Vlad Dracula Tepes

Level: 96

HP: 88,000 (176,000) (352,000) (528,000)

Attack: 866

Mace of Molag Bal: 3,000 (6,966) [73,143]

Kazliki Bey: 1,200 (2,666) (7,998) {10,397}

Staking Field: 600 (2,066) (6,198) {8,057}

Profaned Fangs: 900 (5,766) (40,362) (80,724) (161,448) [322,896]

Profaned Claws: 300 (3,266) (23,562) (47,124) (94,248)

Coldharbour Blasts: 1,000 (3,066) (27,954) {35,872}

Poison Talons: 100 (200) (600)

Night Cloak: 96,869

Defense: 866

Agility: 365

Skill: 385

Speed: 365 (+10 when using spells)

Movement: 7

Items:

Mace of Molag Bal: Legendary Weapon. -10 Skill and Speed. A Daedric artifact attributed to Molag Bal, the Lord of Domination and Enslavement. Its enchantment drains the lifeforce of its victims and transfers them to the bearer. Absorbs damage dealt (x1.5) and transfers it to the wielders health, and can heal above 100% health. It also can trap souls, doubling the amount of soul that would normally be trapped. Every strike will drain the target’s attack by 5% and add it to the wielder’s attack. Attuned to Dracula, Champion of Molag Bal. Base 500 (1,500) (3,000) Dark/Absorb/Magic/Bludgeon-type damage

Mortuum Vivicus (+5 of +10): A powerful weapon created by the Daedric Prince Molag Bal. It has no physical form, instead appearing as a large orb of cold light. This sphere acts as a catalyst for dark and powerful spells. Powered by souls and capable of obliterating life on a near-global scale. Allows the wielder to use Dark/Fire/Ice/Magic-type blasts, but they only strike once. Adds Base 1,000 Damage to all spells.

Clan Tepes Heirloom Fangs+++: Set of engraved fangs, meant to be passed down the Tepes line. These fangs will increase the damage of all biting attacks, as well as giving them an innate 30% bleed chance. If these fangs are used to bleed a unit, this unit will heal 50% of the damage that the affected unit takes from the bleed status. Base 300 (900) Magic/Bite-type damage.

Black Iron Claws: A simple set of black iron claw rings. Base 100 (300) Claw-type damage.

Dracula’s Vampire Lord Outfit: A set of astoundingly well-made clothing, consisting of a jet-black doublet and breeches. This outfit is well ahead of its time in craftsmanship and pushed even further beyond with Dracula’s masterful enchantments. Grants extreme resistance to Fire, Dark, Magic, Slash, and Pierce-type damage. Base 500 Armor.

Dracula’s Cape: A long, billowing black cape emblazoned with the Tepes family crest. The staggeringly beautiful item will grant extreme resistance to Light, Ice, Air, and Earth. This cloak also allows the wearer to ignore weather/climate-based statuses and damages. Very difficult to steal and resists wear. Base 300 Armor.

Crimson Stone: Radiant/Occult Item. One of the two greatest treasures of the vampires. It traps the soul of a powerful vampire (Molag Bal) and uses it to give its owner an immense amount of power. Grants immortality and other immeasurable powers to its owner, as well as unconditional servitude from Death. This unit may only be killed by Legendary and/or Radiant level Sacred-type damage and will greatly improve all Vampiric abilities. It also grants shapeshifting and teleporting abilities for free and if the wielder already has these abilities, they will be greatly improved. On top of this, this stone will decrease all ability cooldown by 50%, as well as double the wielder’s HP on top of other HP boosting items (if the wielder is a vampire).

Ring of the Erudite: A treasure of Clan Volkihar given to Clan Tepes as tribute. This powerful ring only works when worn by vampires. This ring will increase the damage of all spells by 30%, as well as increasing their Speed by +10.

Abilities:

Vampiric Lord Form: Vlad Dracula Tepes Innate Ability. This unit may either shift into a empowered form or may transform into a more demonic form. The empowered form will increase their total attack by 50% (x2) and their Agility and Speed by +10 (+20), and will still allow them to use spells and skill based abilities; however, it will lower their Skill by -10 (-5). The demonic form will double (x3) their Attack and Defense and increase their Agility and Speed by +20 (+40); however, it will also lower their Skill by -40 (-20) and prevent them from using spells and skill based abilities. Costs 10 exp

Kazliki Bey: Vlad Dracula Tepes Signature Ability. This unit may summon spears from from blood to assault their foes. These lances will add 5% (10%) of this character’s HP if they are Bleeding, 10% (20%) if they are Severely Bleeding, 20 (40%) if Lethal Bleeding. If the target is Severely Bleeding, they will add 5% (10%) of the target’s HP as damage, 10% (20%) if Lethal Bleeding. 1-3 (1-5) range; Base 600 (1,200) Pierce/Blood-type damage. Costs 5 exp

Staking Field: Vlad Dracula Tepes Signature Ability. Once every 6 (3) turns, this unit may summon a massive field of barbed lances that burst from the ground and impale any enemies within range. This will reduce the Avoid and Move of any affected enemies to 0. The enemy will be able to attack any enemies within range, but they will inflict a (Severe) Bleed status every time they attack or attempt to move or fail to break free. An extremely strong character will break free quicker, and if the trapped character is struck by other characters it will quickly break the pinned character free. These lances will add 5% (10%) of the target’s HP if they are Bleeding, 10% (20%) if they are severely bleeding, 20% (40%) if Lethal Bleeding. 10 (15) range; Base 300 (600) Pierce/Blood-type damage. Cost 5 exp

