Lyle Reed: Level 75
HP: 312,000 (624,000) (936,000) (1,404,000 Heart and Soul) (1,684,800 Rune Arc)
Attack: 5,200
5GM Magic: 1,000
2GM Psychic: 400
5GM Fire: 1,000
5GM Water: 1,000
5GM Light: 1,000
5GM Explosion: 1,000
Telehydrosis: 600 (5,800) (6,800) (7,200) (57,600) (111,600) (223,200) (290,160) (725,400) (1,088,100 when attacking)
(TBA) Telepyrosis: 300 () ()
(TBA) Astral Dragon Breath: 400 () () ()
Defense: 5,000
5GM Armor: 1,000
Lyle Reed’s Shifting Outfit: 300 (1,300) (6,300)
Shadow of Yharnam Cloak: 100 (6,400) (9,600) (24,000)
5GM Shield: 1,000
Seath Crystal Pendant: 100 (1,100) (8,800) (17,600) (35,200) (41,600)
Magicscale Pendant: 20 (1,020) (8,160) (16,320) (32,640) (74,240)
Blessed Serpentscale Pendant: 100 (1,100) (7,700) (15,400) (30,800) (105,040)
Lightscale Pendant: 20 (1,020) (7,140) (14,280) (28,540) (133,580)
Orcane Ripple Pendant: 100 (1,100) (8,800) (17,600) (151,180)
Smaugscale Pendant: 100 (1,100) (8,250) (16,500) (167,680)
Waterscale Pendant: 20 (1,020) (8,160) (16,320) (184,000)
Flamescale Pendant: 20 (1,020) (7,650) (15,300) (199,300)
Mergo's Feather Pendant: 100 (500) (3,750) (7,500) (15,000) (214,300)
Psychicscale Pendant: 20 (420) (3,150) (6,300) (12,600) (226,900) (340,350) (680,700) (1,021,050) (1,531,575) (3,828,938)
Speed: 254 (269) (279) (+25 avoid) (+15 avoid in the dark)
Skill: 273
Move: 7 (13 Flying/Swimming/Levitating) (16)
Items:
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 dropped at death.
Live Great Serpent Viscera
Decaying Ekzykes' Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique breath weapon of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.
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.
Lyle Reed’s Shifting Outfit: A stylish blue shirt and set of slacks. This outfit has been tailored by Alastor and designed with Vallite magic to allow it to shift with a Scalecloak and grant buffs in their dragon form. This outfit will buff the wearer’s speed by +15 when they are in Dragon Form. This outfit grants resistance to energy, Air, Absorb, and Earth. Base 300 defense.
Shadow of Yharnam Cloak: This pitch black cloak grants +25 avoid at night or in very dark conditions. This cloak defends against magic and psychic and resists blade, saw, whip, and bludgeon type damage. This cloak offers a meager 100 defense.
Omega Draconic Forged Eye: This eye has been implanted into a Dragon. It grants +50 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
Elite Dragonstone: This stone allows much better control of the dragon form of a Manakete. It will boost the bonuses of the dragon form by 50%.
Lesser Dragon Hide Shard: This remarkable item may be used by any dragon who is a medium size class or smaller. This will increase the defense of the dragon by 50% if they have their "Dragon Scale" ability unlocked.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, 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.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
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.
Rapid Shift Serum: This character may form change and still take an action even if the form change would normally take their action on that turn. This serum is injected into the blood and nearly impossible to steal.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien appendage. 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.
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.
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.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
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.
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.
(TBA) ELEMENT Willow Core: This unusual item will double the ELEMENT skill damage boost to attacks. This only applies to damage, not to defense. If the holder uses attacks that are only this attack damage, they will triple the skill damage.
Vallite Crest: 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%.
4-Pom of Power (Psychic): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
4-Pom of Power (Magic): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
4-Pom of Power (Light): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
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.
12-Water Gems+Plate
12-Fire Gems+Plate
24-Magic Crystals+Plate
16(24)-Twisted Spoons
12-Bomb Badges
24-Day Pearls
Skardis Black Hole Fragment: Consumable. A small black hole created by Skardis.
