Thursday, June 25, 2026

Frieren






Frieren the Slayer: Level 92


Move: (7) (8) (11 flying)


Items:

(TBA) Ancient Heart: A Legendary heart. This heart will grant the holder +50 skill and +10 speed vs foes who are younger than it. This heart will double the HP of the holder. This heart always drops upon defeat.

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 Elvish Blessing: Grants 50% extra HP on top of boosting items to characters who holds a good reputation with High Elves. This cannot be paired with an Ancient Blood.

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.

Hollow Gem-Frieren's Staff+++: A Legendary Catalyst. This catalyst will boost the base might of spells cast by this character by 2000 (6000). This extraordinary catalyst will also allow the holder to cast two spells per turn. This can be done as two attack sets, but the extra cast can be performed before moving. Incredibly, this staff can use Weapon Seals. This item is always dropped upon defeat. 

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).

Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.

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. 

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.

Frieren's Cloak++: A cloak perfectly suited to an elf mage. This cloak is easily damaged, but it will buff the skill of the unit by +30 when casting magic. This cloak grants extreme resistance to fire, water, air, and ice type damage. Base 500 (1000) defense.

Frieren's Mage Dress++: A dress designed by Frieren. Magic gemstones improve the efficiency of her Mana usage. If the wearer has Mana Points (III), this dress will increase the total MP of the character by 50%. This dress is easily damaged. This dress grants extreme resistance to body type damage. Base 500 (1000) defense.

Sorcer's Circlet (Crown. +20 skill for a mage/sorcerer. Does not work for Dark Mages/Priests)

Ancient Memory: A crystalized memory. Impossible to steal. This memory may manifest in the minds of characters who have lived in this dimension for over 100 years. This item grants Frieren +20 skill. 

Himmel's Twin Lotus Ring: A keepsake from a dear friend. Over time this ring has gained more value. Grants Frieren +15 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. 

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.

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.

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.

Defensive Magic Chained Tome: Grants the ability to"Defensive Magic" for free. May only be used by Sorcers/Mages. This book has a 20% chance to be looted and cannot be stolen.

Judradjim Chained Tome: Grants the ability to"Judradjim" for free. May only be used by Sorcers/Mages. This book has a 20% chance to be looted and cannot be stolen.

Vollzanbel Chained Tome: Grants the ability to"Vollzanbel" for free. May only be used by Sorcers/Mages. This book has a 20% chance to be looted and cannot be stolen.

Doom Chained Tome: Grants the ability to"Doom" for free. May only be used by Sorcers/Mages. This book has a 20% chance to be looted and cannot be stolen.

Collapsing Stars Tome: A Tome that grants the ability "Collapsing Stars". Incredibly valuable. To use this tome the user must be a sorcerer, wizard, witch or mage. 

Fimblrvert Tome: This item grants the ability Fimblrvert for free. This tome may only be used by mages and sorcerers. Easily dropped.

Elwind Tome: This item grants the ability Elwind for free. This tome may only be used by mages and sorcerers. Easily dropped.

Earth Rupture Tome: This item grants the ability Earth Rupture for free. This tome may only be used by mages and sorcerers. Easily dropped.

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 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 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 Musket Ball: This intricate musket ball will increase the damage of all ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase to panic build.

Ancestor’s Pen: This intricate pen will increase the damage of all 1-ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase in panic build.

Ancestor’s Pistol: This ancient pistol will cause this character to increase its speed by 5 and its skill by 15 when using ranged attacks. Holding this object causes a 5% more panic build.

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.

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. 

Elite Gleaming Slayer: This brilliant item will buff “Slayer” abilities on this character by adding 30% to how much additional damage they do.

Calm Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny blue orb. When placed into the brain of a character, it will double the buffs of Calm Based statuses. This includes Deep Breath and Calm Mind. It will also allow the unit to use Calm Mind as many times as it wishes per battle. Impossible to steal unless the foe enters this character's mind.

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.

Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.

Dark Priest Ring: A mirrored Priestess Ring. This ring will improve the damage of dark and profane-type attacks by 20%. 

Thunder God's Ring: This mighty ring will buff all lightning damage by 30%. This items is easily lost or stolen.

Sorcerer's Stone Ring: This ring will cause the holder to regain 10 MP/FP/Mind per turn. 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.

Patient Defender's Ring: A rare and powerful ring. Grants the ability "Patient Defender" for free. If the unit pays levels for the ability, then it will multiply their defense by x4.5 rather than x3. 

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.

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. 

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. 

Concealment Ring: This ring will grant the ability Conceal Presence to Stealth Type units for free. This item, is easily lost or stolen

Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost or stolen.

Slingring: A Legendary item. Once every six turns this character may take one turn to open a gate. If this character is struck, the ability will fail and go into cooldown. However, if they open the gate, they and their allies may enter the gate. After passing through the gate, this character must use this item to close the gate. Doing so takes two turns, and doing so will fail if this character is struck. This gate may open to any location this character has seen before. Enemies may pass through the gate.

