HP: 1,080,000 (3,240,000) (7,776,000) (10,108,800) (13,646,880) (21,835,008) (45,853,517) (87,121,682) (139,394,692 Heart and Soul) (195,152,569)
Attack: 38,700
2 OMEGA Claw: 4,000
3 TRUE OMEGA Bite: 12,000 (24,000)
3 OMEGA Martial: 6,000 (12,000)
3 TRUE OMEGA Fire: 12,000 (24,000) (48,000)
3 OMEGA Magic: 6,000
3 OMEGA Explosion: 6,000
Martial Attack: 38,700 (42,700)
Sakura Forged Claws: 1,000 (39,700) (51,700) (57,700) (105,700) (111,700) (837,750) (1,843,050) (2,736,650) (2,848,350) (3,133,185) (6,266,370) (9,399,555) (12,532,740) (16,292,562) (32,585,124) (87,979,835)
Nezuko's Brutal Forged Feet Attacks: 1,000 (39,700) (51,700) (57,700) (105,700) (111,700) (837,750) (2,057,550) (2,736,650) (3,010,315) (6,020,630) (9,030,945) (12,041,260) (15,653,638) (31,307,276) (62,614,552) (169,059,290)
Sakura Demon Forged Fangs: 2,000 (40,700) (64,700) (70,700) (118,700) (124,700) (935,250) (1,727,550) (3,055,150) (3,179,850) (3,497,835) (6,995,670) (10,493,505) (13,991,340) (18,188,742) (36,377,484) (72,754,964) (196,438,414)
Blood Demon Art-Flames: 1,600 (3,200) (41,900) (47,900) (53,900) (101,900) (764,250)(1,681,350) (2,496,550) (2,746,204) (3,570,067) (7,140,133) (14,280,266) (21,420,399) (28,560,532) (37,128,692) (74,257,384)
Crimson Bands: 400 (39,100) (45,100) (93,100) (698,250) (1,536,150) (2,327,500) (2,560,250) (5,120,500) (7,680,750) (9,984,975) (19,969,950) (53,918,865)
Defense: 38,000 (76,000) (152,000) (228,000) (684,000)
2 OMEGA Armor: 4,000
Nezuko's Demonic Flesh: 2,000 (6,000) (82,000)
Glistening Vallite Steel Under-armor: 300 (82,300)
Demonblood Evening Jacket: 300 (82,600)
Sakura Lined Radiant Sunlight Cloak: 200 (82,800) (165,600) (248,400) (745,200)
2 OMEGA Shield: 4,000
Flame Spirit Shield: 1,000 (5,000) (11,000) (35,000) (262,500) (577,500) (1,155,000) (1,732,500) (3,465,000) (3,547,800)
Flame Spirit Shield: 1,000 (5,000) (11,000) (35,000) (262,500) (577,500) (1,155,000) (1,732,500) (3,465,000) (7,012,800)
Smaugscale Pendant: 100 (24,100) (216,900) (433,800) (867,600) (7,880,400)
Smaugscale Pendant: 100 (24,100) (216,900) (433,800) (867,600) (8,748,000)
Flamescale Pendant: 20 (24,020) (216,180) (432,360) (864,720) (9,612,720)
Flamescale Pendant: 20 (24,020) (216,180) (432,350) (864,720) (10,477,440)
Flamescale Pendant: 20 (24,020) (216,180) (432,350) (864,720) (11,342,160)
Flamescale Pendant: 20 (24,020) (216,180) (432,350) (864,720) (12,206,880)
Flamescale Pendant: 20 (24,020) (216,180) (432,350) (864,720) (13,071,600)
Flamescale Pendant: 20 (24,020) (216,180) (432,350) (864,720) (13,936,320)
Seathscale Pendant: 100 (6,100) (45,750) (91,500) (183,000) (14,119,320)
Seathscale Pendant: 100 (6,100) (45,750) (91,500) (183,000) (14,302,320)
Magicscale Pendant: 20 (6,020) (45,150) (90,300) (180,600) (14,485,320)
Magicscale Pendant: 20 (6,020) (45,150) (90,300) (180,600) (14,668,320) (29,336,640) (44,004,960) (132,014,880)
Speed: 353 (358) (378) (388) (424) (+5 at range) (+10 speed, +10 avoid) (+25 avoid) (+20 avoid) (+30 avoid w/ martial vs weapons) (foes lose 20-40 skill at 1-2 range in light)
Skill: 348 (358) (368) (388) (418) (+5) (+15 at range) (+30 w/ martial vs weapons) (+50 hit) (+30 skill when initiating)
Move: 10 (12) (14) (17)
Notes:
- 10% (20%) more damage dealt and defense and full health
- 15% more damage dealt in bright light or dark
- 100% (110%) (220%) more damage dealt; +20 (22) (44) speed in overheat
- Flame Body: 50 (1,650) (28,350) (36,350) (290,800) (581,600) (756,080) (1,512,160) (4,838,912)
- 10% (50%) (98%) (+66%) chance to burn per hit
- 20% (30%) (66%) (83%) autoheal
- 10% less damage taken from enemy counters
- 10% less damage taken from on all engagements
- 10% less damage taken from on all engagements with a physical component
- 10% less damage taken from on all engagements with an elemental component
- 10% (34%) chance to survive lethal hit
- 30% chance to survive lethal hit with ≥ 3 fallen allies and no allies in the battle
- Reborn Blood
- Rot Hunter's Ring
- Ancestor's Mustache Cream
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.
