Frederick Belmont: Level 80 (72 update)
Stats Page
Items:
Moon Daughter Assassin Chain+++: +20 Speed. This incredibly unusual weapon has a scythe on one and a claw on the other. This weapon will be boosted by whip damage, and like a whip it will usually hit behind barriers (unless the foe has items or abilities that prevent whip damage from hitting behind barriers). This weapon boasts 1-3 range. It may be used with either dual-wield (which will hit with the Scythe and Claw), or it may be used with Strike Twice choosing either the claw or the scythe. The scythe damage is halved when used to counter. The scythe boasts 1,500 (4,500) blade/moonlight type damage. The claw has 300 (900) claw/moonlight type damage. The claw damage will be boosted as if it is weapon, not body, damage. When defending, this weapon may be twirled violently to reduce the total damage taken from foes by 50%. However, this will prevent counter-attacking.
Levin Sword++: This weapon cannot be used with any activated melee skills. 1-2 range. This sword boasts a 20% chance to flinch the foe with every hit. This is a pain status but can trigger vs robotic foes. Base 300 (600) blade/magic/lightning type damage. This weapon can be augmented by magic or lightning augments.
Collapsing Stars Tome: A Tome that grants the ability "Collapsing Stars". Incredibly valuable. To use this tome the user must be a sorcerer, wizard, witch or mage.
Nosferatu Tome: Grants the holder access to the ability Nosferatu.
Asgardian Brilliant Catalyst Glove++: This fantastic piece of equipment will add 400 (800) to the base might of all cast spells. This item is practically indestructible, even able to survive disintegration.
Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character.
Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Japanese Prisoner Mark's last moments of being tormented and toyed with before her deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.
Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%.
Abilities:
Fireball Whip: Signature Ability. Frederick may take a turn to create a whip made of flame using a powerful spell. This is a spell, so it cannot take weapon seals. However, it is enhanced by Strike Twice. This powerful whip will take a turn to create. It will then last for two turns. The whip boasts 500 fire/whip type damage. 1-3 range. This whip is boosted by Weapons Mastery, causing it to be incredibly powerful. Lasts for 3 turn. Costs: 5 pg
Speaker Magic: Signature ability. Speaker magic is an unusual but powerful manipulation of the elements. Speaker magic will add magic skill stats and item boosts to many single-element attacks that are Fire, Ice, Water, Lightning, or Air. This added magic will not be able to be resisted by foes. When these attacks are used to initiate, they will deal 50% more damage. Most of these attacks (as long as they are direct attacks) will be able to be charged for one turn and then deal double damage on the next turn when they are used. This magic allows Frederick to stack Soulmass abilities. She may choose the order in which they trigger (and they will always trigger separately). There are a very small number of elemental weapons that this ability will buff similar to how it buffs elemental attacks. Costs: 5 pg
Icicle Soulmass: This ability may be used once every three turns. Instead of attacking, a character may summon a flurry of icicles to surround them. If an enemy moves within two spaces of them, these spikes will automatically attack, even in the enemy phase. There are five spikes, and each has a base 50 ice-type might. If this character moves within two spaces of an enemy on its own turn, the spikes will automatically fire. This does not use up this character's attack on this phase, and they do not have to attack the character that the spikes target. This ability has a 10% chance to freeze the foe. Costs: 5 pg
Lightning Soulmass: This ability may be used once every three turns. Instead of attacking, a character may summon a flurry of lightning orbs to surround them. If an enemy moves within two spaces of them, these orbs will automatically attack, even in the enemy phase. There are five orbs, and each has a base 50 lightning-type might. If this character moves within two spaces of an enemy on its own turn, the orbs will automatically fire. This does not use up this character's attack on this phase, and they do not have to attack the character that the orbs target. This ability has a 10% chance to stun the foe. This stun works even on robotic characters. Costs: 5 pg
Flame Pillar Surge: This torrential attack launches huge spires of flame from the ground. This attack will always leave inferno terrain in all spaces that it strikes. This terrain has a 100% chance to give a character a burning status, and they will damage any character who stands on them 10% of their HP. This terrain is tall enough to harm flying foes. The base might of this attack is 350. This attack may only strike once. 1-3 range. Costs: 4 pg
Ice Pillar Surge: This torrential attack launches huge spikes of ice from the ground. This attack will always leave jagged ice terrain in all spaces that it strikes. These ice spikes have a 20% chance to give a character a bleeding status, and they will damage any character who stands on them 10% of their HP. The base might of this attack is 350. This attack may only strike once. 1-3 range. Costs: 4 pg
Air Burst Launch: +3 move. A rare form of super jump, this character uses an explosion of air to launch themselves skyward. This allows them to bypass certain high structures and enables engagement with flying enemies. While using this ability, the character is given flying-type movement, but they must land at the end of the turn. If this character starts a turn by using this jump, which has no real penalties, they will create a small air burst around their feet. This will strike all enemies adjacent to them regardless of avoid, and ignores defense. This small air blast will not be counter-attacked. Base 20 air type damage. Costs: 5 pg
Collapsing Stars: A gravity spell. This spell creates five orbs of energy around the character. These orbs will immediately launch at any foes who move into their range (1-2). This includes if the user walks close to the foe. These orbs are relatively weak, dealing only 10 dark/magic (gravity) type damage. However, they boast +30 hit. And each orb that strikes the foe will reduce their movement by 1 and their avoid by 10 for the next two turns. What is worse, each orb will cause the foe to lose 4% of their total HP from crush damage. This ability takes the user's turn to cast. This ability may be used once every four turns. Costs: 7 pg (Tome)
