The Darkness Devil: Level 82
Items:
Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.
Centaur Heart+Soul
4-Mako Cells
The Devil Heart: A Legendary Heart. This item will double the HP of the holder. It will also double the buffs granted by Fear of Devils. This heart will also increase the amount of HP it adds to a Devil by 5% per world fear point (maxing out at causing this heart to increase the HP of the holder by 200%).
10-Heart Containers
Demonic Forged Fists++: These fists are forged into the body of the devil. +5 speed. These fists deal moderate wear, making the user able to more quickly tear through shields. Base 300 (600) might.
Darkness Devil Cloak: +10 speed and skill. This incredible cloak is the only piece of armor that the Darkness Devil can wear. This armor prevents wearing other armor. This cloak will cause the Dark Legendary Gem ability of the Darkness devil to be able to trigger against any foe who moves within a area of darkness that is connected to the Darkness Devil (similar to how the needled version of his signature works with fear abilities). If this character loses the Legendary Dark gem, then this cloak still allows the range of Dismembering Shadows to cover any area of darkness that is connected to where the Darkness Devil is standing. This cloak grants extreme resistance to absorb and light as well as granting resistance to psychic and earth. Base 300 defense
Darkness Bell Sword+++: Darkness Devil Signature Weapon. A deadly sword with jingling bells. Holding this weapon will announce the presence of the holder to everyone on the map. If this weapon is equipped, it may always Vantage Strike the foe. This vantage strike will ignore abilities or items that prevent vantage. If this character can naturally trigger Vantage, the strike of this weapon will deal 3x damage and will prevent them from continuing in their attack. However, this weapon may only be used once per phase, and it will be the only attack the holder can use during that phase. When held by the Darkness Devil, this weapon is treated as activating Two Handed Stance. This weapon may only strike once. Base 1000 (3000) dark/blade type might.
2-Raw Shadow Shield: A shield that can only truly be used by a being who only has access to a single element. This barrier offers 1000 defense and is improved by the dark and shield type skill and item boosts of this character. The defense of this shield is boosted by proficiency. The holder must be 5GM in dark to use this shield.
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.
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.
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.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.
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.
Lightning Stoneplate Ring: 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 lightning type damage.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Eye of Ender: A very rare drop (5%). Enough of these items could be used to create makeshift portals from one location to another. Holding this item prevents auto-damage from dark type attacks.
Gold Edged Kaikishōhō: 10% more damage and defense when at full HP
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.
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.
Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach
a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.
Drop of Strength: This item is incredibly difficult to steal or loot. It will double the base attack stat of the holder.
The Dark Soul (Legendary Dark Gem): The legendary Dark Soul. This item Doubles Dark-type damage; stacks only with other Legendary Gems. This item unlocks special abilities on certain characters.
Vallite Crest (Nhorian): A Crest created by Anankos. Boosts Vallite units Magic/Water by 50% alongside normal item boosts. Boosts Hoshidan units Light/Magic by 50%. Boosts Nhorian units Dark/Magic by 50%.
