Torch: 60 (70 when lit) [75 w/ DB (88 when lit w/ DB)]
Defense: 16
Agility: 32
Skill: 22
Speed: 43
Movement: 5
Items:
Torch: A torch that burns much longer than what seems normal. Base 15 Fire/Strike damage.
Abilities:
Berserk: Once per battle, this unit can take a subaction to activate berserk. This will boost their attack damage by 1.5x and give +40 speed, but also boost the damage they take by 3x. 5 exp
Death Blow: When initiating attack, add 1.25x to this unit’s attacks. 3 exp
Mob: Other units with mob who are within attacking range of the targeted unit can, instead of attacking on their turn, add their attack to the attacking unit. 5 exp
Wild Swing: -30 hit. This unit may activate wild swing on normal physical attacks. If using wild swing, this unit will deal 30% extra damage. 3 exp
Demon’s Catalyst: 1-2 range. A staff made from ragged wood and topped with a Titanite chunk. This gnarled staff, while crude, is a durable and reliable tool for a Demon. Base 300 Magic/Strike damage.
Abilities:
Catalyst Slam: Stray Demon Signature Ability. This unit by take a turn to raise their catalyst and charge the latent magical energies that reside within. Once charged, the catalyst is then slammed down, releasing a blast of Magic-type damage over the range of 6 spaces. If a unit is on the space that the slam occurs on, they will take 3x damage from the catalyst strike, as well as 3x damage from the blast. Costs 7 exp
Death Blow: When attacking, this character adds 25% to their total damage. Costs 3 exp
Flying Butt Slam: This character can take a turn to fly into the air. Next turn, they will slam down on the space they are in, dealing 10% of their maximum health as damage to anyone within 1 space of them, and 5% of their maximum health as damage to anyone within 2 spaces of them. 5 exp
Heavy Blow III: This unit may only strike once, but its physical attacks are boosted by 3x. 16 exp
Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will take 25% of the total damage from the attack as raw damage. Costs 5 exp
Terrifying Presence: Fear-type Ability. Enemies within 2 spaces of this unit receive -30 avoid. Costs 4 exp
Proficiency:
1A Club: 40
1A Magic: 40
1A Staff: 40
Extremely weak to Bleeding status. Resists Fire, Hammer.
Islander Spear: +5 Skill. A basic spear used for fishing. Doubles damage when thrown. Base 70 Pierce-type damage.
Abilities:
Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. 4 exp
Parry/Riposte: If this unit is attacked by a unit of the same size class or smaller using a melee weapon, and this unit has higher skill, they may attempt to parry the attack. They have a 50% chance to succeed. If they fail, they take the full damage without using their shield to defend. If they do succeed, they nullify the attack (and all subsequent attacks from that enemy), and attack with a guaranteed 2x damage hit. 5 exp
Steady Stance: When attacked by a unit using a melee weapon, +20 skill and +20 avoid. 3 exp
Strong Throw: -5 hit. This unit can choose an adjacent unit of the same size class or smaller. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. 2 exp
Swordbreaker: When attacked or attacking a unit with a sword, +25 hit and avoid. 5 exp
Trainer: This unit can be paid 1 gold per point in their Proficiecy stats to train other units in the respective stat. Cannot train above their current Proficiency level. 5 exp and Ascended in a weapon type
Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. Range 1-2. Damage calculation will be normal weapon damage along with throw stat. When a weapon is thrown, the character must move onto the space where it landed to pick it up. 1 exp
1 – Water Stone Shard: A fleck of blue stone that gleams a gentle green. Boosts Water-type damage by 10%.
Abilities:
Serene Aura: This ability will drop the speed and skill of any character who is affected by it by 30 if they attempt to attack this character. If this character attacks the foe, the ability will not work. Can fade over time. 3 exp
Whirlpool: Base 35 water dmg. If this attack targets a space with water, the damage is doubled. Additionally, if a water space is targeted, that space becomes whirlpool terrain. If a unit is in whirlpool terrain, they receive -10 speed, have a 20% chance to escape, and receive 40 damage at the start of each turn. Characters with swimming type movement can escape at any time, by spending 2 movement to leave the space. Whirlpool terrain lasts up to 5 turns. 3 exp
Proficiency:
3 Water – 10
1 Martial – 0
Resists Fire and Martial. Weak to Lightning and Absorb.
Lizal Boomerang: A Lizalfos-made boomerang sword which in addition to being thrown can be used as a single-handed melee weapon. Has 2 range when thrown and will return if the hit is successful. It can only be thrown when attacking. Base 5 Slash damage.
