Friday, May 22, 2020

Alucard





Alucard: Level 75
HP: 390,000 (1,170,000 Heart Container) (2,808,000 Erdtree Seeds) (4,292,800 Blood) (5,840,640 Crystal Soul) (9,345,024 Heart+Soul)
Attack: 4,800
5GM Sword: 1,000 (2,000)
5GM Martial: 1,000
5GM Fire: 1,000
5GM Water: 1,000
5GM Explosion: 1,000
5GM Light: 1,000
5GM Magic: 1,000
5GM Bite: 1,000
5GM Claw: 1,000
5GM Dark: 1,000
5GM Absorb: 1,000
5GM Poison: 1,000 
Heirloom Sword: 750 (5,550) (7,550) (18,875) (37,750) (188,750) (566,250)
(TBA) Heirloom Sword (Greased): 750 (5,550) (7,550) (8,550) (17,100) (145,350) (290,700) (1,453,500)
Heirloom Shield: 1,500 (6,300) (7,300) (8,300) (9,300) (69,750) (139,500) (279,000)
Blood Draining Bite: 600 (5,400) (6,400) (7,400) (7,600) (19,000) (68,400) (125,400) (250,800) (376,200) (752,400) (1,128,600 Wolf Form)
Defense: 4,800 (9,600) [19,200]
5GM Armor: 1,000
Vibranium Chainmail: 600 (10,200) (11,200)
Mithril Hunter Armor: 1,200 (1,400) {12,600}
Elite Vampire Cloak: 300 (500) {13,100} [26,200]
5GM Shield: 1,000
Lisa's Heirloom Shield: 1,500 (2,500) (3,500) (4,500) (33,750) (67,500) (135,000) (270,000) {283,100}
Shadow Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {523,100}
Fire Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {763,100} 
Light Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {1,003,100}
Water Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {1,243,100}
Smaugscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {1,276,100}
Great Serpentscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {1,309,100}
Orcane Ripple Pendant: 100 (1,100) (8,250) (16,500) (33,000) {1,342,100}
Seath Crystal Pendant: 100 (1,100) (8,250) (16,500) (33,000) {1,375,100}
Ancalagonscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {1,408,100}
Celebi Leaf Pendant: 100 (1,100) (8,250) (16,500) (33,000) {1,441,100}
Hydrascale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {1,474,100}
Flamescale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,504,700}
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,535,300}
Waterscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,565,900}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,596,500} 
Darkscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,627,100} 
Absorbscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,657,700}
Poisonscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,688,300} [3,376,600] (5,064,900)
Defense when Attacking: 283,100 [566,200] (849,300)
Speed: 250 (260) (275) (280) (+10 in Bat Form)
Avoid: (+15 (25) (+50) avoid in dark) (+50 (+100) avoid Stealthy Flier) 
Skill: 270 (-10) (+30 Hit)
Move: 8 (9) (Levitating) (11 (12) Wolf) (12 Mist) (13 Bat (14))


Items:

Heirloom Sword+++: +15 Speed. Alucard's Heirloom blade. Alucard (and some other magic characers) may cause this blade to float in front of them, freeing their hands and allowing them to attack with this weapon even when their hands are unable to be used (Dismember, Arm Breaking Blow, Vicious Tackle, Knock Off). This weapon may not be used when dual wielding, but it works with Rapid Thrust. This blade will unlock "Back Stab" on its wielder and will deal 50% extra damage on Critical Hits, Perfect Strikes, and Back Stabs. This blade cannot be used with "Dual Wield", but can be used with "Rapid Thrust"; however, as a rapier, it is susceptible to being broken by powerful attacks that target it. After being reforged with a Daedalus Hammer, Alucard may cast this weapon, having it attack during one engagement. He may then take a second engagement using a different form of attack (bites, shield, magic, etc.) as his sword returns to his side. These engagements may target different foes, but the sword must be used first. This sword always returns to the wielder immediately after being thrown. Base 250 (750) Sacred/Blade or Pierce-type damage. 

