Lower One: Level 84
HP: 624,000 (1,872,000) (4,492,800) (7,188,480 Heart and Soul) (11,501,568) (16,102,195)
Attack: 18,400
5GM Water: 1000
5GM Poison: 1000
5GM Marksman: 1000
5GM Knife: 1000
5GM Whip: 1000
5GM Claw: 1000
5GM Martial: 1000
Cutting Water Tendrils: 600 (1600) (20,000) (21,000) (157,500) (315,000) (945,000)
Octopus Hell: 1000 (2000) (20,400) (21,400) (22,400) (23,400) (175,500) (351,000) (702,000) (1,404,000)
Ten Thousand Gliding Slime Fish: 500 (1500) (19,900) (20,900) (21,900) (164,250) (328,500) (657,000)
Fish God Touch: 800 (19,200) (20,200) (21,200) (159,000) (318,000) (954,000) (2,146,500)
Fish Troll Claws: 500 (18,900) (20,900) (41,800) (125,400) (188,100)
Needle Fish: 100 (18,500) (19,500) (20,500) (153,750) (174,250) (348,500)
Blade Fish: 500 (18,900) (20,900) (41,800) (83,600) (250,800)
Defense: 18,400 (20,400) (40,800) (81,600) (122,400) (244,800) (367,000)
5GM Shield: 1000
Orcane Ripple Pendant: 100 (1100) (8,250) (16,500) (33,000) (73,800)
Orcane Ripple Pendant: 100 (1100) (8,250) (16,500) (33,000) (106,800)
Hydrascale Pendant: 100 (1100) (8,250) (16,500) (33,000) (139,800)
Hydrascale Pendant: 100 (1100) (8,250) (16,500) (33,000) (172,800)
Waterscale Pendant: 20 (1020) (7650) (15,300) (30,600) (203,400)
Waterscale Pendant: 20 (1020) (7650) (15,300) (30,600) (234,000)
Poisonscale Pendant: 20 (1020) (7650) (15,300) (30,600) (264,600)
Poisonscale Pendant: 20 (1020) (7650) (15,300) (30,600) (295,200)
Poisonscale Pendant: 20 (1020) (7650) (15,300) (30,600) (325,800)
Poisonscale Pendant: 20 (1020) (7650) (15,300) (30,600) (356,400)
Poisonscale Pendant: 20 (1020) (7650) (15,300) (30,600) (387,000)
Poisonscale Pendant: 20 (1020) (7650) (15,300) (30,600) (417,600) (835,000) (1,252,800) (2,505,600 in true form) (3,758,400)
Speed: 315 (325) (335) (340) (345) (+20 avoid) (+25 avoid) (+50 avoid)
Skill: 340 (350) (360) (390) (+30 hit) (+50 skill) (+50 skill)
Move: 12 (13) (teleportation type. 3 (4) "walking") (21 slithering)
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.
10-Heart Containers
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 dopped at death.
Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.
4-Mako Energy Cells
Gyokko's Demon Forged Vase++: +5 speed. Gyokko may use these vases in all his "Porsaline Pots" abilities. This will buff the base damage of those attacks by 500 (1000).
Gyokko's Demon Forged Fists++: +10 speed. These demonic body enhancements add 400 (800) base might to all martial-type attacks. These items are nearly impossible to steal. These fists remove Rapid Fist Debuffs.
Gyokko's Forged Demon Flesh++: +10 speed/skill. Gyokko forged this flesh himself within his vase. It prevents wearing other armor. It adds 1000 (2000) to his base defense stat. This flesh grants extreme resistance to bite, claw, tail, wing, and absorb type damage. This forged flesh will double Gyokko's defense when he is in his True Form.
Demonic Forged Eye: This eye has been implanted into a Demon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
Lower Rank One Kanji: A tattoo on the eye of a demon, symbolizing his high status. This grants this character +10 speed and +10 skill.
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%).
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 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 Monocle: This unusual item is created by inverting an Ancestor's Cloak. Grants the user +30 skill. Easily lost or stolen.
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
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%.
Moon's Wish: A beautifully dark, pearl-like object. This rare item may be crafted using shards of Midnight and other rare objects. This item may be used to immediately change the map to night. This will not take the character's turn to do, and this night-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Day Pearls will fail for those five turns. This object is hard to steal.
