Legolas: Level 77
HP: 450,000 (900,000) (1,350,000 Heart and Soul) (1,620,000 Rune Arc)
Attack: 7,000
1 Knife: 5
5GM Marksman: 1,000
5GM Light: 1,000
5GM Magic: 1,000
Light Bow of the Galadhrim: 500 (7,500) (8,500) (9,500) (71,250) (80,750) (161,500) (323,000) (484,500)
Magic Bow of the Galadhrim: 500 (7,500) (8,5000) (9,500) (71,250) (80,750) (161,500) (323,000) (485,500)
Defense: 7,000
5GM Armor: 1,000
Elvish Sniping Armor: 300 (7,300) (8,300)
Shadow of Yharnam Cloak: 100 (8,400) (16,800)
5GM Shield: 1,000
Light Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) (248,400)
Light Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) (488,400)
Seathscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (521,400)
Seathscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (554,400)
Great Serpentscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (587,400)
Great Serpentscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (620,400)
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (651,000)
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (681,600)
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (712,200)
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (742,800)
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (773,400)
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (809,000)
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (834,600)
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (865,200) (1,730,400)
Speed: 262 (+25 avoid) (+15 (40) avoid in the dark)
Skill: 325 (335) (370) (395)
Move: 8 (9)
Items:
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 dropped at death.
Live Great Serpent Viscera
Sniping Weapon Seal: An Elite Weapon Seal. This may only be used on Bows and Guns. +35 skill.
Light Bow of the Galadhrim: -15 speed at one range. This bow has been crafted using a Drop of Pure Sunlight to deal 500 light/pierce damage and may only be used by and elvish unit. It boasts 3 (6) (8) range. This weapon will deal double damage to any mount capable of flight. This weapon deals 50% more damage when initiating the attack.
Savage Light Weapon Seal: This noval item may boost the damage of a melee weapon that is marksman/element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle.
Sniping Weapon Seal: An Elite Weapon Seal. This may only be used on Bows and Guns. +35 skill.
Magic Bow of the Galadhrim: -15 speed at one range. This bow has been crafted using an Etherion Chunk to deal 500 magic/pierce damage and may only be used by and elvish unit. It boasts 3 (6) (8) range. This weapon will deal double damage to any mount capable of flight. This weapon deals 50% more damage when initiating the attack.
Savage Magic Weapon Seal: This noval item may boost the damage of a melee weapon that is marksman/element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle.
Sniping Weapon Seal: An Elite Weapon Seal. This may only be used on Bows and Guns. +35 skill.
Elvish Sniping Armor: +10 skill. This armor is more durable than normal elvish garments, and it offers an incredible boost to the skill of the archers who use it. This armor has been reforged to resist Dark, Fire, Ice, and Explosion. Grants 300 defense.
Shadow of Yharnam Cloak: This pitch black cloak grants +25 avoid at night or in very dark conditions. This cloak defends against magic and psychic and resists blade, saw, whip, and bludgeon type damage. This cloak offers a meager 100 defense.
2-Light Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in light and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Light, Magic and Shield skill and item boosts.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.
Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops.
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.
Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.
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.
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.
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.
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.
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.
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.
Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
4-Pom of Power (Magic): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
4-Pom of Power (Light): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.
Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.
