The Flagellant: Level 64 (update abilities)
4- Erdtree Seeds: +25% HP on top of HP Boosts; Very Hard to Steal
HP: 235,200 (470,400 Heart Container) (940,800 Mako Cells) (1,411,200 Centaur Heart+Soul) (1,693,440 Rune Arc)
Attack: 1,700
5GM Whip: 1,000
5GM Club: 1,000
5GM Martial: 1,000
The Burden: 900 (2,600) (3,600) (4,600) (13,800) (27,600) (138,000)
Exsanguinate: 500 (2,000) (3,700) (7,400) (11,840) (35.520) (71,040)
Defense: 2,000
5GM Armor: 1,000
Tattered Hood: 200 (440) (500)
Outcast Dragonscale Armor: 150 (650)
5GM Shield: 1,000
Speed: 196
Skill: 201
Move: 6 (7) (8)
Items:
The Burden+++: A signature weapon of the Flagellant. This brutal flail has 1-2 range and deals bludgeon-type damage. This weapon scales in whip and club skill. This weapon does significantly high wear to enemy armor, which is quite unusual for a whip. This weapon boasts 300 (900) base might.
Masochist's Bracelet+++: A spiked bracelet that can cut deeply into the arm of the wearer. This object will add base might to the attack "Exsanguinate". This item may be improved by forging and modification. Currently it adds 500 (1,500) base might to that attack. This item will also increase the boosts of the ability masochist to 50%. This item is very very hard to steal. Attempting to do so and failing will lead to a bleeding status.
Tattered Hood: A tattered hood, stained with blood. This hood is terribly frail, but it does grant resistance to blade, whip, and pierce-type damage. This hood grants 200 defense.
Outcast Dragonscale Armor: Durable and lightweight, this armor is designed to strike morbid fear into dragons and those who care for them. If this works, those foes will suffer -20 avoid. Grants resistance to fire, bite, wing, tail, and claw-type damage. Base 150 defense.
Ancestor's Will: Boosts all droppable HP boosts by 10%; Very Easily Dropped.
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: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death
Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death
Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of these items.
10- Heart Container: +10% (+20%) HP, up to x2 (x3)
Bloodbath Ring: This ring will grant access to pay for the ability Bloodbath even if the holder does not normally have the required personality. If the character has the ability already unlocked naturally, this ring will double the bloodbath boosts. This item is easily lost or stolen.
Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.
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.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning-type damage. The ring is easily lost or stolen
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
Blood Heart: A pulsating heart made entirely of shimmering, shifting blood. 30% boost to bleed chances. Stacks with Blood Tear. This item is nearly impossible to steal. It also has a 20% chance to cause most characters to suffer the Panic status each turn they hold it... though some characters are immune.
Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.
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%.
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)
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.
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.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time-stopping or altering abilities.
(TBA) Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Vicious Silver Pin: A small, needle-like pin that can easily be worn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable.
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.
Pure Stone
Twisted Stone+Plate
Heavy Stone+Plate
Hunter's Mark: A
brand placed on the skin. This stark, dangling rune is the mark of a
hunter. A character must organic to receive this brand. The brand will permanently boost all blade type by fifty percent. This will stack
alongside gems and other boosting items, but it will never trigger
autodamage to this character or its allies. This will also add 20% to
all bleed activations. This brand may only be given by The Moon
Presence.
Abilities:
Exsanguinate: Signature Ability. If the Flagellant has less than 50% of his max HP, he may choose to activate one of two incredibly powerful abilities-- "Reclaim" and "Redeem". This ability may be used four (eight) times a battle, with both variants of the ability sharing this limit.
Reclaim: +15 Hit. A deadly attack where the Flagellant plunges his hands into the flesh of a foe and tears open a gaping wound. This attack boasts Base 500 (1,000) Martial-type damage and completely ignores Armor, Defense, and Resistances. This attack will only strike once; however, it will be calculated as if the Flagellant is using "Weaponized Body (III)", regardless of whether or not it is unlocked, and will add 20% of his max HP as Blood-type damage, regardless of whether or not the Flagellant is bleeding. Has a 60% (110%) (160%) (180%) to cause Severe Bleeding. If the Flagellant is bleeding, the total damage of this attack will be tripled. It will also heal this character 35% of his total HP.
