Enki Ankarian: Level 91 (incomplete stat page)
Move: 7 (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.
Rune Arc
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.
Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.
Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dropped at death.
Life Ring: This ring boosts the max HP of the holder by 10%.
Clockwise Metamorphosis 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 boost the max HP of the holder by 15%.
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.
Heart of the Dark Mage: This legendary heart will boost certain Dark Mage exclusive abilities. It will double the range and impact of Malific Aura and will double the boost granted by Heart Seaker. This heart will double the HP of the holder.
Fear and Hunger Omega Forged Flesh+++: +20 speed/skill. Remarkable flesh forged into a human body. Such a thing should be impossible. Grants a staggering buff to the speed and skill of this character. This flesh will add 6000 to the base defense stat of the character.
Eyes That Have Seen The God of Fear and Hunger: Omega Forged Eyes. These eyes being forged into a mortal human seems impossible. These eyes grants +15 hit and total immunity to the blindness status.
Enki's Dark Priest Robes++: Very well-made but very fragile robes. This armor grants extreme resistance to all physical damage (whip, blade, pierce, bludgeon, claw, bite, tail, martial, body, bullet) to compensate for Enki's frailty. Base 1000 (2000) defense.
Enki's Dark Priest Cloak++: A potent cloak that boosts some specific Dark Mage abilities. This cloak will triple the buffs granted by Malific Aura and Heartseeker. Base 1000 (2000) defense.
Vibranium Mail Underarmor++: Extremely hard and valuable mesh armor. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 1200 defense.
Gro-goroth Talisman+++: A talisman created by the Old God of Destruction. Incredibly, this talisman can use weapon seals. It also boosts the base damage of spells by 1000 (3000).
Brave Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will strike twice the normal number of time when initiating the attack. This does not work if the weapon has a speed debuff greater than -20. This item will only be stolen if the weapon it is attached to is stolen (usually a 30% chance).
Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.
Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore the life 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-Shadow of the Dungeon Shield: A terrible, powerful shield of darkness. This shield is boosted by dark and shield item/skill buffs. It is also boosted by Proficiency. Base 3000 defense. A character may hold up to two of these shields.
Memory of the God of Fear and Hunger: A crystalized memory. Impossible to steal. This memory of unspeakable horror intensely motivates Enki. This item grants Enki +20 skill.
Shadow, Flame, Absorb, and Explosion Spirit Shields
3-Fear and Hunger Coins: Incredibly powerful and rare consumable items. If this unit is attempting to roll for anything and they have over a 50% chance to succeed (before calculating the debuffs to activations due to enemy items/abilities), then this character may use a coin and roll for the activation, dodge, or hit twice. If either roll succeeds, that roll will be used. This is not a time-altering mechanism. This may be done even if consumables are locked on the character.
Sister Assassin Peasant Hat: This large hat is so wide it can actually drastically obscure the movements of the wearer. +30 skill when the wearer initiates the attack. This hat is easily destroyed.
Hollow Gem-The Soul Stone-True Philosopher's Stone: One of the six Infinity Stones. This astounding object allows any character holding it to access soul-absorbing/holding abilities. This object itself can be used to contain the purest forms of souls and can hold nearly a limitless amount. If the character naturally has those abilities, then this stone will increase the potency of those abilities by 100%.
Drop of Might: This item is incredibly difficult to steal or loot. It will double the base defense stat of the holder.
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.
Drop of Strength: This item is incredibly difficult to steal or loot. It will double the base attack stat of the holder.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% (13%) of their HP at the start of each turn. This item is easily lost or stolen.
3- Erdtree Sap: Heal 5% (6%) of HP at start of turn; Up to 3 may be held at a time.
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.
Pyromancy Trick Chained Dark Tome: Grants the ability to"Pyromancy Trick" for free. May only be used by Dark Mages. This book has a 20% chance to be looted and cannot be stolen.
Hurting Chained Dark Tome: Grants the ability to"Hurting" for free. May only be used by Dark Mages. This book has a 20% chance to be looted and cannot be stolen.
Black Orb Chained Dark Tome: Grants the ability to"Black Orb" for free. May only be used by Dark Mages. This book has a 20% chance to be looted and cannot be stolen.
