Giygas: Level 92
Stats Page
Move: 9 (10) (leviatating)
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+Soul
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-Mako Energy Cells: Energy generated from life itself. 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.
Heart of Cruelty: This Legendary heart will double the HP of the holder. This heart may only be held by a cruel and evil being. This heart will prevent the character from ever having its damage debuffed by foes.
Clockwise Metamorphosis 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 boost the max HP of the holder by 15%.
Life Ring: This ring boosts the max HP of the holder by 10%.
Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.
3-White Soap Stone
10-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.
Giygas' Madness+++: A huge and powerful complex of psychic energy, generated by the raw emotions of Giygas. This item functions as a sort of weapon, improving the base might of Giygas's psychic blast by 9000 damage. This item is a psychic item, and as such, it cannot be stolen under normal circumstances. This strange item can hold Weapon Seals.
Giygas' Mind's Eye: +15 skill. This unusual forged eye is not impacted by blindness and grants resistance to blindness statuses. It also ignores vision-based evasion. This cannot be used in tandem with scopes or other forged eyes.
Giygas' Forged Flesh+++: +5 speed/skill. This forged flesh adds 1000 (3000) to the base defense stat of Giygas. Alien forged flesh has little research poured into it, and as such, it is not advanced.
2-Giygas Psychic Barrier: A slightly weaker barrier, but with a unique and terrible property. Unlike most psychic barriers, the defense of Giygas grants not only defense against, but also resistance to, dark type damage. This barrier is able to be penetrated by sacred weapons/damage, but it will never be broken. Base 50 defense. This barrier is only improved by the psychic skill and items boosts.
2-Raw Psychic Shields: A shield that can only truly be used by a being who only has access to a single element. This barrier offers 1000 defense and is improved by the psychic and shield type skill and item boosts of this character. The defense of this shield is boosted by proficiency. The holder must be 5GM in fire to use this shield.
Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore the life saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items.
Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.
White Angel Soul: This incredibly powerful and rare item may be held inside a philosopher stone. This will change the Philosopher Stone into a new item. This item will grant the character 1 (2) extra action each turn.
Crow Mauler Soul: This incredibly powerful and rare item may be held inside a philosopher stone. This will change the Philosopher Stone into a new item. That item will boost all damage dealt by the character (including damage from statuses, indirect damage, and atypical damage types such as crush or falling) by x1.3.
Drop of Might: This item is incredibly difficult to steal or loot. It will double the base defense stat of the holder.
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.
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.
Drop of Strength: This item is incredibly difficult to steal or loot. It will double the base attack stat of the holder.
Elite Onyx Die: An extraordinary item forged from 12 Onyx Die. An elegant black die. Rarely lost or stolen. This item will cause the ability "Critical Odds" to ignore Crit Immunity and extreme resistance if it triggers with a roll that is 5% or less unmodified. This works vs items like Ancestor's Lanterns as well as abilities or innate resistances. If the roll is not 5% or less, then this item will reduce all items that grant immunity to Crits by 1 tier.
Guts Pill: Causes the ability SMAAAAASH to not be modified by enemy abilities/items that reduce calculation chances. However, this item does pevent the activation rate of SMAAAAASH from every being improved.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Round Up Brand: This brand allows a character to round up their damage, defense, and HP. The math for rounding up is dictated by level:
1-50: Round up to nearest 1,000
51-70: Round up to nearest 10,000
71-90: Round up to nearest 100,000
91-100: Round up to nearest 1,000,000
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.
Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% increase to panic build.
Ancestor's Monocle: This unusual item is created by inverting an Ancestor's Cloak. Grants the user +30 skill. Easily lost or stolen.
Ancestor’s Candle: 15% damage boost in daylight or bright light. +10 speed and +10 avoid in daylight or bright light. Holding this object causes a 5% increase to panic build.
Ancestor’s Dark Candle: 15% damage boost in night or low light. +10 speed and +10 avoid in night or low light. Holding this object causes a 5% increase to panic build.
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 Bracelet: This ancient piece of jewlery has a burning insignia upon it. It will increase the speed of the character holding it by 10, and will cause them to boost their total damage by 10%. Holding this object causes a 5% more panic build
Ancestor’s Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped or stolen.
Ancestor’s Tentacle Idol: An incredibly rare trinket. This item is impossible to steal, but is always dropped upon death. This item will cause the panic status on a character to build 5% more during battle. This incredible trinket will boost the total damage buffs granted by ally buffs by 20% (adding 20% at the end of any ally boost, 40% if the ally boost is at second tier, 60% if it is at third tier). This object has a 10% chance to allow a character to survive lethal hits.
