Elvish Weapon Master: Level 37
HP: 19,800
Attack: 50
4M Marksman: 70
4M Sword: 70
4M Knife: 70
4M Spear: 70
Pure Elvish Longbow: 300 (350) (420) (1680)
Pure Elvish Curved Blade: 250 (300) (370) (1480)
Pure Elvish Dagger: 150 (200) (270) (1080)
Pure Elvish Dual Spear: 200 (250) (320) (1280)
Defense: 50
4M Armor: 50
Elite Elvish Armor: 300 (350)
4M Shield: 70
Elite Elvish Shield: 150 (220) (570)
Speed: 84
Skill: 115
Move: 6
Items:
Pure Elvish Longbow: -10 speed at 1 range. A pure weapon. 1-3 range. Deals 300 pierce type damage.
Pure Elvish curved blade: +5 speed. A pure weapon. Deals 250 blade type damage.
Pure Elvish Dagger: +10 speed. A pure weapon. Deals 150 blade type damage.
Pure Elvish Dual Spear: This weapon strikes twice when attacking. A pure weapon. Deals 200 blade or pierce type damage.
Elite Elvish Armor: This armor is heavier and more durable than normal elvish garments. It defends against magic and resists dark. Grants 300 defense.
Elite Elvish shield: This shield protects against magic and is finely crafted. It resists wear and grants 150 extra defense when being attacked.
Abilities:
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
Tri-Attack: If this unit, along with two other units with this skill, stand on three sides of an enemy without attacking, then the strongest unit may activate a critical hit. This critical hit will deal 3 x the damage of a normal blow, and it cannot be dodged or counter-attacked. Costs: 5 pg
Stand Together: If this unit stands adjacent to another unit of the same kind, this unit will boost its total defense by 25%. This ability does not stack. Costs: 3 pg
Ranged Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 pg
Eyes: 1 Turn of Blindness -15 Hit.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg
Elvis Healing: This character may heal themselves or an adjacent ally 10% of their total HP if they are standing in forest terrain. The may also heal minor status conditions. Costs: 2 pg
Sniper Shot (II): This character's ranged attacks add 2 to their total range. Costs: 6 pg
Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg
Skills:
Marksman: 4M
Sword: 4M
Spear: 4M
Knife: 4M
Shield: 4M
Character Type: Marksman, Melee, Gadget
Weakness: Mild weakness to knife and martial attacks. Resits magic and dark.
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