----Satir's Monster Compilation----
Topics containing these monsters used by people other than myself without my permission are subject to be closed until further notice or deleted.
Monsters in this topic are subject to change without warning.
---References---
-AoE means Area of Effect.
-If an ability 'bounces', it means it hits multiple targets within a limit.
-Godlike is nearly twice the amount as Extreme
-A 'boss' level monster will have an asterisk(*) by it's name.
-Boss level monsters are one of a kind, and can only be controlled by myself.
-The stats go in this order from weakest to strongest: None - Very Low - Low - Average - Above Average - High - Very High - Extreme - Insane - Godlike - Beyond Godlike.
-Attacks or spells that deal damage equal to Beyond Godlike are capable of knocking out an opponent in one blow.
-------------------
Sections:
1: Demons
2: Undead
3: Wyrms
4: Humanoids
5: Elementals
6: Multi-classed Monsters
7: Miscellaneous Monsters
8: Beastmen
9: Status Effects
--------------------------------
Section 1: Demons
Name: Storm Rider
Type: Storm Demon
Stats:
-HP: Very High
-ATK: Average
-DEF: High
-POW: Very High
-RES: High
-SPD: Average
-EVADE: Low
Physical description: A Demon who stands upright, has red skin, and horns.
Abilities:
-Thunder: Deals moderate lightning damage to one foe.
-Thunderstorm: Creates a thunderstorm above, causing lightning to strike opponents for three turns. Each bolt of lightning deals heavy lightning damage.
-Chain Lightning: Fires a jet of lightning which "bounces" from opponent to opponent and grows weaker with each time bounced. The initial strike causes extreme lightning damage, the second causes heavy lightning damage, and the last causes moderate lightning damage. Strikes three different foes.
Other notes:
The lower class of an intelligent race of demons
Name: Maelstrom
Type: Storm Demon
Stats:
-HP: Very High
-ATK: High
-DEF: Low
-POW: Average
-RES: Very High
-SPD: Average
-EVADE: Very High
Physical description: The same as a Storm Rider but with Purple colored skin
Abilities:
-Thunder: Deals moderate lightning damage to one foe.
-Thundaga: Deals extreme lightning damage to one foe.
-Stun: Shocks an opponent with a lightning bolt, dealing extreme lightning damage, and inflicts stop status.
-Chain Lightning: Fires a jet of lightning which "bounces" from opponent to opponent and grows weaker with each time bounced. The initial strike causes extreme lightning damage, the second causes heavy lightning damage, and the last causes moderate lightning damage. Strikes three different foes.
Other notes:
The upper class of an intelligent race of demons.
Name: Doomcloud*
Type: Storm Demon
Stats:
-HP: Extreme
-ATK: Very high
-DEF: High
-POW: High
-RES: Very High
-SPD: Average
-EVADE: High
Physical description: Like a storm rider, but has black colored skin
Abilities:
-Thundaga: Deals extreme lightning damage to one foe.
-Chain Lightning: Fires a jet of lightning which "bounces" from opponent to opponent and grows weaker with each time bounced. The initial strike causes extreme lightning damage, the second causes heavy lightning damage, and the last causes moderate lightning damage. Strikes three different foes.
-King of the Tempests(Passive): All thunder based attacks heal Doomcloud, and deal 2x damage to opponents.
Other notes:
The leader of an intelligent race of demons.
Name: Will Supressor
Type: Demon
Stats:
-HP: High
-ATK: None
-DEF: Normal
-POW: None
-RES: High
-SPD: Normal
-EVADE: Low
Physical description: A small, imp-like demon with green, glowing eyes, and long ears.
Abilities:
-Contain Will: This ability allows the Will Supressor to keep a powerful demon under control, at the will of Lukahn.
Other notes:
These demons have been recently summoned to this earth by Lukahn, they have the ability to bend the will of powerful demons, though it takes large numbers to keep the demon in check.
Name: Tempest
Type: Storm Demon
Stats:
-HP: Extreme
-ATK: Insane
-DEF: Average
-POW: Godlike
-RES: Average
-SPD: Insane
-EVADE: Extreme
Physical description: A teal-skinned storm rider.
Abilities:
-Cloak: Causes the Tempest to stealth. Any acts performed in stealth will reveal the Tempest.
-Shock: Extreme lightning damage to one opponent. Also stuns that opponent for two turns.
-Capture: Steals an opponent from battle. Does not remove stealth.
-Superconductor: Performs three shocks in rapid succession.
Other notes:
Uh, do I have to?
Name: Vershyi*
Type: Demon
Stats:
-HP: Godlike
-ATK: Godlike
-DEF: Average
-POW: Insane
-RES: High
-SPD: Extreme
-EVADE: Insane
Physical description: A female human wearing lavender robes with pale red stripes going down them.
Abilities:
-Fire Shield(Passive): Deals moderate fire damage to anyone who attacks Vershyi with a melee or ranged attack/spell.
-Anti-Summon Aura: Summoned creatures will disappear five turns after being summoned. This effect is permanent unless cancelled by the user.
-Heat Atmosphere: Turns the battlefield into a simulated hell for ten turns. All opponents will take heavy fire damage every turn until the effect wears off.
-Firaja: Extreme fire damage to an opponent.
-Shockwave: Knocks back all opponents.
-Versatility(Passive): Allows Vershyi to act twice in one turn.
-Heart of Flame(Passive): Creates a Son of Flame to fight for Vershyi each turn.
Other notes:
No.
Section 2: Undead
Name: Ethereal Satir*
Type: Ghostly Figure
Stats:
-HP: None
-ATK: Cannot Attack
-DEF: Very High
-POW: Very High
-RES: Very High
-SPD: Low
-EVADE: Cannot be hit
Physical description: A transparent version of Satir
Abilities:
-Trail of Woe: When used, flames follow in the footsteps of the ghost. If someone just so happens to step into the flames they shall suffer pain for a long period of time.
-Black Storm: Causes a supernatural thunderstorm to occur. Black Lightning will strike the ground and it will rain blood. The Lightning will strike someone randomly without a chance of missing and deal massive damage with a slight chance of Immobilizing the victim. The bloody rain will suck life from everyone affected and heal the ghost.
-Cries of Agony: The ghost will moan loudly, anyone who hears this moan will be stunned with fear and cannot attack or move for one post
Other notes:
A ghostly doppelganger who has taken the form of Satir when he fell from the Sky Base. This ghost has been left in this world to wander for an eternity, if anyone happens to run into this ghost they should run quickly. The ghost cannot be harmed by physical attacks and most elemental spells and attacks. Only time magic can actually affect this ghost as it cannot be killed.
Name: Seth Cerul*
Type: Undead
Stats:
-HP: Godlike
-ATK: Insane
-DEF: Average
-POW: High
-RES: High
-SPD: Godlike
-EVADE: Godlike
Physical description: A blue mage with gray, rotting flesh, and wields two Tulwars.
Abilities:
-Sweep: 100% chance of hitting the target. Strikes at the target's feet, sweeping them off their feet. Deals moderate physical damage with a chance to immobilize.
-Sweep-Stab: Same as Sweep but will indefinitely KO the target by stabbing them while on the ground. Can only be used at 30% life or less.
-Eye of the Storm: Creates a tornado around the caster. Anyone near the caster will be caught inside the core, leaving them easy picking to Seth. Anyone caught inside cannot leave the core for five turns, and has their chance to dodge attacks cut in half. Units trapped within the tornado cannot be the targets of spells or attacks of units outside the tornado.
-Complete Freedom(Passive): Seth is immune to slowing and binding effects.
Other notes:
Satir's undead father. Revived via necromancy by Lukahn.
Name: Skeletal Minion
Type: Undead
Stats:
-HP: Low
-ATK: Average
-DEF: Low
-POW: Low
-RES: Low
-SPD: Average
-EVADE: Low
Physical description: A skeleton wielding a basic sword and shield.
Abilities:
-None
Other notes:
A simple minion summoned by anyone who has learned any level of Necromancy.
Name: Tortured Soul
Type: Undead
Stats:
-HP: Above Average
-ATK: Low
-DEF: Low
-POW: High
-RES: Low
-SPD: Low
-EVADE: Low
Physical description: A transparent human/viera/bangaa/moogle/nu mou.
Abilities:
-Aura of Torture(Passive): Deals low dark damage to all opponents every turn.
Other notes:
The slaughtered citizens of Cyril, they now wander the city as the vengeful dead.
Name: Shadow Mage Thelmos*
Type: Undead
Stats:
-HP: Extreme
-ATK: Average
-DEF: High
-POW: Very High
-RES: High
-SPD: Average
-EVADE: Average
Physical description: A large skeleton, wearing lavender robes.
Abilities:
-Shadow Bolt Barrage: Fires bolts of dark energy at all opponents, dealing heavy dark damage to those hit. This cannot be evaded.
-Curse of Weakness: Slightly decreases the attack power of enemy target. Lasts until battle ends. May be used multiple times on the same target.
-Versatility(Passive): May perform two actions in the same turn.
-Ignite: Engulfs target 5x5 area with flames for three turns, anyone caught in the flames will be dealt moderate fire damage for as long as they remain in the scorched earth.
-Life Drain(Passive): Whenever someone is defeated by one of Thelmos' abilities, Thelmos regains 20% of his life.
Other notes:
A powerful black mage in life, Thelmos has become far more powerful in undeath. He seeks revenge upon Lukahn for the untimely murder of his brethren.
Name: Satir, the Fallen Mage*
Type: Undead
Stats:
-HP: Godlike
-ATK: Godlike
-DEF: High
-POW: Extreme
-RES: High
-SPD: Godlike
-EVADE: High
Physical description: Like the ordinary Satir, but his skin is now gray and pale, his eyes are red, and his clothes are now colored black.
Abilities:
-Shadow Bolt: Fires a bolt of unholy power at a single target, dealing godlike dark damage.
-Shadow Bolt Barrage: Fires shadow bolts at all enemies regardless of positioning. Cannot be avoided.
-Corruption: Places a curse on the target. The afflicted target takes 5% damage every turn. Cannot be dispelled.
-Mark of Shadows: Places a curse on a single target. The afflicted now takes 200%(3x) more damage from all of Satir's spells. In addition, the target cannot be the target of healing spells. Can be dispelled.
-Raise Dead: Raises two skeletal minions from a KO'd character's corpse. This can only be used once per corpse.
-Doomed Strike: Strikes a single target for low physical damage. However, after five turns, the person who was struck will take 70% damage. Cannot be dispelled.
-Soul Burn: Deals extreme chaos damage to one foe. In addition, the power of the target is cut in half, and the target is silenced for three turns.
-Absolute Terror: Inflicts Nightmare status to one foe.
-Soul Corruption: Places a curse on the target. The afflicted target takes 10% damage every turn. Cannot be dispelled. If the target stays alive ten turns after being afflicted by this ability, the effect will be removed, and the afflicted will side with the caster.
-Shadow's Embrace(Passive): Dark spells targeting Satir will have no effect on him.
-Soul Drain(Passive): When an opponent is KO'd by Satir, he regains 50% of his HP. Damaging actions taken against Satir just before Soul Drain is active will be negated.
-Dual Wield(Passive): Satir can attack two different targets with one 'Attack' action, or deal double damage to a single target with one 'Attack' action.
-Venomous Blade(Passive): Satir's tulwars now increased in size, are coated with a lethal poison. When Satir uses a physical attack, the target is poisoned, dealing 15% damage every turn for three turns.
