Gandalf: Level 55
HP: 117,600 (235,200 Draught of Life)
Attack: 450
GM Sword: 200
GM Staff: 200
GM Magic: 200
GM Light: 200
Glamring: 800 (1250) (1450) (1650) (13,200) (26,400) (52,800)(79,200)
Gandalf's Staff: (1250) (1450) (1650) (13,200) (26,400) (52,800)(79,200)
Light Magic Bolt: 400 (850) (1050) (1250) (8,750) (17,500) (35,000) (1-3 Range)
Defense: 450
GM Armor: 200
Mithril Chainmail: 800 (1250) (1450)
Grey Wizard Robes: 300 (1750)
GM Shield: 200
Grey Wizard Robes: 300 (1750)
GM Shield: 200
Seath Crystal Pendant: 200 (400) (2,800) (5,600) ()
Seath Crystal Pendant: 200 (400) (2,800) (5,600) ()
Great Serpentscale Pendant: 200 (400) (2,800) (5,600) ()
Great Serpentscale Pendant: 200 (400) (2,800) (5,600) ()
Magicscale Pendant: 20 (220) (1,540) (3,080) ()
Magicscale Pendant: 20 (220) (1,540) (3,080) ()
Lightscale Pendant: 20 (220) (1,540) (3,080) ()
Lightscale Pendant: 20 (220) (1,540) (3,080) ()
Speed: 142 (132) (-5)
Skill: 133 (138) (-5)
Move: 6
Items:
Ring Narya: One of the legendary three rings that were given to the elves. Narya is a potent magical object that doubles the magic and light damage of the wearer. More impressively, it also doubles all moral boosting abilities this character uses. However, this ring is meant for a particular wearer and must be worn by a Maiar.
Skill: 133 (138) (-5)
Move: 6
Items:
Ring Narya: One of the legendary three rings that were given to the elves. Narya is a potent magical object that doubles the magic and light damage of the wearer. More impressively, it also doubles all moral boosting abilities this character uses. However, this ring is meant for a particular wearer and must be worn by a Maiar.
Gandalf's Staff++: A powerful staff that allows the user to shoot bolts of light magic. It also works well in close combat, dealing bludgeon and magic damage. Though it is powerful, it can be broken by strong enemy attacks or spells. This staff also innately can fire Light Magic bolts that have a base 400 magic/light type might and 1-3 range. Base might: 800 This weapon deals 50% more damage on initiation.
Glamring++ Sealed: (-10 speed) A powerful Elvish sword known as the "Foe-Hammer". This blade glows blue when orcs or other similar races are nearby, alerting the user and making them immune to ambush-type attacks. This weapon deals double damage to orcs, trolls, or other similar races. It is nearly unbreakable. Blade/Light type damage. Base might 800. This weapon deals 50% more damage on initiation.
Savage Light Weapon Seal: This novel item may boost the damage of a melee weapon that is melee/light 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.
Savage Magic Weapon Seal: This novel item may boost the damage of a melee weapon that is melee/magic 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.
Grey Wizard Robes: Lightweight armor that offers double defense against magic, psychic, or dark type attacks. Unfortunately, it is easily torn and damaged. Base defense: 300
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 800 defense.
Glamring++ Sealed: (-10 speed) A powerful Elvish sword known as the "Foe-Hammer". This blade glows blue when orcs or other similar races are nearby, alerting the user and making them immune to ambush-type attacks. This weapon deals double damage to orcs, trolls, or other similar races. It is nearly unbreakable. Blade/Light type damage. Base might 800. This weapon deals 50% more damage on initiation.
Savage Light Weapon Seal: This novel item may boost the damage of a melee weapon that is melee/light 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.
Savage Magic Weapon Seal: This novel item may boost the damage of a melee weapon that is melee/magic 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.
Grey Wizard Robes: Lightweight armor that offers double defense against magic, psychic, or dark type attacks. Unfortunately, it is easily torn and damaged. Base defense: 300
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 800 defense.
Devilish Destruction Charm
12- Magic Crystal
24- Day Pearls
Berkian Heroe's Pendant: A pendant given to Gandalf for his constant support and counsel. Boosts skill by 5 if the character is fighting a battle for the sake of Berk of the ideals Berk holds. If this character is fighting alongside another character who holds this item, they will both receive a +10 skill boost. However, if two characters holding this item face one another in battle, both will receive -10 skill.
Abilities:
Kindle Hearts (II): Signature for Gandalf the Grey. This character must be holding the ring Narya to use this ability. All ally units within three spaces of this character receive a 50% (100%) boost to their total attack damage and total defense. The units will also add 20 (40) to their skill and 10 (20) to their speed. This ability cannot be removed by Strategist. This ability does not work on robotic or other souless characters. This ability does not work if the ally has malicious or wicked at heart. Costs: 14 pg
12- Magic Crystal
24- Day Pearls
Berkian Heroe's Pendant: A pendant given to Gandalf for his constant support and counsel. Boosts skill by 5 if the character is fighting a battle for the sake of Berk of the ideals Berk holds. If this character is fighting alongside another character who holds this item, they will both receive a +10 skill boost. However, if two characters holding this item face one another in battle, both will receive -10 skill.
