Knight Solaire of Astora: Level 61 (62 update)
HP: 184,800 (369,600 Seraph Robe, 1-UP) (739,200)
Attack: 1100
3M Sword: 60
5M Light: 80
5M Energy: 80
Sunlight Straightsword: 200 (1300) (1360) (1440) (7,920) (23,760)
Sunlight Lightning Straightsword: 200 (1300) (1360) (1440) (1520) (8,360) (16,720) (25,080) (75,240)
Elite Pure Zweihander+: 1400 (2500) (2560) (2640) (14,520) (43,560)
Elite Pure Zweihander+: 1400 (2500) (2560) (2640) (2720) (15,125) (30,250) (45,375) (136,125)
Defense: 1400
5M Armor: 80
Mithril Chainmail Armor: 800 (2200) (2280)
Radiant Winged Armor: 550 (2830)
Raining Sunlight Cloak: 150 (2980)
5M Shield: 80
Thor's Ore Round Shield: 150 (230) (3210)
Radiant Light Shield: 50 (130) (210) (1155) (4365)
Energyscale Pendant: 20 (100) (550) (4915)
Lightscale Pendant: 20 (100) (550) (5,465)
Speed: 165 (150) (130)
Skill: 235 (240)
Move: 6
Items:
2-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.
4-Mako Cells
Sunlight Straight Sword: A heroic weapon. If this character uses praise the sun, all ally units within three spaces of this character during its boosted phases will recieve 50% of the Praise the Sun boost. Resists weapon wear. Can be augmented with any element type. Base 200 blade type damage.
Elite Pure Zweihander++: -20 speed. A massive weapon. +15 hit and avoid against normal length melee weapons. This weapon has been forged with the purest Thor's Ore, and as such, it is very hard and resists temperature damage. It has also been improved with the destruction of a Pure Stone twice. Base 1400 blade type damage.
Pendant of the Heir of Sunlight: This pendant immediately displays loyalty to the Nameless King. It is nearly impossible to drop or lose. Only one character may have this item. This pendant will add lightning type damage to a blade that is not naturally element enhanced.
Radiant Winged Armor: -15 speed. Heavy armor initially designed by Gobber for Solaire. This armor still bears the distinct sun sigil, but it is placed over two layers of heavy Thor's Ore diamond mail. Upon recieving the blessing and modification by the Radiance, this armor now sports a pair of white wings. These wings grant flying-type movement, but no extra speed. This is winged flight, and as such results in an arrow weakness if flying. Resists wear. Grants resistence to ice, fire, and dark type attacks. The armor also comes equipped with a radiant light shield. Grants 550 defense.
Mithril Chainmail: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail offers extreme resistance to blade and pierce type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be warn under other armor or cloaks. Base 800 defense.
Radiant Light Shield: A field of blinding light that grants extra defense when being attacked. The field offers 50 defense and is boosted by light and shield stats. This shield does not offer any defense against dark or psychic type attacks.
Raining Sunlight Cloak: An astoundingly bright cloak. This cloak will blind enemies who are within 1-2 spaces of this character, but only during the day. This will result in a -20 skill penalty for the foes within range of this blinding aura. Some enemies are immune to this status. Also grants an additional 150 defense. This cloak is expensive and rare, but also extremely easy to damage and destroy.
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, though it takes some time to get used to using one of these.
8- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.
12-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
1-Drop of Pure Sunlight: These incredibly potent items of light are able to double a character's light type damage. They are incredibly hard to steal, but also can only be held by a being who is a true
Crest of The Warriors of Sunlight: A sunlight emblem, a mark of a radiant warrior. This brand is granted by The Nameless King and immediately identifies the character as an ally of Arch Dragon Peak. It will allow a 50% damage boost to lightning and light type attacks, and this stacks alongside gems without causing damage to self or allies. A character may only ever have one brand.
