Lower Five: Level 62
HP: 115,200 (230,400 1UP+Draught of Life)
Attack: 1500
GM Scythe: 200
GM Knife: 200
GM Spear: 200
5M Sonic: 80
Jester Scythe++: 900 (2400) (2600) (5200) (10,400) (31,200) (129,480)
Jester Knife++: 100 (1600) (1800) (3600) (7,200) (21,600) (89,640)
Finale Spear++: 1800 (3300) (3500) (7000) (14,000) (42,000) (174,300)(261,450)
Defense: 650
5M Armor: 80
Cruelest Crown Jester Garb: 400 (1050) (1130)
Radiodial Pendant: 100 (180) (1080) (2,210)
Sonicscale Pendant: 20 (100) (600) (2,810)
Speed: 205 (215) (225) (+10 avoid) (+25 avoid) (+25 avoid)
Skill: 205 (215)
Move: 9
Items:
Dark Tambourine: An item that may only be used by musicians or circus performers. However, this impressive object increases the avoid of the user by 25 in low light.
Caps:
HP: Low
Attack: 300
Defense: 50
Speed: 145
Skill: 145
Move: 7 (9 Demon)
Speed: 205 (215) (225) (+10 avoid) (+25 avoid) (+25 avoid)
Skill: 205 (215)
Move: 9
Items:
Lower Rank Five Kanji: A tatoo on the eye of a demon, symbolizing his high status. This grants this character +10 speed and +10 skill.
Jester Scythe++: A curved scythe designed to make a foe bleed. This weapon may choose to deal half damage but double its bleed activation chance. As a scythe, this weapon deals half damage when countering. Base: 900 blade-type damage.
Jester Knife++: +10 speed. A knife designed to be used alongside a scythe. This weapon causes no Dual Weild debuffs. If used alonside a Jester Scythe, this weapon will have a 100% chance to cause the foe to bleed both on attacks and counters. However, this weapon is both fragile and weak. Base 100 blade type might.
Finale Spear++: This incredible weapon may only be used during the attack "Finale". However, it boasts incredibly high base might. This weapon has a +30 hit against foes who are larger than the character using it. This weapon ignores 50% of the enemy's defense. Base 1800 Pierce-Type might.
Cruelest Crown Jester Gard: +10 avoid. This armor is bright and confusing to foes, boasting a moderate avoid boost. This armor grants resistance to blade, pierce, and martail damage. However, the armor is notably fragile. Base: 400 defense.
Jester Scythe++: A curved scythe designed to make a foe bleed. This weapon may choose to deal half damage but double its bleed activation chance. As a scythe, this weapon deals half damage when countering. Base: 900 blade-type damage.
Jester Knife++: +10 speed. A knife designed to be used alongside a scythe. This weapon causes no Dual Weild debuffs. If used alonside a Jester Scythe, this weapon will have a 100% chance to cause the foe to bleed both on attacks and counters. However, this weapon is both fragile and weak. Base 100 blade type might.
Finale Spear++: This incredible weapon may only be used during the attack "Finale". However, it boasts incredibly high base might. This weapon has a +30 hit against foes who are larger than the character using it. This weapon ignores 50% of the enemy's defense. Base 1800 Pierce-Type might.
Cruelest Crown Jester Gard: +10 avoid. This armor is bright and confusing to foes, boasting a moderate avoid boost. This armor grants resistance to blade, pierce, and martail damage. However, the armor is notably fragile. Base: 400 defense.
Moon's Wish: A beautifully dark, pearl-like object. This rare item may be crafted using shards of Midnight and other rare objects. This item may be used to immediately change the map to night. This will not take the characters turn to do, and this night-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Day Pearls will fail for those five turns. This object is hard to steal.
Temporal Fissure: An uncanny object. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear.
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.
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.
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.
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.
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.
(TBA) Bright Tambourine: An item that may only be used by musicians or circus performers. However, this impressive object increases the avoid of the user by 25 in bright light.
Blood Heart: A pulsating heart made entirely of shimmering, shifting blood. 30% boost to bleed chances. Stacks with Blood tear. This item is nearly impossible to steal. It also has a 20% chance to cause most characters to suffer the Panic status each turn they hold it... though some characters are immune.
Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.
(TBA) Bright Tambourine: An item that may only be used by musicians or circus performers. However, this impressive object increases the avoid of the user by 25 in bright light.
Dark Tambourine: An item that may only be used by musicians or circus performers. However, this impressive object increases the avoid of the user by 25 in low light.
