The Radiance: Level 87
HP: 1,377,600 (4,132,800) (9,918,720) (20,829,312) (33,326,899) (44,991.314) (58,488,708) (76,035,321) (152,070,641)(304,141,282)Attack: 26,500
3 True OMEGA Light: 12,000 (24,000)
2 OMEGA Psychic: 4000
1 OMEGA Sword: 2000
1 OMEGA Poison: 2000
Light Blast: 26,500 (50,500) (378,750) (757,500) (1,515,000)
Psychic Blast: 26,500 (30,500) (228,750) (457,500) (915,000)
Blinding Dream Light: 100 (26,600) (50,600) (54,600) (409,500) (819,000) (2,457,000) (4,914,000)(7,371,000)
Sword Spiral: 500 (27,000) (51,000) (55,000) (57,000) (427,500) (855,000) (912,000) (2,736,000) (34,104,000) (8,208,000)
1 OMEGA Poison: 2000
Light Blast: 26,500 (50,500) (378,750) (757,500) (1,515,000)
Psychic Blast: 26,500 (30,500) (228,750) (457,500) (915,000)
Blinding Dream Light: 100 (26,600) (50,600) (54,600) (409,500) (819,000) (2,457,000) (4,914,000)(7,371,000)
Sword Spiral: 500 (27,000) (51,000) (55,000) (57,000) (427,500) (855,000) (912,000) (2,736,000) (34,104,000) (8,208,000)
Light Pillar: 300 (26,800) (50,800) (381,000) (762,000) (1,524,000)
Defense: 26,500 (53,000)
1 OMEGA Armor: 2000
Radiant God Cloak: A cloak made for the now Physical form of the glorious Radiance. She wears this blasing shroud of light with god-like majesty. This cloak resists body and energy type damage annd grants a staggering 600 defense.
Radiant God Armor: Blazing white and gold armor crafted from Pale Ore. This armor grants resistence to pierce, bludgeon, fire, and immunity to dark type damage. Crafted specifically for the Radiance using a variety of masterful tecniques, this armor is nearly impossible to destroy. Base: 600 defense. It would be very difficult for a human to wear this set of armor, but it could be readily adapted for a bug.
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.
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 turns.
6-Drop of Pure Sunlight+Plate: These incredibly potent items of light are able to double a character's light type damage. They are incredibly hard to steal, but also can only be held by a being who is a true master of light.
12- Dream Wheels+Plate: Boosts the psychic ability of a character by 50%
Infection: When this character uses mind dive to enter the mind of a foe, the foe will lose 10% of their HP at the start of each turn. This is poison/light type damage, and the Radiance may choose not to inflict it. However, the character who is controlled will add light and poison type damage to most of their attacks, and receive the skill damage boosts of the Radiance while doing so. If an infected character dies, they may continue attacking until the mind dive ends. Costs: 4 pg
Purity: This character is not affected by attack or defense downing abilities. They are also impossible to give poison or bleeding statuses. Costs: 4 pg
Sword Spiral: Once every three turns (every other turn), this unit will create a spiral of swords around itself and then launch them towards the surrounding foes. This attack will not be counter-attacked. The range of these swords is 3. They have a base 60 blade/light type might. Dual weild doubles the number of times these swords will strike. The swords will strike foes based on this character's speed, like a normal attack. Costs: 4 pg
Light Orb Barrage: Once every two turns (every turn), this unit may double the number of times its normal light blasts would fire. These blasts also home in, making them ignore abilities like teleport dodge and stealthy flier. Costs: 5 pg
Light Pillar: -15 hit. 5 range. This blast of light will strike a single tile. This attack has a base 300 light type might, but it is boosted by the attack stat and light skill boosts. It is pure light damage. Costs: 4 pg
Teleport Dodge (II): If the character is being attacked by a ranged weapon and is faster than the foe attacks, they have a 70% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 6 pg
Blinding Dream Light (II): This ability cannot be removed by strategist. Radiance Signature ability. Base 100 light/psychic type might. This attack functions as a normal attack, working both to counter and to attack. Being struck by this blast increases an enemies chance of being afflicted by mind-controlling abilities by 5%. This attack boasts 1-2 (3) range. At second tier, the total damage of this attack is boosted by 50%. This ability may use "Light Orb Barrage". Costs: 8 pg
Physical Form, Don't Mind if I Do!: If Bill ever manages to find a way into the physical world, his god-like power will be unleashed on another hapless dimension. In his physical form, Bill will have double his regular HP. His total attack damage and total defense will also be doubled. He will receive +40 speed and +40 skill. He will also be, in truth, unkillable. Though he may fall in battle unless a character can find a way to lure him out of his physical body, there will be very few ways of truly killing him. If Bill chooses to pull other Psychic beings into the world with him, they will receive these boosts as well, but only 20+ to their speed and skill. Unlike Bill, these characters may be killed normally. Costs: Finding a way into the physical world.
