Thursday, March 14, 2019

Pure Vessel





Pure Vessel: Level 54
HP: 78,000 (101,400 Seraph Robe) (132,600)
Attack: 250
5M Sword: 80
5M Magic: 80
5M Dark: 80
3M Whip: 60
2M Psychic: 50
2M Explosion: 50
2M Sonic: 50
Pure Nail: 400 (650) (730) (810) (4050) (6075)
Pure Nail: 400 (650) (730) (810) (890) (4450) (8900) (13,350)(20,025)
Dream Nail: 200 (285) (365) (445) (1335)
Defense: 250
5M Armor: 80
Pale Ore Armor: 350 (430) (580)
Speed: 145 (170 avoid) (185 avoid)
Skill: 155 (170 hit)
Move: 6 (Has access to teleporting movement style)



Items:

2-Poisonous Black Protodermis: A sickly, black fluid. If consumed it will dwell in the body of a character, and as such it is hard to remove. This will increase the HP of characters with extremely high dark affinity by 20%. 

Pure Nail: A marvelously crafted weapon. The blade is enhanced by magic is nearly unbreakable. This long sword is fit for a warrior who towers above others, and it's far-reaching swings are hard to avoid. Adds +15 hit and +15 avoid when this character attacks a foe who is also using a melee weapon. Base 400 blade/magic type damage.

Pale Ore Armor: Armor given to the Hollow Knight as a gift from the Pale King. This armor is extremely durable, and due to the large size of the Vessel, it does not have any speed penalties. However, this character may choose to shatter the armor, and doing so will boost it's speed by 10. This armor blocks magic and psychic type attacks. Base 350 defense.

8- 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. 

8- Dream Wheels: Boosts the psychic ability of a character by 50%

4-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%.

8- 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%.

8-Shrieking Stone: A stone formed from the air that has been vibrated with such severity that it crystalized. Boosts sonic type attacks by 50%.


Abilities:

Dark Blood Sword: This character may take a turn to add dark type damage to its blade and boost the total damage of the sword attacks by 50%. The sword will receive the dark-type skill, damage, and boosts. This augment lasts for 5 turns. This augments automatically triggers if this character takes the bleeding status. Costs: 5 pg

Shade: If this character falls in battle, it will leave behind a shade. This shade has levitating movement, but only 4 movement speed. It is a dark, ghostly entity, and thus immune to most statuses and instant kill abilities. The shade will have 25% of the HP of the character who leaves it. The shade will have the same stats as the character who leaves it. The shade ensures that no items are dropped when the character dies, and it may attempt to kill the enemy that killed the character, preventing a level down. However, in order to recover its items, the character must kill its own shade. The shade deals only half damage to the character. Costs: 2 pg

Absorb Soul (II): This ability cannot be removed by strategist. This character will gain soul each time it strikes a foe. It will gain one "soul point" for each damaging strike it actually lands. Six (5) of these points will fill it's vessel completely, and at the second tier, this character may fill two of these vessels. A full soul vessel may be used for many different types of attacks and abilities. Costs: 4 pg

Focus: This unit may spend a filled soul vessel to heal 50% of its HP. This takes a turn to accomplish. Costs: 4 pg

Desolation Dive: This attack strikes all squares adjacent to this character once. It is an area attack, and it cannot be dodged. It does not hit flying foes. It deals dark/explosion type damage. The base might of this attack is 100 (350) (430) (480) (1260) (4800), but it is boosted by the attack stat and skill boosts of this character. This ability requires a full soul vessel to use. This attack cannot be countered. Costs: 2 pg

Abyss Shriek: This attack strikes all squares within two spaces of this character once. It is an area attack, and thus cannot be dodged. It deals dark/sonic type damage. This attack deals double damage to characters who are flying. The base might of this attack is 100 (350) (430) (480) (1260) (4800), but it is boosted by the attack stat and skill boosts of this character. This ability requires a full soul vessel to use. Costs: 2 pg

Shade Soul: This attack will strike all enemies in front of the character in a straight line of three squares. It is a dark/magic type attack. This attack may strike more than once, depending on how fast the character who fires it is. However, this attack may be counter-attacked by the enemy. This attack has a 25% chance to burn the enemy. This attack has a base might of 40 (290) (370) (450) (2,250) (4,500), but it is increased by the attack stat and skill boosts of this character. Costs: 3 pg

Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg

Moth Wing Cloak: This unit may quickly dash using this cloak. If the unit's speed is higher than that of the opponent, it immediately gives this character a 20% 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. This cloak also boosts the avoid of the character by 25. Costs: 5 pg

Dreamgate: This unit may leave a Dreamgate 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 Dreamgate can be destroyed by magic, dark, psychic, or light type attacks. Costs: 4 pg

Quick Slash: Doubles the amount of times this user strikes with a nail when attacking. Costs: 5 pg

Fragile Strength: Increases the total damage of the user's nail attacks by 50%. However, if this character falls in battle, they must wait three days for this ability to mend. Costs: 4 pg

Void Tendrils: Once every three turns, this character may open up the darkness that dwells with and lash out with it. This attack will always strike four times, but it may hit more based on this character's speed (16 times maximum). These tendrils have a 150 (300) (380) (440) (2,200) dark/whip type might, and are boosted by the attack stat, along with the skill stats and boosts of the character. These whips will hit behind shields, and they have a 1-2 range. The void tendrils each have a 25% chance to induce the bleeding status on the enemy they strike. Costs: 6 pg

Seal Soul: This character may absorb the entity of one enemy it has just killed. This enemy will then not respawn at the nearest portal. They are trapped. Whether or not the enemy can escape varies depending on the strength of the enemy, but it is very, very difficult to escape this vessel. The enemy will be freed if the Knight falls in battle. Costs: 7 pg

(TBA) Dream Nail: This weapon may only strike once. It is a psychic/blade type attack. It is quite strong and levels up in damage alongside the sword skill stat of the user. Costs: 3 pg

Skills:
Sword: 5M
Dark: 5M
Magic: 5M
Whip: 3M
Psychic: 2M
Explosion: 2M
Sonic: 1M

Character Type: Melee, Magic, Stealth

Weakness: Pierce type attacks. Resists Dark.

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