Wednesday, March 23, 2022

Maliketh, The Black Blade






Maliketh: Level 56
HP: 109,440 (218,880) (437,760) (569,088) (853,632) (1,280,448)
Attack: 750
5GM Sword: 1000
5GM Claw: 1000
5GM Dark: 1000
5GM Light: 1000
5GM Magic: 1000
5GM Fire: 1000
5GM Earth: 1000
5GM Sonic: 1000
Maliketh's Black Blade: 3000 (3750) (4750) (5750) (6750) (7750) (8750) (61,250) (122,500) (183,750) (245,000) (318,500) (796,250) (1,194,375) (1,791,562)
Bestial Sling: 200 (1200) (2200) (3200) (4200) (5200) (36,400) (72,800) (109,200) (141,960) (354,900)
Beast Claw: 200 (1200) (2200) (3200) (4200) (5200) (36,400) (72,800) (94,640) (236,600)
Defense: 550
1GM Shield: 200
Earthscale Pendant: 20 (1020) (7140) (14,280) (14,830)
Darkscale Pendant: 20 (1020) (7140) (14,280) (29,110)
Flamescale Pendant: 20 (1020) (7140) (14,280) (43,390)
Magicscale Pendant: 20 (1020) (7140) (14,280) (57,670)
Lightscale Pendant: 20 (1020) (7140) (14,280) (71,950)
Sonicscale Pendant: 20 (1020) (7140) (14,280) (86,230)
Speed: 165 (+30)
Skill: 160 (-10) (+30)
Move: 9 (15)


Items:

(TBA) Maliketh's Ancient Beast Heart: This fearsome heart will boost the damage of Beast-type attacks by 30%. This boost will be applied to anyone using Ferocity as that causes all attacks to be considered "Beast". This heart will also grant access to Black Flames of Destined Death if characters pay levels for it. This heart boosts the HP of any beast holding it by 30%. This HP boost may stack additively with other Ancient Beast Hearts, but the damage boost will cap at 30%. This item rarely drops and is impossible to steal.

Garm's Ancient Beast Heart: This fearsome heart will boost the damage of Beast-type attacks by 30%. This boost will be applied to anyone using Ferocity as that causes all attacks to be considered "Beast". This heart will also grant access to Helheim Howl if a character pays levels for it. This heart boosts the HP of any beast holding it by 30%. This HP boost may stack additively with other Ancient Beast Hearts, but the damage boost will cap at 30%. This item rarely drops and is impossible to steal.  

Great Rune of Death:  A Legendary Item. If a character is holding this Rune and Uses a Rune Arc, they will gain the normal 20% HP boost, but will also gain an additional 30% HP boost. This Rune will make all indirect damage and instant kill abilities used by this character ignore item and innate immunities to those types of abilities. 

Rune Arc

4-Mako Cells

Centaur Heart+Soul

10-Heart Containers

Dark Enflamed Leper Broken Greatsword++: Unlike most Greatswords, this weapon suffers from a -10 skill. However, it has no speed penalities, and is savagely strong. This weapon boasts 700 (1400) base blade/fire/dark type damage. It may have been broken once, but years of blood and toil have now made this blade incredibly durable. The sheer weight of this blade allows the character, if they are using both hands, to access the ability "Blast Back".

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%.

Maliketh's Black Blade+++: -50 Speed. The holder of this weapon must be at least 3GM in Sword and Dark to use it. A colossal greatsword used to seal away Destined Death. This weapon, if used with two hands, can be used as a shield. This must be chosen as a defensive option during the first enemy attack during an enemy phase. When doing this, the character defending will be unable to counter for the entire enemy phase but will gain a shield with the might of 1/8 the neutral standing damage of this weapon. This "shield" may be battered away by powerful wear attacks, most notably bludgeon and explosion. It has about as much durability as two barriers. If battered to the side, this character will receive no defense but still be incapable of countering during that enemy phase. This weapon is 1-2 range. This weapon boasts a 60% (70%) burn chance on every strike. The damage of this terrifying weapon will kill foes through survival abilities, ignore specific death conditions, and even fell foes who have Form Shift life-saving abilities. It will also allow the holder to have access to the Weapon Art ability "Destined Death", but they must pay levels to unlock it. Base 1,000 (3000) bludgeon or blade/Dark/Fire/Magic/Light type damage, and may even be augmented. This weapon counts as a Beast Attack.

Eldritch 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.

Beast Talisman: An incredibly powerful Catalyst. It may only be used on Beast Miracles and Spells. Base 1000 spell boost.

