Shrouded:
Behold the Infinite Malignity of the Stars: Level 88
HP: 1,478,400 (4,435,200) (10,644,480) (22,353,408) (35,765,453) (46,495,089) (62,768,370) (100,429,391) (210,901,722)
Attack: 30,000
3 OMEGA Whip: 6000
3 OMEGA Bite: 6000
3 OMEGA Throw: 6000
3 OMEGA Dark: 6000 (12000)
3 OMEGA Psychic: 6000 (12000)
3 OMEGA Poison: 6000 (12000)
3 OMEGA Absorb: 6000 (12000)
Tentacles of Cosmic Horror: 30,000 (36,000) (42,000) (54,000) (66,000) (561,000) (1,122,000) (1,188,000) (1,306,800) (3,920,400) (7,840,800) (x1.15 in dark) (x1.5 with LG whip)
Clapperclaw: 1000 (31000) (37000) (49000) (61000) (518,000) (1,037,000) (1,098,000) (1,207,800) (2.415,600) (4,831,200) (x1.15 in dark) (x1.5 with LG whip)
Shadow Fang: 30000 (36000) (42000) (54000) (459,000) (513,000) (564,300) (1,128,600) (1,692,900) (3,385,800) (6,771,600) (13,543,200 initiating) (x1.15 in dark)
Dark Tentacle Grab: 30,000 (36,000) (48,000) (408,000) (448,800) (897,600) (1,795,200) (x1.15 in dark)
Defense: 30,000 (39,000) (78,000) (195,000) (292,500) (585,000)
3 OMEGA Shield: 6000
Shadow Mental Shield: 1000 (7000) (13000) (19000) (161,500) (323,000) (969,000) (1,938,000) (2,016,000)
Toxic Mental Shield: 1000 (7000) (13000) (19000) (161,500) (323,000) (646,000) (1,292,000) (3,308,000)
Absorb Mental Shield: 1000 (7000) (13000) (19000) (161,500) (323,000) (646,000) (1,292,000) (4,600,000)
Psychic Barrier: 1000 (7000) (13000) (110,500) (221,000) (442,000) (5,042,000)
Ancalagonscale Pendant: 100 (6100) (51,850) (103,700) (207,400) (5,249,400)
Mergo Feather Pendant: 100 (6100) (51,850) (103,700) (207,400) (5,456,800)
Celebi Leaf Pendant: 100 (6100) (51,850) (103,700) (207,400) (5,664,200)
Hydrascale Pendant: 100 (6100) (51,850) (103,700) (207,400) (5,871,600)
Darkscale Pendant: 20 (6,020) (51,170) (102,340) (204,680) (6,076,280)
Psychicscale Pendant: 20 (6,020) (51,170) (102,340) (204,680) (6,280,960)
Absorbscale Pendant: 20 (6,020) (51,170) (102,340) (204,680) (6,485,640)
Poisonscale Pendant: 20 (6,020) (51,170) (102,340) (204,680) (6,690,320) (16,725,800) (25,088,700) (50,177,400)
Speed: 182 (192) (197) (+5 at range) (+10 speed, +10 avoid in dark) (+20 avoid)
Skill: 210 (220) (230) (290) (+10 at range)
Move: 6 (4)
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.
Sardilic's Curse: Doubles the HP of monstrous entities Sardilic has deemed worthy to be the guardians and nightmares of certain areas. This item rarely drops, though who would want to hold such a thing?
The Shambling Heart: A Legendary Heart Item. This item always drops when the character falls in battle. This heart will allow this character to move one space each time a unique ally or a unit it has summoned takes a turn. This item will double the HP of this character on top of all other HP multipliers.
Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.
10-Heart Containers
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.
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 this item.
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.
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.
Shambler's Monstrous Forged Jaws+++: Base 6000 might. These jaws grant "Shadow Fang" for free and double the damage of biting attacks whenever this unit initiates.
