Post-game and Endgame Idea Compilation!

Just what the name indicates. A nice little compilation thread to make postgame and endgame ideas easier for Zack to find. Got any? Share 'em here!

I’ll start. Firstly, with these other threads I had going.

I’m also going to link THIS thread by Fluffy the Wise, who did the Christmas event monsters, and possibly others as well. It’s full of pretty cool stuff, and certainly worth a look. I’m also going to link THIS thread by C71, as he has a pretty cool idea for an event. :slight_smile:

And secondly, with a new idea, another NPC that, IF Zack opts to use, I’d be happy to write dialogue for:

QUESTRESS KIKKYUJOU
“A valorious ruler appears! I’ve tasks that befit someone with bravery in their spirit and courage in their gut!”

Another one of those NPCs that can appear in realms after the defeat of the final boss…though she’s more likely to appear in the Kingdom of Heretics then other realms. Have a conversation with her and defeat the team of monsters she sics on you to test your valor(bonus points if she uses a beefed-up Vulpes as her point-man!), and she’ll move to the castle. Once there, she’ll offer Campaigns…essentially, mini-quests set up like the main game’s dungeons, a set of three floors, two of which are normal floors with objectives, and one that’s a boss-fight against a Campaign Boss, essentially beefed-up monster that starts with a few buffs and/or an extra trait, like supercharged Nemesis bosses. The main draw here might be Questor Tokens, which one can deliver to her in exchange for rewards as if she were a god shop, and possibly a Talisman…

Appearance-wise, Kikkyujou is a striking fox lady. She’s got wild auburn hair, and wears a simple, purple kimono with some samurai-style armor over it…the chestplate and shoulder guards, basically. Her waist is tied with a rope, attached to which is a sheathed sword, her feet are bare, and behind her is a big mess of nine fox-tails, each auburn with a white tip.

And an idea for the Talisman:

Name: Kikkyujou’s Bravery
Max. Level: 100
Where: Campaign shop.
Effect: Campaign Boss chests have a 1% chance to pay out additional Questor Tokens.
Super Effect: Campaign Boss chests now provide more loot in general.

So, with that, share your thoughts and feel free to share your own stuff too!

And something I’ve been thinking about earlier this week, possible NPCs that relate to Artifacts(which, again, I’ll be glad to write for IF Zack goes for them).

THE REMINGTON BROS.
“Well, glad ta see ya, pardner. What can ah do fer ya today?”
“The path o’ artificin’s a long one, but one ah’ll gladly walk as far as ah can walk it.”

A pair of NPCs that can appear in realms after the defeat of the final boss. The first one met is the younger brother, Wesson, who, when spoken to, will eagerly move to the castle to ply his skill. However, once there, he’ll provide a sidequest to track down his older brother, Smith, who then also appears in realms.

Both brothers are Artificers, which means they specialize in artifacts, but not quite like how the Blacksmith does it. Rather, they improve existing artifacts by letting you delve into them, Item World-style, do a brief realm(note: if the Unaligned Realms are a thing, the Armament Spheres would be PERFECT for this!) and fight a boss, like an Itherian Realm, with the brother chosen replacing Umaro’s appearance at the end. Both also do diffrent things: Smith allows one to improve applied parameters beyond the usual scope…to an extent…and Wesson allows one to apply more parameters beyond the usual six…again, to an extent.

Appearance-wise, the brothers are similar below the waist…they wear dark pants with leather chaps over them, and tough boots with spurs. ABOVE the waist, they differ a lot: Smith wears a simple shirt, a leather-colored poncho, a stetson hat and a 5-o-clock shadow, whereas Wesson wears a dapper, grey suit-jacket with a white shirt under it, a matching bowler hat and has a moustache.

Now, time for a bit of a round-up by a Discord poster who’s asked me nicely to share some of his stuff.

At later stages of resource gain, a wandering merchant could sell exotic items at accordingly-inflated prices, to act as a resource sink.
An option could involve a small garden plot back in the castle. Maybe grow a resource-bearing tree, or even Seed of (element)-bearing ones there to harvest inbetween levels.
An antagonist, perhaps some sort of rival mage, a ruler from another land, a cultist of one of the gods or even just a monster who's learned to fight like a mage. First encountered at the realm that's the nearest multiple of 50 from where you are, and recurs every so often through special teleportals, with randomized dialogue and some special loot it can drop.

And, if I’m allowed a small bit of vanity in regards to the Unaligned Realms, an accompanying NPC(which, predictably, I’d love to write dialogue for).

RAIKO THE MONSTEROLOGIST
“Well, good to see you’re still alive, Your Majesty! Come, have a look at the things I’ve assembled for you today!”

