Wednesday, June 8, 2022

Farum Azula Ancient Dragon






Ancient Dragon: Level 74
HP: 508,200 (1,016,400 Draught of Life+1UP) (2,032,800) (3,049,200) (3,963,960) (5,945,940 Heart and Soul)
Attack: 4,600
5GM Fire: 1000
5GM Explosion: 1000
5GM Energy: 1000
5GM Light: 1000
5GM Air: 1000
5GM Magic: 1000
5GM Sword: 1000
5GM Spear: 1000
5GM Wing: 1000
5GM Bite: 1000
5GM Claw: 1000
5GM Tail: 1000
Bite/Wing/Tail/Claw Attacks: 4600 (5600) (11,200)
Lightning Claws: 600 (5,200) (6,200) (7,200) (14,400) (57,600) (115,200) 
Ancient Dragon Breath: 4,600 (5,600) (6,600) (46,000) (92,400) (184,800) (369,600) (480,480)
Ancient Dragon Lightning Spear: 100 (1,100) (5,700) (6,700) (7,700) (8,800) (61,600) (123,200) (132,000) (264,000) (343,200) (446,160) (580,008)
Ancient Dragon Lightning Glave: 500 (1,500) (6,100) (7,100) (8,100) (9,100) (10,100) (70,700) (141,400) (212,100) (222,200) (444,400) (577,720) (751,036) (976,347) (1,464,520)(2,196,780)
Defense: 4,600 (9,200) (18,400) (27,600)
5GM Shield: 1000
Flame Spirit Shield: 1000 (2000) (3000) (4000) (28,000) (56,000) (112,000) (224,000) (233,200)
Smaugscale Pendant: 100 (1100) (7,700) (15,400) (30,800) (264,000)
Godzillascale Pendant: 100 (1100) (7,700) (15,400) (30,800) (294,800)
Flamescale Pendant: 20 (1020) (7,140) (14,280) (28,560) (323,360)
Flamescale Pendant: 20 (1020) (7,140) (14,280) (28,560) (351,920)
Rayquazascale Pendant: 100 (1100) (7,700) (15,400) (367,320)
Seath Crystal Pendant: 100 (1100) (7,700) (15,400) (382,720)
Great Serpentscale Pendant: 100 (1100) (7,700) (15,400) (398,120)
Airscale Pendant: 20 (1020) (7,140) (14,280) (412,400)
Magicscale Pendant: 20 (1020) (7,140) (14,280) (426,680)
Lightscale Pendant: 20 (1020) (7,140) (14,280) (440,960) (882,920) (1,322,880)
Wings Shields Add: 11,200 (22,400) (67,200) (134,400)(268,800)(403,200)(806,400)
Speed: 250 (255) (265)(+5)
Skill: 280 (+10)
Move: 8 (12 (13) flying)


Items:

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.

Ancient Stone Soul: This stoic item may only be used by characters who are statues or who have a stone body/skin. This item very rarely drops and cannot be stolen. This will boost the HP of the holder by 50%. This item cannot stack with Ancient Blood.

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.

Farum Azula Ancient Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique dragon spell of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.

Draconic Forged Lightning Claws++: +5 speed. These claws boast 300 (600) base might and add lightning-type damage to the claw attacks of the character.

Ancient Dragon Talisman: An incredibly powerful Catalyst. It may only be used on Ancient Dragon Miracles. Base 1000 spell boost.

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.

Great Dragon Hide Shard: This remarkable item may be used by any dragon who is a large size class or greater. This will double the defense of the dragon if they have their "Dragon Scale" ability unlocked. A Lesser Dragon Hide Shard could be created by breaking this item. 

Adamantine Feather: This feather causes the wing shields of this unit to become incredibly resistant to wear. It will also triple the defense of these wing shields. 

1-Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Node Raven Keb's last moments of being tormented and toyed with before their deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.

1-Unbound Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%.

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.

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.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen. 

Elite Thief Killing Curse: A horrible object designed to punish any thief who would dare steal from the holder. This curse will trigger once for every item that is stolen from this unit, but it will not trigger for items looted from it. When this curse triggers, the thief will immediately take 200,000 deletion damage. If this kills the foe, the stolen item will be lost to deletion as well. 

Thiefbreaker Chain: A silver chain worn near the waist. This item will cut the chances of all stealing abilities in half while this character is alive. It has no impact after death. This item cannot be stolen or dropped. 

Ring of the Sun's Firstborn: A ring that Gwyn once gave his son, but that was lost in the ages past. This ring is easily stolen or dropped but boosts total miracle damage by 30%.

Thunder God's Ring: This mighty ring will buff all lightning damage by 30%. This items is easily lost or stolen.

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

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.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

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. 

Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.

Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Vicious Silver Pin: A small, needle-like pin that can easily be warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable. 

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.

Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.

Elite Ancient Dragon Spark: A spark of the blazing breath of Ancalagon. This item is impossible to steal. Boosts the total damage of "Ancient Dragon Flames" by 100%.

