Tuesday, November 28, 2017

Wrath






Wrath: Level 79
HP: 510,000
Attack: 9600
5GM Sword: 1000 (2000)
4M Martial: 70
5M Marksman: 80
4M Throw: 70
Fuhrer Rapier: 700 (10,300) (12,300) (24,600) (49,200) (147,600) (442,800)(2,214,000)
Defense: 9000
5M Armor: 80
Fuhrer Military Uniform: 200 (9200) (9280)
Speed: 285 (295) (335) (395)(+25 Avoid) (+20 Avoid) (+40 avoid)
Skill: 285 (365) (+20)
Move: 10 (11)



Items:

Acrobat's Tradeoff: This item removes all HP buffs from the holder. It also removes all shields and barriers. It also prevents defense boosting abilities and items. It prevents the use of auto-healing abilities or items. However, it adds +10 speed and +40 avoid to the holder. Why defend when you cannot be touched? This item cannot be removed as it functions similar to a 1UP or Seraph Robe.

8-Fuhrer Rapier++: +10 (+20) speed. A perfectly balanced military blade. The finest of it's kind. Made of pure titanium. It is virtually unbreakable, while also being light and razor-sharp. One of the only weapons that do not result in a speed or skill drop if the unit is dual-wielding. Upon reforging with pure stones twice, the Base might of these weapons is 700.

2-Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to. 

Elite Military Pistol: +5 speed. A quick weapon. Has a base 250 might. Gives simple, bullet type damage. 


Elite Fuhrer Military Uniform: +30 avoid. A deceptively defensive military uniform. Grants a base 400 defense along with extreme resistance to blade, bullet, and explosion type damage. This armor also does not reduce the wearer's speed. However, this armor is still notably susceptible to wear. This armor cannot be warn with any other armors.


Flame Stoneplate Ring: 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 fire type damage.

Dark Stag Eye: An eye ripped from the socket of the legendary black stag. Said to absorb all that is bright in the world. Grants resistance to light and sacred attacks. This item, though extremely precious, is easily dropped or stolen. 

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. 

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

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, ambushes and backstabs.

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. 

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.

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

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

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. 

Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.

Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind controlling abilities activating against this character.

Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops. 

Furious Mark: A wax seal placed to hold down the furious heart of a character. This will triple the boosts granted by "Fury. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops. 

Vicious Silver Pin: A small, needle-like pin that can easily we 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 diffiuclt to steal and very valuable. 

Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune. 

Triple Star: A badge proving the highest military training possible. Double's the wearer's weapon of choice's total damage output. This item rarely drops, though it is possible to steal it. Unique to Wrath.


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. 


Razor Stone: A beautiful and deadly gem. This will boost blade type damage by fifty percent. This will only work with one stone; stacking them will not improve the boost any further.

Razor Plate

Pure Stone

The Ouroboros Tatoo: The mark of the Homonculi, distinguishing them from the humans they deem as beneath them. This is a brand, and cannot be removed. It will double pure-type damage alongside item boosts.

10-Bunker Buster Bombs: This item may be thrown before attacking. It does no damage, but is considered a 1-tile AoE. This bomb will usually break a single barrier. 1-2 range.

Boots

Abilities:


Ultimate Eye (II): This unit must take a turn at the beginning of the battle to activate this ability. Once activated, the character gains +40 (+60) to their speed (and Skill). This makes both their chance to strike multiple times as well as their evasion increase drastically. This ability may not be paired with Extreme Evasion II or Extreme Evasion III. Costs: 14 pg

Wrath Embodied: Signature ability. Whenever this character triggers Fury, he will also boost his damage vs that foe by 50% (150%) if he misses the foe, 30% (90%) if he cannot damage them, and 20% (60%) if they do take damage but do not die. Costs: 4 pg

Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 pg


Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100 (300).
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60 (180).
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40 (120).
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg

Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg

Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg

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

Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 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. Costs: 5 pg

Strategist: This unit may choose a first level ability held by an enemy unit within 5 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: 4 pg

Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg

Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once per weapon they have. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 2 pg

High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 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. (5x) Costs: 4 pg

Sword Mastery: This unit has mastered the Sword. This ability will double the sword skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for sword skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg

Spin Deflect: If this unit has a staff, spear, or sword equipped, they may perform a spin deflect. If this unit is attacked by an enemy that is slower than them by a solid, physical, projectile attack, this unit has a 50% chance of immediately reflecting that projectile back. A reflected projectile will have an accuracy calculated by this unit's skill level. A reflected projectile will have 2 x the base might of the original projectile. If the unit does not successfully spin deflect, they may still attempt to dodge the attack. Costs: 3 pg

Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult, and reduces speed and skill by -5. Costs: 5 pg or GM Swordsmanship level.

Character Type: Melee, Strategist, Speed


Weakness: Magic. Mild fire weakness. Immune to fear and pain type abilities.






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