原文描述
FEATURES
General Changes
– Overhauls a number of enemy movesets to increase aggression and variety of attacks while keeping close to the base DD design. All bosses are covered, as well as some small enemies.
– Some moves depend on the creature's state, either when they're angry or low hp, allowing a more dynamic battle as you wear them down.
– Certain "super attacks" are intentionally uninterruptible when appropriate, with clear telegraph to signal a state change, so keep an eye/ear out, learn and adapt.
– Garm and Skeleton Lord are now considered mini bosses and have a boss health bar.
New enemy variants
– New enemies with their own moveset, abilities, strengths, weaknesses and colors. There are over 30 of them.
– Some of them are inspired by previous games in the series, while some are original.
– Some variants spawn in specific places, while others are randomly distributed. Note that it's possible to face some endgame variants very early, so don't be afraid to flee if an enemy is too powerful.
– Resetting scripts, resting at camps or reloading the enemies in any way will re-roll the variants. This is intended. However, there's an option in the config script to set a fixed seed for the randomization, which will make it so the same enemy will always be the same variant.
– Do note that the game still treats variants as the original enemies, so pawns will call out the original enemy's weaknesses and use the wrong name, and killing them counts towards the badges of the original enemy. There's nothing that can be done about this.
– If using Durnehviir, the new variants will appear in some monster culling requests.
Support for externally added variants and movesets
– Much like Skill Maker, Bestiary supports other mods adding movesets and variants to its systems.
– To get an example on how to do that, check out Apex
– Bestiary Add On.
– Make sure your main expansion file is called Bestiary_Name. For example, "Bestiary_Nick's Expansion".
Silence rework
– Silencing a boss enemy while it's attacking will now always stagger, even if it's not a spellcasting attack, but the effect will no longer stick as a condition.
– Behavior is unchanged from vanilla against non-boss enemies.
– Pawns still use it reliably, sometimes even more to keep staggering some bosses, making it a valid multipurpose skill option.
– These changes were necessary for technical and design issues related to Bestiary's movesets, so this rework can never be optional or standalone.
Dragonsplague rework
– The chance for Dragonsplague to be healed automatically when resting has been reduced from 15% to 5%.
– When Dragonsplague jumps between pawns when resting, it will transfer to the new carrier without leaving the original carrier, and its stage will progress in the original carrier as usual. This means from the moment of infection, you have 10 days until it reaches max stage, no matter what, and several pawns will likely be infected by then.
– Dragonkin possessing a pawn now has a chance to infect them with Dragonsplague at stage 5 (max is 10), or to bump the stage by 5 if the pawn was already infected.
– When Dragonsplague reaches its max stage and calamity occurs, a new boss enemy will be waiting for you, which drops an Eternal Wakestone when defeated. This means Dragonsplague is now a fully fleshed out mechanic that makes sense. Note that one Eternal Wakestone is not enough to revive all NPCs in most cities, so there are still consequences to unleashing the calamity.
– These options can be tweaked in the config script.
INSTALLATION
– Download the mod and install with Fluffy Mod Manager. You need to install both main files like this.
– Make sure you have REFramework installed
– Install _NickCore, _ScriptCore and the Unofficial DD2 Patch. From the unofficial patch, you need all the vanilla bug fixes and modded fixes.
ABOUT DIFFICULTY
– The purpose of this mod is to make combat more fun, not more difficult. However, making the combat more fun entails making enemies far more aggressive than in vanilla, which has the side effect of making them more difficult.
– Do not provide feedback about the difficulty if you're playing solo, doing challenge runs, using Skill Maker movesets, or using extreme difficulty presets in CDT/SDT. You might want to adjust your preset when using Bestiary. Using Lenient Stagger and Exhaustion is also highly recommended, so you should consider trying it before complaining about the difficulty, since Bestiary has been balanced with it in mind.
– If two bosses are similarly difficult in vanilla, they'll be similarly difficult in Bestiary, even if they're harder than their vanilla versions. A notable exception is the Chimera family, which are comparatively much harder. Consider leaving Chimeras alone in the early game. Gorechimera is probably the hardest fight in the game now.
– The Dragon is now a proper final boss and will be fairly challenging. However, due to the slow nature of its melee attacks, it's not really harder than some of the other fights in Bestiary. It still provides the most spectacle.
