User:Eanki/Units

Omniguard Fey Sphere (Level 30)
Current Numbers in Active Service: 3,000

Hey ho, sweet balls of fire!

Background:
The Omniguard Fey Spheres are the main dungeon pop of the Omnishield Observatory. They are fey creatures resembling volleyball-sized levitating spheres of cloud that seemingly glows hues of radiant gold from within their opaque form. Their amorphous nature means that they have no designated front or back and as such they don’t need to turn to fire their energy beams. They can be aptly described as floating omnidirectional energy gun platforms.

They are chosen as the dungeon spawn of the Observatory by the guild for two distinct reasons.

The first reason is aesthetics. They fit the aesthetic of a mystic-science hybrid Observatory that's part Egypt Eternal, part sci-fi spacefaring civilization. They are luminous ball of lights constantly humming light musical tones. In fact, they communicate solely with musical tones, via changing the timbre, beat, and volume (e.g. when they meet guild members, they play out happy or playful beeps in greetings). They provide both the otherworldly feel and the relaxing ambient noises, so the guild doesn't have to spend resources in maintenance of data crystals-enabled doodads that provide ambient noises and otherworldly illumination.

The second reason is their passive abilities and status conditions. Since they are Lvl 30 monsters, they offer little in offensive prowess against high level players. But while their attacks doesn't damage high level enemy players in any way, they can still support allies or spread debuffs through the enemy ranks and lower their equipment durability slowly and constantly. As the invaders maneuver through the puzzles and mazes that denies them access, they have little balls of light humming in aggressive tones while lowering the durability of their equipment. As far as low level mooks go, that is well worth it.

Types:
They are divided into three combat types: Fey Sphere the Purifier, Fey Sphere the Prankster, and Fey Sphere the Destroyer.
 * Fey Sphere the Purifier – a full-time support unit that shoots a beam of radiant light at an allied organic living creature, which increases that creature’s HP regeneration by a small set value (x% of the Fey Sphere the Purifier’s maximum health); the HP regeneration from multiple Fey Spheres’ healing beams aimed at a single allied creature stack; upon dying, it heals every nearby allied organic unit in a sizable radius for 20% of the dying Purifier’s own maximum health.
 * Fey Sphere the Prankster – fires a magical beam that lowers the durability status of the enemy’s targeted equipment slowly for as long as the beam is continuously hitting it; it also has a one-second cooldown zero manacost Blink spell that allows it short distance teleportation to frustrate enemy targeting; any unit that attacks/damages it also has a 17% chance of being randomly teleported a short distance away, disorienting enemy players and potentially teleporting them into a hazardous areas.
 * Fey Sphere the Destroyer – the Destroyer is the only unit of the three Omniguard Fey Sphere types in the Observatory that can actively attack; it attacks with a beam of energy that deals magical damage; after dying, it explodes and damages every non-allied unit in a sizable radius with 20% of its base health as fixed damage, unreduced by any resistances or immunities.

Traits:

 * Does not need to rest
 * Does not need to eat or drink
 * Nourishes by consuming traces of mana and water vapor in the air
 * Immune to most Charm and Mind Control spells

Inspiration:

 * The balls of light in Rick Riordan's Kane Chronicles.
 * Io, the Wisp (Dota, Dota 2)

Imperial Incineraptor (Level 85)
Current Numbers in Active Service: 300

Searing flames of conquest lent majesty on the wings of death and ruin.

Background:
The Incineraptors are the most powerful mercenary NPCs of the Observatory and are entrusted with guarding the Repository. They project superheated beams of energy in a straight line through vast ranges, frying both flight-capable and flightless units with impunity. The beams damage all units caught in a straight line, searing them with constant hitscan narrow area attack.

Hmmm… birdbeque.

Passive:

 * Incinerate –
 * the beam deals a small base damage plus a fix percentage of the enemy’s max health per second, ergo the higher the enemy’s maximum health, the more bonus damage is dealt;;
 * direct HP removal type damage.

