Sunday, March 31, 2019

Slave Knight Gael






Upper Moon Five: Level 86 (87 Muzan's Blood)

HP: 1,377,600 (4,132,800 Heart Container) (9,918,720 Mako Cells) (15,869,952 Blood) (21,424,435 Bottle) (27,851,766 Crystal Soul) (44,562,825 Centaur Heart+Soul) (62,387,955 DoN) (-4,611,442 deletion) (57,776,513)

Attack: 26,100

2OMEGA Sword: 4,000

2OMEGA Dark: 4,000

2OMEGA Fire: 4,000

2OMEGA Explosion: 4,000

1OMEGA Magic: 2,000

1OMEGA Light: 2,000

5GM Earth: 1,000

5GM Marksman: 1,000

Gael's Greatsword: 900 (27,000) (31,000) (35,000) (39,000) (42,000) (50,000) (52,000) (104,000) (494,000) (936,000) (1,378,000) (4,134,000) (4,547,400) (5,002,140) (6,002,568) (9,003,852) (13,505,778) (27,011,556) (x1.25 when attacking)

Starcaller Greatsword: 4,500 (30,600) (34,600) (38,600) (42,600) (46,600) (54,600) (56,600) (113,200) (537,700) (1,018,800) (1,499,900) (4,499,700) (4,949,670) (5,444,637) (6,533,564) (9,800,346) (14,700,519) (29,401,038) (x1.25 when attacking)

FUGS: 2,100 (28,200) (32,600) (36,600) (40,600) (44,600) (52,600) (54,600) (109,200) (518,700) (982,800) (1,446,900) (4,340,700) (4,774,770) (5,252,247) (6,302,696) (9,454,015) (14,181,067)) (28,362,134) (x1.25 when attacking)

Darkblood Wings: 1,000 (27,100) (28,100) (32,100) (36,100) (44,100) (46,100) (391,950) (783,700) (2,351,100) (2,586,210) (2,844,831) (3,413,797) (6,827,594) (10,241,392) (20,482,783) (x1.25 when attacking)

Defense: 23,000 (46,000) [92,000] (138,000)

2OMEGA Armor: 4,000

Abyssal God Armor: 1,000 (47,000) (51,000)

Savage Darkblood Cloak: 1,000 (2,000) {53,000}

Forged Flesh: 1,000 (2,000) {55,000}

Vibranium Chainmail: 600 (1,600) {56,600} [133,200] (169,800)

2OMEGA Shield: 4,000

Fire Spirit Shield: 1,000 (5,000) (9,000) (11,000) (93,500) (187,000) (374,000) (748,000) {804,600}

Dark Spirit Shield: 1,000 (5,000) (9,000) (11,000) (93,500) (187,000) (374,000) (748,000) {1,552,600}

Light Spirit Shield: 1,000 (5,000) (6,000) (7,000) (59,500) (119,000) (238,000) (476,000) {2,028,600} 

Earth Spirit Shield: 1,000 (5,000) (6,000) (7,000) (59,500) (119,000) (238,000) (476,000) {2,504,600} 

Smaugscale Pendant: 100 (4,100) (34,850) (69,700) (139,400) {2,644,000}
Great Serpentscale Pendant: 100 (2,100) (17,850) (35,700) (71,400) {2,715,400}
Seath Crystal Pendant: 100 (2,100) (17,850) (35,700) (71,400) {2,786,800}
Ancalagonscale Pendant: 100 (4,100) (34,850) (69,700) (139,400) {2,926,200}
Groudonscale Pendant: 100 (2,100) (17,850) (35,700) (71,400) {2,997,600}
Flamescale Pendant: 20 (4,020) (34,170) (68,340) (136,680) {3,134,280}
Lightscale Pendant: 20 (2,020) (17,170) (34,340) (68,340) {3,202,620}
Magicscale Pendant: 20 (2,020) (17,170) (34,340) (68,340) {3,270,960}
Darkscale Pendant: 20 (4,020) (34,170) (68,340) (136,680) {3,407,640}
Earthscale Pendant: 20 (2,020) (17,170) (34,940) (68,340) {3,475,980} [6,951,960] (10,427,940)

FUGS: 787,837 (1,575,674) {5,051,654} [10,103,308] (15,154,962)

Speed: 313 (323) (338) (343) (348) (+5) (+20)

Skill: 313 (323) (338) (348) (358) (+10) (+30 Hit)

Move: 8 (9) (12 (13) Flying)



Items:

