Saturday, June 6, 2026

Lichdragon Fortissax






Lichdragon Fortissax: Level 88 (make stats page)

Stats Page

Move: 9 (10) (14 (17) (18) flying)


Items:

4-Erd Tree Seeds: Seeds generated from young Erd Trees. 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. These seeds will prevent the holder from using Mako Cells.

Ancient Stone Soul: This stoic item may only be used by characters who are statues or who have a stone body/skin. This item very rarely drops and cannot be stolen. This will boost the HP of the holder by 50%. This item cannot stack with 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 dopped at death.

Lichdragon Fortissax Ancient Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique dragon spell of the dragon it belongs to (Death Lightning). This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons/spells to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack. 

Farum Azula Ancient Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique dragon spell of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.

Fortissax's Draconic Forged Flesh++: +10 Speed/Skill. The flesh of this character has been forged to be even more durable and powerful. This flesh will debuff all damage taken by Fortissax by 30% by all mortal foes. 2000 defense added to base defense stat.

Draconic Forged Lightning Claws++: +10 speed/skill once grafted into the character. Omega Forged Claws. They also add Ice/Dark damage to all claw attacks. Base: 1000 (2000) Claw/Lightning/Dark might. These claws boast a 30% (55%) chance to flinch the foe, and they can flinch mechs/robots/AI. These claws remove Rapid Fist/Claw Debuffs.

Jaws of Deathly Blight++: Omega Forged jaws. These remove debuffs from Jaws of Death. They also add Lightning/Dark to the bite attacks of this character. These jaws deal triple damage to characters currently building death-blight. Base 2000 (4000) might.

4-Fortissax's Wings: These wings grant Wing Gust for free. They will also cause this ability to have a 30% (55%) chance to flinch any foes it is used against. These wings grant +3 flying movement. If not flying, these wings can become a pair of powerful shields. These shields grant 1000 base defense. They are boosted by Lightning, Dark, Wing, and Shield skill and item boosts.

Ancient Dragon Talisman+++: An incredibly powerful Catalyst. It may only be used on Ancient Dragon Miracles. Base 1000 (3000) spell boost.

Omega Draconic Forged Eye: This eye has been implanted into a Dragon. It grants +50 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.

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.

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.

Great Dragon Hide Shard: This remarkable item may be used by any dragon who is a large size class or greater. This will double the defense of the dragon if they have their "Dragon Scale" ability unlocked. A Lesser Dragon Hide Shard could be created by breaking this item. 

Adamantine Feather: This feather causes the wing shields of this unit to become incredibly resistant to wear. It will also triple the defense of these wing shields. 

1-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: Node Raven Keb's last moments of being tormented and toyed with before their deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.

1-Unbound 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%.

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 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. This item works even against Blood Droplet items that would normally remove its protection, as do all Ancestor Trinkets. Holding this object causes a 5% panic build at the start of every turn in battle.

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 5% more panic to build for this character.

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 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.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

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.

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen. 

Elite Thief Killing Curse: A horrible object designed to punish any thief who would dare steal from the holder. This curse will trigger once for every item that is stolen from this unit, but it will not trigger for items looted from it. When this curse triggers, the thief will immediately take 200,000 deletion damage. If this kills the foe, the stolen item will be lost to deletion as well. 

Thiefbreaker Chain: A silver chain worn near the waist. This item will cut the chances of all stealing abilities in half while this character is alive. It has no impact after death. This item cannot be stolen or dropped. 

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%.

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.

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.

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.

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.

Dragon God's Ring: This mighty ring will buff all Dragon-type damage by 30%. This item is easily lost or stolen.

Ring of the Sun's Firstborn: A ring that Gwyn once gave his son, but that was lost in the ages past. This ring is easily stolen or dropped but boosts total miracle damage by 30%.

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

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

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.

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 War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence 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. 

Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.

Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

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. 

Choking Coil: A black coil that wraps around the throat of a dragon or other breath-weapon using character. This rare item will increase the range of breath attacks by 50%. This item cannot be stolen, though it may drop.

Vicious Silver Pin: A small, needle-like pin that can easily be 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 difficult 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.

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.

Elite Ancient Dragon Spark: A spark of the blazing breath of Ancalagon. This item is impossible to steal. Boosts the total damage of "Ancient Dragon Flames" by 100%.

Scorching Spark Crystal: A crystallized spark breathed from the unspeakable heat of Anacalagon’s breath. This crystal will cause all flame breath type attacks to have a 30% (40%) burn chance. It will add 30% if the attacks already have a burn chance.

Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.

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.

Vile Energy: All Energy attacks by this character will harm allies and foes alike. All Energy Attacks by this character are impossible to consume. This item is nearly impossible to drop or steal.

2-Beast Blood Pellets

Devilish Destruction Charm

Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight.

4-Poms of Power (Fire, Energy)

12-Air Gems

12-Fire Gems

12-Volatile Crystals

12-Magic Crystals

12-Energy Gems

24-Day Pearls

Winged/Claw/Jaw/Tail Stone+Wing/Claw/Bite/Tail Plate

Razor Stone+Blade Plate, Needle Stone+Pierce Platex

Boots

Abilities:

Death Lightning: Fortissax roars and unleashes a torrent of black and gold lightning. This is technically a miracle. This lightning will strike all foes within ten range of Fortissax. It is not considered an AoE, and enemies will not normally counter this ability. The lightning deals lightning/dark/light/magic-type damage. The lightning boasts 1000 base might. The lightning will build Death Blight on the foes equal to the unboosted standing damage of the lightning strike. After striking the foe, this lightning will leave Death Blight Terrain on the ground. This terrain will cause the foe to build 100 Death Blight. This powerful ability takes 4 (2) turns to recharge. Costs: 8 pg

Death Blight: This ability must be unlocked for other abilities that inflict Death Blight to be able to inflict the status. Death blight terrain will cause foes who start in the cloud to take 100 Death Blight. This is boosted by dark items and skill boosts. It is not boosted by proficiency. Death Blight is only resisted by characters who resist "Death" type damage or abilities. Death Blight does not harm embodiments of Death, wraiths, undead, or non-living characters. Death Blight can only be removed by powerful curative abilities (such as purge) or Legendary Items (such as the Pure Heart). If Death blight grows to a number equal to the current HP of the foe, the foe will instantly die. This ignores all life-save and form-shift life-save mechanics. Certain abilities also inflict an amount of deathblight upon striking a foe. Costs: 2 pg

Ancient Dragon Lightning Glave: +10 speed. A unique spell to the Ancient Dragons. This glave deals no damage to dragon-type characters, but it deals 25% more damage to all other character types. This miracle grants a massive lightning sword to the user. 1-2 range. The sword deals Lightning/Magic/Light type damage and has 500 base might. If the character has the ability "Static" the weapon will be augmented and deal 50% more damage. This weapon may stun both robots and organics. It has a 30% (60%) stun chance on all strikes. Costs: 8 pg

Ancient Dragon Lightning Spear: Once every other turn, this character may throw a powerful bolt of lightning. This bolt has 100 base lightning and light type might, and it is improved by the base attack and the lightning, spear, and light skill boosts and bonuses. This spear has three range, but it can be counter-attacked. It must be thrown in a straight line, and it will strike all foes in those squares. This attack deals no damage to dragon-type characters, but it deals 25% more damage to all other character types. This attack will strike multiple times if the character has the ability "Rapid Thrust". Costs: 4 pg

Ancient Dragon Lightning Stake: This ability requires the user to be 5M in ligtning and light. This ability requires the user to have unlocked Ancient Dragon Lightning Spear. This attack may be used instead of Ancient Dragon Lightning Spear. When using this attack, it will strike a single space and deal 4x the damage of a Ancient Dragon Lightning Spear. If this hit lands, the foe cannot counter. Unlike most abilities that are 4x multipliers, this ability may still trigger "Savage Blow". This attack deals no damage to dragon-type characters, but it deals 25% more damage to all other character types. This attack will also strike all squares adjacent to the character who has been attacked. None of the foes struck may counter. The splash damage will be half the damage of the regular Lightning Stake. Rapid Thrust will cause this attack to strike twice. Costs: 3 pg 

Static: This unit's body is covered in electricity. Any enemies who start a turn next to the unit will have a 20% of taking the paralysis status from shock, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 lightning-type damage immediately. This Paralysis will last for three turns, and it will reduce the speed of the foe by 25 (50). This cannot stack with other shock paralysis abilities like Thunder Wave. Costs: 6 pg