Another one of those NPCs that can appear in realms after the defeat of the final boss. The Monsterologist shows up in realms after one’s first encounter with an Unaligned Realm…he studies them, and the unusual monsters that dwell within, and, upon being spoken to, he moves to the castle. At his core, the Monsterologist serves two purposes: he provides Mini-Quests for the Unaligned Realms(that stack with the Questress’ mini-quests sometimes!), and he’s a shopkeeper who takes Unaligned Tokens and exchanges them for stuff, usually special monsters based on ones from the Unaligned Realms that don’t normally appear in the rotation.

Appearance-wise, Raiko is human. He has long, silver hair, accented with a green headband. He also wears white robes, but with a green, wide-sleeved jacket worn over them. On his back is a fair-sized backpack that his hair partially falls over.

And an idea for a possible Talisman he sells:

Name: Monsterology Almanac
Max. Level: 200
Where: Monsterologist shop.
Effect: Unaligned Realm quests and treasure boxes now yield 0.50% more treasure.
Super Effect: Monsters from the Monsterologist shop now appear in the Unaligned Realms’ enemy rotation. These monsters provide 1.5 times the normal amount of Resources when defeated.

Just posting to say that I’ve split up the content of my big thread into two other threads and fixed the links in the first post accordingly.

Ilberd needs some love, and we need some room for new things so makin the best of BOTH worlds right now.

Side Quest: Ilberd’s Request
Objective: Give Ilberd 1m in each resource
Reward: Side Quest

Side Quest: Ilberd’s Promise
Objective: Complete 1 of each quest: The Robes off Their Back, Quality Construction, Twinkling Titanite, Conquest for Cores, Citizens of a Growing Empire, Armaments for War, Pelted with Gifts, Calling of Arms.
Reward: Construction Table (Upstairs)

Construction Table
Similar to Siralim 1 and 2. you pay resources to unlock things for your castle. It works differently, however. You pay a fair bit of resources and obtain a side quest. Once you finish the side quest, you obtain the reward. It starts with one blueprint but you can get more by finding them in realms or talking to certain NPC’s.

Blueprint: Magical Jukebox
Obtained: Start
Price: 100k of each resource
Side Quest: What the Funk?
Objective: Grind 100 Runes and Gems to power this new machine.
Reward: Magical Jukebox, Ability to find Records in chests and grinding, Blueprint: Jukebox MK II.

Blueprint: Jukebox MK II
Obtained: Completing
Price 200k of each resource
Side Quest: Funk it Up
Objective: Find 10 mechanical parts to upgrade the Magical Jukebox
Reward: Ability to change the songs that play in each area.

Blueprint: Enchanted Recycling Bin
Obtained: Talking to Luna after obtaining the Construction Table
Price: 1m of each resource
Side Quest: Reasons why you should Recycle
Objective: Grind 100 Spell Gems and 100 Artifacts
Reward: Enchanted Recycling Bin

Blueprint: Achievement Trophy
Obtained: Realms
Price: 100k of each resource
Side Quest: Achievement Gotten
Objective: Find the Achievement Trophy in a realm
Reward: Activement Trophy

Blueprint: Theater Room
Obtained: Bought from Purple Jester for 100 Cloth Scraps after obtaining the Construction Table
Price: 1m of each resource
Side Quest: Find the Costume Maker
Objective: Find the Costume Maker (Red Jester) in realms
Reward: Costume Maker

Blueprint: Itherian Powerflux
Obtained: Itherian Realm Depth 100+
Price: 500k of each resource
Side Quest: Finding the Powerflux
Objective: Beat the boss of Itherian realm 200+
Reward: More Sigil Properties

Magical Jukebox
This item fixes and plays weird stones called “records”. These stones are found in chests and rarely when grinding runes or spell gems. Upgrading it makes it’s magic powerful enough to change the songs that play in the background of battles, realms, and even the castle.

Records and Record Shards
There (should be) is a record for every song in Siralim 1-3. (Zach can add whatever he pleases other than these) Each record takes 10 Record Shards to make and it makes a random record you do not have yet.

Enchanted Recycling Bin
This item replaces your Enchanted Trashcan and allows Luna to configure more options for the item. Instead of removing the items from the pool like the trashcan however, it replaces them with resources.

Costume Maker
“Have you ever wanted to look like your pal over there?” You see him point to your (First creature in party). “I can make you look like that for just some cloth and some resources.”
This NPC can make a costume of ANY creature. All you need to pay is 20 Cloth Scraps, that creatures core, and that creature’s legendary material. To get the creature’s singular pallet you have to obtain the singular once and already have it’s costume. It would cost 50 cloth scraps, one core (not singular), and one legendary material.