Ancestor’s Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% panic build at the start of every turn in battle.
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 Tonic Bandage: A mirrored Handkerchief. -50% to all burn and poison 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.
Ancestor’s Dark Lantern: This eeroe lantern causes the character holding to increase the damage of Critical Hits, Backstabs, and ambushes by 50%. This item is easily lost or stolen. 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.
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 Pen: This intricate pen will increase the damage of all 1-ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase in panic build.
Ancestor’s Musket Ball: This intricate musket ball will increase the damage of all ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase to panic build.
Ancestor’s Pistol: This ancient pistol will cause this character to increase its speed by 5 and its skill by 15 when using ranged attacks. Holding this object causes a 5% more panic build.
Ancestor's Dagger: A mirrored Ancestor's Pistol. This ancient dagger will cause this character to increase its speed by 5 and its skill by 15 when using ranged attacks. Holding this object causes a 5% more panic build.
Gold Edged Kaikishōhō: 10% (20%) more damage and defense when at full HP
Llyod’s Sword Ring: This ring will boost the damage of the holder by 10% (20%) if their HP is full.
Elite Bloodbath Ring: This ring will grant access to the ability Bloodbath for free. If the holder does not normally have the required personality, this will grant access to the ability, but it must be paid for. This ring will double the bloodbath boosts. This item is easily lost or stolen.
Elite Bloodlust Ring: This ring will grant access to the ability Bloodlust for free. If the holder does not normally have the required personality, this will grant access to the ability, but it must be paid for. This ring will double the bloodlust boosts. This item is easily lost or stolen.
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). This item is easily lost or stolen.
Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or 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.
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, and backstabs.
Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.
Pondering Dragoncrest Ring: An inverted Bellowing Dragoncrest Ring. This ring will boost the damage of psychic attack abilities by 30%.
Patient Defender's Ring: A rare and powerful ring. Grants the ability "Patient Defender" for free. If the unit pays levels for the ability, then it will multiply their defense by x4.5 rather than x3.
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.
Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost 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.
Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”.
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 reduce 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 reduce the total HP lost from enemy physical attacks by 10%.
Calculating Mental Rune: A mental rune that is extremely hard to steal. This incredibly rare item will cause the character to reduce the activation rate of enemy abilities by 20. It will reduce the activation rate of statuses by 50. This item is practically impossible to steal and is impossible to drop.
Blazing Red Blood Droplet: This drop of blood appears to always be alight. It will cause the burn statuses of this character to ignore item and innate resistances to taking the burning status and burning status damage. This item is incredibly hard to steal (5% drop).
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.
Adamantine Larimar: If this character kills a foe, their total damage during their next turn will be boosted by 50%. They will keep this stat boost until they fail to kill a foe on their next turn. After failing, the character will suffer -10 speed and skill from base at the start of the enemy phase and during their next turn. The holder may choose not to activate this item.
Hideous Black Blood Droplet: A blood droplet so heinously dark, it is hard to look away from. This item will remove all innate and item related resistances to taking the poison status or poison status damage. This object is quite hard to steal and rarely drops (5%).
Flame Rock: A rock that forms in blazing blood. This rare item will increase the damage given by burning statuses by multiplying their percent-damage by 1.5x.
Somnambulist's Rock: A rock of crystalized dreams. This rare item will cause any item that instantly wakes a sleeping foe to take 20% of that foe's HP in order to wake them if they were put to sleep by this unit.
Dreaming Stone: This quiet, shifting stone will add 10% to the activation rate of sleeping statuses used by this character.
Hydra Fang Shard: This object will increase the chance of poison statuses by 30%. This item is very hard to steal.
Hydra Fang and Socket: A vile object. This is very hard to lose or steal, and will increase the chance of poisoning a foe by 50% as well as boost the damage of poisons that deal a raw number rather than a percent (as most poisons do) by 50%.
2-Deep Toxic Crystal: A crystal farmed from deep within a concentrated poison swamp. These are quite rare, but buff the base damage of poisons that deal a raw number by 400. A small character may carry up to two, medium-3, huge-4, titanic-5, colossal-6.
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.
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.
Vicious Silver Pin: A small, needle-like pin that can easily be worn 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.
Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.
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.
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.
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.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Vile Thought: All psychic attacks by this character will harm allies and foes alike. All psychic attacks by this charater are impossible to consume. This item is nearly impossible to drop of steal.
Devilish Destruction Charm
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.
