Dalek Mod Daleks
The Dalek Thread
WARNING: SPOILERS IN THIS THREAD
Table of contents:
• structures
• Dalek variants
• Dalek Weaponry and Armour
• miscellaneous items
• other mobs
• planets
• Dalek Bosses
• Skaro
Notes:
* There isn't much stuff from Destiny of The Daleks, we all know why.
* Whatever I have found I have credited. However if I have forgotten to credit you, please tell me
* There are a lot of original ideas and my takes of things, so if you want to watch/listen/read a source because of something in this thread, just bare this in mind
Structures
Dalek factory:
Use: this naturally creates random Daleks. However, it can be taken over. In one of the rooms there will be an item called
Fuel- when taken over it requires scrap metal or coal or charcoal or lapis or tools etc to make Daleks
Dalek Control Box. when you click it on it there will be a GUI, and one of the options says 'control'. There will be options with 'Dalek', and 'invade' which allows all the produced Daleks to be under your reign.
Dalek production panel. Allows all the Daleks being produced by the factory to have a certain colour scheme
Dalek Control panel. [WIP] Once the Daleks are under your control, you can command them. A map will pop up, you can mark locations on it to identify where your Daleks should invade and build on.
It also has options on about the Daleks, for example it has a player list on and you can click on players and decide the Daleks attitude towards them. The more Dalek buildings you have, the bigger the map is the more range you can move your forces. All Robomen your Daleks encounter will also fight alongside you.
Dalek structure blocks:
These blocks create Buildings when placed down. They are also all naturally spawning.
Dalek Factory
Details: see above
Crafting:
Dalekanium Block. Lapis Block. -Dalekanium Block.
Diamond Block. Diamond Block. -
Diamond Block
Dalekanium Block. Lapiz Block. -Dalekanium Block
Robotisation chamber/Transfer Machine
Use: any villager or UNIT Personnel or colonist or human ETC that walks in are turned into Robomen (see Robomen)
Any Other Information- attracts villagers. Also.
Crafting:
Redstone Block. Diamond. -Redstone Block.
Iron. Dalekanium helmet. Iron
Steel. Diamond. Steel.
Dalek Slave camp
Description- a prison like facility with humans, villagers, colonists etc working in it
Crafting:
Rotten flesh. Iron Block.Rottenflesh
Iron pickaxe. Iron Bar. Iron pickaxe.
Fence. Fence. Fence
Dalek Saucer
Description- a large Dalek ship outfitted with prison cells and technology
Crafting:
Air. Dalekanium Block. Air
Dalekanium Block. Diamond Block. -Dalekanium Block
Air. Dalekanium Block. Air
Dalek city:
Size: massive
Details: contains most other Dalek structures in,
* Daleks are also more friendly here (as friendly as you can get for a Dalek) and when they detect you they will (this is based on Arcpheonix's mechanoid thread)
* When in the city, they will tell you to follow them
1. The Dalek will then follow a path to the nearest holding cell
2. If the player stops, the Dalek will Tell the player to keep following.
* If the player starts taking too long, the Dalek will threaten the player
* The player will then have time to recognize that this mob is serious and either obey or else
* If the player does not comply, the Dalek will attack
3. The Dalek will then direct the player to a cell
4. A Dalek (or Dalek servant[s]) will guard this cell.
5. If the player steps out of this cell, the guard will prepare to attack
6. Any attempts by the player to take too many steps out of the cell will result in the guard firing at the player.
7. If the player gets even further away, but does not kill the Guard, the guard will alert all Dalek in the area of the Jail Break
* If the player ever decides to try to make a break for it, the Dalek will tell the player to halt.
* If the player is too disobedient, the Daleks will become hostile towards the player until the player leaves the city (they will forget about this if the player re-enters the city)
* Also, massive towers, buildings, housing locations etc, spawn here
Mobs: all Daleks, Dalek servants and even Dalek Bosses will spawn here
Dalek notes
* all Daleks are immune to flames, but they will still die in lava
* All Daleks are immune to poison, slowness, and weakness
* All Dalek blasts can destroy glass
* Daleks will set off very heavy weighted pressure plates, the more intelligent players would use this to their advantage and create anti-Dalek traps
Dalek variants
Dalek
Attacks- fires an elongated beam which causes 25 damage, if it hits a block the block will set on fire
Health-40
First seen in- The Daleks
Drops- Dalekanium. Redstone.
Any other information- the most common variant of Daleks
Dalek sniper
Attacks- fires a short, long range blast which causes 20 attack and flames to whatever it hits
Health- 40
First seen in- maybe Remembrance of the Daleks
Drops- Dalekanium. Redstone.
Any other information- double detection range than regular Daleks
Special weapons Dalek
Attacks- fires an explosive blast which causes a large explosion and 30 damage
Health- 45
First seen in- Remembrance of the Daleks
Drops- Dalekanium. Redstone. Diamond
Dalek grenadier
Attacks- fires Dalek Gas Grenades
Health- 40
First seen in- inspired by Resurrection of the Daleks
Drops- Dalek Gas Grenades. Dalekanium. Redstone
Any other information- immunity to wither
Dalek Flamer
Attacks- the manipulator arm is replaced with a flamethrower, it has a range of ten blocks and causes flames to everything it touches. It's gunstick is switched to the 'Incapacitate' setting. It causes 5 damage, slowness and weakness
Health- 40
First seen in- The Daleks Master Plan
Drops- Dalekanium. Redstone. Flint and steel
Any other information- immunity to flames. If a player is hiding behind something, the flamer Dalek can burn down the walls.
