Midna: Level 49
HP: 41,040 (82,080)
Attack: 392
4M Dark: 70
4M Magic: 70
4M Light: 70
4M Whip: 70
4M Martial: 70
True Sol Shackle of Twilight: 600 (992) (1062) (1132) (1202) (1,272) (6,360) (12,720) (19,080) (25,440) (38,160) (range 1-3)
Dark Blast: 392 (462) (3465)
Magic Blast: 392 (462) (3465)
3M Throw: 60
Defense: 49
5M Armor: 80
Midna's Shadows: 100 (149) (229)
Fused Shadow Pieces: 300 (529)
Eldrich Shield: 50 (120) (900) (1429)
Magicscale Pendant: 20 (90) (675) (2,104)
Darkscale Pendant: 20 (90) (675) (2,779)
Lightscale Pendant: 20 (90) (450) (3,229)
Speed: 135 (145)
Skill: 137
Move: 7 (levitation/teleporting)
Items:
10-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.
True Sol Shackle of Twilight: A legendary hair clip that allow's the wearer to imbue their hair with dark, magic, and light type damage. The damage of this weapon cannot be conusmed if the character using the weapon has the ability "Twilight". Almost impossible to break. Has a base might of 600. 1 range. 1-2 range. This range can be improved by Long Reach. This object naturally works with whip damage.
Midna's Shadows: The Twili wear shadows as a form of robes. Midna's shadows have been forged and improved to offer defense against light, blade, and pierce. This armor defends against magic and psychic type damage. Base 100 defense.
4-Fused Shadow Pieces: Parts of a legendary weapon once used to try and control the Triforce and the sacred realm. Extremely dark and powerful. May seriously injure non-dark type characters if they touch this item. Each piece offers the wearer 75 defense. This armor blocks psychic and magic type damage. However, it does not offer any defense against light attacks. If all four pieces are combined, the completed Fused Shadow will unlock many new and powerful abilities. Each piece also boost dark and magic type damage by 50%.
With all pieces combined, the fused shadow effectively removes all boosts that any piece of the triforce would grant. Any enemy within 5 spaces of this object will not be able to ignore speed penalties from weight (negating abilities like Superhuman Strength and items such as Havel's ring). Enemies within five spaces of this item will take full fear statuses, regardless of their resistences. Enemies within 20 spaces of this item will no longer be able to use sense enhancing abilities. This object may also grant an incredibly powerful Edlrich Form to the character wearing it.
Vallite Crystal Lotus: This gift was given to partners who participated in the Vallite Ball. If this character is adjacent to their partner, they will gain +10 skill and +5% activation chances. (This item will not specify who the partner was, making it harder for foes to tell)
Twili Brand: A brand placed on the skin. This coiling, glowing green pattern covers the right arm of the character. A character may only ever receive one brand. A character must organic to receive this brand. The brand will permanently boost all dark and magic type damage by fifty percent. This will stack alongside gems and other boosting items, but it will never trigger auto damage to this character or its allies. Midna is the character who may grant this brand.
16- Night Sapphire: Can immediately turn the battlefield to night. Stealth type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%.
8- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken.
16-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, and backstabs.
Magicscale Pendant: An ancient pendant, made from a purple dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the magic skill stat and boosts of this character. This item is easily lost or stolen.
Lightscale Pendant: An ancient pendant, made from a white dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the light skill stat and boosts of this character. This item is easily lost or stolen.
Darkscale Pendant: An ancient pendant, made from a black dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the dark skill stat and boosts of this character. This item is easily lost or stolen.
Vanishing Crystal: This small crystal looks as thought it is made of swirling black smoke. It will allow the character holding it to learn teleport dodge. If the character learns the ability naturally, this item will allow the character to use teleport dodge against ranged attacks, not just ranged weapons.
Abilities:
Twili Brand: A brand placed on the skin. This coiling, glowing green pattern covers the right arm of the character. A character may only ever receive one brand. A character must organic to receive this brand. The brand will permanently boost all dark and magic type damage by fifty percent. This will stack alongside gems and other boosting items, but it will never trigger auto damage to this character or its allies. Midna is the character who may grant this brand.
