Sumeragi: 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: 20,500
1 OMEGA Sword: 2000
1 OMEGA Energy: 2000
1 OMEGA Dark: 2000
1 OMEGA Martial: 2000
Hagakure Blades: 1500 (22,000) (24,000) (48,000)
Hagakure Blades (Dual Augment): 1500 (22,000) (24,000) (26,000) (28,000) (210,000) (420,000) (448,000) (896,000) (1,344,000) (2,016,000)
Venge Dark Katana (Lighting Augment): 1500 (22,000) (24,000) (26,000) (28,000) (210,000) (420,000) (448,000) (896,000) (1,344,000) (2,016,000)
Dark Killing Edge (Lightning Augment): 1500 (22,000) (24,000) (26,000) (28,000) (210,000) (420,000) (448,000) (896,000) (1,344,000) (2,016,000)
Dark Wakazashi (Lightning Augment): 1500 (22,000) (24,000) (26,000) (28,000) (210,000) (420,000) (448,000) (896,000) (1,344,000) (2,016,000)
Honed Dark Katana: 10 (20,510) (22,510) (24,510) (26,510) (198,825) (397,650) (424,160) (848,320) (1,272,480) (1,908,720)
Dark Blast: 20,500 (22,500) (168,750) (337,500)
Defense: 20,000 (40,000)
1 OMEGA Armor: 2000
Samurai King Armor: 300 (40,300) (42,300)
Defense: 20,000 (40,000)
1 OMEGA Armor: 2000
Samurai King Armor: 300 (40,300) (42,300)
Samurai King Cloak: 300 (42,600) (85,200) (127,800)
2-Hagakure Blades+++: +10 speed. +10 avoid. Legendary twin blades. These impossibly fast and light katanas may be used while dual wielding without penalty. These weapons may not be used by any character who is less than a 1GM in sword. Base 1500 blade type might. This pure weapon may be augmented without taking a turn to do and it may take up to two augments at once.
Samurai King Armor: +30 avoid. The best Hoshidan armor, worn only by the king himself. This armor resists pierce, blade, bludgeon, and dark-type damage. It is more resistant to wear than most cloth armor but is still eventually easy to tear apart. Grants 300 defense.
1 OMEGA Shield: 2000
Godzillascale Pendant: 100 (2100) (15,750) (31,500) (63,000) (105,600)
Godzillascale Pendant: 100 (2100) (15,750) (31,500) (63,000) (168,600)
Ankalagonscale Pendant: 100 (2100) (15,750) (31,500) (63,000) (231,600)
Ankalagonscale Pendant: 100 (2100) (15,750) (31,500) (63,000) (294,600)
Energyscale Pendant: 20 (2020) (15,150) (30,300) (60,600) (355,200)
Energyscale Pendant: 20 (2020) (15,150) (30,300) (60,600) (415,800)
Darkscale Pendant: 20 (2020) (15,150) (30,300) (60,600) (476,400)
Darkscale Pendant: 20 (2020) (15,150) (30,300) (60,600) (537,000)
Darkscale Pendant: 20 (2020) (15,150) (30,300) (60,600) (597,600)
Darkscale Pendant: 20 (2020) (15,150) (30,300) (60,600) (658,200)
Darkscale Pendant: 20 (2020) (15,150) (30,300) (60,600) (718,800)
Darkscale Pendant: 20 (2020) (15,150) (30,300) (60,600) (779,400)
Speed: 315 (320) (340) (+60 avoid) (+20 avoid) (+20 avoid) (+20 vs melee)
Skill: 325 (+20 vs melee) (+80 hit)
Move: 8 (9) (11) (14)
Items:
Skill: 325 (+20 vs melee) (+80 hit)
Move: 8 (9) (11) (14)
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.
2-Hagakure Blades+++: +10 speed. +10 avoid. Legendary twin blades. These impossibly fast and light katanas may be used while dual wielding without penalty. These weapons may not be used by any character who is less than a 1GM in sword. Base 1500 blade type might. This pure weapon may be augmented without taking a turn to do and it may take up to two augments at once.
