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[Dalek Mod Suggestion] Skaro Mobs & Bosses By Time Zone [Mobs & Bosses]

 In this post, I plan to go into more detail on the mobs I originally suggested here [Dalek mod Suggestion] Skaro Time Zones [Time Zones].

 


 Time Zone 1- 1000 Years War Mobs


 

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Mob 1- Kaleds

Timezone: Thousand Years  War Skaro

Attack Style: Gun

Spawning:

  • Kaled Domes
  • Kaled Camps
  • Kaled Outposts
  • Sometimes Random Places in the Desert

Behavior:

  • If they Spot any Thals they will chase them down and attack them.
    • The same goes with players and mutos.
      • They usually only attack mutos when in a certain radius.
  • Kaleds wandering about the Desert have a small Chance of being friendly.
    • Of course, this doesn't mean the other Kaleds won't want to shoot you if they see you approaching with a Kaled allied with you. 

 


 

Mob 2- Thals (Thousand Year War)

Timezone: Thousand Years  War Skaro

 

Attack Style: Gun

 

Spawning:

  • Thal Domes
  • Thal Camps
  • Thal Outposts
  • Sometimes Random Places in the Desert

 

Behavior:

  • If they Spot any Kaleds they will chase them down and attack them.
    • The same goes with players and mutos.
      • They usually only attack mutos when in a certain radius.
  • Thals wandering about the Desert have a small Chance of being friendly.
    • Of course, this doesn't mean the other Thals won't want to shoot you if they see you approaching with a Thal allied with you. 


 

 

Mob 3- Kaled Mutant (Suggested by 50ap5ud5)

Timezone: Thousand Years  War Skaro

Spawning:

  • Kaled Mutant Nursuries in Kaled Domes

Attacking Style: When attacking, it will perform something similar to the Spider jump attack. They will usually attack the player when he/she is close enough for its melee attack. It could cause suffocation damage to the player if he/she is being attacked (on Hard mode) and hinder the player's view as if he/she is in a wall.  In Easy/Normal mode maybe it give the player only the blindness status effect.\, nothing else.

 

If multiple are present and are attacking the same player, they will pile on top of the player and the higher number can inflict the Slowness or Mining fatigue status effect. (I'll have to think about using either slowness or Mining fatigue).

 

A single Kaled mutant does little damage (half a heart). That way it will be easier for a player to handle a single mutant, but will have trouble with multiple.( As the damage will accumulate).

 

Aesthetics: (For active Kaled mutants) When moving, will hop like Slimes.

 

Other Details: this section will need updating soon

 


Mob 4- Giant Clams

Timezone: Thousand Years  War Skaro

Spawning: Undecided

Attacking Style:

  • They typically don't move until they become "Active". Usually, they become active after a player gets within a certain distance. They do; however, move very slowly
  •  They only attack players who step really close to them
  • They will hold the player a bit, slowly doing damage. 
  • After a few hits, they will release the player


 

Mob 5- Deranged Mutos

Men or beasts. It's unknown what they are or what they once were. All you need to know is that it's a good idea to keep away.

Spawning: Mutos Spawn in the Lands outside the Domes

Behavior:

  • Sometimes they fight eachother, but this is not often
  • They will attack any non-Muto on sight,

Attack Style: Melee

 


Mob 6- Humanoid Mutos

More info will be added later


 

Boss 1- Davros

 

[NOTE: Davros has his own thread now. The information here may be a bit outdated. (Link to updated Davros thread)]

 

 

 

 

MODEL OF DAVROS IS BY TheTwelfthDoctor/NovaCookieBlueBoxMan

 

 

MODEL OF DAVROS IS BY TheTwelfthDoctor/NovaCookieBlueBoxMan 

Details are really up to SWD since they already have a Davros in Development, but since the team hasn't really given any details on how he'd be implemented, this is how I'd imagine it

 

Timezone: Thousand Years War Skaro (and perhaps a few other placed)

Spawning: He may sometimes Spawn in a Kaled Dome when it first Generates

Attacks: 

  • Electricity fired from his hands (Revelation of the Daleks and Journey's End)
  • Laser (He had one, right? tbh I forget)
  • Force Field (Witch's Familliar)

Mobility:

Mostly, he moves around on the ground, but he can hover with the Anti-gravity gravitors (Revelation of the Daleks in the video below) in his travel machine. I always think of them as being only for short use or unable to get him too far above the ground, but who knows.

