Monday, January 5, 2026

Cahara






Cahara: Level 91


Move: 7 (9) (12) (14) (20)


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%.

Enki's Human Heart: This incredible item will boost the HP of a human who is holding it by 30%. It will also boost all innately learned Human-Type attacks used by the 30%. If a character holds this item, they may learn and use an ability known by this human (Hurting). This item rarely drops and cannot be stolen. The HP boost will be added together for each heart, but the attack boosts will not stack.

D'arce's Human Heart: This incredible item will boost the HP of a human who is holding it by 30%. It will also boost all innately learned Human-Type attacks used by the 30%. If a character holds this item, they may learn and use an ability known by this human (Leg Sweep). This item rarely drops and cannot be stolen. The HP boost will be added together for each heart, but the attack boosts will not stack.

Cahara's Human Heart: This incredible item will boost the HP of a human who is holding it by 30%. It will also boost all innately learned Human-Type attacks used by the 30%. If a character holds this item, they may learn and use an ability known by this human (Thief). This item rarely drops and cannot be stolen. The HP boost will be added together for each heart, but the attack boosts will not stack.

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 Mercenary: A legendary heart. This heart will cause the character to earn 4x the normal money/loot drops of set area bosses/events. This heart doubles 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. 

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.

Cahara's Leather Armor+++: +50 (100) avoid. Durable armor. This armor adds +10% to the activation rate of "Dodge Roll". This armor also grants 1000 (3000) defense. 

Cahara's Heart of Darkness Cloak+++: +50 (100) avoid in dark conditions. This armor grants 1000 (3000) defense.

Holy Knight Circlet: This headgear prevents the use of other hats/crowns. +20 skill when the wearer initiates the attack. This is easily stolen or looted.

Purified Eastern Sword+++: A Legendary Weapon. +30 speed. Deals triple damage to wraiths and ghosts. Ignores intangibility. This weapon also boasts a 70% boost to the activation chance of Critical Odds. Deals pure blade damage. This weapon may trigger "Dismember" and adds +10% activation to the ability. This weapon deals 50% more damage when it lands Critical Hits. Base 1000 (3000) (12,000) damage. This sword may only be used by human characters and is considered "Human-Type damage". (Moon Core Ore forged +3)

Onikirimaru++: +10 (+20) speed. A powerful demon-slaying katana. While it is made of nichirin, it does not require breathing forms to use. This sword deals double damage to demons. Base 500 (1000) blade/sacred type might. 

2-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).

Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to. 

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

2-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. 

Memory of the God of Fear and Hunger: A crystalized memory. Impossible to steal. This memory of unspeakable horror intensely motivates D'arce. This item grants D'arce +20 skill. 

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. 

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/items. 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.

Metal Coat: This item is created by melting many Metal Boxes together into one item. If the holder of this item has no access to any elemental barriers, this item will triple the base defense stat of the user.

Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense. 

Bare Armor Trinket: This unusual item may only be used if the holder has no shields or barriers. This item will increase the total defense of the character by 50% for each GM they are in armor.

Knight's Skillful Armor Seal: This unique item will cause the "Armor" skill boost to be applied to all pieces of armor. It will also double the armor skill boost. If the unit has no elemental shields, the armor skill boost will be tripled.

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.

Elite Onyx Die: An extraordinary item forged from 12 Onyx Die. An elegant black die. Rarely lost or stolen. This item will cause the ability "Critical Odds" to ignore Crit Immunity and extreme resistance if it triggers with a roll that is 5% or less unmodified. This works vs items like Ancestor's Lanterns as well as abilities or innate resistances. If the roll is not 5% or less, then this item will reduce all items that grant immunity to Crits by 1 tier. 

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”. 

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. 

Unlikely Medallion: This rare item will allow the holder to unlock Unlikely Allies for free. However, the ability will only work if at least one of the characters has paid levels for 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 Tentacle Idol: An incredibly rare trinket. This item is impossible to steal, but is always dropped upon death. This item will cause the panic status on a character to build 5% more during battle. This incredible trinket will boost the total damage buffs granted by ally buffs by 20% (adding 20% at the end of any ally boost, 40% if the ally boost is at second tier, 60% if it is at third tier). This object has a 10% chance to allow a character to survive lethal hits.

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 Dark Lantern: This eeroe lantern causes the character holding to increase the damage of Critical Hits, Backstabs, and ambushes by 50%. This item is easily lost or stolen. 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 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.

Bloody Fist Ring: This ring grants the holder access to the ability “Up Close and Personal” for free. If the character has the ability already unlocked, it will double the buff granted. This item is easily lost or stolen.

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

Hunter's Ring: This ring will improve the damage of dexterity-oriented physical attacks by 10% or 20%. Weapons that orient fully around strength will be boosted by 20%. This includes bows, guns, spears, knives, rapiers, and whips. Weapons that use strength and dex (including martial attacks) will be boosted by 10%. Weapons that use only strength (hammers and clubs and ultra Great Weapons) are not buffed. This item is easily lost or stolen.

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.

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.

Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen. 

Death Blow Ring: A very rare ring. Doubles the damage buff granted by the ability "Death Blow".

Elusive Blow Ring: A very rare ring. Doubles the damage buff granted by the ability "Elusive Blow".

Duelist Ring: A very rare ring. Doubles the damage buff granted by the ability "Duelist".