(TBA) Spiky Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it into spiky terrain. This terrain hurts any characters that walk on it. Spiky terrain generally takes 10% of a characters HP for every turn they start in it. Spiky terrain has a 30% chance to give a character who stands or moves through it a bleeding status. Flying or levitating characters are immune to spiky terrain. Walking characters take two move to pass through spiky terrain. Costs: 4 pg
Character Type: Light, Divine, Psychic
Weakness: Dark-type attacks. Immune to light. Resists sacred damage. Resists psychic. Immune to mind control.
Caps:
1 OMEGA Armor: 2000
Radiant God Armor: 600 (53,600) (55,600)
Radiant God Cloak: 600 (56,200) (112,400) (168,600) (337,200)
1 OMEGA Shield: 2000
Radiant God Cloak: 600 (56,200) (112,400) (168,600) (337,200)
1 OMEGA Shield: 2000
Light Mental Shield: 1000 (13,000) (17,000) (19,000) (142,500) (285,000) (855,000) (1,710,000) (1,766,200)
Light Mental Shield: 1000 (13,000) (17,000) (19,000) (142,500) (285,000) (855,000) (1,710,000) (3,476,200)
Blessed Great Serpent Scale: 100 (12,100) (90,750) (181,500) (363,000) (3,839,200)
Blessed Great Serpent Scale: 100 (12,100) (90,750) (181,500) (363,000) (4,202,200)
Lightscale Pendant: 20 (12,020) (90,150) (180,300) (360,600) (4,562,800)
Lightscale Pendant: 20 (12,020) (90,150) (180,300) (360,600) (4,923,400)
Lightscale Pendant: 20 (12,020) (90,150) (180,300) (360,600) (5,284,000)
Lightscale Pendant: 20 (12,020) (90,150) (180,300) (360,600) (5,644,600)
Lightscale Pendant: 20 (12,020) (90,150) (180,300) (360,600) (6,005,200)
Lightscale Pendant: 20 (12,020) (90,150) (180,300) (360,600) (6,365,800)
Psychic Barrier: 300 (4300) (6300) (47,250) (94,500) (189,000) (6,554,800)
Psychic Barrier: 300 (4300) (6300) (47,250) (94,500) (189,000) (6,743,800)
Mergo's Wet Nurse Feather: 100 (4100) (30,750) (61,500) (123,000) (6,866,800)
Mergo's Wet Nurse Feather: 100 (4100) (30,750) (61,500) (123,000) (6,989,800)
Psychicscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (7,110,400)
Psychicscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (7,231,000) (14,462,000) (21,693,000) (43,386,000)
Speed: 325 (345) (350)
Skill: 305 (325) (335) (+30 hit)
Move: 10 (14 levitating) (15 flying) (17 teleporting)
Items:
Skill: 305 (325) (335) (+30 hit)
Move: 10 (14 levitating) (15 flying) (17 teleporting)
Items:
Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.
Rune Arc
Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dropped at death.
