Thursday, January 5, 2023

Lobo






The Wolf: Level 88
HP: 1,056,000 (3,168,000) (7,603,200) (15,966,720) (25,546,752) (40,874,803 heart and soul) (53,137,244) (71,735,280) (157,817,616) (220,944,662) (287,228,061)
Attack: 30,000
3 TRUE OMEGA Scythe: 12,000 (36,000)
3 OMEGA Staff: 6000
3 OMEGA Fire: 6000 (12,000)
3 OMEGA Dark: 6000 (12,000)
3 OMEGA Magic: 6000 (12,000)
3 OMEGA Sonic: 6000
1 OMEGA Martial: 2000
Death's Twin Sickles: 4500 (34,500) (70,500) (141,000) (282,000) (366,600) (476,580) (x1.15 in light or dark) (x1.2 at full HP)
Death's Twin Sickles (Martial): 4500 (34,500) (70,500) (141,000) (282,000) (366,600) (476,580) (238,290) (x1.15 in light or dark) (x1.2 at full HP)
Death's Twin Sickles vs Mortal: 4500 (34,500) (70,500) (82,500) (94,500) (106,500) (905,250) (1,810,500) (2,715,750) (2,822,250) (3,668,925) (14,675,700) (19,078,410) (24,801,933)  (x1.15 in light or dark) (x1.2 at full HP)
Death's Twin Sickles vs Mortal (Martial): 4500 (34,500) (70,500) (82,500) (94,500) (106,500) (905,250) (1,810,500) (2,715,750) (2,822,250) (3,668,925) (14,675,700) (19,078,410) (24,801,933) (12,400,967) (x1.15 in light or dark) (x1.2 at full HP)
Defense: 29,000 (33,000) (66,000)
1 OMEGA Armor: 2000
Lobo's Hunter Armor: 2000 (68,000) (70,000)
Elite Death's Cloak: 1,600 (71,600) (143,200) (214,800) (x1.2 at full HP)
1 OMEGA Shield: 2000
Flame Spirit Shield: 1000 (3000) (9000) (15000) (127,500) (255,000) (765,000) (1,530,000) (1,601,600)
Shadow Spirit Shield: 1000 (3000) (9000) (15000) (127,500) (255,000) (765,000) (1,530,000) (3,131,600)
Sonic Spirit Shield: 1000 (3000) (9000) (15000) (127,500) (255,000) (765,000) (1,530,000) (4,661,600)
Seath Crystal Pendant: 100 (6100) (51,850) (103,700) (207,400) (4,869,000)
Smaugscale Pendant: 100 (6100) (51,850) (103,700) (207,400) (5,076,400)
Ancalagonscale Pendant: 100 (6100) (51,850) (103,700) (207,400) (5,283,800)
Radio Demon Dial Pendant: 100 (6100) (51,850) (103,700) (207,400) (5,491,200)
Magicscale Pendant: 20 (6020) (51,170) (102,340) (204,680) (5,695,880)
Flamescale Pendant: 20 (6020) (51,170) (102,340) (204,680) (5,900,560)
Darkscale Pendant: 20 (6020) (51,170) (102,340) (204,680) (6,105,240)
Sonicscale Pendant: 20 (6020) (51,170) (102,340) (204,680) (6,309,920) (12,619,840) (18,929,760) (x1.2 at full HP)
Staff Shield: +105,300 (210,600) (x2) (x1.5)
Staff Shield vs Mortal: +4,996,485 (9,992,970) (x2) (x1.5)
Speed: 330 (335) (385) (390) (+10 speed and avoid in light/dark) (+20 v target) (+20 avoid)
Skill: 350 (360) (+20 v target) (+60 v target) (+30 hit)
Move: 9 (10) (11) (14) (15) (+3 v target)

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

Sardilic's Blessing: A blessing from a Gemnode. Grants fear-oriented characters 50% more HP. This item is extremely hard to steal. This cannot stack with Ancient Blood.

4-Mako Energy Cells: Energy generated from life itself. 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.

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.

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 these items.

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.

Lobo's Ancient Beast Heart: This fearsome heart will boost the damage of Beast-type attacks by 30%. This boost will be applied to anyone using Ferocity as that causes all attacks to be considered "Beast". This heart will also grant access to Paralyzing Howl if a character pays levels for it. This heart boosts the HP of any beast holding it by 30%. This HP boost may stack additively with other Ancient Beast Hearts, but the damage boost will cap at 30%. This item rarely drops and is impossible to steal. 

Garm's Ancient Beast Heart: This fearsome heart will boost the damage of Beast-type attacks by 30%. This boost will be applied to anyone using Ferocity as that causes all attacks to be considered "Beast". This heart will also grant access to Helheim Howl if characters pay levels for it. This heart boosts the HP of any beast holding it by 30%. This HP boost may stack additively with other Ancient Beast Hearts, but the damage boost will cap at 30%. This item rarely drops and is impossible to steal. 

