Best OST in Elden Ring: Level 67
HP: 210,000 (420,000 Draught of Life+1UP) (840,000) (1,260,000 Heart and Soul) (1,512,000)
Attack: 2500
3GM Scythe: 600
3GM Spear: 600
3GM Dark: 600
3GM Fire: 600
3GM Magic: 600
3GM Light: 600
Godskin Pealer: 1200 (3700) (4300) (4900) (5500) (38,500) (77,000) (154,000) (231,000)
Godskin Pealer: 1200 (3700) (4300) (4900) (5500) (6100) (45,750) (91,500) (137,250) (274,500) (411,750)(617,625)
Black Flame Miracle: 500 (900) (3400) (3900) (4500) (5100) (38,250) (76,500) (114,750) (229,500) (298,350)
Defense: 2300 (4,600)
3GM Armor: 600
Mithril Chainmail: 800 (5,400) (6,000)
Godskin Robes: 500 (6,500)
Godskin Cloak: 300 (6,800)
3GM Shield: 600
Great Serpentscale Pendant: 100 (700) (5,250) (10,500) (21,000) (27,800)
Lightscale Pendant: 20 (620) (4650) (9300) (18,600) (46,400)
Seath Crystal Pendant: 100 (700) (5,250) (10,500) (56,900)
Ancalagonscale Pendant: 100 (700) (5,250) (10,500) (67,400)
Smaugscale Pendant: 100 (700) (5,250) (10,500) (77,900)
Magicscale Pendant: 20 (620) (4650) (9300) (87,200)
Darkscale Pendant: 20 (620) (4650) (9300) (96,500)
Flamescale Pendant: 20 (620) (4650) (9300) (105,800) (158,700)
Speed: 215 (+5)
Skill: 255 (+10)(-15)
Move: 7
Items:
Rune Arc
4-Erd Tree Seeds: Seeds generated from young Erd Trees. 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. These seeds will prevent the holder from using Mako Cells.
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.
Godskin Pealer++: A strange mix between a scythe and a spear. This weapon may deal either blade or scythe type damage. When countering, it will be restricted to spear-type damage but will strike twice the normal number of times. This weapon boasts 600 (1200) blase or pierce/magic/light type damage and may be augmented with fire. This weapon deals double (2.5x) damage to gods. This weapon may only be used by Holy Characters who have at least 165 base skill at 50.
Slaying Weapon Seal: Elite weapon seal. This weapon seal will increase the Slaying Capacity of the weapon it is attached to by adding 50% to the slaying buffs from both the weapon or abilities that are being triggered by the weapon.
Godskin Talisman++: A talisman that boasts a small base might, only 200 (400) miracle buff. However, this talisman will cause the miracles it casts to deal double damage to gods.
Mithril Chainmail: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail offers extreme resistance to blade and pierce type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be warn under other armor or cloaks. Base 800 defense.
Godskin Robes: Robes made of pale skin. These robes debuff the damage of attacks launched against this character by 10%. They also grant resistance to bludgeon, earth, water, and air. Base: 500 defense.
Godskin Cloak: A cloak made of pale skin. These robes debuff the damage of attacks launched against this character by 10%. The also grant extreme resistance to absorb, and psychic. Base: 300 defense.
Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense. It can technically be removed but requires extreme precision.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
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.
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.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Elite Thief Killing Curse: A horrible object designed to punish any thief who would dare steal from the holder. This curse will trigger once for every item that is stolen from this unit, but it will not trigger for items looted from it. When this curse triggers, the thief will immediately take 200,000 deletion damage. If this kills the foe, the stolen item will be lost to deletion as well.
Thiefbreaker Chain: A silver chain worn near the waist. This item will cut the chances of all stealing abilities in half while this character is alive. It has no impact after death. This item cannot be stolen or dropped.
Erd Tree Ring: A ring that boosts miracle damage by 30%. Cannot be paired with Ring of the Sun's First Born. This ring only boosts Miracles that originate from the Lands Between.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, and backstabs.
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.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage.
