Friday, August 31, 2018

The Witch King






The Witch King of Angmar: Level 78

HP: 672,000 (2,016,000) (4,838,400) (10,160,640) (16,257,024) (21,134,131) (28,531,077) (37,090,400)
Attack: 8500
5GM Sword: 1000
5GM Knife: 1000
5GM Club: 1000
5GM Dark: 1000
5GM Magic: 1000
Angmar's Star: 3000 (11,500) (12,500) (13,500) (101,250) (202,500) (405,000) (810,000)(1,215,000)(1,822,500) (+2,964,600 weight support)
Nazgul Long Sword: 2000 (10,500) (11,500) (12,500) (93,750) (187,500) (375,000) (750,000)(1,125,000)(1,687,500) (+2,964,600 weight support)
Morgul Blade: 600 (9,100) (10,100) (11,100) (83,250) (166,500) (333,000) (666,000)(999,000)(1,498,500) (+2,964,600 weight support)
Devastating Shadow Yharnam Heavy Club: 600 (9,100) (10,100) (11,100) (83,250) (166,500) (333,000) (666,000)(999,000)(1,498,500) (+2,964,600 weight support)
5GM Armor: 1000
Mithril Mail: 1600 (18,600) (19,600)
Mount Doom Forged Nazgul Armor: 3200 (22,800)
Nazgul Midnight Cloak: 600 (23,400) (46,800) (70,200)
5GM Shield: 1000
Shadow Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (60,000) (120,000) (240,000) (263,400)
Shadow Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (60,000) (120,000) (240,000) (503,400)
Ancalagonscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (536,400)
Ancalagonscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (569,400)
Seath Crystal Pendant: 100 (1100) (8,250) (16,500) (33,000) (602,400)
Seath Crystal Pendant: 100 (1100) (8,250) (16,500) (33,000) (635,400)
Darkscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (666,000)
Darkscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (696,600)
Magicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (727,200)
Magicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (757,800)
Magicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (788,400)
Magicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (819,000)
Magicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (849,600)
Magicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (880,200) (1,760,400) (2,640,600)
Speed: 257 (282) (+10 speed) (+5) (+15 (55) (110) avoid in dark)
Skill: 330 (360) (+20 hit)
Move: 7 (+2 in darkness)


Items:

Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.

Gem Lord's Ancient Blessing: This incredibly rare item only works for the unit that it is granted to. Doubles the HP of the holder.

10-Heart Containers

Rune Arc

Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.

Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character's HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.

Centaur Heart+Soul

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.

Devastating Shadow Yharnam Heavy Club++ (Sealed): -5 skill. A heavy rounded club. This weapon deals incredibly high shatter damage to shields and barriers. This club always has a 10% chance to flinch foes. Base 300 (600) bludgeon/dark type might. This weapon will deal 50% damage when it initiates the attack.  

Angmar's Star+++: -20 speed. +30 skill. A huge mace/dark type weapon forged of pure dark steel. This weapon will instantly break almost any shield or barrier, and it does tremendous damage to armor. It is also extremely hard to dodge. This weapon is nearly unbreakable. If this weapon strikes a foe, it may break one limb for the next turn, rendering that limb unusable.  Base might: 3000. 
This weapon will deal 50% damage when it initiates the attack.  

Nazgul Longsword++ (Sealed): -15 speed. A powerful but slow weapon. Dark/Blade type damage. Base 2000 might. Made of Darksteel. This weapon deals double damage to foes who have been flinched by a fear status. Practically impossible to break except with light-type damage. This weapon now deals 50% more damage when initiating the attack.

Morgul Blade++ (Sealed): +10 speed. A fast, deadly weapon. Blade/Dark type damage. 600 base might. Is made of Darksteel. Practically impossible to break except with light-type damage. This dagger deals double damage when performing critical hits or ambushes. This dagger, if it strikes a foe, will cause them to lose 10% of their defense at the start of each turn for the rest of the battle as they suffer a curse that will eventually turn them into a Wraith (after ten turns). This curse may be removed with Purge. 
This weapon now deals 50% more damage when initiating the attack.

Savage Dark Weapon Seal: This noval item may boost the damage of a melee weapon that is melee/dark element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle.

4-Hexing Weapon Seal: An Elite weapon seal. Much like the attack Hex, this seal will cause the weapons of this character to deal 50% more damage to foes who have a status. 

Mithril Chainmail++: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail offers extreme resistance to blade and pierce type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be warn under other armor or cloaks. Base 1600 defense.

