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My Custom Unit Details list

Discussion in 'Unit Discussion' started by ganmbit, Oct 27, 2018.

  1. ganmbit

    ganmbit Member

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    Well, I always create custom units when there is a time that I could think of and I would contain most of them here, except if I had any collab ideas(Ex: Goblin Slayer x The Alchemist Code(I Hope when this idea busted, Shayna and co won't get any goblins near them...) or SAO x The Alchemist Code) like: Darkus, Hito, etc., I will design them in the same place as I put the thread in, and there is a chance I created a Collab unit that could go into nensou and also kaigan and J+ on their original jobs(I see you, the one who loves to kill goblins, yeah, you there...)

    These includes the CV/VA/Seiyuu that I could think of. But, since I can't draw, well, i won't put any illust...
     
    Last edited: Sep 8, 2019
  2. ganmbit

    ganmbit Member

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    Name: Darkus(ダルクス)

    Rank: 5*
    Element: Dark
    Type: Human, Male
    Max LB: 25
    Max Lvl: 97
    Origin: Envylia
    Gender: Male
    Height: 185cm
    Weight: 60 kg
    Birthday: Aug 18
    Blood Type: Type Kn
    Zodiac: Moon of the Bright Knight
    Likes: Knowledge
    Hobbies: Travelling
    Illust: ???????
    CV: Fukamachi Toshinari(寿成 深町)

    Lore: Darkus is maybe the only weapon-based combat magician in Envylia, and he has some mage friends in his homeland. He seek for a better magic knowledge in Land of Magic, Lustburg with his companions. The king approved his and his companions' request for the better future. As they arrived, even just for a magic lesson, he and his companions must fight for life and Knowledge. To him, Lustburg is a Holy Land that he must go to for a better knowledge.

    Leader Skill: +50% PATK/MATK/HP for Dark units

    Stats Rank(REWORK!):
    HP: S
    PATK: B
    MATK: SS(Sol's damage is small rather than him)
    PDEF: A
    MDEF: S
    DEX: A
    AGI: S
    CRIT: B
    LUCK: A

    Note:

    D: SUCKS!
    C: Low borderline
    B: Borderline
    A: High Borderline
    S: Excellent
    SS: One of the best few
    SSS: Out bests almost everyone in the game
    SSSS: BEST IN THE GAME

    A. Job 1: Arms Mage (REWORK)

    Job Info:
    -Move: 5
    -Jump: 4
    -Max Jewel: 250-350
    -Starting Jewel: 100%
    -Basic attack range: 1-5
    -Total Basic Attack Multiplier: 1.25 * (PATK + MATK + DEX/2 + AGI)
    -Basic Attack Hit Count: 2

    Basic Skill: Basic Arms(REWORK)

    -Arms Technique: Hollow
    Inflicts 2-hit Dark Slash Magic Damage(med) on enemy units in the area, Reduces enemy Magic/Slash Res(Stackable), Strong vs Light
    Range: 5
    Area: 3x3 Square
    Height Range: 3
    Jewel Cost: 25
    Use: 5/5

    -Arms Technique: Typhoon
    Inflicts 2-hit Wind Slash Magic Damage(med) on enemy units in the area, Reduces enemy Magic/Slash Res(Stackable), Strong vs Thunder
    Range: 5
    Area: 3x3 Square
    Height Range: 3
    Jewel Cost: 25
    Use: 5/5

    -Arms Technique: Flare
    Inflicts 2-hit Fire Slash Magic Damage(med) on enemy units in the area, Reduces enemy Magic/Slash Res(Stackable), Strong vs Wind
    Range: 5
    Area: 3x3 Square
    Height Range: 3
    Jewel Cost: 25
    Use: 5/5

    -Arms Technique: Storm
    Inflicts 2-hit Thunder Slash Magic Damage(med) on enemy units in the area, Reduces enemy Magic/Slash Res(Stackable), Strong vs Water
    Range: 5
    Area: 3x3 Square
    Height Range: 3
    Jewel Cost: 25
    Use: 5/5

    -Arms Technique: Blizzard
    Inflicts 2-hit Water Slash Magic Damage(med) on enemy units in the area, Reduces enemy Magic/Slash Res(Stackable), Strong vs Fire
    Range: 5
    Area: 3x3 Square
    Height Range: 3
    Jewel Cost: 25
    Use: 5/5

    -Arms Technique: Shining
    Inflicts 2-hit Light Slash Magic Damage(med) on enemy units in the area, Reduces enemy Magic/Slash Res(Stackable), Strong vs Dark
    Range: 13
    Area: 1x3 lateral
    Height Range: 3
    Jewel Cost: 25
    Use: 5/5

    -Mini Siphon
    Inflicts Mag DMG and Jewel DMG to single enemy unit(med), absorb Enemy’s HP(40% of the total damage) and Jewels
    Height Range: 3
    Area: 1
    Range: 7
    Cost: 12
    Use: 5/5

    -Empower
    MATK/Magic Attack Power x3 to self for 1 turns
    Cost: 15 Jewels
    Use: 5/5

    J+: Power Burst
    MATK/Magic Attack Power x4 to self for 1 turns

    J+ Common Upgrade: All "Arms Technique" move will have a chance of inflicting critical, the res percentage is increased, Range Expanded to 7, Area chanced to "Mini Star(3x3 Square + 5x5 Cross)", damage increase significantly

    Main Skill: Arms Magic (REWORK)

    -Blade Technique: Drain
    Inflicts Dark Slash Magic Damage(Med-High) to enemy units in the area, chance of critical, absorbs HP and Jewel back, Interrupts Cast, Reducing Slash/Magic Res
    Range: 5
    Height Range: 3
    Area: 3x3 cross
    Cost: 35
    Use: 3/3