Locust Swarm Chained Dark Tome: Grants the ability to"Locust Swarm" for free. May only be used by Dark Mages. This book has a 20% chance to be looted and cannot be stolen.
Needle Worm Chained Dark Tome: Grants the ability to"Needle Worm" for free. May only be used by Dark Mages. This book has a 20% chance to be looted and cannot be stolen.
Flock of Crows Chained Dark Tome: Grants the ability to"Flock of Crows" for free. May only be used by Dark Mages. This book has a 20% chance to be looted and cannot be stolen.
Necromancer's Tome: An extremely valuable item. This tome rarely drops (20%). This tome grants the ability "Necromancy" for free. However, the user must have already learned Necromancy. Holding this tome may have very dark influences on the mind of the user.
Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”.
Bloodletting Razor Brooch: Grants the ability Bloodletting for free.
Limb Rending Medallion: This rare item will allow the holder to unlock Dismember for free. If the character cannot naturally unlock dismember, this medallion will allow the holder to spend levels to gain access to the ability.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.
Cross of Supremacy: A medal given to only the most dedicated and powerful soldiers. This item may be stolen, but it will never drop. This item gives the character holding it an ability similar to supreme soldier, in that attacks that it uses will not break proficiency and proficiency made be used to boost multiple single-element attack types. However, this item will only allow the character to do this if it is GM or higher in the attack types they are using. Using a damage type that this character is not a GM skill level in will result in a loss of proficiency boosts.
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.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Vicious Silver Pin: A small, needle-like pin that can easily we warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very diffiuclt to steal and very valuable.
Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.
Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.
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%.
Eye 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 add 10 to the looting/thief rolls of the character.
Radiance Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. Doubles the HP granted by blood-based healing items.
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
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 Monocle: This unusual item is created by inverting an Ancestor's Cloak. Grants the user +30 skill. Easily lost or stolen.
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 Dark Candle: 15% damage boost in night or low light. +10 speed and +10 avoid in night or low 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 Bracelet: This ancient piece of jewlery has a burning insignia upon it. It will increase the speed of the character holding it by 10, and will cause them to boost their total damage by 10%. 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 Tonic Bandage: A mirrored Handkerchief. -50% to all burn and poison status conditions when they are used against this character. 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 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 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.
Ancestor's Dagger: A mirrored Ancestor's Pistol. This ancient dagger 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.
Gold Edged Kaikishōhō: 10% (20%) more damage and defense when at full HP
Llyod’s Sword Ring: This ring will boost the damage of the holder by 10% (20%) if their HP is full.
Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.
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%.
Great Swamp Ring: A ring that boosts pyromancy and flame alchemy damage by 20%.
Witch's Ring: A ring that boosts pyromancy and flame alchemy damage by 30%. Stacks additively with the Great Swamo Ring.
Dark Priest Ring: A mirrored Priestess Ring. This ring will improve the damage of dark and profane-type attacks by 20%.
Ring of Mind: This ring extremely resists psychic. Grants immunity to mind control.
Triplet Seal Ring: This ring will allow the holder to equip three elite weapon seals to their weapons. This item is easily lost or stolen.
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.
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.
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.
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.
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.
Lingering Dragonscrest Ring: This ring will double the duration of augments and conditional buffs activated by this character. This item is easily lost or stolen.
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.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or 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.
Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general.
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.
Pontiff's Left Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, the following blows will restore 30% of the damage given to the enemy to the character wearing the ring. This item is easily lost or stolen.
Pontiff's Right Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, each of the following blows will deal 20% more damage to the foe. This item is easily lost or stolen.
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.
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.
Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. 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.
Clever Charm: A small charm with ancient numbers carved into it. This charm will double the impact of Clever Fighter. This item is very easily lost or stolen.
Calculating Charm: A small charm with ancient numbers carved into it. This charm will double the impact of Calculating Fighter. This item is very easily lost or stolen.
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.
Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Cultist Prisoner Jinuzu's final moments before being deleted by Enki. This item will boost the pain type status activation by adding 15% to the roll chance.
Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%. Source: Cultist Prisoner Jinuzu's final moments before being deleted by Enki
Feeble Stone: A stone that provokes feelings of weekness in foes. Improves the activation chance of the Enfeeble Status by 20%.
