Little Ghost: Level 68
HP: 135,000
Attack: 3,000
5GM Sword: 1,000
5GM Magic: 1,000
5GM Dark: 1,000
Coiled Nail: 300 (3,300) (4,300) (5,300) (6,300) (12,600) (53,550) (100,800) (201,600) (302,400) (453,600)
Shade Soul: 40 (840) (1,640) (4,640) (5,640) (42,300) (84,600) (169,200) (219,960) (439,920)
Abyss Shriek: 100 (900) (1,700) (4,700) (5,700) (42,750) (75,500) (17,1000) (222,300) (444,600)
Desolate Dive: 100 (900) (1,700) (4,700) (5,700) (42,750) (75,500) (171,000) (222,300) (444,600)
Defense: 2,500
Dark, Magic Poms
Abilities:
(TBA) Thorns of Agony: If this unit is struck by an attack, it will release a torrent of thorns. These deal pierce type damage. They are an area attack, and they strike all adjacent squares. These thorns may only trigger once per individual enemy that attacks. They immediately give twice the damage of a normal nail strike. This damage cannot be blocked, but it can be defended against. Costs: 4 pg
(TBA) Absorb Soul: 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 of these points will fill its vessel completely, and it cannot absorb more. A full soul vessel may be used for many different types of attacks and abilities. Costs: 2 pg
(TBA) 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
(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
(TBA) Focus: This unit may spend a filled soul vessel to heal 50% of its HP. This takes a turn to accomplish. Costs: 3 pg
(TBA) 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
(TBA) 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
Character Type: Melee, Magic, Stealth
Weakness: Pierce type attacks
Caps:
HP: Very Small
Attack: 400
Defense: 100
Speed: 145
Skill: 145
Move: 7
5GM Armor: 1,000
Jevil Cloak: 150 (2,650) (3,650)
Jevil Cloak: 150 (2,650) (3,650)
Speed: 235 (245)
Avoid: 245 (285) (325) (350)
Skill: 235
Move: 7 (8) (11 (12) Flying)
Items:
Coiled Nail: An upgraded nail. It requires pale ore to upgrade. Base 300 blade/magic type might. Strangely, this weapon cannot be destroyed.
Skill: 235
Move: 7 (8) (11 (12) Flying)
Items:
Coiled Nail: An upgraded nail. It requires pale ore to upgrade. Base 300 blade/magic type might. Strangely, this weapon cannot be destroyed.
Jevil Cloak: This cloak is very hard to look at. Especially from a close distance. This cloak adds +30 avoid against attacks from adjacent enemies. Also grants 150 base defense.
Asgardian Brilliant Catalyst Glove++: This fantastic piece of equipment will add 400 (800) to the base might of all cast spells. This item is practically indestructible, even able to survive disintegration.
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 avoid to the holder. Why defend when you cannot be touched? This item cannot be removed as it functions similar to a 1UP or Seraph Robe.
Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.
Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.
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.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, ambushes and backstabs.
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%.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
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.
Pontiff's Left Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, the following blows will restore 30% of the damage given to the enemy to the character wearing the ring. This item is easily lost or stolen.
Pontiff's Right Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, each of the following blows will deal 20% more damage to the foe. This item is easily lost or stolen.
Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce-type damage.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial-type damage.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning-type damage. The ring is easily lost or stolen
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.
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.
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.
2-Magic Rod: A strange but powerful item. This item will boost the base might of flame element attack by 400. This item will only boost element attacks that include Magic-type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
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.
Devilish Destruction Charm
Pure Stone
Razor Stone + Plate
24- Night Sapphires+Dark Plate
12-Magic Crystal+Magic Plate
Abilities:
Quick Slash: Doubles the number of times this user strikes with a nail when attacking. This does not Stack with Brave Weapons or Brave Weapon Seals. Costs: 3 pg
Grubberfly's Elegy: This unit's nail attacks now have 1-2 range. This ability only works when this character has over half HP (or if they are at Fury of The Fallen). Costs: 3 pg
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
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 weeks for this ability to mend. Costs: 4 pg
Monarch Wings: Gives this character the ability to fly. Will improve movement by 3 when in flight. Costs: 2 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% (40%) 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 (+50). Costs: 5 pg
Shade Cloak: This unit must have the Moth Wing Cloak to use this ability. This cloak doubles the chance of this character performing the "instant dodge" from the moth wings. This cloak also doubles the evasion boost offered by the Moth Wing cloak. Finally, this cloak allows this character to pass through enemies while moving through the map, but not while using the crystal heart. Costs: 6 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
Shaman Stone: A unique charm. Doubles the total damage dealt by Desolation Dive, Abyss Shriek, and Shade Soul. Note that all these abilities count as cast spells and may also be improved by catalysts. 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, but it is boosted by the attack stat and skill boosts of this character. This ability requires a full soul vessel to use. This ability can be used to attack or to counter. Costs: 3 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, but it is boosted by the attack stat and skill boosts of this character. This attack deals double damage to burrowing-type movement or buried foes. This ability requires a full soul vessel to use. This attack cannot be countered. Costs: 3 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, but it is increased by the attack stat and skill boosts of this character. Each individual shot takes 1/6 of a full soul vessel to use. Costs: 3 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, but it is boosted by the attack stat and skill boosts of this character. This ability requires a full soul vessel to use. This ability can be used to attack or to counter. Costs: 3 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, but it is boosted by the attack stat and skill boosts of this character. This attack deals double damage to burrowing-type movement or buried foes. This ability requires a full soul vessel to use. This attack cannot be countered. Costs: 3 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, but it is increased by the attack stat and skill boosts of this character. Each individual shot takes 1/6 of a full soul vessel to use. Costs: 3 pg
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg
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(TBA) 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. Costs: 1 pg
(TBA) Crystal Heart: This unit may triple it's movement speed if traveling in a straight line. However, it cannot moves through difficult terrain, and will be immediately stopped by enemies, trees, rocky terrain, etc... Costs: 4 pg
(TBA) Absorb Soul: 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 of these points will fill its vessel completely, and it cannot absorb more. A full soul vessel may be used for many different types of attacks and abilities. Costs: 2 pg
(TBA) 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
(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
(TBA) Focus: This unit may spend a filled soul vessel to heal 50% of its HP. This takes a turn to accomplish. Costs: 3 pg
(TBA) 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
(TBA) 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
Character Type: Melee, Magic, Stealth
Weakness: Pierce type attacks
Caps:
HP: Very Small
Attack: 400
Defense: 100
Speed: 145
Skill: 145
Move: 7
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