Wednesday, April 15, 2020

Leper





Leper: Level 52
HP: 92,400 (120,120 Seraph Robe) (166,320 1 UP) (184,800)
Attack: 850
2 GM Sword: 400 (800)
Leper Broken Greatsword++: 1400 (2250) (3050) (4575) (9150) (27,450)(129,015)(193,523)(251,579)
Defense: 800
5M Armor: 80
Leper Armor: 1400 (2200) (2280)
Ragged Leper Cloak: 200 (2480)
Speed: 130 (135)
Skill: 135 (125) (135) (145)
Move: 6





Items:

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.

Leper Broken Greatsword++: Unlike most Greatswords, this weapon suffers from a -10 skill. However, it has no speed penalities, and is savagely strong. This weapon boasts 700 (1400) base blade type damage. It may have been broken once, but years of blood and toil have now made this blade incredibly durable. The sheer weight of this blade allows the character, if they are using both hands, to access the ability "Blast Back".

Leper Armor++: Armor designed to hide the skin of the Leper and protect him from danger. This armor greatly resembles Gibdo bandages, but is far more valuable. Grants resistance to ice, fire, light, earth, and air type damage. It also makes the character immune to indirect damage and terrain movement debuffs. However, this armor can only be warn by a character if they suffer the "Diseased" status. As such, it is a cruel burden. Base 700 (1400) defense.

Ragged Leper Cloak: A cloak warn by the Leper. It allows this character to ignore weather based debuffs. This remarkable cloak is only a few strikes away from being reduced to threads, but while it lasts it grants resistance to any AoE or undodgeable attack used against this character. Base: 200 defense.

Twili-Enhanced Leper Mask: A mask worn by a Leper, enhanced using twilight magic. Though this item offers no defense, it will prevent the character from taking skill debuffs from vision based evasion (blinding, crying). This mask will now grant resistance to light and magic type damage.

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.

Winged Hussar Feather: A reminder of a lost life. This will boost the skill of the Leper by 10.

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.

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:

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. (2.35x) (4.7x) Costs: 4 pg

Sword Mastery: This unit has mastered the Sword. This ability will double the sword skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for sword skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg

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

Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 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

Intimidate: Fear type ability. When this foe first engages an enemy, that enemy unit will receive a 50% reduction in their total damage. This debuff will last for a full turn. This ability may work on a foe multiple times if multiple units have this ability. This ability will trigger whether or not it is this character or the foe initiating combat. This ability has 2 range. Costs: 4 pg

Intimidate the Darkness: Signature ability. This character terrifies even the shadows. This character must use their turn to activate this ability, but once used it will remove invisibility, phase, or intangibility from any foe within ten spaces of this character. This ability will also directly draw the rage of many unintelligent units. Costs: 4 pg

Revenge: If a foe strikes this character on a turn in which they have not directly attacked, this character will be filled with a immense anger. On the start of the next turn, this character will recieve a 50% damage boost against the foe alongside +10 speed and +20 skill. Costs: 4 pg

Solemnity: Signature ability. This character may take its turn to heal 20% of its HP. This will also calm its mind. This will grant complete immunity to fear statuses for the next 3 turns. 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

Blast Back: If this unit is using a fire, energy, or explosion type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 pg

Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 pg

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

Character Type: Melee, Destructive

Weakness: Weak to fear type abilities. Resists poison, psychic, and sacred damage. Resists poison and bleed statuses. This character is diseased and uncurable. At the start of each turn they will lose 10% of their HP. This disease cannot kill the character, but it can bring them to 1HP.

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