Level: 44
HP: 45,360
Attack: 75
5M Sword: 80
5M Fire: 80
2M Dark: 50
2M Whip: 50
2M Throw: 50
2M Claw: 50
1M Sonic: 40
Claw Attacks: 75 (135)
Balrog Blade: 500 (575) (665) (725) (3625) (7,250) (21,750)
Flame Whip: 90 (165) (245) (295) (1475)
Dark Blast: 75 (135) (270) (1-2 range)
Defense: 395
Speed: 120
Skill: 97
Move: 5 (8 while flying)
Items:
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.
1-Shards of Midnight: Extremely rare and powerful dark objects. May only be used by a character who is truly one with darkness. These items increase the holder's dark type damage by 100%.
Balrog Blade: This blade only exists when summoned by the will of the Balrog. Thus it will reform if broken and cannot be stolen. When attacking, this weapon deals triple damage. Base 500 blade/fire type might.
Savage Flame Weapon Seal: This noval item may boost the damage of a melee weapon that is melee/fire 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.
Flame Whip: 1-2 ranged attack. Does not count as a ranged attack or a projectile. This powerful weapon will hit behind shields and certain barriers. Base 90 whip/fire type might.
Abitilies:
Fire Whip Grab: -15 speed. 1-2 range. A fire/whip grab. Much more accurate and longer range than a regular grab. This unit lashes out a long whip and wraps it around a medium or small character. If this hit lands, this unit may then throw that unit two spaces away from itself. The unit will take damage equal to the skill level damage of this character's attack (75) throw (135), whip, (185), and fire (265) (1325). This damage ignores defense and block. If a character is thrown into a dangerous terrain, they will immediately take the negative effects. Cost: 3 pg
Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg
Sundering Blows: This unit's sword hits rapidly destroy armor, shields, and the melee weapons of other foes. Costs: 2 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
Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 20% of the time. This ability only activates on physical attacks. Costs 3 pg
Flame Body: This unit's body is covered in flames. Any enemies who start a turn next to the unit will have a 20% of catching fire, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (100) (500) fire type damage immediately. Costs: 6 pg
Flaming Roar: Signature ability. This character may take a turn to roar at all opponents in a cone of four spaces directly in front of it. Any enemies inside this cone will immediately take this character's sonic damage plus its base attack. This is an area attack and cannot be dodged, but it can be blocked. Enemies will never counterattack this attack. This roar also has a 60% of giving any enemies within its area of attack a severe burning condition. Costs: 5 pg
Flame Body: This unit's body is covered in flames. Any enemies who start a turn next to the unit will have a 20% of catching fire, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (100) (500) fire type damage immediately. Costs: 6 pg
Flaming Roar: Signature ability. This character may take a turn to roar at all opponents in a cone of four spaces directly in front of it. Any enemies inside this cone will immediately take this character's sonic damage plus its base attack. This is an area attack and cannot be dodged, but it can be blocked. Enemies will never counterattack this attack. This roar also has a 60% of giving any enemies within its area of attack a severe burning condition. Costs: 5 pg
Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg
Burn it Down: This unit can set fire to the areas it passes through. It takes 2 move to set a tile ablaze. The duration of these flame barriers will depend on the type of terrain that is burning. Enemy units (or allies who are not immune to flame) that step into these squares will have to spend 2 move to pass through them, and they will immediately take fire type damage. They will also have a 50% chance of getting the burn status. Cost: 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 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
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
Character type: Element, Monster, Destructive, Demon
Weakness: Weak to water and ground type attacks. Mild weakness to light and magic. Immune to fire. Resists explosion. Resists dark.
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