Friday, June 26, 2020

Kana



Kana: Level 88



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.

Nightmare Free Heart: A Legendary Heart. This item will double the health of this character and grants the holder immunity to psychic statuses. This legendary item was created when Ness defeated all evil within his heart. 

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.

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. 

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.

Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character’s HP by 25% on top of all other HP-boosting items. Holding this object causes a 5% increase in panic build.

Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dropped at death.

10-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.

Lifehunt's Daughter+++: An incredibly deadly scythe. This weapon has a 50% (100%) (150% at +++) (190%) (200%) (250%) (224%) (252%) chance to give the bleeding status every time it lands a hit. Like all scythes, it is stronger on the attack than when defending. Base 1200 blade/magic/ice type might when attacking. This weapon deals half damage on counter-attacks. Deals minimal wear to enemy equipment. In order to function well with Kana's unique combat style, this weapon bonds with her tail when she enters dragon form, allowing her to use it in either state.

Exposing Magic Seal: This seal will expose a foe to Magic damage. This will not remove innate or ability-based resistances, but all item and equipment-based resistances and immunities will be completely ignored. An exposing seal will only work if the weapon has at least two elemental damage types. Pure Magic weapons cannot accept this seal.

Critical Weapon Seal: An elite weapon seal. This weapon seal will boost the damage of critical hits executed by this weapon by 50%. This cannot be added to weapons that already have boosted damage on crits. 

Divine Dragon Jaws++: These incredible draconic jaws have been forged into Kana. They remove stat debuffs from Jaws of Death and Talon And Blade. This will also cause the jaws to deal 100% more damage, rather than 50% more damage (200% more damage at second-tier) if the bolt stuns the foe. These jaws add an additional 400 (800) might to all biting attacks.

Divine Dragon Hexing Scales: +10 speed/skill. Draconic Forged Flesh made in an Omega Forge. This flesh will add 2000 to the base defense stat of this character. This forged flesh grants innate extreme resistance to Absorb, Psychic, Energy, and Air type damage. This unique flesh will also cause the ability draconic hex to trigger at the start of an engagement with this foe rather than after, causing the debuffs to be calculated on the foe during that engagement. 

Vallite Princess Armor: The best armor in Valla. Offers no speed penalties, though it only has moderate resistance to wear. The major perk is that this armor stays intact when the character shapeshifts. Grants resistance to water, magic, blade, and lightning. Offers 500 base defense. 

Vallite Princess Cape: A deep blue cape. This masterfully crafted object merges into shapeshifting armor and still adds defense if a character changes into a dragon or other medium-size class creature. This cape offers resistance to body-type damage and bullet. Base 150 defense.

Sleeveless Manakete Kimono: a beautiful kimono designed for Kana. It has a comfortable opening for her tail and clearly displays her warm fur. This will increase the impact of Serene aura by 50% and cause all resistances granted by “Warm Fur” to become extreme resistances. Grants 100 base defense. This armor is very delicate.

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-Sound Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in sonic and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Sonic, Magic and Shield skill and item boosts.

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.

Kana's Ring: After giving her father a ring as a present, Corrin prepared a ring for Kana. It is too big for her, so she wears it as a neclace. This ring is extremely meaningful to the young girl. +15 skill.

Secret Ring: +15 skill. The origin of this ring is unclear.

Nezuko Tailored Scarf: A dark blue scarf made for Kana. The interior is patterned with a geometric floral pattern resembling cherry blossoms with thin pink thread work. Very warm and comfortable. Reminds Kana of her close friend. +10 skill. This scarf increases the chance of Nezuko taking the hit for this character by 5%.

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 (11) skill and +5% (6%) activation chances. (This item will not specify who the partner was, making it harder for foes to tell)

Lesser Dragon Hide Shard: This remarkable item may be used by any dragon who is a medium size class or smaller. This will increase the defense of the dragon by 50% if they have their "Dragon Scale" ability unlocked. 

