Doctor Stephen Strange: Level 81
HP: 600,000 (1,200,000 1-UP+Seraph Robe) (2,400,000) (3,000,000) (4,500,000 Heart and Soul) (5,400,000 Rune Arc) (9,720,000)
Attack: 12,400
5GM Magic: 1,000
5GM Dark: 1,000
5GM Magic: 1,000
5GM Dark: 1,000
5GM Fire: 1,000
5GM Explosion: 1,000
5GM Light: 1,000
5GM Energy: 1,000
5GM Psychic: 1,000
5M Absorb: 80
1GM Whip: 200
5GM Sword: 1,000
5GM Shield: 1,000
Magic Blast: 1,000 (13,400) (100,500) (201,000)
Dark Blast: 1,000 (13,400) (107,200)
5M Absorb: 80
1GM Whip: 200
5GM Sword: 1,000
5GM Shield: 1,000
Magic Blast: 1,000 (13,400) (100,500) (201,000)
Dark Blast: 1,000 (13,400) (107,200)
Fire Blast: 1,000 (13,400) (107,200)
Explosion Blast: 1,000 (13,400) (93,800)
Energy Blast: 1,000 (13,400) (93,800)
Light Blast: 1,000 (13,400) (93,800)
Psychic Blast: 600 (13,000) (91,000)
Light Blast: 1,000 (13,400) (93,800)
Psychic Blast: 600 (13,000) (91,000)
Absorb Blast: 80 (13,480)
Collapsing Stars: 10 (810) (1,620) (14,010) (15,010) (16,010) (128,080) (256,160) (333,008) (399,610) (799,219)
Ornamental Straight Sword: 600 (13,000) (13,800) (14,800) (111,000) (222,000)
(TBA) Ornamental Straight Sword: 600 (5,800) (6,800) (7,800) (8,800) (70,400) (132,000) (264,000) (462,000)
Eldritch Whip: 300 (1,100) (13,500) (13,700) (14,700) (15,700) (16,700) (125,250) (258,850) (384,100) (499,330) (599,196) (1,198,392) (1,557,910 at one range)
Eldritch Sword: 300 (1,100) (13,500) (14,300) (15,300) (16,300) (17,300) (138,400) (268,150) (389,250) (511,875) (614,250) (1,228,500) (1,597,050)
Eldritch Shield: 300 (1,100) (13,500) (14,500) (15,500) (16,500) (17,500) (140,000) (271,250) (393,750) (511,875) (614,250) (1,228,500) (1,597,050)
Crimson Bands of Cytorak: 400 (1,200) (13,600) (14,400) (15,400) (16,400) (17,400) (139,200) (278,400) (408,900) (531,570) (637,884) (1,275,768) (1,658,498 at one range)
Crimson Bands of Cytorak: 400 (1,200) (13,600) (14,400) (15,400) (16,400) (17,400) (139,200) (278,400) (408,900) (531,570) (637,884) (1,275,768) (1,658,498 at one range)
Defense: 12,000 (24,000) (48,000)
5GM Armor: 1,000
Strange's Outcast Super Under-armor: 150 (1,150) (13,150)
Supreme Sorcerer Cursed Robes: 600 (13,750)
Supreme Sorcerer Cursed Robes: 600 (13,750)
Strange's Cloak: 300 (14,050) (28,100) (56,200)
5GM Shield: 1,000
Shadow Spirit Shield: 1,000 (2,000) (3,000) (4,000) (32,000) (64,000) (128,000) (256,000) (284,100)
Flame Spirit Shield: 1,000 (2,000) (3,000) (4,000) (32,000) (62,000) (124,000) (248,000) (532,100)
Light Spirit Shield: 1,000 (2,000) (3,000) (4,000) (32,000) (60,000) (120,000) (240,000) (772,100)
Seath Crystal Pendant: 100 (1,100) (8,800) (17,600) (35,200) (807,300)
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (837,900)
Ancalagonscale Pendant: 100 (1,100) (8,800) (17,600) (17,600) (872,800)
Darkscale Pendant: 20 (1,020) (8,160) (16,320) (16,320) (905,440)
Smaugscale Pendant: 100 (1,100) (8,250) (16,500) (981,300)
Great Serpent Scale Pendant: 100 (1,100) (8,250) (15,400) (997,800)
Celebi Leaf Pendant: 100 (1,100) (8,250) (7,000) (1,014,300)
Mergo's Wetnurse Feather Pendant: 100 (1,100) (8,250) (7,000) (1,030,800)
Flamescale Pendant: 20 (1,020) (7,650) (15,300) (1,046,100)
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (1,061,400)
Absorbscale Pendant: 100 (1,020) (7,650) (15,300) (1,076,700)
Psychicscale Pendant: 20 (1,020) (7,650) (15,300) (1,092,000)
Godzillascale Pendant: 100 (1,100) (8,250) (16,400) (1,075,500)
Energyscale Pendant: 20 (1,020) (7,650) (15,280) (1,060,200) (1,590,300) (3,180,600) (9,541,800)
Speed: 278 (283) (-5) (+20 avoid when attacked)
Skill: 305 (-5)
Move: 7 (8) (12 (13)) (+4 if no replicas)
Move: 7 (8) (12 (13)) (+4 if no replicas)
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 dopped at death.
