Post by Thorn on Sept 20, 2009 20:24:59 GMT -5
Water NPC list
Angler Fish
Level-1
This large, flesh-eating fish is found at night or in deeper waters. During the day, it usually stays buried in sand, using its light to lure potential prey close. An Angler fish will attempt to eat anything that can fit into its mouth, even if it is the hand of a larger being
Jaws- Angler Fish have large strong jaws, and long, sharp teeth. These teeth are built more for piercing skin then for cutting flesh or crushing bone. Angler Fish try to hang onto their bitten prey, trying to tear at their flesh until they get a good sized chunk
Gills- Angler Fish must remain in water to breathe properly. Should they be removed from water for more then an hour, they will die
Dig- Angler Fish can dig into loose sand or soil and bury themselves, leaving only their eyes visible. In this state they are difficult to spot. They may lunge from this position with extreme speed
Lure- An Angler Fish uses its large, bright lure to attract prey. To potential prey, except for those with the keenest eyes, it resembles a small light-bulb, floating the water
Man-Eating Starfish
Level-2
Man-Eating Starfish are so named for their taste for the flesh of sentient beings. Unpredictable, and almost constantly hungry, Man- Eating Starfish are often used as guards, due to their unique auras
Tentacles- A Man-Eating Starfish has 5 thin, whip-like tentacles, with which it uses to snare prey. It also uses these tentacles to move
Aura of Sea-Spray- Man-Eating Starfish have a unique, genetic Aura which strengthens their brethren of the sea. All naturally sea-dwelling beings within 10 feet of the Starfish gains as follows
-Increased Strength, and a Small increase in size
-Slight increase in endurance
Regrow- A Man-Eating Starfish who loses a limb regrows it in 1 hour
Amphibeous- A Man-Eating Starfish may remain out of water for up to 6 hours, before dying
Oceans’ Keeper
Level-2-3
These weak fishy guards are the most common sentient sea-folk. Though not gifted with great intellect, they are extremely loyal and are capable of speaking Mermish. They are usually found in groups, and usually fight against those who befoul water with the most fervor
Lesser Trident- Ocean’s Keepers are equipped with a weak, but sharp trident. It is capable of some damage, up will not hold up in extensive combat
Bubblebeam- An Oceans’ Keeper may fire a 10 foot jet of pressurized ocean water at a foe, blasting them back, and purifying the ocean around them
-Gills- Ocean’s Keepers must remain in water. If they remain out of water for more than an hour, they die
Sea Serpent Warrior
Level-3-4
These Loyal Aquatic Guards are strong, and usually found in the core of any Merfolk force. They can speak Mermish, but understand most other languages.
Trident- this Trident is stronger, more durable, and more well-made than its fellow, and serves as a razor-sharp weapon, which Sea Serpents warriors wield with great skill
Guide of the Sea- Sea Serpent Warriors always know which direction in which, as long as they are touching a body of water
Hot Water- Sea Serpents Warriors can release a 10 by 10 cone of boiling hot water, which causes 2nd degree burns when it comes in contact with an opponent
Warrior Training-Due to extensive training, Sea Serpent Warriors are very fit, strong and hardy, able to fight or work for long periods of time without tiring
Armor- Sea Serpent Warriors have a small resistance to physical damage
Deepsea Diva
Level-4-5
Deepsea Diva’s are akin to the legends of Sirens. Their music is both perilous and beautiful, and is their most potent weapon. They are intelligent, and Speak Mermish, and a smattering of other Languages. They are vain, and constantly seek to refine their techniques
Note of Healing- A Deepsea Dive sings a soothing melody which heals some damage dealt to an ally. It stops any bleeding, and acts as a minor anesthetic
War Note- Nearby allies who are able to hear this note become fortified, become stronger, and hardier, and become temporarily immune to illusions and mind control. Lasts for 5 minutes
Note of Dischord- A Deepsea Diva may release this off-key pitch, to confuse one opponent into thinking one of its allies is their enemy. The bewitched opponent automatically makes an attack, seeing the ally as though they were attacking first. This wears off in 5 minutes
Harmony of Summons- One target, within a mile, who can hear this melody, is bewitched into coming, by the shortest route possible, to the Deepsea Diva
Shriek- A Deepsea Diva releases a powerful, high-pitched note, which injures the hearing of all within 15 feet. Those who hear it (except Merfolk) must cover their ears, and are temporarily deafened. Lasts for 5 minutes.
