The Night Lord: Level 95
Lead Blood: This item will vanish if the character holding it falls in battle. However, this odd blood that courses through the veins of the bearer grants resistance to radiation damage.
Move: 7 (8 levitating) (11 teleporting)
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 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.
Night Lord's Great Rune: Heolstor's Great Rune. When a Rune of the Night Lord is used, this will increase the HP boost by 100%. It will also add +15 speed and skill.
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 dropped at death.
Life Ring: This ring boosts the max HP of the holder by 10%.
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.
The Long-Suffering Heart: A legendary heart. This heart will double the HP of the holder. It will also cause the holder to unlock the ability "Long-Suffering" for free if they naturally learn the ability. If they do not, this heart will allow the holder to pay levels for the ability.
Heart of the Night Lord: A legendary heart. This heart will cause the holder to be immune to being killed for the first three turns of the battle. If this unit were to be killed, then it must take its action next turn to regenerate (allowing it to heal 10% of its HP). This life-save cannot be ignored by any items. This heart will double the HP of the holder. This heart may only be used by Night Lords or Wraiths.
Heolstor's Night Moonlight Blade+++: -15 speed. (+10 speed) A legendary sacred weapon. This blade is impossibly large, requiring a medium-sized character to wield it. If a small-sized character were to use it, it would reduce movement by 1 and grant -40 speed. This weapon has base 1000 (4000) blade/light/magic/dark/moonlight-type damage, and it cannot be augmented. The blade is illuminated by a holy light, and if the wielder takes a turn to charge the blade, it will have 1-3 range for the next four turns. Now that this weapon has been empowered with 3 Moonlight Souls (Seath the Scaless, The Moon King, Ludwig the Accursed), it has increased its base might by 300%. It now will no longer reduce the movement or result in the -40 speed debuff for a small character, allowing them to only receive a -15 speed penalty. The weapons will also gain +15 (+30) (+45) (+135) skill due to the massive reach (+40 hit). This weapon's damage cannot be consumed. This weapon will deal double damage if the ability "Luna" is triggered. Finally, this weapon can now be augmented. This weapon could be empowered by consuming more moonlight souls (up to 3 more souls).
Ruined Royal Greatsword of Night+++: (+10 speed) (+40 hit). A blade used by Heolstor. This shattered greatsword will double the buffs of the ability "Ruin". This sword deals 500 (1000) (1500) blade/dark/magic type damage. It will deal 200% more damage if the foe has first been struck by a Moonlight Blade in this engagement. This weapon can be augmented.
Enchanted Dagger of Night+++: +30 (40) speed. (+40 hit) This dagger serves as a catalyst as well as a blade. Base 300 (900) Blade/Dark/Magic might. This weapon allows the user to completely remove any debuffs from using "Three Arm Weild". It will deal 100% more damage if the foe has first been struck by a Moonlight Blade in this engagement. This dagger may be augmented.
3-Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to.
3-Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.
1-Fated Weapon Seal: This elite weapon seal will boost the total might of Legendary Weapons by a staggering 50%. A Legendary Weapon is always dropped upon defeat.
2-Assaulting Weapon Seal: This elite weapon seal will allow a weapon held in a second or third hand to be used alongside another weapon that has been selected to activate an assualt move. This may be used with Four Arm Weild, but it cannot be used for all four weapons (2 extra weapons are the max).
Heolstor's Crown of Night: A crown item. Characters may only wear one crown. This item adds 100% to the dark item boosting damage (additively) and +15 skill.
Heolstor's Wraith Forged Flesh++: Omega forged flesh. +10 speed/skill. This flesh will increase the base defense stat of Heolstor by 1000 (2000). This flesh will also cause Heolstor to ignore teleportation restrictions.
Omega Wraith Forged Eye: This eye has been implanted into a wraith. It grants +50 hit, but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
Heolstor's Shade Underarmor+++: This extremely potent, dark under armor grants immunity to bullet, blade, and pierce. It may only be worn by a wraith. Base 1000 (3000) defense.
Heolstor's Night Lord Armor+++: This armor can only be worn by a wraith. It is virtually impossible to destroy, and it debuffs damage taken by this character by a staggering 30%. This armor grants immunity to light, energy, and lightning-type damage. Base 2000 (6000) defense.