Lizalfos Tail: The severed tail of a Lizalfos. It continues to wriggle even after being separated from its body. (20% drop rate)
Lizalfos Horn: A winding horn that is found atop the head of a Lizalfos. (10% drop rate)
Abilities:
Darting Blow: Add +10 Speed when initiating attack. 3 Exp
Shed Skin: This unit has a 25% chance to remove minor statuses it has each turn. 2 exp
Longsword: A simple iron longsword. Deals 10 Slash damage.
Wooden Crossbow: 1-2 range. A sturdy crossbow made completely from wood. Deals 1.5x damage at 1 range. Base 10 Pierce-type damage.
Wooden Shield: A simple shield. Susceptible to fire and wear. Base 5 defense when defending.
Hollow Soldier Armor: Sturdy armor worn by soldiers whose minds have gone hollow. A pity… Base 5 armor.
Abilities:
Backstab: If another unit has attacked using a 1 range attack, this unit may stab them in the back. They must have attacked the turn prior, and the attack deals 2x dmg. The enemy unit cannot counterattack. 5 exp
Death Blow: When initiating attack, add 25% to this unit’s attacks. 3 exp
Dodge Roll: If this unit has higher skill than the unit attacking them, they have a 30% chance to roll a space away and completely avoid the attack. If they attempt to do the dodge roll, they cannot defend with their shield. Regardless, after each series of attacks, they can choose to roll a space away from their current space. This can allow for escaping out of the attacker’s range, or even rolling into counterattack range. 4 exp
Mob: Other units with “Mob” who are within attacking range of the target unit can, instead of attacking on their turn, add their attack to the attacking unit. 5 exp
Straight Sword Hilt: +5 Speed. These Hollows haven’t even realized the swords they swing are swords no more. How far gone they must be… Base 4 Slash damage. (50% drop chance)
Shortbow: A simple wooden bow. Its small size allows it to fire quickly, even at close range. Base 10 Pierce-type damage.
Abilities:
Berserk: Once per battle, this unit can take a subaction to activate berserk. This will boost their attack damage by 1.5x and give +40 Speed, but also multiply the damage they take by 3x. 5 exp
Darting Blow: When attacking, add +10 to Speed. 3 exp
Mob: Other units with “Mob” who are within attacking range of the targeted unit can, instead of attacking on their turn, add their attack to the attacking unit. 5 exp
Poisonous Stone Shard (2): Boosts Poison damage by 10%.
Absorbent Stone Shard (2): Boosts Absorb damage by 10%.
Kinetic Stone Shard (2): Boosts Energy damage by 10%.
Water Stone Shard (2): Boosts Water damage by 10%.
Abilities:
Gooey: Goomy Signature Ability. When this unit moves, it leaves behind Gooey terrain. This terrain has a 20% chance to give mild poison status to units that start their turn in this terrain, and drops enemy Speed by -10 for each Gooey square they pass through. This effect can stack. The unit that steps through the terrain will gain back +5 Speed per turn they do not enter the terrain. 6 exp
Absorb: Deals base 40 Absorb dmg. Heals the user of 1/2 the damage dealt. Can strike up to 2x. 3 exp
Bubble: Deals base 40 Water dmg. 10% chance to lower the target’s Speed by 5. 3 exp
Twister: A powerful air attack. Base 40 Air/Energy-type damage. Deals double damage to dragons. Can only used when attacking. 3 exp
Móralltach: “Great Fury”. A fearsome demonic sword, which can almost control even destiny. Made by the Celtic God of the Sea and Underworld Manannán. Reverses “Cause and Effect”. Always attacks twice, and if an attack misses, this character can reroll to attempt to hit again. Base 500 Magic/Dark/Pierce-type damage.
Gáe Dearg: A demonic scarlet spear given as a gift from Diarmuid’s foster father, the druid Aengus Óg. Renders magical enhancements and projections useless by severing all ties with magical energy. Completely ignores all Barriers and defensive magic, including abilities. Ignores Defense. Base 400 Magic/Dark/Pierce-type damage.
Beagalltach: +10 Speed. “Little Fury”. A demonic sword, given to Diarmuid along with Móralltach. Does not reduce Skill or Speed when Dual Wielding. Base 200 Magic/Dark/Pierce-type damage.
Gáe Buidhe: A cursed spear that inflicts wounds that cannot be healed naturally or with magecraft. It was a gift given to Diarmuid by Manannán mac Lir, the king of fairies. When an enemy is hit by this weapon, the HP taken by the attack cannot be healed, even through death. The only way to recover the lost HP is to break the spear or kill its user. Does not reduce Skill or Speed when Dual Wielding. Base 200 Magic/Dark/Pierce-type damage.
