M'aiq the Liar: Level 70
HP: 225,000
Attack: 3,000 (-25% attack, loss; amended by prosthetic)
5GM Knife: 1,000
5GM Claw: 1,000
5GM Martial: 1,000
5GM Magic: 1,000
5GM Light: 1,000
5GM Dark: 1,000
5GM Fire: 1,000
4GM Earth: 800
Black Knife: 1,000 (4,000) (5,000) (6,000) (7,000) (8,000) (16,000) (68,000) (128,000) (188,000) (376,000)
Defense: 1,700
5GM Armor: 1,000
Abilities:
Extreme Evasion (II): +35 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss. Costs 10 pg
(TBA) Neck Break: This ability may only be used once a battle. The character chooses an 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
(TBA) Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block Strategist. This ability may be used once per enemy. Costs: 4 pg
(TBA) 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
(TBA) Traumatizing Blows: The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% of the time. This ability only activates on physical attacks. Costs 3 pg
(TBA) Warm Fur: This unit is covered in a thick layer of fur. This works as surprisingly good armor, granting resistance to fire, ice, explosion, and martial type damage. It grants immunity to cold debuffs and extreme resistance to freezing. Buffs total defense by 30%. Costs: 6 pg
Vallite Trickster Armor:
Midnight Cloak:
Speed: 250 (260) (270) (275) (335)
Speed: 250 (260) (270) (275) (335)
Avoid (Day): 335 (375) (385) (415) (435) (470)
Avoid (Night): 335 (415) (435) (495) (575) (615) (645) (705)
Avoid (Night): 335 (415) (435) (495) (575) (615) (645) (705)
2- Black Knife++: +20 (+30) Speed. 1-2 range. Must have at least 3GM in Knife and 150 Base Speed at 50. This terrifying weapon will kill foes through survival abilities, ignore specific death conditions, and even fell foes who have Form Shift life-saving abilities and boasts a 30% (40%) (90%) Burn. It will also allow the holder to have access to the Weapon Art ability "Blade of Death", but they must pay levels to unlock it. This weapon cannot be augmented. Deals double damage to gods unless they are gods of death. Base 500 (1,000) Blade/Fire/Dark/Magic-type damage.
2-Rushing Weapon Seal: This seal will grant +10 Speed to the weapon it is affixed to.
Trickster's Prosthetic: +10 Speed. A prosthetic arm made by Hiccup, equipped with an integrated dart gun that can shoot specialized darts.
30-Razor Dart: These darts will have a 50% (70%) chance to cause an enemy they strike to bleed.
Khajiiti Trickster Masque: +10 (+20) Avoid. A black porcelain mask in the image of a smiling panther, decorated with silver lunar filigree.
Vallite Trickster Armor: +30 (+60) Avoid. Dark armor with a disorienting mottled pattern, offset by the phases of the moon emblazoned with silver. This armor is made for Beast Shifters, and as such, does not dissipate when this unit shifts. Defends against Magic and Psychic. Base 100 Armor.
Vallite Trickster Hooded Midnight Cloak: A dark, hooded cloak with a silver moon clasp. This cloak grants +40 (+80) avoid at night or in dark conditions. This cloak defends against Magic and Psychic. This cloak is made for Beast Shifters, and as such, does not dissipate when this unit shifts. Very susceptible to wear. Base 150 Defense.
Aged Mail: Armor that is still decently sturdy. Grants resistance to blade and pierce. Base 150 defense.
Acrobat's Tradeoff: This item removes all HP buffs from the holder. It also removes all shields and barriers. It also prevents defense boosting abilities and items. It prevents the use of auto-healing abilities or items. However, it adds +10 Speed and +40 (+80) Avoid to the holder. Why defend when you cannot be touched? This item cannot be removed as it functions similarly to a 1UP or Seraph Robe.
Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops.
Ancestor’s Coat: +20 (+40) avoid. This coat may be worn with all other forms of armor. Holding this object causes a 5% more panic.
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.
Burning Weapon Ring: This ring will cause the ability Burning Weapon to be activatable on all strikes. This includes counters or other activatable abilities. This ring is easily lost or stolen.
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.
Concealment Ring: This ring will grant the ability Conceal Presence to Stealth Type units for free. This item is easily lost or stolen
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%.
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.
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.
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 increase the chance of bleeding status's by 20%.
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.
Eldrich Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear-type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.
Finger Of Greed: An odd golden hand, pointing a finger wantingly. This item will drastically increase item drops by fallen enemy units.
Flame Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of burn statuses inflicted by this character by 50%. This object is quite hard to steal and very rarely drops.
Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.
Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage
Temporal Stone: This extremely rare and valuable item makes a unit immune to time-stopping or altering abilities.
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.
Vanishing Crystal: This small crystal looks as though 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.
Vicious Silver Pin: A small, needle-like pin that can easily be worn 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
Pure Stone
Razor Stone + Plate
Magic Poms
24- Day Pearls + Light Plate
12- Fire Gems+Flame Plate
12- Dark Gem+Water Plate
12-Magic Crystal+Magic Plate
Abilities:
Alchemic Thief: This character may create small, whip-like tendrils that can easily pick-pocket foes. This will allow Thief to work from two range, but not against flying foes. This character will also be able to use Thief twice in one turn, but not against the same foe twice in a row. Costs: 3 pg
Hand Clap Alchemy: A form of alchemy that does not require a circle... instead using the clapping of hands. This greatly increases the speed of alchemy. If this character uses an alchemy ability, then he will boost his speed by +15 for the remainder of his and the opponent's next phase. Costs: 3 pg
Blade of Death: A weapon art. This ability will allow the user to leap into the air. If fighting grounded foes, this will cause the user to gain +50 Avoid and Hit. The user will then release a powerful burst of death from their knife toward the foe. 1-3 range. This attack will deal double the damage of a regular knife strike and will have a 60% (70%) (120%) burn chance. This ability may be used once every four (other) turns. Costs: 5 pg and weapon.
