Saturday, July 27, 2024

Midra, Lord of Frenzied Flame






Midra: Level 92
HP: 1,500,000 (4,500,000) (10,800,000) (14,040,000) (18,954,000) (30,326,400) (39,424,320) (82,791,072) (133,000,000 r-up) (+20% Shabriri's HP)
Attack: 45,000
3 OMEGA Sword: 6000
3 OMEGA Fire: 6000 (12000)
3 OMEGA Light: 6000 (12000)
3 OMEGA Psychic: 6000 (12000)
3 OMEGA Magic: 6000 (12000)
3 OMEGA Explosion: 6000 (12000)
3 OMEGA Sonic: 6000 (12000)
Greatsword of Damnation: 3000 (48,000) (54,000) (62,000) (74,000) (86,000) (98,000) (833,000) (1,666,000) (2,499,000) (3,332,000) (3,430,000) (6,860,000) (7,546,000) (18,000,000)(27,000,000) (x1.15 in light)
Flame of Frenzy Miracle: 100 (3900) (48,900) (60,900) (72,900) (84,900) (721,650) (1443.300) (2,164,950) (2,381,445) (3,095,879) (6,191,757) (15,000,000) (x1.15 in light)
Frenzied Burst Miracle: 100 (3900) (48,900) (60,900) (72,900) (84,900) (721,650) (1443.300) (2,164,950) (2,381,445) (3,095,879) (6,191,757) (15,000,000) (x1.15 in light)
Inescapable Frenzy Miracle: 100 (3900) (48,900) (60,900) (72,900) (84,900) (721,650) (1443.300) (2,164,950) (2,381,445) (3,095,879) (6,191,757) (15,000,000) (22,000,000) (x1.15 in light)
Howl of Shabriri: 100 (3900) (48,900) (60,900) (72,900) (84,900) (96,900) (823,650) (1,647,300) (2,470,950) (3,294,600) (3,624,060) (4,711,278) (9,422,556) (23,000,000) (x1.15 in light)
Fire/Sonic/Explosion/Psychic/Magic Blast: 45,000 (57,000) (484,500) (532,950) (1,065,900) (3,000,000) (x1.15)
Defense: 45,000 (90,000)
OMEGA Armor: 2000
Midra's Rags: 1000 (3000) (93,000) (186,000) (279,000) (627,750)
3 OMEGA Shield: 6000
Flame Spirit Shield: 1000 (7000) (13000) (19000) (161,500) (323,000) (646,000) (1,292,000) (1,385,000)
Light Spirit Shield: 1000 (7000) (13000) (19000) (161,500) (323,000) (646,000) (1,292,000) (2,677,000)
Sonic Spirit Shield: 1000 (7000) (13000) (19000) (161,500) (323,000) (646,000) (1,292,000) (3,969,000)
Psychic Barrier: 1000 (7000) (13000) (110,500) (221,000) (442,000) (4,411,000)
Smaugscale Pendant: 100 (6100) (51,850) (103,700) (207,400) (4,618,400)
Radio Demon Dial Pendant: 100 (6100) (51,850) (103,700) (207,400) (4,825,800)
Seath Crystal Pendant: 100 (6100) (51,850) (103,700) (207,400) (5,033,200)
Great Serpentscale Pendant: 100 (6100) (51,850) (103,700) (207,400) (5,240,600)
Mergo's Feather Pendant: 100 (6100) (51,850) (103,700) (207,400) (5,448,000) (10,896,000) (16,344,000)(38,404,400) (87,000,000)
Speed: 350 (355) (+5 at range) (+10 speed, +10 avoid in light) (+20 avoid)
Skill: 350 (360) (+15 at range) (+100 hit vs frenzied) (+50 hit/dam vs Pact) (+25 hit/dam vs Indirect)
Move: 7 (8) (9) (12) (14)


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.

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

Ablaze Heart: A Legendary heart. This heart will double Immolation damage buffs and cause the unit to not have a damage boost cap on Immolation. This heart will double the HP of the holder. 

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.

Greatsword of Damnation+++: A horrific weapon from the Lands Between. This weapon may only be used by a unit with over 300 skill and who has natural access to abilities that can build their own frenzy chance. Holding this weapon will build the frenzy chance of the character by +10 each turn. Base 1000 (3000) blade/fire/light/psychic/magic type damage. This sword deals 50% more damage if the holder is activating the ability “Graceful Melee Dance”. 1-3 range. This weapon will increase the frenzy chance of the foe it strikes by 5 per hit. This sword grants access to the Weapon Art “Golden Crux”. In its final state, the branches of this blade may erupt out after this weapon misses a foe. This will give the weapon a second attempt to strike and will grant +50 skill when doing so. This branch eruption may occur once per engagement. 

Critical Weapon Seal: An elite weapon seal. This weapon seal will boost the damage of critical hits executed by this weapon by 50%. This cannot be added to weapons that already have boosted damage on crits. 