Mount Doom Forged Nazgul Armor++: This armor grants immunity to fire and explosion-type damage. It also grants resistance to light and energy. This armor may only be worn by a wraith of a king or queen. This armor is incredibly sturdy. Base 3200 defense. 

Nazgul Midnight Cloak++: This cloak Grants +40 (80) avoid in the dark or night. This armor grants extreme resistance to water and light, and resistance to earth. This armor also grants +2 movement in the dark. This cloak may only be worn by a wraith of a king or queen. Base 600 defense.


Crown of The Witch King: This crown will double the duration/impact of cursing/status spells. This includes Weapon Burn, Expose, Null, Enfeeble, etc. This crown may only be warn by a wraith king. A Legendary Armor piece.

Wraith Forged Eye: An eye forged into a wraith. This grants +20 hit. This buff is lost if this character takes a blinding status.

Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.

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, overheat). This item is easily lost or stolen.

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.

Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance to 45%.

Silence Ring: A ring containing silencing energy. This will drastically impact the efficacy of nearby spells. Allies within two range will be incapable of using spells (any attacks that are boosted by Catalysts). Enemies within two range will have the damage of their spells reduced by 75%. This 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. 

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

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

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.

Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.

Drop of Might

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. 

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%.

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.

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

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

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.

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.

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.

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.

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.

Devilish Destruction Charm

Ring of Men: The essence of a once proud king, now trapped as a wraith. This ring is the true source of this character's life. It can only be destroyed by sacred weapons or dragon fire. Unless the ring is destroyed, this character is not truly defeated when it falls in battle. This ring doubles the wearer's total dark damage. 

4-Poms of Power (Dark, Magic)

24- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%

Dark Plate

12-Magic Crystals+Magic Plate


Abilities:

Terror of the Nine: Signature ability. All fear abilities used by the Nazgul may stack on top of each other. However, this will not work against gods, high elves, or angels. Costs: 4 pg

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

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) per battle. Costs: 5 pg

Critical Hit: Once (twice) every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. This attack will not be countered. Costs: 5 pg

Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg

Nazgul Paralyzing Shriek: Signature ability. Any enemy units two spaces of this character have a chance of being flinched for 2 turns by fear. This move can be used once every three turns, and it must be done instead of attacking. Any enemies nearby have a 50% (100%) chance of flinching and missing their turns. Fear type ability. This ability will not work against angels, gods, or high elves. Costs: 6 pg

Weapon Burn: This magic attack may be used once (twice) a battle. All enemy units within 2 spaces suddenly have their currently equipped weapons heat up tremendously. If the units continue to hold their weapons, they will take around 30% (60%) damage each turn they hold the weapon. The weapons will remain burning for 5 (10) turns. The units with the burning weapons may choose to immediately drop their burning items and equip something else. Dropped burning weapons cannot be picked up by anyone other than the character that dropped them until they cool. Costs: 6 pg

Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg

Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg

Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg

Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg

Unconquerable Fear: The Fear-type abilities of this cannot be resisted. There is no immunity to them. Costs: 3 pg

Unnerve: Enemies within ten (20) spaces of this character cannot use "Consume" abilities. This includes abilities that consume souls, absorb the abilities of others (such as absorb), or devour the foe (living or dead). This is a fear status ability. Enemies cannot use consumable items. Some healing abilities will also be prevented. Costs 6 pg

Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 pg

Null: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for 3 (6) turns and cannot be removed. This will not remove item based stat boosts. This ability will now overpower a Focuses Mental Point. Costs: 3 pg

Enfeeble: This deadly status may be cast at any foe within 5 range. It has a 70% chance to succeed. If this status succeeds it will remove all the benefits granted by Inhuman Strength, Havel Rings, and Chloranthy Rings. This status will last for two (four) turns. This ability may be used twice (four times) a battle. Costs: 6 pg

Expose: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all its innate and item generated resistances and immunities removed for the next 4 (8) turns. This will not remove resistances and immunities that are the result of abilities; those must be removed by Strategist. Costs: 5 pg

Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg

Sweeping Blow: If this unit chooses to use this attack, then they may only strike their foe once. However, if the blow lands, the enemy will be unable to retaliate. This attack may only be done with tail, tentacle, or mace type weapons. Costs: 3 pg

Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:

Eyes: 1 Turn of Blindness -15 Hit.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 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 melee level.

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

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

Character Type: Melee, Dark, Strategist, Magic, Stealth



Weakness: Fire and Light type attacks. Extreme dragon fire and sacred weapon weakness. Immune to Dark and Psychic. This character cannot truly be killed by any male humanoid character. 

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