Thursday, May 30, 2019

Silver Lynel





Silver Lynel: Level 48
HP: 58,320
Attack: 300
5M Sword: 80
5M Club: 80
5M Fire: 80
5M Marksman: 80
5M Energy: 80
5M Ice: 80
5M Bow: 80
5M Shield: 80
Lynel Blade: 450 (750) (830) (3943) (7,886)
Lynel Great Club: 700 (1000) (1080) (5130) (10,260)
Lynel Bow: 300 (600) (680) (3230) (6,460)
Lightning Arrows: 50 (730) (810) (2430)
Ice Arrows: 50 (730) (810) (2430)
Fire Arrorws: 50 (730) (810) (2430)
Lynel Shield: 300 (600) (680) (3230) (6,460)
Defense: 400
Lynel Shield: 300 (380) (780)
Speed: 110
Skill: 130
Move: 8




Items:

Lynel Blade: A huge curved blade. Much like and axe, it deals heavy wear to enemy weapons. This blade is incredibly durable. Base 450 blade type damage.

Lynel Great Club: -20 speed. This massive piece of ore serves as a club for mighty Lynel warriors. It is increadibly heavy, only able to be lifted by those who are medium size class characters or above, or characters who posses super-human strength. This weapon must be held with both hands. This club deals absurd damage to shields and force fields, practically breaking them in one hit. Base 700 bludgeon type damage.

Lynel Bow: An unusual weapon that is designed to fire a flurry of shots. This weapon requires five arrows for each shot, but it also has +50 hit at 2 range. It has +20 hit at 3 range or more. At 1 range, this bow will deal 50% extra damage. Lynel's typically pair this weapon with elemental arrows, but it can fire basic arrows as well. Base 300 pierce type might.

20-Lightning Arrows: These arrows are enhanced with an element and will add element skill stats and boosts to their total might. When using this arrow, the base might of the arrow will be added to the might of the bow that is firing it. These arrows are lost after being shot. Base 50 lightning/pierce type might. These arrows have a 10% chance to paralyze a target, dropping its speed by 30.

20-Fire Arrows: These arrows are enhanced with an element and will add element skill stats and boosts to their total might. When using this arrow, the base might of the arrow will be added to the might of the bow that is firing it. These arrows are lost after being shot. Base 50 fire/pierce type might. These arrows have a 20% chance to burn an enemy.

20-Ice Arrows: These arrows are enhanced with an element and will add element skill stats and boosts to their total might. When using this arrow, the base might of the arrow will be added to the might of the bow that is firing it. These arrows are lost after being shot. Base 50 ice/pierce type might. These arrows have a 10% chance to freeze an enemy for 2 turns.

Lynel Shield: A brillianrtly crafted bladed shield. This weapon may be used in tandem with a sword when attacking, allowing it to work effectively with abilities like Dual Wield. This shield grants 300 defense. This shield has 300 blade/bludgeon type might.

Cracked Shadow Pure Stone: A poor replica of a gleaming Pure Stone. This item will double the damage of pure type weapon attacks but will crumble to dust if the character holding it falls in battle.

4- 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. 

4-Ice Gem: Boosts ice type damage by 50%. May allow a special type of ice attack once every four days. Can be used to freeze all adjacent squares.

4- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.


Abilties:

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

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

Sniper Shot: This character's ranged weapon attacks add 1 to their total range. Costs: 3 pg

Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg

High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. This abiltiy cannot be removed by strategist. Costs: 2 pg

Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this character's max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg


Traumatizing Blows: The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% of the time. This ability only activates on physical attacks.  Costs: 3 pg

Ferocity: Beast only ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg

Gallop: If this unit is traveling in a straight line, it may boost it's movement speed by 50%. Costs 4 pg


Heat Wave: Once every three turns this unit may release a powerful pulse of fire energy that strikes all squares within 2 spaces of this character. This attack only hits once. The base might of this attack is 100 (400) (480) (1440) fire type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. Costs: 4 pg

Sword 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

Triumphant roar: This character psyches itself up with a triumphant roar. It will add 30 hit to its next attack as well as increasing the total damage by 25%. Costs: 2 pg


Skills:
See above

Character Type: Melee, Beast, Mount

Weakness: Weak to shield repost and flurry rush. Mild spear weakness. Resists claw, wing, and bite. 





No comments:

Post a Comment