Hatemonger: Level 92 (WIP)
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.
Stats Page
Move:
Items:
Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.
The Hate Filled Heart: A Legendary Heart. This heart will double the impact of the ability Zealotry. This items is always lost when the unit falls in battle.
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.
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.
Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.
Life Ring: This ring boosts the max HP of the holder by 10%.
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.
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.
Hatemonger's Human Heart: This incredible item will boost the HP of a human who is holding it by 30%. It will also boost all innately learned Human-Type attacks used by the 30%. If a character holds this item, they may learn and use an ability known by this human (Zealotry). This item rarely drops and cannot be stolen. The HP boost will be added together for each heart, but the attack boosts will not stack.
Captain's Human Heart: This incredible item will boost the HP of a human who is holding it by 30%. It will also boost all innately learned Human-Type attacks used by the 30%. If a character holds this item, they may learn and use an ability known by this human (Barbaric Frenzy). This item rarely drops and cannot be stolen. The HP boost will be added together for each heart, but the attack boosts will not stack.
Bryce's Human Heart: This incredible item will boost the HP of a human who is holding it by 30%. It will also boost all innately learned Human-Type attacks used by the 30%. If a character holds this item, they may learn and use an ability known by this human (Strategist). This item rarely drops and cannot be stolen. The HP boost will be added together for each heart, but the attack boosts will not stack.
Chestnut's Human Heart: This incredible item will boost the HP of a human who is holding it by 30%. It will also boost all innately learned Human-Type attacks used by the 30%. If a character holds this item, they may learn and use an ability known by this human (Heal). This item rarely drops and cannot be stolen. The HP boost will be added together for each heart, but the attack boosts will not stack.
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.
Hate Mace+++: Signature weapon of Hatemonger. Only able to be lifted by those pure of hate. Deals bludgeon damage and is boosted by all pure bludgeon damage boosting items. When striking a foe hated by this character, the mace will also be empowered by lightning. This lightning cannot be resisted, it will not remove the pure damage boosts already granted to the weapon, and it will allow for element boosting damage. In its final stage, this weapon will deal triple (230%) (690%) damage to aliens and monsters. Base 3000 (9000) bludgeon type might. This weapon, oddly, counts as human-type damage.
Psycho Dagger++: A small, retractable blade. +40 speed. After each engagement, this speed boost will be reduced by 10. If this unit takes a turn to retract and then redraw the blade, the speed will be fully restored to 50%. This blade deals double (130%) (260%) damage to aliens and monsters. This blade boasts 500 (1000) pure blade type damage. This weapon, oddly, counts as human-type damage.
Psycho Shotgun++: 1-3 range. A modified version of a Psycho-Blaster. Base 500 (1000) Energy-Type might. This weapon deals 50% more damage at 2 range and 75% more damage at 1 range. However, unlike most shotguns, it gains no extra hit at extended range. This weapon deals double (130%) (260%) damage to aliens and monsters. This weapon, oddly, counts as human-type damage.
Space King's Whisper++: 1-8 range. This sniper rifle cannot be used to counter, but it boasts unparalleled range and accuracy. This weapon's range cannot be buffed by other abilities or items. This weapon may only strike once. Base 1000 (2000) Energy-Type might. This rifle ignores range immunity granted by abilities (such as Extreme Evasion III). This weapon deals double (130%) (260%) damage to aliens and monsters. This weapon, oddly, counts as human-type damage.
Super Flame Soaker++: 1-3 range. This powerful flamethrower may only strike an enemy once. This weapon will put burning terrain under the foe. This weapon boasts a 30% (70%) chance to cause the Severe Burning status. Base 1000 (2000) fire type might. A character may take their action to pump this Super Flame Soaker, and doing so will increase the damage by 100%. It may be pumped up to 3 times. This weapon deals double (130%) (260%) damage to aliens and monsters. This weapon, oddly, counts as human-type damage.
