Black Blade Kindred: Level 74
HP: 508,200 (1,016,400 Draught of Life+1UP) (2,032,800) (3,049,200 Heart and Soul)
Attack: 4500
4GM Sword: 800
4GM Staff: 800
4GM Spear: 800
4GM Axe: 800
4GM Wing: 800
4GM Dark: 800
4GM Fire: 800
4GM Magic: 800
4GM Air: 800
Gargoyle Black Blade: 1000 (5500) (6300) (7100) (7900) (8700) (60,900) (121,800) (182,700) (365,400) (548,100)
Gargoyle Black Twin Blade: 1000 (5500) (6300) (7100) (7900) (8700) (9500) (66,500) (133,000) (199,500) (399,000) (598,500)
Gargoyle Black Halberd: 2000 (6500) (7300) (8100) (8900) (9700) (10,500) (73,500) (147,000) (220,500) (441,000) (661,500)
Wind Blast: 4500 (5300) (37,100)
Wing Attack: 4500 (5300) (10,600)
Defense: 4500 (9000)
4GM Armor: 800
Gilded Gargoyle Armor: 1000 (10,000) (10,800) (21,600)
4GM Shield: 800
Staff Shield: 199,500 (399,000) (409,800)
Wing Shield: 10,600 (31,800) (63,600) (127,200) (537,000)
Smaugscale Pendant: 100 (900) (6300) (12,600) (25,200) (562,200)
Flamescale Pendant: 20 (820) (5740) (11,480) (22,960) (585,160)
Ankalagonscale Pendant: 100 (900) (6300) (12,600) (597,760)
Seath Crytsal Pendant: 100 (900) (6300) (12,600) (610,360)
Rayquazascale Pendant: 100 (900) (6300) (12,600) (622,960)
Darkscale Pendant: 20 (820) (5740) (11,480) (634,440)
Magicscale Pendant: 20 (820) (5740) (11,480) (645,920)
Windscale Pendant: 20 (820) (5740) (11,480) (657,400) (1,314,800)
Wing Shield Adds: 254,400
Staff Shield Adds: 798,000
Speed: 245 (+10) (+5)
Skill: 255 (+10)
Move: 7 (11 (12) flying)
Items:
4-Erd Tree Seeds: Seeds generated from young Erd Trees. 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. These seeds will prevent the holder from using Mako Cells.
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 dopped at death.
Gargoyle Black Halberd++ (Sealed): -15 speed. A massive halberd. This weapon may deal either pierce or blade damage and is boosted by both the axe and spear skill boosts of the holder. This weapon requires the holder to have a base attack and defense stat of 300 or more and be 1GM in spear and axe. This weapon grants access to the ability "Spinning Slash". Base 1000 (2000) blade or pierce/dark/fire/magic/sacred type might.
Gargoyle Black Twin Blade (Sealed): This weapon is boosted by both staff and sword skill boosts. This weapon requires the user to have at least 250 skill while wielding it. This weapon will strike twice the normal number of times when countering. This weapon grants access to the ability "Spinning Slash". Base 500 (1000) blade/dark/fire/magic/sacred type might.
Gargoyle Black Twin Blade (Sealed): +10 speed. This weapon is boosted by both staff and sword skill boosts. This weapon requires the user to have at least 3GM in sword while wielding it. This weapon will strike twice the normal number of times when countering. This weapon grants access to the ability "Corpse Wax Cutter". Base 500 (1000) blade/dark/fire/magic/sacred type might.
3-Brave Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will strike twice the normal number of time when initiating the attack. This does not work if the weapon has a speed debuff greater than -20. This item will only be stolen if the weapon it is attached to is stolen (usually a 30% chance).
Gilded Gargoyle Armor: This dark and gold armor was given to the Black Blade Kindred for their service as guards. This armor is quite sturdy but must be worn by a medium-size class unit. This armor grants extreme resistance to psychic, explosion, ice, and absorb type damage. This armor cannot be warn with any other pieces of armor. If this armor is in tact, it will grant the ability "Incredible Barriers" for free. Base: 1000 defense.
2-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 Gunner Sarme and Minion of Utgar Raddic's last moments of being tormented and toyed with before their deletion in Hades.) This item will boost the pain type status activation by adding 15% to the roll chance.
2-Unbound Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%.
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.
Adamantine Feather: This feather causes the wing shields of this unit to become incredibly resistant to wear. It will also triple the defense of these wing shields.
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.
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.
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.
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.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
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.
Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general.
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.