    -Blade Technique: Dragon
    After Moving, Inflicts 2-hit Dark Slash Magic Damage(Med-High) to enemy Units, Chance of Critical, Raises own MATK/Slash Attack Power/AGI for 3 turns, Strong vs Human, Very Strong vs Light
    Range: 5
    Area: 3x3 lateral, facing the enemy in the middle
    Jewel Cost: 30
    Use: 3/3

    -Blade Technique: Whirlwind
    After Moving, Inflicts Dark Slash Magic Damage(High) to enemy units around self, Chance of Critical, Reduces enemy's Dark/Slash/Magic Resistance, Greatly Increases AGI, chance of Blind/Daze/Silence(Also Increases damage when enemy is on ailments), Strong vs Human, Very Strong vs Light
    Range: 5
    Area: 3x3 Square
    Jewel Cost: 40
    Use: 3/3

    -Secret Technique - Raging Darkness
    Inflicts 4-hit Dark Slash Magic Damage(High) to enemy units in the area, Chance of Critical, Ignores DEF/Dark Res, Strong vs Human, Very Strong vs Light, Increases damage when enemy is on ailments
    Range: 7
    Area: 5x5 Diamond
    Jewel Cost: 40
    Use: 3/3

    -Blade Technique: Reverse
    Inflicts 5 Hit Dark Slash Magic Back Attack(High) to single enemy unit, 100% Hit, Chance of Critical, Increase Power when attack from behind, Inflicts Disable Heal, lowers enemy unit's MDEF to 0 for three turns before activation, Strong vs Human/Giant, Very Strong vs Light
    Range: 5
    Height Range: 2

    -Blade Technique: Piercing Bullet
    Inflicts Powerful Dark Slash Magic Attack to Single enemy unit, Ignores MDEF, Chance of Critical, Strong vs Human/Giant, Very Strong vs Light
    Cast Time: 300
    Uses: 5/5
    Jewel Cost: 85
    Range: 7
    Height Range: 3

    -Blade Technique: Ignition Blast
    Inflicts Dark Slash Magic Attack that deals 15% of enemy max HP(Max: 30000) to enemy units in the area
    Range: 5
    Height Range: 3
    Area: 3x3 cross
    Uses: 3/3

    -Mana Channeling
    Greatly Increase Slash/Magic/Dark/AGI/DEX and Increases MATK by x4 to self for 1 turn
    Range: 1
    Area: 3x3 Cross
    Jewel Cost: 65
    Use: 3/3

    J+ Addition:
    -Breaking the Limits
    Permanently Increases Slash Damage Power by x1.5, Increases All element Attack Power, Reduces Light Res/PDEF/MDEF, Increases MATK by x1, Enhances damage of all attacks, buffs in this skill cannot be removed
    Use: 1/1
    Jewel Cost: 100

    Passive Skill:

    -Dark Blade: Increases MATK/Slash/Magic/Dark Power/Crit% passively and increased more by attacking(stackable)

    -Balanced Mana: Increases Max HP/All Element Power/MATK/PATK, Reduces PDEF/MDEF

    Counter Skill: Counter Siphon
    Pre-emptively Inflicts Dark MATK and Jewel Damage to enemy units when receiving damage, Ignores DEF, Chance of Critical, Absorb HP and Jewel Back, procs against skills and avoids, Permanently Reduce enemy Dark/Slash/Magic Res(Stackable to 3x)
    Range: 5
    Height Range: 3

    J+ Version: Abyssal Absorbtion
    Pre-emptively Inflicts MAG Slash ATK and Jewel DMG when recieving dmg, Ignores DEF, Chance of Critical, procs against skills and avoids, Permanently Reduce enemy Dark/Slash/Magic Res(Stackable to 3x), Permanently Increases Slash/Magic/Dark Attack Power(stackable up to 5x)
    Range: 5
    Height Range: 3

    Equipment:

    -Lv.1 -> 2:
    1. Blue Feather
    2. Whistle
    3. Earings
    4. Branch
    5. Gloves
    6. Vest

    -Lv.2 -> 3:
    1. Blue Feather
    2. Whistle
    3. Earings
    4. Branch
    5. Gloves
    6. Vest

    -Lv.3 ->4:
    1. Rainbow Hourglass
    2. Set Square
    3. Magic Staff
    4. Earings
    5. Turban
    6. Magician Shoes(Unique Equipment: +15 HP, +10 AGI, + 10 PATK, +10 MATK, +5 Evasion)

    -Lv.4 -> 5:
    1. Rainbow Hourglass
    2. Set Square
    3. Magic Staff
    4. Earings
    5. Turban
    6. Magician Shoes(Unique Equipment: +15 HP, +10 AGI, + 10 PATK, +10 MATK, +5 Evasion)

    -Lv.5 -> 6:
    1. Rainbow Hourglass
    2. Set Square
    3. Magic Staff
    4. Earings
    5. Turban
    6. Magician Shoes(Unique Equipment: +15 HP, +10 AGI, + 10 PATK, +10 MATK, +5 Evasion)

    -Lv.6 -> 7:
    1. Silver Bell
    2. Cloth Jacket
    3. Circlet
    4. Morning Star
    5. Copper Bangle
    6. Magician’s Gauntlet(Unique Equipment: +25 HP, +10 DEX, +25 PATK, +25 MATK, +5 Initial Jewels)

    -Lv.7 -> Lv.8:
    1. Great Axe
    2. Magician’s Gauntlet(Unique Equipment: +25 HP, +10 DEX, +25 PATK, +25 MATK, +5 Initial Jewels)
    3. Magus Hood
    4. Great Lance
    5. Star Staff
    6. Lion Monarch Shield