Traits:

 * Like most phoenixes, when killed, an Incineraptor turns into a floating egg that must be killed before the timer runs out lest the Incineraptor is resurrected once again.
 * Near-complete fire immunity
 * Highly resistant to ice-based attacks
 * Highly resistant to physical damage, but weak to magical damage

Inspiration:

 * Phoenix and its Golden Nirvana cosmetic set as well as the Sun Ray ability (Dota 2)
 * Wotan Microwave Strike Array (Command & Conquer: Generals, Rise of the Reds)
 * Phoenix (Warcraft III)
 * Bennu (Egyptian Mythology)
 * Sarimanok (Philippine Mythology)

Voidshriek Bewilder (Level 85)
Current Numbers in Active Service: 12,000

 

Background
The Voidshriek Bewilder is essentially a colony of tiny space-faring magic organisms residing in a floating spherical chunk of meteorite with a large concave circular opening swirling with magical energy that acts as both the colony’s eyes and “mouth” where it can fire powerful energy beams that suck mana out of the targets to feed the “Bewilder” –that is, to nourish the colony.

It was designed as a Level 85 permanent item-based summon that required would be recruiters to acquire a meteorite in the [Celestial Harvest] quest line and a [Vial of Ruinous Vapors], and then have a master stonemason ready to carve the meteorite into a sphere and afterwards cut the circular opening through which the vial’s contents are poured, animating the “rock” with the aid of a little arcane incantation.

Since the meteorites are relatively easy to acquire for max level players in considerably decent guilds, the difficulty of acquiring the ultra-rare ingredients for the [Vial of Ruinous Vapors] was supposed to be the limiting factor. However, through the use of one of their guild weapon’s ability [Imperfect Copy], the guild was able to mass copy the ingredients and build a considerable stockpile of the vials.

This allowed the guild to field a low-upkeep cost, zero recruitment cost army in secret, one they can spam create with impunity to massively shore up their defenses.

Skills & Abilities:

 * Devour Mana –
 * the unit essentially destroys (or, as the flavor text says, “consumes”) a small set amount of the enemy’s mana points with every beam attack;
 * an equivalent amount of the mana destroyed is added as bonus damage to the attack.
 * Levitate –
 * the unit levitates a set distance from the ground and is treated as a low flying unit;
 * grants immunity to ground-contact spells and unhindered pathing in any terrain conditions.
 * Malevolent Ray –
 * attacks deal bonus HP removal type damage based a small set percentage of target’s maximum health, ergo the higher the enemy’s maximum health, the more bonus damage is dealt;
 * bonus damage dealt also heals the user as lifesteal.
 * Spell Shield –
 * immune to all magic spells and damage Tier 6 and below targeted against it and reduces the damage received from magic spells Tier 7 and above.

Traits:

 * Does not need to rest
 * Does not need to eat or drink
 * Nourishes self by consuming traces of mana and water vapor in the air
 * Immune to Charm and Mind Control spells

Sheeptaur Sentinel (Level 85)
Current Numbers in Active Service: 300

 

Background:
Vicious, acid-spitting, wall-climbing, kung-fu fighting defenders of the Observatory, Sheeptaur Sentinels have several special effects to level the playing field against high level raid parties, on top of their prodigious martial prowess and the immense strength they possess in excess of what their 150cm tall bodies would have one believe.