Stealth Dalek
Attacks- fires an elongated beam which causes 25 damage, if it hits a block the block will set on fire
Health- 30 (due to their invisibility, they have weakened shielding)
First seen in- Planet of The Daleks
Drops- Dalekanium. Redstone.
Any other information: slower than the other Daleks (only slightly). Is invisible, however there will be a few particles that surround it every so often.
Scientist Dalek
Attacks- its manipulator arm is switched to a syringe, which is used as a short range tool, when attacked with the gunstick, the opponent gets nausea, poison, and mining fatigue for a minute.
It's gunstick is switched to the 'Incapacitate' setting. It causes 5 damage, slowness and weakness
Health- 40
First seen in- Planet of The Daleks
Drops- Dalekanium. Redstone. Dalek Syringe
Any other information- when this Dalek defeats a villager or a player, they are then turned into a roboman (see Roboman).
Construction Dalek
Attacks- can fire soldier level blasts, but at a slightly slower rate than regular Daleks. Construction Daleks can also create structures that are full Dalek buildings and once they start building they are very determined to finish as they will only postpone building to defend it. They can also place down robotisation chambers and duplication chambers
Health- 40
Drops- Dalekanium etc (regular Dalek drops) and Dalek structure blocks:
Any other information: construction Daleks will often band together to build more buildings faster.
Dalek subclasses
Exxilon Dalek:
Attacks-
Instead of a gunstick that fires lasers, this gunstick fires bullets that cause 10 damage per shot, however they fire faster than lasers
Health- 40
First seen in- Death To The Daleks
Drops-
Dalekanium. Guns (sometimes).
Any other information- these Daleks are the only Dalek types to exist on Exxilon
Spawning: Exxilon
Dalek Hornet Mutant
Attacks-
* Can charge up and fire special weapons Dalek level blasts
* Can create mutant phase hives when standing still
* Can rapidly create mutant cobwebs when needed
* Can come close and sting an enemy causing 12 damage, poison and nausea for 20 seconds
* These are much faster than regular Daleks
Health- 50
First seen in-
The Mutant Phase
Drops-
Mutant cobwebs, Dalekanium, rotten flesh, iron.
Any other information- the mutant created when a parasitic wasp bonded with a Dalek
Spawning: In most alternate universes. Occasionally Naturally spawning or from all Daleks killed by wasps
Behaviour: these do not attacks parasitic wasps or other Dalek hornets, they attack every other race including Daleks
Dalek Assault Pod
Attacks-
* fires a green blast, this causes a ghast level explosion, and 20 damage to the target
Health- 30
First seen in-
The Day Of The Doctor
Drops-
Dalekanium. Redstone. Flint and steel. Steel.
Spawning-
Earth and Skaro
Behaviour-
* very fast
* Flies
* Explodes when killed
* Makes noises when nearby
* Has a light source
Dalek Weaponry and Armour
Dalek Gas Grenades
Effect- slowness, and wither for a whole minute with a 10X10 radius on wherever it hits.
Obtainment- taken from Dalek grenadier
Cure- gas mask, Dalek duplicate helmet,
Dalek Syringe
Effect- causes poison, nausea, blindness and slowness for a minute
Obtainment- taken from scientist Dalek
Rifle
Type- ranged
Fuel- bullet
Attack- 10 damage per shot
Obtainment-
Dropped by rifle wielding opponents
Found sometimes in chests.
Found in UNIT bases.
Any other information- alerts all mobs within 15 blocks of your presence
Pistol
Type- ranged
Fuel- bullet
Attack- 8 damage per shot
Obtainment-
Dropped by wielders of this
Found sometimes in chests.
Found in UNIT bases.
Any other information- alerts all mobs within 15 blocks of your presence
Plasma rifle
Type- ranged
Fuel- redstone (1 redstone is equal to 10 shots) like all guns, when fired this will deplete itself, the plasma rifle depletes much faster than usual, but instead of breaking it will not fire meaning you have used the 10 shots and must put it and a piece of redstone together to reload it
Attack- 14 per shot
Obtainment-
Dropped from elite Robomen.
Can be found in chests in Dalek bases sometimes.
Found in UNIT bases.
Sword Of Skaro
Type- Boss Weapon (CQC)
Attack- 24 and haste, blocking also negates ranged damage, and double attack range.
Appearance- a black handle with a silver crossguard, in between both is a blue gem, the blade is silver, it is several pixels taller and slimmer than regular swords. This design reflects Davros.
Any other information- cannot be enchanted
Crafting-
Air. Dalekanium (emperor level). Air
Air. Dalekanium (emperor level). Air
Air. Obsidian. Air.
Bow Of Skaro
Type- Boss Weapon (ranged)
Attack- 26 damage, drawback speed is halved, range is tripled.
Appearance- longer than usual bow, the limbs are black, and the handle and string is silver. This design reflects Davros.
