Saturday, March 6, 2021

Zagreus






Zagreus: Level 57 (update)
HP: 98,400 (196,800)
Attack: 650
1 Sword: 5
1 Spear: 5
1 Marksman: 5
1 Shield: 5
1 Martial: 5
3M Dark: 60
1 Energy:
1 Water: 5  
1 Light:
3M Magic: 60
5M Absorb: 80
1 Poison: 5 
1 Air:
3M Fire: 60
1 Ice:
3M Explosion: 60
Element Blast: 650 (710) (2130) (10,650)
Stygius: 600 (1250) (1255) (1315) (3945) (19725) (18,398)
Varatha: 600 (1050) (1055) (1115) (3345) (16725) (18,398)
Coronacht: 800 (1250) (1255) (1315) (3945) (19725) (21,698)
Exagriph: 300 (750) (755) (815) (2445) (12225) (13,448)
Aegis: 1000 (1450) (1455) (1515) (4545) (22,725)
Twin Fists of Malphon: 300 (750) (755) (815) (2445) (12,225)
Blood Stone Shot: 
Lightning Strike Lunge: 55,194 (+1525 lightning)
Surf: 100 (550) (555) (1665) (8,325)
Hydro Pump: 7650 (22,950)
Slowing Poison: 300 (305) (1525)
Defense: 550
2M Armor: 50
2M Shield: 50
Lord of Sunlight Armor: 600 (1150) (1200)
Lord of Sunlight Cloak: 200 (1400)
Aegis: 1000 (1060) (1150) (3450) (17,250) (18,650)
Flamescale Pendant: 20 (80) (400) (19,050)
Energyscale Pendant: 20 (25) (125) (19,175)
Lightscale Pendant: 20 (25) (125) (19,300)
Poisonscale Pendant: 20 (25) (125) (19,425)
(Athena) Light Shield: 100 (150) (155) (775) (20,200)
Speed: 162
Skill: 170
Move: 7


Items:

Stygius: +10 hit and avoid against other medium sized melee weapons. This brilliant blade boasts 600 dark/blade type damage. This sword may be used to strike all adjacent spaces a single time as opposed to regularly attacking. All foes will dodge and counter individually.

Varatha+: This spear always returns when thrown. This amazing weapon will always trigger back stab after it has been thrown at a foe. This means when thrown at a foe, Varatha will strike once normally, and then attempt to backstab the foe upon returning. The foe must attempt to dodge both attacks. Base 400 (600) pierce/dark type damage.

Aegis++: This shield may be used both to attack and defend. When attacking, it deals 500 (1000) bludgeon/dark type damage. When defending, it offers a 500 base shield that is improved by the dark and shield skill and item boosts.

Coronacht++: A legendary bow. 1-3 range. This weapon will boost the chance of "Critical Odds" by 10%. This weapon will increase Critical Hit damage by 50%. -10 speed at one range. 400 (800)

Maliphon: Twin fists designed for close combat. +5 speed and +20 avoid. These fists add dark damage to martial attacks, but they will not ruin Weaponized Body. Grants 300 extra base might to martial attacks.

Exagriph: An odd, machine gun like weapon. Always strikes twice when attacking. This weapon may also launch a single grenade that will strike all squares adjacent to the targeted square once. This will inflict half the damage of the normal shots. Foes may dodge and counter individually. 1-2 range. Base 300 dark/bullet type damage.

Sunlight of Gwyn. -25 speed. A Hero's Relic crafted by Nemesis. This Great Spear was made using the corpse of the powerful Lord, Gwyn. Its blade is crafted from his bones and the core of this weapon is made from his dying heart. This weapon deals double damage to divine type units, and 4x damage to dragons. This weapon may only be carried by a character who it resonates with. If a Hero's Relic is within 20 spaces of the character who was killed to craft it, that character will suffer a 50% reduction in HP, total Attack, total Defense, Speed, and Skill. This weapon has a base might of 1000 lightning/fire/light/pierce type damage. This weapon may be fully unlocked if it resonates notably with the holder and the holder is GM in spear.

