Sunday, November 29, 2020

Proud Shade






Proud Shade: Level 49-70 (+10)
HP: 1,080,000 (3,240,000)(5,184,000 Heart and Soul)(6,739,200)(9,097,920)(14,556,672)(34,936,013)(73,365,627)
Attack: 11,000
3 OMEGA Dark: 6000
5GM Whip: 1000
5GM Throw: 1000
Proud Shadows of Mordor: 1500 (12,500) (18,500) (19,500) (20,500) (41,000) (194,750) (389,500) (1,168,500)(1,752,750)
Defense: 11,000 (22,000) (33,000) (66,000)
5GM Armor: 1000
Silverlight Lined Small Suitcoat: 1000 (23,000) (24,000) (36,000) (72,000)
5GM Shield: 1000
Raw Shadow Shield: 1000 (7000) (8000) (68,000) (136,000) (408,000) (816,000) (840,000)
Raw Shadow Shield: 1000 (7000) (8000) (68,000) (136,000) (408,000) (816,000) (1,656,000)
True Shadow Shield: 300 (6300) (7300) (62,050) (124,100) (372,300)(744,600) (2,400,600)
Shadow Shield: 100 (6100) (7100) (60,350) (120,700) (241,400) (2,642,000)
Ancalagonscale Pendant: 100 (6100) (51,850) (103,700) (207,400) (2,849,400)
Ancalagonscale Pendant: 100 (6100) (51,850) (103,700) (207,400) (3,056,800)
Darkscale Pendant: 20 (6020) (51,170) (102,340) (204,680) (3,261,480)
Darkscale Pendant: 20 (6020) (51,170) (102,340) (204,680) (3,466,160)
Darkscale Pendant: 20 (6020) (51,170) (102,340) (204,680) (3,670,840)
Darkscale Pendant: 20 (6020) (51,170) (102,340) (204,680) (3875,520)
Darkscale Pendant: 20 (6020) (51,170) (102,340) (204,680) (4,080,200)
Darkscale Pendant: 20 (6020) (51,170) (102,340) (204,680) (4,284,880) (8,569,760) (17,139,520)
Speed: 286 (291) (301) (+10 in Dark) (+40 avoid in shadow)
Skill: 283 (313) (+30 in Dark)
Move: 9


Items:

Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.

Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.

Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character's HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.

Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.

4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% 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: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dropped at death.

10-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container. 

Hollow Gemnode Gem-Heart of Void: A mercy granted rarely by a Gemnode. This hollow gem may imitate a Legendary item once held by this character. If this character falls in battle, they will lose this item for six months. This item cannot be stolen. A Legendary Heart. This heart allows the holder to consume all. If this character uses the ability "Absorb" it may take two abilities or a second-tier ability. The foe will also lose access to that ability for a month.

Elite Homonculus Forged Eye: An eye based on the Ultimate Eye. This will grant +10 speed and +30 skill to a homonculus.

Proud Shadows of Mordor+++: Massive chunks of Dark Steel forged in Mount Doom. These sharp shards of darkness are able to easily be gripped by the shadows of Pride of the Proud Shade's "True Shadow Form". This item will allow the Shadow Form attacks to be impacted by the ability "Strike Twice". This item may change the damage type of the shadows into whip/dark instead of blade/dark (but it does not necessarily have to do so). This horrifying piece of weaponry will boost the total damage of the Shadows by 1000 (1500). At their final stage, these weapons will ignore all dark resistances and immunities, making blade and whip the only viable resistances to protect against them. At the final stage, these whips, when used as whip, will ignore all barriers regardless of items and abilities. 

God of Void Silverlight Lined Small Suitcoat: Silverlight Lined Small Suitcoat: A suitcoat lined with both Glowing and White Silverlight. This suit is susceptible to wear and offers minimal defense. This suitcoat offers immunity to light and extreme resistance to energy, absorb, water, explosion, air, and bullet type damage. It cannot be worn with any other armor Base 1000 defense.

Shadow Shield: A shield that offers 100 defense when this character does not initiate the attack. This shield is improved by dark skill type and item boosts. 

True Shadow Shield: A shield that can only truly be used by a being who is made entirely of darkness. This impressive barrier is very difficult to break, but is susceptible to light-type damage. This barrier offers 300 defense and is improved by the dark type skill and item boosts of this character. The defense of this shield is boosted by proficiency.

2-Raw Shadow Shield: A shield that can only truly be used by a being who only has access to a single element. This barrier offers 1000 defense and is improved by the dark and shield type skill and item boosts of this character. The defense of this shield is boosted by proficiency. The holder must be 5GM in dark to use this shield.