Black Flames of Destined Death: This character may change its normal burn status to a Black Flames burn status. It may choose to do either; using this ability does not remove access to normal burn. Black Flames deal less damage than a normal burn. Burn deals 2% (3%), Severe Burn deals 4% (6%), and Lethal Burn (if accessible) deals 10% (15%). However, this burn status cannot be resisted. And, more frighteningly, this burn status tiers off HP from the max HP cap of the character for the rest of the battle. Purge or other high-efficacy cleansing abilities may remove this HP cap reduction. Costs: 5 pg
Burning Weapon: When this character initiates with a fire weapon, those attacks will have a 40% (50%) chance to burn the enemy with each strike. Costs: 4 pg
Pouring Wounds (II): Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (80%) (100%) (150%) of the time. This ability only activates on physical attacks. Costs 3 pg
Clutch: This unit stays in the fight due to its extreme greed. It will survive one lethal hit for each rare item it has in its possession, whether that item is in its inventory or within 10 spaces of it (8). Costs: 4 pg
Covetous Heart (II): This character has an extremely good chance to steal up to half of a foe's items. However, they themselves must kill the foe, and their chances of finding items will only be boosted by this ability if they search the corpse on the turn directly after killing the character. At the second level, this ability will allow the character to steal all the items a character is carrying. Costs: 4 pg
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
Avoid Conflict (II): If this character is attacked but does not counter-attack, it will boost its evasion by 15 (+30) on the next turn. This can stack, maxing at 90+ (+140) avoid. This ability will be lost as soon as this character attacks. Costs: 4 pg
Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg (Ring)
Cover of Darkness: This unit receives double avoid bonuses in the dark or at night. Costs 2 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 3x the normal damage of a strike with the equipped weapon. Costs: 5 pg
Ferocity: Beast Ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg
Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 pg (AFO stolen from War Horse).
Thief: Instead of attacking, this unit may try and steal an item from an adjacent enemy. It cannot steal weapons that are being held or full body armor. Generally, this move can take something directly from the enemy character's inventory. Extremely rare items are stolen last. Costs: 3 pg
(TBA) Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will triple the total damage output. Costs: 8 pg
(TBA) Tough Claws: This unit's claws are as hard as diamond. They give heavy weapon and armor wear with every blow, and this ability doubles the claw skill damage bonuses. It will also boost the damage of claw type attacks by 50%. Costs 3 pg
(TBA) Proficiency (II): If this unit uses a single attack type, they may double that attack type's total damage. Costs: 12 pg
(TBA) Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg
(TBA) Charisma: This character is extremely charming. Any enemy units that might find this unit charming immediately have their total attack damage halved when trying to strike this foe. This ability starts slowly, but it increases in its likelihood to activate the more turns this character spends near the enemy. It does not affect the might of an enemy's counter-attack. It is surprisingly effective against certain units. Costs: 3 pg
(TBA) Confidence: Each time this character dodges a foe, it will boost its base attack stat by 20. This ability will max out at a 500 damage boost. However, this damage boost will be completely lost as soon as this character is hit. Costs 3 pg
(TBA) Hand to Claw Combat: Unit may use claws during martial attacks. This adds claw skill damage to martial damage. Costs: 2 pg
(TBA) Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
(TBA) Charisma: This character is extremely charming. Any enemy units that might find this unit charming immediately have their total attack damage halved when trying to strike this foe. This ability starts slowly, but it increases in its likelihood to activate the more turns this character spends near the enemy. It does not affect the might of an enemy's counter-attack. It is surprisingly effective against certain units. Costs: 3 pg
(TBA) Confidence: Each time this character dodges a foe, it will boost its base attack stat by 20. This ability will max out at a 500 damage boost. However, this damage boost will be completely lost as soon as this character is hit. Costs 3 pg
(TBA) Hand to Claw Combat: Unit may use claws during martial attacks. This adds claw skill damage to martial damage. Costs: 2 pg
(TBA) Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
(TBA) Neck Break: This ability may only be used once a battle. The character chooses an 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
(TBA) Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block Strategist. This ability may be used once per enemy. Costs: 4 pg
(TBA) 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
(TBA) Traumatizing Blows: The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% of the time. This ability only activates on physical attacks. Costs 3 pg
(TBA) Warm Fur: This unit is covered in a thick layer of fur. This works as surprisingly good armor, granting resistance to fire, ice, explosion, and martial type damage. It grants immunity to cold debuffs and extreme resistance to freezing. Buffs total defense by 30%. Costs: 6 pg
Character Type: Speed, Stealth, Beast, Status, Thief
Weakness: Mild weakness to bite and claw type damage.
Caps:
HP: Small
Attack: 200
Defense: 100
Skill: 135
Speed: 150
Move: 12
Weakness: Mild weakness to bite and claw type damage.
Caps:
HP: Small
Attack: 200
Defense: 100
Skill: 135
Speed: 150
Move: 12
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