to imploy tactics akin to experienced human soldiers.
Deathgoyle – Gargoyles strengthened through powerful magic. Larger and stronger than Gargoyles, Balrogs have developed a spear-like tip to their tails and horns, giving them numerous weapons agains their prey. Are fond of deserts as well as mountains, but can still be spawned in dungeons.
Mogall – Impish creatures whose spherical bodies consit almost entirely of eyeballs and tentacles. Swift and aerobatic. While their tentacles are their main weapon, perhaps their deadlies trait is their ability to divide. They tend to prefer swamps to dungeons, but can be found in both. Mogalls are noted to be cruel and mischevious, but rarely aggress against humans.
Gorgons – Feminine terrors who practice ancient sorcery. Below the waist they have serpentine bodies, but above the waist they resemble a human female. Have a tendency to group in conclaves and also tend to stick to dungeons, but can be found elsewhere. While their primary weapon is their magic, they are also wickedly fast.
Majin – No one knows what lurks beneath the armor and helm of a Majin, and perhaps for the best. Imposing Terrors who are clad entirely in armor forged in another realm, they wield spears and shields as they slowly march on.
Dracozombie – Corpses of dragons from Valentia's ancient history, brought to life through sorcery or wild magics. They retain base draconic instincts, making them fiercely territorial and independant. By far the most powerful of this tier, for they are extremely durable, physically powerful, and can fly.
Tier 3
These Terrors can match and surpass Tier 3 units. Tier 1s effectively stand no chance against such monstrosities and Tier 2s are at grave risk with every encounter. All Terrors in this list DO require mod permission to be spawned, and while all Terrors are not to be taken lightly, these ones even more so.
Tomblord – Fetid corpses whose flesh has been altered further by magic. These creatures constantly give off a smog around them, making it difficult to breathe. Though their bodies are stronger and more durable than lesser zombies, the nastiest trait of a Tomblord is that their bodies can explode. The force of the explosion and the massive cloud of foul miasma released in its wake can end even the most skills warriors. Entombed and Revenants have a tendency to follow them.
Cerberus – Three-headed nightmares capable of forcing even the stubborn Gwyllgi to serve beneath them. They are larger, faster, and even capable of breathing fire from their three heads. However the deadliest aspect of the Cerberus is their intelligence. Some are even said to be as intelligent as humans, perhaps moreso.
Deimos – Skeletal warriors who have mastered martial combat as well as magic. They can be seen with bows, swords, lances, and often enhance their combat abilities with dark or elemental magics. Even confident Dread Fighters have lost sword-to-sword combat with such beings.
Garuda – Having developed blade-like feathers along their massive wings, larger horns, and the ability to launch sharp projectiles from their tails: Garudas have far more deadly weapons beyond the scythes that they still wield. Extremely fast, the fastest of all Terrors, these creatures still possess a tenacious durability.
Bigle – Larger Mogalls who seem to have grown out of their impish tendencies. While they still divide and utilize their tentacles to do battle, they are known to cast magic from their many eyes. Perhaps with great power came greater wisdom. Bigle's are non-aggressive usually, but territorial and will defend themselves.
Medusa – Stronger, more beautiful Gorgon's whose human halves can almost fully pass for a human female. Their power, wisdom, and beauty have seduced many into creating pacts with them. Though the power they grant is impressive, it ALWAYS comes with a price. They tend to lead Gorgon conclaves, and are said to be able to turn humans into stone with their greatest magic...though only temporarily.
Fiend – Towering colossi who march to complete a mission that predates all of modern history. Clad in nether forged armor, these armored Terrors are all but impervious to damage.
Centaur – Half man-half horse, these Terrors, like Medusa, have an intelligence that surpasses most humans. They are even capable of speaking the modern tongue should they have learned it. They tend to live in small tribes far away from human societies, but are extremely territorial. There are outliers, though, who use their great power and intelligence for their own purposes. Competent with axes, deadly with bows.
Necrodragon – Dragon corpses who, through sorcery, have retained more of their original selves. They are protected by hard scales across most of their bodies and can even use magical breath to lay waste to their prey. Bar none the most powerful of this tier, they still possess the minds of degenerated dragons and lack overall intelligence. Rare, but fearsome.
Tier 4
Only the most powerful of humans could ever face one of these alone. These Terrors are so mighty that, in ancient times, entire armies would have marched to slay just one such as them. These Terrors have power unheard of in the modern era, and can take many forms.
Terrors of this caliber will never be faced outside of Events or Tier 4 Dungeons. However, with mod permission, they can be spawned for threads tied to personal plot. In return, players can create their own Tier 4 Terror outside of the examples about to be given. It could even just be a significantly more powerful version of a lower Tier monster.
Broodmothers – Massive spiders who have engorged on the magic of the Void. They lay endless clutches of eggs that hatch into smaller Baels. Baels never stray far from their Broodmother, and thus cannot be encountered away from them. If in a dungeon, the entire dungeon is often overtaken by the Broodmother and her Baels.
Titan – The re-animated bones of a giant, an ancient species lost a millennia ago. They wield mighty clubs and axes, and their bones are more durable than the strongest of armors. Taller than any man and twice as strong, these beasts often have the land tremble beneath their very footsteps.
Dracul – Reanimated corpses that almost completely resemble a living, breathing human. Gifted with incredibly powerful magic, they can bewitch humans and make them into thralls. Thralls are granted some of their master/mistress' magical power, often possessing the ability to Rewarp at will. Dracul themselves possess illusory magic, making them extremely tricky opponents.
Vesta – Ancient spirits whose forms are made entirely of elemental magic. Be it fire, wind, lightning, or ice, these creatures have total control of their element. They are incredibly resist to all brands of magic and impossibly difficult to reach in close combat. Ferocious and deadly.