Wednesday, July 3, 2024

Esper of Frenzied Flame






Mob: Level 84
HP: 408,000 (1,224,000) (2,937,600) (4,700,160) (6,345,216) (8,248,781) (9,898,537) (+20% Shabriri's HP) (+84000 ???)
Attack: 19,000
5GM Martial: 80
5GM Psychic: 1000
5GM Magic: 1000
5GM Energy: 1000
5GM Light: 1000
5GM Fire: 1000
5GM Sonic: 1000
5GM Explosion: 1000
Psychic Blast: 19,000 (20,000) (150,000)
Martial Attack: 19,000 (20,000)
Energy Blast: 19,000 (20,000) (150,000)
Flame of Frenzy Miracle: 100 (3900) (22,900) (23,900) (24,900) (25,900) (194,250) (388,500) (582,750) (757,575) (1,515,150)
Frenzied Burst Miracle: 100 (3900) (22,900) (23,900) (24,900) (25,900) (194,250) (388,500) (582,750) (757,575) (1,515,150)
Inescapable Frenzy Miracle: 100 (3900) (22,900) (23,900) (24,900) (25,900) (194,250) (388,500) (582,750) (757,575) (1,515,150) (2,272,725)
Howl of Shabriri: 100 (3900) (22,900) (23,900) (24,900) (25,900) (26,900) (201,750) (403,500) (605,250) (807,000) (1,049,100) (2,098,200)
Defense: 18,000 (36,000)
5GM Armor: 1000 
Legendary Esper School Uniform: 1000 (2000) (38000) (76,000) (114,000)
5GM Shield: 1000
Flame Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (60,000) (120,000) (240,000) (278,000)
Light Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (60,000) (120,000) (240,000) (518,000)
Sonic Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (60,000) (120,000) (240,000) (758,000)
Energy Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (60,000) (120,000) (240,000) (998,000)
Mergo Feather Pendant: 100 (1100) (8,250) (16,500) (33,000) (1,031,000)
Seath Crystal Pendant: 100 (1100) (8,250) (16,500) (33,000) (1,064,000)
Godzillascale Pendant: 100 (1100) (8,250) (16,500) (33,000) (1,097,000)
Great Serpentscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (1,130,00)
Smaugscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (1,163,000)
Radio Dial Pendant: 100 (1100) (8,250) (16,500) (33,000) (1,196,000)
Nuke Pendant: 100 (1100) (8,250) (16,500) (33,000) (1,229,000)
Psychicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (1,259,600)
Magicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (1,290,200)
Energyscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (1,320,800)
Lightscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (1,351,400)
Flamescale Pendant: 20 (1020) (7,650) (15,300) (30,600) (1,382,000)
Sonicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (1,412,600)
Explosionscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (1,443,200) (2,886,400) (4,329,600)
Speed: 300 (305) (+93)
Skill: 330 (+100 vs frenzied foe) (+105)
Move: 7 (8) (12) (levitating)




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.

Rune Arc

10-Heart Containers

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 this item.

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.

4-Erd Tree Seeds: Seeds generated from young Erd Trees. 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. These seeds will prevent the holder from using Mako Cells.

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.

Frenzied Flame Talisman+++: This talisman will only boost the damage of Frenzied Flame miracles. However, it boasts a staggering 1000 (3000) spell buff. 

2-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

Legendary Esper School Uniform: A uniform that grants immunity to dark, light, and fire. This uniform also grants +1 range to all ranged attacks that deal psychic damage. Base 1000 defense.

Flame Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in fire and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Fire, Magic and Shield skill and item boosts.

Bloodshot Eye of Frenzy: This item is very hard to steal. However, the character who holds it will gain hit equal to the current frenzy chance a foe has. If the foe has frenzied in the last turn, this eye will add +100 hit. This eye prevents any other forms of eyes or scopes from being used.

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 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 a 5% increase to panic build.

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

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

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 difficult to steal and very valuable. 

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.

