Wednesday, February 19, 2020
Winged Hussar
Winged Hussar: Level 50
HP: 54,000 (70,200 Seraph Robe)
Attack: 200
5M Sword: 80
5M Spear: 80
5M Hammer: 80
5M Marksman: 80
Winged Hussar Scimitars++: 600 (800) (880) (1760) (2640) (12,540) (15,675)+(3690)
Winged Hussar Lance++: 1000 (1200) (1280) (2560) (3840) (18,240)(22,800)+(3690)
Winged Hussar War Hammer++: 1400 (1600) (1680) (3360) (5040) (23,940)(29,925)+(3690)
Winged Hussar Musket++: 1000 (1200) (1280) (2560) (3840) (18,240)(22,800)+(3690)
Defense: 200
5M Armor: 80
Winged Hussar Armor: 350 (550) (630)
Warm Fur Cloak: 200 (830)
5M Shield: 80
Winged Hussar Round Shield++: 800 (880) (1,710)
Speed: 117 (+20)
Skill: 160 (+20 hit against body)
Move: 6
Items:
2-Winged Hussar Scimitars++: +10 speed. These deadly swords are specifically designed for use by the Winged Hussars. This elite fighting force has been around longer than most remember, and the secrets of their forging techniques are still a mystery. These blades offer little wear and are relatively easy to break. However, they do not debuff a character when used with "Dual Wield". Base 300 (600) blade type might.
2-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 War Hammer++: This weapon deals immense damage to shields and armor. A single blow will always drop an enemy's defense by 30% for one turn. This hammer may only ever strike once, regardless of speed. A character may only hold one of these weapons. Base 700 (1400) bludgeon type damage.
Winged Hussar Musket++: This long musket may only ever fire once, but it makes up for it with the power of its shot. This weapon boasts 1-3 damage, and the bullets will ignore 50% of the enemy's defense. Base 500 (1000) bullet type damage.
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.
Warm Fur Cloak: A cloak that offers resistance to fire, ice, explosion, and martial type damage. Well sewn and crafted of the sturdiest material, this cloak is more resistant to wear than most. Base 200 defense.
Winged Hussar Round Shield ++: A shield blessed for the defense of the West, this item grants resistance to dark and magic, whether or not it is being used to block those types of attacks. Base 400 (800) defense when being attacked.
Razor Stone: A beautiful and deadly gem. This will boost blade type damage by fifty percent. This will only work with one stone; stacking them will not improve the boost any further.
Needle Stone: An odd, extremely pointed stone. This item will boost pierce type damage by 50% alongside element boosting items. Only one of these items may be used per character.
Golden Casing: A rare and valuable item. It will boost bullet damage by 50% alongside gem boosts. However, only one of these items may be used at a time.
Heavy Stone: An odd stone, covered in lumps and usually heavy for its size. This item will boost the might of bludgeon-type attacks by 50%. Only one of these stones may be used by a character.
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.
Abilities:
The Winged Hussars Arrive: Signature ability. If more than four units who have this ability enter a map, they will ignore the entrance cooldown allowing them to immediately take their turn. They will also take two turns upon entering the map, and in this first set of turns, their total damage will be doubled. This ability only activates once a day. Costs: 8 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. (4.75x) Costs: 4 pg
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
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.
Hammer 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
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
Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg
Pavis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the physical damage of the enemy attack will be reduced by 50%. Costs: 4 pg
Aegis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the elemental damage of the enemy will be reduced by 50%. 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 spaces, granting them a 30% 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
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Character Type: Melee
Weakness: Mild poison and psychic weakness. Immune to fear and pain statuses.
Elite War Horse: Level 41
HP: 29,7000
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
Speed: 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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