-Shadow Aura(Passive): Deals 10% dark damage to all enemies within a medium range of Satir every turn. Also nulls re-raise and auto-regen effects on enemies. Cannot be dispelled.
-Versatility(Passive): Allows Satir to act twice in one turn.
-Combo Breaker(Passive): Disables the ability of any and every opponent to use an ability that involves performing more abilities within the same act.
-Defense of Fate(Passive): If Satir is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
Like his father, Satir was raised through necromancy by Lukahn.
Name: Shadow Mage
Type: Undead
Stats:
-HP: High
-ATK: Average
-DEF: High
-POW: Very High
-RES: High
-SPD: High
-EVADE: Low
Physical description: A skeleton wearing a blood-red cloak.
Abilities:
-Shadow Bolt: Deals Heavy shadow damage to a target.
-Elemental Curse: Curses a target. The curse will greatly decrease the target's resistance to spells.
-Versatility(Passive): Allows the Shadow Mage to act twice in one turn.
Other notes:
The undead form of a Necromancer.
Section 3: Wyrms
Name: Vilificus*
Type: Wyrm
Stats:
-HP: Beyond Godlike
-ATK: Godlike
-DEF: Godlike
-POW: Godlike
-RES: Godlike
-SPD: Godlike
-EVADE: Insane
Physical description: A large, gray scaled dragon that stands like a humanoid creature.
Abilities:
-Terrifying Roar: Vilificus roars with extreme ferocity, striking fear into the hearts of every opponent. All opponents have their stats lowered by half, have their positive buffs removed, have their R-Abilities and S-Abilities nulled, and are silenced for three turns.
-Touchdown: Vilificus slams his body against the ground, dealing insane physical damage around him.
-Trample: Vilificus rampages through the battlefield uncontrollably, trampling each enemy at least once, dealing insane physical damage and knockback to all opponents. Usable only at 70% or below.
-Graviga: Inflicts Slow status to all opponents.
-Tempest Wing: Deals godlike wind damage to all opponents within Vilificus' line of sight.
-Firaja: Deals godlike fire damage to an opponent and any opponents next to the initial targeted opponent.
-Unholy Cure: Vilificus will heal an ally for 40% of their HP. Cannot be used on Vilificus himself, and can only be used on wyrm-type creatures.
-Will of the Wyrm-King: Allows Vilificus to change the landscape of the battlefield to his liking.
-Megaflare: Deals insane chaos damage to every opponent. Can only be used if at 60% or below HP.
-Gigaflare: Deals godlike chaos damage to every opponent. Can only be used if at 40% or below HP.
-Teraflare: Deals beyond godlike chaos damage to every opponent. Can only be used if at 20% or below HP. This ability also negates reflective-type spells used in succession against Teraflare. For every opponent KO'd by Teraflare, the damage dealt by this ability is doubled.
-Sweeping Flail(Passive): Automatically KO's anyone unfortunate to use a melee attack on Vilificus from behind.
-Second Coming(Passive): When Vilificus is KO'd, he will be immediately raised.
-Earthen Recall(Passive): After reaching 80% HP after Second Coming is activated, Vilificus will summon Ouryu to his side.
-Burning Recall(Passive): After reaching 60% HP after Second Coming is activated, Vilificus will summon Tiamat to his side.
-Frigid Recall(Passive): After reaching 40% HP after Second Coming is activated, Vilificus will summon Jormungand to his side.
-Void Recall(Passive): After reaching 20% HP after Second Coming is activated, Vilificus will summon Vrtra to his side.
-Cataclysm(Passive): When KO'd after Second Coming is activated, a tear is created in the fabric of the universe, causing fire and other unholy sources of power to rain down upon the battlefield, dealing damage equal to Beyond Godlike to every opponent.
-Limitless Speed(Passive): Allows Vilificus to act three times in one turn.
-Combo Breaker(Passive): Disables the ability of any and every opponent to use an ability that involves performing more abilities within the same act.
-Defense of Fate(Passive): If Vilificus is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
-Strength of a God(Passive): Vilificus' attacks and spells cannot be dodged, negated, blocked, absorbed or mitigated, and cannot be rendered useless by immunities.
-Shimmering Scales(Passive): Vilificus randomly gains immunity to all elements except one randomly selected element each turn.
Other notes:
A dark wyrm who controls four subordinates, an army of wyrms, and several other forces. He pretends to act like a god, answering the prayers of those weak-hearted souls who wish for more power. He grants those souls power in return for their eternal loyalty. If they become disloyal to Vilificus, he will destroy them.
Name: Vrtra*
Type: Wyrm
Stats:
-HP: Godlike
-ATK: Extreme
-DEF: Very High
-POW: Very High
-RES: Extreme
-SPD: Very High
-EVADE: Average
Physical description: Giant, blackish-bluish colored, red eyed dragon.
Abilities:
-Sleepga: Inflicts Sleep status on two opponents.
-Charm: Charms an opponent to fight for Vrtra for 5 turns.
-Absolute Terror: Inflicts Nightmare status on one foe. (Refer to the Status Effects section for details)
-Sable Breath: Deals extreme dark damage and poisons all opponents.
-Cyclone Wing: Deals godlike wind damage to all opponents in Vrtra's line of sight.
-Horrid Roar: Removes up to 7 positive status effects(Enemy) or 7 negative status effects(Self), or all opponents take heavy dark damage.
-Dispelga: Dispels 1 positive status from all opponents.
-Mark of Vilificus: Places a curse on an opponent. The afflicted opponent will take extreme dark damage every turn for four turns.
-Shadow Breath: Vrtra will breath a dark purple flame, dealing insane shadow damage to all opponents in front of Vrtra. One opponent will also be afflicted by Mark of Vilificus.
-Vilificus' Strength(Passive): When Vrtra is at 40% of his HP, Vrtra will gain the Versatility ability, allowing him to act twice in the same turn. Additionally, Vrtra's ATK and SPD stats will be upgraded to Godlike. This ability will not be cancelled if Vrtra's health goes back above 40%
-Mark of Shadows(Passive): Dark spells will heal Vrtra.
-Defense of Fate(Passive): If Vrtra is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
A wyrm that controls dark energies. Champion and Lieutenant of Vilificus' draconic horde.
Name: Vile Wyrm
Type: Wyrm
Stats:
-HP: Very High
-ATK: Very High
-DEF: Extreme
-POW: Very High
-RES: Low
-SPD: High
-EVADE: Low
Physical description: A medium sized, black colored dragon.
Abilities:
-Mark of Vilificus: The Vile Wyrm will place a curse on an opponent. That opponent will take heavy dark damage every turn for three turns.
-Shadow Breath: The Vile Wyrm will breathe dark purple flames, dealing heavy dark damage to all opponents in front of the Vile Wyrm.
Other notes:
A dark wyrm, controlled by a great evil.
Name: Ouryu*
Type: Wyrm
Stats:
-HP: Insane
-ATK: High
-DEF: Extreme
-POW: High
-RES: Average
-SPD: High
-EVADE: Average
Physical description: A giant, brown colored dragon.
Abilities:
-Earthquake: Massive earth damage to all opponents. Can only be used while on the ground.
-Stomp: Moderate physical damage to all opponents. One random opponent will be incapacitated for one turn. Can only be used while on the ground.
-Flight: Ouryu will take flight, and melee attacks cannot harm him. Two treants will be summoned as well. While in flight, Ouryu's evade status is raised to beyond godlike.
-Land: Can be used only in flight, Ouryu will land, and melee attacks can affect him as usual. Evade status will be lowered back to normal.
-Spit: Ouryu will spit a rock at a single target, dealing massive earth damage. Can only be used in flight.
-Graviga: Inflicts Slow status on all opponents. Can be used either on the ground or in flight.
-Stone Barrage: Attacks a foe with raining missiles of earth, inflicting extreme earth damage as well as immobilize and disable.
-Stone Downpour: Stones begin to rain down from the sky, hitting every opponent for godlike earth damage. This can be used either in the ground or in the air at 20% HP or below. If used in the air, Ouryu will not be affected by the damage himself, but if used on the ground, Ouryu will be a target as well. Opponents cannot dodge this attack.
-Versatility(Passive): Allows Ouryu to act twice in one turn.
-One with Nature(Passive): Ouryu is immune to earth spells.
-Defense of Fate(Passive): If Ouryu is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
A wyrm that controls earth.
Name: Tiamat*
Type: Wyrm
Stats:
-HP: Insane
-ATK: Extreme
-DEF: Low
-POW: Extreme
-RES: Average
-SPD: Very High
-EVADE: Above average.
Physical description: A giant, red colored dragon.
Abilities:
-Fire Breath: Extreme fire damage to every opponent in front of Tiamat.
-Rain of Fire: Flaming rocks rain down on a large radius. Opponents hit will burn, taking extreme fire damage.
-Piercing Flames: Moderate fire damage to one target. The target will now take twice the damage from fire spells.
-Magma Wave: Releases an incredible wave of heat that can melt almost anything. Deals extreme fire damage to all foes, can only be used when under 20% HP.
-Essence of Flames(Passive): Any fire damage that Tiamat takes will instead heal her for twice the damage dealt.
-Defense of Fate(Passive): If Tiamat is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
-Fire Aura(Passive): Moderate fire damage to every opponent each turn.
Other notes:
A wyrm that controls flames.
Name: Jormungand*
Type: Wyrm
Stats:
-HP: Insane
-ATK: Low
-DEF: Extreme
-POW: Very High
-RES: Extreme
-SPD: Low
-EVADE: Low
Physical description: A giant, white colored dragon.
Abilities:
-Frost Breath: Deals massive ice damage to all opponents in front of Jormungand. Two opponents will also be frozen, making them unable to act or move for two turns.
-Crippling Cold: Inflicts slow status on one target. The target will also take moderate ice damage every turn for four turns.
-Ice Storm: Extreme ice damage to all opponents. One person will be inflicted by Crippling Cold, and another will be frozen for two turns. Can only be used at 30% or below.
-Avalanche: Creates an avalanche, causing a wave of snow to fall down on all opponents, dealing massive ice damage.
-Cold Rain: Jormungand will create a rain storm that will last until the battle ends. All opponents will be hit for 5% water damage, and Jormungand will be healed for 5%.
-Frost's Grasp(Passive): Jormungand is immune to ice spells.
-Embrace of the Ocean(Passive): Water related spells will heal Jormungand.
-Absolute Zero: Instantly drops the target's temperature to absolute zero, incurably freezing them.
-Aqua Plume: Exhales a massive surge of water at a group of foes. Anyone hit will recieve heavy water damage and is knocked back very heavily.
-Below Zero(Passive): When Jormungand is down to 20% of his HP, all opponents will begin taking heavy ice damage every turn.
-Defense of Fate(Passive): If Jormungand is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
A wyrm that controls ice and sea.
Name: Alrinath*
Type: Wyrm
Stats:
-HP: Godlike
-ATK: Beyond Godlike
-DEF: Insane
-POW: Insane
-RES: Average
-SPD: Godlike
-EVADE: Average
Physical description: A serpent-like wyrm, with light blue scales, pure white eyes, and long upper fangs.
Abilities:
-Frost Breath: Godlike ice damage to all opponents in front of Alrinath, and freezes one opponent at random.
-Devour: Eats an enemy, but does not swallow.
