User:Eanki/Units

Omniguard Vigil Sphere (Lvl 30)
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.
 * 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.
 * 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.

Inspiration:

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

Imperial Incineraptor (Lvl 85)
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 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)



Voidshriek Bewilder (Level 85)
 

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, 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.
 * 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.

Sheeptaur Sentinel (Lvl 85)
 

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
 * Malevolent Empowerment –
 * 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.
 * 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 (Lvl 85)
 

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

Fel Harbinger (Lvl 85)
 

Background:
The Fel Harbinger is a hauntingly beautiful undead werecat with beautifully preserved pale grayish skin dotted with spectral greenish runes and with a distinct lack of signs of undead rot. It resembles the coat-less sphynx cat breed. With claws of [Fel Jade], invisibility-granting runic markings, and a light and extremely agile body that doesn’t need rest of any kind, it is an almost infallible assassin.

Passive:

 * Permanent Invisibility –
 * toggle on/off; the unit is permanently invisible unless it is attacking or casting spells which break invisibility; fade time is 5 seconds so when the unit does not attack or cast spells for 5 seconds, it automatically turns invisible again.
 * Vital Lust –
 * allows the undead unit to detect lower-level invisible living enemy units.

Steelsong Demolisher (Lvl 72)
 

Background:
Demolishers can shift and transform between two distinct forms: humanoid and ball form. In the default humanoid form, they are awkward, sluggish golems that can attack swiftly and methodically with oversized fists of steel. When they transform in their ball form, they lose the ability to auto-attack, and instead they deal damage by rolling over enemies. Their ability to turn and change direction while balled up however is severely limited.

Their ball form offers them an alternative combat option that can do very well in specifically designed confined spaces, like the Labyrinth, that allows them to keep bouncing off the walls and keep rolling over and over crowded enemies.

In open spaces of formation warfare, it also allows them to close the gap between them and their opponents before they transform back into humanoid form and wreak havoc on the enemy ranks. They could also just opt to stay in the ball form and just roll over enemy formations with the momentum of a cavalry charge.

Active:

 * Switch Form –
 * allows the unit to switch back and forth from the default humanoid form and its ball form;
 * transformation time is three seconds; the unit cannot attack or defend while transforming, leaving it very vulnerable.

Passive:

 * Momentum Roll –
 * the damage the unit deals while in ball form is dependent on the product of both its weight and velocity;
 * somehow increasing its speed in ball form (a feat achievable only by time-based spells) increases its roll damage; lowering its speed (e.g. through terrain obstacles and manipulation), a far easier feat, lowers its roll damage.

Obelisk Guardian (Lvl 85)
 

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 (Lvl 85)
 

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.