Thursday, April 1, 2021

Trevor Belmont






Trevor Belmont: Level 90
HP: 1,200,000 (3,600,000 Heart Container) (8,640,000 Seeds) (18,144,000 HoC) (24,494,400 Bottle) (31,842,720 Crystal Soul) (50,948,352 Centaur Heart+Soul) (96,801,869 EDRoP) (154,882,990 Rune Arc)
Attack: 35,100
TRUE 3OMEGA Whip: 12,000 (24,000) (72,000) (144,000)
1OMEGA Sword: 2,000
2OMEGA Fire: 4,000
TRUE 1OMEGA Water: 4,000 (8,000)
2OMEGA Explosion: 4,000
1OMEGA Light: 2,000
2OMEGA Magic: 4,000
5GM Energy: 1,000
Morning Star/Cold Morn+++: 1,800 (36,900) (180,900) (542,700) (1,085,400) (1,628,100) (1,953,720) (2,344,464) (2,578,910) (2,836,801) (3,120,482) (9,361,445) (46,807,224) (54,226,381 w/grease) (x1.25 w/ attacking)
Vampire Killer+++: 900 (36,000) (180,000) (540,000) (1,080,000) (1,296,000) (1,555,200) (1,710,720) (1,881,792) (2,069,971) (6,209,914) (31,049,568) (35,971,065 w/grease) (x1.25 w/ attacking)
Holy Water: 500 (1,000) (1,800) (36,100) (44,100) (48,100) (52,100) (442,850) (885,700) (1,276,450) (2,552,900) (3,063,480) (3,676,176) (4,043,794) (4,448,173) (4,892,990) (x1.25 w/attacking)
Holy Cross: 200 (1,000) (1,800) (36,100) (40,100) (44,100) (48,100) (408,850) (817,700) (1,178,450) (2,356,900) (2,828,280) (3,393,936) (3,733,330) (4,106,663) (4,517,329) (x1.25 w/attacking)
Defense: 35,500 (39,050) (78,100) [156,200] (234,300) (702,900)
1OMEGA Armor: 2,000
Legendary Belmont Mithril Hunter Armor: 2,400 (80,500) (82,500)
Vibranium Chainmail: 600 {83,100}
Belmont Hunter Cloak: 600 {83,700} {91,410} [182,820] (274,230) (822,690)
2OMEGA Shield: 4,000
Fire Spirit Shield: 1,000 (5,000) (9,000) (13,000) (104,000) (208,000) (416,000) (832,000) {915,700}
Light Spirit Shield: 1,000 (5,000) (7,000) (11,000) (88,000) (176,500) (352,000) (704,000) {1,619,700}
Water Spirit Shield: 1,000 (5,000) (9,000) (17,000) (153,000) (280,500) (561,000) (1,122,000) {2,741,700}
Energy Spirit Shield: 1,000 (5,000) (6,000) (8,000) (64,000) (124,000) (248,000) (496,000) {3,237,700}
Smaugscale Pendant: 100 (4,100) (30,750) (61,500) (123,000) {3,360,700}
Great Serpentscale Pendant: 100 (2,100) (15,750) (31,500) (63,000) {3,423,700}
Orcane Ripple Pendant: 100 (8,100) (60,750) (121,500) (243,000) {3,666,700}
Godzillascale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {3,699,700} {4,069,670}{{[8,139,340] (12,209,010)} (30,522,525) (91,567,575)}
Holy Shield: 500 (4,500) (8,500) (10,500) (84,000) (162,750) (325,500) (651,000) {4,350,700} {4,785,770} {{[9,571,540] (14,357,310)} (35,893,275) (107,679,825)}
Speed: 325 (335) (350) (360) (365) (370) (+5 range) (+10 Speed, +10 Avoid) (+20 Avoid) (+20 (+30) Avoid when Swinging)
Skill: 337  (347) (362) (412) (442) (452) (+15 range) (+20 w/ attacking)
Move: 7 (8) (9) (10) (12 (15) while swinging)


Items:

