The Great Aegis: Level 75
HP: 546,000 (1,638,000 1-UP+Draught of Life) (3,931,200 Mako Cells) (5,110,560 Crystal Soul) (8,176,896 Heart+Soul) (10,629,965 Rune Arc)
Attack: 5,000
1GM Axe: 200
5GM Sword: 1,000
5GM Dark: 1,000
5GM Fire: 1,000
5GM Energy: 1,000
5GM Magic: 1,000
5GM Light: 1,000
5GM Water: 1,000
5GM Explosion: 1,000
Enchanted Helm Cleaver: 600 (1,800) (2,000) (3,000) (6,000) (25,500) (51,000) (153,000) (229,500) (+363,780 when attacking)
Enchanted Helm Cleaver: 600 (1,800) (2,000) (3,000) (4,000) (8,000) (32,000) (64,000) (128,000) (192,000) (576,000) (864,000) (+241,920 when attacking)
Grafted Scion Shield Slam: 4,000 (5,000) (6,000) (7,000) (52,500) (105,000) (210,000) (420,000) [1,050,000] (1,575,000) (2,047,500) (4,095,000) (24,570,000) (1/4)
Defense: 5,500 (11,000)
5GM Armor: 1,000
Crucible Armor: 10,000 (11,000) (15,400)
Godskin Cloak: 300 (1,300) {16,700} [47,150] (62,625) (81,413) (244,378)
5GM Shield: 1,000
Shadow Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {240,000}
Flame Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {480,000}
Light Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {720,000}
Water Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {960,000}
Ancalagonscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {993,000}
Smaugscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {1,026,000}
Godzillascale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {1,059,000}
Seathscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {1,092,000}
Great Serpentscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {1,125,000}
Orcaneripple Pendant: 100 (1,100) (8,250) (16,500) (33,000) {1,158,000}
Darkscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,188,600}
Firescale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,219,200}
Energyscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,249,800}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,280,400}
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,311,000}
Waterscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,341,600}
Crucible Knight Shield: 1,000 (2,000) (3,000) (4,000) (5,000) (37,500) (75,000) (150,000) (300,000) {1,641,600} [4,104,000] (6,156,000) (8,002,800) (24,008,400)
Crucible Knight Shield (ES): 1,000 (2,000) (3,000) (4,000) (5,000) (37,500) (75,000) (150,000) (300,000) (600,000) {1,941,600} [4,854,000] (7,281,000) (9,465,300) (28,395,900)
Crucible Knight Shield (2H): 1,000 (2,000) (3,000) (4,000) (5,000) (37,500) (75,000) (150,000) (300,000) (1,800,000) {3,141,600} [7,854,000] (11,781,000) (15,315,300) (45,945,900)
Crucible Knight Shield (2H+ES): 1,000 (2,000) (3,000) (4,000) (5,000) (37,500) (75,000) (150,000) (300,000) (600,000) (3,600,000) {4,941,600} [12,354,000] (18,531,000) (24,090,300) (72,270,900)
Speed: 235 (-50)
Skill: 280
Move: 8 (9) (10) (12)
Items:
Enchanted Helm Cleaver: This weapon may only strike up to two times, regardless of high speed. This axe is especially good at countering heavy armor and will ignore half of the total defense of the enemy unit. Base 300 (600) Light/Blade type damage.
Crucible Knight Armor++: -50 speed. This armor grants extreme resistance to blade, pierce, bludgeon, explosion, poison and absorb, type damage. However, this armor prevents the wearer from ever striking more than once per engagement. This armor is extremely sturdy. Base: 5000 (10,000) defense
Crucible Knight Horn Shield: -30 speed. A shield with a massive and brutal horn protruding from the front. If the holder does not counter, the foe who strikes this shield with any 1-range attack will immediately lose 15% of their HP from being skewered on the horn. This counts as direct counter damage and is not resisted or able to be defended against. This ability does not trigger if the foe does not strike the shield. Base 1000 defense. The defense of this shield is boosted by magic/energy/light/shield skill and item boosts.
(TBA) Scion Greatshield++: Using this shield strangely prevents the use of other barriers. However, it is incredibly sturdy and is improved by the light and magic skill stats and item boosts. Base 2000 (4000) defense.