Achievement Trophy
This item gives you rewards for completing a certain amount of achievements. Usually resources, but DOES give talismans. Note there is no rewards for completing Story quests.
Rewards:
X category 10%: 10k Resources
X category 20%: 20k Resources
X category: 30%: 50k Resources
X category 40%: 75k Resources
X category 50%: Talisman
X category 60%: 100k Resources
X category 70%: 1m Resources
X category 80%: 5m Resources
X category 90%: 10m Resources
X category 100%: 100m Resources

Sigil Properties
[R] Chests contain more (Spell Gems/Resources/Eggs/Tomes/Emblems/Runes/Seeds/Bottled Fairies/Misc Items/loot)
Bonus: 5%
Rarity: Adds to Chests contain more Artifacts (Artifacts 25% Spell Gems 25% Resources 25% Emblems 5% Runes 5% Bottled Fairies 5% Misc Items (Any other item not listed) 5% Eggs 2% Tomes 1% Seeds 1% Loot 1%)
[E] Nemesis Enemies always have X Affix
Bonus: 10%
Rarity: Normal Affixes 80%, Greedy 19%, Genius .5% Knowledgable .5%
[E] Enemies all share their traits with each other.
Bonus: 10%
[E] Enemies drop X% (10-200) more resources
Bonus: 1% per 10%
[P] Your Perks have no effect
Bonus: 20%
[R] Contains extra Singulars (Doubles the singular chance) (Note this is really rare)
Bonus: 20%
[P] Your creatures have X% (10-200) less X (Attack/Intelligence/Speed/Defense/Health)
Bonus 2% per 10%

Achievements
Costume Maker I
Obtain 1 creature costume
Points: 1
Costume Maker II
Obtain 10 creature costumes
Points: 2
Costume Maker III
Obtain 50 creature costumes
Points: 3
Costume Maker IV
Obtain 100 creature costumes
Points: 5
Costume Maker V
Obtain 250 creature costumes
Points: 7
Costume Maker VI
Obtain 500 creature costumes
Points: 10

Talismans
All: Overachiever’s Crown
Character: Great Fairy Wings
Creatures: Genetic Tome
Items: Warehouse Box
Gods: Golden Charm
Battles: ???
Realms: Discount Coupon
Castle: ???

Talisman: Overachiever’s Crown
Achievement Points are worth X% more (1% per level)
Level 100 reward: Achievement Points grant a bonus to resource gain in battle .1% per point
Max Level: 100

Talisman: Great Fairy Wings
Increases your chance to find Gore Knives by X% (1% per level)
Level 100 reward: Sacrifices with the Gore Knives gives 1 deity point
Max Level: None

Talisman: Genetic Tome
Increases your chance to find Blood Knives by X% (1% per level)
Level 100 Reward: Sacrificing Primed creatures with the Blood Knife gives it’s respective gene
Max Level: None

Talisman: Discount Coupon
Merchant sells items at a X% discount. (.5% per Level)
Level 100 bonus: Merchants will appear twice as often.
Max Level: 100

Talisman: Warehouse Box
Merchant sells X% more items. (1% per Level)
Level 100 bonus: Merchant will rarely sell new, somewhat pricey items. (Knives, Eggs, Cards, Rune Dust(10), Tomes, Pills of Upgrading, Fairy Bottles, Map of Farsight (Dunno why this is not sold already; normal rarity for this item) Seeds, Record Shards)
Max Level: None

Talisman: Golden Charm
Increases Favor gained by X% rounded down. (1% per level)
Level 100 Bonus: Doing anything in a realm gives a small amount of favor (1-2 favor for breaking objects, battling (upon win), opening chests that is unaffected by this taliman’s bonus)
Max Level: 400

Hey, some cool stuff! Thanks for sharing, C7, some cool ideas there!

Just had another Talisman idea, and I’m naming it after someone who’s been a huge help when it comes to what I do.

Name: Dianne’s Demonic Aid
Max. Level: 200
Where: Random drop, though possibly also the Monsterologist shop.
Effect: S-ranked monsters now give 0.50% more resources when you defeat them.
Super Effect: S-ranked monsters are now more likely to drop rare items, including their Card.

As an aside, I’ve been pondering some stuff about additional Dumpling types, to shake some stuff up and get more oomph out of Torun’s Expletive. Here’s the five results of my labor(also, I figure each of these pays out a vastly increased amount of their associated resource):

Added Monster: Jalapeño
Trait: Spicy Goodness(Hot Dough Ball)
Effect: This monster grants a stacking boost to Brimstone gain for every in-battle turn it survives, starting at 50% and ending at 300%.

Added Monster: Candy Prism
Trait: The Sweetest Thing(Sweet Dough Ball)
Effect: This monster grants a stacking boost to Crystal gain for every in-battle turn it survives, starting at 50% and ending at 300%.

