Monday, May 16, 2022

Ariadne






Heir of the Dark Soul, Lower 3: Level 80
HP: 540,000 (1,620,000 Heart Container) (3,888,000 Mako Cells) (6,220,800 Ancient Blood) (8,398,080 Bottle) (10,917,504 Crystal Soul) (17,468,006 Centaur Heart+Soul)
Attack: 10,400
5GM Sword: 1,000 (2,000) (4,000)
5GM Dark: 1,000
5GM Fire: 1,000
Moerukuroichi Scimitar: 200 (8,200) (12,200) (13,200) (15,200) (45,600) (91,200) (456,000)
    Dark Moerukuroichi: 200 (8,200) (12,200) (13,200) (14,200) (16,200) (48,600) (162,000) (324,000) (356,400) (1,782,000)
    Blazing Moerukuroichi: 200 (8,200) (12,200) (13,200) (14,200) (15,200) (17,200) (51,600) (172,000) (318,200) (636,400) (700,040) (3,500,200)
Moerukuroichi Bloodblade: 400 (8,400) (12,400) (13,400) (15,400) (46,200) (92,400) (462,000) (693,000)
    Dark Bloodblade: 400 (8,400) (12,400) (13,400) (14,400) (16,400) (49,200) (164,000) (328,000) (360,800) (1,804,000) (2,706,000)
    Blazing Bloodblade: 400 (8,400) (12,400) (13,400) (14,400) (15,400) (17,400) (22,800) (174,000) (321,900) (643,800) (708,180) (3,540,900) (5,311,350)
Winged Scimitar: 600 (8,600) (12,600) (13,600) (15,600) (46,800) (93,600) (468,000)
    Dark Scimitar: 600 (8,600) (12,600) (13,600) (14,600) (16,600) (49,800) (166,000) (332,000) (365,200) (1,826,000)
    Blazing Scimitar: 600 (8,600) (12,600) (13,600) (14,600) (15,600) (17,600) (52,800) (176,000) (325,600) (651,200) (716,320) (3,581,600)
Defense: 10,000
5GM Armor: 1,000
Day Armor: 4,000 (5,000) (13,000)
Savage Darkblood Cloak: 1,000 (2,000) (3,000) {12,000} [24,000] (36,000)
5GM Shield: 1,000
Flame Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {252,000}
Smaugscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {285,000}
Great Serpentscale Pendant: 100 (500) (3,750) (7,500) (15,000) {300,000}
Seath Crystal Pendant: 100 (500) (3,750) (7,500) (15,000) {315,000}
Ancalagonscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {348,000}
Flamescale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {378,600}
Lightscale Pendant: 20 (420) (3,150) (6,300) (12,600) {391,200}
Magicscale Pendant: 20 (420) (3,150) (6,300) (12,600) {403,800}
Darkscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {434,400} [868,800] (1,303,200)
Speed: 283 (293) (303) (308) (+15-40) (+5) (+20) (+20) (+20 Avoid)
Skill: 277 (287) (297) (+10) (+30 Hit)
Move: 8 (9) (12) (15 (16) Flying)


Items:

Moerukuroichi (+2/10) (Sealed): +5 (+15) speed. The signature weapon of Ariadne, granted by Muzan during their first meeting. This long curved sword is made of demon flesh. As such it can be repaired by Ariadne's own demonic healing. It has two forms. In its normal form, it boasts Base 200 Blade-type might; however, Ariadne may unleash and harden her black blood around the blade, drastically increasing its size and giving it a saw-type damage attribute. This gives the blade incredibly high wear. In this massive form, the blade will double its base weapon might (400), but it will also result in a -20 Speed debuff.  This weapon may receive Weapon Mastery boosts even during Blood Augments. This includes "Vile Blood" and "Dark Blood Blade". This weapon can be improved by slaying Demon Slayers. 100 at +1. 1000 at +10.
>Rushing Weapon Seal
>Brave Weapon Seal

2-Winged Hussar Scimitars++ (Sealed): +10 (+20) speed. These deadly swords are specifically designed for use by the Winged Hussars. This elite fighting force has been around longer than most remember, and the secrets of their forging techniques are still a mystery. These blades offer little wear and are relatively easy to break. However, they do not debuff a character when used with "Dual Wield". Base 300 (600) blade type might.
>2-Rushing Weapon Seal 