Elite Augur of Ebrietas+++: Remnant of the eldritch Truth encountered at Byrgenwerth. This item will add 2000 (6000) base might to the attack "Tentacles of Cosmic Horror". It will also give these tentacle attacks a 60% (80%) (110%) chance to flinch the foe. This item very rarely drops.
Shambler's Monstrous Forged Razor Tentacles: These horrifically forged tentacles will cause all the tentacle attacks and throws of the Shambler (but not its summons) to boast a staggering 60% (110%) (160%) (170%) bleed chance on all strikes. Alongside this, these forged tentacles will increase the range of the Shambler's tentacle attacks by +2.
The Shambler's Monstrous Forged Eyes: Horrific clusters of eyes. This vile forged flesh grants a staggering +60 skill. A blinding status will reduce this buff by 10 until cleared, but multiple blinding statuses could be stacked to fully blind this monstrosity.
Shambler's Monstrous Forged Flesh+++: +10 speed/skill. After striking foes, this flesh allows the Shalmber to immediately move up to two spaces. This can be done before a foe is able to counter, or may be done after counter attacking a foe. After moving with this flesh, the Shambler gains +50 avoid for the next engagement. This flesh grants 9000 defense to the base defense stat of this monstrosity.
Drop of Might
3-Wary Stone: -50 speed. This stone will boost the defense of the holder by 50%. A unit may hold up to three of these items. It cannot stack with Atlas Stones. This stone prevents the holder from ever striking twice. This item is rarely dropped.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
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 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 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 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 Map: An ancient, eldritch map. Holding this item will cause 5% more panic build. This item will triple the perception range of the character, and allow them to detect invisible or shape shifted foes within three range of where they start or end their movement. This item will cause the character to escape tackles, holds, nets, and traps twice as quickly.
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 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 Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% increase to panic builds.
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 Tentacle Idol: An incredibly rare trinket. This item is impossible to steal, but is always dropped upon death. This item will build the panic status on a character (5% increase to panic build). 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 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 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).
Eyes of the Void: For every 50 Panic this character has, it will always apply 1 bleed, 1 burn, and 1000 (2200) (14,200) (120,700) (241,400) (362,100) base might poison status to foes on every strike it lands. A Shambler Trinket. This item is an extremely rare drop and cannot be looted after execution. Shambler trinkets are based on a character’s own level of Panic or Terror (whichever is higher). Being in a Panic debuff counts as being at 50 Panic (at minimum) until the debuff is cleared, and this will stack based on triggering the debuff multiple times. Cosmic/Eldritch entities calculate these trinkets based on the Panic/Terror level of the foe, rather than themselves.
From Beyond: This unit will have a chance to survive lethal attacks and reduce debuffs against itself based on the amount of Panic/Terror it currently has. Survival % chance and % debuff reduction = current Panic level ((x1.1) (x2)). This will not stack with multiple Panic debuffs, but will be calculated as 50 at minimum if in Panic debuffs. Unlike other Shambler Trinkets, this does not improve for multiple instances of panic on oneself. A Shambler Trinket. This item is an extremely rare drop and cannot be looted after execution. Shambler trinkets are based on a character’s own level of Panic or Terror (whichever is higher). Being in a Panic debuff counts as being at 50 Panic (at minimum) until the debuff is cleared, and this will stack based on triggering the debuff multiple times. Cosmic/Eldritch entities calculate these trinkets based on the Panic/Terror level of the foe, rather than themselves.
Hierarchy of Sights: Buffs damage = to current Panic % ((x1.1) (x2)). This will stack with multiple Panic debuffs. A Shambler Trinket. This item is an extremely rare drop and cannot be looted after execution. Shambler trinkets are based on a character’s own level of Panic or Terror (whichever is higher). Being in a Panic debuff counts as being at 50 Panic (at minimum) until the debuff is cleared, and this will stack based on triggering the debuff multiple times. Cosmic/Eldritch entities calculate these trinkets based on the Panic/Terror level of the foe, rather than themselves.
