

Level: 41
HP: 13,700
Attack: 164
Light Blast: 184 (202) [303]
Magic Blast: 184 (202) [303]
Concussive Blast: 174 (365) [548]
Soul Spear: 100 (468) (562) [842]
Wrath of the Gods: 100 (478) (1,004) [1,508]
Defense: 21 [32]
Agility: 33
Skill: 131
Speed: 98
Movement: 2
4/0.5/0.8/3.2/2.4
Items:
Prayer Robe: The prince, destined to be a Lord of Cinder, was cherished by the royal family, despite being born into illness, a frail and shriveled child. His swaddling clothes were made of aged, coarse cloth used in ancient prayer, and are all that he has ever worn. Offers no physical defense, but provides resistance to Dark, Lightning, Fire, and Magic.
Explosive Stone: An incredibly rare stone that boosts the damage of Explosive attacks by 50%.
4 – Explosive Stone Shard: Shard of an Explosive Stone. Boosts Explosion damage by 10%.
Magic Stone Shard: Shard of a Magic Stone. Boosts Magic damage by 10%.
Light Stone Shard: Shard of a Light Stone. Boosts Light damage by 10%.
Abilities:
Shared Soul: Lothric Innate ability. The effects of this ability only apply while Lothric is on Lorian’s back. Every other turn, Lothric may warp both he and Lorian anywhere within 10 spaces, and they may activate abilities out of this warp. If Lorian dies, Lothric may take a turn to revive him, restoring 60% of Lorian’s maximum health. At the end of that turn, Lothric will automatically unleash a Wrath of the Gods attack, and Lorian will return. If Lorian died during the phase when Lothric revived him, he will return at the start of the next phase, and if not, he will return immediately, but being revived will count as his turn. In any engagement during which Lorian has fallen and been revived, all of Lothric’s Spells and Miracles are doubly effective (hit 2x the usual amount, heal 2x the usual amount, etc.). 8 exp
Crippled: VICE. This character is crippled, and as such, their movement is reduced by half (rounded down), and their Agility is reduced by 40. -3 exp
Sickly: VICE. This character is suffering from an extreme illness and cannot function properly. Their frail and unattractive frame means that their physical attacks deal 50% less damage, they take 50% more damage from physical attacks (adds alongside other weaknesses), and any Love-type and Appearance-type abilities do not work. -6 exp
Grand Prayer: Lothric Signature Ability. This character’s spells and miracles will have his base attack be used as a “catalyst” of sorts. Costs 5 exp
Holy Magic: Lothric signature ability. This character may add their Light proficiency stat and boosts to Spells, and add their Magic proficiency stat and boosts to Miracles. 3 exp
Barrier: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any physical attack damage by 50%. This barrier lasts for three turns. It may be broken by strong Bludgeon or Explosion type attacks. 3 exp
Caressing Tears: Miracle. This unit may take a turn to release a wave of healing, cleansing all ally units within 2 spaces of this unit of any minor status conditions. 4 exp
Cleanse: Remove all minor status conditions from an adjacent ally. Counts as action for the turn. 3 exp
Clever Fighter: This character is careful in battle and wary of his enemy’s strengths. This character takes half damage from abilities like Assault Moves, Backstab, Critical Hits, Finish Strike, Parry/Riposte, and Perfect Strike. 6 exp
Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 hit and double in total might. 2 exp
Divine Pillars of Light: Spell. Once per day, this unit may unleash this Spell. This will target 10 random spaces within 10 range of the caster, and will attack them with a base 200 Divine damage attack. If hit by the attack, a unit has a 50% chance to be Stunned. 5 exp
Empower: This unit may take a turn to empower all ally units within 3 spaces of it. This will boost those character’s total attack damage by 50% for the remainder of the turn. 4 exp
Eternal Protector: If this unit is within 2 spaces of the unit it has an unbelievably important relationship with, it will increase that unit’s activation chances by 20%. 2 exp
Expose: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all its innate and item generated resistances/immunities removed for the next 4 turns. 5 exp
Heal Pulse: Three times a battle, this character may unleash a wave of magic that will heal all ally and friendly units within two spaces of it 30% of their max HP (loses 5% efficacy for each size class larger the receiving unit is than this unit. 4 exp
