Monday, January 27, 2020

Outcast Assassin





Outcast Assassin: Level 48
HP: 48,600 (63,180 Seraph Robe)
Attack: 96
5M Spear: 80
5M Axe: 80
5M Sword: 80
5M Knife: 80
5M Marksman: 80
5M Shield: 80
Pure Elite Roman Lance: 250 (346) (426) (852) (4686)
Pure Elite Roman Short Sword: 250 (346) (426) (852) (4686)
Pure Assasin Dagger: 100 (196) (276) (522) (2871)
Pure Helm Cleaver Axe: 300 (396) (476) (952) (5236)
Roman Heavy Crossbow: 300 (396) (476) (952) (5236)
Defense: 96
3M Armor: 60
Outcast Dragonscale Armor: 150 (246) (306)
Elite Anti-Dragon Round Shield: 200 (506)
Speed: 132 (-5)
Skill: 132 (-5)
Move: 5




Items:

4-Pure Elite Roman Lance: A long weapon. +15 hit against enemies using short weapons or martial/body type attacks. 250 base pierce type damage. Fairly easily broken by strong bludgeon or axe blows.

2-Pure Elite Roman Short Sword: A short sword specialized for close combat. Simple, but reliable. Base 250 blade type damage.

2-Pure Assasin Dagger: +10 speed. A quick and well-balanced dagger. Works extremely well at very close range. Base 100 blade type damage.

1-Pure Helm Cleaver Axe: This weapon may only strike up to two times, regardless of high speed. This axe is especially good at countering heavy armor and will ignore half of the total defense of the enemy unit. Base 300 blade type damage.

Roman Heavy Crossbow: -15 speed. +10 skill. An extremely powerful crossbow. This weapon deals surprisingly heavy wear to shields and barriers. Its slow speed is made up for by extreme accuracy. Base 300 pierce type damage. 1-2 range.

Outcast Dragonscale Armor: Durable and lightweight, this armor is designed to strike morbid fear into dragons and those who care for them. If this works, those foes will suffer -20 avoid. Grants resistance to fire, bite, wing, tail, and claw type damage. Base 150 defense.

Elite Anti-Dragon Round Shield: A sturdy shield that is particularly good at blocking claw, bite, and fire type damage. It will grant immunity to these damage types when defending. Base 200 defense.

Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.

2-Deathgripper poison: A deadly poison that may be added to a weapon. This is a consumable item, but if the weapon strikes and damages a foe with any type of attack, it will give them the same status as Deathgripper venom.


Abilities:

Tri-Attack: If this unit, along with two other units with this skill, stand on three sides of an enemy without attacking, then the strongest unit may activate a critical hit. This critical hit will deal 3 x the damage of a normal blow, and it cannot be dodged or counter-attacked. Costs: 5 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. (5.5x) Costs: 4 pg

Dragon killer (III): When attacking a unit who is a dragon type unit, this unit will add 100% to their damage output. Costs: 8 pg

Ranged 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

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

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

Thief: Instead of attacking, this unit may try and steal an item from an adjacent enemy. It cannot steal weapons that are being held or full body armor. Generally, this move can take something directly from the enemy character's inventory. Extremely rare items are stolen last. Costs: 3 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 Swordsmanship level.

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

Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg

Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg


Character Type: Melee, Stealth, Assassin

Weakness: Weak to sonic and air type damage. Resists ice.

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