Hollow Gem-The Radiant Heart: A Legendary heart. This heart will boost blinding light debuffs by x1.5. This heart will double the HP of the holder.
10-Heart Containers
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.
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.
4-Erd Tree Seeds: Seeds generated from young Erd Trees. This staggering item will boost the total HP of a character by 25% 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. These seeds will prevent the holder from using Mako Cells.
8-Radiant Dream Nails: These spiraling, spinning, glorious white blades are a weapon of choice designed by the Radiance. These dream nails deal psychic damage, but are used by the ability "Sword Spiral". The base might of these blades is 500, and when used with that ability, they will deal light and psychic damage. These weapons also increase the total damage of "Sword Spiral" by 50%.
Deific Forged Eyes: Eyes forged into a god. +30 hit. This hit is completely removed while this unit has a blinding status.
Psychic Barrier: This powerful barrier works like a shield. It blocks most attack types but does not defend against dark or psychic. Like most barriers, it is susceptible to being shattered. Base defense 300
Radiant God Cloak: A cloak made for the now Physical form of the glorious Radiance. She wears this blasing shroud of light with god-like majesty. This cloak resists body and energy type damage annd grants a staggering 600 defense.
Radiant God Armor: Blazing white and gold armor crafted from Pale Ore. This armor grants resistence to pierce, bludgeon, fire, and immunity to dark type damage. Crafted specifically for the Radiance using a variety of masterful tecniques, this armor is nearly impossible to destroy. Base: 600 defense. It would be very difficult for a human to wear this set of armor, but it could be readily adapted for a bug.
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.
Vicious Silver Pin: A small, needle-like pin that can easily we 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 diffiuclt to steal and very valuable.
Vanishing Crystal: This small crystal looks as thought it is made of swirling black smoke. It will allow the character holding it to learn teleport dodge. If the character learns the ability naturally, this item will allow the character to use teleport dodge against ranged attacks, not just ranged weapons.
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).
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%.
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.
Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost or stolen.
Elite Clotting Ring: This ring will debuff the damage of all blood type attacks used within 12 range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring is easily lost or stolen.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage.
Elite Dark Stoneplate Ring: Wearing this ring grants the character extreme resistance to dark type damage. This item is easily lost or stolen.
Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
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.
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.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
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.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
Drop of Might
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, 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.
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).
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.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
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.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Reborn Blood: This item will cause the holder to survive a lethal hit and immediately heal up to half HP after the lethal strike lands. If the character has other life-saving abilities, this item will trigger last.
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 turns.
Ancestor's Mustache Wax: Causes this character to double the impact of all stat debuffs used by it. Buffs the activation rate of poisoning abilities by 50%. Holding this object causes a 5% increase to panic build. (Mirrored Mustache cream).
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. This item works even against Blood Droplet items that would normally remove its protection, as do all Ancestor Trinkets. Holding this object causes a 5% panic build at the start of every turn in battle.
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 5% more panic to build for this character.
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 Handkerchief: -50% to all disease, and bleed status conditions when they are used against this character. Holding this object causes a 5% increase to 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.
Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.
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.
Light Willow Core: This unusual item will double the Light skill damage boost to attacks. This only applies to damage, not to defense. If the holder uses attacks that are only this attack damage, they will triple the skill damage.
Hollow Gem-Anar-The Legendary Light Gem: There is only one object like this in the world. This brilliant golden fruit is the legendary light gem. It will double all light type damage and defenses on top of normal damage multipliers. It will also unlock a unique ability on certain characters.
Hollow Gem-Legendary Psychic Gem
4-Poms of Power (Psychic)
6-Drop of Pure Sunlight+Plate: These incredibly potent items of light are able to double a character's light type damage. They are incredibly hard to steal, but also can only be held by a being who is a true master of light.
