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Mod Releases / Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
« on: August 23, 2018, 06:32:02 pm »Spoiler: Wild creatures and unique pets - BFA (click to show/hide)
Ravasaur - Raptor relatives, found in savage tropical grasslands, shrublands, forests and wetlands.
They are similar in behavior as raptors, and can be used as both war animals and mounts - they are larger, however.
Saurid - small, predatory reptiles found in savage tropical shrublands, grasslands, wetlands and forests.
They bear some resemblance to raptors - however they are much smaller, and appear in groups from 3 to 9 members.
They will try to steal food from your fort, and their bites inject a venom that causes blisters, dizziness and a fever.
If tamed, they can be used as war/hunting animals, and will also kill any vermin they find.
Dire Toad - large toad-like beasts. Found in savage tropical shrublands, grasslands, wetlands and forests.
They mainly attack by biting, as well as lashing with their tongues. They can be used as war animals if tamed.
Sabertusk - quadruped, reptilian predators, found in savage tropical shrublands, grasslands, wetlands and forests.
They have a pair of tusks which they use for goring attacks, and also have a nasal horn they will use for the same type of attack.
Savage Pterrordax - a more ferocious, larger relative of the Pterrordaxes. Found in savage tropical grasslands, shrublands, wetlands and forests. They have longer legs than the regular Pterrordaxes, and attack by clawing with their "hands" and feet. They still mainly attack by biting, however. They can be trained for war and used as mounts.
Thornhide - predatory reptiles found in savage tropical grasslands, shrublands, wetlands and forests.
They have a tough, armored carapace on the neck, head, lower body and upper body, protecting them from attacks.
They attack by scratching, goring with their horns, or biting with their beaks.
They can be war/hunting trained, and while slightly slower on average than other reptilian creatures, they are quite resistant and bulky.
Saurolisk - predatory lizard-like creatures, found in savage grasslands, shrublands, forests, deserts and tropical wetlands. Their bites inject a venom that causes blisters and a fever - ingesting it will also cause relatively short term but severe nausea. They can be war/hunting trained.
Krolusk - insectoids found in savage deserts, temperate forests, shrublands and grasslands. They can be used as mounts or war animals. They mainly attack by biting or goring with their horns.
Blood Spawn - worm-like spawn of a blood god. Found in evil wetlands. They can be war/hunting trained, and feel no fear or pain. They mainly attack by biting or goring with their horns. Their bites can cause a blood sickness, which causes more severe bleeding from the inflicted wound, a fever, coughing blood and vomiting blood.
Crawg - bipedal, bloodthirsty predators. Found in evil wetlands. They can be war/hunting trained and used as mounts. They feel no fear or pain. They attack by biting and goring with their tusks - their goring attacks cause edged damage.
Blood Tick - insectoid beings found in evil wetlands, with two variants.
Bloodfeasters are larger fliers with eight legs.
Blood Crawlers are smaller, six-legged creatures with no wings and a large blood-filled sack on their backs.
Both have three eyes and circular mouths filled with teeth - bites from them inflict the same blood sickness as the one caused by the Blood Spawn.
Both can also be used as war/hunting pets - however, only bloodfeasters can be used as mounts.
Puncturing the sack of the Blood Crawler will cause it to rapidly bleed out.
Bramblebear - a bear, altered by a magical force. Found in savage taigas and temperate forests. Like normal bears, they will steal food and booze from your fortress. They can be used as mounts and war animals.
Unlike normal bears, they feel no fear or pain - their feet are covered in a layer of wood, and their heads are skull-like with a pair of antlers they can use for goring attacks.
Bramblewolf - a wolf that has undergone a similar change as the Bramblebear. Found in savage taigas and temperate forests. They feel no fear or pain, and can be war/hunting trained. Like the bear, they have a layer of wood on their paws, and a skull-like head with a pair of antlers.
Bramblehawk - a hawk that has undergone a similar change as the Bramblebears and Bramblewolves. Found in savage taigas and temperate forests.
They feel no fear or pain, and do not require eyes to see.
They can be war/hunting trained, and will hunt vermin.
Their feet and wings are covered in a layer of wood, and their empty-eyed skulls have a pair of antlers.
Core Prowler - a relative of the Core Hounds. It is smaller and has only one head, but is faster. Found only in the last cavern layer, they feel no fear or pain. They can be war/hunting trained and used as mounts. They attack by goring with their horns and tusks, as well as biting and scratching - they can also spit globs of magma.
Ratstallion - overgrown rats, found underground.
They will steal food, similarly to other rat-like creatures.
They can be used as war animals, mounts, and even pack animals.
Brutosaur - an enormous reptilian creature, found rarely in tropical shrublands, grasslands, wetlands and forests. Very slow moving, however it can be used as a mount and a pack animal by some races. While relatively non-hostile, they are building destroyers and may attempt to bring down workshops.
Brambledeer - a grazer found in savage taigas and temperate forests.
