quin-tes-scence
1.The pure, highly concentrated essence of a thing
2.The purest or most typical instance
Description:
Spell Quintessences are a mobile, troop version of spells.
Appearance:
They would appear as an elemetal/essence of the spell. For example, the Lightning Quintessence would appear as a walking surge of electricity, the Healing Quintessence as a grounded, radiant light, the Rage Quintessence as a charging, purple blur of fury, the Jump Quintessence as a hyperactive green entity (like flubber ;)), and the Freeze Quintessence as a walking ice demon.
Stats and Abilities:
Lightning Quintessence (Level 1)
"The reason lightning doesn't strike twice in the same place is that the same place isn't there the second time."
Ability: Upon death, does 50 damage within a 1.5 tile radius. A lightning bolt from the sky to where it died? (Damage dealt is the same as a single strike of an equal level lightning spell.)
Damage per Second: 12
Hitpoints: 60
Cost: 20,000 Elixir (same increase in price per level as a lightning spell)
Favorite Target: Any
Damage Type: Area Splash
Targets: Ground & Air
Movement Speed:16
Time to Create: 35 Minutes
Healing Quintessence (Level 1)
"Healing takes courage, and we all have courage, even if we have to dig a little to find it."
Ability: Has a constant healing ring of a 2 tile radius that heals other ground troops inside and even itself but at a lower heal rate.
Heal per pulse of other troops: 5 (increases by 3 every level)
Heal per pulse of itself: 2 (increases by 2 every level)
Time between pulses: .3 Seconds
Damage per second: 6
Hitpoints: 250
Cost: 20,000 Elixir (same increase in price per level as a healing spell)
Favorite Target: Any
Damage Type: Single
Targets: Ground
Movement Speed:16
Time to Create: 35 Minutes
Rage Quintessence (Level 1)
"Every act of creation is first an act of destruction."
Ability: Has a constant rage ring of a 2 tile radius that has the same effect as the rage spell (effects both ground and air.)
Damage increase: 130% (Equivalent to the same level rage spell.)
Speed Icrease: 20 (Equivalent to the same level rage spell.)
Damage per second: 20
Hitpoints: 150
Cost: 27,500 Elixir (same increase in price per level as a rage spell)
Favorite Target: Defences
Damage Type: Single
Targets: Ground
Movement Speed:13
Time to Create: 55 Minutes
Jump Quintessence (Level 1)
"I like to get people moving and jumping. I think it's good to add more emotion and chaos."
Ability: Has the ability to jump over walls and has a constant jump ring of a 2 tile radius that has the same effect as the jump spell.
Time between pulses: .3 Seconds
Damage per second: 17
Hitpoints: 36
Cost: 27,500 Elixir (same increase in price per level as a jump spell)
Favorite Target: Resources
Damage Type: Single
Targets: Ground
Movement Speed:32
Time to Create: 55 Minutes
Freeze Quintessence (Level 1)
"Nothing burns like the cold."
Ability: Sends out a 1.5 tile radius of ice that freezes nearby defences.
Time between pulses: 12 Seconds
Freeze time: 2 seconds (increses by 1 each level)
Damage per second: 25
Hitpoints: 120
Cost: 30,000 Elixir (same increase in price per level as a freeze spell)
Favorite Target: Defences
Damage Type: Area Splash
Targets: Ground & Air
Movement Speed:13
Time to Create: 55 Minutes
Additional notes and questions:
Although they are spells, Quintessences must be dropped outside a base like a troop.
Should Quintessences take up more than 1 spell space in the spell factory?
Quintessences must be levelled up like any other troop or spell. They do not automatically start at the same level as your current corresponding spell.
In order to create a Quintessence, should two of the relating spell be "mixed" in the spell factory?
Quintessences are unlocked at the same spell factory level as their corresponding spell.
Should spring traps not be able to affect Quintessences?
Should the ring stay on the battlefied for the remainder of the fight after death?
Being spells, Quintessences do not leave a gravestone upon death.
Please tell me what you think with contructive feedback!