Any other information- cannot be enchanted
Crafting.
Air. Dalekanium (emperor level). -String
Dalekanium (emperor level). Air. Obsidian.
Air. Dalekanium (emperor level). String.
Battle-axe of Skaro
Type- boss weapon (CQC)
Attack- 26 damage, right clicking launches up to four enemies 15 blocks away and 10 blocks into the air, jumps can reach 10 blocks high.
Any other information- cannot be enchanted
Crafting-
Dalekanium (emperor level)- Dalekanium (emperor level) -Dalekanium (emperor level)......
Dalekanium (emperor level)-Obsidian. Dalekanium (emperor -level).....
Air. Obsidian. Air…
Varga toxin
Use- When applied to food it is unnoticeable, it will register as normal food except it is unstackable, but when someone eats it they gain poison and slowness for a minute
Slyther armour
Type: armour
Strength: 18
Durability: extremely high, much higher than diamond
Special features: immunity to poison
Blast boots
Type: armour/boots
Strength: 1
Durability: unbreakable
Special features: if you shift for five seconds and then release you gain a ten second boost of speed and haste. They also negate fall Damage and allow you to jump 3 blocks high.
Appearance: none, invisible so it looks like the skin underneath. Intended to be this way due to it being an unexpected trick.
Crafting:
Dalekanium. Air. Dalekanium.
Redstone. Air. Redstone.
Diamond. Air. Diamond
Dalek Duplicate armour
Type: armour
Strength: 20
Durability: very high
Special features:
Immunity to poison
Obtainment:
From Dalek Duplicates
Colours: most armour is yellow. But some Is red. The armour can be dyed different colours
Dalek arm rifle
Type: ranged
Fuel: none, has a 6 second recharge period
Attack: 12
Obtainment:
Dalek Duplicate
Duplicate sword
Type: combat
Attack: 6.
Any other information: keeps a log of whatever has been slain with the sword in order to load onto a duplication chamber
Davros Hand
Type: boss (ranged)
Attack:
* causes 6 damage per second it is firing at people, it also causes slowness for 10 seconds to the target
* Second mode: causes 1 damage per second and can affect multiple foes, causes slowness, weakness, and blindness for 20 seconds.
Any other information: press R to change modes
Obtainment:
From Davros
Parrinium armour-
Type: armour
Strength- 16
Durability- medium
Special features-
Immunity to space plague
Obtainment-
Made from parrinium
Space plague missile:
Use- much like gas grenades except they affect the victims with space plague and the range is longer
Obtainment- crafting
Air. Iron. Air
Iron. Parrinium. Iron
Parrinium. Furnace. Parrinium.
-creates 2 missiles-
Mutant phase hives
Use- slowly creates Parasitic wasps
Obtainment: mining it.
Radiation pill
Use- gives player an immunity to radiation, leaves when they die
Thal cape
Type: armour
Strength- 8
Durability- strong
Special features-
Reduces fall damage 30%
Obtainment-
* Thal huts
* Forest thals
Miscellaneous items:
Bullet
Use- in rifles and pistols
Crafting-
Iron/steel/gold/Dalekanium (can be any of of those four)
Gunpowder
= five bullets
Slyther hide
Use- can be made into slyther armour
Obtainment- dropped by slythers
Dalekanium (emperor level)
Use- used to make some boss weapons
Obtainment- Dalek bosses
Exxilon meat
Use- restores 6 hunger (3 bars)
Obtainment- Exxilons
Parrinium
Use- consumption cures space plague. Can be used to make parrinium armour
Duplication chamber
Obtainment
* breaking then placing down a pre-spawned Duplication chamber to identify it as yours
* Crafting
(Redstone Block. Diamond. -Redstone Block.
Iron. Dalek Duplicate helmet. Iron
Steel. Diamond. Steel.)
Fuel- for mass cloning, 6 of any meat (pork. Rotten flesh, steak, mutton etc [does not matter if it is cooked] and 3 redstone. For specific cloning takes 5 meat and 3 redstone.
Duplicate sword- there is a slot in the machine to put duplicate swords in and then take out, it registers killed players and villagers and adds them as specific templates.
Use- when you own a Duplication machine, you (and only you) can right click on it and three options will appear:
Mass:
Armour slots- 4 slots for armour, must be taken out of your inventory and is not wanted upon creation of duplicates
Weapon- 9 slots for weapons, ammunition, and tools
Behaviour- settings for hostility, and a list of players and animals they should kill and harvest (they put all their findings in a chest nearest to the duplication machine you own.
(Note: the faces for the duplicates will be selected randomly from specific options and and villagers and regular default human faces)
Specific:
Armour slots- 4 slots for armour
Weapon- an inventory for tools, it also has an option under it saying 'conceal' which means that the duplicate should not hold that tool unless using it
Behaviour- has options on their aggression, and also a list of players and animals To decide what they should kill. It also has an option on whether it should show its name and what it's name should be. As well as speech options in order to infiltrate. Finally, it has an option to (if it shows a name) appear in the players list when near players so as to blend in.
Appearance- this has options of players uploaded from the data sword, as well as casual faces and villager faces.
Create: this actually makes the Duplicates, if you have selected Mass then it will create four duplicates in five minutes. And if you have selected Specific it will create one duplicate in five minutes.