Abilities:
Kindle Hearts (II): Signature for Gandalf the Grey. This character must be holding the ring Narya to use this ability. All ally units within three spaces of this character receive a 50% (100%) boost to their total attack damage and total defense. The units will also add 20 (40) to their skill and 10 (20) to their speed. This ability cannot be removed by Strategist. This ability does not work on robotic or other souless characters. This ability does not work if the ally has malicious or wicked at heart. Costs: 14 pg
The Fellowship of the Ring: Bond ability. For every member of the Fellowship that is on the map and has this ability unlocked, all characters with this ability will gain +5 speed and +25% damage. Costs: 5 pg
Magic Barrier: Instead of attacking, this unit may create a magic barrier. This will add 100 (300) (500) (3,500) (7,000) (14,000) to their defense. It will also add this extra defense to all units who are standing directly next to them. This ability prevents this unit from counter-attacking, however, the allies that it shields may still attack. This shield is able to be broken by powerful spells or shattering-type attacks. It requires a staff to use this shield, and breaking the shield strongly damages the staff. If the staff has a Savage Element Crest attached, it will double the defense of this barrier. Doubled Down defense causes this ability to create two barriers. Costs: 4 pg
Weapon Burn: This magic attack may be used once 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% damage each turn they hold the weapon. The weapons will remain burning for 5 turns. The units with the burning weapons may choose to 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
Blast Back: If this unit is using a fire, energy, magic, or explosion type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 pg
Heal: Gives this unit a "Heal" staff. This item may be used 5 times in a battle. Instead of attacking, this unit may take a turn to heal an ally 40% of their HP. Costs: 3 pg
Purge: This unit may take a turn to heal an allies of sever status conditions. Only one status condition may be healed at a time. These conditions include broken necks, mind shackles, mind dives, severe bleeding, curses, petrification, and almost any kind of poison. This ability does not remove less deadly status conditions. Costs: 5 pg
Cleanse: This unit may take a turn to heal an all an allies minor status conditions. This includes burn, freeze, paralysis, mild poisons, bleeding, and stat reductions. Costs: 4 pg
Empower: This unit may take a turn to empower all ally units within 3 spaces of it. This will boost those character's total attack damage by 50% for the remainder of the turn. Costs: 4 pg
Magic Barrier: Instead of attacking, this unit may create a magic barrier. This will add 100 (300) (500) (3,500) (7,000) (14,000) to their defense. It will also add this extra defense to all units who are standing directly next to them. This ability prevents this unit from counter-attacking, however, the allies that it shields may still attack. This shield is able to be broken by powerful spells or shattering-type attacks. It requires a staff to use this shield, and breaking the shield strongly damages the staff. If the staff has a Savage Element Crest attached, it will double the defense of this barrier. Doubled Down defense causes this ability to create two barriers. Costs: 4 pg
Weapon Burn: This magic attack may be used once 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% damage each turn they hold the weapon. The weapons will remain burning for 5 turns. The units with the burning weapons may choose to 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
Blast Back: If this unit is using a fire, energy, magic, or explosion type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 pg
Heal: Gives this unit a "Heal" staff. This item may be used 5 times in a battle. Instead of attacking, this unit may take a turn to heal an ally 40% of their HP. Costs: 3 pg
Purge: This unit may take a turn to heal an allies of sever status conditions. Only one status condition may be healed at a time. These conditions include broken necks, mind shackles, mind dives, severe bleeding, curses, petrification, and almost any kind of poison. This ability does not remove less deadly status conditions. Costs: 5 pg
Cleanse: This unit may take a turn to heal an all an allies minor status conditions. This includes burn, freeze, paralysis, mild poisons, bleeding, and stat reductions. Costs: 4 pg
Empower: This unit may take a turn to empower all ally units within 3 spaces of it. This will boost those character's total attack damage by 50% for the remainder of the turn. Costs: 4 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 turns. This ability may be used twice a battle. Costs: 6 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
Staff Shield: This character may use their staff to defend themselves when being attacked. This will add half the total might of their staff attacks to their defense when being attacked or when attacking. However, this will result in a debuff of -15 speed and -15 skill. This defense will not be improved by augments or abilities such as Death Blow that increase the might of the staff's attack, but will be improved by the item and skill boosts that are applied to the weapon. Costs: 5 pg or GM in staff
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.
Character Type: Magic, Support, Melee
Weakness: This character takes double damage from throwing type attacks. Resists light and magic.
Caps:
HP: High
Attack: 200
Defense: 200
Speed: 117
Skill: 180
Move: 6
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