    -Lv.8 -> Lv.9:
    1. Magician’s Coin(Unique Equipment: +8 LUCK, +6 DEX, +5 All Stats Ailments Res, +10 CRIT)
    2. Winged Boots
    3. Knight’s Chess Piece
    4. Great Axe
    5. Mage Hat
    6. Magus Hood

    -Lv.9 -> Lv.10:
    1. Sacred Lion Blade
    2. Gear Rod
    3. Compass
    4. Magician’s Armor(Unique Equipment: +80 HP, +20 MDEF, +20 PDEF, +10 AGI, +10 Jewels Obtained, +2 All Elements Res)
    5. Giant’s Hammer
    6. Knight’s Chess Piece

    -Lv.10-> Lv.11:
    1. Sacred Lion Blade
    2. Gear Rod
    3. Compass
    4. Magician’s Armor(Unique Equipment: +80 HP, +20 MDEF, +20 PDEF, +10 AGI, +10 Jewels Obtained, +2 All Elements Res)
    5. Brooch of Resistance
    6. Winged Boots

    -Lv.11 -> JM:
    1. Dragon Halbred
    2. Celestial Robe
    3. Magician’s Coin(Unique Equipment: +8 LUCK, +6 DEX, +5 All Stats Ailments Res, +10 CRIT)
    4. Magician’s Armor(Unique Equipment: +80 HP, +20 MDEF, +20 PDEF, +10 AGI, +10 Jewels Obtained, +2 All Elements Res)
    5. Magician’s Gauntlet(Unique Equipment: +25 HP, +5 AGI, +25 PATK, +25 MATK, +5 Initial Jewels)
    6. Magician Shoes(Unique Equipment: +15 HP, +10 AGI, + 10 PATK, +10 MATK, +5 Evasion)

    -Job Master Boost(REWORK!):
    1. HP: 30%
    2. MATK: 15%
    3. AGI: 15%
    4. DEX: 20%
    5. LUCK: 15%
    6. Modify Magic Power: +10

    B. Enchant Job Move Change:

    1. Magic Meister -> Magic Meister [Requiem]

    2. Sage -> Sage [Pandora]

    C. Master Ability:

    1. Abyssal Powers: Increases MATK/Dark Attack Power/Slash Attack Power/Magic Attack Power (Passive, Chapter ?? EX2(Darkus Exclusive Stage))

    2. Last Determination: Inflicts 6 hit Dark Slash Magic Critical attack(Heavy) to all units in the area, 100% Hit, blocks all reaction, powerfully increases power when enemy has inflicted by status ailments
    (Sword Gear)

    3. Dark Abyss Power Chanelling: Permanently Increases MATK/Slash Attack Power/Magic Attack Power/DEX/AGI/Dark Attack Power when user enters his turn(5x max)
    (Nensou Gear)

    4. Robe Cycle: Gives Regen(50% of Star Armor)/Jewel Regen to user, gives shield that halves all damage to self for 3 times, Increases own MATK/DEX/AGI greatly when the shield breaks
    (Armor Gear)

    D. Gears:

    1. Black Elegance(At 5* MAX level):
    +100 MATK
    +20 DEX
    +5 All element Attack Power
    +10 Strong vs Light
    +10 Slash Attack Power
    +10 Magic Attack Power
    Type: Sword
    Starting Rarity: 3*
    How to get: Summon!

    2. Magician’s Robe(Type: Armor)(At 5* MAX level)
    +300 HP
    +40 PDEF
    +40 MDEF
    +10 All Stats Ailments Resistance
    +10 All Element Resistance
    Starting Rarity: 3*
    How to get: Chapter 1 Hard Quest [EX] Milestone and Mission Clear Rewards(No Deaths, Bring along Syane, No Mercenary)

    3. Magician’s Scarf(Type: Acc)(At 5* MAX Level)
    +15 AGI
    +10 Guts
    +25 Max Jewels
    +15 Initial Jewels
    +10 Jewels Obtained
    +10 Strong vs Human
    +10 Strong vs Giant
    How to get: Get Darkus' Nensou Card and Alchemic Boundary it to 100%

    E. Cards:

    1. “I promise, Syane!”

    How to get: Summon

    2. Darkus Character Card(Farmable at Fight for Knowledge Chapter ?? EX Level)

    F. Enlightenment:

    Envy: +HP, +MATK, +PATK, +AGI

    Sloth: + HP, +MATK, +PDEF, +AGI
    -LV.6 Ability Enhance: Dark Blade > Abyssal Blade: Increases Magic/Dark Power/Crit% and Greatly Increases MATK/Slash passively and increased more by attacking(stackable)

    Lust: +HP, + DEX, +LUCK, + Evasion Rate
    -Lv 6 LS Enchance: +50% PATK/MATK/HP for Dark units -> +50% HP, +30% PATK/MATK, +20% All Type Attack for Dark Units

    Wrath: Increases his HP, CRIT, MATK, Strong vs Lust, Strong vs Envy

    Gluttony: Increases his HP, DEX, MATK
    -Level 6 Enhance:
    -Blade Technique: Whirlwind -> Blade Technique: Blazing Storm
    After Moving, Inflicts 3-hit Dark Slash Magic Damage(High) to enemy units around self, Inflicts Critical, Greatly Reduces enemy's Dark/Slash/Magic Resistance, Increases AGI, Inflicts Blind/Daze/Silence(Increases damage when enemy is on ailments), Strong vs Human, Very Strong vs Light
    Range: 6
    Area: "Special: Star" (5x5 Diamond + 7x7 Cross)
    Jewel Cost: 50
    Use: 3/3

    (The rest is just same package as another Magic Meister[Requiem] and Sage[Pandora])

    Appearance: He wears a black long sleeve jacket beneath of white T-shirt, black formal long sleeve pants, black pair shoes, with a belt and also a dark red-scarf that made by Syane. His hair WILL NOT use the "three bangs" that usual 2010's Isekai MC does, instead his hair will be look shorter and has the same style as 80's or 90's anime MCs. He also has a blackish red eyes that has the same shape of a usual bishounen. He has a fine body build that actually looks muscular when he opens his clothes.