Redeem: This ability will heal the Flagellant and an ally within 3 spaces a total of 35% of their max HP. The ally may be healed over their max HP cap. Costs: 6 pg
Reclaim: +15 Hit. A deadly attack where the Flagellant plunges his hands into the flesh of a foe and tears open a gaping wound. This attack boasts Base 500 (1,000) Martial-type damage and completely ignores Armor, Defense, and Resistances. This attack will only strike once; however, it will be calculated as if the Flagellant is using "Weaponized Body (III)", regardless of whether or not it is unlocked, and will add 20% of his max HP as Blood-type damage, regardless of whether or not the Flagellant is bleeding. Has a 60% (110%) (160%) (180%) to cause Severe Bleeding. If the Flagellant is bleeding, the total damage of this attack will be tripled. It will also heal this character 35% of his total HP.
Redeem: This ability will heal the Flagellant and an ally within 3 spaces a total of 35% of their max HP. The ally may be healed over their max HP cap. Costs: 6 pg
Punish: Signature Ability. This character uses his flail to mercilessly tear into his foes. This will cause the flail attacks of this character to boast a 50% (100%) (150%) (170%) to cause Bleeding, both when attacking and counter-attacking. Whenever the Flagellant initiates an attack against a foe, each strike that lands with the flail will reduce the Bleed status resistance of the foe by 10% (increasing all Bleed status activations by 10%). This debuff will last two turns unless it is refreshed by being struck by Punish again. The debuff will trigger after the attack set. This ability also allows this unit to unleash "Rain of Sorrows".
Rain of Sorrows: Once everyother turn, the Flagellant may unleash a flurry of blows that strike all characters within range of this unit's flail. This attack will only strike once and all foes will counter and dodge individually.
This ability cannot be removed by strategist. Costs: 5 pg
Rain of Sorrows: Once every
This ability cannot be removed by strategist. Costs: 5 pg
Blood Soaked Weapon: If this character is bleeding, they may use the might of their own blood to empower their weapon. This will add 5% of their max HP to their weapon attacks. If this character has severe bleeding, it will add 10% of the their max HP to their weapon attacks. This buff causes weapons to deal blood damage. This augment will last as long as this character is bleeding. The blood damage added will never be increased by multipliers. Using this buff does not remove Weapons Master or Pure Stone boosts. Costs: 4 pg
Blood Shield: If this character is bleeding, it will be granted a single barrier that offers a base defense of 5% of this characters HP. If it is Severe bleeding it will add another barrier, this one offering 10% of its total HP as defense. If it is lethal bleeding, it will gain a final barrier that boasts 20% of this character's max HP as defense. However, these barriers are more frail than most elemental barriers, and they do count as element-based defense, removing Pure Shield Seals and other defensive options. However, they do not remove access to "Grit". Costs: 4 pg
Endure: This character may ease the mind of his allies while at the same time taking their stress as his own. This will take away all fear statuses from an adjacent ally, but will give all those statuses to this character. That ally will then be immune to fear statuses for that turn. Costs: 2 pg
Healing Blood: If this character is bleeding, all allies within 2 range will be healed 15% of their total HP at the start of each round. Costs: 3 pg
Refuse Death's Door: This character refuses to die. They have a 73%
chance to survive lethal damage (including damage taken from statuses
or lethal hits). However, each time they are struck by a lethal hit they
will have a 10% reduction in their likelihood to survive the next blow.
