Thursday, April 9, 2020

Van Hohenheim






Van Hohenheim: Level 71
HP: 394,800 (789,600 Viscera) (1,579,200 Mako) (1,895,040 Crystal Soul) (2,842,560 Centaur Heart+Soul) (-1,000,000 Deletion)
Attack: 3,500
5GM Earth: 1,000 (3,000)
5GM Throw: 1,000
Earth Blast: 3,500 (6,500) (52,000) (104,000) (156,000) (468,000) (1,404,000)
Stone Edge: 600 (4,100) (7,100) (56,800) (113,600) (170,400) (511,200) (1,533,600)
Earthquake: 100 (3,600) (6,600) (52,800) (105,600) (168,960) (253,440) (760,320) (2,280,960)
Terrain Spike: 50 (3,550) (6,550) (52,400) (104,800) (167,680) (251,520) (754,560) (2,263,680)
Earth Hands: 300 (3,800) (6,800) (54,400) (108,800) (174,080) (261,120) (783,360) (2,350,080)
Defense: 3,500
5GM Armor: 1,000
Alchemist Overcoat: 1,000 (4,500) (5,500)
5GM Shield: 1,000
Raw Earth Shield: 1,000 (2,000) (3,000) (24,000) (48,000) (144,000) (288,000) {293500}
Raw Earth Shield: 1,000 (2,000) (3,000) (24,000) (48,000) (72,000) (288,000) {581500}
Earth Shield: 100 (1,100) (2,100) (15,750) (31,500) (63,000) {644,500}
Earth Shield: 100 (1,100) (2,100) (15,750) (31,500) (63,000) {707,500}
Groudonscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {740,500}
Groudonscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {773,500}
Earthscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {804,100}
Earthscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {834,700}
Earthscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {865,300}
Earthscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {895,900}
Earthscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {926,500}
Earthscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {957,100} [1,914,200] (2,871,300) (x3 w/PD)
Alchemy Earth Barrier: 50 (1,050) (2,050) (15,375) (30,750) (61,500) {1,018,600}
Alchemy Earth Barrier: 50 (1,050) (2,050) (15,375) (30,750) (61,500) {1,080,100} [2,160,200] (3,240,300) (x3 w/PD)
Speed: 230 (240) (245)
Skill: 255 (265)
Move: 6 (7) (8) (10)




Items:
Alchemist's Old Tweed Suitcoat++: +10 Speed/Skill. This lightweight armor is susceptible to wear. However, it grants extreme resistance to explosion, energy, light and immunity to fire. Base 500 (1000) defense.

Alchemist's Old Tweed Overcoat++: This incredible overcoat boosts the range of all Earth attacks by +1. The cape grants extreme resistance to absorb, air, water, and sonic damage. Base 500 (1000) defense.

4- Mako Cells: +25% HP on top of HP Boosts; Very Hard to Steal

Centaur Heart: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death

Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death

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.

10- Heart Container: +10% (+20%) HP, up to x2 (x3)

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.

Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.

Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind, overheat). This item 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.

Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.

Elite Roaring Earth Ring: This incredible ring will boost the damage of earth-type attacks that cannot strike flying or levitating foes by 60%. 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.

Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost 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. 

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.

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. 

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

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 this item. This item is very hard to steal.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

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.

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% (13%) of their HP at the start of each turn. This item is easily lost or stolen.

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.

Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.

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.

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.

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

Devilish Destruction Charm

Willow Core-Earth

4- Earth Poms

Max- Earth Gems+Plate

2-Raw Earth Shield

6- Earthscale Pendant


Abilities:
Deconstruction Alchemy: -35 Hit. This unit may cause objects that it touches to deconstruct. At one range, this unit may reach forward and touch an enemy's item instead of attacking them. Unless the item is extremely powerful, the alchemy will cause it to deconstruct and disintegrate it. The enemy may attempt to dodge this attack. With this ability, this unit may readily destroy both weapons and armor. It may also be used to deconstruct other things, such as walls or certain types of terrain. It can even be used on a water tile to make steam, adding 15 to this character's avoid. Costs: 7 pg

Reconstruction Alchemy: This unit may make or repair weapons or armor in a single turn. It may even fix items that have been disintegrated. This takes a single turn to do. This unit may also use reconstruction alchemy to make huge barriers out of the ground to protect themselves with. The amount of defense added by these barriers varies, depending on what kind of ground they were made of. This unit must take a turn to make these barriers, but they can be made all around this character, or even around adjacent allies. A normal earth barrier adds 50 to the protected character's defense. Costs: 5 pg

Earth Hands (II): This unit may take a turn to create two massive hands of stone. This hand will have 6 movement, and it exists for three turns or until it is destroyed (HP= 10% of the character who created it). The hands may grab and crush a foe, giving 300 Earth-Type damage and ignoring armor and defense. They may also grab and throw an enemy (base skill stat of these hands is 10 less than that of the character who creates them). This throw will give earth and throw type damage, calculated by the skill stats of the creating character. The throw follows basic throw mechanics. This unit may have four stone hands at a time at maximum.  Costs: 6 pg