Pure Stone
Razor Stone+Blade Plate
Abilities:
Razor Stone+Blade Plate
Needle Stone+Pierce Plate
Abilities:
Demon Blood Art-Demon Song: If this character uses the ability sing, it will also trigger Battle Ballad for any characters within the Sing radius. This will only buff demons; however, if this unit is bleeding, the battle ballad buff will double as will the range of the ability Sing. Costs: 5 pg
Battle Ballad: A sound based status. If a character is able to be inspired by a musical tune, this ability will buff that character for the next two turns. Any character within 2 range will recieve +10 speed and +10 skill, along with an additional 50% damage for the next two turns. This character must take their turn to perform this buff. Some characters may enjoy this status more than others, and on a few it may debuff rather than buff them. This will also buff the damage of "Finale" by 20% (40%). This buff will not stack. Requires 1M sonic. Costs: 7 pg
Inspiring Tune: Signature Ability. A sound based status. If a character is able to be inspired by a musical tune, this ability will remove terror and panic build up, allow a character to ignore heart-stopping aura, and grant a resistance to fear type abilities for the next two turns. This song requires this character to use their turn to perform, but it will impact all allies within three range. This will also buff the damage of "Finale" by 20% (40%). Requires 1M sonic. Costs: 4 pg
Solo: This character will draw the attention of low intelligence foes, making them target this character instead of others. However, performing this song will boost the speed of this character by 10 (20) and his avoid by 20 (40) (a total of 30 (60) more avoid) for the next two turns. This will also boost the total damage of "Finale" by 50% (100%). Requires 1M sonic. Costs: 6 pg
Sing: This character may reinvigorate most types of allies by singing. This will allow units who have moved to take another full turn. This song has two range and can allow any allies within its reach to move again. This ability cannot be removed by strategist. This may be done every other turn. Requires 3M sonic. Costs: 5 pg
Music Lover: This character receives double the bonus effects of sound based status improvement moves. Costs: 1 pg
Finale: Jester Signature ability. This character spends the battle building up to an incredible crescendo. Many abilities used by this character will buff the damage of this attack. This attack may only be used on the last foe of the battle, and after using this ability this character will suffer a 50% reduction of all their stats (aside from HP). This attack deals 500 pierce type damage and is improved by spear proficency. This character will buff the total might of the attack by 10% for each foe it fells in the battle. This attack may not be used in any battle that has less than four foes. Using this ability will only break proficiency buffs after the attack has landed. This ability is improved by Rapid Thrust and Two Handed Stance. Costs: 4 pg
Dizzying Performance: Instead of attacking, this unit may attempt to make any adjacent enemy dizzy. This skill has a 50% chance to activate. The enemy will then immediately recieve the dizzy status, which lasts for two turns. Dizzy characters recieve -20 avoid. Dizzy characters automatically only have a 50% chance to hit their target with normal attacks, and if they fail, they hit the square in the opposite direction. Dizziness does not affect all character types. Costs: 5 pg
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (4.15) Costs: 4 pg
Battle Ballad: A sound based status. If a character is able to be inspired by a musical tune, this ability will buff that character for the next two turns. Any character within 2 range will recieve +10 speed and +10 skill, along with an additional 50% damage for the next two turns. This character must take their turn to perform this buff. Some characters may enjoy this status more than others, and on a few it may debuff rather than buff them. This will also buff the damage of "Finale" by 20% (40%). This buff will not stack. Requires 1M sonic. Costs: 7 pg
Inspiring Tune: Signature Ability. A sound based status. If a character is able to be inspired by a musical tune, this ability will remove terror and panic build up, allow a character to ignore heart-stopping aura, and grant a resistance to fear type abilities for the next two turns. This song requires this character to use their turn to perform, but it will impact all allies within three range. This will also buff the damage of "Finale" by 20% (40%). Requires 1M sonic. Costs: 4 pg
Solo: This character will draw the attention of low intelligence foes, making them target this character instead of others. However, performing this song will boost the speed of this character by 10 (20) and his avoid by 20 (40) (a total of 30 (60) more avoid) for the next two turns. This will also boost the total damage of "Finale" by 50% (100%). Requires 1M sonic. Costs: 6 pg
Sing: This character may reinvigorate most types of allies by singing. This will allow units who have moved to take another full turn. This song has two range and can allow any allies within its reach to move again. This ability cannot be removed by strategist. This may be done every other turn. Requires 3M sonic. Costs: 5 pg
Music Lover: This character receives double the bonus effects of sound based status improvement moves. Costs: 1 pg
Finale: Jester Signature ability. This character spends the battle building up to an incredible crescendo. Many abilities used by this character will buff the damage of this attack. This attack may only be used on the last foe of the battle, and after using this ability this character will suffer a 50% reduction of all their stats (aside from HP). This attack deals 500 pierce type damage and is improved by spear proficency. This character will buff the total might of the attack by 10% for each foe it fells in the battle. This attack may not be used in any battle that has less than four foes. Using this ability will only break proficiency buffs after the attack has landed. This ability is improved by Rapid Thrust and Two Handed Stance. Costs: 4 pg
Dizzying Performance: Instead of attacking, this unit may attempt to make any adjacent enemy dizzy. This skill has a 50% chance to activate. The enemy will then immediately recieve the dizzy status, which lasts for two turns. Dizzy characters recieve -20 avoid. Dizzy characters automatically only have a 50% chance to hit their target with normal attacks, and if they fail, they hit the square in the opposite direction. Dizziness does not affect all character types. Costs: 5 pg
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (4.15) Costs: 4 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Pouring Wounds: Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (60%) (80%) (160%) of the time. This ability only activates on physical attacks. Costs 3 pg
Pouring Wounds: Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (60%) (80%) (160%) of the time. This ability only activates on physical attacks. Costs 3 pg
Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Swordsmanship level.
Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in spear.
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, back stabs, 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
Character Type: Support, Melee, Demon
Weakness: Weak to melee weapon damage. Weak to fear type abilities. Weak to light type damage. This character will lose 30% of their HP per turn when in sunlight. Cleave has a double% chance to activate against this character. However, this character can only be killed by demon-killing weapons/abilities, being cleaved, light or sunlight. It may still fall in battle, but it will not truly die. This bizzare nature of this character makes it immune to strategist (I). This character resists dark and sonic damage.
Character Type: Support, Melee, Demon
Weakness: Weak to melee weapon damage. Weak to fear type abilities. Weak to light type damage. This character will lose 30% of their HP per turn when in sunlight. Cleave has a double% chance to activate against this character. However, this character can only be killed by demon-killing weapons/abilities, being cleaved, light or sunlight. It may still fall in battle, but it will not truly die. This bizzare nature of this character makes it immune to strategist (I). This character resists dark and sonic damage.
Caps:
HP: Low
Attack: 300
Defense: 50
Speed: 145
Skill: 145
Move: 7 (9 Demon)
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