The Frozen Star: Level 87 (WIP)
Stats Page
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.
Heart of Frost: This Legendary heart generates a field of extreme cold around the character. This will cause all foes within 3 range to suffer -10 (-20) speed from the cold. This heart will double the HP of the holder. Only units with Hyper-Chill may use this item.
Rune Arc
Centaur Heart+Soul
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 this item.
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.
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.
Heart of Cruelty: This Legendary heart will double the HP of the holder. This heart may only be held by a cruel and evil being. This heart will prevent the character from ever having its damage debuffed by foes.
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%.
Life Ring: This ring boosts the max HP of the holder by 10%.
Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.
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.
Uraume's Kimono:
Uraume's Cloak:
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.
Calculating Charm: A small charm with ancient numbers carved into it. This charm will double the impact of Calculating Fighter. This item is very easily lost or stolen.
Clever Charm: A small charm with ancient numbers carved into it. This charm will double the impact of Clever Fighter. This item is very easily lost or stolen.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
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
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.
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 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 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.
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.
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.
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.
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.
Black Flash Cursed Ring: This item prevents modification of the activation of Black Flash by either the holder, allies, or enemies. This ring is easily lost of stolen.
Icy Calm Ring: This incredible ring will cause foes to never counter when being targeted by Defog. It will also allow Defog to be used without taking the action of the character.
King of Curses Ring: A ring made by Sukuna. Grants the user a 30% damage buff to all curse techniques. This item is easily lost or stolen.
Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.
Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.
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.
Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.
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.
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.
Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.
Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 15%.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
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.
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.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning-type damage. The ring is easily lost or stolen
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
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.
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.
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.
Focused Software Point: A highly refined set of code. This may only be placed into the programming of AI units. It will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points/unaware software points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's code via advanced hacking.
Unaware Software Point: A highly refined set of code. This may only be placed into the programming of AI units. 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 code via advanced hacking.
Devilish Destruction Charm
Hollow Gemnode Gem-Casket of Winters, The Legendary Ice 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.
Abilities:
Cursed Technique-Ice Formation (II+Needled): Signature ability. Uraume may generate massive bursts of ice. This ice deals Dark, Psychic, Air, and Ice type damage, but the psychic and dark components cannot be resisted. These bursts of ice boast 1-4 range. These attacks may be used to counter and function exactly like a regular element blast. Base 1000 ice type damage. At second tier, these blasts of ice boast a staggering 50% (60%) (110%) (130%) (150%) chance to freeze the foe. In the needled state, each burst of ice that strikes the foe will increase its freeze chance by +10% until the foe is frozen. This ability will also add the dark, psychic, and air components of this attack to all basic ice attack/shield abilities. Costs: 12 pg
Black Flash: This ability may only trigger on normal attacks. This ability will have a 10% chance to activate on normal attacks this character initiates. If this triggers, the character will increase the damage of that strike by 100%. After landing this attack once, the character will go "Into The Zone" for the rest of the battle. While in this state, this ability will have a 50% rather than a 10% to trigger the double damage strikes. Costs: 5 pg
Reversed Curse Healing: This character may invert cursed energy in order to heal themselves. This will cause them to heal 20% of their HP at the start of the turn. This ability is lost if the character becomes incapable of thinking clearly (stunned, flinched, asleep, mentally overwhelmed/destroyed, frenzying). Costs: 5 pg
Deep Freeze: An extremely powerful ice ability. This attack launches a wave of extreme cold that strikes all foes within ten spaces. If the foe is standing on the ground, the ice will freeze their feet, making it impossible for them to move for one turn. This attack also has a 35% (45%) (95%) (115%) (135%) chance to freeze all foes that it strikes. This is an area attack, and thus cannot be dodged. As it does not truly damage foes, it will not trigger enemy counter-attacks. This attack may be used once (twice) a battle. Costs: 5 pg
Hyperchill: This character may use the power of its ice to freeze over its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the skill of this unit by 30 (33), and it will double the damage output (x2.1) of ice-type attacks. It will also increase the chance of all freezing statuses by 20%. Costs: 6 pg
Life Sapping Cold: This character’s icy presence saps the life from foes. If a foe is frozen by this character, at the start of the foes turn, they will take damage based off of their current cold based speed debuff. The damage will be %=1/2 the speed debuff. This damage is status damage, and it will trigger directly after the character rolls for thawing. This damage will be halved if the character is struck by a fire move before they start their turn, are burning, or are innately resistant/immune to ice or freezing. Costs: 4 pg
Defog: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their positive stat changes removed and prevented. This debuff will last for three turns and cannot be removed. This will not remove item-based stat boosts. Costs: 3 pg
Freezing Aura: If an enemy is within 1 (2) spaces of this character, they will have their speed reduced by 20 (40). This is an ice type status, and thus certain abilities or immunities will ignore it. At one range, this debuff will be doubled (80). Costs: 5 pg
Freezing Touch: Every time this unit engages an enemy in combat, the foe will lose -5 (-10) Speed at the end of the engagement. This will occur whether or not the character can damage the opponent. This is a temperature-based status, meaning some characters are immune. This debuff maxes out at -30 Speed. Being in extremely cold environments allows the debuff to clear twice as slowly and the debuff cap is -40 speed. This ability only triggers when this character initiates the attack. Costs: 5 pg
Glacier: This unit uses its turn and creates a massive wall of ice to protect itself. This will grant a 1000 base defense ice shield that is buffed by ice and shield skill and item boosts alongside proficiency boosts. These barriers may be stacked if the character uses multiple turns to create them (always as the furthest out barriers). All glacier barriers will be completely ignored and immediately destroyed if this character is struck by a fire or explosion-type attack. Costs: 3 pg
Engagement (II): Guard or HeroScape class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop or take damage equal to 3x (4x) the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 (+75) hit. If the character is ranged, flying will not prevent this attack from occurring. At second tier, if a foe starts their turn next to this character, then moving at least one space away from this character will trigger this ability as well. Foes must target at least one Engaged character with an attack or all Engaged characters will activate this ability against them. Costs: 8 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) (33)
If the character strikes an enemy, they will boost their skill stat by 5 (10) (11)
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) (33)
If the character strikes an enemy, they will boost their skill stat by 5 (10) (11)
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
Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (60%). Costs: 6 pg
Clever Fighter: This character is careful in battle and wary of his enemy's strengths. This character takes half (1/4) damage from activated abilities. This includes assault moves, Perfect blows, backstabs, parry reposts, AoEs, and critical hits. Costs: 6 pg
Take the Hit (III): If an allied unit who is adjacent to this unit is attacked, this unit has a 100% (120%) chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 8 pg
For Those I Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg
Ethereal Ice: Legendary Gem ability. The ice abilities of this character are staggeringly powerful and graceful. This ability will increase the freezing activation rate for this character by adding 50%. It will also make Freezing Aura a 2 ranged debuff. At one range, the total debuff will be doubled. Costs: Legendary Ice Gem.
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)
(TBA) Cursed Technique-Ice Formation: Signature ability. Uraume may generate massive bursts of ice. This ice deals Dark, Psychic, Air, and Ice type damage, but the psychic and dark components cannot be resisted. These bursts of ice boast 1-3 range. These attacks may be used to counter and function exactly like a regular element blast. Base 500 ice type damage. Costs: 6 pg
Character Type: Status, Ice, Guard, Sorcerer/Mage
Weakness: Luck abilities/items will be doubled in effecicay vs Uraume. Immune to ice, freezing, and temperature debuffs. Resistant to mental statuses... but weak to taunt.
Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 125
Skill: 155
Move: 7
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