Tuesday, April 5, 2022

Tree Sentinel






Tree Sentinel: Level 61
HP: 168,000 (336,000 Draught of Life+1UP)
Attack: 2000
3GM Spear: 600
3GM Axe: 600
3GM Light: 600
3GM Magic: 600
Golden Halberd: 1000 (3000) (3600) (4200) (8400) (16800) (21,840) (65,520) (372,600) (982,800) (1,474,200) (+18,900)
Defense: 2000 (4000)
3GM Armor: 600
Tree Sentinel Great Armor: 6000 (10,000) (10,600)
Tree Sentinel Cloak: 400 (11,000)
3GM Shield: 600
Tree Senitnel Greatshield: 4000 (4600) (5200) (5800) (46,400) (92,800) (185,600) (196,600)
Tree Senitnel Greatshield: 4000 (4600) (5200) (5800) (46,400) (92,800) (185,600) (371,200) 
Great Serpentscale Pendant: 100 (700) (1300) (10,400) (20,800) (217,400)
Great Serpentscale Pendant: 100 (700) (1300) (10,400) (20,800) (238,200)
Seath Crystal Pendant: 100 (700) (1300) (10,400) (20,800) (259,00)
Seath Crystal Pendant: 100 (700) (1300) (10,400) (20,800) (279,800)
Lightscale Pendant: 20 (620) (4,960) (9,920) (289,720)
Lightscale Pendant: 20 (620) (4,960) (9,920) (299,640)
Magicscale Pendant: 20 (620) (4,960) (9,920) (309,560)
Magicscale Pendant: 20 (620) (4,960) (9,920) (319,480) (415,324) (656,604)
Speed: 165 (120) (+5)
Skill: 225 (+10)
Move: 6


Items:

Golden 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 may strike intangible foes, but they will extremely resist the damage. This weapon grants access to the ability "Golden Vow". Base 1000 (2000) blade or pierce/sacred type might.

Elite Golden Weapon Seal: This seal may be placed on a weapon. A weapon may only have one Elite Weapon Seal. Weapon seals may be swapped only outside of combat. A Golden weapon seal will apply Golden Typing to the weapon. This is a subcategory, similar to Sacred or Sunlight, so it only applies as a typing and will not be calculated into proficiency. Golden typing causes a weapon to deal 20% more damage while under the light of the Erd Tree or 20% more damage when using a Rune Arc. A total of 40% more damage may be achieved by doing both. 

Tree Sentinel Greatshield++: -20 speed. A massive shield. The holder must have base 800 defense or higher and be at least 2GM in shield. This shield will grant access to the ability "Counter Magic". This shield boasts 2000 (4000) base defense and is boosted by Magic, Light, and Shield skill or items boosts. This shield is very resistant to wear.

Tree Sentinel Great Armor++: -10 speed. A massive set of armor. This armor grants immunity to fire and ice, along with extreme resistance to explosion and poison-type damage. Base 3000 (6000) defense.

Tree Sentinel Cloak: This cloak grants resistance to whip, bludgeon, and bullet type damage. Base 400 defense. 

Drop of Might

Unrefined Golden Bead: A small bead. If the character holding it has no % activatable attacks or statuses and has no activated attack skills, this bead will buff their total attack and defense by 30%. Simplicity can lead to strength.

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.

Hollow Destructive Charm: This item allows damage multipliers to reach 7x. However, it is destroyed upon death. 

Pure Stone

Razor Stone+Needle Stone+Blade Plate+Pierce Plate

16-Magic Crystals

32-Day Pearls

Abilities:

Golden Vow: This unit may take its turn to create a field of empowering magic. All ally units within one range will buff their attack and defense by 50%, including the user. This does not work on dark affinity or wicked units. This includes all units considered "Unholy". This buff lasts for two turns. Costs: 5 pg and Weapon

Counter Magic: This unusual ability allows a character to directly damage a foe who has struck it. This ability has a 80% chance to activate. It may only activate against attacks that have a magic component. If this ability activates, it will immediately give the foe the amount of damage that its defense blocks. This will happen the exact second each strike of the foe lands, and this damage is impossible to dodge or defend against. There is no immunity to this damage. This ability may stack with "Counter". 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

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. (4.3x) 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

Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 200%. Costs: 16 pg

Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg

Enchant Shield: If holding a shield, this character may take a turn to enchant it. For the next five turns that shield will triple in stability and double its total defense granted. Costs: 4 pg

Aegis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the elemental damage of the enemy will be reduced by 50%. Costs: 4 pg

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

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

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: Defensive, Melee

Weakness: Weak to ice and blood type damage. Extremely resists sacred and golden damage.


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Colossal War Horse: Level 50
HP: 75,600
Attack: 500
GM Martial: 200
Martial Attack: 500 (700) (2100)
Defense: 500
GM Armor: 200
Colossal War Horse Armor: 1000 (1500) (1700)
Speed: 125
Skill: 125
Speed: 10


Items:

Elite War Horse Armor: Armor for steeds of war. Grants 1000 defense.


Abilities:

Weight Support (III): This unit may add 9 x its basic attack damage to the attack of its rider instead of attacking itself. It will also allow the rider to access abilities like "hit and run". Costs: 16 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

Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 pg


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


Steadfast (II): This unit stays in the fight for the sake of its allies and friends. It will survive two lethal hits once for each unit in your party that this character is close to. Costs: 8 pg


Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this characters max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg


Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg

Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg

Character Type: Mount


Weakness: Claw and Bite type damage.

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