Thursday, March 28, 2024

Mind Flayer






Mind Flayer: Level 77
HP: 360,000 (720,000) (1,440,000) (2,160,000) (2,700,000) (3,240,000)
Attack: 8000
5GM Psychic: 1000
5GM Dark: 1000
5GM Whip: 1000
Augur of Ebrietas: 500 (8500) (9500) (10500) (11500) (86,250) (172,500) (184,000) (368,000) (736,000)
Psychic Blast: 8000 (9000) (67,500) (135,000) (405,000)
Dark Blast: 8000 (9000) (67,500) (135,000) (405,000)
Defense: 7000 (14,000)
5GM Armor: 1000
Cosmic Monstrosity Armor: 1000 (15,000) (16,000)
Cosmic Monstrosity Cloak: 1000 (17,000) (42,500) (63,750)
5GM Shield: 1000
Shadow Mental Shield: 1000 (2000) (3000) (4000) (30,000) (60,000) (120,000) (240,000) (257,000)
Shadow Mental Shield: 1000 (2000) (3000) (4000) (30,000) (60,000) (120,000) (240,000) (497,000)
Mergo's Wet Nurse Feather Pendant: 100 (1100) (8,250) (16,500) (33,000) (530,000)
Mergo's Wet Nurse Feather Pendant: 100 (1100) (8,250) (16,500) (33,000) (563,000)
Ankalagonscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (596,000)
Ankalagonscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (629,000)
Psychicscale Pendant: 20 (7,650) (15,300) (30,600) (659,600)
Psychicscale Pendant: 20 (7,650) (15,300) (30,600) (690,200)
Darkscale Pendant: 20 (7,650) (15,300) (30,600) (720,800)
Darkscale Pendant: 20 (7,650) (15,300) (30,600) (751,400)
Darkscale Pendant: 20 (7,650) (15,300) (30,600) (782,000)
Darkscale Pendant: 20 (7,650) (15,300) (30,600) (812,600)
Darkscale Pendant: 20 (7,650) (15,300) (30,600) (843,200)
Darkscale Pendant: 20 (7,650) (15,300) (30,600) (873,800) (2,184,500) (3,276,750)
Speed: 242 (247)
Skill: 322 (+30 hit)
Move: 9 (10) (Levitating/Teleporting type movement) (15 teleporting)


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.

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.

Monstrous Forged Eye: This eye grants +30 hit. This buff is removed if the character is being blinded

Monstrous Forged Mind Flayer Tentacles: These forged tentacles grant access to the ability "Tentacles of Cosmic Horror" for free, alongside increasing the damage of that attack by 50%.

Cosmic Monstrosity Armor: Armor that may be worn by sorcerers or psychics who interact with Old Ones or other cosmic monstrosities. This unique armor grants the ability "Wary Fighter" for free. However, this will only apply against foes who are equal or lower in their Psychic Skill Level. This armor grants 1000 base defense.

Cosmic Monstrosity Cloak: Armor that may be worn by sorcerers or psychics who interact with Old Ones or other cosmic monstrosities. This unique armor grants an additional 5 teleportation type movement (if the unit can naturally teleport). This armor grants 1000 base defense.

Elite Augur of Ebrietas: Remnant of the eldritch Truth encountered at Byrgenwerth. This item will add 500 base might to the attack "Tentacles of Cosmic Horror". It will also give these tentacle attacks a 20% chance to flinch the foe. This item very rarely drops. This attack now deals double damage upon initiation.

3-Wary Stone: -50 speed. This stone will boost the defense of the holder by 50%. A unit may hold up to three of these items. It cannot stack with Atlas Stones. This stone prevents the holder from ever striking twice. This item is rarely dropped.

Erd Tree Ring: A ring that boosts miracle damage by 30%. Cannot be paired with Ring of the Sun's First Born. This ring only boosts Miracles that originate from the Lands Between.

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

Onyx Die: An elegant black die. Easily lost or stolen. This item will cause the ability "Critical Odds" to ignore Crit Immunity and extreme resistance if it triggers with a roll that is 5% or less unmodified. This works vs items like Ancestor's Lanterns as well as abilities or innate resistances.

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.

Parabola Charm: This item will cause damage types that normally ignore barriers to ignore half of the currently intact barriers of the foe. this will be performed by counting barriers and ignoring the bottom half. This item is rarely 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.

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”. 

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.

Accute 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, this rare item will increase the range of their psychic attacks and throws by 1. It will not increase the range of indirect psychic abilities, such as reflectors, shields, or statuses. Impossible to steal unless the foe enters this character's mind.

Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.

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.