Passive:

 * Desperate Struggle –
 * increases the healing received the lower the health of the unit.
 * Empowered Haste –
 * the creature is immune to lower tier (Tier 7 and below) movement slows.
 * Great Fortitude –
 * cannot be one-shot to death when at full health; will have at least 1 HP remaining;
 * when the creature goes down to 10% health, the creature gains greatly increased physical and magical resistance; the bonus resistances are removed when the creature’s health goes up from 10%.
 * Heightened Senses –
 * detects lower-level invisible units
 * Paralyzing Gaze –
 * the weresheep’s gaze inflicts a [Fear] debuff that will stay for as long as the target is within a narrow preset cone of where the weresheep’s eyes are facing.
 * Plague Vector –
 * carries a rapidly spreading plague cloud debuff that deals a small set amount of continuous damage per second with the set amount of damage increasing in potency as it gets passed on to another player (player one might only have a small damage per second debuff but if player two gets infected with the debuff from player one, player two now face a higher damage per second debuff while player one’s debuff stays the same;
 * if the infected player one gets too close to the infected player two, player one gets re-infected with a stronger strain and the debuff set damage per second afflicting him increases).
 * Resistant Wool –
 * increases the unit’s physical and magical defenses.
 * sharply increases resistance to blunt damage;


 * Sheepskin Acid –
 * lowers a hostile weapon’s durability on contact.


 * Static Charge –
 * the unit returns lightning damage to any enemy unit that hits its wool with melee attacks.

Inspiration:

 * Meloi Khryseoi (Greek Mythology)
 * Sheeptar the Sheep King (SAO Abridged by Something Witty Entertainment)
 * Golden Wooly (Rune Factory 3: A Harvest Moon)
 * Mareep (Pokemon)

Manatite Allure (Level 85)
Current Numbers in Active Service: 200

 

Background:
The Manatite Allure is a two meter tall turquoise crystalline golem made from manatite gemstones, hardened stones of primordial mana energy. Due to high concentrations of manatite, the golem acts as an extremely sturdy tank that increases the mana regeneration of all nearby allies considerably. It also happens to be an extremely expensive mercenary, both in recruitment and upkeep.

This combination of factors makes it a priority target for invading players seeking to cripple the battle capability and economy of a guild base employing it. A purchase of a considerable amount of the golem by any guild is therefore treated as a statement of the guild’s might and economic prosperity, and an invitation to be attacked simply for the LOLs and the sheer audacity of declaring itself powerful –typically done by more powerful guilds hungry to shove down upstarts and put them in their place. It’s a common practice that has since been called “Spring Cleaning”, where a powerful top guild invades the guild bases of lesser guilds, not to conquer it but to kill everything inside and laugh merrily as the target guilds either have to expend so much to bring everything back up, where they could then be spring-cleaned again, or to never try to be worth anything ever again to avoid their ire.

Aura:

 * Manatite Motherlode –
 * grants nearby allies mana regeneration

Naughtomata NEXT (Level 85)
Current Numbers in Active Service: 300

Product Review:

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Fetish accessories sold separately.

Background:
The Naughtomata NEXT is a stealth assassin class advance automaton boasting impeccable stealth and powerful single-target striking power with its kukri blade. The guild envisioned them to be hit and run units that will relentlessly harry invaders by striking out of invisibility, dealing massive damage, then retreating into the shadows. The game AI was less than stellar on that regard.

Enter stage right: the New World Naughtomata NEXT; unerringly focused, uncompromisingly logical, and unnervingly calculating. The quirks in the interaction by and translation of the New World reality with the game engine fulfilled the guild’s old hope in this tireless and nigh infallible assassin

Passive:

 * Advance Coolant System –
 * reduces the unit’s heat signature, making it harder to detect through heat-based detection.
 * Electronically Masked Approach –
 * reduces the unit’s noise signature, making it harder to detect through acoustic-based detection.
 * Greater Autorepair –
 * the unit automatically repairs itself, even in combat; regenerates health.
 * Greater Energy Shielding –
 * the unit takes reduced damage from magical attacks and spells.
 * Greater Enhanced Acoustic Sensors –
 * the unit detects noise signatures of nearby enemy units; useful for alerting the unit to the presence of unseen enemies that are invisible or otherwise hidden from view.
 * Greater Enhanced Infrared Sensors –
 * the unit detects nearby invisible units that are of nearly equal level or less through their heat signatures; improves vision in low-light and dark-light conditions.
 * Greater Heated Blade –
 * toggle on/off; the blade become red hot and [Cauterize] on hit, disabling heavy regeneration of units whose regeneration are disabled/countered by fire and acid damage.
 * Permanent Invisibility –
 * toggle on/off; the unit is permanently invisible unless it is attacking or casting spells which breaks invisibility;
 * fade time is 5 seconds so when the unit does not attack or cast spells for 5 seconds, it automatically turns invisible again.
 * Surprise Attack –
 * deals heavy bonus damage when attacking out of invisibility.