Brave Weapon Seal: Causes weapon to strike twice the normal amount when initiating attack; Cannot be used on a weapon with a Speed debuff of -20 or more; This item will only be stolen if the weapon it is attached to is stolen (usually a 30% chance).

Lisa's Heirloom Shield+++: A powerful shield left for Alucard. This shield will grant defense both when attacking and defending. Boasts Base 500 (1,500) defense and is boosted by Light, Magic, and Shield skill boosts and items. It may also be used as a bludgeoning weapon that deals Base 500 (1,500) Magic/Light/Bludgeon-type damage. It may only strike once; however, it may be used with "Dual Wield" and may be used in a powerful ramming attack. This ramming attack will buff the damage of the shield by 10% for every space Alucard has moved in a straight line before attacking (which can even occur if he stays moving in a straight line over multiple turn). The buff is lost if he changes directions. 

Alucard’s Fangs++: Terrible vampiric fangs. 300 (600) base might. This ghastly set of demon-forged teeth will allow this character to activate bleed chances when using the ability "Blood Draining Bite". They will also boost the bleed activation chance by 10% and remove stat penalty debuffs for using "Jaws of Death" if this character is 3GM or higher in bite. 

Alucard’s Talons++: These claws are lightweight and forged into Alucard’s hands. They boast 300 (600) base might and are practically impossible to steal. Alucard’s Talon's increase his speed by 5 and increase bleed chance activations by 10%. They also take no debuff for using the ability "Rapid Claws" if the character using them is over GM in claw.

Elite Vampire Cloak: This ancient and terrible cloak may only be worn by undead characters. Resists fire, sonic, and explosion and magic damage. Grants the ability Gale Rush to the character wearing for free. +10 avoid in the dark. Base 300 defense. This cloak blocks magic and psychic damage.

Vibranium Chain Mail: Extremely hard and valuable chain mail. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 600 defense.
 
Mithril Hunter Armor: +10 Speed. This beautiful armor has been perfectly hand-crafted by the Elves of Rivendell to combat the creatures of the night. The perfection of this mastercraft armor allows it to increase the Speed of the wearer. As it is made from the purest of Mithril, it grants extreme resistance to Blade and Pierce-type damage, as well as resistance to Bludgeon, Whip, and Body-type damage. Defends against Magic and Psychic-type attacks. Nearly immune to wear. Base 1,200 Defense.

Crown of the Dark Sun: A potent crown. Requires the wearer to be a master in light, magic, and armor skill weapons. This crown will boost the magic and light damage of this character by 50%.

Ancestor's Will: Boosts all droppable HP boosts by 10%; Very Easily Dropped.

Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.

4- Erdtree Seeds: +25% HP on top of HP Boosts; Max of 4 may be held; Cannot be used with Mako Cells; Very Hard to Steal

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

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

Crystal Soul: +20% HP on top of HP boosts; only may hold one

10- Heart Containers: +10% (+20%) HP; Stacks up to x2 (x3)

Deep-Sea Caryll Rune: Reduce all Elemental damage by 10%; Cannot be stolen except by Mind Diving 

Lake Caryll Rune: Reduce all physical damage by 10%; Cannot be stolen except by Mind Diving

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). 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, and backstabs.

Frostbite Ring: A ring from the world of the Dark Soul. Grants resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance to 45%.

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.

Pennance Ring: Extreme Resist Whip

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 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. 

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. 

Stonesmashers Ring: Extreme Resist Bludgeon

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.

Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.

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

Blood Heart: A pulsating heart made entirely of shimmering, shifting blood. 30% boost to bleed chances. Stacks with Blood tear. This item is nearly impossible to steal. It also has a 20% chance to cause most characters to suffer the Panic status each turn they hold it... though some characters are immune. 

Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose, and is rarely stolen. This tear strangely increase the chance of bleeding status's by 20%.

Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops. 

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.

Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.

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.

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.

Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Miracle Scale: Grants "Incredible Barriers" for free

Necronomicon: Doubles the effects of Fear-type moves.

Philosopher's Stone: Doubles ability usage and halves cooldown time. 

Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage

Ptumeru Chalice: Halves damage from Bleed, Disease, Burn, and Poison statuses. Easily stolen, but disappears upon death.

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.  

Shimmering Slay-Breaker: Slaying damage is reduced by 25% (Example: 30% boost from Demon Slayer becomes a 22% boost. A weapon that deals double damage now deals 75%) 

Temporal Stone: Immunity to Time-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.

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.

Vampiric Forged Eye: This eye has been implanted into a Demon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.

Vanishing Crystal: This small crystal looks as thought it is made of swirling black smoke. It will allow the character holding it to learn teleport dodge. If the character learns the ability naturally, this item will allow the character to use teleport dodge against ranged attacks, not just ranged weapons.  

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

Devilish Destruction Charm

Hunter's Mark: A brand placed on the skin. This stark, dangling rune is the mark of a hunter. A character must organic to recieve this brand. The brand will permantly boost all blade type by fifty percent. This will stack alongside gems and other boosting items, but it will never trigger autodamage to this character or its allies. This will also add 20% to all bleed activations. This brand may only be given by The Moon Presence.

Dracula's Signant: A crest granted by Dracula. This will boost the bite and claw damage of this character by 50%. It will also increase the bleed chance activation of this character by 20%. A character may only carry one crest, and the crest cannot be removed. 

Magic, Light, Fire, Dark, Poison Poms

Pure Stone

Razor Stone+Plate

Needle Stone+Plate

Claw Stone+Plate

Jaw Stone+Plate

24- Vorpent Eyes+Poison Plate

24- Day Pearls + Light Plate

24- Night Sapphire+Dark Plate

12- Jade Cubes+Absorb Plate

12- Volatile Crystals+Explosion Plate
 
12- Fire Gems+Flame Plate

12- Water Gem+Water Plate

12-Magic Crystal+Magic Plate

Air Gem

(TBA) Vallite Enchanted Brave Greatsword: +10 hit and avoid against medium ranged melee weapons. This greatsword will always strike twice as many times when initating the attack. This weapon has also been enhanced to deal light type damage. Like most brave weapons, this sword is somewhat fragile, but may be repaired if damaged. This weapon boasts 300 blade/magic/light type damage. 

(TBA) Gold Tracer ++: +10 speed. A lethal golden blade. If this weapon strikes an enemy four (two) (one) times, they will receive  the bleeding status. This weapon can be used to shield repost. Base 250 (500) blade type damage.

(TBA) Heinous Dark Crest: A small crest that can be attached to most melee weapons. This will add dark-type element damage to the weapon if the weapon is capable of handling this element. This item is very hard to  steal without stealing the weapon.

(TBA) Cleansing Greatshield++: -10 Speed. Grants 250 (500) extra defense when being attacked. The powerful magic of this shield will allow it to grant this defense to all adjacent allies as well. Boosted by magic items and boosts. This shield's field of protection will also prevent damage and stat losses due to dark or abyssal terrain. This shield is nearly unbreakable and defends against magic.

(TBA) Mithril Chainmail: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail offers extreme resistance to blade and pierce type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be worn under other armor or cloaks. Base 800 defense.

(TBA) Sage Robes: Fragile but potent magical robes. Offer defense against magic and psychic. These robes will have their defense boosted by magic skill and item bonuses. Grants 150 defense.

(TBA) Grut Warlord Armor: This bronze armor is incredibly well forged. It grants extreme resistance to martial, bludgeon, pierce, and light type damage. This armor defends against magic. Base 400 defense.


