Monsters

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The dungeon is filled with all kinds of monsters, each of which have their own special ability. Their ability function in the same way as Auro's disciplines do; they have to fill up the cooldown. Only unlike Auro's abilities, the monsters do not need orbs, only time.

Monsters are split into three groups: Normal, Heavy and Fliers.

NORMAL: Normal monsters have 1 hit point and are usually (but not always) found in larger groups.

HEAVY: Heavy monsters have 2 hit points and can't be knocked back by Auro's attack (unless on a floe). Usually in smaller groups.

FLIER: Fliers can move over water, and floe without being affected. They move back 2 tiles when struck, and die instantly from being hit while in a current.

SWIMMER: Swimmers can only move over water.


Adventurer, if you're going to excel in your journey, approximately one half of the equation is understanding the various types of MONSTERS you'll encounter along your way. Please study this guide to become better equipped for battle with them. ~Quillsh

The Monsters

  • Rat (Normal, Mob 4)

It's widely known that these rodents have infested nearly all areas beneath the Castle. They may look cute, but make no mistake - they'll eat you alive if you let them surround you.

BITE: Deals 1 damage at melee range.

SCAREDY (Passive): When his Bite ability is on cooldown, the Rat will run away from Auro.


  • Albino Rat (Normal, Mob 4)

The rare Albino Rat is said to be twice as aggressive as a normal Rat. It also seems to have no sense of self-preservation.

ALBINOBITE: Deals 2 damage at melee range.


  • Bat - Flier

Gah! Dreadful things. They move very quickly, so be on alert. And don't think you can just knock them into the water - at least, not easily.

BITE: Deals 1 damage at melee range

FAST (Passive): Moves twice per turn, but can only attack on his first action.


  • Slime - Normal

Slimes are a disgusting product of an infernal sewer mutation, caused by some residual magic left over from the Troglotan War. They may look like candy, but believe me, they're not made out of candy.

MASH: Melee attack knocks Auro back 1 tile.

FLATBOUNCE (Passive): Hitting the slime does not knock it back. Instead, it flattens it for 3 turns. After those 3 turns, it comes back to normal. Stepping on a flattened slime will launch you two tiles in the direction you last moved.


  • Foxy MAMA - Normal

Yes, I've heard of them. They're terrorists, enemies of the state. The M.A.M.A. group is wanted for bombing attacks on some of our best and brightest over at the Rodent & Feline Torture Institute. "Monsters Are My Allies", I believe the acronym stands for. If you see any of them, don't even bother trying to bring them in; they're too elusive and will just escape. You'll have to kill them on sight.

STONE: Can throw a rock at AURO in a straight line (from 2 to 3 tiles away). Thrown Stones require a clear path in order to hit AURO. She will not throw unless she has a clear shot.

EVASIVE (passive): If she is 2 or 1 tiles away, she wants to move away from AURO (but will still prioritize throwing a stone if she can). If she is 3 or more tiles away, she wants to move closer to AURO (but will still prioritize throwing a stone).


  • Guardian - Heavy

I have studied the ways of the Guardians for many years. Few people know this, but they have a civilization that is far older than our own. They shouldn't attack you, just so long as you leave them be.

WATCHFUL (Passive): Follows Auro peacefully from off-screen. If they're disturbed in any way, they become aggressive.

ATTACK: When made aggressive, deals 1 damage at melee range.


  • Trickster - Normal

I always warned that fool Janeta that her ways of teaching magic were terribly flawed. When she died of mysterious causes, her entire school of spell-casters became a sort of rogue anarchist group, playing tricks on everyone and bedeviling the entire countryside. More recently, they've stayed largely underground, but if that's where you're going, then you'll need to be wary of them.

TELE-SWAP: Switches places with Auro, dealing 1 damage in the process.


  • Brute - Heavy

Brutes are precisely that: brutish, loud-mouthed prisoners who only know how to communicate through physical violence. I don't have anything more to say about them. Just keep your distance, if you can.

