Wednesday, March 4, 2020

Spirilate, Lord of Flames





Spirilate, Lord of Flames: Level 59
HP: 157,920 (300,048)
Attack: 900
3GM Fire: 600
5M Sword: 80
5M Whip: 80
5M Earth: 80
5M Shield: 80
5M Throw: 80
Spirilate Curved Blade: 400 (1300) (1900) (1980) (10,890) (32,670)
Spirilate Flame Whip: 300 (1200) (1800) (1880) (10,340) (31,020)
Fume Ultra Greatsword: 700 (1600) (2200) (2280) (2360) (12,980) (24,780)
Fire Blast: 900 (1500) (8,250) (24,750)
Defense: 1000
Spirilate's Flame Barrier: 200 (800) (880) (4,840) (14,520)
Fire Shield: 100 (700) (3,850) (18,370)
Speed: 171
Skill: 195
Move: 7




Items:

Spirilate Curved Blade: A great blade made of pure flame. Though it deals blade/fire type damage, this remarkable sword is boosted by fire proficiency. However, if a character can consume flame, this attack will count as pure flame damage. Base 400 fire/blade type damage.

Spirilate Flame Whip: A whip made of pure flame. Though it deals fire/whip type damage, this remarkable weapon is boosted by fire proficiency. However, if a character can consume flame, this attack will count as pure flame damage. Like all whips, this weapon has 1-2 range and ignores most shields and barriers while doing nearly no wear. Base 300 fire/whip type damage.

Fume Ultra Greatsword: -25 speed. This massive blade is more of a club than a sword, and as such, it deals blade and bludgeon type damage... depending on how the wielder chooses to use it. This blade also deals earth and flame type damage and can be augmented by dark. This weapon, if used with two hands, can be used as a shield. This will add 25% of the total might of this weapon to the defense of this character when they are defending. Base 700 blade (or bludgeon)/fire/earth type damage.

Spirilate's Flame Barrier: This barrier is enhanced by both shield and flame skill level boosts and items. Unlike many barriers, the defense of this shield will be applied both when the character using it is attacking or being attacked. Proficiency for flame will also boost the defense. This barrier offers no defense against water, psychic, or magic type attacks. This shield may only be used by characters who have a body made of flame. Base 200 defense.

3-Spark of Life: A valuable item that boosts the total HP of a character. This item is easily lost or stolen, but it can only be used by characters who have a strong affinity for the flame element. Boosts max HP by 30%. 

Flame Plate

4-Volvagia Scales: These ancient scale-like objects are always burning. Unless a character is immune to flames, they will take 5% of their total HP as damage at the start of each turn for holding one of these items. Holding multiple of this item will stack the damage, but flame consuming abilities will cause a character to heal from this status. These ancient items may also have other uses. They will double the total fire-type damage of this character.

8- Earth Gem: This rare item will increase the total damage of earth type attacks by 50%. This gem is the heart of this particular character, and thus it cannot be stolen.


Abilities:

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Consume Fire: This character is completely immune to fire type attacks. If hit by a fire type attack, calculate the damage that would normally be given if this unit had zero defense, and add that number to their HP (even exceeding max HP). If this unit steps into a burning tile (which they have not made themselves) they may take a turn to consume the fire. This will heal 50% of their HP (stopping at max HP). Costs: 5 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

Scatter Fire: This character may unleash four bolts of homing flames. +40 hit. These flames ignore teleport dodge, stealthy flier, and back-roll type abilities. The base might of the flames is the same as a regular fire blast. Only four bolts will be fired, regardless of the speed stat of this character. These four bolts have 1-3 range, and can target characters individually. This ability takes two turns to recharge. Each blast has a 10% chance to induce the burning status. Costs: 4 pg

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

Fire Whip Grab: -15 speed. 1-2 range. A fire/whip grab. Much more accurate and longer range than a regular grab. This unit lashes out a long whip and wraps it around a medium or small character. If this hit lands, this unit may then throw that unit two spaces away from itself. The unit will take damage equal to the skill level damage of this character's attack (900) throw (980), whip, (1060), and fire (1660) (8,300) (24,900).  This damage ignores defense and block. If a character is thrown into a dangerous terrain, they will immediately take the negative effects. Cost: 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.

Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg

Flame Body: This unit's body is covered in flames. Any enemies who start a turn next to the unit will have a 20% (50%) of catching fire, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (620) (3,100) (9,300) fire-type damage immediately. Costs: 6 pg

Extreme Heat: If this character has the ability "Flame Body", this ability will increase all the burn chances of its fire attacks by 30%. Costs: 2 pg

Willow Wisp: 1-2 range. This unit summons a flurry of willow wisps to burn the target. It gives no damage, but it has an 80% (110%) chance to give them a burn status. Fire/dark type status move. Costs: 3 pg

Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20, and it will double the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30%. Costs: 6 pg


Character Type: Fire, Melee

Weakness: Extreme Water Weakness. Weak to earth type attacks. Resists air and explosion type damage. Extreme ice resistance (including ice status immunity). Immune to fire.

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