Bayek of Siwa: Level 62
HP: 144,000 (288,000 1-UP+Seraph Robe) (345,600 Rune Arch)
Attack: 1,400
5GM Sword: 1,000
5M Knife: 80
3GM Marksman: 600
5GM Spear: 1,000
4GM Hammer: 800
1 Scythe: 5
1M Axe: 40
1M Club: 40
Pure Stone
Razor Stone+Blade Plate
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Weakness: Mild Earth and Dark weakness. Resists fear type abilities.
Caps:
HP: Small
Attack: 200
Defense: 100
Speed: 136
Skill: 149
1M Axe: 40
1M Club: 40
Hidden Blade: 1,000 (1,500) (2,900) (2,980) (5,960) (11,920) (59,600) (178,800) (223,500) (+2,970)
Pure Elite Roman Lance: 250 (1,650) (2,250) (4,500) (9,000) (45,000) (135,000) (168,750) (+2,970)
Roman Heavy Crossbow: 300 (1,700) (1,750) (3,500) (7,000) (35,000) (105,000) (131,250) (+2,970)
Minion Great Axe: 1,600 (3,000) (3,040) (6,080) (12,160) (60,800) (182,400) (228,000) (+2,970)
Black Knight Great Sword: 800 (2,200) (3,200) (6,400) (12,800) (64,000) (192,000) (240,000) (+2,970)
Winged Hussar Scimitar: 600 (2,000) (3,000) (6,000) (12,000) (60,000) (180,000) (225,000) (+2,970)
Winged Hussar Lance: 800 (2,200) (3,200) (6,400) (12,800) (64,000) (192,000) (240,000) (+2,970)
Winged Hussar Hammer: 1,400 (2,800) (3,600) (7,200) (14,400) (72,000) (216,000) (270,000) (+2,970)
Bone Scythe: 1,600 (3,000) (4,000) (8,000) (16,000) (80,000) (240,000) (300,000) (+2,970)
Defense: 1,300
5GM Armor: 1,000
5GM Armor: 1,000
Aged Mail: 150 (1,150) (2,450)
Godrick Soldier Armor: 200 (2,650)
Shadow of Yharnam Cloak: 100 (2,750)
5GM Shield: 1,000
Elite Anti-Dragon Round Shield: 200 (1,200) (3,950)
Speed: 196 (+30) (-5) (+10 when attacking) (+25 avoid) (+15 (40) avoid in the dark)
Speed: 196 (+30) (-5) (+10 when attacking) (+25 avoid) (+15 (40) avoid in the dark)
Skill: 209 (-10) (-5) (+20 when attacking) (+40 hit when attacking)
2-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.
Black Knight Great Sword++: -15 speed. A massive blade. Has base 400 (800) blade type might. This sword is nearly impossible to break, and it deals heavy wear to enemy armor.
Black Knight Great Sword++: -15 speed. A massive blade. Has base 400 (800) blade type might. This sword is nearly impossible to break, and it deals heavy wear to enemy armor.
4-Pure Elite Roman Lance: A long weapon. +15 hit against enemies using short weapons or martial/body type attacks. 250 base pierce type damage. Fairly easily broken by strong bludgeon or axe blows.
Minion Great Axe++: -10 skill. A massive, unwieldy axe. This weapon deals huge wear to enemy weapons. Base 800 (1600) blade type might.
Roman Heavy Crossbow: -15 speed. +10 skill. An extremely powerful crossbow. This weapon deals surprisingly heavy wear to shields and barriers. Its slow speed is made up for by extreme accuracy. Base 300 pierce type damage. 1-2 range.
1-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.
1-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.
1-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.
Bone Scythe++: A simple Scythe that deals pure damage. This weapon also has a 30% chance to inflict severe bleeding, making it exceptionally dangerous. 800 (1,600) blade-type base might. The total damage of counter-attacks from this weapon is halved. This weapon will not trigger bleeding on counter-attacks.
(TBA) Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.
2-Forged Hidden Blade++: +15 speed. -5 skill. This forged weapon will cause the base might of the Hidden Blades weapon to be 500 (1,000). While these can be stolen, they cannot be used without the Hidden Blades ability. These blades may eventually grant +10 avoid with a cost of 80k per weapon.
Aged Mail: Armor that is still decently sturdy. Grants resistance to blade and pierce. Base 150 defense.
Leather Outfit: This armor grants extreme resistance to bite damage and is resistant to wear. This armor grants 300 defense.
(not in use) Godrick Soldier Armor: Tattered but sturdy armor. Grants resistance to dark, magic, poison, and light damage. Base 200 defense.
Shadow of Yharnam Cloak: This pitch black cloak grants +25 avoid at night or in very dark conditions. This cloak defends against magic and psychic and resists blade, saw, whip, and bludgeon type damage. This cloak offers a meager 100 defense.