    Weapon: Blade
    Magic: Weapon Magic, Dark Magic

    (In the nutshell, a mix of Kirito and Sol but with cooler hairstyle and more muscular build)

    Traits: He is somewhat quiet but has a charisma in his way of talking and he is not as DENSE as any ANIME MC NOWADAYS(I'M DEFINITELY SPEAKING TO YOU, SIEG!). He will be the main opposite of Magni Historia's Siegfried(Or I call him, "The White Kirito") in terms of feeling reading. But, he is not a type of "boasting" characters, unlike ANIME MC NOWADAYS(nearest example of this are: SIEGFRIED and DIOS THE FOOL). He has known Syane's feelings from prior to the story timeline as the proof of his UNDENSENESS, but he chooses to wait until the right moment to declare his mutual feelings to her.

    Note: If, I'm busted, Any Player could get this unit IF THEY SAVE 4500 GEMS. Why? Well, there will be a 100% one Darkus guarantee in the 3rd step, if you lucky enough you can get 2/3 Darkus in one summon

    (Important Note: His J+ seems making him off-charts a bit but he has lower PDEF/MDEF compared to his old self, only "Siphon" which I keep on him so much as I remember along with his "Empower", but I can safely said that IF he is on the game, JP Ver first, he won't be a Human OHK unit like Eins also he and his j+ distance is between 5-6 months or a year)
     
    Last edited: Jun 8, 2020
  3. XingHa

    XingHa Moderator Staff Member

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    wow, you wrote so much. but errr you don't really intending to hold back with making your unit overpowered. you cannot be a game designer that way
     
  4. ganmbit

    ganmbit Member

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    Thanks for the info, but, I said that Lyros/Klerolos is going to be OP, Ganmbit is the second(maybe could go to D Tier due to his all original job + all original equipment) , while the rest are not that OP...
     
  5. ganmbit

    ganmbit Member

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    Location:
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    Name: Syane

    Element: Light
    Type: Human/Female
    Origin: Envylia
    Gender: Female
    Height: 167cm
    Weight: - (If I told you, she would smack me...)
    Birthday: Sept 19
    Blood Type: Type Kn
    Zodiac: Moon of the Bright Knight
    Likes: Klerolos/Lyros
    Hobbies: Cooking sweets
    Illust: ???????
    CV: 戸松 遥(Haruka Tomatsu)
    Three Size:
    B: 110
    W: 50
    H: 100

    Leader Skill: +30% HP/MATK/MDEF, +20% Magic ATK for Light Units

    Stats Rank(When we reach the end game, not in 85):

    HP: B

    PATK: C

    PDEF: A

    MATK: SS

    MDEF: A

    DEX: B

    AGI: B

    CRIT: C

    LUCK: A

    Note:

    D: SUCKS!
    C: Low borderline
    B: Borderline
    A: High Borderline
    S: Excellent
    SS: One of the best few
    SSS: Out bests almost everyone in the game
    SSSS: BEST IN THE GAME(In Numeric: Highest Number)

    A. Job List

    Job 1: Diviner

    Job 2: Magic Meister

    Job 3: Witch Princess

    B. Job 3 Info:

    -Move: 5

    -Jump: 4

    -Max Jewel: 220(Level 60, Job Level 1), 275(Level 75, Job MAX(+Eq. MAX = 245)), 325(Level 85, Job MAX(+Eq. MAX = 260)), 375(Level 91, Job MAX(+Eq. MAX = 285)), 425(Level 99. Job MAX + All Equipment MAX)

    -Starting Jewel: 100%

    -Basic attack range: 1-5

    -Basic Attack Multiplier: MATK*120%

    -Skill Attack Multiplier: (MATK*150% + DEX*120% + AGI*50%) *Multiplier

    Basic Skill:

    -Fire Blast: Inflicts Fire Mag DMG to enemy units in area(Area: 3x3, Range: 5, Height Range: 3)
    Use: 5/5
    Jewel Cost: 20

    -Flashing Winds: Inflicts 2 Hit Wind Mag DMG to enemy in specific area (Area: 3x3 Range: 5, Height Range: 3)
    Use: 5/5
    Jewel Cost: 20

    -Ice Spears: Inflicts 3-hit Random Water Mag DMG to enemy in specific area (Area: 3x3, Range: 5, Height Range: Unlimited)
    Use: 5/5
    Jewel Cost: 20

    -Thunder Judgement: Inflicts Thunder Mag DMG to enemy in specific area(3x3, Range: 5, Height Range: Unlimited)
    Use: 5
    Jewel Cost: 20

    (Multiplier: *120%)

    -Defending Rune: Places a grid that will provides a shield to target ally in specific area also increases PDEF/MDEF of ally units in that grid for 3 turns.(Area: 3x3 cross, Range: 3, Height Range: 3)
    Use: 3
    Jewel Cost: 30

    -Princess Heal: Heal all allies(At least +20% stronger than Strong Potion or something that increases her HP) in the area around self(Area: 3x3 cross, Range: 3, Height 3)
    Use: 3/3
    Jewel Cost: 40

    (J+ Addition: -Princess Chanting: x3 MATK/MDEF, Slightly Increases AGI(+5%), casts quicken, also reduce Cast Time by 50% to self for 1 turn, gives her a shield buff that equals to her Max HP for 3 turns
    Jewel Cost: 70
    Use: 1/1)

    Condition: Clear Chapter ???-???(Depends on story phase))