Gemnode Granted-Maliketh's Ancient Beast Heart: This fearsome heart will boost the damage of Beast-type attacks by 30%. This boost will be applied to anyone using Ferocity as that causes all attacks to be considered "Beast". This heart will also grant access to Black Flames of Destined Death if characters pay levels for it. This heart boosts the HP of any beast holding it by 30%. This HP boost may stack additively with other Ancient Beast Hearts, but the damage boost will cap at 30%. This item rarely drops and is impossible to steal. 

10-Heart Containers

Heart of Death: A legendary Heart. This heart will increase this character's damage vs mortal foes by 30%. This will also increase the trigger rate of Black Flames of Destined Death, Cleave, and Lethality by 10%. This heart will double the HP of the holder. This heart always drops when this character falls in battle.

2-Death’s Twin Sickles+++: +15 (+25) speed. Sickles become Flame/Dark/Magic/Blade when attacking a mortal. Deal 100% more damage to a foe after each time they have killed them. The damage cannot be resisted by mortal foes unless they resist Death Damage. Deal half damage on counters. Can be changed into martial weapons, but they will deal 50% less damage on all attacks. Can be combined into a staff and use Staff Shield. If broken as a staff shield, they may still be used independently. In their final state these weapons boost the activation of Hook Weapon Disarm by 20%. Base 4500 blade type might. These weapons count as Beast Type damage.

2-Burning Weapon Seals: This Elite weapon seal will cause all weapon attacks of this of this character to have a 30% (70%) (80%) chance to inflict a burning status. 

2-Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to. 

Elite Death's Cloak++: A black cloak worn by Death itself. This cloak is impossible to destroy and offers 800 (1600) base defense. It also grants immunity to fire, light, energy, and magic-type attacks.

Lobo's Hunter armor++: This unique armor is nearly impossible to destroy. It will cause Lobo to gain +3 move and +20 speed/skill against the foe he chooses to target with the ability "Inescable Death" at the start of the battle. This armor can only be worn by Death itself. Base: 1000 (2000) defense. Cannot be worn with under armor. May only be worn with Death's Cloak. 

Beast Forged Flesh++: +5 speed. This flesh grants the character the ability "High Jump" for free. It also adds 2000 (4000) to the base defense stat of the character. +1 running movement.

Beast Forged Eye: This eye has been implanted into a Beast. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.

True Eye of Death: This item may only be used by an embodiment of Death itself. It will grant the holder +60 skill vs the foe who is the current target of the ability Inescapable Death. This item never drops and cannot be stolen except by an embodiment of Death.

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.

White Wolf Fang Neclace: This rare item is easily lost or stolen. It will double the buffs granted by the ability Beast Sense.

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%. 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”. 

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. 

Curse of Profane Darkness: Increases Indirect damage by 25%; Increases Insta-Kill activations by 10%

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.

Dark Stag Eye: An eye ripped from the socket of the legendary black stag. Said to absorb all that is bright in the world. Grants resistance to light and sacred attacks. This item, though extremely precious, is easily dropped or stolen. 

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.

4- Mako Heart: This item heals the holder 5% (6%) of their HP at the start of each turn. Up to four may be carried at once. This item cannot be used in tandem with Erd Tree Sap. These items are easily dropped or stolen. 

Unfeeling Fragment of Heaven's Walls: This incredibly rare item will cause the holder to resist sacred damage, ignore Blessings of Divine Light, and be immune to the ability Rend Heaven. This item is nearly impossible to drop or steal. However, the holder of this item cannot be saved by Miracle or Miraculous Save, nor can they use Blessings of Divine Light.

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 Mustache Wax: Causes this character to double the impact of all stat debuffs used by it. Buffs the activation rate of poisoning abilities by 50%. Holding this object causes a 5% increase to panic build. (Mirrored Mustache cream).

Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. 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 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.


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. 

Bloody Fist Ring: This ring grants the holder access to the ability “Up Close and Personal” for free. If the character has the ability already unlocked, it will double the buff granted. This item is easily lost or stolen.

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.

Parry Ring: This character may perform special parrying abilities, such as shield repost, spin deflect, or certain signature abilities, even when the foe is using assault moves, finish strikes or critical hits (including Tri-Attacks). This does not work against ambush, backstab, parry repost, or mob. This will also allow Parrying abilities to work on all connected physical attacks, including body and whip which are usually excluded. This character may parry characters who are larger than them. Like all rings, this item is very 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.

Elite Clotting Ring: This ring will debuff the damage of all blood type attacks used within 12 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.

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.

