2 – Silver Shortsword: +5 Speed. A simple, small sword made from iron. Base 20 Blade damage.
2 – Diamondhead Longsword: Fashioned from the crystalline material Diamondhead produces. The material is slightly stronger than a typical silver weapon, and is remarkably durable. Base 35 Blade damage.
2 – Diamond Shortword: +5 Speed. A shortsword crafted by Steve himself, made from diamonds. As such, they are functional, nearly unbreakable, and very costly. Base 80 Blade damage.
Ragged Black Overcoat: A thick, black overcoat that has been ripped and frayed over time. Provides a small amount of defense. +5 Defense.
Abilities:
Dual Blades: Instead of the usual -5 skill and -5 speed loss for dual wielding, this character can strike once with the weapon equipped in each hand per attack, and has +5 skill and +5 speed. 5 exp
Star Burst Stream: This character can take a turn to prepare for an insanely fast and powerful flurry of blows. This unit will attack 11 times: 10 times at 0.5x dmg, and finish with 1 2x dmg attack. If dual wielding, each weapon will use half of the attacks (10x = 5 left, 5 right, etc.). Cannot be dodged, but can be counter-attacked. Can be used once per battle. 5 exp
Astra: Before attacking, this unit has a 40% chance to trigger this skill. If the skill activates, the unit may strike five times with half damage blows instead of once. This unit may trigger Astra with each normal strike it attempts. This unit may choose not to activate this skill. 5 exp
Duelist: When this character is in combat with a unit who is using a melee weapon, they receive a 10+ buff to their Agility and Skill. 3 exp
Hand-to-Sword Combat: This unit is skilled in both Martial and Blade, allowing them to add their Martial skill to their Blade attacks. 2 exp
Hurl: -15 hit. This character may throw a weapon with all of their might. Calculates based on the Throw skill. This attack will deal double damage and have 1-2 range; however, you will have to retrieve the weapon from one of the adjacent spaces from the target. 2 exp
Inspiration: Ally units within 2 spaces of this unit will receive a +10 boost to Skill and Speed, as well as a 1.25x boost to their total Attack damage. 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
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. This can be done 3 times per battle. 5 exp
Proficiency (II): If this unit uses a single attack type, they may triple that attack type’s total damage. 12 exp
Regeneration: This unit has a constant healing effect and will heal 5% of their health per turn. 4 exp
Searching: Increases detection range by 2. 2 exp
Spin Deflect: If this unit has a staff, spear, or sword equipped, they may attempt to deflect a projectile. If this unit’s Skill is higher than the attacker’s Skill, this unit will have a 50% chance to deflect the projectile. If this character does not successfully spin deflect, they may still attempt to dodge the attack. 3 exp.
Spinning Shield: Instead of attacking, Kirito may spin his blades at such a rapid speed that their total dmg serves as defense for him (as a shield). 3 exp
Stealth: This unit is unnoticeable until much a much closer range than the typical unit. Typical vision range is halved with this ability. Typical range: day 15-20, night 7-10. 2 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
Vorpal Strike: Three times per battle, Kirito may lunge forward with one of his weapons, hitting the 2 spaces in front of him. All units in these spaces will take the dmg, and will calculate their avoid chance separately. 5 exp
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
Iron Pickaxe: -5 Skill. A simple, but sturdy iron pickaxe. 20 Strike-type damage.
Stone Axe: A handcrafted ax made from stone. Base 25 Slash damage.
Compass: A compass that doesn’t seem to know where to point. Maybe you don’t have a home, but this will help you find one. +5 Skill.
Cell Phone: Given as a gift from the Bare Bears. Can be used to type messages to display to nearby characters.
Iron Armor Set: A simple set of Iron armor crafted by Steve. Does not defend against Magic, but is sturdy and gets the job done. Base 60 defense.
3 Red Chuchu Jelly, 6 Blue Chuchu Jelly, 10 logs, 2 sticks, 2 planks, 3 dirt, 1 Lizalfos Tail
Basic Crafting Bench: Reduces the time spent making items by 1 turn.