    Main Skill:

    -Inferno: Inflicts Fire Mag DMG(Med) to enemy units in area(Area: 5x5, Range: 3, Height Range: 3), Lowers enemy PDEF/MDEF, Inflicts Burning(same as poison debuff, but also removes "Auto Regen" and "Auto Jewel Regen" Buff during the Burning Status, can be countered using Vaccine/Stats Ailments Immunity)
    Use: 5/5
    Jewel Cost: 35

    -Tornado: Inflicts Wind Mag DMG(Med) to enemy in specific area (Area: 5x5 diamond, Range: 3, Height Range: 3), Pushes enemy 1 square back, except in the middle, lowers enemy CT by half
    Use: 5/5
    Jewel Cost: 35

    -Ice Chains: Inflicts Water Mag DMG(Med) to enemy in specific area (Area: 5x5 diamond, Range: 3, Height Range: 3), chance of inflicting Slow, Lowers Enemy's AGI/Evasion rate by 50%
    Use: 5/5
    Jewel Cost: 35

    -Hammering Lighting: Inflicts Thunder Mag DMG(Med) to enemy in specific area(Area: 5x5 Diamond, Range: 3, Height Range: Unlimited), chance of inflicting Stun, lowers enemy PATK/MATK
    Use: 5/5
    Jewel Cost: 35

    -Charming Light: Inflicts Light DMG(Med) to enemy in specific area(Area: 5x5 diamond, Range: 3, Height Range: 3), chance of inflicting charm for 3 turns, reducing their charm resistance beforehand, chance of inflicting silence after the charm ends.
    Use: 5/5
    Jewel Cost: 35

    -Silencing Darkness: Inflicts Dark MAG DMG(Med) to enemy in specific area(Area: 5x5 diamond, Range: 3, Height Range: 3), chance of inflicting silence, reducing their silence resistance beforehand, also reduces enemy's DEX/CRIT.

    -Switching Rune: Moves one of your allies or yourself(Area: 3x3, Height Range: 3) to a designated place(Range: 7, Height Range: 3), increases their CT by 50
    Use: 3
    Jewel Cost: 50

    -Attacking Rune: Places a grid that increases PATK/MATK(20~40%) also increases their resistance towards Bind/Daze/Silence/Stop of ally units in that grid for 3 turns.(Area: 3x3, Range: 3, Height Range: 3)
    Use: 3
    Jewel Cost: 30

    -Speeding Rune: Places a grid that increases AGI(3~5%) of ally units also casts quicken in that grid for 3 turns.(Area: 3x3, Range: 3, Height Range: 3)
    Use: 3/3
    Jewel Cost: 30

    (J+ Addition:

    -Supporting Rune: Places a grid that gives quicken, increases resistance towards CT related status ailments and raises AGI to ally units in the area and cure all stats ailments also buff(Death Sentence included) for 3 turns(Area: 3x3, Range: 3, Height Range: 3)
    Use: 3/3
    Jewel Cost: 45

    -Time Rune: Places a grid that inflicts magic damage(Low) towards enemies, inflicts Delay/Stop, reduces their Delay/Stop beforehand, and reduce their CT to 0.(Area: 3x3, Range: 7, Height Range: 3)
    Use: 1/1
    Jewel Cost: 70

    Counter: Counter Charm Illusion: Chance of Reducing the incoming damage, when recieving dmg(could be guarded or not), Inflicts Mag DMG to enemies in units attacking range, reducing their charm resistance and MDEF, also procs against skills.

    Passive Skill:
    1. Princess Rune: Raises Max HP/Max Jewel/AGI(5~20%), also increasing guard chance(+10%), Raises MATK/MDEF to every time the unit defeats an enemy, stackable to 5 times

    2. Princess Knowledge: Raises MATK/MDEF(10~15%), quickens cast time by 1/2, increases Magic Damage(20~30%)

    Equipment:

    -Lv.1 -> 2:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.2 -> 3:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.3 ->4:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.4 -> 5:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.5 -> 6:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.6 -> 7:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.7 -> Lv.8:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.8 -> Lv.9:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.9:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.10:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.11:

    1.

    2.

    3.

    4.

    5.

    6.

    B. Enchant Job Move Change: (Coming soon)

    C. Master Ability:

    1. Sacred Prayer: Sacrificing 10% of her HP, Heals all allies(excludes herself) while inflicts Mag DMG to enemies(Med), chance of inflicting Delay to enemies(low), chance of casting quicken on allies(low), reduce enemy ct by 1/3, while adding allies CT by 1/3(, also granting allies shield and status ailments immunity for 3 turns. (Range: ALL MAP)
    Cast Speed: 100 (Should be the longest one)
    Use: 1/1
    Jewel Cost: 100
    Condition: Clear Chapter 1 Stage 10

    Master Ability(All Job): (Coming soon)

    D. Gears: (Coming soon)

    1.
    Starting Rarity:
    How to get: Summon!

    2.
    Starting Rarity:
    How to get:

    3.
    Starting Rarity:
    How to get:

    E. Cards: (Coming soon)

    1.

    How to get:

    2. Character Card


    F. Enlightments: (Coming soon)

    Envy:

    Sloth:

    Lust:
     
    Last edited: Oct 7, 2019
  6. XingHa

    XingHa Moderator Staff Member

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    "Leader Skill: +50% PATK, MATK, and HP for Dark units"
    - this kind of powercreeping is like TAC JP 4 yrs or so
     
  7. ganmbit

    ganmbit Member

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    Oh, I forget to change the LS, It's not hers
     
  8. ganmbit

    ganmbit Member

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    Location:
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    Unit Name: ????? (First Antagonist of First Project)

    Element: Dark
    Type: Human/Female
    Origin: Lustburg
    Gender: Female
    Height: 167cm
    Weight: - (If I told you, she would slash my head with her axe...)
    Birthday: Oct 5
    Blood Type:
    Zodiac:
    Likes: Magic Chocolates
    Hobbies: Smacking any males that she saw
    Illust: ???????
    CV: -(A tomboy character seiyuu indeed)
    Three Size:
    B: 97
    W: 45
    H: 90
    Extra note on her appearance: she has buffed muscle and she is muscular, different than any of the antagonists that loves to dress as an elegant one also she is the most "open" in terms of outfit due to her hobby to smack any males that she saw.

