Brutaliator : Basically big buff guards who can beat witches. They have strong armour
x1 sword
x1 grenade
x1 op wand
x1 shield
x1 iron armour
Brutaliator : Basically big buff guards who can beat witches. They have strong armour
x1 sword
x1 grenade
x1 op wand
x1 shield
x1 iron armour
Bounty hunter: special hunters who are trained to pick a target and eliminate is as quickly as possible. They have all the skills of an assassin, and are a hunter as well. If you get on the bad side of these guys, then...
uh...
it wont be pretty
so to say the least
Vandilizer : Evil thieves that cause chaos at night. They are trained assailants.
x1 katana
x1 pistol
AI098 : Tiny robotic ants that cause major pain if they bite you. You likely get poisoned and lose a lot of blood.
This is in progress, but this was a very old idea I had. Besides direct references to enemies to other games (Like octolings, I was a huge splatoon fan era 2019, so I made them enemies) try and see if you can spot references.
The vast world of the Nations of Dreald (My new, official world name) is a peaceful one, containing nice flowers, beautiful landscapes, and much more, but just like any world, there are those who slither in the dark. A wormhole opened, leaking the many interests of the gods into the world, thus creating the enemies I will try to cover in this forum.
BASIC ENEMIES (Human)
Grunts: Normal people with dark ideals. Usually works for a boss enemy. Can wield any weapon and armor in the game, depending on difficulty except tricks and overpowered weapons. Has human weaknesses.
Thieves: Fast, and try to steal valuables. Usually, wield knives and throwables, but can also wield any handheld weapon, besides tricks and firearms. Have weak defense.
Juggernauts: Wields heavy armor, slow as hell but packs a punch. Uses either a minigun or flamethrower. Has an oxygen tank in the back if they wield a minigun, and a gas tank if it's a flamethrower.
Guards: Same as Grunts, BUT they do more defending, only attack when provoked, and armor and weapons depending on their rank and what they are defending. Has a shield that again, depend on rank. (example: if the guard is defending a king, they will be well armed, but they are defending a gate, they will not be as well armed.)
Knights: Same as Guards, but are more offensive players.
Soldiers: Same as Knights, but are more nowaday armored and wield M-16s. Weak to bullets and explosions.
Heavy Guard: Guard and Juggernaut do a fuse here. Hight defense and attack, but wield maces, axes, lances, spell books, tricks, and swords. Weak to fire. Tends to be a miniboss or something to spice up the game.
Heavy Knight: Same as Heavy Guard, but more of a knight, and fewer weapon options (Lances, Axes, and Swords.) Tends to be a normal enemy.
Wizard: Wields a wand and casts spells based on the type of wizard they are (for example, a Flame Wizard casts fire spells, a Psychic Wizard wields psychic wizard, etc) with a wand. Has no armor, and levitates.
Tactician: Wields spell books (spells from spell books are VERY different from wand spells) and has a dagger. Has a thick robe that softens melee hits.
Archer: Wields any bow in the game, but has light armor. Has infinite arrows, unless specified.
KOTL: SKY BATTLEFIELD ORIGINAL: Fantasy
Narcs: Human-like lizards standing on two legs. 6ft in height and 240 lbs. Tend to be in dark, poorly lit rooms and are superior in attacking. Their scales are thick, about 6in thick. Can be countered by forcing them to charge into walls.
Slither-Mithers: Snakes that team up with Narcs. Guard up doors to prevent escapes. Also, try to crush foes alive by wrapping themselves around the target and squeezing. Weak to charge attacks.
AIP09: Mini Roomba-like robots that have mini-turrets on top of them. The bullets are weak, but the robots are insanely speedy and can climb walls. Very fragile.
AIP07: Bird-like drones that crash themselves into their target. Cannot be harmed, but avoided.
Summoner: Can summon a random, non-boss enemy using a Nordaherk, which can be dropped upon kill to have the user summon a random ally to your side. 3 uses to both player and NPC. Wields Nordahelk, which can summon and fire light blasts, and wields a silver sword.
Cultist: A shadow hidden in a purple cloak that casts psychic or dark spells. Has the trick shadow sneak built in it. Weak to ice.
Goblin: Wields a dagger, and tries to steal gold. Usually in groups of 3. Very weak.
Skeleton Mage: Wields magic that spawns monster-based mobs (skeletons, narcs, etc).
