Upper Moon Five: Level 86 (87 Muzan's Blood)
HP: 1,377,600 (4,132,800 Heart Container) (9,918,720 Mako Cells) (15,869,952 Blood) (21,424,435 Bottle) (27,851,766 Crystal Soul) (44,562,825 Centaur Heart+Soul) (62,387,955 DoN) (-4,611,442 deletion) (57,776,513)
Attack: 26,100
2OMEGA Sword: 4,000
2OMEGA Dark: 4,000
2OMEGA Fire: 4,000
2OMEGA Explosion: 4,000
1OMEGA Magic: 2,000
1OMEGA Light: 2,000
5GM Earth: 1,000
5GM Marksman: 1,000
Gael's Greatsword: 900 (27,000) (31,000) (35,000) (39,000) (42,000) (50,000) (52,000) (104,000) (494,000) (936,000) (1,378,000) (4,134,000) (4,547,400) (5,002,140) (6,002,568) (9,003,852) (13,505,778) (27,011,556) (x1.25 when attacking)
Starcaller Greatsword: 4,500 (30,600) (34,600) (38,600) (42,600) (46,600) (54,600) (56,600) (113,200) (537,700) (1,018,800) (1,499,900) (4,499,700) (4,949,670) (5,444,637) (6,533,564) (9,800,346) (14,700,519) (29,401,038) (x1.25 when attacking)
FUGS: 2,100 (28,200) (32,600) (36,600) (40,600) (44,600) (52,600) (54,600) (109,200) (518,700) (982,800) (1,446,900) (4,340,700) (4,774,770) (5,252,247) (6,302,696) (9,454,015) (14,181,067)) (28,362,134) (x1.25 when attacking)
Darkblood Wings: 1,000 (27,100) (28,100) (32,100) (36,100) (44,100) (46,100) (391,950) (783,700) (2,351,100) (2,586,210) (2,844,831) (3,413,797) (6,827,594) (10,241,392) (20,482,783) (x1.25 when attacking)
Defense: 23,000 (46,000) [92,000] (138,000)
2OMEGA Armor: 4,000
Abyssal God Armor: 1,000 (47,000) (51,000)
Savage Darkblood Cloak: 1,000 (2,000) {53,000}
Forged Flesh: 1,000 (2,000) {55,000}
Vibranium Chainmail: 600 (1,600) {56,600} [133,200] (169,800)
2OMEGA Shield: 4,000
Fire Spirit Shield: 1,000 (5,000) (9,000) (11,000) (93,500) (187,000) (374,000) (748,000) {804,600}
Dark Spirit Shield: 1,000 (5,000) (9,000) (11,000) (93,500) (187,000) (374,000) (748,000) {1,552,600}
Light Spirit Shield: 1,000 (5,000) (6,000) (7,000) (59,500) (119,000) (238,000) (476,000) {2,028,600}
Earth Spirit Shield: 1,000 (5,000) (6,000) (7,000) (59,500) (119,000) (238,000) (476,000) {2,504,600}
FUGS: 787,837 (1,575,674) {5,051,654} [10,103,308] (15,154,962)
Speed: 313 (323) (338) (343) (348) (+5) (+20)
Skill: 313 (323) (338) (348) (358) (+10) (+30 Hit)
Move: 8 (9) (12 (13) Flying)
Items:
Gael's Greatsword+++: -10 Speed. Greatsword of Slave Knight Gael, the only weapon that he kept with him from beginning to end. A massive executioner’s blade, worn and cracked from eons of use. The blade’s chipped edges make it somewhat susceptible to being damaged; however, the blade’s jagged edge makes it extremely effective at wearing through armor. With the completion of the Dark Soul and Gael’s ascent to grand mastery in sword, this weapon has reached the peak of its power. Deals extreme armor, shield, and weapon wear. When augmented with “Dark Blood Blade”, the sword is unbreakable. Gael may use a subaction to tighten his grip and twist his hands around the sword’s handle, causing his hands and forearms to bleed profusely. Deals 500 damage and grants the bleeding status. This vicious weapon will always strike twice, making it one of the deadliest brave weapons in the world. Deals Base 300 (900) Blade/Fire/Explosion-type damage.
2-Starscourge Greatswords+++: -35 Speed. Unbelievably massive, onyx blades. These huge weapons require the holder to have at least 20,000 base attack currently in order to use them. These weapons boast 1500 (4500) blade/dark/magic/energy type might. This weapon's damage is not debuffed when using the ability "Astra". At their final state, they may be augmented with the ability Earthen Weapon. When augmented, they may deal either blade or bludgeon and may be treated as either a sword or a club. This weapon will allow the character to access the Weapon Art "Starcaller Cry". This weapon functions as a base 500 (1500) might catalyst but may only be used for Gravity and Starlight spells.