Stasis chamber
Size- 5x5x5
Use- when walked inside and clicked on (must be connected to switch) the door will close and whatever is inside will become frozen (no health loss or hunger or movement). But to stop them getting bored whilst in stasis they are sent into a Spector mode, they can walk through walls, fly and most of all possess creatures (possessed creatures gain white eyes). These creatures are zombies, skeletons, spiders, wolfs, robomen, Elite Robomen. If the subject has the lever inside then they can shift+click to exit stasis.
Dalek Door
Use: a door
First appearance: The Daleks
Crafting:
Dalekanium. Dalekanium. Air
Dalekanium. Dalekanium. Air
Dalekanium. Dalekanium. Air.
Kaled Door
Use: a door
First appearance: I'm not sure. It was the doors used in the Kaled base for Genesis of The Daleks
Crafting:
Dalekanium. Dalekanium. Air
Dalekanium. Dalekanium. Air
Steel. Steel. Air.
Glass Dalek
Use- aesthetic
Obtainment- (WIP)
Dalek throne
Use- as a chair, sitting in gives you saturation
Obtainment-
D(e). Wool. D(e)
D(e). Wool. D(e)
D(e). D(e). D(e)
[note: D(e) means Dalekanium (emperor level)]
Mutant cobwebs
Use- like regular cobwebs, except these give you 30 second blindness, and also Saturation for 20 seconds.
Lift
Use- a 5X5 platform that raises whatever is on it, right click on the panel to activate it, shift right click to change how far the lift goes (it cannot go on air)
Obtainment:
Steel. Steel. Steel.
Air. Piston. Air.
Steel. Redstone. Steel.
Very heavy weighted pressure plate
Use: a pressure plate which Activates from anvils and Daleks etc
Crafting:
Dalekanium. Dalekanium.
[/spoiler]
Other Mobs
[spoiler]
Roboman (made by ArcPheonix)
Origin: The Robomen are human beings who have been made into Dalek Slaves through an process called the Tansfer, which involves having a machine operate on one's brain. During the 22nd Century, the Daleks who invaded Earth used Robomen as a way to keep order (There weren't that many Daleks comparatively over cities. The Robomen rather did most of the actual enforcing work for the Daleks)
Spawning:
* Dalek Controlled Civilizations (Mainly the Overworld or Earth. Especially if a future version of it is added.)
* Villagers who have gone through the Transfer Machine (WIP)
Behavior:
The Robomen are a form of Law and Order. And thus they will only attack suspicious people (details coming on this soon)
* Sometimes they will be bodyguards to Daleks
* Sometimes they will patrol areas to make sure no one is in off-limits areas
* Sometimes they will oversee a group of villagers working.
Attacks:
* The Robomen carry around machine guns (I need to see if this applies to the movie and also double check the source I got this bit of info from)
Skins:
* There are 2 possible skins of Roboman, the TV version and the version from the movie
Note:
* For the people who don't really go much into the actual background of Doctor Who, I'll just say this to prevent any confusion. The Robomen are COMPLETELY unrelated to the Cybermen in any way. The name implies they'e related, but trust me, their histories never cross at any point, their origins have nothing in common, and in short neither is the other.
My Notes: for weapons, the Robomen will wield one of these for weapons, on spawning a Roboman will have one of these, Baseball Bat, Iron sword, Pistol (see weapons above), Rifle (see weapons above).
Drops: they drop whatever weapon they were wielding
Health: 20 just like regular players
Elite Roboman
Origin: these are humans that are required to keep certain traits and skills, Damien Stephens for instance in Energy Of The Daleks (a Big Finish audio. But whilst Damien was meant for infiltration, these Elite Robomen are specialised for combat.
Spawning:
these robomen spawn similarly to the regular Robomen, but also appear more commonly as guards for Daleks and higher ranking Daleks.
Have a chance to spawn when a villager is being converted
Behaviour:
Mostly the same as a regular Roboman, the elites have a higher detection range.
They are as fast as a regular player and can sprint. They also have the intelligence to kill creepers, zombies, skeletons, and spiders, and will avoid TNT when it is active
Attacks:
The Elite Robomen wield Plasma Rifles (see weapons above)
Appearance:
they wear black combat armour and their Robomen helmets are outfitted with black visors to mask their face
Drops:
Plasma rifle, scraps of steel, Dalekanium, iron. And redstone.
Health: 30
Slyther
Origin: beasts native to skaro, they are occasionally utilised by the Daleks
Attacks: hits cause 8 damage, immune to varga plants
Behaviour: very hostile and will attempt to kill any creature except for Daleks
Drops: slyther hide
Health: 30
Varga plants
Origin: deadly plants native to Skaro
Attacks: when a victim touches the plant they are poisoned for 5 minutes (long time I know) and if they die during that time they become a varga mutant
Behaviour: varga plants do not move, but can repopulate if they mutate many prey, then one of the mutants becomes a varga plant
Drops: varga toxin (1-16)
Health: 25
Dalek Duplicate
Origin: DNA replicated human copies
Attacks:
* Dalek arm rifle
* Some have Dalek Gas Grenades instead of the DAR
Behaviour:
Serves Daleks and will form squads to try and attack players
Drops:
* Dalek Duplicate armour pieces
* Dalek arm rifle
Health: 20 + Dalek Duplicate armour
Overview: the Dalek Duplicates are superior to the robomen, but are less common and more expensive. But with elite robomen, they tend to be better at different things, the Duplicates work better in groups, whereas elite robomen can do good damage by themselves
Handmines
Origin:
A mutant species from Skaro
Attacks:
* If it detects something moving, then, as a swarm it will move to within around 10 blocks of the victim, as the swarm moves they create a rippling on the ground
* Once there, they will remain underground for a while and wait until something walks over them, causing it to grab a foot, once there, the prey can either do one of two things, stay completely still until the handmine thinks you are just another object and moves on, or attack it, but if it is attacked and survives it will pull you under.