Morning Star+++ (Sealed): 1-4 Range. A legendary Vampire Killing Whip. This item deals 200% (250%) (280%) damage to Vampires and Demons. If this whip is used to land the finishing blow on a Demon or Vampire, the foe will explode and strike all spaces within two range with Indirect damage equal to one regular strike from this weapon. Vampires and Demons that die from this damage will also trigger this explosion, allowing for potential chain reactions. This weapon boasts 600 (1,800) base Whip/Sacred type damage. This weapon ignores intangibilty and deals normal damage.
>Fated Weapon Seal
>Slaying Weapon Seal

Eminis' Cold Morn+++: 1-4 Range. A legendary Vampire Killing Whip, crafted by the Gemnode Eminis Sapphire. This item deals triple damage to Vampires and Demons. If this whip is used to land the finishing blow on a Demon or Vampire, the foe will explode and strike all spaces within two range with Indirect damage equal to one regular strike from this weapon. This indirect damage also has a 50% (60%) (110%) chance to freeze foes. Unlike normal freezing, this ice only has a 15% chance to thaw. 600 (1800) base Whip/Sacred type damage. This weapon ignores intangibilty and deals normal damage.
>Fated Weapon Seal
>Slaying Weapon Seal

Vampire Killer+++: 1-3 Range. A whip designed by Trevor Belmont and consecrated with sacred power. This weapon deals double (180%) damage to vampires and 50% (130%) more damage to demons. Base 300 (900) Whip/Sacred-type damage. 
>Sunlight Weapon Seal
>Slaying Weapon Seal

Belmont Holy Sword+++ (Sealed): A short sword designed to battle demons and vampires. This sword will deal 100% (150%) (180%) damage to unholy foes. It deals pure blade/sacred damage and boasts a staggering 800 (2,400) base might.
>Brave Elite Seal
>Slaying Weapon Seal

Notched Whip++: 1-2 Range. A notched whip with sharp spines along its length. These spines bury themselves in the target and cause profuse bleeding. This weapon may choose to deal half damage but double its bleed activation chance. Base 200 (400) Whip-type damage. 

Gargoyle Black Twin Blade++ (Sealed): This weapon is boosted by both staff and sword skill boosts. This weapon requires the user to have at least 250 skill while wielding it. This weapon will strike twice the normal number of times when countering. This weapon grants access to the ability "Spinning Slash". Base 500 (1000) Dark/Fire/Magic/Blade/Sacred-type damage.

(Not on Person) Death's Scythe: A deletion weapon. HP taken by this blade will be taken from the cap of the character's HP stat, and can never be healed. If this weapon is used to land the finishing blow on an enemy, it will delete them from the game. This weapon may deal up to 10,000,000 total damage before reaching its limit and vanishing from the world. It deals blade/dark/magic type damage, but this damage ignores all resistances and cannot be consumed. As a scythe, it is an incredibly powerful offensive weapon, but the total damage of its counterattacks will be halved. This item will always be dropped if the character holding it falls in battle. Base 2,000 might.

Belmont Hunter Cloak++: An incredibly well-designed cloak emblazoned with the Belmont Family Crest and trimmed with thick, white fur. The staggeringly beautiful item will grant extreme resistance to Earth, Ice, Water, and Air. This cloak also allows the wearer to ignore weather/climate-based statuses and damages. Very difficult to steal and resists wear. Base 300 (600) Defense.

Legendary Belmont Mithril Hunter Armor++: +15 Speed/Skill. This beautiful armor has been perfectly hand-crafted by the ancient Belmont family to combat the creatures of the night. Only a Belmont may wear this armor. The perfection of this mastercraft armor allows it to increase the Speed of the wearer. As it is made from the purest of Mithril, it grants extreme resistance to Blade and Pierce-type damage, as well as resistance to Bludgeon, Whip, and Body-type damage. Defends against Magic and Psychic-type attacks. Nearly immune to wear. Base 1,200 (2,400) Defense.

Vibranium Chain Mail: Extremely hard and valuable chain mail. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 600 defense.

Heart of Courage: A legendary heart. Grants total immunity to fear, and grants all adjacent allies resistance to fear. This heart will double the HP of the holder.

Godrick's Great Rune: A Legendary Item. If a character is holding this Rune and Uses a Rune Arc, they will gain the normal +20% (+30%) HP boost, but will also gain an additional 20% (+30%) HP boost on top of a 10% increase to total attack and defense, +10 speed and skill, and +1 movement. This boost is considered innate. 

