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This is a discussion on The Wisp of the Air within the Create-A-Unit forums, part of the Legends Community category; After reviewing the Poison Wisp's stats I decided that it was aligned to the alchemy element of earth. According to ...
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#1 (permalink) |
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CAU Foo
Join Date: Feb 2008
Location: Outside of the box. I have my own box, even.
Posts: 24
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After reviewing the Poison Wisp's stats I decided that it was aligned to the alchemy element of earth. According to Golden Sun, poison attacks can be either water or earth-type, and the wisp is immune to earth-based attacks. So I decided to complete the square. /end of life story. [just kidding] I also should acknowledge that Gypsy has made a similar unit, but I think this is different enough to post.
The Static Wisps are combined spiritual energies of deceased forest creatures. They are made up of no mass or substance, they choose entirely when to exist. It is said that one feels an unnerving feeling in its presence. Description: A wisp smaller than a Poison Wisp that is surrounded by static electricity and has a small transparent thundercloud above its head. Static Wisp HP - 30 Attack - 4 (summons a blue sphere of energy on the unit which disappears). Movement - 6 Teleportation (passes through units without them moving out of the way) Recovery - 2 Attack Pattern - Summons a Static Orb on any tile within 4 spaces. If the space is occupied, the orb will do damage and disappear. If the tile is empty, the orb will stay there. Static Orbs When struck, Static Orbs let off an electric charge that does 4 damage to units on adjacent tiles, and then become damaged orbs; Damaged Orbs cannot channel electric currents. When damaged orbs are stuck, they simply die. Static Orbs channel electricity across tiles to another Static orb or Damaged Orb within 6 spaces. The current will act as a magnet and slowly pull in units up to 4 spaces away 1 tile per turn until it is on a tile with a current flowing through it. When a unit is stuck in the current, it receives the status Shock. Units with the status Shock will receive -10 blocking (added to the current blocking correction) for every turn it has the effect. The unit's movement is cut in half and rounded down, and the unit's chance of landing a successful hit is also halved. Special: Static Tow Statics a single unit on an adjacent tile. The wisp can then drag it around until it phases through a unit or if the subject unit walks away after being attracted. If there is more than 1 unit on tiles around the wisp, the special will not work. Additional Notes • The Static Wisp is immune to all electrically-based attacks, such as all moves from Static Wisps (so it is not attracted by its own current) and Lighting Ward strikes. (When attacked by a Lightning Ward, the thundercloud above the Wisp's head will glow violently and deflect the bolt.) • The Static Wisp does not go into focus for any of its moves. • When Static Orbs are struck, all currents between it and other static orbs will stop. • Damaged Orbs become Static Orbs again 2 turns after being struck. • While using Static Tow the movement of the wisp is limited to the movement of the pulled unit + 1. Its movement cannot exceed its normal movement of 6. • The pull from the electric current does not attract immobile units; Static Tow does. • Units attracted by the current will be pulled in the direction that must be further traveled to reach the current. If the horizontal and vertical distance is the same, the unit will be pulled horizontally (vertically being the direction your units face at the start of the match.) • Non-teleportation units move through the electric current will stop at the point of being shocked. • Beast Riders are not affected by electric currents or Static Tow, since they ride on a beast. They are still shocked if they pass through the static current, however. • All attacks done by the wisp are unblockable • Units do not naturally recover blocking correction in shock. Units which have recovered from shock retain their blocking correction; it must be recovered as normal. The following is a chart of tile paths for the electric current Dark blue tiles represent static orbs and light blue tiles represent the spaces which the current is affected. Units within 4 squares are attracted to both. [-] [-][-] [-][-][-] [-][-][-][-] [-][-][-] [-][-] [-] [-] [-][-] [-][-][-] [-][-][-][-] [-][-][-] [-][-] [-] [-] [-][-] [-][-][-] [-][-][-][-] [-][-][-] [-][-] [-] [-] [-][-] [-][-][-] [-][-][-][-] [-][-][-] [-][-] [-] [-] [-][-] [-][-][-] [-][-][-][-] [-][-][-] [-][-] [-] [-] [-][-] [-][-][-] [-][-][-][-] [-][-][-] [-][-] [-] [-] [-][-] [-][-][-] [-][-][-][-] [-][-][-] [-][-] [-] [-] [-][-] [-][-][-] [-][-][-][-] [-][-][-] [-][-] [-] [-] [-][-] [-][-][-] [-][-][-][-] [-][-][-] [-][-] [-] [-] [-][-] [-][-][-] [-][-][-][-] [-][-][-] [-][-] [-] [-] [-][-] [-][-][-] [-][-][-][-] [-][-][-] [-][-] [-] [-] [-][-] [-][-][-] [-][-][-][-] [-][-][-] [-][-] [-] [-] [-][-] [-][-][-] [-][-][-][-] [-][-][-] [-][-] [-] [-] [-][-] [-][-][-] [-][-][-][-] [-][-][-] [-][-] [-] [-] [-][-] [-][-][-] [-][-][-][-] [-][-][-] [-][-] [-] This concludes part 1/3 of the elemental Wisps. I hope it's apparent how much hard work I put into this. If I left something out or you have other questions just post. ~FD~
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Last edited by Fate's Decision; 03-28-2008 at 02:32 AM. Reason: misworded |
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#2 (permalink) |
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Banned
Join Date: Jun 2005
Posts: 0
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This is almost like a combination of a couple c-a-u-s I've seen. Interesting for sure. I have to say the pulling would be very powerful. From what I'm reading you need 2 orbs up to get a current flowing though. Does the pull have infinite range? Or can you get so far away that you would not be effected?
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#8 (permalink) | |
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CAU Foo
Join Date: Feb 2008
Location: Outside of the box. I have my own box, even.
Posts: 24
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I tried to balance that with this rule
Quote:
As a strategic note Static Tow + the Wisp's immunity to sky-based attacks makes the enemy LW fair game too. Last edited by Fate's Decision; 03-28-2008 at 12:44 AM. |
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