Lothric, Younger Prince: Level 80
HP: 324,000 (972,000 Containers) (2,332,800 Mako) (3,032,640 Crystal Soul) (4,852,224 Heart+Soul) (6,307,891 Rune Arc)
Attack: 10,300
5GM Sword: 1,000
5GM Magic: 1,000
5GM Light: 1,000
5GM Magic: 1,000
5GM Light: 1,000
5GM Explosion: 1,000
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {946,800} [1,893,600] (2,840,400)
4- Mako Cells: +25% HP on top of HP Boosts; Very Hard to Steal
Magicscale, Lightscale Pendant
Abilities:
(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) Heal: Gives this unit a "Heal" staff. This item may be used 5 times in a battle. Instead of attacking, this unit may take a turn to heal an ally 40% of their HP. Costs: 3 pg
(TBA) Luna: This skill has a 80% chance to activate on every attack. If it activates, the attack will calculate its damage as if the enemy's entire defense was reduced by 50%. Costs: 4 pg
(TBA) Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg
(TBA) 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.
If the character strikes an enemy, they will boost their skill stat by 5.
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
(TBA) Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 points until the end of the enemy phase. Costs: 2 pg
(TBA) Wrath of the Gods: Once every three turns this character may unleash a powerful area attack. This cannot be dodged or blocked. The base might of this attack is 40, and it is improved by the light and lightning skill stats and boosts. This blast will strike all characters within two range and knock them back one space away from the character who uses it. They will take negative terrain effects immediately. Costs: 4 pg
Character Type: Support, Magic, Strategist, Holy
Weakness: Mild weakness to all forms of physical damage. Resists light, dark, fire, psychic, and magic.
Stat Caps:
HP: Very Low
Attack: 400
Defense: 100
Speed: 135
Skill: 165
Holy Spear: 500 (10,800) (11,600) (13,200) (14,200) (15,200) (121,600) (243,200) (486,400) (632,320) (822,016) (986,419) (1,972,838) (3,945,677)
Holy Soulmass: 50 (10,350) (11,150) (12,750) (13,750) (14,750) (118,000) (236,000) (472,000) (613,600) (797,680) (957,216) (1,914,432) (3,828,864)
Defense: 10,100
5GM Armor: 1,000
5GM Shield: 1,000
Sage Robe Barrier: 150 (1,150) (2,150) (16,125) (32,250) (64,500)
Light Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {330,000}
Light Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {570,000}
Seathscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {603,000}
Seathscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {636,000}
Serpentscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {669,000}
Serpentscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {702,000}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {732,600}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {763,200}
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {793,800}
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {824,400}
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {855,000}
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {885,600}
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {916,200} Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {946,800} [1,893,600] (2,840,400)
Speed: 285 (290)
Seath's Crystal Fang Catalyst++: Crystals from the fangs of Seath that have been fashioned into a more traditional catalyst. This item will add 800 (1,600) Base Might to spells.
Crown of the Dark Sun: A potent crown. Requires the wearer to be a master in light, magic, and armor skill weapons. This crown will boost the magic and light damage of this character by 50%.
Sage Robes: Fragile but potent magical robes. These robes grant a barrier that is boosted by Magic-type skill and item bonuses. Defends against Magic and Psychic. Grants 150 Defense.
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 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 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.
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%.
Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.
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.
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.
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%.
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.
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% 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 appendage. 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.
Loyalty Charm: Doubles the effects of "For those We must Protect". Easily lost or stolen.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Parabola Charm: This item will cause damage types that normally ignore barriers to ignore half of the currently intact barriers of the foe. this will be performed by counting barriers and ignoring the bottom half. This item is rarely lost or stolen.
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.
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.
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.
Calm Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny blue orb. When placed into the brain of a character, it will double the buffs of Calm Based statuses. This includes Deep Breath and Calm Mind. It will also allow the unit to use Calm Mind as many times as it wishes per battle. Impossible to steal unless the foe enters this character's mind.
