Skrael of The North Wind: 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 Ice: 1000
3GM Air: 600
2GM Staff: 400
Staff of The North Wind: 800 (6,100) (6,500) (7,500) (8,500) (59,500) (119,000) (238,000)
Arcane Ice 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)
White Dragon Breath: 500 (5,800) (6,600) (7,400) (8,400) (9,400) (10,000) (70,000) (140,000) (210,000) (420,000) (546,000)
Magic Blast: 5,300 (6,300) (7,100) (49,700) (99,400)
Ice Blast: 5,300 (6,300) (44,100)
Defense: 5,300
1GM Armor: 200
Skrael's Robe: 600 (5,900) (6,100)
1GM Shield: 200
Icescale Pendant: 20 (1020) (7140) (14,280) (20,380)
Bonechillscale 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)
Rayquazascale Pendant: 100 (700) (4900) (9,800) (104,940)
Windscale Pendant: 20 (620) (4340) (8,680) (113,620)
Staff Shield: 119,000 (238,000) (352,620)
Speed: 270 (-15)
Skill: 290 (310) (-15)
Move: 9 (10) (levitating/teleportation type movement)
Items:
Skrael's Staff of The North Wind++: An incredibly powerful catalyst. This item cannot ever be truly destroyed, but like many catalysts it is relatively frail. This staff may be used as a melee weapon, dealing bludgeon/magic/ice type damage. It boasts 1-3 range. This staff is a catalyst, and it will add its base might to specialized spell attacks. Base 800 might.
Skrael's Robe++: A dark robe with faint snowflake patterns. 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, explosion, and fire. 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 backstabs.
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.
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.
Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character.
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.
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
12- Ice Gems+Ice Plate
12- Air Gems+Air Plate
12-Magic Crystal+Magic Plate
Bonechillscale, Rayquazascale, Seathscale Pendants
Icescale, Airscale, Magicscale Pendant
Abilities:
Blizzard 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, Skrael will vanish and then appear in a massive burst of deadly ice magic. This will strike all tiles adjacent to where he appears. This is an AoE, and cannot be dodged. This AoE will not be countered. This AoE counts as indirect damage. This blizzard will have a base 100 (5400) (6200) (7200) (8200) (57,400) (114,800) (229,600) (298,480) ice/magic type might. This is a spell and may be enhanced by a catalyst. Costs: 6 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
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
Freezing Weapon: When this character innitiates regular attacks with an ice weapon, those attacks will have a 20% (30%) (60%) chance to freeze the enemy with each strike. Frozen characters will not take any turns, and they have a 30% chance to thaw at the start of each turn. Freezing usually lasts for 2-3 turns, but a character may be thawed by certain attacks or if they have certain abilities. Costs: 4 pg
Defog: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 pg
Cutting Ice Breathe: This character releases a flurry of sharp pieces of ice. This status move has a 70% (90%) chance of inflicting a bleeding status on an enemy. It also has a 20% (30%) (60%) chance to freeze them. Frozen characters may be thawed by certain attacks. Some enemies are unable to be frozen. Costs: 4 pg
Cutting Ice Breathe: This character releases a flurry of sharp pieces of ice. This status move has a 70% (90%) chance of inflicting a bleeding status on an enemy. It also has a 20% (30%) (60%) chance to freeze them. Frozen characters may be thawed by certain attacks. Some enemies are unable to be frozen. Costs: 4 pg
White Dragon Breath (II): Requires "Cutting Ice Breath" and 5M magic to unlock. This enchanted breath has 1-5 range in a straight line and may be used once every three (two) turns. When using this attack, all foes will have double the chances of recieving the statuses of "Cutting Ice Breath" and will also have to attempt to avoid this attack. The statuses will not calculate avoid. The attack boasts 500 magic/ice/air type damage. This attack may now strike up to twice. This attack may now petrify foes. Costs: 10 pg
Arcane Ice Torrent: An ancient ice spell. This powerful spell blasts a wave of incredibly cold air 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 40% (50%) (100%) chance to freeze. The other characters struck by this attack will have a 20% (30%) (60%) chance of being frozen. This attack boasts 500 ice/magic/air type damage. This attack may be used once every four (two) turns. Costs: 5 pg
Deep Freeze: An extremely powerful ice ability. This attack launches a wave of extreme cold that strikes all foes within ten spaces. If the foe is standing on the ground, the ice will freeze their feet, making it impossible for them to move for one turn. This attack also has a 35% (45%) (90%) chance to freeze all foes that it strikes. This is an area attack, and thus cannot be dodged. As it does not truly damage foes, it will not trigger enemy counter-attacks. This attack may be used once a battle. Costs: 5 pg
Cryomancy: Skrale signature ability. If there is a frozen character within ten spaces of Skrael at the start of his turn, he may take a turn with that character alongside his own turn. However, this counts as him activating an ability, and as such Skrael will be unable to use any other activated ability on this turn. The character he controls can resist or be immune to mind control: it will not prevent Skrael from moving them. Skrael will be able to attack with the frozen character, but he will be incapable of forcing that character to activate abilities. Cost: 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
Cryomancy: Skrale signature ability. If there is a frozen character within ten spaces of Skrael at the start of his turn, he may take a turn with that character alongside his own turn. However, this counts as him activating an ability, and as such Skrael will be unable to use any other activated ability on this turn. The character he controls can resist or be immune to mind control: it will not prevent Skrael from moving them. Skrael will be able to attack with the frozen character, but he will be incapable of forcing that character to activate abilities. Cost: 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
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
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
Freezing Aura: If an enemy is within 1 space of this character, they will have their speed reduced by 20 (40). This is an ice type status, and thus certain abilities or immunities will ignore it. Costs: 5 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
Ritual Of Ice: Skrael has completed the ritual of ice. This will double the impact of all his cold-temperature based abilities. It will also cause these abilities to downgrade item, armor, and innate resistances to the cold, 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
Staff Shield: This character may use their staff to defend themselves when being attacked. This will add half the total might of their staff attacks to their defense when being attacked or when attacking. However, this will result in a debuff of -15 speed and -15 skill. This defense will not be improved by augments or abilities such as Death Blow that increase the might of the staff's attack, but will be improved by the item and skill boosts that are applied to the weapon. Costs: 5 pg or GM in staff
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: Magic, Ice, Status
Weakness: Extreme fire weakness. Resists dark and psychic. This character extremely resists magic and is immune to ice. 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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