Abilities:

Beast Forms: Alucard Signature Ability. Alucard may transform into either a great white wolf or a massive dark bat. He will not change size classes upon doing this. Becoming the wolf will add 2 to his movement, and becoming the bat will add 4. In wolf form, Alucard will deal 50% extra damage if using body attacks. In bat form, he will receive +10 speed. Both forms result in a -10 skill debuff. If Alucard has his heirloom blade, he may use the blade in the wolf form. Alucard may only form change once per turn, but he may do it before or after moving. Costs: 5 pg

Vampire 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 (forty) in any given battle. This ability cannot be used in daylight. Costs 5 pg

Vampiric Mist: Signature ability. This ability may be used twice (four times) a battle. It takes a turn to transform into this state. This state will increase the movement of the character by 3 and grant them flying movement. In this mist form, this character will become intangible and immune to physical damage. However, air damage will now give them 50% more. This state will last for four turns. This state will prevent other forms of shapeshifting. This will also conceal Alucard's presence. Costs: 4 pg

Backstab: This character may stab an opponent in the back. The direction an opponent is facing is determined by where they just attacked last, but the must-have attacked with a 1 ranged attack. If this unit moves behind the foe, their attack will only be able to strike once. However, it will deal 2x damage and prevent the enemy from counter-attacking if it lands. Costs: 5 pg (sword)

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. If this character can vantage hit the foe, they can gale rush once before attack before attempting to do so. 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 (0) pg

Blood Draining Bite: This attack will increase the total damage of biting attacks by 50%, and will also give the biting attack dark and absorb type damage. This attack may only strike once, but it will heal the unit that uses it 50% of the damage that it deals to the foe if they have blood. This attack can only strike once. Costs: 5 pg

Consume Souls: Every time this unit kills an enemy, they may absorb a single, first-level ability from this foe and use it for the rest of the battle. This will also allow this character to take possession of the soul of a foe. A captured soul will make this character take half damage from any foe who has they currently possess the soul of. Costs: 8 pg (Souls list: Minion of Utgar, Ciaran, Artorias, Ethereal Walker, Mergo’s Wet Nurse)

Cover of Darkness: This unit receives double avoid bonuses in the dark or at night. This bonus is completely removed for a full turn after this character is targeted by a light-type attack. Costs 2 pg

Flurry Assault: If this character is attacked and dodges all the enemy strikes, they may immediately rush up to the foe and counter-attack. They will counter attack with twice as many strikes as they would normally do. If this character is hit by even one strike, this skill will not activate. Costs: 3 pg

Pouring Wounds (II): Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (80%) (130%) (180%) (220%) (230% bite/claw) of the time. This ability only activates on physical attacks.  Costs 3 pg

Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counterattack. Costs: 7 pg

Stealthy Flier: When in flight, this character adds 50 (100) 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

Teleport Dodge: If the character is being attacked by a ranged weapon (any ranged attack) and is faster than the foe attacking, they have a 50% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 3 pg

Terrifying Presence: Fear type ability. Enemies within 2 spaces of this unit receive -30 (-60) avoid. Costs: 4 pg

Twin Brands: This character may be marked and buffed by two Brand crests rather than one. Costs: 1 pg

Weapon Throw (II): The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe twice. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on double this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 2 pg

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

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. (2.8x multiplier) Costs: 4 pg

Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting 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 Bite.

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

(TBA) Chain Attack: An ability used by tight-knit squads. If this character is part of a notable force of three or more who often battle in tandem, they may have access to this ability. If a character with Chain Attack is standing within their own attack range of a foe who is targeted by an ally, they may jump in and strike the foe before their ally does. This strike will only hit once, and it will be 10% of the normal damage of this character. This strike will boast +50 hit. Foes will not counter a chain attack and a chain attack will always strike before Vantage. The damage of a chain attack will be doubled if the unit has the ability “Support” unlocked and is at least a “Friend” with the ally who has triggered the attack. Costs: 5 pg

(TBA) Soul Absorbing Spell: Legendary Magic Gem Ability. Alucard may take his turn to trigger this status on a foe within 5 range. After doing this, at the start of the foe's next turn, they will begin to lose 10% of their total HP. This will trigger every single turn they spend within 10 range of Alucard. They will also lose 10 speed, 10 skill, and 2 movement. This debuff and life drain will also heal Alucard 10% at the start of his turn if the enemy lost HP from the soul drain. If the enemy is within ten range Alucard will gain +5 speed, +10 skill, and +2 movement. This ability will last until the foe or Alucard falls, so even if they flee, as soon as Alucard chases them down it will continue. This ability takes five (two) days to recharge. Characters who lack souls are immune. Costs: Legendary Magic Gem.