Added Monster: Waffle
Trait: Taste Grid(Pressed Dough Ball)
Effect: This monster grants a stacking boost to Essence gain for every in-battle turn it survives, starting at 50% and ending at 300%.

Added Monster: Choc Rock
Trait: Stop The Choc(Crunchy Dough Ball)
Effect: This monster grants a stacking boost to Granite gain for every in-battle turn it survives, starting at 50% and ending at 300%.

Added Monster: Lemon Treat
Trait: The Power Of Sour(Glowing Dough Ball)
Effect: This monster grants a stacking boost to Power gain for every in-battle turn it survives, starting at 50% and ending at 300%.

These five, paired with the Nugget monster from Fluffy’s thread(link in the first post, said monster also looks super-sweet) ought to spice things up a tad, and perhaps even add more rewards to the Librarian, for stacking amounts of bestiary completion.

You know how I’ve included some special monsters with names that don’t match the others over in My other thread? I’ll link them all here for convenience:

Special Monster: The One-eyed King
Trait: Seeing is Believing(Royal Eye Drops)
Effect: So long as this monster lives, enemies’ Blind debuffs last forever.

Special Monster: Red Hare
Trait: Fastest In The Land(Red Flufftail)
Effect: This monster will always get the first turn. On that first turn, its first attack hits at 50% extra damage, plus additional damage equal to the SPD diffrence between this monster and its target: the slower the target, the more damage is done.

Special Monster: The Flyin’ Sheilah
Trait: Burning Heart(Championship Belt)
Effect: When this monster has Berserk, it takes 50% LESS damage instead of 50% MORE damage.

Special Monster: Mommy Longlegs
Trait: Silken Finery(Loving Spider Eyes)
Effect: Your Direspiders, Mites and Arachnalisks have 10% more DEF for every monster of the same type in the party, counting this monster as being of the same type.

Special Monster: The Lady In Red
Trait: The Lady’s Contempt(Living Interred Flesh)
Effect: Enemy creatures take 40% more damage from Critical attacks. This trait does not stack.

Special Monster: The Unknown Hero
Trait: Fight Another Day(Sepia-toned Picture)
Effect: This monster always has Grim, but so long as this monster is alive, your party takes 25% less damage.

Special Monster: The Black Tower
Trait: On A Moonlit Night(Twisted Force Essence)
Effect: So long as this monster is alive, enemies with Burn or Stun spread these debuffs to other enemies adjacent to them.

Special Monster: The Unforgiven
Trait: The Need To Repent(Shackled Waistband)
Effect: At the end of this creature’s turn, it has a 7% chance to take another turn for each Forgiven fighting on your side. If it’s taken that turn, it then has a 3% chance to take a third, last turn for each Forgiven fighting on your side.

Special Monster: The High Bishop
Trait: Mundane Or Miraculous?(Blessed Clear Blood)
Effect: At the start of this monster’s turn, if it does not have Bleed, it gives itself Bleed, but ignores the effect. So long as it has Bleed, it will always survive the first attack aimed at it that’d kill it, leaving it at 1 HP. It also gains Mend.

Special Monster: Saidai Kensei
Trait: The Highest Pinnacle(Pristine Tsuba)
Effect: When this monster has a Sword equipped, it always has Grace, Protect, Ward and 20% ATK, SPD, DEF and INT.

Special Monster: Cap’n Marblefist
Trait: Raiding The High Seas(Marbled Shimmerscale)
Effect: This monster deals 50% more damage to targets that have Snare or Stun. This monster deals a further 25% more damage to targets with Snare or Stun if it has Berserk or Critical, and 50% more damage it it has both.

Special Monster: The Archaeo-Dynast
Trait: Clay Caskets(Ancient Tailbone)
Effect: This creature has a 5% chance to, when it attacks, instantly kill its target for every creature with Mud on the battlefield. This creature starts with Mud, but ignores its effect.

Special Monster: Porcu-Spine
Trait: Lingering Pain(Extra-Sharp Quill)
Effect: When this monster attacks an enemy, it ignores 75% of that enemy’s DEF, and that enemy will take 50% more damage from the next attack it takes.

Yanno, these guys? I figured they had a special arrangement to them. Specifically, I figured these could be bosses over in Siralim 4, should it ever be made, and should my works be judged good enough to be admitted.