Dragoons: Tiny-sized dragons that breathe element-based attacks (if the dragoon is blue, it breathes ice attacks, if yellow, it's lightning, etc). Very tough defense and can fly.
Dragurds: Medium-sized dragons that function the same as dragoons, but fy at a lower level.
Dragons: Same as the previous 2, but can't fly (it would take up too much space in the game. If it is a big enough game, then it flies.)
Narmeds: Embodiments of light that wear white cloaks. Wields a staff that heals allied enemies. Very weak, never attacks.
Suggestions (Fantasy)
AIP05: Tiny lizard-like robots that scurry around and bite your ankles. The bite has a slight poison that will deal very little damage (@I_The_Noobiest_Pro)
Scourcs: Giant worms that burrow underground, and come up in a surprise attack with a mouth and stomach big enough to drain your blood dry. (@I_The_Noobiest_Pro)
Charger: Bull-like creatures that aren't hostile unless provoked. Charges at you, and if you let it hit you it is likely that you will break all the bones in your body. Travels in herds. (@I_The_Noobiest_Pro)
BASIC ENEMIES (Human)
Grunts: Normal people with dark ideals. Usually works for a boss enemy. Can wield any weapon and armor in the game, depending on difficulty except tricks and overpowered weapons. Has human weaknesses.
Thieves: Fast, and try to steal valuables. Usually, wield knives and throwables, but can also wield any handheld weapon, besides tricks and firearms. Have weak defense.
Juggernauts: Wields heavy armor, slow as hell but packs a punch. Uses either a minigun or flamethrower. Has an oxygen tank in the back if they wield a minigun, and a gas tank if it's a flamethrower.
Guards: Same as Grunts, BUT they do more defending, only attack when provoked, and armor and weapons depending on their rank and what they are defending. Has a shield that again, depend on rank. (example: if the guard is defending a king, they will be well armed, but they are defending a gate, they will not be as well armed.)
Knights: Same as Guards, but are more offensive players.
Soldiers: Same as Knights, but are more nowaday armored and wield M-16s. Weak to bullets and explosions.
Heavy Guard: Guard and Juggernaut do a fuse here. Hight defense and attack, but wield maces, axes, lances, spell books, tricks, and swords. Weak to fire. Tends to be a miniboss or something to spice up the game.
Heavy Knight: Same as Heavy Guard, but more of a knight, and fewer weapon options (Lances, Axes, and Swords.) Tends to be a normal enemy.
Wizard: Wields a wand and casts spells based on the type of wizard they are (for example, a Flame Wizard casts fire spells, a Psychic Wizard wields psychic wizard, etc) with a wand. Has no armor, and levitates.
Tactician: Wields spell books (spells from spell books are VERY different from wand spells) and has a dagger. Has a thick robe that softens melee hits.
Archer: Wields any bow in the game, but has light armor. Has infinite arrows, unless specified.
KOTL: SKY BATTLEFIELD ORIGINAL: Fantasy
Narcs: Human-like lizards standing on two legs. 6ft in height and 240 lbs. Tend to be in dark, poorly lit rooms and are superior in attacking. Their scales are thick, about 6in thick. Can be countered by forcing them to charge into walls.
Slither-Mithers: Snakes that team up with Narcs. Guard up doors to prevent escapes. Also, try to crush foes alive by wrapping themselves around the target and squeezing. Weak to charge attacks.
AIP09: Mini Roomba-like robots that have mini-turrets on top of them. The bullets are weak, but the robots are insanely speedy and can climb walls. Very fragile.
AIP07: Bird-like drones that crash themselves into their target. Cannot be harmed, but avoided.
Summoner: Can summon a random, non-boss enemy using a Nordaherk, which can be dropped upon kill to have the user summon a random ally to your side. 3 uses to both player and NPC. Wields Nordahelk, which can summon and fire light blasts, and wields a silver sword.
Cultist: A shadow hidden in a purple cloak that casts psychic or dark spells. Has the trick shadow sneak built in it. Weak to ice.
Goblin: Wields a dagger, and tries to steal gold. Usually in groups of 3. Very weak.
Skeleton Mage: Wields magic that spawns monster-based mobs (skeletons, narcs, etc).