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 for the Holder. Melee and Body Skills (excluding shield) are tripled rather than doubled. 

Eminis Crystal Defensive Ring of Power: A Legendary Item. A character may only hold one Ring of Power. This ring will increase the holder’s HP by 80% (90%) and their defense by 200%. This ring will also grant the character access to the first tier of any time or ice ability of their choice, excluding signatures. A character chooses this ability once and will then be locked to it.

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.

4- Erdtree Seeds: +25% HP on top of HP Boosts; Very Hard to Steal

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)

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 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 item grants +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 Flask: This item will heal the character at the start of each turn by 15% (19%) if they are organic and able to drink from it. This item boosts panic build by 5%. This item is easily lost or stolen.  

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 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 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.

Ancestor’s Map: An ancient, eldritch map. Holding this item will cause 5% more panic build. This item will triple the perception range of the character, and allow them to detect invisible or shape-shifted foes within three range of where they start or end their movement. This item will cause the character to escape tackles, holds, nets, and traps twice as quickly. 

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. Holding this object causes a 5% increase to panic build.

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 Musket Ball: This intricate musket ball will increase the damage of all 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 causes a 5% increase to panic build.

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 causes a 5% increase in panic build.

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 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 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.

Ancestor's Torch: This item boosts the damage of Critical Hits, Backstabs, and Ambushes by 50%. It also reduced the damage of these abilities vs the holder by 10%. Holding this item increases panic build by 5%. This item is easily lost or stolen. 

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. 

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 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. 

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 reduce 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 reduce the total HP lost from enemy physical attacks by 10%.

Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.

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.

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.

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.

Cruel Hunter’s Ring: This ring grants the ability "Merciless Hunter" for free. This item 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.

Elite Clotting Ring: This ring will debuff the damage of all blood type attacks used within 12 range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring is easily lost or stolen.

Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.

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 15%.

Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. 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.

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.

Lloyd’s Sword Ring: This ring will boost the damage of the holder by 10% (20%) if their HP is full.

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.

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. 

Pontiff's Left Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, the following blows will restore 30% of the damage given to the enemy to the character wearing the ring. This item is easily lost or stolen.

Pontiff's Right Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, each of the following blows will deal 20% more damage to the foe. This item is easily lost or stolen.

Priestess Ring: This ring will improve the damage of light and sacred-type attacks by 20%. 

Ring of Arrogant Defense: This ring breeds unwise arrogance in the holder. This will prevent them from using regular scale pendants. However, for every scale pendant they could have used, they will buff their total defense by 25%. If this character loses all of their barriers, they will also lose the defense buff of this ring.

Ring of Mind: Extreme Resist Psychic; Immune to Mind Control

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce-type damage.

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. 

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. 

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.

Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops. 

Angelic Bottle: This bottle allows the Holy Water attack to strike multiple times, and this object will add +500 might to the Holy Water attack. 

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, 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.

2-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.

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.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

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.

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%.

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.

Coiling Wire: This item is rarely dropped or lost. It will increase the avoid granted by Swing by +10 and increase the added movement by +2. 

Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character.  

Cross of Supremacy: A medal given to only the most dedicated and powerful soldiers. This item may be stolen, but it will never drop. This item gives the character holding it an ability similar to supreme soldier, in that attacks that it uses will not break proficiency and proficiency made be used to boost multiple single-element attack types. However, this item will only allow the character to do this if it is GM or higher in the attack types they are using. Using a damage type that this character is not a GM skill level in will result in a loss of proficiency boosts.

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.

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.

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.

Elite Gleaming Slayer: This brilliant item will buff “Slayer” abilities on this character by adding 30% 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%). 

3- Erdtree Sap: Heal 5% (6%) of HP at start of turn; Up to 3 may be held at a time. 

Fallen Star Shard: A glowing piece of starlight captured in Valla. This item will allow Astra to trigger on counter attacks as well as cause Astra attacks to deal 75% the regular attack damage as opposed to 50%. This item is very hard to steal.

Flash Bomb: This item may be used once every (one) 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.

Glass of Purity: If this character has the ability "Holy Glass" then they will boost their skill by 50. This will also double the range of the Holy Glass ability. 

Gold Edged Kaikishōhō: 10% (20%) more damage and defense when at full HP.