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)
Rent Blood Droplet: A blood droplet that looks as though it is being torn apart by teeth and claws. This item will remove all innate and item-related resistances to the Dismember or Eye Loss statuses. This object is quite hard to steal and rarely drops (5%).
Accute Spirit Point: A very small speck of highly condensed magic energy. This looks like a tiny black orb. When placed into the brain of a magic character, this rare item will increase the range of their spell attacks and magic throws by 1. It will not increase the range of indirect magic abilities, such as reflectors, shields, or statuses. Impossible to steal unless the foe enters this character's mind.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Crow Mauler Soul: This incredibly powerful and rare item may be held inside a philosopher stone. This will change the Philosopher Stone into a new item. That item will boost all damage dealt by the character (including damage from statuses, indirect damage, and atypical damage types such as crush or falling) by x1.3.
Darkest Trinket-Wounding Words: +50% damage. -30% HP. Easily stolen. Always drop on death. Cannot be picked up by allies: are either destroyed or taken by enemies. A character may only have two active at a time. These cannot be traded. Which trinkets are used will be picked at the start of an engagement and last til the end of battle. These trinkets ignore Blood Droplet items.
Darkest Quirk-Forest Tactician: While on maps with woods, start each turn with a 15% to gain +75 avoid until next targeted. Also gain +5% critical odds activation.
Vile Shadow and Vile Flame
Devilish Destruction Charm
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.
Body Master's Signant: This special item will double the body skill damage boosts. This skill boost will be 4x if the character uses only pure body attacks.
Willow Cores (Magic, Dark, Absorb, Fire, Explosion)
Poms of Power (Magic, Dark, Absorb, Fire, Explosion)
Max boosting items+Plates for (Magic, Dark, Absorb, Fire, Explosion, and Pierce)
Boots+Heavy Duty Boost
Blazing Red Ichor: Grants +3 movement to foes who use running movement.
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.
Abilities:
Soul of the Enlightened: This character was born with a soul that will forever seek new knowledge. This will grant the holder +6 (+12) perception range, triple (6x) their efficacy in research, and will add +40 (+80) to their skill. Costs: 4 pg
Stand Against Fear and Hunger: This champion of humanity, perhaps even one worthy of being called a "New God" has faced the nightmares of the Dungeons of Fear and Hunger. This will cause this character to halve the efficacy of fear, hunger, and frenzy abilities (frenzy buildup/damage+debuffs upon triggering). Fear and Hunger can never be conquered, and as such, immunity against them is impossible; however, this ability will ignore items and abilities that would usually negate fear/hunger/frenzy debuffing. This includes Unconquerable Fear as well as blood droplets. Costs: 7 pg
Heartseaker: Dark mage ability. If this unit initiates and attacks with a spell from 1 range, this character will receive +20 (+60) (+120) hit. Costs: 1 pg
Malific Aura: All enemies within two (4) range of this character take 20% (60%) (120%) more damage from spells. This buff can stack if multiple units carrying it are near the foe. Costs: 5 pg
Counter Magic: This unusual ability allows a character to directly damage a foe who has struck it. This ability has an 80% chance to activate. It may only activate against attacks that have a magic component. If this ability activates, it will immediately give the foe the amount of damage that its defense blocks. This will happen the exact second each strike of the foe lands, and this damage is impossible to dodge or defend against. There is no immunity to this damage. This ability may stack with "Counter". Costs: 4 pg
Greater Blood Magic: If this character is bleeding, they will improve the damage of the spell "Hurting" by 100%. This does not count as blood damage. It will also allow the character to create a Blood Golem without spending their turn. Finally, it will allow Necromancy to boast a coin flip mechanic: If the user succeeds at the coin flip, the character will be revived at their full stats (equipment damage and statuses from previous death will not be removed). If the coin flip fails, Necromancy will function normally. Costs: 5 pg
Blood Golem: This fearful ability takes the turn of the character to perform. It will create a blood Golem. Doing this costs the character 20% of their HP. The blood Golem will have a relatively weak martial attack (calculated off of the creator's attack stat). The blood Golem will be 1GM martial and gain any abilities associated with being said skill level. The Golem will have the same base defense, speed, and skill as the creator (without item/ability buffs). The Golem will have 6 movement. Blood Golems have an 80% chance to take the hit for their creator. Blood Golems will always be targeted by frenzying foes if they are within range of the Golem. Up to three Golems can be created by one character at a time. The Golem will have the same HP as the creator, but it will take triple damage from bleeding. Costs: 7 pg
