HP: 576,000 (1,728,000) (4,147,200) (5,598,720) (7,558,272) (14,360,717) (30,157,505) (48,252,008 Heart and Soul) (72,378,012Rune Arc)
Attack: 16,200
5GM Martial: 1,000
5GM Sword: 1,000
5GM Marksman: 1,000
2GM Knife: 400
5GM Spear: 1,000
5GM Magic: 1,000
5GM Sonic: 1,000
5GM Water: 1,000
5GM Light: 1,000
5GM Dark: 1,000
5GM Air: 1,000
3GM Poison: 600
Vallite Singing Brave Bow: 600 (16,800) (17,800) (18,800) (141,000) (159,800) (319,600) (639,200) (958,800)
Poisonous Sniping Yumi: 600 (16,800) (17,800) (18,800) (141,000) (159,800) (319,600) (639,200) (958,800)
Defense: 16,000 (32,000)
5GM Armor: 1,000
Uru Underarmor: 1,600 (33,600) (34,600)
Mahito Casual Clothes: 500 (35,100)
Shadow of Yharnam Cloak: 100 (35,200)
5GM Shield: 1,000
Light Sprit Shield: 1,000 (2,000) (3,000) (22,500) (45,000) (90,000) (180,000) (215,200)
Water Sprit Shield: 1,000 (2,000) (3,000) (22,500) (45,000) (90,000) (180,000) (395,200)
Sonic Sprit Shield: 1,000 (2,000) (3,000) (22,500) (45,000) (90,000) (180,000) (575,200)
Ancalagonscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (608,200)
Rayquazascale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (641,200)
Radio Demon Dial Pendant: 100 (1,100) (8,250) (16,500) (33,000) (674,200)
Orcane Water Droplet: 100 (1,100) (8,250) (16,500) (33,000) (707,200)
Seathscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (740,200)
Great Serpentscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (773,200)
Darkscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (803,800)
Airscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (834,400)
Sonicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (865,000)
Waterscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (895,600)
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (926,200)
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (956,800)
Hydrascale Pendant: 100 (500) (3,750) (7,500) (15,000) (971,800)
Poisonscale Pendant: 20 (420) (3,150) (6,300) (12,600) (984,400) (1,968,000) (5,904,000)
Speed: 309 (314) (-10 at one range) (+15 (40) avoid in the dark)
Skill: 305 (315)
Move: 9
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.
Mohg's Great Rune: This rune will be activated by a Rune Arc and will add 20% to the HP boost of that item. All units summoned by this character will heal the summoner 20% of their HP upon killing a foe. If a character takes a bleeding status within 2 range of this character or a summoned unit, that character will boost their damage by 30% for 3 turns (this does not stack, but repeated bleeds do refresh the cooldown).
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.
4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.
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.
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.
10-Heart Containers
The Pure Heart: An item of wondrous power. Once used to save the Mario universe from certain destruction, this object will double the HP of the character holding it, regardless of whether or not they are already using other HP boosting items. The pure heart may also be used once every 4 (2) turns to completely cure the status conditions of the character holding it or an adjacent ally. This will not require the character to take an action during that turn, so they may still attack or use other abilities.
Sunlight Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will deal Sunlight damage on every strike. This will negate all low-light evasion boosts when being attacked and will immediately take sunlight damage at the end of the attack phase. This item will only be stolen if the weapon it is attached to is stolen (usually a 40% chance).
Vallite Singing Brave Bow++: A bowwith a singing string. This weapon will increase its total damage by 50% for one turn after the holder uses any music based ability. This weapon always strikes twice when attacking. -10 speed from 1 range. 1-2 (3) range. This weapon boasts 300 (600) Sonic/Pierce type might. This weapon deals 50% more damage when initiating the attack.
Savage Sonic Weapon Seal: This noval item may boost the damage of a melee weapon that is melee/element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle.