(TBA) Relic Flame Soaker+++: A Legendary weapon. This flame thrower is perfect for burning away the filth of heresy. This flame thrower always strikes three times the normal number of hits, but it cannot be used to counter. This weapon will put burning terrain under the foe. This weapon boasts a 100% (140%) chance to cause the Severe Burning status. Base 3000 (9000) fire type might. A character may take their action to pump this Relic Flame Soaker, and doing so will increase the damage by 100%. It may be pumped up to 3 times. This weapon deals double (130%) (260%) damage to aliens and monsters. This weapon, oddly, counts as human-type damage.
Psycho Launcher++: 1-3 range. This weapon is extremely good at homing in on flying opponents and blasting them out of the sky. This ability ignores moves like Stealthy Flier, Extreme Evasion (III) or Barrel Roll if the enemy unit is flying. This attack fires 3 missiles, and each has a base 1000 (2000) explosion damage type. These missiles may only be shot every other turn. This weapon deals double (130%) (260%) damage to aliens, monsters, and their vehicles. This weapon, oddly, counts as human-type damage.
2-Psycho EMP: Range 2. All squares targeted by and adjacent to this lobbed projectile take 300 energy type damage. This cannot be dodged, but it can be defended against. These grenades may only be used once every other turn. Alongside damaging opponents, this item will shut down any electronic weapons, vehicles, armor, or characters for 3 turns. This weapon, oddly, counts as human-type damage.
2-Psycho Grenades: Range 2. All squares targeted by and adjacent to this lobbed projectile take 3000 explosion type damage. This cannot be dodged, but it can be defended against. Only one of these bombs may be thrown at a time. This bomb deals massive wear and will debuff the defense of all foes struck by it by 20% for two turns. These grenades deal double (130%) (260%) damage to aliens, monsters, and their vehicles. This weapon, oddly, counts as human-type damage.
Relic Shield+++: Legendary Shield. A shield adorned with the living skeleton of a dead saint. This impressive shield is boosted by pure stones, Proficiency, and Weapons Mastery. It will also increase its defense by 50% per GM Shield level of the character holding it and 100% per Omega level. This shield has a mind of its own, and if given a weapon, it may take an attack using the skill and speed of the holder. The shield will be countered, taking wear and potentially even knocking it unconscious, but the character holding the shield will not be targeted in that counter. Base 5000 (15000) defense both when attacking and defending. This shield is extraordinarily resistant to wear, but it may be knocked aside with enough force.
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.
30-Psycho Batteries: Ammunition item. These consumable items may be loaded into any firearm that shoots pure energy. Consuming one of these batteries will double the damage of the shot. Multiple batteries may be consumed to make multiple shots double. This is per shot, not per attack set.
Tome Full of Hateful Poems and Limericks: An item that inspires Hatemonger. This item grants him +15 skill.
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.
Beholder Psycho Armor+++: Signature Armor. -50 speed. -2 movement. This armor cannot be looted. This armor is extremely resistant to wear, and despite its high-tech appearance, it is immune to the impact of EMPs. This armor debuffs cleave and dismember chances vs this character by -20%. Grants extreme resistance to dark, psychic, blade, pierce, claw, and bite type damage. This armor debuffs all damage taken by this character by 40% and grants the ability "Divine Protection" for free. Like all Psycho Armor, this suit boasts an extremely strong shield to protect the globules. This shield will require a full attack set to destroy if this character falls in battle. Base 5000 (15,000) defense.
Knight's Skillful Armor Seal: This unique item will cause the "Armor" skill boost to be applied to all pieces of armor. It will also double the armor skill boost. If the unit has no elemental shields, the armor skill boost will be tripled.
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.
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.
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.
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.
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.
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.
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.
Elite Gleaming Slayer: This brilliant item will buff “Slayer” abilities on this character by adding 30% to how much additional damage they do.
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.
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 Tentacle Idol: An incredibly rare trinket. This item is impossible to steal, but is always dropped upon death. This item will cause the panic status on a character to build 5% more during battle. This incredible trinket will boost the total damage buffs granted by ally buffs by 20% (adding 20% at the end of any ally boost, 40% if the ally boost is at second tier, 60% if it is at third tier). This object has a 10% (34%) chance to allow a character to survive lethal hits.
Ancestor’s Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% panic build at the start of every turn in battle.
Ancestor’s Handkerchief: -50% to all disease and bleed status conditions when they are used against this character. Holding this object causes a 5% increase to panic build.
