Tuesday, May 7, 2019

Roman Elite Guard





Roman Elite Guard: Level 36
HP: 15,900 (20,670 Seraph Robe)
Attack: 50
5M Spear: 80
3M Throw: 60
Pure Elite Roman Lance: 250 (300) (380) (1520) (3040)
5M Sword: 50
Pure Elite Short Sword: 250 (300) (380) (1520) (3040)
5M Knife: 80
Pure Assasin Dagger: 100 (150) (230) (920) (1840)
Defense: 50
3M Armor: 60
Roman Silver Armor: 150 (200) (260)
5M Shield: 80
Roman Elite Guard Shield: 150 (230) (490)
Speed: 85
Skill: 95
Move: 5



Items:

4-Pure Elite Roman Lance: A long weapon. +15 hit against enemies using short weapons or martial/body type attacks. 250 base pierce type damage. Fairly easily broken by strong bludgeon or axe blows.

Pure Elite Roman Short Sword: A short sword specialized for close combat. Simple, but reliable. Base 250 blade type damage.

Pure Assasin Dagger: +10 speed. A quick and well-balanced dagger. Works extremely well at very close range. Base 100 blade type damage.

Roman Silver Armor: Silver armor that offers protection from attack. Does not defend against psychic damage, but does block magic. Very sturdy. Offers 150 defense.

Roman Elite Guard Shield: A huge square shield. Double's it's a defense if being attacked by piercing type attacks. If two units using this shield stand side by side, the base defense of this shield will double. Has a base defense of 150. Very sturdy and hard to destroy. Defends against magic.

Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.


Abilities:

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

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

Sword Assault (II): 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 7 times with normal damage and finishes with a 2 x damage strike. Costs: 10 pg

Roman Legion: This unit will boost its base attack by 20 for every other unit that has this ability and is within ten spaces of it. This may stack up to a 500 damage boost. 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

Strategist: This unit may choose a 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

Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 1 pg

War Cry: Instead of attacking, this unit may rally their allies with a war cry. This will boost all ally units within three spaces, granting them a 30% bonus to their total attack damages. This attack boost only lasts during the turn it is used, not during the next enemy phase. Costs: 3 pg


Skills:
Spear: 2M
Throw: 1M
Sword: 2M
Armor: 1M
Shield: 2M

Character Type: Melee, Soldier

Weakness: Dark type damage. Resist lightning. 

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