Friday, October 7, 2022

Sypha Belnades






Sypha Belnades: Level 81
HP: 600,000 (1,800,000 Heart Containers) (4,320,000 Mako Cells) (9,072,000 HoT) (12,247,200 Bottle) (15,921,360 Crystal Soul) (25,474,176 Centaur Heart+Soul) (33,116,429 Rune Arc)
Attack: 12,600
5GM Sword: 1,000
5GM Whip: 1,000
5GM Spear: 1,000
5GM Magic: 1,000
5GM Fire: 1,000 
5GM Ice: 1,000
5GM Water: 1,000
5GM Air: 1,000 
5GM Energy: 1,000
Elemental Weapon: 800 (13,400) (14,200) (15,000) (16,000) (17,000) (18,000) (54,000) (171,000) (306,000) (612,000) (795,600) (1,034,280) (1,551,420) (x1.3 Lightning)
Fire/Ice/Thunder Choke: 100 (12,700) (13,500) (14,300) (15,300) (16,300) (17,300) (129,750) (276,800) (553,600) (719,680) (935,584) (1,403,376) (2,105,064)
Flame/Ice Pillar Surge: 350 (12,950) (13,750) (14,550) (15,550) (16,550) (124,125) (264,800) (529,600) (688,480) (1,032,720)
Thunder/Aeroblast/Hydropump: 600 (13,200) (14,000) (15,800) (16,800) (17,800) (133,500) (284,800) (569,600) (740,480) (962,624) (1,443,936) (4,331,808 Aeroblast/Hydropump) (x1.3 Lightning)
Heatwave/Blizzard: 200 (12,800) (13,600) (14,400) (15,400) (16,400) (123,000) (262,400) (524,800) (682,240) (1,023,360)
Elemental Soulmass: 50 (12,650) (13,450) (14,250) (15,250) (16,250) (121,875) (260,000) (520,000) (676,000) (878,800) (1,318,200) (x1.3 Lightning)
Elemental Blasts: 12,600 (13,400) (14,200) (15,200) (16,200) (121,500) (259,200) (578,400) (673,920) (876,096) (1,314,144) (x1.3 Lightning)
Defense: 12,000
5GM Armor: 1,000
5GM Shield: 1,000
Roman Sage Robes: 100 (1,000) (2,000) (3,000) (22,500) (45,000) (90,000) {90,000}
Fire Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {330,000}
Ice Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {570,000} 
Water Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {810,000} 
Air Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {1,050,000} 
Energy Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {1,290,000} 
Smaugscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {1,323,000}
Bonechillscale Pendant: 100 (1,100) (8,250) (16,500)  (33,000) {1,356,000}
Orcane Ripple Pendant: 100 (1,100) (8,250) (16,500) (33,000) {1,389,000}
Rayquazascale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {1,422,000}
Godzilla Pendant: 100 (1,100) (8,250) (16,500) (33,000) {1,455,000}
Seath Crystal Pendant: 100 (1,100) (8,250) (16,500) (33,000) {1,488,000}
Flamescale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,518,600}
Icescale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,549,200}
Waterscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,579,800}
Airscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,610,400} 
Energyscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,641,000} 
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {1,671,600} [3,343,200] (5,014,800)
Speed: 279 (284)
Skill: 305 (315)
Move: 8 (9) (10) (12 Aeroburst/Ice Surf)


Items:
Spirilate Curved Blade: A great blade made of pure flame. Though it deals blade/fire type damage, this remarkable sword is boosted by fire proficiency. However, if a character can consume flame, this attack will count as pure flame damage. Base 400 fire/blade type damage.

Crystalite Lord Twin Spears: Twin Spears of purest ice. Though they deal pierce/ice type damage, these remarkable spears are still boosted by proficiency. However, if a character can consume ice, this attack will count as pure ice damage. These spears also have the uncanny ability to be used with dual wield and rapid thrust at the same time, making them extremely deadly. However, these weapons are notably fragile. Base 400 ice/pierce type damage.

Vaoltralix Lighting Orbs: Four great orbs surrounded by crackling lightning. These weapons will always attack twice when initiating. Though it deals bludgeon/lightning type damage, these remarkable weapons are boosted by lighting proficiency. However, if a character can consume energy/lighting, this attack will count as pure energy/lightning damage. Base 400 lighting/bludgeon type damage. 1-2 range.