(TBA) Knife Barrage: Once every two (one) turns, this unit may double the number of times it would normally throw a knife. These knives home in, making them ignore abilities like teleport dodge and stealthy flier. Costs: 5 pg

(TBA) 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

(TBA) Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 pg

(TBA) Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficiency boosts from single damage type attacks used by this character. Costs: 5 pg

(TBA) 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

(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg

(TBA) Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will triple the total damage Costs: 8 pg

(TBA) Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units that are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. (Wolf Form Only) Costs: 6 pg

(TBA) Holy Water: Once every three turns this character may cast a vial of Holy Water at a foe. This will deal double damage to certain foes, generally those who are undead or demonic. This attack will immediately catch the tile it strikes on fire. The attack will deal 500 water/fire/explosion/sacred damage. This attack has a 100% chance to burn the foe. If the foe is demonic, undead, or unholy, they will not be able to have immunities, resistances, or consume this damage. This attack will only strike once. 1-2 range. Costs: 4 pg

(TBA) Holy Cross: This character may throw a holy cross at foes. If they are unholy, undead, or demonic, this cross will deal double damage. The cross will strike three squares in a straight line in front of this character, and each foe will calculate dodge, defense, and counter individually. This attack can only strike once. This attack will deal a base 200 light/magic/explosion sacred damage. This attack may be used once every three turns (as often as wanted). Costs: 5 pg

(TBA) Holy Shield: Holding up a Holy Book, this character may create a shield around itself. This takes the character's turn to do, but doing it will grant immunity to mind control and dark and poison terrain. All allies adjacent to the character will also receive this boost. It will also halve the damage of dark type attacks used against this character or their adjacent allies. This shield will last for three turns. Costs: 4 pg

(TBA) Holy Glass: A glass that reveals deception. Once a day, this character may see if another character is lying to them. This will also alert this character to shapeshifted or invisible foes if he comes within six spaces of them. This item will also boost the perception range of this character by 6. Costs: 3 pg

(TBA) Prophecy of the Sleeping Soldier: The bond ability between Alucard, Trevor, and Sypha. Forged by the fire of Dracula's wrath, the three friends share a deep loyalty. If they all share a similar cause and are within 10 spaces of each other (all three must be within this ten space range), then they will recieve powerful boosts.
Alucard: +5 movement (applies if he starts within the ten range). +30% damage. +35 avoid.
Trevor: Doubles the efficacy of all slaying abilities and items.
Sypha: +100% attack and 50% defense. +3 range.
Costs: 5 pg


Character Type: Monster, Vampire, Stealth, Melee, Undying

Weakness: Weak to sacred and whip damage. Strongly resists dark and magic. Resists blood type damage. This character has been cursed and must feed on blood. Characters who are killed by Alucard when he is feeding will be leveled down 1-3pg , and he will not level up. Alucard must feed once a week or he will frenzy and attempt to feed on the nearest character.

Dracula Curse, accepted willingly by Alucard: Alucard shall never attack a unit of Dracula’s army. The one exception is if that unit first attacks Guts or Marci. If Guts or Marci start the battle, Alucard shall not be able to attack. If Alucard is summoned to the castle, he shall make every effort to arrive. 

With Items: 
Autoheal 30% per turn
-75% chance to be poisoned; -75% chance to be Frozen and Bled; -50% Burned; -50% Disease, Radiation chance
-75% Damage from Bleed and Poison
-50% Damage from all Statuses
-50% Damage from 5 or more hits
-10% Damage from all Attacks
-10% Damage from Physical/Elemental

Immune: Time, Mind Control, Strategist, Indirect Damage, Insta-Kill, Fear, Bullet, Martial
Extreme Resist: Blade, Pierce, Bludgeon, Throw, Explosion
Resist: Body, Ice, Poison, Whip, Blood, Criticals, 5 or more hits

Caps
HP: Small
Attack: 100
Defense: 100
Speed: 125
Skill: 145
Move: 7 (levitating)

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