Sunlight Talisman: A mighty talisman. This item will add its base might to many types of miracles. To use it, a character must be at least 5M in light skill. Base 600 might.

Lord of Sunlight Armor: This mighty suit of armor grants extreme resistance to claw, bite, tail, wing, and flame type damage. It also resists blade. Base 600 defense.

Lord of Sunlight Cloak: This cloak is designed to protect the Lord of Sunlight. It grants immunity to dark and magic type damage but is easily worn away by physical attacks. Base 200 defense.

Ring of the Sun's Firstborn: A ring that Gwyn once gave his son, but that was lost in the ages past. This ring is easily stolen or dropped but boosts total miracle damage by 30%.

8- Air Gem

16-  Night Sapphire

8- Water Gem

4- Metroid Core

8- Energy Gem

16- Day Pearl

8- Fire Gem

8- Magic Crystal 

3- Vorpent Eye

4- Poison Bloom

8- Ice Gem

Razor Stone

Needle Stone

Golden Casing

4-Spark of Life: A valuable item that boosts the total HP of a character. This item is easily lost or stolen, but it can only be used by characters who have a strong affinity for the flame element. Boosts max HP by 30%. 


Abilities:

Olympian Aid II: Signature ability. Zagreus may call two Olympian Gods to his aid at the start of each battle. Each God he chooses will grant one elemental attack type each to a single one of his weapons (which he may choose). All Olympian aid elements will replaces all other elements on the weapon, but proficiency will always boost any Olympian aid attacks. Each Olympian God who is called will also unlock a pre-set group of abilities on Zagreus until the end of the battle. This ability cannot be removed by strategist. The Gods and their abilities they grant are as follows:
Zeus: Lightning. Grants-Thunder Wave, Static, and Lightning Strike Lunge
Poseidon: Water. Grants-Surf, Hydro Pump, and Stunning Blows
Athena: Light. Grants-Parry Repost, Spin Deflect, Patient Defender, and Light Shield
Aphrodite: Magic. Grants-Seductive Aura, Charisma, Cute Charm, and Taunt
Ares: Fire: Grants-Doom Curse, Sword Assualt, Astra
Artemis: Absorb. Grants-Critical Hit, Critical Odds, Sniper Shot, and Certain Blow
Dionysus: Poison. Grants-Dizzying Performance, Slowing Poison, Numbing Poison, and Good Tastes
Hermes: Air. Grants-Extreme Evasion, Gale Rush, and Gale Force
Demeter: Ice. Grants-Freezing Weapon, Freezing Aura, and Cutting Ice Breath
Costs: 24 pg

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

Olympian Rivalry: If this character has Olympian Aid, and may choose an additional diety to aid them. However, when they do so, they will irritate a different diety. This diety will be picked from all the remaining, unchosen gods via a random roll. Whichever diety is rolled will become irate and cause the character to become extremely weak to their element type, and will remove any resistances to those damages, whether innate, item, equipment, or ability based. Costs: 4 pg

Death Defiance: Zagreus Signature. If Zagreus falls in battle, he will immediately return to life at the start of his next turn. He will start at 50% of his HP. However, if he falls in battle a second time, he will immediately drop all his carried items (not equipment). Zagreus may not choose not to activate this ability. Certain abilities or attack types may prevent this ability from triggering. Costs: 4 pg

Blood Stone Shot (III): This character may fire a bolt of their own blood at a foe. This works like a blast and can be used to attack or counter. This will deal 10% of this character who is firing it's life and will always strike three times and only three times. If they are bleeding this attack will deal 20% of their total HP. If the character has Olympian Aid, this blood stone damage may be added on top of the damage of an element blast matching the Olympian(s) who have been called upon. Costs: 12 pg

Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg

(TBA) Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg

(TBA) Defiant Movement: If this unit has less than half life, it will add +2 to its movement. This ability triggers as soon as the HP drops bellow the half line. Costs: 3 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 skill and double in total might. Costs: 2 pg

(TBA) Defiant Range: If this unit has less than half life, it will increase the range of its normal attacks by +2. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg 

