Friday, June 19, 2026

Knight of Weston






Knight of Weston: Level 77
HP: 630,000 (1,260,000) (2,520,000) (3,780,000) (4,536,000) (5,443,200)
Attack: 7000
5GM Sword: 1000
5GM Hammer: 1000
Weston Broadsword: 1000 (8000) (32000) (35,200) (176,000) (528,000) (2,112,000) (2,745,600)
Weston War Hammer: 2000 (9000) (36000) (43,200) (216,000) (648,000) (2,592,000) (3,369,600)
Defense: 8000 (16,000)
5GM Armor: 1000
Weston Chainmail: 1000 (17,000) (18,000)
Heavy Weston Armor: 2000 (20,000) (21,000)
Knight of Weston Mantel: 1000 (22,000) (23,000) (57,500) (86,250) (258,750) (517,500)
5GM Shield: 1000
Elite Weston Shield: 2000 (3000) (6000) (12,000) (60,000) (180,000) (360,000) (383,000)
Elite Weston Shield: 2000 (3000) (6000) (12,000) (60,000) (180,000) (360,000) (743,000) (1,857,500) (2,786,250) (8,358,750) (16,717,500)
Speed: 245 (185) (35) (-10 w hammer) (250)
Skill: 320 (340) (+30 hit w sword)
Move: 6 (8)


Items:

Rune Arc

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. 

4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.

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.

10-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.

Weston Broadsword++: +30 hit. This heavy broadsword deals double damage when foes trigger the Engagement ability. The refined balance of this blade makes it exceptionally accurate. This weapon deals 50% more damage vs Monster class units. Base 500 (1000) base might.

Weston War Hammer++: -10 speed. This weapon deals immense damage to shields and armor. A single blow will always drop an enemy's defense by 30% for one turn, and this debuff may stack. This hammer may only ever strike once, regardless of speed. This weapon deals 50% more damage vs Monster class units. A character may only hold one of these weapons. Base 1000 (2000) bludgeon type damage.

2-Heavy Weapon Seal: An Elite Weapon Seal. This weapon seal will add 100% to the damage buff granted by the ability Heavy Blow (II) or (III). 

2-Elite Weston Shield++: -5 speed. This shield will be boosted by pure stone, Proficiency, and Weapons Mastery Buffs. This shield will also increase the defense of the holder by 25% per common ally knight on the map, and 50% per unique ally knight. This shield is nearly impossible to break, but high-wear strikes will knock it aside. This shield blocks magic, psychic, and whip. Having any elemental shields or barriers available prevents a character from using this shield. These shields are nearly impossible to drop (5% rate) Base: 1000 (2000) defense.

Weston Chainmail++: -15 speed; Despite being mail, this underarmor is quite heavy. This chainmail grants extreme resistance to dark, fire, magic, and explosion type damage. It will reduce all damage taken by the wearer by 10%. This armor is quite sturdy, but it will prevent the use of element based barriers. This armor may only be worn by a Knight. Base: 500 (1000) defense.

Heavy Weston Armor++: -30 speed. Grants extreme resistance to throw, pierce, blade, bludgeon, pierce, whip, and body type damage. It will reduce all damage taken by the wearer by 10%. This armor is quite sturdy, but it will prevent the use of element based barriers. This armor may only be worn by a Knight. Base: 1000 (2000) defense.

Knight of Weston Mantle++: -10 speed. A heavy mantle lined with chainmail. This cloak has been blessed and will halve the activation rate of damaging statuses (bleed, burn, disease, rot, poison, etc) and weather effects vs this unit. This armor is quite sturdy, but it will prevent the use of element based barriers. This armor may only be worn by a Knight. Base: 500 (1000) defense.

Holy Knight Circlet: This headgear prevents the use of other hats/crowns. +20 skill when the wearer initiates the attack. This is easily stolen or looted.

Knight's Skillful Armor Seal: This unique item will cause the "Armor" skill boost to be applied to all pieces of armor. It will also double the armor skill boost. If the unit has no elemental shields, the armor skill boost will be tripled.

