Schierke (Da Goat): Level 60
HP: 72,000 (144,000 Viscera)
Attack: 1,600
2GM Staff: 400
5GM Magic: 1,000
2GM Psychic: 400
5GM Fire: 1,000
5GM Explosion: 1,000
5GM Water: 1,000
5GM Air: 1,000
5GM Light: 1,000
5GM Dark: 1,000
2GM Absorb: 400
2GM Poison: 400
5GM Energy: 1,000
5GM Ice: 1,000
Defense: 900
Lady of Deep Water: 1,000 (2,600) (3,400) (4,200) (5,200) (6,200) (7,200) (54,000) (108,000) (162,000) (324,000) (486,000)
Fire Wheel: 2,000 (3,600) (4,400) (5,200) (6,200) (7,200) (8,200) (61,500) (123,000) (184,500) (369,000) (553,500)
Spirit of Darkness: 4,000 (5,600) (6,400) (7,200) (8,200) (9,200) (10,200) (76,500) (153,000) (229,500) (459,000) (688,500)
Four Cardinal Kings: 4,000 (5,600) (6,400) (7,200) (8,200) (9,200) (10,200) (76,500) (153,000) (229,500) (459,000) (688,500)
Crimson Bands: 400 (2,000) (2,800) (3,600) (4,600) (5,600) (6,600) (7,600) (15,200) (64,600) (121,600) (178,600) (357,200) (535,800)
Witch Hairs: 100 (1,700) (2,500) (3,300) (4,300) (5,300) (6,300) (47,250) (94,500) (189,000) (283,500)
Elemental Blasts: 1,600 (2,400) (3,200) (4,200) (31,500) (63,000) (94,500)
Elemental Blasts: 1,600 (2,400) (3,200) (4,200) (31,500) (63,000) (94,500)
5GM Armor: 1,000
5GM Shield: 1,000
Roman Sage Robes: 100 (1,000) (2,000) (3,000) (22,500) (45,000) (90,000) {90,000}
Water Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {330,000}
Light Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {570,000}
Seathcrystal Pendant: 100 (1,100) (8,250) (16,500) (33,000) {603,000}
Mergo Feather Pendant: 100 (1,100) (8,250) () (16,500) {619,500}
Smaugscale Pendant: 100 (1,100) (8,250) () (16,500) {636,000}
Orcaneripple Pendant: 100 (1,100) (8,250) () (16,500) {652,500}
Rayquazascale Pendant: 100 (1,100) (8,250) () (16,500) {669,000}
Great Serpentscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {702,000}
Ancalagonscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {735,000}
Celebi Leaf Pendant: 100 (1,100) (8,250) () (16,500) {751,500}
Hydrascale Pendant: 100 (1,100) (8,250) () (16,500) {768,000}
Godzillascale Pendant: 100 (1,100) (8,250) () (16,500) {784,500}
Bonechillscale Pendant: 100 (1,100) (8,250) () (16,500) {801,000}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {831,600}
Psychicscale Pendant: 20 (1,020) (7,650) () (15,300) {846,900}
Flamescale Pendant: 20 (1,020) (7,650) () (15,300) {862,200}
Waterscale Pendant: 20 (1,020) (7,650) () (15,300) {877,500}
Airscale Pendant: 20 (1,020) (7,650) () (15,300) {892,800}
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {923,400}
Darkscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {954,000}
Absorbscale Pendant: 20 (1,020) (7,650) () (15,300) {969,300}
Poisonscale Pendant: 20 (1,020) (7,650) () (15,300) {984,600}
Energyscale Pendant: 20 (1,020) (7,650) () (15,300) {999,900}
Icescale Pendant: 20 (1,020) (7,650) () (15,300) {1,015,200} (1,522,800)
Skill: 230 (240)
Move: 6 (7)
Items:
Witch Hat: A hat that holds deep emotional value to young Schierke. It will boost all her cast spell damage by 20% (stacking alongside, not on top of, Bellowing Dragoncrest rings). It also boosts her Skill by 10.
Asgardian Brilliant Catalyst Glove++: This fantastic piece of equipment will add 400 (800) to the base might of all cast spells. This item is practically indestructible, even able to survive disintegration.
Sage Robes: Fragile but potent magical robes. Offer defense against magic and psychic. These robes will have their defense boosted by magic skill and item bonuses. Grants 150 defense.
Live Great Serpent Viscera: +100% HP
Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy physical attacks by 10%.
Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.
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%.
