Thursday, April 2, 2020

Loki





Loki: Level 73
HP: 336,000 (672,000 1UP+Draught of Life) (1,344,000) (2,016,000 Heart and Soul)
Attack: 4,200
5GM Spear: 1000
3GM Fire: 600
3GM Ice: 600
3GM Magic: 600
3GM Dark: 600
4GM Knife: 800
Asgardian Trickster Knives: 300 (4,500) (5,300) (5,900) (41,300)
Asgardian Trickster Knives: 300 (4,500) (5,300) (5,900) (6,500) (45,500) (91,000) (136,500)
Fire Blast: 4,200 (4,800) (33,600)
Ice Blast: 4,200 (4,800) (33,600)
Dark Blast: 4,200 (4,800) (33,600)
Magic Blast: 4,200 (4,800) (33,600)
Defense: 4,000
1GM Armor: 200
Asguardian Trickster Armor: 400 (4,400) (4,600)
Asguardian Trickster Cloak: 300 (4,900)
1GM Shield: 200
Bonechillscale Pendant: 100 (700) (4,900) (9,800) (19,600) (24,200)
Seath Crystal Pendant: 100 (700) (4,900) (9,800) (19,600) (43,800)
Icescale Pendant: 20 (620) (4,340) (8,680) (17,360) (61,160)
Magicscale Pendant: 20 (620) (4,340) (8,680) (17,360) (78,520)
Smaugscale Pendant: 100 (700) (4,900) (9,800) (89,320)
Ancalagonscale Pendant: 100 (700) (4,900) (9,800) (99,120)
Flamescale Pendant: 20 (620) (4,340) (8,680) (107,800)
Darkscale Pendant: 20 (620) (4,340) (8,680) (116,480)
Speed: 243 (+30) (+20 avoid) (+45 avoid at night)
Skill: 254 (+20)
Move: 8 (Teleporting Movement)




Items:

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 dopped at death.

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.

20-Asguardian Trickster Knives: +10 speed. These long, sharp knives are designed to be thrown. They also increase the total might of trecherous blow by 20% if they are the weapon used in the attack. These knives may be throw 1-2 range without the ability weapon throw... however they will vanish after being used. Base 300 Blade/Magic type might.

Asguardian Trickster Armor: +15 avoid at night. This armor is designed for the Trickster Loki, who would much rather avoid conflict. This maginificently crafted armor is made of highly purified White Silverlight and Crimson Firegold. As such it offers immunity to Fire and light, along with resistance to energy and explosion type damage. This devious set of armor will cause the character to take half damage from assualt moves and critical hits (which can stack with Clever Fighter). This set does defend against Magic and Psychic damage. Base 400 defense.

Asguardian Trickster Cloak: +15 avoid at night. This brilliant cloak was designned for the Trickster Loki. It offers resistence to martial, pierce and blade type damage. It also will cause activation chances for abilities used against this character to drop by 10% (which can stack with Calculating Fighter). Base 300 defense.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

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.

Loki's Craft: An incredible item. This item is incredibly hard to steal or lose. This item prevents replicas from sharing cooldowns, and allows false replicas to use activated abilities even at the first tier of that ability. Truly, only a god of mischief could concieve of such an object. Item rarely drops.

Moon's Wish: A beautifully dark, pearl-like object. This rare item may be crafted using shards of Midnight and other rare objects. This item may be used to immediately change the map to night. This will not take the characters turn to do, and this night-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Day Pearls will fail for those five turns. This object is hard to steal.

Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character. 

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.

Shadows of Ungoliant: A web-like shadow that shrouds the character from sight. This extremely rare item is hard to steal and rarely drops. It prevents all sense-enhancing abilities such as "Sonar", "En" or "All Sight" from detecting this character. This item rarely drops. 

Vile Magic: All magic attacks by this character will harm allies and foes alike. All magic Attacks by this character are impossible to consume. This item is nearly impossible to drop of steal.

3-Shards of Nowhere Key: If a charcter were to collect all 6 shards of the Nowhere key, they could use it to open the Nowhere Realm. The Nowhere Realm can be opened from anywhere and can open to anywhere. However, such an act should not be performed lightly.