COMPATIBILITY
– Not compatible with Beastarium or other Skill Maker enemy skills.
– If a randomizer mod turns what would've been a Bestiary variant into a different enemy, the variant will not be able to spawn (but the other enemy will).
– Compatible with Dragon's Dogamma.
MODULARITY
– You can open Bestiary/Config.lua script to turn off individual enemy movesets and variants, as well as the Dragonsplague related options.
– You can also set weights for the randomly spawned variants there, though keep in mind the default weights are carefully curated by us already.
– There's an option to set a fixed seed for the variant randomization, which will make it so the same enemy will always be the same variant.
– If you encounter performance issues, we recommend turning off the following enemies in the Config.lua: Phantom, Phantasm, Slime, Ooze, Sludge, Magma Scale and Stout Undead in the Config.lua.
LIST OF CHANGES
While we recommend you find out through your own gameplay, you can read below to get an idea, or watch the showcase video.
Base Game Enemies
Spoiler: ShowGOBLINKIN LEADER
– Goblin, Hobgoblin, Chopper and Knacker Leader have at least one unique special attack
SLIME FAMILY
– Slime, Ooze and Sludge can shoot projectiles based on their debilitation: drenched, tarred and torched respectively
MAGMA SCALE
– Can use a short-ranged fire breath
STOUT UNDEAD
– Can occasionally release a small acid pool that drains loss gauge
– Stronger in the UW
CYCLOPS
– Combo attacks with slightly faster speed
– Can throw its club if the target is far away
– Some attacks change depending on whether it's armed or unarmed
– Restored some less usedunused moves, especially "chase" attacks
OGRE
– Spends less time trying to grab its "main prey"; it will chase, attack and grab when appropriate
– Fast consecutive attacks, sometimes intentionally obscuring vision with dust to hide its next move
GRIM OGRE
– Slightly slower than Ogre, but relies more on brute strength
– Sends rock projectiles with many attacks, which can easily break defenses
– Can make the ground quake with powerful slams
MINOTAUR
– Slow but strong, methodical attacks, mixing headbutts and axe strikes with long recovery time
– Can be powerful enough to shake the earth when desperate
GOREMINOTAUR
– Mix of strong & fast axe attacks
– Uses its agility for feints
– Some long and damaging combos that may leave it open for counters
GRIFFIN
– Variety of destructive lightning attacks
– Spends a bit less time idling in the air by using more flying attacks and dives
GOLEM
– Slow combos with powerful knockdown
– Much harder to overheat with magick
– Can chain into a variety of moves depending on the opponent's position
– Region-specific magickal enhancements, such as lightning, seismic and fire powers
CHIMERA
– All three heads are more independent, allowing for deadly, unpredictable combos of melee, magick and poison
– Lion: more melee attacks with higher agility, but also uses its sizeweight to overpower
– Goat: more spells, including quick single target spells, focused on earth, fire and lightning
– Snake: spews poison and swings much more often
– Stronger in the UW
GORECHIMERA
– Variety of spells focused on ice and dark magick, including necromancy
– Contextual spellcasting, such as a dark explosion centered on its body to shake off climbers
– Lion & Snake got a similar treatment to regular Chimera
– Can perform a coordinated attack with nearby Phantasms
PHANTOM & PHANTASM
– Magickal bolt attacks, where Phantasm can inflict Frostbite with them
GARM
– Strong bite attacks with high stagger
– Headbutt that can knock down foes, before using a bite grab
– May attempt to shakeoff its fur if caught on fire
– Stronger at night and in the UW
WARG
– Quick bite attacks that can put foes to sleep
– Very high agility for hit & run tactics, becoming ghastly during dodges to avoid damage
– Grabs much less than their larger cousin
– Stronger at night and in the UW
WIGHT
– Multitude of elemental missiles and dark magick
– Stronger versions of existing spells as the fight progresses
– Powerful summon spells
– Stronger in the UW
SKELETON LORD
– Strong one-handed and two-handed consecutive slashes
– Limited but powerful magick, such as invulnerable ghastly dashes, while also serving as telegraphs for some attacks
– Unique magickal abilities reserved for a specific Skeleton Lord who's still serving his master wizard, even in death