16- Night Sapphire: Can immediately turn the battlefield to night. Stealth type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%.
8- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken.
16-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, and backstabs.
Magicscale Pendant: An ancient pendant, made from a purple dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the magic skill stat and boosts of this character. This item is easily lost or stolen.
Lightscale Pendant: An ancient pendant, made from a white dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the light skill stat and boosts of this character. This item is easily lost or stolen.
Darkscale Pendant: An ancient pendant, made from a black dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the dark skill stat and boosts of this character. This item is easily lost or stolen.
Vanishing Crystal: This small crystal looks as thought it is made of swirling black smoke. It will allow the character holding it to learn teleport dodge. If the character learns the ability naturally, this item will allow the character to use teleport dodge against ranged attacks, not just ranged weapons.
Abilities:
3-Crimson Bands Enchantment Talisman- Allows a unit to use the Crismon Bands of Cytorak once. Consumable. Damage based off of user's stats. Any character can use them, even non-magical characters. 400 whip/magic/fire/dark might. (Alastor may cause this item to fail.)
Abilities:
Elrich Form: This character may use the Fused Shadow to take on a monstrous Eldrich form. This is a large size character, and due to the horrifying nature of the magic, enemies will suffer -30 hit and avoid when within 2 spaces of this character. In this form, a potent magic field protects the character, granting 50 extra defense. This defense is also boosted by the magic skill stats and boosts of the character. This Eldrich form may rip portals into the Twilight Realm. It may also unleash an incredibly powerful magic attack in that realm. This attack will be 3 x the damage of its normal shackle attack used by this character. It is a pulse type attack, and cannot be dodged. This attack will strike the entire Twilight Realm map. This form will also boost the total damage output of this character by 50%, but it will also give them a 30% chance to frenzy at the start of each turn. If it frenzies, it will be forced to attack the nearest character. Costs: 4 Fused Shadow Pieces.
Long Reach: This unit adds 1 range to most of it's 1 range attacks. This means these attacks do not count as ranged attacks, even though they can reach 2 spaces away. Costs: 3 pg
Twilight: The dark attacks of this character are an unusual element. Twilight darkness cannot be consumed by enemies. Costs: 2 pg
Teleport Dodge (II): If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 70% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. At second tier, this ability will also allow the character to attempt to dodge AoE style attacks. Costs 6 pg
Hair Grab: -15 speed. 1-2 range. An dark/magic grab. Much more accurate and longer range than a regular grab. This unit lashes out a long coil of hair and grabs onto medium or small character. If this hit lands, this unit may then throw that unit two spaces away from itself. The unit will take damage equal to the skill level damage of this character's attack, throw, dark, whip and magic (352) (422) (492) (562) (632) (3,160) (6,320) (9,480). This damage ignores defense and block. If a character is thrown into a dangerous terrain, they will immediately take the negative effects. Cost: 3 pg
Grab and Smash: If this character has grabbed an enemy with a normal grab ability. This unit may smash the enemy into the ground multiple times before throwing them. The number of times that that the character can be smashed against the ground depends on the speed of this unit. If it is:
5 faster: 1 extra hit.
10 faster: 2 extra hits.
15: 3 extra hits
20: 4 extra hits:
30: 5 extra hits.
40: 6 extra hits.
