Hubert von Vestra: Level 55
HP: 84,000 (168,000)
Attack: 550
5M Dark: 80
5M Magic: 80
5M Absorb: 80
5M Poison: 80
Dark Blast: 550 (630) (4,095)
Magic Blast: 550 (630) (4,095)
Mire: 600 (1400) (1950) (2030) (2110) (2190) (14,235) (28,470) (42,705)
Nosferatu: 300 (1100) (1650) (1730) (1810) (1890) (12,285) (24,570) (36,855)
Defense: 350
5M Armor: 80
Black Eagle War Sorcerer Robes: 300 (650) (730)
Midnight Cloak: 150 (880)
Dark Blast: 550 (630) (4,095)
Magic Blast: 550 (630) (4,095)
Mire: 600 (1400) (1950) (2030) (2110) (2190) (14,235) (28,470) (42,705)
Nosferatu: 300 (1100) (1650) (1730) (1810) (1890) (12,285) (24,570) (36,855)
Defense: 350
5M Armor: 80
Black Eagle War Sorcerer Robes: 300 (650) (730)
Midnight Cloak: 150 (880)
Celebi Leaf Pendant: 100 (180) (1,170) (2,050)
Ancalagonscale Pendant: 100 (180) (1,170) (3,220)
Hydrascale Pendant: 100 (180) (1,170) (4,390)
Seath Crystal Pendant: 100 (180) (1,170) (5,560)
Absorbscale Pendant: 20 (100) (650) (6,210)
Darkscale Pendant: 20 (100) (650) (6,860)
Poisonscale Pendant: 20 (100) (650) (7,510)
Magicscale Pendant: 20 (100) (650) (8,160)
Speed: 166 (151) (+40 avoid)
Skill: 155
Move: 6 (7)
Items:
Lethal Devotion: This character has devoted their entire being to the protection of their superior. This ability is generally limited to the retainer/bodyguard who is closest to a character that they have devoted their life to. It is not necessarily a display of friendship/bond ability. If a character initiates an attack against the character who this character has devoted their life to protecting, this character will double its total damage against the attacking foe. This damage buff will last unit the end of the battle or until another foe directs an attack on the character who is being protected. Whichever unit has most recently attempted to harm the protected character will be the target of the increased damage. This ability will trigger if the character using it takes the hit for the protected character. This ability will trigger even if the attack is an AoE. Costs: 5 pg
Banish: A potent spell, learned only after advanced training in magic. Requires the character to be 3M in magic or higher. This character may banish all summoned/created characters or objects that are within 30 spaces of them. This must be done instead of attacking. Banished characters may not return for 5 turns. This includes replicas, personas, and even Pokemon. Banish may only be used once a battle. Costs: 4 pg
Mire (II): -10 speed. Hubert Signature. A dark spell. This spell may only strike up to twice, but it may be used to attack or to counter-attack. This attack will be "equipped" much like a weapon. 1-5 range. This spells casts massive globs of hideous black energy at an enemy. Base 300 (600) magic/dark/poison might. At second tier, this attack will cling to the foe and cause them to suffer -10 speed for each time it strikes them (maxing at -40 speed). This speed debuff will last for two turns but will be reset anytime the foe is struck by this attack. Costs: 6 pg
Speed: 166 (151) (+40 avoid)
Skill: 155
Move: 6 (7)
Items:
Live Great Serpent Viscera: A pulsing heart-like organ. This rare item will double the HP of the character who holds it.
Asgardian Brilliant Catalyst Bangel: This fantastic piece of equipment will add 400 (800) to the base might of all cast spells. This item is practically indestructible, even able to survive disintegration.
Black Eagle War Sorcerer Robes: Surprisingly sturdy robes designed to protect a sorcerer in combat. These robes are warn with pride by Hubert. They offer resistance to pierce and blade, while also granting immunity to light and dark type damage. Unlike most robes, these are not particularly susceptible to wear. Grant 300 defense.
Black Eagle War Sorcerer Robes: Surprisingly sturdy robes designed to protect a sorcerer in combat. These robes are warn with pride by Hubert. They offer resistance to pierce and blade, while also granting immunity to light and dark type damage. Unlike most robes, these are not particularly susceptible to wear. Grant 300 defense.
Silver-Edged Kaikishōhō: A sharp coin, forged in Valla. This object looks like a regular coin, and as such it is very hard to steal. This item will allow a character to learn the ability "Vantage". If they already have access to the ability, it will allow Vantage to trigger at 60% of their HP. This item will also cause this character to Vantage hit foes who are 30 speed slower than them.
Midnight Cloak: An astoundingly dark cloak. Grants +40 avoid at night. Also grants an additional 150 defense. This cloak is expensive and rare, but also extremely easy to damage and destroy.