Greater Auto Scorpio (Level 80)
Current Numbers in Active Service: 100

 

Background:
The Greater Auto Scorpio is a Scorpio siege engine mounted on an automaton scorpion body the size of a small sedan, with a tail that ends in a large humanoid hand (the right hand, most of the time, the left hand version at around 30% chance). This “hand” manipulates the siege engine component and loads the tennis ball size cannonball projectile of the scorpio.

The resulting construct is a powerful ranged unit with fantastic blunt physical damage and a very long attack range. This allows it to engage most units without the threat of retaliation. The only real limit to its DPS output is its mediocre attack speed and the one clear downside to the unit is that it is a bit of a glass cannon, with only the automaton racial perks giving it a measure of protection. The Auto Scorpio has average defenses and hitpoints, poor agility and turning radius, and, while it can resort to clubbing enemy units or grabbing and squeezing them with its scorpion claws/pincers, it cannot effectively engage multiple units that manage to come in close.

Passive:

 * Auto-Replenish Ammunition (Mercenary) –
 * toggle on/off; the unit automatically replenishes its own spent ammunition once it runs out, without any other input from its recruiter; part of the unit’s mercenary upkeep cost which increases the more projectile the unit fires in one upkeep cycle of 24h.

Vaunted Siege Sorceress (Level 80)
Current Numbers in Active Service: 100

 

Background:
The Vaunted Siege Sorceress is a high-tier fire giantess magic user with three floating balls of explosive magic that she uses as wrecking balls to hit targets at great ranges. Each ball has the potency of a very high level [Fireball] spell, without the attendant mana cost. The rate of fire is rather limited to how long until the magic balls returns so she can shoot it out again. For the purposes of game balance, she must retain at least one ball so she cycles through all three, firing one ball as another one is returning, with a third always held in reserve.

This presents an interesting conundrum as the farther she is from a target, the slower her attacks can cycle through. The opposite is also true: when she’s close, she doles out [Fireball] like a machine-gun. The common paradigm is that she must be placed at the back and use her unique mechanics to discourage enemies from closing in. Others would have her in the front, to maximize her DPS, accept that she’s going to draw aggro, and just use protective shields to keep her alive.

Passive:

 * Explosive Sphere –
 * the unit’s spheres deal explosive damage on hit, dealing knockback and deal bonus magical-type damage on top of the sphere’s physical type damage.


 * Levitate –
 * the unit levitates a set distance from the ground and is treated as a low flying unit;
 * grants immunity to ground-contact spells and unhindered pathing in any terrain conditions.

Obelisk Guardian (Level 85)
Current Numbers in Active Service: 100

 

Background:
The Obelisk Guardians are omnidirectional-firing immobile automated turrets that are placed in strategic corners that present the best arcs of fire and vantage point to ensure maximum efficiency.

Passive:

 * Core –
 * the construct spawns a core once its HP is reduced to zero; the core can only be dismantled by an engineering specialist and the lower the engineer’s specialization levels, the longer the process; as long as the core is not destroyed, the turret can be repaired for less cost than it takes to procure a new one.

Obelisk Sentinel (Level 85)
Current Numbers in Active Service: 500

 

Background:
The Obelisk Sentinels are immobile invisibility disruption turrets with no combat capabilities. They are simply designed to foil thieves and assassins by disrupting the invisibility of enemies in a massive area-of-effect radius and allowing allied units to target them.

