Claude von Reigan: Level 70
HP: 255,000 (510,000 Seraph Robe+1UP) (1,020,000 Mako) (1,530,000 Heart+Soul) (864,000 Rune Arc)
Attack: 3,000
5GM Bow: 1,000
5GM Magic: 1,000
5GM Light: 1,000
Failnaught: 1,500 (4,500) (5,500) (6,500) (7,500) (15,000) (63,750) (127,500) (255,000) (382,500)
Failnaught: 1,500 (4,500) (5,500) (6,500) (7,500) (15,000) (63,750) (127,500) (255,000) (382,500)
Defense: 100
5GM Amor: 1,000
Academy Armor: 300 (400) (480)
5GM Amor: 1,000
Academy Armor: 300 (400) (480)
Great Serpentscale Pendant: 100 (180) (900) (1380)
Great Serpentscale Pendant: 100 (180) (900) (2280)
Seath Crystal Pendant: 100 (180) (900) (3180)
Seath Crystal Pendant: 100 (180) (900) (4080)
Lightscale Pendant: 20 (100) (500) (4580)
Lightscale Pendant: 20 (100) (500) (5080)
Magicscale Pendant: 20 (100) (500) (5580)
Failnaught+++: 1-3 (6) range. A Hero's Relic crafted by Nemesis. This wicked Bow was made using the corpse of the powerful dragon, Rayquaza. Its shaft is crafted from his bones and the core of this weapon is made from his dying heart. This weapon deals double damage to dragon/divine type units. Hero's Relics may only be used by those who carry the appropriate crest... as using it without a crest can have deadly consequences. If a Hero's Relic is within 20 spaces of the character who was killed to craft it, that character will suffer a 50% reduction in HP, total Attack, total Defense, Speed, and Skill. This weapon, when used with the appropriate crest, will increase the odds of said crest activating by 40%. This only occurs when the weapon is being used. This weapon has a base might of 500 (1,500) light/magic/pierce type damage.
Darkmoon Bow+: -15 speed at 1 range. This holy weapon unleashes arrows at a stunning rate. It strikes 4 times when attacking. The arrows deal light and pierce type damage. Base might 300.
Bow Lord Armor: +15 Skill. Sturdy cloth armor. The arms and shoulders are reinforced with braces to help steady the wearer’s aim. Grant resistance to bludgeon. Base 300 Defense.
Aged Mail: Armor that is still decently sturdy. Grants resistance to blade and pierce. Base 150 defense.
4- Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% (+35%) 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: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death
Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death
Great Serpent Viscera: +100% HP
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.
Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.
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.
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.
Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.
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.
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.
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.
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.
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.
Needle Stone + Plate
24- Day Pearls + Light Plate
12-Magic Crystal+Magic Plate
Blessed Greatscale, Seathscale Pendants
Magicscale, Lightscale Pendant
Crest of Reigan: A crest passed down in the Reigan family. This crest has a 50% chance to activate when this character uses any activatable aggressive ability except for assault moves. If this ability activates, the character will heal 30% of the damage they deal to the opponent. This may trigger on real-damage blows. This ability will not activate on other %activated abilities. Costs: 3 pg
Skilled Shot (II): This skill has a 70% chance to activate. It will add 4x the skill stat of this character as damage. This damage cannot be dodged, blocked, reflected, or defended against. However, this does not ignore immunities. Costs: 8 pg
Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 8 pg
Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg
Strategist: This unit may choose a first level ability enemy unit within 5 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: 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
Charisma: This character is extremely charming. Any enemy units that might find this unit charming immediately have their total attack damage halved when trying to strike this foe. This ability starts slowly, but it increases in its likelihood to activate the more turns this character spends near the enemy. It does not affect the might of an enemy's counter-attack. It is surprisingly effective against certain units. Costs: 3 pg
Quick-Study: This character will earn double skill points from battles. Costs: 1 pg
Enchanted Weapon: This character may take a turn to add magic type damage to its weapon and boost the total damage of the attacks by 50%. The weapon will receive the magic-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Fallen Star: The weapon Failnaught must be used. This ability may be used twice per battle. If this ability is used, and Failnaught strikes a foe, during the next enemy phases, the first attack engagement launched against this character has a 100% chance to miss. The only ability that ignores this is Skilled Shot. Costs: 4 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
Character Type: Marksman, Strategist
Weakness: Weak to axe, spear, and sword type damage. Resists arrow damage.
Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 137
Skill: 160
Move: 6
Character Type: Marksman, Strategist
Weakness: Weak to axe, spear, and sword type damage. Resists arrow damage.
Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 137
Skill: 160
Move: 6
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