User:Eanki/Units

Omniguard Vigil Sphere (Lvl 30)
Hey ho, sweet balls of fire!

Background:
The Omniguard Vigil Sphere wisps are the main Spawn NPC dungeon pops of the Observatory. Playful balls of sentient wraith-energy hybrid 40cm in diameter, the wisps can be aptly described as floating energy gun platforms. They have no designated front or back and as such they don’t need to turn to fire; they can fire energy bolts from any orientation.

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 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.

In this New World, their beams also serve as great disinfectants and antiseptics which makes them excellent cleaners of the guild base. Essentially a flavor function back in the game, they are now made real by the creative interaction of the game engine and an actual world.

Types:

 * Omniguard Ember Sphere – immolates its targets with beams that burn like fiery acid.
 * Omniguard Purified Sphere – shoots beams infused with light energy; effective against undead units and demons.
 * Omniguard Corrupted Sphere – shoots beams that lower equipment durability status.
 * Omniguard Hypnotic Sphere – hypnotic wisp thats shift color with each passing second; shoots rainbow beams that cause drowsiness, making the victims slow and lethargic; can cause [Sleep] status to units of equal level (30) or less; can cause [Daze] status, making the enemy more likely to miss by disrupting their targeting capabilities and hitbox perception.

Traits:

 * Since the wisps are basically ball-shaped wraiths, they are treated as undead/wraiths, with roughly the same sets of strengths and weaknesses.

Inspiration:

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

Wererabbit of Caerbannog (Lvl 85)
Caution: Wabid wabbits

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

Active:

 * Fervor – the unit's attack speed increases; the unit takes extra damage as well.

Passive:

 * Blood Banquet – 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.
 * Critical Eye – can detect enemy weak points.
 * Consume Corpse – the unit consumes a recently killed enemy (non-player, non-boss, non-timed summon) unit to restore health; channeling spell; the lower the health, the longer the spell must be channeled; each corpse is only capable of healing for half their maximum HP in life.
 * Debilitating Venom – slows down the attack and movement speed of attacked targets; does not stack with [Debilitating Venom] of other wererabbits; repeated attacks only refreshes duration of the debuff.
 * Empowered Haste – the creature is immune to lower level (5th below) movement slows; grants evasion
 * Greater Reinforced Hide – blocks a certain amount of physical damage on hit, grants a measure of magic resistance.
 * Heightened Senses – detects lower-level invisible units
 * Paralyzing Gaze – the wererabbit’s gaze inflicts a [Fear] debuff that will stay for as long as the target is within a narrow preset cone of where the wererabbit’s eyes are facing.

Inspiration:

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

Sheeptaur Sentinel (Lvl 85)
 

Background:
Vicious, acid-spitting, wall-climbing, lightning-throwing, ranged defenders of the Ark, Sheeptaur Sentinels have lower combat strength compared to units of similar level but they more than make up for it with fantastic DPS when there are multiple targets and several special effects to level the playing field against high level raid parties.

Passive:

 * Desperate Struggle – increases the healing received the lower the health of the unit.
 * Great Fortitude – cannot be one-shot to death when at full health; will have at least 1 HP remaining.
 * Overcharge Chain – the unit’s lightning auto-attack bounces to five more units; bounces prioritize targets not yet hit; will bounce back to already hit targets when there’s no more units untouched in the jump’s radius; no bounces happen when there’s only one enemy, ergo the unit can only output more damage the more enemies there are.
 * 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 defenses.
 * Sheepskin Acid – lowers a weapon’s durability on contact.

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 heavy mana regeneration

Emissary of Peace (Lvl 85)
 

Background:
The Emissaries of Peace are peacekeeper angels with very large sticks. They wield magical lances that can shoot energy bolts over absurd distances, making them suitable for both melee skirmishes and long range engagements, raining punishing blows long before most opponents get in a position to answer back. They are swift, flight-capable units and are therefore extremely mobile, making them excellent at kiting slower enemies.

They are mostly stationed within the Lumen Lattice and the Repository, under the commands of Memento Mori and H’nehn.

Passive:

 * Benediction – grants high health regeneration, an instant self-dispel every 12 seconds and an instant heal for a set amount of value every 7 seconds.
 * Empyrean Emissary – the unit gains immunity to demonic and death magic and abilities Tier 5 and below and gains increased resistance to the ones that are Tier 6 and above.
 * Empyrean Enforcer – every twenty seconds the unit’s weapon glows faintly, an indication that the next attack of the unit applies a [Purge], dispelling any easily dispellable positive buffs the target has.

Aristocat Reaper (Lvl 85)
 

Background:
The Aristocat Reaper 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.

