Wednesday, December 9, 2020

Saphira






Saphira: Level 70
HP: 273,000 (546,000 Viscera) (1,092,000Mako) (1,638,000 Heart+Soul)
Attack: 3,000
5GM Fire: 1,000
5GM Magic: 1,000
5GM Psychic: 1,000
5GM Explosion: 1,000
5GM Ice: 1,000
5GM Air: 1,000
5GM Light: 1,000
5GM Sonic: 1,000
GM Bite: 200
GM Claw: 200
GM Wing: 200
Ancient Dragon Breath: 3,000 (4,600) (5,600) (6,600) (13,200) (62,700) (118,800) (237,600) (475,200)
Enchanted Dragon Breath (Dual): 300 (3,300) (4,900) (6,000) (7,000) (14,000) (66,500) (126,000) (252,000) (378,000)
Enchanted Dragon Breath (Full): 300 (3,300) (4,900) (6,000) (7,000) (8,000) (16,000) (76,000) (144,000) (212,000) (424,000) (636,000) 
Elemental Blasts: 2,000 (3,000) (22,500) (45,000)
Body Attacks: 800 (1,000)
Defense: 1,000 
Speed: 215 (+50 Avoid against ranged)
Skill: 200
Move: 7 (8) (12 (13) (14) flying)


Items:
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

10- Heart Container: +10% (+20%) HP, up to x2 (x3)

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%.

Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.

Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.

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.

Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.

Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 15%.

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage. 

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

Choking Coil: A black coil that wraps around the throat of a dragon or other breath-weapon using character. This rare item will increase the range of breath attacks by 50%. This item cannot be stolen, though it may drop.

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.

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.

Elite Ancient Dragon Spark: A spark of the blazing breath of Ancalagon. This item is impossible to steal. Boosts the total damage of "Ancient Dragon Flames" by 100%.

Great Dragon Hide Shard: This remarkable item may be used by any dragon who is a large size class or greater. This will double the defense of the dragon if they have their "Dragon Scale" ability unlocked. A Lesser Dragon Hide Shard could be created by breaking this item. 

Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.

Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.

Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.

Night Fury Tear: A brilliant, glistening tear. This item may be used to enhance the wings of naturally winged characters (characters who have winged flight movement from items/abilities will not recieve this buff). Because this tear is rubbed into the wings, it becomes impossible to steal and nearly impossible to drop (5%). This item will allow the Stealthy Flier boosts of this character to work on all forms of ranged attacks, not only ranged weapons. 

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.

Scorching Spark Crystal: A crystallized spark breathed from the unspeakable heat of Anacalagon’s breath. This crystal will cause all flame breath-type attacks to have a 30% burn chance. It will add 30% if the attacks already have a burn chance.

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.

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.

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.

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.

4-Blaze 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 fire-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

Devilish Destruction Charm

Max- Fire Poms

Max- Fire GemsIce GemVolatile CrystalsMagic CrystalTwisted SpoonDay PearlsShrieking Stone

Berk Crest: A coiled dragon, the symbol of the Berkian tribe. This brand is granted by Stoick and immediately identifies the character as an ally of Berk. It will allow a 50% damage boost to explosion and fire type attacks, and this stacks alongside gems without causing damage to self or allies. A character may only ever have one brand.


Abilities:

Gedwey Ignasia (II): Signature bond ability. Saphira and Eragon must both have this ability unlocked for it to come into effect. If the ability is unlocked, both characters will recieve a 100% (200%) damage boost to their fire and magic-type attacks if they are adjacent to one another. If Saphira dies, Eragon can use her Eldunari for 5 turns, this will increase his damage by another 100% (up to a 300% boost), and the activation chances of % activated skills will be increased by 30%. Saphira will always level down 5 (2) levels from this. If Eragon dies, Saphira will lose 30% of her HP (this can kill her; cannot be healed), but she will deal 3x (4x) damage; however, she will have a 50% (30%) chance to frenzy at the beginning of every turn. This will last until Eragon returns or the battle ends. If Saphira uses this ability, she will maintain the 30% HP debuff until she is reunited with Eragon. Costs: 8 pg 