Energyscale Pendant: An ancient pendant, made from a blue dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the energy skill stat and boosts of this character. This item is easily lost or stolen.
Lightscale Pendant: An ancient pendant, made from a white dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the light skill stat and boosts of this character. This item is easily lost or stolen.
Berkian Heroe's Pendant: A pendant given to Solaire for his valiant defense of Berk during the Roman invasion... and his constant encouragement and jolly cooperation. 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.
1-Sunlight Pendant: A pendant of the Warriors of Sunlight. This item may be used to summon a random warrior who is part of that covenant. The warrior will assist the summoner in battle, and disappear back home after the battle finishes, carrying the Pendant with him. These pendants are usually sold to noble characters by the Warriors of Sunlight (current cost 8,000 gold)
Abilities:
Praise The Sun (II): Signature Ability. If this character kills a foe, they may spend a turn to take a glorious pose. This will boost their total damage by 50% (100%) for the next four (5) turns. Costs: 6 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
Sunlight Sword: This character may take a turn to add light type damage to its blade and boost the total damage of the sword attacks by 50%. The sword will receive the light-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg
Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg
Tranquil Walk of Peace: This character may activate this ability twice per battle. It must take a turn to activate this ability. This field of magic will prevent enemies who start a turn adjacent to this character from moving away from it. It will also reduce the speed of adjacent foes by 30 points. This field lasts for 3 turns. Characters who innately resist light or magic will only have their speed reduced by 15 points. Costs: 5 pg
Shield Parry and Repost: If this unit's skill is higher than that of an adjacent opponent who is attacking using a melee weapon and is the same size class as this character, they may attempt to shield parry the blow. This ability has a 50% chance to activate. If it fails, this character will take the hit, and it will not defend with its shield. However, if it succeeds, the shield will completely negate the damage of the blow and the follow-up attack made by this character will have +40 hit and deal double damage. After landing this blow, the enemy cannot make any more follow up attacks. Costs: 5 pg
Backstab: This character may stab an opponent in the back. The direction an opponent is facing is determined by where they just attacked last, but the must-have attacked with a 1 ranged attack. If this unit moves behind the foe, their attack will only be able to strike once. However, it will deal 2 x damage and prevent the enemy from counter-attacking if it lands. Costs: 5 pg
Jolly Cooperation: This character enjoys fighting side by side with others. This character will boost its base attack damage by 30 for every ally unit present on the map, maxing out at 150. Costs: 2 pg
Estus: Three (+3 Estus shards) times a day, this unit may take a turn to recover 40% (80% Fire Keeper Soul) of it's HP. Costs: 5 pg
Heroic Aura: This character strikes fear into villainous and cruel enemies. It will reduce their attacks that they try to mount against it by 50% for the first few turns, including counter-attacks. The enemies will eventually get over this fear, but this status is very effective early on. Costs: 3 pg
Unending Day: If this unit is in battle on the map, the daylight hours will not pass. Using night sapphires will also not change the time to day. This unit may choose not to use this ability, but once it is turned off, it cannot be reactivated during that battle. Costs: 4 pg
Sunlight Straight Sword: A heroic weapon. If this character uses praise the sun, all ally units within three spaces of this character during its boosted phases will recieve 50% of the Praise the Sun boost. Resists weapon wear. Can be augmented with any element type. Base 200 blade type damage.
Elite Pure Zweihander++: -20 speed. A massive weapon. +15 hit and avoid against normal length melee weapons. This weapon has been forged with the purest Thor's Ore, and as such, it is very hard and resists temperature damage. It has also been improved with the destruction of a Pure Stone twice. Base 1400 blade type damage.
Pendant of the Heir of Sunlight: This pendant immediately displays loyalty to the Nameless King. It is nearly impossible to drop or lose. Only one character may have this item. This pendant will add lightning type damage to a blade that is not naturally element enhanced.
