Skardis: Level 92
HP: 2,100,000 (6,300,000) (15,120,000) (24,192,000 Heart and Soul) (50,803,200) (66,044,160) (89,159,616) (187,235,194) (338,000,000 r-up)
Attack: 46,000
3 OMEGA Fire: 6000
True 3 OMEGA Explosion: 12000 (24000)
3 OMEGA Psychic: 6000
3 OMEGA Bite: 6000
3 OMEGA Claw: 6000
3 OMEGA Tail: 6000
Telepyrosis: 300 (1900) (47,900) (53,900) (59,900) (449,250) (898,500) (1,797,000) (2,336,100) (3,036,930) (3,948,009) (10,000,000)
Telegravitosis: 1000 (47,000) (53,000) (397,500) (795,000) (1,033,500) (1,343,550) (1,746,615) (5,000,000)
Explosive Wrath: 300 (1900) (47,900) (53,900) (59,900) (83,900) (629,250) (1,258,500) (1,887,750) (3,775,500) (4,908,150) (6,380,595) (8,294,774) (21,000,000)
Bite Attack: 46,000 (52,000) (104,000) (135,200) (1,000,000)
Claw Attack: 46,000 (52,000) (104,000) (1,000,000)
Tail Attack: 46,000 (52,000) (104,000) (1,000,000)
Draconic Forged Claws: 2000 (48,000) (54,000) (60,000) (66,000) (495,000) (990,000) (1,056,000) (2,112,000) (2,745,600) (7,000,000)
Jaws of Humanity's Doom: 4000 (50,000) (56,000) (62,000) (68,000) (510,000) (1,020,000) (1,088,000) (2,176,000) (2,828,800) (7,072,000) (15,000,000) (x3 vs humans, x2 vs human-hybrids)
Collapsing Stars: 10 (46,010) (52,010) (390,075) (780,150) (1,560,300) (2,028,390) (2,636,907) (7,000,000)
Defense: 46,000 (48,000) (96,000) (192,000) (288,000) (576,000) (864,000) (3,000,000) (2,767,500 in rage or grief)
3 OMEGA Shield: 6000
3 OMEGA Shield: 6000
Omega Explosion Mental Shield: 1000 (7000) (13,000) (25,000) (187,500) (3175,000) (750,000) (1,500,000) (1,596,000)
Omega Explosion Mental Shield: 1000 (7000) (13,000) (25,000) (187,500) (3175,000) (750,000) (1,500,000) (3,096,000)
Flame Mental Shield: 1000 (7000) (13,000) (19,000) (142,500) (285,000) (570,000) (1,140,000) (4,236,000)
Flame Mental Shield: 1000 (7000) (13,000) (19,000) (142,500) (285,000) (570,000) (1,140,000) (5,376,000)
Skardis' Psychic Barrier: 200 (6200) (12,200) (91,500) (183,000) (366,000) (5,742,000)
Skardis' Psychic Barrier: 200 (6200) (12,200) (91,500) (183,000) (366,000) (6,108,000)
Nuke Pendant: 100 (12,100) (90,750) (181,500) (363,000) (6,471,000)
Nuke Pendant: 100 (12,100) (90,750) (181,500) (363,000) (6,834,000)
Explosionscale Pendant: 20 (12,020) (90,150) (180,300) (360,600) (7,194,600)
Explosionscale Pendant: 20 (12,020) (90,150) (180,300) (360,600) (7,555,200)
Explosionscale Pendant: 20 (12,020) (90,150) (180,300) (360,600) (7,915,200)
Explosionscale Pendant: 20 (12,020) (90,150) (180,300) (360,600) (8,275,200)
Explosionscale Pendant: 20 (12,020) (90,150) (180,300) (360,600) (8,635,200)
Explosionscale Pendant: 20 (12,020) (90,150) (180,300) (360,600) (8,995,200)
Mergo's Wet Nurse Feather Pendant: 100 (6,100) (45,750) (91,500) (183,000) (9,178,000)
Mergo's Wet Nurse Feather Pendant: 100 (6,100) (45,750) (91,500) (183,000) (9,361,000)
Smaugscale Pendant: 100 (6,100) (45,750) (91,500) (183,000) (9,544,000)
Smaugscale Pendant: 100 (6,100) (45,750) (91,500) (183,000) (9,727,200)
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.
Lead Blood: This item will vanish if the character holding it falls in battle. However, this odd blood that courses through the veins of the bearer grants resistance to radiation damage.
