The sprite thing was rash, admittedly. Not having the greatest time right now from multiple directions. So, instead, I’ll link a lot of what I’ve worked on. Some are older than others, but ultimately are by me unless credited.
Shogun - Class
Barbarian - Class
Alchemist - Class
Daimyo - Class
Skill Tree - Miscellaneous
Shatters 2.0 - Dungeon WIP redesign based more heavily on the original Shatters, and with a design philosophy like Lost Halls 2.0
Abandoned Domain - Completed dungeon, though I intend on refurbishing it
Design Document for the place I work on - Lots of things, mostly showing the current state of items and other things; not intended for Prod
I am also still working on it, and do not have a document made for it, but I will put some progress here for the sake of showing what I mean.
Realm Rework

Most of the same enemies, of course. Though, there are some obvious additions, and there are changes.
Scorpion Queens will fire projectiles occasionally and AoEs every so often that slow people down. They only spawn underlings at 50% HP. Runs from players who are too close (~4 tiles).
Scorpion Underlings will fire projectiles occasionally as per usual, possessing more range than the Queen. They will also stick around the Queen, unless the Queen is running away, in which they will circle her.
Snake Hatchlings fire more often, but have weaker, slower moving shots. They inflict bleeding for a very short 0.6 seconds, and otherwise deal no damage.
Viper Hatchlings are now; they fire more slowly, but have two shots which deal small damage, and still inflict bleeding. Their shots are much faster.
Rose Cubes directly charges at players, and fires just under every second or so with moderate damage.
Magenta Cubes try to maintain distance, and fire higher damage shots at a much slower pace. Very fast projectiles, easy to catch up to.
Lime Cubes will idle in place but will always group up with others that are nearby. Their projectiles are between Rose and Magenta in terms of damage, and pierce.
Pirates charge at completely random players, firing relatively quickly with low damage.
Piratesses rarely replace Pirates, dealing double damage and being harder to kill for low damage classes. Better XP, always drops a Pirate Cave.
Bandit Leaders are moved to the beach directly. Fires at a moderate speed with decent damage towards the nearest player, but with low range, and throws AoEs that deal Drunk to the farthest player it can see. Stops attacking and flees at low HP, which causes its Bandits to attack faster. Spawns with 5 Bandits.
Bandits chase players that are within range of the Bandit Leader and attack at a similar speed with slightly less damage. Without a Bandit Leader, they will not attack and simply run away.
Chicken Gods simply wander in place, and spawns with 5 to 8 Chickens. However, every 5 seconds, it fires a zero damage projectile towards players in range that deals Armor Broken.
Chickens will circle a Chicken God, and not much else. However, if there is a player with Armor Broken in range, Chickens will instead chase that player, attacking relatively quickly with very low damage.
There are more new enemies here, obviously, and Goblins got a redesign in a way.
Hobbit Mages spawn with two Warriors and Archers. They will wander in place and still utilize their radial attack, but will also throw Confuse AoEs at the player with the most HP in range. Stops attacking and flees at low HP.
Undead Hobbit Mages no longer spawn naturally, and instead have a chance to spawn when a Hobbit Mage dies. Their AoE targeting is cut down to 4 Squares, and their attacks fly twice as fast, though they don’t attack faster. Spawns with two Undead Warriors and Archers.
Hobbit Warriors fires at the player closest to the Hobbit Mage and chases them slightly, dealing moderate damage at moderate speed.
Undead Hobbit Warriors possess higher damage, and only target players if the Undead Hobbit Mage is.
Hobbit Archers wander around the Hobbit Mage, and though they fire much slower, their damage is much higher.
Undead Hobbit Archers fire quicker, and only target whoever the Undead Hobbit Mage is.
Elf Elders retain their current movement patterns and attack patterns, but gains an additional AoE on itself that deals higher damage and reduces defense, fired every 4 seconds. Spawns with three of each Elf.
Elf Mages wander within a certain range of the Elf Elder. They fire two shots at the player nearest to the Elf Elder rather slowly, with relatively low damage, but high range.