(TBA) Olympian Aid: Signature ability. Zagreus may call an Olympian God to his aid at the start of each battle. The God he chooses will grant a specific elemental attack type to a single one of his weapons (which he may choose). All Olympian aid elements will replaces all other elements on the weapon, but proficiency will always boost any Olympian aid attacks. Each Olympian God who is called will also unlock a pre-set group of abilities on Zagreus until the end of the battle. This ability cannot be removed by strategist. The Gods and their abilities they grant are as follows:
Zeus: Lightning. Grants-Thunder Wave, Static, and Lightning Strike Lunge
Poseidon: Water. Grants-Surf, Hydro Pump, and Stunning Blows
Athena: Light. Grants-Parry Repost, Spin Deflect, Patient Defender, and Light Shield
Aphrodite: Magic. Grants-Seductive Aura, Charisma, Cute Charm, and Taunt
Ares: Fire: Grants-Doom Curse, Sword Assualt, Astra
Artemis: Absorb. Grants-Critical Hit, Critical Odds, Sniper Shot, and Certain Blow
Dionysus: Poison. Grants-Dizzying Performance, Slowing Poison, Numbing Poison, and Good Tastes
Hermes: Air. Grants-Extreme Evasion, Gale Rush, and Gale Force
Demeter: Ice. Grants-Freezing Weapon, Freezing Aura, and Cutting Ice Breath
Costs: 12 pg

(TBA) Olympian Aid III: Signature ability. Zagreus may call four Olympian Gods to his aid at the start of each battle. Each God he chooses will grant one elemental attack type each to a single one of his weapons (which he may choose). All Olympian aid elements will replaces all other elements on the weapon, but proficiency will always boost any Olympian aid attacks. Each Olympian God who is called will also unlock a pre-set group of abilities on Zagreus until the end of the battle. This ability cannot be removed by strategist. The Gods and their abilities they grant are as follows:
Zeus: Lightning. Grants-Thunder Wave, Static, and Lightning Strike Lunge
Poseidon: Water. Grants-Surf, Hydro Pump, and Stunning Blows (II)
Athena: Light. Grants-Parry Repost, Spin Deflect, Patient Defender, and Light Shield
Aphrodite: Magic. Grants-Seductive Aura, Charisma, Cute Charm, and Taunt
Ares: Fire: Grants-Doom Curse, Sword Assualt, Astra
Artemis: Absorb. Grants-Critical Hit, Critical Odds, Sniper Shot, and Certain Blow
Dionysus: Poison. Grants-Dizzying Performance, Slowing Poison, Numbing Poison, and Good Tastes
Hermes: Air. Grants-Extreme Evasion, Gale Rush, and Gale Force
Demeter: Ice. Grants-Freezing Weapon, Freezing Aura, and Cutting Ice Breath
Costs: 48 pg

(TBA) Blood Stone Shot: This character may fire a bolt of thier own blood at a foe. This works like a blast and can be used to attack or counter. This will deal 5% of this character who is firing it's life and may only strike once. If they are bleeding this attack will deal 10% of their total HP. If the character has Olympian Aid, this blood stone damage may be added on top of the damage of an element blast matching the Olympian(s) who have been called upon. Costs: 3 pg

(TBA) Blood Stone Shot (II): This character may fire a bolt of thier own blood at a foe. This works like a blast and can be used to attack or counter. This will deal 5% of this character who is firing it's life and will always strike twice and only twice. If they are bleeding this attack will deal 10% of their total HP. If the character has Olympian Aid, this blood stone damage may be added on top of the damage of an element blast matching the Olympian(s) who have been called upon. Costs: 6 pg

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

(TBA) Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg

(TBA)Defiant Speed: If this unit has less than half life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg

(TBA) Defiant Might: If this unit has less than half life, it will increase its total damage by 30%. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg 

(TBA) Gwyn's Sunlight Spear (II): Once every turn, this character may throw a powerful bolt of lightning. This bolt has 600 (1200) (1650) (1655) (1660) (8300) (16600) (21,580) base lightning and light type might, and it is improved by the base attack and the lightning and light skill boosts and bonuses. This spear has three range, but it can be counter-attacked. It must be thrown in a straight line, and it will strike all foes in those squares. This attack deals triple damage to dragon type characters, and double damage to flying foes. This attack may strike twice if the character using it has "Rapid Thrust" unlocked. Costs: 8 pg