Enchanted Dragon Flames: The breath of this dragon is steeped in her magic. This breath weapon is staggeringly long-ranged, and boasts 300 magic/flame type might. 1-3 (4) range. This attack may be used to attack or to counter. Deals 50% more damage when initiating the attack. This ability cannot be removed by Strategist. (Base 10% (20%) (50%) (100%) (120%) (+20%) chance to Burn.) Costs: 2 pg

Blue Dragon Scales: This dragon's scales give it a unique ability based on their color. Blue gives this character complete immunity to energy-type damage. These also boost the total defense of the character by 50%. Costs: 5 pg

Devastating Flame Dragon Breath: Once every three turns, this character may exhale its flame breath at full force. This will strike five squares in front of it in a straight line. Enemies will calculate their dodge chances separately. Enemies may counter-attack. Costs: 4 pg

Dive Bomb: If this character is soaring, it may come back down to normal flight levels at blinding speed. This will grant +20 avoid during this attack. The dragon may then unleash a single, deadly blast. This blast will deal double the regular breath attacks of this character, but it may only strike a single foe once. Due to approaching from such an advantageous angle, this attack will have +30 hit. Unless the enemy dodges or takes no damage from this attack, they cannot counter. Using this attack ends soaring movement. Costs: 4 pg

Draconic Jaws Filled With Breath: This dragon may use its breath weapon at incredibly close range. With its jaws practically closed around the foe, the breath weapon will be calculated as if it were a physical attack. This means it will not be impacted by abilities such as Aegis or Barrier, but it will be impacted by physical resistances. This must be done at 1 range. Costs: 1 pg

Dragon Fang (II): During any attack, this ability has a 60% (80%) (+20%) chance to activate. If it activates, the total damage of the attack will be boosted by 100%. This ability may activate when counter-attacking. Costs: 10 pg

For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg

Support: This character becomes stronger when standing side by side with close allies. This buff counts as a conditional ally buff. This buff will be calculated by choosing the adjacent ally who this character is emotionally closest to. If both units have this ability unlocked, the buffs are doubled. The buffs are as follows:
Acquaintance: +1 speed/skill. 1% damage and activation boost. Not buffed by Tentacle Idol.
Friend: +3 speed/skill. 3% damage and 3% activation boost.
>Close Friend/Sibling: +10 (+20) Speed/Skill. 10% (+20%) Damage and 10% (+20%) activation boost.
Spouse: +15 speed/skill. 15% damage and 15% activation boost.
Costs: 3 pg 

Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 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

Stealthy Flier: When in flight, this character adds +50 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: 4 pg

Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 75% (95%) chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 8 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

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

Flying Grab: The unit may attempt to attack their small or very small foe. This is somewhat clumsy, and it reduces hit by 15. If the attack lands, the character grabs their enemy and flies off with them. The character must be flying when initiating this attack. The character may then continue using any left-over movement, but each space takes two movement due to extra weight. Each space traveled gives throw damage to the enemy, and this ignores blocking and defense. Once the character has finished moving, they may throw their enemy up to two spaces away.  If the enemy falls in dangerous terrain, they will immediately take the negative effects. The enemy will take throw damage based off the character’s throw skill level. Costs: 4 pg 

(TBA) Null: 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

(TBA) 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

(TBA) Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 hit and double in total might. Costs: 2 pg

(TBA) Take the Hit (III): If an allied unit who is adjacent to this unit is attacked, this unit has a 100% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 8 pg

(TBA) 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 pg

(TBA) Barrier: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any physical attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg

(TBA) Light Screen: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any element type attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg

(TBA) Death Shot: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg


Character Type: Dragon, Magic, Psychic

Weakness: Extreme resistance to fire damage. Resists psychic and magic damage. Extreme arrow weakness. Mild dark weakness.

Caps:
HP: Large
Attack: 800
Defense: 400
Speed: 135
Skill: 130
Move: 7, 12 flying

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