Merfolk Archer
Level-4-5
These skillful Merfolk Marksmen are part of a hunters guild of Merfolk Society. Using their skills, they pit themselves against the strongest foes they can find, then bring them back for food. They try to avoid killing sentient beings for food if they can help it
Aqua Crossbow- This lethal weapon has a range increment of 25 feet, underwater, and is fairly accurate. Its bolts are large, sharp and good at piercing flesh, with barbs that make them difficult to remove
War Training- Merfolk Archers have had extensive training, and as a result, are hardier, stronger and more agile
Oxygen Removal bolts- Besides its own prodigious skill, the guild of Merfolk Archers has a secret weapon for their crossbows. The bolt are linked with a poison, which when it melds with the victims bloodstream, does one of two things
-Makes a seafaring creature unable to breathe water for oxygen, and they must go to the surface for air
-Makes a land-dwelling creature unable to get oxygen from the air, and forces them to breathe it through water
(Failure to do this causes the victim to suffocate)
Merfolk Knight
Level-6
These strong warriors are warriors who have undergone sacred rights and rituals to become more in touch with the ocean. These fearless merfolk fighters are noble and powerful foes, loving the joy of battle. They are intelligent and can speak Mermish and understand all other languages
Saber and Shield- A Merfolk Knight wields a stout shield, and a short, razor-sharp sword with expert skill. The shield is built to repel most types of energy, and the sword can cut through most armor
Underwater Rush- By flapping their powerful tails, a Merfolk Knight is able to create a small, but powerful current of ocean water, which propel opponents away from them, (as decided by mod) stunning them temporarily
Knight Armor- This advanced type of armor is reinforced, and resistant to most forms of physical damage
Knight Training- Merfolk Knights, due to their sacred training are extremely strong, hardy and powerful swimmers
Underwater Storm- A Merfolk Knight may summon an underwater tornado, which captures an opponent, and whips them around rapidly, making them unable to perform almost any action. The Tornado is controlled by the knight, and dissipates in 5 minutes. Any opponent getting out of a tornado is disoriented and unable to think clearly for a further 5 minutes
Legendary Fishermen
Level-7
A wild type of Merfolk, these elite warriors go about with their shark steeds, defending their realms from danger. Very powerful and hardy, these warriors are intelligent, skilled tacticians, with a knack for cracking codes, and throwing harthingys
Mastery- A Legendary Fisherman is so well-set in its mindset that is immune to mind control, illusion effects, and hallucinatory abilities
Current Control- A Legendary Fishermen may summon a small, powerful current to carry itself and up to 5 others at extremely rapid speeds. The direction of the current is controlled by the Fishermen, although the current dissipates in 10 minutes
Water Clone- A legendary Fishermen may summon up to two clones of itself. These clones do not deal damage, but when struck, explode into hot water, burning everyone in the vicinity with third degree burns. (This does not apply to Merfolk)
Harthingy Wielding- Each Legendary Fishermen carries at least 3 strong, extremely sharp harthingys. Legendary Fishermen are extremely skilled at throwing these weapons, up to 45 feet with great accuracy, but an also fight physically with them. A wound caused by a Legendary Fishermen Harthingy heals very slowly, and causes internal bleeding, no matter the size of the wound
Ocean Mirage-A Legendary Fishermen may create a single false image, of any size, constructed of sea water. It may look like a creature, a building, an object, whatever the Fishermen wishes. It may create up to 5 of these objects at a time. They last for 30 minutes
Octobeserker
level-7-8
These insane fighters are the most fanatically loyal of all the Merfolk. Forming an elite faction, they show no mercy, nor do they ask for it. They fight until either they of their opponent is dead
Tentacles- An Octobeserker has 8 strong flexible tentacles, each of which are 7 feet long. They have hooked teeth on the bottoms, which allow them to hold onto foes they catch hold of. They are strong enough to be used to crush opponents. An Octobeserker may hold up to 2 foes at a time. Any tentacles cut off regrow in an hour.