Gemnode's Hollow Gem-Day Armor:  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. A Legendary Item. This armor grants total immunity to Sunlight Damage. It will also cause this character to debuff the damage of all sunlight attacks against it by 50%, and will boost the damage of this character vs sunlight users by 50%. It also causes the character to take no extra damage from Red Hot Weapons and prevents that ability from locking Autohealing abilities. This armor is practically indestructible, and may be worn on top of all other armor; it does not take up an armor slot on this character. This armor boasts a staggering 4000 base defense. Grants +2 running type movement. 

Savage Darkblood Cloak: A red cloak infused with the awesome power of the Dark Soul. This cloak will double the total might granted by "Savage Cloak". Grants resistance to Air, Earth, Ice, and Water-type damage. Base 1,000 Defense.

Ariadne's Forged Flesh: Flesh forged into the character at a demon forge. This flesh will add an additional 1,000 base defense as well as grant innate resistance to Poison, Ice, Sonic, and Absorb. This is nearly impossible to steal.


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.

4- Erdtree Seeds: +25% HP on top of HP Boosts; Very Hard to Steal

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% (30%). A character may only carry one of these items.

Life Ring: This ring boosts the max HP of the holder by 10% (20%).

10- Heart Container: +10% (+20%) HP, up to x2 (x3)

Crow Mauler Soul: This incredibly powerful and rare item may be held inside a philosopher stone. This will change the Philosopher Stone into a new item. That item will boost all damage dealt by the character (including damage from statuses, indirect damage, and atypical damage types such as crush or falling) by x1.3 (x1.6).

White Angel Soul: This incredibly powerful and rare item may be held inside a philosopher stone. This will change the Philosopher Stone into a new item. This item will grant the character 1

Ancestor’s Bracelet: An inverted Ancestor’s ring. Boosts the speed of the holder by +10 and their total damage output by 10%. This item is easily dropped.

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 Monocle: This item grants +30 Skill. Easily lost or stolen. 

Ancestor’s Candle: 15% damage boost in daylight or bright light. +10 speed and +10 avoid in daylight or bright light. Holding this object causes a 5% increase to panic build.

Ancestor's Flask: This item will heal the character at the start of each turn by 15% (19%) if they are organic and able to drink from it. This item boosts panic build by 5%. This item is easily lost or stolen.  

Ancestor’s Handkerchief: -50% to all disease, and bleed status conditions when they are used against this character. 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 Map: An ancient, eldritch map. Holding this item will cause 5% more panic build. This item will triple the perception range of the character, and allow them to detect invisible or shape-shifted foes within three range of where they start or end their movement. This item will cause the character to escape tackles, holds, nets, and traps twice as quickly. 

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 Musket Ball: This intricate musket ball will increase the damage of all ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase to panic build.

Ancestor’s Pen: This intricate pen will increase the damage of all 1-ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase in panic build.

Ancestor’s Pistol: This ancient pistol will cause this character to increase its speed by 5 and its skill by 15 when using ranged attacks. Holding this object causes a 5% more panic build

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.

Ancestor’s Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% panic build at the start of every turn in battle.

Ancestor's Torch: This item boosts the damage of Critical Hits, Backstabs, and Ambushes by 50%. It also reduced the damage of these abilities vs the holder by 10%. Holding this item increases panic build by 5%. This item is easily lost or stolen. 

Adamantine Larimar: If this character kills a foe, their total damage during their next turn will be boosted by 50%. They will keep this stat boost until they fail to kill a foe on their next turn. After failing, the character will suffer -10 speed and skill from base at the start of the enemy phase and during their next turn. The holder may choose not to activate this item. 

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. 

Deep-Sea 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 elemental damage by 10%.

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%.

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.

Cruel Hunter’s Ring: This ring grants the ability "Merciless Hunter" for free. 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, ambushes and backstabs.

Death Blow Ring: A very rare ring. Doubles the damage buff granted by the ability "Death Blow".

Elite Clotting Ring: This ring will debuff the damage of all blood type attacks used within 12 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.