Abilities:
Astral Scalecloak Form Shift (II): +15 speed. This character may take a turn to become their dragon form. In this form they will gain levitation-type movement. This form will boost the total damage/defense of the character by 50% (100%) (150%). It will also grant access to flying or swimming type movement and boost the movement of the character by +4 (6) if using either type. Costs: 12 pg
Rage and Empathy: Signature ability. Lyle will be able to access both Telepyrotic and Telehydrotic abilities. He will also reduce the base cost of the abilities by 1 pg. Costs: 2 pg
Telehydrosis (II): This ability cannot be removed by strategist. This character uses psychic energy to directly manipulate water molecules within a target. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This damage will double if the character is empathizing with the foe. This is often triggered by Charisma or Serene Aura, but can also be triggered by being emotionally attached to the foe. This damage will be reduced by half if the character is using a sadism-driven status or ability. Base 600 water/psychic type damage. 1-3 (4) range. This attack will damage allies. At second tier, this attack will deal 50% more damage when initiating and will begin to drown foes. Drowning foes will begin suffocating after being hit by this ability twice in a row, and will continue to drown until they have gone a turn without being hit by this attack. Drowning tiers off 20% of the foes HP at the start of each turn and prevents breath weapons or breathing-oriented attacks. The damage taken from drowning will be doubled if this character empathizes with the foe. This 50% damage boost only applies in dragon form. Costs: 8 (6) 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 activation boost.
Close Friend/Sibling: +10 speed/skill. 10% damage and activation boost.
Spouse: +15 speed/skill. 15% damage and activation boost.
Costs: 3 pg
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
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
Rescue: A magical spell designed to pull allies away from danger. This spell may target any ally within 20 spaces and warp them to an adjacent tile. This ability may be used once every four turns. If the ally or the spell user are within a gravity field or any type of area or ability that prevents teleporting, this ability will fail. If the ally is tackled, bound, swallowed, or restrained in any way, this ability will fail. Costs: 5 pg
Null: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for 3 turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 pg
Scalecloak Healing: This dragon is nearly impossible to kill as its wound heal almost instantly. This character will regain 20% of their HP at the beginning of every turn. This healing will not stop unless certain conditions occur. Drowning, suffocation, or radiation poisoning prevent this healing. With this ability, this character may not be killed from full HP for one entire phase during any given battle. Costs 5 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
Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (75%) (95%) 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: 4 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
Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 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
Divine Dragon Scales: These strong scales make this character immune to counter damage (including vengeance and bide), indirect damage, terrain damage, and one hit kill moves. These scales will also boost the total defense of the character by 50%. Costs: 5 pg
Explosive Flame Launch: +3 move. A rare form of super jump, this character uses an explosion to launch themselves into the air. 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 explosion around their feet. This will strike all enemies adjacent to them regardless of avoid. This small explosion will not be counter-attacked. Base 20 (1,020) (2,020) (15,150) (29,290) explosion/fire type damage. Costs: 5 pg
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Taught by Koro Sensei. Costs 5 pg
Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg (Miracle Scale)
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) Dragon Fang (II): During any attack, this ability has a 60% (80%) chance to activate. If it activates, the total damage of the attack will be boosted by 50%. This ability may activate when counter-attacking. Costs: 10 pg
(TBA) Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 10% (30%) chance to deal 3x damage. Costs: 5 pg
(TBA) Telepyrosis: This ability cannot be removed by strategist. This character uses psychic energy to generate flames directly on a target. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This damage will double if the character is using an anger based ability against the foe. This includes Fury, Vengence, Fury Point, or Avenging Fury. This damage is also doubled if the character has bee subjected to taunt or swagger. However, the damage will be reduced by 50% if this character is using a calming move. Base 300 fire/psychic type damage. 1-3 range. This attack will damage allies. Costs: 4 (3) pg
(TBA) Telepyrosis (II): This ability cannot be removed by strategist. This character uses psychic energy to generate flames directly on a target. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This damage will double if the character is using an anger based ability against the foe. This includes Fury, Vengence, Fury Point, or Avenging Fury. This damage is also doubled if the character has be subjected to taunt or swagger. However, the damage will be reduced by 50% if this character is using a calming move. Base 600 fire/psychic type damage. 1-3 (4) range. This attack will damage allies. At second tier, this attack will deal 50% more damage when initiating and have a 50% chance to burn foes. This chance is doubled if this character is angry, and will halve if they are calm. This 50% damage boost only applies in dragon form. Costs: 8 (6) pg
(TBA) Telehydrosis: This ability cannot be removed by strategist. This character uses psychic energy to directly manipulate water molecules within a target. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This damage will double if the character is empathizing with the foe. This is often triggered by Charisma or Serene Aura, but can also be triggered by being emotionally attached to the foe. This damage will be reduced by half if the character is using a sadism-driven status or ability. Base 500 water/psychic type damage. 1-2 range. This attack will damage allies. Costs: 4 (3) pg
