This is the list of polygons in the Tale of Arras.
What Are Polygons?[]
Polygons are naturally-spawning entities in the Tale of Arras, all across the Arrasia. They grant XP when destroyed. Some are hostile or neutral, while others are completely passive. Most passive polygons do not attack. Neutral polygons attack, but only when provoked. Hostile polygons attack whenever a player goes into its detection range. Polygons outside of passive ones are classified as "Crashers," and they sacrifice themselves to protect the polygons, especially in polygon nests.
Evolution[]
Polygons evolve. All Polygons start out as an egg, which will evolve into a square. This is applied to all eggs regardless of circumstances, and there is absolutely no single polygon that evolves directly from eggs except squares.
Standard Polygons[]
Standard Polygons are the most common type of polygons. Every polygon starts out as a square. Standard polygons are Passive (as passivity is what qualifies certain polygon as "Standard"), meaning they do not attack. There exists 12 kinds of them, all varying in hp and rarity by hundreds of times.
Eggs[]
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Eggs appear in compact groups of 3 at minimum to 20 at maximum. They are absolute beginnings of every single polygons, and hordes of eggs can sometimes contain up to 10 of different polygons lower than hexagons. Eggs by themselves are completely negligible due to their health and damage close to nonexistent (can still harm if hit in rapid succession), but their great ambitions are not. They have literal endless possibilities, and the one egg is about to hatch and create a square, full of possibilities.
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Some eggs get a gigantic head-starts. In a chance of 1 in 100 and 1 in 500, beta egg and alpha egg can spawn instead of normal eggs. Beta eggs are 3 times in radius compared to normal eggs, and alpha eggs have 9x radius of normal eggs. Beta eggs only evolve into beta polygons, while alpha eggs only evolve into alpha shapes. Beta and alpha eggs also have reasonable health of quarter of normal Tank, making them at least little challenging to destroy.
Squares[]
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Now, here is a square filled with countless ambitions and urge to become stronger and contribute to species as a whole. What a nice thought. Here, half of all the squares either stays as it is for rest of its life due to lack of ambition, and other half seeks become great magic of power of worlds than mere vulnerable polygon waiting for its demise. Then, what does this square filled with hopes and dreams evolve into something, exactly? Short answer, to hundreds of diverse polygons and ultimately to colonies of its species, if it has enough time to do so. Long answer, read ahead.
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First and most common possibility of ambitious square's evolution is into a beta square. Beta square is a square 2.5x big as normal square, giving the square 10 times more health and 5 times more exp when killed. Alpha squares, higher equivalency of beta squares, have exactly twice the stats of beta squares, from size, exp, to health. Both can either directly evolve from beta or alpha egg, or by efforts of little, hopeful square.
Triangles[]
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Like eggs, squares, and all the other Standard Polygons, triangles have 3 variants; normal, beta, and alpha. Since only squares have privilege to directly evolve from alpha, beta, and normal eggs, all three types of triangles evolve from squares. All three types of squares have 70% probability of evolving into corresponding triangles, and 30% to stay as a square (excluding probability of normal and beta squares evolving into higher squares). It is a proof of squares' endless wills and dreams.
Pentagons[]
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Known for being the standard of exp source, pentagons are polygons evolving from triangles to their corresponding pentagon variants. From here, polygons start gaining special ability. They have 1 or more random crashers orbiting them, and are able to replenish destroyed crashers. Normal pentagons wield only 1 crasher, but beta and alpha pentagons can each wield 3 and 8 crashers each. Eggs spawn more frequently when there are many pentagons in one place (does not apply to pentagon nests because nests don't allow eggs to spawn), helping to establish gigantic, dense colony of polygons around pentagons in no time.
Hexagons[]
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When pentagons survive for enough time to evolve into their corresponding hexagon, their number of crashers go up by 2x each, allowing for much stronger defense. Aside from those, hexagons also gain area where bullets and Tanks are repelled. It makes hexagons significantly harder to destroy than pentagons, especially from hexagons' object repelling properties. The mechanism, combined with 1.5x the health of pentagons, decreases damage done to hexagons (usually) to 80% of what would be without their ability.
