Skull Knight: Level 74
HP: 508,200 (1,016,400 1UP+Draught of Life)
Attack: 4500
5GM Sword: 1000
4GM Dark: 800
4GM Magic: 800
Sword of Beherits: 800 (5300) (6300) (7100) (7900) (39,500) (79,000) (82,950) (124,125)
Defense: 4500
2GM Armor: 400
Skull Knight Armor: 4000 (8500) (8900)
Skull Knight Cloak: 500 (10,400)
1GM Shield: 200
Magicscale Pendant: 20 (820) (4,100) (8,200) (18,600)
Darkscale Pendant: 20 (820) (4,100) (8,200) (26,800)
Speed: 249 (+5) (+20 avoid)
Skill: 270 (+10) (+20) (+20)
Move: 6 (12 Wraith Steed-Flying or Running)
Items:
Sword of Beherits++: This weapon boasts ungoldly power, having been soaked in countless Beherits. This blade completely ignores intangible foes, and deals blade/dark/magic type damage. However, it is compleltely impossible to consume, resist, or be immune to this weapon. Base: 400 (800) might. 1-2 range.
Skull Knight's Armor++: -20 speed. This armor causes all attacks launched at it from 1 range to deal 30% less damage. Grants immunity to light and dark, and extreme resistance to energy and psychic. Base: 2000 (4000) defense.
Skull Knight's Cloak: A tattered and wraith-like cloak. This grants extreme resistance to ice, air, water, and sonic damage. Though tattered, it is relatively sturdy. Base 500 defense.
(TBA) Dragonslayer: -40 Speed. A colossal greatsword supposedly made from the "ultimate steel." This blades heft and edge allow it to cleave through humans and demons alike. This weapon, if used with two hands, can be used as a shield. This will add 25% of the total might of this weapon to the defense of this character when they are defending. It will increase the activation chance of abilities like cleave and dismember by 20%. The sheer weight of this blade allows the character, if they are using both hands, to access the ability "Blast Back". Base 1,000 bludgeon or blade-type damage
(TBA) Berserker Armor: This unit may spend a turn to don this armor. Doing so will increase this unit's total damage by x2 and increase their Speed by +10. This will also grant immunity to Fear and Pain based effects, as well as the ability to purge any status effects; however, each time a status is purged, it will give this unit a Bleed status. While wearing the armor, Guts will have a 50% chance to Frenzy each turn, and each turn he uses this armor in combat will increase the chance by 5%. Deactivating the armor will have a 50% chance to succeed, but will drop by 5% on each unsuccessful attempt. The armor will increase "The Struggler" ability’s chance to activate by 10%. If any anger-based abilities are activated while using this armor, they will remain active as long as the armor is on, and their negative effects are negated. This armor will share the qualities of whatever it is worn on top of. This armor is nearly unbreakable, but should it be struck enough times, it could be damaged enough to break for the remainder of the battle. This would be a Herculean task, and the armor itself will be mended at the start of the next battle.
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.
8- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken.
4-Shards of Midnight: Extremely rare and powerful dark objects. May only be used by a character who is truly one with darkness. These items increase the holder's Dark-type damage by 100%.
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.
Magicscale Pendant: An ancient pendant, made from a pink 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 flame 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.
Abilities:
Cleave Dimensions: Signature ability. If using the Sword of Behirits, the skull knight will completely ignore all elemental barriers and shields used by foes. He will also ignore Barrier and Light Screen. This will always be the case, regardless of specialized abilities or items held by the foe. This ability will also allow the Skull Knight to Warp regardless of Gravity or Map Restriction. Darkness cannot flee. Costs: 6 pg
Foe Of Inhumans (II): Signature ability. This ability cannot be removed by strategist. Skull Knight will deal 20% (40%) more damage to all non-human foes. Against foes who have committed grave crimes against humanity, he will deal 50% (100%) more damage. This includes acts such as genocide, the hunting of innocents, the destruction of nations, or the sacrifice of friends and family. Costs: 10 pg
Wraith Mount: This character may ride a wraith-like steed. This steed is not a character, but it will grant the character riding it +6 movement. The character using this ability must be small size class. This horse may also fly, granting Access to that movement style. Costs: 5 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
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
Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 pg
Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 pg
Warp: Once every four turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg
Terrifying Presence: Fear-type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg
Cleave: The unit may try and instantly kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack.
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill.
This attack may miss, just as a normal sword strike would.
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7
Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 pg
Steady Stance: When attacked by an enemy who is using a melee weapon, this unit adds +20 to their skill and avoid. Costs: 3 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. Costs: 5 pg
Counter: This unusual ability allows a character to directly damage a foe who has struck it. This ability has a 50% chance to activate. The foe must have lower skill than this character. It may only activate against adjacent attacks that have a physical component. If this ability activates, it will immediately give the foe the amount of damage that its defense blocks. This will happen the exact second each strike of the foe lands, and this damage is impossible to dodge or defend against. There is no immunity to this damage. 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
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 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
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.
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) Eclipse Breaker: Skull Knight's Legendary Gem Ability. This character may warp adjacent to an ally who is attacked during an enemy phase. This warp ignores gravity and all teleportation preventing abilities; however, Skull Knight must be able to be adjacent to the ally. When Skull Knight uses this ability it will rescue the ally and they may not be killed by any foe during that enemy phase, but they may be reduced to 1HP. This may only be done once per enemy phase, but this ability may be used twice per battle. Skull Knight, not the ally, will Counter Attack the foe. Skull Knight will take no damage from the engagement (under normal circumstances). Costs: Legendary Magic Gem.
Character Type: Melee, Worldbreaker
Weakness: Takes double damage from bleed. Immune to fear. Immune to pain. Immune to mind control. Immune to emotional manipulation.
Caps:
HP: High
Attack: 400
Defense: 400
Speed: 129
Skill: 150
Move: 6
No comments:
Post a Comment