They are stationed in strategic heavily guarded chokepoints to deter and detect invisible enemies. They are not completely infallible however, especially against highly stealth specialized Lvl 100 players.

Passive:

 * Core –
 * the construct spawns a core once its HP is reduced to zero; the core can only be dismantled by an engineering specialist and the lower the engineer’s specialization levels, the longer the process; as long as the core is not destroyed, the turret can be repaired for less cost than it takes to procure a new one.

Spark Wraith Lightweaver (Level 25)
Current Numbers in Active Service: 100

 

Background:
The Spark Wraith Lightweaver is a [Commander] class automaton-wraith hybrid. It is a poor combat unit for its level; practically unarmored, beyond the basic protection of its integument and what meager protection its ceremonial clothing provides (outside of very minor magic defense, non-existent). Because it is mated to a physical construct whose loss would cripple it and rid it of its medium to be able to exist and influence the Mortal/Material Plane, it also loses the wraith advantage of being immune to most physical attacks. It can attack by casting powerful (for a level 25 at least) but extremely short-range lightning bolts and it’s not incapable of physical combat but most combat units of its level can handily beat it in a one-on-one. It can also buff/debuff automaton-type units, which generally can’t use buffs or debuffs intended for organic units, but because it is a low-level unit, its abilities are not potent enough to truly boost the construct-type units of the guild base.

They were first unveiled when the automaton race was launched and the guild promptly began collecting the summoning item one could use to summon a Spark Wraiths – [Pocket Factory: Lightweaver] - as memorabilia because they thought the unit looks cool. Outside of a hundred units summoned for aesthetic purposes, the stockpiled summoning items gathered figurative dust in the guild’s item storage. That is until Eanki was sucked into the New World. Seeing the usefulness of the Lightweaver’s semi competent intellect, Eanki summoned a hundred more to serve; and serve the Lightweavers do, adequately, as scribes, archivists, and minor administrators for the Omnishield in the New World.

Appearance:
The Lightweaver’s chief feature is a stylized egg-shaped fishbowl-type transparent helmet filled with hypnotically dancing electric bolts of its Spark Wraith half, eerily resembling a face; it is the intellect responsible for moving an automaton body. Said body has synthetic-looking light bluish skin with hexagonal patterns and lightly glowing skin areas. It is clad in dark gray long coat adorned with geometric patterns and it sports a flowing light blue cape.

Active:

 * Electronic Countermeasures –
 * channeling spell; overloads the sensors of enemy automatons with false targets, forcing erratic targeting behaviors where the enemy automatons believe there are more targets on the field and hoping they “attack” a non-existent target, thus protecting allied automatons.
 * Electronic Counter-countermeasures –
 * channeling spell; counters [Electronic Countermeasures] by clearing up the number of false targets the unit and its allied automatons can perceive/detect, increasing their chances of hitting the actual targets;
 * level of both spells as well as the level of the units conducting them determine which spell triumph over the other;
 * in case of equal spell and unit levels, the [Electronic Countermeasures] spell is argued by many theorycrafters to be the more effective spell since even though Electronic Counter-countermeasures reduces the number of false targets considerably, there are still enough of them in the field to sufficiently draw fire away from actual targets.
 * Laser Lock –
 * designates a target with a laser pointer; any allied automatons attacking the target gain increased attack damage; zero cooldown and manacost.
 * Electric: Shock Blast –
 * hits a target with a bolt of electricity.
 * Purge Bolt –
 * hits a target with a bolt that deals very low damage but also dispels buffs; low cooldown.
 * Sensor Surge –
 * the unit draws power from other systems and increases the power of its sensors; allows it to detect the presence of enemy units that are not yet in visual range for two seconds;
 * turns the unit temporarily immobile and disables any kind of movement or attack during the two-second duration and for the next 10 seconds.