Elf Archers circles the Elf Elder when it is not moving, and will follow behind it in a formation when it is moving. They fire at the nearest player to themselves in unison, dealing decent damage and piercing.
Elf Rogues chase players within range of the Elf Elder. They do lower damage, but fire rather quickly.
Goblin Commanders (Black Helm) spawn with two of each Goblin for a total of 12. It will stick behind other Goblins while they run after players for protection. Every few seconds, it will fire a projectile that deals no damage in the direction of the weakest player, which after disappearing will cause all other Goblins to charge in that direction and fire at the weakest player while gaining Speedy and attacking 0.4 seconds faster. When low on HP, the last player to hit the Goblin Commander will be targeted by all other Goblins while it runs away.
Goblin Infantry (Top Left) fire relatively weak projectiles every 1.4 seconds.
Goblin Warriors (Top Mid) fire slightly better projectiles than Goblin Infantry, though their projectiles move much slower. Same attack speed.
Goblin Archers (Top Right) deal the same damage and fire at the same speed as Goblin Infantry, but possess better range and pierce. Same attack speed.
Goblin Paladins (Bottom Left) deal lower damage than Goblin Infantry and have the same lower shot speed as Warriors, but will grant Damaging to all other Goblins in range while alive.
Goblin Knights (Bottom Mid) deal much higher damage and stun for 3 seconds, with very slow shot speed. Same attack speed.
Goblin Rangers (Bottom Right) deal more damage than Goblin Archers, with slower shot speed. Same attack speed.
Forest Spirits move as they currently do and fire the same projectiles, though they do not boomerang. However, they will release a Confuse and Hallucinating AoE if players get too close, with a cooldown of 10 seconds. If Fairies exist and there is no Fairy Tree, they will circle the Forest Spirit instead.
Fairies come in 6 colors similarly to cubes, and spawn with low HP. They do not fire quickly and do not have high damage, but fire in unison with armor piercing damage that also deals hallucinating. If their Fairy Tree is alive, they will circle it.
Desert Kings spawn with three Rangers and five Mages. They chase the player with the most HP nearby, firing two parallel projectiles at a time that deal decent damage. At low HP, they will stop attacking and flee.
Desert Rangers stay within 3 tiles of the Desert King, firing at a decent speed and dealing good damage with decent range.
Desert Mages wanders around up to 6 tiles away from the Desert King. They fire very quickly with low damage, armor piercing shots.
Sand Devils move the same as they do currently, though they do not possess their projectiles. Instead, they will throw AoEs at players that achieve the same effect, with a low throw speed.
Colossal Crabs act as they do currently. However, they will abandon all else and circle graves if they are close enough. No, I do not regret this.
Fairy Trees spawn with two of each fairy color. Every 10 seconds, it will throw an AoE on itself that heals nearby fairies to full HP and inflicts a long hallucinating to players. They are also a quest enemy.
This is where I have gotten up to in terms of designing what they are like, though I will be documenting everything else that I do in the future. It will likely be in its own thread in the Ideas section.
Orc Kings (Top) spawn with one of each Orc. It will not attack often but will still chase players to maintain a range of at least 8 squares. It fires one shot every so often that deals big damage, but moves slowly, and targets the farthest player. They are also a quest.
Orc Sorcerers (1,1) will run wildly. They fire moderately quickly at the player with the most HP for a moderate damage, armor piercing shot, and will fire less quickly at the weakest player with an AoE that deals Weak, though they move in the air slower.
Orc Priests (1,2) circle the Orc King. They will fire a small shotgun of decent damage shots every so often, and will heal all Orcs in range to full HP every 10 seconds.
Armored Orc Warriors (2,1) will follow the Orc Sorcerer. They fire at the nearest player at moderate speeds, dealing good damage.
Orc Warriors (2,2) will also follow the Orc Sorcerer. They have less defense and move faster, while also firing nearly twice as quick with less damage.
Armored Orc Hunters (3,1) will wander, but stay close to the Orc King. They fire slow moving shots that deal big damage towards the farthest player in range.
Orc Hunters (3,2) will also wander nearby the Orc King. They fire slightly faster, with weaker projectiles.
