Death: Level 75
HP: 546,000 (1,092,000 Draught of Life+1UP) (2,184,000) (3,276,000 Heart And Soul)
Attack: 4,800
1 OMEGA Scythe: 2000
2GM Dark: 400
2GM Magic: 400
Bone Scythe: 800 (5,600) (7,600)
Soul Scythe: 1000 (5800) (7800) (8200) (8600) (60,200) (120,400)
Death's Scythe: 2000 (6800) (8800) (9200) (9600) (67,200) (134,400)
Defense: 4,800
1GM Armor: 200
Death's Robes: 500 (5300) (5,500)
Skill: 275 (270)
Move: 8
Items:
Death's Robes: 500 (5300) (5,500)
Death's Cloak: 400 (5,900)
1GM Shield: 200
Ancalagonscale Pendant: 100 (500) (3500) (7000) (12,900)
Seath Crystal Pendant: 100 (500) (3500) (7000) (19,900)
Darkscale Pendant: 20 (420) (2940) (5880) (25,780)
Magicscale Pendant: 20 (420) (2940) (5880) (31,660)
Speed: 250 (245)Skill: 275 (270)
Move: 8
Items:
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 dopped at death.
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.
Bone Scythe: A simple Scythe that deals pure damage. This weapon also has a 30% chance to inflict severe bleeding, making it exceptionally dangerous. 800 blade-type base might. The total damage of counter-attacks from this weapon is halved. This weapon will not trigger bleeding on counter-attacks.
Soul Scythe: An incredibly lethal weapon. This blade allows for lethal offensive strikes, but the total damage of counter-attacks will be halved. The weapon deals blade/magic/dark-type damage and has 1000 base might. This weapon requires a unit to be at least GM in scythe in order to wield it.
Death's Scythe: A deletion weapon. HP taken by this blade will be taken from the cap of the character's HP stat, and can never be healed. If this weapon is used to land the finishing blow on an enemy, it will delete them from the game. This weapon may deal up to 1,000,000 total damage before reaching its limit and vanishing from the world. It deals blade/dark/magic type damage, but this damage ignores all resistances and cannot be consumed. As a scythe, it is an incredibly powerful offensive weapon, but the total damage of its counterattacks will be halved. This item will always be dropped if the character holding it falls in battle. Base 2000 might.
Hand of Death: This item will drop from death if it is defeated. A character may use this item once per battle to curse an adjacent enemy. Like a regular curse, this cannot be dodged. If the curse activates, it will take 50% of the cursed foes HP. This curse has a much, much higher chance of activating, and it cannot be cured.
12- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken.
6-Shards of Midnight: Extremely rare and powerful dark objects. May only be used by a character who is truly one with darkness. These items increase the holder's Dark-type damage by 100%.
Abilities:
Darkness of Death: Death signature ability. The dark and magic type attacks of this character cannot be consumed. This ability cannot be removed by strategist. Costs: 3 pg
Unleash Death (III): This character may use this instead of a normal attack. This attack may strike more than once. The base might of this attack is 1000, and it will add 10 x this character's base attack stat to that damage. This attack will completely ignore armor, defense, and resistances. This attack only works on organic, mortal enemies. Costs: 16 pg
Necromancy: This unit can take a turn to choose a fallen unit, friendly or otherwise, and raise them from the dead. These units fight for the unit that resurrected them. They are only partially alive, and thus only have 20% of their original health and 50% of their normal attack and defense stats. They may use specialized abilties if they are not still suffering from a cooldown. This ability must be used adjacent to the corpse, and the corpse must be in-tact enough to continue in combat. Costs: 7 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. 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 melee level.
Warp: Once every four turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg
Intangible: This ability usually limited to only ghost-type characters. It makes them immune to any physical types of attacks, but not to element attacks. Ground attacks count as an element. Costs: 3 pg
Consume Dark: This character is immune to dark type attacks. If struck by a dark type attack, they will heal as much HP as the total might of the attack. They may also consume a dark terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. Costs: 5 pg
Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg
Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 pg
Strategist (III): This unit may choose three first-level abilities, a level one and a level two, or a level three ability held by an enemy unit within 15 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: 16 pg
Bone Scythe: A simple Scythe that deals pure damage. This weapon also has a 30% chance to inflict severe bleeding, making it exceptionally dangerous. 800 blade-type base might. The total damage of counter-attacks from this weapon is halved. This weapon will not trigger bleeding on counter-attacks.