Vile Shadow: All Dark attacks by this character will harm allies and foes alike. All Dark attacks 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.

Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal

Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.

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


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%. 


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%.


Blazing Red Blood Droplet: This drop of blood appears to always be alight. It will cause the burn statuses of this character to ignore item and innate resistances to taking the burning status and burning status damage. This item is incredibly hard to steal (5% drop).


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.

Gemlord's Mind Breaking Crystal: This incredible item was bestowed upon Lobo. It causes the holder to negate the mental points of all characters who are within five range of him.


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.

Omega Fallen Star: This item may only be held by a True Omega Skill character. It will double the Skill buffs from the True Omega Skill for the holder. Melee and Body Skills (excluding shield) are tripled rather than doubled.

(Fire, Magic, Dark) Willow Core: This unusual item will double the Fire 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.

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-Eye of Ra-Legendary Fire 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 fire-wielding characters. This will also double the total damage of any and all attacks that are enhanced by fire element. 

Hollow Gemnode Gem-Azura's Pendant-Legendary Sonic 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 may activate certain unique abilities on a character. Doubles total sonic damage.

Hollow Gemnode Gem-The Dark Soul-Legendary Dark 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. The legendary Dark Soul. This item Doubles Dark-type damage; stacks only with other Legendary Gems. This item unlocks special abilities on certain characters.

14-Fire Gems+Plate

14-Magic Gems+Plate

28-Night Sapphire+Plate

14-Shrieking Stones+Plate

Razor Stone+Plate

Pure Stone

Boots: Grant+1 movement.

Heavy Duty Boots: Consumable. These Boots grant +1 movement (stacks with Boots) and allow this unit to ignore any movement debuffs when passing through trees and other naturally difficult terrains. May only be used by units with Walking/Running-type movement only. 

Blazing Red Ichor: Grants +3 movement to foes who use running movement.

Abilities:

I am Death. Straight Up. (II+needled): Lobo signature. Lobo is Death itself and despises being cheated. Lobo will deal 50% (100%) (200%) (210%) more damage to any character who has a life-saving ability or item equipped. Lobo will ignore all forms of Life Saving, including form shifts. Lobo will kill characters who normally can only be killed in specific ways. This will also cause Lobo to ignore abilities that grant invincibility. In the needled state, if a foe has been saved by a life saving ability/item, or has been resurrected by any means during the current battle, Lobo will deal another addition 200% (210%) damage to that foe. If a foe has escaped deletion, Lobo will deal an additional 200% (210%) to them. All these multipliers are multiplied separately. This ability causes Lobo’s attacks to ignore Take the Hit or other similar mechanics. If Lobo kills a foe nine times, they will be deleted. All buffs granted by this ability are considered Slaying, not Conditional. Costs: 12 pg

Pick it Up: Lobo signature. If Lobo disarms a foe he may taunt them to pick up their weapon. If they do not pick up their weapon on their next turn, they will immediately take the Panic Status. If they do pick up their weapon, the thrill will cause Lobo to increase his damage vs that foe by 100% (110%) for the rest of the battle. This damage buff can stack. Costs: 3 pg

Hook Weapon Disarm: This character may use their hook weapons to disarm a foe. This will cause their weapon to drop to the ground on the tile that the enemy is standing on. This disarm may be performed instead of attacking or instead of countering. The hook weapon must be able to make contact with the foe's weapon. Wheather the foe is disarmed is determined by a roll. Both the hook user and the character will roll and then add their current skill to the roll. Whoever rolls higher will win the engagement. If the hook user wins, the foe is disarmed. 
A Thief Breaker Chain adds 30 to the roll of the foe. 
If the foe's weapon is a signature weapon, they will add 30 to their roll. 
If the foe has inhuman strength, they will add 30 to their roll. 
If either character is a larger size class, they will add 30 to their roll. 
If the weapon is a whip, rapier, knife, gun, or bow then the hook user will add 50 to their roll.
If the weapon is a hammer, club, or ultra greatsword, the foe will add 50 to their roll.
This ability does calculate accuracy, but only when being used instead of attacking. It has perfect accuracy when used instead of countering. Costs: 5 pg

Black Flames of Destined Death: This character may change its normal burn status to a Black Flames burn status. It may choose to do either; using this ability does not remove access to normal burn. Black Flames deal less damage than a normal burn. Burn deals 2%, Severe Burn deals 4%, and Lethal Burn (if accessible) deals 10%. However, this burn status cannot be resisted. And, more frighteningly, this burn status tiers off HP from the max HP cap of the character for the rest of the battle. Purge or other high efficacy cleansing abilities may remove this HP cap reduction. Costs: 5 pg (+Maliketh's Ancient Heart)

