Gwyn, Lord of Sunlight: Level 70
HP: 255,000 (331,500 Seraph Robe)
Attack: 4,400
2GM Sword: 400
3GM Fire: 600
2GM Light: 400
GM Energy: 200
5M Explosion: 80
Lord of Sunlight Greatsword: 1,500 (5,900) (6,300) (6,900) (7,100) (28,400) (56,800)
Lord of Sunlight Greatsword: 1,500 (5,900) (6,300) (6,900) (7,100) (7,500) (30,00) (60,000) (90,000) (135,000)
Sunlight Talisman: 600
Gwyn's Sunlight Spear: 600 (1,200) (5,600) (5,800) (6,200) (31,0001) (62,000) (80,600)
Defense: 4,400
5M Armor: 80
Lord of Sunlight Armor: 600 (5,000) (5,080)
Lord of Sunlight Cloak: 200 (5,280)
Flamescale Pendant: 20 (620) (2480) (7,760)
Lightscale Pendant: 20 (420) (1680) (9,440)
Energyscale Pendant: 20 (220) (880) (10,320)
Speed: 226
Skill: 255 (240)
Move: 6
Items:
(TBA) Lord of Sunlight Greatsword: -20 speed. This ancient, extremely heavy blade is immensely powerful. Having been unlocked, the sword now has a base 1500 blade/fire/lightning type might. It may be augmented with light type damage with certain abilities. This blade deals sacred damage.
(TBA) Sunlight Talisma: A mighty talisman. This item will add its base might to many types of miracles. To use it, a character must be at least 5M in light skill. Base 600 might.
(TBA) Lord of Sunlight Armor: This mighty suit of armor grants extreme resistance to claw, bite, tail, wing, and flame type damage. It also resists blade. Base 600 defense.
(TBA) Lord of Sunlight Cloak: This cloak is designed to protect the Lord of Sunlight. It grants immunity to dark and magic type damage but is easily worn away by physical attacks. Base 200 defense.
(TBA) Ring of the Sun's Firstborn: A ring that Gwyn once gave his son, but that was lost in the ages past. This ring is easily stolen or dropped but boosts total miracle damage by 30%.
(TBA) 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). This item is easily lost or stolen.
(TBA) 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, and backstabs.
(TBA) 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.
(TBA) 6- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.
(TBA) 6- Fire Gems: Boosts fire type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire.
(TBA) 12-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
(TBA) 6- Volatile Crystals: Deadly crystals charged with potent explosive energy. These may explode in a character's inventory, and they will deal approximately 2000 damage a piece if they go off. However, these crystals boost explosion type damage by 50%.
(TBA) Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
(TBA) Flamescale Pendant: An ancient pendant, made from a red dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the flame skill stat and boosts of this character. This item is easily lost or stolen.
(TBA) Energyscale Pendant: An ancient pendant, made from a blue dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the energy skill stat and boosts of this character. This item is easily lost or stolen.
(TBA) Lightscale Pendant: An ancient pendant, made from a white dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the light skill stat and boosts of this character. This item is easily lost or stolen.
Abilities:
Gwyn's Sunlight Spear (II): Once every turn, this character may throw a powerful bolt of lightning. This bolt has 600 base lightning and light type might, and it is improved by the base attack and the lightning and light skill boosts and bonuses. This spear has three range, but it can be counter-attacked. It must be thrown in a straight line, and it will strike all foes in those squares. This attack deals triple (4x) damage to dragon type characters, and double damage to flying foes. This attack may strike twice if the character using it has "Rapid Thrust" unlocked. Costs: 8 pg
Lightning Stake: This ability requires the user to be 5M in magic and light. This ability requires the user to have unlocked Sunlight Spear. This attack may be used instead of Sunlight Spear. When using this attack, it will strike a single space and deal 4x the damage of a Sunlight Spear. If this hit lands, the foe cannot counter. Unlike most abilities that are 4x multipliers, this ability may still trigger "Savage Blow". This attack deals double damage to dragons. This attack will also strike all squares adjacent to the character who has been attacked. None of the foes struck may counter. The splash damage will be half the damage of the regular Lightning Stake. Rapid Thrust will cause this attack to strike twice. Costs: 3 pg
Sunlight Sword: This character may take a turn to add light type damage to its blade and boost the total damage of the sword attacks by 50%. The sword will receive the light-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg
Way of Miracles and Swords: This character may wield a sword in one hand while casting a miracle in the other. This will result in a skill debuff of -15. However, it will allow miracles to be used as counter-attacks. Costs 5pg or GM in Sword and GM in light.
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
Lightning of Gwyn: Gwyn Signature ability. All miracles that Gwyn uses that deal lightning type damage cannot be consumed by dragons and will receive an extra 100% damage bonus alongside the already deadly damage multipliers. These are the bolts that peeled back the scales of the ancient dragons; they should not be underestimated. Costs: 4 pg
Lord of Sunlight: Gwyn Signature Ability. The warriors of Gwyn are deeply loyal to their commander. This will apply to both his regular military units, his children, and his elite knights. As long as they are still aligned to his cause, they will receive a speed ad skill boost of 25 alongside and attack and defense boost of 50% if they are within 10 spaces of him. Costs: 10 pg
Consume Fire: This character is immune to fire type attacks. If they are struck by one, they will heal as much damage as the base might of the attack. They may heal above their maximum HP. However, healing over maximum HP can only be done by using enemy attacks. Costs: 5 pg
Consume Light: This character is immune to light type attacks. If they are struck by one, they will heal as much damage as the base might of the attack. They may heal above their maximum HP. However, healing over maximum HP can only be done by using enemy attacks. Costs: 5 pg
(TBA) 6- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.