64- Oak Wood: Simple chunk of oak wood chopped from a Hylian Forest.
Ender Chest: A chest that can store items of any size, and can be accessed by this character from any location.
Abilities:
Beta 1.6.6 (II): Steve Signature Ability. This character can transform into their mysterious and volatile form at night. This will add a 2x buff to their Attack and gives them +40 Speed, as well as unlocking new abilities. However, this character may lose control of themselves until this volatile form has been mastered. Unlocks Herobrine Abilities. 10 exp
Master Crafter: Steve Signature Ability. This unit may spend an action to place any type of terrain he has encountered on an adjacent space. Steve can also charge for a turn, and on the following turn, place the terrain on all squares adjacent to him. This ability also greatly increases the tinker and repair abilities of this unit. (Terrain encountered so far: water, stone, lava, Diamondhead crystal) 5 exp
Hotbar: Steve Signature Ability. This character has an extremely organized and accessible inventory. This allows them to freely change items in combat and other situations. This also allows them to take an extra Sub-Action every turn. 3 exp
Mob Spawner: This character may take a turn to summon a hostile mob, ranging from Zombies to Endermen. This unit can summon 15 exp worth of mobs per turn. They may only place two times this initial value on the map at any given time (30 exp worth of units). He can continually take a turn to reanimate fallen mobs if he chooses, but the mobs will always be summoned adjacent to him. He can summon zombies (5 exp), skeletons (10 exp), creepers (15 exp) and endermen (25 exp). These units stay in play until daytime, at which point they will become hostile to everyone, including allies. 5 exp
Chat Command: As a subaction, this unit may use a communication device to display messages to the entire current map. 1 exp
Ferocity: Activatable as a subaction. Multiply damage by 1.5x. +40 speed, -20 skill. Lasts 3 turns. 5 exp (Herobrine only)
Hit and Run: When this unit attacks, if they have any remaining movement, they may use it. 3 exp
Human Wastebin: This character has a stomach of steel and can eat any edible item. They will gain the negative effects as positive benefits (i.e. Poison heals); however, there is a 25% chance that they will gain the negative effects instead. 3 exp
Hurl: -15 hit. This character may throw a weapon with all of their might. Calculates based on the Throw skill. This attack will deal double damage and have 1-2 range; however, you will have to retrieve the weapon from one of the adjacent spaces from the target. 2 exp
Inhuman Strength: This character is incredibly strong, and as such will not take any Speed debuffs from their equipment. They may also perform actions on units who are a size class larger than normal. This character is also immune to slowing abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles their Martial damage. 6 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
Proficiency: If this character uses one damage type, it multiplies its total damage by 2x. 6 exp
Repair. This character can spend their turns repairing broken items. Time to repair is dependent on the item and the character’s proficiency. 2 exp
Sundering Blows: Deals extra item, weapon, armor wear with this unit’s attacks. 2 exp
Tinker: This unit can utilize their mechanical proficiency to create items (with the necessary materials). 1 exp
Wanderer: This character is well traveled. Their experience lets them double movement on paths and roads. 4 exp
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
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
Psychic Stone: A very rare item that boosts psychic damage by 50%.
Modified School Uniform: A black school uniform that has been modified by Josuke. Provides no protection, but is light and allows for quick movements. +5 Speed.
Silver Caestus: A pair of ancient battle gloves, worn like modern boxing gloves, made with leather strips and filled with Silver plates. Base 30 Martial-type damage.
Dark Wood Grain Ring: This unbelievably rare item enables its user to move nimbly while this ring is equipped. If this character’s Skill is higher than the attacker’s Skill, than this unit has a 20% chance to dodge roll. Whether or not the ability activates, this unit may move one space after the enemy attacks.
10- Steel Ball Bearings: +10 speed. Small steel balls used in industrial machinery. Dense, and packs a strong punch if thrown or shot from a slingshot. 10 bullet dmg.