Darting Blow Ring: A very rare ring. Doubles the damage buff granted by the ability "Darting Blow".

Grit Rusted Ring: This ring grants the ability Grit for free. If the character unlocks the ability by paying levels, this ring will cause the ability to reduce enemy damage by 50% rather than 40%. This item is easily lost or stolen. 

Moon's Wish: A beautifully dark, pearl-like object. This rare item may be crafted using shards of Midnight and other rare objects. This item may be used to immediately change the map to night. This will not take the character's turn to do, and this night-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Day Pearls will fail for those five turns. This object is hard to steal. 

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: Elite Guard's Slow death at the hands of Cahara. 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: Elite Guard's Slow death at the hands of Cahara

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%).

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 (x1.6).

White Angel Soul: This incredibly powerful and rare item may be held inside a philosopher stone. This will change the Philosopher Stone into a new item. This item will grant the character 1 (2) extra action each turn. 

Darkest Trinket-Silent Treatment: At the start of each turn, this character has a 66% chance to become concealed. When concealed this character’s Crits/Ambushes deal 50% more damage, and Critical Odds gains +50% activation. However, if this character does not start their turn concealed, they take +50% damage. 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.

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. 

Max boosting items+Plates for (Blade)

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 thats 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 Endless: This character was born with the soul that constantly longs for freedom. +3 (+6) movement. This character may enter a map and take their full turn. 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

En Garde: Cahara signature. This ability requires the user to have and use the Lunge attack. After striking a foe with this attack, this character may take an additional turn. The attack must land, and this ability may only be used once per turn, and it will only trigger once per individual foe. Costs: 4 pg

Lunge: This ability may be used once every other turn (every 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

Escape Plan (II+Needled): Signature ability. If grabbed, tackled, captured, choked, or otherwise held in place, Cahara may slip free of the foe and escape if this ability activates. This ability works 80% (100%) of the time. At second tier, the ability now also allows Cahara to ignore abilities like Soul Mass or Engagement that punish a unit with an attack upon passing near a foe. The Needled version of this ability allows Cahara to triple his movement if he is moving away from a foe he has engaged or been engaged by in the last turn. Costs: 8 pg

Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 10% (80%) (130%) (138%) chance to deal 3x damage. Costs: 5 pg

Covetous Heart (II): This character has an extremely good chance to steal up to half of a foe's items. However, they themselves must kill the foe, and their chances of finding items will only be boosted by this ability if they search the corpse on the turn directly after killing the character. At the second level, this ability will allow the character to steal all the items a character is carrying. Costs: 4 pg

Thief: Instead of attacking, this unit may try and steal an item from an adjacent enemy. It cannot steal weapons that are being held or full body armor. Generally, this move can take something directly from the enemy character's inventory. Extremely rare items are stolen last. Costs: 3 pg

Bite Down: This character is driven and tough. Before any engagement in which the foe has a chance to stun or flinch this character with a pain status, this character may bite down on their hand. This will cost them 15% of their HP and will give them a bleeding status. However, doing this will halve the activation chances of the enemy pain ability during that engagement. Costs: 3 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (5x) Costs: 4 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

Extreme Evasion (II): +35 (+70) Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss. Costs 10 pg

Cover of Darkness: This unit receives double avoid bonuses in the dark or at night. This bonus is completely removed for a full turn after this character is targeted by a light-type attack. Costs 2 pg

Assassinate: The art of a master assassin. If a character is killed unawares, their body will immediately vanish leaving no trace of death. The victim does not remember the transgression. This attack may be used on any activatable ability or regular attack performed by this character. This will prevent an enemy from recalling that last two phases before death, allowing for clean assassinations. Costs: 5 pg

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

Elusive Blow: When attacking, this character adds +40 (+80) (+160) to their avoid. Costs: 3 pg

Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 (40) (80) to their avoid and 20 (40) to their skill. Costs: 3 pg

Darting Blow: The character adds 10 (20) to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg

Thief's Blow: When using the ability thief, this character will trigger "Elusive Blow". Costs: 2 pg

Shove: Humanoid ability. This character may take their turn to push an adjacent ally one or two spaces forward in a straight line. The character must be the same size class or smaller. Inhuman strength will allow the character to shove a character who is one size class larger than them. Costs: 1 pg 

Unlikely Allies: A bond ability. This may stack additively with other bond abilities. If this character is adjacent to a character from its own world who has this ability unlocked and who has become an unlikely ally, both units will increase their damage by 50% (70%) and skill by +20 (+24). Ally: Moonless. Costs: 4 pg (Medallion)

Dismember: On every biting attack this character executes, it has a 20% (30%) (40%) 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)

Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 pg (Ring)

Grit: If this unit does not have access to any barriers, their tough nature can help them fight through the wounds they receive. This ability will cause this character to take 40% less damage from foes whenever the foe initiates the attack. This ability will also cause this character to halve the activation of pain statuses used against it. Costs: 4 pg (Ring)

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

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% (40%) 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)

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield

(TBA) Escape Plan: Signature ability. If grabbed, tackled, captured, or otherwise held in place, Cahara may slip free of the foe and escape if this ability activates. This ability works 80% of the time. Costs: 4 pg

Character Type: Assassin, Stealth, Melee, Thief

Weakness: Weak to bleed and dismember statuses. Extremely resists fear, pain, frenzy, and mental statuses.


Stat Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 140
Skill: 140
Move: 6

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