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- Stratagem
- Passives:
- Enhanced Capabilities
- Taking advantage of his mastery in magic and demonic powers, he is able to SIGNIFICANTLY increase all of his senses, perceptions, and physical abilities, SIGNIFICANTLY increasing his ability to avoid and counter attacks; allowing him to stay safe in combat while being able to swiftly move about the battlefield and deliver powerful, precise attacks.
- Enlightenment
- Having an extremely high affinity and mastery towards what comprises the universe, he is able to sense the flow of mana, energy, etc., and manipulate it at will. He also recovers 10% of his maximum mana every turn by absorbing ambient mana around him.
- Over-Power Mode (conditional: must be activated first)
- Releasing the seals on the bio-arcane-technology within his left arm and legs, they transform into a super armored state covering his legs, left-side of his torso, most of his back, and left arm. He has significantly increased physical and magical capabilities in this form, can drain significant amounts of mana and other energies extremely fast from around him as well as from specific targets. He has access to extremely powerful physical attacks as well as various ranged attacks using the built in arm-cannon that uses a combination of science and magic to launch devastating attacks. He has significantly increased dodge and hit chance in this form and has a chance to counter attacks, as well as a defense buff when in this form. The form last for the entire fight or until otherwise canceled.
- Anomaly
- Upon receiving a lethal blow, he remains with one hp and enters the "Anomaly" state. When in the "Anomaly" state, all damage received is instead added to an "Anomaly Counter." The more points in the counter the stronger he becomes. The Anomaly state lasts for 5 turns, but can be extended by an additional 5 turns if the dmg received within that time exceeds 500 points (this can be looped multiple times). After exiting the Anomaly state he becomes extremely weak for several hours; if the Anomaly time get's extended, he will instead become incapacitated when he exits the state.
- The Natural Energy
- Having gained control of aether and natural energies, he is able to use it to improve his body, gaining a passive HP regen (10%) and a chance for counter attacks. Basic attacks are also infused with this energy, allowing them to deal increased damage and a small (size-wise) AoE.
- Demonic Overflow
- Using the demonic powers within him, he is able to enhance and strengthen all aspects of himself, resulting in a multiplicative increase to everything he can do.
- Skills:
- Main
- Balkins
- MP: 2000+ (every 1000 mp adds 1 extra turn of protection)
- Forgotten Protective Spell that protects against all forms of damage for 3+ turns.
- CD: Once per fight
- Bijali
- MP: 1500
- Ancient Lightning Spell that electrifies the body and strikes the opponent with lightning; buffing the user. May inflict the status ailment "shock" where the opponent has a lower dodge rate, has a chance to be unable to move, and receives minor damage every turn. The debuff can be spread to those that make physical contact with the user or someone who is already debuffed.
- Gaia Pillars
- MP: 3000
- Raises multiple pillars from the ground to strike the enemy (min 10 pillars, max 20 pillars, each pillar has it's own hit rate, if one hits the others have a greater chance of hitting; deals massive dmg).
- Can be used offensively or defensively.
- Particle Shot (only available in Over-Power Mode)
- MP: 0+ (can add mp to increase dmg)
- Absorbs energy from his surroundings and using science and magic launches a devastating blast (think rail gun + mega buster).
- Chains of Restraint
- MP: 2000
- Forgotten Sealing Spell that summons forth multiple chains from the ground to ensnare and restrict the target, limiting their mobility while simultaneously sealing and draining their power.
- Dimensional Fissure
- MP: 2500
- Creates a dimensional shock-wave that deals massive damage to all in it's path while "distorting" them, leaving them with the "helpless" debuff.
- Aether Overflow
- MP: 3000
- Takes in the natural energy around him while increasing the natural flow aether within him; using this he conducts a barrage of blitz-like attacks on the enemy using various attacks and weapons composed of aether, ending with a final shockwave explosion.
- Supernova
- MP: 0
- Anomaly points: All
- Unleashes a devastating blow that deals massive damage equal to the Anomaly counter times two times a random number between one and one hundred.
- Conditions: Must be in Anomaly state, reduces Anomaly state's duration to one turn.
- Known
- Inferno
- MP: 500
- Forbidden Fire Spell that deals major damage to all opponents in a wide area with a chance to burn them
- CD: 7 turns
- Absolute Zero
- MP: 500
- Forbidden Ice Spell that deals major damage to all opponents in a wide area with a chance to freeze them
- CD: 7 turns
- Tempest Gale
- MP: 500
- Forbidden Wind Spell that deals major damage to all opponents, may cause a temporary daze or bleed debuff
- CD: 7 turns
- Thunder Crash
- MP: 500
- Forbidden Lightning Spell that brings down a bolt of lightning on the enemy, doing major damage and may prevent the opponent from acting the following turn.
- CD: 7 turns
- Dark Void
- MP: 500
- Forbidden Dark Spell that deals major damage to all opponents while gathering them all in one location.
- CD: 7 turns
- Swords of Revealing Light
- MP: 500
- Forbidden Light Spell that summons forthe 7 swords of light to pierce the enemy
- CD: 7 turns
- Rupture
- MP: 500
- Forbidden Earth Spell that causes a very large area of ground to shatter below the enemy, weakening the ground below them while sending multiple shards of earth at the enemies in the area.
- CD: 7 turns.
- Aether Bomb
- MP: 500
- Concentrating a large amount of ether, he launches an orb that explodes dealing radial dmg to all surrounding enemies.
- CD: 7 turns
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