Abilities:
Crazy Diamond (II): Josuke Innate ability. This character may take a turn to summon Crazy Diamond. Crazy Diamond shares HP with this unit. Any stat boosting abilities (Weaponized Body, etc.) this unit has instead apply to Crazy Diamond, but they share activatable skills. Crazy Diamond must stay within 3 spaces of this character at all times. Crazy Diamond’s total damage and defense are 2x Josuke’s, has +20 speed, has a 50% chance to take the hit for any allies within its range (if it chooses), and can spend a turn to revert something to a prior state or heal a unit for 20% of Crazy Diamond’s maximum health. This cannot be used to heal himself. 12 exp***
DORARARA: Josuke Highaskita Signature Ability. On each normal attack, this unit has a 50% chance for this ability to trigger. If it triggers, this unit will attack 5x with 1/2 dmg attacks instead of each normal attack. 5 exp
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
Bulk Up: This character may take a turn to boost its defense and martial attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost martial attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost will last for three turns. 4 exp
Clever Fighter: This character is careful in battle and wary of his enemy’s strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. 6 exp
Competitive: This character is highly competitive. For every ally on this character’s team that is a higher level than it on the map, this character will boost its base attack stat by 5 (100 max). 2 exp
Darting Blow: When initiating attack, add 10 to this unit’s speed. 3 exp
Death Blow: When initiating attack, add 25% to this unit’s attacks. 3 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
Dual Strike: This unit attacks once with the weapon equipped in each hand. -5 speed and skill. 5 exp or Ascended
Heroic Aura: This character strikes fear into villainous and cruel enemies. It will reduce their attacks that they try to mount against it by 50% for the first few turns, including counter-attacks. The enemies will eventually get over this fear, but this status is very effective early on. 3 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
Hot Head: If this character is struck by taunt or strategist, it will increase the total damage it deals to the foe who has inflicted that status by 50% until the status is cleared. 2 exp
Hurl: -15 hit. This character may throw a weapon with all of their might. Calculates based on the Throw skill. This attack will deal double damage and have 1-2 range; however, you will have to retrieve the weapon from one of the adjacent spaces from the target. 2 exp
Inhuman Strength: This character is incredibly strong, and as such will not take any Speed debuffs from their equipment. They may also perform actions on units who are a size class larger than normal. This character is also immune to slowing abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles their Martial damage. 7 exp
Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damage. 4 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
Proficiency: If this unit uses a single attack type, they may double that attack type’s total damage. 6 exp*
Psychic Shield: Grants a protective shield of psychic 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
Ready Defense: Instead of attacking, this unit may take a turn to boost their total defense by 50% for the remainder of the next enemy phase.
Stand User: This unit can add their Psychic proficiency and boosts to their Stand’s attacks. Does not interfere with Weaponized Body. 2 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
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
Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 20% of the time. 3 exp**
Take the Hit: This unit can choose to attempt to take the hit for an adjacent ally. 50% chance to succeed. If this unit takes the hit, they cannot dodge the attack, but can counterattack as usual. 2 exp**
Weaponized Body: If using only bodily attacks multiply their damage by 1.5. 2 exp**
Proficiency:
5 Martial: 20
3 Psychic: 10
Weak to Taunt and explosion. Resists martial and psychic.
Sliver of the Eye: +5 Skill. A glossy black stone. A fragment from an ancient Void entity, it enables one to see things that were hidden before. Allows for the use of Outsider’s Gifts. Can only be seen by those with a high Magic and/or Psychic proficiency.
Mark of the Outsider: A special brand granted by the Outsider to individuals of his choosing, which gives them access and resistance to an array of supernatural abilities. The Mark is given without regard for merit to individuals who have piqued the Outsider’s interest. Bearers of the Mark can use runes to strengthen their powers and gain new abilities. This mark grants 100 Void Essence to use Outsider Abilities. It recharges 10% every turn an Outsider Ability is not used; however, it will only recharge 30% from the minimum (i.e. 20 Void Essence will replenish to 50 Void essence max). Void Essence may be replenished by Spiritual Remedies or Mana potions. Marks the left hand. Boosts both Dark and Magic-type by 50%. Unlocks Outsiders Abilities.