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 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.
Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.
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.
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.
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
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.
Devilish Destruction Charm
Magic, Dark, Light Poms
Max: Magic, Psychic, Fire, Explosion, Water, Air, Light, Dark, Absorb, Poison, Energy, and Ice-type boosting items.
Seathcrystal, Mergofeather, Smaugscale, Orcaneripple, Rayquazascale, Blessed Serpentscale, Ancalagonscale, Celebiscale, Hydrascale, Godzillascale, Bonechillscale Pendants
Magicscale, Psychicscale, Firescale, Waterscale, Windscale, Lightscale, Darkscale, Absorbscale, Poisonscale, Energyscale, Icescale Pendants
Abilities:
Beseech Elementals (II): Signature ability. Shierke Must take two turns to charge this ability. However, once charged, she may beseech incredibly powerful spirits that Dwell within the map. These spirits will cause incredibly power AoE damage to the map. The Elemental will attack for 1 (2) turns. This ability may be used once per battle. Some of the notable Elementals that may appear are:
Lady of Deep Water: 20 range AoE. This attack will not harm allies if Shierke has over 75% HP. 20% chance to stun foes. This attack boasts 500 (1000) Magic/Water/Air type damage. It is improved by Catalysts.
Fire Wheel: 15 range AoE. This attack will not harm allies if Shierke has over 75% HP. 50% chance to cause foes to burn. This attack boasts 1000 (2000) Magic/Fire/Explosion type damage. It is improved by Catalysts.
Spirit of Darkness: ROT. 10 range AoE. A horrific being. This being will not harm allies if Shierke has over 75% HP. Boasts 2000 (4000) Dark/Absorb/Poison type damage. 20% chance to disintegrate a piece of a foe's equipment. It is improved by Catalysts.
Four Cardinal Kings: 10 range AoE. Beings of unspeakable power. All allies will recieve a 50% Attack buff and be healed 20% of their HP. Sacred damage. All unholy foes have a 100% chance to severe burn. All unholy foes take 2x damage. This attack boasts 2000 (4000) Light/Magic/Psychic type damage. It is improved by Catalysts.
There are instances in which a Spirit will not appear. Costs: 20 pg
Fight Back The Dark (II): Signature Ability. Shierke can allow any ally she is either adjacent to or riding to resist even the darkest and most terrible of urges. This will cut the chances of those characters Frenzying by 1/4. Costs: 6 pg
Od Manipulation: This character may make powerful "Suggestions" to foes or allies. This has a 30% (50%) chance to take control of weak-willed or weak-minded characters for a full turn. If this succeeds, this character will be able to immediately take a turn with the controlled character. This is technically a psychic/mind control ability, and characters who are Psychic, Magic, Strategists, or resist mind control, will resist this status. Costs: 2 pg
Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 turns. Costs: 4 pg
Calm Refresh: If this character has activated Calm Mind, they will refresh two barriers/shields at the start of each turn. Costs: 3 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 (twice) a battle. Costs: 4 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
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
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 3% activation boost.
>Close Friend/Sibling: +10 (+20) Speed/Skill. 10% (20%) Damage and 10% (20%) activation boost.
Spouse: +15 speed/skill. 15% damage and 15% activation boost.
Costs: 3 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
(TBA) Astral Project: This character may release their soul into the Astral World. This will cause their physical body to collapse. If either their body or their Astral form is killed, they will die. However, their Astral form is intangible, and it will having flying movement and will double thier normal movement speed (unless they are already a flying character). This Astral Projection may take its turn to immediately return to their body. Costs: 5 pg
(TBA) Barrier: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any physical attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg
(TBA) Light Screen: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any element type attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg
(TBA) Fight Back The Dark: Signature Ability. Shierke can allow any ally she is either adjacent to or riding to resist even the darkest and most terrible of urges. This will halve the chances of those characters Frenzying. Costs: 3 pg
Beseech Elementals: Signature ability. Shierke Must take two turns to charge this ability. However, once charged, she may beseech incredibly powerful spirits that Dwell within the map. These spirits will cause incredibly power AoE damage to the map. The Elemental will attack for 1 turn. This ability may be used once per battle. Some of the notable Elementals that may appear are:
Lady of Deep Water: 20 range AoE. This attack will not harm allies if Shierke has over 75% HP. 20% chance to stun foes. This attack boasts 500 Magic/Water/Air type damage. It is improved by Catalysts.