– Cannot be staggered by Fighter's Deflect anymore (previously guaranteed), nor pinned down by Thief
LICH
– Multitude of ghostly, non-elemental spells for all combat range
– Powerful summon spells
– Stronger in the UW
MEDUSA
– New melee attacks to fend off climbers or enemies underneath her
– Arsenal of different bow attacks, such as scattershots, sleep arrow and poison field
SPHINX
– New tricky spells that can be combined with her existing spells, such as fireballs that become invisible before landing
– Some melee-ranged attacks to fend off huggers
– Can heal herself (only on encounters outside of A Game of Wits)
DULLAHAN
– Fast slash combos to single out a target or fend off multiple foes, including juggle combos
– Variety of new ranged attacks
– Can summon barghests
– Can teleport during/after combos to dodge counterattacks
– Stronger in the UW
DRAKE
– No longer use spells
– Strong variety of melee attacks from claws to bites that can be chained together
– Capable of sustained firebreath during some moves
– Roars will also inflict Caught Fire
– When desperate, it can unleash more destructive fire attacks
LESSER DRAGON
– Powerful and nimble combos using tail, claws and bites
– Fireball breath attacks
– Can use some fire magick
– When desperate, it can unleash more destructive fire attacks
THE DRAGON
– Unmatched strength with its breath, claw and tail attacks
– New spells incorporating all 5 elements, particularly Fire and Holy
– Destructive ultimate moves
– Unlocks all the new moves only after reaching phase 2
PURGENERS
– Flying Purgener: can summon purple succubi and use a variety of melee spells, which can unleash its respective magicks, such as dark lightning
– Snake Purgener: can summon purple rattlers and use quick spells that reflect its existing magicks, such as brine meteors and spikes
Enemy Variants
Spoiler: ShowBANDIT LEADER
To keep such scoundrels together, nothing works better than simple, straightforward might. We ought to seek them out and eliminate them with haste, else our shipments from Vermund get raided again. After all, a band of rogues without leadership oft find themselves disorganized and easy to cull.
– Stronger, tougher and taller variants of bandits with their unique moveset
– Can be a Fighter, a Warrior or a Sorcerer
GRIMGOBLIN
These creatures may seem weak and fragile by their lonesome, but this deception has cost the lives of unwary fools. 'Twould seem they can employ Slumberstones, a magickal rock imbued with lightning. One would be wise to dispatch them as quickly as possible before they cause more than a mild thundershock.
– Takes more damage and stagger than regular Goblin, but also deal more damage
– Leader's stronger, more akin to a Hobgoblin
– Can throw Slumberstones, which is a rock that produces an electrical discharge on impact
– Immune to Unconscious and Chain Lightning
CHOPPER SHAMAN
Within the forests of Vermund lies many mysteries, which attract treasure hunters and researchers alike, but one must always be wary of the choppers lurking within the tallgrass. Not all of them are mere goblins, as some are capable of gales and small tremors.
– Can use a variety of earth, wind and debilitation spells
– Calls for wolves to aid in battle
– Slightly tougher than Chopper Leaders
– Immune to Sleep and Blight
ORC
Those who believe hobgoblins to be the most threatening of their kind have ne'er set foot in central Battahl. The bellowing warcries of the native Orcs could be heard through the desert canyons, fearlessly signalling their presence to foes of any size.
– Stronger, tougher and significantly bigger than Hobgoblin, but slightly slower
– Capable of chaining brutish melee attacks with balance and control
– Leaders can enter a berserker rage
– Immune to Unconscious
HOBGOBLIN BOMBARDIER
Consarn it. The shipment of explosives to the Agamen Ruins have been stolen again. The damned hobgoblins must have discovered our delivery schedule and intercepted our cart. We must make haste to inform our people on Volcanic Island, revise our shipment time, and reinforce the guards.
– Uses fire and explosives recklessly in battle
– Slightly tougher than Hobgoblins
– Resistant to fire
– Immune to Caught FireTorched
KNACKER SHAMAN
Despite being simple-minded, goblin folk have shown intelligence above most creatures, knowing e'en the common tongue. 'Tis no wonder that some have learned to read, with a few leaders acquiring arcane knowledge through stolen grimoires.
