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Old 03-23-2008, 02:36 PM   #1 (permalink)
Lord Ash
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Join Date: Nov 2006
Location: 9th floor of Legends
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Elemental Summoner (Elementalist)

The whirlwind began as a small breeze near the coastline, born of the union between a cresting wave and jutting stone pillar that had stood for ages in the breakwater. It was said that it landed there, having been thrown by a Tyrant in the heat of battle. HolyMen pray there now to forgotten gods.

The whirlwind drifted over a low rise of mountains, and was swept along by the remnants of sea-born storm. It was carried up and over a low mountain ridge, and then a vast desert before it met with the swamps... the moist putrid air filled the whirlwind with power and it grew from breeze to a gale and became tumultuous.

A river that flowed from the mineral springs beneath the swamp snared it with its flow and bore it down from there into the deep crags, plummeting down a waterfall the whirlwind began to scream and became a torrent, its fury consuming its rational.

Into a cleft in the cliffs this whirlwind flew bound by the will of the Sorcerer, into the Arena casting aside arrows and turning shields, the Elementalist staggered back, finally able to draw breathe now that his spell had been cast...

Elementalist (Human, Gold, counts as two units)

HP: 32
AR: 8
BL: 40% (unless Focused)

MV: 3
RG: 3 (varies by spell)
RC: 3 (varies by spell)
AoE: 1 unit in range (varies by spell)

PW: 24 (varies by spell)

Specials: Break Talisman, Call Spirit, Channel Element

Break Talisman:
Breaking a Talisman causes 1 RC, it counts as attacking.

at the top of the screen, under the command icons, is a second row of Icons available when the Elementalist is selected, each on corresponds to a different elemental spell, most can only be used once, a couple have specials.

Thunder: Break Talisman to deal damage as if Lightning Ward to Unit in RG.
Wind: Use(unlimited) Talisman to cast 'Float' on 5 space cross centered in RG.
Earth: Break Talisman to cast Quake, all units take 15 unblockable.
Water: Break Talisman to cast Tsunami, all enemy units pushed 1 tile toward side.
Fire: Break Talisman deal damage as if DSM to 5-tile cross centered in RG.

If use Thunder on self, becomes immune to Lightning damage till end of game.
If DSM is on field, and Fire is Broken,the bonus stacks, but Dragon is destroyed.
Unit with Float may not be stoned and vice-versa, the latest overwrites. Float does what you think it does. It lasts till Focus is broken.


Call Spirit:

By using Special, Elementalist goes into recovery for 2(3 if moved) rounds, at the end of that time, when you use the Elementalist again, you may select a Talisman, and call a Spirit of that type.

Spirits cannot be healed by any means

Thunder: Break Talisman to call Thunder-Wisp, see below
Wind: Break Talisman to call Whirlwind-Spirit
Earth: Use Talisman to call Earthen Sentinel
Water: Break Talisman to call Water-Sprite
Fire: Break Talisman to call FireWalker

Thunder-Wisp
looks like a P-Wisp, but blueish white
immune to thunder and ground attacks
dies in one hit, no blocking
moves like wisp
Sacrifice for 20 point bolt,
or Focus Shock, 2 damage per turn, can kill

Whirlwind Spirit

looks like a mini tornado that extends up into the air
immune to wind and water attacks
blocks arrows and boulders that pass its tile
all adjacent units have -50% blocking
lasts 10 rounds, moves up to 3 tiles per turn

Earthen Sentinel
cannot move, but when used again, it is teleported to the new location
looks like mud golem, but slightly different
50 HP, can punch adj as per mud golem for 20
no AR, can be stoned, 1 RC for attacking

Water-Sprite
looks like a fairy
dies in one hit, no blocking
heals 18 HP to one target
immune to fire and ground attacks

FireWalker
looks like SeeDs firewalker
moves 2, 1RC
44 HP, no AR, no BL
burn adj shrubs at end of round
attacks for 24, 12pts of which is unblockable



Channel Element:
By using the Call-Spirit meditation(use special), but selecting a unit on field to focus, Elemental Talismans may be gained. It is a Focus Spell, and can be broken messing up your chances to get extra spells pretty easy. The Element depends on the unit Observed:

Mud, Stone, Amby = Earth Talisman
Pyro, DSM, DT = Fire Talisman
Wisp, Frost = Water Talisman

Witch = Shadow Talisman
Furgon = Nature Talisman
Cleric = Holy Talisman

Special Talismans:

Since at the start of battle, the 5 basic talismans are filled in, you must use a talisman before gaining a slot to get a new one, i would require very good luck or skill or both to obtain a Special Talisman.

Shadow Talisman
Break: 24 DG to any 1 unit on field
Call: Shade

Shade
looks like cleric but all black... with a hood n staff
immune to Physical damage, dies in one hit to magic
RG 4, PW 12
4 RC, 4 Teleport

Nature Talisman: (must see furgon roar)
Break: Heal Unit in 5 tile cross in RG by number of Shrubs on field
Call: Ent-Spirit

Ent-Spirit
HP 60
AR # of shrubs on field
Cannot Move, Cannot be poisoned
double damage from fire

Holy Talisman
Break: Heal 12 HP to 1 unit in RG.
Call: Miracle

Miracle:
immune to damage
sacrifice to
Prevent Next Damage to any Unit


Some Ideas and a little story, just thinking alot. It may seem like a lot of units, but really, you will most likely only get to call one spirit or two before dying... it is weak by design... figure 2 to 4 small 'half-units' or some powerful one time spells. Tried to capture some of what i have been going for before, but staying with the idea of all inside the match... stay tuned for my next project on CAU:

TAO --{OnSlaught of Beasts}--
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