Pact Breaker Seal: This it will cause the holder to gain +50 hit and 50% damage against foes carrying Pact items. This seal is nearly impossible to steal or loot. It can be broken relatively easily in battle.

Coward Breaker Seal: This it will cause the holder to gain +25 hit and 25% damage against foes who have Indirect Damage abilities unlocked. This seal is nearly impossible to steal or loot. It can be broken relatively easily in battle.

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.

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.

Elite Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities. If this character does not use indirect damage, they will also halve the damage they take from indirect damage even if the foe has items that normally ignore Blessings of Divine Light. This item is extremely difficult to loot or steal.

Lonely Star Shard: This item will boost the total damage of attacks/abilities that can only strike once by 25% (35%). This includes if the holder of the item has Heavy Blow.

Gold Edged Kaikishōhō: 10% (20%) more damage and defense when at full HP

Thiefbreaker Chain: A silver chain worn near the waste. 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. 

Gemnode Granted-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%.

Gemnode Granted-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%.

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.

Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% (20%) (53%) chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.


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%. 


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.


Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen. 

Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.

Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

Choking Ring: This item will cause "Choke" type abilities to add martial damage. This will also boost the damage of chokes by 50%. This item is easily lost or stolen.


Ring of the Sun's Firstborn: A ring that Gwyn once gave his son, but that was lost in the ages past. This ring is easily stolen or dropped but boosts total miracle damage by 30%.

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 to 45%.

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.

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.

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.

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.

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.

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.

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

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.

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.

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.

Devilish Destruction Charm

4-Poms of Power: Fire, Light, Magic, Explosion, Sonic, Psychic, Energy

Max Boosting Items+Plates: Fire, Light, Magic, Explosion, Sonic, Psychic, Energy

Cell Phone: Allows this character to recieve calls. Whether this is a good thing or just an annoyance is still unclear.

Three-Fingered Mark: A three-fingered handprint on the mind of the character. This grants them vulnerability to possession by the Frenzied Flame. If possessed, they will obtain 20% of Shabriri's HP. They will gain access to Frenzied flame abilities. Frenzied flame abilities will never remove conditional damage buffs granted by abilities like Proficiency or other abilities that lock a character into a damage type. If this character Frenzies, they will never attack Shabriri and not be negatively impacted by his signature, nor will they attack other Three Finger Marked characters.

Boots

Dark Matter Particles: This rare item is easily lost or stolen, but can only be taken by characters who can levitate but cannot teleport or fly. Boosts movement by +4

Abilities:

100%: Mob's signature ability. As Mob engages in a fight, his emotions will slowly tick up. This can be undone by sleeping or certain calming abilities, but abilities like Null and Defog do not clear this counter. Character based abilities like Charisma, terrifying presence, and especially abilities like Taunt, Swagger, and Torture, and Torment will all drastically increase this counter. Most of all, witnessing someone die upon the field of battle, or being severely injured himself, will increase this counter. Upon the counter reaching 100%, Mob will unleash his true hidden power. This allow him to access 1/2 of the speed, skill, attack, and defense of this true power. He will also gain access to all the abilities in the possession of the true power. This ability cannot be removed by strategist. Costs: 20 pg

Embrace Madness: This character will deal double (2.1x) damage when they frenzy. Costs: 2 pg

The Flame Of Frenzy Miracle: +30 hit. This miracle will cause the user to increase their chance to frenzy by 10%. This frenzy chance will reset after frenzy triggers. This attack will only strike once, but it will unleash a torrent of frenzy bursts from the eyes of the user. This will strike one tile in front of it, then begin to make a cone. This will strike a row of three tiles at 2 range and five tiles at three range (seven tiles at 4 range). This attack may be charged in advance one turn before. Doing so will double the damage. This attack deals 100 Fire/Psychic/Light type damage. Being struck by this attack will increase the frenzy chance of the foe by 10%. This frenzy chance will reset after frenzy triggers. This attack may be used once every three (every other) turns. Costs: 5 pg