2- Whalebone Runes: Decorated pieces of whalebone bearing the Mark of the Outsider that are used to acquire and improve supernatural abilities; the more powerful the ability, the more runes it requires. The Outsider claims that the first runes were created centuries ago by an ancient and long gone civilization, saying that many of the runes in Gristol were found washed up from the river.
Rusty Britannian Pistol: A simple Britannian pistol that has certainly seen better days. Very poorly kept, yet surprisingly still fires. Deals 5 Bullet-type damage.
Bokoblin Tusk Flintlock: This flintlock pistol, while not in the realm of comfort for a smith, was lovingly made by Andre the Blacksmith. This small tusk is hand-carved with images of Astoran mythos, and is quite the work of art. Can only attack once and cannot be used to counter-attack. Does 1.5x damage at 1-range. Base 80 Bullet-type damage.
Ragged School Uniform: +5 Agility. A light and stylish school uniform. Provides no protection from attacks, but allows for more agile movement.
Standard Sniper Rifle: +20 hit when initiating attack, -20 hit at 1 range. Can only fire once. This weapon has 1-3 range, and deals 30 bullet type dmg. 1A Marksman skill required to use at 3 range. A gift given by Ice Bear. It really makes you wonder where he gets the stuff from, considering he’s only been here a few weeks…
1 – Standard Pokeball: An item that is critical to a Trainer’s quest. Used for catching and storing Pokémon.
Crown of Astora: A gift from Andre the Blacksmith. Features a massive, polished alexandrite. Because he empathizes with what Lelouch must feel, the crown was made with great care, and will greatly increase the influence of the wearer. As long as the crown is being worn, and Lelouch behaves in a way worthy of wearing it, it will: half the -hit penalty of his Geass, and double the effects of sight based abilities like Terrifying Stare. After the sigil was removed by the Stranger, the gems now glows an amber hue.
+1 Bullets: A strangely named item from an even stranger world. Boosts bullet damage by 50%.
Abilities:
Obedience: Outsider Ability. Costs 90 Void Essence. This unit may take control of any unit that are in visual range. This is strongly resisted by those with a high Magic and/or Psychic skill. They will join this unit’s team for the remainder of the turn. After they are released, they will be Stunned for a turn. Costs 6 exp or 12 Runes
Displace: Outsider Ability. Costs 20 Void Essence. This unit may use a subaction to leave a marker on any area of the map. They may then use an action to warp to this spot at any point it chooses. The mark can also be placed on units or objects to swap locations with them. This marker may be placed on either allies or enemies, though placing on a foe must calculate for accuracy and has -20 hit when in combat. Only those with heightened sense abilities or high Magic and/or Psychic proficiency can see this marker. 5 exp or 10 Runes
Foresight: Outsider Ability. Costs 30 Void Essence per turn. This unit may freeze time and extend their spirit to observe their surroundings. While in this form, they can spot hidden items, traps and other useful objects as well as marking enemies. It can also be used to place Displace markers. When this unit marks and enemy, they can see the target’s line of sight, boosting the chance to avoid detection when sneaking. This ability can last up to 3 turns, depending on how many abilities have been used beforehand. 4 exp or 8 Runes
Mesmerize: Outsider Ability. Costs 40 Void Essence. This unit may tear the world open in front of the target to reveal a image so powerful and intense, it stops them in their tracks and garners their complete attention, through fear or awe. Causes enemies to be distracted for the duration of this ability. Does not work on those immune to mind control or psychic abilities. Lasts for 2 turns. Costs 4 exp or 8 Runes
Possession: Outsider Ability. Costs 60 Void Essence. This unit may invade a host and take control of their body. This unit’s body will disappear and become one with the host’s body. While in this state, this unit will have the same stats as the host; however, they may not attack while in this form. If the host is killed, this unit will die. Lasts for 3 turns. Costs 6 exp or 12 Runes
Slow Time: Outsider Ability. Costs 80 Void Essence. This character may stop time for 2 turns. This reduces enemy Avoid by 1/2. It prevents enemy units from counter attacking. When time is stopped, only this unit and other units with time-altering abilities will take turns. Enemy units cannot be killed during a time stop; they will retain at least 1 HP no matter what. Costs 6 exp or 12 Runes
Agility: Outsider Ability. This unit may leap up onto extremely high structures without spending extra movement, as well as allowing this unit to attack and counterattack flying units with 1 range attacks. This unit also receives a +20 Agility boost while being attacked. Costs 3 exp or 6 Runes