-Frozen Spit: Spits out a devoured opponent as a frozen projectile at another opponent. If it hits, the opponent will be KO'd instantly, and the previously devoured opponent will be frozen for three turns. When thawed, the opponent will lose 30% of his/her health.
-Frozen Eruption(Passive): When Alrinath is summoned by Cryon, the battlefield is blasted with a vicious storm of ice, dealing beyond godlike ice damage to all opponents.
-Frost Defense(Passive): Whenever Alrinath is hit by an attack, his defense is raised. Additionally, whenever Alrinath is hit by a spell, his resistance is raised. Any water based spells or attacks against Alrinath are absorbed.
-Frost Absorption(Passive): Alrinath absorbs ice spells. Additionally, Alrinath will absorb all healing spells directed at others.
-Freezing Scales(Passive): Whenever Alrinath is hit by a melee attack, the attacker will recieve slow status. If the same attacker hits Alrinath two more times with a melee attack, the attacker will be frozen for the remainder of the battle.
-Defense of Fate(Passive): If Alrinath is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
A wyrm that resides in the elemental plane. Can only be summoned into the world by powerful means.
Name: Nefer*
Type: Wyrm
Stats:
-HP: Godlike
-ATK: Extreme
-DEF: Extreme
-POW: Godlike
-RES: Very High
-SPD: High
-EVADE: Average
Physical description: A large wyrm with purple scales that walks on all fours.
Abilities:
-Thunder Breath: Nefer breathes a flame carrying moderate amounts of lightning, dealing godlike fire and thunder damage to all foes in front of Nefer.
-Thunderstorm: Creates a permanent lightning storm. Every turn, an opponent will be randomly struck by lightning, dealing extreme thunder damage.
-Sudden Shock: Sends an unexpected lightning bolt at an opponent, dealing insane lightning damage and inflicts stun status for two turns. Cannot be dodged.
-White Lightning: Sends a bolt of pure white tinted lightning, deal godlike thunder and holy damage to a single foe.
-Identify: Identifies an opponent, increasing Nefer's accuracy against that target ten fold.
-Thunder Chain: Sends a bolt of lightning at an 'identified' opponent, instantly KO'ing him/her. The same bolt breaks off, damaging the rest of Nefer's opponents for extreme lightning damage.
-Volt Cleanse: Sends a shock out that strikes all opponents and allies, removing all status effects, even those that are normally undispellable.
-Piercing Shock(Passive): Nefer's lightning-elemental spells and attacks are unaffected by the opponent's natural resistance to lightning. (ex. Absorb becomes Normal)
-Versatility(Passive): Allows Nefer to perform two acts in one turn.
-Lightning Rod(Passive): Nefer absorbs any stray lightning attacks, healing him for 30% of his HP.
-Defense of Fate(Passive): If Nefer is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
A rogue agent and former lieutenant of Vilificus, and the adoptive brother of Aeonian.
Name: Fafnir*
Type: Wyrm
Stats:
-HP: Insane
-ATK: Insane
-DEF: Average
-POW: Insane
-RES: High
-SPD: Beyond Godlike
-EVADE: Extreme
Physical description: A large wyrm with green scales that walks on all fours.
Abilities:
-Twister: Summons a moving tornado that will rampage through the battlefield through the duration of the battle. Instantly KO's anyone it hits. Can be used in flight or on the ground.
-Hurricane: An advanced form of twister, only it engulfs the whole battlefield. Deals extreme wind damage to all foes every turn. Can be dispelled. Can only be used in flight.
-Storm Breath: Breathes a furious gust onto all foes in front of Fafnir, dealing godlike wind and lightning damage. Can be used in flight or on the ground. If used in flight, this ability will affect one side of the battlefield, damaging anyone on that side.
-Flight: Fafnir takes flight, raising his evasion to Beyond Godlike, and two Vile Wyrms are summoned. Additionally, while in flight, Fafnir becomes immune to wind and lightning damage. Can only be used while on the ground.
-Land: Fafnir lands on the ground, reducing his evasion to normal, and removes his immunity to wind and lightning damage. Can only be used in flight.
-Grasp: Takes hold of a foe, disabling their ability to move until Fafnir chooses to release the target. While grasped, the target cannot dodge any attacks.
-Vilificus' Strength(Passive): When Fafnir has 40% or lower health, he gains the Versatility ability, which allows him to perform two acts in one turn. This is not canceled if Fafnir's health goes back above 40%
-Defense of Fate(Passive): If Fafnir is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
A wyrm who controls wind, and a lieutenant of Vilificus.
Name: Nidhogg*
Type: Wyrm
Stats:
-HP: Godlike
-ATK: Low
-DEF: High
-POW: Godlike
-RES: Godlike
-SPD: Average
-EVADE: Average
Physical description: A wyrm with beige scales that walks on all fours.
Abilities:
-Radiant Breath: Nidhogg breathes out a particularly bright fire, dealing fire and light damage to all foes in front of Nidhogg.
-Shining Scales: Nidhogg's scales shine brightly, inflicting all opponents with blind status.
-Celestial Light: Calling the light of the stars, Nidhogg concentrates a tremendous amount of energy, blasting an area with holy light. Extreme damage to all in area.
-Seraph Sweep: Nidhogg quickly swings his tail. Deals extreme damage to all nearby enemies in melee range around Nidhogg.
-Curaja: Heals damage from a target ally equal to extreme.
-Benediction: Heals Nidhogg and all allies to full health. Can only be used once per battle.
-Eternal Light(Passive): Nidhogg is immune to light and dark damage, and all negative status effects.
-Versatility(Passive): Allows Nidhogg to perform two actions per turn.
-Defense of Fate(Passive): If Nidhogg is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
A wyrm who controls light, and a lieutenant of Vilificus.
Name: Winter Wyrm
Type: Wyrm
Stats:
-HP: Extreme
-ATK: Very High
-DEF: Very High
-POW: Extreme
-RES: High
-SPD: Average
-EVADE: Average
Physical description: A medium sized wyrm colored light blue.
Abilities:
-Winter Breath: Deals extreme ice damage to all foes in front of the wyrm.
-Blizzaga: Deals extreme ice damage to a single foe, and deals very high ice damage to any opponents near the initial target.
-Jormungand's Blessing(Passive): Allows the Winter Wyrm to absorb ice and water damage.
Other notes:
One of Jormungand's kin.
Name: Prometheus*
Type: Wyrm
Stats:
-HP: Godlike
-ATK: Godlike
-DEF: Insane
-POW: Godlike
-RES: Insane
-SPD: Extreme
-EVADE: Average
Physical description: A large, slim red wyrm that stands up on two feet, and has two short horns sticking out of the back of his head.
Abilities:
-Firaja: Deals extreme fire damage to one opponent, and any opponents near the initial target.
-Kyousei Enkou: Instantly KO's a target who lacks adequite resistance to fire. Cannot be dodged, but can be negated by a large scale water based ability.
-Kasai Hashira: Engulfs a target in a hollow pillar of fire, trapping it for three turns. Deals 15% damage every turn for two turns. When the target emerges, it will be affected by slow status.
-Devour: Devours one opponent, disabling their ability to act and move.
-Flaming Spit: Spits out a devoured opponent at another opponent. If the attack successfully hits the target, the target and the opponent used as the projectile will both be KO'd.
-Scorching Breath: Godlike fire damage to all opponents in front of Prometheus.
-Versatility(Passive): Allows Prometheus to perform two acts each turn.
-Heart of Fire(Passive): Allows Prometheus to summon Sons of Flames and absorb fire damage.
-Volcanic Summoning(Passive): When Prometheus is summoned, all enemies take beyond godlike fire damage.
-Defense of Fate(Passive): If Prometheus is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
A mighty wyrm who resides in the elemental plane of fire.
Section 4: Humanoids
Name: Genkahn*
Type: Human
Stats:
-HP: Godlike
-ATK: Godlike
-DEF: Immune
-POW: Average
-RES: Low
-SPD: Insane
-EVADE: Low
Physical description: Young man with white hair, wears purple colored armor
Abilities:
-Transfer: Allows Genkahn to transfer SPD power into RES power, usable once every three turns.
-Triple Lancer: Summons three floating lances, he may send one lance per turn to attack an enemy. The Lance will deal heavy damage with a small chance to KO the target immediately.
-Phoenix Spirit: Casts Reraise on target.
-Summon Aid: Summons a Lukahn Clone to protect Genkahn.
-Drain: Drain's the RES power of a target and adds it to Genkahn's own.
-Versatility(Passive): Allows Genkahn to perform two acts per turn.
-Defense of Fate(Passive): If Genkahn is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
Lukahn's brother. He is apparently an Immortal, but he seems to be allergic to magic.
Name: Aeonian*
Type: Humanoid
Stats:
-HP: Godlike
-ATK: Insane
-DEF: High
-POW: Beyond Godlike
-RES: Insane
-SPD: Godlike
-EVADE: Godlike
Physical description: A bangaa with white scales, pure blue eyes, bulky siver plate armor, and a pair of large wings - more than twice his size.
Abilities:
-Reincarnate: Revives an ally with full HP. The revived ally is immune to all sources of damage for two turns after being raised. While under the effects of 'Reversal', this spell will instantly KO a target, and make him unable to be raised for two turns.
-Chrono Bolt: Shoots a bolt formed of pure time energy, modified to damage the target. The target is dealt godlike chaos damage, and if the target has any negative status effects, they will be renewed.
-Demi: Halves an opponent's current health. This spell is unable to KO an opponent. While under the effects of 'Reversal', this spell will heal an ally for twice their current life.
-Reversal: Causes all damaging spells to heal their targets, and all healing spells to damage their targets. Using it again after using it once will return things to normal.
-Graviga: Inflicts slow status on all opponents.
-Hastega: Bestows all allies with haste status.
-Time Freeze: Inflicts stop status on one opponent.
-Disruption: All opponents are dealt godlike chaos damage and are afflicted by slow status.
-Wyrm Blood(Passive): Aeonian's ATK stat is raised with every melee attack he delivers. Also allows Aeonian to perform three acts per turn.
-Defense of Fate(Passive): If Aeonian is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
-Mystical Power(Passive): Aeonian's spells may not be dodged, blocked, reflected, deflected or absorbed, and may not be rendered useless by immunities.
Other notes:
A bangaa with wyrm blood(A.K.A. half-wyrm). His wyrm blood allowed his power to reach new heights unimaginable by any mortal. Most of the time, his eyes are closed, and he moves around with his ultra-heightened senses.
Name: Etaldrion the Beastmaster*
Type: Humanoid
Stats:
-HP: Godlike
-ATK: Insane
-DEF: Low
-POW: Low
-RES: Low
-SPD: Insane
-EVADE: Insane
Physical description: A buff, shirtless man with tattoos of paw prints of various animals all across his chest. Has spikey green hair.
Abilities:
-Poison Arrow: Fires an arrow coated with a lethal poison at a target, dealing extreme physical damage and inflicts a poison status on the target that deals 15% damage to the afflicted every turn for 3 turns.
-Protection of the Wild: Etaldrion's skin becomes hardened, increasing his DEF stat to insane.
-Resistance of the Wild: Etaldrion is protected by a magical aura, increasing his RES stat to insane.
-Call: Noxidron: Summons Noxidron the Crawler to Etaldrion's aid.
-Call: Valimor: Summons Valimor the Fierce to Etaldrion's aid.
-Call: Govad: Summons Govad the Unbreakable to Etaldrion's aid.