Dragoons: Tiny-sized dragons that breathe element-based attacks (if the dragoon is blue, it breathes ice attacks, if yellow, it's lightning, etc). Very tough defense and can fly.
Dragurds: Medium-sized dragons that function the same as dragoons, but fy at a lower level.
Dragons: Same as the previous 2, but can't fly (it would take up too much space in the game. If it is a big enough game, then it flies.)
Narmeds: Embodiments of shadows that wear black and gold cloaks. Wields a staff that heals allied enemies. Very weak, never attacks.
(Can be friended by players, and their cloak changes from black gold to white silver.)
Skulk: black, balls of shadows that try to smother your whole body, like a fungus. come in swarms, and can only be shooken off.
API67: A dragoon-plane that holds a random, non boss enemy (except tanks, like heavy knights, narcs, etc.) and have three, npc controlled attacks: a plasma lazer that fires at targets, a missile barrage attack, and a supply drop, dropping AIP09's and AIP05's. Can be shot down, weak to bullets, strong against magic and arrows. Can be defeated instantly if the pilot is slain before the API67.
Ninja: Can wield hand-spells (cannot be used as a player weapon) and clone attacks (NARUTO REFERENCE OMG). Insanely fast smart, stealthy, and great with hand-to-hand combat. Low defense, and starts off combat hiding, and with an ambush. Rarely seen in trios.
Suggestions (Fantasy)
AIP05: Tiny lizard-like robots that scurry around and bite your ankles. The bite has a slight poison that will deal very little damage (@I_The_Noobiest_Pro)
Scourcs: Giant worms that burrow underground, and come up in a surprise attack with a mouth and stomach big enough to drain your blood dry. (@I_The_Noobiest_Pro)
Charger: Bull-like creatures that aren't hostile unless provoked. Charges at you, and if you let it hit you it is likely that you will break all the bones in your body. Travels in herds. (@I_The_Noobiest_Pro)
BASIC ENEMIES (Human)
Grunts: Normal people with dark ideals. Usually works for a boss enemy. Can wield any weapon and armor in the game, depending on difficulty except tricks and overpowered weapons. Has human weaknesses.
Thieves: Fast, and try to steal valuables. Usually, wield knives and throwables, but can also wield any handheld weapon, besides tricks and firearms. Have weak defense.
Juggernauts: Wields heavy armor, slow as hell but packs a punch. Uses either a minigun or flamethrower. Has an oxygen tank in the back if they wield a minigun, and a gas tank if it's a flamethrower.
Guards: Same as Grunts, BUT they do more defending, only attack when provoked, and armor and weapons depending on their rank and what they are defending. Has a shield that again, depend on rank. (example: if the guard is defending a king, they will be well armed, but they are defending a gate, they will not be as well armed.)
Knights: Same as Guards, but are more offensive players.
Soldiers: Same as Knights, but are more nowaday armored and wield M-16s. Weak to bullets and explosions.
Heavy Guard: Guard and Juggernaut do a fuse here. Hight defense and attack, but wield maces, axes, lances, spell books, tricks, and swords. Weak to fire. Tends to be a miniboss or something to spice up the game.
Heavy Knight: Same as Heavy Guard, but more of a knight, and fewer weapon options (Lances, Axes, and Swords.) Tends to be a normal enemy.
Wizard: Wields a wand and casts spells based on the type of wizard they are (for example, a Flame Wizard casts fire spells, a Psychic Wizard wields psychic wizard, etc) with a wand. Has no armor, and levitates.
Tactician: Wields spell books (spells from spell books are VERY different from wand spells) and has a dagger. Has a thick robe that softens melee hits.
Archer: Wields any bow in the game, but has light armor. Has infinite arrows, unless specified.
KOTL: SKY BATTLEFIELD ORIGINAL: Fantasy
Narcs: Human-like lizards standing on two legs. 6ft in height and 240 lbs. Tend to be in dark, poorly lit rooms and are superior in attacking. Their scales are thick, about 6in thick. Can be countered by forcing them to charge into walls.
Slither-Mithers: Snakes that team up with Narcs. Guard up doors to prevent escapes. Also, try to crush foes alive by wrapping themselves around the target and squeezing. Weak to charge attacks.
AIP09: Mini Roomba-like robots that have mini-turrets on top of them. The bullets are weak, but the robots are insanely speedy and can climb walls. Very fragile.