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense.  It can technically be removed but requires extreme precision.

Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have. 

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.

Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

Perfected Philosopher’s Stone: Melding Three Philosopher's stones together will grant this item. It is extremely hard to steal. This item will double the number of times and ability can be used in battle. This item will increase the total damage of Alchemy attacks by 50%.

Moon's Wish: A beautifully dark, pearl-like object. This rare item may be crafted using shards of Midnight and other rare objects. This item may be used to immediately change the map to night. This will not take the characters turn to do, and this night-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Day Pearls will fail for those five turns. This object is hard to steal. 

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.

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. 

Flame Stoneplate Ring: 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 fire type damage.

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.

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.

Dark Stag Eye: An eye ripped from the socket of the legendary black stag. Said to absorb all that is bright in the world. Grants resistance to light and sacred attacks. This item, though extremely precious, is easily dropped or stolen. 

Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.

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. 

Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.

Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.

Blood Heart: A pulsating heart made entirely of shimmering, shifting blood. 30% boost to bleed chances. Stacks with Blood tear. This item is nearly impossible to steal. It also has a 20% chance to cause most characters to suffer the Panic status each turn they hold it... though some characters are immune. 

Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.

Deep Crimson Blood Droplet: A blood droplet so violently red, it is hard to look away from. This item will remove all innate and item related resistances to taking the bleed status or bleed damage. This item is very hard to steal (5% drop)

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

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.

OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill. 

7-Shards of Midnight: Extremely rare and powerful dark objects. May only be used by a character who is truly one with darkness. These items increase the holder's dark type damage by 100%.

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.

Twisted Stone: This twisted black rock boosts the whip damage of the user by 50%. Only one of these items may be used by the character. This boosts alongside elemental gems if used. 

Blade, Whip and Dark Plates

4-Poms of Power (Dark)


Abilities:

True Shadow Form (III-Needled): This unit unleashes its true form from the "container" of its body. This monstrous black shadow is extremely long-ranged, able to cover the entire map in low light settings (normal nighttime). During the day, the shadow may engulf any adjacent areas that may be exposed to shadow (trees, caves, buildings). Wherever this shadow falls, enemy units are susceptible to attack. In this third form of the ability, this character may actually take three (four) turns attacking with this shadow, so any enemy units within reach are at serious risk. The shadow does count as part of this character, so it can be used to activate abilities, but the shadow will not take damage for this character. The attacks are dark/blade type damage. The base might of these attacks are 300. At close range, the shadow around this character is incredibly dense, so dense that it takes 3 (5) movement to walk through a single tile of shadow. Characters standing in a shadow infected tile will immediately take 100 (11,100) (17,100) (145,350) (290,700) (872,100)(1,308,150) damage at the beginning there turn. This can be avoided by flying or hovering. Also, light and dark type attacks can destroy a shadow infected tile, along with all the infected tiles adjacent to it. Destroyed shadow tiles take one turn to return. Standing in this shadow offers 30 (40) avoid to this character. In the needled state of this ability, each individual turn taken by the shadows will have its own cooldowns. Ranged attacks against this character will also deal 50% less damage. Ranged attacks also cannot ignore defense or barriers. This true form cannot exist in extremely bright or extremely dark areas. Costs: 20 pg

Absorb: Every time this unit kills an enemy, they may absorb a single, first-level ability from this foe and use it for the rest of the battle. Costs: 8 pg

Homunculus Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. Costs 5 pg

God of Gods, Void of Voids: This character's darkness is impossible to comprehend. Many have sought after it, and many have perished. The dark type attacks of this character may all be improved by proficency even if they are dual attack type. Foes cannot consume the dark type attacks of this character. This character may consume all forms of dark type attacks, regardless of the abilities of the foe, except in the case that the foe is a higher Dark skill level than this character... a laughable notion. Costs: 6 pg

Shadow Tag: If a unit is on the ground and adjacent to this character, they cannot move away from it unless they are immune to dark or a dark type character themselves. Costs: 4 pg

Shadow Grab: -15 speed. 1-2 range. A dark grab. Much more accurate and longer range than a regular grab. This unit lashes out a long shadow and grabs onto medium or small character. If this hit lands, this unit may then throw that unit two spaces away from itself. The unit will take damage equal to the skill level damage of this character's attack, throw and dark (11,000) (17,000) (18,000) (153,000) (306,000) (918,000)(1,377,000) This damage ignores defense, dark immunities, and block. If a character is thrown into a dangerous terrain, they will immediately take the negative effects. Cost: 3 pg

