Friday, June 19, 2026

Knight of Weston






Knight of Weston: Level 77 (update stats and items)
HP:
Attack:
5GM Sword: 1000
5GM Hammer: 1000
Defense:
5GM Armor: 1000
5GM Shield: 1000
Speed: 245
Skill: 320
Move: 6 (7) (8)


Items:

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.

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.

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.

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.

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

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

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%. 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

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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