Big Jack Horner: Level 84
HP: 1,092,000 (3,276,000) (7,862,400) (12,579,840 heart and soul) (16,353,792) (22,077,619) (28,700,905)
Attack: 18,000
2 OMEGA Marksman: 4000
2 OMEGA Sword: 4000
2 OMEGA Whip: 4000
2 OMEGA Axe: 4000
2 OMEGA Knife: 4000
2 OMEGA Club: 4000
2 OMEGA Magic: 4000
2 OMEGA Dark: 4000
2 OMEGA Fire: 4000
2 OMEGA Poison: 4000
2 OMEGA Light: 4000
2 OMEGA Air: 4000
(TBA) Darkness Bell Sword: 3,000 (21,000) (25,000) (29,000) (217,500) (246,500) (493,000)
Draupnir Spear: 1,200 (19,200) (23,200) (27,200) (31,200) (234,000) (468,000) (499,200) (998,400)
Eminis Cold Mourn: 1,800 (19,800) (23,800) (27,800) (55,600) (111,200) (333,600) (1,668,000)
Moonveil Katana: 600 (18,600) (22,600) (26,600) (199,500) (226,100) (452,200)
(TBA) Skadi: 1,200 (19,200) (23,200) (27,200) (31,200) (35,200) (39,200) (294,000) (588,000) (882,000) (921,200) (1,842,400)
Armads: 3600 (21,600) (25,600) (29,600) (33,600) (252,000) (504,000) (756,000) (789,600) (1,579,200)
Black Knife: 3600 (21,600) (25,600) (29,600) (33,600) (37,600) (282,000) (564,000) (846,000) (883,600) (1,767,200)
Whirligig Saw: 300 (19,800) (23,800) (27,800) (55,600) (111,200) (333,600) (1,668,000)
Baby Unicorn Horn Crossbow: 600 (18,600) (22,600) (26,600) (199,500) (226,100) (452,200)
Defense: 18,000 (36,000)
2 OMEGA Armor: 4000
Jack's Golden Underarmor: 300 (4300) (40,300)
Jack's Big Purple Suit: 1000 (41,300)
Jack's Big Purple Coat: 1000 (42,300) (84,600) (126,900)
2 OMEGA Shield: 4000
Flame Spirit Shield: 1000 (5000) (9000) (13000) (97,500) (195,000) (390,000) (780,000) (822,300)
Shadow Spirit Shield: 1000 (5000) (9000) (13000) (97,500) (195,000) (390,000) (780,000) (1,602,300)
Poison Spirit Shield: 1000 (5000) (9000) (13000) (97,500) (195,000) (390,000) (780,000) (2,382,300)
Light Spirit Shield: 1000 (5000) (9000) (13000) (97,500) (195,000) (390,000) (780,000) (3,162,300)
Energy Spirit Shield: 1000 (5000) (9000) (13000) (97,500) (195,000) (390,000) (780,000) (3,942,300)
Air Spirit Shield: 1000 (5000) (9000) (13000) (97,500) (195,000) (390,000) (780,000) (4,722,300
Seath Crystal Pendant: 100 (4100) (30,750) (61,500) (123,000) (4,845,300)
Smaugscale Pendnat: 100 (4100) (30,750) (61,500) (123,000) (4,968,300)
Ankalagonscale Pendant: 100 (4100) (30,750) (61,500) (123,000) (5,091,300)
Hydrascale Pendant: 100 (4100) (30,750) (61,500) (123,000) (5,214,300)
Great Serpentscale Pendnat: 100 (4100) (30,750) (61,500) (123,000) (5,337,300)
Godzillascale Pendant: 100 (4100) (30,750) (61,500) (123,000) (5,460,300)
Rayquazascale Pendant: 100 (4100) (30,750) (61,500) (123,000) (5,583,300)
Magicscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (5,703,900)
Flamescale Pendant: 20 (4020) (30,150) (60,300) (120,600) (5,824,500)
Darkscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (5,945,100)
Poisonscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (6,065,700)
Lightscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (6,186,300)
Energyscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (6,306,900)
Airscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (6,427,500) (12,855,000) (19,282,500)
Speed: 295 (300)
Skill: 350 (360)
Move: 7 (8) (9) (11)
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
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.
10-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.
