The Cunning God of Death: Level 90
HP: 1,680,000 (5,040,000) (912,096,000) (25,401,600) (55,883,520) (89,413,632) (120,708,403) (156,920,924) (219,700,000)
Attack: 36,000
3 OMEGA Fire: 6000
3 OMEGA Energy: 6000
3 OMEGA Dark: 6000
3 OMEGA Light: 6000
3 OMEGA Explosion: 6000
3 OMEGA Claw: 6000
3 OMEGA Bite: 6000
3 OMEGA Wing: 6000
3 OMEGA Tail: 6000
3 OMEGA Throw: 6000
Plasma Scream: 500 (2100) (38,100) (44,100) (50,100) (56,100) (420,750) (841,500) (1,262,250) (1,640,925) (3,281,850) (6,600,000) (9,900,000)
Ridley's Cyborge Jaws: 600 (36,600) (42,600) (49,600) (55,600) (60,600) (454,500) (909,000) (1,363,500) (1,424,100) (2,848,200) (5,700,000) (8,900,000)
Ridley's Cyborge Dragon Talons: 600 (36,600) (42,600) (48,600) (364,500) (413,100) (826,200) (1,652,400) (2,500,000) (3,800,000)
Skewer Tail: 600 (36,600) (42,600) (48,600) (54,600) (409,500) (819,000) (873,600) (1,747,200) (3,500,000 initiating) (5,300,000 initiated+flying) (7,950,000)
Space Pirate Rush: 36,000 (42,000) (48,000) (54,000) (60,000) (450,000) (900,000) (1,350,000) (1,755,000) (3,510,000) (4,600,000) (6,900,000)
Heavy Concussive Bombs: 2000 (38,000) (44,000) (50,000) (375,000) (750,000) (1,500,000) (2,300,000)
Defense: 35,400 (70,800)
3 OMEGA Armor: 6000
Ridley's Cybernetic Body: 1000 (71,800) (77,800) (155,600) (233,400) (466,800) (800,000)
3 OMEGA Shield: 6000
Cybernetic Body Shields: 200 (6200) (12,200) (91,500) (183,000) (366,000) (1,066,200)
Cybernetic Body Shields: 200 (6200) (12,200) (91,500) (183,000) (366,000) (1,432,200)
Rhakshi Shadow Shields: 100 (6100) (12,100) (90,750) (181,500) (363,000) (1,795,200)
Enhanced Elite Dark Shields: 100 (6100) (12,100) (90,750) (181,500) (363,000) (2,158,200)
Tahu Fire Shields: 100 (6100) (12,100) (90,750) (181,500) (363,000) (2,521,200)
Enhanced Elite Fire Shields: 100 (6100) (12,100) (90,750) (181,500) (363,000) (2,884,200)
Enhanced Elite Energy Shields: 100 (6100) (12,100) (90,750) (181,500) (363,000) (3,247,200)
Takanuva Light Shields: 100 (6100) (12,100) (90,750) (181,500) (363,000) (3,610,200)
Enhanced Elite Light shields: 100 (6100) (12,100) (90,750) (181,500) (363,000) (3,973,200)
Ancalagonscale Pendant: 100 (6100) (45,750) (91,500) (183,000) (4,156,200)
Smaugscale Pendant: 100 (6100) (45,750) (91,500) (183,000) (4,339,200)
Godzillascale Pendant: 100 (6100) (45,750) (91,500) (183,000) (4,522,200)
Great Serpentscale Pendant: 100 (6100) (45,750) (91,500) (183,000) (4,705,200)
Darkscale Pendant: 20 (6020) (45,150) (90,300) (180,600) (4,885,800)
Energyscale Pendant: 20 (6020) (45,150) (90,300) (180,600) (5,066,400)
Flamescale Pendant: 20 (6020) (45,150) (90,300) (180,600) (5,247,000)
Lightscale Pendnat: 20 20 (6020) (45,150) (90,300) (180,600) (5,427,600) (10,855,200) (16,282,800) (32,565,600) (48,900,000)
Ridley's Wings: 1000 (7000) (13,000) (19,000) (25,000) (187,500) (375,000) (750,000) (1,500,000) (6,927,600) (13,855,200) (20,782,800) (41,565,600) (62,348,400)
Speed: 337 (347) (352) (362) (-10)
Skill: 337 (367) (412) (422) (442) (+40 hit) (-10)
Move: 10 (11) (14 (15) (17) flying)
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.