It can be used as a mount, and feels no fear or pain, however it is relatively docile. They have a layer of wood on their hooves, and their heads are skull-like.
Ranishu - primitive insect-like humanoids, found in savage deserts. Capable of learning, they cannot speak. They feel no fear or pain.
They have a pair of pointed antennae that they can stab with - being hit by them can shock the target and cause paralysis.
Blood Hulk - a large, eldritch humanoid, found in evil wetlands.
Similar in build to regular Faceless Ones, they cannot speak, however they can still learn.
They are strong, agile and tough, and are prone to enraging.
Sea Siren - flying, female humanoids found in savage oceans.
They can speak, but cannot learn any skills.
They attack by biting, and can also lash with their tails.
They can sing to make a target mesmerized, reducing their focus and willpower to half, causing erratic behavior, and having a low chance of making them berserk.
Spectral Guardian - a troll spirit, inhabiting a suit of armour. Found in evil mountains, taigas, tundras, wetlands, forests, savannas, shrublands, grasslands and deserts. It wields a macuahuitl and a shield, and is capable of speech.
It attacks by chopping with its sword, bashing with its shield, and goring with its metallic tusks.
On death, their bodies break apart, leaving only an iron macuahuitl.
Runewraith - a being of stone, resembling a rocky suit of armor. It wields a shield and a mace, both made of stone. Found in savage taigas and temperate forests.
They are similar to revenants, however they have no special abilities, and are slightly smaller.
They bash with their maces and shields. On death, they drop an elementium mace.
Runic Guardian - a being of stone, resembling a large, humanoid figure. Found in savage taigas and temperate forests.
They are only ever found alone, and attack by punching, kicking and headbutting. On death, they drop a single boulder of runic stone that can be used for crafts.
Grotesque - horrible, stitched-together aberrations. Found in evil taigas and temperate forests.
They have several variants.
Grotesque Thralls, Grotesque Amalgams and Grotesque Butchers have pig heads - whereas the Cackling Horrors, Cackling Amalgams and Cackling Butchers have deformed, beaked heads, capable of pecking attacks.
The Grotesque Thrall and the Cackling Horror have two hands, and as such only attack by punching, kicking, scratching and biting.
The Amalgams have one normal hand and a metallic blade instead of the other - aside from giving them a powerful slashing attack, they can also punch and scratch with their normal hand, as well as grab and potentially wrestle away objects.
The Butchers have two blades instead of hands, making them highly dangerous due to mostly focusing on slashing attacks.
All variants feel no emotions, fear, pain or nausea, and do not need to breathe.
Wicker Beast - quadrupedal beasts made from wood, twigs and bone. Found in evil taigas and temperate forests.
They are pack hunters and are trainable. They do not require eyes to see, feel no fear, pain or nausea, do not need to breathe, cannot be stunned or made dizzy or nauseated, and cannot be paralyzed.
They attack by biting, scratching, or goring with their tusks and horns.
Wicker Brute - rare giants, made from both wood and flesh. Found in evil taigas, temperate forests and temperate wetlands. Their heads and torso are made of wood - the rest is made of flesh, although their hands, lower arms, lower legs and upper legs have a layer of wood for protection.
They can bring down buildings, but can be kept as pets.
They require no eyes to see, feel no fear or pain, do not need to breathe, cannot be made feverish or nauseated, and cannot be made dizzy.
Soul Essence - fragmented spirits found in evil taigas, temperate forests and temperate wetlands.
They can be kept as pets, and feel no fear or pain, do not need to breathe, and cannot be overexerted.
They attack by punching and scratching - their scratching attack causes a ghostly touch debilitation, temporarily reducing the combat rolls of their victims.
Wicker Giant - rare, giant constructs of wood, twigs and bone. Found in evil taigas and temperate forests.
They feel no fear or pain, do not need to breathe, cannot be stunned, cannot be made feverish, nauseated or dizzy, and do not need eyes to see.
They are always found alone, but can bring down structures if left unchecked - they can nonetheless be made into "pets".
They have three variants.
Wicker Giants have two hands and a jawless skull with two pairs of antlers and a pair of tusks - they attack by punching, scratching, kicking, headbutting and goring with their antlers/tusks.
Wicker Bulwarks have one normal hand and a club of wood and bone in place of the other - aside from regular punching/scratching, they can bash with their clubs to cause devastating damage.
They have jaws, so they can still bite if needed, and will also gore with their tusks and antlers.
Wicker Slaughterers have two clubs instead of hands, making them highly dangerous - otherwise, they attack by biting, goring with their antlers or pecking with their beaks - they lack tusks, however.
Blood Elemental - a physical manifestation of a blood god's corruption. Found in evil wetlands.
It is uncommon, and resembles a floating torso - the only feature on its head is a circular, toothy maw.
They feel no fear or pain, cannot be overexerted, do not need to breathe, and cannot be nauseated, made feverish or dizzy.