Nosferatu: -10 hit. Grants the tome Nosferatu. May only strike once. Can be equipped for counterattacking. Dark/Magic/Absorb attack. 1-2 range. This attack will heal this character half the amount of damage it deals to the foe. Base might 100. Costs: 5 pg (Tome)
Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 turns. Costs: 4 pg
Calm Refresh: If this character has activated Calm Mind, they will refresh two barriers/shields at the start of each turn. Costs: 3 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 counterattack. Costs: 7 pg
Swing: This unit excels in using swinging movement. It may grapple to structures or characters who are two size classes larger than them if those objects are within three spaces of where they start or end their movement. Upon grabbing a structure, they may add +3 (+5) to their total movement, add +20 (+30) to their avoid for the rest of their phase. Costs: 2 pg
Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg
Holy Shield: Holding up a Holy Book, this character may create a shield around itself. This takes the character's turn to do, but doing it will grant immunity to mind control and dark and poison terrain. All allies adjacent to the character will also receive this boost. It will also halve the damage of dark type attacks used against this character or their adjacent allies. This shield will last for three turns. Costs: 4 pg
Weapons Mastery: This character uses their prowess with many weapons to boost their understanding of combat. For each master level they have with a particular weapon type, they will boost their total attack damage by 15%. This ability cannot be removed by strategist (5.0x). Costs: 4 pg
Whip Mastery: This unit has mastered the Whip. This ability will double the Whip skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for whip skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg
Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM melee or marksman level.
Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
Strike Twice: When initiating a regular attack while using a whip or tail weapon, this character will strike twice the normal amount. This will not occur when the character counterattacks. Costs: 5pg or GM in Whip or Tail
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, backstabs, 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
(TBA) Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
(TBA) Holy Water: Once every three turns this character may cast a vial of Holy Water at a foe. This will deal 100% damage to certain foes, generally those who are undead or demonic. This attack will immediately catch the tile it strikes on fire. The attack will deal 500 water/fire/explosion/sacred damage. This attack has a 100% chance to burn the foe. If the foe is demonic, undead, or unholy, they will not be able to have immunities, resistances, or consume this damage. This attack will only strike once. 1-2 range. Costs: 4 pg
(TBA) Holy Cross: This character may throw a holy cross at foes. If they are unholy, undead, or demonic, this cross will deal double damage. The cross will strike three squares in a straight line in front of this character, and each foe will calculate dodge, defense, and counter individually. This attack can only strike once. This attack will deal a base 200 light/magic/explosion/sacred damage. This attack may be used once every three turns. Costs: 5 pg
(TBA) Holy Glass: A glass that reveals deception. Once a day, this character may see if another character is lying to them. This will also alert this character to shapeshifted or invisible foes if he comes within six spaces of them. This item will also boost the perception range of this character by 6. Costs: 3 pg
(TBA) Unholy Hunter (III): This character deals 30% (60%) (120%) more damage to unholy characters (undead, vampiric, wraith, or demonic). Only the greatest of hunters could hold such a title. Costs: 12 pg
(TBA) Astra: Before attacking (or countering), this unit has a 40% chance to trigger this skill. If the skill activates, the unit may strike five times with half damage blows instead of once. This unit may trigger astra with each normal strike it attempts. Each strike of astra will calculate dodge and damage individually. This unit may choose not to activate this skill. Costs: 5 pg
(TBA) Chain Attack: An ability used by tight-knit squads. If this character is part of a notable force of three or more who often battle in tandem, they may have access to this ability. If a character with Chain Attack is standing within their own attack range of a foe who is targeted by an ally, they may jump in and strike the foe before their ally does. This strike will only hit once, and it will be 10% of the normal damage of this character. This strike will boast +50 hit. Foes will not counter a chain attack and a chain attack will always strike before Vantage. The damage of a chain attack will be doubled if the unit has the ability “Support” unlocked and is at least a “Friend” with the ally who has triggered the attack. Costs: 5 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
(TBA) Whip Disarm: This character uses a long whip. This whip may be used to steal the weapons of foes. This must be done instead of attacking. Whether the weapon is stolen will be determined by a roll. Both the whip user and target character will roll and then add their current Skill to the roll. Whoever rolls higher will win the engagement. If the whip user wins, the weapon will be pulled into their hand. They may not place it into their inventory. If the weapon has debuffs, they will suffer them but they will not gain any stat buffs from the stolen weapon. A Thief Breaker Chain and Inhuman Strength will add +30 to the target's roll. If the weapon is a signature weapon, the target will add +30 to their roll. If they are a larger size class, the target will add +30 to their roll. This ability does calculate accuracy. Costs: 5 pg
(TBA) Belmont: This character deals 50% more damage to vampires. Costs: 3 pg
(TBA) Time Warp: Once a day, this character may stop time for two turns. This reduces enemy speed to zero. It prevents enemy units from counter-attacking. When time is stopped, only this unit and other units with Time Warp will take turns. Enemy units cannot be killed during a time stop; they will retain at least 1 HP no matter what.
