Crow Mauler: Level 90
HP: 1,680,000 (5,040,000) (12,096,000) (19,353,600) (30,965,760) (40,255,488) (54,344,909) (114,124,308)
Attack: 36,000
4 OMEGA Bite: 8000 (16,000)
3 OMEGA Club: 6000
2 OMEGA Poison: 4000
Heavy Peck: 4000 (40,000) (56,000) (112,000) (168,000) (504,000) (1,512,000) (3,024,000) (6,048,000) (7,862,400) (10,221,120) (x1.15 in dark)
Crow Mauler Mace: 9000 (45,000) (51,000) (102,000) (204,000) (612,000) (3,060,000) (3,978,000) (5,967,000) (7,757,100) (x1.15 in dark)
Defense: 36,000 (42,000) (84,000) (168,000) (252,000) (504,000) (1,512,000) (5,292,000) (10,584,000 in Umbar Plains)
1 OMEGA Armor: 2000
Speed: 335 (345) (350) (+5) (+10 speed, +10 avoid in dark) (+20 avoid)
Skill: 335 (345) (355) (+10) (+50 hit)
Move: 7 (8) (9) (10) (13)
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.
Hollow Gem-The Legendary Raven's Heart: A legendary heart. If this unit is holding a Gale Larimar or has Galeforce unlocked, it may trigger Galeforce once per battle and take the maximum number of turns even if the character does not kill foes in the engagements. However, doing this causes the character to suffer a double debuff and causes them to reduce their own HP cap by 50% for the rest of the battle. These debuffs cannot be cleared. This heart doubles the HP of the holder.
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.
Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.
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.
Crow Mauler Mace+++: -20 hit. This weapon always strikes twice when attacking. This weapon cannot be stolen. 20% boost to the activation chance of Dismember. Each strike by this weapon will debuff the defense of the foe by 10% (20%). This weapon is technically a club, but it deals saw damage. Base 3000 (9000) might. This weapon boasts a 50% chance of inducing bleeding (100%) (150%) or a disease status (100%) (150%). This status deals 500 (4500) (5300) (45,050) (67,575) (135,150) (405,450) (527,085) damage per turn.
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.
Crippling Weapon Seal: An Elite Weapon Seal. This weapon seal will cause each strike of the weapon to debuff the speed/skill of the foe by 3 (6) for 1 turn. This debuff will refresh if they are hit by this weapon (or shuriken with similar properties) again before the debuff is cleared. This debuff will stack. This debuff will cap at 40.
Crow Mauler's Monstrous Forged Flesh++: +10 Speed and Skill. The flesh of this character has been forged to be even more durable and powerful. This flesh has been designed to increase the total defense of the character by 100% if within the Umbar Plains. Grants 3000 (6000) to the base defense statt.
Crow Mauler's Monstrous Forged Beak++: This beak will double the damage of the ability "Heavy Peck". It will also grant the "Heavy Peck" the ability to trigger "Cleave" even if the ability is not unlocked. When using Cleave with "Heavt Peck" this beak will double the activation rate. Adds 2000 (4000) base might to bite attacks.
Omega Monstrous Forged Eye: This eye has been implanted into a Monster. It grants +50 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
Crow Mauler Soul: This incredibly powerful and rare item may be held inside a philosopher stone. This will change the Philosopher Stone into a new item. That item will boost all damage dealt by the character (including damage from statuses, indirect damage, and atypical damage types such as crush or falling) by x1.3.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Hollow Gem-The Reality Stone-Aether: This red liquid is one of the six Infinity Stones. If all stones were combined, the holder would have nearly unlimited power. This stone allows the user to ignore gravity and abilities that remove warping and teleporting. Those abilities will also become immune to strategist. This item will also allow the character holding it to select one foe within 5 spaces. The targeted foe will lose access to one equipped item type of this character's choice. This cannot remove basic attack boosting items such as element gems, and cannot lock away equipped weapons. Locking an item takes a turn, but it may be performed to the same foe multiple times per battle. Max 3 items per foe. If the character using this stone falls, all locked items will be unlocked.
Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
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.
Metal Coat: This item is created by melting many Metal Boxes together into one item. If the holder of this item has no access to any elemental barriers, this item will triple the base defense stat of the user.
Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense.
Bare Armor Trinket: This unusual item may only be used if the holder has no shields or barriers. This item will increase the total defense of the character by 50% for each GM they are in armor.
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.
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%).
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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 turns.
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 turns.
Limb Rending Medallion: This rare item will allow the holder to unlock Dismember for free. If the character cannot naturally unlock dismember, this medallion will allow the holder to spend levels to gain access to the ability.
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.
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.
3- Erdtree Sap: Heal 5% (6%) of HP at start of turn; Up to 3 may be held at a time.
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.
High Jump Ring: This ring grants access to the ability High Jump for free. This item is easily lost or stolen.
Elite Bloodbath Ring: This ring will grant access to the ability Bloodbath 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 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.
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.
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.
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.
Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.
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.
Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen.
