What could there be more to the dark sea?

That’s the point.
Idgaf about loot, I want nightmare demon creatures that mutilate people :melting_face:

So the island from the Yuletide event?

medusa boss that spawns on an island filled with stone statues :cold_face:

Undead Giants/Titans

Corrupted Phoenixs

A hivemind that resides in the bottom of the sea at far reaches it could be raid boss maybe with long cooldown to respawn it will hold a unique cooldown for each player and being in a party will boost your progression to spawn for what it is capable of is

-Everytime you visit dark sea you will awoken its curiosity so it will start to spawn minions of him it could be a mutated combined fish monster,assimilated atlantean or a blob flesh that throws tentacles to move around it will start as a fish and go up to things ı mention(there could be more it just what come into mind for now) and if you die to its spawns it will learn more about what stat build you are and its spawns will gain buff dependings on it for example against mages they have a chance to absorb magic neutralize it,a shield of impenetrable skin against berserker and warriors and for oracle dmg reduction effect by absorbing attack and lending attack to hiveminds consumed souls(cooler mage ngl ı couldnt come up with anything better open to your ideas)

-Anyways after spawned creatures lets talk about its stages

1-Just awakened low tier spawns will come after you and it might have eyes that are at trees or outside of players view to observe

2-Mid tier spawns will come plus island assimilation start mini nests,hanging intestines,lots of blood etc.

3-War Phase starts accumulated nests will attack the atlanteans on the island and atlantean ships player could help the fight or choose snatch loot from atlanteans guard places this phase will have a time limit to stop player from exploiting mechanic and fight is meant to lost anyways but

if players choose to help fight they will stop atlanteans from assimilation they could be rewarded somehow by looting corpses and putting atlanteans to sleep for a set time to give player some peaceful time

if players choose to snatch loot assimilated atlanteans will begin to spawn with said buffs in the first paragraph

Lastly for this phase make it so somehow players could locate islands which islands and @puppykeeper1234 mimic creature could act like a assasin for you that comes out when you are low as a sign of hivemind acknowledging you as a threat and said mimic could travel between islands with flesh tunnels so youre not safe in any islands as long as your are low

4-Before going into the final stage add new drops from flesh creatures to make potion that shows smell? or any unique imprint they leave so u could locate main body also a potion type to weaken them

5-Final stage location of main body and last fight not make it as a mave based it could throw you blob of fleshes ,rock parts that arecompletely parriable and very high leveled atlanteans as it goes low high leveled could be used to show new lost/ancient magics,techniques for future purpose and for defeating main body it could reward us with new ritualistic magics like limited teleportation,a forcefield to use on ships and maybe with time a chance of obtaining lost/ancient magics,techniques and a set guaranteed dark sealed chests

Lastly for boss fight location it could be a makeup island that hanging by main body and sailing i3-i4 range or place main body at epicenter if we want more hardness(wow this is becomed a bit to suggestion lookalike)

Old thing I wrote for diving bells that I’m rewriting (don’t think I ever posted it on the forum?)


Diving Bells-

A device designed to carry people into the deepest parts of the sea. It can be gradually lowered into the water from your boat. This can be used to loot both diving points and Dark Sea trenches.

The player can go into the diving bell to replenish their air, and to place their sealed chests (They will be brought up as well when the player raises the bell)

The diving bell would have upgradable tiers, upgraded with the fleet system, increasing its descent speed, how deep it can go, and size.

  • Tier 1 - 500 Meters max depth - A small diving bell made of wood.

  • Tier 2 - 750 Meters max depth - A bronze diving bell.

  • Tier 3 - 1,500 Meters max depth - A iron diving bell, increases its size to now be able to fit a few players, gets lights around it.

  • Tier 4 - 2,500 Meters max depth - A steel diving bell, gives the safety line.

  • Tier 5 - 4,000 Meters max depth - A enchanted diving bell, increases its size further.

    • Safety Line-
      A long rope you can carry behind you, attached to your diving bell. While carrying the rope, it will snag onto physical edges you walk past (if you go down a cliff, the line is now on the cliff, and you can now use it to climb much faster). It serves as a safe way for you to find a way back to your diving bell safely and somewhat quickly. Only one player can drag the line at a time, and if you take damage, the line will drop to the ground (you can also drop it on the ground whenever you don’t want to undo your line while exploring). The line can be reset from your diving bell.

Water pressure-
A system where going extremely deep causes you to take continuous damage, increasing rapidly if you go anywhere deeper. You are immune to water pressure while you are in the diving bell.

