Pennance Knight: Level 87
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.
Move: 7 (9) (11) (14)
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.
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.
D'arce'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 (Leg Sweep). 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.
Bloody Cross Catalyst+++: This catalyst may only be used to cast Alll-mer spells. It will boost the base might of those spells by 2000 (6000). Weapon seals may be applied to the Blood Sword spell.
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.
Pennance Armor (Forged)+++: This unit has donned this armor and may never remove it. This unit will suffer a bleed status each turn they spend in this armor. This armor will increase this unit's total damage and defense by 100% (200%). This will also grant immunity to Fear and Pain-based effects, as well as the ability to purge certain status effects (Neck break, real damage blows, dismember, stun, flinch, and paralysis); however, each time a status is purged, it will give this unit a Bleed status. For each bleed status this character suffers, this character will boost its total defense by 25% (35%). This stacking buff will be reduced via subtraction if foes have defense debuffing abilities. This armor is nearly unbreakable, but should it be struck enough times, it could be damaged enough to break for the remainder of the battle. This would be a Herculean task, and the armor itself will be mended at the start of the next battle. This armor grants base 5000 (15000) defense and grants extreme resistance to all physical damage types. This armor prevents the wearing of any other armor pieces, including those worn on the head.
Alll-mer Body Engraving: Special markings engraved into the flesh of a human. These cannot be used alongside forged flesh except in extremely niche conditions. This engraving will only empower a unit if they faithfully follow the associated deity. This engraving grants +30% and reduces all damage taken by 15%.
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.
1-Fear and Hunger Coins: Incredibly powerful and rare consumable items. If this unit is attempting to roll for anything and they have over a 50% chance to succeed (before calculating the debuffs to activations due to enemy items/abilities), then this character may use a coin and roll for the activation, dodge, or hit twice. If either roll succeeds, that roll will be used. This is not a time-altering mechanism. This may be done even if consumables are locked on the character.
Drop of Might: This item is incredibly difficult to steal or loot. It will double the base defense stat of the holder.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.
Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.
Drop of Strength: This item is incredibly difficult to steal or loot. It will double the base attack stat of the holder.
Metal Coat: This item is created by melting many Metal Boxes together into one item. If the holder of this item has no access to any elemental barriers, this item will triple the base defense stat of the user.
Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense.
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.
Bloodletting Razor Brooch: Grants the ability Bloodletting for free.
Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”.
Limb Rending Medallion: This rare item will allow the holder to unlock Dismember for free. If the character cannot naturally unlock dismember, this medallion will allow the holder to spend levels to gain access to the ability.
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.
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%.
Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% increase to panic build.
Ancestor's Monocle: This unusual item is created by inverting an Ancestor's Cloak. Grants the user +30 skill. Easily lost or stolen.
Ancestor’s Candle: 15% damage boost in daylight or bright light. +10 speed and +10 avoid in daylight or bright light. Holding this object causes a 5% increase to panic build.
Ancestor’s Dark Candle: 15% damage boost in night or low light. +10 speed and +10 avoid in night or low light. Holding this object causes a 5% increase to panic build.
Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build
Ancestor’s Bracelet: This ancient piece of jewlery has a burning insignia upon it. It will increase the speed of the character holding it by 10, and will cause them to boost their total damage by 10%. Holding this object causes a 5% more panic build
Ancestor’s Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped or stolen.
Ancestor’s Tentacle Idol: An incredibly rare trinket. This item is impossible to steal, but is always dropped upon death. This item will cause the panic status on a character to build 5% more during battle. This incredible trinket will boost the total damage buffs granted by ally buffs by 20% (adding 20% at the end of any ally boost, 40% if the ally boost is at second tier, 60% if it is at third tier). This object has a 10% chance to allow a character to survive lethal hits.
Ancestor’s Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% panic build at the start of every turn in battle.
Ancestor’s Handkerchief: -50% to all disease and bleed status conditions when they are used against this character. Holding this object causes a 5% increase to panic build.
Ancestor's Tonic Bandage: A mirrored Handkerchief. -50% to all burn and poison status conditions when they are used against this character. Holding this object causes a 5% increase to panic build.
Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes a 5% increase to panic build.
Ancestor’s 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 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.
Bloody Fist Ring: This ring grants the holder access to the ability “Up Close and Personal” for free. If the character has the ability already unlocked, it will double the buff granted. 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.
Grit Rusted Ring: This ring grants the ability Grit for free. If the character unlocks the ability by paying levels, this ring will cause the ability to reduce enemy damage by 50% rather than 40%. This item is easily lost or stolen.
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.
Elite Bloodbath Ring: This ring will grant access to the ability Bloodbath for free. If the holder does not normally have the required personality, this will grant access to the ability, but it must be paid for. This ring will double the bloodbath boosts. This item is easily lost or stolen.
Elite Bloodlust Ring: This ring will grant access to the ability Bloodlust for free. If the holder does not normally have the required personality, this will grant access to the ability, but it must be paid for. This ring will double the bloodlust boosts. This item is easily lost or stolen.
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.
Bursting Heart Ring: A ring that throbs eerily like a beating heart. Increases the total %damage dealt by blood attacks by adding an additional 10% of the character’s HP for both allies and enemies within 2 range. This item is completely nullified if a Clotting Ring is within range.
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.
Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.
