User:Dreadnaut Easy/Units

Luminous Ooze (Lvl30)
Luminous Oozes are special denizens and the main NPC combat pops of the Labyrinth. While they offer little in offensive prowess, the status conditions they inflict could very well be the difference between the guild having enough time to gather enough players to defend the base against invading players and defeat. Fast and nimble, they are designed to rapidly spread debuffs through the ranks and lower weapon durability as the invaders maneuver through the puzzles and mazes. They glow in the dark as the Labyrinth initiate blackout in the mazes when under attack, and while that puts the oozes at a possible disadvantage, they make up for that by shifting light colors that can hopefully confound players (and maybe induce seizures because fuckit, any possible advantaged squeezed from a low level dungeon pop is worth it).

In this new world, they could very well dissolve a man in armor quickly enough and even engulf entire armies by moving in an concerted, organized wave of steel-dissolving sentient acid.

They also serve as great disinfectants and antiseptics which makes them excellent cleaners of the Labyrinth merely by moving through the walls. Essentially a flavor function back in the game, they are now made real by the new world’s rules.

Types:

 * Luminous Ember Ooze – immolates its target in fiery acid.
 * Luminous Purified Ooze – ooze infused with light energy; effective against undead units and demons.
 * Luminous Corrupted Ooze – contact lowers equipment durability status.
 * Luminous Hypnotic Ooze – hypnotic oozes shift color with each passing second; causes drowsiness; can inflict sleep.
 * Luminous Firewater Ooze – ooze with a body of intoxicating alcohol; drowns its victim into a state of drunken stupor while dissolving them; can cause daze status, making the enemy more likely to miss.

Inspiration:

 * Gelatinous Cube (Dungeons & Dragons)

Imperfect Copy: Lockstep Exemplar (Lvl75)
Stark white constructs wielding talismans affixed on each palm, each capable of shooting energy beams, the Lockstep Exemplars combine android intelligence and impeccable precision and accuracy with a highly agile, inhumanly flexible, and resistant body to create magical marksmen that can leap high, run fast, snipe a target mid-air, and land from tall heights graceful and unfazed. When cornered into close-quarters combat, they can resort to hand-to-hand brawl, though with lesser damage and without the benefits of most of their skills/abilities which are mainly geared for range combat.

They are the most enduring image of the Labyrinth in recent memory due to their ubiquitous distribution in its many zones. Their prolific spread is mainly due to the fact that they are one of the most powerful mercenary summoned units that can be replicated by the guild item , providing improved protection at zero recruitment cost and as such are abused heavily by the guild.

Skills/Abilities:

 * Pass-through (passive) – the beam hits the another target behind the first one if it insta-kills the first target; will continue to kill everything in a line for as long as the beam’s range allows unless stopped by tough terrain or units that are not insta-killed; allows the unit to easily clear lesser mobs.
 * Sharpshooter’s Eye (passive) – grants small chance to critical strike, dealing 1.75x normal damage; critical strike damage applies to  damage spills.
 * Infrared Vision (passive) – allows the unit to see and attack invisible units of lesser levels.
 * Greater Auto-repair (passive) – the construct automatically regenerates health when damaged; higher regeneration rate than normal.

Inspiration:

 * Appearance is generally a cross between the human muscular anatomy as wires, and resembles the NS-5 (I, Robot)

Imperial Incineraptor (Lvl92)
Searing flames of conquest lent majesty on the wings of death and ruin.

Incineraptors are the most powerful mercenary NPCs of the Labyrinth 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 in a straight line, searing them with constant hitscan narrow area attack.

Hmmm… birdbeque.

Skills/Abilities:

 * Incinerate (passive; auto-attack modifier) – beam deals a small base damage plus a small fix percentage of the enemy’s max health per second; 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)

Wererabbit of Caerbannog (Lvl 89)
Caution: Wabid wabbits

The Wererabbits of Caerbannog are highly desired monsters, especially for their signature skill  that serves as their great equalizer against players. Vicious and nigh unstoppable, they are one of the ace units of the Labyrinth and are deployed primarily to safeguard the Repository.

Skills:

 * Blood Banquet (passive; attack modifier) – 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.
 * Debilitating Venom (passive; attack modifier) – slows down the attack and movement speed of attacked targets; does not stack with  of other wererabbits; repeated attacks only refreshes duration of the debuff.
 * Greater Reinforced Hide (passive) – blocks a certain amount of physical damage on hit, grants a measure of magic resistance.
 * Greater Fervor (passive) – every attack on the same target increases attack speed by a set amount up until a set cap AS bonus.
 * Empowered Haste (passive) – the creature is immune to lower level (5th below) movement slows; grants evasion
 * Critical Blow (passive) – grants a small chance to deal X times normal damage.

Inspiration:

 * Rabbit of Caerbannog (Monty Python and the Holy Grail)

Seraphim Lightsworn (Lvl89)
The Lightsworns are awe-inspiring armored angels stationed in the Lumen Lattice zone that guards the entrance to the Treasury. They wield zweihanders seemingly made out of pure light and are utterly punishing opponents against players and units with negative karma.