Passive:

 * Acoustic Sensors (Level 2) –
 * the unit detects noise signatures of nearby enemy units; useful for alerting the unit to the presence of unseen enemies that are invisible or otherwise hidden from view.
 * Infrared Sensors (Level 2) –
 * the unit detects nearby invisible units that are of nearly equal level or less through their heat signatures; improves vision in low-light and total darkness conditions.
 * Energy Shielding (Level 1) –
 * the unit takes reduced damage from magical attacks and spells.

Nutcrack Rookie Mauler (Level 21)
Current Numbers in Active Service: 10,000

 

Background:
The Nutcrack Mauler is a 180cm tall humanoid treant melee fighter with a huskless coconut fruit as its head, with the three holes facing forward in mockery of a face. It has two long wooden humanoid arms complete with five fingers each. Each finger is studded with two convex bulges one at the base knuckle and the other between it and the middle knuckle. The “knuckles” are supernaturally hardened and magically self-regenerating bulges and are as hard as normal non-enchanted steel weapons of equal level to the creature. It uses its weaponized “knuckles” to deliver powerful measured bludgeon attacks. For protection, it is covered in a lamellar scale suit of “armor” made out of equally hard coconut cut into small rectangular fragments; this suit of armor is not actually a separate armor but is part of the creature’s skin like scales on a snake.

A lack of suitable “pikemen” treant equivalent meant that Eanki presses the Nutcrack Maulers to form the core melee unit of the tercio formation of the Omnishield’s proxy country-state creation’s expeditionary force in the New World: the Malaya Confederacy’s Luminarus Legion.

In this New World, using the summoning spell [Spawn of Nature] on a coconut tree makes the unit a permanent duration summon. Attempts to summon a higher level version of the Nutcrack Mauler (such as the level 45 Nutcrack Heavy Mauler) failed due to a lack of coconut trees strong enough to not tear apart under the strain of transformation so only the Rookie version, the level 21 Nutcrack Mauler, is on the field.

Skills & Abilities:

 * Natural Vitality (Level: 2) –
 * the unit has increased health regeneration.

Lesser Bloodrose Vigil (Level 24)
Current Numbers in Active Service: 10,000

 

Background:
The Bloodrose Vigil is a dog-like Doberman-sized Death Vine melee fighter with a front-facing red rose flower for a head. And where its tail would be is a long and thick vine-like appendage tipped with a 15 cm magically self-sharpening and self-regenerating thorn, hard as normal non-enchanted steel weapons of equal level to the creature and tipped with venom.

Its vine-like nature allows it to be as agile and as tough as the average Level 24 adult dire wolf if it was somehow wearing common-tier Level 24 gambeson-type armor. It has greatly increased health regeneration rate for its level and a greatly increased resistance to piercing attacks. It is also hardy and resilient, able to survive even on minimal water, nutrients, and sunlight, and persist on weather conditions its larger treant cousins would find inhospitable.

Due to its qualities of speed and low maintenance (and because it doesn’t ruin ecosystems simply by passing through a landscape –unlike a slime army Eanki initially wanted) it forms the deployable bulk of Eanki’s New World army, the Luminarus Legion. With Eanki’s doctrine of never taking pitch battles unless absolutely necessary, these dog-like marauders race across the countryside, hitting poorly defended fortifications and sleeping encampments of armies, dealing out defeats in detail.

In this New World, using the summoning spell [Spawn of Nature] on a rose bush makes the unit a permanent duration summon.

Passive:

 * Euphoric Kill (Level 1) –
 * every time the unit kills an enemy, it gains a haste buff for 60 seconds; buff does not stack with itself;
 * when another kill is made during the duration of the haste buff, the buff duration is refreshed instead.
 * Lesser Envenomed Point –
 * normal attacks dealt with the tip of its “spear” deals additional small poison damage-over-time, delivered in three instances over the course of three seconds.
 * Natural Vitality (Level: 2) –
 * the unit has increased health regeneration.

