Sunday, November 19, 2017

Ne Gok Sa




Ne Gok Sa: Level 74
HP: 290,400 (580,800 1UP+Draught of Life) (1,161,600) (1,742,400) (2,613,600)
Attack: 4500
5GM Sword: 1000
5GM Psychic: 1000
5GM Throw: 1000
5GM Poison: 1000
5GM Energy: 1000
5GM Water: 1000
Psychic Blast: 4500 (5500) (44,000) (88,000) (264,000)
Poison Blast: 4500 (5500) (44,000) (88,000) (264,000)
Cybernetic Arm Blade: 1500 (6000) (7000) (14,000) (28,000) (84,000) (420,000)
Defense: 5000 (10,000)
5GM Armor: 1000
Marro Warlord Armor: 1000 (11,000) (12,000)
5GM Shield: 1000
Cybernetic Arm Guard: 300 (1300) (2600) (7,800) (39,000) (78,000) (90,000)
Psychic Barrier: 600 (1600) (2600) (20,800) (41,600) (83,200) (173,200)
Mergo Feather Pendant: 100 (1100) (8,800) (17,600) (35,200) (208,400)
Hydrascale Pendant: 100 (1100) (8,800) (17,600) (35,200) (243,600)
Godzillascale Pendant: 100 (1100) (8,250) (16,500) (33,000) (276,600)
Orcane Ripple Pendant: 100 (1100) (8,250) (16,500) (33,000) (309,600)
Psychicscale Pendant: 20 (1020) (8,160) (16,320) (32,640) (342,240)
Posionscale Pendant: 20 (1020) (8,160) (16,320) (32,640) (374,880)
Energyscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (405,480)
Waterscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (436,080)
Speed: 235 (240)
Skill: 315 (325) (+30 hit) (-10)
Move: 6




Items:

4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.

Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dopped at death.

Marro Heart: This item prevents the use of Legendary Hearts on this character. It will boost the HP of the character by 50%. All ally buffs granted by this character may now only apply to Marro or Wislinu units. All ally boosts granted by this unit may now stack. 

Marro Warlord Armor++: Armor designed for aquatic combat. This armor will double the total defense of the character if they are swimming. While in water, grants immunity to fire-type damage. Grants resistance to whip, blade, and air-type damage. Base defense 1000. 

Cybernetic Arm Guard: Works like a shield. Gives this unit 300 extra defense when blocking. Buffed by shield weapons mastery and proficiency and pure stones.

Cybernetic Arm Blade++: + 10 Skill. A blade that has been surgically attached to the character. Sword-type damage. Because it is meshed with the warrior's body, its strength levels up alongside this character's swordsmanship level. This blade will not remove proficiency boosts used on psychic attacks by this character. The current base might: 1500 (3000).

Monstrous Forged Eye: This eye has been implanted into this character. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.

Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense.  It can technically be removed but requires extreme precision.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.

Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.

Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

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. 

Elite Thief Killing Curse: A horrible object designed to punish any thief who would dare steal from the holder. This curse will trigger once for every item that is stolen from this unit, but it will not trigger for items looted from it. When this curse triggers, the thief will immediately take 200,000 deletion damage. If this kills the foe, the stolen item will be lost to deletion as well. 

Thiefbreaker Chain: A silver chain worn near the waist. This item will cut the chances of all stealing abilities in half while this character is alive. It has no impact after death. This item cannot be stolen or dropped. 

Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind). 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.

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage. 

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen. 

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen. 

Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.

Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Calculating Charm: A small charm with ancient numbers carved into it. This charm will double the impact of Calculating Fighter. This item is very easily lost or stolen.

Vicious Silver Pin: A small, needle-like pin that can easily be warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable. 

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

Devilish Destruction Charm

Marro Hive Crest: This brand will buff the damage of psychic and poison-type damage by 50% (stacking alongside regular item boosts). 

4-Poms of Power (Psychic, Water, Poison, Energy)

12-Twisted Spoon+Psychic Plate

12-Water Gem+Water Plate

12-Energy Gem+Energy Plate

24-Poison Bloom+Poison Plate

Pure Stone

Razor Stone+Razor Plate

Psychic Barrier: This powerful barrier works like a shield. It blocks most attack types but does not defend against dark or psychic. Like most barriers, it is susceptible to being shattered. Base defense 600


Abilities:

Ne Gok Sa's Mind Shackle: Signature Ability. If Ne Gok Sa is attempting to mind shackle a unique unit, he will double his chances to activate the ability. If foes are immune to mind shackle or mind control, Ne Gok Sa will still always have a 5% chance to control them. Costs: 6 pg

Mind Shackle: Before attacking, this unit may choose an adjacent enemy. This unit then has a 2 (+1 for M and +2 for GM)= 17 percent chance to hypnotize the opponent and force them to join their party. Unlike mind dive, this move may be used on as many opponents as this character wants. The effects also last beyond when the battle is over. The hypnosis will only be lifted when either the hypnotized character or the character that performed the mind shackle are defeated. Psychic-type characters are immune to mind shackle. Costs: 5 pg 

Dominate Will: This character will double its mind-shackle chances against common units. This character must be significantly more intelligent than the common unit for this to work. Costs: 3 pg 

Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. This ability may be used once (twice) a day. Costs: 5 pg

Psychic (II): -10 speed. This character unleashes a powerful psychic burst directly into the mind of its foe. This will deal triple the damage of a regular psychic blast, but the attack may only strike once (at second phase, this attack may only strike twice). Costs: 6 pg

Psychic Throw: This character may grab an enemy who is 1-2 spaces away and throw them one space. After using this attack, the character suffers -10 speed for the rest of the turn. The throw damage is calculated by adding this characters psychic and throw skill damages together. This move may be dodged, but it cannot be blocked or defended against. If the character is thrown into hazardous terrain, they will immediately take the negative effects of that terrain. Psychic type characters are immune to psychic throw. Costs: 3 pg

Strategist (II): This unit may choose two first-level or one second-level ability held by an enemy unit within 10 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 8 pg

Dull Mind: This may expose an enemy unit to one tier of strategist. This only works against item granted resistance of immunity. This must be done instead of attacking. This status will last for three turns and must be performed at one range. This ability does not work on Psychic or Strategist class foes. Costs: 4 pg

Inspiration: Ally units within two spaces of this character receive +10 (+20) speed, +10 (+20) skill, and have a 25% (50%) boost to their total attack damages. (This buff only applies to Marro/Wilsinu) Costs: 4 pg

Engagement (II): Guard or HeroScape class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop or take damage equal to 3x (4x) the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 (+75) hit. If the character is ranged, flying will not prevent this attack from occurring. At second tier, if a foe starts their turn next to this character, then moving at least one space away from this character will trigger this ability as well. Foes must target at least one Engaged character with an attack or all Engaged characters will activate this ability against them. Costs: 8 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by Strategist. Costs: 4 pg (5x)

Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (60%). Costs: 6 pg

Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield

Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.

Mind and Blade: -10 speed and skill. If this character has GM in both Psychic and Sword, he may use a psychic attack alongside his melee attack. This allows activated Psychic attacks to be used on counters. This takes the place of abilities like "Dual Wield". Costs: 5 pg or GM in both Psychic and a Melee weapon.


Character Type: Strategists, Psychic, Melee, Monster

Weaknesses: Fire-type attacks. Immune to poison and psychic. Immune to mind control. Extremely resists fear. 


Movement Type: Walking or swimming. 

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