– Can use a variety of elemental spells
– Slightly tougher than Knacker Leaders
KNACKER FROST SHAMAN
A special protective enchantment can be found on succubi feathers, that much is known. The knackers seem to have learned this truth as well, and have made good use of them within the bounds of the Agamen Volcanic Island. However, t'would appear that they harnessed more than a simple boon of cold from the feathered fiends.
– Can use a variety of ice spells
– Slightly tougher than Knacker Leaders
– Immune to Frostbite/Ice-Bound
ONI
With skin more red than burnt flesh, this monster favors its own body as its weapon instead of its makeshift axe. While we know its sweat and blood contain the means to ignite, allowing it to perform fiery melee strikes, any attempts to decipher the how from their corpses have been met with failures so far.
– Taller, faster, but also frailer than Knacker
– Deals fire damage with its melee attacks
– Much more skittish, but uses fast, fiery kick combos
DIREWOLF
'Tis common knowledge that wolves can shrug off icy winds, but not to the level of their larger cousin. As a matter of fact, the Direwolf revel in the cold, capable of blood-freezing bites.
– Stronger, tougher and bigger than regular Wolf
– Bite attacks also deal ice damage
– Extremely resistant to ice, but weak to fire
– Immune to Frostbite/Ice-Bound
GIANT SAURIAN
Oft do saurians form a bask, but 'tis uncommon for a single one to become its leader. However, the Giant Saurian, a natural anomaly within the lizardfolk, usually fulfills this role through their brute strength. Unflinching and unyielding, it strikes fear to the common adventurer.
– Stronger, tougher and bigger than regular Saurian
– Cannot be grabbed/pinned down or ragdolled, and continues to use spear even with tail cut off
– Immune to Unconscious
SULFURIC ASP
Some asps undergo a mutation when exposed to the searing heat of Battahl's sun for a long period. Their parotoid glands can secrete a liquid which refracts light, allowing the asp to essentially become invisible to the naked eye. Due to the repulsive smell that this secretion emanates, scholars have decided on the name "Sulfuric Asp."
– Stronger and bigger than regular Asp
– Cannot be grabbed/pinned down or ragdolled, and continues to use spear even with tail cut off
– Can turn invisible for a brief moment to perform attacks
– Immune to Unconscious and Frostbite
SERPENT SAGE
Serpents are known to become more dangerous as they grow older. 'Twould seem they master the lightning coursing through their veins into proper spells, which can be unleashed e'en when their tail is severed. These "Serpent Sages" oft use such magick to empower their horde, showing a terrifying level of wit.
– Stronger and bigger than regular Asp
– Cannot be grabbed/pinned down or ragdolled, and continues to use spear even with tail cut off
– Can use a few lightning spells
– Immune to Unconscious and Caught Fire
GILDED SCALE
'Tis believed the rattler adapted to the harsh climate of Volcanic Island, leading to the emergence of the fiery magma scale. While water's sufficient to douse this beast, it won't be enough should gold plates clad its natural armor. Any moisture will vaporize the moment it touches its heated scales, so one must make ample use of ice magicks to defeat them swiftly.
– Uses aggressive fire attacks to chase down its enemies
– Stronger, bigger but frailer than Magma Scale
– Immune to fire
– Immune to Caught FireTorched and Drenched
TEMPEST HARPY
Just like the griffin, some harpies found themselves channelling electricity through their body to release lightning attacks. 'Tis understood that it achieves such feats by polarizing the air around its wings, before gathering it in its unique, twisted feathers. Archers who spy these creatures should focus them first.
– Bigger but frailer than Gore Harpy
– Can use various lightning attacks, such as imbuing its talons with electrity
– Extremely resistant to lightning, but weak to ice
– Immune to Unconscious and Chain Lightning
SANGUINE SUCCUBUS
The nights of our realm serve as an unkind reminder of all the mockeries of life. Some even take partial human form, luring many into their untimely deaths, with the worst of its kind coiffed in vibrant strands of red. No matter one's volition, they always fall apart when charmed by its sanguine kiss.