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
Magic, Light Poms
12-Magic Crystal+Magic Plate
24- Day Pearls + Light Plate
Light Spirit Shield
Seathscale, Great Serpentscale Pendants
Magicscale, Lightscale Pendant
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
Clever Sibling (II): This character uses his smarts to try and protect his sibling. If he is within two spaces of Lorian, both characters will receive a 100% (200%) boost to their total defense. They will also take half damage from activated abilities. This can stack with Clever Fighter. Costs: 10 pg
Holy Magic (II): This character will add their light type skill and boosts to most spells. This includes spells like Soulmass, Soul Spear, and Soul Arrow. It will not add light to dark type spells. The total damage of these spells will be doubled. This ability will also cause the spells to be considered miracles and sorceries. Costs: 4 pg
Soul Spear (II): +15 hit. This magic attack has a base 500 magic type might. This attack may strike up to four times per engagement (based on speed). 1-4 range. Costs: 8 pg
Soul Mass: This ability may be used once every three (other) turns. Instead of attacking, a character may summon a flurry of magic to surround them. If an enemy moves within two spaces of them, these orbs will automatically attack, even on the enemy phase. There are five orbs, and each has a base 50 magic type might. If this character moves within two spaces of an enemy on its own turn, the orbs will automatically fire. This does not use up this character's attack on this phase, and they do not have to attack the character that the orbs target. Costs: 5 pg
Tranquil Walk of Peace: This character may activate this ability twice (four) per battle. It must take a turn to activate this ability. This field of magic will prevent enemies who start a turn adjacent to this character from moving away from it. It will also reduce the speed of adjacent foes by -30 points. This field lasts for 3 turns. Characters who innately resist light or magic will only have their speed reduced by -15 points. Costs: 5 pg
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% (50%). This ability may only be used 5 times during a battle. This ability will max out at doubling (200%) the stats it improves. This boost lasts for 3 turns. Costs: 4 pg
Calm Refresh: If this character has activated Calm Mind, they will refresh two (four) barriers/shields at the start of each turn. 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
Empower: This unit may take a turn to empower all ally units within 3 spaces of it. This will boost those character's total attack damage by 50% for the remainder of the turn. Costs: 4 pg
Enfeeble: This deadly status may be cast at any foe within 5 range. It has a 70% (110%) chance to succeed. If this status succeeds it will remove all the benefits granted by Inhuman Strength, Havel Rings, and Chloranthy Rings. This status will last for two turns. This ability may be used twice (four) a battle. Costs: 6 pg
Expose: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all its innate and item generated resistances and immunities removed for the next 4 turns. This will not remove resistances and immunities that are the result of abilities; those must be removed by Strategist. Costs: 5 pg
For Those We 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% (40%) to all activation chances (including special attacks and status chances). Costs: 2 pg
Heal: Gives this unit a "Heal" staff. This item may be used 5 times in a battle. Instead of attacking, this unit may take a turn to heal an ally 40% of their HP. Costs: 3 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
Warp: Once every four (other) 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
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 (Ring)
(TBA) Silence: A potent Mage Killing Ability. This spell suffers -20 hit. 1-2 range. However, if this status lands, the foe will be incapable of using specialized spells. This includes any attack buffed by a catalyst. This silence will last for 3 turns. This ability may be used three times per battle. Costs: 5 pg
(TBA) Cleanse: This unit may take a turn to heal all an ally's minor status conditions. This includes burn, freeze, paralysis, mild poisons, bleeding, and stat reductions. Costs: 4 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) 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) Heal: Gives this unit a "Heal" staff. This item may be used 5 times in a battle. Instead of attacking, this unit may take a turn to heal an ally 40% of their HP. Costs: 3 pg
(TBA) Luna: This skill has a 80% chance to activate on every attack. If it activates, the attack will calculate its damage as if the enemy's entire defense was reduced by 50%. Costs: 4 pg
(TBA) Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg
(TBA) 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.
If the character strikes an enemy, they will boost their skill stat by 5.
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
(TBA) Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 points until the end of the enemy phase. Costs: 2 pg
(TBA) Wrath of the Gods: Once every three turns this character may unleash a powerful area attack. This cannot be dodged or blocked. The base might of this attack is 40, and it is improved by the light and lightning skill stats and boosts. This blast will strike all characters within two range and knock them back one space away from the character who uses it. They will take negative terrain effects immediately. Costs: 4 pg
Character Type: Support, Magic, Strategist, Holy
Weakness: Mild weakness to all forms of physical damage. Resists light, dark, fire, psychic, and magic.
Stat Caps:
HP: Very Low
Attack: 400
Defense: 100
Speed: 135
Skill: 165
Move: 3
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