Thursday, December 3, 2020

Iskra Esenwein






Iskra Esenwein: Level 65
HP: 144,000
Attack: 2000
3GM Bite: 600
3GM Sword: 600
3GM Dark: 600
3GM Magic: 600
3GM Absorb: 600
Elite Twin Vampire Princess Blades: 400 (2400) (3000) (3600) (25,000) (50,000) (75,000)
Iskra's Fangs: 600 (2600) (3000) (6000)
Iskra's Fangs: 600 (2600) (3600) (4600) (32,200) (64,400) (69,000) (103,500)(207,000)
Magic Blast: 2000 (2600) (18,200)
Defense: 1900
GM Armor: 200
Iskra's Vampire Scouting Garb: 300 (2200) (2400)
Elite Vampire Cloak: 600 (3000)
Speed: 222 (232) (252) (+25 avoid) (+30 avoid) (+20 avoid) (+40 avoid) (+20 avoid) (+100 avoid) (-10)
Avoid At Night: 252 (+50) (+60) (+40) (+80) (+40) (+200) (+30 stealth) (-10)
Skill: 222 (-10)
Move: 9 (11) (Walking or Flying)


Items:

Acrobat's Tradeoff: This item removes all HP buffs from the holder. It also removes all shields and barriers. It also prevents defense boosting abilities and items. It prevents the use of auto-healing abilities or items. However, it adds +10 speed and +40 avoid to the holder. Why defend when you cannot be touched? This item cannot be removed as it functions similar to a 1UP or Seraph Robe.

Iskra's Fangs++: Terrible vampiric fangs. 300 (600) base might. This ghastly set of demon-forged teeth will allow this character to activate bleed chances when using the ability "Blood Draining Bite". They will also boost the bleed activation chance by 10% and remove stat penalty debuffs for using "Jaws of Death" if this character is 3GM or higher in bite. 

4-Elite Twin Vampire Princess Blades: +15 avoid. These twin blades remove dual wield penalties. These weapons ancient and and expertly forged, making them nearly unbreakable. These swords deal blade/magic type damage. Base 200 (400) base might. These weapons cannot be augmented with any other element, but they will deal 50% extra damage upon initiating the attack.

Savage Magic Weapon Seal: This novel item may boost the damage of a melee weapon that is melee/magic element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle.

2-Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to. 

Iskra's Vampire Scouting Garb++: +2 movement. +20 avoid. This astounding leather uniform drastically increases the mobility of the character wearing it in combat. However, it is relatively fragile, and only offers resistance to light-type damage. Base 150 (300) defense.

Elite Vampire Cloak++: This ancient and terrible cloak may only be warn by undead characters. Resists fire, sonic, and explosion and magic damage. Grants the ability Gale Rush to the character wearing for free. +10 avoid in the dark. Base 300 (600) defense. This cloak blocks magic and psychic damage.

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. 

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.

Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.

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. 

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%.

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.

Shimmering Slay-Breaker: This tiny, beuatiful pin is warn like a brooch. It will cause abilities and items/weapons that increase the damage against this character wearing it to be 25% less impactful (Example: 30% boost from Demon Slayer becomes a 22% boost. A weapon that deals double damage now deals 75%). 

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%.

Devilish Destruction Charm

24- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%

6-Metroid Core: A rare it, obtained from a mission that must certainly have been perilous. This item is only dropped by Metroids, though the drop is rare. Doubles absorb-type damage.

12- 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.

Dracula's Signant: A crest granted by Dracula. This will boost the bite and claw damage of this character by 50%. It will also increase the bleed chance activation of this character by 20%. A character may only carry one crest, and the crest cannot be removed. 

Jaw Stone and Jaw Plate


Abilities:

Blood Draining Bite: This attack will increase the total damage of biting attacks by 50%, and will also give the biting attack dark and absorb type damage. This attack may only strike once, but it will heal the unit that uses it 50% of the damage that it deals to the foe if they have blood. This attack can only strike once. Costs: 5 pg

Summon Rechets of Bogdan: Signature ability. This ability requires the character using it to be at least GM in magic. This ability cannot be removed by strategist. This character may choose to use their action on their turn to attempt to summon the lethal Rechets of Bogdan. This ability only has a 30% chance to succeed. However, if it does succeed it will allow three Rechets of Bogdan to appear on the map. They must start within six spaces of Iskra, but upon being summoned they may immediately take a turn. These units may be removed by banish. These units will vanish at the end of any battle. Iskra may summon up to 30 Rechets onto a map. Rechets cannot drop items. Rechets cannot be leveled down. Costs: 6 pg

Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg

Inspire The Summoned: This ability requires inspiration to unlock. Having this prevents regular inspiration from boosting allies. However, all units summoned by this character will recieved a 50% boost to their total attack, +20 speed, and +20 skill if they are within two spaces of this character. These summoned characters may also be boosted by regular inspiration if a separate character has it. Costs: 4 pg

Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg

Vampire 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. This ability cannot be used in daylight. Costs 5 pg

Stealthy Flier (II): When in flight, this character adds 100 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 8 pg

Pouring Wounds (II): Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (80%) (100%) (120%) (130%) of the time. This ability only activates on physical attacks.  Costs 6 pg

Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 pg

Bloodbath: For every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5%. This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. 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

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% for the remainder of the turn. Costs: 4 pg

Magic Sense: This character has an uncanny perception of its surroundings. This adds 20 avoid when being attacked. It also allows this character to ignore vision-based evasion boosts. This is particularly true of invisible foes or enemies who have night-time stealth boosts. This does not allow the character to ignore extreme evasion or item based evasion boosts. This will allow the character to ignore Conceal Presence and allow the character to identify foes who are shapeshifted or have treacherous intent. This character may see invisible foes, but only if they are within six spaces of the character. Costs: 5 pg

(TBA) Avoid Conflict: If this character is attacked but does not counter-attack, it will boost its evasion by 15 on the next turn. This can stack, maxing at 90+ avoid. This ability will be lost as soon as this character attacks. Costs: 2 pg

Gale Rush: This ability is only found on winged characters with high air affinity. Requires 3M air or higher. If the character has this ability, and they are attacked by a ranged foe, each attack the foe performs will allow this character to move three spaces towards the foe. This will eventually allow them to reach and counter the foe. As soon as they reach the foe, they will execute their entire counter-attack immediately. This ability will also allow the foe to chase down enemies with abilities such a Dodge Roll, and will allow the character to move back towards a foe who has thrown them or blasted them back. This ability only works if the character is flying when they are attacked. Costs: 4 (0) pg

Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Swordsmanship level.

Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.

Character Type: Vampire, Undead, Summoner, Magic, Stealth

Weakness: Extreme Sunlight and Light Weakness. This character cannot walk around in daylight without losing 10% of its HP at the start of each turn. The sun will prevent abilities from healing this character. Resists fear, dark, and bite type damage. Resists blood damage. This character has been cursed and must feed on blood. Characters who are killed by Iskra when she is feeding will be leveled down 1-3pg , and he will not level up. Iskra must feed once a week or he will frenzy and attempt to feed on the nearest character. 

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