Burning Weapon Ring: This ring will cause the ability Burning Weapon to be activatable on all strikes. This includes counters or other activatable abilities. This ring is easily lost or stolen.
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.
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.
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.
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.
Flame Rock: A rock that forms in blazing blood. This rare item will increase the damage given by burning statuses by multiplying their percent-damage by 1.5x.
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% (30%) (40%) of the enemy’s HP at the start of each turn.
Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.
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%.
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%.
Vile Dark: All Dark attacks by this character will harm allies and foes alike. All Dark Attacks by this character are impossible to consume. This item is nearly impossible to drop or steal.
2-Beast Blood Pellets
Devilish Destruction Charm
4-Poms of Power (Fire)
12-Air Gems
12-Fire Gems
12-Magic Crystals
24-Night Sapphires
Winged Stone+Wing Plate
Abilities:
Whirling Annihilation: This character may whirl their weapon above their head. This will generate a 5 range vortex that will have a 30% (45%) (60%) chance to cause foes to flinch. If the foe flinches, they will also drop half of their shields and barriers until they are freed from the flinch. At the start of the next turn, this unit will slam its weapon down, releasing a 5 range AoE. This AoE will deal 2x the weapon damage of the character. The character may not move or act after starting the vortex; they will slam their weapon down and end their turn before being able to take free actions again. This ability may be used once every four turns. Costs: 5 pg
Spinning Slash: This character may spin and strike all characters within range once. Each foe will dodge and counter separately. If this character is dual-wielding, it will strike twice the normal times. Brave weapons also accomplish this. After the first spin, if that attack struck a foe, the unit may strike that foe one more time with a single, double damage strike. After this strike, then all enemies will counter. This ability may be used once every three turns. Costs: 5 pg (And appropriate weapon)
Corpse Wax Cutter: Once every three turns, this character may slam its sword into the ground at full strength. This will strike five squares in front of it in a straight line. Enemies will calculate their dodge chances separately. This attack will deal 2x the damage of the sword strike and have double the chance to induce statuses. However, using this attack damages the body of the user, leading to the loss of 10% of their HP. Enemies may counter-attack. Costs: 4 pg
Wing Shield: This character may shield themselves with their wings. This will prevent them from flying or countering with these wings. However, it will create a barrier that is equal to the total might of their wing attacks. Unfortunately, this can result in the destruction of the wings and the crippling of the character from flight for the battle. Costs: 4 pg
Stone Wings: This character has wings made of stone. This ability will double the defense granted by Wing Shields. Costs: 3 pg
Burning Weapon: When this character initiates (lands any attacks) with a fire weapon, those attacks will have a 40% (50%) (60%) chance to burn the enemy with each strike. Costs: 4 pg
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
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
Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg
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
Rend Heaven: On every attack this enemy launches against a foe, they have a chance to rend heaven with their weapon as they cleave through the sky. This ability has an 80% chance to activate. If this ability activates, it will add the enemy's base attack stat to the base attack of this character's strike. Costs: 4 pg
Gale Rush: This ability is only found on winged characters with high air affinity. Requires 3M air or higher. If the character has this ability, and they are attacked by a ranged foe, each attack the foe performs will allow this character to move three spaces towards the foe. This will eventually allow them to reach and counter the foe. As soon as they reach the foe, they will execute their entire counter-attack immediately. This ability will also allow the foe to chase down enemies with abilities such a Dodge Roll, and will allow the character to move back towards a foe who has thrown them or blasted them back. This ability only works if the character is flying when they are attacked. (Angel has attained at-least 3M in air skill.) Costs: 4 pg
Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg
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
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
Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg
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 3 x the normal damage of a strike with the equipped weapon. The foe will not counter after being struck by this attack. Costs: 5 pg
Staff Shield: This character may use their staff to defend themselves when being attacked. This will add half the total might of their staff attacks to their defense when being attacked or when attacking. However, this will result in a debuff of -15 speed and -15 skill. This defense will not be improved by augments or abilities such as Death Blow that increase the might of the staff's attack, but will be improved by the item and skill boosts that are applied to the weapon. Costs: 5 pg or GM in staff
Reaving Wings: -5 speed and skill. The wing attacks of this character will always deal double damage. This will not stack with other abilities of this type such as dual weild. This will only activate if the character has landed. It cannot activate in flight. Costs: 5 pg or GM in Wing
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.
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 (Armor)
Weakness: Weak to bludgeon damage. Extremely resists blade, bullet, pierce, whip, claw, tail, wing, and bite. Resists sacred damage. Immune to Rend Heaven. Immune to bleed and pain.
Character Type: Monster, Melee
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