(TBA) 6- Fire Gems: Boosts fire type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire.
(TBA) 12-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
(TBA) 6- Volatile Crystals: Deadly crystals charged with potent explosive energy. These may explode in a character's inventory, and they will deal approximately 2000 damage a piece if they go off. However, these crystals boost explosion type damage by 50%.
(TBA) Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
(TBA) Flamescale Pendant: An ancient pendant, made from a red dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the flame skill stat and boosts of this character. This item is easily lost or stolen.
(TBA) Energyscale Pendant: An ancient pendant, made from a blue dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the energy skill stat and boosts of this character. This item is easily lost or stolen.
(TBA) Lightscale Pendant: An ancient pendant, made from a white dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the light skill stat and boosts of this character. This item is easily lost or stolen.
Abilities:
Gwyn's Sunlight Spear (II): Once every turn, this character may throw a powerful bolt of lightning. This bolt has 600 base lightning and light type might, and it is improved by the base attack and the lightning and light skill boosts and bonuses. This spear has three range, but it can be counter-attacked. It must be thrown in a straight line, and it will strike all foes in those squares. This attack deals triple (4x) damage to dragon type characters, and double damage to flying foes. This attack may strike twice if the character using it has "Rapid Thrust" unlocked. Costs: 8 pg
Lightning Stake: This ability requires the user to be 5M in magic and light. This ability requires the user to have unlocked Sunlight Spear. This attack may be used instead of Sunlight Spear. When using this attack, it will strike a single space and deal 4x the damage of a Sunlight Spear. If this hit lands, the foe cannot counter. Unlike most abilities that are 4x multipliers, this ability may still trigger "Savage Blow". This attack deals double damage to dragons. This attack will also strike all squares adjacent to the character who has been attacked. None of the foes struck may counter. The splash damage will be half the damage of the regular Lightning Stake. Rapid Thrust will cause this attack to strike twice. Costs: 3 pg
Sunlight Sword: This character may take a turn to add light type damage to its blade and boost the total damage of the sword attacks by 50%. The sword will receive the light-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg
Way of Miracles and Swords: This character may wield a sword in one hand while casting a miracle in the other. This will result in a skill debuff of -15. However, it will allow miracles to be used as counter-attacks. Costs 5pg or GM in Sword and GM in light.
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
Lightning of Gwyn: Gwyn Signature ability. All miracles that Gwyn uses that deal lightning type damage cannot be consumed by dragons and will receive an extra 100% damage bonus alongside the already deadly damage multipliers. These are the bolts that peeled back the scales of the ancient dragons; they should not be underestimated. Costs: 4 pg
Lord of Sunlight: Gwyn Signature Ability. The warriors of Gwyn are deeply loyal to their commander. This will apply to both his regular military units, his children, and his elite knights. As long as they are still aligned to his cause, they will receive a speed ad skill boost of 25 alongside and attack and defense boost of 50% if they are within 10 spaces of him. Costs: 10 pg
Consume Fire: This character is immune to fire type attacks. If they are struck by one, they will heal as much damage as the base might of the attack. They may heal above their maximum HP. However, healing over maximum HP can only be done by using enemy attacks. Costs: 5 pg
Consume Light: This character is immune to light type attacks. If they are struck by one, they will heal as much damage as the base might of the attack. They may heal above their maximum HP. However, healing over maximum HP can only be done by using enemy attacks. Costs: 5 pg
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
Finish Strike: -15 hit. This character leaps into the air and stabs its primary blade into the chest of their foe. This attack will deal 3 x the total might of the sword's normal strikes. The enemy cannot counter-attack this move. This ability takes four turns to recharge. This blow has a 60% to give an enemy the severe bleeding status. Costs: 5 pg
Savage Blow: When this unit attacks an enemy, 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 damage will not take resistances or weaknesses into consideration, but total immunity/consuming abilities will impact this damage. Costs: 5 pg
Finish Strike: -15 hit. This character leaps into the air and stabs its primary blade into the chest of their foe. This attack will deal 3 x the total might of the sword's normal strikes. The enemy cannot counter-attack this move. This ability takes four turns to recharge. This blow has a 60% to give an enemy the severe bleeding status. Costs: 5 pg
Savage Blow: When this unit attacks an enemy, 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 damage will not take resistances or weaknesses into consideration, but total immunity/consuming abilities will impact this damage. Costs: 5 pg
(TBA) Flame Choke: -15 hit. This character may rush forward and grab an opponent by the throat. This attack will only strike once, but if it succeeds the enemy cannot counter-attack. This ability only works on characters who are the same size or smaller. This attack negates all block and defense for the enemy and gives them 70 (5070) (5670) (22,680) flame type damage. This ability also immediately gives the enemy a severe burn status. Costs: 4 pg
Character Type: Melee, Ruler, Fire, Light
Weakness: Dark-type damage. Resists sacred weapons. Resists bleeding and poison status. Resists lightning.
Character Type: Melee, Ruler, Fire, Light
Weakness: Dark-type damage. Resists sacred weapons. Resists bleeding and poison status. Resists lightning.
No comments:
Post a Comment