Charos: Level 87
HP: 1,377,600 (4,132,800) (9,918,720) (17,853,696) (37,492,762) (59,988,419 with Soul) (119,976,837)
Attack: 27,000
2 True OMEGA Wing: 8000
1 OMEGA Claw: 2000
1 OMEGA Tail: 2000
1 OMEGA Bite: 2000
1 OMEGA Magic: 2000
1 OMEGA Air: 2000
Draconic Forged Wings: 1,000 (28,000) (36,000) (72,000) (216,000) (648,000) (1,296,000)
Claw Attack: 1,000 (28,000) (30,000) (60,000) (180,000) (540,000)
Tail Attack: 1,000 (28,000) (30,000) (60,000) (180,000) (540,000)
Bite Attack: 1,000 (28,000) (30,000) (60,000) (180,000) (540,000) (1,080,000)
Defense: 27,000 (31,000) (62,000) (124,000) (186,000) (279,000)
1 OMEGA Shield: 2000
Wind Spirit Shield: 1000 (2000) (4000) (6000) (51,000) (102,000) (204,000) (408,000) (470,000)
Wind Spirit Shield: 1000 (2000) (4000) (6000) (51,000) (102,000) (204,000) (408,000) (878,000)
Magic Shield: 100 (2100) (4100) (34,850) (69,700) (139,400) (1,017,400)
Magic Shield: 100 (2100) (4100) (34,850) (69,700) (139,400) (1,017,400)
Magic Shield: 100 (2100) (4100) (34,850) (69,700) (139,400) (1,156,800)
Air Shield: 100 (2100) (4100) (34,850) (69,700) (139,400) (1,296,200)
Air Shield: 100 (2100) (4100) (34,850) (69,700) (139,400) (1,296,200)
Air Shield: 100 (2100) (4100) (34,850) (69,700) (139,400) (1,435,600)
Rayquazascale Pendant: 100 (2,100) (17,850) (35,700) (71,400) (1,507,000)
Rayquazascale Pendant: 100 (2,100) (17,850) (35,700) (71,400) (1,507,000)
Rayquazascale Pendant: 100 (2,100) (17,850) (35,700) (71,400) (1,578,400)
Seathe Crystal Pendant: 100 (2,100) (17,850) (35,700) (71,400) (1,649,800)
Seathe Crystal Pendant: 100 (2,100) (17,850) (35,700) (71,400) (1,721,200)
Windscale Pendant: 20 (2,020) (17,170) (34,340) (68,680) (1,789,880)
Windscale Pendant: 20 (2,020) (17,170) (34,340) (68,680) (1,858,560)
Magicscale Pendant: 20 (2,020) (17,170) (34,340) (68,680) (1,927,240)
Magicscale Pendant: 20 (2,020) (17,170) (34,340) (68,680) (1,995,920)
Magicscale Pendant: 20 (2,020) (17,170) (34,340) (68,680) (2,064,600)
Magicscale Pendant: 20 (2,020) (17,170) (34,340) (68,680) (2,133,280)
Magicscale Pendant: 20 (2,020) (17,170) (34,340) (68,680) (2,201,960)
Magicscale Pendant: 20 (2,020) (17,170) (34,340) (68,680) (2,270,640) (4,541,280) (6,811,920) (10,217,880) (30,653,640)
Speed: 295 (300) (+20 avoid when defending vs melee)
Skill: 385 (400) (430) (+30 hit) (+40 hit initiating) (+20 skill when defending vs melee)
Move: 9 (10) (14 (15) flying)
Items:
Speed: 295 (300) (+20 avoid when defending vs melee)
Skill: 385 (400) (430) (+30 hit) (+40 hit initiating) (+20 skill when defending vs melee)
Move: 9 (10) (14 (15) flying)
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.
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.
4-Erd Tree Seeds: Seeds generated from young Erd Trees. 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. These seeds will prevent the holder from using Mako Cells.
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.
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.
10-Heart Containers
Centaur Heart
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.
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.
Dragon Force Scale: This shimmering scale is said to originate from a secret and sacred realm. This character may strike phased and intangible foes with body attacks. However, they will resist this damage, rather than being immune. This item is easily lost or stolen.
Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.