Heart of Death: A legendary Heart. This heart will increase this character's damage vs mortal foes by 30% (40%). This will also increase the trigger rate of Black Flames of Destined Death, Cleave, and Lethality by 10%. This heart will double the HP of the holder. This heart always drops when this character falls in battle.
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
Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.
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.
Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.
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.
4-Blaze 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 fire 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.
Maliketh's Ancient Beast Heart: This fearsome heart will boost the damage of Beast-type attacks by 30%. This boost will be applied to anyone using Ferocity as that causes all attacks to be considered "Beast". This heart will also grant access to Black Flames of Destined Death if characters pay levels for it. This heart boosts the HP of any beast holding it by 30%. This HP boost may stack additively with other Ancient Beast Hearts, but the damage boost will cap at 30%. This item rarely drops and is impossible to steal.
Sakura Demon Forged Fangs: Fangs forged in an Omega Forge. They are powered by her blood art and glow slightly pink when empowered. These fangs add 2000 to the base might of her biting attacks. They also add magic/fire type damage. If Nezuko is bleeding, they add magic/fire/explosion type damage. These fangs will double the buffs/healing granted by triggering Devour and allow the damage buffs to stack up to a 200% damage boost.
Nezuko’s Brutal Forged Feet: +10 speed/skill. Demonic limbs forged in an Omega forge. These feet grant 1000 additional base might to the martial attacks of the character. They also add Flame/Magic damage. If Nezuko is bleeding, they will add Flame/Magic/Explosion. If Nezuko is 20+ faster than a foe, her martial attacks will deal 25% more damage to the foe. If she is 40+ faster, she will deal 50% more damage.
Sakura Forged Claws: +10 speed/skill. Demonic claws forged in an Omega forge. These claws grant 1000 additional base might to the claw attacks of the character. They also add Flame/Magic damage. If Nezuko is bleeding, they will add Flame/Magic/Explosion. These claws also boast a staggering 80% (130%) (140%) (188%) bleed trigger on all attacks.
Thor's Brutal Wrappings: These martial weapons may be placed over forged body weapons. They will boost the damage of the martial attacks of this character when attacking a foe who has a weapon equipped by 50% along with adding +30 skill/avoid.
Nezuko's Blazing Blood Forged Flesh: +10 speed/skill. Demonic flesh forged by an Omega Forge. This flesh adds 2000 Defense to the base defense stat of this character. It also grants innate extreme resistance to poison, sonic, energy, and dark. This flesh will boost the defense of the character by 25%, 50%, or 75% if they are bleeding, severe bleeding, or lethal bleeding respectively.
Glistening Vallite Steel Under-armor: This armor is extremely thin and can be worn under normal armor. It is made of purified Vallite steel and provides immunity to water and extreme resistance to magic. Base 300 defense.
Demonblood Evening Jacket: A evening jacket designed with elegant 1930's flair. This was created specifically for Nezuko. It will double the flame (but not blood%) damage of her demon art attacks. This suit is relatively fragile, but also offers resistance to light, air, absorb and earth type damage. Base 300 defense.
Sakura Lined Raining Sunlight Cloak: An astoundingly bright cloak, tailored to have delicate cherry blossom patters all along the inner lining. This cloak will blind enemies who are within 1-2 spaces of this character, but only during the day. This will result in a -20 skill penalty for the foes within range of this blinding aura. If this character is within 2 range of Tanjiro's Sunlight Augment, the skill debuff will increase to -40 if it is daylight. If this character is near Tanjiro's Sunlight Augment at night or in neutral lighting, the normal -20 skill debuff will apply. This cloak also contains slots to hold two additional blaze rodes. Some enemies are immune to this status. Also grants an additional 200 defense. Though lovely, this cloak is one of the most fragile and delicate pieces of armor in the game.
Sister Assassin Peasant Hat: This large hat is so wide it can actually drastically obscure the movements of the wearer. +30 skill when the wearer initiates the attack. This hat is easily destroyed.
2-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.
Crow Mauler Soul: This incredibly powerful and rare item may be held inside a philosopher stone. This will change the Philosopher Stone into a new item. That item will boost all damage dealt by the character (including damage from statuses, indirect damage, and atypical damage types such as crush or falling) by x1.3.