Heptagons[]
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Heptagons, evolving from hexagons, have 1.7x the stats of them. Ability of heptagons are more of supportive than direct defense. They have an influential region where eggs and polygons are 100% defined to evolve; at 1.5x the speed of normal too. This can be useful for heptagons, allowing it to gain a defense from countless strong polygons forming effective shield around it. Again, similar to pentagons with polygon-related ability, heptagons' ability is almost completely useless when they are inside of the nest.
Octagons[]
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At 2.5x all the stats of heptagons, octagons are incomparably stronger than heptagons in every way. Its special ability is also stronger than heptagons. Octagons can build a small, temporary nest of random polygons (stays for 10 seconds)(only nests of eggs, squares, pentagons, and hexagons) around itself. Polygon production rate of these nest are boosted by 5 times, quickly generating a swamp of polygons and crashers to protect octagons before deceasing. Nest stops forming if maximum number of polygons are reached. Polygons generated by octagons' temporary nests are 1.5~2.1 times bigger than their normal versions and cannot evolve. This ability is great and all, but as it is with all polygon-summoning abilities of polygons, their ability is useless when octagons are inside their nest.
Nonagons[]
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Nonagons have 1.24x all stats of octagons, and they start to directly hurt tanks that are attempting to destroy nonagons. When damaged even the slightest bit, nonagon will glow shortly for a second, applying debuff to Tanks around it. The debuff draws away 5% of affected tank's remaining health during a span of 6 seconds, stopping them from regenerating and letting its crashers ram low-health Tanks to kill them. What's much more intimidating is nonagons' ability to activate their debuff glow to trigger the same for nonagons inside the radius of glow. This makes nonagon nest similar to dangerous minefield, entire nest exploding in radioactive light once one nonagon senses the intruder.
Decagons[]
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Decagons have double the stats of nonagons, and has all the abilities of polygons from pentagons to nonagons. That way, decagons are close to indestructible for single Tank, due to way-too-dense barriers of polygons and crashers combined with its immense health and strong abilities of all polygons. Their nests are nearly unconquerable, strongest of crashers and defenders protecting it with all means. However, because decagons give the most EXP in the game, ... it is worth a try at least.
Hendecagons ~ Tridecagons[]
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These three post-decagon polygons are not the stronger version of decagons. Alpha, beta, and normal hendecagons and tridecagons evolve from nonagon, and alpha hendecagons to tridecagons are the size of beta decagons, beta and normal version of them corresponding to their size. These polygons have neither special abilities nor stable nests, they (extremely rarely) appear in groups of 3 to 6 in random location of the map except nests. Beta has chance of replacing normal spawn at 10%, and alpha has chance of replacing beta hendecagons to beta tridecagons at 30%. They do not give as much exp as decagons, but are much easier to destroy due to their lack of special ability and low health. Only danger fact is dangerous group of crushers spawning along with these polygons, as they are generally excellent in both the damage and the speed.
Gamma Polygons[]
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Gamma polygons are extremely rare variants of polygons. They are even smaller than their normal variant of original polygon, and has immense health compared to their sizes. Their size can either range from little smaller than a normal pentagon to slightly smaller than an egg. What's special about them, is the ability to form nest of random polygons when there are same types of gamma polygons each 10 meters away or less. These nests function same as nests, but much more active fragile. If one gamma polygon generating the nest is destroyed, the nest dies. But to compensate this massive disbenefit, gamma-polygon-originated nests produce polygons at 3 times the rate of normal nest corresponding to them.
Gamma Eggs[]
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Gamma eggs have absolutely no unique property compared to normal eggs except for their heptagon shape and slight glow. They give as much EXP as alpha pentagon, and each has total health of 20 times that of normal squares. They easily get bounced away when hit by bullet, and ramming it makes a gamma egg gets flung away with speed of Ranger bullet. 30 seconds after spawning, they evolve into gamma squares.
