Astral Dragon: Level 80
HP: 540,000 (1,080,000 1-UP+Seraph Robe) (2,160,000) (2,592,000) (4,147,200) (5,184,000)
Attack: 10,400
5GM Bite: 1,000
5GM Claw: 1,000
2GM Tail: 400
5GM Water: 1,000
5GM Magic: 1,000
5GM Dark: 1,000
5GM Fire: 1,000
5GM Ice: 1,000
5GM Air: 1,000
5GM Light: 1,000
5GM Explosion: 1,000
5M Psychic: 80
Water Blast: 10,400 (11,400) (91,200) (228,000)
Magic Blast: 10,400 (11,400) (91,200) (182,400) (456,000)
Bite Attack: 10,400 (11,400) (22,800)
Claw Attack: 10,400 (11,400)
Astral Dragon Breath: 400 (1,200) (10,600) (12,600) (13,600) (14,600) (116,800) (226,300) (343,100) (686,200) (1,715,500)
(TBA) Dragon Bolt: 7,000 () () () ()
(TBA) Dragon Bolt Bite: 600 () () () () () () () () ()
Defense: 10,400 (20,800) (42,000)
5GM Armor: 1,000
Vallite Shrine Dress: 500 (21,300) (22,300)
Vallite Shrine Cloak: 150 (22,450) (33,675) (84,188)
5GM Shield: 1,000
Seathscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (55,450)
Magicscale Pendant: 20 (1,020) (7,650) (15,200) (30,400) (85,850)
Orcaneripple Pendant: 100 (1,100) (8,250) (16,500) (102,350)
Blessed Great Serpent Scale Pendant: 100 (1,100) (8,250) (16,500) (118,850)
Smaugscale Pendant: 100 (1,100) (7,700) (15,400) (134,250)
Ancalagonscale Pendant: 100 (1,100) (7,700) (15,400) (149,650)
Bonechillscale Pendant: 100 (1,100) (7,700) (15,400) (165,050)
Rayquazascale Pendant: 100 (1,100) (7,700) (15,400) (180,450)
Waterscale Pendant: 20 (1,020) (7,650) (15,300) (195,750)
Lightscale Pendant: 20 (1,020) (7,140) (14,280) (211,050)
Flamescale Pendant: 20 (1,020) (7,140) (14,280) (225,330)
Darkscale Pendant: 20 (1,020) (7,140) (14,280) (239,610)
Icescale Pendant: 20 (1,020) (7,140) (14,280) (253,890)
Windscale Pendant: 20 (1,020) (7,140) (14,280) (268,170) (402,255) (603,383) (1,206,766) (1,810,149) (4,525,373)
Speed: 280 (-5) (-10)
Skill: 280 (295) (-5) (-10) (+30 hit)
Move: 7 (13)
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.
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.
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.
2-Heart Containers
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 dropped at death.
2-Magic Rod: A strange but powerful item. This item will boost the base might of flame element attack by 400. This item will only boost element attacks that include magic type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate
Vallite Shrine Dress: The best armor in Valla. 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 extreme resistance to blade and martial. Offers 500 base defense.
Vallite Shrine Cloak: A beautiful white cape. This masterfully crafted object merges into shapeshifting armor and still adds defense if a character changes into a dragon or other medium size class creature. This cape offers resistance to energy, absorb, and explosion. Base 150 defense.
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.
Ire’s Ring: A beautiful ring given to Lilith by her husband Ire. This item will increase Lilith’s skill by +15. It will also remove all debuffs from her dragon form shift if she is on the same map as Ire.
Vallite Crystal Lotus: This gift was given to partners who participated in the Vallite Ball. If this character is adjacent to their partner, they will gain +10 skill and +5% activation chances. (This item will not specify who the partner was, making it harder for foes to tell)
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%.
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.
Ring of the Dawn Maiden: 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 allow the user to trigger Heal Pulse once per battle with infinite range. It will reduce the HP of the user to 1 if this is done. It will also allow the user to double the range of staff abilities and allow the use of two staff abilities in one turn.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
Parabola Charm: This item will cause damage types that normally ignore barriers to ignore half of the currently intact barriers of the foe. This will be performed by counting barriers and ignoring the bottom half. This item is rarely lost or stolen.
