Saturday, February 6, 2021

Ninian






Ninian: Level 82
HP: 792,000 (1,584,000) (3,168,000) (4,752,000) (7,603,200) (9,504,000) (11,404,800)
Attack: 14,400
5GM Ice: 1000
5GM Air: 1000
5GM Magic: 1000
5GM Sonic: 1000
5GM Bite:  1000
5GM Tail: 1000
5GM Claw: 80
Ice Blast: 14,400 (15,400) (115,500) (231,000) (693,000) (866,250)
Ice Pillar Surge: 350 (14,750) (15,750) (118,125) (236,250) (708,750) (885,938)
Magic Blast: 14,400 (15,400) (115,500) (231,000) (693,000) (866,250)
Wind Blast: 14,400 (15,400) (115,500) (231,000) (288,750)
Sonic Blast: 14,400 (15,400) (115,500) (231,000) (288,750)
Claw, Bite, and Tail Attacks: 600 (15,000) (16,000) (32,000) (64,000) (80,000)
White Dragon Breath: 500 (14,900) (15,900) (16,900) (17,900) (134,250) (268,500) (402,750) (523,575) (1,047,150) (2,094,300) (6,282,900) (7,853,625)
Defense: 14,400 (28,800)
5GM Armor:  1000
Draconic Priestess Dress: 200 (23,000) (24,000) (48,000) (72,000) (108,000) (162,000) (486,000)
5GM Armor:  1000
Ice Spirit Shield: 1000 (2000) (3000) (22,500) (45,000) (90,000) (180,000) (204,000)
Sonic Spirit Shield: 1000 (2000) (3000) (22,500) (45,000) (90,000) (180,000) (384,000)
Air Spirit Shield: 1000 (2000) (3000) (22,500) (45,000) (90,000) (180,000) (564,000)
Seath Crystal Pendant: 100 (1100) (8,250) (16,500) (33,000) (597,000)
Bonechillscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (630,000)
Radio Demon Dial Pendant: 100 (1100) (8,250) (16,500) (33,000) (663,000)
Rayquazascale Pendant: 100 (1100) (8,250) (16,500) (33,000) (696,000)
Magicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (726,600)
Icescale Pendant: 20 (1020) (7,650) (15,300) (30,600) (757,200)
Sonicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (787,800)
Airscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (818,400) (1,636,800) (2,455,200) (3,682,800) (5,524,200) (16,572,600)
Speed: 295 (300) (305) (295)
Skill: 295 (310) (300) (+30 hit)
Move: 7 (9 boots) (11) (19)


Items:

Farum Azula Ancient Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique dragon spell of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack. 

Decaying Ekzykes' Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique breath weapon of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.

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 these items. 

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.

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.

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 dopped 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.

Icy Dragon Jaws++: These incredible draconic jaws have been forged into Ninian. They remove stat debuffs from Jaws of Death. This will also cause White Dragon Breath to deal 100% more damage. These jaws add an additional 300 (600) might to all biting attacks.

Ninian's Talons++: +5 speed. These claws are lightweight and forged into Ninian's hands. They boast 300 (600) base might and are practically impossible to steal. They also take no debuff for using the ability "Rapid Claws" if the character using them is over GM in claw.

Draconic Forged Eye: This eye has been implanted into a Dragon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.

Aenir's Ring: A ring kept in remembrance of a lost mother. +15 skill.

Draconic Priestess Dress: Offers no speed penalties, though it only has moderate resistance to wear. The major perk is that this armor stays in-tact when the character shapeshifts. Grants resistance to fire, dark, blade, and pierce. This will double Serene Aura boosts. Offers 200 base defense. 

Elite Dragonstone: This stone allows much better control of the dragon form of a Manakete. It will boost the bonuses of the dragon form by 50%.

Bracelet of the Ancestor: A Legendary Emblem Ring. These rings count as Rings of Power. They always drop when the holder falls in battle. Only units from the Fire Emblem Universe may wear these rings. If the holder of the ring is either the soul bound to the ring or their child, this ring will boost the total damage of the holder by 50%. This ring will increase the boost of dragon form shifts by 50% alongside Dragonstones.

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.

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, and backstabs.

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. 

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen. 

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

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

Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability that's sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.

Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost or stolen.

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 45%.

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. 

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.

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.

Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.

Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien appendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear-type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

Vicious Silver Pin: A small, needle-like pin that can easily we warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause 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 pin is very diffiuclt to steal and very valuable. 

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.

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

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.

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.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn 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% (13%) of their HP at the start of each turn. This item is easily lost or stolen.

Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.

Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind controlling abilities activating against this character.

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.

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.

Enfeeble: This deadly status may be cast at any foe within 5 range. It has a 70% (90%) chance to succeed. If this status succeeds it will remove all the benefits granted by Inhuman Strength, Havel Rings, and Chloranthy Rings. This status will last for two turns. This ability may be used twice a battle. Costs: 6 pg

Lesser Dragon Hide Shard: This remarkable item may be used by any dragon who is a medium size class or smaller. This will increase the defense of the dragon by 50% if they have their "Dragon Scale" ability unlocked. 

