Spirit (スピリット/Supiritto), or Genshi Taigen (原始体現) as it's properly called, is an Uncommon Fusion Element. Its color palette consists mostly of white and light shades of grey, with small bits of light red, light yellow, light green and light blue. Its medal depicts a triskelion.
Spirit is heavily reliant on keeping distance and preventing opponents from being able to find the user, with a variety of moves that can confuse or startle unwary enemies. It makes a great backup to have on any team.
This Element can be obtained by Fusing Grass and Wind (Both costing 200 D) with no additional Diamond cost. In order to unlock, the player must recruit Aleph in Book 1 Chapter 2. As an Uncommon Fusion, it requires any Fusion Skill.
Summary[]
With stats like Spirit's, you wouldn't expect much of a challenge. Go up against an experienced user of this Element though, and you'll be surprised by how much torment you could go through during the fight. Spirit has all the tools of the trade to ambush enemies or pick them off from the safety of cover, as well as get around easily if spotted, although one may want to take it into team play or combine it with other Elements to realize its true potential, with its cooldowns and damage being a pain to work with for those who aren't used to them. That said, it's not helpless on its own, especially once the two Subelements are unlocked, where the Element truly awakens and becomes one of the most versatile Uncommon Elements. Users of this strategic Element tend to be just as mysterious as the Element itself in nature, hiding in the shadows where no one will suspect an attack.
Strengths[]
Elemental[]
- Spells will channel Light, Darkness, some Phoenix and some Dragon spells on contact, destroying them and changing color depending on the spell absorbed.
- Spells will destroy Illusion spells on contact.
Tactical[]
- Able to attack from behind defenses.
- Can stop, disorient or startle enemies.
- Bearable Mana consumption.
- Ultimate can heal allies.
- Versatile teleportation spell.
- Fully charging Awakening Spirits and Essence Rejection can lead to a high base damage if all projectiles hit.
- Several spells are chargeable.
- Subelements include some useful spells such as invisibility, healing and Mana/stamina regeneration blockage.
- Soul Gathering is very useful against hordes.
Weaknesses[]
Elemental[]
- Nightmare, Reaper, Mirror and Mutant spells can consume Spirit spells on contact, destroying them harmlessly.
- Mind and Curse spells will make Spirit spells disappear in a flash of light/energy upon contact.
- Spells can be corrupted upon contact with Corruption spells.
Tactical[]
- Below average-average stats.
- Cooldowns.
- Mainly affective at mid-range.
- All spells lock the user in place.
- Few spells are effective against airborne enemies.
- Vulnerable up close.
Lore[]
In the central world of Roblox, no Element has a greater history among early people than Genshi Taigen. If not for it, many Elements would have gone undiscovered. Legend has it that when it first came to be, it was held exclusively in the hands of a clan of spiritual monks who believed in eternal balance and belief. To them, everything considered to be a ‘myth’ was true, and that definitely reflects in this Element’s powers. No one is sure how exactly it works, but users are seemingly able to contact and communicate with spirits whenever they want. As if it wasn’t obvious enough already, there are many kinds of spirits; the hostile ones, the peaceful ones, the dormant ones… This clearly isn’t an ability everyone wishes to possess, but any who are interested can get started with a ritual believed by the monks to be holy. Spiritual essence is best found in plant life and the wind, so their respective elements should be mastered first before attempting. If the wielder meditates within the correctly drawn circle for long enough, the essence of the ancestors is said to reach down and tap the power into their heart.
Many Elements have a symbiotic relationship with this Genshi Taigen, giving it some depth of authority over them all. The forces of positivity and negativity have formed a pact with it promising not to interfere with its light and mist, and instead merge with it, allowing users to tame them both with ease. Another thing that can be brought into submission with this power is mythical creatures, since the monks have developed a firm understanding of them since ancient times. The only thing they could never strike peace with is, of course, the Dark Order and their mysteriously malevolent magic, which feeds on the essence of both the living and the incorporeal, not that this has stopped the monks from contributing to the war against them. No matter who the challenger may be, no true spiritual monk steps away from the right thing; they’d probably react badly if they were to catch some impure-hearted soul messing around with their power.