(TBA) Astral Scalecloak Form Shift: -5 speed/skill. This character may take a turn to become their dragon form. In this form they will gain levitation-type movement. This form will boost the total damage/defense of the character by 50%. It will also grant access to flying or swimming type movement and boost the movement of the character by +3 if using either type. Costs: 6 pg
(TBA) Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. Costs: 3 pg
(TBA) Blue Fire of Selfless Fury: If this character becomes angered for selfless reasons (taking the hit, Avenging fury), its Telepyrosis attack will gain 3 range, add +20 hit, and deal double damage (stacking on top of other multipliers). This blue flame is far too hot to consume and will melt all but the most flame resistant armor. If the foe is within a straight line from this character, all 6 tiles in a straight line will be struck by the attack. Each character in that line will calculate dodge and counter attacks individually. Costs: 4 (3) pg
(TBA) Explosive Wrath (II): Telepyrosis ability. This character may take a turn to charge and prepare the full extent of its anger (no longer necessary). Upon starting the next turn, it may add explosion damage to its regular telepyrosis attack, and the attack will now strike all spaces within two (four) range of the targetted character. All characters must calculate their dodge, defense, and counter separately. This attack will only strike once, unless the user chooses not to make it an AoE. At second tier, this AoE will strike three full times. Costs: 8(6) pg
(TBA) 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%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost will last for 3 (4) turns. 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) Defiant Might: If this unit has less than half-life, it will increase its total damage by 30%. This ability triggers as soon as the HP drops below the half-line. Costs: 3 pg
(TBA) Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg
(TBA) Astral Dragon Breath: Signature ability. This attack may be used to attack or counter, and may activate skills as a regular attack would. This ability cannot be removed by strategist. Base 400 magic/water/light type damage. 1-2 range. This attack may trigger the ability "Astra" and will ignore items such as Rain Breakers when doing so. Costs: 4 pg
(TBA) Astra: Before attacking, this unit has a 40% chance to trigger this skill. If the skill activates, the unit may strike five times with half damage blows instead of once. This unit may trigger astra with each normal strike it attempts. Each strike of astra will calculate dodge and damage individually. This unit may choose not to activate this skill. Costs: 5 pg
(TBA) Heal Pulse: Three times a battle, this character may unleash a wave of magic that will heal all ally and friendly units within two spaces of it 40% of their max HP. Costs: 4 pg
(TBA) Cleanse: This unit may take a turn to heal all an allies minor status conditions. This includes burn, freeze, paralysis, mild poisons, bleeding, and stat reductions. Costs: 4 pg
(TBA) Purge: This unit may take a turn to heal an ally of severe status conditions. Only one status condition may be healed at a time. These conditions include broken necks, mind shackles, mind dives, severe bleeding, curses, petrification, and almost any kind of poison. This ability does not remove less deadly status conditions. Costs: 5 pg
(TBA) Banish: A potent spell, learned only after advanced training in magic. Requires the character to be 3M in magic or higher. This character may banish all summoned/created characters or objects that are within 30 spaces of them. This must be done instead of attacking. Banished characters may not return for 5 turns. This includes replicas, personas, and even Pokemon. Banish may only be used once a battle. Costs: 4 pg
(TBA) Dragon Bolt (II): This attack may only strike once. It adds the base might of this character's magic and water blasts together into one powerful shot. This attack has 1-2 range. The attack also has a 40% chance to cause the enemy to be stunned, missing their next turn and their counterattack. If this attack is used at one range it may also perform a powerful bite. This bite has 600 base might and deal bite/water/magic type damage. If the foe is stunned by the bolt, this bite will deal double damage. Regardless, if this bite lands, it may blast the foe back one space. Costs: 8 pg
(TBA) Draconic Hex: After an enemy attacks this unit, they will suffer a 20% drop in their attack, defense, and a 20 point drop in speed. These negative status conditions will last for three turns. These status conditions do not stack. This ability may only afflict an enemy once per battle. Costs: 4 pg
(TBA) Cleansing Aura: Allies who stand next to this character will heal 5% of their HP at the start of every turn as well as removing one minor status condition. Costs: 3 pg
(TBA) Heal: Gives this unit a "Heal" staff. This item may be used 5 times in a battle. Instead of attacking, this unit may take a turn to heal an ally 40% of their HP. Costs: 3 pg
(TBA) Traumatizing Blows: 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 30% of the time. This ability only activates on physical attacks. Costs 3 pg
(TBA) Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 20% of the time. This ability only activates on physical attacks. Costs 3 pg
(TBA) Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 20% of the time. This ability only activates on physical attacks. Costs 3 pg
(TBA) Miracle: This unit has a 20% chance to survive a lethal strike from an enemy. It will survive with 1HP if this activates. Costs: 4 pg
(TBA) 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
(TBA) Empower: This unit may take a turn to empower all ally units within 3 spaces of it. This will boost those character's total attack damage by 50% for the remainder of the turn. Costs: 4 pg
Character Type: Dragon, Support, Psychic, Magic, Destructive
Weakness: Extreme weakness to axe and martial. Extreme weakness to Radiation-type damage. Mild weakness to blade and bullet-type damage. Extreme resistance to fire, ice, lightning, psychic, magic, light, dark and poison-type damage. Immune to water.
Caps:
HP: Small
Attack: 500
Defense: 300
Speed: 129
Skill: 148
Move: 7
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