Sunday, February 17, 2019

Ike





Radiant Hero: Level 70
HP: 357,000 (714,00 Heart Containers) (1,428,0000 Mako Cells) (2,142,000 Centaur Heart+Soul) (2,570,400 Rune Arc)
Attack: 3,600
5GM Sword: 1,000
5GM Fire: 1,000
5GM Magic: 1,000
5GM Explosion: 1,000
Ragnell: 2,400 (6,000) (7,000) (8,000) (9,000) (10,000) (20,000) (85,000) (160,000) (235,000) (470,000) (1,880,000) (2,820,000) (4,230,000)
Defense: 4,000
5GM Armor: 1,000
Legendary Mercenary Armor: 4,000 (5,900) (6,900)
Deadly Weather Cloak: 300 (7,200)
Aged Mail: 150 (7,350) [14,700] (22,050)
5GM Shield: 1,000
Flame Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {240,000}
Flame Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {480,000}
Smaugscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {513,000}
Smaugscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {546,000}
Seathscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {579,000}
Seathscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {612,000}
Firescale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {642,600}
Firescale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {673,200}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {703,800}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {734,400}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {765,000}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {795,600}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {826,200}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {856,800} [1,713,600] (2,570,400)
Speed: 220 (225) (+5)
Skill: 238 (258) (+10)
Move: 6 (7) (8) (10)
(Heart Stolen)



Items:
Ragnell+++ (Sealed): -5 Speed. A legendary sacred weapon. Ragnell may only be wielded by the legendary hero, Ike. This weapon deals extreme wear on weapons, shields, and armor and boasts 1-2 (3) range. Upon reclaiming his heroic nature and reaching GM Sword, the sword's full potential has been revealed. After being reforged with a Daedalus Hammer, Ragnell will now deal double damage if the ability "Aether" triggers. Base 800 (2,400) Blade/Fire/Magic/Explosion-type damage. 
>Brave Weapon Seal
>Heavy Weapon Seal 

Legendary Mercenary Armor: - 15 speed. The armor of the Radiant Hero Ike. This armor is a mixture of Silverlight and Firegold. Grants immunity to fire and explosion, along with resistance to light and energy. However, this armor is surprisingly cumbersome. Base 4000 defense.

Aged Mail: Armor that is still decently sturdy. Grants resistance to blade and pierce. Base 150 defense.

Deadly Weather Cloak: An incredibly well designed cloak. This staggering item will grant extreme resistance to water, air, earth, and ice. This cloak resists wear. This cloak is very difficult to steal. This cloak allows the character to ignore weather/climate-based statuses and damages. Base 300 defense.

4- Mako Cells: +25% HP on top of HP Boosts; Very Hard to Steal

Centaur Heart: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death

Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death

10- Heart Container: +10% (+20%) HP, up to x2 (x3)

Griell's Pendant: The Pendant of Ike's Father. It will increase his skill by 20... but only if he is following in the steps of his father. If he is not, it will decrease his skill by 10. 

Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.

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.

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.

Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.

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 by 15%.

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

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. 

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning-type damage. The ring is easily lost or stolen

Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability that's sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.

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

Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, 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.

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

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.

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.

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.

Triangle Reach Medallion: This Medallion grants naturally ranged swords, axes (+clubs and hammers), and spears +1 range. This does apply to weapons that gain range thanks to an augment. It does not apply to throwing weapons.

Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.

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.

Vicious Silver Pin: A small, needle-like pin that can easily be warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable.

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.

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

Devilish Destruction Charm

Razor Stone + Plate

FireMagic Poms

12- Volatile Crystals+Explosion Plate
 
12- Fire Gems+Flame Plate

12-Magic Crystal+Magic Plate

Smaugscale, Seathscale Pendants

Firescale, Magicscale Pendant



Abilities:
Great Aether: Ike Signature Ability. If Ike Triggers Aether on a foe, he may deactivate one item from their inventory for 3 turns. Requires Ike to have Aether II unlocked. Costs: 7 pg

Aether (II): Ike Signature ability. This ability has a 50% chance to activate during an attack. If this ability activates, the character will strike twice. The first strike will heal Ike 60% of the amount of damage he deals to the foe. The second strike will completely ignore the defense of the enemy. Costs: 12 pg

Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg

Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 200%. Costs: 16 pg

Critical Hit: Once 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. Costs: 5 pg

Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg

Enchanted Weapon: This character may take a turn to add magic-type damage to its weapon and boost the total damage of the attacks by 50%. The weapon will receive the magic-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg

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.


Character Type: Melee, Strength

Weakness: Mild Spear and Knife Weakness. Resists Fire. Resists fear and pain.

Caps:
HP: High
Attack: 300
Defense: 1000
Speed: 120
Skill: 138
Move: 6


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