HP: 1,092,000 (3,276,000) (7,862,400) (12,579,840 Heart and Soul) (20,127,744) (22,140,518)
Attack: 18,400
1 OMEGA Staff: 2000
1 OMEGA Spear: 2000 (4000) (8000)
1 OMEGA Energy: 2000
1 OMEGA Air: 2000
1 OMEGA Sonic: 2000
1 OMEGA Absorb: 2000
1 OMEGA Bite: 2000
1 OMEGA Claw: 2000
1 OMEGA Martial: 2000
Demonic Forged Claws: 600 (19,000) (21,000) (42,000) (126,000) (378,000) (756,000) (1,134,000)
Demonic Forged Fangs: 600 (19,000) (21,000) (42,000) (126,000) (378,000) (756,000)
Demonic Forged Fists: 600 (19,000) (21,000) (33,600) (67,200) (201,600) (604,800) (1,209,600)
Enhanced Demon Flesh Mapel Leaf: 400 (18,800) (20,800) (22,800) (193,800) (387,600) (1,162,800) (3,488,400) (6,976,800) (10,465,200) (15,697,800)
Khakkhara: 1200 (19,600) (21,600) (23,600) (200,600) (224,200) (448,400) (1,345,200) (2,017,800) (3,026,700)
Demonic Shriek: 400 (18,800) (20,800) (176,800) (353,600) (1,060,800) (1,591,200) (2,386,800)
Enhanced Demon Flesh Yari: 2400 (20,800) (28,800) (57,600) (115,200) (345,000) (1,728,000) (2,592,000) (3,888,000)
Wooden Dragon Jaws: 2400 (20,800) (22,800) (24,800) (210,800) (235,600) (471,200) (1,413,600) (2,827,200) (4,240,800) (6,361,200)
Defense: 18,200 (36,400)
1 OMEGA Armor: 2000
Hateful Demon Robes: 1000 (37,400) (39,400) (78,800) (118,200)
1 OMEGA Shield: 1000
Godzillascale Pendant: 100 (2100) (17,850) (35,700) (71,400) (110,800)
Godzillascale Pendant: 100 (2100) (17,850) (35,700) (71,400) (182,200)
Celebi Leaf Pendant: 100 (2100) (17,850) (35,700) (71,400) (253,600)
Celebi Leaf Pendant: 100 (2100) (17,850) (35,700) (71,400) (325,000)
Radio Demon Dial Pendant: 100 (2100) (17,850) (35,700) (71,400) (396,400)
Radio Demon Dial Pendant: 100 (2100) (17,850) (35,700) (71,400) (467,800)
Rayquazascale Pendant: 100 (2100) (17,850) (35,700) (71,400) (539,200)
Rayquazascale Pendant: 100 (2100) (17,850) (35,700) (71,400) (610,600)
Energyscale Pendant: 20 (2020) (17,170) (34,340) (68,680) (679,280)
Energyscale Pendant: 20 (2020) (17,170) (34,340) (68,680) (747,960)
Absorbscale Pendant: 20 (2020) (17,170) (34,340) (68,680) (816,640)
Absorbscale Pendant: 20 (2020) (17,170) (34,340) (68,680) (885,320)
Sonicscale Pendant: 20 (2020) (17,170) (34,340) (68,680) (954,000)
Sonicscale Pendant: 20 (2020) (17,170) (34,340) (68,680) (1,022,680)
Airscale Pendant: 20 (2020) (17,170) (34,340) (68,680) (1,091,360)
Airscale Pendant: 20 (2020) (17,170) (34,340) (68,680) (1,160,040) (2,320,080) (3,480,120)
Speed: 305 (320) (340) (+25 avoid)
Skill: 305 (320) (+30 hit)
Move: 11 (12) (14) (16)
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.
Enhanced Khakkhara++: +10 (20) speed. The base might of the weapon has been increased to 600 (1200). The flinch chance is now 30% on attacks and 40% on the pin. This weapon heals if broken.
2-Enhanced Demon Flesh Maple Leaves++: +10 speed. These weapons remove "Rapid Fist" debuffs. The base might of the weapon has been increased to 200 (400). The enhanced form of these weapons may double the distance of "Blast Back" if the character chooses.
Enhanced Demonic Forged Fists++: Fists forged into the dody of a demon. Boast 600 additional base martial damage. These fists remove the "Rapid Fists" Debuff.
2-Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to.
Demonic Forged Talons++: +15 speed. These claws are lightweight and forged into the body of Urogi. They boast 600 base might and are practically impossible to steal. These weapons remove the Rapid Claws Debuff.
Enhanced 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. These items remove the "Jaws of Death" debuff.
Demonic Ring of Five Drums: This fearsome object increases the power of Demonic Shriek, Demon Flesh Yari, Demon Flesh Maple Leaves, Demon Flesh Khakkhara, and Wooden Dragon bite by 50%. This item is part of this character and cannot be stolen, and will reform rapidly if destroyed. This character must be 3GM in sonic to use this drum.
