Saturday, August 8, 2020

Shadow of Yharnam


Shadow of Yharnam: Level 39
HP: 24,600 (36,900 1 UP)
Attack: 235
5M Sword: 80
5M Fire: 80
5M Club: 80
Yharnam Curved Longsword: 500 (735) (815) (1223) (2445) (6113) (18,338)
Yharnam Heavy Club: 700 (935) (1015) (1523) (3045) (7613) (22,838)
Fire Blast: 235 (415) (2490) (7470)
Flame Throwing Candle: 600 (835) (915) (5490) (16,470)
Defense: 78
2M Armor: 50
Shadow of Yharnam Cloak: 100 (178) (228)
Speed: 98 (103)
Skill: 113 (108)
Move: 5

Items:

Yharnam Curved Longsword++: +5 speed. +10 hit/avoid against mid-ranged melee weapons. A stunningly long blade, curved much like a katana. This blade is fairly fragile due to it's excessive length. Base 250 (500) blade type damage. 

Yharnam Heavy Club++: -5 skill. A heavy rounded club. This weapon deals incredibly high shatter damage to shields and barriers. This club always has a 10% chance to flinch foes. Base 350 (700) bludgeon type might. 

Shadow of Yharnam Cloak: This pitch black cloak grants +25 (+50) avoid at night or in very dark conditions. This cloak defends against magic and psychic and resists blade, saw, whip, and bludgeon type damage. This cloak offers a meager 100 defense. 

Flame Throwing Candle: This weapon looks like an ordinary candle, but it can unleash an extremely deadly stream of fire. This stream of flame has 1-3 range and will strike all tiles within a straight line. All foes will dodge and counter seperately. This candle may only strike once and may only be used when the character holding it is innitiating the attack. This item will remove darkness based evasion boosts from all adjacent foes. Base 600 fire-type damage.

Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.

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.

Heavy Stone: An odd stone, covered in lumps and usually heavy for its size. This item will boost the might of bludgeon-type attacks by 50%. Only one of these stones may be used by a character.

10-Fire Gems: Boosts fire type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire.

Abilities:

Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (2.5x) Costs: 4 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficency boosts from single damage type attacks used by this character. Costs: 5 pg

Cover of Darkness: This unit receives double avoid bonuses in the dark or at night. This bonus is completely removed for a full turn after this character is targeted by a light-type attack. Costs 2 pg

Homing Fire Balls: This character may unleash 3 homing fire balls. +40 hit. These flames ignore teleport dodge, stealthy flier, and back-roll type abilities. The base might of the flames is the same as a regular fire blast. Only three balls will be fired, regardless of the speed stat of this character. These three balls have 1-3 range, and can target characters individually. This ability takes two turns to recharge. Each blast has a 10% chance to induce the burning status. Costs: 4 pg

Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 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. This attack will not be countered. Costs: 5 pg

Sadist: If this character watches someone suffer, they will boost their total damage by 25% for the next five turns. This will be triggered by pain statuses, or seeing a close ally watch their friend be killed. Abilities like Grieve or Somber Howl will also trigger this ability. Costs: 2 pg


Character Type: Stealth, Melee, Fear

Weakness: Mild weakness to mind control. Mild weakness to bite. This character strong resists dark, psychic, and blood type damage. 

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