Friday, February 4, 2022

The Moon King






The Moon King: Level 80
HP: 1,080,000 (2,160,000 1UP+Draught of Life) (4,320,000) (6,480,000 Heart and Soul) (8,100,000) (9,720,000) (29,160,000)
Attack: 11,000
5GM Light: 1000
5GM Dark: 1000
5GM Bite: 1000
OMEGA Tail: 2000
5GM Throw: 1000
Moonblast: 95 (11,095) (12,095) (13,095) (98,213) (196,425) (255,353) (510,705) (1,276,763)
Light Blast: 11,000 (12,000) (90,000) (180,000)
Dark Blast: 11,000 (12,000) (90,000) (180,000)
Monstrous Forged Moon Fangs: 600 (11,600) (12,600) (13,600) (14,600) (109,500) (219,000) (233,600) (303,680) (607,360) (1,518,400)(3,036,800)
Monstrous Forged Grasping Moonlight Tail: 600 (11,600) (12,600) (13,600) (15,600) (117,000) (234,000) (249,600) (324,480) (648,960) (1,622,400)
Monstrous Forged Grasping Moonlight Tail (Grab): 600 (11,600) (12,600) (13,600) (15,600) (16,600) (124,500) (249,000) (265,600) (345,280) (690,560) (1,726,400)
Defense: 11,000 (15,000) (30,000) (60,000) (90,000) (225,000)
5GM Armor: 1000
5GM Shield: 1000
Deific Moon Shields: 1000 (2000) (3000) (4000) (30,000) (60,000) (78,000) (156,000) (312,000) (342,000)
Deific Moon Shields: 1000 (2000) (3000) (4000) (30,000) (60,000) (78,000) (156,000) (312,000) (654,000)
Ancalgonscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (687,000)
Ancalgonscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (720,000)
Great Serpentscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (753,000)
Great Serpentscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (786,000)
Darkscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (816,600)
Darkscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (847,200)
Lightscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (877,800)
Lightscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (908,400) (1,816,800) (2,725,200) (6,813,000)
Speed: 285 (295) (300)
Skill: 285 (295) (+30 hit)
Move: 8 (9) (10) (16) (Levitating or Flying)


Items:

Hollow Gemnode Gem-Moon's 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 Heart is incredibly tranquil and calm, but also holds within it a form of Madness. Unlike most Legendary Hearts, this will only grant its HP boost in Moonlit conditions. However, it will triple the HP of the holder.

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.

Monstrous Forged Moon Fangs++: These fangs will add dark/light/moonlight type damage to all biting attacks. Moonlight damage will do 25% more damage under a moonlit sky, 50% more damage if a character is using Luna or is on a map with a Moon changing ability (Red Moon), and 100% more damage when on the moon itself. These fangs will cause the Moon King to take no debuffs from using the ability "Jaws of Death". This item adds 300 (600) base might to the elemental biting attacks. 

Monstrous Forged Grasping Moonlight Tail++: This tail may be used for the throwing attacks of the character. It will add Light/Dark/Tail/Moonlight damage to the throwing attacks of the character. Moonlight damage will do 25% more damage under a moonlit sky, 50% more damage if a character is using Luna or is on a map with a Moon changing ability (Red Moon), and 100% more damage when on the moon itself. This tail will also add 300 (600) base might to the throw or the base tail attacks of this character.

Monstrous Forged Moon Beast Flesh++: +10 Speed and Skill. The flesh of this character has been forged to be even more durable and powerful. This flesh causes this character to ignore slaying abilities and items. 2000 (4000) defense added to base defense stat.

2-Deific Moon Shields: These incredible shields may only be used by Deific or Great-One-type characters with high moonlight affinity. They boast 1000 base defense and are improved by light, dark, shield, and moonlight skill and item boosts.

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 this item. This item is very 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. 

Monstrous Forged Blind-Eye: This eye has been implanted into a monster. It grants +30 hit.

Glorious Moon Fragment: This item will always drop upon the defeat of the holder. Boosts the damage of moonlight attacks by 30%.

5-Pure Moonlight: This item may only be held by characters who have moonlight affinity. However, this item may be used to clear this character of a status instead of taking a different action this turn. This item may be used three times per battle. This item rarely drops.

Elite Beast Stone: This stone allows much better control of the beast form of certain characters. It will boost the bonuses of the beast form by 50%.

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

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.

Godly Miracle Ring: If this ring is worn by a Deific Character it will grant the ability "Miracle" for free.

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.

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

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.

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.

Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”. 

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. 

Elite 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 200,000 deletion damage. If this kills the foe, the stolen item will be lost to deletion as well. 

Thiefbreaker Chain: A silver chain worn near the waist. 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. 

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.

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.

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, and backstabs.

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.

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

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. 

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. 

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

Calculating Charm: A small charm with ancient numbers carved into it. This charm will double the impact of Calculating Fighter. This item is very easily lost or stolen.

Holy Charm: This item is very blessed. As long as the holder is pios, this item will buff the chance of Miracle activating by 20%.

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

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.

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.

Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight.

