
Mergo's Wet Nurse: Level 63
HP: 218,400 (327,600 1 UP) (436,800 Draught of Life)
Attack: 1,600
3GM Sword: 600
1GM Dark: 200
1GM Psychic: 200
1GM Air: 200
Siderite Blades: 600 (2,200) (2,800) (3,000) (15,000)
Siderite Blades: 600 (2,200) (2,800) (3,000) (3,200) (16,000) (32,000) (48,000)
Psychic Blast: 1,600 (1,800) (9,000)
Dark Blast: 1,600 (1,800) (9,000)
Air Blast: 1,600 (1,800) (9,000)
Defense: 1,800
1GM Armor: 200
Wet Nurse Shroud: 500 (2,300) (2,500)
1GM Shield: 200
Ancalagonscale Pendant: 100 (300) (1500) (3000) (5,500)
Darkscale Pendant: 20 (220) (1100) (2200) (7,700)
Psychicscale Pendant: 20 (220) (1100) (2200) (9,900)
Mergo's Wet Nurse Feather Pendant: 100 (300) (1500) (3000) (12,900)
Psychic Barrier: 60 (260) (1300) (2600) (15,500)
Speed: 177 (187) (197) (152) (172) (182)
Skill: 235 (215)
Move: 5 (8 (9) flying)
Items:
6-Siderite Blades++: +5 speed. Blades made of an uncanny material that is said to fall from heaven. Siderite blades never break, and they are not impacted by magnetism or by psychic item stealing moves such as Force Disarm. These long, curved swords may be used with dual weild without incurring speed or skill penalties. These weapons may readily accept Dark Augmentation. These blade boast 300 (600) blade/psycich type damage.
Wet Nurse Shroud: A black dress and shroud that cover the mostly-invisble Wet Nurse. Despite its appearance, this shroud is not at all fragile, and it offers extreme resistance against poison, lighting, blade, bludgeon, and whip. This uncanny cloak causes assualt moves to deal half damage and takes no wear from them. This roab grants 500 base defense.
Fearful Pendant of a Great One: This rare object cannot be stolen from a Great One unless the character doing so is a being comparable to them in psychic ability and terror. This item will reduce the pg cost of all fear abilities by 1.
Psychic Barrier: This powerful barrier works like a shield. It blocks most attack types but does not defend against dark or psychic. Like most barriers, it is susceptible to being shattered. Base defense 60
Psychicscale Pendant: An ancient pendant, made from a violet 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 psychic skill stat and boosts of this character. This item is easily lost or stolen.
Psychicscale Pendant: An ancient pendant, made from a violet 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 psychic skill stat and boosts of this character. This item is easily lost or stolen.
Darkscale Pendant: An ancient pendant, made from a black 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 dark skill stat and boosts of this character. This item is easily lost or stolen.
Ancalagonscale 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 dark skill and item boosts of the character.
Mergo's Wet Nurse Feather 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 psychic skill and item boosts of the character.
Temporal Fissure: An uncanny object. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear.
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.
Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.
Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.
4-Shards of Midnight: Extremely rare and powerful dark objects. May only be used by a character who is truly one with darkness. These items increase the holder's Dark-type damage by 100%.
8- Nightmare Wheels: Boosts the psychic ability of a character by 50%
6-Air Gem: 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.
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:
Nightmare Fog: Signature Ability. The Wet Nurse takes a turn to begin activating this ability. If she is flinched, stunned, or killed while beginning to activate this ability, the ability will fail. However, if she succeeds in activating this ability, it will create a massive swirl of purple fog, covering all spaces within 20 range of her. This fog will boost the Wet Nurse's total damage output by 50%. In this fog, the Wet Nurse will have concealed presence, and the fog itself drops the perception of most characters by 1. In this fog, The Wet Nurse will have perfect perception of where her foe is, and will ignore vision-based evasion boosts and invisibility. When this fog is activated, it will immediately augment the blades of the Wet Nurse with her "Dark Weapon" augment. These weapons will stay augmented the entire time the fog is present. This fog will reduce the skill of foes inside of it by 30. In this fog, the Wet Nurse will immediately be joined by a replica. This replica will only have 10% of the Wet Nurses normal life, but if it falls it will reappear at the start of the Wet Nurs's next turn. This replica will be able to warp anywhere within the fog. This fog lasts for five turns. After the fog vanishes, it will take five turns for the ability to recharge. Costs: 12 pg
Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg
Long Reach: This unit adds 1 range to most of its 1 range attacks. This means these attacks do not count as ranged attacks, even though they can reach 2 spaces away. Costs: 3 pg
Gale Rush: This ability is only found on winged characters with high air affinity. Requires 3M air or higher. If the character has this ability, and they are attacked by a ranged foe, each attack the foe performs will allow this character to move three spaces towards the foe. This will eventually allow them to reach and counter the foe. As soon as they reach the foe, they will execute their entire counter-attack immediately. This ability will also allow the foe to chase down enemies with abilities such a Dodge Roll, and will allow the character to move back towards a foe who has thrown them or blasted them back. This ability only works if the character is flying when they are attacked. Costs: 4 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
Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg
Dark Weapon: This character may take a turn to augment its weapon. This will give the weapon dark type damage and grant it the dark type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 turns. Costs: 5 pg
Four Arm Wield: This character may hold and attack with up to four weapons, in essence multiplying its attacks by 4. However, doing this requires a huge amount of focus, and results in a -25 skill and speed loss while using this ability. Dual wield is required for this ability to function. Costs: 5 pg and Dual Wield.
Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg
Intimidate: Fear type ability. When this foe first engages an enemy, that enemy unit will receive a 50% reduction in their total damage. This debuff will last for a full turn. This ability may work on a foe multiple times if multiple units have this ability. This ability will trigger whether or not it is this character or the foe initiating combat. This ability has 2 range. Costs: 4 (3) pg
Intimidate: Fear type ability. When this foe first engages an enemy, that enemy unit will receive a 50% reduction in their total damage. This debuff will last for a full turn. This ability may work on a foe multiple times if multiple units have this ability. This ability will trigger whether or not it is this character or the foe initiating combat. This ability has 2 range. Costs: 4 (3) pg
Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg
Unnerve: Enemies within ten spaces of this character cannot use "Consume" abilities. This includes abilities that consume souls, absorb the abilities of others (such as absorb), or devour the foe (living or dead). This is a fear status ability. Enemies cannot use consumable items. Some healing abilities will also be prevented. Costs 6 (5) pg
Rally: Bloodborne exclusive ability. When attacked, this unit has a chance to regain some of the damage dealt back as health. For each time this unit counterattacks and hits the opponent, it gains 15% of the damage it took back as health. Costs: 3 pg
Bloodbath: For every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5%. This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg
Pouring Wounds: Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (60%) of the time. This ability only activates on physical attacks. Costs 3 pg
Rally: Bloodborne exclusive ability. When attacked, this unit has a chance to regain some of the damage dealt back as health. For each time this unit counterattacks and hits the opponent, it gains 15% of the damage it took back as health. Costs: 3 pg
Bloodbath: For every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5%. This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg
Pouring Wounds: Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (60%) of the time. This ability only activates on physical attacks. Costs 3 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.
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
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: Melee, Fear, Worldbreaker
Weakness: Weak to poison and lightning damage. Extreme resistance to blood and psychic damage. Immune to mind control. Immune to dark. Immune to strategist.
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