Malenia: Level 81
HP: 480,000 (1,440,000 Heart Container) (3,456,000 Erdtree Seeds) (4,665,600 Bottle) (6,065,280 Crystal Soul) (9,704,448 Ancient Rot) (15,527,117 Heart+Soul) (23,290,676 MRoP) (30,277,878 Rune Arc)
Attack: 12,500
5GM Sword: 1,000 (2,000) (4,000)
5GM Magic: 1,000
5GM Light: 1,000
5GM Air: 1,000
5GM Poison: 1,000
5GM Absorb: 1,000
Elite Katana: 1,000 (12,500) (16,500) (49,500) (99,000) (297,000) (1,485,000) (2,376,000) (9,504,000)
Defense: 8,000
5GM Armor: 1,000
Mithril Hunter Armor: 1,200 (2,200) (8,200)
Vibranium Chainmail: 800 (9,000)
Deadly Weather Cloak: 300 (9,300)
5GM Shield: 1,000
Light Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {249,300}
Air Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {489,300}
Seath Crystal Pendant: 100 (1,100) (8,250) (16,500) (33,000) {522,300}
Blessed Greatscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {555,300}
Rayquazascale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {588,300}
Hydrascale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {621,300}
Celebileaf Pendant: 100 (1,100) (8,250) (16,500) (33,000) {654,300}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {684,900}
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {715,500}
Airscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {746,100}
Poisonscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {776,700}
Absorbscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {807,300} [1,614,600] (2,421,900)
Speed: 300 (315) (325) (355) (360) (405) (+25 Avoid) (+20 Avoid)
Skill: 305 (345) (355) (+30 Hit in Rot)
Move: 8 (9) (10) (28 (29) Flying)
Items:
(TBA) Hand of Malenia: Malenia's lethal weapon. This sword requires the user to have at least 220 Skill and be at least 5GM in Sword. This weapon boasts a staggering 1000 base Blade-type damage. It can take 2 forms: long-form and short form. In long-form, this weapon boasts +15 Skill and Avoid against Medium ranged melee users and +30 Skill and Avoid against short-ranged melee and body-type attacks (excluding Tail). In short-form, this weapon will be brave and will always strike twice the normal number of times when attacking; however, this form is more awkward and reduces the Skill of the user by -15. Having this weapon allows the character to pay for the Weapon Art "Waterfowl Dance". As this weapon is attached to Malenia's prosthetic, it is incredibly hard to steal.
Elite Katana++ (Sealed): +10 Speed. A well-crafted curved sword. Base 500 (1,000) Blade-type damage.
Mithril Hunter Armor: +10 Speed. This beautiful armor has been perfectly hand-crafted by the Elves of Rivendell to combat the creatures of the night. The perfection of this mastercraft armor allows it to increase the Speed of the wearer. As it is made from the purest of Mithril, it grants extreme resistance to Blade and Pierce-type damage, as well as resistance to Bludgeon, Whip, and Body-type damage. Defends against Magic and Psychic-type attacks. Nearly immune to wear. Base 1,200 Defense.
Vibranium Chain Mail: Extremely hard and valuable chain mail. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 600 defense.
Troupe Rot Goddess Cloak: A great, red, ragged cloak. This cloak instills fear in nearby foes. All foes within 2 range suffer -10 (-20) Avoid. All gods within 2 range suffer -40 (-80) Avoid. This cloak is relatively sturdy. Resists Ice, Air, Earth, and Water-type damage. Base 300 Armor.
(TBA) Malenia's Prosthetic: This arm is currently broken. However, if repaired, it would cause all attacks used with this arm to strike twice the normal times, including on counters. This would stack with a brave weapon. However, Malenia cannot use the ability "Two-Handed Stance".
Mithral Ring of Power: A Legendary Item. A character may only hold one Ring of Power. This ring will increase the wielder's HP by 40% (50%) and increase their Speed by +30 and their Skill by +40.
Ancestor's Will: Boosts all droppable HP boosts by 10%; Very Easily Dropped.
Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character’s HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.
Ancient Rot: This fearful item may only be used by characters who are decaying. This can be from disease or death. This item very rarely drops and cannot be stolen. This will boost the HP of the holder by 50%. This item cannot stack with Ancient Blood.
Centaur Heart: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death
Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death
Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of these items.
10- Heart Container: +10% (+20%) HP, up to x2 (x3)
(TBA) Malenia's Great Rune: This item will unlock the ability "Rally" if a Rune Arc has been used in battle. If the character already pays for Rally, then this Rune will double the %healed back with each strike.
Crucible Stone: This stone will boost the stat buffs granted by form shifts by 25%. This stone cannot be stacked with other Elite Form Shift Stones. This stone is incredibly hard to steal (5%).
Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times, but will suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four (other) turns.
Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduce the total HP lost from enemy physical attacks by 10%.
Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% increase to panic build.
Ancestor’s Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped or stolen.
Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes a 5% increase to panic build.
Ancestor’s Mustache Cream: Causes this character to halve the impact of all stat debuffs used against it. Also causes all poisoning abilities used against it to suffer a -50% activation rate. Holding this object causes a 5% increase to panic build.
Ancestor’s Mustache Wax: Causes this character to double the impact of all stat debuffs used by it. Buffs the activation rate of poisoning abilities by 50%. Holding this object causes a 5% increase to panic build. (Mirrored Mustache cream).
Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by +10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build.
Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times but suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four (two) turns.
Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduce the total HP lost from enemy physical attacks by 10%.
Ancestor Spirit's Horn Ring: This ring will remove one turn of an active cooldown for every foe this character kills. This ring is easily dropped but cannot be stolen.
Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.
Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.
Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.
Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind, overheat). This item is easily lost or stolen.
Clotting Ring: This ring will debuff the damage of all blood type attacks used within three range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring is easily lost or stolen.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, ambushes and backstabs.
Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.
Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 15%.
Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.
Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.
Kindred of Rot Ring: This ring will cause the character to boost their attack damage by 30% if any character within two range has a poison status or has triggered Scarlet Rot.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general.
Pontiff's Left Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, the following blows will restore 30% of the damage given to the enemy to the character wearing the ring. This item is easily lost or stolen.
Pontiff's Right Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, each of the following blows will deal 20% more damage to the foe. This item is easily lost or stolen.
Ring of Mind: Extreme Resist Psychic; Immune to Mind Control
Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce-type damage.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial-type damage.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning-type damage. The ring is easily lost or stolen
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.
Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.
Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.
Cleansing Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.
Cross of Supremacy: A medal given to only the most dedicated and powerful soldiers. This item may be stolen, but it will never drop. This item gives the character holding it an ability similar to supreme soldier, in that attacks that it uses will not break proficiency and proficiency made be used to boost multiple single-element attack types. However, this item will only allow the character to do this if it is GM or higher in the attack types they are using. Using a damage type that this character is not a GM skill level in will result in a loss of proficiency boosts.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% (13%) of their HP at the start of each turn. This item is easily lost or stolen.
Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense. It can technically be removed but requires extreme precision.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.
Elite Shimmering Slay-Breaker: This tiny, beautiful pin is worn like a brooch. It will cause abilities and items/weapons that increase the damage against this character wearing it to be 50% less impactful (Example: 30% boost from Demon Slayer becomes a 15% boost. A weapon that deals double damage now deals 50%).
Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Silver-Edged Kaikishōhō: A sharp coin, forged in Valla. This object looks like a regular coin, and as such it is very hard to steal. This item will allow a character to learn the ability "Vantage". If they already have access to the ability, it will allow Vantage to trigger at 60% of their HP. This item will also cause this character to Vantage hit foes who are 30 speed slower than them.
Small Buckle: This small buckle allows a character to access the ability “Carry the Small” for free.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Vampiric Eye: This terrifying red orb is all that remains of a vampire's eye. A very rare drop from the elusive vampires of the Umbar Planes, this item will cause this character to heal 10% of all the damage it deals. This item is easily lost or stolen.
Vicious Silver Pin: A small, needle-like pin that can easily be warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable.
Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.
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.
(TBA) 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.
Devilish Destruction Charm
Pure Stone
Razor Stone + Plate
24- Day Pearls + Light Plate
12-Magic Crystal+Magic Plate
12-Jade Cubes+Absorb Plate
12-Air Gems+Air Plate
Blessed Greatscale, Seathscale, Hydrascale, Celebileaf, Rayquaza Pendants
Lightscale, Magicscale, Poisonscale, Absorbscale, Airscale Pendant
Abilities:
Malenia, Goddess of Rot (II-Needled): Upon dying in battle, Malenia will become enveloped in a massive bloom. At the start of the next turn, the bloom will erupt, activating the "Cloud of Rot Unleashed" ability if she has the ability unlocked. Malenia will immediately heal half (75%) of her HP, but her HP cap will be reduced by 50% (25%). In this new form, all of Malenia's physical attacks build the Scarlet Rot by 10% (20%) (25%) if she has the ability unlocked. She will also gain wings, flying movement, and add +4 (+8) (+12) (+14) (+18) to her movement if she is flying. In this form, she will have access to Butterfly Replicas, but she must have the ability unlocked. In this form, she may access the ability "Quiver Dance" if it is unlocked. She will also boost her total Speed by 10+ (+20) (+30) (+36) (+45) and her total damage by 50% (100%) (200%) (240%) (300%). The replicas do not get this boost. If Malenia uses "Finish Strike" it will activate the "Cloud of Rot Unleashed" ability. If Malenia chooses, she may enter the bloom and take on this form before actually falling in battle. However, this will lose out on the initial life-saving portion of this ability. In the Needled state of this ability, she will leave clouds of rot on all tiles she moves through or strikes with any attack. She will also gain +30 Hit against any foe who is standing in a cloud of rot. This ability cannot be removed by any means. Costs: 30 pg
Scarlet Rot: Poison attacks used by this character may cause the build-up of Scarlet Rot. Scarlet rot builds by a percent based on how many actions a foe takes while in a cloud of the rotting spores (including starting their turn), or however many poisonous spores directly hit them. Acting or starting a turn in the spores will cause a 20% build in the status. Resisting the poison status will cause a character to resist the % build-up of Scarlet Rot, but it will not reduce the damage taken by the rot when it triggers. As soon as the rot reaches 100%, the character will lose half their HP. They will also suffer a permanent 10% debuff to their HP for the rest of the battle. This 10% debuff may stack if the Rot status triggers repeatedly. Purge or high efficacy status clearing abilities may clear this status. This ability may not be removed by any method. Regular poison attacks that strike a foe will cause the build-up of Rot to increase by 5%. However, certain attacks cause much higher Rot Build. This status may only trigger once per phase. It will not build anymore after triggering until the next phase. Costs: 5 pg
Defensive Sibling (II): This character is highly protective of their sibling, allowing them to enter a battle with extreme determination. This will boost the attack of this character by 200% when they are within two spaces of their sibling. It will also boost their total defense by 100%. Costs: 10 pg
Support: This character becomes stronger when standing side by side with close allies. This buff counts as a conditional ally buff. This buff will be calculated by choosing the adjacent ally who this character is emotionally closest to. If both units have this ability unlocked, the buffs are doubled. The buffs are as follows:
Acquaintance: +1 speed/skill. 1% damage and activation boost. Not buffed by Tentacle Idol.
Friend: +3 speed/skill. 3% damage and 3% activation boost.
>Close Friend/Sibling: +10 Speed/Skill. 10% Damage and 10% activation boost.
Spouse: +15 speed/skill. 15% damage and 15% activation boost.
Costs: 3 pg
Graceful Melee Dance: This character fights with an odd, dance like style. This ability may be activated at the start of each turn, and it will switch back and forth between two stat changes:
Change 1: +40 (44) skill, -10 speed
Change 2: -40 skill, +20 (22) speed
Each turn this ability is activated will also boost the damage of the characters by 10% (20%) and their evasion by +10 (11). This building buff will be lost if the character does not activate the ability at the start of their turn. Dissonant Sound disrupts this ability. Costs: 4 pg
Rally: Bloodborne exclusive ability. When attacked, this unit has a chance to regain some of the damage dealt back as health. For each time this unit counterattacks and hits the opponent, it gains 15% of the damage it took back as health. Costs: 3 pg
Gale Rush: This ability is only found on winged characters with high air affinity. Requires 3M air or higher. If the character has this ability, and they are attacked by a ranged foe, each attack the foe performs will allow this character to move three spaces towards the foe. This will eventually allow them to reach and counter the foe. As soon as they reach the foe, they will execute their entire counter-attack immediately. This ability will also allow the foe to chase down enemies with abilities such a Dodge Roll, and will allow the character to move back towards a foe who has thrown them or blasted them back. This ability only works if the character is flying when they are attacked. Costs: 4 pg
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
Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 pg (Ring)
Carry The Small: This character may cary a child on their back. Doing so will grant them a 75% chance to take the hit for the character. The child will treat this unit as a mount, with one of the characters being required to sacrifice their action in order to allow a dismount/mount. Using this ability prevents this character from using Take The Hit, as they must prioritize the child they are carring. Costs: 1pg (Small Buckle)
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. (2.35x) (5x) Costs: 4 pg
Sword Mastery: This unit has mastered the Sword. This ability will double the sword skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for sword skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg
Sword Mastery: This unit has mastered the Sword. This ability will double the sword skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for sword skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
(TBA) Deific Oppression: This character is far above the mortals they battle. If a foe uses non-aggressive ability that takes their turn to accomplish, this character may take their full movement towards the foe and attack them, striking them once with their normal attack. This ability may also trigger immediately if a foe uses any form of consumable. If this character would vantage hit the foe, this attack deals double damage and prevents the foe from taking the action or the consumable. This ability may only strike one foe during the enemy phase. Costs: 5 pg