Cunning Heart: A Legendary Heart. This item will double the health of this character. This heart will also double the efficacy of abilities like Calculating Fighter.
Lichdragon Fortissax Ancient Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique dragon spell of the dragon it belongs to (Death Lightning). This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons/spells to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.
Farum Azula Ancient Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique dragon spell of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.
Decaying Ekzykes' Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique breath weapon of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.
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.
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.
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.
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.
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.
Ridley's Cyborge Jaws: Brutal Jaws have been enhanced. They are designed to breathe deadly plasma. These jaws will increase the range of his Plasma Scream by +1. It will also boost the total damage of his Plasma Scream by 100%. He will also be able to pair his Plasma Scream and his Skewer Tail together via Swashbuckler. These jaws also cause Ridley's bite attacks to deal Fire/Explosion/Energy/Bite damage. Base 600 might.
Ridley's Skewer Tail++: A brutal cybernetic blade attached to Ridley's tail. This weapon will cause Ridley's tail attacks to deal Tail/Pierce/Dark/Energy type damage. His tail will also deal double damage when he initiates the attack. His tail will deal triple damage if he attacks while flying. This implant also grants the tail 2 range. All tail attacks performed by Ridley will double their bleed chances. Base 600 might.
Ridley's Cyborge Dragon Talons++: +5 speed. These claws remove Rapid Claw debuffs. They deal Claw/Energy-type damage. They can be enhanced by Savage Weapon Seals. Ridley may take his turn to charge his claws. If he does, he will deal double damage on his Space Pirate Rush if he uses it on the next turn. Base 600 might. These claws deal 50% more damage when initiating the attack.
Savage Energy Weapon Seal: This noval item may boost the damage of a melee weapon that is melee/element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle.
Ridley's Cybernetic Body++: +10 speed. +20 skill. Vastly better than his previous cyborg armor. The suit also comes equipped with energy shields that boast 200 base defense and are enhanced by both the energy and shield skills and item boosts of the wearer. This armor grants immunity to absorb and energy damage. It also grants extreme resistance to psychic and dark-type damage. Base 1000 defense.
Ridley's Cybernetic Wings: These wings allow Ridley to fly into space. To do this, he must simply use Soar after Soaring. These wings will also cause Ridley to triple his movement in space. These wings grant +2 flying movement. If not flying, these wings can become a pair of powerful energy shields. These shields grant 1000 base defense. They are boosted by Energy, Light, Wing, and Shield skill and item boosts. Ridley must be landed to shield himself with his wings. If these wings are broken, he won't be able to fly.
Ridley's Space Dragon Eyes: Advanced electronic eyes. Grant +45 skill. However, these eyes will be permanently disabled by an EMP for the rest of the battle.
Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.
Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to.
Pirate Emperor's Seal: A seal that can only be held by a pirate. This item is easily lost, but can only be stolen or looted by another pirate. This item will buff the speed of the holder by +20 (+22), the skill of the holder by +50 (+55), and the damage of the holder by 50% (60%) if they are on a map that is the sea, a coast, or outer space.
4-Blaze Rod: A strange but powerful item. This item will boost the base might of flame element attack by 400. This item will only boost element attacks that include fire type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate.
Drop of Might
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: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.
Great Dragon Hide Shard: This remarkable item may be used by any dragon who is a large size class or greater. This will double the defense of the dragon if they have their "Dragon Scale" ability unlocked. A Lesser Dragon Hide Shard could be created by breaking this item.
