It occurred to me that, despite jelly armor resisting it, and plate having a weakness to it, it seems we have yet to locate any current source of sleep attack. Looking into it, there was one for about 2 months (clearly not long: the mat it dropped is now worth more than a full 5* set for collectors.); these were the slooms. My guess was that they were considered an ill-devised foe, and so they were taken out. But if you are going to leave the residue from them existing, you had best to substitute. This one is, like the former one, weak to darkness... but i assure you, it is no slow-moving and unresponsive easy kill. This is instead operating off of a gremlin base. Thinking about it: in recent times, chemicals used in warfare are no rarity... and even in the renaissance, many a leader fell to vile chemicals. Why wouldn't our sentient wolf-like tinkerers jump on that train? This gremlin would spawn with large groups and fill a support role, spewing narcotic and suffocating inflammatory gasses from a back-strapped tank, as well as dropping chemical smoke bombs that weaken knights. But don't charge all at once, he is most certain to air blast you. Publicity blurb given, here are the more specific specs:
Gremlin Gasser
---------------------
These gremlins specialize in toxins of the volatile sort that can weaken or nauseate foes, even cutting off their ability to breathe. The tanks of poisons they carry are volatile enough that they are required to remove them when not in combat at penalty of arrest and excommunication out of fear of rebellion.
Mechanical Factors:
---------------------------
Type: Gremlin
Special: Can't dodge bullets like most gremlins, Slightly lower HP than most gremlins, Only found in T2+
Attacks:
----------
Attack 1: Festering Fog- the gremlin coats a 5x 3 (at widest point) cone in front of it of gasses that can cause throat swelling and suffocation. These gasses deal normal damage over time (at a rate of per 1/2 second) while within them, and can cause a sleep effect. Gas lingers for 6 seconds once sprayed before quickly dissipating
Attack 2: Gas Bomb- this bomb contains a vile chemical compound covering the area comparable to arsenic. Does similar effects to that of a toxic vaporizer, sharing radius and damage type, as well as causing the poison status, and even time before the attack expires; but deals damage over time while in it's area of effect at a per second rate, and at T2 it's damage is divided between elemental and normal (becomes full elemental at T3
Attack 3: Air Blast- because compressed air is required to operate the "gas gun", it should come as no surprise that a second use was found to allow it to function for more than one thing… (what good tool can only do one thing anyway?) when surrounded, the gremlin may move to knock the knights away from him with a well-timed air blast. This attack is unique from any other in the game: it does no damage, and no status; it's only purpose is to knock all knights in front of him away. This attack is a situational occurrence, and will only trigger if his path is blocked, or he is surrounded at close range by more than 2 knights at once. The attack knocks the knights back about 4 blocks away, and briefly holds them in place (about .5 seconds), similarly to the battle pod's knockback attack
Use Health Capsule: Type is based on tier
Art not included yet, but the idea at the moment is am retexture of the gremlin scorcher. Any thoughts?
EDIT: Removed immunity to sleep and poison; removed vulnerability to fire
I never saw an enemy vulnerable to a neutral status unless you count melted ice cubes.
Shock deals elemental damage, that's a different story...
"This attack is unique from any other in the game: it does no damage, and no status; it's only purpose is to knock all knights in front of him away"
Menders do that. Battlepods too.