Gamma Squares[]
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Gamma squares are component for gamma-polygon-originated square nests. 4 or more of them gets connected by transparent lines, and inside of irregular polygon formed by transparent lines becomes a small square nest. This is true for all other gamma polygons, except for the fact that 3 instead of 4 gamma triangles are needed for triangle nest, 5 instead of 4 needed for pentagon nest, and so on.
Gamma Triangles[]
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Slightly stronger than gamma squares, having 1.5x health of them, gamma triangles are capable of creating triangle nest with crashers and three triangle variants just fine. Something that makes gamma triangles special is their ability to apply protection to the nest they have created. If there are many gamma triangles forming an irregular polygon and contributing to nest creation, the border of nest gains actual HP and repairs after some time if destroyed. The more gamma triangles involved in creating the nest, more protection the nest border provides.
Gamma Pentagons[]
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Everything else is the same for gamma pentagons when alpha triangles evolve into gamma pentagons. What's different this time is gamma pentagons' ability to create another gamma pentagon near their location. Then the nest expands out to reach newely-formed gamma pentagon. This can cause pentagon nest to take over whole server, because rate of gamma pentagon formation accelerates with more gamma pentagons.
Special Polygons[]
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Special Polygons are types not usually seen, and majority of them occur when a square filled with hopes and dreams chooses to do something different at the first place. A square will choose the way unknown to any other polygon: becoming a gem. If chances are right, a square of endless desires might turn into a special type of an egg called "gem" instead of evolving into bigger polygons. Gem is hexagonal, and has exactly the same radius as an egg.
Shiny Polygons[]
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Gem is a seed for shiny polygons, a well-known type of polygons that appear very rarely in the arena. Shiny polygons are slightly bigger than their base polygons at a radius of 1.2x, and only evolves from gem. 10 types of shiny polygons exist, each being shiny squares, triangles, pentagons, hexagons, heptagons, and beta polygons for all of them.
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Sometimes, any shiny polygons can evolve into a jewel, a hexagon 3 times in radius compared to a gem. A jewel then hatches just like gem does, producing "legendary polygons". Legendary polygons are twice as big as their shiny counterparts, and only exists in 5 types: normal and beta squares and triangles, and legendary pentagon. These polygons all have huge resistence to ramming, even Spike with full body damage and health will not be able to even decrease fraction of jewel or legendary polygon's health. To bullets, however, legendary polygons are extremely vulnerable. They are same as squares in front of any bullets, getting destroyed instantly upon contacting one.
Golden Polygons[]
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Golden polygons evolve from a special variant of gem: a geodite, octagon-shaped polygon similar in size to a gem. Since it is not always guaranteed that geodite will evolve into golden polygons, and also gem is slightly more likely (65%) to evolve into shiny polygons instead, golden polygons are significantly rarer to spawn than shiny polygons. There are up to 8 types of golden polygons: polygons and their beta counterparts from squares to hexagons. Just like legendary polygons, golden polygons have an immense resistance to body damage. And they are surprisingly resistant to bullets too; golden polygons have 13 times the health of their base polygons.
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Then there are mythical polygons: a category of polygons 2.3x bigger than their base polygons and born by geodite evolving and hatching. For mythical polygons to form, a geodite must evolve into "ore". Ore is an octagon 2 times bigger than geodite, which generates one of six (obviously, square to pentagon and their beta counterparts) mythical polygons. Uniquely, since mythical polygons directly evolve from an ore, they can no longer evolve into something once they are generated. For example, a mythical square cannot evolve into beta mythical square or mythical triangle or anything; they just stay as mythical square for the rest of its natural lifetime.