Asgardian Brilliant Catalyst Glove++: This fantastic piece of equipment will add 400 (800) to the base might of all cast spells. This item is practically indestructible, even able to survive disintegration.

Sage Robes: Fragile but potent magical robes. Offer defense against magic and psychic. These robes will have their defense boosted by magic skill and item bonuses. Grants 150 defense.

Heart of Thunder: A Legendary heart. This heart will boost the Lightning Damage of the holder by 30%. It will also allow them to warp anywhere on the map that lightning strikes. This warp may only be done once per turn. This heart will double the HP of the holder. 

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- Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% (+35%) 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.

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 this item.

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

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 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 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.

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 reduces the total HP lost from enemy physical attacks by 10%.

Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.

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.

Choking Ring: This item will cause "Choke" type abilities to add martial damage. This will also boost the damage of chokes by 50%. 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.

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. 

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. 

Thunder God's Ring: This mighty ring will buff all lightning damage by 30%. This items is easily lost or stolen.

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. 

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 these items. 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.

Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Japanese Prisoner Mark's last moments of being tormented and toyed with before her deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.

Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%.

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%.

Calculating Charm: A small charm with ancient numbers carved into it. This charm will double the impact of Calculating Fighter. This item is very easily lost or stolen.

Chilling Ember: This item increases the activation chance of Freeze by 30%. This item is easily lost or stolen. 

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.

Crackling Blood Droplet: This eerie drop of blood crackles with blue flecks of lightning. This item is nearly impossible to steal. This item will prevent a for from having any item or innate resistance/immunity to lightning-based pain or paralysis statuses.

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.

Exposed Nerve Coil Ring: This item will cause the holder to treat resistances to pain statuses as if they were one tier lower. This item is very hard to steal.

Flame Rock: A rock that forms in blazing blood. This rare item will increase the damage given by 
burning statuses by multiplying their %damage by 1.5x. 

Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.


2-Magic 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 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.

Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.


Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%. 


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 Stone: Allows this unit to use abilities twice as often as they should be used.

Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage

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.

Stagnancy Pact: Increases the chances of freeze and flinch statuses by 20%; Increases stun and petrification status chances by 10%; Prevents the use of any Indirect Damage

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.

Vicious Silver Pin: A small, needle-like pin that can easily be worn 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.

Warming Ember: This item increases the activation chance of burn by 30%. This item 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.

Calm Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny blue orb. When placed into the brain of a character, it will double the buffs of Calm Based statuses. This includes Deep Breath and Calm Mind. It will also allow the unit to use Calm Mind as many times as it wishes per battle. Impossible to steal unless the foe enters this character's mind.

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.

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

Magic, Fire, Water, Energy, Ice, Air Poms
 
12- Fire Gems+Flame Plate

12- Ice Gems+Ice Plate

12- Energy Gems+Energy Plate

12- Air Gems+Air Plate

12- Water Gem+Water Plate

12-Magic Crystal+Magic Plate

Flame, Ice, Energy, Air, Water Spirit Shield

Smaugscale, Bonechillscale, Godzillascale, Rayquazascale, Orcane Droplet, Seathscale Pendants

Firescale, Icescale, Energyscale, Airscale, Waterscale, Magicscale Pendant



Abilities:
Speaker Magic: Signature ability. Speaker magic is an unusual but powerful manipulation of the elements. Speaker magic will add magic skill stats and item boosts to many single-element attacks that are Fire, Ice, Water, Lightning, or Air. This added magic will not be able to be resisted by foes. When these attacks are used to initiate, they will deal 50% more damage. Most of these attacks (as long as they are direct attacks) will be able to be charged for one turn and then deal double damage on the next turn when they are used. This magic allows Sypha to stack Soulmass abilities. She may choose the order in which they trigger (and they will always trigger separately). There are a very small number of elemental weapons that this ability will buff similar to how it buffs elemental attacks. Costs: 5 pg 

Blazing Soulmass: This ability may be used once every three turns. Instead of attacking, a character may summon a flurry of fire to surround them. If an enemy moves within two spaces of them, these orbs will automatically attack, even in the enemy phase. There are five orbs, and each has a base 50 fire-type might. If this character moves within two spaces of an enemy on its own turn, the orbs will automatically fire. This does not use up this character's attack on this phase, and they do not have to attack the character that the orbs target. This ability has a 20% (30%) (70%) (100%) (150%) chance to burn the foe. Costs: 5 pg