-Versatility(Passive): Allows Etaldrion to perform two acts per turn. For each of Etaldrion's beast summons out during the battle, Etaldrion can perform one more act each turn, leading up to five acts per turn.
-Defense of Fate(Passive): If Etaldrion is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
A general of Vilificus who can command the beasts and monsters of the wild, and fights using a bow. As such, all of his attacks are ranged.
Name: Commander Yamato*
Type: Humanoid
Stats:
-HP: Godlike
-ATK: Godlike
-DEF: Average
-POW: Godlike
-RES: Average
-SPD: Average
-EVADE: Average
Physical description: A buff old man with white hair and a beard and moustache who wears a brown combination cap and a leather coat of the same color. His eyes are always hidden by the cap.
Abilities:
-Incinerate: Godlike fire damage to one target.
-Firaga: Extreme fire damage to one target. Also damages opponents adjacent to the initial target.
-Inferno: Deals godlike fire damage to all enemies around Yamato. Can be blocked by obstacles such as rocks and walls.
-Summoning Pact: Myrddin: Summons the phoenix Myrddin to Yamato's aid, causing Yamato to lose 10% of his health. Takes two turns to finish. If used twice due to Versatility, the summon will take place immediately, and Yamato will take 20% damage.
-Summoning Pact: Prometheus: Summons the wyrm of fire Prometheus to Yamato's aid, causing Yamato to lose 20% of his health. Takes two turns to finish. If used twice due to Versatility, the summon will take place immediately, and Yamato will take 40% damage.
-Rising Magma: Fills the ground with cracks that cause bursts of magma to spew out. If someone, friend or foe, is hit by the magma, they are dealt 20% fire damage.
-Veil of Flames: Can target Yamato or one opponent. If the opponent is targeted, he/she will receive extreme fire damage and disable status. If Yamato himself is targeted, he will recover 15% of his health.
-Molten Shield: Swirling orbs of molten magma surround and rotate around Yamato. The next four melee attacks against Yamato deal 30% damage to the attacker(s).
-Draw Rune: Creates a glowing red rune on the ground. Only one can be drawn per turn.
-Countdown: After five runes have been drawn at specific areas, a countdown begins. Five turns after this ability has been used, all opponents are KO'd in a hellish burst of fire that engulfs the entire battlefield.
-Leadership(Passive): Yamato's allies gain the Versatility ability, which allows them to perform two acts in the same turn. If an ally already has the Versatility ability, it will allow the ally to perform an extra action each turn.
-Essence of Fire(Passive): Yamato absorbs all fire based spells and attacks.
-Versatility(Passive): Allows Yamato to perform two acts in the same turn.
-Defense of Fate(Passive): If Yamato is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
A general of Vilificus who has perfect control over fire-based spells, and fights using a rifle with a bayonet attached to it. As such, his attacks can be either melee or ranged.
Name: Lieutenant Saszash
Type: Humanoid
Stats:
-HP: Extreme
-ATK: Extreme
-DEF: Average
-POW: Very High
-RES: Average
-SPD: High
-EVADE: Average
Physical description: A tall male human wearing a plain gray coat who wields a nodachi.
Abilities:
-Flurry: Saszash attacks one opponent, dealing insane physical damage. For each increment of 20% of Saszash's that has been lost, more attacks are added, doubling, tripling, and quadrupling the damage.
-First Aid: Heals self for a moderate amount of health.
-Eagle Eye(Passive): Saszash's attacks never miss.
Other notes:
A lieutenant of Commander Yamato.
Name: Lieutenant Dammori
Type: Humanoid
Stats:
-HP: Extreme
-ATK: Very High
-DEF: Average
-POW: Insane
-RES: Average
-SPD: High
-EVADE: Average
Physical description: A tall male human wearing a plain gray coat who wields a staff.
Abilities:
-Boost: Raises target ally's ATK stat by one whole stat.
-Bolster: Raises target ally's DEF stat by one whole stat.
-Falter: Decreases target enemy's ATK, DEF and Accuracy.
-Restore: Removes all negative status effects on an ally.
Other notes:
A lieutenant of Commander Yamato.
Name: Cerulean Soldier
Type: Human
Stats:
-HP: Average
-ATK: High
-DEF: Low
-POW: Average
-RES: Low
-SPD: Average
-EVADE: Very Low
Physical description: A human, male or female, wearing a blue mage's outfit including a blue mage's feathered cap.
Abilities:
None
Other notes:
The bulk of the Order's small force. They are mostly simply cannon fodder.
Name: Cerulean Adept
Type: Human
Stats:
-HP: Low
-ATK: Low
-DEF: Low
-POW: High
-RES: Average
-SPD: Low
-EVADE: Average
Physical description: A black mage but with blue robes and the blue mage's feathered cap.
Abilities:
-Blizzard: Same as the Black Mage's blizzard.
Other notes:
The casters of the Order's small force. They are very fragile and depend on the soldiers for survival.
Name: Cerulean Commander
Type: Human
Stats:
-HP: High
-ATK: High
-DEF: Average
-POW: Average
-RES: Low
-SPD: Average
-EVADE: Low
Physical description: The commander looks exactly like a blue mage, and wields dual talwars.
Abilities:
-White Wind: Heals a moderate amount of damage.
-Versatility(Passive): Allows the Commander to act twice in the same turn.
Other notes:
There are only ten of these in the Order's force. They are extremely agile and make for excellent fighters, and not only that, but they hold a large amount of intelligence of the battle, and are able to form complex formations within the ranks of the soldiers and adepts.
Name: "Shark" Cerul*
Type: Human
Stats:
-HP: Extreme
-ATK: Very High
-DEF: High
-POW: Average
-RES: Above Average
-SPD: High
-EVADE: Average
Physical description: Thin man, wearing a blue mage's outfit. He has a scar over his face, and wields a claymore with a large blue stripe going down the center of the blade. His teeth also appear to be razor sharp, resembling that of a shark's.
Abilities:
-Unbalancing Strike: Targets a single opponent. Deals high physical damage and incapacitates the foe for a turn.
-Bite: Shark bites his foe, causing the afflicted to bleed. Bleeding causes moderate physical damage every turn for three turns.
Other notes:
The founder of The Order of the Cerulean. He claims to be Satir's long lost brother who was experimented on in one of the mad scientist Elveros' laboratories. The experiments gave him the teeth characteristics of a shark. No one knows his real first name, they only know that he calls himself "Shark".
Name: Cerulean Champion
Type: Human
Stats:
-HP: High
-ATK: Massive
-DEF: Low
-POW: Low
-RES: Low
-SPD: Very High
-EVADE: Average
Physical description: A muscular man wearing blue plate armor. He wields a gigantic axe.
Abilities:
-Cleaving Strike: Deals massive physical damage to all within melee range, including allies. This continues for two turns, after which his next ability activates.
-Charge: Activates after the two turns of Cleaving Strike. The champion runs very quickly at the closest target, dealing moderate physical damage and incapacitates the target for a turn.
Other notes:
There is at least one of these in every of the Order's strike forces. They are the frontline fighters who are meant for breaking lines in the enemy's forces.
Name: Necromancer
Type: Human
Stats:
-HP: High
-ATK: Low
-DEF: Low
-POW: Very High
-RES: High
-SPD: Average
-EVADE: Low
Physical description: A pale-skinned human with red face paint shaped like demonic symbols. Wears black robes.
Abilities:
-Shadow Bolt: Deals moderate dark damage to a target.
-Raise Dead: Creates a Skeletal Minion from a KO'd target. May be used on allies and enemies alike.
-Bone Shield: Creates a floating shield of bones which will absorb three physical attacks, but magical and elemental attacks will bypass the shield. May be used on self only.
-Death Wish(Passive): When the Necromancer is KO'd, he will be resurrected as a Shadow Mage.
Other notes:
A necromancer that serves Lukahn.
Name: Shadow Priest
Type: Human
Stats:
-HP: High
-ATK: Low
-DEF: Low
-POW: High
-RES: Very High
-SPD: Average
-EVADE: Average
Physical description: A white mage, but the robes are colored black.
Abilities:
-Channel Life: Channels life energies to a target, restoring their health, but decreasing the health of the Shadow Priest.
-Life Shield: Cut's the Shadow Priest's health in half, but allows one target to be enchanted with a magical shield that lasts two turns, and absorbs all damage, physical or magical. The shield may not be dispelled.
-Dark Cure: Heals a moderate amount of health for Undead monsters only.
-Shadow Blast: Deals a heavy amount of damage to a target. Silences the target for three turns.
Other notes:
A dark priest that serves Lukahn.
Name: Cenon*
Type: Human
Stats:
-HP: Godlike
-ATK: Low
-DEF: Average
-POW: Insane
-RES: High
-SPD: Low
-EVADE: Average
Physical description: A pale skinned human with short green hair that is slightly spiked. Wears green robes decorated with leaves.
Abilities:
-Aspect of Nature: Strength: Cenon's attack strength is greatly increased.
-Aspect of Nature: Speed: Cenon's speed is greatly increased, and may also act a second time on his next turn.
-Corrupted Bind: Cenon manipulates the roots of a nearby tree, causing them to wrap around the target, making them unable to act or move for three turns, and causes moderate earth damage each turn.
-Cyclone: Cenon summons a cyclone that rampages through the battlefield for the duration of the battle. Instantly KO's any opponent who is caught by the cyclone.
-Barkskin: Raises target's defense to godlike. Can be used on Cenon himself, and can also be dispelled. Lasts five turns.
-Ground Rupture: Cenon strikes the ground below him, creating a miniature quake that deals moderate earth damage to all opponents. Does not affect airborne targets.
-Power of Nature: Summons a treant to Cenon's aid.
-Whirlwind: Deals extreme wind damage to anyone close to Cenon.
-Earthen Shield: Creates a shield made of the material of the ground beneath him to absorb an attack. However, water and wind attacks will easily penetrate the shield. If no material is present to create the shield, this ability is negated.
-Earthquake: Deals godlike earth damage to all foes. Does not affect airborne targets.
-Corruption Aura(Passive): Opponents in combat with Cenon have their attack strength reduced by 3/4 of it's original.
-Versatility(Passive): Allows Cenon to perform two actions in one turn.
-Defense of Fate(Passive): If Cenon is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
A druid who found a deep source of corruption in a forest, and was affected by it himself, and is now called a corrupted force of nature. He is able to merge with natural forces and conjure up storms. He travels by merging with the ground, as he does so, his shadow is visible on the ground he travels in.
Name: Hydromancer
Type: Humanoid
Stats:
-HP: Very High
-ATK: Low
-DEF: Very Low
-POW: Extreme
-RES: Very High
-SPD: Average
-EVADE: Average
Physical description: A human, viera, or nu mou wearing dark blue robes.
Abilities:
-Crushing Waves: Sends a surge of water crashing down on the target, dealing heavy water damage to the target. Also hits anyone nearby the target but for a lesser amount of damage.
-Elemental Summon: Summons a water elemental to fight for the Hydromancer.
-Waterball: Sends a sphere made entirely of water at a single target, dealing moderate water damage.
-Water Shield(Passive): Allows the Hydromancer to instantly extinguish any fire based attack directed at him/herself.
Other notes:
Welcome for anyone to use in an RP.
Name: Pyromancer
Type: Humanoid
Stats:
-HP: Very High
-ATK: Low
-DEF: Very Low
-POW: Extreme
-RES: Very High
-SPD: Average
-EVADE: Average
Physical description: A human, viera, or nu mou wearing blood red robes.
