Jevil: Level 68
HP: 225,000 (450,000 Draught of Life+1UP)
Attack: 3200
3GM Scythe: 600
2GM Magic: 400
2GM Dark: 400
2GM Marksman: 400
2GM Explosion: 400
Jevil Scythe: 1600 (4800) (5400) (5800) (6200) (49,600) (99,200) (148,800)
Magic Diamonds: 100 (3300) (3700) (4100) (4500) (36,000) (72,000)
Club Bombs: 100 (3300) (3700) (4100) (4500) (36,000) (72,000) (108,000)
Jevil Scythe: 1600 (4800) (5400) (5800) (6200) (49,600) (99,200) (148,800)
Magic Diamonds: 100 (3300) (3700) (4100) (4500) (36,000) (72,000)
Club Bombs: 100 (3300) (3700) (4100) (4500) (36,000) (72,000) (108,000)
Miasma of Death and Disease: 300
Defense: 2500
Defense: 2500
5M Armor: 80
Jevil Robes: 150 (2650) (2730)
Jevil Robes: 150 (2650) (2730)
Jevil Cloak: 150 (2880)
1GM Shield: 200
Seath Crystal Pendant: 100 (500) (4000) (8000) (10,880)
Ancalagon Scale Pendant: 100 (500) (4000) (8000) (18,880)
Seath Crystal Pendant: 100 (500) (4000) (8000) (26,880)
Ancalagon Scale Pendant: 100 (500) (4000) (8000) (34,880)
Magicscale Pendant: 20 (420) (3360) (6720) (41,600)
Darkscale Pendant: 20 (420) (3360) (6720) (48,320)
Magicscale Pendant: 20 (420) (3360) (6720) (55,040)
Darkscale Pendant: 20 (420) (3360) (6720) (61,760)
Speed: 230 (255 avoid) (+20 avoid) (+30 avoid from 1 range)
Skill: 230 (+40 hit)
Move: 9 (Teleportation style movement)
Items:
2-Jevil Scythe++: This weapon functions like any other scythe. When attacking, a scythe maintains extremely high damage output. When counterattacking, a scythe will have half might. Scythes are also easily broken. Magic/Dark/Blade type attack. This item cannot be stolen. This item offers no speed/skill penalties for dual-wielding. Base 800 (1600) might.
Skill: 230 (+40 hit)
Move: 9 (Teleportation style movement)
Items:
2-Jevil Scythe++: This weapon functions like any other scythe. When attacking, a scythe maintains extremely high damage output. When counterattacking, a scythe will have half might. Scythes are also easily broken. Magic/Dark/Blade type attack. This item cannot be stolen. This item offers no speed/skill penalties for dual-wielding. Base 800 (1600) might.
100-Magic Diamonds: These unusal weapons are launched at foes. They are improved by magic, dark, and marksman. When fired, these diamonds function like a brave weapon. They may always trigger Real-Damage Blows. These items cannot be stolen. Base 100 magic/dark type damage. 1-2 range.
Jevil Robes: These bright clothes are hard to even look at. They add +20 avoid to the character wearing them. They also add 150 base defense.
Jevil Robes: These bright clothes are hard to even look at. They add +20 avoid to the character wearing them. They also add 150 base defense.
Jevil Cloak: This cloak is very hard to look at. Especially from a close distance. This cloak adds +30 avoid against attacks from adjacent enemies. Also grants 150 base defense.
Jevil's Card: This item will grant +40 hit to all magic attacks used by the character.
Eye of Death: This weapon will hold charges of Nito's Miasma. It will gain charges each time this character is summoned to Nito when the ability "Gravelord Covenant" is used.
Character Type: Destructive, Worldbreaker, Melee
Weakness: Axe damage. Resists Dark. Immune to autodamage.
Caps:
HP: Small
Attack: 800
Defense: 100
Speed: 140
Skill: 140
Move: 9 (teleportation)
Eye of Death: This weapon will hold charges of Nito's Miasma. It will gain charges each time this character is summoned to Nito when the ability "Gravelord Covenant" is used.
Vanishing Crystal: This small crystal looks as thought it is made of swirling black smoke. It will allow the character holding it to learn teleport dodge. If the character learns the ability naturally, this item will allow the character to use teleport dodge against ranged attacks, not just ranged weapons.
