HP: 363,000 (726,000 Seraph Robe+1UP) (1,089,000) (2,178,000)
Attack: 5000
5GM Wing: 1000
5GM Scythe: 1000
5GM Air: 1000
5GM Light: 1000
Valkyrie Blinding Holy Scythe: 3000 (8000) (9000) (10,000) (20,000) (95,000) (190,000) (380,000) (494,000) (741,000) (1,111,500)
Wings of The Valkyrie: 600 (5600) (6600) (7600) (15,200) (72,000) (144,400) (288,800) (433,200) (866,400) (1,126,320)
Defense: 4200 (8400)
5GM Armor: 1000
Blessed Valkyrie Armor: 450 (8850) (9850) (19,700) (29,550)
5GM Shield: 1000
Great Serpentscale Pendant: 100 (1100) (10,450) (20,900) (41,800) (51,650)
Great Serpentscale Pendant: 100 (1100) (10,450) (20,900) (41,800) (93,450)
Rayquazascale Pendant: 100 (1100) (10,450) (20,900) (41,800) (135,250)
Rayquazascale Pendant: 100 (1100) (10,450) (20,900) (41,800) (177,050)
Lightscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (211,730)
Lightscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (246,410)
Airscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (281,090)
Airscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (315,770) (631,540) (947,310)
Speed: 260 (275) (-10)(+50 avoid)(+50 avoid)
Skill: 260 (-10)(+50 hit)
Move: 6 (7) (10 (11) (13) Flying)
Items:
Centaur Heart
Mako Cell
Valkyrie Blinding Holy Scythe+++: +15 speed. A weapon used by a Valkyrie. This weapon cannot be taken by a foe unless the foe is GM in light. This deadly scythe only materialised when the Valkyrie attacks, and as such it cannot be used to counter. However, it ignores 50% of the enemy's defense and boasts a staggering 1000 (3000) base light/blade type might. This is a sacred weapon, and deals double damage to demonic foes. Sealed by a Savage Weapon Seal, this scythe now deals double damage when initiating.
Savage Light Weapon Seal: This noval item may boost the damage of a melee weapon that is melee/light element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle.
Angelic Forged Valkyrie Wings: These incredible forged wings will double the damage of the attack "Wings of Valkyrie". These wings also boost the flying movement of the character by +2.
Blessed Valkyrie Armor: Armor forged in Asgard, made to survive all the harshest elements of the nine realms. Grants extreme-resistance to water, air, lightning, fire, and earth. This armor is incredibly sturdy, but also light and easy to fly in. Grants 450 base defense.
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.
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.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, it will also increase their total defense by 50%. A character may hold up to two of these items. This item is very hard to steal.
Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense. It can technically be removed but requires extreme precision.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
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.
Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops.
Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight.
4-Poms of Power (Light, Air)
24-Day Pearls+Plate
12-Air Gem+Plate
Razor Stone+Plate
Wing Stone+Plate
Boots
Abilities:
Wings of the Valkyrie: The deadly weapon of a Valkyrie. Each wing has built-in blades designed to slice opponents to ribbons with power, sharp feathers. The wings have base 300 air/wing type might, but at master level, the wings will increase their base might by 50%. At GM, it will double the base might of the weapon. These wings will always strike twice when attacking. If the Valkyrie chooses, they may take a turn to augment these wings, further boosting their damage by 50% for the next five turns. Costs: 7 pg
Gale Rush: This ability is only found on winged characters with high air affinity. Requires 3M air or higher. If the character has this ability, and they are attacked by a ranged foe, each attack the foe performs will allow this character to move three spaces towards the foe. This will eventually allow them to reach and counter the foe. As soon as they reach the foe, they will execute their entire counter-attack immediately. This ability will also allow the foe to chase down enemies with abilities such a Dodge Roll, and will allow the character to move back towards a foe who has thrown them or blasted them back. This ability only works if the character is flying when they are attacked. Costs: 4 pg
Air Superiority: If this unit is attacking an opponent who is flying, they will boost their hit and avoid by 50. Costs: 5 pg
Rend Heaven: On every attack this enemy launches against a foe, they have a chance to rend heaven with their weapon as they cleave through the sky. This ability has an 80% (100%) chance to activate. If this ability activates, it will add the enemy's base attack stat to the base attack of this character's strike. Costs: 4 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
Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg
Heal: Gives this unit a "Heal" staff. This item may be used 5 times in a battle. Instead of attacking, this unit may take a turn to heal an ally 40% of their HP. Costs: 3 pg
War Cry: Instead of attacking, this unit may rally their allies with a war cry. This will boost all ally units within three spaces, granting them a 30% bonus to their total attack damages. This attack boost only lasts during the turn it is used, not during the next enemy phase. Costs: 3 pg
Wing Gust: Instead of attacking, this unit may its wings to create a powerful gust of wind. It pushes everything three spaces in front of it back to the fourth space or further. This can also blow away many types of terrain (windy, sandstorm, smoke, gas, fire, dark). It will also deal the same basic damage as an air blast and wing attack from this character combined. This attack may only be used once every three turns. Costs: 3 pg
War of the Valkyrie (II): For every Valkyrie unit that is within five spaces on the map, this character will boost their total damage by 35% (50%), maxing at doubling (tripling) their damage. At second tier, this ability will also boost this character's skill by +10 for each Valkyrie that is within 5 range of it. Costs: 10 pg
Rend Heaven: On every attack this enemy launches against a foe, they have a chance to rend heaven with their weapon as they cleave through the sky. This ability has an 80% (100%) chance to activate. If this ability activates, it will add the enemy's base attack stat to the base attack of this character's strike. Costs: 4 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
Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg
Heal: Gives this unit a "Heal" staff. This item may be used 5 times in a battle. Instead of attacking, this unit may take a turn to heal an ally 40% of their HP. Costs: 3 pg
War Cry: Instead of attacking, this unit may rally their allies with a war cry. This will boost all ally units within three spaces, granting them a 30% bonus to their total attack damages. This attack boost only lasts during the turn it is used, not during the next enemy phase. Costs: 3 pg
Wing Gust: Instead of attacking, this unit may its wings to create a powerful gust of wind. It pushes everything three spaces in front of it back to the fourth space or further. This can also blow away many types of terrain (windy, sandstorm, smoke, gas, fire, dark). It will also deal the same basic damage as an air blast and wing attack from this character combined. This attack may only be used once every three turns. Costs: 3 pg
War of the Valkyrie (II): For every Valkyrie unit that is within five spaces on the map, this character will boost their total damage by 35% (50%), maxing at doubling (tripling) their damage. At second tier, this ability will also boost this character's skill by +10 for each Valkyrie that is within 5 range of it. Costs: 10 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
Stealthy Flier: When in flight, this character adds 50 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 4 pg
Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg
Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (70%) chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg
For those I must protect: If this unit is within three spaces of a character that they are deeply loyal toward and protective of, they will increase the percent chance of all their activatable skills by 20%. Costs: 2 pg
Swarm (II): Each time this unit or any other units of the same type attack a foe and miss, the next unit of this type will have a 20 (30) point boost to their hit. Costs 6 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
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat-clearing moves or by putting the character to sleep. Costs 4 pg
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat-clearing moves or by putting the character to sleep. Costs 4 pg
Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg
Wings of Death: -10 speed and skill. This character may choose to put excessive force into its vicious wing attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Wing.
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.
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
Character Type: Speed, Melee, Air, Angelic
Weakness: Weak to arrow damage. Mild martial weakness. Resist sacred weapons and blade type damage. Immune to autodamage.
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