Armored Orc Knights (4,1) will circle the Armored Orc Hunter. They fire at the nearest player relatively slowly with decent damage, though it will stun players.
Orc Knights (4,2) will circle the Orc Hunter. They fire slightly faster than Armored Orc Knights, dealing a bit less damage and instead dazing the player, and for longer.
Armored Orc Infantry (5,1) will chase random players, firing decently quickly and dealing good damage. Weaker, but faster than other Orcs.
Orc Infantry (5,2) will also chase random players, firing even faster with less damage.
Wasp Queens (Top) will spawn with one of each Wasp, and will spawn a random one every so often to a maximum of 9. They will stick close to trees or cacti, depending on where they spawn. They will fire in unison with other Wasps, with their projectiles dealing decent damage, and will also fire an AoE at the player with the most HP that deals armor piercing damage and inflicts Sick. All Wasps circle the Queen.
Rose Wasps (1,1) deal decent damage with their attacks, possessing half shot speed of the Queen and dealing Armor Broken.
Orange Wasps (2,1) deal slightly less damage than Rose Wasps but have very high shot speed. Their projectiles also deal dazed for a short duration.
Dandelion Wasps (1,2) deal slightly more damage than all other Wasps but the Queen, with slightly higher shot speed. Their projectiles also pierce.
Lime Wasps (2,2) fire very fast projectiles that deal decent damage and inflict Slow.
Blue Rose Wasps (1,3) fire slightly slower projectiles that do not deal damage, but will instead drawin the player’s MP.
Magenta Wasps (2,3) fire very slow projectiles that deal good damage and armor pierce.
Bee Kings will spawn with one of each Bee and run around freely. All Bees attack in unison as well, though they fire slower. Bee Kings specifically will fire projectiles with decent damage and inflict Bleeding for half a second.
Red Bees train behind the Bee King. They fire stronger projectiles that do not deal any effect.
Blue Bees train behind the Red Bee if it is alive, otherwise training behind the Bee King. They have a middle damage between Bee Kings and Red Bees, but will also drain the player’s MP, less so than Blue Rose Wasps.
Yellow Bees train behind the Blue Bee if it is alive, otherwise following Blue’s hierarchy. Their shots deal around the same damage as Bee Kings, but will inflict a short Paralyze.
Sprayer Golems (1,1) will wander until a player comes within 5 squares. They will fire a ring of 12 projectiles every half second, dealing decent damage each.
Turret Golems (1,2) will wander until a player comes within 8 squares. They will fire very quickly with good damage projectiles, which move very quickly.
Sand Golems (2,1) spawns with a Sand Element. They wander until a player is within their large range, in which they will chase them. They fire slower, and deal less damage, but inflict Confused.
Sand Elements (2,2) cannot be slowed down or paralyzed and are invulnerable, circling the Sand Golem. They fire at the same speed as the Sand Golem but with an offset, dealing better damage with a higher shot speed but with no status effect. They die when the Sand Golem dies.
Ice Golems (3,1) spawns with an Ice Element and has the same behaviors as a Sand Golem. They fire decently quickly at the nearest player, dealing low armor piercing damage and slowing them.
Ice Elements (3,2) cannot be weakened, dazed or stunned and are invulnerable, and will circle the Ice Golem. They fire much more slowly than the Ice Golem but fire a shotgun of projectiles that deal good damage. They die with the Ice Golem.
Skull Golems (4,1) spawn with five Skull Elements, using the same behavior as other Golems. They will chase the nearest player and circle them once within 2 squares, however. Any players within range of them will gain weak, though they do not attack.
Skull Elements (4,2) circle the Skull Golem, having low HP and very negative defense. They all fire in random intervals at the nearest player, though quickly, possessing lower damage. They stop firing and don’t move if the Skull Golem dies.
Fire Golems (5,1) spawn with two Fire Elements, with the same behavior as other Golems. They stay within 4 squares of players, firing a tight spread of four quick shots at the nearest player at a lower attack speed which deal decent damage and inflict weak.
Fire Elements (5,2) are simply invulnerable and circle the Fire Golem. Their projectiles deal no damage but inflict Bleeding for a bit longer. Dies when the Fire Golem does.