AIP07: Bird-like drones that crash themselves into their target. Cannot be harmed, but avoided.
Summoner: Can summon a random, non-boss enemy using a Nordaherk, which can be dropped upon kill to have the user summon a random ally to your side. 3 uses to both player and NPC. Wields Nordahelk, which can summon and fire light blasts, and wields a silver sword.
Cultist: A shadow hidden in a purple cloak that casts psychic or dark spells. Has the trick shadow sneak built in it. Weak to ice.
Goblin: Wields a dagger, and tries to steal gold. Usually in groups of 3. Very weak.
Skeleton Mage: Wields magic that spawns monster-based mobs (skeletons, narcs, etc).
Dragoons: Tiny-sized dragons that breathe element-based attacks (if the dragoon is blue, it breathes ice attacks, if yellow, it's lightning, etc). Very tough defense and can fly.
Dragurds: Medium-sized dragons that function the same as dragoons, but fy at a lower level.
Dragons: Same as the previous 2, but can't fly (it would take up too much space in the game. If it is a big enough game, then it flies.)
Narmeds: Embodiments of shadows that wear black and gold cloaks. Wields a staff that heals allied enemies. Very weak, never attacks.
(Can be friended by players, and their cloak changes from black gold to white silver.)
Skulk: black, balls of shadows that try to smother your whole body, like a fungus. come in swarms, and can only be shooken off.
API67: A dragoon-plane that holds a random, non boss enemy (except tanks, like heavy knights, narcs, etc.) and have three, npc controlled attacks: a plasma lazer that fires at targets, a missile barrage attack, and a supply drop, dropping AIP09's and AIP05's. Can be shot down, weak to bullets, strong against magic and arrows. Can be defeated instantly if the pilot is slain before the API67.
Ninja: Can wield hand-spells (cannot be used as a player weapon) and clone attacks (NARUTO REFERENCE OMG). Insanely fast smart, stealthy, and great with hand-to-hand combat. Low defense, and starts off combat hiding, and with an ambush. Rarely seen in trios.
AIP54: A 6ft armored robot with a random melee weapon for arms (each arm varies, like the left could be a axe while the right is a lance). Instead of swingine however, they spin their torso area like a tornado, slicing everything in it's path.
Suggestions (Fantasy)
AIP05: Tiny lizard-like robots that scurry around and bite your ankles. The bite has a slight poison that will deal very little damage (@I_The_Noobiest_Pro)
Scourcs: Giant worms that burrow underground, and come up in a surprise attack with a mouth and stomach big enough to drain your blood dry. (@I_The_Noobiest_Pro)
Charger: Bull-like creatures that aren't hostile unless provoked. Charges at you, and if you let it hit you it is likely that you will break all the bones in your body. Travels in herds. (@I_The_Noobiest_Pro)
Bounty hunter: special hunters who are trained to pick a target and eliminate is as quickly as possible. They have all the skills of an assassin, and are a hunter as well. If you get on the bad side of these guys, then... (@assassin3752)
Vandilizer : Evil thieves that cause chaos at night. They are trained assailants. Armed with a katana and pistol. (@ChesswithGautham)
AI098 : Tiny robotic ants that cause major pain if they bite you. You likely get poisoned and lose a lot of blood. (ChesswithGautham)
This is in progress, but this was a very old idea I had. Besides direct references to enemies to other games (Like octolings, I was a huge splatoon fan era 2019, so I made them enemies) try and see if you can spot references.
The vast world of the Nations of Dreald (My new, official world name) is a peaceful one, containing nice flowers, beautiful landscapes, and much more, but just like any world, there are those who slither in the dark. A wormhole opened, leaking the many interests of the gods into the world, thus creating the enemies I will try to cover in this forum.
BASIC ENEMIES (Human)
Grunts: Normal people with dark ideals. Usually works for a boss enemy. Can wield any weapon and armor in the game, depending on difficulty except tricks and overpowered weapons. Has human weaknesses.
Thieves: Fast, and try to steal valuables. Usually, wield knives and throwables, but can also wield any handheld weapon, besides tricks and firearms. Have weak defense.
Juggernauts: Wields heavy armor, slow as hell but packs a punch. Uses either a minigun or flamethrower. Has an oxygen tank in the back if they wield a minigun, and a gas tank if it's a flamethrower.