Ancestor's Tonic Bandage: A mirrored Handkerchief. -50% to all burn and poison status conditions when they are used against this character. Holding this object causes a 5% increase to panic build.
Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes a 5% increase to panic build.
Ancestor’s Mustache Cream: Causes this character to halve the impact of all stat debuffs used against it. Also causes all poisoning abilities used against it to suffer a -50% activation rate. Holding this object causes a 5% increase to panic build.
Ancestor's Mustache Wax: Causes this character to double the impact of all stat debuffs used by it. Buffs the activation rate of poisoning abilities by 50%. Holding this object causes a 5% increase to panic build. (Mirrored Mustache cream).
Ancestor’s Pen: This intricate pen will increase the damage of all 1-ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase in panic build.
Ancestor’s Pistol: This ancient pistol will cause this character to increase its speed by 5 and its skill by 15 when using ranged attacks. Holding this object causes a 5% more panic build.
Ancestor's Dagger: A mirrored Ancestor's Pistol. This ancient dagger will cause this character to increase its speed by 5 and its skill by 15 when using ranged attacks. Holding this object causes a 5% more panic build.
Gold Edged Kaikishōhō: 10% (20%) more damage and defense when at full HP
Llyod’s Sword Ring: This ring will boost the damage of the holder by 10% (20%) if their HP is full.
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.
Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.
Knight's Ring: This ring will improve the damage of strength-oriented physical attacks by 10% or 20%. Weapons that orient fully around strength will be boosted by 20%. This includes Hammers and Clubs and Ultra Great Weapons. Weapons that use strength and dex (including martial attacks) will be boosted by 10%. Weapons that use only Dex (bows, guns, spears, knives, rapiers, whips) are not buffed. This item is easily lost or stolen.
Hunter's Ring: This ring will improve the damage of dexterity-oriented physical attacks by 10% or 20%. Weapons that orient fully around strength will be boosted by 20%. This includes bows, guns, spears, knives, rapiers, and whips. Weapons that use strength and dex (including martial attacks) will be boosted by 10%. Weapons that use only strength (hammers and clubs and ultra Great Weapons) are not buffed. 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.
Mortal’s Clinging Ring: This ring may grant the ability “Cling To Life” to a human character for free. However, the human cannot have the ability Steadfast available to them or any other generic life-saving ability unlocked. This item is easily lost or stolen.
Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.
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.
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.
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.
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.
High Jump Ring: This ring grants access to the ability High Jump for free. This item is easily lost or stolen.
Calculating Mental Rune: A mental rune that is extremely hard to steal. This incredibly rare item will cause the character to reduce the activation rate of enemy abilities by 20. It will reduce the activation rate of statuses by 50. This item is practically impossible to steal and is impossible to drop.
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: Techno Fiend. This item will boost the pain type status activation by adding 15% to the roll chance.
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%. Source: Techno Fiend.
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.
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.
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).
Wincing Blood Droplet: A blood droplet that flinches at the slightest touch. This item will remove all innate and item-related resistances to the pain statuses. This object is quite hard to steal and rarely drops (5%).
Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%.
Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Vile Energy and Vile Flame
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.
Core of Grant: The Legendary Club Gem. This item will unlock special abilities on characters who have high proficiency with maces or clubs. This will double the damage of club/mace attacks.
Hollow Gem-Legendary Fire Gem
Hollow Gem-Legendary Energy Gem
Hollow Gem-Legendary Explosion Gem
Max boosting items+Plates
Boots+Heavy Duty Boost
Blazing Red Ichor: Grants +3 movement to foes who use running movement.
Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability 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.