Spells[]
Zone | Response |
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Spell 1 | Awakening Spirits (アウェイクニングスピリッツ/Au~eikuningusupirittsu) |
Spell Type | AoE |
Spell Description | "Request a batch of essence orbs to make an impact wherever you select" |
Spell Info | The caster cups their hands together for a moment, then opens them up to release orbs of spiritual energy at a fast yet gradually slowing rate, which float around them. It takes about a second for the caster to have 6 orbs and once they do, the orbs vanish and reappear in the air in a small area around the location of their mouse cursor (Or whatever they’re locked onto) and, a very brief moment later, fall to the ground. Each orb bursts upon contact, dealing 45 damage and brightening enemies’ screens for 4 seconds. If the caster holds their click, they can continue to release spirit orbs until they have double the amount of orbs that are normally released; This will increase the casting time to up to 3 seconds, but it will also increase the damage area as well as the overall damage.
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Spell 2 | Essence Rejection (エッセンスリジェクション/Essensurijekushon) |
Spell Type | Multi-Projectile |
Spell Description | "Construct multiple Spirit Rings to fire explosive beams of electrical energy" |
Spell Info | The caster spreads their arms out in a T-shape as they are inserted through spiritual rings. As they do so, some distance in front of the caster, 10 rings appear in the air (One 0.25 seconds after the other), spread out in a circular area, that each fire a small beam of energy towards the caster’s target a split second after appearing. Each beam explodes upon contact and deals 27 damage. The last beam creates a larger explosion and blinds enemies hit by it for 2.5 seconds. If the caster holds their click while casting, they will continue to summon rings until it reaches a maximum of 15 rings.
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Spell 3 | Soul Gathering (ソウルギャザリング/Sourugyazaringu) |
Spell Type | Projectile |
Spell Description | "Call upon the spirits to stun all nearby foes and fire and electric energy blast" |
Spell Info | The caster draws in spirits (Small multicolored orbs) from all around them, stunning all enemies within a medium radius for 1.5 seconds. The summoned spirits then form a large blast of white light, energy and electricity which they shoot as a projectile. The blast moves at a fairly fast speed and also attempts to slowly hone in on any enemies it strays near. Upon impact, the blast creates a large explosion that deals 250 damage to enemies directly hit, and 150 damage via electrocution to all enemies within 36 studs around where the blast landed, stunning them for half a second.
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Spell 4 | Focused Mentality (フォーカスメンタリティー/Fōkasumentaritī) |
Spell Type | Transportation |
Spell Description | "Focus on your being and perform a meditating teleport" |
Spell Info | The caster levitates off the ground in a meditating position, disappearing half a second later and reappearing wherever their cursor is in a fairly short range (If they’re locked onto someone, they can teleport right behind the target by moving forward while casting as long as they are in range). If they hold their click, they can meditate for longer to increase the maximum range of the teleport (It takes roughly 3 seconds to fully charge and leaves the caster vulnerable while charging). The caster has super armor when disappearing and reappearing.
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Spell 5 | Embodiment of Judgement (ジャッジメントエンボディメント/Jajjimentoenbodimento) |
Spell Type | Ultimate |
Spell Description | "Initiate a powerful ritual that summons spirits that will deliver proper judgement upon everyone around" |
Spell Info | The caster begins meditating and levitates high into the air, creating a massive, pulsating orb of swirling & sparkling spiritual energy above them and a large circle of bright-glowing ground beneath them. All entities within the circle are then immobilized and trapped within spiritual rings, which slowly lift them into the air as spirits begin to appear and circle them (20 per each entity) as the ground emits white particles and rays of light. After 9 seconds, the caster drops to the ground encircled by two spirit rings, and all trapped enemies are attacked by the spirits surrounding them, each ramming into the enemies and exploding on impact; Each enemy affected will be dealt a total of 900 damage (45 damage per spirit) before being dropped back down to the ground. If any teammates/party members are caught in the spell, they will be healed for 35 health by each spirit instead, and any who are healed to full health before it ends will be given a guardian shield with 1000 health that lasts for 60 seconds after being released. Everyone involved in the spell, as well as those who stray into the circle, will receive a heavy color contrast filter on their screen until it ends. The caster is also invincible to damage and negative effects for the duration of the spell, and any enemy projectiles that stray near them will be bounced back the way they came.
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Ghost (ゴースト/Gōsuto) is one of Spirit's Subelements. Its color palette consists of light dull blue and multiple shades of grey. Its medal would depict a ghost with three swirls on its face, resembling eyes and a mouth.