Guards: Same as Grunts, BUT they do more defending, only attack when provoked, and armor and weapons depending on their rank and what they are defending. Has a shield that again, depend on rank. (example: if the guard is defending a king, they will be well armed, but they are defending a gate, they will not be as well armed.)
Knights: Same as Guards, but are more offensive players.
Soldiers: Same as Knights, but are more nowaday armored and wield M-16s. Weak to bullets and explosions.
Heavy Guard: Guard and Juggernaut do a fuse here. Hight defense and attack, but wield maces, axes, lances, spell books, tricks, and swords. Weak to fire. Tends to be a miniboss or something to spice up the game.
Heavy Knight: Same as Heavy Guard, but more of a knight, and fewer weapon options (Lances, Axes, and Swords.) Tends to be a normal enemy.
Wizard: Wields a wand and casts spells based on the type of wizard they are (for example, a Flame Wizard casts fire spells, a Psychic Wizard wields psychic wizard, etc) with a wand. Has no armor, and levitates.
Tactician: Wields spell books (spells from spell books are VERY different from wand spells) and has a dagger. Has a thick robe that softens melee hits.
Archer: Wields any bow in the game, but has light armor. Has infinite arrows, unless specified.
KOTL: SKY BATTLEFIELD ORIGINAL: Fantasy
Narcs: Human-like lizards standing on two legs. 6ft in height and 240 lbs. Tend to be in dark, poorly lit rooms and are superior in attacking. Their scales are thick, about 6in thick. Can be countered by forcing them to charge into walls.
Slither-Mithers: Snakes that team up with Narcs. Guard up doors to prevent escapes. Also, try to crush foes alive by wrapping themselves around the target and squeezing. Weak to charge attacks.
AIP09: Mini Roomba-like robots that have mini-turrets on top of them. The bullets are weak, but the robots are insanely speedy and can climb walls. Very fragile.
AIP07: Bird-like drones that crash themselves into their target. Cannot be harmed, but avoided.
Summoner: Can summon a random, non-boss enemy using a Nordaherk, which can be dropped upon kill to have the user summon a random ally to your side. 3 uses to both player and NPC. Wields Nordahelk, which can summon and fire light blasts, and wields a silver sword.
Cultist: A shadow hidden in a purple cloak that casts psychic or dark spells. Has the trick shadow sneak built in it. Weak to ice.
Goblin: Wields a dagger, and tries to steal gold. Usually in groups of 3. Very weak.
Skeleton Mage: Wields magic that spawns monster-based mobs (skeletons, narcs, etc).
Dragoons: Tiny-sized dragons that breathe element-based attacks (if the dragoon is blue, it breathes ice attacks, if yellow, it's lightning, etc). Very tough defense and can fly.
Dragurds: Medium-sized dragons that function the same as dragoons, but fy at a lower level.
Dragons: Same as the previous 2, but can't fly (it would take up too much space in the game. If it is a big enough game, then it flies.)
Narmeds: Embodiments of light that wear white cloaks. Wields a staff that heals allied enemies. Very weak, never attacks.
Suggestions (Fantasy)
AIP05: Tiny lizard-like robots that scurry around and bite your ankles. The bite has a slight poison that will deal very little damage (@I_The_Noobiest_Pro)
Scourcs: Giant worms that burrow underground, and come up in a surprise attack with a mouth and stomach big enough to drain your blood dry. (@I_The_Noobiest_Pro)
Charger: Bull-like creatures that aren't hostile unless provoked. Charges at you, and if you let it hit you it is likely that you will break all the bones in your body. Travels in herds. (@I_The_Noobiest_Pro)
BASIC ENEMIES (Human)
Grunts: Normal people with dark ideals. Usually works for a boss enemy. Can wield any weapon and armor in the game, depending on difficulty except tricks and overpowered weapons. Has human weaknesses.
Thieves: Fast, and try to steal valuables. Usually, wield knives and throwables, but can also wield any handheld weapon, besides tricks and firearms. Have weak defense.
Juggernauts: Wields heavy armor, slow as hell but packs a punch. Uses either a minigun or flamethrower. Has an oxygen tank in the back if they wield a minigun, and a gas tank if it's a flamethrower.
Guards: Same as Grunts, BUT they do more defending, only attack when provoked, and armor and weapons depending on their rank and what they are defending. Has a shield that again, depend on rank. (example: if the guard is defending a king, they will be well armed, but they are defending a gate, they will not be as well armed.)
