Thursday, July 8, 2021

Carmilla






Carmilla: Level 83
HP: 576,000 (1,728,000) (4,147,200) (1,635,520) (10,616,832 Heart and Soul) (13,801,882) (18,632,540) (26,085,556)
Attack: 16,500
1OMEGA Sword: 2000
1OMEGA Bite: 2000
5GM Claw: 1000
1OMEGA Dark: 2000
2 TRUE OMEGA Absorb: 8000
1OMEGA Magic: 2000
1OMEGA Explosion: 2000
1OMEGA Fire: 2000
Absorb Blast: 16,500 (24,500) (183,750) (375,500) (1,102,500)
Carmilla's High Vampire Katana: 900 (17,400) (19,400) (21,400) (23,400) (31,400) (235,500) (471,000) (706,500) (737,900) (1,475,800) (2,213,700) (3,320,550)
Biting Attacks: 600 (17,100) (19,100) (21,100) (29,100) (218,250) (436,500) (465,600) (931,200) (1,862,400) (3,724,800)
I Win: 500 (17,000) (19,000) (21,000) (23,000) (25,000) (187,500) (375,000) (562,500) (750,000) (1,500,000)
Defense: 16,000 (32,000)
5GM Armor: 1000
Mithril Underarmor: 800 (33,000) (33,800)
Pouring Blood Vampire Dress: 1000 (34,800)
Carmilla's Cloak: 500 (35,300) (70,600)
5GM Shield: 1000
Shadow Spirit Shield: 1000 (3000) (4000) (6000) (45,000) (90,000) (180,000) (360,000) (395,300)
Flame Spirit Shield: 1000 (3000) (4000) (6000) (45,000) (90,000) (180,000) (360,000) (755,300)
Celebi Leaf Pendant: 100 (8100) (60,750) (121,500) (243,000) (998,300)
Absorbscale Pendant: 20 (8020) (60,150) (120,300) (240,600) (1,238,900)
Ancalagonscale Pendant: 100 (2100) (15,750) (31,500) (63,000) (1,301,900)
Seath Crystal Pendant: 100 (2100) (15,750) (31,500) (63,000) (1,364,900)
Smaugscale Pendant: 100 (2100) (15,750) (31,500) (63,000) (1,427,900)
Darkscale Pendant: 20 (2020) (15,150) (30,300) (60,600) (1,488,500)
Magicscale Pendant: 20 (2020) (15,150) (30,300) (60,600) (1,549,100)
Flamescale Pendant: 20 (2020) (15,150) (30,300) (60,600) (1,609,700) (3,219,400)
Speed: 315 (335) (340) (+5)
Skill: 315 (+10) (+30 hit)
Move: 11 (12) (15)


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.

10-Heart Containers

Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.

4-Mako Energy Cells 

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.

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.

Carmilla's High Vampire Katana+++: +20 speed. A brave weapon. This sword deals blade/dark/absorb/blade type damage. If the holder is bleeding, this weapon will become 1-2 range and add 5% of this character's HP to the weapon damage. Severely bleeding will cause the weapon to add 10% and become 1-3 range. Lethally bleeding will cause the weapon to add 20% and become 1-4 range. This weapon may receive the Dark Weapon Augment. At the final stage, this weapon may choose to have the Dark Weapon augment as long as Carmilla is Bleeding. Base: 900 might.

Carmilla's Fangs++: Fangs forged into the jaw of Carmilla. These vicious fangs remove Jaws of Death debuffs and add 300 (600) base might to the biting attacks of this character.

Mithril Underarmor: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail offers extreme resistance to blade and pierce type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be warn under other armor or cloaks. Base 800 defense.

Pouring Blood Vampire Dress: A Legendary Armor. This item may only be used by female High Vampires. Grants to body, water, and air type damage. This dress will grant +10 speed/skill if the wearer is bleeding. +20 speed/skill if they are severely bleeding. +40 speed/skill if they are lethally bleeding. Base: 1000 defense. 

Carmilla’s cloak: Grants immunity to light, and resistance to sonic, poison and sacred damage. Grants the ability Gale Rush to the character wearing for free. +15 avoid in the dark. 500 defense.

Monstrous Forged Eye: This eye has been implanted into this character. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.

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. However, it will also increase their total defense by 50%. A character may hold up to two of these items. This item is very hard to steal.

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.

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).

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.

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. 

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.

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)

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. 

Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind controlling abilities activating against this character.

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. 

Bats Within Brooch: This item is easily lost or stolen. Grants the ability "Bats Within" for free.

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

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.

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. 

Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien appendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear-type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Miraculous Shadow: This consumable item may be carried by any character weak to the sun. A character may only carry one of these items, however the shade will rush out and protect them from taking the normal %damage they would from sunlight... as well as making the character not weak to sunlight if the sunlight that is first striking them is linked to an attack. This protection will destroy this item. 

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.

Proficient Ring: This ring will grant Proficiency II for a single enagement during battle. Holding this ring will prevent the user from accessing the ability Proficiency

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage. 

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

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.

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. 

Pennance 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.

Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind). This item is easily lost or stolen.

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

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.

Vile Shadow: All Dark attacks by this character will harm allies and foes alike. All Dark Attacks by this character are impossible to consume. This item is nearly impossible to drop of steal.