Shadow Golem (6,1) spawns a Shadow Element every three seconds, up to four, and will only wander until a player is within eight tiles instead of twelve. They will go invisible - though their shadow will remain visible - and will appear when within 4 squares, giving darkness to any player too close.
Shadow Elements (6,2) are completely invincible and circle the Shadow Golem. They deal very low damage, but fire extremely quickly. Dies when the Shadow Golem dies.
Green Slime Golems (Top Green) spawns a Green Slime every four seconds, up to two, and run from players. They also have a small chance to drop an accompanying skin.
Green Slimes (Mid Green) will chase after players and fire rather slowly, dealing good damage with low range. Spawns two Green Slime Piles on death.
Green Slime Piles (Bottom Green) follow their Green Slime. They fire twice as fast, dealing less damage.
Golden Slimes Golems have a chance to replace Green Slime Golems, possessing much higher HP and triple XP. They have a higher chance to drop an accompanying skin. However, they have much less defense.
Golden Slimes and Golden Slime Piles act much the same as Golden Slime Golems to Green Slime Golems.
Werelions spawn with two of each Werecub. They will wander in place, firing at random players decently quickly with moderate damage piercing shots. When low on HP, they gain Speedy and chase players, firing twice as fast.
Yellow Werecubs chases the farthest player from the Werelion it can see. They fire decently fast with moderate damage projectiles that pierce.
Black Werecubs chase the weakest player nearby. They fire quickly, with a burst of three shots that deal low armor piercing damage, and low range.
Red Werecubs chase the strongest player nearby. They fire somewhat slowly, dealing good damage and inflicting Weak for a couple seconds.
Sand Spirits will wander in place for 10 seconds, before shrinking and running wildly for 10 seconds while healing itself. When in its normal form, it will fire similarly to a Colossal Crab, though with lower damage and much higher attack speed. If players are too far out of its range but in their sight, they will occasionally fire an AoE at them that deals good damage and confuses them.
Invasive Fire Sprites act much like Earth Sprites do currently, though they only appear in desert areas.
Invasive Earth Sprites still run wildly, but will fire decently fast with two shots that deal good damage.
Greater Earth Sprites are variations that are given exclusively to Ent Gods. They act the same, but will circle the Ent God and have pierce, as well as much higher stats.
The Swarm is separated into multiple fly types. There is only one Red Fly, while there are four Blue and Green ones, all of which swarm together. The Red Fly will stay invulnerable until the others are dead, and all will fire in a completely random direction all at once with decent damage projectiles.
Trap Blobs (Black) spawn with one Spray and Charger. They act similarly to how they do already, but with piercing projectiles and a quicker blink that is indicated by a complete white flash.
Spray Blobs (Pink) wander in place, firing both a spread of three shots that deal decent damage at a slower interval and firing a single shot that deals good damage at a faster interval towards the farthest or nearest player respectively.
Charger Blobs (Yellow) chase the nearest player, firing at a decent speed with two shots that deal moderate damage and inflict Sick.
Nomadic Shamans act as they do already, though they drop Forbidden Jungles.
Dune Spiders act as they do already, but gain an additional attack that is fired at the strongest player, dealing strong damage and blinding them. Drops Spider Dens guaranteed.
Forest Bats act like Dune Spiders, though their additional attack is unique. Their shots are fired at the nearest player, dealing less damage but silencing them for a much longer duration.
Shambling Sludges spawn Sludglets as they would normally, but every 12 seconds. Their attacks, however, are different. They will fire a spread of four shots at the nearest player that deal decent damage at a slowish speed, and will fire one higher damage projectile at the farthest player much more quickly.
Sludglets circle the Shambling Sludge. They fire at the nearest player when the Shambling Sludge does, though with only one shot that deals okay damage and slows for a short duration.
Horned Drakes act as they do currently, but their attack pattern is split in two. Their large attack remains the same, but they will also have a smaller attack that deals less damage but pierces.
Baby Drakes will hide behind the Horned Drake as closely as possible, and run away when the Horned Drake dies. Mostly the same.
Giant Lizards act the same as they already do, but with better stats.