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%.

Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or 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.

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.

Lloyd’s Sword Ring: This ring will boost the damage of the holder by 10% (20%) if their HP is full.

Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.

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.

Priestess Ring: This ring will improve the damage of light and sacred-type attacks by 20%. 

Ring of Arrogant Defense: This ring breeds unwise arrogance in the holder. This will prevent them from using regular scale pendants. However, for every scale pendant they could have used, they will buff their total defense by 25%. If this character loses all of their barriers, they will also lose the defense buff of this ring.

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. 

Sacred God's Ring: This mighty ring will buff all Sacred-type damage by 30%. This item is easily lost or stolen.

Silence Ring: A ring containing silencing energy. This will drastically impact the efficacy of nearby spells. Allies within two range will be incapable of using spells (any attacks that are boosted by Catalysts). Enemies within two range will have the damage of their spells reduced by 75%. This ring is easily lost or stolen.

Sniperbite Ring: This ring will halve the damage from the attack Skilled Shot. This ring cannot be worn by characters with low or very low HP. It may also not be worn by characters using Acrobat's Tradeoff. This item is easily lost or stolen.

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.

Trinket of Porcelain Defense: This trinket will cause attacks that normally ignore defense to calculate defense fully vs this character if they have not been attacked (initiated against) yet this battle.

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. 

Angelic Bottle: This bottle allows the Holy Water attack to strike multiple times, and this object will add +500 might to the Holy Water attack. 

Anti-Time Point: The inversion of a Temporal Stone. This item can be used to activate "Time Warp" for 2 turns; however, the user is also affected by this Time Warp if they are not immune to Time abilities.

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.

2-Blaze Rod: A strange but powerful item. This item will boost the base might of flame element attack by 400. This item will only boost element attacks that include fire type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate.

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.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

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.

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.

Coiling Wire: This item is rarely dropped or lost. It will increase the avoid granted by Swing by +10 and increase the added movement by +2. 

Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character.  

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.

Ebony Scrying Graveskull: An occult item made by Dracula. This item can be used to determine the contents of chests, graves, and other containers, as well as their costs and consequences.

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 Gleaming Slayer: This brilliant item will buff “Slayer” abilities on this character by adding 30% to how much additional damage they do.

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%). 

3- Erdtree Sap: Heal 5% (6%) of HP at start of turn; Up to 3 may be held at a time. 

Fallen Star Shard: A glowing piece of starlight captured in Valla. This item will allow Astra to trigger on counter attacks as well as cause Astra attacks to deal 75% the regular attack damage as opposed to 50%. This item is very hard to steal.

Flash Bomb: This item may be used once every (one) two turns. It will not take your action that turn, and it will create a blinding field of light around you. It will drop all foe's Skill by -5 within five range, and will illuminate the area and remove dark terrain and drive off certain types of shadowy characters.

Glass of Purity: If this character has the ability "Holy Glass" then they will boost their skill by 50. This will also double the range of the Holy Glass ability. 

Gold Edged Kaikishōhō: 10% (20%) more damage and defense when at full HP.

Heartseaker Rose: A beautiful and fragile rose. Causes the user to take 10% less damage from counter-attacking foes. Also causes abilities like Vengeance, Bide, Counter, and Counter magic to be half as effective.

Holy Book: This item will cause the ability "Holy Shield" to also create a base 500 defense Light/Magic shield around the character and his allies. 

Imperiling Barb: A thorn-like barb placed in the flesh of the holder. This may only be used by organic characters. This item will allow defense debuffs to enter negative %, no longer stopping at 0% defense. Negative % defense will be calculated as a damage multiplier on all attacks launched against that foe. This item is nearly impossible to steal (5%).

2-Magic Rod: A strange but powerful item. This item will boost the base might of magic element attack by 400. This item will only boost element attacks that include magic-type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate.

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.

Parabola Charm: This item will cause damage types that normally ignore barriers to ignore half of the currently intact barriers of the foe. this will be performed by counting barriers and ignoring the bottom half. This item is rarely lost or stolen.

Philosopher's Ignorance: Causes all active cooldowns within 3 range to be doubled. 

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.