Blood Thirsty: Outsider Ability. When this unit defeats an enemy, they will add the enemy’s base Attack to their own base Attack. When this amount is equal to double this unit’s base Attack, they may unleash a powerful strike that deals 3x damage that will break Posture; however, this will reset the boost. Costs 5 exp or 10 Runes
Reflexes: Outsider Ability. If this unit has a staff, spear, or sword equipped, they may attempt to deflect a projectile. If this unit’s Skill is higher than the attacker’s Skill, this unit will have a 50% chance to deflect the projectile. If this character does not successfully spin deflect, they may still attempt to dodge the attack. Costs 3 exp or 6 Runes
Shadow Kill: Outsider Ability. If this character stealthily kills a unit, their body will turn to ash, leaving no trace of their death. The victim does not remember the transgression. This attack may be used on any activatable ability or regular attack. This will prevent an enemy from recalling that last two phases before death, allowing for clean assassinations. Costs 3 exp or 6 Runes
Vitality: Outsider Ability. This unit will restore 5% of their HP per turn. Also, if their HP drops below 50%, they will double their base defense. Cost 4 exp or 8 Runes
(LOCKED) Absolute Obedience Geass: Lelouch Innate Ability. -40 hit. Grants this character the ability to completely dominate a unit and issue commands as they see fit. Some characters cannot be commanded (i.e. gods, pure psychic beings, etc.). This character can only control a specific character once per life. If this character dies before a controlled character’s command is executed, the command ceases. Must be in Audible Range. Makes some Psychic Abilities available to learn. 6 exp
Analyze: If this character consistently attacks a foe, they will gain a boost to their Skill. If this unit hits an enemy, they will gain a +5 boost. If this unit misses an enemy, they will gain a +15 boost. These boosts will disappear when this unit changes targets or if this character is affected by a stat clearing move. 4 exp
Clever Fighter: This character is cunning and shrewd, aware of all the happenings of the battlefield. This knowledgeable premonition allows this unit to take half damage from Assault moves, Perfect Blow, Backstab, and Critical Strike. 6 exp
Confidence: Each time this character dodges a foe, they will boost their Attack by +5 (Max 100). This boost is lost upon being hit. 3 exp
Evaluate: If this character is attacked, but does not counter-attack, they will receive a +10 boost to their Agility (max +100). This boost will disappear whenever this unit attacks. 3 exp
Grandmaster: If this unit has strategist, it may also remove signature abilities, following the same rules as apply to the normal abilities. At Strategist III, this character may remove innate abilities as well. 4 exp
Hit and Run: This unit may continue to move after attacking an opponent, using up all movement they have available. 3 exp
Inspiration: Ally units within 2 spaces of this unit will receive a +10 boost to Skill and Speed, as well as a 25% boost to their total Attack damage. 4 exp
Mech Pilot: While this unit is using a Mech, the Skill of the Mech is increased by 10. Unfamiliar types of Mechs will only be increased by 5, if at all. 2 exp
Master Strategist: Requires Strategist III and Grandmaster abilities. All allies within 10 spaces receive +5 Agility and Skill. If ambushed, or in a completely unexpected situation, this effect does not occur. 8 exp [II stage available – +10 agi/+10 skl, whole map]
Obsession: If this character finds a certain opponent interesting, they may activate this ability. Each time this unit attacks the foe, they will add +5 to Attack (Max 100). However, each time this unit attacks, they lower their Defense by -5. This cannot be canceled until the enemy is beaten or this character falls. 4 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. This can be done 3 times per battle. 5 exp
Proficiency: If this unit uses a single attack type, they may double that attack type’s total damage. 6 exp
Steady Shot: If this unit only uses Marksman attacks, +10 skill. 3 exp
Strategist: Remove a first level ability from a unit within 5 spaces. The unit cannot use that ability until this unit falls in battle, or the end of the battle. Strategist cannot remove an equal level Strategist. May only be used once per enemy. Does not work on signature or innate abilities. 4 exp [II & III stage available]
Taunt: This character can taunt an adjacent unit. The taunted unit will be unable to use any Activatable Abilities for 3 turns. 3 exp
Terrifying Stare: Fear-type move. Instead of attacking, this character can glare at an adjacent unit with a terrifying gaze. This will lower the terrified unit’s Speed by 10 (20) for 3 turns. May cause weak-minded units to flee. 2 exp
Vengeance: When this unit counter-attacks, they have a 50% chance to activate this ability. If Vengeance activates, they will add 20% of the character’s currently lost HP and add it to their next attack as raw damage, which cannot be blocked or defended. 4 exp
Straw Hat: A large straw hat. Reminds Luffy of his crew. So long as he keeps to the path of a pirate, he will have +10 Skill while wearing this.