Abilities:
Midnight Cloak: An astoundingly dark cloak. Grants +40 avoid at night. Also grants an additional 150 defense. This cloak is expensive and rare, but also extremely easy to damage and destroy.
20- Night Sapphire+Dark Plate
10- Magic Crystal+Magic Plate
10-Jade Cube+Absorb Plate
10-Jade Cube+Absorb Plate
20-Poison Blooms+Poison Plate
Boots
2-Crimson Bands Enchantment Talisman- Allows a unit to use the Crismon Bands of Cytorak once. Consumable. Damage based off of user's stats. Any character can use them, even non-magical characters. 400 whip/magic/fire/dark might. (Alastor may cause this item to fail.)
Abilities:
Lethal Devotion: This character has devoted their entire being to the protection of their superior. This ability is generally limited to the retainer/bodyguard who is closest to a character that they have devoted their life to. It is not necessarily a display of friendship/bond ability. If a character initiates an attack against the character who this character has devoted their life to protecting, this character will double its total damage against the attacking foe. This damage buff will last unit the end of the battle or until another foe directs an attack on the character who is being protected. Whichever unit has most recently attempted to harm the protected character will be the target of the increased damage. This ability will trigger if the character using it takes the hit for the protected character. This ability will trigger even if the attack is an AoE. Costs: 5 pg
Banish: A potent spell, learned only after advanced training in magic. Requires the character to be 3M in magic or higher. This character may banish all summoned/created characters or objects that are within 30 spaces of them. This must be done instead of attacking. Banished characters may not return for 5 turns. This includes replicas, personas, and even Pokemon. Banish may only be used once a battle. Costs: 4 pg
Mire (II): -10 speed. Hubert Signature. A dark spell. This spell may only strike up to twice, but it may be used to attack or to counter-attack. This attack will be "equipped" much like a weapon. 1-5 range. This spells casts massive globs of hideous black energy at an enemy. Base 300 (600) magic/dark/poison might. At second tier, this attack will cling to the foe and cause them to suffer -10 speed for each time it strikes them (maxing at -40 speed). This speed debuff will last for two turns but will be reset anytime the foe is struck by this attack. Costs: 6 pg
Nosferatu (II): -10 hit. Grants the tome Nosferatu. May only strike twice. Can be equipped for counterattacking. Dark/Magic/Absorb type attack. 1-2 range. This attack will heal this character half the amount of damage it deals to the foe. Base might 300. Nosferatu may trigger Vengeance. Costs: 10 pg
Expose: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all its innate and item generated resistances and immunities removed for the next 4 turns. This will not remove resistances and immunities that are the result of abilities; those must be removed by Strategist. Costs: 5 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% 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
Savage Elements: Alchemist and Sorcer exclusive ability. When this unit attacks an enemy with an element based attack, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. This abiltiy triggers even on specialized, activatable attacks. Costs: 4 pg
Strategist (II): This unit may choose two first level abilities or a second level ability held by an enemy unit within 10 spaces. These abilities 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: 8 pg
Take the Hit: Once per enemy phase, this unit may swap places with an ally when they are about the be attacked. They will take the damage in their friend's stead. They will also counterattack the foe if possible. This does not allow the character to vantage hit, even if they are 40 faster than their foe. Costs: 2 pg
Expose: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all its innate and item generated resistances and immunities removed for the next 4 turns. This will not remove resistances and immunities that are the result of abilities; those must be removed by Strategist. Costs: 5 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% 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
Savage Elements: Alchemist and Sorcer exclusive ability. When this unit attacks an enemy with an element based attack, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. This abiltiy triggers even on specialized, activatable attacks. Costs: 4 pg
Strategist (II): This unit may choose two first level abilities or a second level ability held by an enemy unit within 10 spaces. These abilities 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: 8 pg
Take the Hit: Once per enemy phase, this unit may swap places with an ally when they are about the be attacked. They will take the damage in their friend's stead. They will also counterattack the foe if possible. This does not allow the character to vantage hit, even if they are 40 faster than their foe. Costs: 2 pg
Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 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. Costs: 4 pg
Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg
Character Type: Magic, Strategist, Status, Stealth
Weakness: Melee weapons and marksman attacks. Resists fire, dark, magic, light, psychic, ice, lightning, explosion, absorb and air.
Caps:
HP: Small
Attack: 300
Defense: 100
Speed: 141
Skill: 130
Move: 6
Character Type: Magic, Strategist, Status, Stealth
Weakness: Melee weapons and marksman attacks. Resists fire, dark, magic, light, psychic, ice, lightning, explosion, absorb and air.
Caps:
HP: Small
Attack: 300
Defense: 100
Speed: 141
Skill: 130
Move: 6
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