Poisonous Sniping Yumi++: -15 speed at 1 range. This Yumi has 1-3 (4) range. This weapon boasts 300 (600) poison/pierce type might. It also has a 20% (70%) (120%) (150%) (+24%) chance to inflict a poison status with every strike. This status deals 50 (450) (1,250) (9,375) (18,750) (28,125) damage per turn and can stack. This weapon deals 50% more damage when initiating the attack.
Savage Sonic Weapon Seal: This noval item may boost the damage of a melee weapon that is melee/element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle.
Dark Brave Dagger: A lightweight, aggressive weapon. This weapon will strike twice the normal amount when attacking. Base 100 blade/dark type damage.
Uru Underarmor++: This armor is extremely hard to destroy. It grants immunity to lightning and magic type damage. Base 800 (1600) defense.
Mahito Casual Clothes: These clothes are very susceptible to wear. However, they grant immunity to dark and psychic type damage, along with extreme resistance to ice and water. They also boast 500 base defense.
Shadow of Yharnam Cloak: This pitch black cloak grants +25 avoid at night or in very dark conditions. This cloak defends against magic and psychic and resists blade, saw, whip, and bludgeon type damage. This cloak offers a meager 100 defense.
1-Water Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in shadow and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Water, Magic and Shield skill and item boosts.
1-Light Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in light and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Light, Magic and Shield skill and item boosts.
1-Sound Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in light and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Sonic, Magic and Shield skill and item boosts.
Purple Hair Ties: Carefully crafted hair ties made by Kana and given to her retainer as a gift. Wearing them will grant Midori +5 skill.
Sardilic Crystal Defensive Ring of Power: A Legendary Item. A character may only hold one Ring of Power. This ring will increase the holder’s HP by 80% and their defense by 200%. This ring will also grant the character access to the first tier of any fear ability of their choice, excluding signatures. This will grant access to the second tier of Panic. A character chooses this ability once and will then be locked to it. Wearing Sardilic Crystal may have negative impacts on the mind of the holder.
Vallite Crystal Lotus: This gift was given to partners who participated in the Vallite Ball. If this character is adjacent to their partner, they will gain +10 skill and +5% activation chances. (This item will not specify who the partner was, making it harder for foes to tell)
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.
Singing Scarf: A long white scarf that resonates and glows when the wearer is using Sing. This will boost the range of Sing by 1.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.
Finger Of Greed: An odd golden hand, pointing a finger wantingly. This item will drastically increase item drops by fallen enemy units.
Concealment Ring: This ring will grant the ability Conceal Presence to Stealth Type units for free. This item, is easily lost or stolen.
Loyalty Charm: This item doubles the buff granted by For Those We Must Protect. This item is easily lost or stolen.
Vaulting Ring: This ring grants the ability Vault for free. If the character is already paying for the ability, this ring will increase the avoid of the vaulting character by 15 whenever they are using the ability. This item is easily lost or stolen.
Parachute: This object will allow a character to have gliding movement when leaping from a high structure. This will add 3 to their movement.
Poisoning Weapon Ring: This ring will cause the ability Poison Weapon to be activatable on all strikes. This includes counters or other activatable abilities. This ring is easily lost or 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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
Hawks Ring: This ring was given to Hawkeye Gough by Gwyn. It adds 1 extra range to bow-type attacks. This ring is easily stolen or dropped.
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.
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.
Holy Charm: This item is very blessed. As long as the holder is pios, this item will buff the chance of Miracle activating by 20%.
ᚦPatience Rune: This small silver letter may be easily kept in a pocket. It has been forged by Hiccup as a reminder of the value of patience, and that life-changing events can be found by anyone careful enough to look. This item will increase the number of turns that augments or positive stat boosting changes last by 50% (rounding down).
Lingering Dragonscrest Ring: This ring will double the duration of augments and conditional buffs activated by this character. This item is easily lost or 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.
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, and backstabs.
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.
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.
Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.
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.
Penance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.
Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).
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.
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.