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. 

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

Midra's Rags: Strange, flame-like rags worn by Midra. These cannot be worn with any other forms of armor. These rags will cause foes who strike Midra to always take a single burn status per time they strike him with mid-ranged and short melee weapons or body attacks. 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.

Sonic Spirit Shield

Light Spirit Shield

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 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 Candle: 15% damage boost in daylight or bright light. +10 speed and +10 avoid in daylight or bright 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.

Ancestor’s Handkerchief: -50% to all disease, and bleed status conditions when they are used against this character. Holding this object causes a 5% increase to panic build.

Ancestor’s Mustache Cream: Causes this character to halve the impact of all stat debuffs used against it. Also causes all poisoning abilities used against it to suffer a -50% activation rate. 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 a 5% increase to panic build.

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 Musket Ball: This intricate musket ball will increase the damage of all 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 causes a 5% increase to panic build.

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 causes a 5% increase in panic build.

Ancestor’s Pistol: This ancient pistol will cause this character to increase its speed by 5 and its skill by 15 when using ranged attacks. Holding this object causes a 5% more panic build.

Flask of Crimson Tears: If this character has the ability "Crimson Tears" they may use that ability as if it were a consumable item, allowing them to not spend their action on that turn doing so. 

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

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.

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

Resolved Scale: Armor and Defense are not ignored by defense-ignoring abilities; Very Hard to Steal. If a character has only base defense, this scale can eventually be worn through, but it is extremely sturdy.

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. 

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 (other) turns. 

Heartseaker Rose: A beautiful and fragile rose. Causes the user to take 10% less damage from counter-attacking foes. Also causes abilities like Vengeance, Bide, Counter, and Counter magic to be half as effective.

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).

Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost or stolen.

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.


City's Bane Ring: This ring will halve the wear given by turret/artillery structures. This item is easily lost or stolen.


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.


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.

Ring of Arrogant Defense: This ring breeds an unwise arrogance into the holder. This will prevent them from using regular scale pendants. However, for every scale pendant they could have used, they will buff their total defense by 25%. If this character loses all of their barriers, they will also lose the defense buff of this ring. (x2.25)

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%.

Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped 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 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.

Elite Aged One's Exaltation Ring: This ring will cause the holder to boost their attack by 60% (70%) for three turns if a character (not including themselves) frenzies within three range of them. This buff will not stack, but the cooldown will refresh if another frenzy occurs within range.

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.

Mortal’s Clinging Ring: This ring may grant the ability “Cling To Life” to a human character for free. However, the human cannot have the ability Steadfast available to them or any other generic life-saving ability unlocked. This item is easily lost or 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.

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.

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.

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.

Rapid Shift Serum: This character may form change and still take an action even if the form change would normally take their action on that turn. This serum is injected into the blood and nearly impossible to steal.

Crucible Stone: This stone will boost the stat buffs granted by form shifts by 25%. This stone cannot be stacked with other Elite Form Shift Stones. This stone is incredibly hard to steal (5%).

Sickly Yellow Blood Droplet: A drop of blood with an eerie yellow hue. This item will cause the holder’s Frenzy inducing abilities to ignore innate or item based resistances/immunities. This item almost never drops.

Blazing Red Blood Droplet: This drop of blood appears to always be alight. It will cause the burn statuses of this character to ignore item and innate resistances to taking the burning status and burning status damage. This item is incredibly hard to steal (5% drop).

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.

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. 

Round Up Brand: This brand allows a character to round up their damage, defense, and HP. The math for rounding up is dictated by level:
1-50: Round up to nearest 1,000
51-70: Round up to nearest 10,000
71-90: Round up to nearest 100,000
91-100: Round up to nearest 1,000,000

Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.

4-Poms of Power (Magic, Fire, Light, Psychic, Sonic)

Willow Cores: Magic, Fire, Light, Psychic, Sonic

Max Boosting Items and Plates: Blade, Magic, Fire, Light, Psychic, Sonic

Boots: Grant+1 movement.

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:

Vassal of The Frenzied Flame: Signature Ability. Midra is bound to the Flame of Frenzy. This ability will grant him access to all of Shabriri’s Madness Spells and his Signatures while in his True Form. It will also grant him 20% of Shabriri’s HP. However, should Shabriri die, Midra will be leveled down six. This ability cannot be stolen, removed, or locked by any mechanism. Neither Shabriri or Midra will ever cause the other to take the damages and debuffs from the ability "Lord of Frenzied Flame". Costs: 50 pg

Enough… I have suffered… more than enough: Lifesave-Form Shift ability. Midra will survive all lethal attacks for one phase. After this he will lose his resolve and draw the Sword of Damnation from his body and transform into the Lord or Frenzied Flame. He may also choose to take his turn to take on this form himself. If he is not in this form, all of his damage and defense is reduced by 90%. However, in his true form he will double (x2.25) (x2.35) his damage, defense, and the amount of frenzy build he gives to foes. Costs: 7 pg