2-Venge Dark Katana+++: A massive black katana. This weapon deals half damage when attacking. However, it will deal 3x damage when it counters. The holder must be 1GM in sword to use this weapon. Base 1500 dark/blade type damage.
8-Dark Wakasashi+++: Special Katana designed for throwing. These blades may be thrown without using the ability "Weapon Throw". This gives the swords 1-2 range. Dual wield allows twice the number of swords to be thrown. If the user is fast enough, up to 8 swords may be thrown. However, these blades cannot trigger activatable abilities. Base 1500 dark/blade type might.
2-Dark Killing Edge+++: Swords designed to land critical hits. +10% to the activation rate of Critical Odds. These weapons deal double damage if the weapon lands a critical hit. Base 1500 blade/dark type damage.
2-Honed Dark Katana: +40 hit. This katana, though notably weak, boasts a staggering increase to hit when used. Holding two of these katanas will double the hit boost. Base 10 blade/dark type might.
Parrying Katana: This unique blade cannot strike a foe. However, it may be held and used to parry. This will grant the ability "Parry Repost".
Samurai King Armor: +30 avoid. The best Hoshidan armor, worn only by the king himself. This armor resists pierce, blade, bludgeon, and dark-type damage. It is more resistant to wear than most cloth armor but is still eventually easy to tear apart. Grants 300 defense.
Samurai King Cloak: +30 avoid. A cloak to conceal the blindingly fast swordsmanship of the wearer. Grants 300 defense.
Heartseeker Thorns: A dark bracelet made of twisting black thorns. This item will increase the might of counter-based abilities by 2x. This includes Vengeance, Counter, Counter-Strike, Counter-Magic, Bide, and parry repost.
Fallen Star Shard: A glowing piece of starlight captured in Valla. This item will allow Astra to trigger on counter attacks as well as cause Astra attacks to deal 75% the regular attack damage as opposed to 50%. This item is very hard to steal.
Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% increase to panic build.
Ring of the Sage Lord: A Legendary Emblem Ring. These rings count as Rings of Power. They always drop when the holder falls in battle. Only units from the Fire Emblem Universe may wear these rings. If the holder of the ring is either the soul bound to the ring or their child, this ring will boost the total damage of the holder by 50%. This ring will cause characters who have the ability Vantage to always Vantage foes regardless of their current HP or abilities. It will also allow them to switch their equipped weapon when triggering Vantage.
Parry Ring: This character may perform special parrying abilities, such as shield repost, spin deflect, or certain signature abilities, even when the foe is using assault moves, finish strikes or critical hits (including Tri-Attacks). This does not work against ambush, backstab, parry repost, or mob. This will also allow Parrying abilities to work on all connected physical attacks, including body and whip which are usually excluded. This character may parry characters who are larger than them. Like all rings, this item is very easily lost or stolen.
Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.
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.
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.
Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”.
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.
Ryoma's Training Sword: A wooden blade, hardly useful in combat. This item proudly reminds Sumeragi of his first-born son.
Takumi's History Book: Reminds Sumeragi of his cocky youngest son.
Hinoka's Dagger: Though it could be used in a pinch, this lightweight weapon serves more as a reminder of the tenacious spirit of the warrior princess.
Sakura's Cherry Blossom: Reminds Sumeragi of his shy youngest daughter.
Corrin's Scale: A dragon scale from Corrin. Reminds Sumeragi of his dear son... and fills him with deep regret for his failure.
Takumi's History Book: Reminds Sumeragi of his cocky youngest son.
Hinoka's Dagger: Though it could be used in a pinch, this lightweight weapon serves more as a reminder of the tenacious spirit of the warrior princess.
Sakura's Cherry Blossom: Reminds Sumeragi of his shy youngest daughter.
Corrin's Scale: A dragon scale from Corrin. Reminds Sumeragi of his dear son... and fills him with deep regret for his failure.
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 (Dark, Energy)
Razor Stone+Razor Plate
12-Energy Gems+Plate
12-Energy Gems+Plate
24-Night Sapphires+Plate
Boots
Blazing Red Ichor: Grants +3 movement to foes who use running movement.
