Tuesday, September 30, 2025

Caligo






Caligo, Miasma of Night: Level 90
HP: 1,680,000 (5,040,000) (12,096,000) (25,401,600) (66,044,160) (85,857,408) (115,907,501) (185,452,001 Heart and Soul) (241,087,602) 
Attack: 36,000
2 OMEGA Ice: 4000 (8000)
2 OMEGA Air: 4000 (8000)
2 OMEGA Dark: 4000 (8000)
2 OMEGA Magic: 4000 (8000)
2 OMEGA Explosion: 4000 (8000)
2 OMEGA Bite: 4000
2 OMEGA Wing: 4000
2 OMEGA Claw: 4000
2 OMEGA Tail: 4000
Caligo's Breath: 500 (2,100) (38,100) (70,100) (525,750) (1,051,500) (1,577,250) (2,103,000) (4,206,000) (5,467,800) 
Caligo's Explosive Ice Bombs: 500 (2,100) (38,100) (62,100) (465,750) (931,500) (1,397,250) (2,794,500) (3,632,850)
Jaws of Deathly Chill: 4000 (40,000) (64,000) (480,000) (960,000) (1,920,000) (2,496,000) (4,992,000)
Frost Claws: 2000 (38,000) (62,000) (465,000) (930,000) (1,860,000) (2,418,000)
Caligo's Tail (Charged): 2000 (38,000) (70,000) (525,000) (1,050,000) (1,575,000) (3,150,000) (4,095,000)
Defense: 36,000 (38,000) (76,000) (152,000) (228,000) (456,000) (684,000)
2 OMEGA Shield: 4000
Ice Spirit Shield: 1000 (13,000) (97,500) (195,000) (390,000) (780,000) (856,000)
Shadow Spirit Shield: 1000 (13,000) (97,500) (195,000) (390,000) (780,000) (1,636,000)
Air Spirit Shield: 1000 (13,000) (97,500) (195,000) (390,000) (780,000) (2,416,000)
Caligoscale Pendant: 2000 (6000) (10,000) (75,000) (150,000) (300,000) (2,716,000)
Bonechillscale Pendant: 100 (4100) (30,750) (61,500) (123,000) (2,839,000)
Seath Crystal Pendant: 100 (4100) (30,750) (61,500) (123,000) (2,962,000)
Ancalagonscale Pendant: 100 (4100) (30,750) (61,500) (123,000) (3,085,000)
Rayquazascale Pendant: 100 (4100) (30,750) (61,500) (123,000) (3,208,000)
Nuke Pendant: 100 (4100) (30,750) (61,500) (123,000) (3,331,000)
Icescale Pendant: 20 (4020) (30,150) (60,300) (120,600) (3,451,600)
Magicscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (3,572,200)
Darkscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (2,692,800)
Airscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (3,813,400) (7,868,000) (11,802,000) (23,604,000) (35,406,000)
Explosionscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (3,934,000)
Caligo's Wing: 1000 (17,000) (127,500) (255,000) (510,000) (1,020,000) (4,833,400)
Caligo's Wing: 1000 (17,000) (127,500) (255,000) (510,000) (1,020,000) (5,853,400)
Caligo's Wing: 1000 (17,000) (127,500) (255,000) (510,000) (1,020,000) (6,873,400)
Caligo's Wing: 1000 (17,000) (127,500) (255,000) (510,000) (1,020,000) (7,893,400) (15,786,800) (23,680,200) (47,360,400) (71,040,600)
Speed: 310 (330) (335)
Skill: 340 (360) (370) (+50 hit)
Move: 7 (8) (11 (12) (15) (16) 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.

Miasma's Heart: This heart will double the visibility debuffs/evasion buffs taken by foes/recieved by allies due to fog or smoke abilities. This legendary heart will double the HP of the holder.

Rune of the Night Lord: Grants the holder a 20% HP boost. Consumable. This item is destroyed when the character falls in battle. This rune cannot be used alongside a Rune Arc, and is likely the mirrored version. 

Decaying Ekzykes' Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique breath weapon of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.

