Talion: Level 71
HP: 282,000
(564,000 Viscera) (1,128,000 Mako Cells) (1,692,000 Centaur Heart+Soul)Attack: 3,500
5GM Sword: 1,000
5GM Marksman: 1,000
Hammer:
5GM Magic: 1,000
5GM Light: 1,000
5GM Fire: 1,000
5GM Psychic: 1,000
Shining Sword: 600 (4,100) (5,100) (6,100) (12,200) (51,850) (103,700) (207,400) (311,100 w/attacking)
Bow of the Galadhrim: 500 (4,000) (5,000) (6,000) (12,000) (51,000) (102,000) (204,000) (306,000 w/attacking)
Darkmoon Bow: 400 (3,900) (4,900) (5,900) (11,800) (50,150) (100,300) (200,600) (300,900 w/attacking)
Defense: 600
5GM Armor: 1,000
5GM Shield: 1,000
Speed: 227
Skill: 270 (305) (325) (350)
Move: 6 (7) (8)
Items:
Elite Brave Shining Sword++: +10 speed. This light enhanced sword gives light/blade type damage. Base 300 (600) Light/Blade-type damage. Always strikes twice when attacking. 50% damage boost when initiating.
>Savage Light Weapon Seal
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. 50% damage boost when initiating.
>Savage Light Weapon Seal
>Sniping Weapon Seal
Darkmoon Bow++: 1-2 (5) (7) range. -15 Speed at 1-range. This golden bow is imbued with powerful magic and fires arrows at a staggering rate. Fires 4x the normal amount when initiating the attack. Base 200 (400) Light/Pierce-type damage. 50% damage boost when initiating.
>Savage Light Weapon Seal
>Sniping Weapon Seal
Devilish Destruction Charm
Needle Stone + Plate
Razor Stone + Plate
Light Poms
24- Day Pearls + Light Plate
Abilities:
Celibrimbor: Signature ability. Talion may move and then act in battle. However, he may take two full actions. One of these actions will be taken by Celibrimbor. This ancient elf lord may use either a hammer, bow, or mind-controlling abilities. He may also do simpler actions, such as speaking, consuming items, or looting. When he attacks, foes will counter Talion. Celibrimbor or Talion may act first. Celibrimbor and Talion do not share mental statuses or boosts. Celibrimbor may use elf-exclusive abilities if Talion has paid to unlock them. Celibrimbor is his own character, and as such he may refuse to act or act in a way Talion does not wish. Costs: 5 pg
Talion:
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
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
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
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
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
Support: This character becomes stronger when standing side by side with close allies. This buff counts as a conditional ally buff. This buff will be calculated by choosing the adjacent ally who this character is emotionally closest to. If both units have this ability unlocked, the buffs are doubled. The buffs are as follows:
Acquaintance: +1 speed/skill. 1% damage and activation boost. Not buffed by Tentacle Idol.
Friend: +3 speed/skill. 3% damage and 3% activation boost.
Close Friend/Sibling: +10 Speed/Skill. 10% Damage and 10% activation boost.
Spouse: +15 speed/skill. 15% damage and 15% activation boost.
Costs: 3 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
Celebrimbor:
Rings of Power: Signature ability. This ability requires the ability "Celibrimbor" to be unlocked. Celibrimbor may forge powerful rings. A character may carry one Ring of Power. There are several types. Rings may only be made of Ultra Pure Ores. They may also be made of Ultra Purified+Ultra Rare ores (such as Mythril). The Ultra Pure Ore rings will produce rings that are half as effective as the Ultra Pure, Ultra Rare ores. Each ring forging takes two chunks of ore. The chance of the ring being made correctly is 30%. This cannot be rerolled, and the roll chance cannot be buffed. However, if the roll fails, two weeks can be spent to regain the lost ore. These are the known Rings of Power:
Fire Gold: 50% total damage boost. 20% Total HP boost
Silver Light: +15 speed and +20 skill. 20% Total HP boost
Dark Steel: 100% defense boost. 40% Total HP boost
Uru: 100% total damage boost. 40% Total HP boost
Mythril: +30 speed and +40 skill. 40% Total HP boost
Vibranium: 200% defense boost. 80% Total HP boost
Rings of Power Always drop but cannot be stolen mid-battle unless the foe dismembers the holder. It should also be said that, despite the great power of these rings, there is One Ring to rule them all. More common rings can be reproduced for 300k. Rarer rings can be reproduced for 400k. Celembrimbor can reduce these costs by half. Costs: 20 pg
Dominate Will: This character will double its mind-shackle chances against common units. This character must be significantly more intelligent than the common unit for this to work. Costs: 3 pg
Mind Shackle: Before attacking, this unit may choose an adjacent enemy. This unit then has a 2 (17) (37) (57) (+1 for M and +2 for GM) percent chance to hypnotize the opponent and force them to join their party. Unlike mind dive, this move may be used on as many opponents as this character wants. The effects also last beyond when the battle is over. The hypnosis will only be lifted when either the hypnotized character or the character that performed the mind shackle are defeated. Psychic-type characters are immune to mind shackle. Costs: 5 pg
Keen Eyes of Elves: Elf class ability. When using a bow, this character will gain +25 skill and +2 range. Costs: 4 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
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
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
Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 8 pg
Wisdom of Ages: This character has experienced a lifetime longer than mortal comprehension. This ability grants resistance to emotion-manipulating abilities such as taunt and abuse. +20 skill. +20% activation chances on abilities and statuses. Costs: 6 pg
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
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
(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) 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
(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) 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) Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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
Character Type: Melee, Marksman, Undead, Wraith, Puppet, Possessor, Magic
Weakness: Talion is possessed by the wraith of Celibrimbor. If Celibrimbor is banished, Talion will fall lifeless on the battlefield and will be unable to rise until Celibrimbor is reunited with his body. Extremely resists mind control. Resists the fear abilities of Nazgul.
Caps:
HP: Small
Attack: 200
Defense: 200
Speed: 122
Skill: 165
Move: 6
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Griffin: Level 60
HP: 120,000
Attack: 1200
GM Bite: 200
GM Claw: 200
GM Wing: 200
Claw Attacks: 1200 (1400) (2100) (6,300) (18,900)
Bite Attacks: 1200 (1400) (2100) (6,300) (18,900) (37,800)
Defense: 1200
Speed: 180 (190) (-5) (-10)
Skill: 170 (-5) (-10)
Move: 9 (running) 12 (flying)
Items:
Claw Stone
Jaw Stone
Air Gem
Abilities:
Triumphant Courage of Griffins: Griffin exclusive. If this unit uses Triumphant Roar, the boost will be applied to all adjacent allies. Costs: 2 pg
Triumphant Roar: This character psyches itself up with a triumphant roar. It will add 30 hit to its next attack as well as increasing the total damage by 25%. Costs: 2 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
Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Weight Support (III): This unit may add 9 x its basic attack damage to the attack of its rider instead of attacking itself. It will also allow the rider to access abilities like "hit and run". Costs: 16 pg
Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg
Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.
Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Claw Skill
Character Type: Mount, Monster
Weakness: Weak to arrows, fire, bite, and claw type damage. Extremely resist fear, mind control, and frenzy. Resist ice and cold debuffs.
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