14- Magic Crystal+Plate
Abilities:
Imposing Vitality: Signature ability. This character boasts a staggeringly high vitality. However, it comes at the cost of a patient and wise nature. This character must spend up to a month recharging this ability after using it. However, this ability will double this character's HP. Costs: 4 pg
Charos' Counter-Strike: Charos Signature ability. If the foe attacking this character with any physical attack has lower skill than this character, this character will have a 80% chance to activate this ability. This ability will only work from one range. If this character activates this defensive ability, then it will immediately give the foe the amount of damage that its defense blocks (double the amount) (x1.3). This will happen the exact second each strike of the foe lands, and this damage is impossible to dodge or defend against. There is no immunity to this damage. This ability will only activate if this character stands next to the foe. This ability may stack with the ability "Counter" and "Counter Magic". This counts as a dragon type attack. Costs: 4 pg
Counter: This unusual ability allows a character to directly damage a foe who has struck it. This ability has a 50% chance to activate. The foe must have lower skill than this character. It may only activate against adjacent attacks that have a physical component. If this ability activates, it will immediately give the foe the amount (double the amount) of damage that its defense blocks. This will happen the exact second each strike of the foe lands, and this damage is impossible to dodge or defend against. There is no immunity to this damage. Costs: 5 pg
Counter Magic: This unusual ability allows a character to directly damage a foe who has struck it. This ability has a 80% chance to activate. It may only activate against attacks that have a magic component. If this ability activates, it will immediately give the foe the amount (double the amount) of damage that its defense blocks. This will happen the exact second each strike of the foe lands, and this damage is impossible to dodge or defend against. There is no immunity to this damage. This ability may stack with "Counter". Costs: 4 pg
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
Magic Shield: Grants a protective shield of magic to character. The base might of the shield is 100 but is boosted by the magic and shield skill stats and boosts of this character. One of these shields refreshes at the start of each turn. Costs: 4 pg
Air Shield: Grants a protective shield of air to character. The base might of the shield is 100 but is boosted by the air and shield skill stats and boosts of this character. One of these shields refreshes at the start of each turn. Costs: 4 pg
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Engagement (II): Guard or HeroScape class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop or take damage equal to 3x (4x) the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 (+75) hit. If the character is ranged, flying will not prevent this attack from occurring. At second tier, if a foe starts their turn next to this character, then moving at least one space away from this character will trigger this ability as well. Foes must target at least one Engaged character with an attack or all Engaged characters will activate this ability against them. Costs: 8 pg
Gale Rush: This ability is only found on winged characters with high air affinity. Requires 3M air or higher. If the character has this ability, and they are attacked by a ranged foe, each attack the foe performs will allow this character to move three spaces towards the foe. This will eventually allow them to reach and counter the foe. As soon as they reach the foe, they will execute their entire counter-attack immediately. This ability will also allow the foe to chase down enemies with abilities such a Dodge Roll, and will allow the character to move back towards a foe who has thrown them or blasted them back. This ability only works if the character is flying when they are attacked. Costs: 4 pg
Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg
Reaving Wings: -5 speed and skill. The wing attacks of this character will always deal double damage. This will not stack with other abilities of this type such as dual weild. This will only activate if the character has landed. It cannot activate in flight. Costs: 5 pg or GM in Wing
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.
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 Martial Skill
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
Strike Twice: When innitiating a regular attack while using a whip or tail weapon, this character will strike twice the normal ammount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail
(TBA) Honorable Defender: This character comes into combat well aware of the risk of activated abilities. This will double the defense of this character against activated abilities. This includes abilities that must be chosen to activate and those that activate with a %chance. However, this ability comes at a cost, as it will prevent this character from using Assualt Moves or Critical Hits. Costs: 3 pg
(TBA) Engagement: Guard/HeroScape class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop, or take damage equal to 3x the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 hit. If the character is ranged, flying will not prevent this attack from occurring. Costs: 4 pg
Character Type: Dragon, Defensive
Weakness: Weakness to arrow damage. Mild weakness to bludgeon. Strongly resists magic and psychic damage. Resists martial, fire, and dark. Resists mind control. Weak to the poison and disease status. Immune to Expose and Enfeeble.
