Strider: Level 39
HP:
Attack:
1 Sword: 5
1 Knife: 5
1 Marksman: 5
1 Spear: 5
Defense:
1 Armor: 5
1 Shield: 5
Speed:
Skill:
Move:
Items:
Abilities:
(TBA) But It Is Not This Day: Signature ability. Aragorn may take a turn to rally the hearts of his allies around him. This ability only works on characters who are humans, elves, dwarves, or other free peoples of Middle Earth. This ability will impact all allies within six range of Aragorn. All allies will debuff dark damage they take by 50%, increase their speed and skill by +10, and gain resistance to fear even in the face of Unconquerable Fear for the rest of the battle or until Aragorn falls. If Aragorn has close allies who he has inspired currently within three range, he will also gain these buffs. Costs: 7 pg
(TBA) Men of the White City: This character's ally buffs that he gives and receives will be doubled when they are given to or received from fellow humans. These humans must not be evil at heart. If they are, this character's boosting abilities will not buff them, and this character will not be capable of being buffed by the help of evil men. Costs: 4 pg
(TBA) The Fellowship of the Ring: Bond ability. For every member of the Fellowship that is on the map and has this ability unlocked, all characters with this ability will gain +5 speed and +25% damage. Costs: 5 pg
(TBA) Friend of Elves: This character may learn Elf Exclusive abilities if taught. Costs: 2 pg
(TBA) War Cry: Instead of attacking, this unit may rally their allies with a war cry. This will boost all ally units within three (6) spaces, granting them a 30% (60%) bonus to their total attack damages. This attack boost only lasts during the turn it is used, not during the next enemy phase. Costs: 3 pg
(TBA) Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg
(TBA) Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg
(TBA) 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. Costs: 4 pg (5x)
(TBA) Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
(TBA) Orc Slayer: This character deals 30% more damage to orcs, trolls, or zombies. Costs: 2 pg
(TBA) Orc Slayer (II): This character deals 30% (60%) more damage to orcs, trolls, or zombies. Costs: 4 pg
(TBA) Orc Slayer (III): This character deals 30% (60%) (120%) more damage to orcs, trolls, or zombies. Costs: 8 pg
(TBA) Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. Costs 2 pg
(TBA) Sword 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 2 x damage strike. Costs: 5 pg
(TBA) 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. This attack will not be countered. Costs: 5 pg
(TBA) Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg
(TBA) 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
(TBA) Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg
(TBA) Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg
(TBA) Chase Down: If a foe moves away from this unit, this unit will gain +20 skill against that foe on its next turn as well as a 25% damage boost. Costs: 2 pg
(TBA) For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg
(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg
(TBA) Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. Costs: 4 pg
(TBA) 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
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
(TBA) Hoard Breaker: This character specialized in overcoming hoards of foes. If this character is attack during the enemy phase by more than one of the same type of unit, then this character will gain +50 skill and +50 avoid against that enemy unit type for the remainder of the battle. This may apply to up to three different types of units. Costs: 5 pg
(TBA) Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg
(TBA) Certain Blow: When attacking, this character adds +20 to their skill. Costs 3 pg
(TBA) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Character Type: Melee, Marksman, Support, Stealth
Weakness: Weak to martial. Extremely resists dark damage. Resists pain, fear, and extremely resists mind control. Immune to the fear abilities of Nazgul and Sauron.
Caps:
HP: Small
Attack: 100
Defense: 400
Speed: 125
Skill: 185
Move: 6
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