Scorching Spark Crystal: A crystallized spark breathed from the unspeakable heat of Anacalagon’s breath. This crystal will cause all flame breath type attacks to have a 30% (40%) burn chance. It will add 30% if the attacks already have a burn chance.

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%.

Vile Energy: All Energy attacks by this character will harm allies and foes alike. All Energy Attacks by this character are impossible to consume. This item is nearly impossible to drop or steal.

2-Beast Blood Pellets

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.

4-Poms of Power (Fire, Energy)

12-Air Gems

12-Fire Gems

12-Volatile Crystals

12-Magic Crystals

12-Energy Gems

24-Day Pearls

Winged/Claw/Jaw/Tail Stone+Wing/Claw/Bite/Tail Plate

Razor Stone+Blade Plate, Needle Stone+Pierce Plate

Abilities:

Ancient Dragon Lightning Glave: +10 speed. A unique spell to the Ancient Dragons. This glave deals no damage to dragon-type characters, but it deals 25% more damage to all other character types. This miracle grants a massive lightning sword to the user. 1-2 range. The sword deals Lightning/Magic/Light type damage and has 500 base might. If the character has the ability "Static" the weapon will be augmented and deal 50% more damage. This weapon may stun both robots and organics. It has a 30% (60%) stun chance on all strikes. Costs: 8 pg

Ancient Dragon Lightning Spear: Once every other turn, this character may throw a powerful bolt of lightning. This bolt has 100 base lightning and light type might, and it is improved by the base attack and the lightning, spear, and light skill boosts and bonuses. This spear has three range, but it can be counter-attacked. It must be thrown in a straight line, and it will strike all foes in those squares. This attack deals no damage to dragon-type characters, but it deals 25% more damage to all other character types. This attack will strike multiple times if the character has the ability "Rapid Thrust" Costs: 4 pg

Static: This unit's body is covered in electricity. Any enemies who start a turn next to the unit will have a 20% of taking the paralysis status from shock, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (1020) (7,650) (15,300)  lightning-type damage immediately. This Paralysis will last for three turns, and it will reduce the speed of the foe by 25. This cannot stack with other shock paralysis abilities like Thunder Wave. Costs: 6 pg

Great Enemy: If this character is engaged by more than one unique character who is not from the Lands Between from an enemy team, it will take as many turns per phase as there are unique enemies on a single team. This ability may only be used in The Lands Between. Costs: 5 pg

Flying Grab: The unit may attempt to attack their small or very small foe. This is somewhat clumsy, and it reduces hit by 15. If the attack lands, the character grabs their enemy and flies off with them. The character must be flying when initiating this attack. The character may then continue using any left-over movement, but each space takes two movement due to extra weight. Each space traveled gives throw damage to the enemy, and this ignores blocking and defense. Once the character has finished moving, they may throw their enemy up to two spaces away.  If the enemy falls in dangerous terrain, they will immediately take the negative effects. The enemy will take throw damage based off the character’s throw skill level. Costs: 4 pg 

Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg

White Dragon Scales: This dragon's scales give it a unique ability based on their color. White gives this character complete immunity to light type damage. These scales also add a 50% buff to the character's total defense. Costs: 5 pg

Devastating Dragon Breath: Once every three turns, this character may exhale its breath weapon at full force. This will strike five squares in front of it in a straight line. Enemies will calculate their dodge chances separately. Enemies may counter-attack. Costs: 4 pg

Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15
If the character strikes an enemy, they will boost their skill stat by 5 
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg

Wing Shield: This character may shield themselves with their wings. This will prevent them from flying or countering with these wings. However, it will create a barrier that is equal to the total might of their wing attacks. Unfortunately, this can result in the destruction of the wings and the crippling of the character from flight for the battle. Costs: 4 pg

Stone Wings: This character has wings made of stone. This ability will double the defense granted by Wing Shields. 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

Gale Rush: This ability is only found on winged characters with high air affinity. Requires 3M air or higher. If the character has this ability, and they are attacked by a ranged foe, each attack the foe performs will allow this character to move three spaces towards the foe. This will eventually allow them to reach and counter the foe. As soon as they reach the foe, they will execute their entire counter-attack immediately. This ability will also allow the foe to chase down enemies with abilities such a Dodge Roll, and will allow the character to move back towards a foe who has thrown them or blasted them back. This ability only works if the character is flying when they are attacked. (Angel has attained at-least 3M in air skill.) Costs: 4 pg

Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg

Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. The foe will not counter after being struck by this attack. Costs: 5 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

Strike Twice: When innitiating a regular attack while using a whip or tail weapon, this character will strike twice the normal ammount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail

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

Reaving Wings: -5 speed and skill. The wing attacks of this character will always deal double damage. This will not stack with other abilities of this type such as dual weild. This will only activate if the character has landed. It cannot activate in flight. Costs: 5 pg or GM in Wing

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: Dragon, Magic, Melee, Destructive

Weakness: Weak to bludgeon type damage. Extremely resists body, earth, fire, and explosion. 

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