Naria of The Eternal Forest: 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 Absorb: 1000
3GM Light: 600
2GM Martial: 400
Nari's Forest-Heart Limbs: 800 (6,100) (6,500) (7,500) (8,500) (59,500) (119,000) (238,000)
Arcane Forest 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)Magic Blast: 5,300 (6,300) (44,100) (88,200)
Absorb Blast: 5,300 (6,300) (44,100)
Defense: 5,300
1GM Armor: 200
Naria's Leaf Armor: 600 (5,900) (6,100)
1GM Shield: 200
Absorbscale Pendant: 20 (1020) (7140) (14,280) (20,380)
Celebi Leaf 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) (95,140)
Blessed White Serpentscale: 100 (700) (4900) (9,800) (104,940)
Lightscale Pendant: 20 (620) (4340) (8,680) (113,620)
Speed: 275 (280) (-5) (+10)(+35 avoid)
Skill: 275 (295) (-5)
Move: 11 (12)
Items:
Nari's Forest Heart Limbs++: An unusual form of catalyst. Unlike her sibling, Nari's catalyst is fused into her hands and feet, making her very nimble. This item cannot ever be truly destroyed. This is an odd form of martial weapon, but it cannot be improved by weaponized body. It deals martial/magic/absorb type damage. It boasts 1-3 range, as Naria can launch powerful spells from her hands. This weapon is a catalyst, and it will add its base might to specialized spell attacks.
Nari's Leaf Armor++: A elegant and beautiful outfit. This incredible piece of armor grants resistance to activated skills such as critical hits, assault moves, or any other specialized attack that is activated. It does not resist abilities that have a %chance to trigger. This armor also grants extreme resistance to psychic, fire, and explosion. This armor defends against magic and psychic. This armor may be damage during battle, but it cannot be fully destroyed. This armor 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%.
Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Node Raven Elene’s last moments of being tormented and toyed with before her deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.
Unbound Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character 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). 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.
Exposed Nerve Coil Ring: This item will cause the holder to treat resistances to pain statuses as if they were one tier lower. This item is very hard to steal.
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.
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
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
4-Pom of Power (Magic)
6-Etherion
6-Metroid Core
6-Metroid Core
24-Day Pearls
Celebiscale, Seathscale, Great Serpentscale Pendants
Absorbscale, Magicscale, Lightscale Pendants
Abilities:
Forest 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, Nari will vanish and then appear in a massive burst of deadly forest 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 magic will have a base 100 (5400) (6200) (7200) (8200) (57,400) (114,800) (229,600) (298,480) absorb/magic type might. This is a spell and may be enhanced by a catalyst. Costs: 6 pg
Arcane Forest Torrent: An ancient forest spell. This powerful spell blasts a wave of dazzling leaves and insects into towards foes. 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% more damage and has a 20% (50%) chance to stun the foe. If any allies are in the area of this attack, they will be healed 30% (60%) of their total HP instead of taking damage. This attack boasts 500 absorb/magic/light type damage. This attack may be used once every four (two) turns. Costs: 5 pg
Soul Connect: Signature ability. Nari is deeply connected to all living souls. As such, she can detect shape shifted, concealed, or invisible characters without any difficulty. She is also always able to see the entire map. She cannot do this for characters who lack souls, such as robots. Given time, she may also use this ability to track any character she wishes on the planet. This can be done with characters Nari has never seen, but this is incredibly difficult. Costs: 6 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
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
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 (II): +35 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss. Costs 10 pg
Purge: This unit may take a turn to heal an allies of sever status conditions. Only one (two) 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
Heal Pulse: Three (6) times a battle, this character may unleash a wave of magic that will heal all ally and friendly units within two spaces of it 40% (80%) of their max HP. 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% (100%) for the remainder of the turn. 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% (100%) for the remainder of the turn. Costs: 4 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
Cleansing Aura: Allies who stand next to this character (within two range) will heal 5% (10%) of their HP at the start of every turn as well as removing one (2) minor status conditions. Costs: 3 pg
Ritual Of Life: Nari has completed the ritual of life. This will double the impact of all her ally buffing and healing abilities. 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
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
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 Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
Character Type: Magic, Absorb, Support
Weakness: Extreme Poison weakness. Resists dark and psychic. This character extremely resists magic and is immune to absorb. 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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