Hateful Demon Robes: Robes made for Zohakuten. 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. This armor causes Berserk and Calm mind to last the entire battle, and calm mind cannot be interrupted. It also grants +2 movement. Base: 1000 defense.
Demonic Forged Eye: This eye has been implanted into a Demon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the 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.
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.
Furious Mark++++: A wax seal placed to hold down the furious heart of a character. This will triple (4x) (5x) (6x) (7x) the boosts granted by "Fury. 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. Furious marks can be forged together to stack. A character may add one + per 20 pg levels via forging two marks together.
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.
Heartseeker Thorns: A dark bracelet made of twisting black thorns. This item will increase the might of counter-based abilities by 2x. This includes Vengeance, Counter, Counter-Strike, Counter-Magic, Bide, and parry repost.
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
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.
Calm Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny blue orb. When placed into the brain of a character, it will double the buffs of Calm Based statuses. This includes Deep Breath and Calm Mind. It will also allow the unit to use Calm Mind as many times as it wishes per battle. Impossible to steal unless the foe enters this character's mind.
2-Cursed Weight: An item that may be placed on the ankles of a character. This will drop their speed by 50. Two of these items may be equipped. If the character is using pure body damage, these weights will buff that damage by 30% each.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
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.
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.
Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage
Stagnancy Pact: Increases the chances of freeze and flinch statuses by 20%; Increases stun and petrification status chances by 10%; Prevents the use of any Indirect Damage
Vile Air, Sound, and Energy
4-Focus Binding (Right Arm, Left Arm, Right Leg, Left Leg): This item will boost the total damage of the user's pure martial damage by 25%. If all four limbs are bound, it will improve the total damage by 100%. Each binding is specific to the limb, and cannot be changed to fit a different limb after it has been chosen. This item rarely drops (20% chance).
4-Poms of Power (Air, Energy, Sonic, Absorb)
16-Shrieking Stones
16-Air Gems
16-Fragrant Roots
16-Energy Gems
Razor, Heavy, and Needle Stones + Blade, Pierce, and Bludgeon Plate, Jaw Stone+Plate, Claw Stone+Plate
Pure Stone
Boots
Abilities:
Blood Demon Art-Hatrred 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. The final form, Hatred, has all the abilities of the four other emotions. This form will not lose proficiency boosts. This form will maintain Doubled Down Defense. Costs: 60 pg
Blood Demon Art-Wooden Dragons (II): Zohakuten is surrounded by five massive wooden dragons. These wooden dragons have 1-3 (4) range and may bite foes, or may use the special demon weapons and shrieks of the four other emotions. Each dragon head will take its own turn, but each time a head attacks a foe, the foe will counter Zohakuten. Zohakuten will also take an individual turn, but he may only use the shriek or martial, claw, or bite attacks. The dragon heads may also simply bite foes. This bite has 1200 base absorb/bite damage and is improved by proficiency regardless of being dual damage type. These dragons will be impacted by both Dragon Slaying abilities and Dragon-related buffs or Debuffs. These dragons may use "Jaws of Death" without the Debuff. At second tier, these dragon heads will buff the damage of all their attacks by 50%. Costs: 14 pg
Coil: -30 hit. This character may coil around a foe and crush them. If this attack lands, it will usually hold a character in place of the same tile as this unit, and it will reduce the avoid of the foe to 0. Unless the foe has attacks that can be fired when their arms are pinned to their side, they will be unable to counter. This makes weapons that usually work against tackles worthless (small guns and knives). However, a coiling character will suffer -50 avoid themselves, and striking them can reduce how long they can hold the captured foe. A coiled foe will also lose 15% of their HP at the start of each turn from air-loss. The coiling character may bite the foe. Costs: 6 pg
Long Reach: This unit adds 1 range to most of its 1 range attacks. This means these attacks do not count as ranged attacks, even though they can reach 2 spaces away. Costs: 3 pg
Long Reach: This unit adds 1 range to most of its 1 range attacks. This means these attacks do not count as ranged attacks, even though they can reach 2 spaces away. Costs: 3 pg
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Demon Flesh Khakkhara: Signature ability. This long, thin staff generates powerful lightning. This staff deals bludgeon/lightning damage, but may be boosted by proficiency. This weapon will not break proficiency. This weapon has a 20% (50%) (70%) chance to cause enemies to flinch from the painful electric current. Base 300 might. This weapon may be improved by forging. If broken, this staff may heal itself. Costs: 4 pg
Khakkhara Pin: If Sekido chooses, he may try and pin an enemy in place with this weapon. This will cause the attack to only strike once. However, if the attack lands, the staff will stab through any foe who is the same size class or smaller, pinning them to the ground. This will reduce the evasion of the enemy to 0. Sekido may leave the staff in place and freely move. The enemy may attack Sekido or other nearby characters, but they will not be able to move out of the space they have been pinned down on. This move may pin an enemy in place for up to 4 turns. However, like a tackle, an extremely strong character will break free quicker. While pinned, the staff will still create lightning. This lightning has a 30% (60%) (80%) chance to cause the foe to flinch and miss their turn. This lightning will pass through the ground and may also cause any foes within three range of the pinned character to flinch. Sekido may only pin one unit at a time, but he can immediately free a pinned foe in order to pin a new one. Costs: 7 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
Berserk: This unit may activate this ability once a battle at the start of its turn. The ability lasts for 3 (whole battle) turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3x damage to it. In this state, the character is immune to pain and fear. Costs: 5 pg
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% (60%) 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
Backstab (II): This character may stab an opponent in the back. The direction an opponent is facing is determined by where they just attacked last, but the must-have attacked with a 1 ranged attack. If this unit moves behind the foe, their attack will only be able to strike once. However, it will deal 2x (3x) damage and prevent the enemy from counter-attacking if it lands. This attack strikes behind shields and barriers. After landing this attack, the character will slam the foe face-first into the ground if they are the same size class or smaller. This will leave the foe without barriers for the next attack during this phase. Costs: 10 pg
Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100 (600).
