Thor (GoW): Level 87
HP: 1,377,600 (4,132,800) (9,918,720) (20,829,312) (33,326,899) (53,323,039) (71,986,102) (93,581,933) (121,656,513)
Attack: 26,300
4 True OMEGA Hammer: 16,000
3 OMEGA Martial: 6000
3 OMEGA Energy: 6000
3 OMEGA Magic: 6000
3 OMEGA Throw: 6000
Mjölnir: 3000 (29,300) (45,300) (93,300) (99,300) (105,300) (789,750) (1,579,500) (1,684,800) (5,054,400) (6,570,720) (8,541,936) (17,083,872) (58,939,358) (88,409,037) (x1.15 in light/dark)
Mjölnir Thrown: 3000 (29,300) (45,300) (51,300) (57,300) (63,300) (474,750) (949,500) (1,012,800) (3,038,400) (3,949,920) (5,134,896) (10,269,729) (35,430,782) (x1.15 in light/dark)
Thunder Choke: 100 (700) (27,000) (33,000) (39,000) (292,500) (438,750) (570,375) (741,488) (1,482,975) (2,965,950) (10,232,528)
Martial attacks: 600 (27,900) (33,900) (67,800) (x1.5 v weapons) (x1.15 in light/dark)
Fists and Feet of Thunder: 600 (27,900) (33,900) (39,900) (299,250) (598,500) (778,050) (1,011,465) (2,022,930) (6,979,109) (x1.5 v weapons) (x1.15 in light/dark)
Defense: 27,000 (54,000)
2 OMEGA Armor: 4000
Thor's Giant Hunter Armor: 9000 (13,000) (67,000) (134,000) (201,000) (281,400) (970,830)
2 OMEGA Shield: 4000
Energy Spirit Shield: 1000 (5000) (11,000) (17,000) (127,500) (255,000) (765,000) (1,530,000) (1,597,000)
Energy Spirit Shield: 1000 (5000) (11,000) (17,000) (127,500) (255,000) (765,000) (1,530,000) (3,127,000)
Godzillascale Pendant: 100 (6100) (45,750) (91,500) (183,000) (3,310,000)
Godzillascale Pendant: 100 (6100) (45,750) (91,500) (183,000) (3,493,000)
Seath Crystal Pendant: 100 (6100) (45,750) (91,500) (183,000) (3,676,000)
Seath Crystal Pendant: 100 (6100) (45,750) (91,500) (183,000) (3,859,000)
Energyscale Pendant: 20 (6020) (45,150) (90,300) (180,600) (4,039,600)
Energyscale Pendant: 20 (6020) (45,150) (90,300) (180,600) (4,220,200)
Magicscale Pendant: 20 (6020) (45,150) (90,300) (180,600) (4,400,800)
Magicscale Pendant: 20 (6020) (45,150) (90,300) (180,600) (4,581,400) (9,162,800) (13,744,200) (19,241,880) (66,384,486)
Speed: 310 (315) (320) (+5) (10+speed+avoid in light/dark) (+30 avoid v weapons)
Skill: 340 (350) (+10) (+30 hit) (+30 v weapons)
Move: 8 (9) (10) (15)
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.
Rune Arc
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.
Hollow Gemnode Gem- Heart of Thunder: A mercy granted rarely by a Gemnode. This hollow gem may imitate a Legendary item once held by this character. If this character falls in battle, they will lose this item for six months. This item cannot be stolen. A Legendary 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.
Oninonix Blessing: A blessing from a Gemnode. Grants a deific character 50% more HP. This item is extremely hard to steal. This cannot stack with Ancient Blood.
10-Heart Containers
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.
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-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.
Mjölnir+++: -20 speed. A weapon made to destroy all who oppose Odin. This weapon may be recalled immediately after being thrown and then thrown again in the same engagement (this will not be able to trigger a "Brave" attack, however). Deals 50% (100%) more damage when thrown. Base 3000 Lightning/Magic/Bludgeon-type damage. This weapon may be thrown 1 (3) extra range with “Weapon Throw”. When recalled, it may strike a foe in the back and completely ignore shields and barriers; however, this returning throw deals half the damage of the normal throw. This will only trigger if the hammer was able to land in the tile behind them (so it must be thrown from 1-3 range). In the final state, each time this hammer strikes a foe, it will buff its damage by 20% (40%) and its flinch chance by 10%. This buff is lost as soon as Kratos takes damage.
