Cleanrot Knight: Level 57
HP: 98,400 (196,800 Draught of Life+1UP)
Attack: 600
1GM Sword: 200
1GM Spear: 200
1GM Scythe: 200
1GM Light: 200
1GM Magic: 200
Cleanrot Knight's Sword: 400 (1000) (1200) (2400) (4800) (24,000) (72,000) (108,000)
Cleanrot Spear: 600 (1200) (1400) (2800) (5600) (28,000) (84,000) (126,000)
Halo Scythe: 2000 (2600) (2800) (3600) (7200) (36,000) (108,000) (162,000)
Defense: 600
5M Armor: 80
Cleanrot Armor: 300 (900) (980)
Cleanrot Cloak: 200 (1180)
GM Shield: 200
Great Serpentscale Pendant: 100 (300) (1,800) (3,600) (4,780)
Great Serpentscale Pendant: 100 (300) (1,800) (3,600) (8,380)
Seath Crystal Pendant: 100 (300) (1,800) (3,600) (11,980)
Seath Crystal Pendant: 100 (300) (1,800) (3,600) (15,580)
Lightscale Pendant: 20 (220) (1,320) (2,640) (18,220)
Lightscale Pendant: 20 (220) (1,320) (2,640) (20,860)
Magicscale Pendant: 20 (220) (1,320) (2,640) (23,500)
Magicscale Pendant: 20 (220) (1,320) (2,640) (26,140)
Speed: 155 (-5)(+5)
Skill: 195 (-5)(+10)
Move: 6
Items:
Cleanrot Knight's Sword++: A thrusting sword. Alone this weapon is not particularly formidable. However, if a foe has been struck by the ability "Cruel Impale" then this weapon may be charged to use "Impaling Thrust" on the next turn. Upon using "Impaling Thrust" after "Cruel Impale" this weapon will cause the foe to build Scarlet Rot by 100%. This weapon allows access to the ability "Impaling Thrust". The user of this weapon must have at least 150 skill. Base: 200 (400) blade type might.
Cleanrot Spear++: A long spear. Deals sacred damage. This weapon will allow the holder to access the Weapon Art "Sacred Phalanx". The weapon's user must be at least 1GM light and 1GM spear. Base: 300 (600) pierce type might.
Halo Scythe++: A powerful scythe and the preferred weapon of the strongest Cleanrot Knights. The user must be GM in Scythe, Light, and Magic. Base 1000 (2000) blade type might. This weapon deals half damage when counterattacking. This weapon grants access to the Weapon Art "Miquella's Ring of Light".
Cleanrot Armor: A set of armor designed for the Cleanrot Knights. This armor is very sturdy. It grants resistance to crush type damage, making it very unique. Base: 300 defense.
Cleanrot Cloak: A bright red plumed cloak. This cloak grants resistance to fire, explosion, dark, and blade. Base: 200 defense
Pure Stone
Razor Stone+Needle Stone+Blade Plate+Pierce Plate
10-Magic Crystals
20-Day Pearls
Abilities:
Scarlet Rot: Poison attacks used by this character may cause the build-up of Scarlet Rot. Scarlet rot builds by a percent based on how many actions a foe takes while in a cloud of the rotting spores (including starting their turn), or however many poisonous spores directly hit them. Acting or starting a turn in the spores will cause a 20% build in the status. Resisting the poison status will cause a character to resist the % build-up of Scarlet Rot, but it will not reduce the damage taken by the rot when it triggers. As soon as the rot reaches 100%, the character will lose half their HP. They will also suffer a permanent 10% debuff to their HP for the rest of the battle. This 10% debuff may stack if the Rot status triggers repeatedly. Purge or high efficacy status clearing abilities may clear this status. This ability may not be removed by any method. Regular poison attacks that strike a foe will cause the build-up of Rot to increase by 5%. However, certain attacks cause much higher Rot Build. This status may only trigger once per phase. It will not build anymore after triggering until the next phase. Costs: 5 pg
Cruel Impale. This character may choose to stab a foe and then lift them up from the ground. This will cause their melee attack to only strike once. However, if the attack lands, the weapon will stab through any foe who is the same size class or smaller. This will reduce the evasion of the enemy to 0, but it will also reduce the avoid of the character using the ability by 50 and their movement by 4. The enemy may attack this character or other nearby characters, but they will not be able to move out of the space they have been lifted into the air on. On his next turns (or on counters) this character may use any attack type to strike the foe except for the weapon and arm holding the foe aloft. This move may hold an enemy in place for up to 4 turns. However, like a tackle, an extremely strong character will break free quicker, and if this character is struck by other characters it will quickly break the pinned character free. At any turn after stabbing into the foe, this character may choose to cast the away with a mighty swing. This will deal the regular melee weapon damage to the foe (ignoring shields and barriers), and may launch them up to two spaces away. If the tossed foe strikes an opponent, that opponent will take half the damage of the normal melee weapon strike. This damage will be like throw damage, ignoring defense and resistances. Costs: 6 pg
For The Goddess of Rot: Signature ability. Cleanrot Knights will increase their damage by 50% if they are within three spaces of Malenia. They will double their damage if she has taken on her Goddess of Rot form. They will triple their damage if they are afflicted by her scarlet rot, bearing through their inevitable death to fight for her to the very end. Costs: 5 pg
Impaling Thrust: This ability may be used by swords and spears. The holder must take one turn to charge. After doing this, they may move and strike a foe and deal a critical hit on the next turn. This will ignore defense and prevent countering. However, unlike a true Critical hit, this will deal 2x damage and will not have perfect accuracy. Costs: 5 pg (And matching ER weapon)
Sacred Phalanx: This ability takes a turn to charge. After charging, the user may move and unleash a five range torrent of spears from the ground. This will cover all spaces within a five-range straight line to become covered by a Spear Terrain. This terrain will deal 20 (620) (820) (1020) (6,120) (7,140) light/pierce/sacred type damage to foes. However, as it is indirect damage it will not usually be resisted. This terrain takes two movement to pass through and will stay on the map for two turns. Moving through or starting in the terrain will cause the foe to take the damage alongside a 50% chance to bleed. This ability may be used once every four turns. Costs: 5 pg (And matching ER weapon)
Miquella's Ring of Light: This ability allows the user to replace a normal Scythe attack with a ring of brilliant light. This will change the Scythe damage to be Light/Magic. This ring of light is 1-2 range. It may only strike once, regardless of speed, but may be paired with other weapon strikes if the user is Dual Wielding. If this attack is used at one range, the ring of light will loop around and strike foes behind their shields and barriers. If used at 2 range, it will gain +50 hit and ignore abilities like Dodge Roll and Teleport Dodge. Costs: 5 pg (And matching ER weapon)
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
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. (5x) Costs: 4 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
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.
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.
Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Swordsmanship level.
Character Type: Melee
Weakness: Extreme weakness to crush and gravity-type attacks. Resist light, magic, and sacred type damage.
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