Needle Stone+Pierce Plate
24-Day Pearls+Light Plate
12-Magic Crystals+Magic Plate
Abilities:
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
Greenleaf: Signature ability. Legolas was raised in the dense forests of Mirkwood. If Legolas is in trees, he will double the natural avoid buff granted by them (making it +60 avoid). Legolas ignores all avoid buffs, both natural and item/ability granted, for foes standing in trees. While in trees, Legolas gains a 50% damage boost to bow attacks. Costs: 5 pg
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
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 engagment. If the character does not move, they will keep this charge until they strike an enemy. Costs 2 pg
Piercing Shot: This character fires projectiles powerful enough to puncture straight through foes. This will allow this character to fire its range attacks in a straight line, striking all foes in that line. The number of times this character will be able to attack will be based on the speed of the fastest foe. Each foe will be able to dodge and counter separately. Costs: 4 pg
Skilled Shot (III): This skill has a 75% (95%) chance to activate. It will add 9 x the skill stat of this character as damage. This damage cannot be dodged, blocked, reflected, or defended against. However, this does not ignore immunities. This damage is improved by damage multipliers and boosts. Costs: 16 pg
Headshot: Marksman ability. This character is extremely accurate and can land devastating shots to the head of an enemy. If the enemy is like most biological organisms, this will deal extra damage. This ability will have a 50% chance to activate if this character's skill is 20 higher than the avoid of the character. If this skill activates, it will multiply the damage of normal attacks from any ranged weapon used by the character by 2. Costs: 5 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
Elvish Healing: This character may heal themselves or an adjacent ally 10% of their total HP if they are standing in forest terrain. They may also heal minor status conditions. This does not take their turn to accomplish. Costs: 2 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 (30)
If the character strikes an enemy, they will boost their skill stat by 5 (10)
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 (30)
If the character strikes an enemy, they will boost their skill stat by 5 (10)
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
Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg or Double Down Defense Ring
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 or Miracle Scale
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
Keen Eyes of Elves: Elf class ability. When using a bow, this character will gain +25 skill and +2 range. Costs: 4 pg
Light-footed: This character has an extremely light step. This will reduce enemy perception by one, and foes who rely on hearing for accuracy will suffer a -50 skill debuff. This character ignores natural terrain-based movement debuffs. This ability grants +1 movement. Costs: 3 pg
Sniper Shot (III): This character's ranged attacks add 3 to their total range. 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
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
Nock Twice: This character will always fire twice when using a bow. This only applies when attacking, and it does not apply to brave weapons. Costs: 5 pg or GM in marksman
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)
(TBA) Staggering Start: This skill has a 70% chance to activate. It may activate on any normal pierce-type damage strike this character uses. If this skill works, the unit this character strikes will immediately suffer -60 avoid for the remainder of this character's turn. This primes an enemy for the ability Crushing Finish. Costs: 5 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) 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) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 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) 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) 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
(TBA) Ranged Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an 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) 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
(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) Magic Stealth: This character may become invisible on the world map. They cannot be detected unless the enemy has some sort of sense enhancing special ability. They will be revealed when they attack, but only for one turn. They may retreat, and become invisible again. Stealth also adds 15+ to avoid dodge. Cost: 4 pg
(TBA) Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg
(TBA) Desperate Shot: Marksman ability. If this character is attacked by a foe who is out of their range, they may make one desperate shot at the enemy. This will add three to this character's range when countering, but choosing to add this range will cause this character to only strike once when countering. Costs: 3 pg
(TBA) Skilled Shot: This skill has a 70% chance to activate. It will add 2 x the skill stat of this character as damage. This damage cannot be dodged, blocked, reflected, or defended against. However, this does not ignore immunities. This ability completely ignores all evasion and dodging abilities. Costs: 4 pg
(TBA) Skilled Shot (II): This skill has a 70% chance to activate. It will add 4 x the skill stat of this character as damage. This damage cannot be dodged, blocked, reflected, or defended against. However, this does not ignore immunities. This ability completely ignores all evasion and dodging abilities. Costs: 8 pg
(TBA) Sniper Shot: This character's ranged attacks add 1 to their total range. Costs: 2 pg
(TBA) Sniper Shot (II): This character's ranged attacks add 2 to their total range. Costs: 4 pg
(TBA) Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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
Character Type: Marksman, Melee, Stealth
Weakness: Weak to martial damage. Resists light and arrow damage.
Caps:
HP: Low
Attack: 100
Defense: 100
Speed: 127
Skill: 200
Move: 7
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