Devilish Destruction Charm

4-Poms of Power (Light, Dark)

24-Day Pearls+Light Plate

24-Night Sapphire+Dark Plate

1-Air Gem

Jaw Stone+Bite Plate

Tail Stone+Tail Plate

Boots


Abilities:

Phases of the Moon: This ability cannot be removed or stolen. This character is empowered by the Moon. This character may only be leveled down or drop items when the moon is full. However:
When the moon is full this character will take 4 additional turns, add 4 to his movement, add 40 to his skill and speed, and boost his total damage and defense by 300%. 
When the moon is 3/4 full he will take 3 additional turns, add 3 to his movement, add 30 to his skill and speed, and boost his total damage and defense by 200%.
When the moon is 1/2 full he will take 2 additional turns, add 2 to his movement, add 20 to his skill and speed, and boost his total damage and defense by 100%.
When the moon is 1/4 full he will take 1 additional turn, add 1 to his movement, add 10 to his skill and speed, and boost his total damage and defense by 50%.
Costs: 19 pg

Moon Beast Form (II): This character may take a turn to transform into a hideous moon beast. In this form, he will add +4 (6) to his movement. He will also become a Colossal Size Class. This form will also increase the total damage of Moonlight Attacks by 100% (150%), and increase the total defense of this character by 100% (150%). This form may only be used in Moonlit maps. Costs: 10 pg

Moonlight Path: This ability may only be used on moonlit maps. The character may teleport to any space on the map rather than using their normal movement. This ability may be used once ever four (two) turns. Unlike Warp, this ability is not inhibited by gravity. Costs: 5 pg

Lunar Charge: This character uses moonlight to charge his power. This ability grants immunity to Moonlight-type damage, and each time a Moonlight-type attack strikes it, it will boost its total damage by 10%. This boost will last for up to 5 turns, and the cooldown will be reset each time the character is struck by a Moonlight attack. This multiplier will max out at tripling the total damage of this character, but this does count as an ally-based boost, as ally units may be used to buff the damage of this character. Mixed damage types will still harm this character as with any other immunity. If this character is on the moon, they will also charge their damage by 10% at the start of each turn from the Moonlight. Costs: 5 pg

Consume Moonlight: This character will heal the same amount of damage it would normally take from Moonlight attacks. Unlike most consuming abilities, this ability will heal the character regardless of additional damage types included in the attack. Vile items still overpower this ability. Costs: 5 pg

Flying Grab: The unit may attempt to attack their small or very small foe. This is somewhat clumsy, and it reduces hit by 15. If the attack lands, the character grabs their enemy and flies off with them. The character must be flying when initiating this attack. The character may then continue using any left-over movement, but each space takes two-movement due to extra weight (Unless the foe is two size classes or more smaller). Each space traveled gives throw damage to the enemy, and this ignores blocking and defense. Once the character has finished moving, they may throw their enemy up to two spaces away.  If the enemy falls in dangerous terrain, they will immediately take the negative effects. The enemy will take throw damage based off the character’s throw skill level. Costs: 4 pg

Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (60%). Costs: 6 pg

Unnerve: Enemies within ten (20) spaces of this character cannot use "Consume" abilities. This includes abilities that consume souls, absorb the abilities of others (such as absorb), or devour the foe (living or dead). This is a fear status ability. Enemies cannot use consumable items. Some healing abilities will also be prevented. Costs 6 pg

Intangible: This ability is usually limited to only ghost-type characters. It makes them immune to any physical types of attacks, but not to element attacks. Ground attacks count as an element. Costs: 3 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. This ability may be used once (twice) a battle. Costs: 5 pg

Deific Healing: This character has god-like regenerative abilities. This will cause it to heal 20% at the start of every turn. Costs: 5 pg

Moonblast: This attack harnesses the power of the moon, and uses both this unit’s dark and light skill. Base 95 dark/light type might. This attack deals double damage to dragons. This attack may only strike twice. This attack may trigger Luna. (This attack will deal double damage if Luna triggers and this character is in Moonshadow Elf Form). 1-2 range. Costs: 3 pg

Luna: This skill has an 80% chance to activate on every attack. If it activates, the attack will calculate its damage as if the enemy's entire defense was reduced by 50% (100% in Moonshadow Elf form). Costs: 4 pg

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)

Miracle: This unit has a 20% (40%) chance to survive a lethal strike from an enemy. It will survive with 1HP if this activates. Costs: 4 pg (Godly Miracle Ring)

Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15
If the character strikes an enemy, they will boost their skill stat by 5
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg (Medallion) 

Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.

Strike Twice: When initiating a regular attack while using a whip or tail weapon, this character will strike twice the normal amount. This will not occur when the character counterattacks. Costs: 5pg or GM in Whip or Tail

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

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

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.


Character Type: Deific, Wraith, Monster, Beast

Weakness: Mild weakness to Sonic Damage. Cannot protect his sonic damage weakness. Extremely resists water, light, dark, and magic. Resists sacred damage (unless the weapon is God-slaying) Resists fear and pain. Immune to mind control. Immune to sleep. Immune to vision-based debuffs. This character does drop a rare moonlight item upon defeat regardless of the Phase of the Moon.

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