Reborn Blood: This item will cause the holder to survive a lethal hit and immediately heal up to half HP after the lethal strike lands. If the character has other life-saving abilities, this item will trigger last.

Sacred Cross: This object will allow the holder to use the ability "Cross" as many times per turn as they wish if they have the ability unlocked. This item will also add +800 base might to the Cross ability. If the character using this ability is fast enough, the Cross may now strike multiple times. However, the number of times they may throw the cross based on the speed of the fastest foe it is striking (as the cross may target multiple foes). 

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.

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.

Sun's Wish: A beautifully bright, pearl-like object. This rare item may be crafted using Drops of Sunlight and other rare objects. This item may be used to immediately change the map to day. This will not take the characters turn to do, and this day-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Night Sapphires will fail for those five turns. This object is hard to steal. 

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

Torrent Breaker: This unusual piece of cloth will cause all hits after the fifth hit of a foe in a single engagement to no longer deal statuses, debuffs, or wear. 

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.

OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill.

Calculating Mental Rune: A mental rune that is extremely hard to steal. This incredibly rare item will cause the character to reduce the activation rate of enemy abilities by -20. It will reduce the activation rate of statuses by -50. This item is practically impossible to steal and is impossible to drop. 

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.

Belmont Crest Brand: This brand may be placed on a character by Simon Belmont. It denotes loyalty to the Belmont Clan. It will boost Magic and Whip-type damage by 50% alongside normal item boosts. 

Devilish Destruction Charm

Pure Stone

Razor Stone + Plate

4-Poms of Power (Dark, Fire)

24- Night Sapphire+Dark Plate

12- Fire Gems+Flame Plate

Air Gem



Abilities:
Dark Vileblood: Signature Ability. Though she shunned the power within her blood for a lifetime, Maria eventually passed on her Vileblood to her daughter. Ariadne may activate this ability by taking her turn to stab herself, immediately giving her a bleeding status. This will add 5% of her max HP to all her sword strikes and cause them to be blade/blood-type damage. This will also cause all of her sword strikes to have 1-2 range. If Ariadne chooses, she may stab herself again, giving her a severe bleeding status and adding 10% of her max HP to all her sword strikes. If Ariadne falls below 1/3 of her HP, she will immediately unleash a torrent of blood and become invincible for the rest of the turn. All characters within two range of her when this occurs will take 20% of her max HP as damage. This is an AoE, so it cannot be dodged but it can be defended against. In this state, Ariadne will have the lethal bleeding status but will add 20% of her HP to her sword strikes. Her blood will begin to erupt with the power of the Dark Soul, changing her weapons from blade/blood to blade/blood/dark type damage. This will only work on pure weapons, removing proficiency and pure stone boosts, but not Weapons Mastery. This ability cannot be removed by strategist. If she chooses, she may forcibly enter the final state of this form if she stabs herself a final time to induce lethal bleed (or starts her turn while lethal bleeding). This will trigger the AoE, but it will remove the life-saving aspect of this ability. Costs: 15 pg

Blood Demon Art (II+Needled): Dark Soul Vileblood Inferno: Signature ability. This may only be done in the final stage of their Dark Vileblood Ability. This will add fire-type damage to their weapons, but this fire-type damage ignores all resistances and immunities. In this state, this character will gain +10 (+20) speed and will increase its burn chances by 30% (60%). On top of this, this blazing inferno will increase the range of her weapons by 1 (2). Unfortunately, the burning Dark Soul strives to consume even the demon who wields it. This will cause the user to lose 20% of their HP at the start of each turn. In the needled state, once this character lights themselves ablaze they will harm foes who strike them or start their turn next to them. If a foe strikes Ariadne with a close-range melee or body-type attack, they will suffer 50 (850) (8,850) (9,850) (10,850) (92,225) (184,450) (368,900) (405,790) dark/fire type damage. This damage cannot be defended but it can be resisted. Foes who start their turn adjacent to Ariadne will suffer the same damage. The fire aspect of this, similar to the flame on her weapons, cannot be resisted. Costs: 6 pg