Fire Wheel: 15 range AoE. This attack will not harm allies if Shierke has over 75% HP. 50% chance to cause foes to burn. This attack boasts 1000 Magic/Fire/Explosion type damage. It is improved by Catalysts.
Spirit of Darkness: ROT. 10 range AoE. A horrific being. This being will not harm allies if Shierke has over 75% HP. Boasts 2000 Dark/Absorb/Poison type damage. 20% chance to disintegrate a piece of a foe's equipment. It is improved by Catalysts.
Four Cardinal Kings: 10 range AoE. Beings of unspeakable power. All allies will recieve a 50% Attack buff and be healed 20% of their HP. Sacred damage. All unholy foes have a 100% chance to severe burn. All unholy foes take 2x damage. This attack boasts 2000 Light/Magic/Psychic type damage. It is improved by Catalysts.
There are instances in which a Spirit will not appear. Costs: 10 pg
(TBA) Beseech Elementals (III): Signature ability. Shierke Must take two turns to charge this ability. However, once charged, she may beseech incredibly powerful spirits that Dwell within the map. These spirits will cause incredibly power AoE damage to the map. The Elemental will attack for 1 (2) (4) turns. This ability may be used once per battle. Some of the notable Elementals that may appear are:
Lady of Deep Water: 20 range AoE. This attack will not harm allies if Shierke has over 75% HP. 20% chance to stun foes. This attack boasts 500 (1000) Magic/Water/Air type damage. It is improved by Catalysts.
Fire Wheel: 15 range AoE. This attack will not harm allies if Shierke has over 75% HP. 50% chance to cause foes to burn. This attack boasts 1000 (2000) Magic/Fire/Explosion type damage. It is improved by Catalysts.
Spirit of Darkness: ROT. 10 range AoE. A horrific being. This being will not harm allies if Shierke has over 75% HP. Boasts 2000 (4000) Dark/Absorb/Poison type damage. 20% chance to disintegrate a piece of a foe's equipment. It is improved by Catalysts.
Four Cardinal Kings: 10 range AoE. Beings of unspeakable power. All allies will recieve a 50% Attack buff and be healed 20% of their HP. Sacred damage. All unholy foes have a 100% chance to severe burn. All unholy foes take 2x damage. This attack boasts 2000 (4000) Light/Magic/Psychic type damage. It is improved by Catalysts.
There are instances in which a Spirit will not appear. Costs: 40 pg
(TBA) Fight Back The Dark (III): Signature Ability. Shierke can allow any ally she is either adjacent to or riding to resist even the darkest and most terrible of urges. This will cut the chances of those characters Frenzying by 1/8. Costs: 12 pg
(TBA) Astral Barrier: This character may take a turn to set up an Astral Barrier. This will prevent enemy wraiths or Astral Projections from moving into any spaces within two range of the character. If Wraiths are within two range when this barrier is cast, they will be moved away and lose 10% of their HP. This barrier can be broken. This Barrier will also cause all enemy spells that are cast within it to have their total damage reduced by 50%. This ability lasts 3 turns. Costs: 5 pg
(TBA) Burning Hairs: A witch's spell. This spell always strikes 4x the normal number of times. 1-2 range. This attack may be used once every four turns. This spell may be improved by a catalyst. Base 100 fire/magic type might. Costs: 4 pg
(TBA) Od Manipulation: This character may make powerful "Suggestions" to foes or allies. This has a 30% chance to take control of weak willed or weak minded characters for a full turn. If this succeeds, this character will be able to immediately take a turn with the controlled character. This is technically a psychic/mind control ability, and characters who are Psychic, Magic, Strategists, or resist mind control, will resist this status. Costs: 2 pg
(TBA) Magic Sense: This character has an uncanny perception of its surroundings. This adds 20 avoid when being attacked. It also allows this character to ignore vision-based evasion boosts. This is particularly true of invisible foes or enemies who have night-time stealth boosts. This does not allow the character to ignore extreme evasion or item based evasion boosts. This will allow the character to ignore Conceal Presence and allow the character to identify foes who are shapeshifted or have treacherous intent. This character may see invisible foes, but only if they are within six spaces of the character. Costs: 5 pg
(TBA) Quick-Study: This character will earn double skill points from battles. Costs: 1 pg
Character Type: Magic, Support, Destructive
Weakness: Weak to all physical damage. Extremely resists Magic, Light, Dark, and Psychic.
Caps:
HP: Low
Attack: 800
Defense: 100
Speed: 130
Skill: 180
Move: 6
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