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.
Rapid Shift Serum: This character may form change and still take an action even if the form change would normally take their action on that turn. This serum is injected into the blood and nearly impossible to steal.
Choking Coil: A black coil that wraps around the throat of a dragon or other breath-weapon using character. This rare item will increase the range of breath attacks by 50%. This item cannot be stolen, though it may drop.
Vicious Silver Pin: A small, needle-like pin that can easily be 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 difficult to steal and very valuable.
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.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
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.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
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.
(TBA) 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.
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.
Fallen Star Shard: A glowing piece of starlight captured in Valla. This item will allow Astra to trigger on counter attacks as well as cause Astra attacks to deal 75% the regular attack damage as opposed to 50%. This item is very hard to steal.
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.
Flame Stoneplate Ring: This ring grants resistance to fire damage. It is easily lost or stolen.
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.
Flash Bomb: This item may be used once every (one) two turns. It will not take your action that turn, and it will create a blinding field of light around you. It will drop all foe's skill by 5 within five range, and will illuminate the area and remove dark terrain and drive off certain types of shadowy characters.
Onyx Die: An elegant black die. Easily lost or stolen. This item will cause the ability "Critical Odds" to ignore Crit Immunity and extreme resistance if it triggers with a roll that is 5% or less unmodified. This works vs items like Ancestor's Lanterns as well as abilities or innate resistances.
Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.
4-Pom of Power (Magic): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
Vallite Crest: A Crest created by Anankos. Boosts Vallite units Magic/Water by 50% alongside normal item boosts. Boosts Hoshidan units Light/Magic by 50%. Boosts Nhorian units Dark/Magic by 50%.
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.
12-Water Gems+Plate
12-Magic Crystals+Plate
16-Day Pearls+Plate
12-Fire Gems+Plate
24-Night Sapphires
12-Ice Gems
12-Air gems
(TBA) 24-Psychic Spoons
Abilities:
Til' Death Do Us Part: This character has married another. When standing adjacent to the character that this character has married, both units will receive a 25% boost to their total defense, and a +20 boost to their avoid. Costs: Marriage
Defensive Servant (II): This character is highly protective of Corrin, allowing her to enter a battle with extreme determination. This will boost the attack of this character by 100% (200%) when she is within two spaces of her master. It will also boost her total defense by 50% (100%). Costs: 10 pg
Astral Dragon Breath: Signature ability. This attack may be used to attack or counter, and may activate skills as a regular attack would. This ability cannot be removed by strategist. Base 400 magic/water/light type damage. 1-2 (3) range. This attack may trigger the ability "Astra" and will ignore items such as Rain Breakers when doing so. Costs: 4 pg
Astra: Before attacking, this unit has a 40% (60%) chance to trigger this skill. If the skill activates, the unit may strike five times with half (75%) 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
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% (30%) chance to deal 3x damage. Costs: 5 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
Heal Pulse: Three times a battle, this character may unleash a wave of magic that will heal all ally and friendly units within two spaces of it 40% of their max HP. Costs: 4 pg
Cleanse: This unit may take a turn to heal all an allies minor status conditions. This includes burn, freeze, paralysis, mild poisons, bleeding, and stat reductions. Costs: 4 pg
Purge: This unit may take a turn to heal an ally of severe status conditions. Only one status condition may be healed at a time. These conditions include broken necks, mind shackles, mind dives, severe bleeding, curses, petrification, and almost any kind of poison. This ability does not remove less deadly status conditions. Costs: 5 pg
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
Renewal: Holy Ability. This character will heal 20% at the start of their turn. However, being struck by sacred damage prevents this autohealing. The character using this ability must be both pure and pious. Costs: 5 pg
Divine Protection: As the head of a religion, this unit appears to be protected by divine power. This will cause the first set of attacks launched against them to deal half damage if this unit started the turn with full HP. This ability will fail to work against sacred weapons. Costs: 2 pg