    Unit Lore: As one of the greatest magical knights in Lustburg, she always boasts for her pride, power, and her axe. She is one of the most feared teacher in the school o Lustburg and nobody dares to come near her. The males of Lustburg that survive never shown themselves in front of her, and male bartenders tend to hide when she comes. There is one rumor that she could kill hundreds of men by her single axe blow. She loves war as much she love Magic Chocolates. There is one sad story in her past that triggers her to hate men.

    Leader Skill: +50% Max HP, +40% PATK/MATK, +20% PDEF/MDEF to Dark Units

    Stats Rank(When we reach the end game, not in 85):

    HP: SSS

    PATK: SSS

    PDEF: SSS

    MATK: C

    MDEF: A

    DEX: SS

    AGI: S

    CRIT: C

    LUCK: B

    Note:

    D: SUCKS!
    C: Low borderline
    B: Borderline
    A: High Borderline
    S: Excellent
    SS: One of the best few
    SSS: Out bests almost everyone in the game
    SSSS: BEST IN THE GAME(In Numeric: Highest Number)

    A. Job List

    Job 1: Blood Lust Warrior(Has a quite high AGI Bonus even for a Tank-Based Job)

    Job 2: Warrior
    JE: Warrior[Gigantes]

    Job 3: Holy Cavalier
    JE: Holy Cavalier[Ghia]

    B. Job 1 Info:

    -Move: 4

    -Jump: 3

    -Max Jewel:

    -Starting Jewel: 75%

    -Basic attack range: 1

    -Basic Attack Multiplier: ( PATK+(PDEF/10)+((AGI*120%)/10) )*150%

    -Skill Attack Multiplier: (MATK or PATK(Depends on her attack type) *(((Max HP/10 * 25%) + (PDEF/10 * 50%) + (DEX * 50%) + (AGI/2)) *Multiplier)

    Basic Skill: Basic Blood Axe Technique

    1. "COME TO ME!": After moving, she inflicts Physical Damage (Med) with chance of inflicting rage status(75% + (the percentage of PDEF margin of her and her enemy, the higher the margin, the more the chance)) that increases in strength according to number of dead units(allies and enemies) on the enemy units, lowers her move by 2, raises her PATK/MATK by 1.5x for 3 turns
    Area: 5x5 Diamond
    Range: 7
    Jewel Cost: 24
    Uses: 3/3

    2. Crippling Strike: Inflicts 3-hit Dark Phys Damage(Medium) that increases in strength according to number of dead units(allies and enemies) to a single enemy unit. (Range: 5, Height Range: 3)
    Jewel Cost: 25
    Uses: 3/3

    3. Blood Rage Absorb: Inflicts 2 Hit Slash ATK on enemy units within area around self that increases in strength according to number of dead units(allies and enemies) & absorbs HP [Area: Square (3), Height Range: 3]
    Jewel Cost: 30
    Uses: 3/3

    4.

    Main Skill:

    1. Bloody Throw: Inflicts Curved Slash Damage to enemy unit that increases strength as the number of dead units, and pull then one sq front
    Jewel Cost: 20
    Uses: 3/3

    2. Wrath Axe Slam:

    Blood Rage Dash: Inflicts Dark Hybrid Slash Damage(Phys and Mag, med) to single enemy after moving, chance of inflicting Critical, Changing to Blood Rage Dash(doesn't have a turn interval)
    Range: 13
    Multiplier: 150%

    Blood Rage Strike: Inflict Dark Hybrid(Phys and Mag, Med) Slash Damage to single enemy after moving, Pre-emptively increases own PATK/MATK(+10~20%) for the next turn, Reduces enemy's PATK/MATK/PDEF/MDEF for 3 turns, Inflicts Bind/Silence/Daze and "after-Bind" Slow, changing to Blood Rage Slam
    Range: 13
    Multiplier: 180%

    Blood Rage Slam: Inflict 5-hit Dark Hybrid(Phys and Mag, Total Damage Heavy) Slash Damage to enemy units in the area, Strong against Males, 100% Hit, Ignores DEF/MDEF, & greatly raises all of own stats for three turns
    Range: 5
    Area: Square(5)
    Multiplier: 250%


    (J+ Addition: )

    Counter:
    Rage Axe Throw: Inflicts Hybrid Magical Damage to a enemy, inflicts Poison, recovers her HP(30% of the damage recieved), Recovers own jewels(+1~20). Also proc against skills.

    Passive Skill:
    1. Battle Lust: Increases PATK/PDEF/MATK/MDEF/MAX HP/AGI/DEX passively(+10~20%), and will be increased based on the number allies defeated and enemies that this unit defeated(+5% per ally death, +1% per enemies slain by herself or by her allies)

    2. Overwhelming Rage: Increase Guts/Strong vs Male/Slash Attack(+10~20), passively increases PATK/CRIT(+20%) and will increased by the number enemies slain by her(+1%/kill), also enhances her counter damage(+20~50%)

    Equipment:

    -Lv.1 -> 2:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.2 -> 3:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.3 ->4:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.4 -> 5:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.5 -> 6:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.6 -> 7:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.7 -> Lv.8:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.8 -> Lv.9:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.9:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.10:

    1.