28-Night Sapphire+Dark Plate
Abilities:
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
The Darkness Devil (III+Needled): Signature Ability. The Darkness Devil will increase the range of all of its attacks in the dark by +4. It will also deal 50% (100%) (200%) (300%) extra damage in the dark. The martial or blade attacks of the Darkness Devil will be boosted by proficiency and will add the dark element. They will not break proficiency. However, they will not have access to Weaponized Body, Inhuman Strength, or Weapons Mastery. The dark attacks of this character will treat Dark Element Resistances as though they were one tier lower, and may even cause a foe to be considered weak to Dark. In the needled state, any character who is in an area of darkness that is shared by the darkness devil will be considered to be within range of its fear abilities. Heart Stopping Aura will trigger once for shared areas of darkness, and then a second time when moving into the normal range of the ability. Costs: 20 pg
The Darkness Devil Arrives: Signature ability. The Darkness devil may warp anywhere on the map. If the map is dark, then this warp will ignore gravity. However, the Devil must charge one turn before doing this. After charging, the Darkness Devil may warp. From the area it warps, it will spread a shadow-filled with eery, praying astronauts. This field will spread 5 range from where the Devil appears. In this field, the Darkness devil will gain +60 skill and +40 avoid. If it has the "The Darkness Devil" signature, it will treat resistances to dark as though they are two tiers weaker inside this domain. The Devil may warp, then move and take its full turn after it appears and places this dark shadow onto the map. This domain can be removed by other domains. This ability may be used twice per battle. Costs: 11 pg
Terrifying Stare: Fear type move. Instead of attacking, this character may choose an enemy who is adjacent to them. The character then gazes into them with a terrifying stare. This drops the enemy's speed 10 for three turns. The effect of this move cannot be compiled. Costs: 2 pg
Hemorrhaging Stare: This ability will trigger when the user activates "Terrifying Stare". Upon staring at a foe, it will give them a bleeding status. Costs: 2 pg
Primal Fear: This Devil embodies a primal fear. If it unlocks this ability, all of its debuffs and damages will harm allies no matter what the condition is. However, this ability will double the damage buff this character gains from "Fear of Devils". This character may not unlock "Fear of Devils" without first unlocking this ability. This ability may not be removed by strategist. Costs: 1 pg
Fear of Devils (III): Devils feed off of the fear of the entities they embody. They grow in strength based on the portion of the world that fears them. There are 100 Fear Points that are spread across all the different types of Devils. The number of points dedicated to this devil will boost the total speed and skill by 2 for each point that belongs to them. Their total damage and defense will also be boost by 4% per point that belongs to them. These points constantly shift and change based on the current state of the world. This boost counts as conditional Costs: 8 pg
Unconquerable Fear: The Fear-type abilities of this cannot be resisted. There is no immunity to them. Costs: 3 pg
Eternal Night: If this unit is in battle on the map, the night hours will not pass. Using day pearls will also not change the time to day. Costs: 4 pg
Panic: An ability similar to Terror. If a character attacks or is attacked by this character, they will build this Panic by 20% (40%). If they start a turn next to this foe, they will build this Panic by 10% (20%). If this terror builds to 100%, the character will immediately lose 20% of their HP and receive -30 (60) skill for the next three turns. If a character spends a turn without engaging this character, they will reduce their Panic build by 20%. This build-up can stack if multiple characters are using it at once. Costs: 5 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
Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg
Death Blow: When attacking, this character adds 25% to their total damage. Costs 3 pg
Unfathomable Dismembering Shadows: Legendary Gem ability. Whenever a foe moves within three spaces of the darkness devil, the ability "Dismembering Shadows" will instantly trigger against them. This will only occur once per enemy. Costs: Legendary Dark Gem
Four Arm Martial: This character may attack with four limbs, in essence multiplying its attacks by 4. However, doing this requires a huge amount of focus, and results in a -15 skill and speed loss while using this ability. Rapid fists is required for this ability to function. Costs: 5 pg and Rapid Fists.
Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
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, 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.
