Sunday, March 15, 2020

Minotaur





Minotaur: Level 39
HP: 34,400
Attack: 390
4M Sword: 70
4M Club: 70
Minotaur Great Curved Blade: 600 (990) (1060) (2332) (4664)(9328)
Minotaur Great Club: 1000 (1390) (1460) (3212) (6424)(12,848)(19,272)
Defense: 390
5M Armor: 80
Minotaur Armor: 300 (690) (770) (1001)
Speed: 91 (96) (-20)
Skill: 117
Move: 7 (8 in snow)




Items:

Minotaur Great Curved Blade: +5 speed. This great curved blade is notably strong, but its weight requires two hands for nearly any character. Base 600 blade type damage.

Minotaur Great Club: -20 speed. -10 skill. This gigantic club takes two hands to wield. It deals huge damage to shields and barriers. Base 1000 bludgeon type damage.

Minotaur Armor: Simple steel armor with heavy leather weaved throughout. Grants resistance to knife, claw, martial, and whip damage. Offers no defense against pierce type attacks. Base 300 defense.

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:

Warm Fur: This unit is covered in a thick layer of fur. This works as surprisingly good armor, granting resistance to fire, ice, explosion, and martial type damage. It grants immunity to cold debuffs and extreme resistance to freezing. Buffs total defense by 30%. Costs: 6 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

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

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 100%. Costs: 8 pg

Berserk: This unit may activate this ability once a battle at the start of it's turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3 x damage to it. 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. (2.2x) Costs: 4 pg

Gallop: If this unit is traveling in a straight line, it may boost it's 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. This abiltiy cannot be removed by strategist. Costs: 2 pg


Character Type: Strength, Melee, Beast

Weakness: Mild weakness to spear and arrow damage. Resists body type attacks. Resists ice.

No comments:

Post a Comment