Thursday, June 25, 2020

Seath The Scaleless





Seath: Level 60
HP: 168,000 (268,000 Draught of Life) (336,000 1 UP)
Attack: 1,500
2GM Ice: 400
3GM Magic: 600
1GM Air: 200
5M Claw: 80
1GM Tail: 200
Ice Blast: 1500 (1900) (9,500)
Magic Blast: 1500 (2100) (10,500)
Claw Attack: 1500 (1580)
Tail Attack: 1500 (1700)
White Dragon Breath: 500 (1,300) (2,800) (3,200) (3,800) (4,000) (20,000) (40,000) (60,000) (78,000) (101,400)
Crystal Soul Mass: 50 (850) (1,350) (1,950) (2,550) (12,750) (25,500) (33,150) (43,095) (56,024)
Defense: 1,500
Bonechillscale Pendant: 100 (500) (2,500) (4,000)
Seath Crystal Pendant: 100 (700) (3,500) (7,500)
Magicscale Pendant: 20 (620) (3,100) (10,600)
Windscale Pendant: 20 (220) (1100) (11,700)
Speed: 170 (175)
Skill: 205
Move: 5 (9 (10) flying)




Items:

Seath's Crystal Fangs: The crystals growing on the Character work as incredibly powerful catalysts, boosting the might of their specialized cast spells. This item will add 800 base might to spells.

(TBA) Moonlight Soul: The Soul of this character is strangely connected to the Moonlight Greatsword.

Basilisk Eye: This ancient, rare item will increas the chance of petrifying a foe by 10%. This item is relatively difficult to steal.

6- Air Gems: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.

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-Etherion: A chunk of pure magical energy. This ancient, volatile item can be used to enhance some weapons with magic. This item will deal 5% damage to any character who holds it unless they naturally resist magic. This item will increase the magic type damage of any character holding it by 100%. 

8-Ice Gem: Boosts ice type damage by 50%. May allow a special type of ice attack once every four days. Can be used to freeze all adjacent squares.

Bonechillscale Pendant: A notably well-enchanted pendant. This easily lost or stolen item will add 100 defense to the character wearing it, but only when they are defending. This defense will be boosted by the ice skill and item boosts of the character.

Windscale Pendant: An ancient pendant, made from a pale blue dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the flame skill stat and boosts of this character. This item is easily lost or stolen.

Magicscale Pendant: An ancient pendant, made from a pink dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the flame skill stat and boosts of this character. This item is easily lost or stolen.

Seath Crystal Pendant: A notably well-enchanted pendant. This easily lost or stolen item will add 100 defense to the character wearing it, but only when they are defending. This defense will be boosted by the Magic skill and item boosts of the character.

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.

Thunder Stoneplate Ring: Wearing this ring grants the character resistance to lightning type damage. This item is easily lost or stolen.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

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. 

Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.

Abilities:

Father of Sorcery: Signature Ability. Seath will cut the damage of any specialized spell used against him by 75%. This includes spells such as Soul Spear, Soul Dregs, Soul Mass, Avada Kedavra, Eldrich Weapons, Nosferatu, Mire, and many others. He will also deal 30% extra damage whenever using any of these types of attacks. Costs: 4 pg

Dragon Traitor: This character betrayed is kind. Seath will deal 50% extra damage to all Dragon type character. However, he will also take 50% more himself. He is immune to the impact of the "Alpha" ability, and he will deal double damage to whatever dragon currently holds that position. Costs: 3 pg

Curse: Instead of attacking, this unit places a curse on an adjacent enemy. This curse will activate at a random point at some time in the future and take 50% of their max HP. Curses are very difficult to cure and require advanced magic healing moves. Most magic type characters are immune to this status condition. Costs: 4 pg

Curse Pulse: This ability requires the ability "Curse". When using the ability "Curse, this character may target all enemies within two spaces of itself. Costs: 4 pg

Defog: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 pg

Cutting Ice Breathe: This character releases a flurry of sharp pieces of ice. This status move has a 70% chance of inflicting a bleeding status on an enemy. It also has a 20% chance to freeze them. Frozen characters may be thawed by certain attacks. Some enemies are unable to be frozen. Costs: 4 pg

Serene Aura: This character has a subtle grace that can easily fill an enemy with wonder. This ability works like Seductive Presence, only affecting certain characters, but it is generally more effective. This ability will drop the speed and skill of any character who is affected by it by 30 if they attempt to attack this character. If this character attacks the foe, the ability will not work. Costs: 3 pg

White Dragon Breath (II): Requires "Cutting Ice Breath" and 5M magic to unlock. This enchanted breath has 1-5 range in a straight line and may be used once every three (two) turns. When using this attack, all foes will have double the chances of recieving the statuses of "Cutting Ice Breath" and will also have to attempt to avoid this attack. The statuses will not calculate avoid. The attack boasts 500 magic/ice/air type damage. This attack may now strike up to twice. This attack may now petrify foes. Costs: 10 pg

Petrify: This character may use certain specialized attacks to petrify a foe, turning them to stone. This is an activatable ability. When used, this ability will have a % chance to afflict the foe with the petrification status. This % will be equal to the % of HP that character has lost. The weaker the foe, the more likely this status is to land. A petrified character has a 10% chance of breaking free at the start of each turn, and this chance will increase by 10% for each turn they remain petrified. Petrification will also double the physical defense of the foe, but any sort of element-based defense (like barriers or pendants) will be lost. Petrified foes will take triple damage from sonic or bludgeon type attacks (and these damage types will now ignore resistance and immunities). Costs: 7 pg

Crystal Soul Mass: This ability may be used once every three turns. Instead of attacking, a character may summon a flurry of magic to surround them. If an enemy moves within two spaces of them, these orbs will automatically attack, even on the enemy phase. There are five orbs, and each has a base 50 magic/ice type might. If this character moves within two spaces of an enemy on its own turn, the orbs will automatically fire. This does not use up this character's attack on this phase, and they do not have to attack the character that the orbs target. Costs: 5 pg

Expose: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all its innate and item generated resistances and immunities removed for the next 4 turns. This will not remove resistances and immunities that are the result of abilities; those must be removed by Strategist. Costs: 5 pg

Strategist: This unit may choose a first level ability held by an enemy unit within 5 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: 4 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 character's 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

Strike Twice: When innitiating a regular attack while using a whip or tail weapon, this character will strike twice the normal ammount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail

Character Type: Dragon, Magic, Strategist

Weakness: Extreme lightning weakness. Mild pierce weakness. Immune to magic damage. This character has an extreme resistance to fire, ice, and dark type damage. This character resists strategist (strategist will function as though it is 1-tier lower. This character may only have 2 tiers worth of abilities locked). This character is blind and relies on hearing and smell to locate foes. Resists stunning and flinching abilities.

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