Hideous Black Blood Droplet: A blood droplet so heinously dark, it is hard to look away from. This item will remove all innate and item-related resistances to taking the poison status or poison status damage. This object is quite hard to steal and rarely drops (5%).
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.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien 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.
Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Ancestor’s Tentacle Idol: An incredibly rare trinket. This item is impossible to steal, but is always dropped upon death. This item will cause the panic status on a character to build 5% more during battle. This incredible trinket will boost the total damage buffs granted by ally buffs by 20% (adding 20% at the end of any ally boost, 40% if the ally boost is at second tier, 60% if it is at third tier). This object has a 10% (34%) chance to allow a character to survive lethal hits.
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
Hydra Fang and Socket: A vile object. This is very hard to lose or steal, and will increase the chance of poisoning a foe by 50% as well as boost the damage of poisons that deal a raw number rather than a percent (as most poisons do) by 50%.
Hydra Fang Shard: This object will increase the chance of poison statuses by 30%. This item is very hard to steal.
2-Deep Toxic Crystal: A crystal farmed from deep within a concentrated poison swamp. These are quite rare, but buff the base damage of poisons that deal a raw number by 400. A small character may carry up to two, medium-3, huge-4, titanic-5, colossal-6.
Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.
ELEMENT Willow Core: This unusual item will double the ELEMENT skill damage boost to attacks. This only applies to damage, not to defense. If the holder uses attacks that are only this attack damage, they will triple the skill damage.
4-Pom of Power (Sonic): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
4-Pom of Power (Poison): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
4-Pom of Power (Magic): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside
Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
4-Pom of Power (Water): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
4-Pom of Power (Light): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
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.
Pierce Stone+Pierce Plate
Razor Stone
24-Night Sapphires+Dark Plate
24-Poison Bloom+Poison Plate
12-Shrieking Stones+Sonic Plate
12-Magic Crystals+Magic Plate
12-Water Gems+Water Plate
24-Day Pearls+Light Plate
12-Air Gems+Air Plate
Hollow Gem- The Dark Soul (Legendary Dark Gem): A mercy granted rarely by a Gemnode. This hollow gem may imitate a Legendary item once held by this character. If this character falls in battle, they will lose this item for six months. This item cannot be stolen. Only one of these exists in the entire dimension. Unlocks extremely powerful attacks on most explosion-wielding characters. This will also double the total damage of any and all attacks that are enhanced by dark element.
Legendary Air Gem: This legendary item will double all air type damage and defense on top of normal item boosting. This item always drops when the user falls in battle. This item will often unlock a special ability on the holder.
Abilities:
Defensive Sibling: This character is highly protective of their sibling, allowing her to enter a battle with extreme determination. This will boost the attack of this character by 100% when she is within two spaces of her sibling. It will also boost her total defense by 50%. Costs: 5 pg
Sing: This character may reinvigorate most types of allies by singing. This will allow units who have moved to take another full turn. This song has two range and can allow any allies within its reach to move again. This ability cannot be removed by strategist. This may be done every other turn. Costs: 5 pg
Tailwind: This user may take a turn to boost it and all adjacent allies speed by 10 for the next three (nine) turns. Costs: 4 pg
Battle Ballad: A sound based status. If a character is able to be inspired by a musical tune, this ability will buff that character for the next two (six) turns. Any character within 2 range will receive +10 speed and +10 skill, along with an additional 50% damage for the next two turns. This character must take their turn to perform this buff. Some characters may enjoy this status more than others, and on a few it may debuff rather than buff them. This buff will not stack. Requires 1M sonic. Costs: 7 pg
Pray: This unit may take a turn to pray. This will add 20% to the chances of Miracle activating for the the next full turn (3 turns). This ability may be used once every three turns. Costs: 1 pg
Replicate (II): This unit may take a turn to make a clone of itself. The clone will share this character's stats identically. The clone will also share HP with this unit. The clone will also share abilities, meaning if an ability is still recharging, neither the unit not the clone will be able to access it. If the clone is killed, the unit dies as well. However, the clone can be immediately removed if the character chooses. This move may be used once a battle. The second version of this ability allows a third clone to be created, and this clone may be made by either the character or the initial replica. Costs: 12 pg
Mad Doctor: This character will occasionally create consumables mid battle. The value of these items ironically depends on the poison skill level of the character. The consumables they make can do numerous things, and may be kept in storage if not used in battle. These consumables only work on organic characters. The most common consumables are listed below, decending in order of rarity:
Health Tonic: 10% max HP healed. (Can stack)
Cleansing Tonic: Cleanses a character of minor statuses.