– Uses talon combos and a variety of powerful ice spells
– Can briefly become impervious to attacks and grabs and charm foes with its bite
– Stronger, bigger and tougher than Succubus
– Immune to ice, but very weak to holy
– Immune to Sleep, Unconscious and Blight
SKELETON BRUTE & WARLOCK
Foes brought back through necormancy as walking bones won't keep their wit. However, as expected, they retain their former life's combat skills, much to the distress of e'en seasoned travellers. 'Tis a shame such powerful vanguards weren't properly laid to rest, but a shattered skull will still destroy them for good.
– Stronger, tougher and taller variants of skeletons with their unique moveset
– Can be either a Fighter or a Warrior (Skeleton Brutes) or Sorcerer (Skeleton Warlock)
– Weak to holy
– Stronger in the UW
GHOUL
Not all of the walking dead shamble in a predictive, slow pattern. These Ghouls become terrifying the moment they begin lashing out. As their bodies barely hold together, their nocuous blood can spill out during their violent flailing. Perhaps these sudden bouts of speed stem from this disturbing fact: their still-beating heart.
– Aggressive and fast variant of male undead
– Can spill toxic blood when swinging wildly
– Weak to holy & fire
– Stronger in the UW
BANSHEE
'Tis assumed that the undead keep some memories from their former life. One has but to listen to their cries for food, or their weeps for a home long lost. When such memories derive from the strongest emotions, they can manifest into dark powers, and none are more powerful than a mother's love.
– Stronger and tougher variant of female undead
– Extremely stagger resistant
– Can summon stamina-draining wisps and perform a paralyzing shriek
– Weak to holy & fire
– Stronger in the UW
BARGHEST
Superstitious folk claim that phantom dogs will stalk the roads at night, hunting for those who committed particularly rotten acts. Whether 'tis true or not matters little when facing reality, as they attack saints and sinners alike. Curiously, meat will attract these "Barghests," perhaps a lingering instinct from whence they came.
– Stronger, tougher and faster than Redwolf
– Bites also deal magick damage
– Can use non-damaging but staggering bolts; the alpha can shoot an unblockable, damaging bolt
– Can command its pack for a coordinated attack
– Can turn into ghost form when low on hp
– Resistant to fire, but weak to holy & ice
– Immune to most debilitation
HELLHOUND
When the wolves' eyes share the same fiery glow as the Harbinger of Destruction, 'tis believed to be an ill omen unlike any other. People have begun to call them "Hellhounds," as no other words could aptly describe such evil, fire-spitting creatures.
– Stronger, tougher and bigger than any Wolf
– Can use various fire attacks, from fireballs to flame shroud
– Very resistant to fire, but weak to holy & ice
– Immune to Caught Fire
COLOSSAL CYCLOPS
As large as the may be, the common cyclops pale in comparison to its colossal cousin. While it may tower above most trees, its size and fortitude come at the cost of its speed and its ability to reach some spots, all of which can be exploited to one's advantage. Should one be hit by its massive body, however, they will rue the day they challenged this foe.
– Much bigger, stronger and tougher than Cyclops, but also much slower
– Can shake the ground and create seismic blasts with its weight
– Much harder to topple as it will resist most staggers that would knock down other cyclopes
– Weak to lightning
– Immune to Drenched, Tarred, Caught Fire/Torched, Petrification and Sleep
TEMPERED CYCLOPS
The elusive but powerful Tempered Cyclops, usually sighted in hot regions of the land, are known to be more intelligent than their common cousins. Believe it or not, the boiling blood coursing through its veins allows them to instinctively channel fire magick. Rumor has it that the Dragon itself bestowed such powers upon them.
– Harnesses fire spells and flame-imbued melee attacks
– Slightly faster than regular Cyclops and much tougher
– Cannot be staggered when its eye's on fire
– Resistant to fire, but weak to lightning
– Immune to Drenched
– Gains damage/stagger resist when Caught Fire, which it can intentionally inflict on itself with Immolation spell
ONI OGRE
"Demonic" isn't a word used lightly by scholars to describe even the most wicked creatures. However, when its burnt flesh smelsl of sulfur,, its hands ignite in flames, and pyres explode for its fiery minions to walk through, just like in folklore of yore, 'tis of no surprise that it's invoked to define this monster.