  • Maximum depth formula could be (Level * 2.5) + 300

Dive Suits-
Because of water pressure, the player needs a heavy diving suit for the deepest regions. This would greatly increase the players depth cap depending on diving suit tier. Due to the weight of the suit, the player cannot swim in it, and instead the movement system is similar to how it is on land, except all movement is heavily slowed (including casting speed), and the player falls significantly slower. The suit, however, only contains a finite amount of clean air before the user dies of CO2 poisoning. The air can be rapidly restored by reentering the diving bell. (This means water breathing jewels and potions don’t work, sorry, too op for this :unamused:)

  • Taking damage reduces your current clean air by 300(DamageTaken/TotalHealth) seconds.
  • If the players health drops to 20-30% or takes +60% of their health in one hit, they will receive an effect called Suit Breach, where the suit will stop protecting you from water pressure after 10-60 seconds (depends on how much deeper you are than your maximum depth).
    • Entering the diving bell repairs your suit and removes the effect.
    • Dying with the effect plays a metal scrunching sound (crushed to death).

The suit would be upgradable using the fleet system as well.

  • Tier 1 - Multiply max depth by 2x - 5 minutes of clean air
  • Tier 2 - Multiply max depth by 4x - 10 minutes of clean air
  • Tier 3 - Multiply max depth by 8x - 20 minutes of clean air - Gets a headlight made out of an Obolus’ esca, shining a white light around the player, especially in whatever direction they are facing. (Can be turned on and off)
  • Tier 4 - Multiply max depth by 12x - 30 minutes of clean air
    • The dive suit is given from your diving bell, meaning all other players who are using your diving bell get the same tier suit (unless they own a higher tier suit, in which case it will equip there own)

Trenches-
The trenches that the diving bell can lead into are extremely deep, caused by tectonic damage from the fracture. These trenches are made up of “shelves” surrounding the center of the trench. Each shelf holds structures and enemies. The shelves get deeper as you get closer to the center of the trench, however they also give progressively more treasure.

(Layer depths)
(for context an abyssal diving point (like in nimbus) is around 250-400 meters deep)
*(ik these depth numbers are stupid high, im just putting in the realistic numbers for now idfk how much depth AO can take performance wise)

  • Sea Floor
    250 Meters
    The Sea floor of the War Seas

  • Dark Sea L1 Floor
    250 - 500 Meters
    The Sea floor of the Dark Sea at layer 1. Gradually lowered from the normal sea.

  • Dark Sea L2 Floor
    500 - 750 Meters
    The Sea floor of the Dark Sea at layer 2. Gradually lowered from the last layer.

  • Twilight Zone Trenches
    1,000 - 1,500 Meters Maximum Depth
    Spawn in layers 1 - 2

  • Dark Sea L3 Floor
    750 - 1,500 Meters
    The Sea floor of the Dark Sea at layer 3. Gradually lowered from the last layer.

  • Midnight Zone Trenches
    2,000 - 3,000 Meters Maximum Depth
    Spawn in layers 2 - 3

  • Dark Sea L4 Floor
    1,500 - 2,500 Meters
    The Sea floor of the Dark Sea at layer 4, the beginning of the Far Reaches. Gradually lowered from the last layer.

  • Abyssal Zone Trenches
    4,500 - 6,000 Meters Maximum Depth
    Spawn in layers 3 - 4

  • Dark Sea L5 Floor
    2,500 - 4,000 Meters
    The Sea floor of the Dark Sea at layer 5, the furthest range of the Dark Sea. Gradually lowered from the last layer.

  • Hadal Zone Trenches
    9,000 - 15,000 Meters Maximum Depth
    Spawn in layers 4+


Structures/Occurrences-

  • Brine Pools
    Some shelves in deep trenches will be completely covered in a transparent greenish liquid, slightly slowing movement through it. These pools can either be extremely shallow or can even get to the point of covering your shoulders. Due to the corrosive nature of these brine pools, touching them continually gives an effect that increases all damage intake by +10-35% to any entity within (Damage increases depending on how submerged you are, effect gradually goes away after leaving a pool).

  • Boneyards
    Regions covered in dozens of not hundreds of dead sea life, having fallen from the rest of the ocean above. Occasionally these can spawn as massive sea monster skeletons, leading to increased activity around the corpse as wild animals use it for food/shelter.

