Vallite Falcon Knight: Level 42
HP: 32,400
Attack: 85
5M Spear: 80
3M Martial: 60
3M Air: 60
3M Throw: 60
Brave Lance: 200 (285) (365) (755)
Brave Lance: 200 (285) (365) (425) (1700) (2550)(2940)
Throwing Spear: 100 (185) (265) (655)
Defense: 60
3M Armor: 60
Falcon Knight Armor: 200 (260) (320)
Speed: 107
Skill: 110 (120)
Move: 5 (10 on Pegasus)
Items:
Brave Lance: This weapon will always strike twice when attacking. A long lance with a lightweight design. Deals pierce type damage. Base 200 might.
Falcon Knight Armor: + 10 skill. Lightweight armor that allows the wearer to have extremely free movement. Unfortunately, it is made of mostly fabric and is thus extremely susceptible to wear. Base 200 defense. Resists magic, light, and dark type damage.
6-Air Gem: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.
6- Elite Throwing Spear: A weapon designed for throwing. Gives pierce type damage. 1-2 range. Base might of 100. Triples in damage when thrown.
Abilities:
Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. Costs 2 pg
Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg
Tri-Attack: If this unit, along with two other units with this skill, stands 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
Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg
Mage Killer (II): When attacking an enemy unit who is using an attack enhanced with magic, dark, psychic or light type damage, the total might of the enemy counter-attack will be reduced by 75%. Costs: 6 pg.
Sword Breaker: If this unit is battling an enemy who is using a sword, they will receive 50 to their avoid and 50 to their skill both when attacking and when being attacked. Costs: 5 pg
Air Superiority: If this unit is attacking an opponent who is flying, they will boost their hit and avoid by 50. Costs: 5 pg
Rend Heaven: On every attack this enemy launches against a foe, they have a chance to rend heaven with their weapon as they cleave through the sky. This ability has an 80% chance to activate. If this ability activates, it will add the enemy's base attack stat to the base attack of this character's strike. 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
Heal: Gives this unit a "Heal" staff. This item may be used 5 times in a battle. Instead of attacking, this unit may take a turn to heal an ally 40% of their HP. Costs: 3 pg
Character Type: Melee, Martial, Support
Weakness: Arrows. Mild axe weakness.
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Elite Pegasus: Level 30
HP: 6000
Attack: 70
3M Martial: 60
Kick: 70 (130)
Defense: 50
Pegasus Armor: 200 (250)
Speed: 84
Skill: 80
Move: 8 (10 while flying)
Items:
Elite Pegasus Armor: Lightweight armor that gives modest protection to flying horses. Base defense 200.
Abilities:
Stealthy Flier (II): When in flight, this character adds 100 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 8 pg
Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg
Stir The Sky: This unit may take a turn to augment its rider's primary weapon with air type damage. Both this unit and its rider must spend a turn to accomplish this. The augment will add air type damage as well as skill and item boosts, and it will also boost the total damage of those attacks by 50%. Costs: 6 pg
Weight Support: This unit may add 3 x its basic attack damage to the attack of its rider instead of attacking itself. Costs: 4 pg
Pegasus Tears: This unit may take a turn to cry healing tears onto the wounds of an adjacent ally. These tears heal 5% of the allies total HP, and they also cure most mild status conditions (burn, paralysis, some poisons, bleeding, dark defense reductions, accuracy drops). All statuses that can be removed will be removed by this ability when used. Costs: 5 pg
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: Mount
Weakness: Arrows and Claw. Resists magic, light, and dark.
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