They can cast Blood Boil, and their bites inflict the same sickness as that of the Blood Spawn.
On death, they merely dissipate into a pool of blood.
Desert Orchid - a relative of the Lashers. Found in savage deserts.
They are larger than normal lashers, and have toothy maws in their blooms, giving them a biting attack.
Mawfiend - a physical manifestation of a blood god's corruption. Found in evil wetlands.
They are similar to fleshfiends in build, only slightly bigger.
Their biting attacks can cause a blood sickness similar to that of the Blood Spawn.
Unbound Abomination - large, rare creatures, a manifestation of a blood god's corruption. Found in evil wetlands. They resemble a vaguely humanoid mass of flesh, lack heads, and have three arms and three mouths. They also lack most organs, short of the heart. They can bring down constructions, but always appear alone. They feel no fear or pain, cannot be nauseated or made feverish, and do not need to breathe.
Their biting attacks can cause the same blood sickness as that of the Blood Spawn.
They can be kept as pets, and are innately stronger and tougher.
Riot Pummeler - goblin robots made for peacekeeping.
They have four variants with different features.
Riot Pummelers have an electrified pincer instead of one hand and a cannon in place of the other. The pincer attack can shock its targets, inducing paralysis, and it can fire lightning bolts from its cannon to cause blunt damage.
Shield Pummelers have an electrified pincer instead of one hand, and a shield bolted to the other arm. They can bash with the shield to cause strong blunt damage, and their pincers can cause paralysis.
Riot Suppressors have a cannon instead of one hand a shield bolted to the other. They can bash with either the shield or the cannon, and can fire lightning bolts from the cannon.
Riot Devastators have two cannons instead of hands, enabling them to fire two lightning bolts at once for even more damage.
Embalmer Golem - intelligent construct of stone, used by the Zandalari. It has a mask-like head with two tusks, and is covered in wrappings.
They feel no fear or pain, do not need to breathe and cannot be stunned.
They can shoot globs of embalming fluid which has a chance of reducing speed to 75% and agility to 85%.
They can also cast Drain Fluids, which reduces endurance to 75%, and can cause dizziness and bleeding in the target.
They are similar in behavior as raptors, and can be used as both war animals and mounts - they are larger, however.
Saurid - small, predatory reptiles found in savage tropical shrublands, grasslands, wetlands and forests.
They bear some resemblance to raptors - however they are much smaller, and appear in groups from 3 to 9 members.
They will try to steal food from your fort, and their bites inject a venom that causes blisters, dizziness and a fever.
If tamed, they can be used as war/hunting animals, and will also kill any vermin they find.
Dire Toad - large toad-like beasts. Found in savage tropical shrublands, grasslands, wetlands and forests.
They mainly attack by biting, as well as lashing with their tongues. They can be used as war animals if tamed.
Sabertusk - quadruped, reptilian predators, found in savage tropical shrublands, grasslands, wetlands and forests.
They have a pair of tusks which they use for goring attacks, and also have a nasal horn they will use for the same type of attack.
Savage Pterrordax - a more ferocious, larger relative of the Pterrordaxes. Found in savage tropical grasslands, shrublands, wetlands and forests. They have longer legs than the regular Pterrordaxes, and attack by clawing with their "hands" and feet. They still mainly attack by biting, however. They can be trained for war and used as mounts.
Thornhide - predatory reptiles found in savage tropical grasslands, shrublands, wetlands and forests.
They have a tough, armored carapace on the neck, head, lower body and upper body, protecting them from attacks.
They attack by scratching, goring with their horns, or biting with their beaks.
They can be war/hunting trained, and while slightly slower on average than other reptilian creatures, they are quite resistant and bulky.
Saurolisk - predatory lizard-like creatures, found in savage grasslands, shrublands, forests, deserts and tropical wetlands. Their bites inject a venom that causes blisters and a fever - ingesting it will also cause relatively short term but severe nausea. They can be war/hunting trained.
Krolusk - insectoids found in savage deserts, temperate forests, shrublands and grasslands. They can be used as mounts or war animals. They mainly attack by biting or goring with their horns.
Blood Spawn - worm-like spawn of a blood god. Found in evil wetlands. They can be war/hunting trained, and feel no fear or pain. They mainly attack by biting or goring with their horns. Their bites can cause a blood sickness, which causes more severe bleeding from the inflicted wound, a fever, coughing blood and vomiting blood.
Crawg - bipedal, bloodthirsty predators. Found in evil wetlands. They can be war/hunting trained and used as mounts. They feel no fear or pain. They attack by biting and goring with their tusks - their goring attacks cause edged damage.
Blood Tick - insectoid beings found in evil wetlands, with two variants.
Bloodfeasters are larger fliers with eight legs.
Blood Crawlers are smaller, six-legged creatures with no wings and a large blood-filled sack on their backs.
