Platinum Nail: +10 Speed. Crafted by Andre the Blacksmith as a gift. Made from Platinum, which seems to be sturdier than usual. Insanely sharp and tough. Base 40 Slash or Pierce-type damage.
Rapier: Standard thrusting sword. +5 Speed. Deals base 75 Thrust-type damage. Boosts the damage of “critical attacks” such as Backstab, Riposte, etc. by 10%, but reduces the wielder’s Agility by 5 for the remainder of the phase after attacking.
Half-Plate Armor: This armor offers 50 defense and resists Slash damage. Does not defend against Strike damage.
Small Leather Buckler: A small, round shield with a prominent boss. Offers no defense, but increases parry chance by 5%.
Buckler: A small, round shield with a prominent boss. Offers no defense, but increases parry chance by 10%.
Mask of Monomon: +5 Skill. This ornate, ivory-colored mask was entrusted to Quirrel, but the reason is lost to him. It radiates with power and purpose. Broken once placed atop a mysterious figure’s head, it was remade by the same entity. The Stranger took the sigil from its surface and as a result, the mask has lost its silver glow and replaced it with an amber glow. This mask now has a 5% chance to trigger a base 2000 defense shield around all adjacent spaces. All units within 3 spaces of the wearer of the mask can survive 1 lethal hit. Base 25 Defense.
Abilities:
Piercing Strike: Quirrel Signature Ability. Three times per battle, this unit may strike an opponent with a 3x damage attack. The target has their defense reduced to 0 until this character takes another turn. 5 exp
Mask of Monomon: Quirrel Signature Ability. The Mask of Monomon grants Quirrel immense protection and allows access to some Psychic/Dream-type abilities. This character deals 1.5x damage in any dream realm. When being attacked, this unit has a 50% chance for the Mask to activate. If the Mask activates, the damage of the enemy attack will be reduced by 50%. Each attack must have activation chance calculated separately. The full utility of the mask is unknown. 5 exp
Charisma: Any enemy units that might find this unit charming immediately have their total attack damage halved when trying to strike this foe. The ability likelihood to activate increases the more turns this character spends near the enemy. It does not affect the strength of an enemy’s counter-attack. Costs: 3 exp
Darting Blow: This unit adds 10 to their speed stat when initiating attack. 3 exp
Dream Nail: This nail deals pure psychic damage. The base damage is equal to this unit’s base attack stat. This nail can only strike once. If this unit takes a turn to charge this weapon, on the next turn, they can attempt to enter the dream realm, and fight the targeted character in their mind. 3 exp
Dreamgate: This unit may leave a Dreamgate for itself on any area of the map. It may then warp back to this spot at any point it chooses to. This warp will fail if the character is hit on the turn it attempts to do it. The Dreamgate can be destroyed by strong ethereal type attacks. 4 exp
Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. 3 exp
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. 2 exp
One by One: This unit can choose to activate this ability in place of a normal attack. They may boost their damage this turn by 1.25x, and attack their target only once. Then, if they can reach another target within 4 spaces, they may move there and attack them the same way. This unit can only strike once each time, and can be counterattacked each time. This can be done up to 3 times in one turn, and cannot hit the same unit twice consecutively. 5 exp
Parry/Riposte (II): 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 60% (70%) 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 3x damage hit. 10 exp
Perfect Strike: The unit may choose to activate this ability. 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
Proficiency (II): If this unit uses a single attack type, boost its damage by 3x. 12 exp
Steady Stance: When attacked by an enemy who is using a melee weapon, this unit adds +20 to their skill and avoid. 3 exp
Wanderer: This character is well traveled. Their experience lets them double movement on paths and roads. 3 exp
Wanderlust: When this character encounters a new map, their first attack on the map deals 3x normal damage. Does not apply after the character leaves the map for the first time. 2 exp
King Koopa’s Molten Hammer: A mysterious gift bestowed to the King of Koopas. This item has his name inscribed on it for some unknown reason. This hammer is immensely valuable, and particularly suited to King Koopa. The hammer also functions as a staff/catalyst and adds its base damage and Proficiency to magic attacks and spells. When used as a hammer, it may only strike once. The hammer’s magical properties allow Bowser to take a turn to summon 2 Koopa or Paratroopa to assist him. Base 100 Strike/Fire-type damage
1 – Fire Stone: A rare item. Boosts Fire type damage by 50%.
2 – Fire Stone Shard: An uncommon item. Boosts Fire type damage by 10%.