12- Dream Wheels+Plate: Boosts the psychic ability of a character by 50%
1- Air Gem
Razor Stone+Blade Plate
5-White Soap Stone
Abilities:
Radiant Aura (II): This character is blindingly bright. It will cause all foes within three (6) spaces to have their hit and avoid reduced by 60 (120) (180) (270). This is a visual debuff. Costs: 8 pg
Consume Light: This character is immune to light type attacks. If they are struck by one, they will heal as much damage as the base might of the attack. They may heal above their maximum HP. Costs: 5 pg
Mind Pulse: This unit attempts to reach into the mind of all enemies on the map and take control of them. This takes a turn to do, and the attack has a 30% (60%) chance of landing. This attack does not work on psychic type characters, and magic and strategists characters naturally escape from a mind dive a twice the normal rate. However, if this attack hits, the enemy unit will be forced to join this characters party for the next six turns. This attack may only be used once (twice) a battle. Costs: 9 pg
5-White Soap Stone
Boots
String Particles: This rare item is easily lost or stolen, but can only be taken by characters who can teleport. Boosts teleporting movement by +3
Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight.
Abilities:
Radiant Aura (II): This character is blindingly bright. It will cause all foes within three (6) spaces to have their hit and avoid reduced by 60 (120) (180) (270). This is a visual debuff. Costs: 8 pg
Consume Light: This character is immune to light type attacks. If they are struck by one, they will heal as much damage as the base might of the attack. They may heal above their maximum HP. Costs: 5 pg
Mind Pulse: This unit attempts to reach into the mind of all enemies on the map and take control of them. This takes a turn to do, and the attack has a 30% (60%) chance of landing. This attack does not work on psychic type characters, and magic and strategists characters naturally escape from a mind dive a twice the normal rate. However, if this attack hits, the enemy unit will be forced to join this characters party for the next six turns. This attack may only be used once (twice) a battle. Costs: 9 pg
Mind Shackle: Before attacking, this unit may choose an adjacent enemy. This unit then has a 2 (+1 for M, +2 for GM, and +3 for Omega)= 23 (46) (92) percent chance to hypnotize the opponent and force them to join their party. Unlike mind dive, this move may be used on as many opponents as this character wants. The effects also last beyond when the battle is over. The hypnosis will only be lifted when either the hypnotized character or the character that performed the mind shackle are defeated. Psychic-type characters are immune to mind shackle. Costs: 5 pg
Ne Gok Sa's Mind Shackle: Signature Ability. If Ne Gok Sa is attempting to mind shackle a unique unit, he will double his chances to activate the ability. If foes are immune to mind shackle or mind control, Ne Gok Sa will still always have a 5% chance to control them. Costs: 6 pg (Bestowed by Aldrich)
Dominate Will: This character will double its mind-shackle chances against common units. This character must be significantly more intelligent than the common unit for this to work. Costs: 3 pg
Infection: When this character uses mind dive to enter the mind of a foe, the foe will lose 10% of their HP at the start of each turn. This is poison/light type damage, and the Radiance may choose not to inflict it. However, the character who is controlled will add light and poison type damage to most of their attacks, and receive the skill damage boosts of the Radiance while doing so. If an infected character dies, they may continue attacking until the mind dive ends. Costs: 4 pg
Purity: This character is not affected by attack or defense downing abilities. They are also impossible to give poison or bleeding statuses. Costs: 4 pg
Sword Spiral: Once every three turns (every other turn), this unit will create a spiral of swords around itself and then launch them towards the surrounding foes. This attack will not be counter-attacked. The range of these swords is 3. They have a base 60 blade/light type might. Dual weild doubles the number of times these swords will strike. The swords will strike foes based on this character's speed, like a normal attack. Costs: 4 pg
Light Orb Barrage: Once every two turns (every turn), this unit may double the number of times its normal light blasts would fire. These blasts also home in, making them ignore abilities like teleport dodge and stealthy flier. Costs: 5 pg
Light Pillar: -15 hit. 5 range. This blast of light will strike a single tile. This attack has a base 300 light type might, but it is boosted by the attack stat and light skill boosts. It is pure light damage. Costs: 4 pg
Teleport Dodge (II): If the character is being attacked by a ranged weapon and is faster than the foe attacks, they have a 70% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 6 pg