Sardilic 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 fear ability of their choice, excluding signatures. This will grant access to the second tier of Panic. A character chooses this ability once and will then be locked to it. Wearing Sardilic Crystal may have negative impacts on the mind of the holder.
Alastor's Recording: A small will and testament recorded by the Radio Demon and given to Nezuko. Brings great pain. +10 skill.
Omega Demonic Forged Eye: This eye has been implanted into a Demon. It grants +50 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
Elite Demonstone: This stone allows much better control of the demon form. It will boost the bonuses of the demon form by 50%.
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)
Cursed Binding Ring: A ring that commands those wearing a Cursed Pact Ring. This ring will allow the holder to share the control held by the pact holder. The pact holder’s control will trump the power of this ring, but aside from that this ring can grant total control of a character. Pact Holder: Alastor
10-Radio Soulbloom: May be warn once in a battle. This orange flower makes an odd humming sound. After being warn, it will wither. However, if warn by someone who cares for Alastor, and Alastor is on the map, this object will grant +5 skill for the battle
(TBA) Dream Demon Pocket Watch: A beautiful watch that makes a rhythmic ticking. Listening to this ticking grants extreme clarity to the mind of any demon holding it. This will boost the percent changes granted by the ability of Demon Sense by adding 10% to both possible alterations.
Bracelet from Zenitsu: This item of clothing was made by Zenitsu, but the craftsmanship is lacking. It is unclear if this item has any impact.
Grisham’s Promise Ring: a ring created by Grisham Fekes using Node technology. Once a battle, this ring may be used to cause all body attacks used by the wearer to have a 5% (53%) chance to give the foe a Radiation status. This item is easily lost or dropped… but for some reason will only work for Nezuko.
Glorious Sun Fragment: This item will always drop upon the defeat of the holder. Boosts the damage of sunlight attacks by 30%.
Heart of Flame: This item is very difficult to steal, but if it is placed inside the chest of a character it will prevent them from taking autodamage or harming allies due to having too many fire boosting items.
Eye of Ender: A very rare drop (5%). Enough of these items could be used to create makeshift portals from one location to another. Holding this item prevents auto-damage from dark type attacks.
Parachute: This object will allow a character to have gliding movement when leaping from a high structure. This will add 3 to their movement.
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.
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
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.
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.
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.
Lucky Button: This object will give a character a minimum of a 10% chance to dodge attacks, even if the foe has high enough skill to normally guarantee a hit. This does not work on attacks that have a guaranteed hit, even if the character has Extreme Evasion. This object also cannot grant this dodge chance if the character has any abilities or items that allow re-rolls or instant dodges (such as Teleport dodge or Dodge Roll). This object will not allow a dodge if the character is tackled, pinned, or trapped by similar abilities.
Sun's Wish: A beautifully bright, pearl-like object. This rare item may be crafted using Drops of Sunlight and other rare objects. This item may be used to immediately change the map to day. This will not take the characters turn to do, and this day-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Night Sapphires will fail for those five turns. This object is hard to steal.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Vaulting Ring: This ring grants the ability Vault for free. If the character is already paying for the ability, this ring will increase the avoid of the vaulting character by 15 whenever they are using the ability. This item is easily lost or stolen.
Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times, but will suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four (two) turns.
Adamantine Larimar: If this character kills a foe, their total damage during their next turn will be boosted by 50%. They will keep this stat boost until they fail to kill a foe on their next turn. After failing, the character will suffer -10 speed and skill from base at the start of the enemy phase and during their next turn. The holder may choose not to activate this item.
Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.
Bloodletting Razor Brooch: Grants the ability Bloodletting for free.
Elite Bloodlust Ring: This ring will grant access to the ability Bloodlust 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 bloodlust boosts. This item is easily lost or stolen.
Small Buckle: This small buckle allows a character to access the ability “Carry the Small” 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”.
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.
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.
Flash Bomb: 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.
Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.
Vicious Silver Pin: A small, needle-like pin that can easily we warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very diffiuclt to steal and very valuable.
Ravenous Colicoid Skull: The skull of a Colicoid. This hideous artifact allows the holder to devour fallen enemies. This will heal the character 30% (38%) of their max HP. This skull is somewhat cumbersome.
Hellish Stomach: If this character uses Devour, they will buff their attack by 30% (40%) for the next 3 turns. If this character uses the ability Swallow Alive, the damage will be doubled against the foe and the amount that this character heals will be doubled as well. This item prevents swallowed characters from auto-healing.
Starved Fang: This item will allow a character who has the ability devour to activate that ability if they kill a foe with a biting attack (or an attack that correlates with how the character feeds). This item is easily dropped or stolen.
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.
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.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% (13%) of their HP at the start of each turn. This item is easily lost or stolen.