Farum Azula Ancient Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique dragon spell of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.

Lichdragon Fortissax Ancient Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique dragon spell of the dragon it belongs to (Death Lightning). This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons/spells to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack. 

Caligo's Ancient Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique dragon spell of the dragon it belongs to (Caligo's Breath). This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons/spells to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack. 

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. 

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.

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.

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.

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.

40-Caligo's Explosive Ice Bombs: Caligo creates and stores powerful chunks of ice. When using Bomb Rush, these projectiles are used. 3 range. 500 ice/explosion/dark damage. These bombs have a 20% (30%) (80%) chance to freeze foes. Up to 2 bombs may strike each foe. 

4-Frost Rod: A strange but powerful item. This item will boost the base might of ice element attack by 400. This item will only boost element attacks that include ice 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.

Caligo's Draconic Forged Flesh++: +10 Speed/Skill. The flesh of this character has been forged to be even more durable and powerful. This flesh will debuff all damage taken by Caligo by 30% unless the damage contains fire/explosion type elements. 2000 defense added to base defense stat.

Draconic Forged Frost Claws++: +10 speed/skill once grafted into the character. Omega Forged Claws. When these claws strike a foe, they will reduce the speed of the foe by 5 (10) due to sheer cold for the next two turns. They also add Ice/Dark damage to all claw attacks. Base: 1000 (2000) Claw/Ice/Dark might. These claws boast a 30% (40%) (90%) chance to freeze the foe. These claws remove Rapid Fist/Claw Debuffs.

Caligo's Forged Tail++: Caligo's tail may be charged with icy energy. This takes a turn to do. When the tail is charged, it will add Ice/Dark/Magic damage to the strike of the tail. It will also cause the tail to gain +3 range. When Caligo attacks with her tail, any enchanted ice terrain on the map will activate and deal triple the normal damage and debuffs that would normally be applied to the foe. This tail also adds 1000 (2000) damage to the base tail attacks of Caligo.

Caligoscale Pendant: This incredible pendant has been crafted by a powerful dragon upon reaching level 90. This pendant cannot be used by characters who use electrical/sci-fi shields. It grants 2000 defense and is boosted by ice and shield item and skill boosts.

Jaws of Deathly Chill++: Omega Forged jaws. These remove debuffs from Jaws of Death. They also add Ice/Dark to the bite attacks of this character. These jaws deal triple damage to frozen characters. Base 2000 (4000) might.

4-Caligo's Wings: These wings grant Wing Gust for free. They will also cause this ability to have a 30% (40%) (90%) chance to freeze any foes it is used against. These wings grant +3 flying movement. If not flying, these wings can become a pair of powerful shields. These shields grant 1000 base defense. They are boosted by Ice, Dark, Wing, and Shield skill and item boosts. Caligo must be landed to shield herself with his wings. 

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

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

Dark Spirit Shield

Air Spirit Shield

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.

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.

Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.

Great Dragon Hide Shard: This remarkable item may be used by any dragon who is a large size class or greater. This will double the defense of the dragon if they have their "Dragon Scale" ability unlocked. A Lesser Dragon Hide Shard could be created by breaking this item. 

Choking Coil: A black coil that wraps around the throat of a dragon or other breath-weapon using character. This rare item will increase the range of breath attacks by 50%. This item cannot be stolen, though it may drop.

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.

Trinket of Porcelain Defense: This trinket will cause attacks that normally ignore defense to calculate defense fully vs this character if they have not been attacked (initiated against) yet this battle.

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

Profaned Ground: A bottle of black soil. This item will cause foes to always take the indirect damage they would normally take from starting in deadly terrain created by this character. This will not allow throws to deal the indirect terrain damage; it will only trigger at the start of an enemy turn. This ignores items that ignore indirect damage.

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 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 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 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 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.

Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character. 

Lifeless Frozen Blood Droplet: This item will allow the temperature debuffing statuses and freezing statuses of this user to ignore temperature and freezing resistance and immunity granted innately or by items. This item is very hard to drop or steal.