  • Shipwrecks
    Destroyed boats, either having belonged to Atlanteans or human sailors. These can hold treasure and supplies for repairing your boat.

  • Sunken Buildings/Cities
    The result of entire islands being submerged under the Dark Sea. These give loot similar to the land version, however it has sharks and other creatures swimming through it.

  • Sea Monster Lairs
    Areas that are patrolled/lived in by some sea monsters, allowing players to fight them. You could also potentially lure them up with your diving bell in order to fight them on your boat.

  • Cracks
    Small cracks in rock walls, allowing players to squeeze into them and find shelter from enemies. Most creatures will lose interest and go away once they realize they can’t reach you. (You wouldn’t be able to damage them from here)

  • Deep Sea Vents
    Volcanic vents with black smog constantly coming out of them. Would give various reagents around it.


Creatures-

  • Mutated Siphonophore
    Would be a long glowing worm like creature, made with many segments, each imbued with a different magic. It would swim above the player in circles, while shooting slow thin curving beams out of each segment. It would be able to target more than one player at once. The Far Reaches variant would be far larger, and shoot far more rapidly.

  • Mutated Crab
    A large crab with long limbs and covered in spikes. Its attacks would include slashing, slamming and grabbing the player. The Far Reaches variant would be much faster, and capable of jumping short distances to dodge attacks and charge players.

  • Mutated Isopod
    Giant Isopods that are covered in armor, giving them high damage resistance unless its unarmored underside is hit. It is able to bite, and also stab the player using its legs. The Far reaches variant would be capable of rapidly burrowing before bursting out of the ground around players.

  • Giant Sleeper Sharks
    A large black shark that moves slowly and silently above the player before charging in. It is difficult to see at a distance due to its dark color.

  • Mutated Angler Fish
    A large angler fish with a rapidly pulsing esca, pulling your camera towards it while it slowly approached. You would need to press on a bar similar to a whirlpool in order to escape this effect. (Not as difficult tho :sob:) It would move in rapid bursts, having low turn speed. The Far Reaches variant would be able to disappear into shadows before reappearing elsewhere.

  • Mutated Eel
    A long black eel, with several bioluminescent dots along its body and an arrow-like head. Its attacks include biting, and slowly moving towards you before charging, dragging you with it in its jaws. The Far Reaches variant would be able to drag you for far longer and would have an acidic bite.

  • Mutated Jellyfish
    Floats in place, only slightly moving in a random direction due to sea currents. It reaches out to anything that comes near, paralyzing the grabbed target. The Far Reaches variant would give the poisoned effect as well, and would be able to grab players from much further.

  • Mutated Squids
    A large squid that can spawn around the sea floor in the Dark Sea. It can grab and throw players around, while also being able to crush/bite them. The Far Reaches variant would give severe bleeding on all due to sharp hook like suckers on its tentacles.

  • Sunken Atlanteans
    Atlanteans that have fallen down to the depths, adapting to the conditions down here. They are far more eroded compared to normal Atlanteans, and would have fewer humanoid features. They would be attracted to light (Any attacks (that aren’t dark/shadow ig) and also any lanterns/light emitting items) if it is shined at them, but would otherwise have a lower agro range. They would start at the base Atlantean strength of that range at the shallowest areas of the Trenches, and would become progressively stronger the deeper into the trench they spawned. The Far Reaches variants would have bioluminescence, and would actively roam around trenches hunting for any living thing they can find.

  • ???
    Found only in the deepest regions of the Hadal Zone, a parasitic life form made up of the endless stream of corpses sinking to the bottom. It has the appearance of dark tendrils sprouting from the ground, wrapping around countless skeletons that dot the sea floor. It occasionally forms very large tendrils capable of attacking players by grabbing them and throwing them around. Rarely, holes in the ground/walls can form with rows of teeth, which severely damage players if they are touched (The large tendrils sometimes attempt to drag you into them.

    • It is heavily attracted to light, attacking towards any it sees.
    • Any creature that spawns in its layers is “corrupted” and will have black tendrils throughout its body. This causes them to fight with reckless abandon, only caring about dealing as much damage as physically possible and not caring if it dies in the process (Speed and damage boosted).
    • Any “normal” creature is attacked as well.

-puppykeeper1234

*might do dark sky stuff next :eyes:

what a perfect meal u cooked man

You need to actually put it up as a suggestion

Ghost ships leading you to actual useful things, randomized dungeons, A portal event like the two waves thing that sends your ship back in time, Some sort of siren invasion on your ship in the middle of the sea.