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.
Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of these items.
10-Heart Container: 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.
(TBA) Eye of Agamotto (not filled): This relic once contained an infinity stone. If the stone were returned, this amulet would make removing the stone quite difficult.
Asgardian Brilliant Catalyst Glove++: This fantsistic piece of equipment will add 400 (800) to the base might of all cast spells. This item is practically indestructible, even able to survive disintegration.
2-Ornamental Straight Sword++: This sword requires the user to be GM in Light, Magic, and Sword. This weapon counts as a rapier. When used by a grafted soldier, this weapon will work with dual wield while still activating Rapid Thrust. This weapon allows access to the Weapon Art "Golden Tempering". Base 300 (600) pierce or blade/magic type damage. This sword does not lead to dual wield debuffs when used by Scions.
White Witch's Wand: This small staff deals magic/ice/pierce type damage. It also adds +15% to any petrification attacks that are used with this weapon. This is the only weapon the White Witch has that can petrify a foe. The weapon is also notably frail and easily broken. 700 base might.
2-Magic 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 magic 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
Strange's Outcast Super Underarmor: Durable and Lightweight. Designed for fighting monstrous foes. Grants resistance to all body type damage. This armor can be worn under normal armor. Base 150 defense.
Supreme Sorcerer Cursed Robes: Wearing this armor immediately curses the character who dons it. However, it grants resistance to ice, fire, poison, earth, and air type damage. It also makes the character immune to indirect damage and terrain movement debuffs. This armor has been tailored and will cause the wearer to deal 20% more damage when using Cast Spells, as well as take 20% less damage from cast spells. Base 600 defense.
Strange's Cloak: This item cannot be stolen, and if damage it will repair at the end of the battle due to being unlocked by an ability. This cloak has been tailored and enhanced. If Strange has no replicas on the battlefield, this cloak will buff his movement by an additional 4. This cloak grants extreme resistance to light and sonic type damage, along with resistance to explosion. Grants: 300 defense.
Vallite Crystal Lotus: This gift was given to partners who participated in the Vallite Ball. If this character is adjacent to their partner, they will gain +10 skill and +5% activation chances. (This item will not specify who the partner was, making it harder for foes to tell)
1-Flame Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in fire and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Fire, Magic and Shield skill and item boosts.
1-Shadow Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in shadow and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Dark, Magic and Shield skill and item boosts.
1-Light Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in light and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Light, Magic and Shield skill and item boosts.
Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.
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.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
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.
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.
Slingring: An incredible item. Once every six turns this character may take one turn to open a gate. If this character is struck, the ability will fail and go into cooldown. However, if they open the gate, they and their allies may enter the gate. After passing through the gate, this character must use this item to close the gate. Doing so takes two turns, and doing so will fail if this character is struck. This gate may open to any location this character has seen before. Enemies may pass through the gate.
Eminis Crystal Defensive Ring of Power: A Legendary Item. A character may only hold one Ring of Power. This ring will increase the holder’s HP by 80% and their defense by 200%. This ring will also grant the character access to the first tier of any ice or time ability. A character chooses this ability once and will then be locked to it.