Here’s how I figure it goes: each of these are bosses for a stretch of the story, perhaps a bit that deals with the Unaligned Realms. After being defeated, they then do the Zantai thing…ONCE. They show up when exploring the Unaligned Realms, and when you hit the nearest realm depth multiple of 50. You beat them, and they give you a Talisman that works like Evolution of Zantai(The One-eyed Crown, Red Hare’s Saddle, The Sheillah’s Gloves, Longlegs’ Web Ball, Memento In Red, Unknown Hero’s Mask, Black Tower’s Brick, The Unforgiven’s Rags, High Bishop’s Mitre, Kensei no Myouri, The Cap’n’s Marble, The Archaeo-Dynast’s Trinket and Porcu-Spine’s Spiky Coat, for example). Also, once beaten in this fashion, they become refightable at the Crucible of Souls.

How’zat sound?

Alright, time for moar stuff. First, an NPC.

THE RETROMANCER
“A wise king knows that the past holds many secrets. Come, explore them with me.”

Another one of those NPCs that can appear in realms after the defeat of the final boss…though he’s more likely to appear in Eternity’s End then other realms. Have a conversation with him, and he’ll move to the castle. The Retromancer’s thing is that he lets one traverse Retro Realms, which use S1 graphics, and matching Retro Quests…they’re arranged like the Questor’s quests. The main draw here might be Retrokens, which one can deliver to him in exchange for rewards as if he were a god shop, and possibly a Talisman…

Appearance-wise, the Retromancer is eye-catching. He wears a smallish, golden cuirass with matching pauldrons, and a white cloak that completely obscures his body. His head, however, is a disco ball that seems to just hover above his body, like it’s the thing that holds the armor and cloak up…

And an idea for the Talisman:

Name: Retromancy Tome
Max. Level: 100
Where: Retromancer shop.
Effect: Retro Boss chests have a 1% chance to pay out additional Retrokens.
Super Effect: Retro Boss chests now provide more loot in general.

Okay, so you probably all know that I spent the early parts of my monster thread discussing ways that old monster sprites could be turned into the basis for entire new creature families…but there were old monster sprites I never discussed there. I did that on purpose: because I wanted to discuss them HERE, after the Retromancer, so as to share ideas for modified looks for these monsters, new names, and insinuate they might be good stuff for the Retromancer to sell for Retrokens. :slight_smile: Won’t be discussing Trait ideas here…I’ll leave that to Zack. So without further ado, here goes:


OLD CARNAGE SPRITE
New Name: Primeval Carnage
This one seems the easiest to discuss, given that the old Carnage’s body-type is very similar to new Carnages, just viewed from the front. The solution’d be to just flip him sideways, and maybe give him a similar chest to the other Carnages too. Don’t even have to change his color, as I don’t think any other Carnage has this pinkish hue.


OLD PRIEST SPRITE
New Name: Force Priest
Another really easy one. Give him a darker green cloak, keep that staff(except perhaps to darken it), and keep that cool pattern on his orb core. That pattern alone is kind of why I saw potential in this guy, too.


OLD FIEND SPRITE
New Name: Arch Fiend
I love using Fiends, so THIS guy makes a great deal of sense to include. He’s got a cool greyscale pattern that sets him apart from the white-and-red Ferocious Fiend, and a style of horns most other Fiends don’t have either. All he needs is some of the features modern Fiends have(better forelimbs, eyes on the side of his head) and we’re good. One can even keep his maw the way it is, to signify the Arch Fiend’s age. :stuck_out_tongue:


OLD D-HORDE SPRITE
New Name: Diabolic Squire
Another easy one. All that has to be done, really, is adding some horns to the Squire’s demon doggos, and altering the color palette to be more Siralim 3-esque. Maybe dark tan skin and black hair for the Squire himself. I just really like this one, is all. :slight_smile:


OLD SKELETON SPRITE
New Name: Skeleton Bandito
Another easy one. Take a modern Skeleton sprite, and apply this guy’s hat, general colors(he’s certainly got an interresting hue of dark yellow on him). Slap that belt of pouches around his chest, put that pistol in one hand and a bag of loot in the other(he IS a Bandito, after all~!).


OLD GHOUL SPRITE
New Name: Molten Ghoul
It’s interresting how the old Ghoul looks so melty, and I feel it lends him a distinctive look. Apply this to the newer Ghoul sprite…the legs molten into a single mass, like what this guy has, and basically adapt the head wholesale(his expression is distinctive, as are his many eyes~), and it should be good.


OLD ANGEL SPRITE
New Name: Byzantine Angel
Yeah, I used this sprite in my monster thread, to indicate what inspired the Carven, but honestly, there’s enough here to make a new Angel with too. Replace the usual Angel wings with this guy’s tendril wings, adapt the helmet wholesale, use that ‘base’ to adorn the lower body, and maybe give him a lance and a big shield as his weapons.