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

Devilish Destruction Charm

12-Fire Gems

12-Shrieking Stones

12-Earth Gems

12-Magic Crystals

24-Night Sapphires

24-Light Gems

Abilities:

Bestial Sling Miracle: This ability allows the user to cast a spray of sharp stones at the foe. This boasts +30 hit at 2 range. At one range, this attack deals 50% more damage. This attack may strike multiple times based on speed. Despite being a spell, this counts as physical damage. This attack boasts 200 Earth/Magic/Light type damage. Costs: 3 pg

Stone of Gurranq Miracle: This ability requires the user to have the Bestial Sling Miracle unlocked. This attack does not gain the +30 hit, but does deal double damage at 1 range. This attack deals 3x the damage of Bestial Sling, but only strikes once. It deals heavy shield and armor wear. Costs: 3 pg

Beast Claw Miracle: This ability will cast a claw attack in a cone shape. This must be fired in a straight line. The bottom of the cone will be one tile wide. The cone will be three tiles tall. The further part of the cone will be 5 tiles across. This ability cannot hit flying or levitating foes. This attack deals claw/magic/light type damage. Base 200 might. This ability deals massive wear to enemy equipment. It may also activate the ability Armor Rend. Rapid Claws makes this ability strike twice. Costs: 4 pg

Dark Weapon: This character may take a turn to augment it's weapon. This will give the weapon dark type damage and grant it the dark type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 turns. Costs: 5 pg

Great Beast Form (II): This character may take a turn to transform into a massive, agile, terrifying beast. This will cause the character to boost its Total physical damage by 50% (100%) (150%) and increase its speed and skill by +20 (30). It will also gain +4 (6) movement. It will also gain the ability "High Jump" for free. Costs: 10 pg

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

Weapon Art-Destined Death: This ability may be used three times per battle. The holder of the weapon may plunge the massive black blade into a foe who is one range from them. This will deal 3x damage and will prevent the foe from countering. The attack will then unleash a 3 range AoE that deals 1/2 the damage of the normal sword strike of this character, but the AoE will strike all foes 6 times. This counts as a separate engagement from the first strike, but it will strike the first targetted character who will still be incapable of countering. All strikes from this attack boast a 40% burn chance. This attack always harms allies. Costs: 7 pg and Maliketh's Black Blade

Black Flames of Destined Death: This character may change its normal burn status to a Black Flames burn status. It may choose to do either; using this ability does not remove access to normal burn. Black Flames deal less damage than a normal burn. Burn deals 2%, Severe Burn deals 4%, and Lethal Burn (if accessible) deals 10%. However, this burn status cannot be resisted. And, more frighteningly, this burn status tiers off HP from the max HP cap of the character for the rest of the battle. Purge or other high efficacy cleansing abilities may remove this HP cap reduction. Costs: 5 pg

Bestial Vitality Miracle: This ability must be activated. However, after being activated, the character who activated it will heal 20% at the start of each turn for the next ten turns. Costs: 4 pg

Consume Death: Maliketh Signature ability. Maliketh's burden of death has become an obsession. If Maliketh kills a foe, he will boost his total damage by 10%. If a character dies within three range of him, he will boost his damage by 5%. If Maliketh triggers his black flame ability on a foe, he will boost his total damage by 5%. If Maliketh kills a foe and ignores a life-saving ability, or the foe is an undying class type, he will boost his total damage by 50%. However, having this ability will cause Maliketh to always harm allies with all his attacks. This damage buff will remain for the entire battle. Costs: 6 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. Costs: 3 pg

Divine Protection: As the head of a religion, this unit appears to be protected by divine power. This will cause the first set of attacks launched against them to deal half damage if this unit started the turn with full HP. This ability will fail to work against sacred weapons. Costs: 2 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.

Way of Miracles and Swords: This character may wield a sword in one hand while casting a miracle in the other. This will result in a skill debuff of -15. However, it will allow miracles to be used as counter-attacks. Costs 5pg or GM in Sword and GM in light.

