Leo: Level 50
HP: 54,000 (108,000 Draught of Life+1UP)
Attack: 500
GM Magic: 200
5M Dark: 80
5M Fire: 80
5M Ice: 80
5M Air: 80
Attack: 500
GM Magic: 200
5M Dark: 80
5M Fire: 80
5M Ice: 80
5M Air: 80
5M Absorb: 80
5M Energy: 80
5M Energy: 80
5M Light: 80
5M Sword: 80
Brynhildr Unleashed: 600 (1800) (2300) (2500) (2580) (2660) (13,300) (26,600) (39,900) (51,870)
5M Sword: 80
Brynhildr Unleashed: 600 (1800) (2300) (2500) (2580) (2660) (13,300) (26,600) (39,900) (51,870)
Nosferatu: 300 (1500) (200) (2200) (2280) (2360) (11,800) (23,600) (35,400) (46,020)
Thoron: 300 (1500) (200) (2200) (2280) (2360) (11,800) (23,600) (35,400) (46,020)
Leo's Ice Blade: 500 (1000) (1200) (1280) (1360) (6800) (13,600) (+3690)
Defense: 100
5M Armor: 80
Dark Knight Armor: 700 (800) (880)
Defense: 100
5M Armor: 80
Dark Knight Armor: 700 (800) (880)
Magicscale Pendant: 20 (220) (1100) (1,178)
Darkscale Pendant: 20 (100) (500) (1,678)
Flamescale Pendant: 20 (100) (500) (2,178)
Icescale Pendant: 20 (100) (500) (2,678)
Windscale Pendant: 20 (100) (500) (3,178)
Absorbscale Pendant: 20 (100) (500) (3,678)
Energyscale Pendant: 20 (100) (500) (4,178)
Lightscale Pendant: 20 (100) (500) (4,678)
Speed: 125 (120)
Skill: 145 (+20 when attacking)
Move: 6 (9 on horseback)
Items:
Brynhildr+++: A powerful tome and one of the four divine weapons given to the Royals of Nohr and Hoshido. This tome has been unlocked after enhancing the Fire Emblem. Brynhildr will reduce the damage taken by magic attacks by 80%, regardless of whether or not they are mixed-type damage. This item has a base might of 400 (800 at GM) (1200) Magic/Dark-type damage and 1-3 range (on all spells used). It unlocks a potent spell ability. This tome functions as a catalyst.
Speed: 125 (120)
Skill: 145 (+20 when attacking)
Move: 6 (9 on horseback)
Items:
Brynhildr+++: A powerful tome and one of the four divine weapons given to the Royals of Nohr and Hoshido. This tome has been unlocked after enhancing the Fire Emblem. Brynhildr will reduce the damage taken by magic attacks by 80%, regardless of whether or not they are mixed-type damage. This item has a base might of 400 (800 at GM) (1200) Magic/Dark-type damage and 1-3 range (on all spells used). It unlocks a potent spell ability. This tome functions as a catalyst.
Leo's Ice Sword: A Nohrian longsword enhanced with ice magic. Ice/Magic/Blade type damage. 500 base might.
Dark Knight Armor: -5 speed. Heavy armor made using Darksteel. This armor offers a base 700 defense, and it defends against magic attacks and grants immunity to psychic ones. This armor is designed to be extremely intimidating, and it will make enemies who stand adjacent to this character receive -5 speed from fear status.
Dark Knight Armor: -5 speed. Heavy armor made using Darksteel. This armor offers a base 700 defense, and it defends against magic attacks and grants immunity to psychic ones. This armor is designed to be extremely intimidating, and it will make enemies who stand adjacent to this character receive -5 speed from fear status.
Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.
Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Node Hunter Marian's last moments of being tormented and toyed with before her deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.
8-Energy Gems
8-Fire Gems
8-Ice Gem
8-Air Gems
8-Energy Gems
8-Fire Gems
8-Ice Gem
8-Air Gems
8-Jade Cubes
Abilities:
Character Type: Magic, Strategist
Weakness: Weak to arrow and light type damage. Resists dark and magic.