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.
12- Fire Gems+Plate
12- Bomb Badge+Plate
12- Twisted Spoon+Plate
Abilities:
Scalecloak (II): This character may shape-shift into a dragon. This is a very bright event, giving off massive energy and heat. Doing this removes any human-sized armor. However, in this form, the total damage and defense of this character is buffed by 100% (150%). The movement of the character is also increased by 5 (7). This form makes mastering emotions harder, meaning the Scalecloak will only be able to use one type of psychic ability per phase. Radiation poisoning prevents this form change. Radiation poisoning will remove the stat buffs granted by this form shift. Costs: 10 pg
Telepyrosis: This ability cannot be removed by strategist. This character uses psychic energy to generate flames directly on a target. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This damage will double if the character is using an anger based ability against the foe. This includes Fury, Vengence, Fury Point, or Avenging Fury. This damage is also doubled if the character has be subjected to taunt or swagger. However, the damage will be reduced by 50% if this character is using a calming move. Base 300 fire/psychic type damage. 1-3 (4) range. This attack will damage allies. Costs: 4 pg
Explosive Wrath (II): Teleporosis ability. This character may take a turn to charge and prepare the full extent of its anger (no longer necessary). Upon starting the next turn, it may add explosion damage to its regular telepyrosis attack, and the attack will now strike all spaces within two (four) range of the targetted character. All characters must calculate their dodge, defense, and counter separately. This attack will only strike once, unless the user chooses not to make it an AoE. At second tier, this AoE will strike three full times. Costs: 8 pg
Telegravitosis: Skardis Signature ability. This ability cannot be removed by strategist. This character uses psychic energy to generate a terrifying gravitational field directly on a target. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This damage will be tripled if the character is using a grief-based ability against the foe (or has a grief-based status). Generally, this will be triggered whenever this character loses an ally in battle. It is very hard to alter this emotional state. Base 1000 psychic/gravity type damage. The crushing force of this attack will also always reduce the movement of a foe by 3 and prevent flying or levitating movement in the next phase. If a foe is susceptible to this crushing damage, they will also always lose 10% (13%) (up to 30% (39%) if grief status is triggered) of their HP when this attack lands. 1-3 (4) range. This attack will damage allies. Costs: 6 pg
Gravity Shift: An uncanny ability. Requires the character have the ability "Gravity (II)". This character may take a turn to shift the center of gravity for all characters within 25 spaces of it. This will impact allies and foes alike. This alteration will last for 3 turns. Gravity may be caused to completely reverse, causing most characters to "fall up". Falling up for three turns will take a character extremely high, which will eventually lead to suffocation damage (20%). When gravity returns to normal, the character may take fall damage if they are not caught. The gravity may also be shifted N,E,S, or W. Characters will fall in that direction, usually 8 spaces at the start of their turn. If they strike a structure, they may take fall damage. Characters who can fly, cling to structures, or have swinging movement, may be able to stop themselves from being impacted by this ability. This ability may be used 3 times a battle. The character using this ability may continue to move as normal. Foes impacted by this ability immediately lose 40 avoid for one turn. Costs: 12 pg
Gravity Trap: This character may activate a gravity trap around itself. This will take a turn to do. This will last for 3 turns. If a unit is on the ground and adjacent to this character, they cannot move away from it unless they have inhuman strength or are a huge or larger character. They will also receive a -20 speed debuff. Foes impacted by this ability immediately lose 40 avoid for one turn. Costs: 4 pg
Grieve: If an ally falls in battle, this character may take a turn to grieve. Doing so will clear negative psychic statuses. The resolve after doing this will add +10 skill to this character for the rest of the battle. This can stack. Costs: 1 pg
Gravity (II): At the start of an attack this unit forces all characters within eight spaces of it to drop to the ground. This may hurt a character, but the damage varies depending on their character type and weight. If the unit is smashed down into hazardous terrain, they immediately take double the negative effects of that terrain. This character may choose not to activate gravity. This ability will prevent teleportation-type movement and abilities within ten spaces of this character. Foes impacted by this ability immediately lose 40 avoid for one turn. Costs: 8 pg
Warp: Once every four (Two) turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg
Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (60%). Costs: 6 pg
Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level claw Skill
Psychicscale Pendant: 20 (6020) (45,150) (90,300) (180,600) (9,910,200)
Psychicscale Pendant: 20 (6020) (45,150) (90,300) (180,600) (10,093,200)
Flamescale Pendant: 20 (6020) (45,150) (90,300) (180,600) (10,276,200)
Flamescale Pendant: 20 (6020) (45,150) (90,300) (180,600) (10,459,200) (20,918,400) (31,377,600) (562,755,200) (94,132,800) (236,000,000) (330,466,500 in rage/grief)
Speed: 347 (357) (367) (372) (382)
Skill: 400 (410) (420) (430) (+50 hit)
Move: 11 (12) (15) (22) (teleportation/levitating type movement)
Darkest Trinket: Temptation
Items:
Skill: 400 (410) (420) (430) (+50 hit)
Move: 11 (12) (15) (22) (teleportation/levitating type movement)
Darkest Trinket: Temptation
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.