Unblinking Entropy: Whenever Panic build is taken, gain one of the following:
25% (35%) (70%) damage buff
25% (35%) (70%) defense buff
+20 (+22) (+44) skill buff
+10 (+11) (+22) speed buff
These buffs last until Panic build or Panic debuffs are cleared.
A Shambler Trinket. This item is an extremely rare drop and cannot be looted after execution. Shambler trinkets are based on a character’s own level of Panic or Terror (whichever is higher). Being in a Panic debuff counts as being at 50 Panic (at minimum) until the debuff is cleared, and this will stack based on triggering the debuff multiple times. Cosmic/Eldritch entities calculate these trinkets based on the Panic/Terror level of the foe, rather than themselves.
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%.
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”.
Cephalopod Medallion: This slimy looking medallion is easily lost or stolen. It grants the ability "Undulating Tentacles" for free.
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.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, and backstabs.
Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen.
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.
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.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of 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.
Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.
Elite Clotting Ring: This ring will debuff the damage of all blood type attacks used within 12 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.
Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 45%.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen.
Radiant Recovery Ring: This ring will cause the ability "Recover" to not expend the turn of the character in order to use. It will also boost the amount healed by x1.5.
Grand Summoning Ring: This ring will allow a character to create twice as many summoned units at a time. This does not work with replicas or false replicas; it is specific to summoned troops and monsters. If a character has the ability to summon allies to their side, this ring will double the number summoned. 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.
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.
Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.
Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.
Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
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.
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.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
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: Alhazred's unbearable torment by what he himself sought out. 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. Each bloom is unique. Source: Alhazred's unbearable torment by what he himself sought out. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds a Bloom of Anguish created by the same victim, 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%.
Stagnancy Pact: Increases the chances of freeze and flinch statuses by 20%; Increases stun and petrification status chances by 10%; Prevents the use of any Indirect Damage
Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage.
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.
Blood Heart: A pulsating heart made entirely of shimmering, shifting blood. 30% boost to bleed chances. Stacks with Blood tear.
Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.
Deep Crimson Blood Droplet: A blood droplet so violently red, it is hard to look away from. This item will remove all innate and item related resistances to taking the bleed status or bleed damage. This item is very hard to steal (5% drop)
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.
Hydra Fang Shard: This object will increase the chance of poison statuses by 30%. This item is very hard to steal.
Hydra Fang and Socket: A vile object. This is very hard to lose or steal, and will increase the chance of poisoning a foe by 50% as well as boost the damage of poisons that deal a raw number rather than a percent (as most poisons do) by 50%.
3-Deep Toxic Crystal: A crystal farmed from deep within a concentrated poison swamp. These are quite rare, but buff the base damage of poisons that deal a raw number by 400. A small character may carry up to two, medium-3, huge-4, titanic-5, colossal-6.
Hideous Black Blood Droplet: A blood droplet so heinously dark, it is hard to look away from. This item will remove all innate and item related resistances to taking the poison status or poison status damage. This object is quite hard to steal and rarely drops (5%).
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.
Clear Air Mental Point: This extraordinarily rare item causes this character to gain the ability "Clear Air" for free. This item cannot normally be dropped or stolen.
Fearful Pendant of a Great One: This rare object cannot be stolen from a Great One unless the character doing so is a being comparable to them in psychic ability and terror. This item will reduce the pg cost of all fear abilities by 1.
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.
Hollow Gem-The Dark Soul (Legendary Dark Gem): The legendary Dark Soul. This item Doubles Dark-type damage; stacks only with other Legendary Gems. This item unlocks special abilities on certain characters.
Hollow Gem-Legendary Psychic Gem: This item is extremely rare. There is only one of these in the universe. This item will double psychic type damage after all other boosts and unlocks special abilities on many psyhcic characters.
Vampire Killer's Cords-Legendary Whip Gem: This item will double the whip damage of the holder. It will also unlock abilities on characters with high whip affinity.