Fume Ultra Greatsword: -25 Speed. A twisted sword, the heaviest of all ultra greatswords, resembling a slab of black slate. This weapon, said to belong to a traitor from long ago, was so heavy that it found no owner, and became a forgotten relic of history. This weapon, if used with two hands, can be used as a shield. This must be chosen as a defensive option during the first attack of the enemy phase. When defending with this weapon, this unit will be unable to counter for the entire enemy phase, but will gain a shield with the might of 1/8 the neutral standing damage of this weapon. This "shield" may be battered away by powerful wear attacks, most notably bludgeon and explosion. It has about as much durability as two barriers. If battered to the side, this character will receive no defense, but will still be incapable of counter-attacking during the enemy phase. May be augmented with Dark. Deals 700 (2,100) Blade or Bludgeon/Fire/Earth-type damage.
Executioner's Greatsword++: -25 Skill. This heavy blade has a blunted end and is designed to quickly end the life of a helpless foe. This weapon will ignore all evasion abilities (including extreme evasion or auto-dodge abilities) and parry-type abilities if striking a foe who is locked in place on a tile or who is mentally incapacitated. this does not include stun, flinch, freeze, sleep, or abilities like petrification; however, it does include abilities that cause foes to be unable to take their turn due to mental trauma. This weapon cannot be used for abilities that impale a foe such as Cruel Impale or Finish Strike. Base 1,000 (2,000) Blade/Fire-type damage.
Gael's Repeating Crossbow: -25 Speed. A crossbow customized for repeat-firing to face mobs alone. Used in the battles along the path of an endless journey, this crossbow is covered with twists and dinks, rusted with blood, and made extremely brittle from overuse. This lethal crossbow fires arrows extremely quickly. Although this bow cannot be used to counterattack, it will strike four times when attacking. Base 200 Pierce-type damage.
Gael's Forged Flesh: Flesh forged into the character at a demon forge. This flesh will add an additional 1,000 base defense as well as grant innate resistance to Poison, Ice, Sonic, and Absorb. This is nearly impossible to steal.
Abyssal God Armor: Once glorious armor that has since been corrupted by the Dark Soul and demonic blood. This armor is made of a ludicrous amount of immensely valuable materials, fused together with the power of the Soul Stone and Father's alchemy. Practically impossible to destroy. Grants Immunity to Fire, Explosion, Dark, and Psychic-type damage. Base 1,000 Armor.
Vibranium Chainmail: A shirt of mail made from extraordinary metal. Practically impossible to destroy. Grants Immunity to Martial and Bullet-type damage. Base 600 Defense.
Savage Darkblood Cloak: A red cloak infused with the awesome power of the Dark Soul. This cloak will double the total might granted by "Savage Cloak". Grants resistance to Air, Earth, Ice, and Water-type damage. This cloak may also be used as a weapon. If attacking with this cloak, this cloak will deal Base 1,000 Wing/Dark/Fire-type damage. If "Dark Blood Blade" and "Blood of the Dark Soul" are active, these wings will receive those buffs and Blood-type damage. Base 1,000 Defense.
(TBA) Berkian Hero's Pendant: A pendant given to Slave Knight Gael for his courage in defense of Berk during the Roman invasion. 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.
Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.
