Friday, February 21, 2020

Outrider Knight





Outrider Knight: Level 41
HP: 29,700
Attack: 180
4M Sword: 70
4M Ice: 70
4M Magic: 70
Irithyll Straight Sword: 250 (430) (500) (570) (2850)
Irithyll Straight Sword: 250 (430) (500) (570) (640) (3200) (6400) (9,200)
Ice Blast: 180 (250) (1250)
Defense: 250
5M Armor: 80
Outrider Armor: 300 (550) (630)
Ice Shield: 100 (170) (850) (1480)
Speed: 107
Skill: 123
Move: 7




Items:

Irithyll Straight Sword: A well-balanced ice blade. This weapon has a 10% chance to freeze an enemy for two turns when used with regular attacks, but not for counter-attacks. This blade has a base 250 ice/blade type might.

Outrider Armor: This armor clings to the beast-like body of the Outrider Knights. As such, it is deathly cold to the touch, and enemies that strike this character with close-range melee or body attacks will have a 10% chance of being frozen for 2 turns. This armor grants resistance to magic and dark and light type damage. This armor is hard to steal and dangerous to wear. Base 300 defense.

8-Ice Gem: Boosts ice type damage by 50%. May allow a special type of ice attack once every four days. Can be used to freeze all adjacent squares.

8- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken. 


Abilities:


Great Magic Weapon: This character may take a turn to augment its weapon with magic. This will add the skill and item boosts to the weapon, as well as increasing its damage by 50%. This augment will last for five turns. Costs: 5 pg

Freezing Aura: If an enemy is within 1 space of this character, they will have their speed reduced by 20. This is an ice type status, and thus certain abilities or immunities will ignore it. Costs: 5 pg

Defog: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 pg

Ice Shield: Grants a protective shield of ice to the character. This shield does not defend against psychic, magic, or explosion type damage. The base might of the shield is 100 but is boosted by the ice stats and boosts of this character. Costs: 4 pg

Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg

Ferocity: Beast only ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg

Sword Assualt: 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

Chase Down (II): If a foe moves away from this unit, this unit will gain +30 skill against that foe on its next turn as well as a 50% damage boost. Costs: 4 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


Character Type: Melee, Ice

Weakness: Dark and hammer type damage. Resist fire, ice, and magic.


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