Darkeater Midir: Level 53
HP: 100,800 (201,600 1UP)
Attack: 1200
5GM Fire: 1000
5GM Explosion: 1000
5GM Light: 1000
5GM Dark: 1000
5GM Light: 1000
5GM Dark: 1000
5GM Magic: 1000
5GM Claw: 1000
5GM Bite: 1000
5GM Tail: 1000
5GM Wing: 1000
Ancient Dragon Flames: 300 (1500) (2500) (3500) (21,000) (42,000) (46,200) (57,750)
Abyss Breath: 1200 (2400) (3400) (4400) (26,400) (52,800) (58,080) (87,120) (108,900)
Pursuers: 50 (1250) (2250) (3250) (19,500) (39,000) (42,900) (53,625)
5GM Claw: 1000
5GM Bite: 1000
5GM Tail: 1000
5GM Wing: 1000
Ancient Dragon Flames: 300 (1500) (2500) (3500) (21,000) (42,000) (46,200) (57,750)
Abyss Breath: 1200 (2400) (3400) (4400) (26,400) (52,800) (58,080) (87,120) (108,900)
Pursuers: 50 (1250) (2250) (3250) (19,500) (39,000) (42,900) (53,625)
Claw Attack: 1200 (2200) (2750)
Bite Attack: 1200 (2200) (2750)
Tail Attack: 1200 (2200) (2750)
Wing Attack: 1200 (2200) (2750)
Defense: 700
Tail Attack: 1200 (2200) (2750)
Wing Attack: 1200 (2200) (2750)
Defense: 700
5GM Shield: 1000
Great Serpentscale Pendant: 100 (1100) (6600) (13,200) (13,900)
Ancalagonscale Pendant: 100 (1100) (6600) (13,200) (27,100)
Smaugscale Pendant: 100 (1100) (6600) (13,200) (40,300)
Seath Crystal Pendant: 100 (1100) (6600) (13,200) (53,500)
Lightscale Pendant: 20 (1020) (6120) (12,240) (65,740)
Darkscale Pendant: 20 (1020) (6120) (12,240) (77,980)
Flamescale Pendant: 20 (1020) (6120) (12,240) (90,220)
Magicscale Pendant: 20 (1020) (6120) (12,240) (102,460)
Speed: 126 (136)
Skill: 155 (165)
Move: 6 (10 move while flying)
Items:
Speed: 126 (136)
Skill: 155 (165)
Move: 6 (10 move while flying)
Items:
5-Heart Containers
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.
Lightscale Pendant: An ancient pendant, made from a white dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the light skill stat and boosts of this character. This item is easily lost or stolen.
Flamescale Pendant: An ancient pendant, made from a red dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the flame skill stat and boosts of this character. This item is easily lost or stolen.
Darkscale Pendant: An ancient pendant, made from a black dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the dark skill stat and boosts of this character. This item is easily lost or stolen.
5-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%. This item will likely harm the holder 5% per turn if they are not immune to dark.
10- Fire Gems: Boosts fire type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire.
10- 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%.
20-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
1-Air Gem: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.
20-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
1-Air Gem: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.
Abilities:
Abyss Breath (III): Signature ability. Base 400 (800) (1200) might. This character breathes a ray of devastating light and dark mixed together. This attack will corrupt any character it kills. This attack is boosted by the attack stat and light and dark skill stats and boosts. This attack cannot be removed by the strategist. This attack ignores immunities and resistances. At second stage, this attack cannot be consumed. At third tier, this attack will deal 50% more damage when this character initiates the attack. 1-3 range. Costs: 12 pg
Devastating Breath Ray: Once every three turns this character may fire off its Flame Breath first and then unleash its Abyss breath in a beam that strikes 5 spaces directly in front of it. This attack may be counter-attacked (though it is only countered once, not for the flame breath). Costs: 5 pg
Consume Abyss: Signature Ability. This character is immune to dark type attacks. If struck by a dark type attack, they will heal as much HP as the total might of the attack. They may also consume a dark terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. This character may consume the Abyss itself, slowly weakening Manus and creatures from that darkness. When this character consumes darkness, it will boost its base attack stat by 200. This attack boost will max out at 4000 addition base attack. Costs: 5 pg
Flying Grab: The unit may attempt to attack their small or very small foe. This is somewhat clumsy, and it reduces hit by 15. If the attack lands, the character grabs their enemy and flies off with them. The character must be flying when initiating this attack. The character may then continue using any left-over movement, but each space takes two movement due to extra weight. Each space traveled gives throw damage to the enemy, and this ignores blocking and defense. Once the character has finished moving, they may throw their enemy up to two spaces away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. The enemy will take throw damage based off the character’s throw skill level. Costs: 4 pg
Stealthy Flier: When in flight, this character adds 50 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 4 pg
Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg
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
Stealthy Flier: When in flight, this character adds 50 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 4 pg
Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg
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
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase enemy phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg
Pursuers: +15 hit. This ability may be used once every three turns. Instead of attacking, a character may summon a flurry of dark 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/dark 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
Pursuers Unleashed: This ability may only be used if the character has the ability "Pursuers" unlocked. With this ability unlocked, this character may take a turn to charge once it has Pursuers orbiting it. Doing this doubles the number of Pursuers. This character may continue to take turns, charging more and more Pursuers (adding 5 more each time). Each time this ability charges, it will add 2 to the range of and +10 hit to the Pursuers. However, this character may now choose not to unleash them when a foe moves close. Instead, this character may eventually take their action to unleash all the charged Pursuers at once. They will be equally divided among all foes who are within the range of the potentially massive AoE. Costs: 6 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
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
(TBA) Shadow Claw: This unit may add its dark-type skill to its claw attacks. It will also boost the total might of these attacks by 50%. Costs: 2 pg
(TBA) Triumphant roar: This character psyches itself up with a triumphant roar. It will add 30 hit to its next attack as well as increase the total damage by 25%. Costs: 2 pg
(TBA) Building Hunger: If this unit is within 10 spaces of an enemy, they may activate this ability against them. Each turn this unit remains targeted to that enemy will result in an addition of 50 base points to the attack of this character. However, it will also result in the loss of 5 skill for each turn the enemy is targeted. This character may not attack any other unit when it is locked onto a foe, though it may counter. This ability may be ended at any time and started again. Costs: 5 pg
(TBA) Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg
(TBA) Traumatizing Blows: The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% of the time. This ability only activates on physical attacks. Costs 3 pg
(TBA) Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 40% of the time. This ability only activates on physical attacks. Costs 3 pg
Character Type: Dragon, Dark, Destructive
Weakness: Severe Lightning weakness. Arrow Weakness. Resists Dark and Fire-type attacks. Immune to dark terrain. Immune to burning. This character is immune to auto-damage.
Caps:
HP: Large
Attack: 1100
Defense: 600
Speed: 111
Skill: 140
Move: 6 (10 while flying)
(TBA) Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg
(TBA) Traumatizing Blows: The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% of the time. This ability only activates on physical attacks. Costs 3 pg
(TBA) Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 40% of the time. This ability only activates on physical attacks. Costs 3 pg
Character Type: Dragon, Dark, Destructive
Weakness: Severe Lightning weakness. Arrow Weakness. Resists Dark and Fire-type attacks. Immune to dark terrain. Immune to burning. This character is immune to auto-damage.
Caps:
HP: Large
Attack: 1100
Defense: 600
Speed: 111
Skill: 140
Move: 6 (10 while flying)
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