Blinding Dream Light (II): This ability cannot be removed by strategist. Radiance Signature ability. Base 100 light/psychic type might. This attack functions as a normal attack, working both to counter and to attack. Being struck by this blast increases an enemies chance of being afflicted by mind-controlling abilities by 5%. This attack boasts 1-2 (3) range. At second tier, the total damage of this attack is boosted by 50%. This ability may use "Light Orb Barrage". Costs: 8 pg
Quiver Dance (II): This ability may be used 10 (20) times per battle. This unit may take a turn to boost its total damage and speed stat by 35% (however, the maximum amount of speed that can be added is 25 per dance, with a 50 speed increase cap). This boost will last for 4 turns maximum unless this character continues to use the ability to refresh the boost. This boost can stack, maxing out at doubling the attack of this character. However, if this character takes damage on a turn that it is using quiver dance, the boosts will all be lost. Costs: 10 pg
Deific Oppression: This character is far above the mortals they battle. If a foe uses non-aggressive ability that takes their turn to accomplish, this character may take their full movement towards the foe and attack them, striking them once with their normal attack. This ability may also trigger immediately if a foe uses any form of consumable. If this character would vantage hit the foe, this attack deals double damage and prevents the foe from taking the action or the consumable. This ability may only strike one foe during the enemy phase. Costs: 5 pg
Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg
Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg (Miracle Scale)
Absolute Radiance: Legendary Light Gem signature ability. The Radiance may take a turn to shift into her true form. She must remain in this form until the end of the battle. If killed in this form, she will level down regardless of the level of the foe. In this form, the Radiance will increase her total HP by 100%. She will also double the range of "Radiant Aura", and increase the debuff by x1.5. Finally, in this form foes will be unable to consume her light type damage, and the light damage will ignore all item and ability based resistances and immunities. She will also become immune to Strategist. The radiance may only use this ability once every five days. Costs: Legendary Light Gem
Absolute Will: Legendary Psychic Gem ability. This character can dominate entire civilizations with its will. This ability will double the odds of all Mind-Control type abilities. Once per week, on a single turn, it may reduce the immunity/resistance to mind control of the foes it engages with by one tier. Costs: Legendary Psychic Gem
Physical Form, Don't Mind if I Do!: If Bill ever manages to find a way into the physical world, his god-like power will be unleashed on another hapless dimension. In his physical form, Bill will have double his regular HP. His total attack damage and total defense will also be doubled. He will receive +40 speed and +40 skill. He will also be, in truth, unkillable. Though he may fall in battle unless a character can find a way to lure him out of his physical body, there will be very few ways of truly killing him. If Bill chooses to pull other Psychic beings into the world with him, they will receive these boosts as well, but only 20+ to their speed and skill. Unlike Bill, these characters may be killed normally. Costs: Finding a way into the physical world.
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
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 Swordsmanship level.
(TBA) Mind Dive (II): This unit attempts to reach into the mind of an enemy and take control of them. This takes a turn to do, and the attack has a 50% chance of landing. This attack does not work on psychic-type characters, and magic and strategists characters naturally escape from a mind dive a twice the normal rate. However, if this attack hits, the enemy unit will be forced to join this character's party for the next six turns. If the controlling character dies, the controlled character will be freed. Costs: 10 pg
(TBA) Spiky Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it into spiky terrain. This terrain hurts any characters that walk on it. Spiky terrain generally takes 10% of a characters HP for every turn they start in it. Spiky terrain has a 30% chance to give a character who stands or moves through it a bleeding status. Flying or levitating characters are immune to spiky terrain. Walking characters take two move to pass through spiky terrain. Costs: 4 pg
(TBA) Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg
Character Type: Light, Divine, Psychic
Weakness: Dark-type attacks. Immune to light. Resists sacred damage. Resists psychic. Immune to mind control.
Caps:
HP: High
Attack: 600
Defense: 600
Speed: 140
Skill: 120
Move: 9
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