Abilities:
-Pyro Barrage: Sends a maximum of five fireballs at a single target. Each fireball deals moderate fire damage. If the current target is defeated by a fireball, the rest of the fireballs will switch targets to the nearest opponent.
-Elemental Summon: Summons a fire elemental to fight for the Pyromancer.
-Fireball: Sends a ball of fire at a target, dealing moderate fire damage.
-Flame Shield(Passive): Any opponent that strikes the Pyromancer with a melee attack will be dealt light fire damage in return.
Other notes:
Welcome for anyone to use in an RP.
Name: Cryon*
Type: Humanoid
Stats:
-HP: Godlike
-ATK: Extreme
-DEF: High
-POW: Extreme
-RES: High
-SPD: Godlike
-EVADE: High
Physical description: A man with short, white hair. Wears a brown coat, and wields a large spear made of ice.
Abilities:
-Hail Storm: Creates a hail storm, causing hail to fall on all opponents, dealing moderate ice damage every turn.
-Shard Toss: Cryon throws three ice shards at a target, each shard deals heavy ice damage.
-Frost Grenade: Cryon throws a sphere made entirely of ice at an opponent. Upon impact, the grenade will explode on it's target, causing him/her to freeze. After exploding, the grenade also releases hundreds of ice shards that are shot towards nearby opponents, each shard deals light ice damage, and the explosion deals extreme ice damage.
-Frost Release: Cryon releases mist from the pores in his body, creating a fog on the battlefield that hinders vision. All opponents have a 50% chance to miss when attacking Cryon. Cannot be dispelled.
-Summoning Pact: Alrinath: At the cost of 10% of his life, Cryon is permitted to summon Alrinath to his aid. Takes two turns to prepare. If used twice due to Versatility, Cryon will take 20% damage and will be able to immediately summon Alrinath.
-Blizzaja: Extreme ice damage to an opponent and any other opponents near the initial target. The initial target is also frozen for two turns.
-Crystal Wall: Creates a wall of solid crystal-like ice to absorb attacks. However, fire and lightning spells can penetrate through the shield with ease.
-Frigid Projectile: Cryon creates a projectile of any shape made from ice, and can use whatever means available to launch it. Deals ice damage depending on the projectile, with a low chance to freeze.
-Frozen Earth: Cryon's spear sinks into the ground below him and merges with it, freezing the ground of the entire battlefield. Decreases the enemy's ability to dodge and may occasionally cause units to slip onto the ice, dealing low physical damage and inflicting Concussion status. Reduces Cryon's ATK stat to high.
--Frozen Smithing: Creates a weapon of any shape from out of the ice in the ground, raising Cryon's ATK stat back to extreme.
--Frozen Pillar: A pillar of ice forms out of the frozen ground, reaching high into the sky, and cooling it. Naturally, this forces airborne targets to slow down, anything in the air will be frozen in one turn.
--Frozen Prison: Bars made of ice rise out from the ground around a target and trap it, making it unable to act or move. The prisoner must be freed by an ally who isn't trapped.
--Frozen Impale: A large spike made of ice rises out from the ground and impales a target, dealing godlike ice damage to the target, and has a low chance to freeze.
--Frozen Recall: Returns Cryon's spear to it's original form, ending the effects of Frozen Earth and all of it's sub-abilities.
--Frozen Atmosphere(Passive): Active only while Frozen Earth is in effect. Inflicts all foes with slow status for as long as Frozen Earth is active. If the Slow status is dispelled, it will simply re-apply itself to the afflicted. Frozen Atmosphere cannot be dispelled.
-Deep Freeze: Freezes the entire battlefield without the use of Aeglos, creating an advanced version of Frozen Earth. Causes opponents to more frequently slip and fall head first on the ice, dealing heavy physical damage and inflicts Concussion status. Usable only if Cryon has 40% of his health or less.
--Frozen Sentinels: Summons two Soldiers of Frost to Cryon's aid.
--Frozen Shield: Creates an advanced form of Crystal Wall; one that is unable to be penetrated by lightning or fire spells.
--Flash Freeze: Freezes all opponents.
--Glacial Storm: Cryon manipulates any available objects in the battlefield, and turns them into projectiles, which Cryon can launch at his opponents at will. The damage dealt by the projectile depends on the size. A small projectile will do light damage, while a giant projectile will instantly KO the opponent. Has high accuracy.
--Cold Snap(Passive): All opponents take extreme ice damage every turn.
-Shatter: Cryon shatters all frozen opponents, instantly KO'ing them.
-Aeglos, Frigid Impaler(Passive): Aeglos is Cryon's spear. Being enchanted with the power of ice, Cryon's melee attacks inflict slow status on his target.
-Shards of Alrinath(Passive): If Alrinath is KO'd after being summoned, Alrinath's strength merges with Cryon's weapon, raising his ATK stat to Beyond Godlike.
-Penetration(Passive): Cryon's melee attacks always deal full damage, regardless of his target's defense stat. It can even nullify immune status.
-Essence of Frost(Passive): Absorbs ice damage.
-Versatility(Passive): Allows Cryon to act twice in the same turn.
-Defense of Fate(Passive): If Cryon is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
One of Vilificus' most powerful minions. He has the ability to enchant weak souls with the power of ice, and make them his own minions. This is similar to what Vilificus does to all weak and desperate beings.
Name: Vilan*
Type: Humanoid
Stats:
-HP: Extreme
-ATK: Extreme
-DEF: Very High
-POW: Extreme
-RES: Very High
-SPD: Very High
-EVADE: Very High
Physical description: A bangaa with black scales, red eyes, and has a white beard. Armored in green chain-mail.
Abilities:
-Truth: Reveals Vilan's true nature...
-Flame Breath: Deals extreme fire damage to all(even allies) units in front of Vilan.
-Firaga: Heavy fire damage to a target and any units adjacent to the target.
-Defense of Fate(Passive): If Vilan is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
An enigma who has a strange resemblance to a wyrm...
Name: Kupoid Geargrinder*
Type: Moogle
Stats:
-HP: Insane
-ATK: Very High
-DEF: Extreme
-POW: Very High
-RES: Average
-SPD: High
-EVADE: Average
Physical description: A moogle gadgeteer holding a wrench, and has a rifle strapped to his back.
Abilities:
-Gear Toss: Throws a gear at high speed at an opponent, dealing heavy physical damage with a chance to instantly KO the target.
-Steam Blind: Shoots steam into an opponent's eyes, inflicting blind status.
-Poisonous Bullet: Shoots a bullet containing not lead, but venom. Once inside an opponent's body, the bullet dissolves, releasing the venom. Inflicts a poison status that deals moderate damage every turn until removed.
-Repair: Recovers a moderate amount of HP to a mechanical ally.
-Dismantle: Automatically KO's a mechanical opponent.
-Weaponry Knowledge(Passive): Allows Kupoid to use a melee attack using his wrench, or a ranged attack using his rifle.
-Class Knowledge(Passive): Allows Kupoid to use any black mage or gadgeteer ability.
Other notes:
A very skilled moogle gadgeteer. He is notorious for creating mechanical abominations.
Name: Moogle Engineer
Type: Moogle
Stats:
-HP: High
-ATK: Average
-DEF: Average
-POW: Average
-RES: Average
-SPD: High
-EVADE: Average
Physical description: A moogle, male or female, that basically just looks like a gadgeteer.
Abilities:
-Bomb Throw: Throws a bomb at a target. The bomb will explode, dealing heavy fire damage, and may inflict blind status.
-Class Knowledge(Passive): Can use any gadgeteer ability.
Other notes:
An engineer in the service of Kupoid Geargrinder.
Name: Hunter of Frost
Type: Humanoid
Stats:
-HP: Very High
-ATK: Extreme
-DEF: Average
-POW: Average
-RES: Average
-SPD: High
-EVADE: Low
Physical description: A human with pale white skin dressed like a hunter.
Abilities:
-Shard Rain: Fires an arrow made of crystalized ice into the air. The arrow will shatter, releasing hundreds of tiny ice shards onto the battlefield, dealing low ice damage per shard to all opponents and allies.
-Freezing Shot: Fires an extremely cold arrow at an opponent. Depending on where it hits, the opponent will be immobilized, disabled, or the opponent will take heavy ice damage.
-Heart of Frost(Passive): The hunter of frost is immune to ice damage.
Other notes:
A human hunter, who was possibly desperate to gain more strength. An unknown source has given the hunter properties of ice.
Name: Soldier of Frost
Type: Humanoid
Stats:
-HP: Extreme
-ATK: Very High
-DEF: Very High
-POW: Low
-RES: Average
-SPD: Average
-EVADE: Low
Physical description: A human soldier with pale white skin.
Abilities:
-Mock: Taunts an opponent, forcing that opponent to force all attacks on the Soldier of Frost for three turns.
-Ice Defense: Covers the Soldier of Frost's entire body with a thick cover of ice, greatly increasing it's defense and resistance.
-Heart of Frost(Passive): The soldier is immune to ice damage.
Other Notes:
A human soldier who was probably desperate to gain more strength. An unknown source has bestowed the soldier with properties of frost.
Name: White-Mage of Frost
Type: Humanoid
Stats:
-HP: Very High
-ATK: Low
-DEF: Low
-POW: Extreme
-RES: Very High
-SPD: Low
-EVADE: Low
Physical description: A viera, human, or nu mou white mage with pale white skin.
Abilities:
-Curaja: Heals a massive amount of damage from a friendly target.
-Heal: Dispels a negative effect from a friendly target.
Other notes:
A white mage who was probably desperate to gain more strength. An unknown source has bestowed the white mage with properties of frost.
Name: Borghen*
Type: Nu Mou
Stats:
-HP: Godlike
-ATK: Insane
-DEF: Godlike
-POW: Godlike
-RES: Godlike
-SPD: Low
-EVADE: Low
Physical description: A nu mou that is massive for his size. He is outfitted in mithril plate armor, and carries a giant spear.
Abilities:
-Earthquake: Deals massive earth damage to all opponents. Does not affect airborne foes.
-Spear Wave: Borghen swings his spear with such force that the wind around it slices the air around the area the spear hit. Any opponent hit by this will recieve massive wind damage. This attack can hit multiple foes.
-Transformation: Borghen can shed his mortal coil at will and transform into a cluster of hundreds of tiny wisp-like spirits. While in this form, Borghen will regenerate health and is immune to damage, however, he cannot maintain this form for more than five turns, and can only be used once every six turns.
-Nature's Call: Animates a tree, turning it into a treant to fight for Borghen. Cannot be used in an area with no trees.
-Defense of Fate(Passive): If Borghen is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
An ancient nu mou that has abnormal size and physical strength, unlike the rest of the nu mou race.
Name: Grandmaster Grenlowe*
Type: Humanoid
Stats:
-HP: Insane
-ATK: Low
-DEF: Low
-POW: Godlike
-RES: Extreme
-SPD: High
-EVADE: Average
Physical description: A bangaa wearing bishop clothing, and has purple scales.
Abilities:
-Mind Merge: Merges Grenlowe's mind with a target, causing both to enter a temporary death status for three turns. In this status, Grenlowe gains access to several other abilities. To protect his own body from attacks while 'dead', Grenlowe's body begins to radiate with chaotic energy, instantly KO'ing anyone who goes near him.