Spiraling Finish Strike: An incredibly advanced form of the ability Finish Strike. This ability requires the user to be at least 1GM in whatever melee weapon they are using. First, this character performs a spin attack, striking all foes within range of their melee weapon(s). This spin attack will only strike once. However, foes will not be able to counter until the character performs the second part of the attack. This character then leaps into the air and stabs its primary weapon into the chest of their foe. This leaping attack may target any foe within 3 spaces of where the spin attack was performed and move two spaces towards them. This attack will deal 3x the total might of the weapon's normal strikes. The enemy cannot counter-attack this move, but enemies struck by the spin attack can depending on where this character ends its movement. This ability takes four turns to recharge. This blow has a 60%  to give an enemy the severe bleeding status. Having this move will prevent the character from using normal Spin Attack and Finish Strike. Costs: 6 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


Cloak Wings: Gives this character the ability to fly. Will improve movement by +3 when in flight. Costs: 2 pg Savage Cloak: This character may add (x2) their cloak damage to all their sword-type attacks. This will include (x2) bonus damage for the armor skill stat. Costs: 2 pg


Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status-clearing move. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20, and it will double the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30%. Costs: 6 pg

Immolation: All must burn. This character will increase its attack by 10% every time it burns a foe, maxing at tripling its damage. This boost will last for five turns and this countdown will be reset every time it inflicts a new burning status. Costs: 5 pg

Burning Weapon: When this character initiates regular attacks with a fire weapon, those attacks will have a 40% (50%) (100%) (+30%) (+60%) chance to burn the enemy with each strike. Costs: 4 pg

Pouring Wounds (II): Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (80%) (100%) (150%) (200%) of the time. This ability only activates on physical attacks.  Costs 3 pg

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

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

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

Masochist: This character may inflict self harm. This thrill clears negative psychic statuses from them such as fear statuses for two turns. Doing this, or taking a pain status, will boost the attack of this character by 25%. However, doing this to oneself results in a bleeding status and a loss of 10% of total HP. This ability will not stack with itself. This is a Sadism ability. Costs: 2 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. Costs: 4 pg (5x)

Age of Dark: As a result of usurping the First Flame into the Dark Soul, this character has been empowered. This character will increase all Dark damage by +10% on top of all multipliers, as well as increase their Speed and Skill by +10. The wielder of the Dark Soul will increase their Dark-type damage by 20%. Cost: Usurpation of the First Flame 

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 melee level.

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 Martial Skill

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield


(TBA) Trick Weapon: This character has mastered the use of a trick weapon. If they attack with their weapon and then switch it to an alternate form on their next turn, they will gain +15 skill and +30% damage with that weapon on that turn. Costs: 1 pg

(TBA) Trick Weapon (II): This character has mastered the use of a trick weapon. If they attack with their weapon and then switch it to an alternate form on their next turn, they will gain +25 skill and +40% damage with that weapon on that turn. Costs: 2 pg

(TBA) Trick Weapon (III): This character has mastered the use of a trick weapon. If they attack with their weapon and then switch it to an alternate form on their next turn, they will gain +40 skill and +50% damage with that weapon on that turn. Costs: 4 pg


(TBA) Savage Cloak: This character may add (x2) their cloak damage to all their sword-type attacks. This will include bonus damage for the armor skill stat. Costs: 2 pg

(TBA) Blood Demon Art: Dark Soul Vileblood Inferno: Signature ability. This character may take its turn to ignite their dark, oil-like blood. This may only be done in the final stage of their Dark Vileblood Ability. This will add fire-type damage to their weapons, but this fire-type damage ignores all resistances and immunities. In this state, this character will gain+10 speed and will increase its burn chances by 30%. On top of this, this blazing inferno will increase the range of her weapons by 1. Unfortunately, the burning Dark Soul strives to consume even the demon who wields it. This will cause the user to lose 20% of their HP at the start of each turn. Costs: 6 pg

(TBA) 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
If the character strikes an enemy, they will boost their skill stat by 5 
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

(TBA) 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

(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) 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

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

(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) 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) 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) 
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg

(TBA) 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 (other) turns. Costs: 4 pg

(TBA) Critical Hit: Once (twice) 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 3x the normal damage of a strike with the equipped weapon. Costs: 5 pg

(TBA) Certain Blow: When attacking, this character adds +20 to their skill. Costs 3 pg

