Tuesday, October 1, 2019

Dimitri Blaiddyd





Dimitri Blaiddyd: Level 67
HP: 252,000 (504,000 Viscera) (1,008,000 Mako Cells) (1,620,000 Heart and Soul) (1,944,000 Rune Arc)
Attack: 2,900
5GM Spear: 1,000
5GM Light: 1,000
5GM Magic: 1,000
Areadbhar: 1,500 (4,400) (5,400) (6,400) (7,400) (14,800) (62,900) (118,400) (236,800) (355,200)  (+345,800 Weight Support)
MB/MS Lance: 800 (3,700) (3,900) (4,100) (4,300) (8,600) (36,550) (68,800) (137,600) (206,400)
Defense: 2,000
5GM Armor: 1,000
Academy Armor: 300 (2,300) (2,500)
5GM Shield: 1,000
Light Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000)  {242,500}
Light Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {482,500} 
Great Serpentscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {515,500}
Great Serpentscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {548,500}
Seath Crystal Pendant: 100 (1,100) (8,250) (16,500) (33,000) {581,500}
Seath Crystal Pendant: 100 (1,100) (8,250) (16,500) (33,000) {614,500}
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {645,100}
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {675,700}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {706,300}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {736,900}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {767,500}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {798,100}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {828,700}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {859,300} [1,718,600] (2,577,900)
Speed: 225 (230)
Skill: 195
Move: 7 (8) (9) (11)


Items:
Areadbhar+++ (Sealed): A Hero's Relic crafted by Nemesis. This wicked Spear was made using the corpse of the powerful dragon, Kalameet. Its blade 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 has a base might of 500 (1,500) Light/Magic/Pierce-type damage. This weapon always strikes twice. The damage of this weapon cannot be consumed. 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. 

Exposing Magic Seal: This seal will expose a foe to Magic damage. This will not remove innate or ability-based resistances, but all item and equipment-based resistances and immunities will be completely ignored. An exposing seal will only work if the weapon has at least two damage types. Pure Magic weapons cannot accept this seal.

Critical Weapon Seal: An elite weapon seal. This weapon seal will boost the damage of critical hits executed by this weapon by 50%. This cannot be added to weapons that already have boosted damage on crits. 

Light Mail Breaker Lance:++ A weapon designed to penetrate heavy armor. This lance will reduce the total defense of opponents that it strikes by 50% for one turn. 800 pierce/light type might.

Light Mount Slayer Lance:++ A weapon designed to kill riders and mounts. This lance will deal double damage to any mounted unit, or any unit currently being used as a mount. 400 (800) pierce/light type might.

Deadly Weather Cloak: An incredibly well-designed cloak. This staggering item will grant extreme resistance to water, air, earth, and ice. This cloak resists wear. This cloak is very difficult to steal. This cloak allows the character to ignore weather/climate-based statuses and damages. Base 300 defense.

Aged Mail: Armor that is still decently sturdy. Grants resistance to blade and pierce. Base 150 defense.

Academy Armor: Prototype armor designed in Rome. Very sturdy, and grants resistance to fire and energy. As such, it is very valuable and only given to the most promising students. This armor offers 300 base defense.

2- Light Spirit Shield: Base 1000 Defense; Improved by Light, Magic, and Shield; Requires 5GM Light and Magic; Very Hard to Steal

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

Ring of the Holy Knight: 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 the ability Gallop to no longer require movement in a straight line, and if Gallop is used in a straight line, it will double the movement of the mount as opposed to increasing it by 50%. It will also allow the ability "Critical Hit" to target foes standing in a straight line if the unit is able to move to the other side of the enemies in the row after the attack stabs through all of them. 

Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduce the total HP lost from enemy physical damage by 10%.

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.

Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 15%.

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.

Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.

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

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

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. 

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

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.

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

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.

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. 

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, 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.

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.

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.

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

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.

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

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.

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.

Vicious Silver Pin: A small, needle-like pin that can easily be 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 difficult to steal and very valuable.

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.

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.

Devilish Destruction Charm

Needle Stone + Plate

MagicLight Poms

24- Day Pearls + Light Plate
 
12-Magic Crystal+Magic Plate

Blessed Greatscale, Seathscale Pendants

Magicscale, Lightscale Pendant

5- Beastblood Pellet: Consumable. Activate "Ferocity". 



Abilities:
Kill Every Last One of Them: Dimitri Signature ability. The mind of this noble seeming young man is plagued by a dark, terrible bloodlust. If an enemy unit has engaged in battle with Dimitri or any units in a squad led by Dimitri, they will be unable to leave the map via portal or natural travel for 5 turns after their last engagement with him. He may target one particular foe who has engaged him in battle. He will deal double damage to that foe, but will also take 50% extra damage from all other enemies. Costs: 7 pg

Unstoppable Violence of Heart: Dimitri Signature ability. This character completely ignores abilities that would prematurely end combat. He will continue to make follow up attacks even if he is struck by abilities that normally prevent counter. He may also attack multiple times even if a foe has wary fighter. If characters attempt to move away from him with dodging abilities, he will simply pursue them and continue to make his follow up attacks. Costs: 5 pg

Crest of Blaiddyd: A legendary crest. This crest will rarely double to total damage of critical hits and perfect strikes. This crest has a 40% (80%) chance to activate during any of these types of attacks. Costs: 4 pg

Atrocity: Areadbhar must be used in order to execute this art. Twice (Four times) a battle this character may treat a character as if their armor and items offer no damage-type resistances or immunities. This is not activated, so it may be used alongside other abilities. Costs: 4 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

Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. Costs: 5 pg

Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 10% chance to deal 3x damage. Costs: 5 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

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

High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg

Undying Rage: This character is, to be blunt, to angry to die. This character may survive one lethal hit for every anger based status they currently have activated. Each type of status will only take a lethal hit once per battle, so recieving the statuses multiple times will not refresh this ability. This ability will also trigger once if their is a foe on the battlefield who is deeply hated by this character. Costs: 4 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

Defiant Movement: If this unit has less than half life, it will add +2 to its movement. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg

Defiant Skill: If this unit has less than half life, it will add +25 to its skill stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg

Defiant Speed: If this unit has less than half life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
Berserk: This unit may activate this ability once a battle at the start of it's turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3x damage to it. In this state, the character is immune to pain and fear. Costs: 5 pg

Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in spear.

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg

Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg


Character Type: Melee

Weakness: Weak to psychic type attacks. Resists axe, sword, knife, and spear type damage.

Caps:
HP: High
Attack: 800
Defense: 200
Speed: 140
Skill: 110
Move: 7

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