* If there is a lot of noise, or no prey for long enough, the swarm will rise out from the ground and look around for prey, there they will remain until the move on, or remain there if they have spotted prey and wait
* Once they have pulled something into the ground, the prey will die
Behaviour:
* rises up at noise
* Also eats dropped items
Drops:
Rotten flesh. Crafting ingredients
Health:
5
Other Mobs
Colonist
Origin:
A scientist from earth
Attacks:
-some will have a pistol
Behaviour:
Neutral, they tend to stick to bright areas in groups
Drops:
Whatever they are carrying, more credits than other Mobs, random items.
Health:
20
Eye plant
Origin:
A plant native to spiridon
Attacks:
-none
Behaviour:
It has an eye which senses nearby movement and follows it. Does not move
Drops:
None. Maybe credits
Health:
5
Fungal-spore plant
Origin:
A planet native to spiridon
Attacks:
Can squirt out an attack which causes nausea, mining fatigue, and poison for 2 minutes.
Behaviour:
Hostile: does not move
Drops:
Not sure. Maybe poisonous items.
Health:
10
Spiridon (A)
Origin:
A life form native to spiridon
Attacks:
* punches cause 4 damage
* Always invisible, but still leaves footsteps
Behaviour:
Neutral
Drops:
Not sure
Health:
20
Spiridon (B)
Origin:
A life form native to spiridon
Attacks:
* punches cause 4 damage
* Always invisible, but still leaves footsteps
* Sometimes has a sword or bat which cause extra damage
Behaviour:
Neutral
Drops:
Not sure
Health:
20
Spiridon (C)
Origin:
A life form native to spiridon
Attacks:
* Has an iron sword or Dalekanium sword
Behaviour:
Hostile. Wears a thick purple cloak
Drops:
Not sure
Health:
20
Human
Origin:
(Debatable)
Attacks:
* Nothing.
Behaviour:
Very peaceful, when supervised by Daleks, robomen ETC. Runs away from attackers
Drops:
Credits, maybe more
Health:
20
Resistance fighter
Origin:
Humans that fight for their freedom
Attacks:
* they wield bats, iron swords, pistols and rifles
Behaviour:
Neutral, stays in groups. Attacks Daleks, Dalek slaves, Cybermen, etc. They often have armour
Drops:
Weapons they are wielding, credits. Armour they have
Health:
20 + armour
Exxilon (surface)
Origin:
Natives of the planet Exxilon
Attacks:
* some have bows
* Fist hitting attack causes 2 damage
Behaviour:
* they are neutral, if you attack then they will attack back and as a horde
* Large groups will be hostile if you get too close
Drops:
Bow (if they have a bow). Arrows (if they have a bow). Exxilon meat.
Health: 20
Exxilon (subterranean)
Origin:
Natives of the planet Exxilon
Attacks:
* Fist hitting attack causes 2 damage
Behaviour:
* neutral
* If you give an Exxilon Dalekanium then they will follow you
Drops:
Exxilon meat.
Health: 20
Parasitic wasp
Attacks:
It flies close and stings you, causing 6 damage. If a wasp kills a mob it will turn into a wasp mutant, if a wasp kills a Dalek it will turn into a Dalek Hornet Mutant.
Behaviour:
The wasps fly as swarms
Drops:
Items for making potions
Health: 10
Wasp mutant
Attacks:
* creation of mutant webs
* Can come close and sting causing 8 damage, poison and nausea for 20 seconds
Behaviour:
* allies with wasps and hornet mutants.
Drops:
[not decided yet]
Health: 30
Muto
Attacks:
Hits cause 3 damage
Behaviour:
* Attack non-mutos on sight
* however if you throw a valuable to the floor they will take that as a peace treaty and not attack you
Drops:
* Rotten Flesh
* Leather and other animal hides
Health: 20
Kaled
Attacks:
* wields a rifle or pistol
* Occasionally Dalek Gas grenades
Behaviour:
* usually hostile
* If you do /team Kaled then they will not attack you but Thals get a +20% detection of /team Kaled users
Drops:
Weapons they are wielding
Health: 20
Thal
Attacks:
* wields a rifle or pistol
* Occasionally Dalek Gas grenades
Behaviour:
* usually hostile
* If you do /team Thal then they will not attack you but Kaled get a +20% detection of /team Thal users
Drops:
Weapons they are wielding
Health: 20
Giant clam
Attacks:
When someone walks by them they will attack, immobilising the victim with its mouth, causing 1 damage every second. To get out the victim must repeatedly hit and/or kill the clam
Behaviour:
* moves very slowly
* Hostile to everything
Drops:
Diamonds and other jewels
Health: 30
Forest Thal
Attacks:
* hits cause 1 damage
* If they are holding a weapon they will use that
Behaviour:
* passive
* They will hide from Daleks, and Dalek allied mobs
* If a Dalek or Dalek allied mob notices them then the Thal will attack them
* If a player is not protected from radiation, then they will give the player a radiation pill
Drops:
* Radiation pill
* Thal cape
Health: 20
[/spoiler]
Planets
[spoiler]
Vulcan:
Landscape:
Rich Soil. Large rescources, various rock patterns and volcanoes.