(TBA) Death Blow: When attacking, this character adds 25% to their total damage. Costs 3 pg

(TBA) Flash Dark: This character uses even the dark attacks of others to fuel its power. This ability grants immunity to Dark-type damage, and each time a Dark-type attack strikes it, it will boost its total damage by 10%. This boost will last for up to 5 turns, and the cooldown will be reset each time the character is struck by a dark attack. This multiplier will max out at tripling the total damage of this character, but this does count as an ally-based boost, as ally units may be used to buff the damage of this character. Mixed damage types will still harm this character as with any other immunity. 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) Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two (4) spaces of the foe attacked will take 25% of the total damage of the attack as unblockable, undodgeable damage. (With the power stone, all attack types may trigger savage blow. Including AoEs, Assualt Moves, and even Counter Attacks). Costs: 5 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 2x damage strike. Costs: 5 pg

(TBA) Terrifying Presence: Fear type ability. Enemies within 2 spaces of this unit receive -30 (-60) avoid. Costs: 4 pg

(TBA) Devourer Of Hundreds: This character has consumed hundreds of lives. This act will boost their total HP by 10%. Cost: Minimum of 300 feedings

(TBA) 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% 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

(TBA) Warp: Once every four turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg

(TBA) Way of the White Corona: An ancient miracle that has been fine-tuned and weaponized over eons by the Slave Knight. This attack will place 5 circular spell blasts on a tile in front of Gael. If an enemy is on that tile, they will be struck by all five spells, but they will only calculate their dodge once, thus causing them to be hit by all the attacks or none of them. The spells will then launch out to both sides, straight forward, and at an angle, making a fan-shaped attack area. The spells will move out two spaces from the square they were initially placed on. If a character is at the furthest reach of the spell, they will be attacked by it once. However, if they are on the starting square, or the second square the spells travel through, they will be struck by the attack twice. Each spell has a base might of 50 magic/light/sacred type damage, and is improved by the attack stat and skill and item boosts of this character. This attack may be used once every three (other) turns. Enemies will have the opportunity to counter-attack between getting struck the second time if they are struck by the spells going out and then returning. Costs: 4 pg

(TBA) 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

(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 melee level.

(TBA) Call The Storm: At any given turn, this character may summon stormy weather. This does not take up the character's turn. In stormy weather, water type characters will receive normal boosts, abilities like thunder will have increased accuracy, and characters may be struck by lighting. For some reason, the character who summons the storm appears to have less of a chance of being electrocuted. Costs: 3 pg

(TBA) Dark Soul Barrage: Once every two turns, this unit may double the number of times its normal dark blasts would fire. These blasts also home in, making them ignore abilities like teleport dodge and stealthy flier. Costs: 5 pg

(TBA) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg

Character Type: Melee, Destructive, Demon

Weakness: Weak to whip/tentacle/tail type damage. Mild ice and poison weaknesses. Weak to psychic damage. This character takes half damage from bleeding statuses. This character resists taunt and fear statuses. Resists dark type damage. 

-Extreme sunlight weakness. This unit will take 30% of its total HP as damage on any turn it is exposed to sunlight, and sunlight exposure will shut off auto-healing for the next turn. Weak to light damage. Characters are twice as likely to cleave this character. However, unless this character is killed by sunlight, light damage, demon-killing items/weapons/abilities, or cleave, it will not truly die and will not level down (though it will still fall in battle and may lose items).

With All Items:
Autoheal: 20% (30%) (50%) 
-88% damage on Bleed
-50% damage on Burn and Poison
-75% to Bleed, Burn, Poison
-50% to Freeze, Radiation, Disease
-10% taken on physical attacks
Immune: Sunlight, Time, Autoheal Locking, Strategist
Extreme Resist: Bludgeon, Bullet, Martial, Throw, Ice, Fire, Explosion
Resist: Whip, Blade, Pierce, Sonic, Absorb, Dark, Magic, Lightning, Blood, Critical Hits, Parry/Ripostes, Perfect Strikes, Ambushes, Backstabs
Weak: Psychic

Caps:
HP: Small
Attack: 300
Defense: 100
Speed: 133
Skill: 127
Move: 8

No comments:

Post a Comment