Uruk-Hai Berserker: Level 54
HP: 78,000 (234,000)
Attack: 500
5M Martial: 80
Martial Attacks: 500 (580)
5GM Sword: 1000 (2000)
Uruk-Hai Berserker Blade: 100 (600) (2600) (5,200) (10,400) (52,000) (78,000) (234,000) (351,000)
Defense: 250
Speed: 155 (160)
Skill: 140 (150)
Move: 7 (9)
Items:
Vile Daught: A horrible tonic. Once drunk, this will prevent the character from using any other health-boosting items. However, it will triple the HP of a monster unit.
Uruk-Hai Berzerker Blade: A strong, hard blade. Extremely long and brutal. This weapon must be used with two hands. This weapon doubles the damage boosts granted by the ability "Berserk". Base might 100. +Mordor Forged (grants the blade 50% more damage when fighting for the will of a Dark Lord).
Uruk-Hai Berzerker Blade: A strong, hard blade. Extremely long and brutal. This weapon must be used with two hands. This weapon doubles the damage boosts granted by the ability "Berserk". Base might 100. +Mordor Forged (grants the blade 50% more damage when fighting for the will of a Dark Lord).
Cracked Shadow Pure Stone: A poor replica of a gleaming Pure Stone. This item will double the damage of pure type weapon attacks but will crumble to dust if the character holding it falls in battle.
Razor Stone+Plate
Rough Boots: This item is permanently attached to the character. It adds +2 movement, but it will prevent the character from ever being able to use other movement-boosting items or abilities.
Abilities:
Berserk: This unit may activate this ability once a battle at the start of it's turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50% (100%) (200%). It will also increase the speed stat of this unit by 40 (80). However, any attacks that strike this unit during this time will deal 3x damage to it. Costs: 5 pg
Razor Stone+Plate
Rough Boots: This item is permanently attached to the character. It adds +2 movement, but it will prevent the character from ever being able to use other movement-boosting items or abilities.
Abilities:
Berserk: This unit may activate this ability once a battle at the start of it's turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50% (100%) (200%). It will also increase the speed stat of this unit by 40 (80). However, any attacks that strike this unit during this time will deal 3x damage to it. Costs: 5 pg
Berserker: This unit fights only in a blind rage. If this unit is not current in a "Berserk" state, it will have its attack debuffed by half. If it is Berserk, it will double the speed and damage buffs granted by that ability. Costs: 5 pg
Mob: All units that have Mob and are in range of a single opponent may add all their total attack damage together and strike the enemy in unison. This attack can only strike once, but it is impossible to dodge. If the character being attacked is fast enough to counter-attack before being hit, they will only strike one of the mobbing enemies. If the mobbing enemy who starts the attack is killed, his damage will not be given, but the rest of the mob will still deal damage as normal. Costs: 5 pg
Character Type: Melee, Monster
Weakness: Light attacks.
Mob: All units that have Mob and are in range of a single opponent may add all their total attack damage together and strike the enemy in unison. This attack can only strike once, but it is impossible to dodge. If the character being attacked is fast enough to counter-attack before being hit, they will only strike one of the mobbing enemies. If the mobbing enemy who starts the attack is killed, his damage will not be given, but the rest of the mob will still deal damage as normal. Costs: 5 pg
Barbaric Frenzy: Barbarian/Berserker Class ability. This unit may activate this ability at any point during their turn. This unit will then build their frenzy chance by 20% each turn until the battle ends. In this state, the character may take two attack actions each turn. Costs: 4 pg
Embrace Madness: This character will deal double damage when they frenzy. Costs: 2 pg
Wild Swing: -30 hit. This unit may swing wildly at its opponents during its normal strikes. This only works with physical attacks. If using wild swing, this unit will deal 30% extra damage. Costs: 3 pg
Reckless attacker: If this unit has less than a 50% chance to strike their foe, they will multiply their total attack damage x3. Costs: 4 pg
Reckless Fury: If this character attacks a foe and misses them with every hit, on the next turn if this character chooses to attack that foe again, it will deal double damage to them. This ability prevents the holder from using analyze. Costs: 2 pg
Morale of Fear: This vile creature is driven before great powers of darkness as a pawn. If a Dark Lord or captain of these monsters is present on the map, this unit will gain resistance to fear and pain. It will also always survive a single lethal blow. If the dark lord leading these monsters falls in battle (and no dark lord remains), this character will lose 50% of its defense and will immediately try to flee the battle. Costs: 4 pg
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. Costs: 4 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Sword Mastery: This unit has mastered the Sword. This ability will double the sword skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for sword skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg
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.
Character Type: Melee, Monster
Weakness: Light attacks.

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