OLD DEMIGOD SPRITE
New Name: Esteemed Ancestor
THIS guy is what inspired me to try and do this. He looks almost identical to the new Demigods, and can be adapted easy: see that face? Apply it to his shoulder armor. Two pieces on either side, toering upward like wearable Moai heads…and one behind, though that one’s face is obscured. Keep that little collar bit, and make the head a bluish-white orb. That should do the trick!


OLD IMLER SPRITE
New Name: Bone Imler
This one’s another easy one, given that he already looks mostly identical to the modern Imlers. Maybe make his color paler and more boney, tho. I do really like that cracked, skull-like head, so adapting that might work too. It lends the Bone Imler a distinctive look.


OLD IMLING SPRITE
New Name: Rafa Imling
And as Imlers and Imlings are a pair, I can’t forget this guy. Might be an idea to keep the studdy rhino legs and arms, to diffrentiate him from the likes of the Varve Imling. Double forehead horns are neat, as are the perma-closed eyes. Really sets him apart…though it may be smart to adopt the Bone Imler’s bone color here too, lest he looks too similar to the Varve Imling.


OLD BAT SPRITE
New Name: Shriek Bat
The old Bat sprite was quite distinctive, and it might be trivial to simply adopt the old head for a new Bat. Maybe some grislier-looking wings, too. The Gameboy Green color suits him nicely as well.


OLD UNICORN SPRITE
New Name: Unicorn Valiant
This sprite is already somewhat similar to the new Unicorn sprites, so adapting this one’s traits could be cool. The side-pattern is nice, and the light blue shade is neat too. Maybe make its horn, mane and tail a much darker blue, to make them stand out.


OLD LICH SPRITE
New Name: Lich Traveller
Yeah, I used this sprite as the basis for the Thaumaturges, but some of this guy’s traits can work for a new Lich too. Put the lantern on the end of its staff, keeping the other hand empty, and giving it both the old Lich’s hat AND high collar, but not the coat. Giving it the old Lich’s belt is also cool.


OLD DRAGON SPRITE
New Name: Dragon Decoy
This thing looks so strange…almost like it’s a balloon of some sort rather then a real dragon. Which is exactly what I’m billing it as: a Dragon balloon come to life. Maybe give it a less-yellow color(as we already have two yellow Dragons), replace those coral things normal Dragons have with something like festival streamers, and perhaps like a ‘seam’ along the side of its body, to further hint at its fakeness. Oh, and keep that face. That blank-eyed, derpy face.


OLD SPIRIT SPRITE
New Name: Inkblot Spirit
Yeah, I used this guy as a basis for the Wildvanes, and he’s too diffrent to qualify as a new Spirit as-is…but I do like that his ‘stalk’ kind of looks inky. Might be an idea to capitalize on that: make the new Spirit’s body look like a mass of ink, and give it that Shy Guy-esque expression on its mask.


OLD HOUND SPRITE
New Name: Vagabond Hound
I do like this Hound…he looks like he’s got a heavy, raggedy pelt going. This, and its bony tail and horns, could make it ideal as a new addition to the Hound tree. Hell, there’s already a precedent for a horned Hound: the Terror Hound!


OLD GARGOYLE SPRITE
New Name: Rockear Gargoyle
This Gargoyle has the same posture as the new ones, making it quite easy to highlight the traits that could be brought over: the old head’s large ears, replacing the horns on other Gargoyles, the ‘closed eyes’ expression and the old wings, to make it look even more distinctive. Maybe keep it greyscale, too, by making its associated color near-black, while keeping the skin grey, like how the Goretongue, Dusktail and Nightwing Gargoyles are.


OLD SLIME SPRITE
New Name: Luminescent Slime
Yeah, I used this sprite as the basis for the Haematonchires, but honestly, this particular color, as well as the spikes, could work well to adorn a new-style Slime, too. The cycloptic look could also make it quite distinctive.


OLD HUNTER SPRITE
New Name: Veteran Hunter
Almost identical to the newer Hunter sprites, so a simple adaptation could work. I’d reccomend keeping the ‘chestplate’ as is, maybe with whatever color the shuriken gets, and keeping the ‘long robe’ look to hide its legs. Maybe make the robe a dusty color, so as to not let the Veteran Hunter look too similar to the Faith Hunter. As this guy’s mount seems more catlike then other Hunters, maybe keep it that way, for distinctiveness. An old, experienced Hunter riding a fearsome panther into battle!


OLD BROWNIE SPRITE
New Name: Brownie Hero
The old sprite looks similar to the new one, so adapting it can work. Keeping the hat and the ‘cage’ hammerhead could be a good idea, as is, MAYBE, keeping that plaid pattern for its robe.


OLD DEVIL SPRITE
New Name: Gruesome Devil
This is another one of those monsters that’s similar enough to the new look that a simple adaptation can work. Keep the brownish-red color, adapt that facial expression(it’s equal parts cruel and mocking, ideal for a Devil!) and let it wield that distinctive, hooked sword.