Frozen Polygons[]
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Frozen polygons, obviously enough, evolves from another variant of gem called "icecube", which can evolve from geodite with 20% probability. Icecube, as its name tells, is a bluish square. it is 1.4x the radius of an egg, and when it hatches, it generates "frozen polygons". Frozen polygons have 8 types identical to golden polygons, and are grown in size by 2 times from their normal polygon counterpart. And frozen polygons have special ability: when a random player comes close to frozen polygon, a player slows down and stop if one tries to go closer to frozen polygon. Player can back off to get out from its influential area and regain normal speed. The effect does not apply to bullets, making rammers basically impossible to destroy this polygon. Bullets will struggle too, because frozen polygons have 20 times the health of their counterpart polygons.
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Icecube has a fixed 100% probability of evolving into "glacier" if it does not hatch during first 2 minutes of its spawn. Glacier is a dull pentagram, obtuse triangles being attached to a tiny pentagon. Although glacier has 5 times the health of icecube, their size is even smaller than an egg at 0.9x the radius of an egg, making it the only egg variant smaller than an egg. When glacier is about to hatch, however, it is no longer the smallest. Glacier will grow in size to that of normal pentagon, spawning 4 to 7 gems and icecubes at random location close to it in the process. Product of glacier hatching is a giant polygons with 3 times the size of their base polygons: sacred polygons, composed of sacred squares, triangles, pentagons, and beta counterparts for squares and triangles.
Burnt Polygons[]
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Burnt polygons are rarest among special polygons, their only source of formation being a yet another special variant of egg called "magnerite" evolving from an icecube at 30% chance. It is a polygon 1.8x bigger than an egg, and has pretty much infinite resistence to ramming. Even thousands of elite crashers ramming magnerite will not be able to deplete its health to lower than 1/3. It is also extremely resistent to bullets, requiring 4 annihilator bullets to directly hit it in the face before magnerite is destroyed. But if magnerite has survived for 1 minute, which it almost certainly will, a burnt polygon is made. only burnt squares, triangles, and pentagons are all there is, and they are about 4 times bigger than base polygons.
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The rarest polygon in the Tale of Arras is here: unobtaniums. At 5 times the size of their base polygons, unobtaniums only exist in form of square, triangle, or pentagon. They have a chance to replace burnt polygon's generation when magnerite hatch with 1% probability. What makes them rarer is their inability to exist more than one across the whole Arras Realm. An unobtanium, if it exists, needs to be destroyed in order for new unobtanium to generate.
Anomaly Polygons[]
Anomaly Polygons are, well, anomalous. They have an effect which might turn to great catastrophe or heavenly blessing across the arena if only one player is not cautious enough, as their powers can spread among polygons and even players. Anomaly polygons evolve from another special type of egg called "enderite". Enderite itself is not really distinguishable from eggs; their only difference is color and purplish glow, and health of a beta pentagon. Unlike standard evolution sequence, enderite does not necessarily evolve into square versions of anomaly polygons. As all three types (square, triangle, pentagon. all are 2.5x larger than their base polygons) of all anomaly polygons are naturally unable to evolve, enderite can become whatever anomaly polygon and any type of them, chance of evolution into certain type all being 16.666...% each.
note: below list of anomaly polygons are ordered in a rate of their ability spreading to the mediums.
Parasitic Polygons[]
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As for clearance, no. they don't leech onto tanks like anyone would think of in 0.001 second. They are rather not dangerous and rather harmless, since only act they do as "parasitic" polygons is slowly, VERY slowly infecting nearby objects (any polygon or tanks included and such, but excluding the bosses). Once an object is infected, there now resides an egg of parasitic polygon inside of an infected object. The object then slowly gets depleted in health until they burst into several parasitic polygon eggs. These polygon eggs, obviously, hatch into another set of parasitic polygons. The process can continue forever if the colony is not wiped out. Also, parasitic polygons have wider infection range and faster infection speed if type of polygon is higher, meaning parasitic pentagon has much more powerful infection ability. They are not as fatal as they may seem, since all parasitic polygons have same health as their base polygons.