Pyromancy Trick: 1-2 (3) range. A profane pyromancy. Pyromancies are boosted by both spell, miracle, and pyromancy boosting items. This spell costs 10 mind to use and strikes only once. 300 explosion/fire type damage. This ability may be used to counter. This attack will always burn the opponent if it strikes them. Costs: 2 pg (0 pg Tome)
Hurting: 1-3 (4) range. +30 hit. Concentrated feelings of hurting create a devastating vortex. A profane spell. This attack may only strike once. It will cause the foe to lose 10% (13%) of their HP from crushing damage. This spell costs the caster 40 mind. If this attack strikes the foe, it can trigger Dismember. It will double the activation rate of the Dismember status. Base 500 dark/magic/crush damage. Costs: 6 pg (0 pg Tome)
Black Orb: 1-3 (4) range. +25 hit. A concentration of negative energy that is hurled at opponents. This profane spell will always strike 3 times and only three times. This costs the caster 20 mind. This spell deals pure dark damage, but it is improved by magic skill and item boosts alongside the dark skill and item boosts. This spell can trigger Dismember. Base 500 might. Costs: 5 pg (0 pg Tome)
Locust Swarm: 1-2 (3) range. This profane spell deals dark/magic/absorb type damage. Base 100 might. This spell costs the caster 35 mind. If this attack strikes a foe, the locusts will chew through up to 4 barriers. The foe will also have an 80% to suffer a dizzy status for 2 turns. Characters with flame body, static, freezing aura, active Overheat, or other abilities that surround their body in elemental damage/statuses will be immune to this spell. Costs: 5 pg (0 pg Tome)
Needle Worm: 1-3 (4) range. This profane spell deals dark/magic/absorb type damage. Base 100 might. This spell costs the caster 5 mind. This attack will target 2 random characters within range and strike them 2 times each. All damage dealt by this attack will be immediately healed by the caster. This attack may be used to counter, but it will still target random foes. Characters with flame body, static, freezing aura, active Overheat, or other abilities that surround their body in elemental damage/statuses will be immune to this spell. Costs: 4 pg (0 pg Tome)
Flock of Crows: This character may take their turn to use the ability "Heavy Peck". However, this attack will gain +30 hit and strike four times. However, the damage of these pecks will be 1/4 of a normal strike. Notably, this ability can trigger Eye Thief when it strikes. It may only steal one eye per engagement. This ability may not be used to counter. This is still a 1-range attack, but the crows technically count as projectiles. They will pursue dodge rolling or teleport dodging foes. Costs 30 mind to cast. Costs: 2 pg (0 pg Tome)
Heavy Peck: This character may alter their biting attacks to be pecks. This makes the damage pierce-type damage. This heavy peck gains +30 skill and will ignore half the enemy defense. However, pierce damage deals significantly less wear. Costs: 5 pg
Eye Thief: -10 hit. This unit seeks to pull the eyes from the skull of its foes. Instead of attacking, this unit may attempt to steal the eye of a foe. If this works, the foe will lose 15 (30) skill for the rest of the battle (unless they can regenerate their eye). If a character loses all their eyes, they will lose 70 (140) skill for the rest of the battle. Costs: 4 pg
Pheremones Spell: 1-4 (5) range. This spell costs 10 mind to perform. This spell may be used to target an ally. This spell will cause foes to have a 50% to frenzy and attack the phermone-covered character if they are within range. These Pheremones only last one turn, and certain abilities can blow them away. Unlike most frenzy statuses, the foes may take their turns in any order they choose, allowing greater freedom to work around the Pheremones. Costs: 4 pg
Loving Whispers: Instead of attacking, this unit may take a turn to heal an ally 40% (50%) of their HP. Costs 30 mind to cast. Costs: 2 pg
Healing Whispers: This character may unleash a wave of magic that will heal all allied and friendly units within two (3) spaces of it 40% (50%) of their max HP. Costs 30 mind to cast. Costs: 3 pg