This unit may also take 2 “step backs” once a day. Step backs allow the character to re-roll a result they do not like. However, if there is another character on the map with “Time Warp”, that enemy can spend one of their re-rolls to block a re-roll.
It should be noted that tampering with time might cause strange and dangerous side effects, so it is best not to be done often.
Costs: 6 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. 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. Costs: 5 pg
(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg
(TBA) Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 skill and double in total might. Costs: 2 pg
(TBA) Defiant (II): If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 (20) skill and double (triple) in total might. Costs: 4 pg
(TBA) Defiant (II): If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 (20) skill and double (triple) in total might. Costs: 4 pg
(TBA) Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg
(TBA) Defiant Skill: If this unit has less than half life, it will add +25 to its skill stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
(TBA) Defiant Might: If this unit has less than half life, it will increase its total damage by 30%. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
(TBA) Defiant Speed: If this unit has less than half life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
(TBA) Defiant Movement: If this unit has less than half life, it will add +2 to its movement. This ability triggers as soon as the HP drops bellow the half line. 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) Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg
(TBA) Flame Choke: -15 hit. This character may rush forward and grab an opponent by the throat. This attack will only strike once, but if it succeeds the enemy cannot counter-attack. This ability only works on characters who are the same size or smaller. This attack negates all block and defense for the enemy and gives them 100 flame-type damage. This ability also immediately gives the enemy the burn status. Costs: 4 pg
(TBA) Flame Thrower: This attack is exactly the same as the character's normal fire blast or breath attacks. However, these attacks now have 40% chance to burn the enemy. Costs: 3 pg
(TBA) Ice Beam: 1-2 range. This attack is similar to this character's normal ice blast, giving the exact same amount of damage. However, when using this move, the character has a 20% to freeze the enemy. This attack may only hit twice. Costs: 3 pg
(TBA) Thunderbolt: This attack is the exact same as the lighting blasts of this character. However, this attack has a 30% chance to flinch the foe. This flinch can activate vs robotic foes. Costs: 3 pg
(TBA) 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
(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) Blizzard: Once every two turns this unit may release a powerful pulse of ice energy that strikes all squares within 2 spaces of this character. This attack only hits once. The base might of this attack is 80 ice type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. Costs: 4 pg
(TBA) Heat Wave: Once every three turns this unit may release a powerful pulse of fire energy that strikes all squares within 2 spaces of this character. This attack only hits once. The base might of this attack is 100 fire type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. Costs: 4 pg
(TBA) Thunder: Range 5. Hit - 30. This unit may strike a single tile with a terrific blast of lightning. The attack will give 300 lightning type damage. This attack gives double damage to characters who are flying. This move may only be used once every three turns. Costs: 4 pg
(TBA) Thunder (II): Range 8. Hit - 30. This unit may strike a single tile with a terrific blast of lightning. The attack will give 600 lightning-type damage. This attack gives double (triple) damage to characters who are flying. This move may only be used once every three turns. This attack has a 20% chance to stun the foe. This works even against robotic foes. Costs: 8 pg
(TBA) Fire Blast: -10 hit. This attack may only strike once. 1-2 range. This huge blast of flame has a base might of 110 fire-type damage. This damage is boosted by your attack stat and your flame skill boosts and item bonuses. This attack has a 20% chance to severely burn the enemy. Costs: 4 pg
(TBA) Aereo Blast: -15 speed. This character charges a massive burst of air and fires it directly at a foe. This will deal triple the damage of a regular air blast, but the attack may only strike once. Costs: 3 pg
(TBA) Aereo Blast (II): -10 speed. This character charges a massive burst of air and fires it directly at a foe. This will deal triple the damage of a regular air blast, but the attack may only strike once (at second phase, this attack may only strike twice). Costs: 6 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) Cleansing Holy Water: The Holy Water attacks of this character now deal 50% more damage and have +1 range on the AoE and the terrain that is placed. Allies (and this character) standing in the flames cast by this attack will be healed 20% at the start of each turn (as long as they are not unholy). This healing will also apply if they are within range of the initial attacks. Requires: LG Water.
Character Type: Magic, Melee, Gadget
Weakness: Weak to claw and bite. Mild weakness to martial. Resists fire, ice, and magic. Resists fear and pain.
Caps:
HP: Low
Attack: 500
Defense: 300
Speed: 125
Skill: 144
Move: 7
No comments:
Post a Comment