Thursday, April 11, 2019

Aldrich, Devourer of Gods





Aldrich, Devourer of Gods: Level 65
HP: 187,200 (374,400 1-UP+Draught of Life) (561,600 Centaur Heart+Soul) (-10,040 Deletion)
Attack: 1,700
5GM Dark: 1,000
5GM Magic: 1,000 
5GM Psychic: 1,000 
3GM Spear: 600
2GM Staff: 400
Gravelord Ritual Spear: 800 (2,500) (3,500) (4,100) (4,500) (9,000) 
Defense: 1,800
3GM Armor: 600
3GM Shield: 600
Speed: 167
Skill: 225
Move: 6



Items:
(Dream) Gravelord Ritual Spear++: A ritual spear presented to Darkmoon Knights, corrupted by Aldrich's influence. This spear may also be used as a catalyst. This weapon is boosted by Spear and Staff-type skills. Base 400 (800) Pierce/Magic-type damage and adds 800 (1,600) might to spells and blasts.

Gibdo Cursed Bandages: Wearing this armor immediately curses the character who dons it. However, it grants resistance to ice, fire, poison, earth, and air type damage. It also makes the character immune to indirect damage and terrain movement debuffs. Base 600 defense.

Savage Magic Weapon Seal: Doubles damage of Magic/Melee-type weapons; prevents augmentation.  

Philosopher's Stone: Doubles ability usage and halves cooldown time. 

4- Magic Poms


Abilities:

Devour Gods (III+Needled): Aldrich's Signature Ability. If Aldrich has access to the corpse of a character he may take a turn to consume them. This will immediately heal 30% (50%) (60%) of his HP, but it will also allow him to steal any ability he chooses from the opponent, including second or third-tier abilities. This ability will be his permanently, even if he falls in battle. Aldrich may only steal one ability per time he consumes an enemy. Aldrich may hold a total of 15 (18) stolen abilities. If he wishes to gain another, he may lose one and replace it. Second level abilities require using two slots, and third-tier abilities require 3. In the needled state, this ability may be used to steal needled abilities. Needled abilities cost one additional slot. Costs: 40 pg

(Consumed) True Shadow Form (III): This unit unleashes its true form from the "container" of its body. This monstrous black shadow is extremely long-ranged, able to cover the entire map in low light settings (normal night time). During the day, the shadow may engulf any adjacent areas that may be exposed to shadow (trees, caves, buildings). Wherever this shadow falls, enemy units are susceptible to attack. In this third form of the ability, this character may actually take three turns attacking with this shadow, so any enemy units within reach are at serious risk. The shadow does count as part of this character, so it can be used to activate abilities, but the shadow will not take damage for this character. The attacks are dark/blade type damage. The base might of these attacks are 300. At close range, the shadow around this character is incredibly dense, so dense that it takes 3 movement to walk through a single tile of shadow. Characters standing in a shadow infected tile will immediately take 100 (1,300) (2,300) (17,250) (18,975) damage at the beginning there turn. This can be avoided by flying or hovering. Also, light and dark type attacks can destroy a shadow infected tile, along with all the infected tiles adjacent to it. Destroyed shadow tiles take one turn to return. Standing in this shadow offers 30 avoid to this character. This true form cannot exist in extremely bright or extremely dark areas. Costs: 20 pg

(Consumed) I Can Do Anything: Signature Ability. This character ignores all status conditions and stat drops. This includes moves like strategist, taunt, and even time stopping moves. This character cannot take secondary damage or auto-damage. If an enemy has an ability that drops the speed, skill, or evasion of this character, the effects of that ability will be reversed and boost this character rather than debuff them. However, possessing this ability leaves the character deeply unstable. Costs: 7 pg

(Consumed) Negative Zone: This ability creates a massive field of unusual energy. It has a range of ten. All characters caught in this field receive -30 speed, take 10% damage at the start of their turn, and cannot activate any activatable skills. This ability takes one turn to activate and lasts three turns. Can be used once (twice) per battle. Costs: 6 pg

(Consumed) Wear Down: If this unit initiates combat with a foe, regardless of whether or not they land a hit on them, they will reduce the foe's defense by 10%. This will stack if this character or other characters with the ability continue to engage with the debuffed for. This debuff will last for two turns past the last time it was triggered. This ability is usually limited to low tier military units. Costs: 5 pg