(TBA) Darkness Bell Sword+++: Darkness Devil Signature Weapon. A deadly sword with jingling bells. Holding this weapon will announce the presence of the holder to everyone on the map. If this weapon is equipped, it may always Vantage Strike the foe. This vantage strike will ignore abilities or items that prevent vantage. If this character can naturally trigger Vantage, the strike of this weapon will deal 3x damage and will prevent them from continuing in their attack. However, this weapon may only be used once per phase, and it will be the only attack the holder can use during that phase. This weapon may only strike once. Base 1000 (3000) dark/blade type might.
Draupnir Spear+++: Kratos Signature Weapon. A powerful spear that can replicate. This weapon has 1-2 range and can be thrown without the ability weapon throw. As the spear replicates, it can be thrown repeatedly, striking based solely on speed. If this weapon strikes a foe, it will lodge into them. Up to four spear replicas may be on the map at any given time. They can be lodged into one or multiple foes. At the start of any turn, Kratos may slam this spear into the ground. This will cause all the spears lodged into the foes to explode, giving damage equal to the normal striking might of the spear (excluding Inhuman Strength). This will deal significant damage to shields and barriers but will not ignore defense. Base: 400 (1200) air/explosion/pierce type might.
Eminis' Cold Morn+++: 1-4 Range. A legendary Vampire Killing Whip, crafted by the Gemnode Eminis Sapphire. This item deals triple damage to Vampires and Demons. If this whip is used to land the finishing blow on a Demon or Vampire, the foe will explode and strike all spaces within two range with Indirect damage equal to one regular strike from this weapon. This indirect damage also has a 50% (60%) chance to freeze foes. Unlike normal freezing, this ice only has a 15% chance to thaw. 600 (1800) base Whip/Sacred/(Sunlight) type damage. This weapon will strike intangible foes and deal normal damage.
Moonveil Katana++: +5 speed. A katana from the Lands Between. This weapon requires the user to have at least 145 base skill at 50 and to be GM in magic. This weapon grants access to the weapon art Transient Moonlight. Base: 300 (600) magic/blade (Moonlight) type might.
(TBA) Skadi+++: May only be used by Takumi. It cannot be destroyed even by deletion or Gemnode attacks. This is a sniping bow and thus has 1-4 (5) range. No speed penalties at 1 range. This weapon has base 400 (1200) Dark/Magic/Light/Pierce type might. In its final form, the Skadi will always strike twice the normal number of times, and this will stack with Nock Twice. It will strike twice as many times when attacking or countering. This weapon grants the ability Replicate for free, but it must remain equipped.
Armads+++: -30 hit. Hector's Signature Weapon. This massive axe is hard to master, but deals double damage to dragons. This weapon may be augmented by light, lightning, or magic augments. Armads strikes twice the normal number of times on counter and has infinite range when countering. Base 1200 (3600) blade/magic/light/lightning type damage.
Black Knife++: +20 speed. The user of this weapon must have at least 3GM in knife and have a 150 base speed stat at 50. This weapon is 1-2 range. This weapon boasts a 30% (70%) burn chance on every strike. The damage of this terrifying weapon will kill foes through survival abilities, ignore specific death conditions, and even fell foes who have Form Shift life-saving abilities. It will also allow the holder to have access to the Weapon Art ability "Blade of Death", but they must pay levels to unlock it. Base 500 (1,000) blade/Dark/Fire/Magic type damage. This weapon deals double damage to gods unless the god is a god of death. This weapon cannot be augmented.
Whirligig Saw: A terrifying legendary weapon from the hunter's workshop. This toothed buzzsaw at the end of a long pole functions as a club. It is boosted by club/shield type skills, but it deals bludgeon/saw type damage in the saw form. In saw form, it is a -10 speed weapon. It may breakdown into a much small club form that deals only bludgeon damage, and this form is +5 speed. In the saw form, this weapon deals double damage to beasts and will boost rally recovery by 5%. This saw will also innately unlock the ability "Cut to Shreds". In saw form: Base 800 bludgeon/saw type damage. In club form: Base 300 bludgeon type damage.
10-Poison Apple Bombs: This grenade-like fruit may be thrown before attacking. They will unleash a powerful cloud of poison onto the tile they strike. This poison will cause anyone standing in the tile to suffer -10 avoid and -10 skill. At the start of a character's turn in this gas, they will take a poison status. This poison deals 300 (1300) (2100) (3,050) (25,925) (51,850) per turn. Moving through this cloud of poison will also trigger this poison status to be given to the character. Multiple layers of this terrain may be placed on the map. Their poison statuses and debuffs will also stack.