Phantasm Pixie (Lvl 85)
 

Background:
The pixie in the name is a misnomer brought about by the creature’s wraith-like diminutive appearance coupled with its mischievous nature. In truth they are reanimated flight-capable crystalline creatures clad in a faint death mist that hides them, granting them stealth and invisibility.

While their combat capabilities are extremely limited, they are excellent thieves. They are never used in the guild base’s defense. Rather, they are the go to mercenary of the guild when it embarks on lower-end dungeon raids simply to gather and stockpile ingredients since they are excellent at lock-picking and detecting traps, allowing the guild to keep a several raid parties on the field: one or two to gather ingredients using the pixie to help them while the primary combat party gets to have the guild’s thief-class players to help in the more difficult endeavors.

Active:

 * Disable Trap – allows the unit to disable traps that are rated equal to its level (86) or less.
 * Pick Lock – allows the unit to disable locks that are rated equal to its level (86) or less.
 * Steal – allows the unit to take any item it chooses from a target’s inventory; the spell cannot steal quest items for unfinished quests (quest rewards are fair game), artifact class items and items that are above Legendary grade.

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.

Imperfect Copy: 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.

Imperfect Copy: Voidshriek Juggernaut (Lvl 72)
 

Background:
The Voidshriek Juggernaut is a two meter tall deep-violet-to-black slender stone golem made of alchemically-hardened [Abyssal Tar], a mysterious substance with powerful magic disruption capabilities. Armed with a chakram made up of the same substance, it is a terrifying enemy for most mages, able to burn away mana and shrug off magical attacks. It can also present a formidable threat to rogue-type builds due to its high resistance to piercing attacks, immunity to special effects such as poison, and the ability to rip to shreds unarmored and lightly armored targets.

Its weaknesses are mainly blunt/bludgeon type weapons, and explosives, as well as earth elemental crushing magic and druidic entangling-type magic which deals physical damage when crushing targets, bypassing the unit’s considerable magical resistances. It could still easily obliterate earth elementalists and druids with its attacks though.

Due to the unit’s low upkeep cost and handy capabilities, it is the most numerous mercenary units in the Observatory.

Passive:

 * Magic Chakram – toggle melee/range; the unit fights in melee using a chakram and has the ability to use it as a ranged weapon; the chakram, when toggled to ranged form, acts as a short-range boomerang that always returns to the unit when thrown; the thrown chakram can bounce into a maximum of three more units before returning to the user; the bounce prioritizes units that have not been hit already; there is no bounce when there’s no other target within bounce range.
 * Mana Burn – destroys a small set amount of the enemy’s mana points with every attack of the chakram; an equivalent amount of the mana destroyed is added as bonus damage to the attack.
 * Spell Shield – nullifies magic spells Tier 6 and below targeted against it and reduces the damage received from magic spells Tier 7 and above.

Apokalyptic Omen (Lvl 90)
 

Background:
Apocalyptic Omens are the pinnacle of alchemical might, a chimæra of a human, an exarch lion, and a great dragon with the resulting product’s flesh transmuted into empyrean steel.

They boast stellar defensive and offensive prowess especially in magical combat, wielding chaotic energies in destructive rampages. While limited in their spell repertoire and their destructive potential outclassed by dedicated glass cannon mages, the Omens have greater survivability and higher autoattack values buffed by special abilities.

Accomplished Alchemists can only summon one after undertaking a long, difficult quest chain to procure the living ingredients (zygotes of a human, an exarch lion, and a dragon) and to glance at the contents of the research notes of a certain long dead alchemist in order to create their own chimæra in his hidden, dangerous lab (essentially just the flavor text/backstory of the raid dungeon) crawling with his old, now feral and extremely territorial experiments.

The creature can be summoned for an hour before it expires, waiting to be summoned again once the summoning spell finishes its cooldown.

Active:

 * Taunt – the unit draws aggro of all enemies in an AoE.

Passive:

 * Calamity Walks – toggle on/off; the unit constantly deals small continuous damage per second in a large area around it.
 * Greater Guard – raises physical defenses and blocks a certain amount of incoming physical damage.
 * Greater Spell Shield – grants immunity to magic attacks and spells lower than 6th tier, otherwise grants spell and status resistances to higher tier magic.
 * Harbinger's Judgement – toggle on/off; deals an additional powerful instance of explosive type magic damage to every physical auto-attacks of the unit
 * Indomitable Will – grants the unit immunity to mental attribute attacks and statuses.
 * Inner Vitality – grants higher increased HP regeneration.
 * Levitate – the unit levitates; grants unhindered pathing in any terrain conditions.

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 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.