Crucible Knight: Level 65
HP: 252,000 (504,000 1UP+Draught of Life) (604,800)
Attack: 2800
2GM Sword: 400
2GM Claw: 400
2GM Tail: 400
2GM Light: 400
2GM Energy: 400
2GM Magic: 400
2GM Fire: 400
2GM Earth: 400
2GM Air: 400
Crucible Greatsword: 2000 (4800) (5200) (5600) (6000) (42,000) (84,000) (336,000) (504,000)
Crucible Greatsword: 2000 (4800) (5200) (5600) (6000) (6400) (44,800) (89,600) (134,400) (537,600) (806,400) (1,209,600)
Aspect of Crucible-Breath: 100 (400) (3200) (3600) (4000) (4400) (30,800) (61,600) (92,400) (120,120) (360,360) (810,810)
Aspect of Crucible-Tail: 500 (800) (3600) (4000) (4400) (4800) (5200) (36,400) (72,800) (109,200) (141,960) (425,880) (958,230)
Aspect of Crucible-Horn: 500 (800) (3600) (4000) (4400) (4800) (5200) (36,400) (72,800) (109,200) (141,960) (425,880) (958,230)
Magic Blast: 2800 (3200) (22,400) (67,200)
Light Blast: 2800 (3200) (22,400) (67,200)
Air Blast: 2800 (3200) (22,400) (67,200)
Earth Blast: 2800 (3200) (22,400) (67,200)
Defense: 2800
1GM Armor: 200
Crucible Knight Armor: 10,000 (12,800) (13,000)
Crucible Knight Cloak: 300 (13,300) (33,250)
1GM Shield: 200
Crucible Knight Horn Shield: 1000 (1200) (1600) (2000) (2400) (16,800) (33,600) (50,400) (100,800) (114,100)
Smaugscale Pendant: 100 (500) (3500) (7000) (121,100)
Seath Crystal Pendant: 100 (500) (3500) (7000) (128,100)
Great Serpentscale Pendant: 100 (500) (3500) (7000) (135,100)
Godzillascale Pendant: 100 (500) (3500) (7000) (142,100)
Groudonscale Pendant: 100 (500) (3500) (7000) (149,100)
Rayquazascale Pendant: 100 (500) (3500) (7000) (156,100)
Flamescale Pendant: 20 (420) (2940) (5880) (161,980)
Magicscale Pendant: 20 (420) (2940) (5880) (167,860)
Lightscale Pendant: 20 (420) (2940) (5880) (173,740)
Energyscale Pendant: 20 (420) (2940) (5880) (179,620)
Earthscale Pendant: 20 (420) (2940) (5880) (185,500)
Windscale Pendant: 20 (420) (2940) (5880) (191,380) (478,450) (1,435,350)
Crucible Vortex: 1,209,600 (1,688,050) (5,064,150)
Speed: 185 (-75)
Skill: 255 (270-285) (+20-40 vs rot)
Move: 6 (11)
Items:
2-Rune Arc: Consumable. This item will activate a great rune held by the character. This buff will last until death. If no Great Rune is held, this will simply buff the character's Max HP by 20%. Only humans, lords, elves, and gods may use this item
Radan's Pledge: A pledge given the the Crucible Knights to offer them a place in the world should Radan become Elden Lord. Grants +15 skill to Crucible Knights. +30 skill if Radan is within 10 spaces.
Crucible Greatsword++: -30 speed. This incredibly powerful sword deals light/energy/sacred damage. It can be augmented with Magic damage. This sword will increase the % buff of Heavy blow by 100%. This weapon may only be used by units who have 600 base defense at 50. This weapon grants access to the "Crucible Vortex" weapon art. Base 1000 (2000) blade/light/energy/sacred type damage.
Bronze Talisman: This talisman buffs miracles by adding 300 to their base might.
Crucible Knight Horn Shield: -30 speed. A shield with a massive and brutal horn protruding from the front. If the holder does not counter, the foe who strikes this shield with any 1-range attack will immediately lose 15% of their HP from being skewered on the horn. This counts as direct counter damage and is not resisted or able to be defended against. This ability does not trigger if the foe does not strike the shield. Base 1000 defense. The defense of this shield is boosted by magic/energy/light/shield skill and item boosts.
Crucible Knight Armor++: -50 speed. This armor grants extreme resistance to blade, pierce, bludgeon, explosion, poison and absorb, type damage. However, this armor prevents the wearer from ever striking more than once per engagement. This armor is extremely sturdy. Base: 5000 (10,000) defense
Crucible Knight Cloak: This heavy cloak grants extreme resistance to bullet and whip type damage. Base: 300 defense.