Both have three eyes and circular mouths filled with teeth - bites from them inflict the same blood sickness as the one caused by the Blood Spawn.
Both can also be used as war/hunting pets - however, only bloodfeasters can be used as mounts.
Puncturing the sack of the Blood Crawler will cause it to rapidly bleed out.
Bramblebear - a bear, altered by a magical force. Found in savage taigas and temperate forests. Like normal bears, they will steal food and booze from your fortress. They can be used as mounts and war animals.
Unlike normal bears, they feel no fear or pain - their feet are covered in a layer of wood, and their heads are skull-like with a pair of antlers they can use for goring attacks.
Bramblewolf - a wolf that has undergone a similar change as the Bramblebear. Found in savage taigas and temperate forests. They feel no fear or pain, and can be war/hunting trained. Like the bear, they have a layer of wood on their paws, and a skull-like head with a pair of antlers.
Bramblehawk - a hawk that has undergone a similar change as the Bramblebears and Bramblewolves. Found in savage taigas and temperate forests.
They feel no fear or pain, and do not require eyes to see.
They can be war/hunting trained, and will hunt vermin.
Their feet and wings are covered in a layer of wood, and their empty-eyed skulls have a pair of antlers.
Core Prowler - a relative of the Core Hounds. It is smaller and has only one head, but is faster. Found only in the last cavern layer, they feel no fear or pain. They can be war/hunting trained and used as mounts. They attack by goring with their horns and tusks, as well as biting and scratching - they can also spit globs of magma.
Ratstallion - overgrown rats, found underground.
They will steal food, similarly to other rat-like creatures.
They can be used as war animals, mounts, and even pack animals.
Brutosaur - an enormous reptilian creature, found rarely in tropical shrublands, grasslands, wetlands and forests. Very slow moving, however it can be used as a mount and a pack animal by some races. While relatively non-hostile, they are building destroyers and may attempt to bring down workshops.
Brambledeer - a grazer found in savage taigas and temperate forests.
It can be used as a mount, and feels no fear or pain, however it is relatively docile. They have a layer of wood on their hooves, and their heads are skull-like.
Ranishu - primitive insect-like humanoids, found in savage deserts. Capable of learning, they cannot speak. They feel no fear or pain.
They have a pair of pointed antennae that they can stab with - being hit by them can shock the target and cause paralysis.
Blood Hulk - a large, eldritch humanoid, found in evil wetlands.
Similar in build to regular Faceless Ones, they cannot speak, however they can still learn.
They are strong, agile and tough, and are prone to enraging.
Sea Siren - flying, female humanoids found in savage oceans.
They can speak, but cannot learn any skills.
They attack by biting, and can also lash with their tails.
They can sing to make a target mesmerized, reducing their focus and willpower to half, causing erratic behavior, and having a low chance of making them berserk.
Spectral Guardian - a troll spirit, inhabiting a suit of armour. Found in evil mountains, taigas, tundras, wetlands, forests, savannas, shrublands, grasslands and deserts. It wields a macuahuitl and a shield, and is capable of speech.
It attacks by chopping with its sword, bashing with its shield, and goring with its metallic tusks.
On death, their bodies break apart, leaving only an iron macuahuitl.
Runewraith - a being of stone, resembling a rocky suit of armor. It wields a shield and a mace, both made of stone. Found in savage taigas and temperate forests.
They are similar to revenants, however they have no special abilities, and are slightly smaller.
They bash with their maces and shields. On death, they drop an elementium mace.
Runic Guardian - a being of stone, resembling a large, humanoid figure. Found in savage taigas and temperate forests.
They are only ever found alone, and attack by punching, kicking and headbutting. On death, they drop a single boulder of runic stone that can be used for crafts.
Grotesque - horrible, stitched-together aberrations. Found in evil taigas and temperate forests.
They have several variants.
Grotesque Thralls, Grotesque Amalgams and Grotesque Butchers have pig heads - whereas the Cackling Horrors, Cackling Amalgams and Cackling Butchers have deformed, beaked heads, capable of pecking attacks.
The Grotesque Thrall and the Cackling Horror have two hands, and as such only attack by punching, kicking, scratching and biting.
The Amalgams have one normal hand and a metallic blade instead of the other - aside from giving them a powerful slashing attack, they can also punch and scratch with their normal hand, as well as grab and potentially wrestle away objects.
The Butchers have two blades instead of hands, making them highly dangerous due to mostly focusing on slashing attacks.
All variants feel no emotions, fear, pain or nausea, and do not need to breathe.
Wicker Beast - quadrupedal beasts made from wood, twigs and bone. Found in evil taigas and temperate forests.
They are pack hunters and are trainable. They do not require eyes to see, feel no fear, pain or nausea, do not need to breathe, cannot be stunned or made dizzy or nauseated, and cannot be paralyzed.
They attack by biting, scratching, or goring with their tusks and horns.
