Wednesday, September 8, 2021

Nowhere King






Hush Now: Level 88
HP: 2,112,000 (4,224,000 1UP+Draught of Life) (8,448,000) (16,896,000) (25,344,000 Heart and Soul) 
Attack: 29,900
Nowhere King Skull-Nowhere Slime: 3000 (32,900) (33,900) (34,900) (279,200) (558,400) (1,116,800)
5GM Dark: 1000
5GM Poison: 1000
Dark Blast: 29,900 (30,900) (247,200) (494,400)
Poison Blast: 29,900 (30,900) (247,200) (494,400)
Defense: 29,900 (59,800)
5GM Armor: 1000
Eldritch Slime Body: 3000 (62,800) (63,800)
1GM Shield: 200
Ancalagonscale Pendant: 100 (1100) (8800) (17,600) (35,200) (99,000)
Ancalagonscale Pendant: 100 (1100) (8800) (17,600) (35,200) (134,200)
Hydrascale Pendant: 100 (1100) (8800) (17,600) (35,200) (169,400)
Hydrascale Pendant: 100 (1100) (8800) (17,600) (35,200) (204,600)
Darkscale Pendant: 20 (1020) (8160) (16,320) (32,640) (237,240)
Darkscale Pendant: 20 (1020) (8160) (16,320) (32,640) (269,880)
Poisonscale Pendant: 20 (1020) (8160) (16,320) (32,640) (302,520)
Poisonscale Pendant: 20 (1020) (8160) (16,320) (32,640) (335,160)
Speed: 325 (335) (340) (350)
Skill: 340 (350) 
Move: 12 (13) (Levitating/Flying)


Items:

Nowhere Heart: This Legendary heart will double the HP of the holder. It will also grant immunity to diminsional altering abilities (such as Mirror Dimesnion or Subspace). This character ignores innate map rules and any buffs given to foes by the map or debuffs given to the holder by the map. 

4-Mako Cells

Centaur Heart

Nowhere King Skull: This skull will triple the base might of the Nowhere Slime attack. It will also cause "Slime Terrain" to make the terrain appear within two range of the character, not one. 

Eldritch Slime Body: +10 speed and Skill. A body that composes a monstrous being of near infinite malice. This body offers 3000 base defense. And it will allow the user to move instantly from any slime terrain on the map to any other tile of slime terrain. It may move and act after performing this quick-travel.

Swift Shadow: A swiftly swirling shadow. This rare object will boost the speed of all elemental attacks that include the Dark element to recieve an additional +10 speed. This will not apply to melee/marksman/body attacks that include the dark element. 

Hellish Stomach: If this character uses Devour, they will buff their attack by 30% for the next 3 turns. If this character uses the ability Swallow Alive, the damage will be doubled against the foe and the amount that this character heals will be doubled as well. This item prevents swallowed characters from auto-healing.

Sardilic's Nightmare Crystal: A gift from the Emerald Gemnode General. This item will double the impact of fear abilities, stacking on top of a Necronomicon. This item is nearly impossible to steal. This item also grants "Unconquerable Fear" to the holder.

Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.

Drop of Might

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

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. 

Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.

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. 

Heartseaker Thorns: A dark bracelet made of twisting black thorns. This item will increase the might of counter-based abilities by 2x. This includes Vengeance, Counter, Counter-Strike, Counter-Magic, Bide, and parry repost.

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.

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.

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.

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.

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. 

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 resistence to throw and martial type damage. 

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen. 

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of 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. 

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.

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). This item is easily lost or stolen.

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.

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).

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%.

Vicious Silver Pin: A small, needle-like pin that can easily we 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 diffiuclt to steal and very valuable. 

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

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.

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 defeated.

4-Poms of Power (Poison)

4-Poms of Power (Dark)

28-Night Sapphire

14-Poison Bloom

Boots

Abilities:

Nowhere King: Signature ability. If the Nowhere King falls in battle he will not revive at a portal. He will revive in the Nowhere Domain. The Nowhere King cannot be captured. The Nowhere King is Unprofitable outside of the Nowhere Domain. Inside the Nowhere Domain, the King may be leveled up off of and stolen from, however, in this domain the King will double his HP, Attack, and Defense, and he will add +20 to his speed and Skill. This ability cannot be removed. This ability cannot be stolen or absorbed or consumed. Costs: 20 pg