Grit Rusted Ring: This ring grants the ability Grit for free. If the character unlocks the ability by paying levels, this ring will cause the ability to reduce enemy damage by 50% rather than 40%. This item is easily lost or stolen.
Bloody Fist Ring: This ring grants the holder access to the ability “Up Close and Personal” for free. If the character has the ability already unlocked, it will double the buff granted. This item is easily lost or stolen.
Calculating Mental Rune: A mental rune that is extremely hard to steal. This incredibly rare item will cause the character to reduce the activation rate of enemy abilities by 20. It will reduce the activation rate of statuses by 50. This item is practically impossible to steal and is impossible to drop.
Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Japanese Prisoner Anata Mozi's last moments of being tormented and toyed with before his deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.
Unbound Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%.
Unfeeling Fragment of Heaven's Walls: This incredibly rare item will cause the holder to resist sacred damage, ignore Blessings of Divine Light, and be immune to the ability Rend Heaven. This item is nearly impossible to drop or steal. However, the holder of this item cannot be saved by Miracle or Miraculous Save, nor can they use Blessings of Divine Light.
Cross of Supremacy: A medal given to only the most dedicated and powerful soldiers. This item may be stolen, but it will never drop. This item gives the character holding it an ability similar to supreme soldier, in that attacks that it uses will not break proficiency and proficiency made be used to boost multiple single-element attack types. However, this item will only allow the character to do this if it is GM or higher in the attack types they are using. Using a damage type that this character is not a GM skill level in will result in a loss of proficiency boosts.
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.
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”.
Curse of Profane Darkness: Increases Indirect damage by 25%; Increases Insta-Kill activations by 10%
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.
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.
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 Mustache Cream: Causes this character to halve the impact of all stat debuffs used against it. Also causes all poisoning abilities used against it to suffer a -50% activation rate. This item works even against Blood Droplet items that would normally remove its protection, as do all Ancestor Trinkets. Holding this object causes a 5% panic build at the start of every turn in battle.
Ancestor's Mustache Wax: Causes this character to double the impact of all stat debuffs used by it. Buffs the activation rate of poisoning abilities by 50%. Holding this object causes a 5% increase to panic build. (Mirrored Mustache cream).
Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% increase to panic build.
Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and Ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes 5% more panic to build for this character.
Ancestor’s Dark Candle: 15% damage boost in night or low light. +10 speed and +10 avoid in night or low light. Holding this object causes a 5% increase to panic build.
Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build
Ancestor’s Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped or stolen.
Ancestor’s Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% panic build at the start of every turn in battle.
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.
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%.
Blood Heart: A pulsating heart made entirely of shimmering, shifting blood. 30% boost to bleed chances. Stacks with Blood tear.
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.
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.
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)
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%).
Deep Bronze Blood Droplet: A blood droplet with a strange metallic tint. This item will remove all innate or item related resistances to debuffs. This does not include temperature, fear, poison, or weight debuffs. This item is very hard to steal (5% drop).
Imperiling Barb: A thorn-like barb placed in the flesh of the holder. This may only be used by organic characters. This item will allow defense debuffs to enter negative %, no longer stopping at 0% defense. Negative % defense will be calculated as a damage multiplier on all attacks launched against that foe. This item is nearly impossible to steal (5%).
Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.
Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.
Gemlord's Mind Breaking Crystal: This incredible item was bestowed upon the Crow Mauler. It causes the holder to negate the mental points of all characters who are within five range of him.
Gemlord's Infinite Conflict Mental Point: A brilliant, bloody mental point. This grants "Battle Lust" for free.
Gemlord's Limitless Mental Point: This unique item causes all damage boosting caps on conditional damage buffing abilities to be completely removed.
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.
Body Master's Signant: This special item will double the body skill damage boosts. This skill boost will be 4x if the character uses only pure body attacks.
Great Serpent Sacred Fang: A massive white fang. If held by a character, this item will boost pure biting attacks by 50% and cause the biting attacks of the character to ignore abilities such as phase or integilibity.
4-Poms of Power (Poison)
Jaw Stone+Jaw Plate
Razor Stone+Plate
28 Poison Blooms+Plate
Pure Stone
Boots
Heavy Duty Boots: Consumable. These Boots grant +1 movement (stacks with Boots) and allow this unit to ignore any movement debuffs when passing through trees and other naturally difficult terrains. May only be used by units with Walking/Running-type movement only.
Blazing Red Ichor: Grants +3 movement to foes who use running movement.