Drop of Might

Elite Dragonstone: This stone allows much better control of the dragon form of a Manakete. It will boost the bonuses of the dragon form by 50%. This was given as a gift to Kana upon her birth... but no one saw where the gift came from.

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.

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

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.

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.

Kind Gold Pin: If worn by a kind character, this item has a high chance to cause foes to struggle to attack them. This will cause foes to deal half damage on their first engagement with this character depending on their personality.

Trinket of Porcelain Defense: This trinket will cause attacks that normally ignore defense to calculate defense fully vs this character if they have not been attacked (initiated against) yet this battle.

Gold Edged Kaikishōhō: 10% more damage and defense when at full HP

Rapid Shift Serum: This character may form change and still take an action even if the form change would normally take their action on that turn. This serum is injected into the blood and nearly impossible 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.

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”. 

Loyalty Charm: This item doubles the buff granted by For Those We Must Protect. This item is easily lost or stolen.

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.

Onyx Die: An elegant black die. Easily lost or stolen. This item will cause the ability "Critical Odds" to ignore Crit Immunity and extreme resistance if it triggers with a roll that is 5% or less unmodified. This works vs items like Ancestor's Lanterns as well as abilities or innate resistances.

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. 

Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

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%.

Bullet Breaker Badge: This item is nearly impossible to steal (5% chance). Once a battle, this character may activate this item at the start of their turn. This will not require their action to do. This item will then grant immunity to Pure Bullet damage for the next 4 turns. This will not grant resistance to bullet/(any second form of damage); however, pure bullet attacks will deal no damage whatsoever. Forging these badges takes a great deal of time and effort, 4 Bullet Plates are required to create this item.

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.

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.

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.

City's Bane Ring: This ring will halve the wear given by turret/artillery structures. 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.

Sniperbite Ring: This ring will halve the damage from the attack Skilled Shot. This ring cannot be worn by characters with low or very low HP. It may also not be worn by characters using Acrobat's Tradeoff. This item is easily lost or stolen.

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. 

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.

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. 

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

Penance 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.

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.

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.

Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.

Elite Bloodbath Ring: This ring will grant access to the ability Bloodbath for free. If the holder does not normally have the required personality, this will grant access to the ability, but it must be paid for. This ring will double the bloodbath boosts. This item is easily lost or stolen.

Untrue Dark Ring: This ring allows a character to enter maps with unit number restrictions (such as the Lands between) while appearing identical to the host. The world will ignore their existence, in essence allowing two hosts. This will also prevent foes from recognizing who is the true host. 

Ancestor's Tentacle Idol: An incredibly rare trinket. This item is impossible to steal but is always dropped upon death. This item will build the panic status on a character (5% panic build each turn during battle). This incredible trinket will boost the total damage buffs granted by ally buffs by 20% (adding 20% at the end of any ally boost, 40% if the ally boost is at second tier, 60% if it is at third tier). This object has a 10% (34%) (62%) chance to allow a character to survive lethal hits.

Ancestor's Mustache Wax: Causes this character to double the impact of all stat debuffs used by it. Buffs the activation rate of poisoning abilities by 50%. Holding this object causes a 5% increase to panic build. (Mirrored Mustache cream).

Ancestor’s Mustache Cream: Causes this character to halve the impact of all stat debuffs used against it. Also causes all poisoning abilities used against it to suffer a -50% activation rate. This item works even against Blood Droplet items that would normally remove its protection, as do all Ancestor Trinkets. Holding this object causes a 5% panic build at the start of every turn in battle.

Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and Ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes 5% more panic to build for this character.

Ancestor’s Pen: This intricate pen will increase the damage of all 1-ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object will cause the character to build Panic and Terror an extra five percent if impacted by those abilities. 

Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build

Ancestor’s Handkerchief: -50% to all disease, and bleed status conditions when they are used against this character. Holding this object causes a 5% increase to panic build.

Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes a 5% increase to panic build.