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

(TBA) Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Claw Skill

(TBA) Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3x the normal damage of a strike with the equipped weapon. Costs: 5 pg

(TBA) Paralyzing howl: Any enemy units within three spaces of this character have a chance of being paralyzed for one turn by fear. This move can be used once every other turn, and it takes a turn to activate. Any enemies nearby have a 50% (100%) of flinching and missing their turn. An enemy may not be flinched 2 turns in a row by this ability. Requires: 3 pg

(TBA) Helheim Howl: Once every other turn, this character may howl and has a 50% chance to cause any foes within three range to be frozen. Despite causing freezing, this howl if a fear ability. Frozen characters have a 30% chance to thaw at the start of each turn. This thaw chance increases by 15% per turn frozen. Costs: 3 pg

(TBA) Great Beast Form: This character may take a turn to transform into a massive, agile, terrifying beast. This will cause the character to boost its total physical damage by 50% and increase its speed and skill by +10. It will also gain +2 movement. It will also gain the ability "High Jump" for free. Costs: 5 pg

(TBA) Divine Protection: As the head of a religion, this unit appears to be protected by divine power. This will cause the first set of attacks launched against them to deal half damage if this unit started the turn with full HP. This ability will fail to work against sacred weapons. Costs: 2 pg

(TBA) Great Enemy: If this character is engaged by more than one unique character who is not from the Lands Between from an enemy team, it will take as many turns per phase as there are unique enemies on a single team. This ability may only be used in The Lands Between. Costs: 5 pg

(TBA) Chase Down: If a foe moves away from this unit, this unit will gain +20 skill against that foe on its next turn as well as a 25% damage boost. Costs: 2 pg

(TBA) 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) Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg

(TBA) 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. Costs: 3 pg

(TBA) Warm Fur: This unit is covered in a thick layer of fur. This works as surprisingly good armor, granting resistance to fire, ice, explosion, and martial type damage. It grants immunity to cold debuffs and extreme resistance to freezing. Buffs total defense by 30%. Costs: 6 pg

(TBA) Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 20% of the time. This ability only activates on physical attacks. Costs 3 pg

(TBA) Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg

(TBA) High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg

(TBA) 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

(TBA) Paralyzing howl: Any enemy units within three spaces of this character have a chance of being paralyzed for one turn by fear. This move can be used once every other turn, and it takes a turn to activate. Any enemies nearby have a 50% of flinching and missing their turn. An enemy may not be flinched 2 turns in a row by this ability. Requires: 3 pg

(TBA) Sickening Roar: This character can unleash a horrible roar. Any characters within two spaces of this enemy will immediately have their total defense cut in half for the next three turns. This ability does not stack with itself. Costs: 3 pg

(TBA) Armor Rend: This character tears into the armor of foes with massive claws or fangs. This ability will only activate on regular claw or bite attacks. After this character has finished attacking the foe, the foe will have all their armor-based resistances cut in half for the next two turns. This means immunities will become extreme resistances, extreme resistance will become resistance, and resistances will be completely lost. Performing this ability multiple times will reduce the armor repeatedly. After two turns, the armor will return to normal. Costs: 4 pg

(TBA) Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg

(TBA) 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 2x damage strike. Costs: 5 pg

(TBA) Terrifying Presence: Fear type ability. Enemies within 2 spaces of this unit receive -30 (-60) avoid. Costs: 4 pg

(TBA) 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% 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

(TBA) Finish Strike: -15 hit. This character leaps into the air and stabs its primary blade into the chest of their foe. This attack will deal 3 x the total might of the sword's normal strikes. The enemy cannot counter-attack this move. This ability takes four turns to recharge. This blow has a 60% to give an enemy the severe bleeding status. Costs: 5 pg

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

(TBA) Pray: This unit may take a turn to pray. This will add 20% to the chances of Miracle activating for the next full turn. This ability may be used once every three turns. Costs: 1 pg

(TBA) Bestial Roar Miracle: This ability may be used once every three turns. This attack is an AoE that will strike all tiles within 3 range. It will blast all characters out of that range if possible. This attack deals heavy wear to shields but not armor. This attack boasts 100 Sonic/Light/Magic type damage. Costs: 5 pg

(TBA) Consume Death (II): Maliketh Signature ability. Maliketh's burden of death has become an obsession. If Maliketh kills a foe, he will boost his total damage by 10% (20%). If a character dies within three range of him, he will boost his damage by 5% (10%). If Maliketh triggers his black flame ability on a foe, he will boost his total damage by 5% (10%). If Maliketh kills a foe and ignores a life-saving ability, or the foe is an undying class type, he will boost his total damage by 50% (100%). However, having this ability will cause Maliketh to always harm allies with all his attacks. This damage buff will remain for the entire battle. Costs: 12 pg


Character Type: Deific, Beast, Melee, Destructive, Magic

Weakness: Mild magic, bite, and claw weakness. Resists dark, light, earth, and sacred type damage. Immune to mind control.

Caps:
HP: Medium
Attack: 400
Defense: 200
Speed: 135
Skill: 130
Move: 9

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