Diarmuid’s Enchanted Plate++: A Titanium breastplate over a yellow and teal jupon. A fine piece of craftsmanship, this armor is innately resistant to wear and provides ample defense without impeding mobility. The shoulders are reinforced with brigandine spaulders and the arms are reinforced with jack chains. This armor is also enchanted and provides resistances to many forms of attack. Grants resistance to Fire, Magic, Slash, and Pierce. Base 300 Armor.
3- Ceramic Plate: A single use thick, ceramic plate that is used to absorb shock. This plate will half any incoming physical damage, as well as grant resistance to Strike and Bullet-type damage; however, ceramic plates are single use and must be reequipped after every use.
Druidic Overshield: An overshield made by Niall of the Nine Hostages for his Knights. This shield will defend against magical and psychic threats. Boosted by Magic/Dark-type items and proficiency. Base 1,000 HP. Base 50 Defense.
2-Arcana Stone: A small, purple orb that contains a swirling pink cloud within. Wild magic resides in these stones. Increases Magic-type damage by 50%.
2- Ebony Crescent: A small, jet-black stone in the shape of a crescent Moon. Seems to absorb light. If one so desires, this stone can be used to darken the sky, making it as if it were night. Increases Dark-type damage by 50%.
Longinus Shard: A piece from the Spear of Destiny. A holy item. Perhaps it can be reforged. Increases Pierce-type damage by 50%.
Sharp Stone: A gem of infused titanite. Used to forged the curved swords of Carthus. Increases Slash-type damage by 50%.
Abilities:
Dishonored: This unit is highly driven by honor, yet their honor has been stained by failure. This unit, when in the presence of someone they long to impress or protect, will lower their Skill by -20. Cost -3
Love Spot: Diarmuid Innate Ability. This character contains a curse, marked by a mole under their eye. This will cause all members of the opposite sex to fall in love with this character unless they possess immense willpower. This will cause all affected units to deal 50% less damage to Diarmuid. This will also allow Diarmuid to deal 50% more damage to affected units. 8 exp
Astra: Before each attack, this unit has a 40% chance to trigger this skill. If this skill activates, this unit may attack 5 times at half damage. This ability may trigger with each attack attempt. Each strike calculates for dodge. Cost 5 exp
Bold Fighter: This unit ignores any abilities or items that would prevent this unit from attacking multiple times (such as “Wary Fighter“); however, this unit will take 25% more damage from counter-attacks. Costs 4 exp
Critical Strike: Once every 3 turns, this unit may strike through defense. This attack will ignore all defense and deal 3x damage. Critical attacks can only be done when certain prerequisites are met (Stun/Flinch, Freeze, Immobilize, Broken Posture, Guard Break, Sneak Attack, etc.). 4 exp
Daring Fighter: This unit ignores any abilities or items that would prevent this unit from performing “Vantage” or any other counter-attacks. Cost 4 exp
Darting Blow: When attacking, this character will add +10 to their Speed. Cost 3 exp
Death Blow: When attacking, this character will increase their total damage by +25%. Cost 3 exp
Duelist: When attacking a unit who is using a melee weapon, this unit may add +20 to their Hit and Avoid. Costs 3 exp
Dual Strike: Each attacking phase, attack with the weapon equipped in each hand. -5 skill and speed. 5 exp or Ascended
Finish Strike: -15 hit. This character leaps into the air and stabs its blade into the chest of their foe. This attack will deal 3x the total damage of a typical attack. The enemy cannot counter-attack this move. This ability takes four turns to recharge. This blow has a 60% to give an enemy the severe bleeding status. Costs 5 exp
Parry/Riposte: If this unit is attacked by a unit of the same size class or smaller using a melee weapon, and this unit has higher skill, they may attempt to parry the attack. They have a 50% chance to succeed. If they fail, they take the full damage without using their shield to defend. If they do succeed, they nullify the attack (and all subsequent attacks from that enemy), and attack with a guaranteed 2x damage hit. 5 exp
Perfect Strike: This unit may take a turn to prepare a precise and powerful strike. If the attack lands, it will deal 3x damage. Cannot be used with Activatable Abilities. Breaks Posture. This can be done 3 times per battle. 5 exp
Spear Assault: Once per battle, this unit may rush forward and unleash a flurry of quick thrusts. This character will strike 5 times at half damage and land a killing blow that deals 2x damage. 5 exp
Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. 4 exp