Tutankoopa: Level 32
HP: 15,960 (31,920 1UP+1UP)
Attack: 320
1GM Throw: 200
1GM Magic: 200
1GM Earth: 200
Magic Blast: 320 (520) (2600) (5,200)
Enchanted Buzzy Shell: 500 (820) (1020) (1220) (1420) (2,130) (7,810) (15,620)
Ancient Curse Quake: 500 (1000) (1320) (1520) (1720) (8,600) (17,200) (25,800) (51,600)
Defense: 320
1GM Armor: 200
Tutankoopa's Cloak: 500 (700) (1020) (2020)
1GM Shield: 200
Seath Crystal Pendant: 100 (300) (1500) (3000) (4,020)
Seath Crystal Pendant: 100 (300) (1500) (3000) (7,020)
Groudonscale Pendant: 100 (300) (1500) (3000) (10,020)
Groudonscale Pendant: 100 (300) (1500) (3000) (13,020)
Magicscale Pendant: 20 (220) (1100) (2200) (15,220)
Magicscale Pendant: 20 (220) (1100) (2200) (17,420)
Groundscale Pendant: 20 (220) (1100) (2200) (19,620)
Groundscale Pendant: 20 (220) (1100) (2200) (21,820) (43,640)
Speed: 77
Skill: 99
Move: 5 (4)
Items:
10-Enchanted Buzzy Shell: This shell may be thrown 1-2 spaces. It is destroyed after it is thrown. This attack will deal bludgeon and magic-type damage. The damage is boosted by throw, shield, armor, and magic skill and item boosts. Base 500 might.
Pyramid's Catalyst: This catalyst will boost the base might of spells/curses that have an earth component by +500.
Tutankoopa's Crown: This crown will boost the damage of "Ancient Curse Quake" by 50%. A character may only ever wear one crown/headgear.
Tutankoopa's Cloak: This cloak grants extreme resistance to bite and martial damage. This cloak grants a decent 500 defense. This cloak cannot be destroyed.
Star Points: If in the Mushroom Kingdom, this unit will drop star points equal to the number of levels lower than it a foe is when they defeat it. Each foe that contributes may gain these points, but if any foe is a higher level than this unit, it will not drop points.
Heavy Stone
8-Magic Crystals
8-Earth Gems
Abilities:
Ancient Curse Quake: This character boasts pyramid-shaking power. This spell will damage all characters within 5 range. This is a true AoE. However, this attack has a 10% chance of also harming the caster. This spell may be used every other turn. This spell deals double damage in a pyramid or an ancient tomb map. This spell boasts 500 earth/magic type might. Costs: 5 pg
Ancient Curse Chant: This character may take a turn to chant. On their next turn, any curse ability they use will deal double damage and boast double activation chances. Costs: 4 pg
Chomp Call: Signature ability. This character may take his turn to summon a Chain-Chomp to a tile adjacent to him. This can only be done if there is a living Chomp to call. The Chomp will be its own unit and level up or down individually. Costs: 2 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
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
Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg
Slow Moving Defense: This character has incredibly slow movement. With this ability active, this character's movement is reduced to 4 and it cannot be warped or moved by any ability. This character cannot be carried by or moved by an ally. This includes blast back or abilities used by enemies to move this character on the map. However, this ability will double the defense of the character using it. Costs: 5 pg
Slow Moving Strength: This character has incredibly slow movement. With this ability active, this character's movement is reduced to 4 and it cannot be warped or moved by any ability. This character cannot be carried by or moved by an ally. This includes blast back or abilities used by enemies to move this character on the map. However, this ability will double the attack of the character using it. Costs: 5 pg
Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.
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
Character Type: Monster, Magic, Summoner
Weakness: Weak to bite damage. Resists sleep, magic, and earth-type damage. Resists sleep.