Regal Ancestor Spirit: Level 73
HP: 470,400 (940,800 Draught of Life+1UP) (1,881,600) (2,822,400 heart and soul) (3,386,880)
Attack: 4500
5GM Claw: 1000
5GM Magic: 1000
5GM Water: 1000
5GM Light: 1000
5GM Absorb: 1000
Spirit Horn: 4500 (5500) (6500) (7500) (52,500) (105,000) (210,000) (420,000) (840,000)(1,050,000)
Vapor Spew: 500 (5000) (6000) (7000) (8000) (56,000) (112,000) (168,000) (336,000) (420,000)
Defense: 4500 (9000)
GM Shield: 200
Orcane ripple pendant: 100 (1100) (7700) (15,400) (30,800) (39,800)
Seath crystal pendant: 100 (1100) (7700) (15,400) (30,800) (70,600)
Great Serpentscale pendant: 100 (1100) (7700) (15,400) (30,800) (101,400)
Celebi leaf pendant: 100 (1100) (7700) (15,400) (30,800) (132,200)
Waterscale Pendant: 20 (1020) (7140) (14,280) (28,560) (160,760)
Magicscale Pendant: 20 (1020) (7140) (14,280) (28,560) (189,320)
Lightscale Pendant: 20 (1020) (7140) (14,280) (28,560) (217,880)
Absorbscale Pendant: 20 (1020) (7140) (14,280) (28,560) (246,440)
Speed: 245 (255)
Skill: 275 (290)
Move: 10 (13)
Items:
Rune Arc
4-Erd Tree Seeds: Seeds generated from young Erd Trees. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare. These seeds will prevent the holder from using Mako Cells.
Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dopped at death.
Ancestor Spirit Regal Horns: These massive horns have been forged into the flesh of the Ancestor Spirit. The will double the damage of the Spirit Horn ability.
Ancestor Spirit's Horn Ring: This ring will remove one turn of an active cooldown for every foe this character kills. This ring is easily dropped but cannot be stolen.
Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense. It can technically be removed but requires extreme precision.
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, and backstabs.
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.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time-stopping or altering abilities.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.
Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.
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.
Vile Light
Devilish Destruction Charm:
4-Poms of Power (Absorb/Light/Magic/Water)
Max-Magic Crystals, Day Pearls, Water Gems, Jade Crystals
Abilities:
Soul Siphon: This character may drain the souls of all surrounding foes. If the foe is a summon, this will immediately kill them. If the foe does not have a soul, this ability will not be able to harm the soul. Against normal characters, this attack cannot be dodged (even with Extreme Evasion) or countered, and it will immediately drain 10% of the foe's max HP, also reducing the foe's HP cap by doing so. This ability has 10 range. This ability will heal the Ancestory Spirit by 10% for each summon or unit it kills, and will also heal this unit by as much damage as it gave to foes who do not die. This healing may increase the HP of the character above its max HP cap. This ability may be used once every ten turns. This ability cannot be removed. Costs: 15 pg
Spirit Vapor Spew: This unit may spew out a potent vapor of spirit energy. Base 500 Light/Water/Magic type damage. 1-3 range. This will form a puddle of this vapor on the ground where it strikes. If this attack strikes a foe, it will drop their speed by 10 and their defense by 10%. If a foe starts in vapor terrain, the foe will also take a 10 speed reduction and a 10% defense debuff. These debuffs can stack and will last for two turns unless refreshed. Costs: 5 pg
Devastating Vapor Breath: This character may strike all foes within five spaces in a straight line with its Vapor Spew ability. All foes may dodge and counter separately. This attack will only strike once. This ability may be used once ever 3 turns. Costs: 5 pg
False Death: When this character is struck by an attack that drops it below half its max HP, they may vanish (even in the middle of the enemy's attacks) and warp away to any space on the map. Costs: 5 pg
Ferocity: Beast only ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn and then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg
Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 pg
Beast Sense: This character has extremely sharp senses, allowing an uncanny ability to read and react to the enemy's slightest movements. This ability allows this character to add 15% to any dodge, hit, or skill activation chance once every two turns. Costs: 3 pg
Spirit Horn: The claw attacks of this character may become a horn attack. This is still considered claw damage. These attacks will now deal Claw/Light/Absorb type damage. This damage will be doubled when the character initiates the attack. Costs: 5 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 character's 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
Air Walk: This unit may walk on air. This gives it +3 flying movement without removing access to Gallop. Costs: 3 pg
Serene Aura: This character has a subtle grace that can easily fill an enemy with wonder. This ability works like Seductive Presence, only affecting certain characters, but it is generally more effective. This ability will drop the speed and skill of any character who is affected by it by 30 if they attempt to attack this character. If this character attacks the foe, the ability will not work. Costs: 3 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
Armor Rend: This character tears into the armor of foes with massive claws or fangs. This ability will only activate on regular claw or bite attacks. After this character has finished attacking the foe, the foe will have all their armor based resistances cut in half for the next two turns. This means immunities will become extreme resistances, extreme resistance will become resistance, and resistances will be completely lost. Performing this ability multiple times will reduce the armor repeatedly. After two turns, the armor will return to normal. Costs: 4 pg
Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg
Death Shot: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Claw Skill
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: Beast, Undead, Magic, Deity
Weakness: Weak to fire. Extremely resists claw, dark, magic, absorb, water, and light type damage.
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