3-Sniping Weapon Seal: An Elite Weapon Seal. This may only be used on Bows and Guns. +35 skill.
3-Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.
3-Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to.
2-Sunlight Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will deal Sunlight damage on every strike. This will negate all low-light evasion boosts when being attacked and will immediately take sunlight damage at the end of the attack phase. This item will only be stolen if the weapon it is attached to is stolen (usually a 40% chance).
3-Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items.
Fated Weapon Seal: This elite weapon seal will boost the total might of Legendary Weapons by a staggering 50%. A Legendary Weapon is always dropped upon defeat.
Jack's Golden Undercoat: This undercoat grants total immunity to explosion type damage and extreme resistance to flame type damage. Base 300 defense.
Jack's Big Purple Suit: This suit is a bright color, making the wearer suffer -30 avoid. However, this suit will reduce the total damage taken from foes by 20%. Base 1000 defense.
Jack's Big Purple Coat: This coat is a bright color, making the wearer suffer -30 avoid. However, this suit will reduce the total damage taken from foes by 20%. Base 1000 defense.
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.
Hawks Ring: This ring was given to Hawkeye Gough by Gwyn. It adds 1 extra range to bow-type attacks. This ring is easily stolen or dropped.
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). This item 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, and backstabs.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen.
Penance 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.
Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability that's sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.
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.
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.
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.
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 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 Handkerchief: -50% to all disease, and bleed status conditions when they are used against this character. Holding this object causes a 5% increase to panic build.
Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes a 5% increase to panic build.
Ancestor’s Map: An ancient, eldritch map. Holding this item will cause 5% more panic build. This item will triple the perception range of the character, and allow them to detect invisible or shape shifted foes within three range of where they start or end their movement. This item will cause the character to escape tackles, holds, nets, and traps twice as quickly.
Ancestor’s Mustache Cream: Causes this character to halve the impact of all stat debuffs used against it. Also causes all poisoning abilities used against it to suffer a -50% activation rate. Holding this object causes a 5% increase to panic build.
Ancestor’s Musket Ball: This intricate musket ball will increase the damage of all ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase to panic build.
Ancestor’s Pen: This intricate pen will increase the damage of all 1-ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase in panic build.
Ancestor’s Pistol: This ancient pistol will cause this character to increase its speed by 5 and its skill by 15 when using ranged attacks. Holding this object causes a 5% more panic build.
Ancestor’s Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% increase to panic builds.
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 Tentacle Idol: An incredibly rare trinket. This item is impossible to steal, but is always dropped upon death. This item will build the panic status on a character (5% increase to panic build). This incredible trinket will boost the total damage buffs granted by ally buffs by 20% (adding 20% at the end of any ally boost, 40% if the ally boost is at second tier, 60% if it is at third tier). This object has a 10% chance to allow a character to survive lethal hits.
Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.
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%.
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.
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.
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.
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.
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.
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.
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.
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.
Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind controlling abilities activating against this character.
Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind controlling abilities activating against this character.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
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.
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.
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.
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.
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%.
Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character.
Hydra Fang and Socket: A vile object. This is very hard to lose or steal and will increase the chance of poisoning a foe by 50% as well as boost the damage of poisons that deal a raw number rather than a percent (as most poisons do) by 50%.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
2-Deep Toxic Crystal: A crystal farmed from deep within a concentrated poison swamp. These are quite rare, but buff the base damage of poisons that deal a raw number by 400. A small character may carry up to two, medium-3, huge-4, titanic-5, colossal-6.
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.
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.
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.
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.
Pure Stone
Blade,Needle,Heavy,Twisted Stone+Blade,Pierce,Bludgeon,Whip Plate
Golden Casing+Bullet Plate
Max boosting items and plates for: Fire, Magic, Light, Poison, Dark, Energy, Air
Poms of Power (Fire, Magic, Light, Poison, Dark, Energy, Air)
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.
20-Horner Pie: A delicious pie. Heals humans 20% of their HP. Eating more than three of these pies in a turn doesn’t heal any HP.
