HP: 105,600 (158,400 1 UP)
Attack: 1,000
1GM Psychic: 200
1GM Dark: 200
1GM Magic: 200
5M Explosion: 80
5M Whip: 80
1M Marital: 40
Arcan Blast: 200 (1200) (1400) (1600) (8000) (16,000)
Augur of Ebrietas: 500 (1500) (1700) (1900) (1980) (9900) (19,800)
A Call Beyond: 600 (1600) (1800) (2000) (2080) (10400) (20800) (31,200)
Martial Attack: 1000 (1080)
Defense: 650
2M Armor: 50
Mensis Cage: 150 (200) (850)
Scholar's Robes: 200 (1050)
Psychic Barrier: 60 (260) (1300) (2,350)
Mergo's Wet Nurse Feather Pendant: 100 (300) (1500) (3,550)
Psychicscale Pendant: 20 (220) (1100) (4,650)
Darkscale Pendant: (220) (1100) (5,750)
Speed: 167
Skill: 187
Move: 6
Items:
Augur of Ebrietas: Remnant of the eldritch Truth encountered at Byrgenwerth. This item will add 500 base might to the attack "Tentacles of Cosmic Horror". It will also give these tentacle attacks a 20% chance to flinch the foe. This item very rarely drops.
A Call Beyond: One of the secret rites of the Choir. This rare item will increase the base ability might of the ability "Arcane Meteor" by 50%. It will also prevent the character who uses it from suffering the normal stat debuffs that are usually seen when using this ability. This item is almost impossible to drop or steal.
Mensis Cage: A large, awkward helmet. This cage makes the character using it immune to mind controlling abilities. It also offers 150 defense.
Scholar's Robes: These robes grant resistance to sleep abilities as well as martial and energy type damage. However, they are relatively easy to destroy. Base 200 defense.
Vanishing Crystal: This small crystal looks as thought it is made of swirling black smoke. It will allow the character holding it to learn teleport dodge. If the character learns the ability naturally, this item will allow the character to use teleport dodge against ranged attacks, not just ranged weapons.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
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.
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.
8- Nightmare Wheels: Boosts the psychic ability of a character by 50%
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.
16- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%.
8- Volatile Crystals: Deadly crystals charged with potent explosive energy. These may explode in a character's inventory, and they will deal approximately 2000 damage a piece if they go off. However, these crystals boost explosion type damage by 50%.
8- Volatile Crystals: Deadly crystals charged with potent explosive energy. These may explode in a character's inventory, and they will deal approximately 2000 damage a piece if they go off. However, these crystals boost explosion type damage by 50%.
Abilities:
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
Tentacles of Cosmic Horror: The tentacles of this character are imbued with hideous power. All tentacle attacks of this character may be boosted by both psychic and dark type damage. Tentacle attacks count as whip damage, and as such will reach behind most shields and barriers. They are also 1-2 range. This ability may not be removed by strategist. Costs: 4 pg
Arcane Meteor: +40 hit. This character unleashes a devastating bombardment of meteors upon the surrounding area. This attack strikes all squares within five range. This attack may only be used once every four turns. After using this attack, the character will suffer a 50% reduction in the total damage of all element-based attacks. This stat loss will last for four turns. Enemies may counter this attack. This attack deals heavy shield and armor wear. It has a base 400 (600) psychic/explosion/magic type damage. Costs: 6 pg
Summon Ethereal Walkers: Signature Ability. Micolash may take a turn to summon two ethereal walkers adjacent to himself. These walkers may be removed by the ability banish. Micolash may have up to 10 Ethereal Walkers on the map at one time. Costs: 6 pg
False Death: When this character is struck by an attack that drops it below half its max HP, they may vanish (even in the middle of the enemy's attacks) and warp away to any space on the map. Costs: 5 pg
Utter Madness: This character is immune to abilities like charisma, terrifying presence, or any other personality-based ability. It also resists strategist. The ability strategist will only affect this character for two turns. After that, the unit who used strategist may not afflict this character again during that battle. This character may not be mind-controlled. Costs: 4 pg
Cowardly Fighter: This character may double their movement if they are moving away from a foe who has struck them. However, they may not attack on the turn they do this, though they may activate other abilities. Cost: 2 pg
Teleport Dodge: If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 50% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 3 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 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
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
Disengage: These characters cannot be trapped by abilities that hold a character adjacent to a foe, such as shadow tag. They are also never targetted by the ability "Engagement". Costs: 1 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
Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg
Character Type: Psychic, Strategist
Weakness: This character has a 20% chance at the start of each turn to run up and punch a foe rather than using his more deadly attacks. Madness has its costs. This character resists psychic damage.
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