Radioactive Polygons[]
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Radioactive polygons have a special property of emitting little particles at rapid rate. These particles' travel range is exactly same as parasitic polygon's infection range, and are extremely damaging and high in penetration despite their size; few hits will kill a player. Particles also have strong poison effect lasting for 5 seconds and sipping away 20% of player's remaining health. But these particles are completely harmless unless player gets near them. However, their real danger comes not from their particles, but what they do after being born and to other polygons near them. First, after their formation, they will get smaller and smaller until they disappear into a giant flash the size twice of Alpha Pentagon, almost killing any player or polygon or boss near the explosion site. Second, actually worse, happens when another polygon comes close to radioactive polygon. Radioactive polygon, like how parasitic polygons would, slowly converts close polygon into radioactive polygon. Cycle repeats, and due to radioactive polygons' infection rate being significantly faster than parasitic polygons', they are much more dangerous.
Polygon Demolisher[]
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These polygons are blessing for players, but an unfathomably disastrous polygon in perspective of, ironically, polygons. Polygon demolishers weaken polygons, and slowly converts everything around it into polygon demolishers. If there are pentagons and below, polygon demolishers convert them into polygon demonishers. Betas and alpha versions of them decrease in size to become normal polygon demolishers. But when there are hexagons and above near polygon demolisher, they get wiped out of existence, in a violent flash.
Virus Polygons[]
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Virus polygons. Anyone would expect what it means, or maybe not. They are polygons of the size barely larger than an egg, and actively moves around randomly. When colliding into a polygon, a virus polygon seems to be absorbed. But in truth, it's not; they can be seen staying inside the polygon they entered and replicating to certain number (7 for virus squares, 5 for virus triangles, and 3 for virus pentagons) before the polygon bursts and new virus polygons are released. Then those new virus polygons go out to infect more polygons, and some might manage to collide into a player and infect them. Overall, their behavior makes virus polygons extremely infections, capable of annihilating all polygons in relatively short amount of time.
Crasher Eggs[]
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Crasher eggs use separate mechanics from the rest of anomaly polygons, as well as having only one type: octagon crasher eggs are only type of crasher eggs. Their mechanism is unique, and starts when crasher egg spawns via enderite. Then the crasher egg emits various types of crashers, which all swarms to nearby polygons and attach themselves. After some time, crashers will assimilate into the attached polygons as they engulf attached crashers to become 2x their size and turn to pink color. new crashers will slowly be generated around this whole new type of polygons, and those crashers repeat the process. The crasher egg will conquer all the polygons in no time, and make sure it does not get destroyed.
Apollyon Polygons[]
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Apollyon polygons are literally polygons that cause devastation the level of hell's power (apollyon is one of hell's demon king in bible, and word itself also means "destruction"). One one apollyon polygon exist: normal and bet apollyon polygons. two always spawn in pair, and normal apollyon polygon starts to get consumed by beta apollyon polygon. This stage is only time where apollyon polygon can be stopped. When beta apollyon polygon has consumed its companion, it almost instantaneously gains an orange glow covering half of the map. The glow expands quickly and soon covers whole map. Any polygon exposed to glow burns away into ash, bosses melt into a lava, and players will instantly die just like how Arena Closers kill them.
Crashers[]
Crashers are Hostile Polygons that attack by ramming into you. They are weak and can be destroyed easily, although some may have too fast speed or quite high health to be destroyed.
all Crashers have "subspecies", special alterations of initial and original version of certain crasher type.
Crashers[]
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They are just normal and small triangles, and are weak homing... standard... crashers. Few types exist, and they are not particularly remarkable. All of them have low health regardless of tier, and collectivity is all they have for self-protection. They are just one type of Crashers which themselves are one sort of Crashers; normal triangles, spawning in groups of 3 to 7. There can be tier 2 or tier 3 Crashers replacing the generation of normal Crashers when they spawn, but still, they are too weak to be any kind of threat. Tier 1 of Crashers are just small Crashers identical to Diep.io's small Crasher, and tier 2 of Crasher (here) corresponds to Diep.io's big Crasher. Tier 3 Crashers are even bigger, and even though they have very slow speed, tier 3 crashers deliver extreme damage almost capable of killing glass-build player.