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.

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.

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. 

Serum Of Haste: This serum is a consumable that may be used once per battle. It will return to the user’s inventory when the battle ends. Using this serum will allow abilities that usually take multiple turns to trigger to activate one turn earlier. In order to do this, simply consume the serum and choose which ability to hasten. This works on abilities such as Quiver Dance or Bulk Up, causing them to finish the same turn they are activated.

Accute Spirit Point: A very small speck of highly condensed magic energy. This looks like a tiny black orb. When placed into the brain of a magic character, this rare item will increase the range of their spell attacks and magic throws by 1. It will not increase the range of indirect magic abilities, such as reflectors, shields, or statuses. Impossible to steal unless the foe enters this character's mind.

Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation-type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.

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.

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. 

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.

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)

Blazing Red Blood Droplet: This drop of blood appears to always be alight. It will cause the burn statuses of this character to ignore item and innate resistances to taking the burning status and burning status damage. This item is incredibly hard to steal (5% drop).

Crackling Blood Droplet: This eerie drop of blood crackles with blue flecks of lightning. This item is nearly impossible to steal. This item will prevent a for from having any item or innate resistance/immunity to lightning-based pain or paralysis statuses.

Lifeless Frozen Blood Droplet: This item will allow the temperature debuffing statuses and freezing statuses of this user to ignore temperature and freezing resistance and immunity granted innately or by items. This item is very hard to drop or steal.

Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.

Lethal Frost Crystal: A shard of ice breathed from the deep, ancient cold of Caligo. This crystal will allow this character to try to induce a more severe form of freezing on the foe, "Lethal Freeze". This status will cause a frozen foe to immediately lose 10% of their HP at the start of their turn (before rolling to thaw) and will halve their thaw chances. 

Flame Rock: A rock that forms in blazing blood. This rare item will increase the damage given by burning statuses by multiplying their percent-damage by 1.5x.

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. 

Orca Fang: A sharp fang from the mouth of an orca. This object increases the stun, but not flinch, chances of this character by 10%. 

Vile Magic

Devilish Destruction Charm

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. 

Willow Cores (Magic, Dark, Air, Fire, Explosion, Energy, Ice, Earth)

Oak Cores (Magic, Dark, Air, Fire, Explosion, Energy, Ice, Earth)

Poms+Max Boosting Items for: Magic, Dark, Air, Fire, Explosion, Energy, Ice, Earth 

Boots

1-Brown Vial. Consumable. A vial of strange brown liquid. Must be carried in inventory. When drunk, grants a full second turn. Only one may be consumed per battle. 


Abilities:

Mage of Legend (II+Needled): Signature ability. Frieren was a member of the legendary party of heroes who defeated the Demon King. This ability will double (triple) her mana points. This ability increases all spell damage and spell defense by 50% (100%). In the needled state, Frieren will increase her total spell damage/defense by 1% per MP she has at the start of any engagement. However, this will prevent her from using consumables to regain Mana. Costs: 20 pg

Frieren The Slayer (II+Needled): Signature ability. Frieren will never ally herself with demons or monsters, as she has learned their nature in her own world. Frieren deals 50% (100%) (130%) more damage to Demons and Monsters. In the needled state, frieren will also take half damage from Demons and Monsters and will halve all their status and ability activations vs her. Costs: 10 pg

Mana Points (III): This character will start a battle with 50 (100) (200) (300) (900) mana points. These points will be refilled after 1 week, so use them carefully. It is possible that certain items could refill this stockhold. Costs: 12 pg

Mana Suppression: This character may conceal their Mana. This will increase their hit chances vs an unaware foe by +30. This hit buff will be doubled vs foes with Magic Sense, and this ability will fully ignore the buffs of that ability. Costs: 3 pg

Magical Death Throes: If this unit’s HP is brought to 0, it will not die until the start of its next turn. There will be no way to save this unit, but this ability will ignore lethal mechanics. Before dying on its turn, this unit may target and attack a foe with a single, powerful blast of magic. This blast boasts 5 range and base 500 damage. Costs: 4 pg

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

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

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

Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25% (50%) (60%). This ability may only be used 5 times during a battle. This ability will max out at doubling (200%) the stats it improves. This boost lasts for 3 (6) turns. Costs: 4 pg

For Those We 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

Zoltraak (III): +40 speed. 1-5 (6) range. Costs 10 MP. This spell, despite its simplicity, requires the user to be True Omega in Magic. Shots of Zoltraak III may be mixed with weaker, basic shots of Zoltraak. This spell cannot be used without expending mana. Spending 20 MP per blast will increase this spell range by +3 and grant it homing properties (ignoring dodge roll, teleport dodge, etc), and it will increase its damage by 50%. This spell strikes foes based on speed, but it will always strike 2x the normal number of times, allowing up to eight bolts to be cast per engagement. This spell deals 50% (80%) more damage to demons. Base 1000 magic type might. Costs: 20 pg (Tome+10 pg)