Abilities:
VICE: Egotistical. This unit is weak to taunt, and its effects will be doubled against this unit. -2 exp
Dry Bowser: Bowser Innate Ability. Upon death, revive as Dry Bowser. Dry Bowser will have 50% of the maximum health of Bowser, gains the ability Flash Fire, and will have all Fire damage boosted by 50%. Weak to bludgeon dmg. 7 exp
King Koopa’s Fire Breath: Bowser Signature Ability. Once every three turns, Bowser may use a special Fire Breath attack. He may choose to use one of the following: a) attack with 5 range in a straight line, b) attack all enemy units within 2 spaces, c) attack once with 2x dmg, d) attack 2x the normal amount with his fire breath. 4 exp
Flying Slam: -25 hit. Bowser Signature Ability. Bowser claw attacks the enemy and grabs them. If it connects, the enemy cannot use their next turn. On Bowser’s next turn, he flies into the air and slams them underneath him, dealing 20% of his max HP as damage. If Bowser takes enough damage while grabbing someone, he may drop them. 4 exp
Giga Bowser: Once per battle, this unit will take on a more menacing and massive form. This will increase their size up 1 Size Class (Huge) and increase their total Attack and Defense by 50%; however, they will also suffer -40 Avoid due to their increase size. Along with this, this unit will add Ice-type damage when they perform “Whirling Fortress“, which gives it a base 30% chance to Freeze. This unit will also add Dark-type damage to their Claw attacks and Explosion damage to their Bite and Breath attacks. This unit will suffer a -10 Skill debuff once this ability wears off for the remainder of the phase. Lasts for 3 turns. 6 exp
Shell Defense (II): Koopa ability. Grants a shell “armor” that is equal to the unit’s innate defense stat. 6 exp
Whirling Fortress: Koopa ability. Once every 3 turns, Koopas can retreat into their shell and do a spin attack, hitting all adjacent squares, and preventing counterattack. This attack deals damage based on the total of the Claw attack and Shell defense of the user (only the innate defense of the user, including Shell Defense, Hard Body, etc.). Bowser can use this to recover onto terrain he was thrown off of the turn prior (e.g. if he was thrown off a bridge, the following turn he could activate this move to escape). 4 exp
Death Blow: When initiating an attack, this unit has its attack multiplied by 1.25x. 3 exp
Flash Fire: This ability is only in effect while in Dry Bowser form. If this unit is hit by a Fire type attack, they suffer no damage from it, and this unit’s Fire damage is boosted by 50%.
Hard Body: This unit’s body provides a hard covering, offering 50 defense. If the body is made of a particular element, component, etc. that can be boosted by items, this defense is boosted as well. 4 exp
Heavy Blow: This unit may only attack once. Attacks are boosted by 1.5x. 4 exp
Hit and Run: When this unit attacks, if they have any remaining movement, they may use it. 3 exp
Laceration: All physical attacks from this unit have a 20% chance to inflict bleed. 3 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
Size Change: Take a turn to change size classes, from large to giant (or vice versa). Increasing size will reduce Agility to 50% of its current value, and Speed to 75% of its current value, but will multiply attack by 2x. HP values are unaffected. Lasts for 3 turns. 5 exp
Strong Jaw: Doubles Proficiency stat added to bite attacks, and increases wear. 2 exp
Sweeping Blow: If initiating an attack with a tail or mace weapon, the target unit cannot counterattack. 3 exp
Tough Skin: Grants resistance to bullet, bludgeon, explosion. 6 exp
Tough Claws: This unit’s claw attacks give heavy wear, and this ability doubles Claw Proficiency damage bonuses. The damage of claw type attacks is boosted by 50%. Costs 4 pg
Vicious Tackle: -15 hit. This unit can choose to tackle an adjacent unit that is a smaller size class. The pinned unit has their agility reduced to 0. If the unit is a size class smaller, they can be pinned for a maximum of 5 turns (if more than 1 size class smaller, maximum of 8 turns). Each turn, the pinned unit has a 50% chance of escaping. Both the pinned and pinning unit can only attack if their weapons are accessible in that state. 6 exp
Villainous Aura: “Heroic” characters that attempt to attack this character in the early stages of battle have their attack damage reduced by 0.5x, and slowly increases 0.1x for each successive turn (0.5x, 0.6x, … 1.0x). 3 exp
War Cry: Take a turn to boost all ally attack by 1.25x within 3 spaces for the remainder of the current phase. 3 exp
Warp: Every four turns, warp to any spot on the current map. Cannot use activatable abilities on the turn you warp. 5 exp
Proficiency:
5 Martial: 20
5 Claw: 20 (40)
5 Bite: 20
5 Tail: 20
5 Hammer: 20
5 Catalyst: 20
5 Fire: 20
5 Magic: 20
5 Armor: 20
2 Influence: 5
Weak to Fire/Lava terrain, Mild Throw, and Mind Control. Resists Martial and Fire.