The Black Hole Heart: One of the Legendary Hearts. This object will double HP on top of all other HP boosts. This object will also allow this character's warping and teleporting moves to always work, regardless of gravity wells or items or maps that would normally prevent them from doing so. It will also allow the character to charge and then on the next turn(s) warp to a map adjacent to any character they have previously seen. This character must charge for the same number of turns as they are maps away from the character, meaning characters who are further away require more turns of charging.
Decaying Ekzykes' Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique breath weapon of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.
Farum Azula Ancient Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique dragon spell of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.
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.
Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dropped at death.
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.
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.
Gem Lord's Ancient Blessing: This incredibly rare item only works for the unit that it is granted to. Doubles the HP of the holder.
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.
4-Blaze Rod: A strange but powerful item. This item will boost the base might of flame element attack by 400. This item will only boost element attacks that include fire type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate.
Draconic Forged Flesh++: +10 Speed/Skill. The flesh of this character has been forged to be even more durable and powerful. This flesh has been designed to increase the total defense of the character by 50% if they have either grief or anger-based status triggered. 2000 defense added to base defense stat.
Draconic Forged Claws++: +10 speed/skill once grafted into the character. Omega Forged Claws. These claws are specialized to add psychic and fire damage to the claw attacks of characters they have been grafted into. Base: 1000 (2000) Claw/Fire/Psychic might. These claws boast a staggering 50% (90%) burn chance. These claws remove Rapid Fist Debuffs.
Jaws of Humanity's Doom++: Omega Forged jaws. These remove debuffs from Jaws of Death. They also add Fire/Psychic to the bite attacks of this character. These jaws deal triple damage to human characters. They deal double damage to human hybrids. Base 2000 (4000) might.
Omega Draconic Forged Eye: This eye has been implanted into a Dragon. It grants +50 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
2-Flame Mental Shield: An extremely powerful shield that may be used by any unit that has 5GM in fire and psychic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Fire, Psychic and Shield skill and item boosts.
2-Omega Explosion Mental Shield: An extremely powerful shield that may be used by any unit that has Omega in explosion and 5GM in psychic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Explosion, Psychic and Shield skill and item boosts. How such a shield exists is unclear. This shield will not remove Doubled Down Defense.
Elite Dragonstone: This stone allows much better control of the dragon form of a Manakete. It will boost the bonuses of the dragon form by 50%.
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.
Collapsing Mental Rune: A Rune that grants a psychic variant of the ability "Collapsing Stars". Only a powerful Psychic may use this Rune. This Rune is held in the mindscape of the character.
Black Hole Fragment: This unique object will cause Gravity-based abilities (not attacks) that impact foes to cause the foes to suffer -40 avoid for one turn. If this debuff strikes before being cleared, it will stack.
Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense. It can technically be removed but requires extreme precision.
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.
Great Dragon Hide Shard: This remarkable item may be used by any dragon who is a large size class or greater. This will double the defense of the dragon if they have their "Dragon Scale" ability unlocked. A Lesser Dragon Hide Shard could be created by breaking this item.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
Broken Target Necklace: This character will take 30% less damage from all attacks/weapons that have "Slaying" properties if those slaying properties do not apply to it. This item is rarely dropped.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
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.
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.
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.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Lead Blood: This item will vanish if the character holding it falls in battle. However, this odd blood that courses through the veins of the bearer grants resistance to radiation damage.
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.
Wrathful Mental Point: This ball of hideous psychic energy is impossible to steal and is kept in the mindscape. It usually generates after a character has used anger abilities enough. This item will cause anger abilities that take a turn to charge no longer take that turn. It will add 1 extra turn to Berserk. It will allow abilities like Fury of the Fallen, Fury Point, and Defiant to last twice as long.