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.

Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character. 

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

Deep Bronze Blood Droplet: A blood droplet with a strange metallic tint. This item will remove all innate or item related resistances to debuffs. This does not include temperature, fear, poison, or weight debuffs. This item is very hard to steal (5% drop).

Deep Crimson Blood Droplet: A blood droplet so violently red, it is hard to look away from. This item will remove all innate and item-related resistances to taking the bleed status or bleed damage. This item is very hard to steal (5% drop)

Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.

Exposed Nerve Coil Ring: This item will cause the holder to treat resistances to pain statuses as if they were one tier lower. This item is very hard to steal.

Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.

Toga's Sparrow: A small toy of a reddish-brown sparrow. Given to Kana by Himiko Toga. Increases the chance of bleeding statuses by 20%.

Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Node Raven Kayt's last moments of being tormented and toyed with before her deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.

Unbound Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%.

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.

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. 

Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.

Devilish Destruction Charm

Vallite Crest: Vallite 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%.

Ring of the Crux of Fate: A Legendary Emblem Ring. These rings count as Rings of Power. They always drop when the holder falls in battle. Only units from the Fire Emblem Universe may wear these rings. If the holder of the ring is either the soul bound to the ring or their child, this ring will boost the total damage of the holder by 50%. This ring will place Vallite Water Terrain under any tiles struck by (or passed over by) Dragon Bolt, Dragon Fang Spear, Astral Dragon Breath, or Torrential Roar. Vallite Water debuffs only enemies, takes two (4) movement to pass through, and reduces avoid by 30 (60). Characters who cannot swim may drown. The ability Draconic Hex will also lock foes in place for 1 full turn after it triggers.

Magic Willow Core: This unusual item will double the Magic skill damage boost to attacks. This only applies to damage, not to defense. If the holder uses attacks that are only this attack damage, they will triple the skill damage.

Water Willow Core: This unusual item will double the Water skill damage boost to attacks. This only applies to damage, not to defense. If the holder uses attacks that are only this attack damage, they will triple the skill damage.

Hollow Gemnode Gem-Casket of Winters, The Legendary Ice Gem: A mercy granted rarely by a Gemnode. This hollow gem may imitate a Legendary item once held by this character. If this character falls in battle, they will lose this item for six months. This item cannot be stolen. This legendary item will double the ice type damage of this character's attacks, multiplied on top of other item and ability damage boosts. It will also unlock abilities on certain characters. There is only one of these items in the universe.

The Fairy Heart-Legendary Magic Gem: This legendary gem is created from the heart of infinite magic. This item will double all magic type damage and unlocks a unique ability on most magic using characters.

4-Pom of Power (Water, Dark, Fire)

Razor Plate+Stone

Jaw Stone+Jaw Plate

12-Ice Gem+IcePlate

12-Magic Crystal+Magic Plate

Jaw Stone+Jaw Plate

12-Water Gem+Water Plate

12-Fire Gem+Flame Plate

24-Night Sapphire+Dark Plate

16-Day Pearl+Light Plate

12-Shrieking Stones+Sonic Plate

1-Air Gem

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. 

8-Sakura Flame Soulbloom: May be worn once in a battle. This pink flower is coated in beautiful flame-like markings. After being worn, it will wither. However, if worn by someone who cares for Nezuko, and Nezuko is on the map, this object will grant +5 skill for the battle.

Boots

Skardis Black Hole Fragment: Consumable. A small black hole created by Skardis.