Icicle Soulmass: This ability may be used once every three turns. Instead of attacking, a character may summon a flurry of icicles to surround them. If an enemy moves within two spaces of them, these spikes will automatically attack, even in the enemy phase. There are five spikes, and each has a base 50 ice-type might. If this character moves within two spaces of an enemy on its own turn, the spikes will automatically fire. This does not use up this character's attack on this phase, and they do not have to attack the character that the spikes target. This ability has a 10% (20%) (50%) (70%) chance to freeze the foe. Costs: 5 pg

Lightning Soulmass: This ability may be used once every three turns. Instead of attacking, a character may summon a flurry of lightning orbs to surround them. If an enemy moves within two spaces of them, these orbs will automatically attack, even in the enemy phase. There are five orbs, and each has a base 50 lightning-type might. If this character moves within two spaces of an enemy on its own turn, the orbs will automatically fire. This does not use up this character's attack on this phase, and they do not have to attack the character that the orbs target. This ability has a 10% (40%) (50%) chance to stun the foe. This stun works even on robotic characters. Costs: 5 pg

Flame Pillar Surge: This torrential attack launches huge spires of flame from the ground. This attack will always leave inferno terrain in all spaces that it strikes. This terrain has a 100% (110%) (150%) (180%) (230%) chance to give a character a burning status, and they will damage any character who stands on them 10% of their HP. This terrain is tall enough to harm flying foes. The base might of this attack is 350. This attack may only strike once. 1-3 range. Costs: 4 pg

Ice Pillar Surge: This torrential attack launches huge spikes of ice from the ground. This attack will always leave jagged ice terrain in all spaces that it strikes. These ice spikes have a 20% (30%) (80%) (130%) chance to give a character a bleeding status, and they will damage any character who stands on them 10% of their HP. The base might of this attack is 350. This attack may only strike once. 1-3 range. Costs: 4 pg

Thunder (II): Range 8. Hit - 30. This unit may strike a single tile with a terrific blast of lightning. The attack will give 600 lightning-type damage. This attack gives double (triple) damage to characters who are flying. This move may only be used once every three turns. This attack has a 20% (50%) (60%) chance to stun the foe. This works even against robotic foes. Costs: 8 pg

Flame 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 100 flame(/martial) type damage. This ability also immediately gives the enemy the burn status. Costs: 4 pg

Ice 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 100 ice(/martial) type damage. This attack also has a 15% (25%) (55%) (75%) chance to freeze the foe for 2 turns. Costs: 4 pg

Thunder 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 (may now be a size class larger due to Inhuman strength). This attack negates all block and defense for the enemy and gives them 100 lightning(/martial) type damage. This attack also has a 30% (60%) (70%) chance to stun the foe. This stun can trigger against robotic foes. Costs: 4 pg

Flame Thrower: This attack is exactly the same as the character's normal fire blast or breath attacks. However, these attacks now have 40% (50%) (90%) (120%) (170%) chance to burn the enemy. Costs: 3 pg

Ice Beam: 1-2 range. This attack is similar to this character's normal ice blast, giving the exact same amount of damage. However, when using this move, the character has a 20% (30%) (60%) (80%) to freeze the enemy. This attack may only hit twice. Costs: 3 pg

Thunderbolt: This attack is the exact same as the lighting blasts of this character. However, this attack has a 30% (60%) (80%) chance to flinch the foe. This flinch can activate vs robotic foes. Costs: 3 pg

Air Burst Launch: +3 move. A rare form of super jump, this character uses an explosion of air to launch themselves skyward. This allows them to bypass certain high structures and enables engagement with flying enemies. While using this ability, the character is given flying-type movement, but they must land at the end of the turn.  If this character starts a turn by using this jump, which has no real penalties, they will create a small air burst around their feet. This will strike all enemies adjacent to them regardless of avoid, and ignores defense. This small air blast will not be counter-attacked. Base 20 (820) (1,620) (2,620) (3,620) (27,150) (54,300) (108,600) (141,180) (183,534) (275,301) air type damage. Costs: 5 pg

