Saturday, August 29, 2020

Bellroc






Bellroc, Keeper of The Flame: Level 75
HP: 312,000 (624,000 Draught of Life+1UP) (1,248,000) (1,872,000 Heart and Soul)
Attack: 5,300
5GM Magic: 1000
5GM Fire: 1000
3GM Explosion: 600
2GM Spear: 400
Spear of the Flame: 800 (6,100) (7,100) (8,100) (8,500) (59,500) (119,000) (238,000) (357,000) (x1.25 w/attacking)
Arcane Flame Torrent: 500 (5,800) (6,600) (7,400) (8,400) (9,400) (10,000) (70,000) (140,000) (210,000) (420,000) (546,000) (1,092,000 w/1-range) (x1.25 w/attacking)
Magic Blast: 5,300 (6,300) (7,100) (49,700) (99,400) (x1.25 w/attacking)
Fire Blast: 5,300 (6,300) (44,100) (x1.25 w/attacking)
Defense: 5,300
1GM Armor: 200
Bellroc's Robe: 600 (2,100) (2,300)
1GM Shield: 200
Flamescale Pendant: 20 (1020) (7140) (14,280) (20,380)
Smaugscale Pendant: 100 (1100) (7700) (15,400) (35,780)
Magicscale Pendant: 20 (1020) (7140) (14,280) (28,560) (64,340)
Seath Crystal Pendant: 100 (1100) (7700) (15,400) (30,800) (95,160)
Speed: 275 (+25 Avoid)
Skill: 275 (295)
Move: 9 (10) (teleportation type movement)


Items:
Bellroc's Spear of The Flame++: An incredibly powerful catalyst. This item cannot ever be truly destroyed, but like many catalysts it is relatively frail. This spear may be used as a melee weapon, dealing pierce/magic/fire type damage. It boasts 1-3 range. This spear is a catalyst, and it will add its base might to specialized spell attacks. Base 800 might.

Bellroc's Robe++: A fearful outfit that seems sentient. This incredible piece of armor grants resistance to activated skills such as critical hits, assualt moves, or any other specialized attack that is activated. It does not resist abilities that have a %chance to trigger. This cloak also grants extreme resistance to psychic, water, and ice. This cloak defends against magic and psychic. This cloak may be damage during battle, but it cannot be fully destroyed. This cloak may not be worn with any other forms of armor. Base 600 defense. 

4- Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% (+35%) on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.

Centaur Heart: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death

Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death

Bond of the Arcane Order: A small ornament, symbolizing an order as old as time. This item will prevent any character holding it from accidentally harming allies who are also carrying this item. This item is emotionally very precious, but that doesn't prevent it from being easily lost or stolen.

Shattered Seal of Eternity: An object that is rumored to be as old as time itself, shattered in two. This extremely rare item is deadly to carry, as a character must be 3GM in an elemental skill or they will die instantly from holding it. This item prevents the abilities of this character from being locked by any ability. As such, strategist, taunt, swagger, negative zone, unnerve, or any other status abilities will have no impact on the holder of this object's abilities.

Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy physical attacks by 10%.

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

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, overheat). 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, ambushes and backstab.

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.

Wizard's Eye Ring: A ring that will cause all attacks that have a magic component to gain +20 skill. This ring is easily lost or 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.

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.

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.

Flame Rock: A rock that forms in blazing blood. This rare item will increase the damage given by 
burning statuses by multiplying their %damage by 1.5x. 

2-Magic Rod: A strange but powerful item. This item will boost the base might of flame element attack by 400. This item will only boost element attacks that include Magic-type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate

Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.

Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.


Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%. 


Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

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.

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

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: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

Devilish Destruction Charm

Magic Poms
 
6- Volvagia Scales

6- Etherion 

24- Explosion Gems

Smaugscale, Seathscale Pendants

Firescale, Magicscale Pendant



Abilities:

Inferno Warp: Signature ability. Once every four (two) turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. When warping, Bellroc will vanish and then appear in a massive burst of deadly fire magic. This will strike all tiles adjacent to where they appear. This is an AoE, and cannot be dodged. This AoE will not be countered. This AoE counts as indirect damage. This burst of flame will have a base 100 (5400) (6200) (7200) (8200) (57,400) (114,800) (229,600) (298,480) fire/magic type might. This is a spell and may be enhanced by a catalyst. Costs: 6 pg

Arcane Flame Torrent: An ancient ice spell. This powerful spell blasts a wave of incredibly hot flames in a cone in front of the character. This will strike one tile adjacent to the character and then a line of three tiles above that one tile (the basic stape is a 'T'). The 1-range portion of this attack will deal 50% (100%) more damage and has a 80% (90%) (180%) (240%) chance to burn. The other characters struck by this attack will have a 50% (60%) (120%) (180%) chance of being burnt. This attack boasts 500 fire/magic/explosion type damage. This attack may be used once every four (two) turns. Costs: 5 pg

Immolation: All must burn. This character will increase its attack by 10% every time it burns a foe, maxing at tripling its damage. This boost will last for five turns and this countdown will be reset every time it inflicts a new burning status. Costs: 5 pg

Burning Weapon: When this character initiates regular attacks with a fire weapon, those attacks will have a 40% (50%) (100%) (160%) chance to burn the enemy with each strike. Costs: 4 pg

Enchanted Weapon: This character may take a turn to add magic type damage to its weapon and boost the total damage of the attacks by 50%. The weapon will receive the magic-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg

Savage Elements: Alchemist and Sorcer exclusive ability. When this unit attacks an enemy with an element based attack, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. This ability triggers even on specialized, activatable attacks. Costs: 4 pg

Consume Magic: This character is immune to magic type attacks. If struck by an magic type attack, they will heal as much HP as the total might of the attack. They may also consume an enchanted terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. Costs: 5 pg

Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. 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 2 x damage and prevent the enemy from counter-attacking if it lands. Costs: 5 pg

Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 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

Vicious Fighter: This character is unwavering in their determination to vanquish their foe. This character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This character may vantage hit these status abilities and doing so has a 10 lower speed requirement. Countering these statuses will also cause the attacks of this character to deal 25% more damage against the foe attempting to use the ability against this character. 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

Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg

Death Shot: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20 (40), and it will double (triple) the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30% (60%). Costs: 6 pg

Ritual Of Flame: Bellroc has completed the ritual of flame. This will double the impact of all its hot-temperature based abilities. It will also cause these abilities to downgrade item, armor, and innate resistances to the burning or hot temperatures, causing these resistances to be halve as impactful. This will also cause the one ranged variant of the Arcane Torrent ability to deal double damage rather than 50%. The world must balance. Costs: 5 pg and

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

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.


Character Type: Magic, Fire, Status

Weakness: Extreme water weakness. Resists dark and psychic. This character extremely resists magic and is immune to fire. This character takes 25% more damage from foes who are using time warp. Even with carrying a temporal stone, this character is not immune to "Time Step Back". Foes who use time step backs will add +10 to their roll chance they are attempting to activate. 

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