Abilities:

Dragon Fang: During any attack, this ability has a 60% (108%) (136%) chance to activate. If it activates, the total damage of the attack will be boosted by 50%. This ability may activate when counter-attacking. Costs: 5 pg

Freezing Aura: If an enemy is within 1 (2) spaces of this character, they will have their speed reduced by 20 (40). This is an ice type status, and thus certain abilities or immunities will ignore it. At one range, this debuff will be doubled (80). Costs: 5 pg

Enchanted Weapon: This character may take a turn to add magic type damage to its weapon and boost the total damage of the attacks by 50%. The weapon will receive the magic-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg

Dragon Form (II): This character may take one turn to transform into a dragon. In this form, it will no longer be able to use hand-held weapons, but it will add 4 (6) to its movement, be able to fly and increase to a medium size class. This form will boost the magic, water, and total defense of this unit by 100% (2.5x). However, this form will drop the speed and skill of this character by 15 (10) points each. Costs: 12 pg

Divine Dragon Scales: These strong scales make this character immune to counter damage (including vengeance and bide), indirect damage, terrain damage, and one hit kill moves. These scales will also boost the total defense of the character by 50%. Costs: 5 pg

Draconic Heir: Signature ability. If this character is in dragon form, she will heal 15% (23%) of her HP at the start of each turn. This healing will be boosted by Dragonstone boosts. Costs: 2 pg

Dragon Bolt (II): This attack may only strike once. It adds the base might of this character's magic and water blasts together into one powerful shot. This attack has 1-2 range. The attack also has a 40% (70%) (80%) (128%) (156%) chance to cause the enemy to be stunned, missing their next turn and their counterattack. If this attack is used at one range it may also perform a powerful bite. This bite has 600 base might and deal bite/water/magic type damage. If the foe is stunned by the bolt, this bite will deal double (triple) damage. Regardless, if this bite lands, it may blast the foe back one space. Costs: 8 pg

Draconic Hex: After an enemy attacks this unit (At the start of any engament with this unit) enemies will suffer a 20% (40%) drop in their attack, defense, and a 20 (40) point drop in speed. These negative status conditions will last for three turns. These status conditions do not stack. This ability may only afflict an enemy once (twice) per battle. Costs: 4 pg

Defog: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 pg

Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 10% (18%) (66%) (84%) chance to deal 3x damage. Costs: 5 pg

Scythe 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

Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (98%) (126%) chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg

Freezing Weapon: When this character innitiates regular attacks with an ice weapon, those attacks will have a 20% (30%) (40%) (90%) (138%) (166%) 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

Found Sibling (II): A bond ability. The lonely Kana has found an older sister in Nezuko Kamado, a girl turned demon who lost all her younger siblings. This ability will allow Defensive Sibling to Trigger for Nezuko when near Kana. This ability will cause Kana to deal 100% (200%) (240%) more damage when within 2 range of Nezuko, and will buff all of Kana’s activation chances by 10% (20%) (28%). Costs 10 pg

For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% (40%) (48%) to all activation chances (including special attacks and status chances). Costs: 2 pg

Support: This character becomes stronger when standing side by side with close allies. This buff counts as a conditional ally buff. This buff will be calculated by choosing the adjacent ally who this character is emotionally closest to. If both units have this ability unlocked, the buffs are doubled. The buffs are as follows:
Acquaintance: +1 speed/skill. 1% damage and activation boost. Not buffed by Tentacle Idol.
Friend: +3 (4) speed/skill. 3% (23%) damage and 3% (4%) activation boost.
Close Friend/Sibling: +10 (12) speed/skill. 10% (30%) damage and 10% (12%) activation boost.
Spouse: +15 (18) speed/skill. 15% (35%) damage and 15% (18%) activation boost.
Costs: 3 pg 

Bloodbath: Every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5% (10%). This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg

Serene Aura: This character has a subtle grace that can easily fill an enemy with wonder. This ability works like Seductive Presence, only affecting certain characters, but it is generally more effective. This ability will drop the speed and skill of any character who is affected by it by 30 (60) if they attempt to attack this character. If this character attacks the foe, the ability will not work. 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) 

Ethereal Ice: Legendary Gem ability. The ice abilities of this character are staggeringly powerful and graceful. This ability will increase the freezing activation rate for this character by adding 50%. It will also make Freezing Aura a 2 ranged debuff. At one range, the total debuff will be doubled. Costs: Legendary Ice Gem.

