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Aclops Sheet
Basics
- Name: Aclops
- Affinity: Earth
- XP: 84
Weapon Levels
- n/a
- Items: POW Block, Mr. Spoiler, Trade Ban Declaration, Schrödinger's Box, Slow Go Badge
- Armor: None
Combat Stats
- HP: 200
- VP: 0
- MP: 0
- Attack Power: 20
- Magic Power: 1
- Defense Power: 0
- Brain Power: 5
Field Stats
- Strength: 9
- Hand-Eye: 1
- Platform: 1
- Knowledge: 9
- Clever: 9
- Charisma: 9
- Unique: Echolocation, but at the expense of eyesight.
- Weight: 6
Attacks
- Basic Attack: Claps its hands together on the target.
Weapons
- None
Special Attacks
- None
Psychic Attacks
- None
Magical Attacks
- None
Elemental Modifiers
- Earth --
- Ice --
- Water --
- Wind --
- Fire --
- Thunder --
- Poison --
- Plant --
Information
A large, pink Asgardian creature with the same Rayman-esque body structure as Dr. Zeus, but with giant ears and only empty holes where its eyes should be. These were based on the blindfolded Boos in Yoshi's Story, and similarly chase the playerbased on sound instead of sight. In the game, this meant having to tiptoe past them, as moving more quickly would be enough for them to hear you; here in Arpeggio, I've created a similar system where they won't be able to attack you if you don't make any noise, which means Doing Nothing in battle as well as avoiding having your character talk out loud. Like in the game, though, it's probably better to run from them than actually trying to fight, unless you happen to have a silent attack that can take them out. The name Aclops is derived from the Biclops from Chalk Zone.
Notes
- An Aclops operates on echolocation instead of eyesight. During the time in between Enemy Phases of battle, if at any point a given character speaks aloud (which does not use up that character's turn in battle), any Aclopses present will then know where that character is and be able to attack them next Enemy Phase. Doing just about anything for one's turn action during the Player Phase will also alert an Aclops to a character's presence, with the main exceptions being the Defend and Do Nothing commands. Players may reason with the Maestro about other actions being quiet enough to avoid alerting Aclopses, and if no opposing characters have alerted Aclopses by the time of the Enemy Phase, then Aclopses will have no viable targets and will most likely Do Nothing themselves. After an Aclops has attacked someone, its awareness of targets resets, such that anyone who remains quiet afterward will no longer be a viable target for that Aclops until they make noise again. Under the Weather Condition Noise, all Aclopses will have full awareness of all possible targets.