
Level: 67
HP: 33,000 (66,000)
Attack: 425
Dragonslayer Spear: 600 (2,325) (6,975) (10,463) (15,694) (20,925 on counters)
Dragonslayer Spear (GLW Augment; 1-2 range): 600 (2,325) (6,975) (10,463) (13,078) (19,617) (26,156 on counters)
Dragonslayer Spear (Sunlight Weapon; 1-3 range): 600 (2,425) (9,700) (14,550) (21,825) (29,100 on counters)
Lightning Blast (1-3 range): 425 (725) (2,175)
Defense: 425 (850)
Dragonslayer Armor: 600 (1,450)
Great Thunderscale Pendant: 100 (500) [1,500] {2,950}
Great Lightscale Pendant: 100 (300) [600] {3,550}
Agility: 220
Skill: 240
Speed: 220
Movement: 7
Items:
Dragonslayer Spear: A cross-spear attuned to the soul of Dragonslayer Ornstein. This weapon was designed to pierce the stone skins of the Everlasting Dragons, and has hewn boulders in two. Can be used as a catalyst of sorts for the wielder’s Lightning Blasts, increasing the range. Deals double damage to Dragons. Ignores Armor. Deals 600 Lightning/Pierce-type damage.
Dragonslayer Armor: The armor of Dragonslayer Ornstein, supposed captain of the Knights of Gwyn. This armor is imbued with the power of lightning, providing impeccable protection against its effects. It also grants protection against the weapons wielded by dragons, such as claws and fire. Grants immunity to Lightning and resistance to Fire, Slash, Claw, Bite, Wing, and Tail-type damage, but does not defend against Strike-type damage. Base 600 Armor.
Leo Ring: Wondrous Item. One of the special rings granted to the four knights of Gwyn. This ring will increase all Pierce-type damage by 50%, and will double the damage dealt by counter-attacks with Pierce-type weapons.
Pierce Stone: A sharp, metallic stone that comes to an acute, needle-point. Nearly sharp enough to pierce through stone unaided. This stone repels others like it, and as such, only one can be safely used at a time. Increases Pierce-type damage by 50%.
Ironblood Elixir (Consumed): An enchanted potion that increases the drinker’s natural defenses. Doubles this character’s innate Defense stat. Very hard to steal.
Great Thunderscale Pendant: A golden scale, heavily enchanted for defense, attached to a golden chain. The pendant produces a basic shield that is improved with the wearer’s Lightning proficiency and boosts. Base 100 Armor.
Great Lightscale Pendant: A white scale, heavily enchanted for defense, attached to a golden chain. The pendant produces a basic shield that is improved with the wearer’s Light proficiency and boosts. Base 100 Armor.
4- Thunder Jar: A pewter jar containing the roar of thunder. When shaken, the jar rattles and water condenses on the sides. Can be used to perform a basic Lightning Blast once per battle. Boosts Lightning-type damage by 50%.
2- Ivory Star: A small, milky-white stone in the shape of a bright sun. Seems to radiate light. If one so desires, this stone can be used to light up the sky, making it as if it were day. Can be used to perform a basic Light Blast once per battle. Boosts Light-type damage by 50%.
Ambrosia (Consumed): Divine sustenance created by and for the immortal gods and goddesses. When consumed, this miraculous foodstuff will increase the fortitude and lifeforce of the consumer, doubling their total HP.
Abilities:
Piercing Sunlight: Ornstein Radiant Spear Ability. Once per battle, this unit may augment their weapon with Sunlight-type damage. This will deal Lightning/Light-type damage and cannot be consumed and cannot be resisted unless the target resists 2 of the three damage types. This will increase this unit’s range by +2 and will increase their Sunlight-type damage by 50% (does not stack with other augments). Deals double damage against dragons. Lasts for 5 turns. Costs: Radiant Spear
Absorb Smough: Ornstein Innate Ability. This unit may absorb Executioner Smough upon his death. This will increase this unit’s size by 1 class, fully restore their HP, add Smough’s HP to their own, and increase Attack and Defense by 50%. Costs 10 exp
Lightning Lunge: Ornstein Signature Ability. Once every three turns, this unit can attack any unit that is within 3 range of where they ended their movement. This will allow this unit to rush up and strike with melee attacks. If the target unit activates an ability such as “Dodge Roll“, this ability will circumvent it. Has a 60% chance to Flinch. Costs 4 exp
Lightning Impale (II): -20 Hit. Once every 4 turns, this unit may impale a unit onto their spear and hoist them into the air. This will prevent the unit from counter-attacking and will prevent the target from taking their turn. This attack will deal 3x damage and if the target is not freed, on this unit’s next turn, they will be struck by a powerful bolt of lighting that deals 6x the damage of this unit’s Lightning Blast. They will then be flung off the spear up to 3 spaces away, taking any terrain damage immediately. Costs 12 exp
Critical Strike: Once every 3 turns, this unit may strike through defense. This attack will ignore all defense and deal 2x damage. Critical attacks can only be done when certain prerequisites are met (Stun/Flinch, Freeze, Immobilize, Broken Posture, Guard Break, Sneak Attack, etc.). 4 exp
Dragon Slayer: This unit deals 30% more damage to dragons, wyverns, wyrms, etc. Costs 3 exp
Dual Strike: This unit attacks once with the weapon equipped in each hand. -5 speed and skill. 5 exp or Ascended
Finish Strike: -15 hit. This character leaps into the air and stabs its blade into the chest of their foe. This attack will deal 3x the total damage of a typical attack. The enemy cannot counter-attack this move. This ability takes four turns to recharge. This blow has a 60% to give an enemy the severe bleeding status. Costs 5 exp
Great Lightning Weapon: This unit may take a turn to augment their weapon with Lightning-type damage. This will increase their total Lightning-type damage by 25%, as well as making the weapon 1-2 range. Lasts 5 turns. Costs 6 exp
Perfect Strike: This unit may patiently wait to strike a foe. 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
Skewer: This unit has a chance to instantly kill a unit by skewering them. The chance of this move working is calculated before any normal spear attack, and has a 5% chance of activating for each Proficiency level higher this unit is with their attacking weapon than the target unit is with theirs. Radiant Proficiency counts as 25% instead of 5% (Radiant vs 5AA – 25% chance to skewer). If the unit is a higher level than this one, and this ability triggers, it will instead reduce their health by 50% of their maximum HP, and trigger a Lethal Bleeding status. 7 exp
Spin Attack: Once every three turns, this unit may activate this ability. It will strike every adjacent enemy once. Each attack is calculated separately (Dragonslayer Spear will deal Lightning/Strike). Costs 4 exp
Spin Deflect: If this unit has a staff, spear, or sword equipped, they may attempt to deflect a projectile. If this unit’s Skill is higher than the attacker’s Skill, this unit will have a 50% chance to deflect the projectile. If this character does not successfully spin deflect, they may still attempt to dodge the attack. 3 exp
Spear Assault: Once per battle, this unit may rush forward and unleash a flurry of quick thrusts. This character will strike 5 times at half damage and lands a killing blow that deals 2x damage. Costs 5 exp
Twin Thrust: If using a Pierce-type weapon (spear, rapier, etc.), this unit may double the base amount of times they may attack. Costs 5 exp or Ascended
Proficiency:
Radiant Spear: 1,000
3AA Lightning: 300
1AA Light: 100
1AA Armor: 100
1AA Scale: 100
Weak to Fire, Claw, Bite. Resist Lightning.
Caps:
HP: Large
Attack: 900
Defense: 900
Agility: 385
Skill: 405
Speed: 385