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.
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.
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.
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.
Sakura Shaded Ring: A ring forged using 8 vials of Nezuko's blood. Reduces the damage of all sunlight-type attacks used by both allies and foes within three range by 50%.
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 resistence to throw and martial type damage.
Pondering Dragoncrest Ring: An inverted Bellowing Dragoncrest Ring. This ring will boost the damage of psychic attack abilities by 30%.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen.
City's Bane Ring: This ring will halve the wear given by turret/artillery structures. This item is easily lost or stolen.
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.
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.
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.
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.
Ancestor’s Mustache Cream: Causes this character to halve the impact of all stat debuffs used against it. Also causes all poisoning abilities used against it to suffer a -50% activation rate. This item works even against Blood Droplet items that would normally remove its protection, as do all Ancestor Trinkets. Holding this object causes a 5% panic build at the start of every turn in battle.
Ancestor’s 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.
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%.
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.
Calculating Charm: A small charm with ancient numbers carved into it. This charm will double the impact of Calculating Fighter. This item is very easily lost or stolen.
Vicious Silver Pin: A small, needle-like pin that can easily we warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very diffiuclt to steal and very valuable.
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”.
Furious Mark++++: A wax seal placed to hold down the furious heart of a character. This will triple (4x) (5x) (6x) (7x) the boosts granted by "Fury. 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. Furious marks can be forged together to stack. A character may add one + per 20 pg levels via forging two marks together.
Accute 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, this rare item will increase the range of their psychic attacks and throws by 1. It will not increase the range of indirect psychic abilities, such as reflectors, shields, or statuses. Impossible to steal unless the foe enters this character's mind.
Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.
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.
Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% (50%) chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.
Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%.
Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.
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).
2-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 (six) 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.
Elite Gemlord's Mind Breaking Crystal: This incredible item was bestowed upon Kaworu. It causes the holder to negate the mental points of all characters who are within ten range of him.
Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.
Devilish Destruction Charm
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.
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
Darkest Quirk-Steady: This character will reduce fear statuses and panic/terror build vs it by x.9. This ignores Unconquerable fear.
Darkest Trinket-Temptation: At the start of each turn, this character has a 50% chance to gain an additional action and a 50% chance to boost their damage by 10%. This added action will not be impeded by items, abilities, or maps that would normally prevent additional actions. However, they cannot be benefitted by any lifesaving/invincibility items or abilities. This includes formshifts, take the hit mechanics, and resurrection items. Darkest Trinkets are easily stolen. They always drop on death. Allies cannot pick them up when dropped; they are either destroyed or taken by an enemy. These items cannot be traded. A character may only ever have two Darkest Trinkets active at once, and they must choose to activate them at the begining of battle (or in their first engagement). These trinkets ignore Blood Droplet items.
Explosion Willow Core: This unusual item will double the explosion skill damage boost to attacks. This only applies to damage, not to defense. If the holder uses attacks that are only this attack damage, they will triple the skill damage.
The Power Stone (Infinity Stone): Allows holder to learn "Blast Back" and "Savage Blows"; Improves those abilities if naturally learned; All attacks deal max Weapon, Armor, and Shield wear; Non-Higher Beings will take auto-damage that deals max wear to all equipped items and lose 50% of their HP per turn
Hollow Gemnode Gem-Reality Bomb Core-Legendary Explosion Gem: A mercy granted rarely by a Gemnode. This hollow gem may imitate a Legendary item once held by this character. If this character falls in battle, they will lose this item for six months. This item cannot be stolen. Only one of these exists in the entire dimension. Unlocks extremely powerful attacks on most explosion-wielding characters. This will also double the total damage of any and all attacks that are enhanced by explosion element.
4-Poms of Power (Psychic)
4-Pom of Power (Explosion)
4-Pom of Power (Explosion)
12- Fire Gems+Plate
12- Bomb Badge+Plate
24-Night Sapphires+Plate
Jaw, Claw, and Tail Stone+Plates
Drop of Might
Ring of Sacrifice: Prevents the dropping of items or levels upon death. This does not protect Legendary Items or items that "always drop". This object is destroyed upon the death of the holder.
4-Black Hole Droplet: a small piece of a black hole. Consumable.
