Sunday, February 21, 2021

Minions of Utgar






Minions of Utgar: Level 53
HP: 72,000 (115,200 Draught of Life)
Attack: 400
5M Axe: 80 (160) (320)
Minion Great Axe: 1600 (2000) (2320) (4640) (6960) (20,800) (104,400)
Defense: 900
5M Amor: 80
Minion Armor: 300  (1200) (1280)
5M Shield: 80
Minion Combat Shield: 300 (380) (1660)
Speed: 135 (130)
Skill: 165 (155)
Move: 5 (7 flying)


Items:

Minion Great Axe++: -10 skill. A massive, unwieldy axe. This weapon deals huge wear to enemy weapons. Base 800 (1600) blade type might.

Minion Combat Shield: -5 speed. A shield designed to pair perfectly with a great-axe. This shield will double the Axe skill damage bonus and double the amount of Weapon's Master points granted by Axe. Base 300 defense.

Minion Armor: This armor grants resistance to pierce, bullet, and water type damage. Base 300 defense.

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.

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.

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.

Abilities:

Deadly Strike: Signature ability. Whenever a Minion of Utgar attacks or counters, they may choose to use this ability. Using this ability will not prevent the use of other activatable abilities. When this ability is used, the Minion will flip 2-3 coins. If no coins land on heads, the minion will completely miss the foe. If one coin lands on heads, this attack will deal the normal damage. If two coins land on heads, this attack will deal double damage. If three coins land on heads, this attack will deal triple damage. If the Minion is attacking the foe from a higher elevation (such as Flying vs walking/levitating) it will toss three coins. At equal footing it will toss two. The coin flip will only be performed once and will apply for the entire set of attacks or counters on that turn. Costs: 3 pg

Utgar’s Orders: Signature ability. If a powerful demon (level 55+) wishes to skip their turn, any Minions of Utgar within ten range of that character may move an additional time. However, this is not granting an extra turn; this ability only grants extra movement. Costs: 3 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. (2.5x) Costs: 4 pg

Sword Mastery: This unit has mastered the Axe. This ability will double the axe skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for axe skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Swarm: Each time this unit or any other units of the same type attack a foe and miss, the next unit of this type will have a 20 point boost to their hit. Costs 3 pg

Tri-Attack: If this unit, along with two other units with this skill, stands on three sides of an enemy without attacking, then the strongest unit may activate a critical hit. This critical hit will deal 3 x the damage of a normal blow, and it cannot be dodged or counter-attacked. Costs: 5 pg

Intimidate: Fear type ability. When this foe first engages an enemy, that enemy unit will receive a 50% reduction in their total damage. This debuff will last for a full turn. This ability may work on a foe multiple times if multiple units have this ability. This ability will trigger whether or not it is this character or the foe initiating combat. This ability has 2 range. 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

Engagement: Guard/HeroScape class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop, or take damage equal to 3x the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 hit. If the character is ranged, flying will not prevent this attack from occurring. Costs: 4 pg

Demon Sense: This character has extremely sharp senses, allowing an uncanny ability to read and react to the enemy's slightest movements. This ability allows this character to add 40% to any dodge, hit, or a 15% to any skill activation chance once every three turns. Costs: 4 pg

Axe Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. This ability may be used once a day. Costs: 5 pg

Character Type: Demon, Melee

Weakness: Weak to “Counter” and “Counterstrike”. Weak to “Parry-Repost”. Resists fear and pain. Extremely resist fire.
 

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