Knights: Same as Guards, but are more offensive players.
Soldiers: Same as Knights, but are more nowaday armored and wield M-16s. Weak to bullets and explosions.
Heavy Guard: Guard and Juggernaut do a fuse here. Hight defense and attack, but wield maces, axes, lances, spell books, tricks, and swords. Weak to fire. Tends to be a miniboss or something to spice up the game.
Heavy Knight: Same as Heavy Guard, but more of a knight, and fewer weapon options (Lances, Axes, and Swords.) Tends to be a normal enemy.
Wizard: Wields a wand and casts spells based on the type of wizard they are (for example, a Flame Wizard casts fire spells, a Psychic Wizard wields psychic wizard, etc) with a wand. Has no armor, and levitates.
Tactician: Wields spell books (spells from spell books are VERY different from wand spells) and has a dagger. Has a thick robe that softens melee hits.
Archer: Wields any bow in the game, but has light armor. Has infinite arrows, unless specified.
KOTL: SKY BATTLEFIELD ORIGINAL: Fantasy
Narcs: Human-like lizards standing on two legs. 6ft in height and 240 lbs. Tend to be in dark, poorly lit rooms and are superior in attacking. Their scales are thick, about 6in thick. Can be countered by forcing them to charge into walls.
Slither-Mithers: Snakes that team up with Narcs. Guard up doors to prevent escapes. Also, try to crush foes alive by wrapping themselves around the target and squeezing. Weak to charge attacks.
AIP09: Mini Roomba-like robots that have mini-turrets on top of them. The bullets are weak, but the robots are insanely speedy and can climb walls. Very fragile.
AIP07: Bird-like drones that crash themselves into their target. Cannot be harmed, but avoided.
Summoner: Can summon a random, non-boss enemy using a Nordaherk, which can be dropped upon kill to have the user summon a random ally to your side. 3 uses to both player and NPC. Wields Nordahelk, which can summon and fire light blasts, and wields a silver sword.
Cultist: A shadow hidden in a purple cloak that casts psychic or dark spells. Has the trick shadow sneak built in it. Weak to ice.
Goblin: Wields a dagger, and tries to steal gold. Usually in groups of 3. Very weak.
Skeleton Mage: Wields magic that spawns monster-based mobs (skeletons, narcs, etc).
Dragoons: Tiny-sized dragons that breathe element-based attacks (if the dragoon is blue, it breathes ice attacks, if yellow, it's lightning, etc). Very tough defense and can fly.
Dragurds: Medium-sized dragons that function the same as dragoons, but fy at a lower level.
Dragons: Same as the previous 2, but can't fly (it would take up too much space in the game. If it is a big enough game, then it flies.)
Narmeds: Embodiments of shadows that wear black and gold cloaks. Wields a staff that heals allied enemies. Very weak, never attacks.
(Can be friended by players, and their cloak changes from black gold to white silver.)
Skulk: black, balls of shadows that try to smother your whole body, like a fungus. come in swarms, and can only be shooken off.
API67: A dragoon-plane that holds a random, non boss enemy (except tanks, like heavy knights, narcs, etc.) and have three, npc controlled attacks: a plasma lazer that fires at targets, a missile barrage attack, and a supply drop, dropping AIP09's and AIP05's. Can be shot down, weak to bullets, strong against magic and arrows. Can be defeated instantly if the pilot is slain before the API67.
Ninja: Can wield hand-spells (cannot be used as a player weapon) and clone attacks (NARUTO REFERENCE OMG). Insanely fast smart, stealthy, and great with hand-to-hand combat. Low defense, and starts off combat hiding, and with an ambush. Rarely seen in trios.
Suggestions (Fantasy)
AIP05: Tiny lizard-like robots that scurry around and bite your ankles. The bite has a slight poison that will deal very little damage (@I_The_Noobiest_Pro)
Scourcs: Giant worms that burrow underground, and come up in a surprise attack with a mouth and stomach big enough to drain your blood dry. (@I_The_Noobiest_Pro)
Charger: Bull-like creatures that aren't hostile unless provoked. Charges at you, and if you let it hit you it is likely that you will break all the bones in your body. Travels in herds. (@I_The_Noobiest_Pro)