Red Shirt: +5 Agility. A simple red shirt with a yellow cloth belt. Provides no defense, but allows for free and agile movement.
Silver Caestus: A pair of ancient battle gloves, worn like modern boxing gloves, made with leather strips and filled with Silver plates. Base 30 Martial damage.
Ring of Khajiiti: An ancient relic, hundreds of years older than Rajhin, the thief who made the Ring famous. It was Rajhin who used the Ring’s powers to make himself as invisible, silent, and quick as a breath of wind. Using the Ring, he became the most successful burglar in Elsweyr’s history. Improves Agility and Speed by +20 and the wearer may become invisible.
Den Den Mushi: A telepathic snail that is commonly used for communication. Equipped with a dial and receiver, this creature essentially functions as a cellphone. This allows two Den Den Mushi to communicate over an infinite distance freely; however, the signals sent by them can be intercepted or interfered with. Other than that, they are extremely reliable.
Abilities:
Devil Fruit (II): Luffy Innate Ability. Grants this character a rubber-like body, allowing for stretching and retracting. This will give this character 3-range on all Martial-type attacks. Unlocks Gear abilities and Haki abilities. 6 exp
Armament Haki: Once per battle, this character can take a turn to harden themselves. This character’s Martial attacks will deal 1.5x damage and this unit will have 1.5x defense. This will last for the next 3 turns. 4 exp
Conqueror’s Haki: Luffy Signature Ability. Once a battle, this character can (as their action) exert their willpower over units as sheer force. If the unit is an equal or lower level than Luffy, this will not miss. If they are a higher level, it has a 40% chance of hitting. This wave of willpower will extend out 3 spaces. If a unit is adjacent to this character, they will be knocked unconscious for a full complete turn (this unit’s phase + enemy phase = 1 complete turn). If a unit is 2 spaces away, they will be Stunned for 2 turns. If a unit is 3 spaces away, they will become Dizzy for 3 turns. 6 exp
Gear Second: Luffy Signature Ability. Once per battle, as a subaction, Luffy may activate this ability, and it will last 3 turns (including the turn of activation). While activated, this ability will increase Luffy’s speed by 40, and boost his total damage by 25%. Activatable Gomu Gomu attacks used while this is activated instead have their total damage boosted by 50%. 5 exp
Gear Third: Luffy Signature ability. Luffy may spend a turn to inflate his hand to a massive size. While his hand is inflated, Luffy has -1 movement. On the following turn, Luffy may attack with a massive hit box (2×2). This attack will only hit once, but it will deal 3x the typical Martial attack dmg. For one full turn after using this attack, Luffy’s attack will be halved, and he will take double damage from all attacks. 4 exp
Gomu Gomu no Bazooka: 3 times per battle, Luffy may attack with both hands simultaneously, dealing 1.5x dmg of a normal Martial attack. After landing the attack, Luffy may choose to push the unit away 1 space. If the attack is used at 1 range, Luffy may push the unit away 2 spaces. If Gear Second is activated while using this ability, the push effect is doubled. 4 exp
Gomu Gomu no Gatling: Once per battle, Luffy may attack with a flurry of punches. He will attack 5 times with his Martial attack, dealing half damage with each strike. If Gear Second is activated while using this ability, he will attack 10 times instead. 5 exp
Gomu Gomu no Red Hawk: While in Gear Second, Luffy may activate this attack. He may only attack once with this attack, but doing so will add both Fire and Explosion element dmg to his Martial attack. This attack will have a 50% chance to inflict the Burn status on the target. Amazingly, this elemental augmentation does not interfere with Weaponized Body or Proficiency. 5 exp