Wicker Brute - rare giants, made from both wood and flesh. Found in evil taigas, temperate forests and temperate wetlands. Their heads and torso are made of wood - the rest is made of flesh, although their hands, lower arms, lower legs and upper legs have a layer of wood for protection.
They can bring down buildings, but can be kept as pets.
They require no eyes to see, feel no fear or pain, do not need to breathe, cannot be made feverish or nauseated, and cannot be made dizzy.
Soul Essence - fragmented spirits found in evil taigas, temperate forests and temperate wetlands.
They can be kept as pets, and feel no fear or pain, do not need to breathe, and cannot be overexerted.
They attack by punching and scratching - their scratching attack causes a ghostly touch debilitation, temporarily reducing the combat rolls of their victims.
Wicker Giant - rare, giant constructs of wood, twigs and bone. Found in evil taigas and temperate forests.
They feel no fear or pain, do not need to breathe, cannot be stunned, cannot be made feverish, nauseated or dizzy, and do not need eyes to see.
They are always found alone, but can bring down structures if left unchecked - they can nonetheless be made into "pets".
They have three variants.
Wicker Giants have two hands and a jawless skull with two pairs of antlers and a pair of tusks - they attack by punching, scratching, kicking, headbutting and goring with their antlers/tusks.
Wicker Bulwarks have one normal hand and a club of wood and bone in place of the other - aside from regular punching/scratching, they can bash with their clubs to cause devastating damage.
They have jaws, so they can still bite if needed, and will also gore with their tusks and antlers.
Wicker Slaughterers have two clubs instead of hands, making them highly dangerous - otherwise, they attack by biting, goring with their antlers or pecking with their beaks - they lack tusks, however.
Blood Elemental - a physical manifestation of a blood god's corruption. Found in evil wetlands.
It is uncommon, and resembles a floating torso - the only feature on its head is a circular, toothy maw.
They feel no fear or pain, cannot be overexerted, do not need to breathe, and cannot be nauseated, made feverish or dizzy.
They can cast Blood Boil, and their bites inflict the same sickness as that of the Blood Spawn.
On death, they merely dissipate into a pool of blood.
Desert Orchid - a relative of the Lashers. Found in savage deserts.
They are larger than normal lashers, and have toothy maws in their blooms, giving them a biting attack.
Mawfiend - a physical manifestation of a blood god's corruption. Found in evil wetlands.
They are similar to fleshfiends in build, only slightly bigger.
Their biting attacks can cause a blood sickness similar to that of the Blood Spawn.
Unbound Abomination - large, rare creatures, a manifestation of a blood god's corruption. Found in evil wetlands. They resemble a vaguely humanoid mass of flesh, lack heads, and have three arms and three mouths. They also lack most organs, short of the heart. They can bring down constructions, but always appear alone. They feel no fear or pain, cannot be nauseated or made feverish, and do not need to breathe.
Their biting attacks can cause the same blood sickness as that of the Blood Spawn.
They can be kept as pets, and are innately stronger and tougher.
Riot Pummeler - goblin robots made for peacekeeping.
They have four variants with different features.
Riot Pummelers have an electrified pincer instead of one hand and a cannon in place of the other. The pincer attack can shock its targets, inducing paralysis, and it can fire lightning bolts from its cannon to cause blunt damage.
Shield Pummelers have an electrified pincer instead of one hand, and a shield bolted to the other arm. They can bash with the shield to cause strong blunt damage, and their pincers can cause paralysis.
Riot Suppressors have a cannon instead of one hand a shield bolted to the other. They can bash with either the shield or the cannon, and can fire lightning bolts from the cannon.
Riot Devastators have two cannons instead of hands, enabling them to fire two lightning bolts at once for even more damage.
Embalmer Golem - intelligent construct of stone, used by the Zandalari. It has a mask-like head with two tusks, and is covered in wrappings.
They feel no fear or pain, do not need to breathe and cannot be stunned.
They can shoot globs of embalming fluid which has a chance of reducing speed to 75% and agility to 85%.
They can also cast Drain Fluids, which reduces endurance to 75%, and can cause dizziness and bleeding in the target.
Spoiler: Megabeasts - BFA (click to show/hide)
Corrupted Construct - mechanical, stone construct with a single eye. It has no special abilities compared to other giants, it merely hits hard owing to its size. It has several innate weapon skills, its highest
being the mace skill at expert level - its other combat skills are talented, with the exception of dodging which is only at novice level.
Blood Aberration - an artificial blood god. Resembles a colossal, bloated worm. It is slow moving, but has expert skill in all combat skills. Its biting attacks hit harder and can cause a blood sickness, which can cause increased bleeding, a fever, coughing blood and vomiting blood.
It can cast Corrupted Blood, similarly to the Soulflayer, and also cast Blood Boil.
Fetid Devourer - a three-headed amalgamation of animalistic wild gods.
It has a quadruped build, with two clawed feet at the front and two hooves at the back.