Obtuse Magic Brand: A brand placed onto the body of a mage. Nearly impossible to remove. This brand will boost the damage of spells when used at one range by 30%.
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.
Loki's Craft: An incredible item. This item is incredibly hard to steal or lose. This item prevents replicas from sharing cooldowns, and allows false replicas to use activated abilities even at the first tier of that ability. Truly, only a god of mischief could concieve of such an object. Item rarely drops.
Collapsing Stars Tome: A Tome that grants the ability "Collapsing Stars". Incredibly valuable. To use this tome the user must be a sorcerer, wizard, witch or mage.
Saint's Ring: This ring will allow a unit to unlock a single spell that is within their learned kit for free. This may also allow them to push a spell to the next tier if they have the prior tier(s) unlocked. (Not activated)
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.
Small Buckle: This small buckle allows a character to access the ability “Carry the Small” for free.
Mortal’s Clinging Ring: This ring may grant the ability “Cling To Life” to a human character for free. However, the human cannot have the ability Steadfast available to them or any other generic life-saving ability unlocked. This item is easily lost or stolen.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
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”.
Vicious Silver Pin: A small, needle-like pin that can easily be 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 difficult 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.
Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind-controlling abilities activating against this character.
Flash Bulbs: This item may be used once every two turns. It will not take your action that turn, and it will create a blinding field of light around you. It will drop all foe's skill by 5 within five range, and will illuminate the area and remove dark terrain and drive off certain types of shadowy characters.
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.
Clotting Ring: This ring will debuff the damage of all blood type attacks used within three range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring is easily lost or stolen.
Curse of Profane Darkness: This horrible golden object causes this character to deal 25% more indirect damage, and increases the activation chances of instant kill abilities by 10%.
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.
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.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
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.
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.
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.
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.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
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.
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.
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.
Mustafar Magma Shard: This item will harm characters who are not fire oriented. However, it will also increase all burn chance activations by 10%.
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% (20%) 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.
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.
Nhorian Crest: A Crest created by Anankos. Boosts Vallite units Magic/Water by 50% alongside normal item boosts. Boosts Hoshidan units Light/Magic by 50%. Boosts Nhorian units Dark/Magic by 50%.
4-Pom of Power (Magic): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
(TBA) 4-Pom of Power (Energy): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
4-Pom of Power (Dark): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
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.
Twisted Stone+Plate
Razor Stone
Heavy Stone
Needle Stone
12-Fire Gems+Flame Plate
12-Magic Crystals+Magic Plate
24-Night Sapphires+Dark Plate
24-Day Pearls+Light Plate
12-Energy Gems+Energy Plate
12-Nightmare Wheels+Psychic Plate
12-Bomb Badges+Explosion Plate
24-Jade Cube+Absorb Plate
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.
1-Air Gem: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.
Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them.
Abilities:
Sorcerer Supreme: Signature ability. This character is the greatest Sorcerer his universe has ever seen. When fighting other foes who use magic damage, he will immediately take half damage from their magic attacks (this is not a resistance, it will be calculated separately), and if they have a magic weapon/attack equiped, Doctor Strange will deal 50% extra damage to them. Costs: 5 pg
(Taken-Boo) Spook: Fear type ability. 1-3 range. Instead of attacking, this unit may attempt to frighten the enemy. If this works, the enemy units will immediately be forced to move as far away from this character as they possibly can. The chance of this ability succeeding lessons each time it is used. Costs: 4 pg
Empower: This unit may take a turn to empower all ally units within 3 spaces of it. This will boost those character's total attack damage by 50% for the remainder of the turn. Costs: 4 pg
Expose: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all its innate and item generated resistances and immunities removed for the next 4 turns. This will not remove resistances and immunities that are the result of abilities; those must be removed by Strategist. Costs: 5 pg
Barrier: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any physical attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg
Light Screen: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any element type attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg
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
Mirror Dimension: This powerful spell allows the caster to bring a foes and allies alike into a deadly pocket dimension. This will pull all characters adjacent to the caster into the mirror world, and it will pull any enemies within three range of this character into the dimension as well. However, enemies may attempt to dodge this attack. Enemies trapped in this dimension must kill the caster to escape. Time moves far faster inside this pocket dimension, and as such characters inside it will take two turns for every normal turn outside characters take. If allies or the caster fall in this dimension, they will automatically level down. Be aware that certain foes may be able to enter or escape this strange world on their own. All dark type damage will be doubled in the Mirror Dimension. Costs: 7 pg
Time Warp: Once (twice) a day, this character may stop time for two turns. This reduces enemy avoid to zero. It prevents enemy units from counter attacking. When time is stopped, only this unit and other units with Time Warp will take turns. Enemy units cannot be killed during a time stop; they will retain at least 1 HP no matter what.