Heolstor's Night Lord Cloak+++: This cloak billows around Heolstor and seems to grip those around him. This will reduce the avoid of adjacent foes by 50 (100). This cloak may only be worn by a wraith. This cloak reduces the build-up of Scarlet Rot on this unit by 75%, regardless of items held by the foe. Base 1000 (3000)
Deific Moon Shields: These incredible shields may only be used by Deific or Great-One-type characters with high moonlight affinity. They boast 1000 base defense and are improved by light, dark, shield, and moonlight skill and item boosts.
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.
Collapsing Stars Tome: A Tome that grants the ability "Collapsing Stars". Incredibly valuable. To use this tome the user must be a sorcerer, wizard, witch or mage.
Night of the Lord Relic: This relic will always be dropped upon defeat; however, it cannot be stolen. This relic will cause the holder to boost their total damage by 30% for three turns after they switch which weapon they have equipped, start an augment, or change to a new augment.
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.
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.
Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops.
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 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 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.
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
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.
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.
Glorious Moon Fragment: This item will always drop upon the defeat of the holder. Boosts the damage of moonlight attacks by 30%.
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.
Thunder God's Ring: This mighty ring will buff all lightning damage by 30%. This item is easily lost or stolen.
Dragon God's Ring: This mighty ring will buff all Dragon-type damage by 30%. This item is easily lost or stolen.
Sacred God's Ring: This mighty ring will buff all Sacred-type damage by 30%. This item is easily lost or stolen.
Madness God's Ring: This mighty ring will buff all Madness-type damage by 30%. This item is easily lost or stolen.
Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.
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.
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.
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.
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.
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.
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.
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.
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.
Triangle Reach Medallion: This Medallion grants naturally ranged swords, axes (+clubs and hammers), and spears +1 range. This does apply to weapons that gain range thanks to an augment. It does not apply to throwing weapons.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill 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.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
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.
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.
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 turns.
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 turns.
Adamantine Larimar: If this character kills a foe, their total damage during their next turn will be boosted by 50%. They will keep this stat boost until they fail to kill a foe on their next turn. After failing, the character will suffer -10 speed and skill from base at the start of the enemy phase and during their next turn. The holder may choose not to activate this item.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Lead Blood: This item will vanish if the character holding it falls in battle. However, this odd blood that courses through the veins of the bearer grants resistance to radiation damage.
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.
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 reduce 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 reduce the total HP lost from enemy physical attacks by 10%.
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).
Crackling Blood Droplet: This eerie drop of blood crackles with blue flecks of lightning. This item is nearly impossible to steal. This item will prevent a for from having any item or innate resistance/immunity to lightning-based pain or paralysis statuses.
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.
Hideous Black Blood Droplet: A blood droplet so heinously dark, it is hard to look away from. This item will remove all innate and item related resistances to taking the poison status or poison status damage. This object is quite hard to steal and rarely drops (5%).
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.
Flame Rock: A rock that forms in blazing blood. This rare item will increase the damage given by burning statuses by multiplying their percent-damage by 1.5x.
Somnambulist's Rock: A rock of crystalized dreams. This rare item will cause any item that instantly wakes a sleeping foe to take 20% of that foe's HP in order to wake them if they were put to sleep by this unit.
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%.
Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.
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.
Dreaming Stone: This quiet, shifting stone will add 10% to the activation rate of sleeping statuses used by this character.
Orca Fang: A sharp fang from the mouth of an orca. This object increases the stun, but not flinch, chances of this character by 10%.
Hydra Fang Shard: This object will increase the chance of poison statuses by 30%. This item is very hard to steal.
Hydra Fang and Socket: A vile object. This is very hard to lose or steal, and will increase the chance of poisoning a foe by 50% as well as boost the damage of poisons that deal a raw number rather than a percent (as most poisons do) by 50%.
2-Deep Toxic Crystal: A crystal farmed from deep within a concentrated poison swamp. These are quite rare, but buff the base damage of poisons that deal a raw number by 400. A small character may carry up to two, medium-3, huge-4, titanic-5, colossal-6.
Vile Shadow: All dark 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.
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.
Elite Gemlord's Mind Breaking Crystal: This incredible item was bestowed upon Kaworu. It causes the holder to negate the mental points of all characters who are within ten range of him.
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.
All Element Willow Cores: 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.
Shard of Excalibur: The Legendary Sword Gem. This gem will double the damage of sword attacks. This item will also unlock a powerful ability on most characters.