Brave Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will strike twice the normal number of time when initiating the attack. This does not work if the weapon has a speed debuff greater than -20. This item will only be stolen if the weapon it is attached to is stolen (usually a 30% chance).
Brawling Weapon Seal: An elite weapon seal. This weapon seal will double the added skill level damage granted by the ability "Hand to Weapon Combat". This weapon seal may only be applied to weapons that has a -20 speed debuff or greater.
Deific Forged Fists: +5 speed. These fists remove debuffs from the ability "Rapid Fists". They also boost the base might of martial attacks by 300 (600).
Thor's Brutal Wrappings: These martial weapons may be placed over forged body weapons. They will boost the damage of the martial attacks of this character when attacking a foe who has a weapon equipped by 50% along with adding +30 skill/avoid.
Thor's Giant Hunter Armor+++: This armor may only be worn by a character who is massively tall and heavy. This armor prevents the wearing of any other armor. This armor will increase the damage of the wearer vs Giant foes (Huge size class or larger, or those of Giant descent) by 50%. It will also increase his damage vs stunned, flinched, or paralyzed foes by 100%. This armor grants extreme resistance to body damage. This armor also allows the use of a Valkyrie Feather. Base 3000 (9000) defense.
2-Energy Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in fire and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Energy, Magic and Shield skill and item boosts.
Deific Forged Eye: This eye has been implanted into a Deity. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
Crucible Stone: This stone will boost the stat buffs granted by form shifts by 25%. This stone cannot be stacked with other Elite Form Shift Stones. This stone is incredibly hard to steal (5%).
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.
Reborn Blood: This item will cause the holder to survive a lethal hit and immediately heal up to half HP after the lethal strike lands. If the character has other life-saving abilities, this item will trigger last.
Sun's Wish: A beautifully bright, pearl-like object. This rare item may be crafted using Drops of Sunlight and other rare objects. This item may be used to immediately change the map to day. This will not take the characters turn to do, and this day-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Night Sapphires will fail for those five turns. This object is hard to steal.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Broken Target Necklace: This character will take 30% less damage from all attacks/weapons that have "Slaying" properties if those slaying properties do not apply to it. This item is rarely dropped.
Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times, but will suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four (two) turns.
Adamantine Larimar: If this character kills a foe, their total damage during their next turn will be boosted by 50% (100%). They will keep this stat boost until they fail to kill a foe on their next turn. After failing, the character will suffer -10 speed and skill from base at the start of the enemy phase and during their next turn. The holder may choose not to activate this item.
Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”.
Metal Box: This item may be used once a battle. Upon activating it, the character will triple their innate defense stat for 5 turns. This item doesn't use up a turn to activate. This item is very hard to steal.
Vicious Silver Pin: A small, needle-like pin that can easily we 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 diffiuclt to steal and very valuable.
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.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
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% (13%) 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.
Lonely Star Shard: This item will boost the total damage of attacks/abilities that can only strike once by 25% (35%). This includes if the holder of the item has Heavy Blow.
Gold Edged Kaikishōhō: 10% (20%) more damage and defense when at full HP
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.
Deep-Sea Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy elemental damage by 10%.
Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy physical attacks by 10%.
Gleaming Slayer: This brilliant item will buff “Slayer” abilities on this character by adding 10% to how much additional damage they do.
Elite Shimmering Slay-Breaker: This tiny, beautiful pin is worn like a brooch. It will cause abilities and items/weapons that increase the damage against this character wearing it to be 50% less impactful (Example: 30% boost from Demon Slayer becomes a 15% boost. A weapon that deals double damage now deals 50%).
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. This item works even against Blood Droplet items that would normally remove its protection, as do all Ancestor Trinkets. Holding this object causes a 5% panic build at the start of every turn in battle.
