Faramir: Level 67
HP: 210,000 (420,000)
Attack: 2300
5M Sword: 80
5M Marksman: 80
5M Spear: 80
Elite Berkian Short Sword: 500 (2800) (2880) (5,760) (11,520) (34,560) (138,240)
Elite Berkian Long Bow: 500 (2800) (2880) (5,760) (11,520) (34,560) (138,240)
Defense: 2300
5M Armor: 80
Gondorian Armor: 300 (2600) (2680)
Advanced Great Black Fur Cloak: 150 (2830)
5M Shield: 80
Silver Purity Shield: 1000 (1080) (2160) (8640) (11,470)
Speed: 212
Skill: 255
Move: 6
Items:
Live Great Serpent Viscera: A pulsing heart-like organ. This rare item will double the HP of the character who holds it.
Elite Berkian Short Sword++: A short sword specialized for close combat. Simple, but reliable. Base 500 blade type damage.
Elite Berkian Long Bow++: -15 speed at one range. This bow boasts 500 base pierce-type damage. 1-2 range.
Gondorian Armor: Armor fashioned for Faramir by Berk. It grants resistance to bludgeon and body type damage. Very sturdy. Base: 300 defense.
Advanced Great Black Fur Cloak: A huge cloak made of dark colored fur. Extremely resists ice, fire, and dark. This cloak is fairly easily destroyed. This cloak protects the wearer from taking damage from cold climates. Grants 150 defense.
Silver Purity Shield: This shield requires a hand to hold it, making it remove Dual Wield or Two-Handed Stance. However, this shield will increase its total defense by 100% for each GM this character is in Shield Skill and will be boosted by pure stone and Weapons Mastery Buffs. This item is extremely rare and valuable. This shield is nearly impossible to break, but high-wear strikes will knock it aside. This shield blocks magic, psychic, and whip. Having any elemental shields or barriers available prevents a character from using this shield. Base: 1000 defense.
Pure Stone
Needle Stone+Pierce Plate
Razor Stone+Razor Plate
Abilities:
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
Charge Shot: The user takes a turn and charges their ranged weapon. If they are attacked during the next enemy phase, their attack power is doubled on the first strike. If the character does not move, they will keep this charge until they strike an enemy. Costs 2 pg
Blinding Shot: 70% chance to activate. If the unit hits the target, they may try to activate this skill. If they succeed, the target drops 30 skill points, making them very inaccurate. This status lasts for two turns. Cost 3 pg
Deep Breath: Marksman/Sniper ability. This character may add 40 to its skill if using a ranged weapon if it has gone one turn without attacking. This +40 skill will only apply to the first engagement this character has, it does not last the entire phase. Costs: 4 pg
Unending Onslaught: Enemies attacked by this character cannot vantage hit them. Costs: 4 pg
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
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
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
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
Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 pg
Sniper Shot: This character's ranged attacks add 1 to their total range. Costs: 2 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. Costs: 4 pg (4x)
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
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
Wisdom and Resolve of Faramir: Signature ability. Faramir will be immune to mind control and mentality-altering abilities used on him by foes. This does not include fear, but it does include Frenzy chances. He also extremely resists corruption/possession by forces such as Rings of Power or The Abyss. Costs: 4 pg
(TBA) Clever Sibling: This character uses his smarts to try and protect his sibling. If he is within two spaces of Boromir, both characters will receive a 100% boost to their total defense. They will also take half damage from activated abilities. This can stack with Clever Fighter. Costs: 5 pg
(TBA) Clever Sibling (II): This character uses his smarts to try and protect his sibling. If he is within two spaces of Boromir, both characters will receive a 100% (200%) boost to their total defense, and Faramir will receive a 50% boost to his damage. They will also take half damage from activated abilities. This can stack with Clever Fighter. Costs: 10 pg
(TBA) Clever Fighter: This character is careful in battle and wary of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg
(TBA) War Cry: Instead of attacking, this unit may rally its allies with a war cry. This will boost all ally units within three spaces, granting them a 30% 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) Strategist (II): This unit may choose two first-level or one second level ability held by an enemy unit within 10 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: 8 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) 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) 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) 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) Clever Sibling: This character uses his smarts to try and protect his sibling. If he is within two spaces of Boromir, both characters will receive a 50% boost to their total defense. They will also take half damage from activated abilities. This can stack with Clever Fighter. Costs: 5 pg
(TBA) Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficiency boosts from single damage type attacks used by this character. Costs: 5 pg
(TBA) Sniper Shot (II): This character's ranged attacks add 2 to their total range. Costs: 4 pg
(TBA) Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 8 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 Arrow Damage. Extremely resists dark damage. Resists pain and fear. Resists the fear abilities of Nazgul.
Caps:
HP: Small
Attack: 100
Defense: 200
Speed: 127
Skill: 170
Move: 6
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