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.
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.
Floodbreaker Ring: This ring grants extreme resistance to Water-Type damage. 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.
High Jump Ring: This ring grants access to the ability High Jump for free. This item is easily lost or stolen.
Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops.
Calculating 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: Penance Knight donning the Penance Armor. 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: Penance Knight donning the Penance Armor.
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.
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.
Blood Heart: A pulsating heart made entirely of shimmering, shifting blood. 30% boost to bleed chances. Stacks with Blood tear. This item is nearly impossible to steal.
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)
Rent Blood Droplet: A blood droplet that looks as though it is being torn apart by teeth and claws. This item will remove all innate and item-related resistances to the Dismember or Eye Loss statuses. This object is quite hard to steal and rarely drops (5%).
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
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.
Max boosting items+Plates for (Blade)
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:
Alll-mer Blood Sword: A powerful spell. This ability allows a bleeding unit who is faithful to All-mer to immediately summon and use a sword made of Deific, wrathful blood. This sword deals double damage to wraiths and ignores intangibility and wraith-specific avoid-boosting abilities. This weapon costs 10 Mind to summon. The sword boasts 1000 base blood/blade type might, and the base might is boosted by the catalyst used to create it. However, foes cannot resist the blade component of this damage via items, and the sword is boosted by proficiency, pure stones, and weapons mastery. Once summoned, the sword may be equipped with weapon seals. The sword is also considered a spell, and its base might is boosted by catalysts. This blade will add 5%, 10%, or 20% of this unit's max HP to its damage as blood damage if the unit is bleeding, severely bleeding, or lethal bleeding, respectively. The blood of All-mer is a gift to humanity, and it is considered human damage. This weapon may dismember foes. Costs: 12 pg
Penance Armor: Signature Ability. Grants the legendary armor set “Penance Armor”. Costs: 10 pg
Permanent Loss: This ability can only be held by characters from a world where the replacement or regrowth of limbs is impossible by either biology, technology, or magic. This ability increases the trigger rate of "Dismember" by 20%. Dismembered limbs will be unable to be healed by items or abilities. Characters who can autoheal their limbs will have to use their autohealing ability to regrow the limb, and when doing this they will not heal HP for that turn. Costs: 1 pg
Mind: This character destroys their own sanity to cast profane spells. This character starts each battle with 100 (200) mind points. After expending these points, the unit will suffer a panic attack and take the damage and statuses of the ability “Panic II”. If they have 0 mind points, certain items can be used to refresh the mind of a character. A philosopher’s stone doubles the mind points of a character. Costs: 1 pg
Blood Portal: Using this ability gives the character a severe bleeding status. Once every six turns, this character may take one turn to open a blood 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 manually close this portal. 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. This unusual portal may ignore map warp restrictions in certain dark, profaned areas of the world. Costs: 6 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
Leg Sweep. This character may target a foe with this martial ability. It does not do damage, but if it strikes, it will knock the foe prone. This only works on foes of the same size class. Prone foes are weak to certain abilities (double damage from Finish Strike) and can no longer dodge roll. If this ability strikes the foe, it will also debuff their avoid by 40. Foes will counter this ability, but the character using it may keep their shields up (as it is not considered an attack). Costs: 4 pg
Pouring Wounds: Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (50%) (100%) of the time. This ability only activates on physical attacks. Costs: 3 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
Take the Hit (III): If an allied unit who is adjacent to this unit is attacked, this unit has a 100% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 8 pg
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (30) (33)
If the character strikes an enemy, they will boost their skill stat by 5 (10) (11)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
If this character misses an enemy, they will boost their skill stat by 15 (30) (33)
If the character strikes an enemy, they will boost their skill stat by 5 (10) (11)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
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
Masochist: This character may inflict self harm. This thrill clears negative psychic statuses from them such as fear statuses for two turns. Doing this, or taking a pain status, will boost the attack of this character by 25% (35%). However, doing this to oneself results in a bleeding status and a loss of 10% of total HP. This ability will not stack with itself. This is a Sadism ability. Costs: 2 pg
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple (4.5x [Ring]) their total defense. 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
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
Bloodletting: This character may spend their turn to inflict themselves with a bleeding status. Doing so will cost them 5% a of their HP. They may repeat this if they are already bleeding and give themselves the severe bleeding status. Doing so will immediately cost them 10% of their HP. Finally, if they are severely bleeding they may perform this ability and give themselves lethal bleeding. This will immediately cost them 20% of their HP. This move should be used with care. Costs: 1 pg (Brooch)
Dismember: On every biting attack this character executes, it has a 20% (30%) (50%) chance to rip a limb off the enemy. This ability stacks with traumatizing blows, but if this ability activates it will also result in a bleeding status, regardless of whether or not traumatizing blows lands. Costs: 3 pg (Medallion)
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)
Grit: If this unit does not have access to any barriers, their tough nature can help them fight through the wounds they receive. This ability will cause this character to take 40% less damage from foes whenever the foe initiates the attack. This ability will also cause this character to halve the activation of pain statuses used against it. 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)
Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 pg (Ring)
Character Type: Melee, Defensive
Weakness: Weak to profane damage types. Extremely resists damage from sacred attacks/weapons. Immune to mind control, frenzy, pain, and all other mental/emotional statuses while within the Penance Armor.
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