Miraculous Shadow: This consumable item may be carried by any character weak to the sun. A character may only carry one of these items, however, the shade will rush out and protect them from taking the normal %damage they would from sunlight... as well as making the character not weak to sunlight if the sunlight that is first striking them is linked to an attack. This protection will destroy this item.
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%).
Ravenous Colicoid Skull: The skull of a Colicoid. This hideous artifact allows the holder to devour fallen enemies. This will heal the character 30% of their max HP. This skull is somewhat cumbersome.
Hellish Stomach: If this character uses Devour, they will buff their attack by 30% (40%) for the next 3 turns. If this character uses the ability Swallow Alive, the damage will be doubled against the foe and the amount that this character heals will be doubled as well. This item prevents swallowed characters from auto-healing.
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.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
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.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.
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%.
Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).
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”.
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.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to 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.
Grand Summoning Ring: This ring will allow a character to create twice as many summoned units at a time. This does not work with replicas or false replicas; it is specific to summoned troops and monsters. If a character has the ability to summon allies to their side, this ring will double the number summoned. This item is easily lost or stolen.
Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.
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.
Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen.
Concealment Ring: This ring will grant the ability Conceal Presence to Stealth Type units for free. This item, is easily lost or stolen
Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. 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.
Ring of Mind: This ring extremely resists psychic. Grants immunity to mind control.
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.
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.
Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage.
Deep Crimson Blood Droplet: A blood droplet so violently red, it is hard to look away from. This item will remove all innate and item related resistances to taking the bleed status or bleed damage. This item is very hard to steal (5% drop)
Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.
Blood Heart: A pulsating heart made entirely of shimmering, shifting blood. 30% boost to bleed chances. Stacks with Blood Tear. This item is nearly impossible to steal. It also has a 20% chance to cause most characters to suffer the Panic status each turn they hold it... though some characters are immune.
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.
Hydra Fang Shard: This object will increase the chance of poison statuses by 30%. This item is very hard to steal.
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%.
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.
Hideous Black Blood Droplet: A blood droplet so heinously dark, it is hard to look away from. This item will remove all innate and item related resistances to taking the poison status or poison status damage. This object is quite hard to steal and rarely drops (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.
Vile Water: All fire water by this character will harm allies and foes alike. All water Attacks by this character are impossible to consume. This item is nearly impossible to drop of steal.
Devilish Destruction Charm
4-Poms of Power (Poison, Water)
Claw Stone+Plate
Needle Stone+Plate
Razor Stone+Plate
12-Water Gems
24-Poison Blooms
Boots
Abilities:
Pot Teleport: At the start of each turn, this character may place a pot somewhere on the map. This may be done regardless of map rules or Gravity mechanics. On the next turn, this character may appear in that pot and then take his turn, including his full movement. If a foe wishes to smash a pot that has been placed on the map, they may. The pot will be weak to bludgeon and will have 10% of the HP of the character who created it. However, if the character who created the pot is able to vantage the foe, they may appear in the targetted pot and do so. This will cause the engagement to play out as a normal engagement with the pot creator. These pots may be concealed via Conceal Presence. Costs: 5 pg
Gyokko Demon Form: Gyokko may change his form into a naga-like monstrosity. In this form, he will no longer be able to teleport (including Pot Teleport). He will no longer have access to his vase blood-art attacks/summons. However, he will gain staggering slithering movement, allowing him to have High Jump for free, moving through water and other terrains uninhibited, being able to slither past and through enemy units. This slithering movement will be 50% (63%) more than his normal teleporting movement. In this form, Gyokko will gain +20 (+40) (+50) skill and 50% (100%) (125%) more damage. Costs: 10 pg
Fish God Touch: In his True Form, Gyokko may use this attack. It will cause his martial attacks to be empowered with Water-type damage. However, they will also be boosted by Proficiency. This cannot be boosted by Weaponized Body or Inhuman Strength. Foes will be unable to resist this horrific damage. These attacks also have a 40% chance to disintegrate whatever they strike. Costs: 10 pg
Blood Demon Art-Killer Fish Scales: When in his True Demon Form, Gyokko gains uncanny movement via his strange scales. These scales boost Gyokko's total defense by 50%. It will also boost his skill and avoid by +50. Costs: 5 pg
Monstrous Fish Summon (II): Gyokko signature ability. Gyokko may take his turn to summon fish-like demons. There are 3 types:
Fish Troll: Gyokko may take his turn to summon 1 (2) (3). These trolls deal pure claw damage. Base 500 claw type might. These trolls have Take The Hit and Claw Assault. They also have the ability Tough Claws. 8 movement. They boast 50% of Gyokko's HP.