Abilities:
"A terrifying presence has entered the room...": Signature ability. When the Crow Mauler enters the map, all foes who are capable of feeling fear will lose 1 (2) (4) movement per turn that they spend on the map with this character (characters will always be left with at least 2 movement). This debuff will recover 1 movement per turn the character is on a map away from the Crow Mauler. The Crow Mauler may enter Umbar Plain maps and immediately take a full turn. The Crow Mauler may take a 50% chance to appear next to any character who sleeps in the Umbar Plains. If a character who has defeated the Crow Mauler is on the map, the Crow Mauler will grow a second head and take an additional turn every turn. Costs: 7 pg
Crow Barrage: This character may take their turn to use the ability "Heavy Peck". However, this attack will gain +30 hit and strike four times. However, the damage of these pecks will be 1/4 a normal strike. Notably, this ability can trigger Eye Thief when it strikes. It may only steal one eye per engagement. This ability may not be used to counter. This is still a 1 range attack, but the crows technically count as projectiles. They will pursue dodge rolling or teleport dodging foes. Costs: 3 pg
Even Playing Field: Requires a unique area of combat: Umbar Plains. This ability will not trigger in any other area. This character may only ever be fought by four characters. After this all other engagements will fail to impact this character, but this character may still harm additional characters who are present. However, for each character that engages it in this unique battle, this character will increase its total attack and total defense by 50% (55%). It will also increase its total HP by 100% (110%) for each foe it faces. Costs: 10 pg
Unprofitable: Destroying this unit will not grant any skill points or power gems. This ability cannot be removed with strategist. Costs: 10 pg.
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Weaponized Body (III): If this unit uses only pure body type attacks, then it will increase the total damage output by 200%. Costs: 8 pg
Heavy Peck: This character may alter their biting attacks to be pecks. This makes the damage pierce-type damage. This heavy peck gains +30 skill and will ignore half the enemy defense. However, pierce damage deals significantly less wear. Costs: 5 pg
Eye Thief: -10 hit. This unit seeks to pull the eyes from the skull of its foes. Instead of attacking, this unit may attempt to steal the eye of a foe. If this works, the foe will lose 15 skill for the rest of the battle (unless they can regenerate their eye). If a character loses all their eyes, they will lose 70 skill for the rest of the battle. Costs: 4 pg
Weapons Mastery: This character uses their prowess with many weapons to boost their understanding of combat. For each master level they have with a particular weapon type, they will boost their total attack damage by 15%. This ability cannot be removed by strategist (5.0x). Costs: 4 pg
Fear and Hunger: People can be pushed to horrendous acts by fear and hunger. This ability will cause consumable items used on the map to be half as effective. This will also cause characters who are Devourers to always have a 50% to frenzy if within range of a target they could eat. This ability buffs fear abilities by x1.25. Costs: 5 pg
Permanent Loss: This ability can only be held by characters from a world where the replacement or regrowth of limbs is impossible by either biology, technology, or magic. This ability increases the trigger rate of "Dismember" by 20%. Dismembered limbs will be unable to be healed by items or abilities. Characters who can autoheal their limbs will have to use their autohealing ability to regrow the limb, and when doing this they will not heal HP for that turn. Costs: 1 pg
Unconquerable Fear: The Fear-type abilities of this cannot be resisted. There is no immunity to them. Costs: 3 pg
Panic (II): An ability similar to Terror. If a character attacks or is attacked by this character, they will build this Panic by 20% (40%) (50%). If they start a turn next to this foe, they will build this Panic by 10% (20%) (25%). If this terror builds to 100%, the character will immediately lose 20% (40%) (52%) of their HP and receive -30 (-50) (-100) skill for the next three turns. If a character spends a turn without engaging this character, they will reduce their Panic build by 20%. This build-up can stack if multiple characters are using it at once. (Note, this ability does not trigger normally). Costs: 10 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) (-120) (-150) avoid. Costs: 4 pg
Heartstopping Aura: Fear-type Ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 (6) (8) spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 pg
Cleave: The unit may try and instantly kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack.
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill. (+10%) (x2)
This attack may miss, just as a normal sword strike would.
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7 (Monstrous Forged Beak)
Dismember: On every biting attack this character executes, it has a 20% (40%) (60%) chance to rip a limb off the enemy. This ability stacks with traumatizing blows, but if this ability activates it will also result in a bleeding status, regardless of whether or not traumatizing blows lands. Costs: 3 pg (Medallion)
Grit: If this unit does not have access to any barriers, their tough nature can help them fight through the wounds they receive. This ability will cause this character to take 40% less damage from foes whenever the foe initiates the attack. This ability will also cause this character to halve the activation of pain statuses used against it. Costs: 4 pg (Ring)
Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg (Ring)
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 (17)
If the character strikes an enemy, they will boost their skill stat by 5 (6)
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)
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)
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 (Ring)
Battle Lust: This character longs for nothing more than to overcome the mightiest of foes. If this character attacks a foe and does not kill them, they will buff the damage of his next attacks against them by 50% (60%). If they attack a foe and miss every strike as or are incapable of harming them, they will buff their damage against them by 100% (110%) for their next attacks. These buffs will last the entire battle, or until the foe dies, or if this character attacks or counters a different character. This buff maxes out at a 400% damage boost. Costs: 8 pg (Mental Point)
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1-range attacks. Costs: 2 pg (Ring)
Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 pg (Ring)
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.
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.
Character Type: Monster, Status, Melee
Weakness: Foes increase their chance of landing Dismember on this character by 20%. Extremely resists all damage types. Immune to arrows, throwing knives, bullets, mines, and traps. Immune to strategist, enfeeble, fear, and extremely resists mind control and pain.
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