God of War: Level 77
HP: 450,000 (900,000 Viscera) (1,800,000 Seeds) (2,700,000 Heart+Soul) (3,240,000 Rune Arc)
Attack: 7,200
5GM Sword: 1,000
5GM Axe: 1,000
5GM Spear: 1,000
5GM Martial: 1,000
5GM Throw: 1,000
5GM Whip: 1,000
5GM Whip: 1,000
5GM Ice: 1,000
5GM Magic: 1,000
5GM Fire: 1,000
5GM Dark: 1,000
5GM Magic: 1,000
5GM Fire: 1,000
5GM Dark: 1,000
5GM Air: 1,000
Darkscale, Airscale, Firescale, Lightscale, Magicscale, Icescale Pendants
Abilities:
5GM Explosion: 1,000
Blades of Chaos: 900 (8,100) (9,100) (10,100) (11,100) (12,100) (36,300) (114,950) (217,800) (435,600) (653,400)
Blades of Chaos: 900 (8,100) (9,100) (10,100) (11,100) (12,100) (20,100) (60,300) (190,950) (361,800) (723,600) (1,085,400) (2,170,800) (x1.5 v weapon)
Chaos Chain Throw: 900 (8,100) (9,100) (10,100) (11,100) (12,100) (13,100) (39,300) (124,450) (235,800) (471,600) (707,400) (919,620)
Leviathan Axe: 1,500 (8,700) (9,700) (10,700) (11,700) (18,500) (37,000) (157,250) (314,500) (629,000) (943,500) (1,887,000) (2,830,500) (x1.5 v weapon)
Leviathan Axe (Thrown): 1,500 (8,700) (9,700) (10,700) (11,700) (13,700) (27,400) (116,450) (232,900) (465,800) (689,700) (908,310) (1,816,620)
Draupnir Spear: 1,200 (8,400) (9,400) (10,400) (11,700) (19,700) (39,400) (167,450) (315,200) (630,400) (945,600) (1,891,200) (x1.5 v weapon)
Spartan Rage: 7,200 (8,200) (9,200) (10,200) (11,200) (95,200) (190,400) (380,800) (761,600) (1,523,200) (x1.5 v weapon)
Defense: 5,000
5GM Armor: 1,000
5GM Shield: 1,000
Smaugscale Pendant: 100 (1,100) (8,250) (16,500) (33,000)
Bonechillscale Pendant: 100 (1,100) (8,250) (16,500) (33,000)
Seath Crystal Pendant: 100 (1,100) (8,250) (16,500) (33,000)
Ancalagonscale Pendant: 100 (1,100) (8,250) (16,500) (33,000)
Flamescale Pendant: 20 (1,020) (7,650) (15,300) (30,600)
Icescale Pendant: 20 (1,020) (7,650) (15,300) (30,600)
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600)
Darkscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (254,400) [508,800] (763,200)
Blades of Chaos+++ (Sealed): +10 (+20) Speed (each). 1-3 Range. A pair of ferocious blades forged in the foulest depths of Hades. Once attached the blades remain so, seared to the flesh, a part of the bearer's body, and as such are always equipped. These blades are profane and will deal x3 damage to Deific units. Deific units are also unable to consume damage from these weapons. These blades may be used to perform grabs and throws and will remove the debuffs caused by "Dual Wield". Each time these weapons strike a foe, they will boost their total damage and Burn chance by 5%. This boost will reset whenever Kratos loses HP. Base 300 (900) Blade/Whip/Dark/Fire-type damage.
>Fated Weapon Seal
>Rushing Elite Weapon Seal
Leviathan Axe+++ (Sealed): -5 Skill. A weapon made to oppose the power of Mjölnir. This axe is inscribed with several runes that grant various power, among them the use of ice, and the ability to recall the weapon from any distance. This axe may add its base might to many Ice-type abilities. Deals 50% (100%) more damage when thrown and adds +1 range when used with "Weapon Throw". When recalled, it may strike a foe in the back, completely ignoring shields and barriers. This may only occur if the axe was able to land in the tile behind the foe. Each time this weapon strikes a foe, it will boost its total damage by 10% and Freeze chance by 5%. This boost will reset whenever Kratos loses HP. Base 500 (1,500) Blade/Ice/Magic-type damage.
>Brave Elite Weapon Seal
>Fated Weapon Seal
Draupnir Spear+++: Kratos Signature Weapon. A powerful spear that can replicate. This weapon has 1-2 range and can be thrown without the ability weapon throw. As the spear replicates, it can be thrown repeatedly, striking based solely on speed. If this weapon strikes a foe, it will lodge into them. Up to four spear replicas may be on the map at any given time. They can be lodged into one or multiple foes. At the start of any turn, Kratos may slam this spear into the ground. This will cause all the spears lodged into the foes to explode, giving damage equal to the normal striking might of the spear (excluding Inhuman Strength). This will deal significant damage to shields and barriers but will not ignore defense. Base: 400 (1,200) Pierce/Air/Explosion-type might.