Its only special ability is to spew regurgitated bile, which can cause blisters and nausea. However, each head can use the attack, so it cannot be disabled.
being the mace skill at expert level - its other combat skills are talented, with the exception of dodging which is only at novice level.
Blood Aberration - an artificial blood god. Resembles a colossal, bloated worm. It is slow moving, but has expert skill in all combat skills. Its biting attacks hit harder and can cause a blood sickness, which can cause increased bleeding, a fever, coughing blood and vomiting blood.
It can cast Corrupted Blood, similarly to the Soulflayer, and also cast Blood Boil.
Fetid Devourer - a three-headed amalgamation of animalistic wild gods.
It has a quadruped build, with two clawed feet at the front and two hooves at the back.
Its only special ability is to spew regurgitated bile, which can cause blisters and nausea. However, each head can use the attack, so it cannot be disabled.
Spoiler: New castes for existing races (click to show/hide)
Forsaken Abomination - constructs pieced together from multiple corpses - Forsaken caste.
They have three disproportionate arms, and their guts hang from a hole in the stomach.
Their disease resistance is innately much higher than that of the other castes.
They learn striking and fighting at twice the usual rate, as well as maces, hammers and axes at 150% of the usual rate.
However, they learn all manual labor skills as well as ranged weapon skills at 25% of the normal rate.
They cannot be made feverish or nauseated, and do not feel fear or pain.
They can enter a berserker rage, and can release a cloud of disease gas that can cause dizziness, coughing blood, vomiting blood and nausea - it does not affect undead, demonic or eldritch creatures, however.
They are the most rare caste of all the Forsaken.
Forsaken Ghoul - mutated zombies - somewhat more intelligent than their feral variants - Forsaken caste.
Like the Abominations, their disease resistance is innately much higher, they feel no fear or pain, and cannot be made feverish or nauseated.
They are slightly smaller than humans, and are more common than the banshees and gnomes, but less common than the elves.
They learn striking, wrestling, fighting and biting at twice the usual rates, and mace, hammer, axe, spear and sword skills at 125% the usual rate.
Similarly to the Abominations, they learn all manual labor skills at 25% of the usual rate - however, they have no penalty for learning ranged weapons.
They can enter a berserker rage. Their biting and scratching attacks spatter liquid rot over the wounds they inflict, potentially causing blisters, necrosis and nausea in their targets -
however, undead, eldritch and demonic creatures are immune to it.
Faceless Lurkers are an uncommon caste of the Faceless Ones. They have four sharp-tipped legs, and a pair of scythe-like blades at their wrists.
They can climb even without using their hands, and do so at a faster speed than the other castes. They can slash with their scythes to cause devastating injuries.
Faceless Inquisitors are a secondary caster variant for the Faceless Ones. They are as rare as the Darkweavers, and are just as fragile as them, if not more so due to their even smaller size (still larger than a human, however).
They have four eyes and a pair of normal hands. They can throw shadow bolts, cast Soul Flay which reduces strength, agility and kinesthetic sense to 80% of their normal,
as well as Mind Sear which causes pain in the nervous tissue as well as mild dizziness.
C'thraxxi Juggernauts are a variant of the regular C'thrax caste. They are just as rare, and are only a tad larger. They have three eyes and instead of pincers have a pair of "hands" that have tentacles instead of fingers. They have innately higher toughness than the regular C'thraxxi, and learn the same skills at the same rates. They can lash with their tentacles, which can potentially latch on and set up a shaking attack.
Their entire bodies save for the head are protected by a tough carapace.
The Ancient Ones are the other potential leader caste for the Faceless Ones. They crawl on a single tail, have six arms, eight eyes, and two bony crests on their heads. They learn maces, wrestling and fighting skills at thrice the usual rate.
They have three spells - they can throw Shadow Bolts, cast Curse of Fatigue to lower the speed and strength of their targets to 70% of their normal, and Blessing of the Old Ones, which increases the strength, agility and toughness of a friendly creature to 150% of normal, and prevents them from feeling pain or overexerting.
They have three disproportionate arms, and their guts hang from a hole in the stomach.
Their disease resistance is innately much higher than that of the other castes.
They learn striking and fighting at twice the usual rate, as well as maces, hammers and axes at 150% of the usual rate.
However, they learn all manual labor skills as well as ranged weapon skills at 25% of the normal rate.
They cannot be made feverish or nauseated, and do not feel fear or pain.
They can enter a berserker rage, and can release a cloud of disease gas that can cause dizziness, coughing blood, vomiting blood and nausea - it does not affect undead, demonic or eldritch creatures, however.
They are the most rare caste of all the Forsaken.
Forsaken Ghoul - mutated zombies - somewhat more intelligent than their feral variants - Forsaken caste.
Like the Abominations, their disease resistance is innately much higher, they feel no fear or pain, and cannot be made feverish or nauseated.