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.

Holy Book: This item will cause the ability "Holy Shield" to also create a base 500 defense Light/Magic shield around the character and his allies. 

2-Magic Rod: A strange but powerful item. This item will boost the base might of magic element attack by 400. This item will only boost element attacks that include magic-type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate.

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).

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

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.

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

Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.

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.

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.

Sacred Cross: This object will allow the holder to use the ability "Cross" as many times per turn as they wish if they have the ability unlocked. This item will also add +800 base might to the Cross ability. If the character using this ability is fast enough, the Cross may now strike multiple times. However, the number of times they may throw the cross based on the speed of the fastest foe it is striking (as the cross may target multiple foes). 

Silver-Edged Kaikishōhō: A sharp coin, forged in Valla. This object looks like a regular coin, and as such it is very hard to steal. This item will allow a character to learn the ability "Vantage". If they already have access to the ability, it will allow Vantage to trigger at 60% of their HP. This item will also cause this character to Vantage hit foes who are 30 speed slower than them.

Solitary Focus Pearl: This pearl will double the total damage granted by Weapon Skill Levels if the holder is using only one form of weapon and has the specific Mastery ability unlocked. This item is easily dropped but cannot be stolen.

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. 

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Torrent Breaker: This unusual piece of cloth will cause all hits after the fifth hit of a foe in a single engagement to no longer deal statuses, debuffs, or wear. 

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.

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 warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable.

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.

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.

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.

Belmont Crest Brand: This brand may be placed on a character by Simon Belmont. It denotes loyalty to the Belmont Clan. It will boost Magic and Whip-type damage by 50% alongside normal item boosts. 

Devilish Destruction Charm

Pure Stone

Twisted Stone + Plate

Razor Stone + Plate

Anar-The Legendary Light Gem: There is only one object like this in the world. This brilliant golden fruit is the legendary light gem. It will double all light type damage and defenses on top of normal damage multipliers. It will also unlock a unique ability on certain characters.

Hollow Gemnode Gem: PENDING. 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.

FireWaterMagic, Light, Energy Poms

Max- FireWater, ExplosionMagicLightEnergy Gems+Plate

Flame, Water, Light, Energy Spirit Shield

Orcaneripple, Smaugscale, Blessed Greatscale, Seathscale, Godzilla Pendants

Waterscale, Firescale, Magicscale, Lightscale, Energyscale Pendant



Abilities:
Unholy Hunter (III): This character deals 30% (60%) (120%) (170%) (200%) more damage to unholy characters (undead, vampiric, wraith, or demonic). Only the greatest of hunters could hold such a title. Costs: 12 pg

Twin Whips: Signature Ability. If Trevor has Dual Wield and Strike Twice unlocked, he may equip a whip in either hand. This will remove the speed and skill debuffs normally suffered for dual-wielding. Even though he is dual-wielding, he will still trigger "Strike Twice" with every initiated whip attack. Costs: 1 pg

Holy Water: Once every three (as often as wanted) turns this character may cast a vial of Holy Water at a foe. This will deal 100% (180%) damage to certain foes, generally those who are undead or demonic. This attack will immediately catch the tile it strikes on fire. The attack will deal 500 water/fire/explosion/sacred damage. This attack has a 100% chance to burn the foe. If the foe is demonic, undead, or unholy, they will not be able to have immunities, resistances, or consume this damage. This attack will only strike once. 1-2 range. Costs: 4 pg

Holy Cross: This character may throw a holy cross at foes. If they are unholy, undead, or demonic, this cross will deal 100% (180%) damage. The cross will strike three squares in a straight line in front of this character, and each foe will calculate dodge, defense, and counter individually. This attack can only strike once. This attack will deal a base 200 light/magic/explosion/sacred damage. This attack may be used once every three turns (as often as wanted). Costs: 5 pg

Holy Shield: Holding up a Holy Book, this character may create a shield around itself. This takes the character's turn to do, but doing it will grant immunity to mind control and dark and poison terrain. All allies adjacent to the character will also receive this boost. It will also halve the damage of dark type attacks used against this character or their adjacent allies. This shield will last for three turns. Costs: 4 pg