Charos' Draconic Forged Wings++: The massive wings of Charos are used by the dragon for both attack and defense. These unique forged wings will grant Charos an additional 500 (1000) base might on all his wing attacks. They will also cause charos to add the total damage of his wing attacks to his defense both when attacking or countering using his wings. This damage added will not be impacted by any defense boosting items or abilities.
Charos Draconic Forged Jaws++: Massive jaws that have been reinforced. These remove debuffs from Jaws of Death. Base 500 (1000) might.
Charos Draconic Forged Claws++: Massive claws that have been reinforced. These remove debuffs from Rapid Claws. Base 500 (1000) might.
Charos Dragonic Forged Tail++: A massive, sharp tail. This reinforced tail is brutally strong and will drop the defense of any foe it strikes who is smaller than Charos by 20% each time it hits them. This debuff may stack and will last two turns. Base 500 (1000) might.
Charos Draconic Forged Flesh++: +30 skill. Charos has a body aged with wisdom and hurt. This forged flesh will add 2000 (4000) to his base defense stat. It will also cause Charos to take half damage from statuses and halve debuffs.
Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.
Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items.
Draconic Forged Eye: This eye has been implanted into a Dragon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
2-Wind Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in wind and magic. This is extremely hard to steal, but not impossible. Base: 1000 defense. Boosted by Air, Magic and Shield skill and item boosts.
Ullar's Pledge: This magificent item was given only to Ullar's highest generals before his death at the hands of Sardilic. This item will boost the skill of Charos by 15.
Ullar's Wisdom Mental Rune: A mental rune granted to Charos. This item doubles the damage of Counter type damage.
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.
Reborn Blood: This item will cause the holder to survive a lethal hit and immediately heal up to half HP after the lethal strike lands. If the character has other life-saving abilities, this item will trigger last.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
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.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% (13%) of their HP at the start of each turn. This item is easily lost or stolen.
3-Erdtree Sap: Heal 5% (15%) (19%) of HP at start of turn; Up to 3 may be held at a time.
Deep-Sea Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy elemental damage by 10%.
Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy physical attacks by 10%.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
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.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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”.
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.
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.
Draconic Proficency Charm: An ornate neclace that looks like a coiled dragon. This will allow proficiency to boost all the body type damage of a dragon, dinosaur or beast type character, allowing it to use bite, tail, wing, and claw without removing the boosts. This delicate neclace is easily lost or stolen.
Metal Box: This item may be used once a battle. Upon activating it, the character will triple their innate defense stat for 5 turns. This item doesn't use up a turn to activate. This item is very hard to steal.
Metal Box: This item may be used once a battle. Upon activating it, the character will triple their innate defense stat for 5 turns. This item doesn't use up a turn to activate. This item is very hard to steal.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.
Ancestor’s Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% panic build at the start of every turn 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.
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.
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%.
Dragon Force Scale: This shimmering scale is said to originate from a secret and sacred realm. This character may strike phased and intangible foes with body attacks. However, they will resist this damage, rather than being immune. This item is easily lost or stolen.
Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.
Body Seal Ring: This ring allows a single elite weapon seal to be placed on the body attacks of the character. This will not be a standing buff, it will only apply when body attacks are being used to attack or counter. This item prevents form shifts.
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.
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 45%.
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.
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.
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.
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.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
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.
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.
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
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.
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.
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.
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.
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.
Calm Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny blue orb. When placed into the brain of a character, it will double the buffs of Calm Based statuses. This includes Deep Breath and Calm Mind. It will also allow the unit to use Calm Mind as many times as it wishes per battle. Impossible to steal unless the foe enters this character's mind.
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.
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.
Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.
4- Pom of Power (Air, Magic)
14- Magic Crystal+Plate
14-Air Gem+Plate
Wing, Jaw, Claw, and Tail Stone+Plates
Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight.