Abilities:
The Fallen Samurai King (II): Sumeragi Signature Ability. Sumeragi may move his full movement towards a foe in order to counter them if he triggers Vantage. Sumeragi will deal 50% more damage if he triggers Vantage. He will boost the activation chances of Astra by 20% (+40%). At the second tier all the sword-type attacks of this character deal 50% more damage. Foes also cannot trigger Astra against this character. Costs: 16 pg
Dark Weapon: This character may take a turn to augment its weapon. This will give the weapon dark type damage and grant it the dark-type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 turns. Costs: 5 pg
Lightning Weapon: This character may take a turn to augment its weapon. This will give the weapon lightning type damage and grant it the energy-type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 turns. Costs: 5 pg
Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. This unit may always Vantage and will be able to switch equipped weapons. Costs: 4 pg
Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their avoid and 20 to their skill. Costs: 3 pg
Sword Breaker (II): If this unit is battling an enemy who is using a sword, they will receive 100 to their avoid and 100 to their skill both when attacking and when being attacked. Costs: 10 pg
Astra (II): Before attacking, this unit has a 60% (100%) chance to trigger this skill. If the skill activates, the unit may strike five times with half-damage (75%) 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: 10 pg
Dark Weapon: This character may take a turn to augment its weapon. This will give the weapon dark type damage and grant it the dark-type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 turns. Costs: 5 pg
Lightning Weapon: This character may take a turn to augment its weapon. This will give the weapon lightning type damage and grant it the energy-type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 turns. Costs: 5 pg
Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. This unit may always Vantage and will be able to switch equipped weapons. Costs: 4 pg
Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their avoid and 20 to their skill. Costs: 3 pg
Sword Breaker (II): If this unit is battling an enemy who is using a sword, they will receive 100 to their avoid and 100 to their skill both when attacking and when being attacked. Costs: 10 pg
Astra (II): Before attacking, this unit has a 60% (100%) chance to trigger this skill. If the skill activates, the unit may strike five times with half-damage (75%) 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: 10 pg
Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% (60%) of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. 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
Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 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 or GM Swordsmanship level.
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
Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg
Shocking Weapon: The lightning weapon attacks made by this character have a 10% (60%) chance to cause foes to flinch. This ability does not count as an activated ability, so it may stack with other activated abilities. Costs: 4 pg
Crackling Proficiency: This character may not deal any damaging statuses. This buff will be lost if this character uses an attack that does not deal lightning damage. However, they add 50% to the flinch/stun/paralysis chances of their lightning abilities. Costs: 3 pg
Battle Lust: This character longs for nothing more than to overcome the mightiest of foes. If this character attacks a foe and does not kill them, they will buff the damage of his next attacks against them by 50%. If they attack a foe and miss every strike as or are incapable of harming them, they will buff their damage against them by 100% for their next attacks. These buffs will last the entire battle, or until the foe dies, or if this character attacks or counters a different character. This buff maxes out at a 400% damage boost. Costs: 8 pg
Defiant Might: If this unit has less than half life, it will increase its total damage by 30%. This ability triggers as soon as the HP drops below the half line. Costs: 3 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
Shield Parry and Repost: If this unit's skill is higher than that of an adjacent opponent who is attacking using a melee weapon and is the same size class as this character, they may attempt to shield parry the blow. This ability has a 50% chance to activate. If it fails, this character will take the hit, and it will not defend with its shield. However, if it succeeds, the shield will completely negate the damage of the blow and the follow-up attack made by this character will have +40 hit and deal double damage. After landing this blow, the enemy cannot make any more follow up attacks. Costs: 5 pg (Parrying Katana)
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
If the character strikes an enemy, they will boost their skill stat by 5
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 (Medallion)
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 or GM Swordsmanship level.
(TBA) Bushido: For every unit in this character's party that is a lower level than it, this unit will boost its total attack damage fifty (maximum 400). Costs: 2 pg
Character Type: Melee, Speed
Weakness: Arrow. Mild dark-type weakness. Resists lightning and martial. Immune to Draconic Hex
(TBA) Cleave: The unit may try and instant-kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack.
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill.
This attack may miss, just as a normal sword strike would.
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7
Character Type: Melee, Speed
Weakness: Arrow. Mild dark-type weakness. Resists lightning and martial. Immune to Draconic Hex
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