(TBA) Lightning Stake: This ability requires the user to be 5M in magic and light. This ability requires the user to have unlocked Sunlight Spear. This attack may be used instead of Sunlight Spear. When using this attack, it will strike a single space and deal 4x the damage of a Sunlight Spear. If this hit lands, the foe cannot counter. Unlike most abilities that are 4x multipliers, this ability may still trigger "Savage Blow". This attack deals double damage to dragons. This attack will also strike all squares adjacent to the character who has been attacked. None of the foes struck may counter. The splash damage will be half the damage of the regular Lightning Stake. Rapid Thrust will cause this attack to strike twice. Costs: 3 pg 

(TBA) Sunlight Sword: This character may take a turn to add light type damage to its blade and boost the total damage of the sword attacks by 50%. The sword will receive the light-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg

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Thunderwave: -30 hit. This character may attempt to give mild paralysis to an adjacent unit. This will drop the enemy's speed stat by 35 until it is cured or heals. This status usually lasts 5 turns. Costs: 3 pg (Zeus Aid)

Static: This unit's body is covered in electricity. Any enemies who start a turn next to the unit will have a 25% chance of flinching, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (25) (125) lighting-type damage immediately. Costs: 6 pg (Zeus Aid)

Lightning Strike Lunge: This attack may be used once every four turns. The character will attack an enemy the same size as them or smaller with a normal spear attack. If the attack lands, the enemy will be stuck on the end of the spear. They cannot move or counterattack during the next turn unless someone strikes the character who is using this move with enough force to free them. If the character is not freed, they will be hoisted into the air and receive damage equal to 3 x a normal spear strike from this character plus an addition 300 (305) (1525) damage from the lightning strike. The spear portion of this attack completely ignores defense. The enemy will not counter after this lightning strike. Costs: 6 pg (Zeus Aid)

Surf: Once a day this unit may unleash a powerful pulse of water. This attack does not strike flying characters, but it has six range in all directions. The move has a base 100 water type might. This attack cannot be dodged. Costs: 5 pg (Poseidon Aid)

Hydro-Pump: -15 speed. This attack may only strike an enemy once. This blasts out an extremely pressurized beam of water directly into the foe. This will will deal 3 times the damage of this character's normal water blast. Costs: 3 pg (Poseidon Aid)

Stunning Blows (II): The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 20% (40%)  of the time. This ability only activates on physical attacks. After being stunned once, a foe will resist being stunned for the next two turns. If stunned again in those two turns, they will extremely resist stunning for the next two turns. Costs 6 pg (Poseidon Aid)

Shield Parry and Repost: If this unit's skill is higher than that of an adjacent opponent who is attacking using a melee weapon and is the same size class as this character, they may attempt to shield parry the blow. This ability has a 50% chance to activate. If it fails, this character will take the hit, and it will not defend with its shield. However, if it succeeds, the shield will completely negate the damage of the blow and the follow-up attack made by this character will have +40 hit and deal double damage. After landing this blow, the enemy cannot make any more follow up attacks. Costs: 5 pg (Athena Aid)

Spin Deflect: If this unit has a staff, spear, or sword equipped, they may perform a spin deflect. If this unit is attacked by an enemy that is slower than them by a solid, physical, projectile attack, this unit has a 50% chance of immediately reflecting that projectile back. A reflected projectile will have an accuracy calculated by this unit's skill level. A reflected projectile will have 2 x the base might of the original projectile. If the unit does not successfully spin deflect, they may still attempt to dodge the attack. Costs: 3 pg (Athena Aid)

Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg (Athena Aid)

Light Shield: Grants a protective shield of light to the character. This shield does not defend against psychic, magic, or dark type damage. The base might of the shield is 100 but is boosted by the light skill stats and boosts of this character. This shield may be used to parry, but does not require being equipped. Costs: 4 pg (Athena Aid)