Bat Swarm: If this character is caught by a pin, tackle, choke, or trap, they may immediately burst into a swarm of bats and escape the hold; however, this will cause them to take 50% (25%) damage from elemental attacks and double (50%) damage from AoEs during the remainder of that enemy phase. Costs 3 (0) exp

Bloodletting: This character may spend their turn to inflict themselves with a bleeding status. Doing so will cost them 5% (3%) a of their HP. They may repeat this if they are already bleeding and give themselves the severe bleeding status. Doing so will immediately cost them 10% (5%) of their HP. Finally, if they are severely bleeding they may perform this ability and give themselves lethal bleeding. This will immediately cost them 20% (10%) of their HP. This move should be used with care. Costs 1 exp

Cleaving Maw: If this unit attacks any unit smaller than it, it may instantly kill an enemy. The chance of this move working is calculated before any normal Bite 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 cleave). 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

Consume Souls: When this unit kills a foe, they may absorb any Tier 1 ability from the foe and use it for the rest of the battle. This also allows this unit to keep possession of the fallen unit’s soul. If this unit is attacked by an enemy whose soul they possess, they will take half damage from all attacks from that unit. Costs 8 exp

Dismember: On every biting attack this character executes, it has a 20% chance to rip a limb off the enemy. This ability stacks with Laceration, but if this ability activates it will also result in a bleeding status, regardless of whether or not Laceration lands. 3 exp

Dual Strike: This unit attacks once with the weapon equipped in each hand. -5 speed and skill. 5 exp or Ascended

Fast Flier: Once (twice) per day, this unit may multiply their movement by 1.5x if moving in a straight line. 3 exp

Flying Grab: -15 hit. This unit can target a unit that is a smaller size class than them and attempt to grab them while flying. If they land the grab, they can spend their remaining movement to carry the unit (each movement costs 1 extra), and when they stop their movement, throw them up to 2 spaces away. They immediately take any terrain effects, and throw damage is calculated based on this unit’s throw & attack stats. 4 exp

Hand-to-Claw Combat: Unit may use claws during martial attacks. This adds claw skill damage to martial damage. Does not affect Proficiency. Cost 2 exp

High Vampiric Combat: This unit may attack with their Bite-type attacks alongside their claws or weapons. Both attack types will strike the same amount of times as if the attacks were used separately. Costs 5pg or Ascended Bite

Inhuman Strength: This character is incredibly strong, and as such will not take any Speed debuffs from their equipment. They may also perform actions on units who are a size class larger than normal. This character is also immune to slowing abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles their Body-type damage. 7 exp

Laceration: All physical attacks from this unit have a 20% chance to inflict bleed. 3 exp

Night Cloak: This unit may take a turn to summon a swarm of bats to attack enemy units within melee range. Units who stand adjacent to this unit have a 20% (40%) chance to Bleed at the start of their turn. Attacking this unit with a close range weapon will cause you to take 10% (20%) of this unit’s Bite damage. Lasts for 5 turns. Costs 6 exp

Poison Talons: This unit’s Claw-type attack will deal Poison-type damage and have a 30% (60%) chance to inflict a poison status that deals 100 Poison-type damage every turn. Costs 4 exp

Pouring Wounds: This character can rip into enemies, giving them a Bleeding status. This ability activates randomly on some physical attacks. The ability will cause a wound 40% of the time. This ability only activates on physical attacks. 3 exp

Profaned Claws: The sign of an extremely powerful vampire. This unit will increase all Claw-type damage by 50% (x2) and add Magic/Dark-type damage to all Claw-type attacks. They will also ignore 50% of armor. Costs 8 exp

Profaned Fangs: The sign of an extremely powerful vampire. This unit will increase all Bite-type damage by 50% (x2) and add Absorb/Dark-type damage to all Bite-type attacks. They will also heal 50% (100%) (150%) of the damage dealt if the unit has blood. Costs 8 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 (0) exp

Teleport Dodge: If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 50% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 3 (0) pg

Tough Claws: This unit’s claw attacks give heavy wear, and this ability doubles Claw Proficiency damage bonuses. The damage of claw type attacks is boosted by 50%. Costs 4 pg

Vampiric Mist: Once every 5 (3) turns, this unit may transform into a cloud of mist. This will increase their movement by +3 (+6) and make them intangible. Lasts for 3 (5) turns. Costs 4 (0) exp

Vampiric Healing: This unit will heal 20% (40%) of their HP at the start of their turn. Costs 5 exp

Vicious Maw: This character may focus all of their might into their Bites. This will increase the damage of all Bite-type attacks by 50% (x2). This ability also doubles the proficiency of Bite-type attacks. Costs 5 exp or Ascended

Proficiency:

Absolute Radiant Absorb: 2,000 (Heals 50% more from Absorb-type moves; Can heal from non-organic units and units without blood)

5AA Bite: 500

5AA Claw: 500

5AA Magic: 500

5AA Dark: 500

5AA Blood: 500

1AA Martial: 100

1AA Spear: 100

1AA Club: 100

1AA Fire: 100

1AA Ice: 100

1AA Poison: 100

5AA Shield: 500

5AA Armor: 500

Extreme Weakness to Sunlight and Sacred. Weak to Light and Fire. Resist Absorb, Magic, Dark, Body, and Blood-type damage.

Caps:

HP: Large
Attack: 925
Defense: 925
Agility: 385
Skill: 155
Speed: 385
Movement: 8

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