Nowhere Slime: Signature ability. This attack ignores resistances and consuming abilities. It is 1-4 range. The Nowhere King vomits black slime towards the foe. This will leave slime terrain beneath them. If this attack strikes the foe, the foe will suffer -5 speed for every time they are hit. This attack may be used to counter. Base: 1000 poison/dark type damage. This burst of slime has relatively heavy armor and shield wear. This attack, strangely, is considered physical damage, but it will completelty ignore phased foes. This ability cannot be removed or locked by strategist or any other abilities/items. Costs: 5 pg

Slime Terrain: This unit may take a turn to charge. At the start of its next turn, all adjacent squares (squares within 2 range) will be filled with slime terrain. After laying the terrain, the character may move and act as normal. This terrain will cause any foe moving through it to spend 2 movement per tile. It will also cause them to suffer -10 speed if they are standing in the terrain. If they start a turn in slime terrain, there is a 30% chance that they will be stuck and unable to move from that tile. This sticking statuse may only trigger once per tile. Slime terrain is very hard to remove. Costs: 4 pg

Exhaust: If this unit uses terrain or attacks that drop the speed of the foe, then that terrain and attack will cause the foe to lose 10% of their defense after every turn they start in the terrain or after any engagement in which the attack that slows the foe strikes them. The foe will not recover this defense until the end of the battle. Costs: 4 pg

Slime Terrain Manipulation: This character may use its slime body to manipulate slime terrain. Doing the will allow it to attempt to drown any foe standing in the terrain. If the unit has the ability "Drag To Earth", then it may manipulate the terrain to drag a flying or levitating foe down into it. If this unit uses its turn to manipulate the foe to try and drown them, then the terrain will function as "Swallow Alive". Dragging Down and Swallowing Alive both occur in the same turn. It is very difficult to break a character out of this slimy grave. Costs: 5 pg

Drag To Earth: If this character is using a ranged-connected weapon (such as a whip), and they use it to strike a foe with either an attack or a counter-attack, that foe will be pulled out of the sky if they are within two size classes of the character. The enemy will immediately take crashing damage as well as double terrain penalties if they land in dangerous terrain. Crashing may stop certain enemies from performing follow up attacks or countering. Costs: 2 pg

Swallow Alive: -20 hit. This character may swallow an enemy 1 size class smaller than them. After swallowing the foe, the enemy will lose 10% (20%) of their HP at the start of each turn. This is poison type damage, so immunities and resistances still apply. The character who has swallowed the foe will heal 5% (10%) of their HP at the start of each turn while the enemy is inside them. If the character who has swallowed the enemy does not attack the following turns, it may increase the damage taken by the foe to 15% (30%). The enemy may attack the character who has swallowed them, and they have a 100% chance to hit the predatory character. However, they may only strike once, and their total damage will be reduced by 25%. If this character wishes, they may take a turn to vomit out the captured character. Costs: 6 pg

Nowhere Lulabby: If a character has been swallowed alive or missed a turn due to being stuck in Slime Terrain, this character may use its turn to cause all foes impacted by said statuses to have a 70% chance to fall asleep. Costs: 4 pg

Slime Body: This character's body is made of a viscous slime. As such, it is immune to bludgeon type damage and extremely resists pierce, blade, and bullet. However, if this character is frozen or petrified, it will lose all these resistances and immunities. This unit immediately escapes tackles and is immune to chokes. Costs: 6 pg

Gooey: Making contact with this character by either striking it with a close range melee or physical attack will drop the speed of an opponent by 10 and their total movement by 1. This may stack up to 5 times, making the opponent lose 50 speed and 5 movement. This debuff will last for 2 turns, but it may be rapidly removed by water type attacks or abilities. Costs: 5 pg

Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg

Ferocity: Beast only ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg

Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 pg

Beast Sense: This character has extremely sharp senses, allowing an uncanny ability to read and react to the enemy's slightest movements. This ability allows this character to add 15% to any dodge, hit, or skill activation chance once every two turns (Every Turn). Costs: 3 pg

Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) (-120) avoid. Costs: 4 pg

Heartstopping Aura: Fear type ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 (6) (12) spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 pg

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% (60%) 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

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

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)

Unconquerable Fear: The Fear-type abilities of this cannot be resisted. There is no immunity to them. Costs: 3 pg (Sardilic Nightmare Crystal)


Character Type: Monster, Beast, Destructive

Weakness: Extreme weakness to speak damage. Immune to dark, poison, and psychic. Extremely resists absorb, body, and whip. Immune to fear, mind control, but not immune to emotional manipulation. Resists stat debuffs. Resists stun, sleep, and flinch.

No comments:

Post a Comment