Black Knife Assassin: Level 71
HP: 225,600
Attack: 3500
5GM Knife: 1000
5GM Dark: 1000
5GM Fire: 1000
5GM Magic: 1000
Black Knife: 1000 (4500) (5500) (6500) (7500) (8500) (63,750) (127,500) (191,250) (382,500) (573,750)
Defense: 3300 (6600)
5GM Armor: 1000
Mithril Chainmail: 1600 (8200) (9200)
Black Knife Armor: 600 (9800)
Black Knife Midnight Cloak: 600 (10,400)
Speed: 255 (265) (285) (+5) (+25 avoid) (+40 avoid)
Avoid in Darkness: 255 (265) (285) (+15 avoid) (+80 avoid) (+50 avoid) (+80 avoid)
Skill: 255 (+10) (+20 hit) (+30 hit when undetected)
Move: 7 (8 in darkness)
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.
Black Knife++ (Sealed): +20 speed. The user of this weapon must have at least 3GM in knife and have a 150 base speed stat at 50. This weapon is 1-2 range. This weapon boasts a 30% (70%) burn chance on every strike. The damage of this terrifying weapon will kill foes through survival abilities, ignore specific death conditions, and even fell foes who have Form Shift life-saving abilities. It will also allow the holder to have access to the Weapon Art ability "Blade of Death", but they must pay levels to unlock it. Base 1,000 blade/Dark/Fire/Magic type damage. This weapon deals double damage to gods unless the god is a god of death. This weapon cannot be augmented.
Backstabbing Weapon Seal: An elite weapon seal. This seal will cause backstabs to gain +30 skill and deal 50% more damage.
Mithril Chainmail++: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail offers extreme resistance to blade and pierce-type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be worn under other armor or cloaks. Base 1600 defense.
Black Knife Armor++: Lightweight assassin armor. Grants +30 hit vs foes who cannot detect the wearer. Grants extreme resistance to bludgeon and bullet type damage. Base 300 (600) defense.
Black Knife Midnight Cloak++: This cloak Grants +40 (80) avoid in the dark or night. This armor grants extreme resistance to water and ice, and resistance to earth. This armor also grants +2 movement in the dark. This cloak may only be worn by a wraith assassin. Base 600 defense.
Wraith Forged Eye: An eye forged into a wraith. This grants +20 hit. This buff is lost if this character takes a blinding status.
Drop of Might
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.
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%.
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.
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.
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.
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.
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.
Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.
Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%.
Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.
Assassin's Cerulean Dagger Ring: Performing Critical Hits, Backstabs, Parry-Reposts, or Ambushes will reduce an active cool-down by 1. This ring is easily lost or stolen.
Assassin's Crimson Dagger Ring: Performing Critical Hits, Backstabs, Parry-Reposts, or Ambushes wil heal this character 40% of their total HP. This ring is easily lost or stolen.
Devilish Destruction Charm
4-Poms of Power (Dark, Magic, Fire)
24- Night Sapphire+Dark Plate
12-Magic Crystals+Magic Plate
12-Fire Gems+Flame Plate
Abilities:
Blade of Death: A weapon art. This ability will allow the user to leap into the air. If fighting grounded foes, this will cause the user to gain +50 avoid and hit. The user will then release a powerful burst of death from their knife toward the foe. 1-3 range. This attack will deal double the damage of a regular knife strike and will have a 60% burn chance. This ability may be used once every four turns. Costs: 5 pg and weapon.
Night of The Black Knives (II): Signature Ability. The critical hits, backstabs, and ambushes of the Black Knife Assassins ignore items that normally grant resistance, immunity, or debuffs to this damage type. In darkness, the critical hits, backstabs, and ambushes of this character deal 50% (100%) more damage. At the second tier, the Black Knives will gain +60 hit when using critical hits, backstabs, and ambushes. All damage and hit buffs granted by this ability are doubled vs characters who are gods. Costs: 12 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
Prepare for Slaughter: If two characters with this ability stand on opposite sides of a foe, they may grab hold of the arms of the foe and force them to face an adjacent square. This allows for a Backstab to be initiated. This will also reduce the avoid of the foe by -30. If a third character joins to restrain the foe, this will become a -60 avoid. This avoid is only calculated vs the ability Backstab. Costs: 3 pg
Shadow Stealth: This character may take a turn to vanish on the world map, cloaking them. Unlike most cloaks, this does not boost their avoid. However, this stealth ignores All Sight and Radar, making the character harder to find. Costs: 6 pg
Backstab (III): This character may stab an opponent in the back. The direction an opponent is facing is determined by where they just attacked last, but the must-have attacked with a 1 ranged attack. If this unit moves behind the foe, their attack will only be able to strike once. However, it will deal 2x (3x) (4x) damage and prevent the enemy from counter-attacking if it lands. This attack strikes behind shields and barriers. After landing this attack, the character will slam the foe face-first into the ground if they are the same size class or smaller. This will leave the foe without barriers for the next attack during this phase. If this next attack is a Finish Strike, it will deal double damage to the fallen foe. This attack cannot be struck by Vantage. This attack will ignore abilities like Take The Hit. Costs: 20 pg
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 20% 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
Cover of Darkness: This unit receives double avoid bonuses in the dark or at night. This bonus is completely removed for a full turn after this character is targeted by a light-type attack. Costs 2 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. This attack will not be countered. Costs: 5 pg
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
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
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
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: Wraith, Stealth, Melee, Assassin
Weakness: Weak to moonlight damage and freezing. Resist light, sacred, and golden damage. Immune to bleed, poison, disease, and scarlet rot.
No comments:
Post a Comment