Life:
Daleks. Colonists.
Structures:
Dalek Bases, colonist Bases
Resources:
Coal (on this planet coal can regenerate). Redstone.
Spiridon
Landscape:
Large exotic jungle, tall trees, some areas hot and some snowy, you can also come across ice volcanoes here
Life:
Eye Plants, Fungal-spore plants, spiridons, colonists. Daleks
Structures:
Dalek Bases, crashed spaceships.
Resources:
None
Earth. 2160's
Landscape:
* Almost identical to regular Minecraft Earth.
* There are many buildings
* There are many destroyed buildings
* There are lots of Dalek structures
Life:
* All Dalek Mobs spawn here
* All Dalek allies, minions, and servants spawn here
* All Dalek Bosses spawn here
* All Earth Mobs
* Humans and resistance fighters
Structures:
All sorts of destroyed terrain. Massive Dalek bases and structures, destroyed buildings and rubble. Human bases, regular buildings. Roboman chambers and duplicate chambers ETC
Resources:
The same as Minecraft earth
Exxilon:
Landscape:
* copper coloured sky
* Barren planet
* Covered in deserts and rocks
Life:
* Exxilons
* Exxilon Daleks
* Colonists
Structures:
* colonist bases
* Dalek bases
* Exxilon cities
Rescources:
* parrinium
[/spoiler]
Space plague
Effects:
* Mild saturation
* Occasionally Hearing creeper and Dalek noises as well as whispering and distant screaming
* Nausea for 20 seconds every time you sprint
* Weaker health regeneration
* 15% weaker hits
* Mobs can detect you more easily
Dalek Bosses
[spoiler]
Dalek Time Controller
Origin: a Dalek with a super-evolved mind. With a neck section surrounded by rings
Attacks:
* Can generate Daleks
* Can disable and scramble nearby TARDIS flight
* Can send Daleks to the next destination of fleeing time travellers
* Can sometimes generate temporal disturbances and send victims to where they were a few minutes ago
* Can sometimes fire regular (soldier level) extermination blasts but at a much slower rate
Behaviour:
Prefers to send other Daleks to do work, the AI of the Dalek Time Controller is skilled and has a sense of self preservation and strategy
Drops:
Emeralds, diamonds, iron, steel, Dalekanium,
Health: 40
Skins:
* Blue and silver
* Purple and bronze
* Supreme skin, purple and gold, (Dalek Time Strategist)
Supreme Dalek
Origin: a Dalek in command of something, usually the leader of a base, faction, territory or operation.
Attacks:
* Regular (soldier level) extermination blasts
* Increases the attack rate of all other Daleks within 30 blocks by 20%
* Increases the detection radius or all other Daleks within 30 blocks by 20%
Behaviour:
When the Supreme is near, it boosts other Daleks. It has a good sense of strategy.
Drops:
Emeralds, Dalekanium, diamonds, redstone, iron, steel, etc
Health:
50
Skins:
* Black and Silver
* Gold and Black
* Black and Gold
* Black and White
* Crimson (red) and Gold
Dalek Emperor
Origin: supreme ruler of the Dalek empire. One of the highest ranking Daleks
Attacks:
* gives all Daleks, slythers, Robomen, and elite Robomen within 110 blocks a 30% increase in speed, haste, strength, and detection range.
* Can spawn Daleks
* Can deflect Dalek blasts, bullets, varga darts
* Can cause nausea in enemies
* Can heal itself
* Can generate structures made of glass to trap enemies
Behaviour: very intelligent
Drops:
Dalekanium (emperor level)
Health: 80
Skins:
* Golden emperor
* Evil Of The Daleks
* Rememberance Of The Daleks
* Bad Wolf/Parting Of The Ways
* The Eternity Clock
Dalek Storm
Origin: rejected idea for the special weapons dalek
Attacks:
* Can fire special weapons Dalek level blasts from both its guns, since it has two guns it can fire much faster
* 4 blasts a second (regular soldier Dalek level but with blasts NOT beams) at a long range, this is its long range attack
* Can ignite everything within 6 blocks but charges it up (charging up makes a sound to let players know when this will occur)
Behaviour: high detection range
Drops:
Dalekanium (emperor level)
Health: 80
Davros
Origin: inventor of The Daleks, although this specific Davros is an android
Attacks:
* can fire his electricity hand which causes 7 damage per second it is firing at people, it also causes slowness for 10 seconds to the target
* Can deploy an energy shield which deflects ranged attacks and causes 4 damage and knockback 4 to someone who runs into it. Whilst doing this, Davros cannot fire.
* Can summon Daleks
* Can fire electricity from his blue eye which causes 2 damage per second and slowness, mining fatigue, and blindness for 30 seconds to the target
* Automatically deflects varga darts
Behaviour: extremely intelligent
Drops:
* Dalekanium (emperor level)
* Rotten flesh
* Davros hand
* Control modulator
Health: 100
Squadrons
Dalek squadrons can spawn commonly, these are groups that work as a team to complete their task.
Scientific squadron:
4X scientist Daleks
2X construction Daleks
Reconnaissance squadron:
2X sniper Daleks
2X stealth Daleks
Battlefield squadron:
4X soldier Daleks
1X special weapons Dalek
Multi-terrain squadron:
2X flamer Daleks
1X grenadier Dalek
Terraform squadron:
4X construction Daleks
2X scientist Dalek
2X Dalek grenadier
Devastation squadron:
2X flamer Daleks
2X special weapons Daleks
2X Dalek Grenadier
2X sniper Daleks
Temporal hunter squadron:
3X soldier Daleks
1X stealth Dalek
1X flamer Dalek
Any other information- these Daleks can travel as a squad like the TARDIS, similar to The Chase
Dalek mutant
Health: 20
Appearance: multiple appearances,
* Yellowish-green brown globs with tentacles (Genesis Of The Daleks)
* Blobs with a clawed hand and tentacles( The Daleks)
* Green blobs with tentacles (Power Of The Daleks)
* Green blobs with tentacles and no eyes. (Resurrection Of The Daleks)
* Pale Blue (Dalek)
* Red (Journeys end)
Spawning:
- In some rooms of Dalek Bases
- 5% chance of spawning when a Dalek dies (1/25)
Attacks:
* It can jump on an enemy and latch around their neck, strangling them. This causes 3 damage every second. As a player in order to get them off you must hold shift and repeatedly press right-click and left-click whilst barehanded in order to get them off
Behaviour:
It is a hostile mob. It can regenerate its health over time.
Any other information:
is completely silent, due to it not having a tongue or vocal cords
Skaro
(The ground of Skaro is white and rocky, with the exception of grey swamps)
1000 years war Skaro
[spoiler]
(Made by Arcpheonix)
(Edited by me)
Lore:
A long time ago, there was once a race called the Kaleds. They lived alongside the Thals. Somehow at one point in their history the two races began a war.
This war lasted generations. Skaro was torn apart by this war. People lived in Domes with both races becoming extremely militant, much of the landscape had been destroyed, and for the most part, if anything outside the domes survived through the war, it was horribly mutated due to the nuclear weapons utilized by the Kaleds and the Thals. Over the course of the war, lack of resources was causing a retrogression in the means of combat.
Significant Structures:
* Kaled Domes (Sometimes the Kaled domes may have a Kaled Mutant Nursury. This only has a chance of happening however if the Dome happens to Generate with Davros in it)
* Thal Domes
* Handmine Minefields
*
* Land Mine Minefields
*
* Barbed Wire Fences (Generates randomly sometimes. It may be together, or in wreckage)
* Scientific Elite Shelter (I forget what this is called.... I need to recheck)
World Generation:
* Take your stereotypical Desert or war torn planet.
* Various rock structures, cliffs, plateus, hills, etc.
* Most of the Terrain is scarred and battle torn. You may find craters, bits of barbed wire, destroyed bases (that may have goodies inside).
* There would also be canyons and stuff like that
Mobs:
* Kaleds
* Thals
* Mutos
* Dalek mutants (in Kaled bases)
* giant clams
* Handmines
[/spoiler]
Petrified Forest Skaro
[spoiler]
(Made by Arcpheonix)
(Edited by me)
Lore:
* Many, many years, generations in fact, have passed since the war between the Kaleds and the Thals. The Kaleds (Or should I now say, the Daleks) have their own city and the Thals live in their own Settlements. The Thals had become a sort of pacifist tribal race. They had not suffered the effects of radiation that much so they still looked humanoid. The Kaleds, well, no one knows really. They don't come out of their city, so no one knows what has become of them. We, the Whovians outside the Fourth Wall, of course know what has become of them, The Kaleds are no more. Many of them had been killed by or were mutated into a sort of Cephalod creature, the Kaled Mutant. These Kaled Mutants installed themselves in a kind of Travel Machine, together, we know them as the Daleks. The Daleks were some of the greatest minds in the cosmos, however they only cared for themselves. They were heartless and knew no emotions outside of hatred, self improvement, arrogance, and ambition. At the time, both races were preoccupied with their own survival. The Thals never communicated with the Daleks, likely because they were too unsure if they should. The Daleks on the other hand, they just didn't care.
* This is Skaro a few years or months before The First Doctor's arrival on Skaro as seen in "The Daleks" and the Thal Uprising that occured soon after.
Structures:
Dalek Cities
* Sliding Doors and other Futuristic stuff. Not much to say here if you've seen the serial.
* Rooms:
* There would be a control Center, like in the show. This control Center causes a "guardian effect" on much of the building. This gives the player mining fatigue and he or she may not break any blocks until the control center is shut down. In addition, when this Center is shut down, all the Daleks within a set radius from the center of the City will Power Down.