Each hit will give the same amount of damage as the throw, and will completely ignore defense just like a throw. Also, just like a throw, the unit will immediately take the negative effects of any terrain they are smashed against. Costs: 6 pg
Twili Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it dark terrain. Dark terrain hurts any characters that walk on it. Dark terrain generally takes 15% of a characters HP for every turn they start in it. Dark terrain lasts less time than fire or other negative terrain affects. Enemies standing in dark terrain lose 30% of their total defense, and will retain this negative status one turn after leaving dark terrain. Flying or levitating characters are immune to dark terrain. Walking characters take two move to pass through dark terrain. Dark type characters add +30 to their avoid if standing in this terrain. Twili characters recieve a 50% damage boost when standing in Twili Terrain. Costs: 4 pg
Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg
Knock Off: -15 speed. This takes three turns to recharge. This unit may try to use this attack to strike down an enemy's equipped weapon. The base might of this attack is 80 (432) (502) (572) (2860) (4290) dark/martial damage. If this attack lands, the enemy drops their weapon. The enemy must spend a turn to pick the weapon up, or else risk this unit taking it. Costs: 3 pg
Stab and Pop: This attack may only be used once per day. 1-2 range. This unit stabs into a single foe with tendril-like appendages. This attack cannot be dodged or blocked. Once this attack lands, the enemy unit is completely helpless. They cannot counterattack, and they have no avoid. On this first turn, all the enemy can do is struggle. The enemy has a 15% chance of escaping. This unit then fills the tendrils with powerful energy, giving 3 x the damage of their normal tendril-like attacks. On the enemy's turn, they may struggle, this time they have a 40% chance of escaping. From this point on, the attack cycle continues until the enemy escapes, but each turn they are caught adds 10% to the likelihood of them freeing themselves. If this unit is struck by a strong enough attack while using this ability, the stabbed character will be released. While holding a character, this unit receives -50 avoid. Costs: Costs: 7 pg
Brand Crafter: This character may carry their own brand, even though they are the one who has created it. Costs: 1 pg
Warp: Once every four turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg
Flurry Assault: If this character is attacked and dodges all the enemy strikes, they may immediately rush up to the foe and counter-attack. They will counter attack with twice as many strikes as they would normally do. If this character is hit by even one strike, this skill will not activate. Costs: 3 pg
Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg
(TBA) Spin Attack: Once every three turns, instead of attacking normally, this unit may perform a spin attack. This will strike every adjacent enemy once (twice if the unit is dual wielding). Each damage, dodge, and block calculation will be done separately. Other skills can be activated during the strikes of a spin attack. Costs: 4 pg
(TBA) Cover of Darkness: This unit receives double avoid bonuses in the dark or at night. This bonus is completely removed for a full turn after this character is targeted by a light-type attack. Costs 2 pg
(48 pg used)
Character type: Dark, Stealth, Magic
Weakness: This unit must hide in a shadow in an etherial, vulnerable form during the day. They may only truly battle at night. This unit has an extreme light weakness. However, it resists dark and magic.
Movement type: Levitating, teleport.
Caps:
HP: Low
Attack: 400
Defense: 50
Speed: 138
Skill: 140
Move: 8
Abilities:
Elrich Form: This character may use the Fused Shadow to take on a monstrous Eldrich form. This is a large size character, and due to the horrifying nature of the magic, enemies will suffer -30 hit and avoid when within 2 spaces of this character. In this form, a potent magic field protects the character, granting 50 extra defense. This defense is also boosted by the magic skill stats and boosts of the character. This Eldrich form may rip portals into the Twilight Realm. It may also unleash an incredibly powerful magic attack in that realm. This attack will be 3 x the damage of its normal shackle attack used by this character. It is a pulse type attack, and cannot be dodged. This attack will strike the entire Twilight Realm map. This form will also boost the total damage output of this character by 50%, but it will also give them a 30% chance to frenzy at the start of each turn. If it frenzies, it will be forced to attack the nearest character. Costs: 4 Fused Shadow Pieces.