Bursting Heart Ring: A ring that throbs eerily like a beating heart. Increases the total %damage dealt by blood attacks by adding an additional 10% of the character’s HP for both allies and enemies within 2 range. This item is completely nullified if a Clotting Ring is within range.
Lonely Star Shard: This item will boost the total damage of attacks/abilities that can only strike once by 25% (35%). This includes if the holder of the item has Heavy Blow.
Choking Ring: This item will cause "Choke" type abilities to add martial damage. This will also boost the damage of chokes by 50%. This item is easily lost or stolen.
Gold Edged Kaikishōhō: 10% (20%) more damage and defense when at full HP
Llyod’s Sword Ring: This ring will boost the damage of the holder by 10% (20%) if their HP is full.
Thiefbreaker Chain: A silver chain worn near the waist. This item will cut the chances of all stealing abilities in half while this character is alive. It has no impact after death. This item cannot be stolen or dropped.
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.
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.
Loyalty Charm: This item doubles the buff granted by For Those We Must Protect. This item is easily lost or stolen.
Flame Clutch Ring: This ring will increase the damage of all direct fire-type damage this character uses by 50%. However, holding this ring will cause this character to increase all damage it takes from foes (including direct, indirect, statuses, and %tier off abilities) by 30%. This buff and debuff stacks additively if multiple Clutch Rings are used.
MagicClutch Ring: This ring will increase the damage of all direct magic-type damage this character uses by 50%. However, holding this ring will cause this character to increase all damage it takes from foes (including direct, indirect, statuses, and %tier off abilities) by 30%. This buff and debuff stacks additively if multiple Clutch Rings are used.
Carthus Bloodring: This ring adds 15% to the chance to instant-dodge via the ability dodge roll. This will also make the holder always take 25% more damage from direct basic attacks.
Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.
Heartseaker Rose: A beautiful and fragile rose. Causes the user to take 10% less damage from counter-attacking foes. Also causes abilities like Vengeance, Bide, Counter, and Counter magic to be half as effective.
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: Himiko Toga’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.
Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. Each bloom is unique. Source: Himiko Toga’s consistent loss of hope as she was tormented and devoured in Hades. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds a Bloom of Anguish created by the same victim, 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%.
Bloom of Release: Bleed, Burn, Poison, Radiation, Cleave, Dismember, and even Pain statuses used by this character may kill a foe through survival abilities but not form shifts. For Pain, Dismember, or Cleave the ability must trigger when the foe is at 1HP (for non-damaging statuses) or trigger on a damaging strike that would kill them (Such as Stunning Blows). The chance for this lethal status to take place is 30% (78%). To use this item, the holder must have a matching Bloom of Anguish.
Deep-Sea Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy elemental damage by 10%.
Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy physical attacks by 10%.
Gleaming Slayer: This brilliant item will buff “Slayer” abilities on this character by adding 10% to how much additional damage they do.
Elite Shimmering Slay-Breaker: This tiny, beautiful pin is worn like a brooch. It will cause abilities and items/weapons that increase the damage against this character wearing it to be 50% less impactful (Example: 30% boost from Demon Slayer becomes a 15% boost. A weapon that deals double damage now deals 50%).
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 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 5% more panic to build for this character.
Ancestor’s Pistol: This ancient pistol will cause this character to increase its speed by 5 and its skill by 15 when using ranged attacks. Holding this object causes a 5% more panic build.
Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% increase to panic build.
Ancestor's Monocle: This unusual item is created by inverting an Ancestor's Cloak. Grants the user +30 skill. Easily lost or stolen.
Ancestor’s Candle: 15% damage boost in daylight or bright light. +10 speed and +10 avoid in daylight or bright light. Holding this object causes a 5% increase to panic build.
Ancestor’s Dark Candle: 15% damage boost in night or low light. +10 speed and +10 avoid in night or low light. Holding this object causes a 5% increase to panic build.
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 Bracelet: An inverted Ancestor’s ring. Boosts the speed of the holder by +10 and their total damage output by 10%. This item is easily dropped.
Ancestor’s Portrait: This horrifying portrait will oddly cause a character to receive double the normal amount of skill points from any battle they partake in. Holding this object causes a 5% increase to panic build.
Ancestor’s Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped or stolen.
Ancestor’s Tentacle Idol: An incredibly rare trinket. This item is impossible to steal, but is always dropped upon death. This item will cause the panic status on a character to build 5% more during battle. This incredible trinket will boost the total efficacy of 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% (58%) chance to allow a character to survive lethal hits.
Ancestor’s Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% panic build at the start of every turn in battle.
Flame Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of burn statuses inflicted by this character by 50%. This object is quite hard to steal and very rarely drops.
Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.
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% (50%) (60%) (108%) (+66%) 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.
Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%.
Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.
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.
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%.
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.
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.
Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability that's sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.
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).
Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen.
Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 45%.
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.
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.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage.
Elite 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 extreme resistance to blade and pierce type damage.
Ring of Mind: This ring extremely resists psychic. Grants immunity to mind control.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, ambushes and backstabs.
Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.
Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.
Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.
Vile Flame: All fire attacks by this character will harm allies and foes alike. All Fire Attacks by this charater are impossible to consume. This item is nearly impossible to drop of steal.
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.
Fire Willow Core: This unusual item will double the Fire 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.
Body Master's Signant: This special item will double the body skill damage boosts. This skill boost will be 4x if the character uses only pure body attacks.
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.
Omega Fallen Star: This item may only be held by a True Omega Skill character. It will double the Skill buffs from the True Omega Skill (Fire) the holder. Melee and Body Skills (excluding shield) are tripled rather than doubled.
Berk Crest: A coiled dragon, the symbol of the Berkian tribe. This brand is granted by Stoick and immediately identifies the character as an ally of Berk. It will allow a 50% damage boost to explosion and fire type attacks, and this stacks alongside gems without causing damage to self or allies. A character may only ever have one brand.
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.
Jaw Stone+Jaw Plate
14-Fire Gems+Flame Plate
12-Bomb Badge+Explosion Plate
24-Magic Crystal+Magic Plate
28-Night Sapphire+Dark Plate+Twisted Stone+Twisted Plate
Hollow Gemnode Gem-Reality Bomb Core-Legendary Explosion 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.
Hollow Gemnode Gem-Eye of Ra-Legendary Fire 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.
Hollow Gemnode Gem-The Fairy Heart-Legendary Magic 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.
Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them.
Heavy Duty Boots: Permanent +1 Move. Stacks with Boots. Allows wearer to ignore all movement debuffs from terrain (except Sticky Web)
Blazing Red Ichor: Grants +3 movement to foes who use running movement.
2-Crimson Bands Enchantment Talisman- Allows a unit to use the Crismon Bands of Cytorak once. Consumable. Damage based off of user's stats. Any character can use them, even non-magical characters. 400 whip/magic/fire/dark might. (Alastor may cause this item to fail.)
4-Nightmare Flames
Abilities:
Defensive Sibling (II): This character is highly protective of their sibling, allowing her to enter a battle with extreme determination. This will boost the attack of this character by 100% (200%) (240%) when she is within two spaces of her sibling. It will also boost her total defense by 50% (100%) (140%). Costs: 10 pg
Blood Demon Art-Flames (III+Needled): Nezuko signature ability. If Nezuko is bleeding, she may catch her blood on fire. This will cause an incredible burst of flames that deals fire/explosion/magic/blood type damage. 1-2 (3) range. These flames have a 80% (150%) (200%) (240%) (250%) (298%) (+66%) chance to burn the foe. The base might of these flames is 100 (800) (1600). The total damage of this attack will also add 5% of Nezuko's max HP to the damage if she is bleeding, 10% of Nezuko's max HP if she is severely bleeding, and 20% of Nezuko's max HP if she is lethally bleeding. This attack will deal 50% (100%) (200%) (210%) more damage to humans and 25% (50%) (100%) (110%) to "Demon" type foes. This attack will also deal indirect damage to all foes adjacent the enemy, equal to 1/4 the damage of the attack that is launched at the initial enemy. In the needled state, if a foe strikes Nezuko with an attack that has a physical component from 1 range, they will be covered with Nezuko’s blood. The next time she activates her blood demon art, that foe will take the full damage of this attack (at the time the blood covered the foe). The foe may take a turn to clean the blood off of them. This blood that has splashed onto foes will ignore shields and barriers. It will also have the same burn chances as the normal attack. If Nezuko is bleeding and has activated her demon blood art in her own phase, all enemy attacks that have a blood component that strike any tile within three range of her will be burnt up. This will reduce their damage by 75%. This defensive burning will last for a full turn. It will also cure any demon-related/induced poison statuses for Nezuko and adjacent allies anytime she uses her Blood Art. Costs: 20 pg
Flurry Assault: If this character is attacked and dodges all the enemy strikes, they may immediately rush up to the foe and counter-attack. They will counter attack with twice as many strikes as they would normally do. If this character is hit by even one strike, this skill will not activate. Costs: 3 pg
Demonic Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% (53%) (66%) of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. This ability cannot (can) be used in daylight. Costs 5 pg
Chosen Demon (II+Needled): Nezuko's signature ability. Nezuko’s demon blood adapts incredibly rapidly to threats and was even able to conquer the sun. Once at the start every turn, Nezuko may adapt to one (two) threats she has faced in the previous turn (which can be from the same engagement):
- If a foe has struck her, she may increase her resistance to one of the damage types that damaged her by one tier.
- If a foe has struck her, she may increase her avoid by 10.