Godskin Cloak: A cloak made of pale skin. These robes debuff the damage of attacks launched against this character by 10%. The also grant extreme resistance to absorb, and psychic. Base: 300 defense.
Ancestor's Will: Boosts all droppable HP boosts by 10%; Very Easily Dropped.
4- Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% (+35%) 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.
Centaur Heart: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death
Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death
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 this item.
10- Heart Container: +10% (+20%) HP, up to x2 (x3)
Lake Caryll Rune: Reduce all Physical damage by 10%; Cannot be stolen except by Mind Diving
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.
Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.
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, overheat). 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, ambushes and backstabs.
Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.
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 15%.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
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.
Ring of Mind: Extreme Resist Psychic; Immune to Mind Control
Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.
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
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
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%.
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.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.
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.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. 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.
Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
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.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.
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.
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.
3- Wary Stone: -50 speed. This stone will boost the defense of the holder by 50%. A unit may hold up to three of these items. It cannot stack with Atlas Stones. This stone prevents the holder from ever striking twice. This item is rarely dropped.
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.
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.
Devilish Destruction Charm
Dark, Fire, Magic, Light Poms
Max: Dark, Fire, Magic, Light, Energy, Water Gems + Plates
Abilities:
Sundering Shield Smash: Legendary Gem ability. This character may hold their shield in both hands and slam it down to the ground. This will cause a massive shockwave that will strike all grounded foes with a power magic/earth/bludgeon type attack. The shield must be augmented by the Enchant Shield ability in order to use this attack. Using this attack will remove the augment and will deal heavy wear to the shield that has been used. The damage of this attack will equal 25% of the single shield’s total defense offered. This includes item and ability boosts. This damage will not be boosted by any other types of damage buffing. This attack is a 10 range AoE and cannot be dodged. This ability may be used once (Twice) per battle. Costs: Legendary Magic Gem
Cunning Strategy Meets Brutal Force: Alessandra Signature ability. Alessandra gained extremely good tactical prowess from her father, and the strength and will to be brutal from her mother. If Alessandra chooses to use this ability, she will only strike once. However, that strike will make the foe who has been struck vulnerable to 1 tier of strategist for the rest of the battle. Enaging with and striking someone with this ability three times would make them completely vulnerable to Strategist (III). Costs: 4 pg
Masterfully Skilled: This character has access to many different skills and may use them with impressive flexibility. If this character is rolling for a %activated skill, they must specify the skill they are attempting to activate. However, if the ability fails to activate, this character may roll to attempt to activate a different %activated skill. This ability may be used until a skill is activated, or until this character has rolled once for each %activated skill they have unlocked. This ability applies to Real Damage Blows. Costs: 4 pg
Counter: This unusual ability allows a character to directly damage a foe who has struck it. This ability has a 50% (70%) 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
Counter Magic: This unusual ability allows a character to directly damage a foe who has struck it. This ability has an 80% (100%) chance to activate. It may only activate against attacks that have a magic 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. This ability may stack with "Counter". Costs: 4 pg
Aegis: When being attacked, this unit has a 60% (80%) chance to activate this skill. If the skill activates, the elemental damage of the enemy will be reduced by 50%. Costs: 4 pg
Pavis: When being attacked, this unit has a 60% (80%) chance to activate this skill. If the skill activates, the physical damage of the enemy attack will be reduced by 50%. Costs: 4 pg
Two-Handed Shield (III): This character may brace their shield with two hands. Doing so will increase the defense added by that shield by 2x (4x) (6x). Costs: 4 pg
Enchant Shield: If holding a shield, this character may take a turn to enchant it. For the next five turns that shield will triple in stability and double its total defense granted. Costs: 4 pg
Enchanted Weapon: This character may take a turn to add magic type damage to its weapon and boost the total damage of the attacks by 50%. The weapon will receive the magic-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg
Take the Hit (III): If an allied unit who is adjacent to this unit is attacked, this unit has a 100% 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: 8 pg
For Those I 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
Steady Steps: If this unit uses solely walking type movement (no mounts, flying, hovering, swinging, or teleporting) and has a base speed at 50 of 7 or less, it will boost its total defense by 30%. Costs: 1 pg
Shift Weight (II): This character specializes in wearing heavy armor and wielding huge weapons. As such, though they are slow in combat, they utilize that weight to empower their own blows. This ability causes the total lost speed this character is currently experiencing from heavy weapons, armor, and equipment to be multiplied by 4 and then added to their base attack. This only applies when the character is initiating the attack. Costs: 4 pg
Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 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.