Rage- At any time, an Octobeserker may enter a rage, where it becomes incredibly fast and strong. This period lasts for 5 minutes. However, during this time, the Octobeserker becomes less aware of its surroundings, or of wounds it has sustained.
Greater Trident- These strong, sharp weapons are bringers of death in the hands of the Octobeserkers, who wield them with an unmatched skill and ferocity. The wounds dealt by these tridents can only be healed using magic.
Berserker Training- Octobeserkers are trained heavily, and have increased strength, endurance and resistance to pain.
Berserker Armor- Though this armor only provides minor resistance to physical damage, any foe who deals damage to Octobeserker receive the damage themselves. This effect only works once every 5 minutes
Whale Warrior
Level-9
These immense beings are the guards of places of power in the ocean, such as a sacred temple, or a deep trench. Unfailing in their duty and noble, these warriors fight only when it is necessary. However, they are the most dangerous of the Merfolk soldiers, and a force to be reckoned with.
Massive Tridents- Each Whale Warrior wields an enormous trident, which it weilds expertly. Due to its sheer size, it is capable of tearing foes in half with a single blow.
Majesty- Whale Warriors are so terrible and intimidating to look upon, only foes of level 6 or greater may fight them. Other foes only cower in fear
Sonar- A Whale Warrior may emit piercing sonar at a foe. It disorients them, causing them to lose their sense of smell, direction and sight temporarily, instead seeing only a random crescendo of colors.
Thick skin- Whale Warriors have thick blubbery skin, which is resistant to most types of physical damage, and some energy damage
Regeneration- Whale Warriors heal faster than normal, so that it is difficult to wound them mortally, due to their sheer size
Elite Training- Whale Warriors, due to their extensive, difficult training, are elite, and are extremely strong, agile and fast.
Hydro Cannon- A Whale Warrior fires a thin concentrated jet of water, which blasts through any object in its path for 100 feet.
Angler Fish
Level-1
This large, flesh-eating fish is found at night or in deeper waters. During the day, it usually stays buried in sand, using its light to lure potential prey close. An Angler fish will attempt to eat anything that can fit into its mouth, even if it is the hand of a larger being
Jaws- Angler Fish have large strong jaws, and long, sharp teeth. These teeth are built more for piercing skin then for cutting flesh or crushing bone. Angler Fish try to hang onto their bitten prey, trying to tear at their flesh until they get a good sized chunk
Gills- Angler Fish must remain in water to breathe properly. Should they be removed from water for more then an hour, they will die
Dig- Angler Fish can dig into loose sand or soil and bury themselves, leaving only their eyes visible. In this state they are difficult to spot. They may lunge from this position with extreme speed
Lure- An Angler Fish uses its large, bright lure to attract prey. To potential prey, except for those with the keenest eyes, it resembles a small light-bulb, floating the water
Man-Eating Starfish
Level-2
Man-Eating Starfish are so named for their taste for the flesh of sentient beings. Unpredictable, and almost constantly hungry, Man- Eating Starfish are often used as guards, due to their unique auras
Tentacles- A Man-Eating Starfish has 5 thin, whip-like tentacles, with which it uses to snare prey. It also uses these tentacles to move
Aura of Sea-Spray- Man-Eating Starfish have a unique, genetic Aura which strengthens their brethren of the sea. All naturally sea-dwelling beings within 10 feet of the Starfish gains as follows
-Increased Strength, and a Small increase in size
-Slight increase in endurance
Regrow- A Man-Eating Starfish who loses a limb regrows it in 1 hour
Amphibeous- A Man-Eating Starfish may remain out of water for up to 6 hours, before dying
Oceans’ Keeper
Level-2-3
These weak fishy guards are the most common sentient sea-folk. Though not gifted with great intellect, they are extremely loyal and are capable of speaking Mermish. They are usually found in groups, and usually fight against those who befoul water with the most fervor
Lesser Trident- Ocean’s Keepers are equipped with a weak, but sharp trident. It is capable of some damage, up will not hold up in extensive combat
Bubblebeam- An Oceans’ Keeper may fire a 10 foot jet of pressurized ocean water at a foe, blasting them back, and purifying the ocean around them
-Gills- Ocean’s Keepers must remain in water. If they remain out of water for more than an hour, they die
Sea Serpent Warrior
Level-3-4
These Loyal Aquatic Guards are strong, and usually found in the core of any Merfolk force. They can speak Mermish, but understand most other languages.