Gael's Greatsword+++: -10 Speed. Greatsword of Slave Knight Gael, the only weapon that he kept with him from beginning to end. A massive executioner’s blade, worn and cracked from eons of use. The blade’s chipped edges make it somewhat susceptible to being damaged; however, the blade’s jagged edge makes it extremely effective at wearing through armor. With the completion of the Dark Soul and Gael’s ascent to grand mastery in sword, this weapon has reached the peak of its power. Deals extreme armor, shield, and weapon wear. When augmented with “Dark Blood Blade”, the sword is unbreakable. Gael may use a subaction to tighten his grip and twist his hands around the sword’s handle, causing his hands and forearms to bleed profusely. Deals 500 damage and grants the bleeding status. This vicious weapon will always strike twice, making it one of the deadliest brave weapons in the world. Deals Base 300 (900) Blade/Fire/Explosion-type damage.


2-Starscourge Greatswords+++: -35 Speed. Unbelievably massive, onyx blades. These huge weapons require the holder to have at least 20,000 base attack currently in order to use them. These weapons boast 1500 (4500) blade/dark/magic/energy type might. This weapon's damage is not debuffed when using the ability "Astra". At their final state, they may be augmented with the ability Earthen Weapon. When augmented, they may deal either blade or bludgeon and may be treated as either a sword or a club. This weapon will allow the character to access the Weapon Art "Starcaller Cry". This weapon functions as a base 500 (1500) might catalyst but may only be used for Gravity and Starlight spells.


Fume Ultra Greatsword: -25 Speed. A twisted sword, the heaviest of all ultra greatswords, resembling a slab of black slate. This weapon, said to belong to a traitor from long ago, was so heavy that it found no owner, and became a forgotten relic of history. This weapon, if used with two hands, can be used as a shield. This must be chosen as a defensive option during the first attack of the enemy phase. When defending with this weapon, this unit will be unable to counter for the entire enemy phase, but will gain a shield with the might of 1/8 the neutral standing damage of this weapon. This "shield" may be battered away by powerful wear attacks, most notably bludgeon and explosion. It has about as much durability as two barriers. If battered to the side, this character will receive no defense, but will still be incapable of counter-attacking during the enemy phase. May be augmented with Dark. Deals 700 (2,100) Blade or Bludgeon/Fire/Earth-type damage.


Executioner's Greatsword++: -25 Skill. This heavy blade has a blunted end and is designed to quickly end the life of a helpless foe. This weapon will ignore all evasion abilities (including extreme evasion or auto-dodge abilities) and parry-type abilities if striking a foe who is locked in place on a tile or who is mentally incapacitated. this does not include stun, flinch, freeze, sleep, or abilities like petrification; however, it does include abilities that cause foes to be unable to take their turn due to mental trauma. This weapon cannot be used for abilities that impale a foe such as Cruel Impale or Finish Strike. Base 1,000 (2,000) Blade/Fire-type damage.


Gael's Repeating Crossbow: -25 Speed. A crossbow customized for repeat-firing to face mobs alone. Used in the battles along the path of an endless journey, this crossbow is covered with twists and dinks, rusted with blood, and made extremely brittle from overuse. This lethal crossbow fires arrows extremely quickly. Although this bow cannot be used to counterattack, it will strike four times when attacking. Base 200 Pierce-type damage.


Gael's Forged Flesh: Flesh forged into the character at a demon forge. This flesh will add an additional 1,000 base defense as well as grant innate resistance to Poison, Ice, Sonic, and Absorb. This is nearly impossible to steal.


Abyssal God Armor: Once glorious armor that has since been corrupted by the Dark Soul and demonic blood. This armor is made of a ludicrous amount of immensely valuable materials, fused together with the power of the Soul Stone and Father's alchemy. Practically impossible to destroy. Grants Immunity to Fire, Explosion, Dark, and Psychic-type damage. Base 1,000 Armor. 


Vibranium Chainmail: A shirt of mail made from extraordinary metal. Practically impossible to destroy. Grants Immunity to Martial and Bullet-type damage. Base 600 Defense.


Savage Darkblood Cloak: A red cloak infused with the awesome power of the Dark Soul. This cloak will double the total might granted by "Savage Cloak". Grants resistance to Air, Earth, Ice, and Water-type damage. This cloak may also be used as a weapon. If attacking with this cloak, this cloak will deal Base 1,000 Wing/Dark/Fire-type damage. If "Dark Blood Blade" and "Blood of the Dark Soul" are active, these wings will receive those buffs and Blood-type damage. Base 1,000 Defense.


Ancestor's Will: Boosts all droppable HP boosts by 10%; Very Easily Dropped.

Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character’s HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.

Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.

4- Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% (+35%) on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.

