Friday, June 12, 2020
Darknut
Darknut: Level 51
HP: 84,000 (109,200 Seraph Robe)
Attack: 550
1GM Sword: 200
5M Throw: 80
5M Martial: 80
Elite Pure Darknut Blade: 1400 (1950) (2,350) (4,700) (7,050) (21,150) (86,715)
Elite Pure Darknut Rapier: 500 (1050) (1,450) (2,900) (4,350) (13,050) (53,505)
Martial Attack: 550 (630) (1,890)
Defense: 550
5M Armor: 80
Darknut Under Armor: 400 (480) (1030)
Darknut Heavy Armor: 1600 (2630) (7,890)
5M Shield: 80
Darknut Heavy Roundshield: 1000 (1080) (3710) (11,130)
Speed (First Form): 130 (95) (80) (+20 avoid)
Speed (Second Form): 130 (145) (160)(175) (195 avoid)(+20 avoid)
Skill: 150 (165) (+20)(+20)
Move: 6 (5)
Items:
Elite Pure Darknut Blade++: -20 speed. A massive weapon. Unlike most swords, this heavy blade made deal either bludgeon or blade type damage, and the sheer weight of the blade causes it to do very heavy shield and armor wear. These weapons were cursed long, long ago. As such they may still strike foes who are intangible, but the damage will be extremely resisted. It has also been improved with the destruction of a Pure Stone twice. This weapon will deal 50% extra damage when thrown. Due to the incredible weight of this blade, it cannot be used during any activated skills. Base 1400 blade type damage.
Elite Pure Darknut Rapier++: +15 speed. A long, deadly blade. This weapon may not be used when dual wielding, but it works with Rapid Thrust. This blade will deal 50% extra damage during Critical Hits, Perfect Strikes, and Back Stabs. These weapons were cursed long, long ago. As such they may still strike foes who are intangible, but the damage will be extremely resisted. However, as a rapier it is susceptible to being broken by powerful attacks that target weapons. Base 500 pierce or blade type damage.
Darknut Under Armor++: +20 avoid. Light armor designed for sparing. This armor grants resistance to blade, pierce, bludgeon and bullet type damage. This armor is somewhat fragile. The avoid boost of this armor is only applied if the heavy armor is shed. Base 400 defense.
Darknut Heavy Armor++: -15 speed. Massive black armor. This armor will reduce the movement of the character wearing it by 1. However, this armor is cursed and will boost the total defense of the character by 200%. The armor offers immunity to explosion and dark, and grants resistance to explosion and psychic. However, this defense boost will not be applied if any elemental barriers are used. Base 1600 defense.
Darknut Heavy Roundshield++: -15 speed. This massively heavy shield will cut all physical damage recieved by this character in half when the enemy innitates the attack. Base 1000 extra defense.
Cracked Shadow Pure Stone: A poor replica of a gleaming Pure Stone. This item will double the damage of pure type weapon attacks but will crumble to dust if the character holding it falls in battle.
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.
Abilities:
Darknut Combat Shift: Signature Ability. The imposing Darknuts have been trained to switch their style of attack if one form appears to be failing. Upon reaching half HP, a Darknut will immediately strip off the heavy armor, drop its shield, and throw its heavy blade at the foe (even if they do not have the ability Weapon Throw). They will do this when the enemy has finished attacking. A Darknut cannot be killed until it has triggered this state, making it practically impossible for a single foe to fell a Darknut in one turn. In their second phase, a Darknut is much lighter and much faster. This will grant them +15 speed and +15 skill. They will use their rapier to attack during this phase. This ability cannot be removed by Strategist. Upon entering the second form, a Darknut cannot be healed above 50%. Costs: 7 pg
Shield Kick: -15 hit. This character may kick down a foe's shield before striking them. This will completely remove the shields and barriers of the foe, however it requires this character to have a higher martial skill level than the foe's shield level. This will be done before attacking, and the attack does no damage to the foe. However, this attack must calculate accuracy, and if it misses, it will prevent this character from performing their attacks. The foe will still be fully able to counter. Costs: 3 pg
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.
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. (2.05x) (4.1x) 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
Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficency boosts from single damage type attacks used by this character. Costs: 5 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
Defiant Speed: If this unit has less than half life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops bellow the half line. Costs: 3
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg
Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 pg
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Character Type: Melee, Defensive, Speed
Weakness: Weak to explosion type damage. Weak to backstabs. Resist sacred and absorb damage.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment