New Enemy for the Dark Seas: Spirits

New Enemy for the Dark Seas: Spirits
effort 4.545454545454546 11 quality 4.545454545454546 11 reasonability 4.636363636363637 11

Explanation:

As it stands, there are currently exactly 2 enemy types in the dark sea.
One of which functions fairly identically to normal enemies and the second being
much more unique.
This suggestion is to add a third inbetween the two.


The Enemy:

Spirits are the result of when one of the many ghosts in the dark sea gets infused with too much energy, this allows them to not only manifest, but also take on a powerful spectral form
for a brief time.
This is quite detrimental to the spirit’s mind and causes them to feel great pain.
To fix this problem, they will attack whatever is closest to them (you) until they’ve thrown out all of the excess energy.

With each powerful attack, they disperse a bit more of the energy that torments them.

The idea is to survive their onslaught until they either calm down or stop manifesting completely.
(Its a drawback enemy if anybody hasn’t caught onto that by this point)
(yes, you would be able to attack them, they aren’t incorporeal)

Spirits would additionally be able to cause hallucinations to anybody that gets too close to them, including fake copies of the spirit around you, attack sounds from different directions, ect ontop of normal insanity effects.


The Drops:

1: Ghastly Essence, this item would allow you to make items “ghastly”, changing their appearance and stats permanently, unlike Atlantean, this would give drawback as a consequence.
2: Any item the spirit was using as a “ghastly” item.
3: Spirit Core, a potion reagent used to brew decent power potions, functions identically to the white eyes scale.
4: Spectral Remains, a potion reagent used to brew high quality invisibility potions, functions identically to the obolus scale.


The Purpose:

Spirits would add to the currently very limited enemy variety in the dark sea, they would give
non-monster hunting alternatives to power and invisibility, and they would add a new item modifier players may use to enhance their items at a cost.

They’d also probably be related to spirit weapons later down the line when those exist, I genuinely wasn’t even thinking of spirit weapons until I was finishing writing this suggestion.

Feedback is appreciated, this is my first time ever writing out a suggestion for an enemy.

8 Likes

It is quite an interesting suggestion for an enemy to be overcharged with magical energy and just spewing out attacks as fast at it can before dying, although it is unique on It’s own it’s practically just a different version of an Atlantean which are meant to be stronger and dangerous NPCs with boosted and overwhelming stats.

Perhaps make it more on the supportive side that instead of the Spirit focusing solely on destroying you, it instead toys with your mind through some sort of evil energy by forcing induced insanity? For example encountering one would make your character suddenly have a burst of noises and colors being switched, screen shaking and an indication that your character is scared of the spirit, something like that. (Spirits can still try to cast spells)

You’ll only encounter 1 to 2 of these spirits obviously, it’s quite annoying to deal with an enemy that can cause forced hallucinations in your character.

Also because the only different enemy there is right now is the Siren, which also has a unique trait as it can fly and what not. Spirits can also be unique which would be the only enemy NPC that can walk through the plane of physical and spiritual existence .

4 Likes

I’m completely down for heightened insanity when nearby spirits, that completely makes sense.

Oh I meant they have to specifically use their own skill to induce hallucinations into your character, like rapidly reducing your health bar but only as a mere hallucination, but will still affect your character stunning them for half a second or barely to indicate they are scared of said spirits.

But it’s also a decent idea for them to give insanity when nearby. Might destroy the lore a bit tho lol. Probably not a good idea anyway (mine idea)

1 Like

A well articulated idea followed up on, looking good chef :+1:

1 Like

The more the merrier

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yea I was thinking the same thing lol
though heightened normal insanity also makes sense.
I mean imagine seeing this spirit in indescribable pain desperately trying to get rid of overflowing magic before they completely lose themselves permenantly and knowing THAT is your fate if you die in this place.

Magic energy aside, I’d dare say that might hurt morale a little.

1 Like

An excellent suggestion that uses existing mechanics in a new and interesting way.

Maybe if we add enough threatening and interesting enemies to fight in the dark sea, we won’t need so much random environmental damage to make it “dangerous”.

6 Likes

Love the idea. You put a bunch of effort in, and it shows. This would add a bunch more variety, and ghastly items seem like an interesting and fun way to not have everyone using insanity-warding builds to be meta. Genuinely amazing idea.

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I like this idea, but I think they SHOULD be incorporeal. It’d be even more unique and present different playstyle.

Being incorporeal would mean glass cannons (like myself) can’t just use high-damage abilities to cheese the fight.
I think a good duration would be last for 20 attacks, but the spirit primarily uses small placed explosions (and targets through walls) or beams (does not target through walls). Additionally, granting it no-clip or the siren’s flight ability could make it more challenging.

Overall, I definitely agree the Dark Sea needs more enemy variety.

yes! finally vitality reflex has a use!
so its basically bullet hell?

This is cool, bump

Ok I love this idea, I just have one more suggestion to build on it. What if the spirts could actually move through walls and could essentially fly (Old WoM Hover Spell but just no magic circles to indicate it.) I feel this would make them even more of a challenge and give a return to an old spell.

Two cents time: Momma Dragon thinks to add to this, these spirits could be charged with a certain element, applying said element’s effects, or at least, hallucinations of.

To this end, you could charge near these spirits, if they carry the element you have - and draw energy away from them. This would probably deal with the spirits much faster, at the cost of dealing slight amounts of real damage to you - up to maybe 33% of your health max. Unless you’re not at max energy, then you charge VERY quickly. (most people won’t pay attention though)

Incorrect or clashing elements should result in the effects being worse, or, worse yet, having no element should result in energy being drained and taking the consequences of the effects. Again, no outright death as a result of the effects or draining.

Of course, this draining method might be niche to use, especially if you’re focusing down one guy and then the other - so as a result, if the Atlantean is dead and you instead drain the Ghost, you should have a better chance of getting the items - by talking to the freshly drained ghost.

Oh, and instead of attacking you, maybe they hate both you and atlanteans equally.

1 Like

agree with this, would make it even more interesting

rather not have the draining part tho, someone suggested making enemies weak to a certain magic/fs/weapon and this is somewhat the same too

oh pls do, it make sense too

Sure. Let’s fire a clashing element into the ghost to assist in destruction of spirit’s over-energized state - weaker elemental charges should be overpowered by stronger elemental projectiles fired into said enemy. (and deal more damage as a result)

Ah, it’s more of her throwing the second, less important cent somewhere in there to make sure it gets some attention at the very least.

Even though they still use the same attacks as every other enemy, they seem unique as they exist to cause panic and fear. Ghastly essences are a cool idea. The reagents are just fine, maybe I would give them another use though (new seasoning?).

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