Brilliant Armor Medallion: This medallion allows the armor+base defense of a character to be added to their shield defense after first calculating item boosts to their base armor/defense without barriers.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
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.
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.
Reborn Blood: This item will cause the holder to survive a lethal hit and immediately heal up to half HP after the lethal strike lands. If the character has other life-saving abilities, this item will trigger last.
Sun's Wish: A beautifully bright, pearl-like object. This rare item may be crafted using Drops of Sunlight and other rare objects. This item may be used to immediately change the map to day. This will not take the characters turn to do, and this day-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Night Sapphires will fail for those five turns. This object is hard to steal.
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.
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.
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.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
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%.
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 Mustache Cream: Causes this character to halve the impact of all stat debuffs used against it. Also causes all poisoning abilities used against it to suffer a -50% activation rate. This item works even against Blood Droplet items that would normally remove its protection, as do all Ancestor Trinkets. Holding this object causes a 5% panic build at the start of every turn in battle.
Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and Ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes 5% more panic to build for this character.
Ancestor’s 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 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 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.
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.
Pirate's Dabloon: This rare item will improve looting and Thief rolls by 10. This item itself very rarely drops or is stolen (5% chance). This buff is doubled for Pirate characters.
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.
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.
Death Blow Ring: A very rare ring. Doubles the damage buff granted by the ability "Death Blow".
Bloodbath Ring: This ring will grant access to pay for the ability Bloodbath even if the holder does not normally have the required personality. If the character has the ability already unlocked naturally, this ring will double the bloodbath boosts. This item is easily lost or stolen.
Bloodlust Ring: This ring will grant access to pay for the ability Bloodlust even if the holder does not normally have the required personality. If the character has the ability already unlocked naturally, this ring will double the bloodbath boosts. This item is easily lost or stolen.
Elite Bloodlust Ring: This ring will grant access to the ability Bloodlust for free. If the holder does not normally have the required personality, this will grant access to the ability, but it must be paid for. This ring will double the bloodlust boosts. This item is easily lost or stolen.
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.
Sakura Sunbite Ring: A ring forged using a vial of Nezuko's blood. Grants resistance to sunlight damage. The holder will also take half the normal instant sunlight damage they normally would.
Sakura Shaded Ring: A ring forged using 8 vials of Nezuko's blood. Reduces the damage of all sunlight-type attacks used by both allies and foes within three range by 50%.
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.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage.
Body Seal Ring: This ring allows a single elite weapon seal to be placed on the body attacks of the character. This will not be a standing buff, it will only apply when body attacks are being used to attack or counter. This item prevents form shifts.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
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.
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.
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.
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.
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.
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%.
Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen.
Juggler's Bauble: This odd item is easily lost or stolen. Causes all throw damage to deal 30% more.
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.
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.
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”.
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 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.
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%.
Bullet Breaker Badge: This item is nearly impossible to steal (5% chance). Once a battle, this character may activate this item at the start of their turn. This will not require their action to do. This item will then grant immunity to Pure Bullet damage for the next 4 turns. This will not grant resistance to bullet/(any second form of damage); however, pure bullet attacks will deal no damage whatsoever. Forging these badges takes a great deal of time and effort, 4 Bullet Plates are required to create this item.
Calculating Charm: A small charm with ancient numbers carved into it. This charm will double the impact of Calculating Fighter. This item is very easily lost or stolen.
Elite Choking Coil: A black coil that wraps around the throat of a dragon or other breath-weapon using character. This rare item will increase the range of breath attacks by 100%. This item cannot be stolen, though it may drop.
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 increase the chance of bleeding statuses by 20%.
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.
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.
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).
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%.
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.
Vile Energy: All Energy attacks by this character will harm allies and foes alike. All Fire Energy by this charater are impossible to consume. This item is nearly impossible to drop of steal.