Holy Glass: A glass that reveals deception. Once a day, this character may see if another character is lying to them. This will also alert this character to shapeshifted or invisible foes if he comes within six (12) spaces of them. This item will also boost the perception range of this character by 6 (12). Costs: 3 pg

Prophecy of the Sleeping Soldier: The bond ability between Alucard, Trevor, and Sypha. Forged by the fire of Dracula's wrath, the three friends share a deep loyalty. If they all share a similar cause and are within 10 spaces of each other (all three must be within this ten space range), then they will recieve powerful boosts.
Alucard: +5 movement (applies if he starts within the ten range). +30% damage. +35 avoid.
Trevor: Doubles the efficacy of all slaying abilities and items.
Sypha: +100% attack and 50% defense. +3 range.
Costs: 5 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 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10).
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

Astra: Before attacking (or countering), this unit has a 40% chance to trigger this skill. If the skill activates, the unit may strike five times with half (75%) damage blows instead of once. This unit may trigger astra with each normal strike it attempts. Each strike of astra will calculate dodge and damage individually. This unit may choose not to activate this skill. Costs: 5 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 (-20) 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 by -3 (-6) for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy Speed by -10 (-20) for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% (20%) for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counterattack. Costs: 7 pg

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

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 speed/skill. 3% damage and 3% activation boost.
Close Friend/Sibling: +10 Speed/Skill. 10% Damage and 10% activation boost.
Spouse: +15 speed/skill. 15% damage and 15% activation boost.
Costs: 3 pg 

Certain Blow: When attacking, this character adds +20 to their skill. Costs 3 pg

Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

Swing: This unit excels in using swinging movement. It may grapple to structures or characters who are two size classes larger than them if those objects are within three spaces of where they start or end their movement. Upon grabbing a structure, they may add +3 (+5) to their total movement, add +20 (+30) to their avoid for the rest of their phase. Costs: 2 pg

Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg

Abuse: This character constantly abuses his opponents both physically and verbally. This has a striking impact on certain characters, particularly those who are sensitive, competitive, or honorable. If this ability activates on the foe, they will have their total damage and defense reduced by 10% (20%) each turn they continue to engage with this character. This debuff will max out at a 50% reduction, and will last until the abusive character falls in battle, or the battle ends. Costs: 3 pg

Freezing Touch: Every time this unit engages an enemy in combat, the foe will lose -5 (-10) Speed at the end of the engagement. This will occur whether or not the character can damage the opponent. This is a temperature-based status, meaning some characters are immune. This debuff maxes out at -30 Speed. Being in extremely cold environments allows the debuff to clear twice as slowly and the debuff cap is -40 speed. This ability only triggers when this character initiates the attack. Costs: 5 pg (Eminis Crystal Ring)

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% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg (Ring)

Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg (Miracle Scale)

Merciless Hunter: This character shoots down foes from far outside their reach. If this character attacks a foe and the foe cannot counter attack due to range, this ability will buff the damage of the attack(s) by 20%. Costs: 2 pg (Ring)

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Weapons Mastery: This character uses their prowess with many weapons to boost their understanding of combat. For each master level they have with a particular weapon type, they will boost their total attack damage by 15%. This ability cannot be removed by strategist (5.0x). Costs: 4 pg

Whip Mastery: This unit has mastered the Whip. This ability will double the Whip skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for whip skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg

Glorious Sacred Weapons: Legendary Light Gem Ability. When this unit has a sacred weapon equipped in combat, foes within range of the weapon will suffer -20 hit when they engage this character in battle. This is a blinding debuff. This character's sacred weapons also deal 20% more damage. This damage buff is doubled vs Unholy Foes (40%) (90%) (120%). Costs: Legendary Light Gem

Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM melee or marksman level.

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

Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in spear.