– Uses melee attacks imbued in fire to deal high damage
– Can use fire magick to cast spells and empower attacks
– Can summon some Oni and command a coordinate attack by empowering the minions
– Bigger but slower than Grim Ogre
– Extremely resistant to fire, but very weak to ice
– Immune to Caught Fire/Torched
FROST OGRE
In the olden days, the higher and colder regions of the land were hardly explored, thus rare creatures such as Frost Ogres became legends. 'Tis unknown how this wicked monster obtained such powers, but its fearsome arcane ice can rival draconic creatures, thus should be avoided lest you meet a frigid end.
– Unleashes ice spells and frost-imbued melee attacks
– Much tougher than any most ogres
– Will attempt to shake off Caught Fire/Torched
– Resistant to ice, but weak to fire
– Immune to Frostbite/Ice-Bound
BLACK GRIFFIN
Unlike its larger cousin, the Black Griffin prefers to hunt on land, using its superior speed, stronger beak and sharper talons. While it cannot channel lightning, it uses poison to incapacitate e'en larger foes. Should you spy dark wings with iridescent shades of burgundy, 'tis wise not to underestimate it.
– Smaller, melee-focused Griffin using fast, devastating attacks with its talons & beak
– Won't take flight
– Can use poison breath & spit
– Immune to Tarred, Caught Fire/Torched & Blight
– Very resistant to fire, but weak to lightning
DIRE GARM
Garms may be nightmarish dark beasts, but some have told stories of a variant most foul: The Dire Garm. Believed to be the final stage of a garm's life, it harnesses strength and abilities beyond scholars' comprehension, including a petrifying breath. Known to be more sensitive to sunlight than their kin, they hide in secluded areas.
– Larger, stronger and tougher Garm
– Swipes with claws for some faster combos alongside its sharp fangs
– Uses its weight to knock down its preys
– Can use a petrifying breath
– Weak to fire
– Immune to Blight
BAZEL MINOTAUR
'Tis no surprise that a Minotaur, clever enough to make weapons, would find the means to create explosives and flammable concoctions. Age heightens its intelligence, but also their fire resistant hide, allowing it to wreak havoc without care. Scholars designated it the name "Bazel," in honor, or mockery, of a dragon long passed.
– Larger, stronger and tougher Minotaur
– Can plant and detonate bombs
– Axe attacks focus on grounding you in place instead of sending you away
– Uses oil bottles to unleash flames through friction
– Very resistant to fire, but very weak to ice
– Immune to Drenched
– When desperate, it will go on a relentless, explosive rampages
SKELETON OVERLORD
In ancient times, there existed powerful warriors who combined magick and swordsmanship to a degree rarely seen today. While such arts became lost in time, we can still study them should we be fortunate or unfortunate enough to encounter these formidable "overlords," reawakened by necromancy.
– Stronger version of Skeleton Lord
– Cannot be ragdolled
– Can use elemental, dark and summon magicks
– Weak to holy
– Immune to Ice-Bound
HALLOWED CHIMERA
Scriptures speak of a Chimera most curious, one adorned in golden fur and capable of magicks most holy. Researchers suggest they were worshipped by a cult; a deity who would cleanse the land of the "heretical Agamen," while others believe 'tis a product of the sorcerer's arts like any Chimeras. Mayhaps this "Hallowed Chimera" was born of the natural world, and what followed are mere imitations.
– Significantly stronger and tougher than Chimera
– Spells focused on holy (goat) and fire (lion)
– Snake can breath fire and tarring gas, or spit torching tar
– Lion's much more evasive as it tries to protect the goat and snake
– When one of the main heads die (goat or lion), the other becomes enraged and gains unique powers
– Immune to Poison, Tarred, Caught Fire/Torched, Ice-Bound and Petrification
– Weaker at night
WYRM
The world's no stranger to the draconic species who awakened alongside the Dragon, with Drakes and Wyrms counting themselves among such terrors. While smaller and clad in softer scales, the latter's capable of unleashing magicks beyond e'en the wisest of sorcerers.
– Spell-focused with a large arsenal of elemental spells, with some that target multiple foes at once
– Smaller and less health than Drake
– Can heal itself and cast temporary status immunity
– Resistant to ice, but weak to fire
– Immune to Frostbite/Ice-Bound and Drenched
WYVERN
Some draconic species favor the primal force of fire, while others prefer the elemental powers of arcane magick. However, the Wyvern's known for its mastery over ruinous winds and thunderous lightning. While more elusive than the Drake and Wyrm, 'tis no less disastrous than any of its kin, especially when it creates unstoppable gale blades and spears.