Centaur Heart: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death

Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death

Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.

10- Heart Container: +10% (+20%) HP, up to x2 (x3)

Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build.

Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes a 5% increase to panic build.

Ancestor’s Mustache Cream: Causes this character to halve the impact of all stat debuffs used against it. Also causes all poisoning abilities used against it to suffer a -50% activation rate. Holding this object causes a 5% increase to panic build.

(TBA) Berkian Hero's Pendant: A pendant given to Slave Knight Gael for his courage in defense of Berk during the Roman invasion. Boosts Skill by +5 if the character is fighting a battle for the sake of Berk of the ideals Berk holds. If this character is fighting alongside another character who holds this item, they will both receive a +10 Skill boost. However, if two characters holding this item face one another in battle, both will receive -10 Skill.


Muzan's Blood: This item is nearly impossible to steal. It cannot be stolen by any character other than Demon Moons. This item will cause the character to act as though they are 1 level higher. However, this will not impact leveling up or down.

Upper Rank Five Kanji: A tatoo on the eye of a demon, symbolizing his high status. This grants this character +15 speed and +15 skill.

Sukuna’s Finger: This item will buff the speed of any demon, vampire, curse, or wraith who holds it by +1 and buff their total damage by 5%. This item will always drop upon defeat. Only Sukuna may carry more than one of these items, and he will receive double the buffs.

Demonic Forged Eye: This eye has been implanted into a Demon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.

Miraculous Shadow: This consumable item may be carried by any character weak to the sun. A character may only carry one of these items, however the shade will rush out and protect them from taking the normal %damage they would from sunlight... as well as making the character not weak to sunlight if the sunlight that is first striking them is linked to an attack. This protection will destroy this item. 

Hollow Gem- The Dark Soul (Legendary Dark Gem): A mercy granted rarely by a Gemnode. This hollow gem may imitate a Legendary item once held by this character. If this character falls in battle, they will lose this item for six months. This item cannot be stolen. Only one of these exists in the entire dimension. Unlocks extremely powerful attacks on most dark-wielding characters. This will also double the total damage of any and all attacks that are enhanced by dark element. 

Hollow Gem- The Eye of Ra (Legendary Fire Gem): A mercy granted rarely by a Gemnode. This hollow gem may imitate a Legendary item once held by this character. If this character falls in battle, they will lose this item for six months. This item cannot be stolen. Only one of these exists in the entire dimension. Unlocks extremely powerful attacks on most fire-wielding characters. This will also double the total damage of any and all attacks that are enhanced by fire element. 

Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times, but will suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four (other) turns. 

Deep-Sea Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy elemental damage by 10%.

Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy physical attacks by 10%.

Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.

Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind, overheat). This item is easily lost or stolen.

Cursebite Ring: This ring is easily lost or stolen. Grants resistance to Magic-type damage and halves Curse activation chances. 

Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, ambushes and backstabs.

Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.

Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 45%.

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.

Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

Ring of Mind: Extreme Resist Psychic; Immune to Mind Control

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage. 

Sakura Sunbite Ring: A ring forged using a vial of Nezuko's blood. Grants resistance to sunlight damage. The holder will also take half the normal instant sunlight damage they normally would (15% for Gael).

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

Wolf Ring: One of the special rings granted to the four knights of Gwyn. This ring grants total immunity to stun and flinch statuses. This ring is easily lost or stolen. 

Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops. 

Anti-Time Point: A strange warp in space-time. Grants this character the time-stopping ability from "Time Warp"; however, having this item does not grant immunity to time abilities. This character will also be frozen in time unless they have a Temporal Stone. 

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.

Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation-type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.

Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose, and is rarely stolen. This tear strangely increase the chance of bleeding status's by 20%.

Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.

Cleansing Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.

Curse of Profane Darkness: A horrid orb of jet-black darkness. This orb will increase the damage of all Indirect damage by 25% and increase instant kill activation chances by 10%. 

Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense.  It can technically be removed but requires extreme precision.

Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Heartseeker Thorns: A dark bracelet made of twisting black thorns. This item will increase the might of counter-based abilities by 2x. This includes Vengeance, Counter, Counter-Strike, Counter-Magic, Bide, and parry repost.

Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

Moon's Wish: A beautifully dark, pearl-like object. This rare item may be crafted using shards of Midnight and other rare objects. This item may be used to immediately change the map to night. This will not take the characters turn to do, and this night-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Day Pearls will fail for those five turns. This object is hard to steal. 

Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.

Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.

Necronomicon: Doubles the effects of Fear-type moves.