Draupnir Spear+++: Kratos Signature Weapon. A powerful spear that can replicate. This weapon has 1-2 range and can be thrown without the ability weapon throw. As the spear replicates, it can be thrown repeatedly, striking based solely on speed. If this weapon strikes a foe, it will lodge into them. Up to four spear replicas may be on the map at any given time. They can be lodged into one or multiple foes. At the start of any turn, Kratos may slam this spear into the ground. This will cause all the spears lodged into the foes to explode, giving damage equal to the normal striking might of the spear (excluding Inhuman Strength). This will deal significant damage to shields and barriers but will not ignore defense. Base: 400 (1,200) Pierce/Air/Explosion-type might.
>Brave Elite Weapon Seal
>Fated Weapon Seal
Baldur's Brutal Wrappings: These martial weapons may be placed over forged body weapons. They will boost the damage of the martial attacks of this character when attacking a foe who has a weapon equipped by 50% along with adding +30 skill/avoid.
4- Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% (+35%) 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: +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 this item.
10- Heart Container: +10% (+20%) HP, up to x2 (x3)
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.
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.
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 these items. 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.
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.
Flame Rock: A rock that forms in blazing blood. This rare item will increase the damage given by
burning statuses by multiplying their %damage by 1.5x.
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%.
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.
Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage
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.
Stagnancy Pact: Increases the chances of freeze and flinch statuses by 20%; Increases stun and petrification status chances by 10%; Prevents the use of any Indirect Damage
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 worn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable.
Warming Ember: This item increases the activation chance of burn by 30%. This item is easily lost or stolen.
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.
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.
Devilish Destruction Charm
Magic, Fire, Dark, Light, Ice, Air Poms
Max- Fire, Dark, Explosion, Magic, Light, Air Gems+Plate
Ancalagonscale, Rayquazascale, Smaugscale, Blessed Greatscale, Seathscale, Bonechillscale Pendants
Darkscale, Airscale, Firescale, Lightscale, Magicscale, Icescale Pendants
Abilities:
Spartan Rage (II): Kratos Signature Ability. Once per day, this unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit will be forced to use Martial-type attacks; however, they will add Fire/Explosion-type damage and skills to their attacks. Along with this, they will boost their damage by 50% (100%) and increase their speed by +30 (+40). Lasts 3 turns. Each strike this character lands in this state will heal this character 20% (100%) of the damage it deals to the foes. This can heal Kratos above his max HP. Costs: 16 pg
Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg
Deific Healing: This character has god-like regenerative abilities. This will cause it to heal 20% at the start of every turn. Costs: 5 pg
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 -10 skill.
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 counterattack. Costs: 7 pg
Chaos Chain Grab: 1-2 range. A Dark/Fire grab. Much more accurate and longer range than a regular grab. This unit lashes out a long chain whip and stabs it into a medium or small character. If this hit lands, this unit may then throw that unit two spaces away from itself. The unit will take damage equal to the Blade/Whip/Throw/Dark/Fire skills, along with this unit's attack and chain might. This damage ignores defense and block. If a character is thrown into dangerous terrain, they will immediately take the negative effects. Cost: 3 pg
Grab and Smash: If this character has grabbed an enemy with a normal grab ability. This unit may smash the enemy into the ground multiple times before throwing them. The number of times that the character can be smashed against the ground depends on the speed of this unit. If it is:
5 faster: 1 extra hit.
10 faster: 2 extra hits.
15: 3 extra hits
20: 4 extra hits:
30: 5 extra hits.
40: 6 extra hits.
Each hit will give the same amount of damage as the throw, and will completely ignore defense just like a throw. Also, just like a throw, the unit will immediately take the negative effects of any terrain they are smashed against. This ability may be used once every other turn. Costs: 6 pg
5 faster: 1 extra hit.
10 faster: 2 extra hits.
15: 3 extra hits
20: 4 extra hits:
30: 5 extra hits.
40: 6 extra hits.
Each hit will give the same amount of damage as the throw, and will completely ignore defense just like a throw. Also, just like a throw, the unit will immediately take the negative effects of any terrain they are smashed against. This ability may be used once every other turn. Costs: 6 pg
Burning Weapon: When this character initiates regular attacks with a fire weapon, those attacks will have a 40% (50%) (100%) chance to burn the enemy with each strike. Costs: 4 pg
Swing: This unit excels in using swinging movement. It may grapple to structures or characters who are two size classes larger than them if those objects are within three spaces of where they start or end their movement. Upon grabbing a structure, they may add +3 (+5) to their total movement, add +20 (+30) to their avoid for the rest of their phase. Costs: 2 pg
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
Hand to Weapon Combat (III): This unit adds its x8 its martial skill damage to its Weapon damage. This will add martial damage type to these attacks as well. This only works on weapons when they strike from 1 range. Costs: 12 pg
Freezing Weapon: When this character initiates regular attacks with an ice weapon, those attacks will have a 20% (30%) (50%) chance to freeze the enemy with each strike. Frozen characters will not take any turns, and they have a 30% chance to thaw at the start of each turn. Freezing usually lasts for 2-3 turns, but a character may be thawed by certain attacks or if they have certain abilities. Costs: 4 pg
Ice Pillar Surge: This torrential attack launches huge spikes of ice from the ground. This attack will always leave jagged ice terrain in all spaces that it strikes. These ice spikes have a 20% chance to give a character a bleeding status, and they will damage any character who stands on them 10% of their HP. The base might of this attack is 350. This attack may only strike once. 1-3 range. Costs: 4 pg
Weapon Throw (III): The unit may throw their held weapon at a foe. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on double this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 4 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 melee or marksman level.