Golden Crux: -50 hit. This character may leap into the air and attempt to stab the Sword or Damnation into the head of a foe. If this attack lands, the foe will immediately take 3x the normal sword strike damage, and this damage will ignore the shields and barriers of the enemy. It will also lock the enemy in place, pinning them to the ground. This attack is extremely painful, and boasts a staggering 100% chance to flinch the foe. Unless the foe is freed, this character may use their turn to erupt the thorns of the sword through the body of the foe. This will also have a 100% chance to cause them to flinch, and this will not be debuffed by the normal consecutive flinch reduction mechanics. This thorn burst will deal 3x the damage of a normal sword strike, completely ignore defense, and be boosted by all crit buffing items and abilities but not be considered a crit. This ability may be used once every six turns. Costs: 5 pg and the Greatsword of Damnation.

Graceful Melee Dance: This character fights with an odd, dance like style. This ability may be activated at the start of each turn, and it will switch back and forth between two stat changes:
Change 1: +40 (44) skill, -10 speed
Change 2: -40 skill, +20 (22) speed
Each turn this ability is activated will also boost the damage of the characters by 10% (20%) and their evasion by +10 (11). This building buff will be lost if the character does not activate the ability at the start of their turn. Dissonant Sound disrupts this ability. Costs: 4 pg

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

Immolation: All must burn. This character will increase its attack by 10% (20%) (40%) 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

Consume Madness: This character will absorb the madness of others as strength. Every time a character triggers frenzy within 20 range of this character, this character will heal 20% (25%) of their HP and boost their total attack by 10% (20%) for the rest of the battle. This ability will even trigger if this character triggers frenzy on themselves. Costs: 6 pg

Crimson Tears: Three (+4 Erd Tree Seeds) (14) times a day, this unit may take a turn to recover 40% (80% Sacred Tears) (100%) of it's HP. Costs: 5 pg

Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20 (22), and it will double (x2.1) the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30% (33%). Costs: 6 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

(Aldrich Granted) Sing: This character may reinvigorate most types of allies by singing. This will allow units who have moved to take another full turn. This song has two range and can allow any allies within its reach to move again. This ability cannot be removed by strategist. This may be done every other turn. Requires 3M sonic. Costs: 5 pg

Lord of Frenzied Flame (II+Needled): Signature ability. If characters frenzy within ten (20) range of this character, they may not attempt to strike him. They will target any other nearest character. If there is no character within reach for them to attack, they with writhe in agony, missing their turn, losing 20% (40%) (50%) of their HP, and resetting any cooldowns back to maximum. At second tier, this character may choose to force the foe to exhaust an ability, causing it to reach maximum cooldown turns. In the needled state, this ability will cause the exhaustion of abilities to ignore philosopher's stones or other cooldown impacting items/abilities. It will also cause foes who trigger frenzy to immediately take the Severe Burning Status. Costs: 14 (0) pg

Gaze of Frenzied Flame: Signature ability. All character who start their turn within 20 range of this character will build their frenzy chance by 20% (47%). This frenzy chance will reset after frenzy triggers. This impacts allies and enemies alike. Costs: 12 (0) pg

The Flame Of Frenzy Miracle: +30 hit. This miracle will cause the user to increase their chance to frenzy by 10% (24%). 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. 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% (24%). This frenzy chance will reset after frenzy triggers. This attack may be used once every three (every other) turns. Costs: 5 (0) pg

Frenzied Burst Miracle: +40 hit. This miracle will cause the user to increase their chance to frenzy by 10% (24%). This frenzy chance will reset after frenzy triggers. This attack will only strike once, but it will unleash an 8 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% (24%). This frenzy chance will reset after frenzy triggers. This attack may be used once every other turn (every turn). Costs: 6 (0) 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% (118%). 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% (118%). This frenzy chance will reset after frenzy triggers. This attack may be used once every four turns (every other turn). Costs: 5 (0) 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 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% (47%) 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 (0) 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 range and base 100 Sonic/Light/Fire/Psychic-type damage. Using this attack will boost the frenzy chance of the user by 10% (24%). It will boost the frenzy chance of all characters caught in the bast by 30% (71%). Costs: 7 (0) pg

Way of Miracles and Blades: This character may wield a sword in one hand while casting a miracle in the other. This will result in a skill debuff of -15. However, it will allow miracles to be used as counter-attacks. Costs 5pg or GM in Spear and GM in light.

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.

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)

Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase enemy phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg (Ring)

(TBA) Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 (6) to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40 (44). Costs: 5 pg

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

(1 free pg at 92)


Character Type: Status, Magic, Psychic

Weakness: Mild weakness to ice-type damage. Immune to mind control and all emotion-based statuses. Immune to auto-damage.

No comments:

Post a Comment