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

Plauging Cord: A vile, mercury cord. This item allows for statuses to trigger on indirect damage. This only applies to direct attacks that cause indirect damage, not additional indirect damage that may trigger due to other abilities. This item is easily lost or stolen. 

Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.

Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.

Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.

Vampiric Eye: This terrifying red orb is all that remains of a vampire's eye. A very rare drop from the elusive vampires of the Umbar Planes, this item will cause this character to heal 10% of all the damage it deals. This item is easily lost or stolen.

Vicious Silver Pin: A small, needle-like pin that can easily be warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable.

Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.

(TBA) OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill.

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

Devilish Destruction Charm

Vile Shadow

Razor Stone + Plate

FireDarkMagicLight, Earth Poms

12- Fire Gems+Flame Plate

24- Night Sapphires+Dark Plate

24- Day Pearls+Light Plate

12- Volatile Crystals+Explosion Plate
 
12-Magic Crystal+Magic Plate

12-Earth Gems+Earth Plate

Ancalagonscale, Smaugscale, Seathscale, Serpentscale, Groudonscale Pendants

Darkscale, Firescale, Magicscale, Lightscale, Earthscale Pendants


Abilities:

Blade of Peril: Gael Signature ability. This ability cannot be dodged, vantaged, and if it strikes it will never be countered. This attack will strike five times with the equipped sword. This will not break Two Handed Stance. Gael will then strike with an equipped bow. Finally, Gael will finish the attack with a massive swing that deals triple the damage of a normal strike. Unlike most assault moves, this attack may trigger Savage Blows and every strike of the attack calculates accuracy (not just the initiation). This attack may be used once per battle. Costs: 6 pg 

Dark Blood Blade: This character may take a turn to add dark type damage to its blade and boost the total damage of the sword attacks by 50%. The sword will receive the dark-type skill, damage, and boosts. This augment lasts for 5 turns. This augment automatically triggers if this character takes the bleeding status. Costs: 5 pg 

Starcaller Cry: This weapon art may be used once every five (three) (other) turns. The unit will first unleash a ten range AoE. This AoE will pull all units within that ten range as close as they can be pulled to the user. The foes struck by this AoE will lose 25% of their HP from crush damage. They will also be unable to fly or teleport or levitate for the next turn. This attack has a 50% (80%) chance to flinch the enemy from pain. Foes will not counter this AoE. On the next turn, without moving, the user will slam down both swords. This will add the damage of both swords together into one powerful strike. This strike will hit all enemies within three range. If there is a foe at one range, the sword strike may be targeted at them. This one foe will take 3x the damage that the three-range portion of this smashing AoE gives. Costs: 8 pg and suitable weapon. 

(Granted) Gael True Form (II): Gael may unleash a monstrous form, covered in blades and wreathed in dark flames. In this form, all physical attacks will deal 50% (100%) more damage and his total Speed by +10 (+20). Unlike most form changes, this will not prevent Gael from autohealing, but his healing will be reduced by half. This form will add +1 range to all breathing art attacks at second tier. Costs: 10 pg (Kokushibo True Form)


Demon Blood Art-Blood of The Dark Soul: If this character is bleeding, they may use the might of their own blood to empower their weapon. This will add 5% of their max HP to their dark attacks. If this character has severe bleeding, it will add 10% of their max HP to their dark attacks. Lethal Bleeding will add 20% of this character's max HP as blood damage. This buff causes dark attacks to deal blood/dark damage. This augment will last as long as this character is bleeding. The blood damage added will never be increased by standing multipliers. Costs: 5 pg


Demonic Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. This ability cannot be used in daylight. Costs 5 pg


Bloodletting: This character may spend their turn to inflict themselves with a bleeding status. Doing so will cost them 5% 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% 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% of their HP. This move should be used with care. Costs: 1 pg


Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20, and it will double the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30% (50%). Costs: 6 pg


Cloak Wings: Gives this character the ability to fly. Will improve movement by +3 when in flight. Costs: 2 pg


Savage Cloak: This character may add (x2) their cloak damage to all their sword-type attacks. This will include bonus damage for the armor skill stat. Costs: 2 pg


Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will take 25% of the total damage of the attack as unblockable, undodgeable damage. (With the power stone, all attack types may trigger savage blow. Including AoEs, Assualt Moves, and even Counter Attacks). Costs: 5 pg Blast Back: If this unit is using a fire, energy, or explosion type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. (With the power stone, any attack type may trigger blast back, and the character using the ability may choose which individual hits trigger the ability). Costs: 3 pg


