Yellow Mage: Level 78
HP: 288,000
Attack: 8000
5GM Magic: 1000
5GM Dark: 1000
5GM Absorb: 1000
5GM Psychic: 1000
Magic/Dark/Psychic Blasts: 8000 (9000) (76,500) (153,000) (459,000) (573,750)
Hurting: 500 (1500) (9500) (10,500) (11,500) (97,750) (195,500) (254,150) (508,300) (635,375)
Black Orb: 500 (1500) (9500) (10,500) (11,500) (97,750) (195,500) (254,150) (508,300) (1,524,900) (1,906,125)
Locust Swarm: 100 (1100) (9100) (10,100) (11,100) (12,100) (102,850) (205,700) (308,500) (401,115) (802,230) (1,002,788)
Defense: 8000
5GM Armor: 1000
5GM Shield: 1000
Speed: 280 (290) (295) (+30 avoid) (+40 avoid) (+20 avoid) (+50 avoid) (+40 avoid attacking)
Skill: 280
Move: 7 (9) (11)
Items:
Acrobat's Tradeoff: This item removes all HP buffs from the holder. It also removes all shields and barriers. It also prevents defense-boosting abilities and items. It prevents the use of auto-healing abilities or items. However, it adds +10 speed and +40 avoid to the holder. Why defend when you cannot be touched? This item cannot be removed as it functions similar to a 1UP or Seraph Robe.
Yellow Mage Catalyst++: This catalyst boosts only profane spells. It will add base 1000 might to those spells. It will also increase the odds of these spells triggering dismember by 20%.
Yellow Mage Gear: +30 avoid. This gear grants extreme resistance to absorb and body-type damage. This armor prevents other armor from being worn. This armor is very frail. This armor doubles the buffs given and gained (alongside the max caps) of the ability to"Cultist Dance". Base 500 defense.
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.
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.
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 Fissure: An uncanny object. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear.
Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.
Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.
Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
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.
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.
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.
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.
Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.
Vile Shadow: Prevents foes from absorbing dark-type damage attacks.
Devilish Destruction Charm
Overboosting Element items+Plates (8.5x)
Poms of Power (Dark, Magic, Absorb, Psychic)
Boots+Heavy Duty Boots
Abilities:
Hurting: 1-3 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% 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
Black Orb: 1-3 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
Locust Swarm: 1-2 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
Mind: This character destroys their own sanity to cast profane spells. This character starts each battle with 100 (200) 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: 1 pg
Cultist Dance: This character may take their turn to start an evil, ritualistic dance. If this character is not struck during the turn, the dance will be completed at the start of this unit's next turn. This will grant +25% (+50%) damage and +30 (+60) avoid to the character for the next three turns. Repeating the dance will allow these buffs to stack (maxing out at a 100% (200%) damage boost) and will refresh the cooldown. If struck while dancing, all the buffs for this character will be lost. If this dance is performed next to an entity these cultists worship, the entity will receive a 25% (50%) buff to its attack and defense for the next three turns. The buffs granted to the entity do not have a maximum cap. Costs: 6 pg
Ritualistic Bestowal: If this cultist falls in battle, it may grant the entity it worships one of its abilities. An entity may only be bestowed three total abilities during a battle, and all given abilities will be removed when the battle ends. Costs: 7 pg
Fear and Hunger: People can be pushed to horrendous acts by fear and hunger. This ability will cause consumable items used on the map to be half as effective. This will also cause characters who are Devourers to always have a 50% to frenzy if within range of a target they could eat. This ability buffs fear abilities by x1.25. Costs: 5 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Extreme Evasion (III): +50 Avoid both when attacking and when being attacked. This unit cannot be hit by ranged attacks. This unit cannot be hit by area attacks. Attacks that "Always Hit" must calculate accuracy and may miss. Costs 20 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
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
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Elusive Blow: When attacking, this character adds +40 to their avoid. Costs: 3 pg
Dismember: On every biting attack this character executes, it has a 20% (40%) (60%) 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)
Character Type: Cultist, Magic, Mage
Weakness: Weak to dismember. Extremely resists dark and psychic-type damage. Extremely resists fear. Immune to mind control if the entity of their worship is present on the map.
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