Tuesday, June 18, 2019

Mikoto





Mikoto: Level 85
HP: 840,000 (2,520,000) (6,048,000) (9,676,800) (12,579,840) (16,353,792) (+91,672,098 Anankos)
Attack: 20,000
1 OMEGA Marksman: 2000
1 OMEGA Light: 2000
1 OMEGA Magic: 2000
Pursuer: 3000 (23,000) (25,000) (27,000) (29,000) (217,500) (435,000) (870,000) (1,740,000)
Light Blast: 20,000 (22,000) (165,000) (330,000)
Magic Blast: 20,000 (22,000) (165,000) (330,000)
Defense: 20,000 (40,000)
1 OMEGA Armor: 2000
Hoshidan Queen Armor: 300 (40,300) (42,300)
Hoshidan Queen Cloak: 300 (42,600) (85,200) (127,800)
1 OMEGA Shield: 2000
Light Spirit Shield: 1000 (3000) (4000) (6000) (45,000) (90,000) (180,000) (360,000) (402,600)
Light Spirit Shield: 1000 (3000) (4000) (6000) (45,000) (90,000) (180,000) (360,000) (762,600)
Great Serpentscale Pendant: 100 (2100) (15,750) (31,500) (63,000) (825,600)
Great Serpentscale Pendant: 100 (2100) (15,750) (31,500) (63,000) (888,600)
Seath Crystal Pendant: 100 (2100) (15,750) (31,500) (63,000) (951,600)
Seath Crystal Pendant: 100 (2100) (15,750) (31,500) (63,000) (1,014,600)
Lightscale Pendant: 20 (2020) (15,140) (30,300) (60,600) (1,075,200)
Lightscale Pendant: 20 (2020) (15,140) (30,300) (60,600) (1,135,800)
Magicscale Pendant: 20 (2020) (15,140) (30,300) (60,600) (1,196,400)
Magicscale Pendant: 20 (2020) (15,140) (30,300) (60,600) (1,257,000) (2,514,000) (3,771,000)
Speed: 275 (280)
Skill: 375 (390)
Move: 7 (8) (10)




Items:

Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.

Rune Arc

10-Heart Containers

4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.

Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dropped at death.

Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of these items.

Pursuer+++: A legendary bow. A character must be GM in marksman to use this weapon. This bow cannot counter-attack. This weapon has an astronomical range, being able to strike enemies with 1-4 (7) spaces. If an enemy is struck by this weapon, it will drop their movement by 3 (6) points and will prevent teleportation-style movement or warping. The Pursuer cannot be augmented but will deal double damage when initiating combat. Base 3000 light/magic/pierce type damage.

Crippling Weapon Seal: An Elite Weapon Seal. This weapon seal will cause each strike of the weapon to debuff the speed/skill of the foe by 3 for 1 turn. This debuff will refresh if they are hit by this weapon (or shuriken with similar properties) again before the debuff is cleared. This debuff will stack. This debuff will cap at 40.

Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items. 

Hoshidan Queen Armor: Regal armor worn by a hoshidan queen. Grants resistence to light, psychic, dark, and magic. This armor is easily worn down. Grants 300 defense.

Hoshidan Queen Cloak: This regal cloak will heal the wearer 20% of their max HP at the start of each turn. Grants 300 defense.

Corrin's Childhood Drawing: An item that fills Mikoto with regret and longing to be reunited with her family. +15 skill

Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops. 

Kind Gold Pin: If worn by a kind character, this item has a high chance to cause foes to struggle to attack them. This will cause foes to deal half damage on their first engagement with this character depending on their personality 

Unfeeling Fragment of Heaven's Walls: This incredibly rare item will cause the holder to resist sacred damage, ignore Blessings of Divine Light, and be immune to the ability Rend Heaven. This item is nearly impossible to drop or steal. However, the holder of this item cannot be saved by Miracle or Miraculous Save, nor can they use Blessings of Divine Light.

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time-stopping or altering abilities.

Drop of Might

Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.

Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen. 

Calculating Mental Rune: A mental rune that is extremely hard to steal. This incredibly rare item will cause the character to reduce the activation rate of enemy abilities by 20. It will reduce the activation rate of statuses by 50. This item is practically impossible to steal and is impossible to drop.

Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

Vicious Silver Pin: A small, needle-like pin that can easily we warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very diffiuclt to steal and very valuable. 

Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.

Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind, overheat). This item is easily lost or stolen.