Tricrashers
Tricrashers are slightly more improved version of Crashers, with higher health and speed. Their tiers have exactly the same traits as Crashers excluding mentioned factors, and are made to spawn in swarms of 10 to 13. One crucial and only difference between normal Crashers and Tricrashers is their ability to be rarely summoned by a triangle or square when there are lots of polygons near them. Tricrasher, albeit it has low tier and usually close to no companions to help it with its defensive job, it still acts same as normal Tricrashers... and this time, it gives everything it has. It travels at twice its normal speed, dealing slightly more damage than what it would be able to if it was summoned by nest. It rams a player at full, speed, feeling the wind whipping around it, and dies to a single bullet.
Long Boy
When Crashers become long, they become much faster while keeping their HP.
Explo-chip
Frost-chip
Electro-chip
Runners[]
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Runners are relatively weak crashers with a vast variety, relying on their evolution rather than collectivity. Few of them can be created in small group occasionally in the nest. Tier 1 and tier 2 of runner is basically useless due to their damage even lower or just slightly higher than basic Crashers, however tier 3 can deal heavy damage to dangerous entity that comes close to the nest. Tier 4 runners can take out a large variant of them, ranging from players to even some bosses! And Runners' ability to travel at high speed makes strong Runners very dangerous.
Bloom Runners
Withered Runners
Growth Runners
Frost Runners
Crystals[]
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WIP
Alkarites
Nobilites
Halozites
Actites
Lantites
Cutters[]
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WIP
Shards
Blades
Semi-Crushers[]
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Like Destroyer, Semi-Crushers have a unique ability to carry other crashers in its empty space at the back. Crasher itself is strong but hardly benefits from evolution. However, by evolving into tier 1, tier 2, and tier 3, semi-crushers become extremely big and gain strong propulsion, enough to carry several giant Crushers and still sustain the speed of tier 0 semi-crusher. Tier 4 ones can carry multiple crashers by packing them like puzzle pieces, and tier 5 semi-crushers carry another set of semi-crushers all packed tightly in a pattern comparable to fractal. Combined with their ability to generate in a big swarm, semi-crushers can be perfect soldiers defending nest flawlessly.
Fragments
Swarmee
Nunchakus
Homing Polygons[]
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Homing Squares are extremely large-scale swarmers. Their strength and durability are comparable to that of actual square, and they have a chance to form with hundreds of other companions. Instant siege from all side can obliterate almost any player getting locked on homing squares at once, and can deal fatal damage to any other entities. Like normal crashers, tier 1 and tier 2 makes them slower yet durable (MUCH more durable in this case), and few tier 3 homing squares can massacre large group of players by surprise. In return, the chance required for nest to spawn homing squares is so tiny (approximately the chance of icecube's generation, per nest), that they are no more than something similar to meteor collision: can destroy a city or country, but so rare in occurrences that nobody cares about them.
Thorns[]
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Thorns are not like any other Crashers. Their homing ability is very poor, only getting locked on a player once one is closer than half the Field of View of Basic while containing health of Beta Pentagon for such a small size. They also don't have defined types, but it is guaranteed that same exact type of Thorn will never spawn again in the same nest. Thorns' generation methods are peculiar; upon generation, a Thorn can pick one of each element from below list to choose what it wants to become, purely chosen by randomness therefore almost always different outcome from before. Because any of thorn's effect chosen by chances is not even comparable to utterly pitiful annoyance normally caused by any of Crashers, once a Thorn decides to spawn inside the nest and protect the nest at all heist, they can be very powerful and sometimes most annoying Crasher.
Possible shell variations
Shells of Thorns are like smashers; different shells give varying effect to its user Thorn (Landmine's shell gives invisibility, while Spike's shell gives increased collision damage). In this case, Thorns have (a lot) more than 2 types of shells to choose from. There are ones which give ridiculous stats, to some inflicting annoying side effects upon collision.
