Monday, January 3, 2022

The Ironclad






The Ironclad: Level 85
HP: 1,176,000 (3,528,000) (8,467,200) (13,547,520 Heart and Soul) (21,676,032) (29,262,643) (38,041,436) (79,887,016) (103,853,121 Rune Arc-Lost when in Demon Form)
Attack: 20,000
5GM Sword: 1000
5GM Club: 1000
5GM Axe: 1000
5GM Fire: 1000
5GM Magic: 1000
5GM Dark: 1000
5GM Energy: 1000
5GM Throw: 1000
Ironclad's Sword: 3000 (23,000) (24,000) (48,000) (96,000) (288,000) (1,440,000) (2,160,000)
Iron Morningstar Club: 6000 (26,000) (27,000) (54,000) (108,000) (324,000) (1,620,000) (2,430,000) (4,860,000 strikes once)
Iron Heavy Throwing Axe: 1000 (21,000) (22,000) (44,000) (88,000) (264,000) (1,320,000) (1,980,000)
Iron Heavy Throwing Axe (Thrown): 1000 (21,000) (22,000) (23,000) (46,000) (92,000) (276,000) (1,320,000) (2,760,000) 
Iron Wave: 500 (20,500) (21,500) (22,500) (45,000) (90,000) (180,000) (900,000)
Fiend Fire: 1000 (1800) (21,800) (22,800) (23,800) (24,800) (186,000) (372,000) (558,000) (1,116,000)
Lightning Blast: 20,000 (21,000) (157,500) (315,000) (945,000)
Fire Blast: 20,000 (21,000) (157,500) (315,000) (945,000)
Dark Blast: 20,000 (21,000) (157,500) (315,000) (945,000)
Defense: (21,000) (41,000)
5GM Armor: 1000
Blood Drinking Underarmor: 1000 (2000) (43,000)
Ironclad Armor: 5000 (48,000)
Ironclad Cloak: 1000 (49,000) (63,700) (127,400) (191,100) (286,650)
5GM Shield: 1000
Flame Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (60,000) (120,000) (240,000) (338,000)
Shadow Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (60,000) (120,000) (240,000) (578,000)
Ancalgonscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (611,000)
Smaugscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (644,000)
Seath Crystal Pendant: 100 (1100) (8,250) (16,500) (33,000) (677,000)
Godzillascale Pendant: 100 (1100) (8,250) (16,500) (33,000) (710,000)
Darkscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (740,600)
Flamescale Pendant: 20 (1020) (7,650) (15,300) (30,600) (771,200)
Magicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (801,800)
Energyscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (832,400) (1,082,120) (2,164,200) (3,246,360) (4,869,540) (14,608,620)
Speed: 295 (+5 to -5) (-85 to -15) (-50) (-100)
Skill: 355 (+10 to -5) (+0-500 hit) (+20 to -20 hit)
Move: 8 (9) (10)


Items:

Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.

Hollow Gemnode Gem-The Legendary Iron Heart: A mercy granted rarely by a Gemnode. This hollow gem may imitate a Legendary item once held by this character. If this character falls in battle, they will lose this item for six months. This item cannot be stolen. This legendary heart will double the total HP of the holder and boost their total defense by 50% as long as they have at least one barrier/shield up. This does not work for weapons that can function as shields/barriers, only shields and barriers that serve the sole purpose of defense.

10-Heart Containers

Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.

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. 

Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character’s HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.

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.

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.

2-Ironclad's Sword+++: -40 speed. +20 hit. This massive blade is extremely heavy and long. However, it is accurate and deals heavy armor and shield wear, which is unusual for a pure weapon. Base 3000 blade type might.

2-Iron Morningstar Club+++: -20 speed. -10 hit. This massive club will always break at least one barrier. However, it may only ever strike once, and it is relatively inaccurate. This brutal weapon will deal double damage if it only strikes once. Base 6000 bludgeon type might.

6-Iron Heavy Throwing Axe++: -20 speed. -10 hit. This brutal throwing axe deals double damage when thrown (thus the foe must be at two range). This axe may be thrown even without the ability "Weapon Throw". Base 1000 blade type might. 

Blazing Demon Forged Eyes: These eyes were forged specifically for the Ironclad. When in the Demon Form, the Ironclad will increase its hit by a raw number equal to the total % damage buff that is being granted by the Unleashed Demon Form ability. 

Blood drinking Underarmor: Unique underarmor. Grants immunity to blood type damage. It is an unusual composition but seems to be made of Mythril. Base 1000 defense. 

Ironclad Armor: -30 speed. Extremely heavy armor. Grants immunity to blade and bludgeon type damage. This armor is nearly immune to wear. Base: 5000 defense.

Ironclad Cloak: -20 speed. A tattered but sturdy cloak. This cloak grants immunity to water, air, and earth-type damage. Unlike most cloaks, it is heavy and difficult to move in. Base: 1000 defense.

Flame Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in fire and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Fire, Magic and Shield skill and item boosts.

Shadow Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in dark ad magic. This is extremely hard to steal, but not impossible. Base: 1000 defense. Boosted by Dark, Magic and Shield skill and item boosts.

2-Blaze 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 fire 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.

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.

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, it will also increase their total defense by 50%. A character may hold up to two of these items. This item is very hard to steal.

Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal

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

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.

Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune. 

Spellbite Ring: This ring grants extreme resistance to magic. 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 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 to 45%.

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.

Sewing Ring: A ring that grants extreme resistance to Pierce. Very valuable but also easily lost of stolen.

Ring of Mind: This ring extremely resists psychic. Grants immunity to mind control.

