Friday, May 3, 2019

Majora's Mask





Majora's Mask: Level 48
HP: 68,040
Attack: 450
5M Dark: 80
5M Magic: 80
5M Psychic: 80
5M Fire: 80
5M Absorb: 80
5M Poison: 80
5M Whip: 80
Whip attack: 450 (530)
Dark Blast: 450 (530) (2650)
Magic Blast: 450 (530) (2650)
Psychic Blast: 450 (530) (2650)
Fire Blast: 450 (530) (2650)
Absorbing Blast: 450 (530) (2650)
Poison Blast: 450 (530) (2650)
Defense: 300
5M Shield: 80
Dark Shield: 100 (180) (900) (1,200)
Speed: 115
Skill: 125
Move: 5 (levitating type movement)



Items:

8- 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. 


8- Twisted Spoon: Boosts any unit's psychic type damage by 50%.

16- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%

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. 

4-Vorpent's Eye: A terrible stone that doubles the might of poison type attacks. Fairly easily lost or stolen.

8-Fragrant Root: This object will boost absorbing type moves, as long as they are plant-based, by 50%. This root does not look valuable, and thus is rarely stolen.


Abilties:


Burn it Down: This unit can set fire to the areas it passes through. It takes 2 move to set a tile ablaze. The duration of these flame barriers will depend on the type of terrain that is burning. Enemy units (or allies who are not immune to flame) that step into these squares will have to spend 2 move to pass through them, and they will immediately take 10 fire type damage. They will also have a 50% chance of getting the burn status. Cost: 4 pg

Burning Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it burning terrain. Fire terrain hurts any characters that walk on it. Burning terrain generally takes 10% of a characters HP for every turn they start in it. Walking characters take two move to pass through dark terrain. Starting a turn in burning terrain gives a character a 50% chance of receiving the burn status. Costs: 4 pg

Dark Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it dark terrain. Dark terrain hurts any characters that walk on it. Dark terrain generally takes 5% of a characters HP for every turn they start in it. Dark terrain lasts less time than fire or other negative terrain affects. Enemies standing in dark terrain lose 30% of their total defense, and will retain this negative status one turn after leaving dark terrain. Flying or levitating characters are immune to dark terrain. Walking characters take two move to pass through dark terrain. Costs: 4 pg

Bony Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it into bony terrain. Bony terrain hurts any characters that walk on it. Bony terrain generally takes 10% of a characters HP for every turn they start in it. Bony terrain lasts much longer than fire or other negative terrain affects. Flying or levitating characters are immune to bony terrain. Walking characters take two move to pass through bony terrain. Costs: 4 pg

Double Terrain: This unit may add one terrain type over another. Costs: 2 pg

Time Warp: Once a day, this character may stop time for two turns. This reduces enemy avoid to zero. It prevents enemy units fcounter-attackingking. When time is stopped, only this unit and other units with Time Warp will take turns. Enemy units cannot be killed during a time stop; they will retain at least 1 HP no matter what. 
This unit may also take 2 “step backs” once a day. Step backs allow the character to re-roll a result they do not like. However, if their is another character on the map with “Time Warp”, that enemy can spend one of their re-rolls to block a re-roll. 
It should be noted that tampering with time might cause strange and dangerous side effects, so it is best not to be done often.
Costs: 6 pg

Gravity: At the start of an attack this unit forces all characters within two 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 five spaces of this character. Costs: 4 pg

Consume Dark: 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. Costs: 5 pg

Consume Magic: This character is immune to magic type attacks. If struck by a magic type attack, they will heal as much HP as the total might of the attack. They may also consume a magic terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. Costs: 5 pg

Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg

Cruel Curse: This unit may curse an enemy, changing their form and rendering them nearly worthless in battle. The form the enemy will take depends on what the enemy is. This curse does not work on characters who are a higher level than this character. This curse does not break when the enemy dies. Only killing this mask or extremely powerful cleansing magic can cure a character. Costs: 10 pg

Skills:
Dark: 5M
Magic: 5M
Psychic: 5M
Fire: 5M
Absorb: 5M
Poison: 5M
Whip: 5M
Shield: 5M

Character Type: Worldbreaker, Possesor, Status

Weakness: Mild weakness to sacred weapons. Resists dark.

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