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)

Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Resolved Scale: This item will cause activated abilities that would normally ignore defense (Critical Hits, Skilled Shot, Aether) to fail to ignore defense granted by armor and the base defense stat. If a character has only base defense, this scale can eventually be worn through, but it is extremely sturdy.

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%.

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.

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.

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. 

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 appendage. 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.

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%.

Vicious Silver Pin: A small, needle-like pin that can easily be worn 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. 

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, ambushes and backstabs.

Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.

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.

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.

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. 

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.

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.

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

Night of the Miasma: This relic will always be dropped upon defeat; however, it cannot be stolen. If this character freezes a foe, it will immediately conceal itself. This concealment works exactly like Conceal Presence. This character will also deal 30% more damage to frozen foes. 

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 Ice- This item prevents ice type attacks from being consumed.

Devilish Destruction Charm

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.

Magic, Dark, Ice, Explosion and Air Willow Core: This unusual item will double the Magic skill damage boost to attacks. This only applies to damage, not to defense. If the holder uses attacks that are only this attack damage, they will triple the skill damage.

Hollow Gemnode Gem-Casket of Winters, The Legendary Ice Gem: A mercy granted rarely by a Gemnode. This hollow gem may imitate a Legendary item once held by this character. If this character falls in battle, they will lose this item for six months. This item cannot be stolen. This legendary item will double the ice type damage of this character's attacks, multiplied on top of other item and ability damage boosts. It will also unlock abilities on certain characters. There is only one of these items in the universe.

Boots: +1 movement

Abilities:

Caligo's Breath: 1-4 (6) range. Ice, Magic, Air, and Dark type damage. This potent breath attack may be used to attack or counter. This ability cannot be removed by strategist. Foes struck by this attack will suffer -20 (-40) speed from a cold debuff that lasts for 1 turn. However, if struck by the debuff again on the next turn, it will refresh and stack. This icy breath has a 20% (30%) (80%) chance to freeze the foe. Base 500 might. Costs: 6 pg

Miasma of Night: Signature ability. Caligo may take her turn to unleash a massive haze of icy air. This will cover the entire map. All units caught in this haze, except for Caligo, will suffer -10 (-20) speed from cold and -100 (-200) (-400) hit when targeting a foe with ranged attacks due to blindness. Caligo herself will be cloaked in this haze. This haze reduces enemy perception by 3. Caligo may choose to begin charging a massive AoE. She may not move or act while charging. This takes two turns to charge. Once charged, a ceiling of ice will form from the haze and fall upon the battlefield. This will remove the haze, but it will strike all characters within 20 range of Caligo. This AoE boasts a devastating 1000 base Magic, Ice, Dark, Explosion type might. It has a 100% (110%) (160%) chance to freeze and bleed (150%) the characters it strikes and has +50 hit on top of being a true AoE. Costs: 12 pg

Frostbiting Ice Shell: Caligo may take her turn to unleash a wave of freezing air. This will cause all units within 3 range of her to have a 30% (40%) (90%)  chance to be frozen. When Caligo uses this ability, she will coat herself in a shell of ice. This shell will cover her body in five quadrants: head, torso, limbs, wings, and tail.  For each quadrant covered, Caligo will reduce her damage taken by 15%. If a quadrant is struck by a fire or explosion-type attack, it will break. Any attacks that specifically target a broken quadrant will take no debuff to their damage. AoEs strike all quadrants. Costs: 6 pg

Grip of Night: Nightlord ability. If this character strikes a foe and the attack would have killed them if not for life saving abilities or items, that foe will be held to the ground by a dark aura. This aura will have the same HP as this Nightlord, and foes must strike the captured character to break them free of the hold. A character may not break free of this hold themselves. In this hold, the captured character may not attack, though they may consume items and perform basic actions. They may also move, but only 2 spaces per turn. Costs: 4 pg

Bomb Rush: If this vehicle is equipped with missiles or bombs, it may perform a devastating bomb rush. The vehicle must move forward in a straight line, and as it does so, it may target all foes within its range as it performs this deadly attack. Unless the foe can vantage hit this character, they will not have the opportunity to counter-attack. This character MUST attack all enemies within the reach of this straight-line attack, and it must use the entirety of its movement. This ability does work with speed boost. This ability may be used once a battle, and the bombs/missiles used must be consumables. Multiple bombs/missiles may not be used to target a single foe. Costs: 7 pg