THROW: Throws monsters next to AURO, on a random adjacent empty tile. Up close, will throw AURO directly west 2 tiles.


  • Troggle - Heavy

Every child knows the frightening limericks about Troggles. The truth is, Troggles did really exist at one time. We have fossils to prove it! As for whether you'll actually see a Troggle on your adventure, that's HIGHLY unlikely. If you do see one? Well, if that happens... well, don't worry. You won't see one.

CHARGE: If Auro is in a straight line and within 3 tiles from the Troggle, the Troggle goes into WarmUp mode. Next turn, he will charge 2 tiles in that direction. If he hits anything on his way, he hits it for 2 damage. If he hits anything that doesn't die (like auro), he stops after dealing the 2 damage. If he hits something like a pillar or a water edge, he'll stop, and look for Auro to hit. If Auro is adjacent, he'll hit him for 2 damage. If Auro isn't adjacent, but a monster is, he'll hit a random monster for 2 damage. If no one's adjacent to him, he does nothing.


  • Doll (Formerly Skeleton) - Normal

The only record we have about any kind of animated doll coming to life is back during the Troglotan War, some 200 years ago. At that time, they were animated by Prince Argo, who had attempted a coup. If I recall correctly, they made up his front lines of attack. I remember they were tremendously difficult to kill.

BACKSTAB: Attacking from the left deals 2 damage.

RESURRECT (Passive): They can only be killed by sending them into the water. Doing anything else simply makes them collapse for 3 turns, after which time they come back to life.


  • Lich - Flier

It is true that evil spirits haunt some areas underneath the castle. One of which is the Lich, an undead spell-caster who has come back to life, and now uses his magic for the purposes of destruction. I cannot stress enough how terrifying this creature is. It is, quite possibly, the most powerful monster I have personally seen.

DRAIN: Whenever the Lich is on-screen and this ability is ready, he steals one HP from you.


  • Fire Lich - Flier

There's one known variant of the Lich, which is simply one that specializes in Fire abilities. Not as deadly as the normal Lich, but can be very troublesome.

BACKDRAFT: Pulls Auro 1 space towards him and leaves a fire in the space he left.


  • Squid - Swimmer

The waters of Castle Kura are alive. Someone introduced Squids into them a few decades ago, and since then they've utterly dominated the other marine life. They've grown in size and become more aggressive, as well. For this reason, children are advised to stay out of the water. If you happen to fall in, you'll be lucky to make it out alive before some slimy tentacle wraps around your ankle and pulls you under.

TENTACLE (0): At melee range, hits Auro for 1 damage.

WATER BEAST (Passive): Squids follow AURO just outside the level (in the water). They cannot walk on land.

BOUNCEBACK (Passive): If any actor is thrown onto the Squid's tile, that actor is thrown back to a random nearby tile.

ABUSESPAWN (Passive): If a monster is sent into the same water tile 2 times in a row, the Squid is summoned.


  • Fairy - Mob 1

Fairies are magical beings, seen more often in forests. I believe that sometime during the war, a large number of Fairies were trapped underground and made to channel the different elements of magic. For that reason, the fairies you'll find underground will be in a state of permanently trailing magical effects such as flames or ice. They also tend to have short lifespans because of whatever was done to them.

Fairies trail either fire, air currents or floe as they move throughout a level. They expire after a number of turns.

The NPCs

  • Gwenny - Normal

HURL ROCK: Can throw a rock at AURO in a straight line (from 2 to 3 tiles away). Hurled Rocks require a clear path in order to hit AURO. She will not throw unless she has a clear shot. Rock deals 1 damage and knocks back.

SUPEREVASIVE (passive): If she is 2 or 1 tiles away, she wants to move away from AURO (but will still prioritize throwing a stone if she can). If she is 3 or more tiles away, she wants to move closer to AURO (but will still prioritize throwing a stone). Can move 2 tiles per turn when evading.

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