Spiraling Finish Strike: An incredibly advanced form of the ability Finish Strike. This ability requires the user to be at least 1GM in whatever melee weapon they are using. First, this character performs a spin attack, striking all foes within range of their melee weapon(s). This spin attack will only strike once. However, foes will not be able to counter until the character performs the second part of the attack. This character then leaps into the air and stabs its primary weapon into the chest of their foe. This leaping attack may target any foe within 3 spaces of where the spin attack was performed and move two spaces towards them. This attack will deal 3x the total might of the weapon's normal strikes. The enemy cannot counter-attack this move, but enemies struck by the spin attack can depending on where this character ends its movement. This ability takes four turns to recharge. This blow has a 60%  to give an enemy the severe bleeding status. Having this move will prevent the character from using normal Spin Attack and Finish Strike. Costs: 6 pg


Warp: Once every four (two) turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg


Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.

If this character misses an enemy, they will boost their skill stat by 15 (30).

If the character strikes an enemy, they will boost their skill stat by 5 (10)

However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg


Berserk: This unit may activate this ability once a battle at the start of its turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3x damage to it. In this state, the character is immune to pain and fear. Costs: 5 pg

Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg


Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg


Ferocity of The Dark Soul: This ability may be used once every five (3) days. This ability will channel the full power of humanity's darkness through the one who crafted the Dark Soul in his own form. This will boost the speed of Gael by +40 points, and increase his total damage by 50%. The buff lasts for three turns and can be activated on the same turn as attacking. Costs: Legendary Dark Gem


Focus of the First Flame: This character hails from a world formed in flame and may make use of this fire. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the Skill of this unit by 30, and it will double the damage output of flame type attacks. It will also increase the chance of all burning statuses by 50%. Costs: Legendary Fire Gem

Age of Dark: As a result of usurping the First Flame into the Dark Soul, this character has been empowered. This character will increase all Dark damage by +10% (20%) on top of all multipliers, as well as increase their Speed and Skill by +10. The wielder of the Dark Soul will increase their Dark-type damage by 20%. Cost: Usurpation of the First Flame 

Devourer of Thousands (II): 20% HP buff after feeding on thousands of lives. Costs: 3,000 devourings.

Til' Death Do Us Part: This character has married another. When standing adjacent to the character that this character has married, both units will receive a 25% (50%) boost to their total defense, and a +20 (+40) boost to their avoid. Costs: Marriage

Protective Parent: This character is extremely protective of their child. They will attempt to take the hit for them during an enemy phase if the child unit is within 2 spaces of them. This has a 50% chance to succeed, but this character is required to attempt this. This character will counter-attack the foe the maximum number of times, and will have zero avoid when taking the hit. Costs: Child Unit.

Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM melee level.

Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.

Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

Reaving Wings: -5 speed and skill. The wing attacks of this character will always deal double damage. This will not stack with other abilities of this type such as dual weild. This will only activate if the character has landed. It cannot activate in flight. Costs: 5 pg or GM in Wing

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.


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

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(TBA) Way of the White Corona: An ancient miracle that has been fine-tuned and weaponized over eons by the Slave Knight. This attack will place 5 circular spell blasts on a tile in front of Gael. If an enemy is on that tile, they will be struck by all five spells, but they will only calculate their dodge once, thus causing them to be hit by all the attacks or none of them. The spells will then launch out to both sides, straight forward, and at an angle, making a fan-shaped attack area. The spells will move out two spaces from the square they were initially placed on. If a character is at the furthest reach of the spell, they will be attacked by it once. However, if they are on the starting square, or the second square the spells travel through, they will be struck by the attack twice. Each spell has a base might of 50 magic/light/sacred type damage, and is improved by the attack stat and skill and item boosts of this character. This attack may be used once every three (other) turns. Enemies will have the opportunity to counter-attack between getting struck the second time if they are struck by the spells going out and then returning. Costs: 4 pg





Character Type: Melee, Dark, Demon


Nightmare King Grimm's Curse, accepted willingly by Gael: Gael shall never attack Nightmare King Grimm. If NKG attacks Gael, Gael may defend himself. Breaching this curse will result in death and the loss of 6 levels.


Weakness: Extreme sunlight weakness. This unit will take 30% of its total HP as damage on any turn it is exposed to sunlight, and sunlight exposure will shut off auto-healing for the next turn. Weak to light damage. Characters are twice as likely to cleave this character. However, unless this character is killed by sunlight, light damage, demon-killing items/weapons/abilities, or cleave, it will not truly die and will not level down (though it will still fall in battle and may lose items). Mild ice and poison weaknesses. Resists dark type damage. 


With All Items:




Caps:

HP: High

ATK: 200

DEF: 100

SKL: 128

SPD: 128




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