They are slightly smaller than humans, and are more common than the banshees and gnomes, but less common than the elves.
They learn striking, wrestling, fighting and biting at twice the usual rates, and mace, hammer, axe, spear and sword skills at 125% the usual rate.
Similarly to the Abominations, they learn all manual labor skills at 25% of the usual rate - however, they have no penalty for learning ranged weapons.
They can enter a berserker rage. Their biting and scratching attacks spatter liquid rot over the wounds they inflict, potentially causing blisters, necrosis and nausea in their targets -
however, undead, eldritch and demonic creatures are immune to it.
Faceless Lurkers are an uncommon caste of the Faceless Ones. They have four sharp-tipped legs, and a pair of scythe-like blades at their wrists.
They can climb even without using their hands, and do so at a faster speed than the other castes. They can slash with their scythes to cause devastating injuries.
Faceless Inquisitors are a secondary caster variant for the Faceless Ones. They are as rare as the Darkweavers, and are just as fragile as them, if not more so due to their even smaller size (still larger than a human, however).
They have four eyes and a pair of normal hands. They can throw shadow bolts, cast Soul Flay which reduces strength, agility and kinesthetic sense to 80% of their normal,
as well as Mind Sear which causes pain in the nervous tissue as well as mild dizziness.
C'thraxxi Juggernauts are a variant of the regular C'thrax caste. They are just as rare, and are only a tad larger. They have three eyes and instead of pincers have a pair of "hands" that have tentacles instead of fingers. They have innately higher toughness than the regular C'thraxxi, and learn the same skills at the same rates. They can lash with their tentacles, which can potentially latch on and set up a shaking attack.
Their entire bodies save for the head are protected by a tough carapace.
The Ancient Ones are the other potential leader caste for the Faceless Ones. They crawl on a single tail, have six arms, eight eyes, and two bony crests on their heads. They learn maces, wrestling and fighting skills at thrice the usual rate.
They have three spells - they can throw Shadow Bolts, cast Curse of Fatigue to lower the speed and strength of their targets to 70% of their normal, and Blessing of the Old Ones, which increases the strength, agility and toughness of a friendly creature to 150% of normal, and prevents them from feeling pain or overexerting.
Spoiler: OC races (click to show/hide)
Friori - a race of arctic-dwelling, fey humanoids. They live in towns in the glaciers, tundras, taigas and temperate coniferous forests.
They are slightly taller than normal humans, and their nails are made of ice, making their scratching attacks deadlier. They cannot freeze to death.
They are the only race to produce Cryosteel.
They classify as both water/ice elemental creatures and as beings of nature, making them immune to the negative effects of some spells.
They are a neutral race, and will come to trade.
Morbian - a race of otherworldly, undead necromancers, who transferred their souls to mechanical bodies. They live in towns in
the deserts, forests, shrublands, grasslands, savannas and tundras.
They are slightly larger than humans, and have two tentacle-like appendages - one ends in a scalpel-like blade, the other in a pincer, both of which can be used for attacks. All Morbians can reanimate corpses as either regular zombie minions, as skeletal minions, or as skeleton mage minions.
They do not need to eat, sleep, drink or breathe, and feel no pain.
They use a wide variety of weapons, mostly including many sword types and several firearms. However, they have no armor or shields.
They send out snatchers and will be hostile.
Maculatian - half-plant humanoids who worship nature. They live in towns in the forests and wetlands.
They are larger than humans, and have a single eye set within their blooms, and also have an absorbed skull to protect their brains. Two flytrap-like plants sprout from their shoulders, which give them additional attacks. They do not need to sleep, eat or drink, and feel no pain.
Being bitten by their flytraps will inject a venom that can cause swelling, severe pain, a fever and drowsiness.
They use a variety of primitive weaponry - for protection, they only have masks, breastplates and shields.
The only materials that they use are razor wood and hardened fungus. They send out snatchers and will be hostile.
Flayed - a race of humans, gruesomely mutated and stripped of skin by an expulsion of volatile magic. They live in towns in the forests and wetlands.
They have several variants, all of which feel no fear or pain.
Regular Flayed are the same size as normal humans, the only difference being that they are skinless.
Flayed Brutes are nearly four times the size of a normal human, and have bony growths protruding out of their backs. They are innately stronger but less
agile than other Flayed.
Ossificated are Flayed with more bone growths that cover their upper backs, shoulders and elbows. They have small yet sharp blade-like protrusions
coming out of their fingers, giving them raking and stabing attacks.
Ironclad Flayed are fanatics who have bolted plates of metal to their flesh for protection - their teeth are also replaced with metallic ones.
Their heads, upper bodies, lower arms, lower legs, hands and fingers are protected with metal.
Flayed Juggernauts are a rare, gruesomely mutated variant. They are more than 10 times the size of a normal human, and have sharp, bony hooks at their wrists
that they can use for devastating hacking attacks. They are innately stronger but also less agile than normal Flayed.
