Cloaked Daggerfin, Abberant(?)-Tier Sea Monster
Sized between a Meg and a Poison Jaw, these intelligent sharks bares a dark blue colored armor, allows it to remain relatively unseen in night waters while improving its combat capabilities. During the day or when it deems its light bending capabilities to be advantageous, they will turn nigh invisible at the cost of energy drain. They will automatically hunt all types of ships (likely above a certain level) with unaware life in the proximity, where it will then cut holes in the hull where it will slowly cause it to sink with otherwise minimal damage to the hull, but have also been reported to leap over decks as the spining an attempt to disable a ship and its crew.
For the sake of explanation, lets call this new debuff “Sinking”.
Sinking will slowly cause a ship to dip in the water, similar to rough water, however if it low enough (a dev decided variable) then the ship will take rapid damage in relation to a ships max health. How fast a boat sinks is determined on its size, with rowboats effectively sinking instantly.
Additional Notes/Possibilities:
- It’s likely one of the more durable sharks for its size
- Preferably would be more late game then what we have currently
- It does little damage to ships on its own except during its leaping spin attack, which inflicts a chainshot esque debuff
- During the leaping spin attack, dealing enough damage can cause the Daggerfin to crash onto the deck or into the sea
- Doesn’t immediately show the Daggerfins healthbar when its nearby, it must be attacked first. This also triggers its more aggressive phase.
- Could potentially have a chance to fake death when killed, removing its health bar but will attack when damaged/approached in this state. It will remain at the health it was before it faked death.
Potential Drops
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Cloaked Armor Shard: The durable remnants of a Cloaked Daggerfins armor, improves defense and partially cloaks the user when used in alchemy
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Unseen Plate Armor Set:
Uniquely designed plate armor made from the remains of a Cloaked Daggerfin, worn under a translucent coat. Mainly adds Intensity, Defense, and Agility (Intensity could be swapped with attack speed)* -
Translucent Fin:
Visually resembles a what a claw weapon combined with gloves would look like, but noticeably different enough to tell that its not that. While the glove is made out of a resilient enough material for its intended purpose as a catalyst, the “claws” itself are made of the previously mentioned Cloaked Daggerfin’s namesake, attached in a way allowing for them to be used as a weapon if need be. When imbued with a magic, it will amplify the power of the magic, potentially sliding in some light magic damage as well. However when not imbued, the catalyst could have a couple of unique skills, such as cloaking the user or blinding an opponent.
NOTE: I’m unsure which stats it would be bound to.
Should these be added?
In Support:
- Expands on the lore capabilities of Light magic
- A new shark/sea monster that poses a unique threat to both players and npcs
- A Unique, themed armor set (drip is the real endgame)
- A (hopefully) interesting take on a magic catalyst
- An alchemy ingredient
- Could be adjusted/altered to make it more reasonable
Against
- The stuff these concepts can do potentially doesn’t fit AO in gameplay or lore
- Could be too complex to reasonably add
- Magic catalyst are only mentioned in the trello, so we have no idea how they exactly work
At the end of the day I don’t expect this to be added, but would still love feedback
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Edits:
- Armor no longer grants power
- iforgotmeword suggested it grant attack speed instead of intensity