Some island stuff came to my mind recently

-Special fires that could be used to forge weapons,armor only usable with a new blacksmith profession or locked behind

puppys mentioned nests

-Ancient mazes with traps that gets bigger as you go by further into dark sea for also they will be under the islands and mazes will change shape everytime you go in dark sea for loot make it variable rooms a potion room with catalyst and reagents includes a guaranteed golden cauldron or 5 guaranteed legendary catalyst,a special fire forge room etc.

-Chest Mimics that can become any type of chests

-Ents

You’ve had these ideas for a while, haven’t you?

Can’t blame you for sharing them, though, these sound awesome.

This guy might be the goat of suggestions. Make more bro

ruined sky islands would be neat, some could even drift and move with great rewards at the chance of being lost

i would im just not sure if i can
image
is it allowed if its expanding on a planned feature that is like totally undescribed so far?
if so i might do a suggestor request when i finish the dark sky one (already started compiling ideas for it :eyes: )

Not sure

You could still easily just remove the diving bell part of the suggestion and include everything else however and be risk free, it is still quite a bit

Dark Sea thing part 2: electric boogaloo

Dark Skies


Skyship Tether-
The skyship tether is unlocked from the fleet system, and allows you to summon a skyship from your boat. In the Dark Sea, the skyship starts with a full tank due your ship’s stored magic energy (empty tank in the normal sea, instantly explodes :pensive_face:), but will begin to lose energy until you enter the Dark Skies. Your skyship can be redocked by parking it on top of your boat (Has a 5 minute cooldown from when it was spawned)

All variants of the skyship come with a washbin, similar to the brig, allowing you to clear yourself of water poisoning. The skyship would be customizable in your boat menu, similar to your normal boat, with changeable hulls, cannons, sails, ect. Boat stats still apply to skyships (Stability gives weather resistance, speed also increases ascent and descent speed (accelerates from you pressing the button for a few seconds to allow for finer movement)).

  • Skyships would have slight motion physics, meaning using an attack or jumping while on your sky ship using an attack makes you move along with the boat.

  • Would have a supply bar similar to normal ships (in full release) and use it in order to repair.

The skyship would have several larger variants, unlocked with the fleet system as you upgrade your tether, allowing you to progress similarly to normal boats. (You can interchange your boats equipped skyship similar to normal ships (you need to redock your main boat cant do this mid dark sea expedition))

  • Tier 1 - Sky Sail Boat

  • Tier 2 - Sky Caravel - Unlocks the safety line on all skyship variants.

  • Tier 3 - Sky Ketch

    • Safety Line-
      A long rope you can carry behind you, attached to your skyship. Holding the rope causes you to descend 50% slower, and negates any fall damage (Has a range limit for this effect so you can’t just fall all the way back to the ocean). While carrying the rope, it will snag onto physical edges you walk past. It serves as a safe way for you to climb back onto your skyship. Only one player can drag the line at a time, and if you take damage, the line will drop to the ground (you can also drop it on the ground whenever you don’t want to undo your line while exploring). The line can be reset from your skyship.

Dark Skies-
Regions of the Dark Seas’ sky where the magic density is high enough to allow for floating islands and skyships. The Dark Skies can be reached either via skyship tether or by using a volcano to launch yourself up with a glider (only launches you once so this is basically the poor mans dark sky :frpensive:). While in the Dark Skies, any skyship will perpetually be full of energy. Going over the Dark Skies height cap causes your ship to ‘leave’ the Dark Skies stop gaining energy. The Dark Skies height cap increases with each progressing Dark Sea layer, (IE: Dark Sea Layer 4 would have Dark Skies Layer 1, 2 and 3). The Dark skies’ enemies scales based on both Dark Sea and Dark Sky Layer number. (Enemies at Dark Skies L1 will at minimum be as strong as the enemies of that Dark Sea layer are, and will progressively become more powerful the higher in the Dark Skies you are).

(Layer Heights)
(for context the stepstones is 700-1000 meters tall)
(blah blah blah take numbers with one or two grains of arcane salt)

  • Dark Skies Layer 1
    1,000 - 10,000 Meters
    Starts at Dark Sea Layer 2, (so bozos cant fly here from cirrus) once you enter the Dark Skies your skyship will begin refueling. The player falls 5% slower here.

  • Dark Skies L2
    10,000 - 20,000 Meters
    Starts at Dark Sea Layer 3, gradually increased from the last layer. The player falls 15% slower here.

