Alexander the Great: Level 58
HP: 105,600 (211,200 SR+1UP)
Attack: 1,000
1GM Sword: 200
1GM Spear: 200
1GM Hammer: 200
Sword of the Cypriots: 1,400 (2,400) (2,600) (5,200) (10,400) (31,200) (93,600) (468,000)
Winged Hussar Hammer: 1,400 (2,400) (2,600) (5,200) (10,400) (31,200) (93,600) (468,000)
Winged Hussar Lance: 1,000 (2,000) (2,200) (4,400) (8,800) (26,400) (79,200) (396,000)
Defense: 1,000
5M Armor: 80
5M Armor: 80
Winged Hussar Armor: 350 (430)
1GM Shield: 200
Grecian Silverlight Round Shield: 300 (500) (1,000) {3,000}
Speed: 140
Speed: 140
Skill: 200
Move: 6 (7)
Items:
Sword of the Cypriots++: Alexander the Great’s blade which cut the Gordian Knot. This small sword is a masterpiece of pure weaponry. Base 700 (1,400) blade damage.
Winged Hussar Lance++: This weapon deals double damage to mounted foes. This long lance may be easily broken, but it makes up for it with its terrifying base might. +20 hit against foes using body type attacks or short melee weapons. Base 500 (1000) pierce type damage.
Winged Hussar Warhammer++: This weapon deals immense damage to shields and armor. A single blow will always drop an enemy's defense by 30%. This hammer may only ever strike once, regardless of speed. Base 700 (1400) bludgeon type damage.
Grecian Silverlight Round Shield: A huge round shield. Doubles its defense if being attacked by piercing type attacks. It is nearly impossible to break with light or energy type attacks. Has a base defense of 300. Very sturdy and hard to destroy. Defends against magic.
Abilities:
Move: 6 (7)
Items:
Sword of the Cypriots++: Alexander the Great’s blade which cut the Gordian Knot. This small sword is a masterpiece of pure weaponry. Base 700 (1,400) blade damage.
Winged Hussar Lance++: This weapon deals double damage to mounted foes. This long lance may be easily broken, but it makes up for it with its terrifying base might. +20 hit against foes using body type attacks or short melee weapons. Base 500 (1000) pierce type damage.
Winged Hussar Warhammer++: This weapon deals immense damage to shields and armor. A single blow will always drop an enemy's defense by 30%. This hammer may only ever strike once, regardless of speed. Base 700 (1400) bludgeon type damage.
Greco-Roman Banner: A Banner that Alexander used during his conquests. This mighty, patriotic item will double the range of all the strategic buffing abilities used by the character holding it. Only Grecian or Roman units are aided by this banner. Only a Grecian and Roman unit may use this banner. However... perhaps other banners of this sort could exist. This item will draw the attack of lower intelligence foes.
Winged Hussar Armor: Magnificent armor sporting wings that are immediately recognizable. Any ally adjacent to a set of Winged Hussar armor will boost their total damage by 20%. Any enemy will suffer a 10% total damage debuff from the sheer intimidation of this heroic set of armor. This armor grants resistance to blade, pierce, bludgeon, whip, and martial type damage. Base 350 defense.
Grecian Silverlight Round Shield: A huge round shield. Doubles its defense if being attacked by piercing type attacks. It is nearly impossible to break with light or energy type attacks. Has a base defense of 300. Very sturdy and hard to destroy. Defends against magic.
