HP: 120,000 (240,000 Heart Containers) (480,000 Mako Cells) (576,000 Crystal Soul) (864,000 Centaur Heart+Soul) (1,036,800 Rune Arc)
Attack: 3,000
5GM Sword: 1,000
5GM Magic: 1,000
5GM Dark: 1,000
Black Centurion Blade: 1,000 (4,000) (5,000) (6,000) (8,000) (16,000) (68,000) (128,000) (256,000) (384,000) (576,000)
Blade of Shadows: 1,000 (4,000) (5,000) (6,000) (9,000) (18,000) (76,500) (144,000) (288,000) (432,000) (648,000) (972,000)
Defense: 2,500 [x2] (x1.5)
5GM Armor: 1,000
Black Centurion Armor: 1,000 (3,500) (4,500)
Black Centurion Armor: 1,000 (3,500) (4,500)
Mithril Underarmor: 1,600 (6,100)
Black Midnight Cloak: 600 (6,700)
5GM Shield: 1,000
Black Centurion Shield: 300 (1,300) (2,300) (3,300) (24,750) (49,500) (99,000) (198,000) {204,700}
5GM Shield: 1,000
Black Centurion Shield: 300 (1,300) (2,300) (3,300) (24,750) (49,500) (99,000) (198,000) {204,700}
Black Centurion Shield: 300 (1,300) (2,300) (3,300) (24,750) (49,500) (99,000) (198,000) {402,700}
Seathscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {435,700}
Seathscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {468,700}
Ancalagonscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {472,000}
Ancalagonscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {505,000}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {535,600}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {566,200}
Darkscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {596,800}
Darkscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {627,400}
Darkscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {658,000}
Darkscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {688,600}
Darkscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {719,200}
Darkscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {749,800} [1,499,600] (2,249,400)
Speed: 205 (215) (+25 (+50) Avoid) (+40 (+80) Avoid/night)
Skill: 215
Move: 7 (8) (10) (Teleporting movement style)
Items:
Black Centurion Blade++: +10 Speed. A lethally well-balanced sword. This blade is enhanced with potent dark energy and can only be used by Wraith-type characters. Deals 500 (1,000) blade/dark/magic type damage. These weapons cannot be stolen or dropped and can be improved by Daedalus Hammers.
Move: 7 (8) (10) (Teleporting movement style)
Items:
Black Centurion Blade++: +10 Speed. A lethally well-balanced sword. This blade is enhanced with potent dark energy and can only be used by Wraith-type characters. Deals 500 (1,000) blade/dark/magic type damage. These weapons cannot be stolen or dropped and can be improved by Daedalus Hammers.
>Exposing Dark Seal
>Exposing Magic Seal
Black Centurion Armor: Darksteel armor that grants extreme resistance to dark and fire while also granting immunity to psychic-type damage. However, this armor is easily damaged by light-type attacks. Grants 1000 extra defense. This armor cannot be stolen or dropped.
Black Centurion Shield: A strong and heavy shield. This odd weapon seems to be almost part of the Black Centurion's arm. Any other character would suffer a -5 speed penalty for using such a heavy shield, but it does not impede the Black Centurion. Grants 300 extra defense when being attacked. This shield is improved by the shield, dark, and magic skill and item boosts. This cannot be stolen or dropped.
Dark Blade Assault: This unit catches an enemy in the black power 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 12 times with half damage and finishes with a 2x damage strike. This move may only be used once a day. Costs 5 pg
(TBA) Blade of Shadows: During the night this unit may spend one turn to charge its black blade with dark energy. When the sword is charged, this sword becomes a 1-2 range weapon. When charged, this unit will double its Dark-type skill damage boost. The total damage of the blade is also increased by 50%t. If using another augment, this 50% boost will not stack. This boost lasts for 5 turns. Costs 6 pg
Character Type: Dark, Wraith, Stealth, Melee, Strategist
Weakness: Mild weakness to fire and air type damage. Resists dark.
Black Centurion Armor: Darksteel armor that grants extreme resistance to dark and fire while also granting immunity to psychic-type damage. However, this armor is easily damaged by light-type attacks. Grants 1000 extra defense. This armor cannot be stolen or dropped.
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, that it can easily be worn under other armor or cloaks. Base 1600 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.
Black Centurion Shield: A strong and heavy shield. This odd weapon seems to be almost part of the Black Centurion's arm. Any other character would suffer a -5 speed penalty for using such a heavy shield, but it does not impede the Black Centurion. Grants 300 extra defense when being attacked. This shield is improved by the shield, dark, and magic skill and item boosts. This cannot be stolen or dropped.
Black Centurion Core: Through the power of a Shard of Dracula, this Legionaire has been transformed into a Black Centurion. This object held at his core emits great dark power and will increase the damage of dark-type attacks by 100%, stacking additively with normal boosting without causing auto-damage.
4- Mako Cells: +25% HP on top of HP Boosts; Very Hard to Steal
2- Darkscale, Magicscale Pendant
Abilities:
Centaur Heart: +25% HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death
Centaur Soul: +25% HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death
Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of these items.
