Saturday, February 3, 2024

Lute






Lute: Level 89
HP: 1,128,000 (3,384,000) (8,121,600) (12,994,560) (20,781,296) (43,661,721) (58,943,324) (76,626,321)
Attack: 32,000
4 OMEGA Sword: 8000 (16000) (32000) (64000)
Lute's Golden Exorcist Blade: 3000 (35,000) (99,000) (198,000) (396,000) (435,600) (2,178,000) (6,534,000) (8,494,200) (38,223,900)
Defense: 32,000 (34,000) (68,000)
3 OMEGA Armor: 6000
Vibranium Mail: 1200 (69,200) (75,200) (150,400) (300,800) (902,400) (3,158,400) (4,737,600)
Exorcist Armor: 1000 (76,200) 
Speed: 335 (345) (350) (365) (+20 avoid) (+25 avoid)
Skill: 335 (345) (355) (+50 hit)
Move: 10 (11) (14 (18) 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.

Hollow Gem-The Pure Heart: An item of wondrous power. Once used to save the Mario universe from certain destruction, this object will double the HP of the character holding it, regardless of whether or not they are already using other HP boosting items. The pure heart may also be used once every 4 (2) turns to completely cure the status conditions of the character holding it or an adjacent ally. This will not require the character to take an action during that turn, so they may still attack or use other abilities.

Venevonix Blessing: A blessing from a Gemnode. Grants a martial character 50% more HP. This item is extremely hard to steal. This cannot stack with Ancient Blood.

4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.

Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dropped at death.

Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of these items.

Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character's HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.

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.

Lute's Golden Exorcist Blade+++: +15 speed. This weapon cannot be used with dual-wield. This weapon deals 200% (250%) extra damage to demons and 100% (150%) extra damage to angels. This weapon always strikes twice when attacking. Base 1000 (3000) blade or pierce/sacred damage. 

Slaying Weapon Seal: Elite weapon seal. This weapon seal will increase the Slaying Capacity of the weapon it is attached to by adding 50% to the slaying buffs from both the weapon or abilities that are being triggered by the weapon.

Master's Weapon Seal: Elite weapon seal. This weapon seal will double the skill damage boost of a pure weapon if the character has the specific mastery ability unlocked for that weapon.

Angelic Forged Flesh++: +10 Speed and Skill. This Omega Forged flesh will reduce the damage this unit takes from foes it deals Slaying-type damage to by 50%. This flesh grants innate extreme resistance to sonic, absorb, energy, and psychic damage. 2000 defense added to base defense stat.

Vibranium Mail Underarmor++: Extremely hard and valuable mesh armor. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 1200 defense.

Exorcist Armor++: Extremely sturdy armor. Grants immunity to explosion and extreme resistance air, water, and air-type damage. Base 500 (1000) defense. 

Angelic Forged Wings: +3 flying movement. Omega Forged Wings.

Omega Angelic Forged Eye: This eye has been implanted into a Angel. It grants +50 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.

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. 

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”. 

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.

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense.  It can technically be removed but requires extreme precision.

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. 

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, it will also increase their total defense by 50%. A character may hold up to two of these items. This item is very hard to steal.

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.

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

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% (13%) of their HP at the start of each turn. This item is easily lost or stolen.

3-Erdtree Sap: Heal 5% (15%) (19%) of HP at start of turn; Up to 3 may be held at a time. 

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

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. 

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.

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.

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 Pen: This intricate pen will increase the damage of all 1-ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object will cause the character to build Panic and Terror an extra five percent if impacted by those abilities. 

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 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 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.


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%.


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.


Death Blow Ring: A very rare ring. Doubles the damage buff granted by the ability "Death Blow".


Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune. 


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.

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.

Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.

Elite Clotting Ring: This ring will debuff the damage of all blood type attacks used within 12 range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring is easily lost or stolen.

Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 45%.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen. 

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage. 

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen

Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, ambushes and backstabs.

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.

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. 

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.

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.

Holy Charm: This item is very blessed. As long as the holder is pios, this item will buff the chance of Miracle activating by 20%.

Elite Gleaming Slayer: This brilliant item will buff “Slaying” abilities on this character by adding 30% to how much additional damage they do.

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.

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)

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. 

Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight.

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. 

Pure Stone

Razor Stone+Plate

Boots

Abilities:

Sinner Slayer (III): This unit deals 30% (60%) (120%) (150%) (200%) more damage to citizens of Hades. Costs: 8 pg

Extermination is Entertainment: Whenever this unit triggers sadism abilities against foes that they trigger slaying damage against, they will double the buffs gained by their sadism abilities. Costs: 1 pg

Exterminate (III): This unit is focused solely on the utter extermination of its targets, having little regard for its own preservation. This will increase the damage of this character by 200% when attacking and debuff their damage by 50% when countering. Costs: 20 pg

Death Blow: When attacking, this character adds 25% (50%) to their attack damage stat. Costs 3 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

Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (2.35x) (5x) Costs: 4 pg

Sword Mastery: This unit has mastered the Sword. This ability will double the sword skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for sword skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Sadist: If this character watches someone suffer, they will boost their total damage by 25% (50%) for the next five turns. This will be triggered by pain statuses, or seeing a close ally watch their friend be killed. Abilities like Grieve or Somber Howl will also trigger this ability. Costs: 2 pg

Divine Protection: As the head of a religion, this unit appears to be protected by divine power. This will cause the first set of attacks launched against them to deal half damage if this unit started the turn with full HP. This ability will fail to work against sacred weapons. Costs: 2 pg

Miracle: This unit has a 20% (40%) chance to survive a lethal strike from an enemy. It will survive with 1HP if this activates. 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% of the time. This ability only activates on physical attacks. Costs: 3 pg

Finish Strike: -15 hit. This character leaps into the air and stabs its primary blade into the chest of their foe. This attack will deal 3x the total might of the sword's normal strikes. The enemy cannot counter-attack this move. This ability takes four (2) turns to recharge. 5 pg

Chase Down: If a foe moves away from this unit, this unit will gain +20 skill against that foe on its next turn as well as a 25% damage boost. Costs: 2 pg

Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg

Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg

Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 (-20) skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one (2) turn.
Leg: May drop an enemy's movement speed 3 (6) for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 (-20) for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% (20%) for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counterattack. Costs: 7 pg

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%) (60%). 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%) (60%). 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)

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)

(TBA) Exterminate: This unit is focused solely on the utter extermination of its targets, having little regard for its own preservation. This will increase the damage of this character by 50% when attacking and debuff their damage by 50% when countering. Costs: 4 pg

(TBA) Exterminate (II): This unit is focused solely on the utter extermination of its targets, having little regard for its own preservation. This will increase the damage of this character by 100% when attacking and debuff their damage by 50% when countering. Costs: 8 pg

Character Type: Melee, Speed, Angel

Weakness: Mild weakness to crush damage. Extremely resists fire, dark, claw, and bite damage. Resists pain and fear. Exorcist angels cannot be killed except by sacred damage, profane damage, or angel-killing weapons, though they may still fall in battle. 

No comments:

Post a Comment