Abilities:
Scalecloak (II): This character may shape-shift into a dragon. This is a very bright event, giving off massive energy and heat. Doing this removes any human-sized armor. However, in this form, the total damage and defense of this character is buffed by 100% (150%). The movement of the character is also increased by 5 (7). This form makes mastering emotions harder, meaning the Scalecloak will only be able to use one type of psychic ability per phase. Radiation poisoning prevents this form change. Radiation poisoning will remove the stat buffs granted by this form shift. Costs: 10 pg
Telepyrosis: This ability cannot be removed by strategist. This character uses psychic energy to generate flames directly on a target. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This damage will double if the character is using an anger based ability against the foe. This includes Fury, Vengence, Fury Point, or Avenging Fury. This damage is also doubled if the character has be subjected to taunt or swagger. However, the damage will be reduced by 50% if this character is using a calming move. Base 300 fire/psychic type damage. 1-3 (4) range. This attack will damage allies. Costs: 4 pg
Explosive Wrath (II): Teleporosis ability. This character may take a turn to charge and prepare the full extent of its anger (no longer necessary). Upon starting the next turn, it may add explosion damage to its regular telepyrosis attack, and the attack will now strike all spaces within two (four) range of the targetted character. All characters must calculate their dodge, defense, and counter separately. This attack will only strike once, unless the user chooses not to make it an AoE. At second tier, this AoE will strike three full times. Costs: 8 pg
Telegravitosis: Skardis Signature ability. This ability cannot be removed by strategist. This character uses psychic energy to generate a terrifying gravitational field directly on a target. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This damage will be tripled if the character is using a grief-based ability against the foe (or has a grief-based status). Generally, this will be triggered whenever this character loses an ally in battle. It is very hard to alter this emotional state. Base 1000 psychic/gravity type damage. The crushing force of this attack will also always reduce the movement of a foe by 3 and prevent flying or levitating movement in the next phase. If a foe is susceptible to this crushing damage, they will also always lose 10% (13%) (up to 30% (39%) if grief status is triggered) of their HP when this attack lands. 1-3 (4) range. This attack will damage allies. Costs: 6 pg
Gravity Shift: An uncanny ability. Requires the character have the ability "Gravity (II)". This character may take a turn to shift the center of gravity for all characters within 25 spaces of it. This will impact allies and foes alike. This alteration will last for 3 turns. Gravity may be caused to completely reverse, causing most characters to "fall up". Falling up for three turns will take a character extremely high, which will eventually lead to suffocation damage (20%). When gravity returns to normal, the character may take fall damage if they are not caught. The gravity may also be shifted N,E,S, or W. Characters will fall in that direction, usually 8 spaces at the start of their turn. If they strike a structure, they may take fall damage. Characters who can fly, cling to structures, or have swinging movement, may be able to stop themselves from being impacted by this ability. This ability may be used 3 times a battle. The character using this ability may continue to move as normal. Foes impacted by this ability immediately lose 40 avoid for one turn. Costs: 12 pg
Gravity Trap: This character may activate a gravity trap around itself. This will take a turn to do. This will last for 3 turns. If a unit is on the ground and adjacent to this character, they cannot move away from it unless they have inhuman strength or are a huge or larger character. They will also receive a -20 speed debuff. Foes impacted by this ability immediately lose 40 avoid for one turn. Costs: 4 pg
Grieve: If an ally falls in battle, this character may take a turn to grieve. Doing so will clear negative psychic statuses. The resolve after doing this will add +10 skill to this character for the rest of the battle. This can stack. Costs: 1 pg
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 (700).
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60 (420).
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40 (280).
