Gibbering Prophet: Level 76
HP: 588,000 (1,176,000 Seraph Robe+1UP) (2,352,000) (4,704,000) (7,056,000) (10,584,000) (12,700,800) (15,240,960)
Attack: 6000
5GM Poison: 1000
5GM Sonic: 1000
5GM Dark: 1000
5GM Psychic: 1000
Poison Spittle: 6000 (7000) (52,000) (105,000)
Shriek: 6000 (7000) (52,000) (105,000)
Dark Blast: 6000 (7000) (52,000) (105,000)
Poison Spittle: 6000 (7000) (52,000) (105,000)
Shriek: 6000 (7000) (52,000) (105,000)
Dark Blast: 6000 (7000) (52,000) (105,000)
Psychic Blast: 6000 (7000) (52,000) (105,000)
Defense: 7000
5GM Armor: 1000
Prophet's Stocks: 700 (7700) (8700) (17,400) (26,100)
5GM Armor: 1000
Prophet's Stocks: 700 (7700) (8700) (17,400) (26,100)
5GM Shield: 1000
Hydrascale Pendant: 100 (1100) (8,250) (16,500) (33,000) (41,700)
Mergo Feather Pendant: 100 (1100) (8,250) (16,500) (33,000) (74,700)
Radio Dial Pendant: 100 (1100) (8,250) (16,500) (33,000) (107,700)
Ancalagonscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (140,700)
Poisonscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (171,300)
Psychicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (201,900)
Sonicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (232,500)
Darkscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (263,100) (526,200) (789,300)
Speed: 230
Skill: 290
Move: 6
Items:
Speed: 230
Skill: 290
Move: 6
Items:
Sardilic's Curse: Doubles the HP of monstrous entities Sardilic has deemed worthy to be the guardians and nightmares of certain areas. This item rarely drops, though who would want to hold such a thing?
4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.
Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dropped at death.
Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.
Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of these items.
Rune Arc
Prophet's Stocks: -10 speed. A large pair of stock wrapped in chains. These stocks offer sturdy defense. The long chain attached to these stocks allows this character to be easily carried by medium or larger characters, dangling from their grip like some macabre pocket-watch. Base: 700 defense.
Prophet's Eyes: The eyes yanked from the skull of a prophet. These will boost the range of status negative strategist abilities like expose, strategist, null, enfeeble, and Prophesied Doom by 5 spaces. This item is extremely valuable, but also not hard to steal. If this item is taken, however, the prophet will be aware of every action made by the thief for as long as they hold the vile objects.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.
Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general.
Blastbite Ring: This ring grants extreme resistance to explosion-type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.
Pennance Ring: A ring that grants extreme resistance to whip. Very valuable but also easily lost or stolen.
Mob Boss Ring: A ring that grants extreme resistance to bullet. Very valuable but also easily lost of stolen.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage.
Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, ambushes and backstabs.
Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.
Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.
Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.
Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
Devilish Destruction Charm
4-Poms (Dark, Sonic, Poison, Psychic)
16-Poison Bloom+Plate
12-Shrieking Stones+Plate
12-Shrieking Stones+Plate
12- Twisted Spoon+Plate
24- Night Sapphire+Plate
Abilities:
Prophesied Doom (III+Needle): Signature ability. The prophet foresees a twisted fate for a signle foe within 5 (10) (15) spaces of him. This will grant a status to the foe which will reduce the likelihood of any successful role chance by 30% (40%) (60%) for the next 3 turns. This will be calculated as though guaranteed hits, dodges, or activations are 40% chances at best. This debuff can never boosted by items or other abilities. The debuff is removed if the Prophet it killed. At third tier, the ability will boost damage and activations against the afflicted character by 60%. Costs: 16 pg
Strategist (III): This unit may choose three first-level abilities, a level one and a level two, or a level three ability held by an enemy unit within 15 (20) 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: 16 pg
Expose: Instead of attacking, this unit may choose one adjacent (5 range) enemy. This enemy will have all its innate and item generated resistances and immunities removed for the next 4 turns. This will not remove resistances and immunities that are the result of abilities; those must be removed by Strategist. Costs: 5 pg
Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg
Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg
Heartstopping Aura: Fear type ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 (6) spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 pg
Strategist (III): This unit may choose three first-level abilities, a level one and a level two, or a level three ability held by an enemy unit within 15 (20) 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: 16 pg
Expose: Instead of attacking, this unit may choose one adjacent (5 range) enemy. This enemy will have all its innate and item generated resistances and immunities removed for the next 4 turns. This will not remove resistances and immunities that are the result of abilities; those must be removed by Strategist. Costs: 5 pg
Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg
Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg
Heartstopping Aura: Fear type ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 (6) spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 pg
Panic (II): An ability similar to Terror. If a character attacks or is attacked by this character, they will build this Panic by 20%. If they start a turn next to this foe, they will build this Panic by 10%. If this terror builds to 100%, the character will immediately lose 20% (40%) (80%) of their HP and recive -30 (-50) (-100) skill for the next three turns. If a character spends a turn without engaging this character, they will reduce their Panic build by 20%. This build-up can stack if multiple characters are using it at once. Costs: 10 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg
Unconquerable Fear: The Fear-type abilities of this cannot be resisted. There is no immunity to them. Costs: 3 pg
Null: Instead of attacking, this unit may choose one adjacent enemy (6 range). 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
Enfeeble: This deadly status may be cast at any foe within 5 (10) range. It has a 70% chance to succeed. If this status succeeds it will remove all the benefits granted by Inhuman Strength, Havel Rings, and Chloranthy Rings. This status will last for two turns. This ability may be used twice (four) a battle. Costs: 6 pg
Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg
(TBA) Prophesied Doom (II): Signature ability. The prophet foresees a twisted fate for a signle foe within 5 (10) (15) spaces of him. This will grant a status to the foe which will reduce the likelihood of any sucessful role chance by 30% (40%) for the next 3 turns. Costs: 8 pg
Character Type: Status
Weakness: Weak to bleed and poison statuses (will be 50% more likely to take these statuses and will take 50% more damage from them). Weak to sacred weapons/damage. Immune to mind control. Immune to most psychic and fear statuses. Resists Dark. Immune to strategist and expose.
HP: High
Attack: 100
Defense: 1100
Speed: 100
Skill: 160
Move: 5
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