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60 (360).
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40 (240).
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg
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: 4 pg
Demon Flesh Maple Leaves: This odd weapon counts as Martial. This weapon may be boosted by Inhuman Strength, Weaponized Body, and Proficiency. However, it will only be able to strike once. This weapon deals no wear to armor or shields. It may be improved by forging and will regrow if destroyed. However, it is very frail. 1-2 range. 100 base Air/Martial type damage. Costs: 4 pg
Air Pressure Crush: Karaku signature. Instead of attacking normally, Karaku may target a foe three spaces away from him. All characters, whether allies or foes, within two range of that character, will be flattened to the ground. This is not an attack. It cannot be dodged or countered. This will cause flying foes to take fall damage. All foes caught in this attack will immediately lose 10% of their total HP from crush damage, and lose 3 movement and be incapable of flying or high jumping for the next turn. Costs: 5 pg
Blast Back: If this unit is using a fire, energy, or explosion-type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 pg
Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25% (50%). This ability may only be used 5 (no limit) times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 turns. Costs: 4 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
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
Demon Shriek (II): 1-3 range. +40 hit. This sonic attack has a 40% (70%) (90%) chance to flinch a foe both when used to counter or to attack. This will strike like a normal blast. However, it will strike behind barriers and shields, and it ignores Take The Hit. This ear-splitting attack can be lethal, and boasts 400 sonic-type might. This attack if used against a flinched character, will not unflinch the foe. Costs: 8 pg
Joyous Claws: The claw attacks of Urogi deal 100% more damage and boast a staggering 100% (120%) (150%) (165%) (215%) bleed chance. They also deal 50% more damage when triggering Predatory Capitalism. This ability cannot be used in Tandem with "Demon Form Shift". Costs: 6 pg
Predatory Capitalism: If an enemy unit is flinched or stunned within two spaces of this unit, it may immediately move up to them and strike them with a double damage blow. This attack must be done from 1 range, but it does not have to be any particular weapon type. This will not be counter-attacked, though it can be dodged. Costs: 4 pg
Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg
Sadist: If this character watches someone suffer, they will boost their total damage by 25% for the next five turns. This will be triggered by pain statuses, or seeing a close ally watch their friend be killed. Abilities like Grieve or Somber Howl will also trigger this ability. Costs: 2 pg
Tough Claws: This unit's claws are as hard as diamond. They give heavy weapon and armor wear with every blow, and this ability doubles the claw skill damage bonuses. It will also boost the damage of claw type attacks by 50%. Costs 3 pg
Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Weaponized Body (III): If this unit uses only pure martial/claw/body type attacks, then it will triple the total damage output. Costs: 8 pg
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
Calm Refresh: If this character has activated Calm Mind, they will refresh two barriers/shields at the start of each turn. Costs: 3 pg
Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg
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 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.
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)
(TBA) Blood Demon Art-Wooden Dragons: Zohakuten is surrounded by five massive wooden dragons. These wooden dragons have 1-2 range and may bite foes, or may use the special demon weapons and shrieks of the four other emotions. Each dragon head will take its own turn, but each time a head attacks a foe, the foe will counter Zohakuten. Zohakuten will also take an individual turn, but he may only use the shriek or martial, claw, or bite attacks. The dragon heads may also simply bite foes. This bite has 600 base absorb/bite damage and is improved by proficiency regardless of being dual damage type. These dragons will be impacted by both Dragon Slaying abilities and Dragon-related buffs or Debuffs. These dragons may use "Jaws of Death" without the Debuff. Costs: 7 pg
Character Type: Demon
Weakness: Extreme sunlight weakness. This unit will take 30% of its total HP as damage on any turn it is exposed to sunlight. Weak to light damage. Characters are twice as likely to cleave this character. However, unless this character is killed by sunlight, light damage, cleave, or demon killing items or abilities, it will not truly die and will not level down (though it will still fall in battle and may lose items). This character is immune to absorb type damage. This character does not take auto damage. If this character is killed, but the main body remains alive, it will respawn next to the main body in five turns.
Caps:
HP: High
Attack: 500
Defense: 300
Speed: 135
Skill: 135
Move: 10
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