Abilities:
Lethal Boredom: Psycho Warriors will rapidly die if bored. They build Boredom and Fun points during battle. A Boredom point is generated for each turn they do not engage in combat. A Fun point is built each time they damage a foe (once per engagement). Fun points may also be built in other ways, but this depends on the Psycho Warrior. Boredom is reset upon a Psycho Warrior falling in battle, but Fun Points will remain for the entire battle. The Warriors may gain up to 20 fun points. Each point increases their damage and defense by 10%. For each five points of Fun gathered, the Warrior will get to take an extra action each turn. However, after gaining 5 points of Boredom, each additional point will cause the Warrior to lose 20% of their max HP, meaning 10 points of Boredom will kill the Psycho Warrior. Costs: 5 pg
Hatemonger’s Psychosis: Signature ability. Hatemonger has several personality… quirks… that make him unique. He will unlock access to them via increasing the amount of fun he is having:
0-5 Fun: Hatemace Enema-No Lube. Hatemonger may cause a character adjacent to any character he strikes with his Hatemace to take 25% of the damage dealt by a single strike as crush damage. Foes cannot counter this crush damage. He will also build one Fun Point at the start of any melee attack he initiates.
6-10: Hateblending. For each hit Hatemonger receives, he may strike back at any adjacent unit. Foes struck by this counter will not retaliate. This will ignore Wary Fighter.
11-15: True of Hate: Hatemonger’s hate mace will deal 25% more damage per Fun point.
16-20: Battle Prayer. Hatemonger may take an action on his turn to chant a battle prayer. He may complete this prayer once per battle. Each line of the prayer will boost the damage and defense of his fellow Psycho Warriors (or extremely religious allies) and himself by 50% and their speed and skill by 10. This stacks additively, and the boost will last for two turns (and refresh upon a new line of the prayer). There are five lines to the prayer, leading to a final buff of 250% damage and defense and +50 speed and skill.
With their many eyes, they shall weep.
With their many limbs, they will crawl.
In their many tongues, they will plead.
In their many forms, they will fall.
So sayeth Space King.
Costs: 5 pg
Psycho Tactics: Psycho Warriors may spend their turn to think up three random Tactics. Tactics may be played at any time without using up a turn (unless otherwise specified). The Tactic gained may be stored and used later. Up to three Tactics may be stored. Unless enemies can read minds, they will not know the stored Tactics. Thinking, unfortunately, is very boring, so the Psycho Warrior will suffer one Boredom.
1-Salt the Earth: Salt Three tiles within 2 range. They can’t be moved through for one turn.
2-Indiscriminate Anger: 5 range. Targeted ally or self will strike adjacent characters or foes once for each Boredom point. If there are no adjacent units this character must strike itself.
3-That’s Dumb!: This tactic can be played at any time. It will target a character within 5 range and prevent them from Panicking or Frenzying.
4-Nuh-Uh!: This tactic may be played in response to an emotion based debuff or status give by a foe or ally. It will negate that status.
5-False Orders: This unit may take its turn out of order. It may do two turns at once, but on the next phase it will take no turn. Extra turn locking mechanics do not prevent this.
6-He did it!: This unit may redirect all counter attacks directed at itself at an ally who is within 2 range.
7-Ricochet: This unit may use this tactic to make a single ranged attack hit used against itself bounce off and strike a different character within 2 range.
8-Pinch: This unit may use their action to pinch a foe or ally. This will allow the other unit to counter attack, and being punched will drop a character’s skill by 20 for one turn due to frustration. Pinching a character builds 1 Fun point.
9-Mini Stroke: This unit may lose 20% of its HP and remove on Boredom point.
10-Hold it in!: This unit may play this tactic at any point, even in the middle of an enemy attack. This will heal the targeted unit (which can be itself) 20%.
11-Accurate Slur: A foe who are a separate species who are within three range and can suffer emotional damage may be targeted. This will cause that foe to take 20% more damage for the rest of the turn and will reduce all immunities and resistances by 1 tier.
12-Tip Toe: Allows this character to move through enemy units and ignore Engagement.
13-Share Hyperfixation: Allows this character to cause an adjacent character to gain one tactic.
14-Group Huddle: Allows this character to give tactics it has stored to any adjacent allies. This will cause this unit to lose the tactics.
15-High Command Says: Force an ally to obey you for one turn. Builds boredom for that ally.
16-I’m Telling!: Remove two boredom from an ally, but cause them to take a panic status.
17-Bully: Choose an adjacent ally to bully. That unit takes one Boredom point. All other allies within three range of the bullied character gain one Fun point.
18-Heartfelt Compliment: Choose an adjacent ally. This ally gains 3 Fun points.