Abilities:
Demon Blood Art-Blood of The Dark Soul: If this character is bleeding, they may use the might of their own blood to empower their weapon. This will add 5% of their max HP to their dark attacks. If this character has severe bleeding, it will add 10% of their max HP to their dark attacks. Lethal Bleeding will add 20% of this character's max HP as blood damage. This buff causes dark attacks to deal blood/dark damage. This augment will last as long as this character is bleeding. The blood damage added will never be increased by standing multipliers. Costs: 5 pg
Demonic Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. This ability cannot be used in daylight. Costs 5 pg
Bloodletting: This character may spend their turn to inflict themselves with a bleeding status. Doing so will cost them 5% of their HP. They may repeat this if they are already bleeding and give themselves the severe bleeding status. Doing so will immediately cost them 10% of their HP. Finally, if they are severely bleeding they may perform this ability and give themselves lethal bleeding. This will immediately cost them 20% of their HP. This move should be used with care. Costs: 1 pg
Cloak Wings: Gives this character the ability to fly. Will improve movement by +3 when in flight. Costs: 2 pg
Savage Cloak: This character may add (x2) their cloak damage to all their sword-type attacks. This will include bonus damage for the armor skill stat. 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 take 25% of the total damage of the attack as unblockable, undodgeable damage. (With the power stone, all attack types may trigger savage blow. Including AoEs, Assualt Moves, and even Counter Attacks). Costs: 5 pg Blast Back: If this unit is using a fire, energy, or explosion type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. (With the power stone, any attack type may trigger blast back, and the character using the ability may choose which individual hits trigger the ability). Costs: 3 pg
Spiraling Finish Strike: An incredibly advanced form of the ability Finish Strike. This ability requires the user to be at least 1GM in whatever melee weapon they are using. First, this character performs a spin attack, striking all foes within range of their melee weapon(s). This spin attack will only strike once. However, foes will not be able to counter until the character performs the second part of the attack. This character then leaps into the air and stabs its primary weapon into the chest of their foe. This leaping attack may target any foe within 3 spaces of where the spin attack was performed and move two spaces towards them. This attack will deal 3x the total might of the weapon's normal strikes. The enemy cannot counter-attack this move, but enemies struck by the spin attack can depending on where this character ends its movement. This ability takes four turns to recharge. This blow has a 60% to give an enemy the severe bleeding status. Having this move will prevent the character from using normal Spin Attack and Finish Strike. Costs: 6 pg
Warp: Once every four (two) turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 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
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Ferocity of The Dark Soul: This ability may be used once every five (3) days. This ability will channel the full power of humanity's darkness through the one who crafted the Dark Soul in his own form. This will boost the speed of Gael by +40 points, and increase his total damage by 50%. The buff lasts for three turns and can be activated on the same turn as attacking. Costs: Legendary Dark Gem
Age of Dark: As a result of usurping the First Flame into the Dark Soul, this character has been empowered. This character will increase all Dark damage by +10% (20%) on top of all multipliers, as well as increase their Speed and Skill by +10. The wielder of the Dark Soul will increase their Dark-type damage by 20%. Cost: Usurpation of the First Flame
Devourer of Thousands (II): 20% HP buff after feeding on thousands of lives. Costs: 3,000 devourings.
Til' Death Do Us Part: This character has married another. When standing adjacent to the character that this character has married, both units will receive a 25% (50%) boost to their total defense, and a +20 (+40) boost to their avoid. Costs: Marriage
Protective Parent: This character is extremely protective of their child. They will attempt to take the hit for them during an enemy phase if the child unit is within 2 spaces of them. This has a 50% chance to succeed, but this character is required to attempt this. This character will counter-attack the foe the maximum number of times, and will have zero avoid when taking the hit. Costs: Child Unit.
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 melee level.
Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.
Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
Reaving Wings: -5 speed and skill. The wing attacks of this character will always deal double damage. This will not stack with other abilities of this type such as dual weild. This will only activate if the character has landed. It cannot activate in flight. Costs: 5 pg or GM in Wing
Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.
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
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(TBA) Way of the White Corona: An ancient miracle that has been fine-tuned and weaponized over eons by the Slave Knight. This attack will place 5 circular spell blasts on a tile in front of Gael. If an enemy is on that tile, they will be struck by all five spells, but they will only calculate their dodge once, thus causing them to be hit by all the attacks or none of them. The spells will then launch out to both sides, straight forward, and at an angle, making a fan-shaped attack area. The spells will move out two spaces from the square they were initially placed on. If a character is at the furthest reach of the spell, they will be attacked by it once. However, if they are on the starting square, or the second square the spells travel through, they will be struck by the attack twice. Each spell has a base might of 50 magic/light/sacred type damage, and is improved by the attack stat and skill and item boosts of this character. This attack may be used once every three (other) turns. Enemies will have the opportunity to counter-attack between getting struck the second time if they are struck by the spells going out and then returning. Costs: 4 pg
Character Type: Melee, Dark, Demon
Nightmare King Grimm's Curse, accepted willingly by Gael: Gael shall never attack Nightmare King Grimm. If NKG attacks Gael, Gael may defend himself. Breaching this curse will result in death and the loss of 6 levels.
Weakness: Extreme sunlight weakness. This unit will take 30% of its total HP as damage on any turn it is exposed to sunlight, and sunlight exposure will shut off auto-healing for the next turn. Weak to light damage. Characters are twice as likely to cleave this character. However, unless this character is killed by sunlight, light damage, demon-killing items/weapons/abilities, or cleave, it will not truly die and will not level down (though it will still fall in battle and may lose items). Mild ice and poison weaknesses. Resists dark type damage.
With All Items:
Caps:
HP: High
ATK: 200
DEF: 100
SKL: 128
SPD: 128
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