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 5% more panic to build for this character.
Ancestor’s Candle: 15% damage boost in daylight or bright light. +10 speed and +10 avoid in daylight or bright light. Holding this object causes a 5% increase to panic build.
Ancestor’s Dark Candle: 15% damage boost in night or low light. +10 speed and +10 avoid in night or low light. 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
Ancestor’s Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped or stolen.
Ancestor’s Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% panic build at the start of every turn in battle.
Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.
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.
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.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.
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.
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%.
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.
Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. 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.
Rot Hunter's Ring: This unit gains +20 skill vs foes who have the "Rot Exhaltation Ring" equipped. They gain +20 skill vs foes who have the ability "Kindred of Rot Ring". This can be a +40 buff.
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.
Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.
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 45%.
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.
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.
Pennance Ring: A ring that grants extreme resistance to whip. Very valuable but also easily lost or stolen.
Mob Boss Ring: A ring that grants extreme resistance to bullet. Very valuable but also easily lost of stolen.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
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.
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.
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.
Thunder God's Ring: This mighty ring will buff all lightning damage by 30%. This items 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.
Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.
Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen.
Calculating Mental Rune: A mental rune that is extremely hard to steal. This incredibly rare item will cause the character to reduce the activation rate of enemy abilities by 20. It will reduce the activation rate of statuses by 50. This item is practically impossible to steal and is impossible to drop.
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.
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.
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: Annie Leonhart’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. Each bloom is unique. Source: Annie Leonhart’s consistent loss of hope as she was tormented and devoured in Hades. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds a Bloom of Anguish created by the same victim, 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%.
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.
Vile Energy: All Energy attacks by this character will harm allies and foes alike. All Fire Energy by this charater are impossible to consume. This item is nearly impossible to drop of steal.
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.
OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill.
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.
Hollow Gemnode Gem-The Fairy Heart-Legendary Magic Gem: A mercy granted rarely by a Gemnode. This hollow gem may imitate a Legendary item once held by this character. If this character falls in battle, they will lose this item for six months. This item cannot be stolen. This legendary gem is created from the heart of infinite magic. This item will double all magic type damage and unlocks a unique ability on most magic using characters.
Hollow Gemnode Gem-Tabuu's Core-Legendary Lightning Gem: A mercy granted rarely by a Gemnode. This hollow gem may imitate a Legendary item once held by this character. If this character falls in battle, they will lose this item for six months. This item cannot be stolen. Only one of these exists in the entire dimension. Unlocks extremely powerful attacks on most energy wielding characters. Doubles energy-type damage for the holder on top of all other item boosting.
12-Energy Gems+Plate
12-Magic Crystals+Plate
Heavy Stone+Plate
Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight.
Boots
Abilities:
Lightning of Thor Unleashed (II+Needled): Signature ability. Thor may take a turn to form shift into a much more powerful state. In this state he will be able to throw his hammer 2 more range. He will also gain +3 (+4) (+5) movement and deal 50% (100%) (200%) (225%) (245%) more lightning damage and boast 50% (100%) (200%) (225%) (245%) more defense. After moving, Thor may throw his hammer once (three separate times) and then immediately transform into a bolt of lightning as he pulls himself to it. This will cause him to body-slam any foes he moves through. This will deal 10% of his current HP as lighting/martial damage and cannot be defended against or countered. He may then attack or act normally to finish his turn. This shift lasts for five turns. While shifted, the effects of the ability Static will be doubled. Costs: 14 pg
Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on double this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 1 pg