Round Up Brand: This brand allows a character to round up their damage, defense, and HP. The math for rounding up is dictated by level:
1-50: Round up to nearest 1,000
51-70: Round up to nearest 10,000
71-90: Round up to nearest 100,000
91-100: Round up to nearest 1,000,000
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.
Vile Flame, Vile Shadow, Vile Energy
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.
4-Poms of Power (Light, Dark, Fire)
1-Air Gem
Max boosting items for: Fire, Light, Dark, Explosion, Energy
Claw Stone+Plate, Jaw Stone+Plate, Tail Stone+Plate
Boots
40-Heavy Concussion Bombs: These massive bombs deal double damage to robots and vehicles. They also boast a staggering 2000 explosion/energy damage. These bombs are designed to be fired by a vehicle. 1-3 range. These bombs technically create a single-tile AoE.
Abilities:
Space Pirate Rush (III+Needled): Signature ability. The unit may attempt to attack a small or very small foe. This is somewhat clumsy, and it reduces hit by 15 (0 at second tier). If the attack lands, the character grabs their enemy and flies off with them. The character must be flying when initiating this attack. The character may then continue using any left-over movement, but each space takes two-movement due to extra weight (at third tier, this ability no longer reduces movement). Each space traveled gives throw damage to the enemy, and this ignores blocking and defense. Once the character has finished moving, they may throw their enemy up to two spaces away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. The enemy will take throw damage based off the character’s throw, dark, energy and explosion skill level. In the needled state, this ability deals double damage to mechs or characters in robotic armor, along with ignoring Energy Based Vitality. Costs: 8 pg
Cunning God of Death: Signature ability. Ridley will ignore all survival abilities and invincibility abilities. Ridley will halve the damage of activated abilities used against him. Ridley will reduce the activation rate of both statuses and abilities vs him by 30% (60%) (120%). This may be boosted by a calculating charm. This ability will not allow the holder to use either Calculating Fighter or Clever Fighter. Costs: 11 pg
Plasma Scream: A very powerful burst of plasma. Base 500 Fire/Explosion/Energy type damage. This attack deals heavy armor wear and has a 50% (90%) (130%) chance to burn foes. 1-3 (4) (8) range. This attack may be used to attack or counter and is not considered "activated". Costs: 4 pg
Stealthy Flier: When in flight, this character adds 50 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 4 pg
Pouring Wounds: Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (90%) (140%) (280%) of the time. This ability only activates on physical attacks. Costs 3 pg
Phazon Burst: This character may activate a Phazon state, drastically increasing the damage of all their energy-based attacks. In this state, the characters energy attacks will be 3 x stronger than normal. However, activating this state costs 10% of this character's max HP, and each turn they stay in the state costs 20% of the character's HP. The character cannot heal while in this state. The Phazon enhancement also adds a 25% chance to Phazon poison opponents with the energy attacks. Phazon poison works like the radiation status and is boosted by and resisted by items pertaining to radiation. Phazon poisoning will damage an enemy 8% of their total HP each turn and lasts 20 turns. This brutal status can stack. Phazon poisoning is nearly impossible to cure. While in this Phazon form, if this character is hit by Phazon or radiation-type attacks, it will take 4 x the damage. This ability takes a turn to deactivate but may be activated instantly. Costs: 6 pg
Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg
Soar: This unit may take a turn to climb higher into the sky. At this altitude, this character will be considered one additional tile away from the map. It will also make flying characters unable to strike it with 1 range attacks. Costs: 2 pg
Pouring Wounds: Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (90%) (140%) (280%) of the time. This ability only activates on physical attacks. Costs 3 pg
Phazon Burst: This character may activate a Phazon state, drastically increasing the damage of all their energy-based attacks. In this state, the characters energy attacks will be 3 x stronger than normal. However, activating this state costs 10% of this character's max HP, and each turn they stay in the state costs 20% of the character's HP. The character cannot heal while in this state. The Phazon enhancement also adds a 25% chance to Phazon poison opponents with the energy attacks. Phazon poison works like the radiation status and is boosted by and resisted by items pertaining to radiation. Phazon poisoning will damage an enemy 8% of their total HP each turn and lasts 20 turns. This brutal status can stack. Phazon poisoning is nearly impossible to cure. While in this Phazon form, if this character is hit by Phazon or radiation-type attacks, it will take 4 x the damage. This ability takes a turn to deactivate but may be activated instantly. Costs: 6 pg
Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg
Soar: This unit may take a turn to climb higher into the sky. At this altitude, this character will be considered one additional tile away from the map. It will also make flying characters unable to strike it with 1 range attacks. Costs: 2 pg
Bloodbath: Every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5% (15%) (30%). 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
Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. 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
Swashbuckler: Pirate class ability. If this character is dual wielding a melee weapon and a marksman weapon, they may take two separate engagements during a turn. One with the fire arm and the other with the melee weapon. These two engagements may be against the same foe or against two separate enemies. Melee or marksman skills may be activated, but dual wield will always be active (so two handed stance or other similar abilities will not be calculated). Foes will counter each engagement individually. Costs: 5 pg
Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
Bomb Rush: If this vehicle is equipped with missiles or bombs, it may perform a devastating bomb rush. The vehicle must move forward in a straight line, and as it does so, it may target all foes within its range as it performs this deadly attack. Unless the foe can vantage hit this character, they will not have the opportunity to counter-attack. This character MUST attack all enemies within the reach of this straight-line attack, and it must use the entirety of its movement. This ability does work with speed boost. This ability may be used once a battle, and the bombs/missiles used must be consumables. Multiple bombs/missiles may not be used to target a single foe, based on the speed difference between characters. Costs: 7 pg
Bomb Rush: If this vehicle is equipped with missiles or bombs, it may perform a devastating bomb rush. The vehicle must move forward in a straight line, and as it does so, it may target all foes within its range as it performs this deadly attack. Unless the foe can vantage hit this character, they will not have the opportunity to counter-attack. This character MUST attack all enemies within the reach of this straight-line attack, and it must use the entirety of its movement. This ability does work with speed boost. This ability may be used once a battle, and the bombs/missiles used must be consumables. Multiple bombs/missiles may not be used to target a single foe, based on the speed difference between characters. Costs: 7 pg
Purple Dragon Scales: This dragon's scales give it a unique ability based on their color. Purple gives this character complete immunity to psychic-type damage. These also boost the total defense of the character by 50%. Costs: 5 pg
Dragon Fang: During any attack, this ability has a 60% chance to activate. If it activates, the total damage of the attack will be boosted by 50%. This ability may activate when counter-attacking. Costs: 5 pg
Death Blow: When attacking, this character adds 25% (50%) to their attack damage stat. 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
Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5% (15%) (30%). 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 (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)
Devour: This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. You must have just killed the enemy: Costs 1 pg (Skull)
Devourer of Nations (III): 40% HP buff after feeding on thousands of lives. Costs: 30,000 devourings.
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 Martial Skill
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: 5pg or GM in Whip or Tail
Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield
Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.
Character Type: Destructive, Dragon, Strategist, Thief, Alien, Cyborge
Weakness: This character takes 4 x damage if it is hit in the mouth with explosion-type damage. Weak to absorption-type moves. Otherwise, he resists energy and explosion-type attacks. Ridley is able to use Electrical shields as well as greater scale pendants.
Weakness: This character takes 4 x damage if it is hit in the mouth with explosion-type damage. Weak to absorption-type moves. Otherwise, he resists energy and explosion-type attacks. Ridley is able to use Electrical shields as well as greater scale pendants.
Caps:
HP: High
Attack: 1100
Defense: 500
Speed: 137
Skill: 137
Move: 9 (12 flying)
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