Trident- this Trident is stronger, more durable, and more well-made than its fellow, and serves as a razor-sharp weapon, which Sea Serpents warriors wield with great skill
Guide of the Sea- Sea Serpent Warriors always know which direction in which, as long as they are touching a body of water
Hot Water- Sea Serpents Warriors can release a 10 by 10 cone of boiling hot water, which causes 2nd degree burns when it comes in contact with an opponent
Warrior Training-Due to extensive training, Sea Serpent Warriors are very fit, strong and hardy, able to fight or work for long periods of time without tiring
Armor- Sea Serpent Warriors have a small resistance to physical damage
Deepsea Diva
Level-4-5
Deepsea Diva’s are akin to the legends of Sirens. Their music is both perilous and beautiful, and is their most potent weapon. They are intelligent, and Speak Mermish, and a smattering of other Languages. They are vain, and constantly seek to refine their techniques
Note of Healing- A Deepsea Dive sings a soothing melody which heals some damage dealt to an ally. It stops any bleeding, and acts as a minor anesthetic
War Note- Nearby allies who are able to hear this note become fortified, become stronger, and hardier, and become temporarily immune to illusions and mind control. Lasts for 5 minutes
Note of Dischord- A Deepsea Diva may release this off-key pitch, to confuse one opponent into thinking one of its allies is their enemy. The bewitched opponent automatically makes an attack, seeing the ally as though they were attacking first. This wears off in 5 minutes
Harmony of Summons- One target, within a mile, who can hear this melody, is bewitched into coming, by the shortest route possible, to the Deepsea Diva
Shriek- A Deepsea Diva releases a powerful, high-pitched note, which injures the hearing of all within 15 feet. Those who hear it (except Merfolk) must cover their ears, and are temporarily deafened. Lasts for 5 minutes.
Merfolk Archer
Level-4-5
These skillful Merfolk Marksmen are part of a hunters guild of Merfolk Society. Using their skills, they pit themselves against the strongest foes they can find, then bring them back for food. They try to avoid killing sentient beings for food if they can help it
Aqua Crossbow- This lethal weapon has a range increment of 25 feet, underwater, and is fairly accurate. Its bolts are large, sharp and good at piercing flesh, with barbs that make them difficult to remove
War Training- Merfolk Archers have had extensive training, and as a result, are hardier, stronger and more agile
Oxygen Removal bolts- Besides its own prodigious skill, the guild of Merfolk Archers has a secret weapon for their crossbows. The bolt are linked with a poison, which when it melds with the victims bloodstream, does one of two things
-Makes a seafaring creature unable to breathe water for oxygen, and they must go to the surface for air
-Makes a land-dwelling creature unable to get oxygen from the air, and forces them to breathe it through water
(Failure to do this causes the victim to suffocate)
Merfolk Knight
Level-6
These strong warriors are warriors who have undergone sacred rights and rituals to become more in touch with the ocean. These fearless merfolk fighters are noble and powerful foes, loving the joy of battle. They are intelligent and can speak Mermish and understand all other languages
Saber and Shield- A Merfolk Knight wields a stout shield, and a short, razor-sharp sword with expert skill. The shield is built to repel most types of energy, and the sword can cut through most armor
Underwater Rush- By flapping their powerful tails, a Merfolk Knight is able to create a small, but powerful current of ocean water, which propel opponents away from them, (as decided by mod) stunning them temporarily
Knight Armor- This advanced type of armor is reinforced, and resistant to most forms of physical damage
Knight Training- Merfolk Knights, due to their sacred training are extremely strong, hardy and powerful swimmers
Underwater Storm- A Merfolk Knight may summon an underwater tornado, which captures an opponent, and whips them around rapidly, making them unable to perform almost any action. The Tornado is controlled by the knight, and dissipates in 5 minutes. Any opponent getting out of a tornado is disoriented and unable to think clearly for a further 5 minutes
