Rot Pests: Level 54
HP: 62,400 (81,120 Seraph Robe)
Attack: 500
GM Spear: 200
GM Axe: 200
5M Absorb: 80
5M Poison: 80
Pest Threads: 400 (900) (980) (1060) (6360) (12,720)
Pest's Glave: 500 (1000) (1080) (1160) (1360) (1560) (3120) (10,920) (20,280) (30,420) (45,630)
Defense: 250
GM Shield: 200
Celebi Leaf Pendant: 100 (180) (1080) (2160) (2,410)
Hydrascale Pendnat: 100 (180) (1080) (2160) (4,570)
Great Serpentscale Pendant: 100 (180) (180) (2160) (5,730)
Absorbscale Pendant: 20 (100) (600) (1200) (6,930)
Poisonscale Pendant: 20 (100) (600) (1200) (8,130)
Lightscale Pendant: 20 (100) (600) (1200) (9,330)
Speed: 166 (181) (+5)
Skill: 166 (+10)
Move: 7
Items:
Pest's Glave: +15 speed. This weapon is both an axe and a spear. As such it is boosted by both Axe and Spear skills and item boosts and may deal either pierce of blade type damage. This weapon grants access to the ability "Spinning Slash". This weapon may only be used by a character who is 5M in poison and absorb, and must also be an insect type character who is Small Size Class. This weapon may trigger Rapid Thrust and Two Hanged Stance simultaneously, but cannot receive a Brave Weapon Seal. Base: 500 poison/absorb type damage.
Rotten Talisman: A vile talisman. This will cause the holder to build Scarlet Rot by 30% at the start of every turn. However, it will boost the base might of miracles by 500.
Kindred of Rot Ring: This ring will cause the character to boost their attack damage by 30% if any character within two range has a poison status or has triggered Scarlet Rot.
Poisoning Weapon Ring: This ring will cause the ability Poison Weapon to be activatable on all strikes. This includes counters or other activatable abilities. This ring is easily lost or stolen.
Hydra Fang Shard: This object will increase the chance of poison statuses by 30%. This item is very hard to steal.
Hydra Fang and Socket: A vile object. This is very hard to lose or steal, and will increase the chance of poisoning a foe by 50% as well as boost the damage of poisons that deal a raw number rather than a percent (as most poisons do) by 50%.
Razor Stone+Blade Plate, Needle Stone+Pierce Plate
10-Jade Crystals
20-Poison Blooms
20-Day Pearls
Abilities:
Poison Heal: All poison statuses that trigger on this foe will heal it the damage that would normally be taken away. If this foe is immune to poison, it may choose to still allow itself to be poisoned or rotted in order to obtain this buff. Costs: 5 pg
Poisoning Weapon: When this character initiates (lands any attacks) with a poison weapon, those attacks will have a 40% (80%) (130%) chance to poison the enemy with each strike. This poison boasts a base damage of 100 (180) (1080) (1620) (3240) Costs: 4 pg
Pest Threads: A vile miracle. This miracle may unleash four sticky threads at a foe. +40 hit. These threads ignore teleport dodge, stealthy flier, and back-roll type abilities. The base might of the threads is 400 absorb/light type damage. Only four threads will be fired, regardless of the speed stat of this character. These four threads have 1-3 range, and can target characters individually. This ability takes two turns to recharge. If this character has Sticky Web, this ability will leave sticky web terrain in all targetted squares. Costs: 8 pg
Sticky Web: This character must charge one turn. At the beginning of its next turn, each square adjacent to it will be covered in sticky webbing. This will reduce enemy speed by 30 if they stand on this terrain. This terrain will stop you immediately if you step into it. After the initial stop, moving through sticky web costs two movement points. Sticky web can be burned away. Costs: 4 pg
Unending Onslaught: Enemies attacked by this character cannot vantage hit them. Costs: 4 pg
Unnerve: Enemies within ten 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
Spear 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 ability may be used once a day. Costs: 5 pg
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
Poison Weapon: This character may take a turn to augment it's weapon. This will give the weapon poison type damage and grant it the wind 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 (7) turns. Costs: 5 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
Poisonous Proficiency: If this character uses only the poison as its damaging status (no burn, bleed, radiation, disease), then it will increase the total damage of the poison statuses it gives by 100%. This does not apply to unusual poison statuses that deal a percent of a foe’s life. This ability cannot be removed by strategist. Costs: 3 pg
Sadist: If this character watches someone suffer, they will boost their total damage by 25% for the next five turns. This will be triggered by pain statuses, or seeing a close ally watch their friend be killed. Abilities like Grieve or Somber Howl will also trigger this ability. 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.
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.
Character Type: Status, Bug, Monster
Weakness: Weak to ice and the freezing statuse. Immune to poison, the poison status, and the Scarlet Rot status. Immune to item-based auto damage.
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