The Silent: Level 85
HP: 672,000
Attack: 21,000
5GM Knife: 1000
True OMEGA Poison: 2000
Silent Daggers: 1500 (22,500) (23,500) (47,000) (94,000) (282,000) (1,410,000)
Shiv: 10 (21,010) (22,010) (44,020) (88,040) (264,120) (1,320,600)
Poison Blast: 21,000 (23,000) (195,500) (391,000) (1,174,000)
Toxic Corpse Explosion: 100 (21,100) (23,100) (196,350) (392,700) (1,178,100)
Defense: 20,000 (40,000)
5GM Armor: 1000
Silent Cloak: 1000 (41,000) (42,000) (147,000)
5GM Shield: 1000
Speed: 325 (335) (340) (400) (+40 avoid) (+60 avoid) (+20 avoid) (+40 avoid) (+25 avoid)
Skill: 325 (365) (375) (+30 skill in Wraith Form)
Move: 10 (11) (12)
Items:
Acrobat's Tradeoff: This item removes all HP buffs from the holder. It also removes all shields and barriers. It also prevents defense boosting abilities and items. It prevents the use of auto-healing abilities or items. However, it adds +10 speed and +40 avoid to the holder. Why defend when you cannot be touched? This item cannot be removed as it functions similar to a 1UP or Seraph Robe.
2-Silent Daggers+++ (Sealed): +20 (+30) speed. Brutal daggers with a waving edge. These daggers deal pure damage but boast a staggering 100% (150%) (180%) poison activation chance on all strikes. This poison boasts 100 (2100) (2900) (24,650) (49,300) (73,950) (221,850) (665,550) base might. These daggers also boast an incredible +30 Avoid. However, they prevent the use of higher tiers of "Extreme Evasion" as well as the ability "Cover of Darkness". At the final state, these daggers may be thrown and immediately reappear in the hand of The Silent, allowing her to strike foes within 1-2 range. Base 500 (1500) blade or pierce type might.
2-Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to.
Silent Cloak: A legendary set of armor. It cannot be worn with any other armor. This cloak grants +40 avoid and skill. When this character induces a poison status, they will gain +5 speed. This will max out at a +40 speed buff. This cloak may only be worn by low HP characters. Grants 1000 base defense.
Wraith Forged Eye: This eye has been implanted into a Wraith. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
Drop of Might
Bare Armor Trinket: This unusual item may only be used if the holder has no shields or barriers. This item will increase the total defense of the character by 50% for each GM they are in armor.
Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% increase to panic build.
Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build.
Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind, overheat). This item is easily lost or stolen.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.
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.
Ring of the Snake: A very potent ring. This ring will immediately poison the foe with a toxin that will drain their HP by 10% at the start of each turn. This poison cannot be cured during the battle, as the ring will immediately poison the character again. However, this ring allows the character to take one extra turn at the start of any battle.
Unpredictable Ring: This ring will grant +5 speed and skill for every ability that is locked during battle. This includes abilities locked by Strategist or other ability locking items/abilities, but not abilities locked by taunt. This ring prevents the holder from using strategist themselves. The max speed/skill boost is +30.
Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.
Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.
Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance to 45%.
Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage.
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.
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.
Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune.
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.
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.
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.
Snecko Skull: A rare trinket. This item is nearly impossible to steal (5%) drop. When this character triggers a poison status, it immediately triggers an additional poison status.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times, but will suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four (other) turns.
Vicious Silver Pin: A small, needle-like pin that can easily we 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 diffiuclt to steal and very valuable.
Rapid Shift Serum: This character may form change and still take an action even if the form change would normally take their action on that turn. This serum is injected into the blood and nearly impossible to steal.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Hydra Fang Shard: This object will increase the chance of poison statuses by 30%. This item is very hard to steal.
Hydra Fang and Socket: A vile object. This is very hard to lose or steal, and will increase the chance of poisoning a foe by 50% as well as boost the damage of poisons that deal a raw number rather than a percent (as most poisons do) by 50%.
2-Deep Toxic Crystal: A crystal farmed from deep within a concentrated poison swamp. These are quite rare, but buff the base damage of poisons that deal a raw number by 400. A small character may carry up to two, medium-3, huge-4, titanic-5, colossal-6.
Hideous Black Blood Droplet: A blood droplet so heinously dark, it is hard to look away from. This item will remove all innate and item-related resistances to taking the poison status or poison status damage. This object is quite hard to steal and rarely drops (5%).
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.
4-Poms of Power (Poison)
28-Poison Blooms+Poison Plate
Razor Stone, Needle Stone+Blade Plate/Pierce Plate
Pure Stone
Heavy Duty Boots: Consumable. These Boots grant +1 movement (stacks with Boots) and allow this unit to ignore any movement debuffs when passing through trees and other naturally difficult terrains. May only be used by units with Walking/Running-type movement only.
10-Vials of Silent Crippling Poison: Consumable This poison status may be exchanged for any other poison status activation. This poison will deal no damage, but it must be cleared before any other poison statuses may be cleared. A high capacity status clearing ability or item will remove one and only one of these crippling poison statuses.
