Bronze Dragon: Level 51
HP: 84,000 (134,400 Draught of Life)
Attack: 225
GM Energy: 200
5M Psychic: 80
5M Magic: 80
5M Claw: 80
5M Bite: 80
5M Wing: 80
5M Tail: 80
Bronze Dragon Breath: 300 (525) (725) (805) (885) (4425) (8850) (13,275)
Magic Blast: 225 (305) (1,525)
Lightning Blast: 225 (425) (2,125)
Claw, Bite, Wing, or Tail Attack: 225 (305)
Defense: 1025
5M Armor: 80
Bronze Dragon Reinforced Scales: 1000 (2025) (2105) (2737)
Psychicscale Pendant: 20 (100) (500) (1000) (3105)
Magicscale Pendant: 20 (100) (500) (1000) (4105)
Energyscale Pendant: 20 (220) (1100) (2200) (6200) (8060)
GM Shield: 200
Speed: 118
Skill: 160
Move: 5 (7 (8) while flying)
Items:
Bronze Dragon Reinforced Scales: Years of effort have allowed this dragon to drastically harden its scales. This set of armor can only be warn by this bronze dragon, but it boasts a colossal 1000 base defense and makes this character immune to bleed and pain statuses. It also grants resistance to pierce and bullet type damage.
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.
Magicscale Pendant: An ancient pendant, made from a pink 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 flame skill stat and boosts of this character. This item is easily lost or stolen.
Energyscale Pendant: An ancient pendant, made from a blue 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 energy skill stat and boosts of this character. This item is easily lost or stolen.
Calm Hourglass: If this character remains motionless, the abilities Calm Mind, Tranquil Walk of Peace, and Promised Walk of Peace will not undergo their normal cooldown and will remain active indefinitely. As soon as this character moves once, however, the abilities will begin their regular cool down. This ability also increases the duration of Serene Aura. This item is rarely dropped and easily broken.
8- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.
8- Dream 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.
1-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.
Abilities:
Bronze Dragon Breath: Signature ability. This is the lethal breath weapon of the Bronze Dragon. This beath weapon has 1-2 range. It fires off a bolt of lightning surrounded by a cone of powerful psychic energy. This attack has a slight chance to take control of any foe it strikes, controlling their minds for 2 turns. This mind control has a 10% chance to activate. This attack may be used to counter. This breath weapon has 300 Lightning/Magic/Psychic type base might. This ability cannot be removed by strategist. Costs: 4 pg
Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg
Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost will last for 3 turns. Costs: 4 pg
Motionless Fortress: Defensive class ability. If this unit does not move on and is not moved by a foe's attacks or abilities, it will double its total defense. However, if it moves it must remain motionless for 2 turns in order to regain this boost. Costs: 3 turns.
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
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg
Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg
Honorable Defender: This character comes into combat well aware of the risk of activated abilities. This will double the defense of this character against activated abilities. This includes abilities that must be chosen to activate, and those that activate with a %chance. However, this ability comes at a cost, as it will prevent this character from using Assualt Moves or Critical Hits. Costs: 3 pg
Armor Rend: This character tears into the armor of foes with massive claws or fangs. This ability will only activate on regular claw or bite attacks. After this character has finished attacking the foe, the foe will have all their armor based resistances cut in half for the next two turns. This means immunities will become extreme resistances, extreme resistance will become resistance, and resistances will be completely lost. Performing this ability multiple times will reduce the armor repeatedly. After two turns, the armor will return to normal. Costs: 4 pg
Bronze Dragon Scales: This dragon's scales give it a unique ability based on their color. Bronze gives this character immunity to bludgeon type damage. These also boost the total defense of the character by 30%. Costs: 5 pg
Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg
Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg
Character Type: Dragon, Psychic, Magic, Defensive
Weakness: Bludgeon type damage. This character resists lightning, magic, and psychic damage. This character has a deeply noble nature, and will only deal half damage to foes who have undergone a pain status in the last two turns or are afflicted by a damaging status condition such as bleed, disease, poison, or burn.
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