Saturday, August 15, 2026

Saruman






Saruman: Level 94

Stats Page (Need to make)

Move: 7 (12) (14) (17)


Items:

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.

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.

Miar's Blessing: Grants 100% extra HP on top of boosting items to characters who is a Miar. 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.

Staff or Orthank+++: Saruman’s staff and a Legendary Signature Weapon. This staff may unlock and use the ability Dual Wield if Saruman has stolen a staff from another powerful wizard or mage. This will allow two spells to be cast simultaneously. This staff may equip weapon seals. This staff deals triple damage when used to cast spells from Orthank. This staff works as a base 2000 (6000) might catalyst.

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. 

2-Brave Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will strike twice the normal number of time when initiating the attack. This does not work if the weapon has a speed debuff greater than -20. This item will only be stolen if the weapon it is attached to is stolen (usually a 30% chance).

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

2-Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore the life saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items. 

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.

Saruman’s Robe of Many Colors+++: A Legendary armor. This armor may only be worn by a Wizard, Sorcerer, or Mage. At the start of a turn, the wearer may choose two damage types to become completely immune to. This armor is surprisingly durable. Base 1000 (3000) defense.

Saruman's Cloak: This powerful cloak is extremely resistant to wear. Debuffs the damage of elemental attacks by 40%. This will become an 80% debuff if the foe is using magic attacks. Base 1000 (3000) 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. 

Saruman's False Ring of Power: An attempt to replicate the One Ring. Grants Saruman +30 skill.

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.

Trinket of Porcelain Defense: This trinket will cause attacks that normally ignore defense to calculate defense fully vs this character if they have not been attacked (initiated against) yet this battle.

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.

Chained 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. This tome is nearly impossible to steal (5%).

Chained Call Forth Lightning Tome: A Tome that grants the ability "Call Forth Lightning". Incredibly valuable. To use this tome the user must be a sorcerer, wizard, witch or mage. This tome is nearly impossible to steal (5%).

Chained Call Forth Fire Tome: A Tome that grants the ability "Call Forth Fire". Incredibly valuable. To use this tome the user must be a sorcerer, wizard, witch or mage. This tome is nearly impossible to steal (5%).

Chained Miar's Blast Tome: A Tome that grants the ability "Miar's Blast". Incredibly valuable. To use this tome the user must be a sorcerer, wizard, witch or mage. This tome is nearly impossible to steal (5%).

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.

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. 

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%.

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. 

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. 

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.

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.

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.

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, Fire, Energy, Light)

Oak Cores (Magic, Dark, Fire, Energy, Light)

Poms+Max Boosting Items for: (Magic, Dark, Fire, Energy, Light)

Boots+Heavy Duty Boots+Super Boots

Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability that's sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.

Blazing Red Ichor: Grants +3 movement to foes who use running movement.

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:

Voice of Saruman (II+Needled): Signature ability. Saruman may speak, and the power of his ancient magic causes his speech to be dangerously potent. This ability will double the range and efficacy of abilities that are spoken. At second tier, this ability will allow Saruman to use a speech-based ability without it taking his turn (or two separate speech-based abilities). In the needled state, this ability grants Saruman the ability to speak to a foe who is within 5 range and choose to inflict one several debuffs. 
Broken Spirit: -20% (40%) attack (max 95% debuff)
Softened Will: -20% (40%) defense.
Fear of Doom: -30 (-60) avoid and skill.
Foolish Trust: Exposes a character to mind control and one tier of strategist.
All these debuffs can stack and last until Saruman falls in battle or the statuses are purged. This means the words of Saruman can haunt a foe long after the battle has ended.
Costs: 12 pg

Strategist (III): This unit may choose three first level abilities, a level one and a level two, or a level three ability held by an enemy unit within 15 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 16 pg

War Cry: Instead of attacking, this unit may rally their allies with a war cry. This will boost all ally units within three (6) spaces, granting them a 30% (60%) bonus to their total attack damages. This attack boost only lasts during the turn it is used, not during the next enemy phase. Costs: 3 pg