Gomu Gomu no Whip: +1 range when activating this ability. All enemies along path to targeted enemy take 0.25x of the total damage dealt to the target. 4 exp
Observation Haki: This character can use a subaction to survey their surroundings. This can be used to detect things that are usually hidden. This will allow the character to ignore Conceal Presence and allow the character to identify foes who are shapeshifted or have treacherous intent. This character may see invisible foes, but only if they are within six spaces of the character. This also allows this character to ignore vision-based evasion boosts, such as smokescreens. Cost 1 exp
Arm Breaking Blow: If attacking a unit from 1 range that has a Martial-type or melee attack, this character can disable a character’s arm. This has a 50% chance to activate. This will prevent that unit from counterattacking with that arm. 4 exp
Body Slam: -15 Skill. This character can pick up an opponent and slam them into the ground. If this attack lands, it cannot be defended against or countered. Only works on similar size class. 3 exp
Bulk Up: This character can take a turn to boost their Attack and Defense. If the character is struck while boosting, it will fail. This will boost both Attack and Defense by 25% per turn, maxing out at 2x Attack and Defense. 4 exp
Competitive: This character is highly competitive. For every ally on this character’s team that is a higher level than it on the map, this character will boost its base attack stat by 5 (100 max). 2 exp
Defiant: If this character is hit by an Attack-type that they are weak to, they will receive a +15 Skill boost and deal 2x damage with their next attack. 2 exp
Dual Strike: This unit may strike consecutively with weapons in both hands. -5 skill and -5 speed. 5 exp or Ascended
Heroic Aura: This character strikes fear into evil characters. This will lower the Attack of affected characters by 50% for 3 turns. Stronger villains may be affected for a shorter time, if at all. 3 exp
Heroic Entrance: If this character has allies within 10 spaces, and they have not taken an action in combat yet, their first attack does 3x dmg. Does not work on activatable abilities. 3 exp
Influence: This character’s influence score gained/applied to units of the same type (humans to humans, reptiles to reptiles, etc.) are multiplied by 1.5x. 2 exp
Inspiration: Ally units within 2 spaces of this unit will receive a +10 boost to Skill and Speed, as well as a 25% boost to their total Attack damage. 4 exp
Proficiency: If this unit uses a single Attack-type, they will double their damage with that Damage-type. 6 exp
Ready Defense: Instead of attacking, this unit may bolster their defenses in preparation for an attack. This will boost their Defense by 50% until their next turn. 2 exp
Steady Stance: When attacked by an enemy who is using a melee weapon, this unit receives a +20 boost to their Agility and Skill. 3 exp
Strong Throw: -15 Skill. This character can pick a unit up and hurl them with all of their might. If this attack lands, it cannot be defended against. The character may then throw the unit 1 space away. The thrown unit will take all Terrain statuses immediately. 2 exp
Weaponized Body (III): If this unit uses only Martial-type attacks, they will boost their damage output by 3x. 8 exp
Proficiency:
5 Martial: 20
2 Influence: 5
Immune to electricity and bullets. Resists Martial and Strike. Weak to Psychic and Pierce. Extreme weakness to Blade.
Platinum Fangs: A set of handcrafted fangs made by Andre the Blacksmith. Each one is engraved and as sharp as a dagger. Be careful not to bite your tongue. Base 30 Pierce-type damage.