    2.

    3.

    4.

    5.

    6.

    -Lv.11:

    1.

    2.

    3.

    4.

    5.

    6.

    B. Enchant Job Move Change: (Coming soon)

    C. Master Ability: (Coming soon)

    Master Ability(All Job): (Coming soon)

    D. Gears: (Coming soon)

    1.
    Starting Rarity:
    How to get: Summon!

    2.
    Starting Rarity:
    How to get:

    3.
    Starting Rarity:
    How to get:

    E. Cards: (Coming soon)

    1.

    How to get:

    2. Character Card


    F. Enlightments: (Coming soon)

    Envy:

    Sloth:

    Lust:
     
    Last edited: Dec 31, 2019
  9. ganmbit

    ganmbit Member

    Messages:
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    Location:
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    Name: Jay
    Gender: Male
    Element: Water
    Rarity: 5*
    Origin: Lustburg
    (Like Magnus, his original Origin is Slothstein)

    Leader Skill: +20% HP/+50% PATK/+20% Missile Power for Water Units

    Kaigan Ver: +25% HP/50% PATK/+25% Missile Attack Power/+5% All ATK Power/+10% Water Attack Power/+30% Strong vs Fire to Water Units

    Stats:

    HP: B
    PATK: A+
    PDEF: C
    MATK: D
    MDEF: B
    AGI: A+
    DEX: S+
    CRIT: A+
    LUCK: B

    Translation/Comparision to All units:
    SS: Best
    S: One of the best
    A: Above Average
    B: Mediocre/Average
    C: Below Average
    D: Lowest
    ....+: Could be more than certain rank
    ....-: Could be less than certain rank

    (Jobs)
    Job 1: Icy Gunslinger
    Job 1+: Ice God's Gunslinger
    Job 2: Machinist
    Job 2 Enchant: Machinist [Diana]
    Job 3: Sniper
    Job 3 Enchant: Sniper [Barrel]

    Job 1 Info:
    Move: 4
    Jump: 3
    Attack Range: 5
    ATK Scalling: 1.2 *((PATK + DEX) + (AGI/50))
    Jewel: 110-200(level dependent)
    Initial Jewel: 25%

    Ice Gun:

    1. Ice Bullets: Inflicts 2-Hit Water Physical Missile ATK(high) to single unit, Strong vs Human, Very Strong vs Fire, reduces Missile Res/Water Res/PDEF
    (Has Cast Time, unit lockable).
    Range: 5
    Height Range: 3
    Jewel Cost: 20
    Uses: 3
    Multiplier: 150%

    2. Icy Quick Draw: Inflicts Water Physical Missile ATK(low) to single unit, Strong vs Human, Very Strong vs Fire, inflicts Bind/Daze/Silence
    Range: 5
    Height Range: 3
    Jewel Cost: 15
    Uses: 3
    Multiplier: 100%

    3. Piercing Ice: Inflicts penetrating Water Physical Missile Attack(High) to enemy units, Ignores PDEF, Strong vs Human, Very Strong vs Fire, Increases Damage when attacking from Front, Greatly Increases Damage and critical chance when attacking from Behind
    Range: 5(+3 for piercing only)
    Height Range: 3
    Jewel Cost: 20
    Uses: 3
    Multiplier: 150%

    4. Icy Leg Shot: Inflicts Water Physical Missile Attack(Medium) to single enemy unit, Strong vs Human, Very Strong vs Fire, Inflicts Slow, Reduces enemy AGI/Evasion Rate
    Range: 5
    Height Range: 3
    Jewel Cost: 20
    Uses: 3
    Multiplier: 130%

    5. Ice Bomb: Inflicts Water Physical Attack(High) to enemies in the area(Special: Star(5x5 Diamond + cross(5)), Strong vs Human, Very Strong vs Fire, Reduces AGI/Evasion Rate/Hit Rate/PDEF/Missile Res/Water Res, chance of inflicting Critical
    Range: 5
    Height Range: 3
    Jewel Cost: 20
    Uses: 3
    Multiplier: 170%

    6. Pinpointing Ice: Inflicts Water Physical Attack(High) to single enemy unit, inflicts stop with after-stop Petrify, Strong vs Human, Powerfully Strong against Fire, Reduces Water Res/Missile Res, chance of inflicting Critical
    Range: 5
    Height Range: 3
    Jewel Cost: 20
    Uses: 3
    Multiplier: 180%

    J+ Addition:

    Ice Blast: Inflicts 3-Hit Water Physical Attack(Heavy) to enemy units in area, Strong vs Humans/Mechanics/Monsters/Plants, Powerfully strong against Fire
    Range:1
    Area: 4x3 Lateral
    Jewel Cost: 40
    Uses: 3
    Multiplier: 250% Total

    Basic Ice Gun:

    1. Refill: Increases own PATK/DEX, Greatly Increases own Missle Attack/Water Attack for the next turn
    Use: 5

    2. Ice Grenade: Inflicts Water Physical Attack(Low) to enemies in the area(3x3 Cross), Strong vs Human, Strong vs Fire, Nullifies Quicken/Buffs/Regen(Both Regen and Jewel Regen), Reduces Water Res/Missile Res
    Range: 5
    Height Range: 3
    Jewel Cost: 20
    Uses: 5
    Multiplier: 100%

    3. Ice Rain: Inflicts 2 Hit Water Physical Attack(Med) to enemies in the area(3x3 Square), Strong vs Human, Strong against Fire, Chance of inflicting Slow/Bind/Daze, 100% Hit
    Range: 5
    Height Range: 3
    Jewel Cost: 20
    Uses: 5
    Multiplier: 125%

