Alright, now that I've gone through as much of Sburb as I can handle without losing my sanity, I'll begin posting the details bit by bit. Every classpect (master classes included), land, challenge, enemy, etc. I'll essentially be going at random unless requests are made ^^
Let's get the basic stuff about the game out of the way first.
Underlings:
Imp (claws, biting, basic weaponry)
Ogre (fists, stomp, heavy weaponry)
Basilisk (biting, spitting, coiling)
Archeon (Fists, stomping, horn)
Giclopse (Biting, fists, heavy weapons, throw)
Lich (spell casting, complex weapons)
Lurkers (spitting, stinging, claws)
Arachnes (spitting, biting, webbing)
Golem (charge, punch, stomp, throw)
Drake (spitting, claws, glide strike, tail, biting)
Grist/Types:
Build [grist only]
Shale (basic)
Crude [monster only] (emphasis on raw power)
Amber (knowledge emphasis)
Chalk (mystic emphasis)
Jade (speed emphasis)
Limestone (Speed and power emphasis)
Diamond (defensive and power emphasis)
Artifact [grist only]
Uranium (Speed and power emphasis)
Cobalt (Speed and agility emphasis)
Amethyst (Combination and power emphasis)
Garnet (Precision emphasis)
Pearl (agility emphasis)
Marble (combination emphasis)
Mercury (regenerative emphasis)
Quartz (strength and defense emphasis)
Ruby (defensive emphasis)
Rust (Knowledge emphasis)
Sulfur (Strength emphasis)
Tar (emphasis on raw power)
Brimstone (all stat emphasis)
Zilliam [grist only]
Boss types:
Standard bosses (could be found on any land hypothetically):
Lich Queen
Higher level spell casting, higher level knowledge, low speed, strength, agility, and defense, high power.
Kraken
High strength, power, defense, and power, low intelligence and speed, zero agility.
Swarm
High speed and agility enemies, little intelligence and defense, focuses minor strength from several small points of attack throughout the swarm.
Wyvern
Combination and strength emphasis, strong flight for speed and agility, but little while on the ground. Moderate power and intelligence.
Greater Enemy
Base enemy with twice the size and all stats doubled; tripled for imps.
Turret
Mindless, stationary machine, high speed of attack, high damage to attack.
The Denizens:
(All Denizens may temporarily negate invulnerability)
Typheus (Breath)
Incredible physical strength, able to summon material based monsters and other inanimate substances.
Cetus (Light)
High intelligence/perceived intelligence, raw beast strength with little actual tactical or spiritual ability.
Hephaestus (Time)
Fire and metal based attacks, powerful enchanted weaponry and armor.
Echidna (Space)
Powerful physical and mental ability, able to summon and create new monsters, powerful tail strikes.
Nyx (Void)
Low physical ability and health, but able to hide from even keenest of eyes, able to draw power from the void and effect the mind of the player.
Hemera (Life)
Low physical power, high health and magical ability, able to restore own life energy.
Abraxas (Hope)
Hope energy flows through this denizen, allowing them to endure through otherwise impossibly powerful attacks and return them with as much power.
Sophia (Heart)
A kind looking denizen, but powerful, able to extend their soul out around them in an ethereal combat avatar.
Morros (Doom)
A multi-headed beast able to expel toxic mist and bring about disasters in the world around them.
Armok (Blood)
One who's power and abilities seem to fluctuate based on their player. A powerful god like threat to an army with their player at the help, but paradoxically weak when faced one on one.
Lyssa (Rage)
A seemingly thoughtless beast with an aura of negative energy about them, releasing waves of wrathful energy as they thrash about, sending waves of fear, anger, and sorrow into the world around them.
Metis (Mind)
A quiet, measured beast. Small in comparison to most denizens, but psionic in nature and highly intelligent, able to predict the movements of an enemy and form illusions to distract them.
Yaoldabaoth (Exceptionally powerful players)
The most powerful Denizen. All stats incredibly high, beams fire from their eyes, able to fire in several directions, and able to land one hit kill strikes.
Dersites:
Grunt (basic stats, armed with weak shields and spears, high numbers.)
Guard (Heavily armored, high strength, brass knuckles or hammers, close range melee weapons.)
Assassin (Low health and strength, high speed, bow&arrow, crossbow, needles, darts, poison; snipers, quick kill weapons.)
Caster (dark magic, killing, summoning, and empowering enemies with infernal magic. Low stats in all other areas.)
Elite (High stats in most all areas, can be found with any weapon or armor set up.)
Pawns (Weak but plentiful, armed with swords and shields, some carry flags that provide stat boosts to all others nearby.)
Bishops (Faster and stronger than Pawn, armed with strong spears and poleaxes.)
Knights (Horse/centaur like. Horse form: high speed and strength with no armor. Centaur: armored, lesser strength and speed but armed with halberds.)
Rooks (Slow, extremely tanky soldiers, no weapons but own fists.)
Warship (Transport Pawns and Bishops, fire misses and weak lasers, enemies to leave Warships may be armed with firearms.)
Queen (Varied depending on Prototypes, Red Miles-instant kill to everything in its way.)
King (Varied depending on Prototypes, staff- slam, swing, summon Dersites. The Reckoning-a storm of meteors from the sky that attacks the entire field, slowly growing more deadly over the course of the fight; from a certain point on each meteor is an instant kill.)
Character Creation (entirely optional, but if you like)
Species:
Human-Few starting perks, basically limited entirely to having greater starting items.
Troll-Starting perks decided by blood colors.
Candy Red-No bodily special abilities, but a higher ability to take in knowledge; must be used actively. Tend towards living isolated from others.
Burgundy-Telekinetic, communing with the spirit, forced possession. Note: most burgundy bloods are fairly weak, Aradia is an oddity.
Brown- Ability to commune with/control animals. Tend towards living near the wilds.
Yellow- Levitation, telekinetic, hearing voices of the dead. Note: not all yellow bloods are psionic. If they are: psychokinesis, psionic blast.
Jade- dark vision, innate knowledge of care-taking, tend towards living in or around caves. Note: Not all jade bloods are rainbow drinkers. If they are: ability to glow, ability to draw power (mostly just health) from drinking blood.
Olive- Naturally higher instincts, tend towards living at the edge of society.
Teal- Naturally higher senses. Tend towards living within society with greater resource access.
Cerulean- Mind control, minor telekinesis (? I don't recall Vriska ever making mention of being able to do such a thing, but Aranea as definitely capable during [S] Game Over.) Greater resources,
Indigo- Natural strength and highest status, resistance to mind control.
Purple- Natural strength and size, mind control, at highest power can manifest items through raw power. High levels of resources, tend towards living by the edge of the sea.
Violet-Undersea breathing, resistance to mind control, minor resistance to horror-terror words. Tend towards living at sea above the water, high resources.
Fuchsia- Undersea breathing, immunity to mind control and horror-terror words. Tend towards living underwater or in the sky with the highest level of resources.
Lusus-Any troll player must have an established lusus, which is likely going to be dependent on their blood color and territory.
Trolls also have a higher chance of starting with high tech or magical items.
Cherub-
Passive or Active? All cherub are two beings in a single body, one passive one active. Cherubs are immune to harsh environments, able even to exist in space. Cherubs can release intense amounts of raw power, not quite nuclear, but highly powerful. A cherub could likely counter a First Guardian.
Name:
Gender:
Personality:
Hobbies:
Likes:
Dislikes:
Personal Goals:
Fears:
Skills:
Weaknesses:
Weapons:
Description:
That should be enough to start off ^^