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 (Miracle Scale)
(TBA) Shift Weight (III): This character specializes in wearing heavy armor and wielding huge weapons. As such, though they are slow in combat, they utilize that weight to empower their own blows. This ability causes the total lost speed this character is currently experiencing from heavy weapons, armor, and equipment to be multiplied by 10 and then added to their base attack. This only applies when the character is initiating the attack. Costs: 8 pg
(TBA) Slow Moving Defense: This character has incredibly slow movement. With this ability active, this character's movement is reduced to 4 and it cannot be warped or moved by any ability. This character cannot be carried by or moved by an ally. This includes blast back or abilities used by enemies to move this character on the map. However, this ability will double the defense of the character using it. Costs: 5 pg
(TBA) Slow Moving Strength: This character has incredibly slow movement. With this ability active, this character's movement is reduced to 4 and it cannot be warped or moved by any ability. This character cannot be carried by or moved by an ally. This includes blast back or abilities used by enemies to move this character on the map. However, this ability will double the attack of the character using it. Costs: 5 pg
(TBA) Death Blow: When attacking, this character adds 25% to their total damage. Costs 3 pg
(TBA) Bulwark Of Humanity's Future: Alessandra Signature ability. A great deal of hope surged into humanity at the birth of the new heir. If Alessandra is on a map with non-unique ally units who are within ten range, each unit will buff her total defense by 10%. These units must be a lower level than Alessandra and must be human. Costs: 4
(TBA) High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg
(TBA) Crest of Seiros: A legendary crest. Allows the user to use certain weapons crafted out of the bodies of "Holy" or "Sacred" characters. This crest has a 30% chance to activate. It will only activate when other activated attack skills are used (assault moves, vengeance, critical hits, perfect strikes). If this crest activates, it will increase the total might of those activated abilities by 50%. Two crests can activate at the same time. Costs: 5 pg
(TBA) Heal: Gives this unit a "Heal" staff. This item may be used 5 times in a battle. Instead of attacking, this unit may take a turn to heal an ally 40% of their HP. Costs: 3 pg
(TBA) Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% (45%) of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg
(TBA) Strategist (III): This unit may choose three first level abilities, a level one and a level two, or a level three ability held by an enemy unit within 15 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 16 pg
(TBA) 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. Costs: 4 pg (2.95x)
(TBA) Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. Costs 2 pg
(TBA) Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 1 pg
(TBA) 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
(TBA) Stand Together: If this unit stands adjacent to another unit of the same kind, this unit will boost its total defense by 25%. This ability does not stack. Costs: 3 pg
(TBA) 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
(TBA) 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 3x the damage of a normal blow, and it cannot be dodged or counter-attacked. Costs: 5 pg
(TBA) Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg
(TBA) 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
(TBA) Raging Storm: A combat art that can only be performed when using Amyr. If this weapon is used to kill a foe, this character may take one extra turn. Costs: 4 pg
(TBA) Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg
(TBA) Support: This character becomes stronger when standing side by side with close allies. This buff counts as a conditional ally buff. This buff will be calculated by choosing the adjacent ally who this character is emotionally closest to. If both units have this ability unlocked, the buffs are doubled. The buffs are as follows:
Acquaintance: +1 speed/skill. 1% damage and activation boost. Not buffed by Tentacle Idol.
Friend: +3 speed/skill. 3% damage and activation boost.
Close Friend/Sibling: +10 speed/skill. 10% damage and activation boost.
Spouse: +15 speed/skill. 15% damage and activation boost.
Costs: 3 pg
Character Type: Strategist, Support, Defensive, Magic
Weakness: Extreme spear weakness. Weak to poison and backstab. Resists axe, hammer, mace, lightning, and magic type damage.
Caps:
HP: High
Attack: 300
Defense: 500
Speed: 110
Skill: 155
Move: 7
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