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. 

Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.

Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times, but will suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four turns. 

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. 

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free. This item is incredibly difficult to steal. 

Eldrich 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.

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.

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.

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.

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%.

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

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. 

Thief Killing Curse: A horrible object designed to punish any thief who would dare steal from the holder. This curse will trigger once for every item that is stolen from this unit, but it will not trigger for items looted from it. When this curse triggers, the thief will immediately take 20,000 deletion damage. If this kills foe, the stolen item will be lost to deletion as well. 

Thiefbreaker Chain: A silver chain worn near the waste. This item will cut the chances of all stealing abilities in half while this character is alive. It has no impact after death. This item cannot be stolen or dropped. 

Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.

Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.

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.

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

4-Poms of Power (Fire, Energy, Dark, Magic)

12-Fire Gems+Flame Plate

12-Energy Gems+Energy Plate

24-Night Sapphire+Dark Plate

12-Magic Crystals+Magic Plate

Pure Stone

Heavy Stone, Razor Stone, Bludgeon Plate, Blade Plate

Heavy Duty Boots: Consumable. These Boots grant +1 movement (stacks with Boots) and allow this unit to ignore any movement debuffs when passing through trees and other naturally difficult terrains. May only be used by units with Walking/Running-type movement only. 

Abilities:

Unleash Demon Form: Ironclad Signature. This character may take his turn to unleash a demonic form. This changes his class to a Demon. In this form, the Ironclad will gain 30% more damage at the start of each turn. The maximum damage this may reach is a 500% damage buff. Costs: 5 pg

Ironwave: Ironclad Signature. Instead of attacking with a normal weapon, the Ironclad may launch a 2 range wave of molten metal at the foe. The damage of this attack is bludgeon. The damage is buffed by Armor and Shield skill buffs. The base might of the attack is 500, and the attack may strike multiple times. It may be used to attack or to counter. Each time this attack is launched, a barrier will be added to this character. The barrier will have 500 (1500) (3000) (6000) (30,000) (60,000) base defense. It is boosted by pure stones, heavy stones, bludgeon plates, and Weapons Mastery. This molten slag has a 50% (60%) to burn foes. Costs: 5 pg

Juggernaut: Ironclad Signature ability. Every time the ironclad adds a barrier to his defense or repairs barriers, he will deal damage equal to the barrier he has added or repaired. This damage is direct, but it boasts +80 hit. This damage deals heavy shield and armor wear to foes. Each barriers damage stikes individually, not all at once. Enemies never counter this attack. This attack may occur mid-engagement. 1-2 range. This attack may target whoever the ironclad wishes. Costs: 4 pg

Repair (III): This character may take their turn to repair all their armor, or all their weapons, or all their barriers. Or they may do this to the equipment, armor, or shields of an ally. Costs: 4 pg

Iron Defense (II): This character takes a turn to drastically harden their metal defense. This will increase their total defense by 100%. If they are struck during the turn they try to apply this buff, this move will fail. This ability may stack, maxing out at a 300% defense buff. This buff lasts for 5 turns. Costs: 6 pg

Raging Defense: This character may add a copy of their weakest barrier to their defense for every time they strike a foe this turn. This includes counters in the next enemy phase. They must land the hits on the foe. This ability may only be used three (6) times per battle. This will not work if the barrier is a weapon (such as massive two handed weapons that double as shields); it must function solely as a barrier Costs: 4 pg

Immolation: All must burn. This character will increase its attack by 10% every time it burns a foe, maxing at tripling its damage. This boost will last for five turns and this countdown will be reset every time it inflicts a new burning status. Costs: 5 pg

Burning Weapon: When this character initiates regular attacks with a fire weapon, those attacks will have a 40% (50%) chance to burn the enemy with each strike. Costs: 4 pg

Fiend Fire: Making a pact with a demon of flame, this character may burn up all their weapons. These weapons will be broken, but for each weapon that is broken this character may unleash a burst of dark/magic/flame type damage on a single foe who is within five range. The base might of this blast of flame is 1000. These flames have a 100% (110%) chance of inducing the burning status on the foe. Costs: 7 pg

Skull Bash: This attack may only be used with a hammer or a club. This will cause the attack to only strike once, but the strike will deal double damage. The foe who is struck will lose 10% of their defense for every GM the attacker is in the weapon that is being used (Hammer or Club). This debuff lasts for 3 turns and can stack. Costs: 4 pg

Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. This attack may be used once (twice) per battle. Costs: 5 pg

Club Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. This attack may be used once (twice) per battle. Costs: 5 pg

Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg

Weapons Mastery: This character uses their prowess with many weapons to boost their understanding of combat. For each master level they have with a particular weapon type, they will boost their total attack damage by 15%. This ability cannot be removed by strategist (5.0x). Costs: 4 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Steady Steps: If this unit uses solely walking type movement (no mounts, flying, hovering, swinging, or teleporting) and has a base speed at 50 of 7 or less, it will boost its total defense by 30%. Costs: 1 pg

Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

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 melee or marksman level.

Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.

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)


Character Type: Melee, Defensive, Destructive

Weakness: Weak to psychic damage. Mild weakness to debuffs (except for defense). Extremely resists fire, dark, and body type damage. Extremely resists defense debuffs and defense loss via abilities (such as Luna, Critical Hits, Aether). 

Caps:
HP: High
Attack: 100
Defense: 1100
Speed: 120
Skill: 180
Move: 7

Immune to Blood, Blade, Bludgeon, Water, Air, and Earth. Extremely Resists Body, throw,  fire, ice, magic, whip, bullet, pierce and dark. Resists psychic.

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