Boots
Abilities:
Imposing Vitality: Signature ability. This character boasts a staggeringly high vitality. However, it comes at the cost of a patient and wise nature. This character must spend up to a month recharging this ability after using it. However, this ability will double this character's HP. Costs: 4 pg
Charos' Counter-Strike: Charos Signature ability. If the foe attacking this character with any physical attack has lower skill than this character, this character will have a 80% chance to activate this ability. This ability will only work from one range. If this character activates this defensive ability, then it will immediately give the foe the amount of damage that its defense blocks (double the amount) (x1.3). This will happen the exact second each strike of the foe lands, and this damage is impossible to dodge or defend against. There is no immunity to this damage. This ability will only activate if this character stands next to the foe. This ability may stack with the ability "Counter" and "Counter Magic". This counts as a dragon type attack. Costs: 4 pg
Counter: This unusual ability allows a character to directly damage a foe who has struck it. This ability has a 50% chance to activate. The foe must have lower skill than this character. It may only activate against adjacent attacks that have a physical component. If this ability activates, it will immediately give the foe the amount (double the amount) of damage that its defense blocks. This will happen the exact second each strike of the foe lands, and this damage is impossible to dodge or defend against. There is no immunity to this damage. Costs: 5 pg
Counter Magic: This unusual ability allows a character to directly damage a foe who has struck it. This ability has a 80% chance to activate. It may only activate against attacks that have a magic component. If this ability activates, it will immediately give the foe the amount (double the amount) of damage that its defense blocks. This will happen the exact second each strike of the foe lands, and this damage is impossible to dodge or defend against. There is no immunity to this damage. This ability may stack with "Counter". Costs: 4 pg
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
Magic Shield: Grants a protective shield of magic to character. The base might of the shield is 100 but is boosted by the magic and shield skill stats and boosts of this character. One of these shields refreshes at the start of each turn. Costs: 4 pg
Air Shield: Grants a protective shield of air to character. The base might of the shield is 100 but is boosted by the air and shield skill stats and boosts of this character. One of these shields refreshes at the start of each turn. Costs: 4 pg
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Engagement (II): Guard or HeroScape class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop or take damage equal to 3x (4x) the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 (+75) hit. If the character is ranged, flying will not prevent this attack from occurring. At second tier, if a foe starts their turn next to this character, then moving at least one space away from this character will trigger this ability as well. Foes must target at least one Engaged character with an attack or all Engaged characters will activate this ability against them. Costs: 8 pg
Gale Rush: This ability is only found on winged characters with high air affinity. Requires 3M air or higher. If the character has this ability, and they are attacked by a ranged foe, each attack the foe performs will allow this character to move three spaces towards the foe. This will eventually allow them to reach and counter the foe. As soon as they reach the foe, they will execute their entire counter-attack immediately. This ability will also allow the foe to chase down enemies with abilities such a Dodge Roll, and will allow the character to move back towards a foe who has thrown them or blasted them back. This ability only works if the character is flying when they are attacked. Costs: 4 pg
Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 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
Green Dragon Scales: This dragon's scales give it a unique ability based on their color. Green gives this character complete immunity to poison-type damage. These scales also boost the chartacter's total defense by 50%. 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
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
Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25% (50%). This ability may only be used 5 times during a battle. This ability will max out at doubling (200%) the stats it improves. This boost lasts for 3 turns. Costs: 4 pg
Calm Refresh: If this character has activated Calm Mind, they will refresh two barriers/shields at the start of each turn. Costs: 3 pg
Steady Stance: When attacked by an enemy who is using a melee weapon, this unit adds +20 to their skill and avoid. Costs: 3 pg
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)
Reaving Wings: -5 speed and skill. The wing attacks of this character will always deal double damage. This will not stack with other abilities of this type such as dual weild. This will only activate if the character has landed. It cannot activate in flight. Costs: 5 pg or GM in Wing
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.
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 Martial Skill
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
Strike Twice: When innitiating a regular attack while using a whip or tail weapon, this character will strike twice the normal ammount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail
(TBA) Honorable Defender: This character comes into combat well aware of the risk of activated abilities. This will double the defense of this character against activated abilities. This includes abilities that must be chosen to activate and those that activate with a %chance. However, this ability comes at a cost, as it will prevent this character from using Assualt Moves or Critical Hits. Costs: 3 pg
(TBA) Engagement: Guard/HeroScape class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop, or take damage equal to 3x the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 hit. If the character is ranged, flying will not prevent this attack from occurring. Costs: 4 pg
Character Type: Dragon, Defensive
Weakness: Weakness to arrow damage. Mild weakness to bludgeon. Strongly resists magic and psychic damage. Resists martial, fire, and dark. Resists mind control. Weak to the poison and disease status. Immune to Expose and Enfeeble.
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