Willow Cores: Magic, Fire, Light, Psychic, Sonic
4-Poms of Power (Poison, Absorb)
Twisted Stone+Plate
Jaw Stone+Plate
14- Nightmare Wheels+Plate
14-Jade Cube+Plate
28- Night Sapphire+Plate
28-Poison Blooms+Plate
900,000 Gold- This money is almost always dropped when this character is killed in battle
Abilities:
Shuffling Undulations: Signature ability. The Shambler may cause any character on the map who is occupying a single tile to switch places with any other character, so long as both characters are within 10 range of the Shambler. This ability will not cause a foe to counter, but it will cause them to build Panic as if they had just engaged this character. This ability may be used three times in a single turn, and it may be used against the same character multiple times. Costs: 6 pg
Summon Tentacles (II): This character may summon Shambler Tentacles. Three tentacles will be summoned in one turn, and three tentacles is the maximum number that can be in play. These tentacles have the same speed and skill as this character, but only 20% of the HP. The tentacles will have only 5 movement. They will attack foes with a unique attack called "Clapper Claw". This ability must be unlocked on the character for the tentacles to use it. Shambler tentacles will attempt to "Take the Hit" for the Shambler. This has a 50% activation chance. At second tier it will summon 3 (6) tentacles at the start of its turn even without taking its action. However, the number of tentacles this unit can summon without expending a turn to do so per battle is 12 (24). At second tier, these claws may be banished, but the ability will not be able to prevent more claws from being summoned. Costs: 10 pg
Tentacles of Cosmic Horror: The tentacles of this character are imbued with hideous power. All tentacle attacks of this character may be boosted by both psychic and dark type damage. Tentacle attacks count as whip damage, and as such will reach behind most shields and barriers. They are also 1-2 range. This ability may not be removed by strategist. Costs: 4 pg
Clapper Claw (II): This attack may only strike once, and is only able to be used by the summoned tentacles of this character. If this attack lands, it will increase the total attack and defense of the Shambler and all summoned Tentacles by 20% (50%) (70%) (140%) for the rest of the battle. This attack has 1000 base whip/psyhic/absorb type might. This attack has 2 range. This attack cannot be countered except by repost abilities. Costs: 10 pg
Even Playing Field: Requires unique area of combat: Shambler's Idol. This ability will not trigger in any other area. This character may only ever be fought by four characters. However, for each character that engages it in this unique battle, this character will increase its total attack and total defense by 50% (60%) (120%). It will also increase its total HP by 100% (110%) (220%) for each foe it faces. Costs: 10 pg
Panic (II): An ability similar to Terror. If a character attacks or is attacked by this character, they will build this Panic by 20% (40%). If they start a turn next to this foe, they will build this Panic by 10%. If this terror builds to 100%, the character will immediately lose 20% (40%) of their HP and receive -30 (-50) (-100) skill for the next three turns. If a character spends a turn without engaging this character, they will reduce their Panic build by 20%. This build-up can stack if multiple characters are using it at once. Costs: 10 (9) pg
Unconquerable Fear: The Fear-type abilities of this cannot be resisted. There is no immunity to them. Costs: 3 (2) pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) (-120) avoid. Costs: 4 (3) pg
Recover: Three times a day, this unit may take a turn to recover 40% (50%) (75%) of it's HP. Costs: 5 pg
Pitch Black: If this character is in a dark area, all light attack used by any character within three spaces of this character, whether friend or foe, will have their total damage reduced by 50% (100%). Costs: 5 pg
Slow Moving Defense: This character has incredibly slow movement. With this ability active, this character's movement is reduced to 4 and it cannot be warped or moved by any ability. This character cannot be carried by or moved by an ally. This includes blast back or abilities used by enemies to move this character on the map. However, this ability will double the defense of the character using it. Costs: 5 pg
Slow Moving Strength: This character has incredibly slow movement. With this ability active, this character's movement is reduced to 4 and it cannot be warped or moved by any ability. This character cannot be carried by or moved by an ally. This includes blast back or abilities used by enemies to move this character on the map. However, this ability will double the attack of the character using it. Costs: 5 pg
Dark Tentacle Grab: -15 speed. 1-2 range. A dark/whip grab. Much more accurate and longer range than a regular grab. This unit lashes out a long tentacle and wraps it around a medium or small character. If this hit lands, this unit may then throw that unit two spaces away from itself. The unit will take damage based on the attack and skill and item boosts of the character. This damage ignores defense and block. If a character is thrown into a dangerous terrain, they will immediately take the negative effects. Cost: 3 pg
Grab and Smash: If this character has grabbed an enemy with a normal grab ability. This unit may smash the enemy into the ground multiple times before throwing them. The number of times that the character can be smashed against the ground depends on the speed of this unit. If it is:
5 faster: 1 extra hit.