Defensive Magic: This character may cast potent magic shields in reaction to an enemy attacking them. They may cast a shield per GM in magic per enemy phase. Shields cast will dissappear after the engagement, so they need to be used thoughtfully. Each shield costs 5 MP to cast, and spending 10 MP will increase the defense granted by the shields by 50%. The base defense of these shields is boosted by catalysts and spell buffs. Base: 1000 magic defense. Costs: 5 MP. (Tome)

Judradjim: An extraordinarily potent lightning spell. 5 (6) range. This spell may strike multiple times based on speed. This spell has a 50% (60%) to flinch foes and will double this chance vs mechs and AI. This spell never counters. This spell requires 20 MP per bolt casted. Paying 40 MP per bolt will double the damage of this spell. Base 500 magic/lightning type damage. Costs: 8 pg (Tome)

Vollzanbel: +40 hit. An extraordinarily potent hellfire spell. 2 (3) range AoE. This spell costs 40 MP to cast, but it will always give foes caught in the blast the severe burning status. The dark, fire, and explosion components of this spell cannot be resisted by items. Paying 80 MP to cast this spell will double the damage it deals. Base 1000 magic/fire/dark/explosion type damage. Costs: 8 pg (Tome)

Doom: A horrifyingly potent spell. This character may cast this spell on either it or the foe’s turn (as a counter). When cast, this spell will create a black hole on the adjacent tile to the caster. This will pull all characters towards the black hole, moving them five spaces towards it. This pull will also prevent any projectiles to pass within five range of the black hole. Characters pulled towards the spell will immediately lose 40% (52%) of their HP via gravity crushing damage. If they are pulled into the black hole tile, they will also be struck by the extremely powerful base might of this spell. This spell deals dark/magic/gravity damage and boasts 3000 might. This spell ignores resistance to all damage types except for resistance to gravity. Characters with the ability “Gravity” ignore this spell completely. This spell costs 100 MP to cast. This spell takes one week to recharge. The black hole will disappear at the end of the phase in which it was cast. Only one character may cast Doom per battle (including foes). Costs: 12 pg (Tome)

Fimblrvert: Grants the tome Fimblrvert. This tome has a 10% (20%) chance to freeze enemies. Ice/Magic type damage. 1-2 (3) range. Base might 90. Costs: 3 pg (Tome)

Elwind: Grants the tome Elwind. This tome deals double damage to winged flying characters. Wind/Magic type damage. 1-2 (3) range. Base might 90. Costs: 3 pg (Tome)

Earth Rupture: Grants a tome for the spell Earth Rupture. -20 hit. This powerful attack spell is the perfect Earth-type counter to flying foes. 1-3 (4) range. This attack has 600 base earth type might, and will deal triple damage to flying foes. It also deals extremely heavy armor wear and has a 40% (90%) chance to induce the bleeding status. This attack may strike multiple times depending on the speed stat of the character using it. This attack may be used every three turns. This attack is technically considered physical. Costs: 5 pg (Tome)

Collapsing Stars: A gravity spell. This spell creates five orbs of energy around the character. These orbs will immediately launch at any foes who move into their range (1-2) (3). This includes if the user walks close to the foe. These orbs are relatively weak, dealing only 10 dark/magic (gravity) type damage. However, they boast +30 hit. And each orb that strikes the foe will reduce their movement by 1 (2) and their avoid by 10 (20) for the next two turns. What is worse, each orb will cause the foe to lose 4% (5%) of their total HP from crush damage. This ability takes the user's turn to cast. This ability may be used once every four (two) turns. Costs: 7 pg (Tome)

Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg (Ring)

Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 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)

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% (50%) 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)

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) Zoltraak: Costs 5 MP per blast. 1-3 range. This spell cannot be fired without using mana. Spending 10 MP per blast will increase the range of this spell by +2 as well and grant it homing properties (ignoring dodge roll, teleport dodge, etc). This spell can be used to counter. This spell strikes foes based on speed, allowing up to four bolts to be cast per engagement. This spell deals 50% more damage to demons. Base 100 magic type might. Costs: 5 pg

(TBA) Zoltraak (II): +20 speed. 1-3 range. Costs 10 MP. Shots of Zoltraak II may be mixed with weaker, basic shots of Zoltraak. This spell cannot be used without expending mana. Spending 20 MP per blast will increase this spell range by +3 and grant it homing properties (ignoring dodge roll, teleport dodge, etc), and it will increase its damage by 50%. This spell strikes foes based on speed, allowing up to four bolts to be cast per engagement. This spell deals 50% more damage to demons. Base 100 magic type might. Costs: 10 pg.


Character Type: Magic, Worldbreaker, Stealth

Weakness: Frieren loses 30 avoid vs foes who vantage her when she casts a spell. Extremely restists magic, dark, light, and psychic type damage. 

Caps:
HP: Low
Attack: 100
Defense: 100
Speed: 138
Skill: 188
Move: 6 (9 flying)

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