White Hawk Sage: Level 59
HP: 112,800 (225,600 Seraph Robe+1UP)
Attack: 1000
5M Light: 80
5M Magic: 80
5M Energy: 80
5M Fire: 80
5M Explosion: 80
Thoron: 300 (500) (1500) (7500) (15,000) (22,500)
Ragnorok: 800 (1000) (2000) (10,000) (20,000) (30,000)
Defense: 700
5M Armor: 80
5M Shield: 80
White Sage Robe Barrier: 300 (380) (460) (520) (600) (680) (3,400) (6,800) (10,200) (10,900)
Seath Crystal Pendant: 100 (180) (900) (11,800)
Smaugscale Pendant: 100 (180) (900) (12,700)
Godzillascale Pendant: 100 (180) (900) (13,600)
Great Serpentscale Pendant: 100 (180) (900) (14,500)
Magicscale Pendant: 20 (100) (500) (15,000)
Flamescale Pendant: 20 (100) (500) (16,000)
Energyscale Pendant: 20 (100) (500) (16,500)
Lightscale Pendant: 20 (100) (500) (17,000)
Speed: 165
Skill: 200
Move: 6 (7)
Items:
Radiant Catalyst: A catalyst that may only be used by Sages or other holy sorcerers, never by a dark mage. This Catalyst will create a blinding light when used to initiate the attack, causing foes to suffer -50 hit when countering this character from 1 range due to the blinding status. This will boost the base might of spells by 200
White Hawk Sage Robes: Fragile but potent magical robes. Offer defense against magic and psychic. Grants resistance to poison and dark damage. These robes function as a shield and offer a barrier that boasts 300 defense and is boosted by the magic, light, and energy skill and boosting items of this character. This shield blocks magic and psychic and whip-type attacks from passing through it. These robes cannot be worn with any other form of armor.
10-Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. (Source: Node Hunter Jasp/Timothy/Ferl/Rhen/Emm/Charles and Node Gunner Stave/Bennie/Marco/Marriott last moments of being tormented and toyed with before her deletion in Hades.) This item will boost the pain type status activation by adding 15% to the roll chance.
Blessing of The Divine Hawk: This item is a diluted version of a Blessing of Divine Light. Only characters who currently follow Griffith may carry this item, but it will allow a character to ignore one instant kill ability or one instance of indirect damage per battle.
8- Energy Gems
8- Fire Gems
8- Magic Crystals
8-Volatile Crystals
16-Day Pearls
Boots
Abilities:
Strategist (II): This unit may choose two first-level abilities or one second-level ability held by an enemy unit within 5 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: 8 pg
Thoron (II): Grants the tome Thoron. This tome has a 40% (55%) (75%) chance to flinch the enemy. Lighting/Magic/Light type damage. Base might 300. Cost: 6 pg
Ragnarok (II): Grants the tome Ragnarok. This tome deals heavy armor damage and has a 50% (70%) chance to give enemies the severe burning status. Fire/Explosion/Magic type damage. Base might 800. Costs: 8 pg
Enfeeble: This deadly status may be cast at any foe within 5 range. It has a 70% (90%) chance to succeed. If this status succeeds it will remove all the benefits granted by Inhuman Strength, Havel Rings, and Chloranthy Rings. This status will last for two turns. This ability may be used twice a battle. Costs: 6 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
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
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
Hexing Rod: -50 Hit. Limited to 3 attempts per day. This deadly rod may target any enemy within 5 spaces. If the enemy is hit by the spell, they will immediately have their maximum HP reduced by half until the end of the day. This status is incredibly difficult to cure. Costs: 5 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
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
Worship The Hawk: This character will receive +20 hit, +20 speed, and deal 50% more damage if they are within three spaces of Griffith. However, they cannot receive any other form of ally buff. This buff ignores Unaware Mental Points or abilities that have a similar function. Using Null or Defog will not remove this buff. Costs: 5 pg
Swarm: Each time this unit or any other units of the same type attack a foe and miss, the next unit of this type will have a 20 point boost to their hit. Costs 3 pg
Character type: Magic, Sorcerer, Strategist
Weakness: Weak to poison and dark type damage. Resist light and lightning. Resist sacred weapons.
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