Freezing Aura (II): If an enemy is within 1 (2) (3) spaces of this character, they will have their speed reduced by 20 (40). This is an ice type status, and thus certain abilities or immunities will ignore it. At one range, this debuff will be doubled (80) (160). The second tier of this ability requires the character to be a Huge size class or bigger. Costs: 10 pg

Enchanted Ice Terrain: This character may take a turn to charge. At the start of their next turn they will unleash enchanted ice terrain on the tile they are standing on and on all adjacent tiles. This does not take their turn to do. This terrain will slow all foes who stand in it by 5 (10) due to cold. At the start of any given turn, this character may choose to activate and explode this terrain. This will remove it from the map, but all foes standing in it will lose 10% of their HP and have a 30% (40%) (90%) chance to be frozen. Costs: 4 pg

Unleash Enchanted Ice Terrain: This character must alread have the ability "Enchanted Ice Terrain". If they do, then they will lay Enchanted Ice Terrain on every tile they strike with any attack they activate. Costs: 3 pg

White Dragon Scales: This dragon's scales give it a unique ability based on their color. White gives this character complete immunity to light type damage. These scales also add a 50% buff to the character's total defense. Costs: 5 pg

Devastating Dragon Breath: Once every three turns, this character may exhale its breath weapon at full force. This will strike five (8) squares in front of it in a straight line. Enemies will calculate their dodge chances separately. Enemies may counter-attack. Costs: 4 pg

Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg

Great Enemy: If this character is engaged by more than one unique character who is not from the Lands Between from an enemy team, it will take as many turns per phase as there are unique enemies on a single team. This ability may only be used in The Lands Between. Costs: 5 pg

Life Sapping Cold: This character’s icy presence saps the life from foes. If a foe is frozen by this character, at the start of the foes turn, they will take damage based off of their current cold based speed debuff. The damage will be %=1/2 the speed debuff. This damage is status damage, and it will trigger directly after the character rolls for thawing. This damage will be halved if the character is struck by a fire move before they start their turn, are burning, or are innately resistant/immune to ice or freezing. Costs: 4 pg

Defog: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 pg

Serene Aura: This character has a subtle grace that can easily fill an enemy with wonder. This ability works like Seductive Presence, only affecting certain characters, but it is generally more effective. This ability will drop the speed and skill of any character who is affected by it by 30 (60) if they attempt to attack this character. If this character attacks the foe, the ability will not work. Costs: 3 pg

Dragon Fang (II): During any attack, this ability has a 60% chance to activate. If it activates, the total damage of the attack will be boosted by 100%. This ability may activate when counter-attacking. Costs: 10 pg

Wing Gust: Instead of attacking, this unit may its wings to create a powerful gust of wind. It pushes everything three spaces in front of it back to the fourth space or further. This can also blow away many types of terrain (windy, sandstorm, smoke, gas, fire, dark). It will also deal the same basic damage as an air blast and wing attack from this character combined. This attack may only be used once every three turns. This blast now has a 30% chance to freeze foes. Costs: 3 pg (Wings)

Ethereal Ice: Legendary Gem ability. The ice abilities of this character are staggeringly powerful and graceful. This ability will increase the freezing activation rate for this character by adding 50%. It will also add one to the range of the Freezing Aura debuff. At one range, the total debuff from that ability will be doubled. Costs: Legendary Ice Gem.

Devourer of Nations (III): 40% HP buff after feeding on thousands of lives. Costs: 30,000 devourings.

Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.

Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

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: Dragon, Status, Destructive, Night Lord

Weakness: Extreme Weakness to fire and burning. Immune to ice and dark type damage. Immune to freezing. Extremely resists poison, disease, radiation, and bleed statuses. 


Caps:
HP: Large
Attack: 1100
Defense: 1100
Speed: 110
Skill: 140
Move: 6 (10 while flying)

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