They must go 2 turns without taking lethal damage for the chance to
climb back to a 73% resist. Costs: 4 pg
Bloodbath: For 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
Defiant Skill: If this unit has less than half life, it will add +25 to its skill stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
Defiant Movement: If this unit has less than half life, it will add +2 to its movement. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
Defiant Speed: If this unit has less than half life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
Defiant Might: If this unit has less than half life, it will increase its total damage by 30%. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
Masochist: This character may inflict self-harm. This thrill clears negative psychic statuses from them such as fear statuses for two turns. Doing this, or taking a pain status, will boost the attack of this character by 25% (50%). However, doing this to oneself results in a bleeding status and a loss of 10% of total HP. This ability will not stack with itself. This is a Sadism ability. Costs: 2 pg
Rapturous: A rare mentality that revels in pain, stress, and madness. This ability will cause this character to become "Rapturous" instead of taking the HP loss and stat debuffs when the abilities "Terror" or "Panic" build up on this character. However, if this character is rapturous and takes "Terror" or "Panic" in this states, the deadly HP loss and stat debuffs will still occur. While rapturous this character resists fear abilities. This character will deal 30% more damage while rapturous, but will suffer -20 avoid. While rapturous, this character will also gain +10 speed and +1 movement. "Rapturous" will also add 10% to the chance of this character "Refusing Death's Door". However, a rapturous character will have a 20% chance to frenzy and attack the nearest unit, including allies. The Rapturous status lasts for 3 turns. It may be triggered multiple times per battle. Costs: 1 pg
Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 skill
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter-attack. Costs: 7 pg
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter-attack. Costs: 7 pg
Sadist: If this character watches someone suffer, they will boost their total damage by 25% for the next five turns. This will be triggered by pain statuses or seeing a close ally watch their friend be killed. Abilities like Grieve or Somber Howl will also trigger this ability. Costs: 2 pg
Weapons Master: This
unit is a master of many types of combat. This allows them to fully
understand the battlefield and boosts their power with each and every
weapon they master. This ability grants a 15% boost to total damage
given with all weapons for every master level the character acquires in
any weapon type. It grants 30% for every Grand Level Master. This
ability cannot be removed by strategist. (2.8x) Costs: 4 pg
(TBA) Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg
(TBA) Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
(TBA) Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg
(TBA) Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 pg
(TBA) Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 pg
(TBA) Weaponized Body (III): If this unit uses only pure martial/claw/body type attacks, then it will triple the total damage output. Costs: 8 pg
(TBA) Berserk: This unit may activate this ability once a battle at the start of it's turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3 x damage to it. Costs: 5 pg
(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% 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
(TBA) Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg
(TBA) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
(TBA) Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg
(TBA) Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
(TBA) Whip 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 2 x damage strike. Costs: 5 pg
(TBA) Punish: Signature Ability. This character uses his flail to mercilessly tear into his foes. This will cause the flail attacks of this character to boast a 50% (70%) (90%) bleed chance both when attacking and when countering. This ability will also allow this character to unleash "Rain of Sorrows", a flurry of blows that will strike all characters within range of the weapon (usually 1-2 range). All foes will counter and dodge individually. This variant of the attack will only strike once. Rain of Sorrows made be used every other turn. Whenever the Flagellant initiates an attack against a foe, each strike he lands with the flail will reduce the bleed resist of the foe by 10% (making all bleed activations 10% more likely). This debuff will last two turns unless it is refreshed by being struck by the Flagellant's Punish again. The debuff will be given after the Flagellant finishes the attacks. This ability cannot be removed by strategist. Costs: 6 pg
(TBA) Exsanguinate or Redeem: Signature ability. If the Flagellant has less than 50% of his max HP, he may choose to activate one of these incredibly powerful abilities. This ability may be used four times a battle, with both variants of the ability sharing this use limit. "Redeem" will heal the Flagellant and an ally of his choice who is within 3 spaces 35% of their total HP. This ability may heal allies above their HP cap. Exsanguinate is a deadly attack in which the Flagellant reaches into his foe and tears open a gaping wound. +15 hit. This attack boasts 500 martial type might. If the Flagellant is bleeding, the total damage of this attack will be tripled, and this attack will also add 20% of his max HP as blood type damage to this damage. This attack completely ignores armor, defense, and resistances. This attack will calculate as if the character using it has weaponized body (III), even if that ability is not unlocked. This attack may only strike once. Using this attack will heal the Flagellant 35% of his total HP and has a 60% (80%) (100%) chance to give the foe it strikes severe bleeding. Costs: 5 pg
Character Type: Status, Melee, Support
Weakness: Weak to poison. Weak to the poison and disease status. This character builds Terror and Panic 50% faster than a normal character. Having this character on a team prevents any other character fro using the ability "Masochist". This character resists taking the bleeding status. This character takes half damage from the bleeding status.
Caps:
HP: High
Attack: 100
Defense: 300
Speed: 126
Skill: 131
Move: 6
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