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.
Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.
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) Deific Oppression: This character is far above the mortals they battle. If a foe uses non-aggressive ability that takes their turn to accomplish, this character may take their full movement towards the foe and attack them, striking them once with their normal attack. This ability may also trigger immediately if a foe uses any form of consumable. If this character would vantage hit the foe, this attack deals double damage and prevents the foe from taking the action or the consumable. This ability may only strike one foe during the enemy phase. Costs: 5 pg
(TBA) Ice Beam: 1-2 range. This attack is similar to this character's normal ice blast, giving the exact same amount of damage. However, when using this move, the character has a 20% (40%) to freeze the enemy. This attack may only hit twice. Costs: 3 pg
(TBA) Axe Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage, and finishes with a 2x damage strike. Costs: 5 pg
(TBA) Berserk: This unit may activate this ability once a battle at the start of it's turn. The ability lasts for 3 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 3x damage to it. In this state, the character is immune to pain and fear. Costs: 5 pg
(TBA) Defiant (II): If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 (20) skill and double (triple) in total might. Costs: 4 pg
(TBA) Fury Point: If this character is hit by an attack that they cannot dodge (such as an assault or area affecting attack), then they will multiply their total attack might x 4 for the entirety of the next turn. Costs: 4 pg
(TBA) Undying Rage: This character is, to be blunt, to angry to die. This character may survive one lethal hit for every anger based status they currently have activated. Each type of status will only take a lethal hit once per battle, so recieving the statuses multiple times will not refresh this ability. This ability will also trigger once if their is a foe on the battlefield who is deeply hated by this character. Costs: 4 pg
(TBA) Vicious Fighter: This character is unwavering in their determination to vanquish their foe. 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 character may vantage hit these status abilities and doing so has a 10 lower speed requirement. Countering these statuses will also cause the attacks of this character to deal 25% more damage against the foe attempting to use the ability against this character. Costs: 4 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) Hand to Sword Combat (II): This unit adds its x4 its martial skill damage to its sword damage. Costs: 4 pg
(TBA) God Killer: If fighting units that qualify as gods (including the higher Lords of the Dark Souls dimension, but not those of less power), this unit will receive a 30% boost to its total damage. 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) Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. Costs: 3 pg
(TBA) 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
(TBA) Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg
(TBA) Cleave: The unit may try and instant-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) Martial Assault: This unit rushes in with nothing but it's own trained body and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal martial damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg
(TBA) Neck Break: This ability may only be used once a battle. The character chooses an adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the severe paralysis status, preventing them from moving unless they regenerate or are cured. Cost 6 pg
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) Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. Costs: 3 pg
(TBA) 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
(TBA) Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg
(TBA) Cleave: The unit may try and instant-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) Martial Assault: This unit rushes in with nothing but it's own trained body and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal martial damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg
(TBA) Neck Break: This ability may only be used once a battle. The character chooses an adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the severe paralysis status, preventing them from moving unless they regenerate or are cured. Cost 6 pg
(TBA) Weaponized Body (III): If this unit uses only pure martial/claw/body type attacks, then it will triple the total damage output. Costs: 8 pg
(TBA) Blizzard: Once every two turns this unit may release a powerful pulse of ice energy that strikes all squares within 2 spaces of this character. This attack only hits once. The base might of this attack is 80 (392) (442) (1768) ice type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. Costs: 4 pg
(TBA) Heat Wave: Once every three turns this unit may release a powerful pulse of fire energy that strikes all squares within 2 spaces of this character. This attack only hits once. The base might of this attack is 100 fire type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. Costs: 4 pg
(TBA) Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg
(TBA) Heat Wave: Once every three turns this unit may release a powerful pulse of fire energy that strikes all squares within 2 spaces of this character. This attack only hits once. The base might of this attack is 100 fire type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. Costs: 4 pg
(TBA) Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg
Character Type: Strength, Destruction, Melee
Weakness: Extreme weakness to sacred weapons. Mild weakness to magic-type damage. Resists ice, fire, and body-type damage.
Caps:
HP: Small
Attack: 300
Defense: 400
Speed: 120
Skill: 140
Move: 6
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