Divine Dragon's Hex: Legendary Gem ability. This character may take a turn to induce Draconic Hex for 3 three turns on all foes within ten range. This ability may be used once (twice) every week. This ability will stack with regular draconic hex if the foe engages and attacks this unit (resulting in a reset of the status cooldown and doubling the debuff). Costs: Legendary Magic Gem

Talon And Blade: -5 speed and skill. This character may choose to use their body weapons alongside a single melee weapon when they attack or are attacked by a foe. This works much like dual wield. Costs: 5pg of GM in a Melee weapon

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.

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

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 or Miracle Scale

(TBA) Weep: This character may weep deeply upon seeing a close ally fall. Doing this will cause some foes within 1 range to suffer a 50% attack debuff for three turns. This must be done without moving on the same turn the ally falls. Many foes are not impacted by this ability. Costs: 2 pg

(TBA) (Taken-Great Black Wolfos) Ferocity: Beast-only ability. This unit may activate this ability once a day. The 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's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg

(TBA) Divine Dragon's Torrential Wave: This character may unleash a powerful 8-range AoE. This will deal the same damage as the Dragon Bolt ability and will have the same Stun chance. It will not be followed up by the bite. This is a true AoE and cannot be dodged, and it also adds +50 hit. After using this ability, for the next enemy and then player phase, this character will debuff all damage taken by 80%. This ability may be used once a week. Costs: Legendary Water Gem.

(TBA) Chain Attack: An ability used by tight-knit squads. If this character is part of a notable force of three or more who often battle in tandem, they may have access to this ability. If a character with Chain Attack is standing within their own attack range of a foe who is targeted by an ally, they may jump in and strike the foe before their ally does. This strike will only hit once, and it will be 10% of the normal damage of this character. This strike will boast +50 hit. Foes will not counter a chain attack and a chain attack will always strike before Vantage. The damage of a chain attack will be doubled if the unit has the ability “Support” unlocked and is at least a “Friend” with the ally who has triggered the attack. Costs: 5 pg

(TBA) Long Reach: This unit adds 1 range to most of its 1 range attacks. This means these attacks do not count as ranged attacks, even though they can reach 2 spaces away. Costs: 3 pg

(TBA) Renewal: Holy Ability. This character will heal 20% (25%) at the start of their turn. However, being struck by sacred damage prevents this autohealing. The character using this ability must be both pure and pious. Costs: 5 pg

(TBA) Soothe: This character is kind and caring. They may take a turn to soothe an ally. This will grant that character resistance to fear type abilities for 2 turns, and will also grant 2 cool down turns towards removing anger based statuses like taunt and swagger. Costs: 2 pg

(TBA) Dragon Bolt: This attack may only strike once. It adds the base might of this character's magic and water blasts together into one powerful shot. This attack has 1-2 range. The attack also has a 20% (50%) (74%) (102%) chance to cause the enemy to be stunned, missing their next turn and their counterattack. If this attack is used at one range it may also perform a powerful bite. This bite has 300 base might and deal bite/water/magic type damage. If the foe is stunned by the bolt, this bite will deal 50% (100%) more damage. Regardless, if this bite lands, it may blast the foe back one space. Costs: 4 pg

(TBA) Dragon Lance Arm: Corrin may use his hand to form a long lance. This will function much like a melee weapon and may be done in either human or dragon form, but it will receive the dragon-form boosts regardless. The might of this attack will be increased by his claw, spear, water, and magic skill levels. The might of this attack is 400 pierce/magic/water-type damage. If Corrin chooses, he may try and pin an enemy in place with this weapon. This will cause the attack to only strike once. However, if the attack lands, the lance will stab through any foe who is the same size class or smaller, pinning them to the ground. This will reduce the evasion of the enemy to 0, but it will also do the same to Corrin. The enemy may attack Corrin or other nearby characters, but they will not be able to move out of the space they have been pinned down on. On his next turns (or on counters) Corrin may use any attack type to strike the foe except for the lance arm. This move may pin an enemy in place for up to 4 turns. However, like a tackle, an extremely strong character will break free quicker, and if Corrin is struck by other characters it will quickly break the pinned character free. Costs: 6 pg