Death Whistle: This character may whistle an eerie tune as they hunt their foes. This will remove all music based buffs of all enemies who are within or move within six (9) spaces of this character. This sound will also cause them to suffer -10 (-20) (-40) (-60) speed and skill if they are a lower level than this character or have lower HP. This is both a sonic and fear ability. This character may choose to start whistling at the start of any of their turns, and it will not take their action to do. If a foe has the ability Music Lover, those buffs will instead be applied to the debuff granted by this ability. Costs: 4 pg

Panic (II): An ability similar to Terror. If a character attacks or is attacked by this character, they will build this Panic by 20% (40%). If they start a turn next to this foe, they will build this Panic by 10%. If this terror builds to 100%, the character will immediately lose 20% (40%) of their HP and receive -30 (-50) (-100) skill for the next three turns. If a character spends a turn without engaging this character, they will reduce their Panic build by 20%. This build-up can stack if multiple characters are using it at once. Costs: 10 pg

Unconquerable Fear: The Fear-type abilities of this cannot be resisted. There is no immunity to them. Costs: 3 pg

Sadist: If this character watches someone suffer, they will boost their total damage by 25% (35%) for the next five turns. This will be triggered by pain statuses, or seeing a close ally watch their friend be killed. Abilities like Grieve or Somber Howl will also trigger this ability. Costs: 2 pg

Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) (-120) avoid. Costs: 4 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%). 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%) 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. Costs: 8 pg

Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg

Beast Sense: This character has extremely sharp senses, allowing an uncanny ability to read and react to the enemy's slightest movements. This ability allows this character to add 15% (17%) (34%) to any dodge, hit, or skill activation chance once every two turns (every turn). Costs: 3 pg

Ferocity: Beast only ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40 (44). It also adds 50% (60%) to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg

Inescapable Death: An ability available to the embodiment of death. This character may choose a foe as soon as they begin a battle. After choosing that foe, this character may always warp to their side and attack them once every three turns (every other turn). This ability ignores Gravity and other teleporting conditions. Costs 5 pg

Relish Fear: Fear statuses and debuffs will trigger the ability Sadist on this character. This will count as a separate buff, but the ability Sadist must be unlocked. Costs: 1 pg

Flame Trap: This unit takes a turn to charge. After doing this he may target an adjacent foe. The foe he targets will have inferno tiles place on every adjacent space. These inferno tiles will tier off 20% of a characters life if they walk or fly through them as indirect terrain damage. They also have a 100% chance to burn and take 6 movement to pass through. Flame trap cannot place inferno terrain under a character. Costs: 3 pg

Paralyzing howl: Any enemy units within three spaces of this character have a chance of being paralyzed for one turn by fear. This move can be used once every other turn, and it takes a turn to activate. Any enemies nearby have a 50% (100%) of flinching and missing their turn. An enemy may not be flinched 2 turns in a row by this ability. Requires: 3 pg

Predatory Capitalism: If an enemy unit is flinched or stunned within two spaces of this unit, it may immediately move up to them and strike them with a double damage blow. This attack must be done from 1 range, but it does not have to be any particular weapon type. This will not be counter-attacked, though it can be dodged. Costs: 4 pg

Cleave: The unit may try and instantly kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack. 
Calculation: Your Sword Skill Level – Foes Melee Weapon Level. (+10%) (+10%)
Example: 3M - 2 = 60% chance to instant kill. 
This attack may miss, just as a normal sword strike would. 
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7

Ferocity of The Dark Soul: This ability may be used once every five (3) days. This ability will channel the full power of humanity's darkness through the beast holding the Legendary Dark Soul. This will boost the speed of Lobo by +40 (+44) points, and increase his total damage by 50% (60%). The buff lasts for three turns and can be activated on the same turn as attacking. Costs: Legendary Dark Gem

All Consuming Flames: Legendary Fire Gem ability. The flame statuses of this character deal double damage. Costs: Legendary Fire Gem.

Carry A Tune: Legendary Sonic Gem Ability. This character's music-based abilities have 50% more range and impact if applicable. Costs: Legendary Sonic Gem

Death Magic: Legendary Magic Gem Ability. The Magic Attacks of this character hunger to take the lives of foes. This will cause all their magic attacks to deal 50% (60%) more damage against any foe who has less than full HP or a damaging status affliction. Costs: Legendary Magic Gem.

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)

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)

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 (Medallion) 

Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 pg (Ring)

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

Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

Devourer of Nations (III): 40% HP buff after feeding on thousands of lives. Costs: 30,000 devourings.

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

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 level

Character Type: Beast, Melee, Devourer, Stealth

Weakness: Weak to sacred damage. Immune to death type damage and Black Flames. Immune to fear, resists pain. Immune to mind control. Resists emotion-based statuses or abilities. Immune to autodamage. 

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