- If a foe has struck her and triggered a % activated ability or status, she may halve the chance of that activation (ability specific).
- If she has been damaged by a foe, she may increase her defense by 10%.
- If she has attacked a foe and missed, she may increase her skill by 20.
- If she has been damaged by an enemy status, she may try to clear it. She will have a 50% chance. If this fails, on the next turn she will have a 100% chance.
-If she has failed to trigger an ability or status, she may add 10% to the activation
-If her auto-healing is locked, she has a 50% (98%) chance to remove the lock (this triggers after when she would normally heal at the start of the turn).
-If she has been debuffed, she has a 50% (98%) chance to clear the debuff.
-If she is in cooldown, she has a 50% (98%) chance to remove one cooldown turn.
-If she is taking auto-damage, she may halve the autodamage.
All these changes are considered innate and are immune to abilities and items like Defog or Unaware. She may adapt five (10) (15) (30) times per battle. Costs: 16 pg
Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg
(Taken-Jake the Dog) Limb Shift: This character may shape-shift the end of its limbs to look like weapons. This can change the damage type of its martial attacks, adding new damage types. This can change the martial attacks to pierce, bludgeon, or blade type damage. These damages will be the same as the martial damage of the character. Costs: 1 pg
Black Flames of Destined Death: This character may change its normal burn status to a Black Flames burn status. It may choose to do either; using this ability does not remove access to normal burn. Black Flames deal less damage than a normal burn. Burn deals 2%, Severe Burn deals 4%, and Lethal Burn (if accessible) deals 10%. However, this burn status cannot be resisted. And, more frighteningly, this burn status tiers off HP from the max HP cap of the character for the rest of the battle. Purge or other high efficacy cleansing abilities may remove this HP cap reduction. Costs: 5 pg
Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20 (22) (44), and it increase her attack by 100% (110%) (220%) the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30% (33%) (66%). Nezuko must be 3GM and be bleeding to activate this ability. Costs: 6 pg
Nezuko True Form (II): Nezuko may take a turn to change into her full demonic form. She will become the size of an adult and boost her total physical damage by 50% (100%) (120%) (170%). It will also boost her speed by 10 (20) (24) (36) and her autohealing by 10% (20%) (24%) (36%). 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% (24%) (48%) to all activation chances (including special attacks and status chances). Costs: 2 pg
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg
Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5% (15%) (25%). 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 (Ring)
Vault: When riding a mount, this character may choose whether or not to use its own avoid stat or the mount's avoid stat. Costs: 1 pg (Vaulting 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 (Analyst Medallion)
Bloodletting: This character may spend their turn to inflict themselves with a bleeding status. Doing so will cost them 5% a of their HP. They may repeat this if they are already bleeding and give themselves the severe bleeding status. Doing so will immediately cost them 10% of their HP. Finally, if they are severely bleeding they may perform this ability and give themselves lethal bleeding. This will will immediately cost them 20% of their HP. This move should be used with care. Costs: 1 pg or (Razor Brooch)
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)
Carry The Small: This character may cary a child on their back. Doing so will grant them a 75% (123%) 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: 1 pg (Small Buckle)
Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% (45%) (93%) chance to completely dodge a single attack set. However, regardless of whether or not the attack set is dodged, after the enemy attacks, this unit must move one space. Being unable to move this one space will cause this ability to fail. This can allow it to close the distance between itself and the enemy, or allow it to retreat. This ability may trigger multiple times during an engagement. Costs: 4 pg (Ring)
Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.
Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Claw Skill
Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
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
Devourer of Nations (III): 40% HP buff after feeding on thousands of lives. Costs: 30,000 devourings.
Conquered Sun: Nezuko has conquered the sun and now resists all sunlight damage and may autoheal in sunlight. Her blood art now also deals sunlight damage. Costs: Conquering the sun
Explosive Blood Choke: Legendary Explosion Gem special attack. Nezuko will grab onto a foe and unleashe a massive explosion of her volatile blood. This will deal 3x her Lethal Bleeding Demon Blood Art damage (Whether She is Bleeding or Not). This will also ignore defense, and will not trigger a counter-attack (though vantage may still trigger). This attack has a 100% (140%) (150%) (198%) (+66%) chance to induce Severe Burn. This ability may be used once every five (three) days. Costs: Legendary Explosion Gem.
Demonic Blazing Blood: Legendary Fire Gem special attack. Nezuko may now trigger Overheat without first bleeding. However, if she is bleeding, she her overheat buffs will be doubled. If Nezuko is bleeding, regardless of if she is using overheat or not, all her blood will be ablaze. This will cause any short ranged melee or body attacks used against her to cause the foe to take 50 fire type damage for each hit they launch against her. This damage cannot be defended against, but it can be resisted. Any enemies who start their turn adjacent to her, if she is bleeding, will also immediately take this damage. They will also have a 50% (90%) (100%) (166%) (214%) chance of taking the burning status. Costs: Legendary Fire Gem.
