Moonless the Cave Wolf: Level 85
Move: 9 (11) (14) (16)
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.
Moonless' Monstrous Forged Eyes: Horrific clusters of eyes. This vile forged flesh grants a staggering +40 skill. A blinding status will reduce this buff by 10 until cleared, but multiple blinding statuses could be stacked to fully blind this monstrosity, resulting in total loss of the buff for the rest of the battle.
Moonless's Jagged Jaws++: +10 speed. Omega Forged Jaws. These jaws ignore the debuffs of Jaws of Death. They also boast a 50% (100%) (150%) chance to induce the bleed status. They add 3000 (6000) to the base might of bite attacks.
Crippling Weapon Seal: An Elite Weapon Seal. This weapon seal will cause each strike of the weapon to debuff the speed/skill of the foe by 3 (6) for 1 turn. This debuff will refresh if they are hit by this weapon (or shuriken with similar properties) again before the debuff is cleared. This debuff will stack. This debuff will cap at 40.
Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.
Moonless' Forged Flesh: +10 speed/skill. Omega forged flesh of the cave wolf. Removes the debuffs from using Ferocity. Allows a Beast Blood Pellet to be used alongside Ferocity. Adds 2000 to the base defense stat of the character.
Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense. It can technically be removed but requires extreme precision.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
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.
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.
Broken Target Necklace: This character will take 30% less damage from all attacks/weapons that have "Slaying" properties if those slaying properties do not apply to it. This item is rarely dropped.
High Jump Ring: This ring grants access to the ability High Jump for free. This item is easily lost or stolen.
Body Seal Ring: This ring allows a single elite weapon seal to be placed on the body attacks of the character. This will not be a standing buff, it will only apply when body attacks are being used to attack or counter. This item prevents form shifts.
Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.
Elite Bloodbath Ring: This ring will grant access to the ability Bloodbath for free. If the holder does not normally have the required personality, this will grant access to the ability, but it must be paid for. This ring will double the bloodbath boosts. This item is easily lost or stolen.
Elite Bloodlust Ring: This ring will grant access to the ability Bloodlust for free. If the holder does not normally have the required personality, this will grant access to the ability, but it must be paid for. This ring will double the bloodlust boosts. 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). This item 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.
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, and backstabs.
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.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Stonesmasher's 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.
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.
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.
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.
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.
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.
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.
ᚦPatience Rune: This small silver letter may be easily kept in a pocket. It has been forged by Hiccup as a reminder of the value of patience, and that life-changing events can be found by anyone careful enough to look. This item will increase the number of turns that augments or positive stat boosting changes last by 50% (rounding down).
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 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).
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%.
Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage.
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.
Blood Heart: A pulsating heart made entirely of shimmering, shifting blood. 30% boost to bleed chances. Stacks with Blood tear.
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%.
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)
Writhing Green Blood Droplet: A blood droplet so writhing and vile, it makes the viewer feel sick. This item will remove all innate and item related resistances to taking the disease status or disease status damage. This object is quite hard to steal and rarely drops (5%).
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%).
Imperiling Barb: A thorn-like barb placed in the flesh of the holder. This may only be used by organic characters. This item will allow defense debuffs to enter negative %, no longer stopping at 0% defense. Negative % defense will be calculated as a damage multiplier on all attacks launched against that foe. This item is nearly impossible to steal (5%).
Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.
Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.
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.
Great Serpent Sacred Fang: A massive white fang. If held by a character, this item will boost pure biting attacks by 50% and cause the biting attacks of the character to ignore abilities such as phase or integilibity.
Jaw Stone+Jaw Plate
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:
Companion in the Darkness (II+Needled): Moonless offered unexpected companionship to a party of humans foolish enough to enter the Dungeons of Fear and Hunger. As long as Moonless is alive and within 10 range, these characters will gain a 25% (50%) (100%) (140%) boost to their damage alongside +10 (+20) (+40) (+56) speed/skill. Starting a turn next to Moonless clears 50 (70) (100) Panic/Terror build for these characters. This will be cleared before the status triggers. Costs: 16 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: D'arce, Cahara. Costs: 4 pg
Rushing Jagged Jaws (II+Needled): Signature ability. Moonless will always bite twice the number of normal times. She will also gain +25 speed if using biting attacks. In the needled state, this ability ignores damage-debuffing items that trigger after a certain number of hits alongside abilities like "Wary Fighter". Costs: 10 pg
Hardened by the Darkness: This character has been shaped and molded by suffering in terrible darkness. This makes them tough. Grants immunity to Panic and Terror, regardless of Unconquerable Fear. Grants immunity to parasites, disease, and poison statuses. Costs: 9 pg
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg
Ferocity: Beast only ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20 (0 forged flesh). This mode lasts for three (9) turns. Costs: 5 pg
Paralyzing howl: Any enemy units within three spaces of this character have a chance of being paralyzed for one turn by fear. This move can be used once every other turn, and it takes a turn to activate. Any enemies nearby have a 50% of flinching and missing their turn. An enemy may not be flinched 2 turns in a row by this ability. Requires: 3 pg
Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg
Warm Fur: This unit is covered in a thick layer of fur. This works as surprisingly good armor, granting resistance to fire, ice, explosion, and martial type damage. It grants immunity to cold debuffs and extreme resistance to freezing. Buffs total defense by 30%. Costs: 6 pg
Diseased Bite: The bite attacks of this character have a 50% (100%) chance to give the foe a rotting disease status. This status does not stack. However, the foe will lose 5% of their HP each turn. They will also slowly lose their defense, taking a stacking 5% (10%) debuff each turn until this status is cleared. Costs: 5 pg
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)
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
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5% (10%). This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg (Ring)
Bloodbath: Every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5% (10%). This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg (Ring)
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg (Ring)
Dismember: On every biting attack this character executes, it has a 20% 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)
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)
Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.
(TBA) Rushing Jagged Jaws: Signature ability. Moonless will always bite twice the number of normal times. Costs: 5 pg
(TBA) Companion in the Darkness: Moonless offered unexpected companionship to a party of humans foolish enough to enter the Dungeons of Fear and Hunger. As long as Moonless is alive and within 10 range, these characters will gain a 25% boost to their damage alongside +10 speed/skill. Starting a turn next to Moonless clears 50 Panic/Terror build. This will be cleared before the status triggers. Costs: 8 pg
Character Type: Beast, Monster
Weakness: Weak to fire damage. Extremely resists dark and psychic. Resists fear and pain.
Stat Caps:
HP: Small
Attack: 600
Defense: 100
Speed: 135
Skill: 130
Move: 8
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