Hydra Fang and Socket: A vile object. This is very hard to lose or steal, and will increase the chance of poisoning a foe by 50% as well as boost the damage of poisons that deal a raw number rather than a percent (as most poisons do) by 50%.
6-Deep Toxic Crystal: A crystal farmed from deep within a concentrated poison swamp. These are quite rare, but buff the base damage of poisons that deal a raw number by 400. A small character may carry up to two, medium-3, huge-4, titanic-5, colossal-6.
3-White Soap Stone
Omega Fallen Star: This item may only be held by a True Omega Skill character. It will double the Skill buffs from the True Omega Skill for the Holder. Melee and Body Skills (excluding shield) are tripled rather than doubled.
Willow Core-Psyhcic
Oak Core-Psychic: Oak cores will double the skill buff when calculating shields/defense. This skill doubling will not be applied to any form of damage.
Hollow Gemnode Gem-Legendary Psychic 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. This Legendary Gem may activate certain unique abilities on a character. Doubles total sonic damage.
12 Twisted Spoons+Plate
Boots
Abilities:
Incomprehensible Attack (III+): You cannot grasp the true form of this attack. Giygas' signature ability. The base might of this attack is the exact same as this character’s psychic blast. This attack may hit anywhere within a massive 10 range dark aura present around Giygas' physical form. While foes must attack Giygas directly, any abilities based on proximity that are held by Giygas will be triggered considering this aura to be an extension of his body. The attack will only strike once. Giygas may attack with this move four times per phase, allowing him to take four turns in essence. This attack will target the enemy and strike them as if it were hitting their weakest point. If they have an extreme weakness, this attack will deal damage as if it were that attack type. If they are weak to certain statuses, this attack will not give them extra damage, but it will give them those statuses to an extreme degree. If the foe has multiple weaknesses, this attack will be treated as though it triggers each of them (Example: Weak to dark and fire= 2x2x multiplier. Extreme weak to Dark and mild weak to fire= 4x1.5 multiplier). There is no immunity or resistance against this attack. In the needled state, this attack will also be considered impossible to dodge and grant +100 hit. If this attack targets the foe, regardless of landing the hit, it will also trigger one of 11 different statuses at random. Due to the incomprehensible nature of these attacks, even units who should never be capable of taking these statuses still will. These statuses are:
Abilities:
Incomprehensible Attack (III+): You cannot grasp the true form of this attack. Giygas' signature ability. The base might of this attack is the exact same as this character’s psychic blast. This attack may hit anywhere within a massive 10 range dark aura present around Giygas' physical form. While foes must attack Giygas directly, any abilities based on proximity that are held by Giygas will be triggered considering this aura to be an extension of his body. The attack will only strike once. Giygas may attack with this move four times per phase, allowing him to take four turns in essence. This attack will target the enemy and strike them as if it were hitting their weakest point. If they have an extreme weakness, this attack will deal damage as if it were that attack type. If they are weak to certain statuses, this attack will not give them extra damage, but it will give them those statuses to an extreme degree. If the foe has multiple weaknesses, this attack will be treated as though it triggers each of them (Example: Weak to dark and fire= 2x2x multiplier. Extreme weak to Dark and mild weak to fire= 4x1.5 multiplier). There is no immunity or resistance against this attack. In the needled state, this attack will also be considered impossible to dodge and grant +100 hit. If this attack targets the foe, regardless of landing the hit, it will also trigger one of 11 different statuses at random. Due to the incomprehensible nature of these attacks, even units who should never be capable of taking these statuses still will. These statuses are:
- Sleep
- Uncontrollable Crying: -50 (-100) hit for all attacks they inniated for 3 turns. Applies to attacks that "Always Hit", forcing them to calculate accuracy. A character may take a turn to stop crying if they choose, and some comforting statuses clear it.
- Lehtal Burn
- Cold: Disease statuses. The foe loses 5% HP per turn. This disease status can stack three times, but a foe may only take one cold status per turn. If the foe has 3 cold statuses, they will suffer a 50% damage reduction in all breathing based attacks.
- Diamondize
- Disrupt Mind: Removes the ability of the character from using any psychic abilities for one turn. Removes all conditional buffs based on emotion/bonds for 1 turn.
- Freeze
- Dizzy: For three turns, the foe will have a 50% chance to launch attacks in the opposite direction.
- Paralysis: Movement locked for one turn. -25 (50) speed unless cured.
- Poison: 1000 base poison damage. (Psychic skill and boosting will be treated as Poison skill and boosting for calculating poison damage)
- Possessed: A spirit will follow the character. This spirit will either cause the character to lose 10% of their HP at the start of the turn (70% of the time) or will cause the character to miss their turn entirely (30% of the time).