Abilities:
Arsenal of Magic Items: Signature ability. Jack Horner is able to use all signature and legendary weapons in the game. However, using weapons that he would not naturally be able to use will result in -20 skill and will result his attacks always harming allies if he strikes them. If Jack falls in battle, he may only lose one weapon from being looted. He also cannot be impacted by the ability Thief. If weapons grant access to weapon arts of abilities, Jack gets them for free. Costs: 10 pg
Baby Unicorn Horn Crossbow: Signature ability. 1-3 range. This weapon comes equipped with 5 (10) baby unicorn horns. These deal pure pierce/magic type damage. They also completely ignore barriers. If a unicorn horn kills a foe, they will explode into confetti. This confetti will give characters adjacent to the exploding for the damage of the unicorn horn as pure magic damage, but it will not ignore barriers. Being hit by the confetti will cause the character to suffer -30 hit for one turn from blindness. This weapon fires like a normal crossbow but can run out of ammunition. This weapon may recieve Elite and Savage Weapon Seals. Base 600 pierce/magic type damage. Costs: 5 pg
Friendly Fire: This unit has no care for his allies. As such, any ranged attack that passes through an ally or a foe will strike them. Ranged attacks will not reach their intended target if their is another target in the way. However, having this wanton disregard for life will boost the total damage of all this units attacks by 30% and will double their bloodlust and bloodbath boosts. Costs: 3 pg
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (2.5x) Costs: 4 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg.
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 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
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
Thief: Instead of attacking, this unit may try and steal an item from an adjacent enemy. It cannot steal weapons that are being held or full body armor. Generally, this move can take something directly from the enemy character's inventory. Extremely rare items are stolen last. Costs: 3 pg
Covetous Heart (II): This character has an extremely good chance to steal up to half of a foe's items. However, they themselves must kill the foe, and their chances of finding items will only be boosted by this ability if they search the corpse on the turn directly after killing the character. At the second level, this ability will allow the character to steal all the items a character is carrying. Costs: 4 pg
Berserk: This unit may activate this ability once a battle at the start of its 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 3x damage to it. In this state, the character is immune to pain and fear. Costs: 5 pg
Bloodbath: For every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5%. This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg
Clutch: This unit stays in the fight due to its extreme greed. It will survive one lethal hit for each rare item it has in its possession, whether that item is in its inventory or within 10 spaces of it. Costs: 4 pg
Beast Slayer (III): This unit specializes in killing beasts. It will deal 120% more damage to beast type characters. Costs: 8 pg
Bomb Barrage: This unit may double the number of times it would normally throw a bomb. This ability may be used once every three turns. Costs: 3 pg
Blade of Death: A weapon art. This ability will allow the user to leap into the air. If fighting grounded foes, this will cause the user to gain +50 avoid and hit. The user will then release a powerful burst of death from their knife toward the foe. 1-3 range. This attack will deal double the damage of a regular knife strike and will have a 60% burn chance. This ability may be used once every four turns. Costs: 5 pg and weapon. (Ability)
Transient Moonlight: A weapon art. This ability will cause the blade to only strike once; however, it will be a massive slash that boasts 3 range, deals double the damage of the normal sword strike, and will have a 15% chance to stun the foe. Costs: 5 pg and weapon. (Ability)
Cut To Shreds: -10 skill. If this character is using a weapon that deals saw-type damage, they may choose to activate this ability. This attack will only calculate to strike once, so if it misses, the attack will fail and the foe will counter. However, if this attack lands, this character will slam the saw into the foe and the rotating teeth will deal damage several times, rapidly destroying armor and dealing heavy damage. The number of times that the character will receive the damage from the saw Depends on the speed of this unit. If it is:
20: 4 extra hits
25: 5 extra hits
30: 6 extra hits
5 faster: 1 extra hit.
10 faster: 2 extra hits
15: 3 extra hits20: 4 extra hits
25: 5 extra hits
30: 6 extra hits
35: 7 extra hits
40: 8 extra hits
45: 9 extra hits
Each hit will give the same amount of damage as the regular saw attack. This ability may be used once every other turn. Costs: 4 (0) pg
Each hit will give the same amount of damage as the regular saw attack. This ability may be used once every other turn. Costs: 4 (0) pg
Steady Gunner: This unit uses a single heavy gun. Rather than dual wielding, this unit will use only a single firearm. This stance will boost the total damage of the ranged weapon by 50%. Costs: 5 pg or GM in Marksman.
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
Character Type: Gadget
Weakness: Weak to pain statuses. This character is completely unimpacted by most emotion-manipulating abilities.
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