Needle Fish: Gyokko may use his turn to summon 2 (4) (8). These fish spray toxic needles. 1-3 range. At 2 or more range these needles gain +40 hit. These needles strike 4x the normal number of times. These needles cannot counter. Each needle has a 50% (100%) (130%) (180%) chance to give a poison status. This status will cause the foe to lose 15 speed/skill. This poison boasts 100 (900) (1900) (14,250) (28,500) (42,750) (128,250) base might. These needles boast 100 poison/pierce-type damage. These fish have 7 flying-type movement. They have only 10% of Gyokko's HP.
Blade Fish: Gyokko may take his turn to summon 3 (6) (12). These fish have the abilities Cramped Conditions and Swarm (II). These fish attack with sharp knives. These knives boast 500 blade type might. They are considered Dual Weilding but do not take debuffs. The knives of these fish have a 50% (100%) (150%) bleed chance upon each strike. 8 movement. They have 20% of Gyokko's HP.
Costs: 12 pg
Blood Demon Art-Porcaline Pots: Gyokko signature ability. Gyokko has access to many forms of attacks. He may choose one to use at the start of each engagement. Each may be used to attack or counter.
Water Prison Pot: This attack deals no damage, but is still considered an attack. It has -20 hit when used to initiate, but +20 hit when countering. This ability will trap a foe within a water vase on the map. Foes who can teleport may immediately escape. Unlike most traps, inhuman strength will not help escape. Foes caught in the vase will lose 20% at the start of each turn from drowning. The Vase boasts the same HP as Gyokko and must be destroyed to free the character. The character inside may attack the Vase or other foes within range. Foes trapped in the Vase cannot move. A character may escape from the Vase immediately if they roll and add their skill to the roll. Gyokko will do the same. If the foe rolls higher, they will escape and take their full turn. If they fail, the effort will make them take an extra breath underwater and they will lose 20% more HP.
Cutting Water Tendrils: 1-2 range. Gyokko may dual wield these whips. These tendrils count as pure water damage, but are boosted by whip skill and item boosts. They boast 600 base might and have a 50%(100%) (150%) bleed chance. These tendrils are boosted by Strike Twice.
Octopus Hell: 1-4 range. Massive and strong tentacles. -20 speed, but +40 hit. These tentacles deal double damage when initiating the attack. They deal poison/water/whip-type damage. Base 1000 might. Gyokko may dual wield these tentacles. They are boosted by Strike Twice. If these tentacles strike a foe, Gyokko will be able to absorb 50% of the HP the foe loses and heal himself with this. Gyokko may trigger Devour with these tentacles immediately if he kills a foe with them.
Ten Thousand Gliding Slime Fish: 1-4 range. +30 hit. Gyokko may unleash a massive torrent of fish. The number of fish will equal: (Gyokko's Speed-The Foe's Speed)/2. These fish boast 500 bite/water-type damage. If a foe has an ability that destroys or reflects incoming projectiles, or the ability Counter/Counterstrike, then these fish will rupture apart and give the foe a poison status equal to the amount of damage they would have dealt via biting them. Abilities that can blow away gasses or toxic clouds will prevent this. This attack cannot be used to counter. These fish use Jaws of Death but are not rebuffed.
Costs: 15 pg
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Demonic Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. This ability cannot be used in daylight. Costs 5 pg
Demon 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 40% to any dodge, hit, or a 15% to any skill activation chance once every three (other) turns. 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
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 (ring)
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)
Strike Twice: When initiating a regular attack while using a whip or tail weapon, this character will strike twice the normal amount. This will not occur when the character counter attacks. Costs: 5 pg or GM in Whip or Tail
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
Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.
Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Claw 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: Demon, Status, Summoner, Stealth
Weakness: Weak to mist damage. Weak to taunt. Immune to water and poison damage. Extremely resists martial and bludgeon. Extreme sunlight weakness. This unit will take 30% of its total HP as damage on any turn it is exposed to sunlight, and sunlight exposure will shut off auto-healing for the next turn. Weak to light damage. Characters are twice as likely to cleave this character. However, unless this character is killed by sunlight, light damage, demon-killing items/weapons/abilities, or cleave, it will not truly die and will not level down (though it will still fall in battle and may lose items).
Caps:
HP: Low
Attack: 500
Defense: 500
Speed: 145
Skill: 170
Move: 11 (teleporting) 2 (walking)
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