Devilish Destruction Charm

4-Poms of Power (Magic)

4-Poms of Power (Ice)

6-Frostburn fragments

12- Magic Crystal

12- Fire Gems

24- Night Sapphire

Abilities:

Dark Weapon: This character may take a turn to augment its weapon. This will give the weapon dark type damage and grant it the dark type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 turns. Costs: 5 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 melee level.

Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in spear.

Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield

Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half (1/4) damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg

Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (40%). Costs: 6 pg

Treacherous Blow (II): +40 Hit. If this unit attacks an enemy character who does not see them as a foe, the attack will immediately remove 50% of the enemy’s HP. This attack is calculated just as any other attack, and it can be dodged. Costs: 4 pg

Shape Shift: This unit may take a turn to take on the appearance of someone else. When in that character's form, they gain that character's movement type, along with their resistances and weaknesses. However, shape-shifting cannot remove the innate weakness of the character using this ability. Costs: 5 pg

False Replicas: This character may take a turn to sacrifice 30% of it's HP to generate two false replicas of itself. These replicas will have 10% of this character's HP as their own. They will not be able to use abilities that have already been expended by the character. This character may make up to ten of these replicas in any given battle. On any map, there may only be 16 replicas at any given time (meaning both foes and allies may contribute to maxing out this number). Killing this character will destroy the replicas. False replicas cannot buff, take the hit for, heal, or enhance the character that created them or other identical false replicas in any way. Costs: 8 pg

Replicate: This unit may take a turn to make a clone of itself. The clone will share this character's stats identically. The clone will also share HP with this unit. The clone will also share abilities, meaning if an ability is still recharging, neither the unit nor the clone will be able to access it. If the clone is killed, the unit dies as well. However, the clone can be immediately removed if the character chooses. Costs: 6 pg

Magic Stealth (II): This character may become invisible on the world map. They cannot be detected unless the enemy has some sort of sense-enhancing special ability. They will be visible once every five turns during combat. Attacking will reveal their location, but they may retreat and become invisible again. Stealth also adds +20 to their percent chance to dodge. Cost: 6 pg

Strategist (II): This unit may choose two first-level abilities or a second-level ability held by an enemy unit within 10 spaces. These abilities 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: 8 pg

Mob: All units that have Mob and are in range of a single opponent may add all their total attack damage together and strike the enemy in unison. This attack can only strike once, but it is impossible to dodge. If the character being attacked is fast enough to counter-attack before being hit, they will only strike one of the mobbing enemies. If the mobbing enemy who starts the attack is killed, his damage will not be given, but the rest of the mob will still deal damage as normal. Costs: 5 pg

Kneeling Touch: Loki Signature ability. This character may use magic to enslave the mind of an enemy he touches with his scepter. He must be able to touch the flesh above the character's heart, and thus there are many who are immune to this. The enslaved character will follow Loki until they fall in battle, and Loki may attempt to land this status as often as he would like. However, it takes his turn to do. The chance of this working is reduced if used against psychic characters, strategist characters, or characters with high magic affinity. The chance of this status landing is 5% (30%), however it is boosted by 5% for every master level the character is in magic (maxing at 5M). An odd way to break someone free from this status is to use a flinching or stunning move, as these usually work. Costs: 5 pg

Freezing Weapon: When this character innitiates regular attacks with an ice weapon, those attacks will have a 20% (30%) chance to freeze the enemy with each strike. Frozen characters will not take any turns, and they have a 30% chance to thaw at the start of each turn. Freezing usually lasts for 2-3 turns, but a character may be thawed by certain attacks or if they have certain abilities. Costs: 4 pg

Time Reversal: This unit may reverse time temporarily, allowing them to readjust outcomes that they did not like. This allows for five re-rolls in any given battle. Costs: 4 pg (Time Stone)

Expose: Instead of attacking, this unit may choose one adjacent 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

Jotunheim's Wrath: Legendary Ice Gem ability. Once every five days, Loki may unleash a massive ice storm. This will cover the map, and will give all foes 10% damage at the start of each turn. This storm will last for five turns. Weather resistant armor and gear may cut this damage in half. Naturally resisting ice will also halve this damage. Ice immunity or consuming ice will prevent this damage. Frozen foes will have no turn limit to their frozen condition during this storm. If performed in a snowy area, this storm may last additional turns. Cost: Legendary Gem.

(1 free pg)


Character Type: Stealth, Shapeshifter, Magic

Weakness: Weak to martial and hammer-type damage. Immune to ice. Resists dark. Resists mind control.

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