This unit may also take 2 (4) “step backs” once a day. Step backs allow the character to re-roll a result they do not like. However, if their is another character on the map with “Time Warp”, that enemy can spend one of their re-rolls to block a re-roll.
It should be noted that tampering with time might cause strange and dangerous side effects, so it is best not to be done often.
Costs: 6 pg
Temporal Trap: This unit may select one enemy unit within three spaces of them. This unit will be trapped in a time lock for the next two turns. Characters cannot die in a temporal lock, but they do not move and have zero evasion. They can have their HP drained to 1. This ability may only be used once (twice) a day. Temporal Trap will still allow damaging statuses to trigger, but it will remove statuses such as sleep, stun, freeze, petrification, or flinch. It will also be impossible to use other non-damaging statuses on a trapped foe, such as Strategist, Expose, Erasure, Null, etc. Costs: 5 pg
Crimson Bands of Cytorak Bind: Instead of attacking, the spell may be used to wrap around and bind a foe. This will hold them in place and reduce their avoid by 40 and their speed by 10. Foes with inhuman strength will ignore this, and Medium, Large, and Titanic characters will escape this bind much more quickly, potentially immediately. This bind may hold a foe in place for up to three turns. Costs: Spell and 3 pg
Crimson Bands of Cytorak: A very dark and dangerous spell. Requires 5M Dark and 5M magic to use. This spell will open a portal an summon powerful, crimson, band-like tentacles. These tentacles count as dark/magic/fire/whip type damage, and they will always strike four times and only four times. Unless a foe can consume Dark, Fire, and Magic, they will take the full damage. This spell ignores item based immunities and resistances. These tentacles have a base 400 might. This ability may be used once every four (two) (every) turns. 1-2 range. Costs: 5 pg
Savage Elements: Alchemist and Sorcer exclusive ability. When this unit attacks an enemy with an element based attack, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% (31%) of the total damage of the attack as unblockable, undodgeable damage. This ability triggers even on specialized, activatable attacks. Costs: 4 pg
False Replicas: This character may take a turn to sacrifice 30% of it's HP to generate two false replicas of itself. These replicas will have 10% of this character's HP as their own. They will not be able to use abilities that have already been expended by the character. This character may make up to ten of these replicas in any given battle. On any map, there may only be 16 replicas at any given time (meaning both foes and allies may contribute to maxing out this number). Killing this character will destroy the replicas. False replicas cannot buff, take the hit for, heal, or enhance the character that created them or other identical false replicas in any way. Costs: 8 pg
Eldritch Weapon Creation: Sorcerer ability. This character may summon weapons made of pure magic energy. These weapons include shields, whips, and swords. They are dreadfully powerful, and the character may switch between them without having to "equip" a new one. The base might of the weapon is 20 per melee weapon skill level, and 40 per melee weapon Master Level (300 max). These weapons will deal melee/magic/light/fire type damage. These weapons may be used with dual wield. These weapons deal half damage when counter-attacking. Costs: 5 pg
Magic Sense: This character has an uncanny perception of its surroundings. This adds 20 avoid when being attacked. It also allows this character to ignore vision-based evasion boosts. This is particularly true of invisible foes or enemies who have night-time stealth boosts. This does not allow the character to ignore extreme evasion or item based evasion boosts. This will allow the character to ignore Conceal Presence and allow the character to identify foes who are shapeshifted or have treacherous intent. This character may see invisible foes, but only if they are within six spaces of the character. Costs: 5 pg
Cloak of Levitation: Signature ability. This will grant Doctor Strange his red cloak. This cloak will allow access to levitation and flying-type movement. When flying, it will count as winged movement. The cape will also add 4 to his movement speed if he chooses to fly. The cloak has a mind of its own, and as such it will allow Doctor Strange to move even if he is asleep, mind controlled, or has other negative statuses such as a broken neck. This cloak may also flee with the corpse of the fallen sorcerer. This makes it much harder to steal items from him. Costs: 3 pg