  • Dark Skies L3
    20,000 - 30,000 Meters
    Starts at Dark Sea Layer 4, gradually increased from the last layer. The player falls 20% slower here.

  • Dark Skies L4
    30,000 - 40,000 Meters
    Starts at Dark Sea Layer 5, gradually increased from the last layer. The player falls 25% slower here.

  • The World Above
    40,000+ Meters
    Starts at Dark Sea Layer 5, the world above the Dark Skies, a seemingly endless expanse of cloud tops with islands floating above them, free of the majority of the Dark Seas’ dangerous magic radiation. The sun is visible and there is seemingly no bad weather up here since it is above the clouds. The player falls 35% slower here. If your skyship goes too far above the cloud plane it will stop gaining energy. Insanity effects would be negated up here.


Weather-

  • Lightning
    Lightning in the Dark Skies is far more erratic, rather than just travelling downward in strikes, it can arc in any direction

  • Storm Zones
    Large storm clouds where lightning will continually arc around inside, damaging ships or players. In the Far Reaches, this would have far more ancient lightning.

  • Tornados
    Similar to Dark Sea tornados, but are more tube like, and can also trap your sky ship similarly to whirlpools.

  • Rough Winds
    Similar to rough seas on the ocean, continually damages your boat if you don’t have high enough stability. Also greatly lowers your speed if you don’t have high resilience


Structures/Islands-

  • Sky islands in the Dark Skies typically spawn in clusters, and have biomes like Dark Sea islands

  • Caves
    Sky islands would be able to spawn with large caves and layers throughout them (similar to Skycliff island in the Bronze Sea).

  • Dragon Lairs
    Sky islands that dragons live inside and fly around. Once you defeat the dragon there would be a large pile of loot available inside.

  • Overgrown Islands
    Would be the only island type to spawn in The World Above, being overgrown with massive plants with roots reaching down to absorb magic energy from the clouds below. Vines can occasionally connect these islands, and can be crossed over by players. Mutated creatures from lower layers would not spawn here.

    • Has multiple variants, including Autumn, cherry, forest, jungle, flower, and rose garden.

Creatures-

  • Mutated Crows
    Large crows with sharpened beaks and blood red eyes. They can be seen around Dark Sky islands and will run away from the player when there are few of them, since individually they are rather weak. When they are high in numbers they can sometimes begin forming swarms that will fly through targets, dealing extremely high damage and pushing them. Whenever one of the birds dies, it gives 0.1 seconds of Iframes to 3 other members of the swarm (Meaning the swarm cannot just be killed with one AOE attack :unamused:). The Far Reaches variant of the crow would have a blood red color at the end of its feathers, and would deal rapidly stacking bleed when swarming, having more health and damage each, and giving Iframes to 5 other members on death.
    *(A flock of crows is called a murder and that’s what they are gonna do to you!)

  • Mutated Bats
    Massive predatory bats that can be found living under sky islands or in caves. They cannot see visually, and instead rarely let out a shriek (with like a slight visual queue beforehand), which will make a rebound sound after a few seconds. If the player moves during this time frame or makes too much noise, it and any other bats nearby will be agrod. Its attacks include swooping at the player, doing a grab and bite that health steals, and an occasional sonic blast attack that does little damage but stuns you in place. It can only see you when you are moving due to its echolocation, meaning it sees where you were around half a second ago, instead of where you are. The Far Reaches variant’s sonic blast attack would be imbued with shadow magic, releasing a large burst that darkens the players view.

  • Mutated Hawks
    Large mutated hawks, spawning on and around Dark Sky islands perched on trees or other objects. They attack by clawing at the player (deals bleed), biting, and a drag attack where they pull you along the ground. They move extremely quickly, but will choose to instead fly around if you are fighting something else, preferring to only go for the attack once your weakened. The Far Reaches variant would spawn in groups of 2-3, and would deal a slight stun with its attacks.

    • Maybe occasionally spawn on tall Dark Sea islands?
  • Siren Hunting Parties
    Roaming bands of sirens that hunt weaker Dark Sky creatures and Atlanteans. The Far Reaches would have groups of Atlantean Sirens (thing on trello)

  • Mutated Spiders
    Sometimes, in between sky islands in clusters, there can be massive spider webs connected between them, with large spiders on them. These spiders are able to jump/lower onto your ship from the web, and if your ship gets trapped in the web, it makes every spider board your ship in an attempt to kill you (Web stands can be broken by damaging them enough). The Far Reaches variant moves much faster, and applies a poisoned effect as well.