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.
Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.
Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.
Vile Magic: All Magic attacks by this character will harm allies and foes alike. All Magic Attacks by this charater are impossible to consume. This item is nearly impossible to drop of steal.
14- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken.
28- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%
14- 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%.
Abilities:
28- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%
14- 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%.
Abilities:
Dark Weapon: This character may take a turn to augment it's weapon. This will give the weapon dark type damage and grant it the dark type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 turns. Costs: 5 pg
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg
Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 pg
Bloodbath: For every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5%. This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg
The World Is Spinning: Characters who end their turn adjacent to this character have a 50% chance to recieve the dizzy status, which lasts for two turns. Dizzy characters recieve -20 avoid. Dizzy characters automatically only have a 50% chance to hit their target with normal attacks, and if they fail, they hit the square in the opposite direction. Dizziness does not affect all character types. Costs: 6 pg
I Can Do Anything: Signature Ability. This character ignores all status conditions and stat drops. This includes moves like strategist, taunt, and even time stopping moves. This character cannot take secondary damage or auto-damage. If an enemy has an ability that drops the speed, skill, or evasion of this character, the effects of that ability will be reversed and boost this character rather than debuff them. However, possessing this ability leaves the character deeply unstable. Costs: 7 pg
Replicate: This unit may take a turn to make a clone of itself. The clone will share this character's stats identically. The clone will also share HP with this unit. The clone will also share abilities, meaning if an ability is still recharging, neither the unit nor the clone will be able to access it. If the clone is killed, the unit dies as well. However, the clone can be immediately removed if the character chooses. This move may be used once a battle. Costs: 6 pg
Teleport Dodge: If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a fifty percent chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 3 pg
Diamond Storm: This unit fires off three times as many magic diamonds as it would normally. This attack may only be done once every other turn. Costs: 3 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 effects 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 (very likely due to blood tear)
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
Bloodbath: For every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5%. This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg
The World Is Spinning: Characters who end their turn adjacent to this character have a 50% chance to recieve the dizzy status, which lasts for two turns. Dizzy characters recieve -20 avoid. Dizzy characters automatically only have a 50% chance to hit their target with normal attacks, and if they fail, they hit the square in the opposite direction. Dizziness does not affect all character types. Costs: 6 pg
I Can Do Anything: Signature Ability. This character ignores all status conditions and stat drops. This includes moves like strategist, taunt, and even time stopping moves. This character cannot take secondary damage or auto-damage. If an enemy has an ability that drops the speed, skill, or evasion of this character, the effects of that ability will be reversed and boost this character rather than debuff them. However, possessing this ability leaves the character deeply unstable. Costs: 7 pg
Replicate: This unit may take a turn to make a clone of itself. The clone will share this character's stats identically. The clone will also share HP with this unit. The clone will also share abilities, meaning if an ability is still recharging, neither the unit nor the clone will be able to access it. If the clone is killed, the unit dies as well. However, the clone can be immediately removed if the character chooses. This move may be used once a battle. Costs: 6 pg
Teleport Dodge: If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a fifty percent chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 3 pg
Diamond Storm: This unit fires off three times as many magic diamonds as it would normally. This attack may only be done once every other turn. Costs: 3 pg
Club Bombs (II): This unit fires off three (five) club bombs. 1-2 (3) range. Each of these bombs is an area attack, making them impossible to dodge. These bombs also ignore armor and shields entirely. They strike all squares adjacent to the square that is initially fired upon, dealing half the damage of the normal blast. Each bomb may target a different foe, but each bomb will also be counter-attacked individually. Magic/Dark/Explosion type damage. Base 100 might. This move may be done once every five turns. Costs: 8 pg
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 (very likely due to blood tear)
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
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 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
Sadist: If this character watches someone suffer, they will boost their total damage by 25% for the next five turns. This will be triggered by pain statuses, or seeing a close ally watch their friend be killed. Abilities like Grieve or Somber Howl will also trigger this ability. Costs: 2 pg
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 Swordsmanship level.
Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield
Character Type: Destructive, Worldbreaker, Melee
Weakness: Axe damage. Resists Dark. Immune to autodamage.
Caps:
HP: Small
Attack: 800
Defense: 100
Speed: 140
Skill: 140
Move: 9 (teleportation)
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