Strike Twice: When initiating a regular attack while using a whip or tail weapon, this character will strike twice the normal amount. This will not occur when the character counterattacks. Costs: 5pg or GM in Whip or Tail

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, backstabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

Staff Shield: This character may use their staff to defend themselves when being attacked. This will add half the total might of their staff attacks to their defense when being attacked or when attacking. However, this will result in a debuff of -15 speed and -15 skill. This defense will not be improved by augments or abilities such as Death Blow that increase the might of the staff's attack, but will be improved by the item and skill boosts that are applied to the weapon. Costs: 5 pg or GM in staff

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

(TBA) Whip Trip: -40 skill. This character may try to trip a foe who is one size class larger than them or smaller. If this works, the foe is knocked prone and certain abilities will be more damaging against them. For instance, foes will take double damage from Finish Strike. Foes will get back up at the start of their next turn. Costs: 1 pg

(TBA) Cleansing Holy Water: The Holy Water attacks of this character now deal 50% more damage and have +1 range on the AoE and the terrain that is placed. Allies (and this character) standing in the flames cast by this attack will be healed 20% at the start of each turn (as long as they are not unholy). This healing will also apply if they are within range of the initial attacks. Requires: LG Water.

(TBA) Belmont: This character deals 50% (100%) (130%) more damage to vampires. Costs: 3 pg

(TBA) Whip Disarm: This character uses a long whip. This whip may be used to steal the weapons of foes. This must be done instead of attacking. Whether the weapon is stolen will be determined by a roll. Both the whip user and target character will roll and then add their current Skill to the roll. Whoever rolls higher will win the engagement. If the whip user wins, the weapon will be pulled into their hand. They may not place it into their inventory. If the weapon has debuffs, they will suffer them but they will not gain any stat buffs from the stolen weapon. A Thief Breaker Chain and Inhuman Strength will add +30 to the target's roll. If the weapon is a signature weapon, the target will add +30 to their roll. If they are a larger size class, the target will add +30 to their roll. This ability does calculate accuracy. Costs: 5 pg

(TBA) Spinning Slash: This character may spin and strike all characters within range once. Each foe will dodge and counter separately. If this character is dual-wielding, it will strike twice the normal times. Brave weapons also accomplish this. After the first spin, if that attack struck a foe, the unit may strike that foe one more time with a single, double damage strike. After this strike, then all enemies will counter. This ability may be used once every three turns. Costs: 5 pg (And appropriate weapon)

(TBA) Time Warp: Once a day, this character may stop time for two turns. This reduces enemy speed to zero. It prevents enemy units from counter-attacking. When time is stopped, only this unit and other units with Time Warp will take turns. Enemy units cannot be killed during a time stop; they will retain at least 1 HP no matter what. 
This unit may also take 2 “step backs” once a day. Step backs allow the character to re-roll a result they do not like. However, if there is another character on the map with “Time Warp”, that enemy can spend one of their re-rolls to block a re-roll. 
It should be noted that tampering with time might cause strange and dangerous side effects, so it is best not to be done often.
Costs: 6 pg

(TBA) Sword 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) Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. Costs: 5 pg

(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 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) Defiant (II): If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 (20) skill and double (triple) in total might. Costs: 4 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) 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

(TBA) 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

(TBA) 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

(TBA) 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 bellow the half line. Costs: 3 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) Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg

Character Type: Melee, Magic, Gadget

Weakness: Mild weakness to martial. Resists fear and pain. 

With Items: 
>Autoheal 50% per turn
>-50% activation chance to disease, poison, and bleed, -20% activation chance from Stun/Flinch
>1/4 chance to take Poison, Radiation, Burn, Freeze status, 1/2 chance to take Bleed, Disease, Stun/Flinch
>1/2 damage from Statuses
>-10% Damage from all Attacks, -10% Damage from Physical/Elemental, -10% from Critical Hits, -10% from counter-attacks
>1/2 damage from 5 or more hits; Ignores status, wear, debuffs from 5 or more hits
>1/2 effectiveness of Vengeance, Bide, Counter, etc. 
>1/2 Debuff effectiveness
>Escape holds, tackles, etc. x2 faster

ATK: x1.15 w/dim/bright; x1.2 w/outside of counter range; x1.2 w/full HP; x1.2 w/full HP; x1.2 w/striking more than twice
DEF: x1.2 w/full HP

Immune: Time, Mind Control, Strategist, Indirect Damage, Insta-Kill, Fear, Bullet, Martial, Critical Hits
Extreme Resist: Blade, Pierce, Bludgeon, Whip, Throw, Psychic, Earth, Water, Air, Claw, Bite, Explosion, Blood, Absorb, Fire, Ice
Resist: Body, Poison, Pain

Caps:
HP: Small
Attack: 200
Defense: 500
Speed: 125
Skill: 137
Move: 6

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