(5 free at 82)
(TBA) Certain Blow: When attacking, this character adds +20 to their skill. Costs 3 pg
(TBA) The Darkness Devil: Signature Ability. The Darkness Devil will increase the range of all of its attacks in the dark by +1. It will also deal 50% extra damage in the dark. The martial or blade attacks of the Darkness Devil will be boosted by proficiency and will add the dark element. They will not break proficiency. However, they will not have access to Weaponized Body, Inhuman Strength, or Weapons Mastery. The dark attacks of this character will treat Dark Element Resistances as though they were one tier lower. Costs: 5 pg
(TBA) The Darkness Devil (II): Signature Ability. The Darkness Devil will increase the range of all of its attacks in the dark by +2. It will also deal 50% (100%) extra damage in the dark. The martial or blade attacks of the Darkness Devil will be boosted by proficiency and will add the dark element. They will not break proficiency. However, they will not have access to Weaponized Body, Inhuman Strength, or Weapons Mastery. The dark attacks of this character will treat Dark Element Resistances as though they were one tier lower, and may even cause a foe to be considered weak to Dark. Costs: 10 pg
(TBA) Dismembering Shadows: Rather than attacking normally, this character may target an adjacent foe. This ability must calculate accuracy despite being a status. If this ability strikes a foe, it has a 70% chance to dismember them if they are smaller than a medium-size class. 50% for huge characters. 20% for Titanic characters. This ability may only be used once per turn. Similar to a regular dismember, if this ability triggers it will give the foe a bleeding status. Costs: 6 pg
(TBA) Crushing Dark: 1-2 range. The user may target a foe with this attack. This terrible force will compress the foe dealing lethal damage. It may only strike once. However, this attack deals incredibly heavy armor and equipment and shield wear. It will also tier off 10% of the foe's life if it strikes due to crush damage. This attack may be used alongside Real Damage Blows with hideous outcomes. There is no second tier to this version of the ability. Base 300 dark damage. Costs: 5 pg
(TBA) Dark Choke: -15 hit. This character may rush forward and grab an opponent by the throat. This attack will only strike once, but if it succeeds the enemy cannot counter-attack. This ability only works on characters who are the same size or smaller. This attack negates all block and defense for the enemy and gives them 70 Dark-type damage. This ability also immediately reduces the defense of the foe by 20% for the next two turns. Costs: 4 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 turns. Costs: 4 pg
(TBA) Panic (II): An ability similar to Terror. If a character attacks or is attacked by this character, they will build this Panic by 20%. If they start a turn next to this foe, they will build this Panic by 10%. If this terror builds to 100%, the character will immediately lose 20% (40%) of their HP and receive -30 (-50) skill for the next three turns. If a character spends a turn without engaging this character, they will reduce their Panic build by 20%. This build-up can stack if multiple characters are using it at once. (Note, this ability does not trigger normally). Costs: 10 pg
(TBA) Unnerve: Enemies within ten 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
(TBA) Devil Blood Feed: Devils from the world of chainsaw man may feed on blood to heal. If using biting type attacks on foes, they will heal 20% of the damage they deal. If using a biting attack on a bleeding foe, they will heal 100% of the damage they deal. If a Devil consumes a blood based item, such as a blood vial, they will heal twice as much as most other units. They will also heal bleeding, real damage blows, dismemberment, and other forms of physical trauma. If they start a turn adjacent to a bleeding character, they will heal 20%. Starting next to a bleeding character will also cause their body to heal itself of trauma. Costs: 7 pg
(TBA) Consume Dark: This character is immune to dark type attacks. If struck by a dark type attack, they will heal as much HP as the total might of the attack. They may also consume a dark terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. Costs: 5 pg
(TBA) Pitch Black: If this character is in a dark area, all light attack used by any character within three spaces of this character, whether friend or foe, will have their total damage reduced by 50%. Costs: 5 pg
(TBA) Shadow Tag: If a unit is on the ground and adjacent to this character, they cannot move away from it unless they are immune to dark or a dark type character themselves. Costs: 4 pg
(TBA) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg
(TBA) Heartstopping Aura: Fear-type Ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 (6) spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 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) Eternal Night: If this unit is in battle on the map, the night hours will not pass. Using day pearls will also not change the time to day. Costs: 4 pg
(TBA) Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg
Character Type: Demon, Status
Weakness: Weak to light damage. This character cannot receive ally boosts. Immune to dark. Extremely resists pain, fear, and emotion-based statuses. Extremely resists mind control.
Caps:
HP: High
Attack: 400
Defense: 400
Speed: 124
Skill: 174
Move: 7
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