(Consumed) Gravity (II): At the start of an attack this unit forces all characters within eight spaces of it to drop to the ground. This may hurt a character, but the damage varies depending on their character type and weight. If the unit is smashed down into hazardous terrain, they immediately take double the negative effects of that terrain. This character may choose not to activate gravity. This ability will prevent teleportation-type movement and abilities within ten spaces of this character. Costs: 8 pg

(Consumed) Replicate (II): This unit may take a turn to make a clone of itself. The clone will share this character's stats identically. The clone will also share HP with this unit. The clone will also share abilities, meaning if an ability is still recharging, neither the unit nor the clone will be able to access it. If the clone is killed, the unit dies as well. However, the clone can be immediately removed if the character chooses. This move may be used once a battle. The second version of this ability allows a third clone to be created, and this clone may be made by either the character or the initial replica. Costs: 12 pg

(Consumed) All Sight: This character has incredible perception. It will be immediately aware of shapeshifted, invisible, or otherwise hidden enemies. Costs: 3 pg

(Consumed) Water Breathing: This character may use many different forms of sword techniques via his unique Water Breathing form. If this character is incapable of breathing (due to a choke or the environment), he will be unable to use these techniques. This ability may not be removed by strategist. 
1st Form-Water Surface Slash: This character may choose to only strike once, but doing so will boost the damage of the strike by 50%. This only works on regular attacks that this character initiates. 
2nd Form-Water Wheel: This character may choose to only strike once, but it may strike all adjacent foes. Foes will dodge and counter individually. This may only be done once every three turns.
3rd Form-Flowing Dance: This character may debuff the speed of the regular attack that they initiate by 10 in order to improve their skill by 25. 
4th Form-Striking Tide: This character may choose to attack four times, but doing so will drop the might of his attacks by 50%. This form may only be used once every three turns.
5th Form-Blessed Rain After Drought: This character may choose to kill a foe painlessly.
6th Form-Whirlpool: This character may choose to only strike once, but it may strike all adjacent foes. Foes will dodge and counter individually. This will deal triple damage if this character and his foes are standing in water. This may only be done once every three turns.
7th Form-Piercing Rain Drop: This character may choose to boost his speed for one turn by 20. However, this will reduce the total damage of his attacks by 60%. This may be done every other turn.
8th Form-Waterfall Basin: This character may smash down into the foe with great force. This will triple the total damage of their regular attack, but it will only strike once. This will deal massive shield wear. This strike may only be performed once every 4 turns.
9th Form-Splashing Water Flow: This character boasts incredible footwork. This will prevent them from taking fall damage and allow them to resist throwing damage.
Costs: 15 pg

Demon Blood Art-Deep Imbuing Blood (II): Aldrich's Demon Blood Art. If Aldrich has access to the corpse of a character he may take a turn to consume them. This will immediately heal 30% (50%) of his HP, but it will also allow him to steal any ability he chooses from the opponent, including second or third-tier abilities. This ability will be stored within him, separate from the normal way he consumes abilities. If Aldrich falls in battle, these stored abilities will be lost. Aldrich may only steal one ability per time he consumes an enemy. Aldrich may only store 1st or 2nd tier abilities. Aldrich may hold a total of 10 stolen abilities. If he wishes to gain another, he may lose one and replace it. Second level abilities require using two slots. Upon storing these abilities, he may grant his blood to a character and allow them to have access to the ability. They will have to pay levels for it, but will be able to reshuffle abilities. Aldrich may only give one ability to a character. Aldrich may only give out a total of 10 tiers worth of abilities. If the character holding the ability falls, they will lose it, but Aldrich may give it to them again. If Aldrich falls, any abilities he has bestowed will be lost. Costs: 20 pg

(Consumed) Kokushibo True Form (II): Kokushibo may unleash his monstrous form, covered in blades and wielding an absurdly long blade. In this form, all physical attacks will deal 50% (100%) more damage and his total speed will be boosted by +10 (+20). Unlike most form changes, this will not prevent Kokushibo from autohealing, but his healing will be reduced by half. This form will add +1 range to all breathing art attacks at second tier. Costs: 10 pg (Given: Gael)

(Consumed) Ne Gok Sa's Mind Shackle: Signature Ability. If Ne Gok Sa is attempting to mind shackle a unique unit, he will double his chances to activate the ability. If foes are immune to mind shackle or mind control, Ne Gok Sa will still always have a 5% chance to control them. Costs: 6 pg (Given: The Radiance)