  • Sky Atlanteans
    Atlanteans that were brought up when the sky islands formed, adapting to the conditions on them. They are far more streamlined compared to normal Atlanteans. They would also be able to dodge (more so to chase players than avoid attacks) and high jump very effectively, an adaptation to traverse the Dark Skies more easily. They would start at the base Atlantean strength of that Dark Sea range at the first layer of the Dark Skies, and would become progressively stronger the higher up they spawned. The Far Reaches variants would have small fin-like wings that allow them to glide while chasing players (air dodges).

    • Dark Sea / Far Reaches animals can spawn in the Dark Sky too, and get a slight boost to speed and jump height.
  • Statues
    Found in The World Above, smooth white stone statues, covered in plants. These were formed from those who were petrified during the fracture. With fragments of their souls trapped inside, the mutated plant life uses these statues as sentries to protect itself from Dark Sky creatures below. Statues would appear throughout overgrown sky islands standing still, usually in poses (like your typical statue) until they are agrod. Statues would be able to use strength or unique weapons made out of stone and plants, while also being able to control plants to do things such as hit the player with root attacks from underground or use vines to grab/stab players. Statues would have very rapid health regeneration, being able to regenerate fully in a matter of seconds, however, if a statue is below 60% of its base hp, any damage it takes will lower its health cap by that amount (you start damaging the plants controlling it inside rather than just the stone shell).

    • Statues would have different modifiers and abilities depending on the variant of Overgrown island they spawn on. For example: A rose garden statue would be able to shoot thorns and deal bleed every attack (modifier shows visually through types of plants on the statue)
    • Rarely, there can be “command” statues. These are much faster, stronger, and durable compared to other statues, and are made out of marble.

Bosses-

  • Mutated Eagles
    A massive eagle, with wingspan comparable to a white eyes’ length. It is imbued with lightning magic (of a random variant) and has glowing eyes. Its attacks include rapidly flying past players/skyships, electrocuting anything it passes by, an attack where it flies in place and charges up a self explosion that electrocutes anything near it, and dragging players/skyships. It is capable of spawning both patrolling (in the sky) and perched on islands. It is also capable of biting players if they get too close. The Far Reaches variant uses ancient lightning, and is constantly surrounded by a large stormzone.

  • Sky Widow
    An enormous spider spawning on the previously mentioned spider webs. It attacks you or your skyship by stabbing you with its legs (deals bleed) and biting (deals poisoned). It is able to occasionally shoot webs at players which stuns for several seconds (effect goes away faster if another player helps destroy the webs) The Far Reaches variant causes the mutated spiders to continually keep spawning until you kill it.

  • Mutated Dragons
    Dragons spawn in the Dark Skies slightly more often than they do for the Dark Sea, attacking players and skyships (not much more to say : p the trello already explains them).

  • Golems
    Found in The World Above, a massive statue created from loosely combined shattered statue fragments, with writhing roots and vines inside, and a glowing core in the center. Despite its size, it would be capable of quick bursts of speed, capable of knocking players around, throwing, slamming, and other plant based attacks similar to statues. Its hp would constantly regenerate similar to statues (albeit slightly slower). The more you damage it, the more its armor peels off, boosting your damage dealt against it. As it loses armor, it loses power and defense, but however gains in speed with its lessened weight, and changed to use more plant like attacks now that it is exposed.

  • The Bringer of Light
    An Apollyon class monster that can be encountered extremely rarely in The World Above, a Phoenix, kilometers across, made out of pure light and fire. Rumored to have absorbed a curse, it moves unseen, seemingly looking like the sun in the background, before appearing in a flash of light, blinding any player looking. It float around while firing attacks, including rapid and erratic blasts, slow curving beams, meteor like blasts that fall from the sky, and a damaging aura around it.

    • Spawn chance increases depending on the amount of players present.
    • Targets more than one player at once (you’d be cooked if it only targeted one skyship at a time :skull:).
    • Considered a raid boss (full release thing), so anyone who deals damage to help kill it is guaranteed to get a drop.

-puppykeeper1234

Btw these are based on the


And also the ones with like skeletons inside (couldn’t find picture)

There will i5 present here from ı understand isnt i5 direct kill how we supposed pass here?

it would be insanity 4 not 5 meaning warding 5 could negate it

oh ok ı understand it wrong

this idea is goated