Radiant Winged Armor: -15 speed. Heavy armor initially designed by Gobber for Solaire. This armor still bears the distinct sun sigil, but it is placed over two layers of heavy Thor's Ore diamond mail. Upon recieving the blessing and modification by the Radiance, this armor now sports a pair of white wings. These wings grant flying-type movement, but no extra speed. This is winged flight, and as such results in an arrow weakness if flying. Resists wear. Grants resistence to ice, fire, and dark type attacks. The armor also comes equipped with a radiant light shield. Grants 550 defense.
Mithril Chainmail: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail offers extreme resistance to blade and pierce type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be warn under other armor or cloaks. Base 800 defense.
Radiant Light Shield: A field of blinding light that grants extra defense when being attacked. The field offers 50 defense and is boosted by light and shield stats. This shield does not offer any defense against dark or psychic type attacks.
Raining Sunlight Cloak: An astoundingly bright cloak. This cloak will blind enemies who are within 1-2 spaces of this character, but only during the day. This will result in a -20 skill penalty for the foes within range of this blinding aura. Some enemies are immune to this status. Also grants an additional 150 defense. This cloak is expensive and rare, but also extremely easy to damage and destroy.
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, though it takes some time to get used to using one of these.
8- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.
12-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
1-Drop of Pure Sunlight: These incredibly potent items of light are able to double a character's light type damage. They are incredibly hard to steal, but also can only be held by a being who is a true
Crest of The Warriors of Sunlight: A sunlight emblem, a mark of a radiant warrior. This brand is granted by The Nameless King and immediately identifies the character as an ally of Arch Dragon Peak. It will allow a 50% damage boost to lightning and light type attacks, and this stacks alongside gems without causing damage to self or allies. A character may only ever have one brand.
Energyscale Pendant: An ancient pendant, made from a blue dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the energy skill stat and boosts of this character. This item is easily lost or stolen.
Lightscale Pendant: An ancient pendant, made from a white dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the light skill stat and boosts of this character. This item is easily lost or stolen.
Berkian Heroe's Pendant: A pendant given to Solaire for his valiant defense of Berk during the Roman invasion... and his constant encouragement and jolly cooperation. 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.
1-Sunlight Pendant: A pendant of the Warriors of Sunlight. This item may be used to summon a random warrior who is part of that covenant. The warrior will assist the summoner in battle, and disappear back home after the battle finishes, carrying the Pendant with him. These pendants are usually sold to noble characters by the Warriors of Sunlight (current cost 8,000 gold)
Abilities:
Praise The Sun (II): Signature Ability. If this character kills a foe, they may spend a turn to take a glorious pose. This will boost their total damage by 50% (100%) for the next four (5) turns. Costs: 6 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
Sunlight Sword: This character may take a turn to add light type damage to its blade and boost the total damage of the sword attacks by 50%. The sword will receive the light-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg
Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg
Tranquil Walk of Peace: This character may activate this ability twice per battle. It must take a turn to activate this ability. This field of magic will prevent enemies who start a turn adjacent to this character from moving away from it. It will also reduce the speed of adjacent foes by 30 points. This field lasts for 3 turns. Characters who innately resist light or magic will only have their speed reduced by 15 points. Costs: 5 pg
Shield Parry and Repost: If this unit's skill is higher than that of an adjacent opponent who is attacking using a melee weapon and is the same size class as this character, they may attempt to shield parry the blow. This ability has a 50% chance to activate. If it fails, this character will take the hit, and it will not defend with its shield. However, if it succeeds, the shield will completely negate the damage of the blow and the follow-up attack made by this character will have +40 hit and deal double damage. After landing this blow, the enemy cannot make any more follow up attacks. Costs: 5 pg