Prophecy of the Sleeping Soldier: The bond ability between Alucard, Trevor, and Sypha. Forged by the fire of Dracula's wrath, the three friends share a deep loyalty. If they all share a similar cause and are within 10 spaces of each other (all three must be within this ten-space range), then they will receive powerful boosts.
Alucard: +5 movement (applies if he starts within the ten range). +30% damage. +35 avoid.
Trevor: Doubles the efficacy of all slaying abilities and items.
Sypha: +100% attack and 50% defense. +3 range.
Costs: 5 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 

Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (60%). Costs: 6 pg

Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25% (50%). This ability may only be used 5 times during a battle. This ability will max out at doubling (3x) the stats it improves. This boost lasts for 3 turns. Costs: 4 pg

Calm Refresh: If this character has activated Calm Mind, they will refresh two (four) barriers/shields at the start of each turn. Costs: 3 pg

For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg

Til' Death Do Us Part: This character has married another. When standing adjacent to the character that this character has married, both units will receive a 25% (50%) boost to their total defense, and a +20 (+40) boost to their avoid. Costs: Marriage

Protective Parent: This character is extremely protective of their child. They will attempt to take the hit for them during an enemy phase if the child unit is within 2 spaces of them. This has a 50% (70%) chance to succeed, but this character is required to attempt this. This character will counter-attack the foe the maximum number of times, and will have zero avoid when taking the hit. Costs: Child Unit.

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 or marksman level.

Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in spear.

Strike Twice: When initiating a regular attack while using a whip or tail weapon, this character will strike twice the normal amount. This will not occur when the character counterattacks. Costs: 5pg or GM in Whip or Tail

Staff Shield: This character may use their staff to defend themselves when being attacked. This will add half the total might of their staff attacks to their defense when being attacked or when attacking. However, this will result in a debuff of -15 speed and -15 skill. This defense will not be improved by augments or abilities such as Death Blow that increase the might of the staff's attack, but will be improved by the item and skill boosts that are applied to the weapon. Costs: 5 pg or GM in staff

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) Blizzard: Once every two turns this unit may release a powerful pulse of ice energy that strikes all squares within 2 spaces of this character. This attack only hits once. The base might of this attack is 80 ice type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. Costs: 4 pg

(TBA) Heat Wave: Once every three turns this unit may release a powerful pulse of fire energy that strikes all squares within 2 spaces of this character. This attack only hits once. The base might of this attack is 100  fire type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. Costs: 4 pg

(TBA) Thunder: Range 5. Hit - 30. This unit may strike a single tile with a terrific blast of lightning.  The attack will give 300 lightning type damage. This attack gives double damage to characters who are flying. This move may only be used once every three turns. Costs: 4 pg

(TBA) Fire Blast: -10 hit. This attack may only strike once. 1-2 range. This huge blast of flame has a base might of 110 fire-type damage. This damage is boosted by your attack stat and your flame skill boosts and item bonuses. This attack has a 20% chance to severely burn the enemy. Costs: 4 pg

(TBA) Aereo Blast: -15 speed. This character charges a massive burst of air and fires it directly at a foe. This will deal triple the damage of a regular air blast, but the attack may only strike once. Costs: 3 pg

(TBA) Magic Sense: This character has an uncanny perception of its surroundings. This adds 20 avoid when being attacked. It also allows this character to ignore vision-based evasion boosts. This is particularly true of invisible foes or enemies who have night-time stealth boosts. This does not allow the character to ignore extreme evasion or item based evasion boosts. This will allow the character to ignore Conceal Presence and allow the character to identify foes who are shapeshifted or have treacherous intent. This character may see invisible foes, but only if they are within six spaces of the character. Costs: 5 pg

(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 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) Prophecy of the Sleeping Soldier: The bond ability between Alucard, Trevor, and Sypha. Forged by the fire of Dracula's wrath, the three friends share a deep loyalty. If they all share a similar cause and are within 10 spaces of each other (all three must be within this ten-space range), then they will receive powerful boosts.
Alucard: +5 movement (applies if he starts within the ten range). +30% damage. +35 avoid.
Trevor: Doubles the efficacy of all slaying abilities and items.
Sypha: +100% attack and 50% defense. +3 range.
Costs: 5 pg

Character Type: Magic

Weakness: Weak to claw and bite. Resists fire, ice, and magic.

Caps:
HP: Small
Attack: 700
Defense: 100
Speed: 124
Skill: 150
Move: 7

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