Blood Demon Art-Magic Flame Explosion: +30 hit. This attack will strike all foes within a ten range area. This attack deals half the damage of the regular blood art flames, but it will strike 3 times and may burn the foes. This is an AoE, and is usually impossible to dodge. Foes struck by this attack will not counter. This attack cannot harm allies. This attack may be used once every 5 (3) days. Costs: Legendary Magic Gem.
(TBA) Chosen Demon: Nezuko signature ability. Nezuko’s demon blood adapts incredibly rapidly to threats and was even able to conquer the sun. Once at the start every turn, Nezuko may adapt to one threat she has faced in the previous turn:
- If a foe has struck her, she may increase her resistance to one of the damage types that damaged her by one tier.
- If a foe has struck her, she may increase her avoid by 10.
- If a foe has struck her and triggered a % activated ability or status, she may halve the chance of that activation (ability specific).
- If she has been damaged by a foe, she may increase her defense by 10%.
- If she has attacked a foe and missed, she may increase her skill by 20.
- If she has been damaged by an enemy status, she may try to clear it. She will have a 50% chance. If this fails, on the next turn she will have a 100% chance.
All these changes are considered innate and are immune to abilities and items like Defog or Unaware. She may adapt five (ten) times per battle. Costs: 8 pg
(TBA) Chosen Demon (II): Nezuko's signature ability. Nezuko’s demon blood adapts incredibly rapidly to threats and was even able to conquer the sun. Once at the start every turn, Nezuko may adapt to one (two different) threats she has faced in the previous turn (From separate engagements):
- If a foe has struck her, she may increase her resistance to one of the damage types that damaged her by one tier.
- If a foe has struck her, she may increase her avoid by 10.
- If a foe has struck her and triggered a % activated ability or status, she may halve the chance of that activation (ability specific).
- If she has been damaged by a foe, she may increase her defense by 10%.
- If she has attacked a foe and missed, she may increase her skill by 20.
- If she has been damaged by an enemy status, she may try to clear it. She will have a 50% chance. If this fails, on the next turn she will have a 100% chance.
All these changes are considered innate and are immune to abilities and items like Defog or Unaware. She may adapt five (10) (20) times per battle. Costs: 16pg
(TBA) Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg
(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (74%) 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) Curb Stomp: This is an activated ability. However, it will strike the same number of times that regular martial kicks would. This attack deals 50% more damage to prone characters (such as characters knocked prone by Backstab or held prone by Vicious Tackle), increases shield wear drastically, and ignores 50% of the prone foes defense. Costs: 2 pg
(TBA) 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
(TBA) Demon Sense: This character has extremely sharp senses, allowing an uncanny ability to read and react to the enemy's slightest movements. This ability allows this character to add 40% (50%) (55%) to any dodge, hit, or a 15% (25%) (28%) to any skill activation chance once every three (other) turns. Costs: 4 pg
(TBA) Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (75%) (99%) 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: 4 pg
(TBA) High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 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% (50%) (74%) of the time. This ability only activates on physical attacks. Costs 3 pg
(TBA) Certain Blow: When attacking, this character adds +20 to their skill. Costs 3 pg
(TBA) Traumatizing Blows (II): 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% (60%) (70%) (80%) (104%) of the time. This ability only activates on physical attacks. Costs 6 pg
(TBA) Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 skill and double in total might. Costs: 2 pg
(TBA) Fury of The Fallen: 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) Dismember: On every biting attack this character executes, it has a 20% (30%) (54%) chance to rip a limb off the enemy. This ability stacks with traumatizing blows, but if this ability activates it will also result in a bleeding status, regardless of whether or not traumatizing blows lands. Costs: 3 pg
(TBA) Armor Rend: This character tears into the armor of foes with massive claws or fangs. This ability will only activate on regular claw or bite attacks. After this character has finished attacking the foe, the foe will have all their armor based resistances cut in half for the next two turns. This means immunities will become extreme resistances, extreme resistance will become resistance, and resistances will be completely lost. Performing this ability multiple times will reduce the armor repeatedly. After two turns, the armor will return to normal. Costs: 4 pg
(TBA) Blood Demon Art-Flames: Nezuko signature ability. If Nezuko is bleeding, she may catch her blood on fire. This will cause an incredible burst of flames that deals fire/explosion/magic/blood type damage. She may only strike a foe once with this attack, but is has 1-2 range. These flames have a 80% chance to burn the foe. The base might of these flames is 100. The total damage of this attack will also add 5% of Nezuko's max HP to the damage if she is bleeding, 10% of Nezuko's max HP if she is severely bleeding, and 20% of Nezuko's max HP if she is lethally bleeding. This attack will deal 50% more damage to "Demon" type foes and 25% to humans. Costs: 5 pg