1-Shards of Nowhere Key: If a charcter were to collect all 6 shards of the Nowhere key, they could use it to open the Nowhere Realm. The Nowhere Realm can be opened from anywhere and can open to anywhere. However, such an act should not be performed lightly.

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. 

Heart of Dracula-Legendary Absorb Gem: This hideous item will double the total absorb damage of the character holding it on top of other item boosts. It also will unlock a special ability on certain characters with high Absorb affinity. This item always drops upon defeat.

4-Poms of Power (Dark)

4-Poms of Power (Fire)

4-Poms of Power (Magic)

24-Night Sapphire+Dark Plate

12-Jade Cubes+Absorb Plate

12-Magic Crystal+Magic Plate

12-Fire Gems+Flame Plate

12-Volatile Crystal

Jaw Stone+Jaw Plate, Razor Stone+Razor Plate

Boots: Grant +1 movement

Blazing Red Ichor: Grants +3 movement to foes who use running movement.

2-Purest Blood: Consumable. Unkown impacts.

Abilities:

Blood Draining Bite (III): This attack will increase the total damage of biting attacks by 50% (100%), and will also give the biting attack dark and absorb type damage. This attack may only strike once (at third tier it may strike multiple times), but it will heal the unit that uses it 50% (100%) of the damage that it deals to the foe if they have blood. Costs: 20 pg

High Vampire Fanged Combat: High vampire ability. If the vampire is 3GM in bite, they may add their bite attacks alongside weapon or claw attacks. The number of times the bites will strike will be the same as if they were using only biting attacks. Costs: 5 pg

You Don't Deserve My Blood: Carmilla Signature ability. If Carmilla is bleeding, she will boost her total damage by 20%. Severe bleed will grant a 40% damage buff. Lethal bleed will result in a 60% attack buff. Costs: 6 pg

Man Slayer (III): This character loathes men. As such, she will deal 30% (120%) more damage to them. However, they will deal 20% (60%) less damage to female foes. Costs: 8 pg

I Win: Carmilla Signature ability. When Carmilla falls in battle, she will unleashe a 10 range AoE. This attack cannot be dodged. Base 500 magic/dark/fire/explosion type damage. Costs: 4 pg

Dark Weapon: This character may take a turn to augment its weapon. This will give the weapon dark type damage and grant it the dark type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 turns. Costs: 5 pg

Vampire 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% 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 be used in daylight. Costs 5 pg

Bloodletting: This character may spend their turn to inflict themselves with a bleeding status. Doing so will cost them 5% (3%) 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% (5%) 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% (10%) of their HP. This move should be used with care. Costs: 1 pg

Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg

Finish Strike: -15 hit. This character leaps into the air and stabs its primary blade into the chest of their foe. This attack will deal 3 x the total might of the sword's normal strikes. The enemy cannot counter-attack this move. This ability takes four (two) turns to recharge. This blow has a 60% (80%) (100%) to give an enemy the severe bleeding status. 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

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

Pouring Wounds: Bloodborne ability. 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 40% (60%) (80%) of the time. This ability only activates on physical attacks. Costs 3 pg

Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 pg

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

Defiant: 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

End Life: Legendary Absorb Gem Signature Ability. Carmilla may unleash a hideous pulse of absorbing black magic from her body. This will strike all foes within ten spaces of her. The base damage of this attack will be 50% more than an absorb blast would be. This attack will heal Carmilla 50% of the total damage it gives to foes. This may heal her above max HP. This attack is an AoE and also boasts +30 hit. This attack may only be used once every five days. This attack will not impact nonorganic characters. 

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.

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, back stabs, 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

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

Gale Rush: This ability is only found on winged characters with high air affinity. Requires 3M air or higher. If the character has this ability, and they are attacked by a ranged foe, each attack the foe performs will allow this character to move three spaces towards the foe. This will eventually allow them to reach and counter the foe. As soon as they reach the foe, they will execute their entire counter-attack immediately. This ability will also allow the foe to chase down enemies with abilities such a Dodge Roll, and will allow the character to move back towards a foe who has thrown them or blasted them back. This ability only works if the character is flying when they are attacked. Costs: 4 pg (Cloak)

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)

Bats Within: If this character is caught by a pin, tackle, choke, or trap, they may immediately burst into a swarm of bats and escape the hold. However, this will cause them to take double damage from elemental attacks during the remainder of that enemy phase. Costs: Bats Within Brooch item

Devourer of Nations (III): 40% HP buff after feeding on thousands of lives. Costs: 30,000 devourings.


Character Type: Vampire, Speed, Magic, Melee

Weakness: Extreme Sunlight and Light Weakness. Even as a masterful duelist, Carmilla is weak to being swarmed by foes. Each additional foe who attacks Carmilla in one turn will deal an additional 10% damage, maxing out at doubling their damage against her. This will occure with abilities like Mob. This character cannot walk around in daylight without losing 10% of its HP at the start of each turn. The sun will prevent abilities from healing this character. Resists fear, dark, and bite type damage. Resists blood damage. This character has been cursed and must feed on blood. Characters who are killed by Carmilla when she is feeding will be leveled down 1-6 pg , and she will not level up. Carmilla must feed once a week or he will frenzy and attempt to feed on the nearest character. 

Caps:
HP: Low
Attack: 600
Defense: 100
Speed: 150
Skill: 150
Move: 10 

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