10- Heart Container: +10% (+20%) HP, up to x2 (x3)
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.
Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.
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.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
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.
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.
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.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning-type damage. The ring is easily lost or stolen
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, 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.
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.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time-stopping or altering abilities.
Triangle Reach Medallion: This Medallion grants naturally ranged swords, axes (+clubs and hammers), and spears +1 range. This does apply to weapons that gain range thanks to an augment. It does not apply to throwing weapons.
Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.
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.
Vicious Silver Pin: A small, needle-like pin that can easily be worn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable.
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.
Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.
Vile Shadow: All Dark attacks by this character will harm allies and foes alike. All Dark Attacks by this character are impossible to consume. This item is nearly impossible to drop of steal.
Devilish Destruction Charm
Razor Stone + Plate
Dark, Magic Poms
Max- Dark, Magic Gems+Plate
2- Shadow Spirit Shield
2- Ancalagonscale, Seathscale Pendants
2- Darkscale, Magicscale Pendant
Abilities:
Blade of Shadows (II): During the night this unit may spend one turn to charge its black blade with dark energy. When the sword is charged, this sword becomes a 1-3 (4) range weapon. When charged, this unit will double (triple) its Dark-type skill damage boost. The total damage of the blade is also increased by 50%. If using another augment, this 50% boost will stack (not additively). This boost lasts for 5 turns. Costs 12 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
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 3x 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
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
Enchanted Weapon: This character may take a turn to add magic-type damage to its weapon and boost the total damage of the attacks by 50%. The weapon will receive the magic-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg
Eternal Night: If this unit is in battle on the map, the night hours will not pass. Using day pearls will also not change the time to day. Costs: 4 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
(TBA) Mob: All units that have Mob and are in range of a single opponent may add all their total attack damage together and strike the enemy in unison. This attack can only strike once, but it is impossible to dodge. If the character being attacked is fast enough to counter-attack before being hit, they will only strike one of the mobbing enemies. If the mobbing enemy who starts the attack is killed, his damage will not be given, but the rest of the mob will still deal damage as normal. Costs: 5 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
Strategist (II): This unit may choose two first level abilities or a second level ability held by an enemy unit within 10 spaces. These abilities 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) Tri-Attack: If this unit, along with two other units with this skill, stands on three sides of an enemy without attacking, then the strongest unit may activate a critical hit. This critical hit will deal 3 x the damage of a normal blow, and it cannot be dodged, counter-attacked, or defended against. 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.
(TBA) Blade of Shadows (II): During the night this unit may spend one turn to charge its black blade with dark energy. When the sword is charged, this sword becomes a 1-3 range weapon. When charged, this unit will double (triple) its Dark-type skill damage boost. The total damage of the blade is also increased by 50%. If using another augment, this 50% boost will stack (not additively). This boost lasts for 5 turns. Costs 12 pg
(TBA) Dark Blade Assault: This unit catches an enemy in the black power 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 12 times with half damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg
(TBA) Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 pg
(TBA) Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 pg
(TBA) Cleave: The unit may try and instantly kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack.
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill.
This attack may miss, just as a normal sword strike would.
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7
(TBA) Finish Strike: -15 hit. This character leaps into the air and stabs its primary blade into the chest of their foe. This attack will deal 3 x the total might of the sword's normal strikes. The enemy cannot counter attack this move. This ability takes four turns to recharge. This blow has a 60% to give an enemy the severe bleeding status. Costs: 5 pg
(TBA) Phase: Once a battle, this unit may take a turn to phase. This will make all physical attacks pass straight through them for the next four turns. In this state, the character will only take element type damage. Costs: 4 pg
(TBA) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. 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 half 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) Finish Strike: -15 hit. This character leaps into the air and stabs its primary blade into the chest of their foe. This attack will deal 3 x the total might of the sword's normal strikes. The enemy cannot counter attack this move. This ability takes four turns to recharge. This blow has a 60% to give an enemy the severe bleeding status. Costs: 5 pg
(TBA) Phase: Once a battle, this unit may take a turn to phase. This will make all physical attacks pass straight through them for the next four turns. In this state, the character will only take element type damage. Costs: 4 pg
(TBA) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. 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 half 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) Mob: All units that have Mob and are in range of a single opponent may add all their total attack damage together and strike the enemy in unison. This attack can only strike once, but it is impossible to dodge. If the character being attacked is fast enough to counter-attack before being hit, they will only strike one of the mobbing enemies. If the mobbing enemy who starts the attack is killed, his damage will not be given, but the rest of the mob will still deal damage as normal. Costs: 5 pg
(TBA) Tri-Attack: If this unit, along with two other units with this skill, stands on three sides of an enemy without attacking, then the strongest unit may activate a critical hit. This critical hit will deal 3 x the damage of a normal blow, and it cannot be dodged, counter-attacked, or defended against. Costs: 5 pg
Character Type: Dark, Wraith, Stealth, Melee, Strategist
Weakness: Mild weakness to fire and air type damage. Resists dark.
Caps:
HP: Small
Attack: 1100
Defense: 600
Speed: 125
Skill: 135
Move: 7 (teleporting/levitating)
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