Zone | Response |
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Spell 1 | Souls' Vengeance (ソウルズ ヴェンジェンス/Sōruzu vu~enjensu) |
Spell Type | Summon |
Spell Description | "Invoke wandering spirits to haunt a single adversary, harming them from within and preventing them from regaining Mana and stamina; their actions will also be limited" |
Spell Info | The caster’s hand glows brightly as they lift it up to the sky. Then where their target is, a trio of shady, indecipherable shapes fly down from the sky above in a spiral formation. If an enemy is caught in that small area, the shapes will fly into them. For the next 10 seconds, the victim suffers 12 damage over time, a dark monochrome filter on their screen, and the inability to use their weapon, skills or Ultimate spell; they also cannot regain mana or stamina. The affected’s character will receive a grey smoke visual effect.
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Spell 2 | Spectral Embodiment (スペクトラルエンボディメント/Supekutoraruenbodimento) |
Spell Type | Transformation |
Spell Description | "Temporarily inherit an incorporeal existence, becoming completely invisible and intangible to all entities" |
Spell Info | The caster issues a T-pose as two spirit rings encase their body, one above their head and the other beneath their feet; both rings will close in on each other before vanishing, turning the caster completely invisible. While in this 6.5 second state, the caster is immune to tracking effects such as third eye equipment and radars, as well as all trip, freeze, hazard and knockback effects, as well as most stuns, and gains a 45% speed boost, and a 50% jump boost. The spell will end early if the caster attacks or uses another spell while invisible.
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Spell 3 | Ghastly Grasp (ガーストリーグラップ/Gāsutorīgurappu) |
Spell Type | AoE |
Spell Description | "Summon angry spirits to reach down from above you and attack nearby enemies" |
Spell Info | The caster raises their hands together above their head and releases energy that accumulates into a bright, large and writhing ball of ghostly hands above them that then launches three hand projectiles at up to six enemies within a somewhat small radius around them before vanishing, dealing 95 damage per hand, tripping targets for 1 second (Resets with each hit), and having visualized splash damage on impact.
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Astral (アストラル/Asutoraru) is Spirit's other Subelement. Its color palette consists of bright shades of grey with the addition of white and very light yellow. Its medal would depict a sun-disk with a swirl in the center.
Zone | Response |
---|---|
Spell 1 | Ancient Blast (エンシェントブラスト/Enshentoburasuto) |
Spell Type | Projectile |
Spell Description | "Gather astral spirits' energy and focus it all into a powerful, continuous blast" |
Spell Info | The caster charges a ball of spiritual energy gathered from above in their hands in front of their chest which grows in size for a second, then expels a long range, fast-traveling energy beam roughly 10 studs in diameter for another 1 second, locking them in place while firing. The beam travels through all solid surfaces and obstacles, and travels a semi-long distance, dealing 60 damage per fifth of a second and locking enemies hit by it in place, then knocking them a short distance back with a 2-second trip.
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Spell 2 | Divine Dexterity (ディヴァインデクステリティ/Divu~aindekusuteriti) |
Spell Type | Defensive |
Spell Description | "Assume a field of spiritual air that converts any enemy shots into patient spirit blasts" |
Spell Info | The caster levitates a small bit into the air, crosses their legs, and holds their hands out on either side of them, with each hand encased in a spirit ring. They will issue this pose for 1.5 seconds, during which a 20-stud radius around them is encased in a white, flaming dome outline. If any projectiles hit the dome or are casted inside it, they will disintegrate into white essence and turn into glowing orbs that will remain in the air for 12 seconds or until an enemy is detected near them; in the latter case, the orbs will fire towards the enemy and explode upon impact dealing damage equal to that of the projectile it once was.
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Spell 3 | Spirit Circle (スピリットサークル/Supirittosākuru) |
Spell Type | Healing |
Spell Description | "Ask the skies to cast a healing field around you for you and your allies" |
Spell Info | The caster creates a tiny, yet bright light at the tip of their hand and holds it out at the ground in front of them whilst performing a single clockwise spin, drawing a 30-stud diameter circle around themself, in the middle of which Astral’s medal appears. The caster then holds their hand up to the air, causing numerous light particle effects and sparkles to rise out of the circle and a much larger magic circle appears in the sky directly above it for the spell’s 7 second duration. While the circle is present, the caster and any teammates/party members standing inside the circle will be healed by 18 points over time, able to recover a total of 252 health. The caster is also immune to knockback, trips and stuns while the healing is in effect.
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Link to Original Doc.[]
View for more information:
https://docs.google.com/document/d/1JaTPQOkwTck4CHLIUwUvENAV9h4oOrRwxVt0tszNqG8/edit?usp=sharing
Elemental Battlegrounds: Story Arc Elements
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