Burning Weapon Ring: This ring will cause the ability Burning Weapon to be activatable on all strikes. This includes counters or other activatable abilities. This ring 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.
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.
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.
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.
Holy Charm: This item is very blessed. As long as the holder is pios, this increase will buff the chance of Miracle activating by 20%.
Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.
Devilish Destruction Charm
4-Poms of Power (Light)
Max Boosting Items For: Fire, Dark, Light, Magic+Plates
Abilities:
Godskin: The unique robes of this creature are made of white skin. As long as this character has a piece of armor that has not been destroyed equipped, they will boost their defense by 50%. They will also ignore indirect damage, counter damage, and instant kills. Costs: 5 pg
Whirling Annihilation: This character may whirl their weapon above their head. This will generate a 5 range vortex that will have a 30% chance to cause foes to flinch. If the foe flinches, they will also drop half of their shields and barriers until they are freed from the flinch. At the start of the next turn, this unit will slam its weapon down, releasing a 5 range AoE. This AoE will deal 2x the weapon damage of the character. The character may not move or act after starting the vortex; they will slam their weapon down and end their turn before being able to take free actions again. This ability may be used once every four turns. Costs: 5 pg
Skin Alive: This character skins its foes. This will cause the melee strike of a bladed weapon used by this character to remove the buffs and resistances granted by Forged Flesh as well as abilities like Warm Fur and Dragon Scales for the rest of the battle. This character may also take a turn after skinning a foe to wear their skin, granting the resistances and buffs that the foe lost. Only one skin may be warn, but this character may skin as many foes as it strikes. Costs: 8 pg
Black Flame Miracle: This miracle will throw a 2 range ball of black flames at the foe. This will deal double damage to gods. This attack will immediately catch the tile it strikes on fire. The attack will deal 500 light/fire/dark/sacred damage. This attack has a 100% chance to burn the foe. If the foe is a god, they will not be able to have immunities, resistances, or consume this damage. This attack will only strike once. 1-2 range. Costs: 5 pg
Blazing Weapon: This character may take a turn to add flame-type damage to its weapon and boost the total damage of the attacks by 50%. The weapon will receive the fire-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg
Burning Weapon: When this character initiates (lands any attacks) with a fire weapon, those attacks will have a 40% (50%) chance to burn the enemy with each strike. Costs: 4 pg
God Killer: If fighting units that qualify as gods (including the higher Lords of the Dark Souls dimension, but not those of less power), this unit will receive a 60% (110%) boost to its total damage. Costs: 4 pg
Unnerve: Enemies within ten (20) spaces of this character cannot use "Consume" abilities. This includes abilities that consume souls, absorb the abilities of others (such as absorb), or devour the foe (living or dead). This is a fear status ability. Enemies cannot use consumable items. Some healing abilities will also be prevented. Costs 6 pg
Divine Protection: As the head of a religion, this unit appears to be protected by divine power. This will cause the first set of attacks launched against them to deal half damage if this unit started the turn with full HP. This ability will fail to work against sacred weapons. Costs: 2 pg
Miracle: This unit has a 20% (40%) chance to survive a lethal strike from an enemy. It will survive with 1HP if this activates. Costs: 4 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. This ability may be used once every three turns. Costs: 1 pg
Renewal: Holy Ability. This character will heal 20% at the start of their turn. However, being struck by sacred damage prevents this autohealing. The character using this ability must be both pure and pious. Costs: 5 pg
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
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
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
Long Reach: This unit adds 1 range to most of its 1 range attacks. This means these attacks do not count as ranged attacks, even though they can reach 2 spaces away. Costs: 3 pg
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
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. 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.
Way of Miracles and Spears: This character may wield a spear in one hand while casting a miracle in the other. This will result in a skill debuff of -15. However, it will allow miracles to be used as counter-attacks. Costs 5pg or GM in Spear and GM in light.
Character Type: Melee, Magic, Holy
Weakness: Weak to blood damage. Extremely resists light, magic, dark, fire, and sacred damage. Immune to miracles. Immune to pain.
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