Banish: A potent spell, learned only after advanced training in magic. Requires the character to be 3M in magic or higher. This character may banish all summoned/created characters or objects that are within 30 spaces of them. This must be done instead of attacking. Banished characters may not return for 5 turns. This includes replicas, personas, and even Pokemon. Banish may only be used once a battle. Costs: 4 pg
Cleansing Aura: Allies who stand next to this character will heal 5% of their HP at the start of every turn as well as removing one minor status condition. Costs: 3 pg
Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (75%) (95%) 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: 4 pg
Divine Dragon Scales: These strong scales make this character immune to counter damage (including vengeance and bide), indirect damage, terrain damage, and one hit kill moves. These scales will also boost the total defense of the character by 50%. Costs: 5 pg
Astral Dragon Form Shift (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 3 (4) (6) to its movement, be able to fly or swim. This form will boost the magic and water attacks, and total defense of this unit by 50% (100%) (150%). However, this form will drop the speed and skill of this character by 10 (5) points each. Costs: 10 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
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 Bolt (II): This attack may only strike once. It adds the base might of this character's magic and water blasts together into one powerful shot. This attack has 1-2 range. The attack also has a 40% (90%) chance to cause the enemy to be stunned, missing their next turn and their counterattack. If this attack is used at one range it may also perform a powerful bite. This bite has 600 base might and deal bite/water/magic type damage. If the foe is stunned by the bolt, this bite will deal double damage. Regardless, if this bite lands, it may blast the foe back one space. Costs: 8 pg
(TBA) 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
(TBA) Fire Breath (III): Yol Toor Shul. Once every 5 turns, this unit can unleash an explosive wall of flame. Deals half damage to adjacent units. Has a 30% chance to Severe burn. This base 1400 Fire/Explosion-type damage. 1-4 range. This attack may strike multiple times. This attack will also boost its total damage by 100% if it is used by a Dragon. Costs: 12 pg
(TBA) Frost Breath (III): Fo Krah Diin. Once every 5 turns, this unit can unleash a furious blizzard from their maw. Reduces Movement by -2 (-4) for two turns. Has a 30% (40%) chance to Freeze. Base 1400 Ice/Air-type damage. 1-4 range. This attack may strike multiple times. This attack will also boost its total damage by 100% if it is used by a Dragon. Costs: 12 pg
(TBA) Draconic Hex: After an enemy attacks this unit, they will suffer a 20% drop in their attack, defense, and a 20 point drop in speed. These negative status conditions will last for three turns. These status conditions do not stack. This ability may only afflict an enemy once per battle. Costs: 4 pg
(TBA) Null: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for 3 turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 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% (50%) of their HP. Costs: 3 pg
(TBA) (Taken-Eye Bat) Eye-Bat Beam: Signature ability. This character may fire a beam of dark/psychic power from its pupil. 1-3 range. This attack may petrify foes. The attack has a base 100 dark/psychic type might. This ability cannot be removed by strategist. Costs: 3 pg
(TBA) Become Ethereal: Feim Zii Gron. Once every 5 turns, this unit may become completely invulnerable. While in this state, this unit cannot attack or be directly harmed. Increases move by +3. Lasts for a single turn. Costs: 4 pg
(TBA) Become Ethereal (II): Feim Zii Gron. Once every 5 turns, this unit may become completely invulnerable. While in this state, this unit cannot attack or be directly harmed. Increases move by +3 (+6). Lasts for a single turn. Costs: 8 pg
(TBA) Traumatizing Blows: The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% of the time. This ability only activates on physical attacks. Costs 3 pg
(TBA) Stunning Blows: 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% of the time. This ability only activates on physical attacks. Costs 3 pg
(TBA) Stunning Blows: 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% of the time. This ability only activates on physical attacks. Costs 3 pg
(TBA) Miracle: This unit has a 20% chance to survive a lethal strike from an enemy. It will survive with 1HP if this activates. Costs: 4 pg
(TBA) Pray: This unit may take a turn to pray. This will add 20% to the chances of Miracle activating for the the next full turn. This ability may be used once every three turns. Costs: 1 pg
(TBA) Empower: This unit may take a turn to empower all ally units within 3 spaces of it. This will boost those character's total attack damage by 50% for the remainder of the turn. Costs: 4 pg
Character Type: Dragon, Support, Magic
Weakness: Extreme weakness to axe and martial. Immune to water. Extremely resists magic, dark, and light.
Caps:
HP: Small
Attack: 500
Defense: 500
Speed: 130
Skill: 130
Move: 6, 3 if forced to ground in dragon form.
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