- Frenzy: The character will frenzy at the start of the next turn.
It’s not right… not right…. not right.
Costs: 32 pg
Giygas' Influence (II+Needled): Signature ability. The staggering psychic presence of Giygas drives those around him to evil and violence. This ability will cause units who are on the same map as Giygas to be susceptible to his control. This ability ignores items that prevent mind control (unless the foes are a higher psychic skill level than Giygas). At second tier, this ability may trigger even against unique units. Foes who are 50 (40) (30) levels lower than Giygas will immediately be controlled by him as soon as they share a map. Strangely, this influence can even control some machines and inanimate objects. There are some modifiers to how likely a character is to be controlled.
If the foe is a beast, -10 levels required for control.
If the foe is of an evil nature, -10 levels required for control.
If the foe is a dark mage/cultist, -10 levels required for control.
If the foe is a common unit, -20 levels required for control.
If the foe is a psychic, +10 levels required for control.
If the foe is of a heroic or good nature, +15 levels required for control.
If the foe has access to pray/is a holy unit, +15 levels required for control.
In the needled state, Giygas' influence will spread to all adjacent maps, but his presence will be strikingly clear. This will make it obvious which map the evil influence is radiating from.
Costs: 16 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Target Weakness: If this character strikes a foe's weakness with efficacy (meaning the foe does take extra damage due to not covering that weakness), then this character will deal an additional 100% damage. Costs: 2 pg
Cull The Weak: A brutal psychic ability. This ability may only be used vs units that are a lower level than this unit. If this character reduces the HP of the foe to a % that is less than this units level minus the level of the foe, that character's mind will instantly be destroyed. This will kill the foe and completely ignore all life saving abilities. It will also release a 2 range AoE from where the foe was destroyed that deals triple the damage of this unit's psychic blast and completely ignores defense. This may cause a chain reaction in which this ability triggers multiple times per turn. Costs: 8 pg
Nat 20: This ability stacks with the ability “Critical Odds”. If the user rolls beneath a 5 (or a nat 20 with a D20), then Critical Odds will deal a True Critical Hit; ignoring defense, becoming impossible to dodge, and preventing counter. This roll can never be modified or re-rolled. Costs: 2 pg (Aldrich Bestowed)
Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 10% (26%) chance to deal 3x damage. Costs: 5 pg
SMAAAAAAAAAAAAAASH: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 20% chance to deal 3x damage. Unlike other Crits, this will ignore Dragonscale Rings and abilities like "Clever Fighter". Costs: 6 pg
Diamondize: An attack that may petrify a foe. Unlike regular petrification, characters who naturally resist psychic will immune to this attack. Characters weak to psychic will have an increased chance to be petrified. The chance for the character who is weak to be petrified will be 1.5x the regular percent. This attack has 1-3 range, and must calculate accuracy. However, it does no damage. Costs: 2 pg
Petrify: This character may use certain specialized attacks to petrify a foe, turning them to stone. This is an activatable ability. When used, this ability will have a % chance to afflict the foe with the petrification status. This % will be equal to the % of HP that character has lost. The weaker the foe, the more likely this status is to land. A petrified character has a 10% chance of breaking free at the start of each turn, and this chance will increase by 10% for each turn they remain petrified. Petrification will also double the physical defense of the foe, but any sort of element-based defense (like barriers or pendants) will be lost. Petrified foes will take triple damage from sonic or bludgeon type attacks (and these damage types will now ignore resistance and immunities). Costs: 7 pg
Petrify: This character may use certain specialized attacks to petrify a foe, turning them to stone. This is an activatable ability. When used, this ability will have a % chance to afflict the foe with the petrification status. This % will be equal to the % of HP that character has lost. The weaker the foe, the more likely this status is to land. A petrified character has a 10% chance of breaking free at the start of each turn, and this chance will increase by 10% for each turn they remain petrified. Petrification will also double the physical defense of the foe, but any sort of element-based defense (like barriers or pendants) will be lost. Petrified foes will take triple damage from sonic or bludgeon type attacks (and these damage types will now ignore resistance and immunities). Costs: 7 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
Mind Destroying Aura: The presence of this character drives foes mad. This will cause all foes within 5 range to suffer exposure to one tier of Strategist and will cause the buffs granted by the abilities Analyze and Calm Mind to be halved when within that range. 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.
Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg (Ring)
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)
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg (0 Ring)
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 (17)
If the character strikes an enemy, they will boost their skill stat by 5 (6)
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 (Medallion)
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5% (15%) (30%). 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 (Ring)
Bloodbath: Every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5% (15%) (30%). This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg (Ring)
(TBA) Mind Dive: 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 30% 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. Costs: 5 pg
(TBA) Recover: Three times a day, this unit may take a turn to recover 40% of it's HP. This move may only be done once every 4 turns. Costs: 5 pg
(TBA) Hypnosis: -30 hit. This move will put an adjacent enemy to sleep. Characters put to sleep are immediately cured of status conditions, boost, or reductions. A sleeping character will stay asleep for a maximum of five turns, with a 30% chance of waking up each turn they are asleep. Costs: 3 pg.
(TBA) 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, explosion, or shatter type attacks. Costs: 3 pg
(TBA) 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, explosion, or shatter type attacks. Costs: 3 pg
(TBA) Mind Bomb: Range 1-2. -10 speed after using this ability for the remainder of the turn. This unit selects an enemy and sends a massive orb of psychic energy into their skull. This move has a base 400 (4550) (6550) (32750) (65500) might and gives explosion/psychic type damage. This attack ignores all defense, but it still is affected by resistances. This attack may only be used every other turn. Costs: 4 pg.
(TBA) Mind Shackle: Before attacking, this unit may choose an adjacent enemy. This unit then has a 2 (27) 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
(TBA) Pressure: This character unleashes a huge amount of psychic pressure. This makes any enemy within 5 spaces of it suffer a +1 cooldown cost to all moves used within this range.. Costs: 2 pg
(TBA) Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 truns. Costs: 4 pg
(TBA) Psychic: -15 speed. This attack may only strike an enemy once. This character reaches out and directly attacks the mind of an enemy. This will ignore most armors, and it will deal 3 times the damage of this character's normal psychic blast. Costs: 3 pg
(TBA) Psychic Grapple: This unit adds it's psychic type damage to its martial attacks. Costs 2 pg.
(TBA) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg
Character Type: Worldbreaker, Psychic, Alien
Weakness: ???. Giygas is considered in a constant state of madness/frenzy; however, he will still always choose his targets. Immune to Fear and Frenzy/Madness and Mind Control Type abilities, regardless of the items held by the foe. Extremely resists all damage types. Immune to dark.
Stat Caps:
(TBA) Recover: Three times a day, this unit may take a turn to recover 40% of it's HP. This move may only be done once every 4 turns. Costs: 5 pg
(TBA) Hypnosis: -30 hit. This move will put an adjacent enemy to sleep. Characters put to sleep are immediately cured of status conditions, boost, or reductions. A sleeping character will stay asleep for a maximum of five turns, with a 30% chance of waking up each turn they are asleep. Costs: 3 pg.
(TBA) 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, explosion, or shatter type attacks. Costs: 3 pg
(TBA) 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, explosion, or shatter type attacks. Costs: 3 pg
(TBA) Mind Bomb: Range 1-2. -10 speed after using this ability for the remainder of the turn. This unit selects an enemy and sends a massive orb of psychic energy into their skull. This move has a base 400 (4550) (6550) (32750) (65500) might and gives explosion/psychic type damage. This attack ignores all defense, but it still is affected by resistances. This attack may only be used every other turn. Costs: 4 pg.
(TBA) Mind Shackle: Before attacking, this unit may choose an adjacent enemy. This unit then has a 2 (27) 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
(TBA) Pressure: This character unleashes a huge amount of psychic pressure. This makes any enemy within 5 spaces of it suffer a +1 cooldown cost to all moves used within this range.. Costs: 2 pg
(TBA) Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 truns. Costs: 4 pg
(TBA) Psychic: -15 speed. This attack may only strike an enemy once. This character reaches out and directly attacks the mind of an enemy. This will ignore most armors, and it will deal 3 times the damage of this character's normal psychic blast. Costs: 3 pg
(TBA) Psychic Grapple: This unit adds it's psychic type damage to its martial attacks. Costs 2 pg.
(TBA) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg
Character Type: Worldbreaker, Psychic, Alien
Weakness: ???. Giygas is considered in a constant state of madness/frenzy; however, he will still always choose his targets. Immune to Fear and Frenzy/Madness and Mind Control Type abilities, regardless of the items held by the foe. Extremely resists all damage types. Immune to dark.
Stat Caps:
HP: Colossal
Attack: 1100
Defense: 1100
Speed: 140
Skill: 180
Move: 8 (levitation style movement)

No comments:
Post a Comment