Blood Portal: Using this ability gives the character a severe bleeding status. Once every six turns, this character may take one turn to open a blood gate. If this character is struck, the ability will fail and go into cooldown. However, if they open the gate, they and their allies may enter the gate. After passing through the gate, this character must manually close this portal. Doing so takes two turns, and doing so will fail if this character is struck. This gate may open to any location this character has seen before. Enemies may pass through the gate. This unusual portal may ignore map warp restrictions in certain dark, profaned areas of the world. Costs: 6 pg
Mind (II): This character destroys their own sanity to cast profane spells. This character starts each battle with 100 (200) (400) mind points. After expending these points, the unit will suffer a panic attack and take the damage and statuses of the ability “Panic II”. If they have 0 mind points, certain items can be used to refresh the mind of a character. A philosopher’s stone doubles the mind points of a character. Costs: 2 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Clever Fighter: This character is careful in battle and wary of his enemy's strengths. This character takes half (1/4) damage from activated abilities. This includes assault moves, Perfect blows, backstabs, parry reposts, AoEs, and critical hits. Costs: 6 pg
Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (60%). Costs: 6 pg
Permanent Loss: This ability can only be held by characters from a world where the replacement or regrowth of limbs is impossible by either biology, technology, or magic. This ability increases the trigger rate of "Dismember" by 20%. Dismembered limbs will be unable to be healed by items or abilities. Characters who can autoheal their limbs will have to use their autohealing ability to regrow the limb, and when doing this they will not heal HP for that turn. Costs: 1 pg
Swap: Humanoid ability. This character may take their turn to take an adjacent ally and switch places with them. The character must be the same size class. Inhuman strength will allow the character to move a character who is one size class larger than them. This can allow a unit to immediately mount/dismount. Costs: 1 pg
Enfeeble: This deadly status may be cast at any foe within 5 range. It has a 70% (90%) chance to succeed. If this status succeeds it will remove all the benefits granted by Inhuman Strength, Havel Rings, and Chloranthy Rings. This status will last for two turns. This ability may be used twice (four) a battle. Costs: 6 pg
Dismember: On every biting attack this character executes, it has a 20% (30%) (50%) chance to rip a limb off the enemy. This ability stacks with traumatizing blows, but if this ability activates it will also result in a bleeding status, regardless of whether or not traumatizing blows lands. Costs: 3 pg (Medallion)
Necromancy: This unit can take a turn to choose a fallen unit, friendly or otherwise, and raise them from the dead. These units fight for the unit that resurrected them. They are only partially alive, and thus only have 20% of their original health and 50% of their normal attack and defense stats. They may use specialized abilties if they are not still suffering from a cooldown. This ability must be used adjacent to the corpse, and the corpse must be in-tact enough to continue in combat. (Note coin flip mechanic from Greater Blood Magic). Costs: 7 pg (0 pg Tome)
Bloodletting: This character may spend their turn to inflict themselves with a bleeding status. Doing so will cost them 5% a of their HP. They may repeat this if they are already bleeding and give themselves the severe bleeding status. Doing so will immediately cost them 10% of their HP. Finally, if they are severely bleeding they may perform this ability and give themselves lethal bleeding. This will immediately cost them 20% of their HP. This move should be used with care. Costs: 1 pg (Brooch)
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)
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 a single attack set. However, regardless of whether or not the attack set is dodged, after the enemy attacks, this unit must move one space. Being unable to move this one space will cause this ability to fail. This can allow it to close the distance between itself and the enemy, or allow it to retreat. This ability may trigger multiple times during an engagement. Costs: 4 pg (Ring)
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (17)
If the character strikes an enemy, they will boost their skill stat by 5 (6)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat-clearing moves or by putting the character to sleep. Costs 4 pg (Medallion)
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)
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: Dark Mage, Magic, Status
Weakness: Weak to bleed and dismember statuses. Enki is frail and is weak to all physical damage. Immune to dark and magic damage. Extremely resists fear, pain, frenzy, and mental statuses.
Stat Caps:
HP: Low
Attack: 100
Defense: 100
Speed: 130
Skill: 170
Move: 6
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