3-Wary Stone: -50 speed. This stone will boost the defense of the holder by 50%. A unit may hold up to three of these items. It cannot stack with Atlas Stones. This stone prevents the holder from ever striking twice. This item is rarely dropped.
Erd Tree Ring: A ring that boosts miracle damage by 30%. Cannot be paired with Ring of the Sun's First Born. This ring only boosts Miracles that originate from the Lands Between.
Crucible Stone: This stone will boost the stat buffs granted by form shifts by 25%. This stone cannot be stacked with other Elite Form Shift Stones. This stone is incredibly hard to steal (5%).
Brutal Temporal Fissure: An uncanny object created from merging multiple temporal fissures. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear. If time abilities are used against this character, a Guardian or Reaper will immediately punish the foe who used the ability.
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, ambushes and backstabs.
Rot Hunter's Ring: This unit gains +20 skill vs foes who have the "Rot Exhaltation Ring" equipped. They gain +20 skill vs foes who have the ability "Kindred of Rot Ring". This can be a +40 buff.
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.
Devilish Destruction Charm
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.
12-Magic Crystals
12-Fire Gems
12-Energy Gems
24-Day Pearls
12-Earth Gems
10-Air Gems
1-Wisteria Slowing Poison Bombs: Consumable. One of these bombs may be thrown before attacking. This will cover one space and all adjacent spaces with a fog of poison. This poison does no damage but is a terrain. This terrain will cause all characters standing in it who isn't immune to the poison status will lose 10 speed and an additional 20 avoid. The impact of this toxic smoke is 50% more impact for demons. This smoke usually stays on the map for 3-6 turns.
Abilities:
The Ever-Changing Crucible: Signature ability. The Crucible knight will buff their damage by 50% (100%) (125%) when using any Aspect of Crucible attacks. These attacks are considered form shifts and are buffed by items. Costs: 8 pg
Crucible Vortex: This ability may be used once every four turns. The user must first spend their turn charging. This will cause them to swirl their sword before them in the air, spinning it like a shield. This will grant their total attack damage to their defense, but it will prevent them from counterattacking. This will not be boosted by Incredible Barriers or defense boosting items. On the next turn, they will slam the sword down and deal double damage and significant wear. Costs: 5 pg and suitable weapon
Aspects of Crucible-Wings: This miracle may be cast, using the turn of the character. Upon doing so, the user will gain massive wings for the next three turns. These wings will grant +4 flying type movement. If this unit is GM in Magic and Air, it may move towards a foe 2 spaces when attempting to counter if it is flying with these wings. Costs: 3 pg
Aspects of Crucible-Breath: This miracle may be used rather than attacking normally. It will strike all areas in front of the character in a cone. The cone will be 1 tile wide at one range, 3 at 2 range, and 5 at three range. This attack boasts 100 Light/Magic/Fire/Sacred type damage. Foes will dodge and counter individually. This attack has a 100% to burn the foe. Costs: 5 pg
Aspects of Crucible-Tail: This miracle may be used once every other turn. The user will create a massive, draconic tail. This attack counts as both a miracle and a dragon attack. This tail will then strike all foes within 2 range, functioning as a spin attack. If this attack is charged, taking one turn in advance to do so, it will strike all foes within 2 range and then spine around and strike all foes with 3 range. This attack boasts 500 tail/magic/light/energy/sacred type damage. Costs: 5 pg
Aspects of Crucible-Horn: This miracle may be used once every six turns. The user will lunge forward with an impaling horn. This attack has -15 hit, but if it lands it will completely ignore the shields and barriers of the opponent and lift them off the ground if they are the same size or smaller than the attacker. The opponent will not counter-attack and will be held in place, along with taking -50 avoid. On the opponent's turn they may still act and attack. One turn after skewering the opponent, this character will then cast them two spaces away, giving them throw damage equal to the initial skewer. If the thrown opponent strikes a separate character that foe will take half that throw damage as indirect damage. This attack boasts 500 claw/energy/light/magic type damage. Costs: 7 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
Enchanted Weapon: This character may take a turn to add magic type damage to its weapon and boost the total damage of the attacks by 50%. The weapon will receive the magic-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 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
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
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 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.
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
Character Type: Melee, Magic, Shapeshifter, Defensive
Weakness: Weak to backstab and parry repost. Immune to indirect damage and poison, bleed, freeze, radiation, burn, and pain statuses. Cause Strategist to act as though it were one tier lower. Immune to Vantage hits.
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