Earth Wall Crush (II): This character may take their turn to create two 1 by 4 walls of earth anywhere within 10 spaces of them. This wall will be very sturdy and difficult to break unless the foe uses earth, bludgeon, or explosion damage against it. At the start of their next turn, as long as this unit has remained within 10 range of the earth wall, they may move the wall (or both walls) four spaces. This will strike foes and deal damage equal to a basic earth blast. It will also push foes along. If this pushes foes into a structure, including another earth wall, it will crush them, dealing massive shield wear and causing the foe(s) to immediately lose 20% of their HP. This does not work on titanic or larger characters. If a foe dodges the wall, they will simply leap over or on top of it, staying as close to their starting tile as possible. Foes may counter the character. The character may then act and take a full turn after moving the wall. Costs: 8 pg

Stone Edge: -20 hit. This immensely powerful attack is the perfect Earth-type counter to flying foes. 1-3 (4) range. This attack has 600 base earth type might, and will deal triple damage to flying foes. It also deals extremely heavy armor wear and has a 40% chance to induce the bleeding status. This attack may strike multiple times depending on the speed stat of the character using it. This attack may be used every three turns. This attack is technically considered physical. Costs: 4 pg

Earthquake: Once a day this unit may unleash a powerful earthquake. This attack only strikes characters on the ground, but it has six (4) range in all directions. The move has a base 100 earth/shatter type might. This attack cannot be dodged. Costs: 5 pg

Rock Tomb: 1-2 (4) range. Once every three turns, this unit may cause an avalanche of rocks to fall onto the foe. This will do 50% more damage than their normal earth blast, and if the attack lands it will drop the enemy's speed by 10 and their move by 2. Although it is an earth attack, this may strike flying units. This attack only strikes once. Costs: 4 pg

Terrain Spike: Once every other turn, this unit may create a spike out of the terrain beneath the feet of an enemy within 3 (4) range. The damage of this spike is calculated by what type of terrain the opponent is standing on, but normal earth will give 50 damage. In harder terrain, this spike will deal 50% more damage. In very hard terrain it will deal double damage. This attack does add the base attack might of the character along with their earth skill levels to the total damage. This attack will not strike hovering or flying characters. Costs: 3 pg

Earth Shield: Grants a protective shield of Earth to the character. This shield does not defend against psychic, magic, or water type damage. The base might of the shield is 100 but is boosted by the earth skill stats and boosts of this character. Costs: 4 pg

Wary Fighter: This unit may only ever 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

Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 200%. Costs: 16 pg

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

(TBA) Alchemy Soul Shield: Father/Hohenheim signature ability. An incredibly powerful shield. This ability is used only by Hoenheim and Father, and unless an alchemist holds a philosopher's stone, they cannot ever hope to use this ability. Using this ability will drain said philosopher's stone very quickly. This shield will grant the character and all adjacent allies extra defense equal to 5% of this character's current HP. Using this shield, however, prevents the character from counter-attacking, and the shield is not present when this character attacks. The shield also prevents this character from healing, and every turn they have their shield open will reduce their total HP by 10%. This shield can be bypassed by magic and psychic type attacks, and though it is incredibly difficult, shatter and explosion type damage can break it for one turn. Costs: 8 pg

(TBA) Motion Free Alchemy: A form of alchemy that does not require a circle... This greatly increases the speed of alchemy. If this character uses an alchemy ability, then he will boost his speed by +20 for the remainder of his and the opponent's next phase. Costs: 3 pg

(TBA) Healing Alchemy: This unit may heal an adjacent ally. This ability takes a turn to do. This ability may only be used 5 times in any given battle. The ally will be healed 40% of their maximum HP, and they will also be cured of all minor status affects. Costs: 5 pg

(TBA) Earth Hands: This unit may take a turn to create a massive hand of stone. This hand will have 4 movement, and it exist for three turns or until it is destroyed (HP 300). The hands may grab and crush a foe, giving 80 earth type damage and ignore armor and defense. They may also grab and throw an enemy (base skill stat of these hands is 10 less than that of the character who creates them). This throw will give earth and throw type damage, calculated by the skill stats of the creating character. The throw follows basic throw mechanics. This unit may create two stone hands at maximum. Costs: 3 pg

(TBA) Savage Elements: Alchemist and Sorcer exclusive ability. When this unit attacks an enemy with an element based attack, 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. This ability triggers even on specialized, activatable attacks. Costs: 4 pg

(TBA) Homunculus Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. Costs 5 pg

(TBA) Strategist: This unit may choose a first level ability held by an enemy unit within three spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. A strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg

(TBA) Rock Tomb: Once every three turns, this unit may cause an avalanche of rocks to fall onto the foe. This will do 50% more damage than their normal earth blast, and if the attack lands it will drop the enemy's speed by 10 and their move by 2. Although it is an earth attack, this may strike flying units. Costs: 4 pg

(TBA) Earthquake: Once a day this unit may unleash a powerful earthquake. This attack only strikes characters on the ground, but it has six range in all directions. The move has a base 100 earth/shatter type might. This attack cannot be dodged. Costs: 5 pg

(TBA) Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg

Character Type: Worldbreaker, Alchemist

Weakness: Resists element type damage, but not fire or explosion. Weak to martial type damage. If this character's HP falls below 10%, he will lose 90% of his attack power and his defense.

Caps:
HP: Huge
Attack: 300
Defense: 100
Speed: 125
Skill: 150
Move: 6

No comments:

Post a Comment