White Dragon Breath: Requires "Cutting Ice Breath" and 5M magic to unlock. This enchanted breath has 1-5 range in a straight line and may be used once every three turns. When using this attack, all foes will have double the chances of receiving the statuses of "Cutting Ice Breath" and will also have to attempt to avoid this attack. The statuses will not calculate avoid. The attack boasts 500 magic/ice/air type damage. This attack may only strike once. Costs: 5 pg (Saint's Ring)
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)
Collapsing Stars: A gravity spell. 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). This includes if the user walks close to the foe. These orbs are relatively weak, dealing only 10 dark/magic (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% 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) (every) turns. Costs: 7 pg (Tome)
Carry The Small: This character may cary a child on their back. Doing so will grant them a 75% chance to take the hit for the character. The child will treat this unit as a mount, with one of the characters being required to sacrifice their action in order to allow a dismount/mount. Using this ability prevents this character from using Take The Hit, as they must prioritize the child they are carring. Costs: 1pg (Small Buckle)
Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase enemy phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg (Ring)
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)
Strike Twice: When initiating a regular attack while using a whip or tail weapon, this character will strike twice the normal amount. This will not occur when the character counter attacks. Costs: 5 pg or GM in Whip or Tail
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
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.
(TBA) Hellfire: Legendary Gem Ability. This character's fire-type attacks all ignore 25% of a foe's resistances, do heavy wear (equal to explosion damage), and treat Immunities and Resistances to fire type damage as if they are one tier lower. Costs: Legendary Fire Gem
(TBA) Golden Tempering: This augment requires two Ornamental Straight Swords to be held in a dual wield. Using this augment will add light and sacred damage to the weapons for the next five turns. This augment will boost the total damage of these swords by 75%. Costs: 5 pg
(TBA) Pacify Mind: Magic/Psychic ability. This character may take their turn to clear frenzy build up back to 0 on an adjacent unit. This will also remove Berserk or Taunt. Costs: 4 pg
(TBA) Banish: A potent spell, learned only after advanced training in magic. Requires the character to be 3M in magic or higher. This character may banish all summoned/created characters or objects that are within 30 spaces of them. This must be done instead of attacking. Banished characters may not return for 5 turns. This includes replicas, personas, and even Pokemon. Banish may only be used once (twice) a battle. Costs: 4 pg
(TBA) Astral Project: This character may release their soul into the Astral World. This will cause their physical body to collapse. If either their body or their Astral form is killed, they will die. However, their Astral form is intangible, and it will having flying movement and will double thier normal movement speed (unless they are already a flying character). This Astral Projection may take its turn to immediately return to their body. Costs: 5 pg
(TBA) Time Reversal: This unit may reverse time temporarily, allowing them to readjust outcomes that they did not like. This allows for five (10) (20) re-rolls in any given battle. Costs: 4 pg
(TBA)White Dragon Breath (II): Requires "Cutting Ice Breath" and 5M magic to unlock. This enchanted breath has 1-5 range in a straight line and may be used once every three (two) turns. When using this attack, all foes will have double the chances of recieving the statuses of "Cutting Ice Breath" and will also have to attempt to avoid this attack. The statuses will not calculate avoid. The attack boasts 500 magic/ice/air type damage. This attack may now strike up to twice. This attack may now petrify foes. Costs: 10 pg
(TBA) Petrify: This character may use certain specialized attacks to petrify a foe, turning them to stone. This is an activatable ability. When used, this ability will have a % chance to afflict the foe with the petrification status. This % will be equal to the % of HP that character has lost. The weaker the foe, the more likely this status is to land. A petrified character has a 10% chance of breaking free at the start of each turn, and this chance will increase by 10% for each turn they remain petrified. Petrification will also double the physical defense of the foe, but any sort of element-based defense (like barriers or pendants) will be lost. Petrified foes will take triple damage from sonic or bludgeon type attacks (and these damage types will now ignore resistance and immunities). Costs: 7 pg
