Lorian, Elder Prince: Level 80
HP: 540,000 (1,620,000 Heart Containers) (3,880,000 Mako Cell) (5,054,400 Crystal Soul) (8,087,040 Centaur Heart+Soul) (10,513,152 Rune Arc)
Attack: 10,200
5GM Sword: 1,000
5GM Fire: 1,000
5GM Light: 1,000
5GM Magic: 1,000
5GM Explosion: 1,000
Godslayer Greatsword: 1600 (11,800) (12,800) (13,800) (14,800) (15,800) (31,600) (150,100) (300,200) (450,300) (900,600) (1,080,720) (1,296,864) (1,945,296) (2,917,944) (5,835,888)
Defense: 10,100
5GM Armor: 1,000
5GM Shield: 1,000
Flame Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000)
Light Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {480,000}
Smaugscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {513,000}
Great Serpentscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {546,000}
Seathscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {579,000}
Firescale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {642,600}
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {673,200}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {703,600} [1,468,800] (2,203,200)
Speed: 268 (273) (278) (298)
Lorian's Greatsword+: -10 Speed. The ultra greatsword of Lorian, elder brother to Prince Lothric. Once used to slay the Demon Prince, but the victory eternally scorched his sword with flame. This sword's long reach grants it +20 Hit against foes who are the same size or smaller than the wielder. Deals x3 damage to Demonic units. May be augmented with Light or Dark-type damage. Base 600 (900) Blade/Flame-type damage.
Lord of Sunlight Greatsword++: -20 Speed. Greatsword of Gwyn, bearer of the ultimate soul. This ancient blade is immensely powerful. May be augmented with Light-type damage by certain abilities. Deals 750 (1,500) Blade/Fire/Lightning/Sacred-type damage.
>Brave Weapon Seal
Godslayer's Greatsword++: -15 Speed. May only be wielded by a Holy/Royal character. Sacred sword of the Gloam-Eyed Queen. Deals x3 damage to Deific units. May be augmented with Dark or Fire-type damage. Grants access to "Queen's Black Flame". Base 800 (1,600) Blade/Fire/Dark/Light-type damage.
>Brave Weapon Seal
Blue Dragonscale Cloak: A gift to Lorian from Hiccup. This cloak offers 200 defense, and the silver-blue scales offer total immunity to energy-type damage.
Ancestor's Will: Boosts all droppable HP boosts by 10%; Very Easily Dropped.
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 these items.
10- Heart Container: +10% (+20%) HP, up to x2 (x3)
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 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.
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 (two) turns.
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%.
Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.
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.
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 15%.
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.
Knight Ring: This ring will improve the damage of strength oriented physical attacks by 10% or 20%. Weapons that orient fully around strength will be boosted by 20%. This includes Hammers and Clubs and Ultra Great Weapons. Weapons that use strength and dex (including martial attacks) will be boosted by 10%. Weapons that use only Dex (bows, guns, spears, knives, rapiers, whips) are not buffed. This item is easily lost 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.
Priestess Ring: This ring will improve the damage of light and sacred-type attacks by 20%.
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.
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.
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.
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.
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.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
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%.
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.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% (13%) of their HP at the start of each turn. This item is easily lost or stolen.
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.
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.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
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.
Silver-Edged Kaikishōhō: A sharp coin, forged in Valla. This object looks like a regular coin, and as such it is very hard to steal. This item will allow a character to learn the ability "Vantage". If they already have access to the ability, it will allow Vantage to trigger at 60% of their HP. This item will also cause this character to Vantage hit foes who are 30 speed slower than them.
Small Buckle: This small buckle allows a character to access the ability “Carry the Small” for free.
Sun's Wish: A beautifully bright, pearl-like object. This rare item may be crafted using Drops of Sunlight and other rare objects. This item may be used to immediately change the map to day. This will not take the characters turn to do, and this day-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Night Sapphires will fail for those five turns. This object is hard to steal.
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.
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.
