Wednesday, June 17, 2020

Edmund Pevensie





Edmund Pevensie: Level 67
HP: 210,000 (420,000 Seraph Robe) (840,000) (1,008,000)
Attack: 2300
GM Sword: 200
5M Marksman: 80
1 Throw: 5
5M Spear: 80
Elite Berkian Long Bow: 500 (2800) (2880) (5,760) (11,520) (34,560) (148,608) (185,760)
Advanced Dual Marro Spear: 90 (2390) (2470) (4940) (9,880) (29,640) (127,452) (159,315) (+2970)
Royal Narnian Twin Swords: 1000 (3300) (3500) (7000) (14,000) (42,000) (180,600) (225,750) (+2970)
Defense: 2300
5M Armor: 80
Aged Mail: 150 (2450) (2530)
Roman Silver Armor: 150 (2680) 
5M Shield: 80
Silver Purity Shield: 1000 (1080) (2,160) (9,288) (11,968)
Speed: 214 (234)
Skill: 235 (255)
Move: 6




Items:

7-Heart Containers

Elite Berkian Long Bow++: -15 speed at one range. This bow boasts 500 base pierce type damage. 1-2 range.

Enhanced Dual Macro Spear: A weapon used for rapid, brutal strikes. Always strikes twice when attacking.  90 base pierce type damage.

2-Royal Narnian Twin Swords++: +10 speed/skill. May only be used by a Narnian King. These weapons were designed by Hiccup as a gift to Edmund. They result in no debuffs from dual wielding. Base 500 (1000) blade type might. 

Silver Purity Shield: This shield requires a hand to hold it, making it remove Dual Wield or Two-Handed Stance. However, this shield will increase its total defense by 100% for each GM this character is in Shield Skill and will be boosted by pure stone and Weapons Mastery Buffs. This item is extremely rare and valuable. This shield is nearly impossible to break, but high-wear strikes will knock it aside. This shield blocks magic, psychic, and whip. Having any elemental shields or barriers available prevents a character from using this shield. Base: 1000 defense.

Aged Mail: Armor that is still decently sturdy. Grants resistance to blade and pierce. Base 150 defense.

Roman Silver Armor: Silver armor that offers protection from attack. Does not defend against psychic damage, but does block magic. Very sturdy. Offers 150 defense.

Black Knight Shield: A shield designed for skilled melee combat. Adds +10% to the chance of activating a shield repost. Grants 300 extra defense when being attacked.

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.

Pure Stone

Needle Stone+Razor Stone+Blade Plate+Pierce Plate

Abilities:

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

Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% 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

Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. Costs 2 pg

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

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 Swordsmanship level.

Death Blow: When attacking, this character adds 25% to their total damage. Costs 3 pg

Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damage. Costs: 4 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

Mage Killer: When attacking an enemy unit who is using an attack enhanced with magic, dark, or light type damage, the total might of the enemy counter-attack will be reduced by 50%. Costs: 3 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. (x4.3) Costs: 4 pg

Pavis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the physical damage of the enemy attack will be reduced by 50%. Costs: 4 pg

Aegis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the elemental damage of the enemy will be reduced by 50%. Costs: 4 pg

Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 points until the end of the enemy phase. Costs: 2 pg

Defiant (II): If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 skill and double (triple) in total might. Costs: 4 pg

Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. Costs: 4 pg 

Soothe: This character is kind and caring. They may take a turn to soothe an ally. This will grant that character resistance to fear type abilities for 2 turns, and will also grant 2 cool down turns towards removing anger based statuses like taunt and swagger. Costs: 2 pg

(TBA) Steady Steps: If this unit uses solely walking type movement (no mounts, flying, hovering, swinging, or teleporting) and has a base speed at 50 of 7 or less, it will boost its total defense by 30%. Costs: 1 pg

(TBA) Finish Strike: -15 hit. This character leaps into the air and stabs its primary blade into the chest of their foe. This attack will deal 3 x the total might of the sword's normal strikes. The enemy cannot counter-attack this move. This ability takes four turns to recharge. This blow has a 60% to give an enemy the severe bleeding status. Costs: 5 pg

(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) Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 skill and double in total might. Costs: 2 pg

(TBA) Axe Breaker: If this unit is battling an enemy who is using an axe, hammer, or club, they will receive 50 to their avoid and 50 to their skill both when attacking and when being attacked. Costs: 5 pg

(TBA) Axe Breaker (II): If this unit is battling an enemy who is using an axe, hammer, or club, they will receive 100 to their avoid and 100 to their skill both when attacking and when being attacked. Costs: 10 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) Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. This ability may be used once a day. Costs: 5 pg 

(TBA) Height Advantage: If this unit is on a mount who stands higher than the foe they are facing, this character will gain +10 hit with 1-ranged attacks. However, this does not work if the mount is flying. Costs: 1 pg

(TBA) Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. 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 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: 1 pg

(TBA) Redeemed Sibling: This character once betrayed his family, but was bought back at great cost. This debt of love now motivates this character to fight for those he once renounced. If this character is within two spaces of any of his siblings, he will boost his attack and defense by 100%. He will also trigger the ability steadfast twice as many times for these characters if they are on the map. Costs: 5 pg

(TBA) Cleave: The unit may try and instantly kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack. 
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill. 
This attack may miss, just as a normal sword strike would. 
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7

(TBA) Island Explorer: This unit will boost its total damage by 50% for two turns after exiting a seafaring vessel. Costs: 1 pg

(TBA) Electric Torch: Edmund carries an electric torch. This can make all adjacent tiles around him illuminated and no longer dark. This torch takes a hand to use, but it will cause foes attacking from 1 range to suffer -20 hit from a blinding status. This hit becomes -40 if the area outside of the electric torch's light is dark. Costs: 2 pg

(TBA) 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
If the character strikes an enemy, they will boost their skill stat by 5
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

(TBA) Animal Whisperer: This unit has an affinity for dealing with animals. When riding a beast, the mount will receive a 50% boost to all their attacks. Costs: 4 pg

(Recommend to be taught- Spin Attack, Support, Pouring Wounds)


Character Type: Melee

Weakness: Weak to knife-type damage. Resists fear statuses.

Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 129
Skill: 150
Move: 6

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Elite War Horse: Level 41
HP: 29,700
Attack: 330
5M Martial: 80
Martial Attack: 330 (410)
Defense: 320
5M Armor: 80
Elite War Horse Armor: 400 (720) (800)
Speed: 119
Skill: 90
Speed: 9


Items:

Elite War Horse Armor: Armor for steeds of war. Grants 400 defense.

Abilities:

Weight Support (III): This unit may add 9 x its basic attack damage to the attack of its rider instead of attacking itself. It will also allow the rider to access abilities like "hit and run". Costs: 16 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

Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 pg


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


Steadfast (II): This unit stays in the fight for the sake of its allies and friends. It will survive two lethal hits once for each unit in your party that this character is close to. Costs: 8 pg


Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this characters max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 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


Character Type: Mount


Weakness: Claw and Bite type damage.
 

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