 

Variants:

  • Pink Fluffy Davros, my guess is that this was inspired by the Pink Fluffy Dalek
  • Emperor-Imperial Dalek Shell (maybe) (Ressurection of the Daleks and Lego Dimensions: Dalek Extermination of Earth)


 Time Zone 2 is in the next reply


  Time Zone 2- Petrified Forest Skaro Mobs


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 Mob 1- Thals (Petrified Forest Skaro)

Timezone: Petrified Forest Skaro

Spawning:

  • Thals spawn in Settlements in the Petrified Forest.

Behavior:

  • Thals are Passive.
  • They are a kind people, and though they do not have much, they share what little they do have.
  • They do not believe in violence and will not fight, even when under attack.
  • If you don't have a Radiation suit, they may give you a timed anti-radiation pill.

Trading:

  • You can trade with them.
    • I haven't decided what yet, but you will be able to trade with them

What happens if you upset them:

  • If you take from their crops, chests, or harm any of them, all the Thals in a settlement will avoid you and refuse to trade with you.

  


 Mob 2- Dalek City Daleks

Timezone: Petrified Forest Skaro

Spawning: Dalek Cities

Special Traits: 

  • Dalek City Daleks only function in Dalek Cities
  • Dalek City Daleks only function on Dalek City Blocks
  • Dalek City Daleks only function if the Control Center is on
    • If any of these things go wrong, the Dalek will stop functioning

After the Control Center is Shut down:

  1. All Daleks become deactivated.
  2. All Deactivated Daleks become a new Entity
    • This is to make it so that the player has to shut down the control center before getting parts to a Travel Machine

Drops: 

None, but (as mentioned before) when the Entity I mentioned before is Right-Clicked on, it will have a chance of dropping parts that make up a Dalek Travel Machine. 

  • After right clicking on a Dalek in this manner, it's model will change a bit. Trying to right click on it again will do nothing
    • This is to prevent Farming


Mob 3- Kaled Mutant (As Suggested by 50ap5ud5)

Details: Mostly, it acts just like the one from Time Zone 1

Spawning: Could spawn on the ground, sprawled near Deactivated Dalek travel machines. In this scenario, only some will be active and ready to attack the player. The rest are inactive ones, which will be a similar  type of entity like the Deactivated Daleks 


 

Mob 4- Terrorkon

Spawning: Lake of Mutations

Attacks:

  • One-Two Bite
    • This is one bite, followed by another
    • The Second Bite can deal damage, even through invincibility frames if the first bite landed

Drops:

  • They drop more EXP than most mobs, but mobs from the Lake of Mutations are mostly really hard to fight
  • Maybe a few other things. I haven't decided what yet

Details: Coming Soon

 


 

Mob 5- Giant Electric Eel

Spawing:

  • In the waterway between the Lake of Mutations and the Dalek City

Attacks:

  • Bite
  • Electricity (an area of effect attack around the eel's whole body)

Behaviour:

  • Giant Electric Eels will chase and attack anything that enters their waters
  • They will even attack and are capable of killing Terrorkons

Drops:

 

  • They drop more EXP than most mobs, but mobs from the Lake of Mutations are mostly really hard to fight
  • Maybe a few other things. I haven't decided what yet

Details: Coming Soon

 


 

Time Zone 3 is in the next reply

 


  Time Zone 3- Modern Skaro Mobs


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Mob 1- Daleks 

What Daleks?: Any Daleks SWD wants to put here


Mob 2- Scout Snake 

Spawning: Dalek Cities (Modern)

Abilities:

  • Scout snakes can Fit through one block high, one Block Wide openings

Attacks: 

  • They will attack the player in a manner not too different from a silverfish.