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
Scalecloak Healing: This dragon is nearly impossible to kill as its wound heal almost instantly. This character will regain 20% of their HP at the beginning of every turn. This healing will not stop unless certain conditions occur. Drowning, suffocation, or radiation poisoning prevent this healing. With this ability, this character may not be killed from full HP for one entire phase during any given battle. Costs 5 pg
Explosive Flame Launch: +3 move. A rare form of super jump, this character uses an explosion to launch themselves into the air. This allows them to bypass certain high structures and enables engagement with flying enemies. While using this ability, the character is given flying-type movement, but they must land at the end of the turn. If this character starts a turn by using this jump, which has no real penalties, they will create a small explosion around their feet. This will strike all enemies adjacent to them regardless of avoid. This small explosion will not be counter-attacked. Base 20 (8,020) (12,020) (90,150) (180,300) (360,600) (901,500) explosion/fire type damage. Costs: 5 pg
Scalecloak Healing: This dragon is nearly impossible to kill as its wound heal almost instantly. This character will regain 20% of their HP at the beginning of every turn. This healing will not stop unless certain conditions occur. Drowning, suffocation, or radiation poisoning prevent this healing. With this ability, this character may not be killed from full HP for one entire phase during any given battle. Costs 5 pg
Explosive Flame Launch: +3 move. A rare form of super jump, this character uses an explosion to launch themselves into the air. This allows them to bypass certain high structures and enables engagement with flying enemies. While using this ability, the character is given flying-type movement, but they must land at the end of the turn. If this character starts a turn by using this jump, which has no real penalties, they will create a small explosion around their feet. This will strike all enemies adjacent to them regardless of avoid. This small explosion will not be counter-attacked. Base 20 (8,020) (12,020) (90,150) (180,300) (360,600) (901,500) explosion/fire type damage. Costs: 5 pg
Gravity (II): At the start of an attack this unit forces all characters within eight spaces of it to drop to the ground. This may hurt a character, but the damage varies depending on their character type and weight. If the unit is smashed down into hazardous terrain, they immediately take double the negative effects of that terrain. This character may choose not to activate gravity. This ability will prevent teleportation-type movement and abilities within ten spaces of this character. Foes impacted by this ability immediately lose 40 avoid for one turn. Costs: 8 pg
Warp: Once every four (Two) turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg
Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (60%). Costs: 6 pg
Charcoal Dragon Scales: This dragon's scales give it a unique ability based on their color. Charcoal gives this character complete extreme resistance to Pierce damage. These also boost the total defense of the character by 50%. 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
Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 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
Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg
Mental Rune Collapsing Stars: A gravity psionic attack. This spell creates five orbs of energy around the character. These orbs will immediately launch at any foes who move into their range (1-2 (3)). This includes if the user walks close to the foe. These orbs are relatively weak, dealing only 10 dark/psychic (gravity) type damage. However, they boast +30 hit. And each orb that strikes the foe will reduce their movement by 1 and their avoid by 10 for the next two turns. What is worse, each orb will cause the foe to lose 4% (5%) of their total HP from crush damage. This ability takes the user's turn to cast. This ability may be used once every four (two) turns. Costs: 7 pg (Rune)
Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level claw Skill
Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.
Raze The World: Legendary explosion gem ability. All of Skardis' explosion, psychic, and fire type attacks will trigger "Savage Blow". (This savage blow is now 1-4 range and will trigger on both attacks and counters) This will strike all allies, regardless of how many boosting items he is carrying. Telegravitosis will also strike all foes within two spaces of the targetted enemy and deal 3%-8% of their life instantly (1/4) of the normal crushing damage of this attack. Unlike Savage Blow, Skardis may choose when to activate this ability. This ability ignores all immunities or resistances to indirect damage. Costs: Legendary Explosion Gem.
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)
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 (Medallion)
1 free pg at 91
(TBA) Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg
(TBA) Explosive Wrath: Teleporosis ability. This character may take a turn to charge and prepare the full extent of its anger (no longer necessary). Upon starting the next turn, it may add explosion damage to its regular telepyrosis attack, and the attack will now strike all spaces within two range of the targetted character. All characters must calculate their dodge, defense, and counter separately. This attack will only strike once, unless the user chooses not to make it an AoE. Costs: 4 pg
Character Type: Dragon, Worldbreaker, Strategists, Psychic, Destructive
Weakness: Extreme Radiation weakness. Immune to fire. Extreme resistance to psychic and body-type attacks. Resists explosion, poison, dark, light, water, energy, ice, bludgeon, and bullet. Immune to mind control. Due to hundreds of years of remaining in his dragon form, Skardis will start each battle in this state, and all the stat buffs granted are considered innate.
Character Type: Dragon, Worldbreaker, Strategists, Psychic, Destructive
Weakness: Extreme Radiation weakness. Immune to fire. Extreme resistance to psychic and body-type attacks. Resists explosion, poison, dark, light, water, energy, ice, bludgeon, and bullet. Immune to mind control. Due to hundreds of years of remaining in his dragon form, Skardis will start each battle in this state, and all the stat buffs granted are considered innate.
Caps:
HP: High
Attack: 1100
Defense: 1100
Speed: 137
Skill: 190
Move: 10
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