Tuesday, April 26, 2022

Redmane Knight






Redmane Knight: 50
HP: 54,000 (70,200 Seraph Robe)
Attack: 500
5M Sword: 80
5M Spear: 80
5M Marksman: 80
5M Fire: 80
5M Dark: 80
Soldier Short Sword: 150 (650) (730) (1,460) (2,920) (8,760) (35,040)
Soldier Great Mobbing Pike: 300 (800) (880) (1,760) (3,520) (10,560) (42,240)
Soldier Great Bow: 200 (700) (780) (1,560) (3,120) (9,360) (37,440)
Knight Greatsword: 500 (1000) (1080) (2160) (4,320) (12,960) (51,840) (82,260)
(Fire/Dark Grease) Soldier Short Sword: 150 (650) (730) (810) (1620) (3240) (9,720) (38,880)
(Fire/Dark Grease) Soldier Great Mobbing Pike: 300 (800) (880) (960) (1,920) (3,840) (11,520) (46,080)
(Fire/Dark Grease) Soldier Great Bow: 200 (700) (780) (860) (1,720) (3,440) (10,320) (41,280)
(Fire/Dark Grease) Knight Greatsword: 500 (1000) (1080) (1160) (2320) (4,640) (13,920) (55,680) (83,520)
Fire Pot: 100 (600) (680) (3400) (10,200)
Defense: 500
5M Armor: 80
Aged Mail: 150 (650) (730)
Redmane Knight Armor: 200 (930)
5M Shield: 80
Knight Great Shield: 1000 (1930) (2010)
Smaugscale Pendant: 100 (180) (900) (2910)
Ancalagonscale Pendant: 100 (180) (900) (3810)
Flamescale Pendant: 20 (100) (500) (4310)
Darkscale Pendant: 20 (100) (500) (4810)
Speed: 120 (-10) (+5)
Skill: 155 (+10)
Move: 6


Items:

Soldier Short Sword: 150 base blade type damage

Knight Greatsword: -10 speed. This weapon must be used with two hands. Base 500 blade type might.

Soldier Great Mobbing Pike: -10 speed. This weapon may strike foes who are 2 range away when using the ability "Mob". Base 300 pierce type might. 

Soldier Great Bow: -10 speed at 1 range. 200 base pierce type damage. 1-3 range.

Knight Great Shield: 1000 base defense when defending. A surprisingly high-quality shield.

Aged Mail: Armor that is still decently sturdy. Grants resistance to blade and pierce. Base 150 defense.

Redmane Knight Armor: Tattered but sturdy armor. Grants resistance to dark, magic, poison, and light damage. This armor also halves the build-up of Scarlet Rot. Base 200 defense.

Dark Grease: This may be applied to a weapon. It takes a turn to do. This will add Dark-type damage and damage boosts to the weapon. This will remove proficiency boosts and may only be used on a pure damage weapon. However, Weapons Mastery and Pure Stones will stay intact.

Flame Grease: This may be applied to a weapon. It takes a turn to do. This will add Fire-type damage and damage boosts to the weapon. This will remove proficiency boosts and may only be used on a pure damage weapon. However, Weapons Mastery and Pure Stones will stay intact. This augment will last 3 turns.

1-Fire Pot: This item is created using a cracked pot and a smoldering butterfly. This item may be thrown once per battle. Throwing this pot does not count as an engagement nor does it count as an action. It may only be thrown after moving and before acting. Only one pot may be thrown regardless of speed. 1-2 range. Foes will never counter this attack unless they have Vicious Fighter or a similar ability/item. However, if the foe does counter, it will be after the engagement if this character chooses to engage, but before the pot is thrown if the foe has the ability to vantage. This pot has a 50% chance to burn a foe. Base 100 fire-type damage. 

8-Fire Gems

16-Night Sapphire

Pure Stone

Razor Stone, Needle Stone


Abilities:

Gank: This unit may not look particularly dangerous, but in a group, it may threaten even a powerful fighter. For every unit that has Gank that is within ten spaces of the targetted foe, this unit will add 20% to its attack and defense. However, if the foe has allies, this buff will only be added based on how many of its allies it outnumbers the group of foes by. If this unit becomes outnumbered by the enemy, it will reduce its total attack and defense by 50%. The maximum attack and defense buff that can be granted by this ability is 200%. 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

Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (4x) Costs: 4 pg

Mob: All units that have Mob and are in range of a single opponent may add all their total attack damage together and strike the enemy in unison. This attack can only strike once, but it is impossible to dodge. If the character being attacked is fast enough to counter-attack before being hit, they will only strike one of the mobbing enemies. If the mobbing enemy who starts the attack is killed, his damage will not be given, but the rest of the mob will still deal damage as normal. Costs: 5 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

Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficiency boosts from single damage type attacks used by this character. Costs: 5 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.

Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in spear.

Nock Twice: This character will always fire twice when using a bow. This only applies when attacking, and it does not apply to brave weapons. Costs: 5 pg or GM in marksman


Character Type: Troop, Melee

Weakness: Weak to poison. Resists Fear and Pain. 

No comments:

Post a Comment