Stoick The Vast: Level 37
HP: 23,760
Attack: 222
4M Hammer: 70
4M Axe: 70
3M Fire: 60
1M Explosion: 40
3M Throw: 60
Stoick's Hammer: 150 (372) (442)
Stoick's Axe: 120 (342) (412)
Throwing Axe: 40 (262) (332)
Boom Hammer: 500 (722) (792) (1188) (852) (892) (4460) (8920) (9,366) (18,732)
Defense: 148
3M Shield: 60
2M Armor: 50
Viking Chief Armor: 300 (448) (498)
Great Black Fur Cloak: 150 (648)
Thor's Ore Round Shield: 150 (210) (858)
Speed: 89 (63)
Skill: 100 (105)
Move: 5
Items:
Stoick's Hammer: -5 speed. A massive blugeoning weapon. Deals huge wear to shields and force fields, and has shatter type damage. This is the weapon of choice for Stoick The Vast. Base 150 blugeon-type attack.
Boom Hammer: A trick weapon. This large hammer may only strike once, however, if charged for one turn, this hammer will unleash a blast that deals double damage and is enhanced by fire/explosion type damage. This deals significant shatter damage and wears to shields and barriers. Base: 500 bludgeon type damage.
8- 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.
8- Volatile Crystals: Deadly crystals charged with potent explosive energy. These may explode in a character's inventory, and they will deal approximately 2000 damage a piece if they go off. However, these crystals boost explosion type damage by 50%.
Heavy Stone: An odd stone, covered in lumps and usually heavy for its size. This item will boost the might of bludgeon-type attacks by 50%. Only one of these stones may be used by a character.
Stoick's Axe: A powerful battle axe. Base 80 blade type attack. +20 hit against spear using enemies. This weapon will double in might if thrown.
4- Thor's Ore Throwing axe. This weapon will double in might when thrown. Base 40 blade type damage.
Thor's Ore Round Shield: A powerful shield made of Thor's Ore. Adds extra defense against fire type attacks. Base defense of this shield maxes at 150, thought it takes some time to get used to using one of these.
Viking Chief Armor: The best armor in all of Berk. Made mostly of Thor's Ore. Is extremely good at protecting the wearer against the elements, and resists both ice and fire type attacks. Base Defense: 300. Due to the clever mix of fur and metal, this armor does not decrease the character's speed, though it will slow down their mount.
Advanced Great Black Fur Cloak: A huge cloak made of dark colored fur. Extremely resists ice, fire, and dark. This cloak is fairly easily destroyed. This cloak protects the wearer from taking damage from cold climates. Grants 150 defense.
Berkian Heroe's Pendant: A pendant given to Stoick the Vast for his courage and passion in leading the small Island of Berk. 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.
Abilties:
Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. Costs 2 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. 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: 1 pg
Axe 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
Hammer 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
Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg
Spin Attack: Once every three turns, instead of attacking normally, this unit may perform a spin attack. This will strike every adjacent enemy once (twice if the unit is dual wielding). Each damage, dodge, and block calculation will be done separately. Other skills can be activated during the strikes of a spin attack. Costs: 4 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 affects 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
Neck Break: This ability may only be used once a battle. The character chooses and adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the severe paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg
War Cry: Instead of attacking, this unit may rally their allies with a war cry. This will boost all ally units within three spaces, granting them a 30% bonus to their total attack damages. This attack boost only lasts during the turn it is used, not during the next enemy phase. Costs: 3 pg
A Chief Protects His Own: Signature ability. Once per enemy phase, this unit may swap places with an ally when they are about the be attacked. They will take the damage in their friend's stead. They will also counterattack the foe if possible, and the counterattack damage will be doubled. This does not allow allow the character to vantage hit, even if they are 40 faster than their foe. Costs: 2 pg
Character Type: Melee, Defensive, Martial
Weakness: Fire and explosion type damage. Resists claw, bite, wing, and tail type attacks.
Caps:
Attack: 300
Defense: 200
Speed: 120
Skill: 135
A Chief Protects His Own: Signature ability. Once per enemy phase, this unit may swap places with an ally when they are about the be attacked. They will take the damage in their friend's stead. They will also counterattack the foe if possible, and the counterattack damage will be doubled. This does not allow allow the character to vantage hit, even if they are 40 faster than their foe. Costs: 2 pg
Character Type: Melee, Defensive, Martial
Weakness: Fire and explosion type damage. Resists claw, bite, wing, and tail type attacks.
Caps:
Attack: 300
Defense: 200
Speed: 120
Skill: 135
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