Their upper bodies, upper legs, lower legs and feet are protected with metallic plates.
Flayed Zealots are a rare caster caste. Slightly smaller than the standard Flayed, they have bone spikes growing out of their eyes and shoulders.
They have two spells - Mark of Chaos, which increases strength and agility to 150% of their maximum, and makes the target unable to be overexerted; and
Curse of Enfeeblement, which reduces the targets toughness to 75% and makes them more vulnerable to further attacks.
Carcinoid Flayed are an uncommon caste with tumorous lumps on their backs and a fluid-filled tumor on their necks. Their eyes are swollen with another pair of growths.
They can vomit diseased fluids to cause swelling and a fever.
Due to their insanity, the Flayed do not use armor or shields. They have a variety of primitive weapons, along with some weapons that are shared with humans.
They send out thieves, and will be hostile.
Note that aside from the Flayed, all the races here have compatibility with my cave and good/evil biome packs - the Friori, for example, will use good glacier, tundra and taiga creatures, the Morbians will use the undead from evil biomes (except the tundras) and the underground, and Maculatians will use the plant creatures from the underground and from good biomes.
They are slightly taller than normal humans, and their nails are made of ice, making their scratching attacks deadlier. They cannot freeze to death.
They are the only race to produce Cryosteel.
They classify as both water/ice elemental creatures and as beings of nature, making them immune to the negative effects of some spells.
They are a neutral race, and will come to trade.
Morbian - a race of otherworldly, undead necromancers, who transferred their souls to mechanical bodies. They live in towns in
the deserts, forests, shrublands, grasslands, savannas and tundras.
They are slightly larger than humans, and have two tentacle-like appendages - one ends in a scalpel-like blade, the other in a pincer, both of which can be used for attacks. All Morbians can reanimate corpses as either regular zombie minions, as skeletal minions, or as skeleton mage minions.
They do not need to eat, sleep, drink or breathe, and feel no pain.
They use a wide variety of weapons, mostly including many sword types and several firearms. However, they have no armor or shields.
They send out snatchers and will be hostile.
Maculatian - half-plant humanoids who worship nature. They live in towns in the forests and wetlands.
They are larger than humans, and have a single eye set within their blooms, and also have an absorbed skull to protect their brains. Two flytrap-like plants sprout from their shoulders, which give them additional attacks. They do not need to sleep, eat or drink, and feel no pain.
Being bitten by their flytraps will inject a venom that can cause swelling, severe pain, a fever and drowsiness.
They use a variety of primitive weaponry - for protection, they only have masks, breastplates and shields.
The only materials that they use are razor wood and hardened fungus. They send out snatchers and will be hostile.
Flayed - a race of humans, gruesomely mutated and stripped of skin by an expulsion of volatile magic. They live in towns in the forests and wetlands.
They have several variants, all of which feel no fear or pain.
Regular Flayed are the same size as normal humans, the only difference being that they are skinless.
Flayed Brutes are nearly four times the size of a normal human, and have bony growths protruding out of their backs. They are innately stronger but less
agile than other Flayed.
Ossificated are Flayed with more bone growths that cover their upper backs, shoulders and elbows. They have small yet sharp blade-like protrusions
coming out of their fingers, giving them raking and stabing attacks.
Ironclad Flayed are fanatics who have bolted plates of metal to their flesh for protection - their teeth are also replaced with metallic ones.
Their heads, upper bodies, lower arms, lower legs, hands and fingers are protected with metal.
Flayed Juggernauts are a rare, gruesomely mutated variant. They are more than 10 times the size of a normal human, and have sharp, bony hooks at their wrists
that they can use for devastating hacking attacks. They are innately stronger but also less agile than normal Flayed.
Their upper bodies, upper legs, lower legs and feet are protected with metallic plates.
Flayed Zealots are a rare caster caste. Slightly smaller than the standard Flayed, they have bone spikes growing out of their eyes and shoulders.
They have two spells - Mark of Chaos, which increases strength and agility to 150% of their maximum, and makes the target unable to be overexerted; and
Curse of Enfeeblement, which reduces the targets toughness to 75% and makes them more vulnerable to further attacks.
Carcinoid Flayed are an uncommon caste with tumorous lumps on their backs and a fluid-filled tumor on their necks. Their eyes are swollen with another pair of growths.
They can vomit diseased fluids to cause swelling and a fever.
Due to their insanity, the Flayed do not use armor or shields. They have a variety of primitive weapons, along with some weapons that are shared with humans.
They send out thieves, and will be hostile.
Note that aside from the Flayed, all the races here have compatibility with my cave and good/evil biome packs - the Friori, for example, will use good glacier, tundra and taiga creatures, the Morbians will use the undead from evil biomes (except the tundras) and the underground, and Maculatians will use the plant creatures from the underground and from good biomes.
That's it for now - hope you guys enjoy this update, had a lot of fun making it!