Vulgar Militiamen: Level 53
HP: 57,600 (105,200 Draught of Life+1UP)
Attack: 600
5M Axe: 80
5M Claw: 80
5M Magic: 80
5M Light: 80
5M Dark: 80
5M Fire: 80
Vulgar Militia Saw: 200 (800) (880) (960) (1120) (5,600) (11,200) (16,800) (25,200) (31,500)
Beast Claw Miracle: 200 (800) (880) (960) (1120) (5,600) (11,200) (14,000)
Defense: 200
5M Armor: 80
Vulgar Militia Armor: 100 (300) (380)
Flamescale Pendant: 20 (100) (500) (880)
Darkscale Pendant: 20 (100) (500) (1380)
Magicscale Pendant: 20 (100) (500) (1880)
Lightscale Pendant: 20 (100) (500) (2380)
Speed: 160 (165)
Skill: 140 (150)
Move: 7
Items:
Vulgar Militia Saw: This weapon may only be used by child-sized units. It functions as a long axe. Due to the saw teeth on the blade, this weapon deals heavy wear. This weapon grants access to the ability "Spinning Slash". This weapon boasts a 30% (50%) chance to induce burning on every strike it lands. Base Blade(Saw)/Dark/Fire-type might. 200
Vulgar Militia Armor: This rugged, filthy armor may only be worn by very small units or child-sized units. It offers no resistances. It cannot be worn with other armor pieces. This armor grants the ability "Cling To Life" for free. Base: 100 defense.
Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.
Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.
Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.
8-Fire Gems, Magic Crystals
16-Day Pearls, Night Sapphires
Abilities:
Vulgar Swarm: Signature ability. The Vulgar Militia specializes in ambushing, confusing, and overwhelming larger foes. If a foe is larger than the Militiamen, this ability will activate against them. If this character attacks an enemy, and then an identical character attacks the same enemy in the same phase, the total damage output of the follow-up character will be increased by 50%, and the total burn chance will increase by 10%. This ability may stack. The maximum % boost is 300% for damage and 60% for burn. Costs: 5 pg
Black Flames of Destined Death: This character may change its normal burn status to a Black Flames burn status. It may choose to do either; using this ability does not remove access to normal burn. Black Flames deal less damage than a normal burn. Burn deals 2%, Severe Burn deals 4%, and Lethal Burn (if accessible) deals 10%. However, this burn status cannot be resisted. And, more frighteningly, this burn status tiers off HP from the max HP cap of the character for the rest of the battle. Purge or other high efficacy cleansing abilities may remove this HP cap reduction. Costs: 5 pg
Beast Claw Miracle: This ability will cast a claw attack in a cone shape. This must be fired in a straight line. The bottom of the cone will be one tile wide. The cone will be three tiles tall. The further part of the cone will be 5 tiles across. This ability cannot hit flying or levitating foes. This attack deals claw/magic/light type damage. Base 200 might. This ability deals massive wear to enemy equipment. It may also activate the ability Armor Rend. Rapid Claws makes this ability strike twice. 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
Axe 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 2x damage strike. Costs: 5 pg
Dark Weapon: This character may take a turn to augment it's weapon. This will give the weapon dark type damage and grant it the dark 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 turns. Costs: 5 pg
Swarm (II): Each time this unit or any other units of the same type attack a foe and miss, the next unit of this type will have a 20 (30) point boost to their hit. Costs 6 pg
Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg
Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 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
Wear Down: If this unit initiates combat with a foe, regardless of whether or not they land a hit on them, they will reduce the foe's defense by 10%. This will stack if this character or other characters with the ability continue to engage with the debuffed for. This debuff will last for two turns past the last time it was triggered. This ability is usually limited to low-tier military units. Costs: 5 pg
Pouring Wounds (II): Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (80%) (100%) of the time. This ability only activates on physical attacks. Costs 6 pg
Death Blow: When attacking, this character adds 25% to their total damage. Costs 3 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, backstabs, 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.
Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase enemy phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg (Armor)
Character Type: Troop, Melee, Stealth
Weakness: Weak to Backstab and Finish strike. Backstab and Finish Strike will kill this unit regardless of Cling to Life. This unit has been shunned and hated for its stature. The small have banded together. As such, this unit takes 25% less damage from units that are taller than it.
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