Long Reach: This unit adds 1 range to most of it's 1 range attacks. This means these attacks do not count as ranged attacks, even though they can reach 2 spaces away. Costs: 3 pg
Twilight: The dark attacks of this character are an unusual element. Twilight darkness cannot be consumed by enemies. Costs: 2 pg
Teleport Dodge (II): If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 70% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. At second tier, this ability will also allow the character to attempt to dodge AoE style attacks. Costs 6 pg
Hair Grab: -15 speed. 1-2 range. An dark/magic grab. Much more accurate and longer range than a regular grab. This unit lashes out a long coil of hair and grabs onto medium or small character. If this hit lands, this unit may then throw that unit two spaces away from itself. The unit will take damage equal to the skill level damage of this character's attack, throw, dark, whip and magic (352) (422) (492) (562) (632) (3,160) (6,320) (9,480). This damage ignores defense and block. If a character is thrown into a dangerous terrain, they will immediately take the negative effects. Cost: 3 pg
Grab and Smash: If this character has grabbed an enemy with a normal grab ability. This unit may smash the enemy into the ground multiple times before throwing them. The number of times that that the character can be smashed against the ground depends on the speed of this unit. If it is:
5 faster: 1 extra hit.
10 faster: 2 extra hits.
15: 3 extra hits
20: 4 extra hits:
30: 5 extra hits.
40: 6 extra hits.
Each hit will give the same amount of damage as the throw, and will completely ignore defense just like a throw. Also, just like a throw, the unit will immediately take the negative effects of any terrain they are smashed against. Costs: 6 pg
Twili Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it dark terrain. Dark terrain hurts any characters that walk on it. Dark terrain generally takes 15% of a characters HP for every turn they start in it. Dark terrain lasts less time than fire or other negative terrain affects. Enemies standing in dark terrain lose 30% of their total defense, and will retain this negative status one turn after leaving dark terrain. Flying or levitating characters are immune to dark terrain. Walking characters take two move to pass through dark terrain. Dark type characters add +30 to their avoid if standing in this terrain. Twili characters recieve a 50% damage boost when standing in Twili Terrain. Costs: 4 pg
Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg
Knock Off: -15 speed. This takes three turns to recharge. This unit may try to use this attack to strike down an enemy's equipped weapon. The base might of this attack is 80 (432) (502) (572) (2860) (4290) dark/martial damage. If this attack lands, the enemy drops their weapon. The enemy must spend a turn to pick the weapon up, or else risk this unit taking it. Costs: 3 pg
Stab and Pop: This attack may only be used once per day. 1-2 range. This unit stabs into a single foe with tendril-like appendages. This attack cannot be dodged or blocked. Once this attack lands, the enemy unit is completely helpless. They cannot counterattack, and they have no avoid. On this first turn, all the enemy can do is struggle. The enemy has a 15% chance of escaping. This unit then fills the tendrils with powerful energy, giving 3 x the damage of their normal tendril-like attacks. On the enemy's turn, they may struggle, this time they have a 40% chance of escaping. From this point on, the attack cycle continues until the enemy escapes, but each turn they are caught adds 10% to the likelihood of them freeing themselves. If this unit is struck by a strong enough attack while using this ability, the stabbed character will be released. While holding a character, this unit receives -50 avoid. Costs: Costs: 7 pg
Brand Crafter: This character may carry their own brand, even though they are the one who has created it. Costs: 1 pg
Warp: Once every four turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg
Flurry Assault: If this character is attacked and dodges all the enemy strikes, they may immediately rush up to the foe and counter-attack. They will counter attack with twice as many strikes as they would normally do. If this character is hit by even one strike, this skill will not activate. Costs: 3 pg
Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg
(TBA) Spin Attack: Once every three turns, instead of attacking normally, this unit may perform a spin attack. This will strike every adjacent enemy once (twice if the unit is dual wielding). Each damage, dodge, and block calculation will be done separately. Other skills can be activated during the strikes of a spin attack. Costs: 4 pg
(TBA) Cover of Darkness: This unit receives double avoid bonuses in the dark or at night. This bonus is completely removed for a full turn after this character is targeted by a light-type attack. Costs 2 pg
(48 pg used)
Character type: Dark, Stealth, Magic
Weakness: This unit must hide in a shadow in an etherial, vulnerable form during the day. They may only truly battle at night. This unit has an extreme light weakness. However, it resists dark and magic.
Movement type: Levitating, teleport.
Caps:
HP: Low
Attack: 400
Defense: 50
Speed: 138
Skill: 140
Move: 8
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