Hollow Gem-The Dark Soul (Legendary Dark 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. Only one of these exists in the entire dimension. Unlocks extremely powerful attacks on most dark-wielding characters. This will also double the total damage of any and all attacks that are enhanced by dark element.
Hollow Gemnode Gem-The Fairy Heart-Legendary Magic 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.
Hollow Gem-Anar-The Legendary Light Gem: There is only one object like this in the world. This brilliant golden fruit is the legendary light gem. It will double all light type damage and defenses on top of normal damage multipliers. It will also unlock a unique ability on certain characters.
Boots
String Particles: This rare item is easily lost or stolen, but can only be taken by characters who can teleport. Boosts teleporting movement by +3
Abilities:
Reality Rift (III+Needled): Heolstor signature ability. He must take a turn to charge this ability. After this, he may move and rend the sky open. This will cause a massive slash to manifest in the sky, and this slash will remain for the rest of the battle. The slash will be one of the following damage types: Magic (Sleep), Poison, Fire, Fire (Madness), Light (Holy), or Lightning. Flying characters will take massive damage from starting within this slash; they will lose 80% of their HP. This rift reaches into space, and it will deal double damage to enemies in outer space. It will count as terrain damage; however, characters will be able to resist, extremely resist, or be immune to the damage depending on the element type of the rift. Flying through this rift terrain will cost 3 movement and deal 25% of the normal terrain damage taken from starting within the rift. In the needled state, characters who start in or move through this rift will also suffer the status activation chances associated with being struck by the augmented weapon. At the second tier, after rending the sky, Heolstor will plunge his blade into the ground and unleash a 10-range true AoE. This AoE will only strike characters on the ground. The damage of the AoE will equal the damage of the sword used to strike the ground, and it will deal the associated statuses. At the third tier, the act of rending the sky will augment Heolstor's weapons for 10 turns. The augment type will be based on the damage type of the rift. The specific augments are as follows:
Gladius' Fire: +1 range. This augment will add fire and explosion element damage to the blades of Heolstor. It will also give all his strikes a 50% (90%) burn chance. This augment will also boost his total damage by 50% (100%).
Adel's Lighting: + 1 (2) range. This augment will add lightning and earth damage to the blades of Heolstor. His strikes will also have a 30% (40%) flinch chance. His swords will now be considered Dragon-Type damage. This augment will also boost his total damage by 50% (100%).
Gnoster's Poison: + 1 (2) range. This augment will add poison and absorb damage to the blades of Heolstor. His strikes will also have a 100% (150%) (180%) (230%) poison chance, with a base poison status damage of 1000 (13,000) (13,800) (103,500) (207,000) (310,500). This augment will also boost his total damage by 50% (100%).
Maris' Sleep: +2 (4) range. This augment will add psychic and water to the blades of Heolstor. It will also cause all his strikes to boast a 20% (30%) sleep chance. This augment will also boost his total damage by 50% (100%).
Libra's Madness: +1 (2) range. This augment will add light and fire to the blades of Heolstor. It will also build the frenzy chance of a foe with each strike by 10%. While using this augment, Heolstor cannot be targeted by frenzying characters, unless they are Lords of Frenzied Flame. This augment will also boost his total damage by 50% (100%).
Fulghor's Light: +2 (4) range. This augment will add light and holy element damage to the blades of Heolstor. While this augment is active, Heolstor's weapons will deal double damage to and ignore the generic life-saving abilities of unholy foes (vampires, wraiths, demons, devils, undead). This augment will boost the total damage of the weapons by 100% (200%).
Caligo's Ice: +1 (2) range. This augment will add ice and air element damage to the blades of Heolstor. It will also cause his strikes to boast a 30% (40%) chance to freeze foes with each strike. His swords will now be considered Dragon-Type damage. This augment will boost the total damage of the weapons by (100%).