10 faster: 2 extra hits.
15: 3 extra hits
20: 4 extra hits:
30: 5 extra hits.
40: 6 extra hits.
Each hit will give the same amount of damage as the throw, and will completely ignore defense just like a throw. Also, just like a throw, the unit will immediately take the negative effects of any terrain they are smashed against. 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
Dunwich Horror: Legendary Psychic Gem ability. This cosmic horror is beyond the ability of most beings to comprehend. As such, it cannot usually be seen by the naked eye. This will cause the character to be invisible on the map if foes do not have sense enhancing abilities. Psychic characters may also see this creature. Even if the foes have sense enhancing abilities, the otherworldly nature of this monstrosity will cause foes who attack it to suffer -25 (-50) hit during the engagement. If parts of this monstrosity are summoned, they are invisible as well. Characters become aware of this entity when they are at death's door (1HP) Costs: Legendary Psychic Gem
Lurker of the Darkest Recesses of The Unknown: Legendary Dark Gem ability. If this character is shrouded or in a shrouded map, it will double conditional stat buffs. Costs: Legendary Dark Gem
Strangling Coil: Legendary whip ability. If this unit strikes a foe with a whip, the final strike they land may also wrap itself around the throat of the foe. This will cause the foe to begin to suffocate, and they will lose 20% of their HP at the start of each turn if they do not break free. They may break free by taking their action to unwind the coil, or they may break free by starting their turn further away from the foe than that whip/tentacle can reach (the range of the ordinary attack). The unit using this ability may coils multiple foes simultaneously if it has multiple whips or tendrils, otherwise it will strangle whichever unit it last struck. This may only be done to units that are the same size class or smaller. Costs: Legendary Whip Gem
Shadow Fang: This unit may add its dark type skill to its bite attacks. It will also boost the total might of these attacks by 50%. Costs: 2 pg (0 Jaws)
Clear Air: Signature Ability. When on the map, Lugia prevents all AoE type attacks that strike more than 5 range from a character from being able to be used. Abilities that allow a character to take multiple turns will also fail (except for time-related abilities). The use of air-gems to increase movement will also no longer work. However, none of these negative effects impact Lugia, though ally characters will stay be impacted. This ability cannot be turned off. Costs: 5 pg (0 Mental Point)
Undulating Tentacles: The tentacle attacks of this character may be altered to only strike once (twice if the unit is using Strike Twice). This will cause the attacks to deal 50% more damage and may strike any units the attacks pass through. All foes will counter and dodge individually. Costs: 5 pg (Medallion)
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 (17)
If the character strikes an enemy, they will boost their skill stat by 5 (6)
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 (Medallion)
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
Strike Twice: When innitiating a regular attack while using a whip or tail weapon, this character will strike twice the normal ammount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail
Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.
Character Type: Monster, World Breaker, Fear, Status
Weakness: Weak to light type damage. Easily takes bleeding and poison statuses. Immune to fear. Immune to dark and psychic. Immune to strategist. Immune to all abilities that strike 5 times or more. Immune to mind control. Immune to auto-damage.
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