Invigorating Tonic: +10 speed and skill for 3 turns. (Can stack up to +30)
Empowering Tonic: 50% damage boost to attacks for 1 turn. (Can stack up to 100%)
Life Saving Tonic: Extremely rare. This tonic may be used on the corpse of a fallen foe. Doing so will have a 50% chance to bring them back to life... but only with 10% of their HP. This must be done immediately after death, and the tonic will only work on a character once per battle.
Costs: 4 pg
Light Song: Signature ability of Azura. This powerful song can be heard and felt by every unit on the map. Azura may take one turn to start singing, and then after that, she will sing until she chooses to stop. She may freely attack or activate other abilities while singing this song. This song will increase the total damage dealt by characters who possess dragon blood by 50% (100%). However, using this song will cause the character to lose 10% of it's HP at the start of every turn it is singing. This can only be avoided if the character is in certain locations. Costs: 6 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
Lethal Devotion: This character has devoted their entire being to the protection of their superior. This ability is generally limited to the retainer/bodyguard who is closest to a character that they have devoted their life to. It is not necessarily a display of friendship/bond ability. If a character initiates an attack against the character who this character has devoted their life to protecting, this character will double its total damage against the attacking foe. This damage buff will last unit the end of the battle or until another foe directs an attack on the character who is being protected. Whichever unit has most recently attempted to harm the protected character will be the target of the increased damage. This ability will trigger if the character using it takes the hit for the protected character. This ability will trigger even if the attack is an AoE. Costs: 5 pg
Take the Hit (I): This ability has a 50% (+48%) chance to activate. This unit may swap places with an ally when they are about the be attacked. They will take the damage in their friend's stead. They will also counterattack the foe if possible. This does not allow the character to vantage hit, even if they are 40 faster than their foe. Costs: 2 pg
Miracle: This unit has a 20% (40%) (60%) (80%) (+48%) chance to survive a lethal strike from an enemy. It will survive with 1HP if this activates. Costs: 4 pg
Music Lover: This character. Receives double the bonus effects of sound based status improvement moves. Costs: 1 pg
Green Thumb: This character is adept in their understanding of plants and their growth. This character may double the production of all plants on a map. They may visit one map a week to do this, and they must tend to the plants every other week at minimum. This means two maps could be tended to at most. This usually doubles the production of plants, it will not cut into the amount of time it takes the plants to grow, but it may double their yield. Costs: 6 pg
Poison Strike: Every time this unit engages an enemy in combat, they will lose 5% at the end of the engagement. This will occure whether or not the character can damage the opponent. This damage cannot kill an opponent; it will always leave them with 1HP. Costs: 4 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 (4) speed/skill. 3% (23%) damage and 3% (4%) activation boost.
Close Friend/Sibling: +10 (12) speed/skill. 10% (30%) damage and 10% (12%) activation boost.
Spouse: +15 (18) speed/skill. 15% (35%) damage and 15% (18%) activation boost.