Platinum Claws: A set of handmade claws made by Andre the Blacksmith. Each one is engraved and holds a great edge. Insanely sharp, and each hit gives a 20% chance to inflict bleed. Base 30 Slash-type damage.
Platinum Tailspear: A platinum socketed spearhead that is designed to rest on the end of a tail. It is lightweight and versatile. As it is an extension of the body, it will be boosted by abilities such as “Weaponized Body” and receive Tail and Spear skills. Base 55 damage.
3 – Red Chuchu Jelly: A jiggling mass of warm, red jelly from a Chuchu.
3 – Garnet Shards: A tiny fleck from garnet. This tiny shard of gemstone seems to hold the power of fire. Boosts Fire-type damage by 10%.
3-Green Chuchu Jelly A jiggling mass of acidic, green jelly from a Chuchu.
1 – Labradorite Shard: A tiny fleck from a labradorite chunk. This tiny shard seems to hold the power of ice. Boosts Ice-type damage by 10%.
Abilities:
Aether Breath: Spyro Signature Ability. Once every 4 turns, combine its Fire/Earth/Electric/Ice breath attacks into 1 attack. Functions as a normal attack, so all elements factor into weaknesses/resists, and it can hit more than once. If all elements are Ascended level or higher, this becomes a normal attack (can be used every turn). 6 exp
Sparx the Dragonfly: Spyro Signature Ability. This character has a handy helper named Sparx. Sparx will fly around, picking up items from units this unit kills. This will grant a 20% boost to item discovery. Sparx will also let this character know what is going on around, increasing Agility and Skill by +5 when defending. 4 exp
Dragon Time: Once a day, this unit can slow time and take 2 turns within 1 turn. All other units within 5 range of Spyro will have their skill and agility reduced by 10 during this time. Enemies can still counterattack as usual. 5 exp*
Wing Shield: If Spyro is being attacked by a ranged elemental attack, and his Skill is higher than the attacker, he has a 40% chance to deflect the attack back at the attacker. If he deflects it, the unit that attacked him receives 2x the damage instead. 4 exp*
Certain Blow: When initiating an attack, this unit has +20 hit. 3 exp
Confidence: Each time this character dodges a foe, they will boost their Attack by +10 (Max 100). Boost is lost upon being hit. Cost 3 exp
Darting Blow: When initiating an attack, this unit has +10 speed. 3 exp
Death Blow: When initiating an attack, this unit has its attack multiplied by 1.25x. 3 exp
Flame Body: This character can coat themselves in flame, making all characters that attack them within melee range have a 20% chance to burn. While Flame Body is active, this character is immune to flame. Lasts for 3 turns. 4 exp
Frost Body: This character can surround themselves in freezing wind, making all characters that attack them within melee range have a 20% chance to freeze. While Frost Body is active, this character is immune to frost. Lasts for 3 turns. 4 exp
Glide: If this character falls or jumps off of a high place, they can multiply their movement by 1.5x. 2 exp
Hit and Run: When this unit attacks, if they have any remaining movement, they may use it. 4 exp
Laceration: All physical attacks from this unit have a 20% chance to inflict bleed. 3 exp**
Ram: This unit may spend its movement moving in a straight line to ram into a unit. It can use some of its movement to position itself into a place where it can move in a straight line, and then activate this ability. This attack deals 10 base damage for each space this unit moved to ram plus the damage of a bodily attack, and if this unit spent all of its movement to ram, the total damage is multiplied by 2x. Works with Weaponized Body. 4 exp*
Storm Body: This character can coat themselves in lightning, making all characters that attack them within melee range have a 20% chance to be paralyzed. While Storm Body is active, this character is immune to Lightning. Lasts for 3 turns. 4 exp
Taunt: This character can taunt an adjacent unit. The taunted unit will be unable to use any Activatable Abilities for 3 turns. 3 exp
Weaponized Body: If this unit uses only bodily attacks (Martial, Bite, Throw, etc.), boost total damage by 1.5x. 2 exp**
Wide Spray: If this unit uses a ranged attack at 1 range, they will receive +20 Skill for that attack. 2 exp
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