Drop of Might: This item is incredibly difficult to steal or loot. It will double the base defense stat of the holder.

3-Wary Stone: -50 speed. This stone will boost the defense of the holder by 50%. A unit may hold up to three of these items. It cannot stack with Atlas Stones. This stone prevents the holder from ever striking twice. This item is rarely dropped.

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.

Metal Coat: This item is created by melting many Metal Boxes together into one item. If the holder of this item has no access to any elemental barriers, this item will triple the base defense stat of the user.

Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense. 

Knight's Shield Seal: This crest will double the defense granted by a shield that gains no elemental buffs if the holder has no elemental barriers. 

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.

Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”. 

Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.


Broken Target Necklace: This character will take 30% less damage from all attacks/weapons that have "Slaying" properties if those slaying properties do not apply to it. This item is rarely dropped.


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.

Cross of Supremacy: A medal given to only the most dedicated and powerful soldiers. This item may be stolen, but it will never drop. This item gives the character holding it an ability similar to supreme soldier, in that attacks that it uses will not break proficiency and proficiency made be used to boost multiple single-element attack types. However, this item will only allow the character to do this if it is GM or higher in the attack types they are using. Using a damage type that this character is not a GM skill level in will result in a loss of proficiency boosts.

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.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

Vicious Silver Pin: A small, needle-like pin that can easily we warn 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 diffiuclt to steal and very valuable. 

Bloody Fist Ring: This ring grants the holder access to the ability “Up Close and Personal” for free. If the character has the ability already unlocked, it will double the buff granted. This item is easily lost or stolen.

Knight's Ring: This ring will improve the damage of strength-oriented physical attacks by 10% or 20%. Weapons that orient fully around strength will be boosted by 20%. This includes Hammers and Clubs and Ultra Great Weapons. Weapons that use strength and dex (including martial attacks) will be boosted by 10%. Weapons that use only Dex (bows, guns, spears, knives, rapiers, whips) are not buffed. This item is easily lost or stolen.

Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune. 

High Jump Ring: This ring grants access to the ability High Jump for free. This item is easily lost or stolen.

Ring of Mind: This ring extremely resists psychic. Grants immunity to mind control.

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.

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped 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. 

Max boosting items+Plates for (Blade+Bludgeon)

Boots+Heavy Duty Boost

Abilities:

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

Strategy Meets Heavy Force: This heavy unit is both brutal and strategically cunning. If this character chooses to use this ability, they will only strike once. However, that strike will make the foe who has been struck vulnerable to 1 tier of strategist for the rest of the battle. Striking someone with this ability three times would make them completely vulnerable to Strategist (III). Costs: 6 pg

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

Aegis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the elemental damage of the enemy will be reduced by 50%. Costs: 4 pg

Pavis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the physical damage of the enemy attack will be reduced by 50%. Costs: 4 pg

Engagement (II): Guard or HeroScape class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop or take damage equal to 3x (4x=300%) (7x=600%) the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 (+75) (+150) hit. If the character is ranged, flying will not prevent this attack from occurring. At second tier, if a foe starts their turn next to this character, then moving at least one space away from this character will trigger this ability as well. Foes must target at least one Engaged character with an attack or all Engaged characters will activate this ability against them. Costs: 8 pg

Coward's Reward: Signature ability. The Knights of Weston deal double punishment to those who disengage from them. This ability will double the hit and damage buffs granted to a regular strike of Engagement (II). Costs: 3 pg

Human Champion Bonding: Signature ability. If four Knights of Weston are on the map with a unique human champion, they may grant that human chapion a second turn. This does not take the action of the knights to do, and if there are more than four knights, each multiple of four may grant a separate unique human champion an additional turn. Costs: 8 pg

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

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

Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 200% (300%). Costs: 16 pg

Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. Costs: 4 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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 (Medallion)

Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 pg (Ring)

High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. This ability cannot be removed by strategist. Costs: 2 pg (Ring)

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.

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: Melee, Defensive

Weakness: Weak to poison damage, especially Acid (4x). Extremely resist fear and pain.

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