Sorrow: Level 84
HP: 624,000 (1,872,000) (4,492,800) (7,188,480 Heart and Soul) (11,501,568) (12,651,725)
Attack: 18,400
1 OMEGA Spear: 2000 (4000) (8000)
1 OMEGA Bite: 2000
1 OMEGA Claw: 2000
Demonic Forged Claws: 600 (19,000) (21,000) (42,000)
Demonic Forged Fangs: 600 (19,000) (21,000) (42,000) (84,000)
Enhanced Demon Flesh Yari: 2400 (20,800) (28,800) (57,600) (115,200) (345,000) (1,728,000)
Defense: 18,200 (36,400)
1 OMEGA Armor: 2000
Relaxed Demon Robes: 1000 (37,400) (39,400) (78,800) (118,200) (236,400) (709,200) (2,127,600) (7,446,600)
Speed: 305 (320) (340) (350) (+25 avoid)
Skill: 305 (320) (350) (+30 hit)
Move: 11 (12) (14)
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
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 dopped at death.
Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.
4-Mako Energy Cells
Upper Rank Six Kanji: A tatoo on the eye of a demon, symbolizing his high status. This grants this character +15 speed and +15 skill.
Enhanced Demon Flesh Yari++: +10 (20) speed. This enhanced version of the Yari drastically increases the base might of the weapon and allows it to stretch to be 3 ranged. Base 1200 (2400) pierce or blade type might.
Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to.
Demonic Forged Claws++: These claws are lightweight and forged into the bodies of undead creatures of the night. They boast 600 base might and are practically impossible to steal.
Demonic Forged Fangs++: These fangs are forged into the jaws of undead creatures of the night. They boast 600 base might and are practically impossible to steal.
Sorrowful Demon Robes: Robes made for Aizetsu. No other armor may be warn with these robes. Grants immunity to light and extreme resistance to blade and pierce. These robes grant the ability "High Jump" for free. When this armor is warn with no shields or barriers, it will triple the total defense of the character. This armor defends against magic and psychic. Base: 1000 defense.
Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense.
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.
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.
Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.
Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.
Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
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.
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.
Hellish Stomach: If this character uses Devour, they will buff their attack by 30% 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.
Ravenous Colicoid Skull: The skull of a Colicoid. This hideous artifact allows the holder to devour fallen enemies. This will heal the character 30% of their max HP. This skull is somewhat cumbersome.
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.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
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.
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
Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense.
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.
Metal Coat: This item is created by melting many Metal Boxes together into one item. If the holder of this item has no access to any elemental barriers, this item will triple the base defense stat of the user.
Bare Armor Trinket: This unusual item may only be used if the holder has no shields or barriers. This item will increase the total defense of the character by 50% for each GM they are in armor.
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.
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.
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.
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.
Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune.
Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.
Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.
OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill.
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.
Razor and Needle Stones + Blade and Pierce Plate
Pure Stone
Boots
Abilities:
Blood Demon Art-Emotion Manifestation: Hantengu may split into four emotions. He may choose to split into two on his turn, or may split into two upon dying. If one of those two versions of himself are killed, they will split again. Four total versions of Hantengu may be on the map at once. Each version has different abilities and attack types. If all four copies are on the map simultaneously, Hantengu may choose to combine them all into one, much more powerful, form. This form will also use different abilities. These forms will be given separate pages and designated abilities. This ability may not be removed by strategist. Most basic items are shared by the manifested emotions but can only be stolen from the main body. Costs: 20 pg
Demon Flesh Yari: A fearful spear created from the flesh of the demon Aizetsu. This long weapon may be grown and shrunk, granting it 1-2 range and +30 skill. Base 600 pierce or blade-type damage. This weapon is brave and will always strike twice when initiating the attack. Costs: 4 pg
Demon Blood Art-Weeping Spears: This terrifying attack may be used once every three (every other) turns. Rather than attacking normally, this unit may strike four times with its spear. These strikes gain +50 hit, deal double damage, and cannot be countered if they strike the foe. This ability ignores Vantage. Costs 7 pg
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (3.25) (5x) Costs: 4 pg
Spear Mastery: This unit has mastered the Spear. This ability will double the spear skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for spear skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 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
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% 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
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% to any dodge, hit, or a 15% to any skill activation chance once every three turns. Costs: 4 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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
Cruel Impale. This character may choose to stab a foe and then lift them up from the ground. This will cause their melee attack to only strike once. However, if the attack lands, the weapon will stab through any foe who is the same size class or smaller. This will reduce the evasion of the enemy to 0, but it will also reduce the avoid of the character using the ability by 50 and their movement by 4. The enemy may attack this character or other nearby characters, but they will not be able to move out of the space they have been lifted into the air on. On his next turns (or on counters) this character may use any attack type to strike the foe except for the weapon and arm holding the foe aloft. This move may hold an enemy in place for up to 4 turns. However, like a tackle, an extremely strong character will break free quicker, and if this character is struck by other characters it will quickly break the pinned character free. At any turn after stabbing into the foe, this character may choose to cast the away with a mighty swing. This will deal the regular melee weapon damage to the foe (ignoring shields and barriers), and may launch them up to two spaces away. If the tossed foe strikes an opponent, that opponent will take half the damage of the normal melee weapon strike. This damage will be like throw damage, ignoring defense and resistances. Costs: 6 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
Grit: If this unit does not have access to any barriers, their tough nature can help them fight through the wounds they receive. This ability will cause this character to take 40% less damage from foes whenever the foe initiates the attack. This ability will also cause this character to halve the activation of pain statuses used against it. Costs: 4 pg
Devourer of Hundreds: 10% HP buff after feeding on thousands of lives. Costs: 300 devourings.
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
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 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.
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 weak to grief inducing statuses and serene aura. This character is immune to absorb type damage. This character does not take auto damage.
Caps:
HP: Low
Attack: 500
Defense: 300
Speed: 135
Skill: 135
Move: 10
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