Costs: 5 pg
Holy Globule Rebirth: If a Psycho Warrior is killed in battle, they will not truly die unless their globules are destroyed. Their corpse may not be looted unless they truly die. Foes may take a turn to destroy one globule, so two foes may destroy them both. If a Medicae extracts the globules using a globulus, then that Medicae must be killed in order to destroy the globules and kill the Psycho Warrior (thus allowing looting). This ability cannot be removed, and this ability completely ignores lethal mechanics. Costs: 7 pg
Praise Be to Space King: Psycho Warriors live for the glory of Space King. If they please him and earn his favor in a battle, they will boost their total damage and defense by 50% in their next battle. This may stack up to 500%. However, if they fail and disappoint him, they will lose their buff and wallow in shame. Costs: 5 pg
Armored in Psychosis: Psycho Warriors are armored from their very creation. This ability allows a psycho warrior to ignore the movement and speed debuffs from the massively heavy Psycho Armor suits. It will also boost their total defense by 50% if wearing Psycho Armor... which will always be the case. Costs: 5 pg
Aegis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the elemental damage of the enemy will be reduced by 50%. Costs: 4 pg
Pavis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the physical damage of the enemy attack will be reduced by 50%. 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
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. Costs: 4 pg
Zealotry: This character is filled with a righteous hatred. This ability will double (triple) the efficacy of slaying abilities and slaying weapons vs the intended target. However, this ability makes the unit single-minded and easily deceived by foes who are the same species/class as they are (in essence doubling the impact of charisma and other mental statuses against this unit). Costs: 5 pg
Xenos Slayer (III): This character deals 30% (60%) (120%) (150%) (450%) damage to all units that do not share its species. Costs: 12 pg
Support: This character becomes stronger when standing side by side with close allies. This buff counts as a conditional ally buff. This buff will be calculated by choosing the adjacent ally who this character is emotionally closest to. If both units have this ability unlocked, the buffs are doubled. The buffs are as follows:
Acquaintance: +1 speed/skill. 1% damage and activation boost. Not buffed by Tentacle Idol.
Friend: +3 (4) speed/skill. 3% (23%) damage and 3% (4%) activation boost.
Close Friend/Sibling: +10 (12) speed/skill. 10% (30%) damage and 10% (12%) activation boost.
Spouse: +15 (18) speed/skill. 15% (35%) damage and 15% (18%) activation boost.
Costs: 3 pg
Taunt: The character taunts an adjacent foe The foe is then unable to use any sort of specialized attack or status move. They also receive -15 (-30) 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%) 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
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
Finish Strike: -15 hit. This character leaps into the air and stabs its primary blade into the chest of their foe. This attack will deal 3x the total might of the sword's normal strikes. The enemy cannot counter-attack this move. This ability takes four (2) turns to recharge. 5 pg
Concussive Clubbing: Legendary Club Gem ability. Each time this unit strikes a foe with a mace or club, the foe will have a 50% (80%) chance to be stunned in pain. If stunned, the foe will also suffer -30 (-60) skill for the rest of battle. This debuff can stack. Costs: Legendary Club Gem
Divine Protection: As the head of a religion or a notably devout member, this unit appears to be protected by divine power. This will cause the first set of attacks launched against them to deal half damage if this unit started the turn with full HP. This ability will fail to work against sacred weapons. Costs: 2 pg (Armor)
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg (0 Ring)
Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg (Ring)
Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single-phase enemy phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg (Ring)
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)
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5% (15%) (30%). This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg (Ring)
Bloodbath: Every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5% (15%) (30%). This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg (Ring)
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1-range attacks. Costs: 2 pg (Ring)
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.
Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Marksman level.
Steady Gunner: This unit uses a single heavy gun. Rather than dual wielding, this unit will use only a single firearm. This stance will boost the total damage of the ranged weapon by 50%. Costs: 5 pg or GM in Marksman.
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
Character Type: Destructive, Melee, Marksman, Defensive, Support
Weakness: Weak to Taunt and Swagger. Immune to seduction (gay?). Weak to damage that targets the globules. Immune to pain. Extremely resist mind control. Extremely resist damage debuffs. Immune to Enfeeble, Null, Defog, and abilities that remove and lock conditional buffs.
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