(Consumed) Wind Breathing: This character may use many different forms of sword techniques via his unique Wind Breathing form. If this character is incapable of breathing (due to a choke or the environment), he will be unable to use these techniques. This ability may not be removed by strategist. 
1st Form-Dust Whirlwind Cutter: (Activated, Brave) This art may add 3 movement to the character. However, they must attack a foe when using this cutting art. This may be used every turn.
2nd Form-Claws-Purifying Wind: (Activated, Not Brave) This art will strike four times and deal 75% the normal damage of a sword strike. However, this art deals massive armor and shield wear. This art may be used every other turn.
3rd Form-Clean Storm Wind Tree: (Not Activated, Brave) This art may be used when countering. It will reduce the damage of enemy ranged attacks by 75%, even if those ranged attacks are used from 1 range. This may be used once during the enemy phase every other turn. 
4th Form-Rising Dust Storm: (Not Activated, Brave) This art will cause the sword strikes of the character to reach flying foes and will deal 50% more damage to them. 
5th Form-Cold Mountain Wind: (Not Activated, Brave) This art may be used once every three turns. If it strikes the foe, it will reduce their avoid for the next two turns by 30.
6th Form-Black Wind Mountain Mist: (Activated, Brave) This attack will strike only once, and it is performed in a powerful uppercut. It will knock away all the shields and barriers of the foe for the rest of that phase. This attack may be used once every four turns.
7th Form-Gale, Sudden Gusts: (Not Activated, Brave) This art will function as a normal attack, but will clear five spaces around the user of any clouds of gas, fog or flame. This will remove certain abilities that leaves clouds on the map. Clouds will not be able to placed within five spaces of this character for two turns.
8th Form-Primary Gale Slash: (Not Activated, Brave) This art causes the user to leap into the air, granting them the ability to ignore terrain while moving. The user must attack at the end of their movement in order to use this. This art will also add 30 to the user's avoid. This art may be used once every other turn. 
9th Form-Idaten Typhoon: (Activated, Not Brave) This art causes the character to flip above the foe. This only works on foes standing on the ground. The user must be adjacent, and they must be able to move to the opposite side of the foe. This art will cause the character to leap over the foe and unleash a powerful downwards attack, landing on the opposite side of the foe. However, this will deal 5x the damage of a normal strike. This attack may be used once a battle. 
Costs: 15 pg

(Consumed) Heir of Flame (II): Signature ability. The Grimmchild's wings of element attack will not break proficiency on pure damage attacks. All flame-type attacks used by allies within two (three) spaces of the Grimmchild will be boosted by 50% (100%) (120%), including the Flame Attacks of the Grimmchild himself. However, this buff will be lost if the Grimmchild uses any element other than fire. (Not impacted by Frenzied Flame Abilities) Costs: 8 pg (Given: Mob)

(Consumed) Purity: This character is not affected by attack or defense downing abilities. They are also impossible to give poison or bleeding statuses. Costs: 4 pg (Given: Shabriri)

(Consumed) Sing: This character may reinvigorate most types of allies by singing. This will allow units who have moved to take another full turn. This song has two range and can allow any allies within its reach to move again. This ability cannot be removed by strategist. This may be done every other turn. Requires 3M sonic. Costs: 5 pg (Given: Midra)

Visions of Ages to Come: This character possesses great prophetic power, and will occasionally see visions. These visions can see nearly anything, but are often vague and can be cryptic. These visions cannot perceive shrouded characters, items, or events. Costs: 5 pg

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% 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 

(TBA) Dreams as Clear as Reality: Aldrich signature ability. If Aldrich has seen an item or weapon, he may take several days to dream of it and magically create it. He may not be in play during this time, he must slumber. If he is woken he must start the process over. Rarer items and weapons take longer. However, once he finishes, he will have created a magical replica of the object. Only he can hold the item, as it is truly just an illusion created by the potent magic of his mind, but this ability is incredible nonetheless. Costs: 10 pg

(TBA) Demon Blood Art-Deep Imbuing Blood: Aldrich's Demon Blood Art. If Aldrich has access to the corpse of a character he may take a turn to consume them. This will immediately heal 30% of his HP, but it will also allow him to steal any ability he chooses from the opponent, including second or third-tier abilities. This ability will be stored within him, separate from the normal way he consumes abilities. If Aldrich falls in battle, these stored abilities will be lost. Aldrich may only steal one ability per time he consumes an enemy. Aldrich may only store 1st tier abilities. Aldrich may hold a total of 5 stolen abilities. If he wishes to gain another, he may lose one and replace it. Second level abilities require using two slots, and third-tier abilities require 3. Upon storing these abilities, he may grant his blood to a character and allow them to have access to the ability. They will have to pay levels for it, but will be able to reshuffle abilities. Aldrich may only give one ability to a character. Aldrich may only give out a total of 5 tiers worth of abilities. If the character holding the ability falls, they will lose it, but Aldrich may give it to them again. If Aldrich falls, any abilities he has bestowed will be lost. Costs: 10 pg