OLD ASPECT SPRITE
New Name: Fall Aspect
Yeah, I used this sprite as the basis for the Goliaths, but its traits could work nicely with the new Aspects, too. Keep the leafy covering of the arms, maybe give him a bit of a belly and keep the darkened eyes. A brownish color scheme could also work.


OLD DOOM FORTRESS SPRITE
New Name: Acropolis
This is the easiest one, looking…basically identical to modern Doom Fortresses anyway. Keeping the colors helps it stand out, and keeping the darkened maw helps to make it look especially sinister.


OLD PHASE WARRIOR SPRITE
New Name: Phase Duellist
I share this one not so much for the body, as the new Phase Warriors look a billion times cooler, but for its equipment. That wavy, blazing sword and that little buckler. Could be cool to adapt those for a new Phase Warrior. Maybe give it a green headstone, too.


OLD PIT WRAITH SPRITE
New Name: Pit Wraith Historian
This guy already looks very similar to modern Pit Wraiths, so slapping its colors on the modern body ought to work. Keep the bigger head, tho, and maybe make the eyes white to signify age…and maybe let it hold a rolled-up scroll in one set of hands.


OLD PIT WORM SPRITE
New Name: Glossy Pit Worm.
Yeah, I used this sprite as the basis for the Slarms, but it could easily be the base for a new Pit Worm too. Basically, keep the soft-looking, glossy features of the old Pit Worm, but pair it with the head style of the new Pit Worms. Maybe, instead of the usual spike-appendages most Pit Worms have around their heads, give this one a series of bony plates, to aid in digging through soil.

…and that’s all I had on THIS stuff. There’s more to come, but the retro stuff’s all dealt with.

Posting this from a side-thread into this thread so it may be seen better:

SLEYT THE DISSOLVER
“Oi, glad to see ya, mate! What can ol’ Sleyt do fer ya today?”

The first is the least involved, Sleyt the Dissolver. An NPC who can appear in realms once you’ve gained the ability to access Itherian Realms. Chat him up and he’ll move to your castle, standing opposite Ryzina, the Sigil Shaper. The service Sleyt provides is simple: he allows for the removal of certain traits from Sigils, or the ability to just straight-up dissolve Sigils for Power, which can then be used on other Sigils.

Appearance-wise, he’s a robed fellow, like the Noble Man skin, except he has brownish hair and he has large, woodlike shoulder panels, attached to which is a ‘tendrils’ cloak that envelops him on all sides but the front, which, from behind, makes him look like a large scrub brush.

SURHAT AL-MIDAHS
“Ah, 'tis such a fortune to meet you once more. Please, peruse my wares…I do adore the trinkets, but I can only carry so many…”

A more ambitious one, featuring a new monster added to an existing family!

His full name is Surhat Thraus Rushta al-Midahs, and he’s an NPC that can appear in normal realms once one can access Iherian Realms. At his core, he’s a salesman who sells Sigils with only a single property, but he has a bit of a plotline to him.

He happens to be a travelling magus, searching for a place called the Forbidden Chamber. He’s been having strange dreams about it, and, as a scholar, is inclined to seek it out. Every meeting reveals more about Surhat himself, as well as the Chamber…until the sixth time, where the spot where Surhat would be is occupied by a portal, styled like Vertraag’s miniboss portals, except yellow.

This portal leads to the Forbidden Chamber, a dark, dusty ruin of a boss room with ancient books with yellow hardback covers scattered all over, the occasional tattered, yellow rug on the floor, a few yellow banners adorning the top wall and empty bookcases lining wherever the banners aren’t. The boss in question is the Pyrite King(see below), a named Occult Grimoire(also see below), leading a team of other, random Grimoires, including ones the player may not have seen yet. Defeating the Pyrite King causes the ancient evil suffusing this otherwise-ordinary tome to be absorbed by the Nether Orb, and the treasure chests to become accessable.

Surhat awaits near the exit, where he thanks you for saving him, and reveals more about himself and hands over a talisman, the Gilded Rotten Heart(also see below). From then on, he moves to Castle Nex, where he plies his trade. He still shows up in realms on occasion, though, where his prices are a little cheaper. In addition, the Pyrite King can be refought at the Nether Crucible.

Appearance-wise, Surhat stands out. He’s a robed, hooded mage whose robe is yellow, and whose hood does not reveal any glowing eyes. He accents his robes, though, with a silver chestplate with pauldrons, the chestplate inset with a round, red gem. Also on his head is a silver crown, like the sort some Wights wear.

