Friday, May 3, 2019

Dark Sun Gwyndolin





Dark Sun Gwyndolin: Level 45
HP: 40,500 (52,650 Sereph Robe)
Attack: 50
5M Bow: 80
5M Light: 80
5M Magic: 80
5M Staff: 80
Darkmoon Bow: 200 (250) (380) (460) (2300)
Darkmoon Catalyst: 300 (350) (430) (510) (2805)
Defense: 40
3M Armor: 60
Darkmoon Robes: 200 (240) (300)
Speed: 120
Skill: 139
Move: 7 (teleportation style movement)




Items:

Crown of the Dark Sun: A potent crown. Requires the wearer to be a master in light, magic, and armor skill weapons. This crown will boost the magic and light damage of this character by 50%.

Darkmoon Bow: -15 speed at 1 range. This holy weapon unleashes arrows at a stunning rate. It strikes 4 times when attacking. The arrows deal light and pierce type damage. Base might 200.

Darkmoon Catalyst: A extremely powerful catalyst. This weapon will work well with many spell type abilities, adding its damage to them. The weapon deals staff/magic type damage. It requires a character to be at least a 3M level in magic skill. The weapon has 1-2 range. Base might: 300

Darkmoon Robes: Finely woven robes that grant resistance to magic, psychic, and dark type attacks. These robes also offer 200 defense. Unfortunately, they are easily worn down.

8- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken. 

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


Abilities:

False Replicas: This character may take a turn to sacrifice 30% of it's HP to generate two false replicas of itself. These replicas will have 10% of this character's HP as their own. They will not be able to use abilities that have already been expended by the character. This character may make up to ten of these replicas in any given battle. On any map, there may only be 16 replicas at any given time (meaning both foes and allies may contribute to maxing out this number). Killing this character will destroy the replicas. False replicas cannot buff, take the hit for, heal, or enhance the character that created them or other identical false replicas in any way. Costs: 8 pg

Magic Stealth (II): 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 once every five turns during combat. They may retreat, and become invisible again. Stealth also adds +20 to their percent chance to dodge. Cost: 6 pg

Shape Shift: This unit may take a turn to take on the appearance of someone else. When in that character's form, they gain that character's movement type, along with their resistances and weaknesses. However, shape shifting cannot remove the innate weakness of the character using this ability. Costs: 5 pg

Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg

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 (100) (400) (480) (2640 with catalyst) 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

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

Soul Spear: +5 hit. This unit fires a powerful Soul Spear. This magic attack has a base 150 (200) (500) (580) (3190 with catalyst) magic might. This attack may only strike twice per turn. It is enhanced by a catalyst. Costs: 4 pg

Warp: Once every four turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg

Recover: Three times a day, this unit may take a turn to recover 40% of it's HP. This move may only be done once every five turns. Costs: 5 pg


Skills:
Light: 5M
Marksman: 5M
Magic: 5M
Staff: 5M
Armor: 3M


Character Type: Magic, Shape-shifting, Strategist

Weakness: Weak to bleeding, poison, and burning. Resists light. 

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