Costs: 3 pg
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
Lucky Charm: Midori signature ability. Midori is surprisingly lucky. She will trigger certain abilities more frequently than other units would. This will add 20% to the activation of Miraculous Save (when used on her), Miracle, Mad Doctor, and looting or searching. Costs: 2 pg
For those I must protect: If this unit is within three spaces of a character that they are deeply loyal toward and protective of, they will increase the percent chance of all their activatable skills by 20% (40%). Costs: 2 pg
Panic (II): An ability similar to Terror. If a character attacks or is attacked by this character, they will build this Panic by 20% (40%). If they start a turn next to this foe, they will build this Panic by 10%. If this terror builds to 100%, the character will immediately lose 20% (40%) of their HP and receive -30 (-50) skill for the next three turns. If a character spends a turn without engaging this character, they will reduce their Panic build by 20%. This build-up can stack if multiple characters are using it at once. Costs: 10 pg (Ring)
Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg (Ring)
Vault: When riding a mount, this character may choose whether or not to use its own avoid stat or the mount's avoid stat. Costs: 1 pg (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)
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
Nock Twice: This character will always fire twice when using a bow. This only applies when attacking, and it does not apply to brave weapons. Costs: 5 pg or GM in marksman
Retainer Shadow Walk: Legendary Dark Gem ability. If this character has the ability replicate, they may create one additional replica at any point during the battle. This may be done during this character’s turn or during the enemy phase. The replica will have all the same properties of a normal replica. If created during the enemy phase, it may be done at the start of an enemy’s engagement. If created on the enemy phase, this replica may take the hit and counter if applicable. Creating this replica does not that the action of this character, and if the replica is created on this character’s turn, the replica will be able to take a full turn immediately after being created. This replica may appear adjacent to or riding on (if applicable) any ally unit. This ability takes one week to recharge. Costs: Legendary Dark Gem
Windswept Assassin: Legendary Air Gem ability. This character will double the range of the ability Tailwind. If Tailwind is activated by this character, they will receive a +20 speed buff rather than a +10. Each foe this character kills while Tailwind is active will increase the tailwind speed buff by +5. So long as Tailwind is refreshed, this speed buff will remain in tact. This speed buff will max out at +60 speed. Costs: Legendary Air Gem.
(TBA) Replicate: This unit may take a turn to make a clone of itself. The clone will share this character's stats identically. The clone will also share HP with this unit. The clone will also share abilities, meaning if an ability is still recharging, neither the unit nor the clone will be able to access it. If the clone is killed, the unit dies as well. However, the clone can be immediately removed if the character chooses. This move may be used once a battle. Costs: 6 pg
(TBA) Engagement: Guard class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop, or take damage equal to 3x the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 hit. If the character is ranged, flying will not prevent this attack from occurring. Costs: 4 pg
(TBA) Dark Song: Signature ability of Azura. This powerful song can be heard and felt by every unit on the map. Azura may take one turn to start singing, and then after that, she will sing until she chooses to stop. She may freely attack or activate other abilities while singing this song. This song will decrease the total damage dealt by characters who possess dragon blood by 50% (75%). However, using this song will cause the character to lose 10% of it's HP at the start of every turn it is singing. This can only be avoided if the character is in certain locations. Costs: 6 pg
(TBA) 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%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 (4) turns. Costs: 4 pg
(TBA) Poison Weapon: This character may take a turn to augment it's weapon. This will give the weapon poison type damage and grant it the poison 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 (7) turns. Costs: 5 pg
(TBA) Sword Breaker: If this unit is battling an enemy who is using a sword, they will receive 50 to their avoid and 50 to their skill both when attacking and when being attacked. Costs: 5 pg
(TBA) 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 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 speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg
Eyes: 1 Turn of Blindness -10 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 speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg
(TBA) Weapon Throw (II): The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe twice. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on double this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 2 pg
(TBA) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
(TBA) 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 Swordsmanship level.