(TBA) Blood Demon Art-Flames (II): -10 speed. Nezuko signature ability. If Nezuko is bleeding, she may catch her blood on fire. This will cause an incredible burst of flames that deals fire/explosion/magic/blood type damage. This attack may strike foes mulitple times. 1-2 (3) range. These flames have a 80% (100%) (110%) (120%) (144%) (+66%) chance to burn the foe. The base might of these flames is 100 (400). The total damage of this attack will also add 5% of Nezuko's max HP to the damage if she is bleeding, 10% of Nezuko's max HP if she is severely bleeding, and 20% of Nezuko's max HP if she is lethally bleeding. This attack will deal 25% (50%) (60%) more damage to "Demon" type foes and 50% (100%) (110%) to humans. Costs: 10 pg
(TBA) Blood Demon Art-Flames (III): Nezuko signature ability. If Nezuko is bleeding, she may catch her blood on fire. This will cause an incredible burst of flames that deals fire/explosion/magic/blood type damage. 1-2 (3) range. These flames have a 80% (150%)(110%) (120%) (144%) (+66%) c chance to burn the foe. The base might of these flames is 100 (800). The total damage of this attack will also add 5% of Nezuko's max HP to the damage if she is bleeding, 10% of Nezuko's max HP if she is severely bleeding, and 20% of Nezuko's max HP if she is lethally bleeding. This attack will deal 50% (200%) more damage to "Demon" type foes and 25% (100%) to humans. This attack will also deal indirect damage to all foes adjacent to Nezuko, equal to 1/4 the damage of the attack that is launched at the initial enemy. Costs: 20 pg
(TBA) Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
(TBA) Neck Break: This ability may only be used once a battle. The character chooses an adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the severe paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 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) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg
(TBA) Bell Kick: Once every three turns, this unit may perform a powerful bell kick. This move is calculated by reducing the enemy's overall defense by 50%. However, this attack may only strike once. If the character struck is small or very small, they will be knocked back one space if possible. They will immediately take negative terrain effects, just like if this was a throw. Costs: 3 pg
(TBA) High Jump Kick: -20 hit. This powerful attack will quadruple the damage of this unit's normal martial attack. It may only strike once. If this move misses, this character will take the damage of the attack themselves. This attack may only be used once every other turn. Even if the character using this attack has a percect hit chance against the foe, this attack still has a 20% chance to miss. Costs: 4 pg
(TBA) Axe Kick: -15 hit. This character may land a crushing kick using their heal to shatter the skull of their foe. This ability requires the user to be GM in martial. If this attack lands, the foe will not counter. This attack deals 3x the martial (kicking) damage of the character using it and ignores 50% of the foe’s defense. It will also reduce the foes defense by 50% for the next three turns and deal extremely heavy armor and shield wear. This attack may strike flying foes. With “High Jump” it may strike soaring foes. Striking a flying foe, if they are within one size class range of this character, will cause them to crash into the ground and immediately take falling and terrain damage. Inhuman strength will allow this attack to smash characters into the ground who are two size classes bigger than this character. This ability may be used once every four turns. Costs: 5 pg
(TBA) Stunning Blows (II): 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% (40%) (60%) of the time. This ability only activates on physical attacks. Costs 6 pg
(TBA) Avoid Conflict: If this character is attacked but does not counter-attack, it will boost its evasion by 15 on the next turn. This can stack, maxing at 90+ avoid. This ability will be lost as soon as this character attacks. Costs: 2 pg
(TBA) Clawed Assault: 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 double damage strike. This move may only be used once a day. Costs 5 pg
(TBA) Hand to Claw Combat: Unit may use claws during martial attacks. This adds claw skill damage to martial damage. Costs: 2 pg
Character Type: Demon
Weakness: Extreme sunlight weakness. This unit will take 30% of its total HP as damage on any turn it is exposed to sunlight. Weak to light damage. Characters are twice as likely to cleave this character. However, unless this character is killed by sunlight, light damage, cleave, or demon killing items or abilities, it will not truly die and will not level down (though it will still fall in battle and may lose items). This character is more susceptible to sleep moves. This character extremely resists body-type damage. Resists blood damage.
Innate extreme resists: body.
Innate resists: poison, sonic, energy, dark, sunlight, blood.
Immune: water, critical hit, backstab, ambush.
Extreme resists: magic, ice, explosion, whip, bullet, bludgeon, martial, throw.
Resists: light, air, absorb, earth, fear, poison, blade, pierce, magic, dark, fire, lightning, critical hits, parry-reposts, perfect strikes, ambushes, backstabs.
Statuses: freeze, bleed, poison, disease, radiation, burn chances; bleed, poison, disease, radiation, burn damage; freezing aura.
Caps:
HP: Low
Attack: 800
Defense: 100
Speed: 148
Skill: 143
Move: 9
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