Any other Information: 

  • Just because a Scout Snake is seen, it doesn't necessarily mean Sarff is near. The Scout Snakes can spawn independantly of Sarff

 

Mob 3- Kaled Mutant (As Suggested by 50ap5ud5)

Details: Mostly, it acts just like the one from Time Zone 1

 

Spawning: Could spawn on walls/ceiling of Dalek City sewers or on the ground. In this scenario only some will be active and ready to attack the player. The rest are inactive ones, which will be a similar  type of entity like the Deactivated Daleks


 Boss 1- Colony Sarff 

As Seen in: Magician's Apprentice and Witch's Familiar

Spawning

  • Colony Sarff will sometimes Spawn in Dalek Cities. Mainly the ones with the "Davros Room"

Minions Spawned: See The Battle for more Details

The Battle: 

  • Behaviour 1- Gliding Attack Pattern:
    • In Battle, Sarff will glide around the room. As he does, Scout Snakes will spawn around the room to attack the player, the number spawned per "gliding phase" tends to increase as the battle progresses.
  • Behaviour 2- Unraveled Attack pattern:
    • In his second behavior, he will "unravel" himself into the large snake and a few other snakes.
      • These snakes are considered part of Sarff. They keep the same health throughout the battle.
      • They are bigger than and do more Damage than Scout Snakes.
      • The Big snake himself deals the most damage with attacks and goes on a full violent offensive trying to get the player in this phase.
        • He is much weaker defensively than in humanoid form, however (or maybe stronger... Not sure yet).
    • At the end of this phase, all the snakes will go back to Sarff, he will return to his human form, and he will resume his gliding attack pattern

Any Other information: Not atm

 


 

  Time Zone 4 is in the next reply


 

Time Zone 4- Skaro as Portrayed in Lego Dimensions Mobs


 

Mob 1- Daleks 

What Daleks?: Any Daleks SWD wants to put here

 


 

Mobs That have no specific Time Zone


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  Mob 1- Slyther

A really large and hideous beast native to Skaro. Used by Daleks, notably the Supreme. They have thick skin, are aggressive, and have tentacles

Type: The Slyther will either be a Miniboss or just a really tough mob

Details: Coming soon


  Mob 2- Varga Plant (Mission to the Unknown)

Details: Coming soon

Behaviour:

  • Varga tend to attack anything that can move that isn't another Varga

 Attack Type:

  • Melee

Status Effects Caused By the Varga:

  • Mobs not Affected by the Varga's Status Effects:
    • Robotic Mobs
    • Pure Bones Mobs
    • Other Vargas
  • A Varga has a chance to apply a status effect to who/whatever it attacks, including players.
  • For Mobs and players, they only have a certain amount of time to be cured before the Varga infection takes over the mind and turns the victim into a Varga (In the case of a player, this is Death).
  • When a player is infected, the infection goes in stages, each gaining effects and strengthening previous ones, and each has it's own duration.
    1. Stage 1 is weakness
    2. Stage 2 Causes more weakness
    3. Stage 3 is dizziness
    4. Stage 4 Is a worsening of all the other stages and adds slowness
    5. 5 brings the player hunger and a slight bit of mining fatigue
    6. 6 is when the player is just about to die. Nausea will be horrible and the player will have strength instead of instead of weakness
    7. by stage 7 you have become a Varga, and that will actually be your death message. "The Varga Infection has taken over <Player's Name>'s Mind" or " is now living with thorny Space Plants".
      • (I had a much better version of these stages before I lost the data. I'll redo this soon. Just consider it an example)

Images: The first I think is from the show, the second is an unofficial animation (which may have or may not have been praised by BBC once. I forget tbh), and the last... Well. Idk where that one came from, but it is likely what someone would look like when only partially taken over by a varga

 

Rest of post is in the next comment


I'm open to suggestions on how to improve things and critiques and opinions on my ideas. If you have any of those, feel free to comment below

 


 

Special Thanks

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  1. TheTwelfthDoctor/NovaCookieBlueBoxMan for allowing me to use images from this linked thread in my suggestion
    • TheTwelfthDoctor's Models used
      1. Davros
  2. NexusVanguard for pointing out that every "Thal" on here was misspelt as "Thall." So much correcting... Lol.. 
    • And yes. I made the mistake so many times I felt this was worth mentioning in the special thanks
    • Thank you NexusVanguard

Rewatched Genesis of the Daleks today, and I decided to add in a few more things

 

Anyway, thread updated.

 

 

 

I'm also considering having a more "human" variant of mutos which, perhaps, can be a friendly mob (friendly =/= passive by the way)

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