--Mind Merge: Shatter: Can only be used under the effect of Mind Merge. If used three times in succession, the target of Mind Merge will take 50% damage after waking up.
--Mind Merge: Harass: Can only be used under the effect of Mind Merge. If used three times in succession, the target of Mind Merge will be afflicted with confused status after waking up.
--Mind Merge: Seduce: Can only be used under the effect of Mind Merge. If used three times in succession, the target of Mind Merge will be afflicted with charm status, and will take 5% damage every turn until removed of charm status.
--Mind Merge: Traumatize: Can only be used under the effect of Mind Merge. If used three times in succession, the target of Mind Merge will be afflicted with disable and immobilize status.
-Thundaja: Deals extreme lightning damage to a target, and any opponents near the target.
-Chain Lightning: Hits one opponent for extreme lightning damage, a second opponent for heavy lightning damage, and a third opponent for moderate lightning damage.
-Flash: Afflicts all opponents with blind status.
-Truth: Reveals Grenlowe's true nature...
-Versatility(Passive): Allows Grenlowe to act twice. Mind Merge sub-abilities take up both acts granted by Versatility.
-Defense of Fate(Passive): If Grenlowe is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
The Grandmaster of a sect of Half-Wyrms, humanoids who have wyrm blood flowing through their veins. It is Grenlowe's duty to mold the Half-Wyrms into unstoppable fighting machines.
Name: Harbinger Kalentrios*
Type: Humanoid
Stats:
-HP: Godlike
-ATK: Godlike
-DEF: Low
-POW: Extreme
-RES: Low
-SPD: Godlike
-EVADE: Extreme
Physical description: A male viera with long white hair wearing slim black robes, and wields a pure black blade.
Abilities:
-Endless Nightfall: Kalentrios' blade radiates with dark energy, causing the entire area to turn pitch black, disabling the enemy's ability to evade attacks. This can be dispelled by spells like Esuna. If "Dark Storm" is in effect, this cannot be dispelled until Dark Storm is dispelled.
-Illusionary Movements: Kalentrios moves so quickly, he creates three mirror images of himself. These are not just images, however. The images deal damage equal to half of Kalentrios' regular attack strength, but lack the ability to use other abilities. The images last four turns unless they are dispelled by spells like Esuna.
-Crimson Fang: Kalentrios slices the air with his blade, releasing a 'wave' of energy which races towards an opponent, dealing extreme fire and dark damage to the target.
-Pin: Creates an ethereal blade which stabs an opponent, and pins him/her against a wall, making them unable to act or move for five turns. Can be dispelled.
-Dark Storm: Can only be used while Endless Nightfall is in effect. The sky begins to fill with dark clouds, which will bring down lightning every turn, striking every opponent for godlike dark and lightning damage. Can be dispelled.
-Versatility(Passive): Allows Kalentrios to act twice per turn.
-Defense of Fate(Passive): If Kalentrios is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
The top pupil of Grenlowe. A Half-Wyrm viera blademaster.
Name: Daedalus
Type: Humanoid
Stats:
-HP: Godlike
-ATK: Average
-DEF: Very High
-POW: Beyond Godlike
-RES: Godlike
-SPD: Extreme
-EVADE: Average
Physical description: A human male with long black hair wearing mostly cloth, while protected by a breastplate and spaulders, the former being hidden by seemingly heavy lavender tinted robes.
Abilities:
-Draw Weapon: Raises Daedalus' ATK stat to extreme.
-Firaja: Extreme fire damage to one opponent, and any opponents adjacent to the initial target.
-Blizzaja: Extreme ice damage to one opponent, and any opponents adjacent to the initial target.
-Thundaja: Extreme lightning damage to one opponent, and any opponents adjacent to the initial target.
-Graviga: Inflicts one opponent and any opponents adjacent to the initial target with Slow status.
-Prominence: Heavy fire damage to all opponents.
-Tempest: Heavy lightning damage to all opponents.
-Freezeblink: Heavy ice damage to all opponents.
-Weather Manipulation: Rain: A mystical rain is created, healing Daedalus and all his allies for 10% every turn. Lasts for three turns.
-Weather Manipulation: Lightning: A thunderstorm is created, randomly striking Daedalus' foes for extreme lightning damage once every turn. Lasts for three turns.
-Weather Manipulation: Storm: A storm is created, healing Daedalus and all his allies for 20% every turn, and striking his foes for godlike lightning damage once every turn. Cannot be dispelled. Can only be used at 60% or below health. Lasts three turns.
-Weather Manipulation: Heavy Winds: Heavy winds are created, randomly knocking back all opponents every turn for three turns.
-Weather Manipulation: Dust Storm: Heavy winds created by Daedalus stir up any present dust around the battlefield, hindering enemy vision, giving them a 70% chance to miss when attacking or casting spells. Can only be used at 60% or below health. Lasts three turns.
-Weather Manipulation: Hurricane: A combination of Daedalus' weather manipulation spells. Heals Daedalus and all of his allies for 25% every turn, deals godlike wind damage to all foes once every two turns, and knocks back all foes every turn. Lasts three turns.
-Renew: Renews the duration of the effects of Daedalus' current Weather Manipulation spells.
-Mana Flaw(Passive): The healing effects of Weather Manipulation: Rain, Storm, and Hurricane are reduced with continuous use of the spells.
-Versatility(Passive): Allows Daedalus to perform two acts per turn.
-Defense of Fate(Passive): If Daedalus is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
A human Half-Wyrm with the ability to manipulate the weather. His weapon of choice is a large scimitar.
Name: Arash
Type: Humanoid
Stats:
-HP: Godlike
-ATK: Godlike
-DEF: Insane
-POW: Very Low
-RES: Very Low
-SPD: Average
-EVADE: Average
Physical description: A Bangaa with green scales wearing a heavy azure tinted robe and a scarf.
Abilities:
-Conceal Weapon: Arash cloaks his weapon in a similar fashion to how snipers conceal themselves, but causes Arash to lose hold of his weapon. Decreases Arash's ATK to high
-Sneak Attack: Can only be used with a concealed weapon. Arash's weapon is called back to him as he strikes an opponent, revealing the weapon and delivering a one-hit KO with high accuracy. Raises Arash's ATK to godlike.
-Strangle: Arash grabs an opponent by the neck, rendering them unable to move, and causes them to lose 15% of their life each turn, and decreases Arash's accuracy. Lasts three turns.
-Whirling Strike: Arash spins around with his weapon reaching out, dealing extreme damage to any friend or foe adjacent to him.
-Equalizer: Can only be used on targets with a higher life percentage than Arash. Deals damage to the target equal to the difference in their life percentages.
-Status Strike: Deals extreme damage to a target, nulls the target's S-Abilities for five turns, and removes any positive status effects from the target.
-Cloak: Conceals Arash from sight, preventing him from being the target of any actions. Any actions performed while cloaked will cancel the effect.
-Bonebreaker: Strikes an opponent unarmed, dealing extreme damage and cracks or breaks the bones in the body parts that were struck, inflicting Slow, Immobilization, or Disable status.
-Counter(Passive): Immediately nulls any melee attacks against Arash, who automatically strikes back against the target, dealing godlike, unmitigateable physical damage that cannot be reflected or nulled by S-Abilities or ordinary stats.
-Berserk(Passive): When Arash is at 40% of his health, his speed becomes Godlike, and his attacks have 100% accuracy. This effect is not cancelled if his health is raised above 40%.
-Versatility(Passive): Allows Arash to perform two acts per turn. Also renders Arash immune to Disable, Blind, and Immobilize status.
-Pure Soul(Passive): Renders Arash immune to effects that are implied to affect the soul of the target.
-Defense of Fate(Passive): If Arash is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
A Bangaa Half-Wyrm blessed with incredible fighting abilities. His weapon of choice is a bardiche.
Name: Half-Wyrm Trainee
Type: Humanoid
Stats:
-HP: Average
-ATK: Average
-DEF: Average
-POW: Average
-RES: Average
-SPD: Average
-EVADE: Average
Physical description: A viera, human, nu mou, moogle, or bangaa wearing plain white garbs, and wields a random weapon of choice.
Abilities:
-Wyrm Blood(Passive): Each turn, the Trainee's stats are raised, and every two turns, they gain a new ability.
-Elemental Breath: Two turns into a battle, the Trainee gains this ability, which deals heavy non-specific elemental damage to all opponents in front of the Trainee.
-Elemental Aura(Passive): Four turns into a battle, the Trainee gains this ability, which deals moderate non-specific elemental damage to all opponents each turn.
-Elemental Strike: Six turns into a battle, the Trainee gains this ability, which deals extreme non-specific elemental damage to a single target.
-Full Power(Passive): Eight turns into a battle, the Trainee gains this ability, which immediately raises all of the Trainee's stats to godlike.
Other notes:
A Half-Wyrm of any race, training to become all powerful. Many are driven mad by their own power before they can truly attain full strength.
Section 5: Elementals
Name: Son of Flames
Type: Elemental
Stats:
-HP: Normal
-ATK: Low
-DEF: High
-POW: Very High
-RES: Very High
-SPD: Low
-EVADE: Low
Physical description: A being in the shape of a human, but made entirely of fire.
Abilities: None
Other notes:
This being's attacks burn the flesh of whoever is hit by the Son of Flames' attacks. The Son of Flames can 'merge' itself with someone, becoming one with said target, slowly charring the person until he is just a crispy meal for the animals. The Son of Flames is destroyed with this action.
Name: Water Elemental
Type: Elemental
Stats:
-HP: Extreme
-ATK: Very High
-DEF: Average
-POW: Very High
-RES: Average
-SPD: High
-EVADE: Average
Physical description: A golem-shaped creature made entirely of water.
Abilities:
-Waterball: Moderate water damage to a target.
Other notes:
Immune to fire attacks, but can be frozen by ice attacks. The elemental will disappear if it's summoner is defeated in battle.
Name: Fire Elemental
Type: Elemental
Stats:
-HP: Extreme
-ATK: Very High
-DEF: Average
-POW: Very High
-RES: Average
-SPD: High
-EVADE: Average
Physical description: A golem-shaped creature made entirely out of flames.
Abilities:
-Fireball: Moderate fire damage to a target.
Other notes:
Immune to ice attacks, but can be extinguished by water attacks. The elemental will disappear if it's summoner is defeated in battle.
Name: Myrddin*
Type: Elemental
Stats:
-HP: Godlike
-ATK: Low
-DEF: High
-POW: Low
-RES: Godlike
-SPD: Extreme
-EVADE: High
Physical description: A giant bird with bright red and yellow feathers that appear to be on fire.
Abilities:
-Breath of Ash: Breathes hot flames and ash upon all enemies on the battlefield. Deals extreme fire damage and may inflict blind status to anyone hit.
-Scorch Dive: Myrddin dives down into the battlefield, exploding into flames and engulfing the area with them upon contact, dealing godlike fire damage to all enemies.
-Spitfire: Spits fire onto a single opponent, dealing godlike fire damage and may inflict disable and/or immobilize status.
-Meteor: Summons a meteor to crash down onto the battlefield and explode, dealing godlike fire damage to all opponents. May only be used if Myrddin has 20% health remaining after Rise from the Ashes has been activated.
-Boiling Point: Increases the temperature of the battlefield to the point where it becomes dangerous. Deals extreme fire damage to all opponents every turn. Is only in effect after Rise from the Ashes has been activated and Myrddin is at 40% of his life.