Costs: 40 pg
Night Rain: Heolstor Signature ability. Heolstor may take a turn to activate this ability. It will generate a storm of rain on all tiles on the map that are 40+ spaces away from him. This radius will shrink by 10 spaces each turn until the rain covers all tiles that are 10+ spaces away from Heolstor. Allies are never harmed by this rain, but foes will take terrible damage. Non-unique foes who are 10 levels lower than Heolstor will be instantly killed by the downpour. Unique characters will lose 10% of their HP each turn. Each turn they spend in the rain without entering the safe zone near Heolstor will cause them to build the amount of damage they take by 10% per turn. The character in the rain will lose 1 barrier per turn, but much like the damage they take, this loss will increase by 1 additional barrier per turn they stay in the rain. If they lose all barriers, the rain will begin to destroy armor, weapons, and equipment. This rain penetrates structures; the only escape is to face the Night Lord head-on. Costs: 12 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
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
Three Arm Wield: This character may hold and attack with up to four weapons, in essence multiplying its attacks by 4. However, doing this requires a huge amount of focus, and results in a -20 skill and speed loss while using this ability. Dual wield is required for this ability to function. Costs: 4 pg and Dual Wield.
Lunge: This ability may be used once every other turn. After moving, this character may target a foe who is within three spaces of them in a straight line with nothing in the way. They may then rush up to the foe and attack them with non-ranged attacks. The shocking nature of this sudden attack will cause moves like dodge roll and parry repost to fail. Costs: 4 pg
Ruin: This character belongs to a line of once glorious rulers that has now fallen into ruin. Each time this character takes damage (including from statuses, autodamage, and indirect damage) they will buff their damage by +20% for the rest of the battle. Status types will each buff the damage individually. Being struck and damaged multiple times by a foe in an engagement will only count as taking damage once. Costs: 5 pg
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 (30)
If the character strikes an enemy, they will boost their skill stat by 5 (10)
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
If this character misses an enemy, they will boost their skill stat by 15 (30)
If the character strikes an enemy, they will boost their skill stat by 5 (10)
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
Luna: This skill has an 80% chance to activate on every attack. If it activates, the attack will calculate its damage as if the enemy's entire defense was reduced by 50%. Costs: 4 pg
Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. This attack may be used once (twice) per battle. Costs: 5 pg
Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 (20) Skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 (6) for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 (20) for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% (20%) for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter-attack. Costs: 7 pg
Long-Suffering: This unit suffered for long ages in silent stoicism. This ability will cause this character to halve all debuffs applied to it as a status (in that they last full or multiple turns). Debuffs applied for one engagement are not reduced. Debuffs that are tied to statuses, such as paralysis or poisons, will also not be reduced. Costs: 5 pg (Legendary Heart)
Collapsing Stars: A gravity spell. This spell creates five orbs of energy around the character. These orbs will immediately launch at any foes who move into their range (1-2). This includes if the user walks close to the foe. These orbs are relatively weak, dealing only 10 dark/magic (gravity) type damage. However, they boast +30 hit. And each orb that strikes the foe will reduce their movement by 1 and their avoid by 10 for the next two turns. What is worse, each orb will cause the foe to lose 4% of their total HP from crush damage. This ability takes the user's turn to cast. This ability may be used once every four (two) turns. Costs: 7 pg (Tome)
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)
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)
Crushing Ultra Sword: Legendary Sword Gem ability. This character uses an impossibly massive blade. This ability will boost the damage of Ultra Great Swords by 30% alongside granting the wielder of the sword +15 skill. Finally, all strikes of an Ultra Great Sword that land will cause the foe to lose 5% of their HP due to crush damage. This ability cannot be used if the character is holding more than one Ultra Great Sword. Costs: Legendary Sword Gem
Guiding Moonlight: Legendary Dark Gem ability. The moonlight attacks used by this character gain +30 skill. This buff is tripled if the character is using a Legendary Moonlight Weapon. Costs: Legendary Dark Gem
Eroding Magic: Legendary Magic Gem ability. The magic-type attacks of this character, while not dealing more wear, have a 50% chance to destroy the items and equipment they break. This will cause the disintegration of the enemy equipment. Costs: Legendary Magic Gem
Blinding Moonlight: The AoEs of this character are blinding. Any foe struck by an AoE or large terrain placed by this character will suffer -40 (-80) skill. This debuff lasts for 3 turns. It does not stack, but it does refresh. Costs: Legendary Light Gem.
Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual-wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Swordsmanship level.
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: Melee, Destructive, Magic, Wraith, Nightlord
Weakness: Immune to poison, freezing, bleeding, pain, frenzy, madness, and other mental statuses. These status immunities will be treated as extreme resistances if the foe is carrying an item that allows them to piece natural immunities.
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