(TBA) Petrify: This character may use certain specialized attacks to petrify a foe, turning them to stone. This is an activatable ability. When used, this ability will have a % chance to afflict the foe with the petrification status. This % will be equal to the % of HP that character has lost. The weaker the foe, the more likely this status is to land. A petrified character has a 10% chance of breaking free at the start of each turn, and this chance will increase by 10% for each turn they remain petrified. Petrification will also double the physical defense of the foe, but any sort of element-based defense (like barriers or pendants) will be lost. Petrified foes will take triple damage from sonic or bludgeon type attacks (and these damage types will now ignore resistance and immunities). Costs: 7 pg
(TBA) White Dragon Breath (II): Requires "Cutting Ice Breath" and 5M magic to unlock. This enchanted breath has 1-5 range in a straight line and may be used once every three (two) turns. When using this attack, all foes will have double the chances of recieving the statuses of "Cutting Ice Breath" and will also have to attempt to avoid this attack. The statuses will not calculate avoid. The attack boasts 500 magic/ice/air type damage. This attack may now strike up to twice. This attack may now petrify foes. Costs: 10 pg
(TBA) Strategist: This unit may choose one first-level ability or one second-level ability held by an enemy unit within 5 spaces. These abilities will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg
(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) 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%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 turns. Costs: 4 pg
(TBA) Magic Shield: Grants a protective shield of magic to character. This shield does not defend against psychic, or pierce type damage. The base might of the shield is 100 but is boosted by the magic skill stats and boosts of this character. Costs: 4 pg
(TBA) Butterfly Transformation Spell: A complex spell. This requires 1M in magic in order to perform. However, if this character is attacked by an elemental attack that has no physical component (a blast or an AoE) and this character is a higher skill level with the majority of the elements that are in the attack (rounding down), then this character may completely negate the attack of the foe. This may only be done when the enemy attacks. This negation will have a 70% chance to trigger, and after negation a flurry of butterflies will be released in a small AoE striking all squares within two spaces. This attack will be Absorb/Magic type damage, and will deal the same damage as the enemy attack that was transformed. Costs: 4 pg
(TBA) Elements Unleashed: This character has mastery over many different element types, and as such can quickly overwhelm enemies. If this unit uses a simple element blast against a foe, and then uses a different type of element blast against that same enemy, the second blast will increase its total might by fifty percent. This ability will continue to stack on additional damage until the unit using it strikes the foe with a blast that it has used previously. Costs: 5 pg
(TBA) Magic Barrier: Instead of attacking, this unit may create a magic barrier. This will add 100 to their defense. It will also add this extra defense to all units who are standing directly next to them. This ability prevents this unit from counter-attacking, however, the allies that it shields may still attack. This shield is able to be broken by powerful spells or shattering type attacks. It requires a staff, talisman, or catalyst to use this shield, and breaking the shield strongly damages the staff. If the staff has a Savage Element Crest attached, it will double the defense of this barrier. Costs: 4 pg
(TBA) Slow Time: This unit may take one turn to slow down time for all enemies within 8 spaces of them. Enemies slowed in this way will lose 30 (60) speed. This lasts for three total turns. This ability may only be used once (twice) per battle. Costs: 4 pg
Character Type: Worldbreaker, Magic, Strategist, Psychic
Weakness: Mild weakness to all body-type damage. Resists dark, psychic, and magic.
(Immune: weather movement de-buffs, indirect damage.
Innately resists: dark, psychic, magic.
Extremely resists: light, sonic, throw, martial.
Resists: body, ice, fire, earth, poison, air, explosion, blade, pierce,)
Caps:
HP: Small
Attack: 500
Defense: 100
Speed: 123
Skill: 150
Move: 6
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