Quirrel

Level: 44

HP: 7,900

Attack: 88

Platinum Nail: 40 (148) [444]

Rapier: 75 (183) [549]

Defense: 62

Half-Plate Armor: 50 (112)

Mask of Monomon: 25 (45) {157}

Agility: 114 {+20}

Skill: 150 (155) {+20}

Speed: 114 (119)

Movement: 7 (14 on roads)

2/1.4/2.6/3.4/2.6

Items:

Platinum Nail: +10 Speed. Crafted by Andre the Blacksmith as a gift. Made from Platinum, which seems to be sturdier than usual. Insanely sharp and tough. Base 40 Slash or Pierce-type damage.

Rapier: Standard thrusting sword. +5 Speed. Deals base 75 Thrust-type damage. Boosts the damage of “critical attacks” such as Backstab, Riposte, etc. by 10%, but reduces the wielder’s Agility by 5 for the remainder of the phase after attacking.

Half-Plate Armor: This armor offers 50 defense and resists Slash damage. Does not defend against Strike damage.

Small Leather Buckler: A small, round shield with a prominent boss. Offers no defense, but increases parry chance by 5%.

Buckler: A small, round shield with a prominent boss. Offers no defense, but increases parry chance by 10%.

Mask of Monomon: +5 Skill. This ornate, ivory-colored mask was entrusted to Quirrel, but the reason is lost to him. It radiates with power and purpose. Broken once placed atop a mysterious figure’s head, it was remade by the same entity. The Stranger took the sigil from its surface and as a result, the mask has lost its silver glow and replaced it with an amber glow. This mask now has a 5% chance to trigger a base 2000 defense shield around all adjacent spaces. All units within 3 spaces of the wearer of the mask can survive 1 lethal hit. Base 25 Defense.

Abilities:

Piercing Strike: Quirrel Signature Ability. Three times per battle, this unit may strike an opponent with a 3x damage attack. The target has their defense reduced to 0 until this character takes another turn. 5 exp

Mask of Monomon: Quirrel Signature Ability. The Mask of Monomon grants Quirrel immense protection and allows access to some Psychic/Dream-type abilities. This character deals 1.5x damage in any dream realm. When being attacked, this unit has a 50% chance for the Mask to activate. If the Mask activates, the damage of the enemy attack will be reduced by 50%. Each attack must have activation chance calculated separately. The full utility of the mask is unknown. 5 exp

Charisma: Any enemy units that might find this unit charming immediately have their total attack damage halved when trying to strike this foe. The ability likelihood to activate increases the more turns this character spends near the enemy. It does not affect the strength of an enemy’s counter-attack. Costs: 3 exp

Darting Blow: This unit adds 10 to their speed stat when initiating attack. 3 exp

Dream Nail: This nail deals pure psychic damage. The base damage is equal to this unit’s base attack stat. This nail can only strike once. If this unit takes a turn to charge this weapon, on the next turn, they can attempt to enter the dream realm, and fight the targeted character in their mind. 3 exp

Dreamgate: This unit may leave a Dreamgate for itself on any area of the map. It may then warp back to this spot at any point it chooses to. This warp will fail if the character is hit on the turn it attempts to do it. The Dreamgate can be destroyed by strong ethereal type attacks. 4 exp

Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. 3 exp

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. 2 exp

One by One: This unit can choose to activate this ability in place of a normal attack. They may boost their damage this turn by 1.25x, and attack their target only once. Then, if they can reach another target within 4 spaces, they may move there and attack them the same way. This unit can only strike once each time, and can be counterattacked each time. This can be done up to 3 times in one turn, and cannot hit the same unit twice consecutively. 5 exp

Parry/Riposte (II): If this unit is attacked by a unit of the same size class or smaller using a melee weapon, and this unit has higher skill, they may attempt to parry the attack. They have a 60% (70%) chance to succeed. If they fail, they take the full damage without using their shield to defend. If they do succeed, they nullify the attack (and all subsequent attacks from that enemy), and attack with a guaranteed 3x damage hit. 10 exp

Perfect Strike: The unit may choose to activate this ability. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3x 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. 5 exp

Proficiency (II): If this unit uses a single attack type, boost its damage by 3x. 12 exp

Steady Stance: When attacked by an enemy who is using a melee weapon, this unit adds +20 to their skill and avoid. 3 exp

Wanderer: This character is well traveled. Their experience lets them double movement on paths and roads. 3 exp

Wanderlust: When this character encounters a new map, their first attack on the map deals 3x normal damage. Does not apply after the character leaves the map for the first time. 2 exp

Proficiency:

5 Sword: 20

5 Shield: 20

Resists lightning.

Caps:

HP: Normal
Attack: 100
Defense: 70
Agility: 130
Skill: 175
Speed: 130

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