16-Night Sapphire
8-Magic Crystal
16-Day Pearls
Abilities:
Leo's Pragmatism: Signature ability. If Leo is battling a foe who has less than full HP at the start of the engagement, he will deal 30% more damage and take 10% less from them. Costs: 3 pg
Brynhildr Unleashed: 600 magic/dark/absorb type damage. This attack will function as a regular attack/counter. Requires the tome Brynhildr. This ability allows the attack to leave three spaces of magical trees. One of these spaces must be the space attacked, but the other two must be adjacent to that square. These trees offer no boost to the avoid of enemies who stand in them, but they do inhibit movement just like a normal square. Enemies who stand in these trees will lose 5% of their HP at the start of their turn. Allies that stand in the trees gain the avoid boost and regain 5% of their HP at the start of their turn. Allies do not have inhibited movement through these trees. Costs: 6 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
Brynhildr Unleashed: 600 magic/dark/absorb type damage. This attack will function as a regular attack/counter. Requires the tome Brynhildr. This ability allows the attack to leave three spaces of magical trees. One of these spaces must be the space attacked, but the other two must be adjacent to that square. These trees offer no boost to the avoid of enemies who stand in them, but they do inhibit movement just like a normal square. Enemies who stand in these trees will lose 5% of their HP at the start of their turn. Allies that stand in the trees gain the avoid boost and regain 5% of their HP at the start of their turn. Allies do not have inhibited movement through these trees. Costs: 6 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
Thoron (II): Grants the tome Thoron. This tome has a 40% chance to flinch the enemy. Lighting/Magic/Light type damage. Base might 300. Cost: 6 pg
Nosferatu (II): -10 hit. Grants the tome Nosferatu. May only strike twice. Can be equipped for counterattacking. Dark/Magic/Absorb type attack. 1-2 range. This attack will heal this character half the amount of damage it deals to the foe. Base might 300. Nosferatu may trigger Vengeance. Costs: 10 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
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
Heartseaker: Dark mage ability. If this unit initiates and attacks with a spell from 1 range, this character will recieve +20 hit. Costs: 1 pg
Malific Aura: All enemies within two range of this character take 20% more damage from spells. 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
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 10% chance to deal 3x damage. Costs: 5 pg
(1 free pg at 50)
(TBA) Lifetaker: Dark mage ability. If this unit initiates an attack and kills the foe, after the engagement, this character will heal 50% of their HP. This ability will only work if a spell is used to fell the foe. Costs: 4 pg
(TBA) Fimblrvert: Grants the tome Fimblrvert. This tome has a 10% chance to freeze enemies. Ice/Magic type damage. 1-2 range. Base might 100. Costs: 3 pg
(TBA) Elwind: Grants the tome Elwind. This tome deals double damage to winged flying characters. Wind/Magic type damage. Base might 100. Costs: 3 pg
(TBA) Ragnarok: Grants the tome Ragnarok. This tome deals heavy armor damage and has a 50% chance to give enemies the burning status. Fire/Magic type damage. Base might 100. Costs: 4 pg
(TBA) Elwind: Grants the tome Elwind. This tome deals double damage to winged flying characters. Wind/Magic type damage. Base might 100. Costs: 3 pg
(TBA) Ragnarok: Grants the tome Ragnarok. This tome deals heavy armor damage and has a 50% chance to give enemies the burning status. Fire/Magic type damage. Base might 100. Costs: 4 pg
(TBA) Nosferatu: -10 hit. Grants the tome Nosferatu. May only strike once. Can be equipped for counterattacking. Dark/Magic/Absorb attack. 1-2 range. This attack will heal this character half the amount of damage it deals to the foe. Base might 100. Costs: 5 pg
(TBA) Thoron: Grants the tome Thoron. This tome has a 20% chance to flinch the enemy. Lighting/Magic type damage. Base might 100. Cost: 3 pg
Character Type: Magic, Strategist
Weakness: Weak to arrow and light type damage. Resists dark and magic.
Caps:
HP: Small
Attack: 500
Defense: 100
Speed: 125
Skill: 145
Move: 6
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Elite War Horse: Level 41
HP: 29,7000
Attack: 330
5M Martial: 80
Martial Attack: 330 (410)
Defense: 320
5M Armor: 80
Elite War Horse Armor: 400 (720) (800)
Speed: 119
Skill: 90
Speed: 9
Items:
Elite War Horse Armor: Armor for steeds of war. Grants 400 defense.
Abilities:
Weight Support (III): This unit may add 9 x its basic attack damage to the attack of its rider instead of attacking itself. It will also allow the rider to access abilities like "hit and run". Costs: 16 pg
Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 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
Steadfast (II): This unit stays in the fight for the sake of its allies and friends. It will survive two lethal hits once for each unit in your party that this character is close to. Costs: 8 pg
Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this characters max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg
Defiant Speed: If this unit has less than half-life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops bellow the half-line. Costs: 3
Character Type: Mount
Weakness: Claw and Bite type damage.
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Elite War Horse: Level 41
HP: 29,7000
Attack: 330
5M Martial: 80
Martial Attack: 330 (410)
Defense: 320
5M Armor: 80
Elite War Horse Armor: 400 (720) (800)
Speed: 119
Skill: 90
Speed: 9
Items:
Elite War Horse Armor: Armor for steeds of war. Grants 400 defense.
Abilities:
Weight Support (III): This unit may add 9 x its basic attack damage to the attack of its rider instead of attacking itself. It will also allow the rider to access abilities like "hit and run". Costs: 16 pg
Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 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
Steadfast (II): This unit stays in the fight for the sake of its allies and friends. It will survive two lethal hits once for each unit in your party that this character is close to. Costs: 8 pg
Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this characters max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg
Defiant Speed: If this unit has less than half-life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops bellow the half-line. Costs: 3
Character Type: Mount
Weakness: Claw and Bite type damage.
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