Pumpk the Lesser Impaler (Level 27)
Current Numbers in Active Service: 4,000

 

Background:
A Pumpk the Impaler is best described as a large pumpkin monster one meter in diameter for its height and two meters in diameter for its width. It comes with four special vine appendages that acts as its “wheels”. It has two stances. The first is the mobile stance, where it can use its “wheels” to move at a significantly quick pace but it cannot attack and its defenses are mediocre. The second stance it has is the attack stance, where it is immobile, its wheel vines changing form and coiling around its body, and it is now suddenly ridiculously tough for its level. This stance sports a thick and long tentacle-like vine tipped with a 20cm magically self-sharpening and self-regenerating thorn, hard as normal unenchanted steel weapons of equal level to the creature. With this vine body, it can attack targets as far as 300 meters away. To change its stance from mobile to attack, the unit immobilizes itself and “deploys” its vine from its top part, slowly growing out to the large appendage, a process that at this level, takes a full minute. When it is done attacking and it needs to move again, it must “un-deploy”, taking the same minute to reverse the process.

To play to its strengths and protect it in its moment of vulnerability during its cumbersome deployment, the Pumpks in the Legion are placed in the center of static defensive block formations, protected by rows of [Nutcrack Mauler] infantry. And when these Impalers are fully deployed, they can act as “longer range attack arm” of their formations.

In this New World, using the summoning spell [Spawn of Nature] on a ripened New World pumpkin makes the unit a permanent duration summon.

Passive

 * Natural Vitality (Level: 2) –
 * the unit has increased health regeneration.

Lesser Brain Shroom (Level 35)
Current Numbers in Active Service: 800

 

Background:
The Brain Shroom is a chalk-white levitating emaciated humanoid-shaped reanimated mushroom with a comically large mushroom cap resembling a human brain; any larger and its body would probably abruptly collapse under the weight. It is this “brain” that is its greatest asset however, which typecasts it as a commander unit. In the game, its commander designation serves only to highlight the fact that it has area-wide buffs for its allies.

In the shift to the New World, it gains actual intelligence and sentience to actually perform the role of a tactician on a small scale. It is a mediocre tactician and commander, as with most YGGDRASIL commander-type units. Then again, it is better than nothing and Eanki puts his Lesser Brain Shrooms to work as tactical commanders of division-sized reanimated plant army formations and below, while Eanki retains overall control of his armies’ strategic overview and logistical considerations.

In this New World, using the summoning spell [Spawn of Nature] on a brain mushroom (Gyromitra esculenta) makes the unit a permanent duration summon.

Passive

 * Levitate –
 * the unit levitates a set distance from the ground and is treated as a low flying unit;
 * grants immunity to ground-contact spells and unhindered pathing in any terrain conditions.
 * Natural Vitality (Level: 2) –
 * the unit has increased health regeneration.

Lesser Sunfury Strider (Level 40)
Current Numbers in Active Service: 1000

 

Background:
A Sunfury Strider humanoid Death Vine with a large forward facing sunflower for a head. It is through this sunflower head that the unit fires searing heat rays like sunlight through a magnifying lens, except far higher in intensity. Its heat ray is hitscan in nature and it can fire it continuously until its target is eliminated. With considerable level advantage, it can even flash fry the lower level units. It’s a terror weapon striding the battlefield to the tune of bodies writhing in searing pain and cries of anguish at the swift loss of lives.

The unit has one crucial weakness however: the game’s flavor text says the Strider can see only via infrared. For the game, this was not a problem since the game’s AI controls the unit. However, with the game merging with reality, the Strider cannot “see” and fire at the same time; the heat rays are fired from the same position as its infrared “sight” source which meant that it was firing blind. The solution to this is to fire in a short second burst then the Strider reacquires its target and then fire again, which reduces its swift mass-slaughter ability by a lot.

In this New World, using the summoning spell [Spawn of Nature] on a sunflower plant makes the spawned Lesser Sunfury Strider a permanent duration summon.