(TBA) 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
Razor Stone + Plate
Fire, Magic, Light Poms
Overboosting- Fire, Explosion, Magic, Light Gems+Plate
Flame, Light Spirit Shield
Smaugscale, Blessed Greatscale, Seathscale Pendants
Firescale, Magicscale, Lightscale Pendant
Abilities:
Two Souls, One Flame: Lothric and Lorian Signature Ability. Lord Soul Ability. Both characters must have this ability for it to be used. Lothric or Lorian may activate this ability at any point in a battle. Either brother may choose to deactivate the ability, but turning it off or on takes a turn. When in this form, both brothers will double their total damage and Lorian will immediately receive his "Holy Flame" augment and will keep it as long as this form is active. If Lorian is carrying Lothric, Lorian will increase his Speed and Skill by +20. If Lorian falls, Lothric may take a turn to resurrect him, bringing him back with 50% of his total health at the start of the next turn, as well as resetting any stat buffs or statuses. If Lothric falls, Lorian will also die and both brothers will level down as if they were both the same level as the sibling with the higher level. Costs: 8 pg
Defensive Sibling (II): This character is highly protective of their sibling, allowing him to enter a battle with extreme determination. This will boost the attack of this character by 100% (200%) when he is within two spaces of his sibling. It will also boost his total defense by 50% (100%). Costs: 10 pg
Holy Flame: This unit may coat its blade in light or fire, but it must choose one or the other (unless it's blade already has one of these elements). The blade will then become 1-2 (3) range, deal that element damage, and deal 50% more total damage. This counts as sacred damage. This augment will last for five (8) turns. Costs: 5 pg
Ruin: This character belongs to a line of once glorious rulers that has now fallen into ruin. Each time this character takes damage (including from statuses, auto-damage, and indirect damage), they will buff their damage by +20% for the rest of the battle. Status types will each buff the damage individually. Being struck and damaged multiple times by a foe in an engagement will only count as taking damage once. Costs: 5 pg
Queen's Black Flame: This weapon art may be used once every other turn. It will add +2 range to the sword strikes of the user and will cause them to have a 50% (100%) (130%) (160%) burn chance (which will be added to prior existing burning chances). This art will not restrict the number of times the weapon may strike. Costs: 5 pg
Burning Weapon: When this character initiates (lands any attacks) with a fire weapon, those attacks will have a 40% (50%) chance to burn the enemy with each strike. Costs: 4 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 move. 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%. Costs: 6 pg
Berserk: This unit may activate this ability once a battle at the start of it's turn. The ability lasts for 3 (4) 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 3 x damage to it. Costs: 5 pg
Ultimate Sacrifice Death Throws: At the start of any engagement, this unit may reduce its avoid by 100 and triple the damage it will take from a foe. If the foe has a sure chance to kill this character in the engagement, this unit will deal triple damage in the engagement, gain +50 skill, and will always strike the foe first. This can pair with take the hit. This will strike first even if the foe has abilities that normally prevent Vantage. Costs: 5 pg
Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg
Ultimate Sacrifice Death Throws: At the start of any engagement, this unit may reduce its avoid by 100 and triple the damage it will take from a foe. If the foe has a sure chance to kill this character in the engagement, this unit will deal triple damage in the engagement, gain +50 skill, and will always strike the foe first. This can pair with take the hit. This will strike first even if the foe has abilities that normally prevent Vantage. Costs: 5 pg
For Those I Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg
Support: This character becomes stronger when standing side by side with close allies. This buff counts as a conditional ally buff. This buff will be calculated by choosing the adjacent ally who this character is emotionally closest to. If both units have this ability unlocked, the buffs are doubled. The buffs are as follows:
Acquaintance: +1 speed/skill. 1% damage and activation boost. Not buffed by Tentacle Idol.
Friend: +3 speed/skill. 3% damage and 3% activation boost.
>Close Friend/Sibling: +10 Speed/Skill. 10% Damage and 10% activation boost.
Spouse: +15 speed/skill. 15% damage and 15% activation boost.
Costs: 3 pg
Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase enemy phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg
Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg
Warp: Once every four 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
Carry The Small: This character may carry a child on their back. Doing so will grant them a 75% (95%) chance to take the hit for the character. The child will treat this unit as a mount, with one of the characters being required to sacrifice their action in order to allow a dismount/mount. Using this ability prevents this character from using Take The Hit, as they must prioritize the child they are carrying. Costs: Small Buckle
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, backstabs, 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
(TBA) Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg
(TBA) Sundering Blows: This unit's sword hits rapidly destroy armor, shields, and the melee weapons of other foes. Costs: 2 pg
(TBA) Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
(TBA) 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 lose take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg
(TBA) Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg
(TBA) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg
Character Type: Melee, Fire, Destructive
Weakness: This character is weak to ice and lightning type attacks. However, with its mind mostly lost, it resists taunt, swagger, and other mental types of statuses. He is also immune to fear-based abilities. Lorian's immense stature allows him to ignore up to -15 speed debuffs from using heavy weapons.
Caps:
HP: Small
Attack: 300
Defense: 200
Speed: 118
Skill: 145
Move: 5
(TBA) Sundering Blows: This unit's sword hits rapidly destroy armor, shields, and the melee weapons of other foes. Costs: 2 pg
(TBA) Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg
(TBA) 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 lose take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg
(TBA) Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg
(TBA) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg
(TBA) Cleave: The unit may try and instantly kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack.
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill.
This attack may miss, just as a normal sword strike would.
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7
(TBA) Finish Strike: -15 hit. This character leaps into the air and stabs its primary blade into the chest of their foe. This attack will deal 3 x the total might of the sword's normal strikes. The enemy cannot counter-attack this move. This ability takes four turns to recharge. This blow has a 60% to give an enemy the severe bleeding status. Costs: 5 pg
(TBA) Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -15 Hit.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg
(TBA) Finish Strike: -15 hit. This character leaps into the air and stabs its primary blade into the chest of their foe. This attack will deal 3 x the total might of the sword's normal strikes. The enemy cannot counter-attack this move. This ability takes four turns to recharge. This blow has a 60% to give an enemy the severe bleeding status. Costs: 5 pg
(TBA) Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -15 Hit.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg
Weakness: This character is weak to ice and lightning type attacks. However, with its mind mostly lost, it resists taunt, swagger, and other mental types of statuses. He is also immune to fear-based abilities. Lorian's immense stature allows him to ignore up to -15 speed debuffs from using heavy weapons.
Caps:
HP: Small
Attack: 300
Defense: 200
Speed: 118
Skill: 145
Move: 5
No comments:
Post a Comment