– Smaller and weaker than Drake, but much faster and agile
– Uses wind and lightning magick, along a few debilitation spells
– Can dodge high damage attacks
– Very resistant to lightning
– Immune to Unconscious and Chain Lightning
BRINE-RIDDEN OGRE
When the Brine took the sea to the skies, monsters have appeared in greater number, whether in reverence to the coming end, or in panic of the red clouds. From this event comes the revelation that not all's taken by the Brine when it envelops a victim, as terrible creatures have emerged from the seabed. The red tendrils, still writhing inside of them, seem to forcefully seek a way out of their body, causing unimaginable pain to these foul beasts while giving them powerful abilities.
– Toughest of ogres
– Completely unique moveset using its the Brine to attack and defend itself with pools of tendrils
– Initially unable to contain the Brine, it will writhe in agony during some attacks, even get knocked down by the pain
– Immune to Poison, Unconscious, Sleep, Tarred, Caught Fire/Torched & Frostbite/Ice-Bound
BRINE-RIDDEN MINOTAUR
After examining these brine-ridden creatures, 'twould seem they show signs of having drowned, with pallor and bloat counting among them, yet whatever the Brine did has kept them in a state ne'er seen before, nor within the known arts of undeath. Evenso, holy magick stay effective against them, as one would expect, which will become essential to stave off that the Brine have bestowed upon them.
– Toughest of minotaurs
– Completely unique moveset using the Brine to attack and defend itself with a tendril-covered axe
– Initially unable to contain the Brine, it will writhe in agony during some attacks, even get knocked down by the pain
– Immune to Poison, Unconscious, Sleep, Tarred, Caught Fire/Torched & Frostbite/Ice-Bound
BRINE-RIDDEN GOLEM
The golems coming from the seafloor are fully empowered by the Brine. In fact, they're closer in function to the stone gigantus, with its brine-ridden medals acting the same as the spires found on Talos. Perhaps they were products of the Worldforged, meant to cull the remaining mortals still willing to defy fate.
– Toughest of golems
– Virtually identical to a regular golem, but uses the Brine to attack and defend itself with Brine spires
– Immune to Tarred, Caught Fire/Torched & Frostbite/Ice-Bound
BRINE-RIDDEN CHIMERA
The red tendrils cause no pain to this monstrosity, even when they're squirming their way out of every pore of its decaying flesh. Could it be that reaching undeath before the Brine overwhelmed it bestowed a greater harmony of powers to this gorechimera? Wwhatever it may be, the Worldforged's scorn must know no bounds to unleash terrors rivaling even those dragons.
– Tougher than Gorechimera
– Can use a variety of lightning and dark spells
– Employs the Brine to empower many of its attacks
– Will prioritize resurrecting the lion and snake, and when successful, they will always be enraged
– Immune to most debilitations
???
The pawn who brought the illness into this world has now returned beyond the rift, shedding their destructive shadow behind.
– Unleash Dragonsplague or search their secret spawns in the UW to find out
– Weak to lightning and very weak to holy
– Immune to most debilitation
RECOMMENDATIONS
– Simple Difficulty Tweaks (allows you to tweak the new variants separately, which CDT doesn't)
– Lenient stagger and exhaustion (Bestiary was designed with this in mind, so while not mandatory, it's highly recommended)
– Gear Progression Overhaul (makes the stronger variants give appropriately higher tier loot)
– Enemy Resistance Overhaul (balances vanilla resistances that also makes the variants more engaging)
– Durnehviir (Bestiary automatically modifies some of the monster culling encounters there)
– Guild Contracts (Bestiary has a compatibility checkbox)
– Apex (more variants that didn't fit the main mod's vision)
– Dullahan
CREDITS
– All the beta testers in the Dullahan's Hut Discord server.
– Exxxcellent for the original idea of applying custom node chains to enemies, and for some move ideas I got from him.
– AlphaZomega for skill maker.
– Shadowcookie for Content Editor and for helping whenever possible.

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