Possible core variations
Thorns each have small units placed on their center, and they are called "cores". Cores generate a relatively small range of influence, where any object coming inside the region getting affected by defects. Defects are not limited to speed decrease or health, but also includes formation of crashers, projectiles, and other annoying occurrences.
Possible death variations
Upon destruction, Thorn can do its last bit of damage by exploding into projectiles. Indication of what happens when certain Thorn dies, can be interpreted easily by shape of semi-transparent shape rotating around a Thorn.
Knives[]
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Needles[]
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Arrows[]
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Spikers[]
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Explosive gemstones[]
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Crushers[]
Crushers are basically stronger versions of Crashers. They are mostly slower and bigger.
Kilo Crusher[]
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Kilo-crushers are extremely hard, a result of an Alpha Pentagon equivalent of HP densely crammed together into relatively small crasher. And it gathers dangerously stronger as its tier goes up. At tier 1 and tier 2, amount of HP kilo-crusher contains jumps to that of Alpha Hexagons and Alpha Heptagons. Tier 3 shoves an Alpha Decagon equivalent of HP inside kilo-crusher, but in return, the speed drops to painfully slow pace. Finally, tier 4 is explosive, obliterating most entities inside its burst range. The crucial weakness of kilo-crushers is that because of quality of kilo-crusher, the nest cannot create them in swarm.
Mega Crusher[]
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Vis Destructica[]
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Wallet[]
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Asteroid[]
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Mega Crusher[]
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Collisioner[]
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Collisioners are unstable and advanced Crushers with good balance between collectivity and individual strength. Each one carries a defect that cause various deffects. They are also extremely fast and has ability to "jump" long distance in very shot time. Especially strong ones (Collisioners, even between one tier, have various different amount of health from each other) are able to drill holes and shatter pretty much anything it wants, while emitting damaging fragments whenever it decides to do so. Collisioners' another advantage is sophisticated collectivity where larger and strong Collisioners can gather smaller and weaker Colliders into a small army to cast basic form of strategic battle. Because their only method is ramming, Collisioners are overall intelligent Crushers having ability to increase effectiveness of other Crushers... but nothing more.
Jumper[]
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Puncher[]
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Ravager[]
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Ravagers are slow but durable and very big. If it manages to, well, collide with an entity, it delivers quite a punch. The group collectivity is nearly useless for these Crushers, because they only form with 3 or 4 companions if many. In most cases, they form alone. Evolution is an extremely powerful tool for collider, because it becomes a lot more agile and strong every evolution it goes through. But most importantly, Ravager can split into smaller fragments upon destruction, with tier 1 and tier 2 focusing on quality, and tier 3 focusing on number of those special fragments.
Trapezoids[]
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Pusher[]
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Gembox[]
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Mega Spiker[]
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Pentawall[]
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Destroyer[]
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Activated Nest Egg[]
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Sanctuaries[]
Sanctuaries are peaceful entities that spawn polygons, mainly Sanctuary Polygons. Most of them are passive, while others are neutral or even hostile and dangerous.
Egg Sanctuaries[]
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Precious Sanctuaries[]
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Polygonal Sanctuaries[]
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Crasher Sanctuaries[]
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Weaponry Sanctuaries[]
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[Description coming soon: Bowed Sanctuary, Speared Sanctuary, Hammered Sanctuary, Axed Sanctuary, Bladed Sanctuary]
Mega Sanctuaries[]
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Weaponized Sanctuary[]
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Trivia[]
- If you are still in school, throw some of the complex polygon names (such as Myriadodecaicosistelecontahexahedral alpha square) at your geometry teacher. Instant A+++++. Yeah baby.
- We can go forever with polygons, but we are gonna stop. Just no, anything above tetradecagon looks waaaay too ugly. Maybe we will add more. Maybe.
- We know this page is long. Close the Table of Contents every time you visit. It'll shorten up the page a little. Seriously tho, who the hell will read everything from start to end? they are literally just fanon polygons that (probably) nobody cares about!