Pure Stone
Razor Stone+Plate
Needle Stone+Plate
Abilities:
King of Conquerors: Alexander the Great Signature. This character instills pride and honor within all of his men. Any ally will receive double the boosts from abilities such as Inspiration and War Cry, as well as doubling the range of said abilities when used by this unit. Costs: 5 pg
Inspiration: Ally units within two (4) (8) spaces of this character receive +10 (+20) Speed, +10 (+20) Skill, and have a 25% (50%) boost to their total attack damages. Costs: 4 pg
War Cry: Instead of attacking, this unit may rally their allies with a war cry. This will boost all ally units within three (6) (12) spaces, granting them a 30% (60%) bonus to their total attack damages. This attack boost only lasts during the turn it is used, not during the next enemy phase. Costs: 3 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
Heavy Blow (II): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 200%. Costs: 8 pg
Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (4.3x) Costs: 4 pg
(TBA) 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
(TBA) 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
(TBA) Ionioi Hetairoi: Alexander the Great signature. Once per week, Alexander can spend a turn to charge his Noble Phantasm. This attack will have one range, and when he fires it off, it will trap all adjacent foes on a map converted into the desert plains of the east. When a foe is pulled onto the map, they may bring any allies with them who are currently on the map, but that decision will belong to them. They may specify which units to bring. Characters that have Warp, Gravity, Teleport Dodge, or any items that affect gravity or teleportation can choose not to be pulled in. Once pulled into the desert, Alexander may summon all of his allies that have pledged themselves to his conquest to fight alongside him. These units may only be five levels higher than Alexander, or they will not receive the summons. 20 units is the maximum number that can be summoned. The map will revert to its normal state when the enemy is defeated or when Alexander falls. If Alexander falls, all summoned allies have a 50% debuff to all stats for 2 turns and may then return to their original locations if they wish. Affected by Taunt and Strategist. Cost 10 pg
(TBA) 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
(TBA) Stand Together: If this unit stands adjacent to another unit of the same kind, this unit will boost its total defense by 25%. This ability does not stack. Costs: 3 pg
(TBA) Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 pg
(TBA) 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 3x the damage of a normal blow, and it cannot be dodged or counter-attacked. Costs: 5 pg
Character Type: Melee, Strategist
Weak to Taunt. Weak to poison and backstab. Resist Lightning and Magic.
Caps:
HP: Small
ATK: 350
DEF: 350
SKL: 160
SPD: 100
Move: 6
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Elite War Horse: Level 41
(TBA) 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
(TBA) Ionioi Hetairoi: Alexander the Great signature. Once per week, Alexander can spend a turn to charge his Noble Phantasm. This attack will have one range, and when he fires it off, it will trap all adjacent foes on a map converted into the desert plains of the east. When a foe is pulled onto the map, they may bring any allies with them who are currently on the map, but that decision will belong to them. They may specify which units to bring. Characters that have Warp, Gravity, Teleport Dodge, or any items that affect gravity or teleportation can choose not to be pulled in. Once pulled into the desert, Alexander may summon all of his allies that have pledged themselves to his conquest to fight alongside him. These units may only be five levels higher than Alexander, or they will not receive the summons. 20 units is the maximum number that can be summoned. The map will revert to its normal state when the enemy is defeated or when Alexander falls. If Alexander falls, all summoned allies have a 50% debuff to all stats for 2 turns and may then return to their original locations if they wish. Affected by Taunt and Strategist. Cost 10 pg
(TBA) 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
(TBA) Stand Together: If this unit stands adjacent to another unit of the same kind, this unit will boost its total defense by 25%. This ability does not stack. Costs: 3 pg
(TBA) Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 pg
(TBA) 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 3x the damage of a normal blow, and it cannot be dodged or counter-attacked. Costs: 5 pg
Character Type: Melee, Strategist
Weak to Taunt. Weak to poison and backstab. Resist Lightning and Magic.
Caps:
HP: Small
ATK: 350
DEF: 350
SKL: 160
SPD: 100
Move: 6
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Elite War Horse: Level 41
HP: 29,700
Attack: 330
5M Martial: 80
Martial Attack: 330 (410)
Defense: 320
5M Armor: 80
Elite War Horse Armor: 400 (720) (800)
Speed: 119
Skill: 90
Move: 9
Items:
Elite War Horse Armor: Armor for steeds of war. Grants 400 defense.
Abilities:
Weight Support (III): This unit may add 9 x its basic attack damage to the attack of its rider instead of attacking itself. It will also allow the rider to access abilities like "hit and run". Costs: 16 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
Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 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
Steadfast (II): This unit stays in the fight for the sake of its allies and friends. It will survive two lethal hits once for each unit in your party that this character is close to. Costs: 8 pg
Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this characters max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 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 bellow the half-line. Costs: 3
Character Type: Mount
Weakness: Claw and Bite type damage.
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