Marauder: Level 60
HP: 120,000 (240,000 1UP+Draught of Life)
Attack: 1500
2GM Axe: 400
2GM Marksman: 400
1GM Energy: 200
1GM Light: 200
1GM Dark: 200
Argent Battle Axe: 2400 (3900) (4300) (4500) (4700) (4900) (24,500) (49,000) (73,500) (110,250)
Saw Off Shotgun: 2400 (2800) (5600) (8400) (25,200) (126,000)
Defense: 1500
5M Armor: 80
Sentinel Armor: 1000 (2500) (2580)
5M Shield: 80
Elite Energy Shields: 50 (250) (330) (1650) (4230)
Elite Light Shields: 50 (250) (330) (1650) (5880)
Elite Dark Shields: 50 (250) (330) (1650) (7530)
Energyscale Pendant: 20 (220) (300) (1500) (9030)
Lightscale Pendant: 20 (220) (300) (1500) (10,530)
Darkscale Pendant: 20 (220) (300) (1500) (12,030) (36,090)
Speed: 175 (+5)(-5)
Skill: 185 (175) (+10)(-5)
Move: 6 (7)
Items:
Sawn off Shotgun+++: A simple but very deadly weapon. This gun deals double damage at one range, but it may only ever strike twice. It also deals 50% less damage if used at two or more range. Base 800 (2400) bullet type damage.
Argent Battle Axe+++: -10 skill. A Legendary weapon. This weapon deals double damage to Deific or Angelic foes. This weapon may strike from 2 range, but the 2 ranged varient deals 50% less damage. This Axe deals Blade/Light/Dark/Energy Type damage. The damage of this weapon cannot be consumed. Base 800 (2400) damage.
Sentinel Armor: High tech armor. This armor grants immunity to weather and temperature based statuses and damage. This armor allows the user to breath in space or underwater. This armor set grants +1 movement. Grants immunity to bullet, martial, light, and dark. Unlike the armor of the Slayer, this armor cannot be warn with any other armor-set equipped. Base 1000 defense.
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.
Darkscale Pendant: An ancient pendant, made from a black 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 dark skill stat and boosts of this character. This item is easily lost or stolen.
Golden Casing: A rare and valuable item. It will boost bullet damage by 50% alongside gem boosts. However, only one of these items may be used at a time.
Lightscale Pendant: An ancient pendant, made from a white 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 light skill stat and boosts of this character. This item is easily lost or stolen.
Elite Energy Shields: These shields offer 50 defense, and are improved by the energy and shield skill and items boosts.
Elite Light Shields: These shields offer 50 defense, and are improved by the light and shield skill and items boosts.
Elite Dark Shields: These shields offer 50 defense, and are improved by the Dark and shield skill and items boosts.
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 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.
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- Volatile Crystals: Deadly crystals charged with potent explosive energy. These may explode in a character's inventory, and they will deal approximately 2000 damage a piece if they go off. However, these crystals boost explosion type damage by 50%.
16- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%
24- Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
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.
Golden Casing: A rare and valuable item. It will boost bullet damage by 50% alongside gem boosts. However, only one of these items may be used at a time.
Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.
Abilities:
Marauder (II): Signature ability. This character chooses a single unique character to hunt. For the next year they will deal 50% (100%) more damage to that foe. Against all other foes, this character will deal 20% (10%) less damage. Costs: 10 pg
Hell-Hound Punish: Signature ability. When this character enters a battle, he may declare a foe he wishes to target. Every turn that character fails to damage this character, this character will summon a Hell-Hound. This Hell-Hound will rush to target the targetted foe. Summoned Hell-Hounds will deal double damage to the foe. Costs: 8 pg
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15
If the character strikes an enemy, they will boost their skill stat by 5
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
If this character misses an enemy, they will boost their skill stat by 15
If the character strikes an enemy, they will boost their skill stat by 5
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (5x) 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
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficency boosts from single damage type attacks used by this character. Costs: 5 pg
Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. The foe will not counter after being struck by this attack. Costs: 5 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
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 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%) of the time. This ability only activates on physical attacks. Costs 6 pg
Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.
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 melee or marksman(gun) level.
Character Type: Demon, Hunter, Melee
Weakness: This character take 50% more damage from vantage hits. Immune to ice and freezing. Extremely resists explosion and energy. Resists sacred. This unit will not drop any items upon defeat, but he may still be stolen from.
No comments:
Post a Comment