
Level: 83
HP: 28,000 (48,000 w/Magical Flower Overshield)
Attack: 291
Caliburn: 300 (2,091) [8,364] {25,902}
Merlin’s Staff: 100 (1,491) [5,964] {17,892}
Flora Burst: 20 (1,511) [6,004] {18,132}
Flora Spear: 100 (1,591) [6,364] {19,092}
Defense: 291
Magical Flower Overshield: 100 (1,491) {5,964}
Agility: 285
Skill: 365
Speed: 285
Movement: 6
Items:
Caliburn: Legendary Weapon. The legendary “Sword in the Stone”, this weapon is an immensely powerful magic sword. This blade can only be wielded by the King of Briton; however, Merlin found a way around it, as he usually does. This weapons blade is intangible, made of pure magic, and as such it will ignore armor. It receives boosts from Sword and Magic-type proficiencies and items. Base 300 Magic-type damage.
Merlin’s Staff: A strange, magical catalyst. Fashioned in the likeness of Avalon, this staff stands as a symbol of hope. Base 100 Magic-type damage.
Merlin’s Robes: Gentle and flowing robes worn by the Flower Magus. These robes are obscenely enchanted, granting protection against all forms of magical attacks. If attacked by a pure element attack, these robes will reduce the total damage taken by 75% and ignore all stat buffs that would affect the attack. Grants extreme resistance to all Elemental damage.
Magical Flower Overshield: A magical overshield granted to Arthur by Merlin. Boasts an incredibly high defense due to Merlin’s proficiency in support magic. Boosted by Magic-type items. Base 5,000 HP; Base 100 armor.
Mana Sphere: Wondrous Item. A swirling blue sphere that radiates immense magical energy, yet at the same time, an infinite hunger for it. This item removes the restriction on boosting items for Magic-type, allowing them to move up one element requirement; however, if a Magic-type ability is not used once every 3 turns, this unit and all adjacent units will lose 30% of their HP at the start of each turn.
6- Arcana Stone: A small, round gem that radiates a deep violet light. Small runes are inscribed along the center line and embellished with gold. Boosts Magic-type damage by 50%.
Abilities:
Garden of Avalon: Merlin Signature Ability. Once per week, this unit may summon in a wondrous utopia marked by a Floating Tower. This will change the weather to warm and sunny, unable to be changed while this ability is active. It will also convert the map into a flat plain, covered in flower petals, negating any movement debuffs, as well as removing any terrain tiles that are in play. All allies will heal 10% of their HP per turn, have a 50% boost to their Attack and Defense, and increase their Agility, Speed, and Skill by +20. Costs 12 exp
Magus of Flowers: Merlin Signature Ability. This unit’s Magic-type attacks and abilities cannot be resisted by normal means, and as such, ignore resistances and immunities. Along with this, this unit will deal 50% more damage to any units using Magic-type damage. Costs 6 exp
Floral Bloom: Merlin Signature Ability. If this unit is attacked by a pure elemental attack or AoE damage, this character may completely negate the attack. If this unit’s Magic proficiency is higher than the proficiency being used in the attack, this unit will have a 70% chance to release a plume of petals. These petals will completely negate the attack, and will evenly heal all nearby allies equal to the amount of damage that would have been dealt. This only works on enemy attacks. Costs 2 exp
Barrier: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any physical attack damage by 50%. This barrier lasts for three turns. It may be broken by strong Bludgeon or Explosion type attacks. 3 exp
Cleanse: Remove all minor status conditions from an adjacent ally. Counts as action for the turn. 3 exp
Empower: This unit may take a turn to empower all ally units within 3 spaces of it. This will boost those character’s total attack damage by 50% for the remainder of the turn. 4 exp
Expose: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all its innate and item generated resistances/immunities removed for the next 4 turns. 5 exp
Flora Burst: -10 Hit. 1-3 range. Once every 3 turns, this unit may target a unit, and will attack them with a burst of 6 Base 100 Magic-type attacks. Each successive hit will have its damage increased by 10% of the original damage, but each hit will drop the Hit of the next attack by -10. If any of the attacks miss, this boost resets. 4 exp
Flora Spear: Can be used once every other turn. This attack has base 100 Magic-type damage. The attack has 1-3 range, and will hit all units in a straight line to the target. Each unit will calculate their avoid chance separately. Can only hit once. 4 exp
Heal Pulse: Three times a battle, this character may unleash a wave of magic that will heal all ally and friendly units within two spaces of it 30% of their max HP (loses 5% efficacy for each size class larger the receiving unit is than this unit. 4 exp
Heal: Heal an adjacent unit by 30% of their maximum health. Loses 5% efficacy for each size class larger the receiving unit is than this unit. 3 uses per battle. 3 exp
Light Screen: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any element type attack damage by 50%. This barrier lasts for three turns. It may be broken by strong Bludgeon or Explosion attacks. Costs 3 exp
Null: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns, and will not affect item boosts. 3 exp
Proficiency (II): If this unit uses a single Attack-type, they will triple their damage with that Damage-type. Costs 12 exp
Purge: Remove one major status condition from an adjacent ally. Counts as action for the turn. 5 exp
Teleportation: Once every 4 turns, this unit may move an ally that is within 5 spaces to another space anywhere on the current map. 5 exp
Warp: Once every 4 turns, this unit can warp to any spot on the current map. It can attack after warping, but may not use activatable attacks. 5 exp
Proficiency:
Radiant Magic: 1,000
5AA Sword: 500
1AA Staff: 100
1AA Shield: 100
Weaknesses and Resistances Unknown.
Caps:
HP: Normal
Attack: 400
Defense: 400
Agility: 370
Skill: 450
Speed: 370