(TBA) Torrential Roar: This attack may only be used twice in any given battle. This attack has 3 range. The base might of this attack is 90 but it also adds this base attack of this character along with their sonic and water skill damage. This is an area attack and it cannot be dodged. This sonic attack has tremendous shattering power, causing huge damage to armor, shields, and protective fields. Costs: 5 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) Traumatizing Blows: The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% of the time. This ability only activates on physical attacks.  Costs 3 pg

(TBA) Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 20% of the time. This ability only activates on physical attacks. Costs 3 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) Cutting Ice Breathe: This character releases a flurry of sharp pieces of ice. This status move has a 70% chance of inflicting a bleeding status on an enemy. It also has a 20% chance to freeze them. Frozen characters may be thawed by certain attacks. Some enemies are unable to be frozen. Costs: 4 pg

(TBA) Blizzard (II): Once every two turns this unit may release a powerful pulse of ice energy that strikes all squares within 3 spaces of this character. This attack only hits once. The base might of this attack is 200 ice type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. This ability has a 10% chance to freeze foes. Costs: 8 pg

(TBA) Magic Stealth (I): This character may become invisible on the world map. They cannot be detected unless the enemy has some sort of sense enhancing special ability. They will become visible if they attack or are struck by a foe. They may retreat, and take a turn to become invisible again. Stealth also adds +20 to their percent chance to dodge. Cost: 3 pg

(TBA) Magic Stealth (II): This character may become invisible on the world map. They cannot be detected unless the enemy has some sort of sense enhancing special ability. They will be visible once every five turns during combat. They may retreat, and become invisible again. Stealth also adds +20 to their percent chance to dodge. Cost: 6 pg

(TBA) Warm Fur: This unit is covered in a thick layer of fur. This works as surprisingly good armor, granting resistance to fire, ice, explosion, and martial-type damage. It grants immunity to cold debuffs and extreme resistance to freezing. Buffs total defense by 30%. Costs: 6 pg

(TBA) Winter's Fury: In snow, this character will double their total damage and defense. However, if it is not snowing, this character's damage and defense will be halved. Costs: 6 pg

(TBA) Snow Storm: This character may take a turn to try and summon a snowstorm on the map. Characters sensitive to this weather will lose 5% at the start of each turn if they are not warmed. The duration of this weather depends on where it is summoned. Bright sun bonuses are lost. Ice-type attacks receive +10 hit. Freezing statuses receive a +5% bonus to their chances to activate. Allies and foes receive the boosts and the debuffs from this weather. This ability does sometimes fail, especially in areas where it is extremely unlikely to snow. Costs: 5 pg

(TBA) Ice Shield: Grants a protective shield of ice to the character. This shield does not defend against psychic, magic, or explosion type damage. The base might of the shield is 100 but is boosted by the ice stats and boosts of this character. Costs: 4 pg

(TBA) 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 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 only strike once. Costs: 5 pg


Character Type: Dragon, Stealth, Elemental, Melee, Shapeshifter

Weakness: Weak to capture moves. Mild weakness to lightning and whip damage. Resists ice and magic. Resists stat downing abilities.

Weak to: Capture. Immune to strategist. Extremely resists explosion (and mild resist explosion wear), throw, martial, bludgeon, and bullet. Resists cold temperature debuffs and freezing. Resists water, magic, dark, fire, poison, blade, whip, and body. Debuffs halved. Poison, Disease, and Bleed statuses -50% activation.

10% more damage and defense at full HP

Caps:
HP: Medium
Attack: 300
Defense: 400
Speed: 129
Skill: 150
Move: 7



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