New Enemy Type for the Dark Seas: Nymphs

New Enemy Type for the Dark Seas: Nymphs https://forum.arcaneodyssey.dev/uploads/default/original/3X/6/6/66aebf587c88ec5f9080221e594eced59525c355.png
effort 4.818181818181818 11 quality 4.636363636363637 11 reasonability 4.75 12

Original idea from: Gaian Rough Concept

Explanation:

The Dark Seas are currently lacking in enemy variety, we have Atlanteans, Sirens, and Spirits if that suggestion I wrote goes through.
If atlanteans are born from humans being corrupted by the dark sea’s water, what would be born from humans being overtaken by the dark sea’s plantlife?


The Enemy Type:

Unlike Atlanteans, Nymphs would be found exclusively on overgrown/forested dark sea islands.
Left stranded on forested islands, the plantlife slowly overtook them, leaving little to nothing of what they once were.

image
image
(Art by @nerozio)
Regardless of their build, they will always have a poison attached to their attacks and leave behind hazards where they move and eventually where they die.

Being caught in their hazards (especially those on death) would cause you to suffer from insanity hallucinations much more frequently aswell as temporarily reducing your warding level by 1 as your mind spirals from inhaling something you shouldn’t.

The poison from their attacks would have a similar less potent effect, dealing little to no damage but having the potential to disorient you.


The Drops:

1: Corrupted Spore, this item would allow you to add the “Overgrown” modifier to any piece of equipment, permanently altering the item’s stats and appearance as plantlife overtakes it rapidly. The “Overgrown” modifier would reduce your passive energy gain as the plants sap away at it, with enough overgrown items equipped, your energy may even passively diminish.
2: Plant related mutations similar to that which Atlanteans drop all carrying the
“Overgrown” modifier aswell as Nymph unique armor pieces/weapons such as the Druid mask.
3: Any non-Nymph specific item they were carrying with the “Overgrown” modifier.
4: Decaying Sap, used to make high quality poison potions, functions identically to the venomous shark tooth.
5: Shining Pollen, used to be high quality blinding potions, functions identically to the
Obulos esca.
image


Feedback is appreciated, this is my first time using reference images from an artist in a suggestion.

Edit: Improved details on “poison” effect.

10 Likes

wood users eating good

1 Like

is that an ocarina of time reference

Very fun idea, should they maybe get some unique weapons? Would be cool addition.

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Would be interesting if this also took energy away from whoever you hit if applied to weapons. Grabs of course would be the primary beneficiary of this. Fighting styles could get it with contact moves or armor just has an aura around it for when someone gets close. Although one concern arises from +50% energy jewels which I assume can somewhat mitigate the drawbacks here (at least for 1 item with the modifier).

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yea I was thinking of a kind of drawback to add to that effect since it can’t be insanity since atlantean does that, it can’t be drawback since ghastly does that from my other suggestion, so energy was the next on the list to cripple.

Guess all that leaves for next time is stamina.

There are different kinds of drawback effects that are similar to existing ones.
IE: Instead of increasing insanity, reduces warding.
Instead of damaging you when you attack, reduces natural health regen.
Instead of draining your energy, increases energy costs.

There’s probably plenty more creative ideas I just haven’t thought of yet lol.

I’m all for it if nymphs can have cat ears and cat tails and then drop those items for my vanity.

yooo this would be fire

Just yes, I’m tired of seeing atlanteans and sirens. However, it’s more or less a reskin of atlanteans

Leech I

wind users:

Given that its a poison effect added to any attack, I don’t think it’d be the same as the poison we’re familiar with, more likely something much much weaker than +100% attack damage over howeverlong.

When I said that I should have been more specific since I mostly meant that their “poison” would be the cause of the insanity boost/warding decrease.

if the game classified it as “poisoned” wind users can still clear them

i would know, i jumped into a pool of liquid mercury way too many times and got out alive

I jump into liquid starlight all the time because sometimes it’ll bug out and the starlight you can pick up spawns inside of the pool lol.

Fiiire suggestion

very cool, well-thought-out suggestion. I like how these enemies also pose a hazardous threat.

Cool enemy suggestion, though I wish they had unique attacks or movesets. They are pretty in-line with the current standards for new enemies, though despite this new enemy suggestions should go beyond the current standards.

I’m still not a huge fan of potion ingredients that function identically to another existing ingredient. This time the enemy is literally plant-themed, so food ingredients would be fitting (possibly even more so).

the only reason I’m adding those potion ingredients is to free players from the torment of sea monster hunting.

(literally nobody uses any of the potions I’ve made new reagents for in my enemy suggestions lol)

plus having potion effects only obtainable from one source ever would be kinda lame honestly lol.

as for food ingredients, I don’t think they should drop any.
I mean cannibalism aside, anything they drop would probably give next to 0 hunger and poison you.