Backstab: This character may stab an opponent in the back. The direction an opponent is facing is determined by where they just attacked last, but the must-have attacked with a 1 ranged attack. If this unit moves behind the foe, their attack will only be able to strike once. However, it will deal 2 x damage and prevent the enemy from counter-attacking if it lands. Costs: 5 pg
Jolly Cooperation: This character enjoys fighting side by side with others. This character will boost its base attack damage by 30 for every ally unit present on the map, maxing out at 150. Costs: 2 pg
Estus: Three (+3 Estus shards) times a day, this unit may take a turn to recover 40% (80% Fire Keeper Soul) of it's HP. Costs: 5 pg
Heroic Aura: This character strikes fear into villainous and cruel enemies. It will reduce their attacks that they try to mount against it by 50% for the first few turns, including counter-attacks. The enemies will eventually get over this fear, but this status is very effective early on. Costs: 3 pg
Unending Day: If this unit is in battle on the map, the daylight hours will not pass. Using night sapphires will also not change the time to day. This unit may choose not to use this ability, but once it is turned off, it cannot be reactivated during that battle. Costs: 4 pg
(TBA) Bonfire: This unit may light a bonfire for itself on any area of the map. It may then warp back to this spot at any point it chooses to. This warp will fail if the character is hit on the turn it attempts to do it. The bonfire can be destroyed by enemy attacks. If a character has Estus, they may refill it at this bonfire. Costs: 4 pg
(TBA) Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 points until the end of the enemy phase. Costs: 2 pg
(TBA) Sunlight Spear: Once every other turn, this character may throw a powerful bolt of lightning. This bolt has 80 base lightning and light type might, and it is improved by the base attack and the lightning, spear, and light skill boosts and bonuses. This spear has three range, but it can be counter-attacked. It must be thrown in a straight line, and it will strike all foes in those squares. This attack deals double damage to dragon type characters. This attack will strike multiple times if the character has the ability "Rapid Thrust" Costs: 4 pg
(TBA) Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 points until the end of the enemy phase. Costs: 2 pg
(TBA) Sunlight Spear: Once every other turn, this character may throw a powerful bolt of lightning. This bolt has 80 base lightning and light type might, and it is improved by the base attack and the lightning, spear, and light skill boosts and bonuses. This spear has three range, but it can be counter-attacked. It must be thrown in a straight line, and it will strike all foes in those squares. This attack deals double damage to dragon type characters. This attack will strike multiple times if the character has the ability "Rapid Thrust" Costs: 4 pg
(TBA) Well, What Is It?: The character taunts a foe within three range. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg
(TBA) Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg
(TBA) 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
(TBA) Sword 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
(TBA) Sundering Blows: This unit's sword hits rapidly destroy armor, shields, and the melee weapons of other foes. Costs: 2 pg
(TBA) 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
(TBA) Wrath of the Gods: Once every three turns this character may unleash a powerful area attack. This cannot be dodged or blocked. The base might of this attack is 40, and it is improved by the light and lightning skill stats and boosts. This blast will strike all characters within two range and knock them back one space away from the character who uses it. They will take negative terrain effects immediately. Costs: 4 pg
Character Type: Melee, Light, Defensive
Weakness: Mild weakness to flinch and stunning status abilities. Resists lightning and light.
Caps:
(TBA) 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
(TBA) Sword 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
(TBA) Sundering Blows: This unit's sword hits rapidly destroy armor, shields, and the melee weapons of other foes. Costs: 2 pg
(TBA) 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
(TBA) Wrath of the Gods: Once every three turns this character may unleash a powerful area attack. This cannot be dodged or blocked. The base might of this attack is 40, and it is improved by the light and lightning skill stats and boosts. This blast will strike all characters within two range and knock them back one space away from the character who uses it. They will take negative terrain effects immediately. Costs: 4 pg
Character Type: Melee, Light, Defensive
Weakness: Mild weakness to flinch and stunning status abilities. Resists lightning and light.
Caps:
HP: High
Attack 100
Defense 400
Speed: 110
Skill: 180
Attack 100
Defense 400
Speed: 110
Skill: 180
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