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

Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character.

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.

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 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 increase the chance of bleeding statuses by 20%.

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.

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.

4-Poms of Power (Magic, Sonic, Ice, Air)

12-Ice Gem+Plate

12- Magic Crystal+Plate

12-Air Gem+Plate

12-Shrieking Stones+Plate

Claw and Jaw Stone+Platess

Boots: Grant+1 movement.

Heavy Duty Boots: Consumable. These Boots grant +1 movement (stacks with Boots) and allow this unit to ignore any movement debuffs when passing through trees and other naturally difficult terrains. May only be used by units with Walking/Running-type movement only. 

Abilities:

Draconic Mediator: Signature ability. A dragon who returned to Elibe after the Scouring. This charater lays down her life in an attempt to keep the peace between dragons and humanity. As such, any human ally within ten spaces of Ninian will be benefitted by dragon-specific boosting abilities. However, she will deal half damage to dragons and she will take double damage from humans. Costs: 10 pg

Dragon Form (II): This character may take one turn to transform into a dragon. In this form, it will no longer be able to use hand-held weapons, but it will add 4 (8) to its movement and increase to a medium size class. This form will boost the magic, ice, and total defense of this unit by 100% (3x). However, this form will drop the speed and skill of this character by 15 (10) points each. Costs: 12 pg

Dragon Fang: During any attack, this ability has a 60% (80%) chance to activate. If it activates, the total damage of the attack will be boosted by 50%. This ability may activate when counter-attacking. Costs: 5 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

Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (70%) 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: 2 pg

Serene Aura: This character has a subtle grace that can easily fill an enemy with wonder. This ability works like Seductive Presence, only affecting certain characters, but it is generally more effective. This ability will drop the speed and skill of any character who is affected by it by 30 (60) if they attempt to attack this character. If this character attacks the foe, the ability will not work. Costs: 3 pg

Cutting Ice Breathe: This character releases a flurry of sharp pieces of ice. This status move has a 70% (90%) (110%) chance of inflicting a bleeding status on an enemy. It also has a 20% (30%) (50%) chance to freeze them. Frozen characters may be thawed by certain attacks. Some enemies are unable to be frozen. Costs: 4 pg

White Dragon Breath: Requires "Cutting Ice Breath" and 5M magic to unlock. This enchanted breath has 1-5 range in a straight line and may be used once every three turns (every other turn). When using this attack, all foes will have double the chances of recieving the statuses of "Cutting Ice Breath" and will also have to attempt to avoid this attack. The statuses will not calculate avoid. The attack boasts 500 magic/ice/air type damage. This attack may only strike once. Costs: 5 pg

Sing: This character may reinvigorate most types of allies by singing. This will allow units who have moved to take another full turn. This song has two range and can allow any allies within its reach to move again. This ability cannot be removed by strategist. This may be done every other turn. Costs: 5 pg 

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

Soothe: This character is kind and caring. They may take a turn to soothe an ally. This will grant that character resistance to fear type abilities for 2 turns, and will also grant 2 cool down turns towards removing anger based statuses like taunt and swagger. Costs: 2 pg

Freezing Aura: If an enemy is within 1 space of this character, they will have their speed reduced by 20. This is an ice type status, and thus certain abilities or immunities will ignore it. Costs: 5 pg

Defog: 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

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

Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. Costs: 4 pg

Ice Pillar Surge: This torrential attack launches huge spikes of ice from the ground. This attack will always leave jagged ice terrain in all spaces that it strikes. These ice spikes have a 20% (40%) (60%) chance to give a character a bleeding status, and they will damage any character who stands on them 10% of their HP. The base might of this attack is 350. This attack may only strike once. 1-3 range. Costs: 4 pg

Enfeeble: This deadly status may be cast at any foe within 5 range. It has a 70% (90%) chance to succeed. If this status succeeds it will remove all the benefits granted by Inhuman Strength, Havel Rings, and Chloranthy Rings. This status will last for two turns. This ability may be used twice a battle. Costs: 6 pg

Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

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.

Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Claw Skill

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

(TBA) Dragon Form: This character may take one turn to transform into a dragon. In this form, it will no longer be able to use hand-held weapons, but it will add 4 (8) to its movement and increase to a medium size class. This form will boost the magic, ice, and total defense of this unit by 50% (75%). However, this form will drop the speed and skill of this character by 15 points each. Costs: 6 pg

Character Type: Songstress, Dragon, Magic, Support

Weakness: Weak to blade and fire damage. Weak to mind control. Immune to ice and freezing. Resists magic. 

Caps:
HP: Medium
Attack: 500
Defense: 500
Speed: 135
Skill: 135
Move: 6


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