(TBA) Butterfly Replicas: This character may take a turn to create two replicas out of a swarm of butterflies. This will create a version of this character. The replica will have 25% of the HP of the original character and will be destroyed instantly by fire-type or ice-type attacks. However, the replicas of the character will share abilities and cooldowns, making the shadow a formidable tool in battle. These replicas may only be made once (twice). These replicas will not auto-heal. Costs: 5 pg
(TBA) Cloud of Rot Unleashed: This character may unleash a cloud of Scarlet rot onto all tiles within four range. This may be done once every five turns. This cloud will stay on the map until removed, or it will remain on the map for up to five turns after the battle has concluded. This terrain may impact flying foes, but not foes who are soaring. This terrain will always harm friends and foes alike. Foes who start turns or take actions in the cloud will suffer a 20% build in Scarlet Rot per action. Costs: 7 pg
(TBA) Waterfowl Dance: Once every three turns, the user of the Hand of Malenia may attack a foe by performing a spin attack. This will strike all foes within range once (multiple times if using a brave weapon). Each foe will dodge and counter attacks separately. After finishing this engagement, this unit may move up to half of their movement and spin attack again. They are not required to move and may perform a spin attack in the same area again. This Art allows the user to perform three separate spin attacks, moving up to half of their movement between each. Costs 7 pg and Hand of Malenia
(TBA) Malenia, Goddess of Rot: Upon dying in battle, Malenia will become enveloped in a massive bloom. At the start of the next turn, the bloom will erupt, activating the "Cloud of Rot Unleashed" ability if she has the ability unlocked. Malenia will immediately heal half of her HP, but her HP cap will be reduced by 50%. In this new form, all of Malenia's physical attacks build the Scarlet Rot by 10% if she has the ability unlocked. She will also gain wings, flying movement, and add +4 to her movement if she is flying. In this form, she will have access to "Butterfly Replicas", but she must have the ability unlocked. In this form, she may access the ability "Quiver Dance" if it is unlocked. She will also boost her total speed by 10+ and her total damage by 50%. The replicas do not get this boost. If Malenia uses "Finish Strike" it will activate the "Cloud of Rot Unleashed" ability. If Malenia chooses, she may enter the bloom and take on this form before actually falling in battle. However, this will lose out on the initial life-saving portion of this ability. This ability cannot be removed by any means. Costs: 15 pg
(TBA) Malenia, Goddess of Rot (II): Upon dying in battle, Malenia will become enveloped in a massive bloom. At the start of the next turn, the bloom will erupt, activating the "Cloud of Rot Unleashed" ability if she has the ability unlocked. Malenia will immediately heal half (75%) of her HP, but her HP cap will be reduced by 50% (25%). In this new form, all of Malenia's physical attacks build the Scarlet Rot by 10% (20%) if she has the ability unlocked. She will also gain wings, flying movement, and add +4 (+8) to her movement if she is flying. In this form, she will have access to Butterfly Replicas, but she must have the ability unlocked. In this form, she may access the ability "Quiver Dance" if it is unlocked. She will also boost her total speed by 10+ (+20) and her total damage by 50% (100%). The replicas do not get this boost. If Malenia uses "Finish Strike" it will activate the "Cloud of Rot Unleashed" ability. If Malenia chooses, she may enter the bloom and take on this form before actually falling in battle. However, this will lose out on the initial life-saving portion of this ability. This ability cannot be removed by any means. Costs: 30 pg
(TBA) Heart of the Rot: Signature Ability. If Malenia uses Scarlet Rot abilities frequently on a map, she may permanently alter it. It will become as Caelid: a wasteland devastated by the Crimson Rot and dangerous to all who walk upon it. This alteration to maps is incredibly difficult to undo. Costs: 10 pg
(TBA) Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg
(TBA) Great Enemy: If this character is engaged by more than one unique character who is not from the Lands Between from an enemy team, it will take as many turns per phase as there are unique enemies on a single team. This ability may only be used in The Lands Between. Costs: 5 pg
(TBA) 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
(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. The foe will not counter after being struck by this attack. Costs: 5 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) Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg
(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) Quiver Dance (II): This ability may be used 10 (20) times per battle. This unit may take a turn to boost their total damage and speed stat by 35% (however, the maximum amount of speed that can be added is 20 per dance, with a 50-speed increase cap). This boost will last for 4 turns maximum unless this character continues to use the ability to refresh the boost. This boost can stack, maxing out at doubling the attack of this character. However, if this character takes damage on a turn that it is using quiver dance, the boosts will all be lost. Costs: 10 pg
(TBA) 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
(TBA) Defensive Sibling (II): This character is highly protective of their sibling, allowing them to enter a battle with extreme determination. This will boost the attack of this character by 200% when they are within two spaces of their sibling. It will also boost their total defense by 100%. Costs: 10 pg
Character Type: Deific, Melee, Speed, Status
Weakness: Weak to blood damage. Immune to the Scarlet Rot Status. Resists absorb and poison type damage. Mild Weakness to Backstab (cursed).
Caps:
HP: Low
Attack: 500
Defense: 100
Speed: 145
Skill: 150
Move: 7
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