Static: This unit's body is covered in electricity. Any enemies who start a turn next to the unit will have a 20% (70%) (140%) of taking the paralysis status from shock, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (6020) (45,150) (58,695) (78,304) (152,607) (526,494) lightning-type damage immediately. This Paralysis will last for three (6) turns, and it will reduce the speed of the foe by 25 (50). This cannot stack with other shock paralysis abilities like Thunder Wave. Costs: 6 pg
Shocking Weapon: The lightning weapon attacks made by this character have a 10% (40%) (90%) chance to cause foes to flinch. This ability does not count as an activated ability, so it may stack with other activated abilities. Costs: 4 pg
Crackling Proficiency: This character may not deal any damaging statuses. This buff will be lost if this character uses an attack that does not deal lightning damage. However, they add 50% to the flinch/stun/paralysis chances of their lightning abilities. Costs: 3 pg
Thick Fat: This character is covered by a dense layer of fat... which offers a surprisingly good defense. Grants resistance to martial, fire, ice, and bludgeon-type damage. This ability also boosts the defense of the unit by 40%. Costs: 6 pg
Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg
Fists and Feet of Lightning: This character may add its energy skills stats and boosts to its martial attacks as lightning damage. Costs: 2 pg
Fists and Feet of Lightning: This character may add its energy skills stats and boosts to its martial attacks as lightning damage. Costs: 2 pg
Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg
Berserk: This unit may activate this ability once a battle at the start of it's turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3 x damage to it. Costs: 5 pg
Abuse: This character constantly abuses his opponents both physically and verbally. This has a striking impact on certain characters, particularly those who are sensitive, competitive, or honorable. If this ability activates on the foe, they will have their total damage and defense reduced by 10% each turn they continue to engage with this character. This debuff will max out at a 50% reduction and will last until the abusive character falls in battle or the battle ends. Costs: 3 pg
Deific Healing: This character has god-like regenerative abilities. This will cause it to heal 20% (25%) at the start of every turn. Costs: 5 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%) (110%) chance to stun the foe. This stun can trigger against robotic foes. Costs: 4 pg
Deific Oppression: This character is far above the mortals they battle. If a foe uses non-aggressive ability that takes their turn to accomplish, this character may take their full movement towards the foe and attack them, striking them once with their normal attack. This ability may also trigger immediately if a foe uses any form of consumable. If this character would vantage hit the foe, this attack deals double damage and prevents the foe from taking the action or the consumable. This ability may only strike one foe during the enemy phase. Costs: 5 pg
Hand to Weapon Combat (II): This unit adds its x4 (x8) its martial skill damage to its Weapon damage. This will add martial damage type to these attacks as well. Costs: 6 pg
Intimidate: Fear type ability. When this foe first engages an enemy, that enemy unit will receive a 50% (100%) reduction in their total damage. This debuff will last for a full turn. This ability may work on a foe multiple times if multiple units have this ability. This ability will trigger whether or not it is this character or the foe initiating combat. This ability has 2 range. Costs: 4 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
Battle Lust: This character longs for nothing more than to overcome the mightiest of foes. If this character attacks a foe and does not kill them, they will buff the damage of his next attacks against them by 50% (60%) (120%). If they attack a foe and miss every strike as or are incapable of harming them, they will buff their damage against them by 100% (110%) (220%) for their next attacks. These buffs will last the entire battle, or until the foe dies, or if this character attacks or counters a different character. This buff maxes out at a 400% damage boost (Will not max out). Costs: 8 pg
Lightning Finish Strike: Legendary Energy Gem special attack. Thor leaps into the air to perform a finish strike, and Mjölnir is struck by a massive bolt of lightning. This will cause this attack to deal 4x his normal hammer strike. This will also ignore defense, and will not trigger a counter-attack (though vantage may still trigger). This attack will also cause a small AoE, striking all adjacent squares with damage equal to 1 regular hammer strike. This AoE will also not trigger a counterattack, and it cannot be dodged. This attack will immediately debuff the primary enemy's defense by 50% for the next two turns. This ability may be used once every five days. Costs: Legendary Energy Gem.
Destroyer God: Legendary Magic Gem ability. This character was born to destroy. As such all buffs gained for killing or attacking foes will be doubled. This will also remove any caps normally placed on damage buffing from items/abilities that grant damage buffs for slaying or attacking foes. Costs: Legendary Magic Gem.
Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.
Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield
Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.
Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg (Ring)
Character Type: Melee, Magic, Destructive, Deity
Weakness: Weak to ice and axe damage. Immune to energy. Extremely resists martial and bludgeon.
Caps:
HP: High
Attack: 400
Defense: 1100
Speed: 125
Skill: 155
Move: 7 flying
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