-Rise from the Ashes(Passive): After Myrddin has been KO'd, he will be revived with 100% of his health.
-Heart of Fire(Passive): Absorbs fire damage.
-Versatility(Passive): Allows Myrddin to perform two acts each turn.
-Defense of Fate(Passive): If Myrddin is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
-Intangible Form(Passive): Myrddin is immune to all status effects, and cannot be harmed by physical attacks.
Other notes:
A phoenix who resides in the elemental plane of fire.
Section 6: Multi-classed Monsters
Name: Lukahn Reincarnated*
Type: Human-Undead
Stats:
-HP: Godlike
-ATK: Extreme
-DEF: Average
-POW: Godlike
-RES: Godlike
-SPD: High
-EVADE: Average
Physical description: The Sage himself, only with a disfiguring head wound, and with a skull helmet.
Abilities:
-Infernal Strike: Engulfs a target 5x5 area in flames. Units in the area will take damage every turn. Units who come out of the fire leave with a Burn status that inflicts 2% HP every turn, and it cannot be cured until the battle is over. Upon casting the spell, units in the area take massive fire damage. Area remains engulfed in flames for the remainder of the battle.
-Absolute Terror: Inflicts Nightmare status on one target.
-Open Wound: Slashes the target, creating an open wound on it's flesh. The affected unit will continue to bleed for five turns. Afterwards, the unit suffers from a Blood Loss status, which decreases their accuracy, and attacking power.
-Create: Obstacle: Summons one Lump into battle.
-Arcane Knowledge(Passive): Allows Lukahn to cast any Color Magic spell.
-Necromancy: Turns a target KO'd unit into an undead puppet who will serve Lukahn for the remainder of the battle unless KO'd again(Risen unit will still be under User's control). Healing spells will damage this unit. Skills that increase defense against Physical and Magical attacks instead weaken the unit's defense. Unit is risen with 25% HP. Revival spells instantly KO the unit.
-Mass Necromancy: Turns all KO'd units on the battlefield into skeletal minions.
-Mutate Undead: Mutates target undead, causing them to grow in size, increasing their attack power to beyond godlike.
-Mass Mutation: Mutates all allied undead units on the field.
-Versatility(Passive): Allows Lukahn to act twice in one turn.
-Defense of Fate(Passive): If Lukahn is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
The Sage is now all powerful. What else is there to say?
Name: Anathemus*
Type: Wyrm-Demon
Stats:
-HP: Godlike
-ATK: Insane
-DEF: High
-POW: Godlike
-RES: High
-SPD: Average
-EVADE: Low
Physical description: A massive, black colored dragon with large wings.
Abilities:
-Scorching Breath: Anathemus breathes fire, dealing godlike fire damage to all in front of Anathemus.
-Scorching Adrenaline: Affects target enemy. The afflicted will explode in one turn, dealing fire damage equal to beyond godlike to all around him/her. Before exploding, this target is given the ability to perform five acts. Explosion KO's the afflicted. Cannot be dispelled.
-Mark of Vilificus: Anathemus will place a curse on an opponent. That opponent will take extreme dark damage every turn for three turns.
-Versatility(Passive): May perform two actions in the same turn.
-Defense of Fate(Passive): If Anathemus is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
Anathemus is the avatar of Vilificus, a spawn of Vilificus who has taken over the body of a mortal.
Name: Arcanalith*
Type: Wyrm-Humanoid
Stats:
-HP: Godlike
-ATK: Low
-DEF: Average
-POW: Godlike
-RES: Immune
-SPD: Average
-EVADE: Average
Physical description: A lizard-like humanoid with blue scales that stands slightly hunched over, and has a pair of medium sized wings.
Abilities:
-Firaja: Extreme fire damage to an opponent.
-Blizzaja: Extreme ice damage to an opponent.
-Thundaja: Extreme thunder damage to an opponent.
-Manastorm: After 10 turns of battle, Arcanalith will have drained enough magical power. Arcanalith will drain all of his own magical power, and create a storm of pure magical energy. The result of the energy crashing down into the battlefield will completely destroy it, thus dealing damage to everyone with power that is above godlike. IF the battle does continue after this, Arcanalith's power will be set to low.
-Arcane Manifestation(Passive): Whenever Arcanalith casts a spell, three Mana Parasites are summoned to Arcanalith's aid.
-Arcane Eye(Passive): Arcanalith is able to see stealthed opponents.
-Versatility(Passive): Allows Arcanalith to perform two acts each turn.
-Defense of Fate(Passive): If Arcanalith is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
-Power-Drain Aura(Passive): Every turn, Arcanalith drains the magical energies of everyone on the battlefield(including allies), increasing Arcanalith's power, and decreasing the power of those drained.
Other notes:
N/A lol.
Name: Draconic Soldier
Type: Wyrm-Humanoid
Stats:
-HP: Insane
-ATK: Extreme
-DEF: Low
-POW: Low
-RES: Low
-SPD: Extreme
-EVADE: High
Physical description: A lizard-like humanoid that stands slightly hunched over, has a pair of medium sized wings.
Abilities:
-Decapitate: 20% chance of KOing a target.
-Strength of Vilificus(Passive): When the Draconic Soldier is down to 10% of it's HP, the attack power of the soldier is raised to godlike, and the success chance of Decapitate is raised to 70%.
Other notes:
A minion of the wyrm Vilificus.
Section 7: Miscellaneous
Name: Noxidron the Crawler
Type: Spider
Stats:
-HP: Extreme
-ATK: Insane
-DEF: Very Low
-POW: Low
-RES: Very Low
-SPD: Extreme
-EVADE: Low
Physical description: A large, red and black spider.
Abilities:
-Poison Fang: Bites an opponent, dealing low physical damage and inflicts the target with poison status.
-Aura of the Crawler(Passive): Boosts Etaldrion's speed stat to godlike, and allows him to use Poison Fang.
Other notes:
A powerful spider that serves Etaldrion the Beastmaster.
Name: Valimor the Fierce
Type: Coeurl
Stats:
-HP: Extreme
-ATK: Godlike
-DEF: Average
-POW: Low
-RES: Average
-SPD: Godlike
-EVADE: High
Physical description: A blue coeurl. That's about it.
Abilities:
-Petrify: Inflicts Petrify status on one target.
-Aura of the Fierce(Passive): Boosts Etaldrion's evasion stat to godlike, and allows him to use Petrify.
Other notes:
A powerful coeurl that serves Etaldrion the Beastmaster.
Name: Govad the Unbreakable
Type: Flan
Stats:
-HP: Extreme
-ATK: Low
-DEF: Immune
-POW: Godlike
-RES: Extreme
-SPD: Low
-EVADE: Low
Physical description: A green colored flan.
Abilities:
-Gust: Extreme wind damage to one opponent.
-Aura of the Unbreakable(Passive): Boosts Etaldrion's DEF stat to godlike, and allows him to use Gust.
Other notes:
A powerful flan that serves Etaldrion the Beastmaster.
Name: Lump
Type: An obstacle
Stats:
-HP: Unknown
-ATK: None
-DEF: Immune
-POW: None
-RES: Immune
-SPD: None
-EVADE: None
Physical description: A lump thats sticking out of the ground. These are often referred to as 'Mother Earth's Pimples'.
Abilities:
-Annoy: Annoys the hell out of an opponent, making the target unable to perform any actions the next turn.
-Deflection(Passive): Deflects any physical projectile that is shot at the lump, and returns the projectile to the one who fired it, resulting in that unit being KO'd.
Other notes:
These can be summoned by any Sage named Lukahn, and their sole purpose is to annoy the crap out of travelers.
Name: Mana Parasite
Type: Unknown
Stats:
-HP: Very Low
-ATK: None
-DEF: Very Low
-POW: Beyond Godlike
-RES: Immune
-SPD: Very Low
-EVADE: Very Low
Physical description: A creature with an intangible form that takes the shape of a grub.
Abilities:
-Mana Decay: Afflicts target opponent. Causes that opponent's magical power to decrease slowly until there is none left.
-Spell Transfer: Afflicts target opponent. The last spell or ability used by an opponent cannot be used for the rest of the battle, and allows all allies to use that ability.
-Arcane Mimicry(Passive): Allows the Mana Parasite to use any spell or ability an opponent can use, even it is has not been used yet.
-Intangible Form(Passive): Renders the Mana Parasite immune to status effects.
Other notes:
N/A
Name: Arcanaught
Type: Unknown
Stats:
-HP: Godlike
-ATK: Unknown
-DEF: Unknown
-POW: Unknown
-RES: Immune
-SPD: Unknown
-EVADE: Unknown
Physical description: Unknown A giant, transparent four legged beast with two massive horns.
Abilities:
-Rampage: Renders the Arcanaught immune to damage and status effects for three turns.
-Stab: Stabs an opponent with a horn, dealing beyond godlike physical damage.
-Dwelling in the Dark(Passive): Increases the Arcanaught's evasion if the battlefield is very dark. If the battlefield is very light, the Arcanaught cannot use Rampage or Stab.
Other notes:
A big bad manifestation of mana that resides in the dark recesses of the Manaspring.
Name: Mana Wraith
Type: Unknown
Stats:
-HP: Extreme
-ATK: Unknown
-DEF: Unknown
-POW: Unknown
-RES: Immune
-SPD: Unknown
-EVADE: Unknown
Physical description: A ghost that is seemingly made of mana.
Abilities:
Unknown, sorry.
Other notes:
The method of which these creatures are created remains a mystery as of now.
Name: Ninelives*
Type: Immortal
Stats:
-HP: Very High
-ATK: Godlike
-DEF: Unknown, but probably Very high.
-POW: High
-RES: Very High
-SPD: Average
-EVADE: Average
Physical description: He can look like anyone he wants.
Abilities:
-Shapeshift: Changes the form of the user. This has no strategic purpose besides the fact that you can fool people with it.
-Impale: Ninelives sends spikes into the ground that rise up and impale multiple targets from below. This deals moderate physical damage and stuns the targets that are affected by this skill for 1 turn(They can't act).
-Second Life(Passive): When KO'd, Ninelives is resurrected with full life. And Fire is cast on all opponents.
-Third Life(Passive): When KO'd after Second Life activates, Ninelives is resurrected with full life, and two Lumps are summoned to his aid.
-Fourth Life(Passive): When KO'd after Third Life activates, Ninelives is resurrected with full life, and protect is cast on all allies.
-Fifth Life(Passive): When KO'd after Fourth Life activates, Ninelives is resurrected with full life, and one opponent is KO'd at random.
-Sixth Life(Passive): When KO'd after Fifth Life activates, Ninelives is resurrected with full life, and one Lukahn Clone is summoned to Ninelives' aid.
-Seventh Life(Passive): When KO'd after Sixth Life activates, Ninelives is ressurected with 150% HP, and three more lumps are are summoned to Ninelives' aid.
-Eighth Life(Passive): When KO'd after Seventh Life activates, Ninelives is resurrected with 175% life. No special effects activate with this skill.
-Final Life(Passive): When KO'd after Eighth Life activates, Ninelives is resurrected with 200% life, and all stats are doubled.
-Parting Gift(Passive): When KO'd after Final Life activates, Two Lukahn Clones are summoned, and Firaja is cast on all remaining units.
-Spell Immunity(Passive): Renders Ninelives immune to all harmful spells.
Other notes:
A servant of Lukahn, he is not called Ninelives for nothing.