Abilities:
Wraith Form: Signature ability. This character may take a turn to become a wraith. This will make them intangible. This form shift lasts for three turns. While a wraith they gain +5 levitating-type movement. The will also gain a staggering +100 avoid. Costs: 8 pg
Enfeeble: This deadly status may be cast at any foe within 5 range. It has a 70% chance to succeed. If this status succeeds it will remove all the benefits granted by Inhuman Strength, Havel Rings, and Chloranthy Rings. This status will last for two turns. This ability may be used twice a battle. Costs: 6 pg
Survivor: This character may double their defense for the enemy phase. This may be activated at the start of any engagement before the enemy strikes. However, they must lock two of their own abilities for the rest of the battle to do so. This lock will come into play at the start of this character's next turn. They may also survive a lethal hit by performing a similar sacrifice. This may be be done until no abilities are left to sacrifice. Costs: 4 pg
Grand Finale: This ability may only be used if it is the only ability unlocked on the character. This ability will temporarily unlock all abilities that have been locked by this character or foes for one final engagement. This attack will strike all foes within five range with the regular knife attacks of this character. However, the attack will deal 5x the normal knife damage. Each attack will be done individually, with foes being free to counter and dodge when they are targetted. Costs: 8 pg
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg
Outmaneuver Assassin Class Ability. This character may spend its action this turn preparing to outmaneuver their foes. Doing this will allow them to take 3 full turns next turn. Holding this ability prevents the character from being impacted by ally-oriented turn granting abilities. If this character is struck while charging, this ability will fail. Costs: 5 pg
Paralyzing Shriek: Any enemy units within three spaces of this character have a chance of being paralyzed for one turn by fear. This move can be used once every other turn, and it takes a turn to activate. Any enemies nearby have a 50% of flinching and missing their turn. An enemy may not be flinched 2 turns in a row by this ability. Requires: 3 pg
Poison Catalyst: Signature Ability. At the start of The Silent's turn, she may double the number of poison statuses of all enemies within three range. Costs: 4 pg
Infinite Blades: This character carries countless shivs. A shivs is an incredibly weak blade. It cannot be augmented, nor can it give statuses. This ability may be activated by the character spending its action on a turn. After that, this character will gain 3 shivs. A shiv boasts 10 base blade type damage. It is a knife. However, a shiv may choose to ignore the defense a foe, but this will weaken the damage of the shiv by 90%. Shivs ignore abilities and items that weaken multi-hit attacks. A character may choose to use as many of/all the shivs they have collected in instead of attacking normally. Shivs may be used without unequipping other weapons. Costs: 4 pg
Mad Doctor: This character will occasionally create consumables mid battle. The value of these items ironically depends on the poison skill level of the character. The consumables they make can do numerous things, and may be kept in storage if not used in battle. These consumables only work on organic characters. The most common consumables are listed below, decending in order of rarity:
Health Tonic: 10% max HP healed. (Can stack)
Cleansing Tonic: Cleanses a character of minor statuses.
Invigorating Tonic: +10 speed and skill for 3 turns. (Can stack up to +30)
Empowering Tonic: 50% damage boost to attacks for 1 turn (Can stack up to 100%)
Life Saving Tonic: Extremely rare. This tonic may be used on the corpse of a fallen foe. Doing so will have a 50% chance to bring them back to life... but only with 10% of their HP. This must be done immediately after death, and the tonic will only work on a character once per battle.
Costs: 4 pg
Toxic Corpse Explosion: This unit can take a turn and cause fallen units to explode, dealing 100 base poison damage to any enemy unit within 1 space of the exploding corpse. This is an area attack and cannot be blocked or dodged. This attack will not be countered. This attack will have a 100% chance to give poison status to the foes it strikes. The poison deals 100 (2100) (2900) (24,650) (49,300) (73,950) (221,850) (665,550) damage per turn. Costs: 3 pg
Poisonous Proficiency (II): If this character uses only the poison as its damaging statuses (no burn, bleed, radiation, disease), then it will increase the total damage of the poison statuses it gives by 200%. This does not apply to unusual poison statuses that deal a percent of a foe’s life. This ability cannot be removed by strategist. Costs: 6 pg
Necra Virus: If this unit has a normal poisoning ability or poison attack, it may choose to infect the foe with Necra virus instead. Necra virus is slow acting and weak, giving only 5 (2005) (2805) (23,843) (35,764) (71,528) (214,583) (643,748) damage per turn. However, this virus never heals. It can only be cured by exceptionally powerful status removing abilities. Sleeping will not cure Necra virus. A character infected by this virus cannot recover HP. Necra Virus may be compounded with other types of poison in any given enemy. Costs: 5 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. (4x) Costs: 4 pg
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
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.
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 (Miracle Scale)
Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg (Ring)
Character Type: Assassin, Stealth, Status, Speed
Weakness: Weak to psychic damage. Immune to poison damage and the poison status. Immune to speed/avoid debuffs.
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