Frenzied Burst Miracle: +40 hit. This miracle will cause the user to increase their chance to frenzy by 10%. This frenzy chance will reset after frenzy triggers. This attack will only strike once, but it will unleash an 8 (9) range burst of frenzy that will strike at a single foe. This attack may be charged in advance one turn before. Doing so will double the damage. This attack deals 100 Fire/Psychic/Light type damage. Being struck by this attack will increase the frenzy chance of the foe by 10%. This frenzy chance will reset after frenzy triggers. This attack may be used once every other turn (every turn). Costs: 6 pg

Inescapable Frenzy: -20 hit. This attack is a choke. As such it ignores shields and may only be used on foes who are the same size class. This miracle will cause the user to increase their chance to frenzy by 50%. This frenzy chance will reset after frenzy triggers. This attack will only strike once, but it will pour a torrent of frenzied flame directly into the mind of the foe. This attack deals 100 Fire/Psychic/Light type damage. Being struck by this attack will increase the frenzy chance of the foe by 50%. This frenzy chance will reset after frenzy triggers. This attack may be used once every four turns (every other turn). Costs: 5 pg

Unendurable Frenzy: This attack must be charged for one turn in advance. The holder must have access to the Flame of Frenzy Miracle. After charging for one turn, this character may unleash a 4 (5) range AoE that deals the same damage and frenzy build as Flame of Frenzy Miracle. This AoE will then trigger at the start of this character's turn for the next three turns. They may move and attack freely during this, but their movement will be decreased by 4 and they will suffer a 20% (30%) increase to their frenzy build at the start of every turn while they are using this ability. The character may choose to end this ability early. Costs: 7 pg

Howl of Shabriri: This powerful AoE will cause all non-unique foes on the map to move towards and target the user. It may only be used once (twice) per battle. This AoE boasts 5 (6) range and base 100 Sonic/Light/Fire/Psychic-type damage. Using this attack will boost the frenzy chance of the user by 10%. It will boost the frenzy chance of all characters caught in the bast by 30%. Costs: 7 pg

Immolation: All must burn. This character will increase its attack by 10% (20%) every time it burns a foe, maxing at tripling its damage. This boost will last for five turns and this countdown will be reset every time it inflicts a new burning status. Costs: 5 pg

Telekinetic Push: 1-2 (3) (4) range. If this attack lands, it will prevent counter-attacking. This character may push an opponent up to three spaces away from themselves in a straight line (as long as the foe is two size classes larger than them or less). If a character is pushed into hazardous terrain, they will take the terrain penalties immediately. This ability may only be used when attacking. The damage of this ability may equal the damage of the activated attack ability "Psychic". If that ability is not unlocked, the damage is equal to a normal psychic blast. Costs: 4 pg

Telekinetic Pull: If this attack lands, it will prevent counter-attacking. This character may pull an opponent up to three spaces toward themselves in a straight line. The attack has 5 (6) (7) range. If a character is pulled into hazardous terrain, they will take the terrain penalties immediately. This ability will also allow a character to immediately retrieve a thrown weapon. This ability may only be used when attacking. The damage of this ability may equal the damage of the activated attack ability "Psychic". If that ability is not unlocked, the damage is equal to a normal psychic blast. Costs: 4 pg

Light Screen: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any element type attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg

Barrier: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any physical attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter-type attacks. Costs: 3 pg

Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 75% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. 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 (x3.1) 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

Heir of Flame (II): Signature ability. The Grimmchild's wings of element attack will not break proficiency on pure damage attacks. All flame-type attacks used by allies within two (three) spaces of the Grimmchild will be boosted by 50% (100%) (120%), including the Flame Attacks of the Grimmchild himself. However, this buff will be lost if the Grimmchild uses any element other than fire. (Not impacted by Frenzied Flame Abilities) Costs: 8 pg (Given: Aldrich) 

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

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 (Miracle Scale)

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)

Character Type: Psyhcic

Weakness: Weak to martial damage. Resists psychic and energy. Is easily worn out and usually refuses to fight.

Caps:
HP: Low
Attack: 1100
Defense: 100
Speed: 130
Skill: 160
Move: 6 (levitating) 

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