(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) Assassinate: The art of a master assassin. If a character is killed unawares, their body will immediately vanish leaving no trace of death. The victim does not remember the transgression. This attack may be used on any activatable ability or regular attack performed by this character. This will prevent an enemy from recalling that last two phases before death, allowing for clean assassinations. Costs: 5 pg
(TBA) 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
(TBA) Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
(TBA) Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg
(TBA) 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
(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) Knife Assault: This unit rushes in with a small 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 12 times with half damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg
(TBA) Dark Weapon: This character may take a turn to augment it's 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
(TBA) Lethality: This character may deal death instantaneously to many types of enemies, targeting their weakest point and ending them, This is a assasin only ability. It is usually only able to be learned by theives and ninjas. This move may only be activated when attacking from one range. The attack must be able to damage the foe. The attack must hit the foe.
Calculation:
If your speed is 1.5 x higher than the enemy, you have a 3% chance to instant kill them.
If your speed is 2 x higher than an enemy, you have a 5% chance to instant kill them.
If your speed is 2.5 x higher than the enemy, you have a 10% chance to instant kill them.
If your speed is 3 x higher than the enemy, you have a 20% chance to kill them.
If your speed is 4 x higher than the enemy, you have a 30% chance to kill them.
Costs: 7 pg
(TBA) Serene Aura: This character has a subtle grace that can easily fill an enemy with wonder. This ability works like Seductive Presence, only affecting certain characters, but it is generally more affective. This ability will drop the speed and skill of any character who is affected by it by 30 if they attempt to attack this character. If this character attacks the foe, the ability will not work. Costs: 3 pg
(TBA) Hyper Voice (II): This powerful attack deals 300 (582) (662) (3972) sonic damage to an enemy 1-2 (3) spaces away. It does receive attack stat and sonic stat boosts and bonuses. However, Hyper Voice ignores armor, shields, and barriers. It will also always strike the original target, ignoring abilities like Take The Hit. At second tier, this ability will also strike all foes in the path of the attack if used in a straight line. This attack may strike more than once. If the character has used a singing type ability in the last turn, the total damage of Hyper voice is increased by 50%. Costs: 8 pg
(TBA) Surf: Once a day this unit may unleash a powerful pulse of water. This attack does not strike flying characters, but it has six range in all directions. The move has a base 100 (382) (462) (2772) water type might. This attack cannot be dodged. Costs: 5 pg
(TBA) Avoid Conflict: If this character is attacked but does not counter-attack, it will boost its evasion by 15 on the next turn. This can stack, maxing at 90+ avoid. This ability will be lost as soon as this character attacks. Costs: 2 pg
(TBA) Hyper Voice (II): This powerful attack deals 300 (582) (662) (3972) sonic damage to an enemy 1-2 (3) spaces away. It does receive attack stat and sonic stat boosts and bonuses. However, Hyper Voice ignores armor, shields, and barriers. It will also always strike the original target, ignoring abilities like Take The Hit. At second tier, this ability will also strike all foes in the path of the attack if used in a straight line. This attack may strike more than once. If the character has used a singing type ability in the last turn, the total damage of Hyper voice is increased by 50%. Costs: 8 pg
(TBA) Surf: Once a day this unit may unleash a powerful pulse of water. This attack does not strike flying characters, but it has six range in all directions. The move has a base 100 (382) (462) (2772) water type might. This attack cannot be dodged. Costs: 5 pg
(TBA) Avoid Conflict: If this character is attacked but does not counter-attack, it will boost its evasion by 15 on the next turn. This can stack, maxing at 90+ avoid. This ability will be lost as soon as this character attacks. Costs: 2 pg
(TBA) Soothe: This character is kind and caring. They may take a turn to soothe an ally. This will grant that character resistance to fear type abilities for 2 turns, and will also grant 2 cool down turns towards removing anger based statuses like taunt and swagger. Costs: 2 pg
Character Type: Stealth, Speed, Melee, Support, Status, Songstress, Bodyguard
Weakness: Bow, Axe and falling damage. Mild energy and martial weakness. Resists water, dark, air, knife and extremely resists magic type attacks. Resists poison and resists taking the poison status. Midori will never damage allies with AoE type moves.
Caps:
HP: Low
Attack: 300
Defense: 100
Speed: 144
Skill: 140
Move: 8
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