Grab and Smash: If this character has grabbed an enemy with a normal grab ability. This unit may smash the enemy into the ground multiple times before throwing them. The number of times that the character can be smashed against the ground depends on the speed of this unit. If it is:

5 faster: 1 extra hit.
10 faster: 2 extra hits.
15: 3 extra hits
20: 4 extra hits:
30: 5 extra hits.
40: 6 extra hits.
Each hit will give the same amount of damage as the throw, and will completely ignore defense just like a throw. Also, just like a throw, the unit will immediately take the negative effects of any terrain they are smashed against. Costs: 6 pg

Long Reach: This unit adds 1 range to most of its 1 range attacks. This means these attacks do not count as ranged attacks, even though they can reach 2 spaces away. Costs: 3 pg

Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. 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

Void Tendrils: Once every three (other) turns, this character may open up the darkness that dwells with and lash out with it. This attack will always strike four times, but it may hit more based on this character's speed (16 times maximum). These tendrils have a 150 (11,150) (17,150) (18,150) (36,300) (172,425) (344,850) (1,034,550)(1,551,825) dark/whip type might, and are boosted by the attack stat, along with the skill stats and boosts of the character. These whips will hit behind shields, and they have a 1-2 range. The void tendrils each have a 25% (45%) (75%) chance to induce the bleeding status on the enemy they strike. Costs: 6 pg

Heartstopping Aura: Fear-type Ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 (6) spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 pg

Recover: Three (6) times a day, this unit may take a turn to recover 40% of it's HP. Costs: 5 pg

Flash Dark: This character uses even the dark attacks of others to fuel its power. This ability grants immunity to Dark-type damage, and each time a Dark-type attack strikes it, it will boost its total damage by 10%. This boost will last for up to 5 turns, and the cooldown will be reset each time the character is struck by a dark attack. This multiplier will max out at tripling the total damage of this character, but this does count as an ally-based boost, as ally units may be used to buff the damage of this character. Mixed damage types will still harm this character as with any other immunity. Costs: 5 pg

Lord of Void: This character may take a turn to summon a random number (1-6) of Siblings from the Hollow Knight universe. These siblings may strike this character, which will be counted towards dark consuming abilities. This ability may be used once every three (ever other) turns. Costs: 5 pg

Void Tendril Terrain: Signature ability. This attack can only be used by those who are GM in dark or higher. This character may take a turn to charge. After this turn, at the start of its next turn it will place Void Tendril terrain down on all adjacent squares. Void tendril terrain is odd in that it must calculate accuracy, but it is extremely deadly. Void tendrils are a type of terrain that can be destroyed by light type attacks. Standing in this terrain, or within two spaces of it, will lead to the terrain attacking the player. The terrain will strike 4 times with 20,000 damage dark/whip type damage. This has a 25% 
(45%) (75%) chance to induce bleeding with each hit. The accuracy of the terrain is 170 hit. It can be consumed. Costs: 4 pg

Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.

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

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

-----------------------------------Abilities Past 70

Eternal Night: If this unit is in battle on the map, the night hours will not pass. Using day pearls will also not change the time to day. Costs: 4 pg

Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg

Unconquerable Fear: The Fear-type abilities of this cannot be resisted. There is no immunity to them. Costs: 3 pg

Terrifying Stare: Fear type move. Instead of attacking, this character may choose an enemy directly in front of them. The character then gazes into them with a terrifying stare. This drops the enemy's speed 10 (20) for three turns. This affects of this move cannot be compiled. Costs: 2 pg

Bottomless Shadows: Legendary Gem ability. The Shade Lord is an endless well of unspeakable darkness. The dark-type attacks and abilities of this character ignore the resistances and immunities of the foes. If this character is on a dark map, they will gain +10 speed and +30 skill. Costs: Legendary Dark Gem

Devouring Shadows: Legendary Gem ability. Pride's Shadows are vicious and devour those they kill. This will allow Pride to trigger the ability "Devour" with one of his turns with his shadows. This will heal Pride 30%. On top of this, while devouring the foe, the Shadow may search them for items to steal. Costs: Legendary Dark Gem

Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.

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

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: Dark, Destructive, Worldbreaker

Weakness: Resists light type damage. Immune to dark. Immune to strategist. Immune to mind control, debuffs, and negative statuses. Resists psychic and magic type damage. Weak to sonic and sacred damage. Mild weakness to fire type attacks. This unit cannot take autodamage from dark overboosting.



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