Seductive Aura: Any enemy units that might find this unit attractive will immediately have their total attack damage halved when trying to strike this foe. This ability may wear off, and it does not affect the might of an enemy's counter-attack. Still, it is surprisingly effective against certain units. Costs: 3 pg (Aphrodite Aid)

Charisma: This character is extremely charming. Any enemy units that might find this unit charming immediately have their total attack damage halved when trying to strike this foe. This ability starts slowly, but it increases in its likelihood to activate the more turns this character spends near the enemy. It does not affect the might of an enemy's counter-attack. It is surprisingly effective against certain units. Costs: 3 pg (Aphrodite Aid)

Cute Charm: If this unit has ally units within five spaces of it that think it is cute, those allies total damage will be doubled in their first attack. Some character may be empowered by this buff for multiple turns. Costs: 3 pg (Aphrodite Aid)

Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg (Aprhodite Aid)

Doom Curse: After this character strikes a foe with fire, the attack will have a 20% of inflicting the doom status on the foe. The Doom Status will cause them to take the full damage of every hit that inflicted Doom upon them again two turns from when it was inflicted at the start of their turn. There is no immunity to or resisting this damage, meaning even an inefective strike may lead to potent Doom Damage. Costs: 4 pg (Ares Aid)

Astra: Before attacking, this unit has a 40% chance to trigger this skill. If the skill activates, the unit may strike five times with half damage blows instead of once. This unit may trigger astra with each normal strike it attempts. Each strike of astra will calculate dodge and damage individually. This unit may choose not to activate this skill. Costs: 5 pg (Ares Aid)

Sword 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. Costs: 5 pg (Ares Aid)

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 (Artemis Aid)

Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 10% chance to deal 3x damage. Costs: 5 pg (Artemis Aid)

Sniper Shot: This character's ranged attacks add 1 to their total range. Costs: 2 pg

Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg

Slowing Poison: The poison attacks of this character have a 40% chance to give the foe a deadly poison. This poison will deal 300 (305) (1525) damage each turn, but this is boosted by the skill and item boosts of the character. This poison will last for ten turns, and will reduce the speed of the foe by 15. This debuff does not stack, but the damage of the poison can if multiple statuses are given to the foe. Costs: 4 pg (Dionysus Aid)

Dizzying Performance: Instead of attacking, this unit may attempt to make any adjacent enemy dizzy. This skill has a 50% chance to activate. The enemy will then immediately recieve the dizzy status, which lasts for two turns. Dizzy characters recieve -20 avoid. Dizzy characters automatically only have a 50% chance to hit their target with normal attacks, and if they fail, they hit the square in the opposite direction. Dizziness does not affect all character types. Costs: 5 pg (Dionysus Aid)

Numbing Poison: This character may choose to inject a foe with numbing poison. This will not damage the foe, but it will give them a poison status that will cause them to have a 10% chance to fall asleep at the start of each turn. This poison will stack, so the chances of falling asleep will increase after each bite. Foes will stay asleep for up to three turns and will have a 30% chance to wake at the start of each turn. Once the foe has fallen asleep, this poison status will be cleared. Costs: 4 pg (Dionysus Aid)

Good Tastes: Flavorful healing items will heal this character twice as much. Gross healing items will heal them half as much. Costs: 1 pg (Dionysus Aid)

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  (Hermes Aid)

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. If this character can vantage, then they may gale rush towards the foe before doing so. Costs: 4 pg (Hermes Aid)

Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg (Hermes Aid)

Freezing Weapon: When this character innitiates regular attacks with an ice weapon, those attacks will have a 20% chance to freeze the enemy with each strike. Frozen characters will not take any turns, and they have a 30% chance to thaw at the start of each turn. Freezing usually lasts for 2-3 turns, but a character may be thawed by certain attacks or if they have certain abilities. Costs: 4 pg (Demeter Aid)

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 (Demeter Aid)

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

Character Type: Cthonic Deity (treated as Deity and Demon), Melee, Rogue-Lite

Weakness: Weak to dark and spear. Resists blood and bleeding. Resists sleep.

Caps:
HP: Small
Attack: 200
Defense: 100
Speed: 127
Skill: 135
Move: 7

Titan blood used:
abnormal
15m
10m
4m
Annie Leonhart

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