The Usurper King: Level 69
HP: 240,000 (480,000 1UP+Draught of Life) (720,000) (1,080,000 Heart and Soul) (1,512,000)
Attack: 3000
GM Sword: 200
GM Dark: 200
GM Light: 200
GM Magic: 200
GM Energy: 200
Twilight Scimitars: 1500 (4500) (4700) (4900) (5100) (5300) (37,100) (74,200) (111,300) (222,600)
Twilight Bursts: 200 (3200) (3400) (3600) (3800) (26,600) (53,200) (79,800) (159,600)
Energy Blast: 200 (3200) (22,400)
Dark Blast: 200 (3200) (22,400)
Light Blast: 200 (3200) (22,400)
Magic Blast: 200 (3200) (22,400)
Defense: 3000
GM Armor: 200
Twilight King Armor: 1000 (4000) (4200)
GM Shield: 200
Dark/Magic Shield: 200 (400) (600) (4200) (8400) (16,800) (33,600) (37,800)
Ancalagonscale Pendant: 100 (300) (2100) (4200) (8400) (46,200)
Godzillascale Pendant: 100 (300) (2100) (4200) (50,400)
Seath Crystal Pendant: 100 (300) (2100) (4200) (54,600)
Great Serpentscale Pendant: 100 (300) (2100) (4200) (58,800)
Darkscale Pendant: 20 (220) (1540) (3080) (6160) (64,960)
Energyscale Pendant: 20 (220) (1540) (3080) (68,040)
Magicscale Pendant: 20 (220) (1540) (3080) (71,120)
Lightscale Pendant: 20 (220) (1540) (3080) (74,200)
Speed: 230 (250) (+20 avoid)
Skill: 230
Move: 10 (Teleporting)
Items:
2-Mako Energy Cell
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.
2-Twilight Scimitars+++: +10 speed. Made of a strange enchanted shadow, these weapons boast the ability to vanish or appear at will. The user may switch between them even during the enemy phase. However, in their final form, they will always add their speed boost even if unequipped, and will offer no dual weild penalties. These weapons grant the ability "Spin Attack" for free, and cause Berserk to grants a 100%, rather than 50%, damage boost. Base 500 (1000) (1500) Dark/Light/Magic type damage.
Zant's Helm: A terrifying mask. All enemies within 3 range recieve -40 avoid from fear. However, this only works on citizens of the world of light.
Twilight King Armor: An unusual armor set. This set prevents the wearer from taking weather damage or from drowning or suffocating. This armor allows the wearer to ignore gravity fields, making him almost equal to the Fused Shadow. However, only a Twili can wear this set, and it prevents the wearer from using any other armor. This armor grants extreme resistance to blade, bludgeon, pierce, and whip type damage. Grants 1000 base defense. This armor also offers a 200 base might magic/dark shield around the character.
(TBA) Loki's Craft: An incredible item. This item is incredibly hard to steal or lose. This item prevents replicas from sharing cooldowns, and allows false replicas to use activated abilities even at the first tier of that ability. Truly, only a god of mischief could concieve of such an object. Item rarely drops.
Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% more panic.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
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.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
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.
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 (Dark)
12- Magic Crystals
12- Energy
24- Night Sapphires
24- Day Pearls
Abilities:
Twilight Bursts: This character may fire 1-2 range blasts of Twilight magic. These attacks boast 200 light/dark/magic type damage. They will always strike twice when attacking or countering. Costs: 3 pg
Twilight: The dark attacks of this character are an unusual element. Twilight darkness cannot be consumed by enemies. Costs: 2 pg
Twilight Displace: Instead of moving, this character may cause itself and one character to warp across the map. The character must be within 2 spaces of this unit. If the unit is an enemy, this ability must calculate accuracy. This ability may only be used once every four turns (two turns). Costs: 6 pg
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
Warp: Once every four (two) 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
Rescue: A magical spell designed to pull allies away from danger. This spell may target any ally within 20 spaces and warp them to an adjacent tile. This ability may be used once every four (two) turns. If the ally or the spell user are within a gravity field or any type of area or ability that prevents teleporting, this ability will fail. If the ally is tackled, bound, swallowed, or restrained in any way, this ability will fail. Costs: 5 pg
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
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
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
Phantom Zant: This character may take a turn to create a single phantom of himself. This will create a false version of this character. The phantom will have half the HP of the original character, and will be destroyed instantly by a sacred or sunlight-type attack. However, the phantom of the character will share abilities and cooldowns, making the phantom a formidable tool in battle. The phantom may only be created once (twice). Costs: 5 pg
Gigantify: This unit may become incredibly large. This takes a turn to do. This will cause it to become a "Huge" size class. It will also reduce the avoid of the character by 40. However, it will also increase the total HP of the character by 40%. Costs: 2 pg
Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this character's max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg
Expose: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all its innate and item generated resistances and immunities removed for the next 4 turns. This will not remove resistances and immunities that are the result of abilities; those must be removed by Strategist. Costs: 5 pg
Twili Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it dark terrain. Dark terrain hurts any characters that walk on it. Dark terrain generally takes 15% of a characters HP for every turn they start in it. Dark terrain lasts less time than fire or other negative terrain affects. Enemies standing in dark terrain lose 30% of their total defense, and will retain this negative status one turn after leaving dark terrain. Flying or levitating characters are immune to dark terrain. Walking characters take two move to pass through dark terrain. Dark type characters add +30 to their avoid if standing in this terrain. Twili characters recieve a 50% damage boost when standing in Twili Terrain. Costs: 4 pg
Berserk: This unit may activate this ability once (twice) a battle at the start of its turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50% (100%). It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3x damage to it. In this state, the character is immune to pain and fear. Costs: 5 pg
Spin Attack: Once every three turns, instead of attacking normally, this unit may perform a spin attack. This will strike every adjacent enemy once (twice if the unit is dual wielding). Each damage, dodge, and block calculation will be done separately. Other skills can be activated during the strikes of a spin attack. Costs: 4 pg (Twilight Scimitars)
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
Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Swordsmanship level.
Character Type: Status, Strategist, Melee
Weakness: Due to his extreme arrogance and erratic nature, Zant is very weak to taunt. Despite being the supposed king, Zant is weak to twilight damage. Extremely resists magic, dark, and light type damage. Immune to strategist.
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