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage. 

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

Penance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.

Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, ambushes and backstabs.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.

Clotting Ring: This ring will debuff the damage of all blood type attacks used within three range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring is easily lost or stolen.

Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost or stolen.

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.

Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability that's sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill. 

Devilish Destruction Charm

4-Poms of Power (Magic, Light)

Needle Stone+Pier Plate

12-Magic Crystals+Plate

24-Day Pearls+Plate

Boots


Abilities:

Sniper Shot (III):
This character's ranged attacks add 3 to their total range. Costs: 12 pg

Arrow Rain: Once every three turns, instead of attacking normally, this unit may shot dozens of arrows into the air. This will strike every enemy within range once (twice if the unit is nocking twice). Each damage, dodge, and block calculation will be done separately. Other skills can be activated during the strikes of this attack. 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

Replicate: This unit may take a turn to make a clone of itself. The clone will share this character's stats identically. The clone will also share HP with this unit. The clone will also share abilities, meaning if an ability is still recharging, neither the unit nor the clone will be able to access it. If the clone is killed, the unit dies as well. However, the clone can be immediately removed if the character chooses. This move may be used once a battle. Costs: 6 pg

Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (30)
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg

Deep Breath: Marksman/Sniper ability. This character may add 40 to its skill if using a ranged weapon if it has gone one turn without attacking. This +40 skill will only apply to the first engagement this character has, it does not last the entire phase. Costs: 4 pg

Lethal Shot: This character may deal death instantaneously to many types of enemies, targeting their weakest point and ending them, This is a marksman-class only ability. It is usually only able to be learned by snipers. This move may only be activated when attacking from a range. The attack must be able to damage the foe. The attack must hit the foe.
Calculation:
If your skill is 1.5 x higher than the enemy, you have a 5% chance to instant kill them.
If your skill is 2 x higher than an enemy, you have a 10% chance to instant kill them.
If your skill is 2.5 x higher than the enemy, you have a 15% chance to instant kill them.
If your skill is 3 x higher than the enemy, you have a 25% chance to kill them.
Costs: 7 pg

Hexing Rod: -50 Hit. Limited to 3 attempts per day. This deadly rod may target any enemy within 5 spaces. If the enemy is hit by the spell, they will immediately have their maximum HP reduced by half until the end of the day. This status is incredibly difficult to cure. Costs: 5 pg

Ranged 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

Mikoto's Hex: Signature ability. Mikoto may select a foe within 25 range. She will offer the foe a red and blue card and tell them to pick one. Mikoto will silently choose one card to be cursed. If the character picks the cursed card, they will take a severe status. The blue card will cause them to lose 50% of their defense for the next 5 turns. If it is the red card, their max HP will be reduced by 50% for the next 5 turns. However, Mikoto may tell the character which card she wants them to pick. This may or may not be a lie. If they pick the card she suggests and it is trapped, they will lose 100% of their defense or 99% of their HP depending on the card. Costs: 20 pg

Astra: Before attacking, this unit has a 40% (50%) chance to trigger this skill. If the skill activates, the unit may strike five times with half damage blows instead of once. This unit may trigger astra with each normal strike it attempts. Each strike of astra will calculate dodge and damage individually. This unit may choose not to activate this skill. Costs: 5 pg

Hoshidan Unity: Hoshidan Royal exclusive. This character is deeply devoted to the kingdom of Hoshido. The kingdom has focused for generations on skill and discipline-oriented combat. As such, if this character is on a map with any Hoshidan allies, this ability will cause this character to add 10% to the %chance activation of activated abilities. This does not include statuses that have a chance to trigger, only specialized attacks, defensive abilities, or counters. Costs: 1 pg

Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg

Charge Shot: The user takes a turn and charges their ranged weapon. If they are attacked during the next enemy phase, their attack power is doubled. If the character does not move, they will keep this charge until they strike an enemy. Costs 2 pg

Nock Twice: This character will always fire twice when using a bow. This only applies when attacking, and it does not apply to brave weapons. Costs: 5 pg or GM in marksman

Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield

(TBA) 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

(TBA) Miracle: This unit has a 20% chance to survive a lethal strike from an enemy. It will survive with 1HP if this activates. Costs: 4 pg

Character Type: Marksman, Sniper, Magic, Status, Support

Weakness: Explosion-type damage. Mild dark weakness. Resists light, and pierce-type damage.  Immune to Draconic Hex



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