Monday, July 13, 2020

Elrond





Elrond: Level 49
HP: 51,300 (66,690 Seraph Robe)
Attack: 190
2GM Water: 400
1GM Magic: 200
1GM Light: 200
1GM Spear: 200
Elite Enchanted Elvish Dual Spear: 600 (490) (690) (3450) (6,900)
Elite Enchanted Elvish Dual Spear: 600 (490) (690) (1090) (5450) (10,900) (21,800) (32,700)
Magic Blast: 190 (390) (1950) (3,900)
Light Blast: 190 (390) (1950)
Defense: 98
5M Armor: 80
Vibranium Chainmail Armor: 600 (698) (778)
Royal Elvish Armor: 1200 (1978)
Elrond's Cloak: 300 (2278)
1GM Shield: 200
Royal Elvish Shield: 400 (600) (2878) (3,741)
Seath Crystal Pendant: 100 (300) (1500) (3000) (6000) (8,878)
Magicscale Pendant: 20 (220) (1100) (2200) (4400) (13,278)
Waterscale Pendant: 20 (420) (2100) (4200) (17,478)
Lightscale Pendant: 20 (220) (1100) (2200) (19,678) (25,581)
Speed: 124 (134) (139)
Skill: 148
Move: 6




Items:

Elite Enchanted Elvish Dual Spear++: This weapon strikes twice when attacking. This weapon is incredibly hard to damage. 300 (600) blade/magic or pierce/magic type damage.

Royal Elvish shield: This shield protects against magic and psychic. It resists wear and grants 300 extra defense when being attacked.

The Ring Vilya: One of the three great rings of power given to the elves. This ring is worn by Elrond. This mightly object will double all the magic attacks of the wearer. Perhaps more impressive, it will increase the range of all healing and status curing abilities by 10 and double their impact. Though easily lost, this ring is meant for a certain bearer and cannot be paired with other potent items of its kind, namely Legendary Gems.

Royal Elvish Armor: +10 speed. This set of armor has been crafted at the perfect weight and balance. The remarkable strength and lightness of mithril allows Elrond to move without inhibition and even adds to his speed. As this armor is Mithril, it grants extreme resistance to pierce and blade type damage. It also resists body type attacks along with bludgeon and whip damage. This armor is nearly completely immune to wear. Grants 1200 defense. This armor grants defense against psychic and magic attacks.

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.

Elrond's Cloak: A brilliant cloak. This deep brown velvet cloak his been richly woven and enchanted many times. As such it grants resistance to poison, dark, fire, and psychic type damage. This cloak offers defense against psychic and magic attacks. This cloak grants 300 additional defense.

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.

Lingering Dragoncrest Ring: Augment abilities last twice as long. This item is easily stolen or dropped.

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.

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.

Waterscale Pendant: An ancient pendant, made from a turquoise 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.

Lightscale Pendant: An ancient pendant, made from a white 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 light skill stat and boosts of this character. This item is easily lost or stolen.

16-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.

8- Water Gem: Boosts water type damage by 50%. May allow a special type of water attack once every four days. Note: this water gem is the heart of this character.

8- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken. 

Abilities:

Bruinen's Wrath: Signature Ability. Elrond may summon a vicous torrent from any body of water. This will appear as a surge of horses erupting from the foam, and will deal trample/water damage to foes equal to 50% of Elrond's current HP. As Trample damage, this will ignore defense but not resistances. This attack will strike all foes and allies who are standing or levitating within 3 spaces of the body of water Elrond chooses to use for the attack. He may use the coast for this attack, but not the open sea. If he uses the coast, the horses will strike any squars within 3 range of the coastline. This ability may be used once a day. This ability takes a turn to charge, but Elrond may be anywhere on the map when he chooses to do it. Costs: 7 pg

Elvish Lord: This character may allow up to five elf units who end their turns within two range of him to take a second turn. Costs: 4 pg

Heal: Gives this unit a "Heal" staff. This item may be used 5 times in a battle. Instead of attacking, this unit may take a turn to heal an ally 40% (80%) of their HP. Costs: 3 pg

Heal Pulse: Three times a battle, this character may unleash a wave of magic that will heal all ally and friendly units within two (12) spaces of it 40% (80%) of their max HP. Costs: 4 pg 

Hexing Rod: -50 Hit. Limited to 3 attempts per day. This deadly rod may target any enemy within 5 spaces. If the enemy is hit by the spell, they will immediately have their maximum HP reduced by half until the end of the day. This status is incredibly difficult to cure. Costs: 5 pg

Purge: This unit may take a turn to heal an allies of sever status conditions. Only one status condition may be healed at a time. These conditions include broken necks, mind shackles, mind dives, severe bleeding, curses, petrification, and almost any kind of poison. This ability does not remove less deadly status conditions. Costs: 5 pg

Cleanse: This unit may take a turn to heal an all an allies minor status conditions. This includes burn, freeze, paralysis, mild poisons, bleeding, and stat reductions. Costs: 4 pg

Empower: This unit may take a turn to empower all ally units within 3 spaces of it. This will boost those character's total attack damage by 50% for the remainder of the turn. Costs: 4 pg

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

Banish: A potent spell, learned only after advanced training in magic. Requires the character to be 3M in magic or higher. This character may banish all summoned/created characters or objects that are within 30 spaces of them. This must be done instead of attacking. Banished characters may not return for 5 turns. This includes replicas, personas, and even Pokemon. Banish may only be used once a battle. Costs: 4 pg

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

Torrential Blade: This character may take a turn to add water type damage to its blade and boost the total damage of the attacks by 50%. The weapon will receive the water-type skill and item boosts. This augment lasts for 5 (10) turns. Costs: 5 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.

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


Character Type: Strategist, Melee, Magic, Support

Weakness: Resists magic, fear, and mind control. Mild weakness to knife and martial attacks.

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