(TBA) Demon Blood Art-Deep Imbuing Blood (III): Aldrich's Demon Blood Art. If Aldrich has access to the corpse of a character he may take a turn to consume them. This will immediately heal 30% (50%) (60%) of his HP, but it will also allow him to steal any ability he chooses from the opponent, including second or third-tier abilities. This ability will be stored within him, separate from the normal way he consumes abilities. If Aldrich falls in battle, these stored abilities will be lost. Aldrich may only steal one ability per time he consumes an enemy. Aldrich may hold a total of 15 stolen abilities. If he wishes to gain another, he may lose one and replace it. Second level abilities require using two slots, and third-tier abilities require 3. Upon storing these abilities, he may grant his blood to a character and allow them to have access to the ability. They will have to pay levels for it, but will be able to reshuffle abilities. Aldrich may only give one ability to a character. Aldrich may only give out a total of 15 tiers worth of abilities. If the character holding the ability falls, they will lose it, but Aldrich may give it to them again. If Aldrich falls, any abilities he has bestowed will be lost. Costs: 40 pg

(TBA) Devour Gods (II):Aldrich's Signature Ability. If Aldrich has access to the corpse of a character he may take a turn to consume them. This will immediately heal 30% (50%) of his HP, but it will also allow him to steal any ability he chooses from the opponent, including second or third-tier abilities. This ability will be his permanently, even if he falls in battle. Aldrich may only steal one ability per time he consumes an enemy. Aldrich may hold a total of 5 (10) stolen abilities. If he wishes to gain another, he may lose one and replace it. Second level abilities require using two slots, and third-tier abilities require 3. Costs: 20 pg

(TBA) Soul Mass: This ability may be used once every three turns. Instead of attacking, a character may summon a flurry of magic to surround them. If an enemy moves within two spaces of them, these orbs will automatically attack, even on the enemy phase. There are five orbs, and each has a base 50 magic type might. If this character moves within two spaces of an enemy on its own turn, the orbs will automatically fire. This does not use up this character's attack on this phase, and they do not have to attack the character that the orbs target. Costs: 5 pg

(TBA) Great Soul Dregs: This devastating spell is filled with black energy from the Deep. It slightly homes in on enemies, granting it +5 hit. This attack may only be fired once. It has 300 base might and will add the base attack stat of the character to the damage along with dark and magic skill boosts. Costs: 4 pg

(TBA) Soul Arrow: A simple magic spell. Can be added to a catalyst for extra damage. Soul arrows count as arrow type damage, and thus are effective against flying enemies. Base 50 might. Costs: 2 pg

(TBA) Strategist: This unit may ca 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) Terrifying Presence: Fear-type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg

(TBA) Curse: Instead of attacking, this unit places a curse on an adjacent enemy. This curse will activate at a random point at some time in the future and take 50% of their max HP. Curses are very difficult to cure and require advanced magic healing moves. Most magic type characters are immune to this status condition. Costs: 4 pg

(TBA) Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg

(TBA) Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg

(TBA) 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 lose take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg

(TBA) Swallow Alive: -20 hit. This character may swallow an enemy 1 size class smaller than them. After swallowing the foe, the enemy will lose 10% of their HP at the start of each turn. This is poison type damage, so immunities and resistances still apply. The character who has swallowed the foe will heal 5% of their HP at the start of each turn while the enemy is inside them. If the character who has swallowed the enemy does not attack the following turns, it may increase the damage taken by the foe to 15%. The enemy may attack the character who has swallowed them, and they have a 100% chance to hit the predatory character. However, they may only strike once, and their total damage will be reduced by 25%. If this character wishes, they may take a turn to vomit out the captured character. Costs: 6 pg

(TBA) Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg

(TBA) Godkiller: When attacking a unit who is a god/divine type unit, this unit will add 30% to their damage output. Costs: 2 pg


Character Type: Magic, Dark, Worldbreaker, Demon

Weakness: Mild weakness to ice and sonic-type attacks. Resist bludgeon type damage. 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).

Caps:
HP: Medium
Attack: 300
Defense: 400
Speed: 102
Skill: 160
Move: 6

Abilities:
Devour Gods:
    True Shadow Form (III)
    Negative Zone
    I Can Do Anything!
Imbuing Blood:
    TBA



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