Taunt: The character taunts an adjacent foe (2-range). The foe is then unable to use any sort of specialized attack or status move. They also receive -15 (-30) (-60) skill. This status lasts for 3 turns. Costs 3 pg

Abuse: This character constantly abuses his opponents both physically and verbally. This has a striking impact on certain characters, particularly those who are sensitive, competitive, or honorable. If this ability activates on the foe, they will have their total damage and defense reduced by 10% (20%) (40%) each turn they continue to engage with this character. This debuff will max out at a 50% reduction, and will last until the abusive character falls in battle, or the battle ends. Costs: 3 pg

Warn (II): This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 (45) (90) points until the end of the enemy phase. Costs: 4 pg

Call The Storm: At any given turn, this character may summon stormy weather. This does not take up the character's turn. In stormy weather, water type characters will receive normal boosts, abilities like thunder will have increased accuracy, and characters may be struck by lighting. For some reason, the character who summons the storm appears to have less of a chance of being electrocuted. This storm may spread to adjacent maps. Costs: 3 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

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

Miar's Barrier: A powerful spell that generates a barrier of light. This may be created once per enemy phase. It will protect the caster and all adjacent characters. This barrier of light will be improved by the catalyst used to cast it, along with any spell-buffing items/abilities. The barrier is light/magic and is boosted by both elements along with Proficiency. Base 1000 might. Casting this barrier prevents the caster from counterattacking during that engagement. Costs: 7 pg

Industrialist: This character is adept at managing giant machines of industry. This character may triple the production of all factories, forges, and mines on the map. They may visit one map a week to do this, and they must oversee the industrial complexes every other week at minimum. This means two maps could be overseen at most. However, this ability will prevent plants from growing on these industrialized maps, and pollution may begin to spoil the maps over time. Costs: 6 pg

Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg

Steady Steps: If this unit uses solely walking type movement (no mounts, flying, hovering, swinging, or teleporting) and has a base speed at 50 of 7 or less, it will boost its total defense by 30%. Costs: 1 pg

Call Forth Lightning: A potent spell. This spell may cause a single lightning bolt to strike anywhere within a storm this character has summoned. This spell deals magic/lightning type damage, but the magic component cannot be resisted, and this spell may be buffed by proficiency. The bolt also boasts a stagger 1000 base might. This spell cannot be cast if the weather is not stormy. Foes struck by this bolt have a 50% (60%) chance to be flinched, and this flinch can impact mechs. Costs: 7 pg (0 pg Chained Tome)

Call Forth Fire: 1-4 range. This ancient magic may cast a single bolt of flame at a foe. This flame deals magic/fire type damage, but the magic component cannot be resisted, and this bolt of flame can be improved by Proficiency. Foes struck by this fire will immediately take a severe burning status, and this flame will burn away half of an enemy's barriers. However, this flame cannot burn away spirit shields or special cast magical barriers. Costs: 6 pg (0 pg Chained Tome)

Miar’s Blast: 1-3 range. An ancient and potent spell. This spell deals 200% extra damage at one range and will always blast a foe back to three spaces away from this unit. It deals 100% more damage at two range. It deals pure magic damage, and this damage reduces resistances by 2 tiers. This blast may be used to counter or to attack, but it requires a catalyst to cast. This spell’s concussive force has a 30% chance to stun foes and a 50% chance to induce bleeding. This spell can only be cast by a Miar. Base 1000 magic type damage. Costs: 9 pg (0 pg Chained 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)

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% 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)

(TBA) Voice of Saruman: Signature ability. Saruman may speak, and the power of his ancient magic causes his speech to be dangerously potent. This ability will double the range and efficacy of abilities that are spoken. Costs: 6 pg

(TBA) Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 (60) points until the end of the enemy phase. Costs: 2 pg


Character Type: Mage, Magic, Strategist, Support

Weakness: Saruman cannot be immune to Backstab. Extremely resists light, magic, dark, psychic, and absorb-type damage. Extremely resists mental statuses and mind control.

Caps:
HP: High
Attack: 100
Defense: 100
Speed: 110
Skill: 190
Move: 6

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