Elite Anti-Dragon Round Shield: A sturdy shield that is particularly good at blocking claw, bite, and fire type damage. It will grant immunity to these damage types when defending. Base 200 defense.
Minion Combat Shield: -5 speed. A shield designed to pair perfectly with a great-axe. This shield will double the Axe skill damage bonus and double the amount of Weapon's Master points granted by Axe. Base 300 defense.
Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.
Concealment Ring: This ring will grant the ability Conceal Presence to Stealth Type units for free. This item, is easily lost or stolen
Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.
Pure Stone
Razor Stone+Blade Plate
Needle Stone+Pierce Plate
Heavy Stone+Heavy Plate
1-Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%
2-Deathgripper poison: A deadly poison that may be added to a weapon. This is a consumable item, but if the weapon strikes and damages a foe with any type of attack, it will give them the same status as Deathgripper venom.
Abilities:
Abilities:
The Hidden Blade: Signature Ability. This weapon is the preferred means of killing for the Assassin Brotherhood. This ability will grant these weapons (which may be used with dual weild) to the character. As such, they cannot be stolen. These leathal weapons offer +15 speed each, and ignore 50% of the enemy's defense. However, due to their short length, they do suffer from a -5 hit each. They will be improved by knife skill levels. These weapons deal 50% more damage when used with the abilities "Ambush" and "Critical Hit". The base might of these blades is 100 blade-type damage. They may be improved by forging. At M level knife, the base might will increase by 50%. At GM, the base might of these weapons will double. Costs: 6 pg
Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 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
Knife Assault: This unit rushes in with a small 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 12 times with half damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg
Thief: Instead of attacking, this unit may try and steal an item from an adjacent enemy. It cannot steal weapons that are being held or full body armor. Generally, this move can take something directly from the enemy character's inventory. Extremely rare items are stolen last. Costs: 3 pg
Outmaneuver: Assassin Class Ability. This character may spend its action this turn preparing to outmaneuver their foes. Doing this will allow them to take 3 full turns next turn. Holding this ability prevents the character from being impacted by ally-oriented turn granting abilities. If this character is struck while charging, this ability will fail. Costs: 5 pg
Scouting Eagle: This character has an eagle they may use to scout the surrounding area, greatly increasing their perception. This eagle has 9 movement, but also lacks any avoid or defense, and will be killed if any enemy that can reach it targets it. The eagle will return after the end of the battle. In many environments, this bird does not stand out, and will often remain undetected. Costs: 1 pg
Lone Wolf: If this unit is not within 10 spaces of any ally units, it will add 25% to the total damage of all its attacks. Costs: 2 pg
Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficency boosts from single damage type attacks used by this character. Costs: 5 pg
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. 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. (Max) Costs: 4 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg (ring)
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.
(TBA) Axe Assault: 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
(TBA) Assassinate: The art of a master assassin. If a character is killed unawares, their body will immediately vanish leaving no trace of death. The victim does not remember the transgression. This attack may be used on any activatable ability or regular attack performed by this character. This will prevent an enemy from recalling that last two phases before death, allowing for clean assassinations. Costs: 5 pg
(TBA) Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 pg
(TBA) Deep Breath: Marksman/Sniper ability. This character may add 30 to its skill if using a ranged weapon if it has gone one turn without attacking. This +30 skill will only apply to the first engagement this character has, it does not last the entire phase. Costs: 4 pg
(TBA) Headshot: Marksman ability. This character is extremely accurate and can land devestating shots to the head of an enemy. If the enemy is like most biological organisms, this will deal extra damage. This ability will have a 50% chance to activate if this character's skill is 20 higher than the avoid of the character. If this skill activates, it will double the damage of normal attacks from any ranged weapon used by the chartacter. Costs: 5 pg
(TBA) 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
(TBA) Headshot: Marksman ability. This character is extremely accurate and can land devestating shots to the head of an enemy. If the enemy is like most biological organisms, this will deal extra damage. This ability will have a 50% chance to activate if this character's skill is 20 higher than the avoid of the character. If this skill activates, it will double the damage of normal attacks from any ranged weapon used by the chartacter. Costs: 5 pg
(TBA) 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
(TBA) Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg
Character Type: Stealth, Assassin, Melee
Weakness: Mild Earth and Dark weakness. Resists fear type abilities.
Caps:
HP: Small
Attack: 200
Defense: 100
Speed: 136
Skill: 149
Elite War Horse: Level 41
HP: 29,700
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.
Dark Mount Cloak: If a mount is ridden by a character whose presence is concealed, the mount will be concealed as well. This cloak is relatively frail.
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.
HP: 29,700
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.
Dark Mount Cloak: If a mount is ridden by a character whose presence is concealed, the mount will be concealed as well. This cloak is relatively frail.
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.
No comments:
Post a Comment