Level: 20
HP: 6,000
Attack: 200
1M Staff: 40
1M Fire: 40
1M Psychic: 40
1M Absorb: 40
Nightmare Torch: 40 (240) (280) (320) (960)
Defense: 20
1M Shield: 40
Grimmkin Mask: 70 (90) (130)
Speed: 54
Skill: 52
Move: 7 (Levitating/teleportation type movement)
Items:
Nightmare Torch: A device for collecting nightmares. It burns bright with an eerie flame. Staff/fire type damage. Might: 40. 1-2 Range.
Grimmkin Mask: Offers heavy defense for a ghost-like character. 70 base defense when defending but not when attacking.
10-Nightmare flames. These frightening orbs of fire are made of pure nightmares. This unit may use one of these flames in order to double their fire type attack, but the Nightmare Flame will not be replinished after use.
4- Fire Gems: Boosts fire type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire.
2- Nightmare Wheels: Boosts the psychic ability of a character by 50%
2-Jade Cube: A brilliant green chunk of jade that has be cut into the shape of a small cube. This item will boost absorb type attacks by 50%, but it may not be used by plant based characters.
Abilties:
Nightmare flames: This unit's generated burning tiles are both dark and fire. However, characters who resist or are immune to one of the elements will still take full damage. Unless the character resists or is immune to both, they will not resist these flames. Characters cannot simply consume or absorb these flames unless they can handle both the dark and fire type elements. This is not true for all fire type attacks... only those attacks that generate burning tiles. Costs: 2 pg
Burn it Down: This unit can set fire to the areas it passes through. It takes 2 move to set a tile ablaze. The duration of these flame barriers will depend on the type of terrain that is burning. Enemy units (or allies who are not immune to flame) that step into these squares will have to spend 2 move to pass through them, and they will immediately take fire type damage. They will also have a 50% chance of getting the burn status. Cost: 4 pg
Teleport Dodge: If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 50% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 3 pg
Nightmare Eater: This psychic/absorbing attack only works on sleeping enemies (or enemies in a dream dimension). It only strikes once, and it has a base might of 160 (360) (400) (440) (880) (1320). The unit that uses this move will heal half as much HP as the opposing character loses. This ability ignores defense, but it does not ignore resistances. This move will not wake an opponent. Costs: 3 pg
Hypnosis: -30 hit. This move will put an adjacent enemy to sleep. Characters put to sleep are immediately cured of status conditions, boost, or reductions. A sleeping character will stay asleep for a maximum of five turns, with a 30% chance of waking up each turn they are asleep. Striking an enemy with a strong attack has will often wake them. Costs: 3 pg
Phase: Once a battle, this unit may take a turn to phase. This will make all physical attacks pass straight through them for the next four turns. In this state, the character will only take element type damage. Costs: 4 pg
Explosive Finish: When this unit falls in battle, it will release an explosion of flames and strike all adjacent spaces, hurting both friends and foes. The base might of this attack is 50 (70) (210) fire/explosion type damage. This attack cannot be dodged, but it can be defended against. Costs: 1 pg
Skills:
Staff: 1M
Fire: 1M
Psychic: 1M
Shield: 1M
Character Type: Element, Phantom
Weakness: Water. Resists fire and dark.
Skills:
Staff: 1M
Fire: 1M
Psychic: 1M
Shield: 1M
Character Type: Element, Phantom
Weakness: Water. Resists fire and dark.
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