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. 

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.

Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. 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. 

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.

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

Vile Shadow: All Dark attacks by this character will harm allies and foes alike. All Dark Attacks by this character are impossible to consume. This item is nearly impossible to drop of steal.

Devilish Destruction Charm

Poms of Power (Dark, Psychic)

Twisted Stone+Whip Plate

24 Night Sapphire+Dark Plate

12 Twisted Spoon+Psychic Plate

Boots

Abilities:

Absorb Intellect: This brutal psychic attack will have the same range and damage as a psychic blast. It will only strike once. However, it will reduce the skill of the foe by 15 for the rest of the battle. This debuff may stack. It will boost this unit's skill by 15 and heal them 15% of their max HP. This is an activated ability. Costs: 4 pg

Black Hole Warp: This unit is connected by an eerie psychic hive mind. By using a their psychic abilities, they may warp adjacent to any other unit who has this ability and is on the same map. This may be done once every four turns, and it will completely ignore warp-preventing mechanics. Costs: 7 pg

Psychic Charm: This ability uses dark psychic powers to confuse a foe. This is a mental status. It will cause the foe to have the ability "Charisma" fully trigger on them. Charisma must be unlocked. This ability boasts 1-3 range. Unlike Charisma, Charm is very rarely resisted and impacts most personality types. Costs: 4 pg

Charisma: This character is extremely charming. Any enemy units that might find this unit charming immediately have their total attack damage halved when trying to strike this foe. This ability starts slowly, but it increases in its likelihood to activate the more turns this character spends near the enemy. It does not affect the might of an enemy's counter-attack. It is surprisingly effective against certain units. Costs: 3 pg

Cull The Weak: A brutal psychic ability. This ability may only be used vs units that are a lower level than this unit. If this character reduces the HP of the foe to a % that is less than this units level minus the level of the foe, that character's mind will instantly be destroyed. This will kill the foe and completely ignore all life saving abilities. It will also release a 2 range AoE from where the foe was destroyed that deals triple the damage of this unit's psychic blast and completely ignores defense. This may cause a chain reaction in which this ability triggers multiple times per turn. Costs: 8 pg

Nat 20: This ability stacks with the ability “Critical Odds”. If the user rolls beneath a 5 (or a nat 20 with a D20), then Critical Odds will deal a True Critical Hit; ignoring defense, becoming impossible to dodge, and preventing counter. This roll can never be modified or re-rolled. Costs: 2 pg

Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 10% chance to deal 3x damage. Costs: 5 pg

Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (60%). Costs: 6 pg

Mind Shackle: Before attacking, this unit may choose an adjacent enemy. This unit then has a 2 (+1 for M and +2 for GM)= 17 percent chance to hypnotize the opponent and force them to join their party. Unlike mind dive, this move may be used on as many opponents as this character wants. The effects also last beyond when the battle is over. The hypnosis will only be lifted when either the hypnotized character or the character that performed the mind shackle are defeated. Psychic-type characters are immune to mind shackle. Costs: 5 pg 

Psychic (II): -10 speed. This character unleashes a powerful psychic burst directly into the mind of its foe. This will deal triple the damage of a regular psychic blast, but the attack may only strike once (at second phase, this attack may only strike twice). Costs: 6 pg

Dull Mind: This may expose an enemy unit to one tier of strategist. This only works against item granted resistance of immunity. This must be done instead of attacking. This status will last for three turns and must be performed at one range. This ability does not work on Psychic or Strategist class foes. Costs: 4 pg

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

Strategist (II): This unit may choose two first level abilities or a second level ability held by an enemy unit within 10 spaces. These abilities 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: 8 pg

Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg

Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg

Tentacles of Cosmic Horror: The tentacles of this character are imbued with hideous power. All tentacle attacks of this character may be boosted by both psychic and dark type damage. Tentacle attacks count as whip damage, and as such will reach behind most shields and barriers. They are also 1-2 range. This ability may not be removed by strategist. Costs: 4 pg (Forged Tentacles)

Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg (Armor. Only works on equal or lower psychic skill level foes)

Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15
If the character strikes an enemy, they will boost their skill stat by 5
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat-clearing moves or by putting the character to sleep. Costs 4 pg (Medallion)

Strike Twice: When initiating a regular attack while using a whip or tail weapon, this character will strike twice the normal amount. This will not occur when the character counter attacks. Costs: 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


Character Type: Psychic, Strategist, Monster

Weakness: This character takes 20% more damage from physical attacks. This character takes 20% less damage from elemental attacks. This unit extremely resists dark, psychic, and magic type damage. This character is immune to mind control and most mental statuses.

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