*
* There would also be hallways (lots of hallways), and a city would have 3-5 levels (There's always at least a ground level floor and an underground floor, with additional levels going higher above ground or deeper into the ground.
*
* There would be large walls around a city. Typically getting in may be a bit difficult. It's possible to get inside without attracting attention, but you should be careful.
*
* Inside the walls, the player would look around seeing many buildings. Many would be connected, but some might be isolated from others. Some buildings are connected by hallways, either at ground level or below.
* Inside the buildings is where the majority of Daleks spawn. It's a tough place to get around in, but if you can get access to some of the chests in their storage rooms, you'll find your fighting was worth it. The rooms in a building are usually from a random preset. All cities have at least 1 cell, 2 Laboratories, 3 Loot rooms (each with 2-5, and if you're lucky 6-9 Chests).
* All Cities have exactly one control center.
* The Daleks of these cities are notable because they only function within a City and when on Dalek City Blocks (with nothing on the block), and when the control center shuts down, they all go lifeless. If the player wishes, he or she may m
This thread is why to long for me
PLEASE use spoilers in this! This thread takes two full seconds to scroll through, as a comparison, most threads can be scrolled through instantly.
Format advice:
This could include headers, a table of contents, and preferably links to the threads information came from.
Some of the information got cut off at the end, and, as Ford has said, spoilers can help
(REACHED WORD LIMIT. CONTINUATION HERE)
* Otherwise they drop as a "crumbly pieces" junk item.
Environmental Hazards:
Radiation is constanly in the air.
* at first you will be fine
* Then you will start experiencing nausea
* Soon you will start having mass Saturation
This only affects players
Mobs:
* Forest Thals
* Daleks
Modern Skaro
(Made by Arcpheonix)
I don't really know too much this Skaro other than what I've seen in Magician's Apprentice and the Witch's Familiar. So. Whatever fits.
Lore:
The Thals managed to develop Space Travel and drive out the Daleks. They began a space program to see what was in the stars. Many explorations were made, and many Thals colonized elsewhere. Eventually, not a Thal remained on Skaro. Many returned to their planet or came out of their hiding places to once again take over.
I had something better here... But I lost it due to a forum error and can't really remember it.... If there's any continuity errors with what I typed, let me know
Generation:
Skaro appears to be mostly featureless desert in this Time Era.
Structures:
Dalek City:
They appear exactly like they do in the Series 9 Premier Story.
I can't remember what I originally typed before I lost what I had originally, but if it come back to me, I'll add it here.
There will Be Dalek Graveyards/Sewers below the City like in the Episode and (though not often) there's a chance a city may have Davros's health maintenance room. Whether Davros should appear here or not, personally I don't feel he should. I feel the player should be able to find a Spare Davros Chair here though.
Mobs:
* Daleks
I see you don't know what spoilers are.
Spoilers create a tab that shortens down the text so people can just click on it and it shows said info.
It makes the thread increadibly long and a pain to scroll through and read if it has none.
Here is a forum explaining spoilers
What Ford and Mallum mean are using
"[Spoiler]
CONTENT
[/Spoiler]"
To enclose content....
...like this....
...for example.
(NOTE: Lowercasing the "s" in "spoiler" is necessary for it to work)
I see you don't know what spoilers are.
Spoilers create a tab that shortens down the text so people can just click on it and it shows said info.
It makes the thread increadibly long and a pain to scroll through and read if it has none.
Here is a forum explaining spoilers
No I do know, it's just that I didnt really acknowledge their use unless I was saying a MASSIVE Spoiler, for instance
Hell Bent was a rubbish finale but bigger than that, such as saying that someone dies or ruining a plot twist etc
No I do know, it's just that I didnt really acknowledge their use unless I was saying a MASSIVE Spoiler, for instance
Hell Bent was a rubbish finale but bigger than that, such as saying that someone dies or ruining a plot twist etc
you can make multiple spoilers. so you could make a spoiler for the text content in dalek weaponry, and a spoiler for the content in miscellaneous items, and so on.
just for easy navigation of the thread
I see you don't know what spoilers are.
Spoilers create a tab that shortens down the text so people can just click on it and it shows said info.
It makes the thread increadibly long and a pain to scroll through and read if it has none.
Here is a forum explaining spoilers
No I do know, it's just that I didnt really acknowledge their use unless I was saying a MASSIVE Spoiler, for instance
Hell Bent was a rubbish finale but bigger than that, such as saying that someone dies or ruining a plot twist etc
I don't mean like a plot spoiler.
This for example: https://swdteam.com/forum?p=thread&tid=120
Spoilers can make a thread much easier to navigate
I see you don't know what spoilers are.
Spoilers create a tab that shortens down the text so people can just click on it and it shows said info.
It makes the thread increadibly long and a pain to scroll through and read if it has none.
Here is a forum explaining spoilers
No I do know, it's just that I didnt really acknowledge their use unless I was saying a MASSIVE Spoiler, for instance
Hell Bent was a rubbish finale but bigger than that, such as saying that someone dies or ruining a plot twist etc
I don't mean like a plot spoiler.
This for example: https://swdteam.com/forum?p=thread&tid=120
Spoilers can make a thread much easier to navigate
Ah, i see. Thanks.