
Level: 95
HP: 127,500
Attack: 1,900
Dream Light: 1,900 (3,900) (25,350)
Light Blast: 1,900 (2,900) (10,150)
Psychic Blast: 1,900 (2,900) (8,700)
Defense: 1,900
Light Shield: 95 (1,345) (4,708) [6,608]
Agility: 350
Skill: 350
Speed: 350
Movement: 10 (levitating/flying)
Items:
God of Light: Title. This being is the current holder of the title “God of Light.” As a result, their total Light damage is boosted by an additional 50%. This boost applies even if the unit is already boosting their damage by the maximum amount.
Light of the First Dawn: Radiant Item. A mere whisper of dream amidst a swirling maelstrom of dark, Light raged forth as the Family danced. The Moon sang, the Sun lept, and the Void rejoiced. The Family dances no more, and light as brilliant as this no longer graces the Void.
2- Ivory Star: A small, milky-white stone in the shape of a bright sun. Seems to radiate light. If one so desires, this stone can be used to light up the sky, making it as if it were day. Can be used to perform a basic Light Blast once per battle. Boosts Light-type damage by 50%.
2- Twisted Spoon: A normal tablespoon that has been twisted multiple times by a powerful psychic. Still contains psionic energies. Can be used to perform a basic Psychic Blast once per battle. Boosts Psychic-type damage by 50%.
Abilities:
Alluring Light (II): Radiance signature ability. All units within the range of the Radiant Light ability have their chance of succumbing to mind control increased by 10%. The Radiance may attempt to mind control anyone being affected by the Radiant Light ability, extending the range of abilities like Mind Shackle. Additionally, The Radiance may attempt to mind control someone out of their reach if they are controlling a unit in the target area. However, the mind controlled unit must be adjacent to the unit The Radiance is attempting to control, and the chance of success is halved. Weak-willed or mindless individuals (e.g. Hollows, Husks) may have an even higher chance of succumbing, and strong willed or psychic units may have a lower chance. 16 exp
Dream Light: Radiance signature ability. The Radiance may add Psychic proficiency and boosts to its standard Light attacks. Additionally, a unit who is hit by this type of attack during a phase has their susceptibility to mind control increased by 5%. 5 exp
Infection: When this character controls the mind of a unit, the unit will lose 10% of their HP at the start of each turn, unless The Radiance chooses not to inflict it. The unit who is controlled will add Poison type damage to most of their attacks, and receive half of the Light and Poison proficiency stat boosts of the Radiance while doing so. If an Infected character dies, they may continue attacking until the Mind Dive ends, but it takes a turn for them to return and be able to attack (though this will be done automatically). This can be used to reanimate fallen corpses, but Mind Dive must still successfully land. 5 exp
Radiant Light (III): Radiance innate ability. All units within 10 spaces of The Radiance have -10 (-15) hit and agility. All units within 5 spaces of The Radiance suffer -30 (-45) hit and agility. All units within 2 spaces have -60 (-90) hit and agility. The radiant light of this unit extends 20 spaces total, but does not trigger visibility debuffs past 10 spaces. Does not affect units who do not rely on vision. 32 exp
Consume Light: This character is completely immune to Light-type attacks. If hit by a Light-type attack, this unit will heal the same amount as the attack’s damage. This character can go above their maximum HP stat when healed by this ability. 5 exp
Light Shield: Grants a protective shield of energy to the character. This shield does not defend against Dark damage. The base might of the shield is equal to the character’s level and is boosted by the Light proficiency stat and boosts of this character. 4 exp
Mind Dive: This unit may take a turn to attempt to temporarily control an adjacent unit. Mind Dive has a 30% (40%) chance to work. If it works, the targeted unit will be under this unit’s control for the next three turns. 5 exp
Mind Shackle: As an action, this character may attempt to mind control an adjacent unit. This action has a 5% (15%) chance to trigger, and if it successfully triggers, the unit will be under this unit’s control. This will allow this unit to control the unit as if it is its own unit. This control will last until either this unit or the controlled unit dies. 6 exp
Purity: This unit is immune to Bleed and Poison statuses. 2 exp
Spike Terrain: This unit must take a turn to charge. On the next turn, the 4 spaces adjacent to this unit are filled with this terrain, and this does not count as the character’s action that turn. This terrain hurts any characters that walk on it. Spike terrain takes 10% of a characters HP for every turn they start in it. Spike terrain has a 30% chance to give a character who stands or moves through it a bleeding status. Flying or levitating characters are immune to spiky terrain. Walking through spike terrain requires 2 movement per tile. 4 exp
Sundering Blows: Deals extra item, weapon, armor wear with this unit’s attacks. 2 exp
Teleport Dodge: If this unit is being attacked by a ranged attack and is faster than the foe attacking, they have a 50% chance to avoid the attack. This is calculated before calculating if the attack hits. 4 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
Proficiency:
Radiant Light: 1,000 (boosts blinding/visibility abilities by 50%)
Radiant Psychic: 1,000 (boosts mind control ability efficacy by 10% from base)
3AA Poison: 200
4AA Shield: 250
Weak to Dark. Immune to Light. Resist Psychic.
Caps:
Size – giant
Att/Def – 2000
Agi/Spd/Skl – 375