Legendary Fishermen
Level-7
A wild type of Merfolk, these elite warriors go about with their shark steeds, defending their realms from danger. Very powerful and hardy, these warriors are intelligent, skilled tacticians, with a knack for cracking codes, and throwing harthingys
Mastery- A Legendary Fisherman is so well-set in its mindset that is immune to mind control, illusion effects, and hallucinatory abilities
Current Control- A Legendary Fishermen may summon a small, powerful current to carry itself and up to 5 others at extremely rapid speeds. The direction of the current is controlled by the Fishermen, although the current dissipates in 10 minutes
Water Clone- A legendary Fishermen may summon up to two clones of itself. These clones do not deal damage, but when struck, explode into hot water, burning everyone in the vicinity with third degree burns. (This does not apply to Merfolk)
Harthingy Wielding- Each Legendary Fishermen carries at least 3 strong, extremely sharp harthingys. Legendary Fishermen are extremely skilled at throwing these weapons, up to 45 feet with great accuracy, but an also fight physically with them. A wound caused by a Legendary Fishermen Harthingy heals very slowly, and causes internal bleeding, no matter the size of the wound
Ocean Mirage-A Legendary Fishermen may create a single false image, of any size, constructed of sea water. It may look like a creature, a building, an object, whatever the Fishermen wishes. It may create up to 5 of these objects at a time. They last for 30 minutes
Octobeserker
level-7-8
These insane fighters are the most fanatically loyal of all the Merfolk. Forming an elite faction, they show no mercy, nor do they ask for it. They fight until either they of their opponent is dead
Tentacles- An Octobeserker has 8 strong flexible tentacles, each of which are 7 feet long. They have hooked teeth on the bottoms, which allow them to hold onto foes they catch hold of. They are strong enough to be used to crush opponents. An Octobeserker may hold up to 2 foes at a time. Any tentacles cut off regrow in an hour.
Rage- At any time, an Octobeserker may enter a rage, where it becomes incredibly fast and strong. This period lasts for 5 minutes. However, during this time, the Octobeserker becomes less aware of its surroundings, or of wounds it has sustained.
Greater Trident- These strong, sharp weapons are bringers of death in the hands of the Octobeserkers, who wield them with an unmatched skill and ferocity. The wounds dealt by these tridents can only be healed using magic.
Berserker Training- Octobeserkers are trained heavily, and have increased strength, endurance and resistance to pain.
Berserker Armor- Though this armor only provides minor resistance to physical damage, any foe who deals damage to Octobeserker receive the damage themselves. This effect only works once every 5 minutes
Whale Warrior
Level-9
These immense beings are the guards of places of power in the ocean, such as a sacred temple, or a deep trench. Unfailing in their duty and noble, these warriors fight only when it is necessary. However, they are the most dangerous of the Merfolk soldiers, and a force to be reckoned with.
Massive Tridents- Each Whale Warrior wields an enormous trident, which it weilds expertly. Due to its sheer size, it is capable of tearing foes in half with a single blow.
Majesty- Whale Warriors are so terrible and intimidating to look upon, only foes of level 6 or greater may fight them. Other foes only cower in fear
Sonar- A Whale Warrior may emit piercing sonar at a foe. It disorients them, causing them to lose their sense of smell, direction and sight temporarily, instead seeing only a random crescendo of colors.
Thick skin- Whale Warriors have thick blubbery skin, which is resistant to most types of physical damage, and some energy damage
Regeneration- Whale Warriors heal faster than normal, so that it is difficult to wound them mortally, due to their sheer size
Elite Training- Whale Warriors, due to their extensive, difficult training, are elite, and are extremely strong, agile and fast.
Hydro Cannon- A Whale Warrior fires a thin concentrated jet of water, which blasts through any object in its path for 100 feet.