Name: Immortal Sage, Lukahn & Immortal Fighter, Genkahn*
Type: God / God
Stats:
-HP: Godlike / Godlike
-ATK: None / Godlike
-DEF: Godlike / Immune
-POW: Godlike / None
-RES: Immune / Godlike
-SPD: Average/ Very High
-EVADE: Average /Average
Physical description: The same old lukahn, only he's grown a few feet taller. / Lukahn's brother, at the same size as Lukahn, and wields a giant sword.
Abilities(Lukahn):
-Ice Storm: Insane ice damage to a target, and any opponents around the target.
-Fireball: Single-target fire spell that inflicts godlike fire damage and causes 10% fire damage to the affected unit every turn for 3 turns.
-Fatal Poison: Unrelenting spell that poisons a single target, dealing 5% damage every turn until dispelled, or target dies.
Abilities(Genkahn):
-Cripple: Immobilizes and Disables target for 5 turns, and lowers defense and resistance for 3 turns.
-Blade Sweep: Deals godlike physical damage to all foes in front of Genkahn
Abilities(Both):
-Defense of Fate(Passive): If Lukahn or Genkahn is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
-Versatility(Passive): Allows Lukahn and Genkahn to perform two acts each turn.
Other notes:
Together, these two kick ass. And Aredjay, don't censor that, k? Thats all.
Name: Ethereal Crystal
Type: Crystal
Stats:
-HP: Low
-ATK: None
-DEF: Immune
-POW: None
-RES: Very Low
-SPD: None
-EVADE: None
Physical description: A large, light blue transparent crystal.
Abilities:
-Ethereal Disruption(Passive): When destroyed, the crystal will cause another object in the area that is already ethereal to become corporeal.
Other notes:
They may appear randomly, though mostly summoned by a creature of the Ethereal Realm.
Name: Treant
Type: Animated Tree
Stats:
-HP: High
-ATK: Very High
-DEF: Average
-POW: Low
-RES: Low
-SPD: Average
-EVADE: Low
Physical description: A tree with branches for legs and arms.
Abilities:
-Heat Weakness(Passive): The Treant takes 2x the amount of damage from fire spells.
-Nature's Grasp(Passive): The Treant is immune to earth spells.
-Grab: The Treant will grab an opponent, making the opponent unable to move to act.
-Leech(Passive): The Treant will drain 5% HP from anyone afflicted by Grab.
Other notes:
An animated tree. Usually created by those who are heavily in tune with nature.
Name: Gear Grinder
Type: Machine
Stats:
-HP: Very High
-ATK: Extreme
-DEF: Very High
-POW: Low
-RES: Low
-SPD: Average
-EVADE: Low
Physical description: A large, metal suit with hammers for hands.
Abilities:
-Head Bash: Bashes an opponent on the head, dealing heavy physical damage. May disable the target's ability to act.
Other notes:
Piloted by a Moogle Engineer. When the Gear Grinder is KO'd, the pilot will fall out of a hatch on top of the Gear Grinder.
Name: Temaal*
Type: Golem
Stats:
-HP: Godlike
-ATK: High
-DEF: Immune
-POW: Extreme
-RES: Low
-SPD: Very low
-EVADE: Very Low
Physical description: A massive humanoid shaped figure made entirely out of natural sources such as dirt, rocks, and grass.
Abilities:
-Head Bash: Temaal will smash his enormous head into a much smaller opponent. This ability will probably instantly KO the target. If it doesn't, the target will probably be left disabled and immobilized in a crater with very little life left.
-Groundmeld: Temaal will meld himself with the ground, allowing him to appear anywhere else in the ground he wishes to.
-Crush: Using one of several methods of crushing, Temaal will deal godlike damage.
-Natural Shield: Temaal will manipulate the ground beneath him and create a shield made of the substances the ground contains around an ally, rendering that ally immune to attacks for two turns.
-Defense of Fate(Passive): If Temaal is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
A powerful golem that lies dormant beneath the ground. He may only be summoned by one who possesses great influence over nature.
Name: Anti-Arcane Mechanicrusher X-332*
Type: Machine
Stats:
-HP: Godlike
-ATK: Beyond Godlike
-DEF: Godlike
-POW: Low
-RES: Immune
-SPD: Very Low
-EVADE: Low
Physical description: A giant, mechanical, golem-shaped machine. One arm has a giant metal claw/hand attached, and the other a giant circular razor blade. It's exterior is encased in adamantite.
Abilities:
-Cannon Fire: Fires a cannon ball from one of the cannons built into the knee joints of the Mechanicrusher at an opponent, dealing extreme physical damage.
-Dismember: Dismembers an opponent, dealing extreme physical damage and causing immobilization or disable status to the opponent.
-Concussive Blow: Hits an opponent in the head, dealing very high physical damage and will give a concussion status to the opponent, which causes the afflicted target to randomly blackout.
-Imprison: The Mechanicrusher grabs an opponent in it's mighty claw, and places the target within a tiny prison somewhere on the Mechanicrusher's structure. The only way to free the prisoner is to defeat the Mechanicrusher.
-Arcane Volley: When Contingency Mechanism A-619 has been activated, the Mechanicrusher is able to fire bolts of any element at all opponents simultaneously, dealing insane elemental damage of any type.
-Contingency Mechanism D-482(Passive): When the Mechanicrusher is brought to 50% of it's HP, it's immunity to spells is removed, making the Mechanicrusher's resistance godlike.
-Contingency Mechanism A-619(Passive): When the Mechanicrusher is brought to 40% of it's HP, it's power is raised to godlike and gains access to every spell at the Mechanicrusher's opponents' arsenals.
-Contingency Mechanism S-375(Passive): When the Mechanicrusher is brought to 30% of it's HP, the Mechanicrusher's weight is decreased, raising it's speed and evasion to extreme.
-Anti-Arcane Aura(Passive): Reduces the damage done to allies by spells, and gives all opponents with a magic-using job/sub-job a permanent slow status. Also reduces the effects of healing spells by half. Also dispels negative status effects on all allies, and positive status effects on all enemies, and removes all elemental immunities of all opponents.
-Defense of Fate(Passive): If the Anti-Arcane Mechanicrusher X-332 is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
The most fearsome creation of Kupoid Geargrinder. It's only weakness is it's speed.
Name: Neun Leben*
Type: Immortal
Stats:
-HP: Extreme
-ATK: Godlike
-DEF: Very High
-POW: Godlike
-RES: Low
-SPD: Godlike
-EVADE: Average
Physical description: Just like a human paladin.
Abilities:
-Outreaching Blade: Neun Leben extends the length of his blade, allowing it to stretch in any direction, and stab an opponent. Deals godlike physical damage, and stuns for two turns.
-Temporary Immortality: Grants temporary immortality to an ally, granting them unlimited re-raise effects for three turns.
-Immortality(Passive): Neun Leben has unlimited re-raise effects.
-Universal Reversal(Passive): All damage spells heal Neun Leben, and all healing spells damage Neun Leben. In addition, healing spells will damage and properly KO Neun Leben regardless of Immortality. However, phoenix downs and full-life spells cannot KO Neun Leben.
-Defense of Fate(Passive): If Neun Leben is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
A former servant of Lukahn.
Section 8: Beastmen
Name: Sahagin Scavenger
Type: Beastman
Stats:
-HP: Very High
-ATK: Extreme
-DEF: Low
-POW: Low
-RES: Low
-SPD: High
-EVADE: High
Physical description: A generic sahagin wielding a short sword.
Abilities:
-Poison Strike: The Scavenger attacks a target with a poison coated dagger, dealing moderate physical damage and may inflict poison and/or blind status.
Other notes:
N/A
Name: Sahagin Explorer
Type: Beastman
Stats:
-HP: Very High
-ATK: Low
-DEF: Low
-POW: Extreme
-RES: Extreme
-SPD: Low
-EVADE: Average
Physical description: A generic sahagin wielding a staff.
Abilities:
-Waterga: Third tier water spell. Deals extreme water damage to one foe.
-Aqua Prison: Imprisons a target opponent in a ball of water. The foe will be dealt 20% damage each turn until the target is freed.
Other notes:
N/A
Name: Sahagin Guardian
Type: Beastman
Stats:
-HP: Extreme
-ATK: Insane
-DEF: Insane
-POW: High
-RES: High
-SPD: Average
-EVADE: Average
Physical description: A sahagin wearing plate armor and wields a spear.
Abilities:
-Sacrifice: Allows the Guardian to take a hit for another ally.
-Impenetrable Defense: Completely nulls one attack/spell used on the Guardian.
-Versatility(Passive): Allows the Guardian to act twice per turn.
Other notes:
N/A
Name: Zohmog
Type: Beastman
Stats:
-HP: Godlike
-ATK: Insane
-DEF: Extreme
-POW: Low
-RES: Very High
-SPD: Average
-EVADE: Average
Physical description: A sahagin equipped similarly to that of a guardian.
Abilities:
-Aqua Dash: Zohmog dashes straight through an opponent with his spear raised. Deals insane physical damage with a chance to OHKO the target.
-Tidal Surge: Body slams the foe, with a wave of water following not far behind. Deals heavy physical damage, stunning the target. The next turn, they recieve heavy water damage if they remain stunned.
-Dive: Dives into any available source of deep water, making Zohmog unable to be the target of attacks or spells.
-Abyssal Impale: Can only be used when underwater. Zohmog rises from under the water underneath the target, and dives out and strikes the target from below, dealing godlike physical damage.
-Jormungand's Pact(Passive): Zohmog absorbs water and ice damage. Also allows Zohmog to summon a Winter Wyrm every five turns.
-Versatility(Passive): Allows Zohmog to act twice per turn. Dive takes up both actions granted by this ability.
-Defense of Fate(Passive): If Zohmog is targeted by a spell or ability that is described to deal beyond godlike damage or have a high chance of OHKO, the damage is mitigated to insane and the OHKO is immediately nulled.
Other notes:
A guardian of an undersea temple.
Section 9: Status Effects
Nightmare - Whoever is afflicted by this will be put to sleep for eight(8) turns. This effect is un-curable, and damage will not cancel the effect. Additionally, the afflicted takes moderate dark damage every turn.
Stun - Whoever is afflicted by this cannot act for a number of turns, depending on the ability of the user.
Cripple - Whoever is afflicted by this cannot act or move for five turns, and will have their defense and resistance greatly reduced for three turns.
Mark of Vilificus - Whoever is afflicted by this will take extreme dark damage every turn for a number of turns depending on the ability of the user.
Drained - Anyone within range of Arcanalith's Power-Drain Aura will have their magical power drained. This status effect reduces the effectiveness of spells cast by the user. This effect can 'stack' up to 10 times.
Bleeding - Whoever is afflicted by this takes light physical damage every turn.
Fatal Poison - Whoever is afflicted by this takes 3% damage of their life every turn. This cannot be cured.
Frozen - Whoever is afflicted by this cannot act or move, and cannot be healed or cured of this effect. The afflicted target will have to wait to thaw out of the ice.
Devoured - Whoever is afflicted by this cannot act or move, and cannot be the target of spells or attacks. However, they may be the target of Alrinath's Frozen Spit.
Doomed - Whoever is afflicted by this will take 50% damage within a number of turns.
Grabbed - Whoever is afflicted by this cannot act or move, and will have their life slowly drained.
Mark of Shadows - Whoever is afflicted by this takes three times more damage from dark spells than usual.
Concussion - Whoever is afflicted by this will randomly blackout(fall asleep).