Soul Scythe: An incredibly lethal weapon. This blade allows for lethal offensive strikes, but the total damage of counter-attacks will be halved. The weapon deals blade/magic/dark-type damage and has 1000 base might. This weapon requires a unit to be at least GM in scythe in order to wield it.
Death's Scythe: A deletion weapon. HP taken by this blade will be taken from the cap of the character's HP stat, and can never be healed. If this weapon is used to land the finishing blow on an enemy, it will delete them from the game. This weapon may deal up to 1,000,000 total damage before reaching its limit and vanishing from the world. It deals blade/dark/magic type damage, but this damage ignores all resistances and cannot be consumed. As a scythe, it is an incredibly powerful offensive weapon, but the total damage of its counterattacks will be halved. This item will always be dropped if the character holding it falls in battle. Base 2000 might.
Death's Robes: Robes warn by Death Itself. Grant immunity to ice and water, along with resistance to explosion and sonic. Base: 500 defense.
Death's Cloak: A black cloak worn by Death itself. This cloak is impossible to destroy and offers 400 base defense. It also grants extreme resistance to fire, light, energy and magic type attacks.
Death's Cloak: A black cloak worn by Death itself. This cloak is impossible to destroy and offers 400 base defense. It also grants extreme resistance to fire, light, energy and magic type attacks.
Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
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.
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.
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.
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.
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.
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.
Hand of Death: This item will drop from death if it is defeated. A character may use this item once per battle to curse an adjacent enemy. Like a regular curse, this cannot be dodged. If the curse activates, it will take 50% of the cursed foes HP. This curse has a much, much higher chance of activating, and it cannot be cured.
Omega Brand
Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.
12- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken.
6-Shards of Midnight: Extremely rare and powerful dark objects. May only be used by a character who is truly one with darkness. These items increase the holder's Dark-type damage by 100%.
Abilities:
Darkness of Death: Death signature ability. The dark and magic type attacks of this character cannot be consumed. This ability cannot be removed by strategist. Costs: 3 pg
Unleash Death (III): This character may use this instead of a normal attack. This attack may strike more than once. The base might of this attack is 1000, and it will add 10 x this character's base attack stat to that damage. This attack will completely ignore armor, defense, and resistances. This attack only works on organic, mortal enemies. Costs: 16 pg
Necromancy: This unit can take a turn to choose a fallen unit, friendly or otherwise, and raise them from the dead. These units fight for the unit that resurrected them. They are only partially alive, and thus only have 20% of their original health and 50% of their normal attack and defense stats. They may use specialized abilties if they are not still suffering from a cooldown. This ability must be used adjacent to the corpse, and the corpse must be in-tact enough to continue in combat. Costs: 7 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. 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 melee level.
Warp: Once every four turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg
Intangible: This ability usually limited to only ghost-type characters. It makes them immune to any physical types of attacks, but not to element attacks. Ground attacks count as an element. Costs: 3 pg
Consume Dark: This character is immune to dark type attacks. If struck by a dark type attack, they will heal as much HP as the total might of the attack. They may also consume a dark terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. Costs: 5 pg
Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg
Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 pg
Strategist (III): This unit may choose three first-level abilities, a level one and a level two, or a level three ability held by an enemy unit within 15 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: 16 pg
Cleave: The unit may try and instantly 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
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
Character Type: Worldbreaker, Dark, Wraith, Magic
Weakness: Whip type damage. Mild weakness to sacred weapons. Resists dark and magic. This character cannot be killed by most weapons, though it may still fall in battle. A holy weapon or a weapon of significant light and sacred power could perhaps kill such a foe.
Character Type: Worldbreaker, Dark, Wraith, Magic
Weakness: Whip type damage. Mild weakness to sacred weapons. Resists dark and magic. This character cannot be killed by most weapons, though it may still fall in battle. A holy weapon or a weapon of significant light and sacred power could perhaps kill such a foe.
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