Great Enemy: If this character is engaged by more than one unique character who is not from the Lands Between from an enemy team, it will take as many turns per phase as there are unique enemies on a single team. This ability may only be used in The Lands Between. Costs: 5 pg

Flying Grab: The unit may attempt to attack their small or very small foe. This is somewhat clumsy, and it reduces hit by 15. If the attack lands, the character grabs their enemy and flies off with them. The character must be flying when initiating this attack. The character may then continue using any left-over movement, but each space takes two movement due to extra weight. Each space traveled gives throw damage to the enemy, and this ignores blocking and defense. Once the character has finished moving, they may throw their enemy up to two spaces away.  If the enemy falls in dangerous terrain, they will immediately take the negative effects. The enemy will take throw damage based off the character’s throw skill level. Costs: 4 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

Black Dragon Scales: This dragon's scales give it a unique ability based on their color. Black gives this character complete immunity to dark-type damage. These scales also add a 50% buff to the character's total defense. Costs: 5 pg

Devastating Dragon Breath: Once every three turns, this character may exhale its breath weapon at full force. This will strike five (8) squares in front of it in a straight line. Enemies will calculate their dodge chances separately. Enemies may counter-attack. Costs: 4 pg

Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (30)
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg

Stone Wings: This character has wings made of stone. This ability will double the defense granted by Wing Shields. Costs: 3 pg

Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg

Gale Rush: This ability is only found on winged characters with high air affinity. Requires 3M air or higher. If the character has this ability, and they are attacked by a ranged foe, each attack the foe performs will allow this character to move three spaces towards the foe. This will eventually allow them to reach and counter the foe. As soon as they reach the foe, they will execute their entire counter-attack immediately. This ability will also allow the foe to chase down enemies with abilities such a Dodge Roll, and will allow the character to move back towards a foe who has thrown them or blasted them back. This ability only works if the character is flying when they are attacked. (Angel has attained at-least 3M in air skill.) Costs: 4 pg

Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns (every other turn)Costs: 4 pg

Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 (6) times per battle. Costs: 5 pg

Dragon Fang: During any attack, this ability has a 60% chance to activate. If it activates, the total damage of the attack will be boosted by 50%. This ability may activate when counter-attacking. Costs: 5 pg

Armor Rend: This character tears into the armor of foes with massive claws or fangs. This ability will only activate on regular claw or bite attacks. After this character has finished attacking the foe, the foe will have all their armor based resistances cut in half for the next two turns. This means immunities will become extreme resistances, extreme resistance will become resistance, and resistances will be completely lost. Performing this ability multiple times will reduce the armor repeatedly. After two turns, the armor will return to normal. Costs: 4 pg

Wing Gust: Instead of attacking, this unit may its wings to create a powerful gust of wind. It pushes everything three spaces in front of it back to the fourth space or further. This can also blow away many types of terrain (windy, sandstorm, smoke, gas, fire, dark). It will also deal the same basic damage as an air blast and wing attack from this character combined. This attack may only be used once every three turns. This blast now has a 30% chance to freeze foes. Costs: 3 pg (Wings)

Strike Twice: When innitiating a regular attack while using a whip or tail weapon, this character will strike twice the normal ammount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail

Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level claw Skill

Reaving Wings: -5 speed and skill. The wing attacks of this character will always deal double damage. This will not stack with other abilities of this type such as dual weild. This will only activate if the character has landed. It cannot activate in flight. Costs: 5 pg or GM in Wing

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) Wing Shield: This character may shield themselves with their wings. This will prevent them from flying or countering with these wings. However, it will create a barrier that is equal to the total might of their wing attacks. Unfortunately, this can result in the destruction of the wings and the crippling of the character from flight for the battle. Costs: 4 pg

Character Type: Dragon, Magic, Melee, Destructive

Weakness: Weak to bludgeon type damage. Extremely resists body, earth, fire, and explosion. Immune to death-type damage. Cannot be targeted be specialized Embodiment of Death abilities.

Caps:
HP: High
Attack: 1100
Defense: 1100
Speed: 130
Skill: 160
Move: 8

No comments:

Post a Comment