And for the 'see below’s…

Name: Occult Grimoire
Trait: Ruinous Knowledge(Book of the Occultist)
Effect: When your Grimoires cast spells, they cast said spells as if they had 200% more INT, but take damage equal to 10% of their current HP in the process.
Appearance: A Grimoire with a bright yellow cover with black trim, and darkened pages, like parchment. The face upon the cover is similar to the well-known Scream face, with sad eyes and an open, downturned mouth, expressing woe.
Note: Can be extracted from when encountered in the Forbidden Chamber.

And the boss:

Name: The Pyrite King
Trait: Ancient Grudges(Fool’s Gold)
Effect: When an allied Grimoire dies, this monster casts one of its damaging spells, with no cost, as if it had 300% more INT.

And the talisman!

Name: Gilded Rotten Heart
Max. Level: 100
Effect: Grants a 0.50% chance of the Forbidden Chamber’s portal appearing in realms, though the boss leading it is a normal Occult Grimoire.
Super Effect: The chests in the Forbidden Chamber now provide more loot.

And another talisman, based on ideas suggested by forums poster Persona Non Grata(who is definitely grata in MY book!)

Name: Al-Midahs Signet Ring
Max. Level: 100
Where: Rare Forbidden Chamber loot.
Effect: Increases the odds of Surhat appearing in a realm by 0.50%.
Super Effect: Surhat now has a low chance of selling random Tomes, though they are appropriately expensive.

And a bit more…four monsters I’m going to refer to as ‘missed opportunities’, so to speak, that really could be a thing. They are, as follows:

QUARTZ PARAGON and STEEL HOUND
Gonfurian gave out fake cores for Singular versions of these monsters during the Halloween event as the ‘trick’ option…but it’d be cool if they were actual monsters, possibly from Gon’s godshop! Idunno if there were other fake cores Gonfurian gave out, but if there were, add them to this list too.

MASOCHIST BLADE DANCER
I remember Siralim 2’s bosses…specifically, Phobos, who came with two copies of himself dubbed ‘Blade Dancer’. Yeah, Phobos was just a named Sadomasochist, but it’d be trivial to pick the Blade Dancers back up and make them an actual thing!

HAUNTED MIMIC
You know those Invasion chests? The ones you check to summon Invaders for a realm quest, and get loot out of when it’s complete? How they have eyes and teeth while the invaders are about? I just want to know…why are these things not actual monsters yet, possibly encountered after said quest is done? Given that we have Mimic variants now, like the Gift Mimic and Killer Cooler, this would fit right in!

…and hey, a shopkeeper idea! Or several~.

THE MIMIC FAMILY: UNCLE MIMIC, MR. MIMIC, MRS. MIMIC AND MIMIC JR.
“Well well, Your Majesty! Glad to see you here. Have a look at my wares, I’ve assembled some good ones for you!”
“Well met, Your Majesty! Please come buy plenty, I’ve got stock to last quite a while, and raising a son is no cheap affair.”
“Well hey there, Your Majesty! I’ve got some…THINGS you can buy. A bit pricey, but it’s for my son’s sake…”
“Hi there, Uncle/Auntie (name)! I’m watching the shop to add to my allowance, and I’ve found some stuff you can buy if you want to!”

A set of those NPCs that can appear in realms after the defeat of the final boss. The lineage starts with Uncle Mimic, distinguishable by a big, grey moustache and a top hat…he’s more likely to appear in the Refuge of the Magi then other realms. Have a conversation with him, and he’ll move to the castle. Once there, he’s a shopkeeper who has a large selection of things to buy on a daily basis. Mostly just simple things, like Pando tokens, God tokens, spell gems, all that stuff.

Eventually, he’ll give a sidequest to find his son, Mr. Mimic, who got stranded somewhere in the Arachnid Nest…you can tell it’s him because of his thin, black moustache and bowler hat. Once spoken to and escorted to the castle, he runs a shop right next to Uncle Mimic. His prices are a bit cheaper, and he carries more goods.

He, too, will eventually give a sidequest: to find his lovely wife, Mrs. Mimic, and his son, Mimic Jr., who ended up stranded in the Faraway Enclave…they’re both easy to identify, as Mrs. Mimic has a big, floppy-rimmed hat, the sort that usually accompanies a sundress, and Mimic Jr. is smaller and wears a baseball cap. When escorted to the castle, they too do business: Mrs. Mimic charges slightly higher prices but has more goods then Uncle Mimic, and Mimic Jr. has fewer goods for more random prices, but occasionally stocks some really good stuff.

Saving all four of them nets a Talisman:

Name: Mimic Family’s Love
Max. Level: 100
Where: Given by Uncle Mimic.
Effect: Enemy Mimics pay out 3% more resources when defeated.
Super Effect: Enemy Mimics now have a chance to act last instead of first.