Heal: Heal an adjacent unit by 30% of their maximum health. Loses 5% efficacy for each size class larger the receiving unit is than this unit. 3 uses per battle. 3 exp
Homeward: Miracle. This unit may take a turn to warp immediately to the portal they most recently used to travel. Cannot be used during battle. 3 exp
Homing Soulmass: Spell. Once every 3 turns, instead of attacking, this unit may summon 5 Soulmasses. If an enemy moves within two spaces of them, these orbs will automatically attack, regardless of phase. There are five orbs, and each deals base 50 Magic damage. If this character moves within two spaces of an enemy on its own turn, the orbs will automatically fire. This does not count as the character’s attack for this turn, and thus cannot be counter attacked. 5 exp
Light Screen: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any element type attack damage by 50%. This barrier lasts for three turns. It may be broken by strong Bludgeon or Explosion attacks. Costs: 3 pg
Light Shield: Grants a protective shield of light energy to the character. This shield does not defend against dark or poison type attacks. The base defense of the shield is 50, and can be damaged/broken like other shields. 4 exp
Magic Shield: Grants a protective shield of magic energy to the character. This shield does not defend against dark or magic type attacks. The base defense of the shield is 50, and can be damaged/broken like other shields. 4 exp
待ってろっ (Mattero, “Wait for Me”): Sibling ability. When in combat with a close sibling, if within 2 spaces of one another, this unit and their sibling will receive a 25% Attack and 25% Defense boost. If their sibling is mortally injured, dead, missing, handicapped, etc., this character instead has a 50% Attack and 50% Defense boost at all times while adjacent to their sibling, until their sibling is returned to normal. 5 exp
Null: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns, and will not affect item boosts. 3 exp
Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. 5 exp
Purge: Remove one major status condition from an adjacent ally. Counts as action for the turn. 5 exp
Soul Spear: Spell. Can be used once every other turn. This attack has base 100 Magic damage. The attack has 1-3 range, and will hit all units in a straight line to the target. Each unit will calculate their avoid chance separately. Can only hit once. 4 exp
Soul Stream: Spell. -10 hit. 1-3 range. Once every 3 turns, this unit may target a unit, and will attack them with a burst of 6 Base 20 Magic damage attacks. Each successive hit will have its damage increased by 10% of the original damage, but each hit will drop the hit of the next attack by 10. If any of the attacks miss, this boost resets. 4 exp
Steadfast: This unit will survive one lethal hit for each close ally in their party. 4 exp
Tears of Denial: Miracle. This miracle allows the user to survive one entire phase of combat at 1 HP, meaning they cannot be killed during that phase. 4 exp
Teleportation: Once every 4 turns, this unit may move an ally that is within 5 spaces to another space anywhere on the current map. 5 exp
Tranquil Walk of Peace: Miracle. This character may activate this ability twice per battle. It may activate the ability at the start of the turn, and then proceed to move and attack. This field of magic will prevent enemies who start a turn adjacent to this character from moving away from it. It will also reduce their speed by 30 points. This field lasts for 3 turns. 5 exp
Twisted Wall of Light: Spell. This unit may take a turn to activate this spell. For the next 3 turns, any Magic attacks directed at this unit or any adjacent units will be deflected back at the user. 3 exp
Warp: Once every 4 turns, this unit can warp to any spot on the current map. It can attack after warping, but may not use activatable attacks. 5 exp
Wrath of the Gods: Miracle. Once every three turns this character may use this ability. This cannot be dodged or blocked. The base damage of this attack is 100, and it is improved by Light and Explosion proficiency stats and boosts. This attack will strike all characters within two range and knock them one space away from the character who uses it. They will take any negative terrain effects immediately. 4 exp
Proficiency:
5 Light – 20
5 Magic – 20
3 Explosion – 10
Mild weakness to all physical damage (takes double damage from physical attacks), Ice, Lightning. Resists Dark. Immune to Poison Statuses.
Caps
hp – large
attack – 200
def – 25
agi – 80 (40)
skl – 160
spd – 120
movement – 4
