Thursday, April 18, 2019

Mirkwood Elf





Mirkwood Elf: Level 24
HP: 4,680
Attack: 28
4M Marksman: 70
2M Light: 50
2M Sword: 50
2M Knife: 50
Elvis Longbow: 130 (158) (228) (278) (556)
Elvis Curved Blade: 100 (128) (178) (228) (465)
Elvis Dagger: 80 (108) (158) (208) (416)
Defense: 30
2M Armor: 50
Elvis Robes: 100 (130) (180)
Speed: 50 (55) (60) (+10 avoid) (+25 avoid)
Skill: 70
Move: 5




Items:

4-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.

Elvis Longbow: -15 speed at 1 range. A finely crafted bow. 1-3 range. Arrows can be enhanced with light type damage. Base 130 light/pierce type damage.

Elvis Curved Blade: +5 speed. This weapon is terrifically balanced and sharp. Base 100 blade/light type damage.

Elvis Dagger: +10 speed. A lightweight but lethal weapon. Base 80 blade/light type damage.

Elvis Robes: +10 avoid. Leightweight armor that defends against magic. Susceptible to wear. Grants 100 extra base defense.


Abilities:

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

Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
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

Stealth: This character may become invisible on the world map. They cannot be detected unless the enemy has some sort of sense enhancing special ability. They will be revealed when they attack, but only for one turn. They may retreat, and become invisible again. Stealth also adds 15+ to their percent chance to dodge. Cost: 4 pg

Elvish Healing: This character may heal themselves or an adjacent ally 10% of their total HP if they are standing in forest terrain. They may also heal minor status conditions. This does not take their turn to accomplish. Costs: 2 pg

Skills:
Marksman: 4M
Light: 2M
Sword: 2M
Knife: 2M
Armor: 2M

Character type: Stealth, Marksman, Melee

Weakness: Weak to biting and tail attacks. Resist magic and poison.

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