    4. Ice Shotgun: Inflicts Water Physical Attack(Med) to enemies in the area(2x3 Lateral), Strong vs Human, Strong against Fire, Chance of inflicting stun, and pushing enemies back by 2 sq, Ignores DEF
    Range: 5
    Height Range: 3
    Jewel Cost: 20
    Uses: 3
    Multiplier: 135%

    5. Ice Flash: Inflicts Water/Light Physical Attack(Med) to enemies in the area(Square-Cross), Strong vs Human, Strong against Fire, Inflicts Paralysis and After-Paralysis Blind, Reduces AGI/DEX
    Range: 5
    Height Range: 3
    Jewel Cost: 20
    Uses: 5
    Multiplier: 120%

    J+ addition:

    6. Ice Gear Enhancing: Permanently Increases Missile Attack Power by x1.5 also increase Water Attack Power by x1.2, Increases PATK by x1.1, Increases Move(+2) and Increases Jump(+2), buffs cannot be removed
    Jewel Cost: 25
    Uses: 1

    7. Ice Barrier: Adds a shield to all allies and himself in the area, increases PDEF/MDEF while powerfully Increases Fire Res to enemies in the area(3x3), the shield will reduce all incoming damage by 50%
    Jewel Cost: 35
    Uses: 3

    J+ Common Addition: All attacks has a chance of inflicting critical and Ignoring PDEF, Increased All Attack Damage Output by 20%, All non-J+ Moves get +2 Use

    Passive

    1. Enhanced Ice Core: Increases AGI/DEX/Missile Attack Power

    (Kaigan Ver)

    1. Ice God Core: Increases AGI/DEX/Missile Attack Power

    2. Ice Armor: Increases PDEF, Greatly Increases Fire Res, Powerfully Increases Water Attack Power, Reduces Jewel Cost

    Counter Skill: Ice Bullet Counter: Has a chance to guard all attacks by -75% and inflicts water phys damage to enemies whether the guard is succeed or not, reduces Enemy PDEF/Missle Res/Crit Res, also proc against skill attacks

    JM Reward:
    HP: 10%
    PATK: 10%
    DEX: 15%
    AGI: 10%
    CRIT: 5%

    (J+M(Job+ Master) Extras)
    HP: 4%
    AGI: 5%
    DEX: 5%
    CRIT: 5%
    Missile Power: +10
    Strong vs Fire: +10

    Story Master Abbility: Increases HP/PATK/DEX/AGI, Greatly Increases Strong vs Fire/Missile Attack/Water Attack Power

    Weapon Ability: Ice Lady

    Inflicts 5-Hit Water Physical DMG(Heavy) to enemies in the area(Special: Star(5x5 Diamond + 5x5 Cross)), Ignores and Pre-emptively reduces DEF(Both PDEF and MDEF), Powerfully Strong against Humans/Fire, Inflicting Stun with After Stun Bind/Daze/Silence
    Range: 5
    Height Range: 3
    Jewel Cost: 20
    Uses: 3

    Weapon Gear: Led-Ledi(Ice Lady in Russian)
    Detail: a mix of a Grenade Launcher and Sniper Rifle, most of its color is icy blue, and has a normal length of a sniper rifle, instead of using ammo, it uses ice magic crystal that he makes himself in Lustburg

    Buffs:
    +50 PATK
    +20 Missile Attack Power
    +20 Water Attack Power
    +30 DEX(Stackable with other gear)
    +15 AGI(Stackable with other gear)

    Note: Stackable with other gear thing is make this gear extra buff for certain area stackable with other gear buffs, this thing will be implemented on my Second Project Main Character/Hito for his AGI(His AGI with All gears will make him more than Neun and Bashini, but not combined)

    Enlightenment:

    Envy: Increases HP/PATK/DEX

    Sloth: Ice King Core -> Ice God Core: Increases AGI/DEX/Missile Attack Power/PATK, Powerfully Increases own Water Attack Power/Strong vs Fire

    Lust: +20% HP/+30% PATK/+20% Missile Power for Water Units > +25% HP/30% PATK/+20% Missile Attack Power/+5% All ATK Power to Water Units

    Gluttony: +HP/PATK/DEX/Strong vs Envy/Strong vs Sloth

    Wrath: Changes one of his moves and some carbon copy move for all other jobs
    Pinpointing Ice -> Pin-Hole Ice: Inflicts 3-hit Water Physical Attack(High) to single enemy unit, inflicts stop with after-stop Petrify, Strong vs Human, Powerfully Strong against Fire, Greatly Reduces Water Res/Missile Res, inflicts Critical, increase power
    Range: 5
    Height Range: 3
    Jewel Cost: 20
    Uses: 3
    Multiplier: 180%

    Greed:

    Pride
     
    Last edited: Jun 9, 2020
  10. XingHa

    XingHa Moderator Staff Member

    Messages:
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    Likes Received:
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    I also had my fiction work that i update time to time whenever an idea pops in my mind.

    Main Antagonist
    (0) Xing Ha the Demon Lord - an otaku scientist transported into another dimension (like an isekai anime)
    Note: It was always my dream to be a grand villain in alternate life.

    I. Demon General
    (1) Azarak
    (2) Talmagun
    (3) Oun Dobu
    (4) Vji Lynfi
    (5) Nrhglsfcttp
    (6) Baldaeq

    II. Demon Guard
    chaos = luan
    catastrophe/cataclysm = zainan
    anguish = yiwang
    oblivion = yiwang

    III. Gravekeeper
    (1) Yul'yi the Shadow Pumpkin Witch - she is picky so she doesn't ride a broom, instead...
    yul'yi.jpg
    i offered her a pumpkin carriage like Cinderella's. and lucky to bump into similar image in a particular anime
    (2) Brakowa the Soul-bearing Tree

    IV. Holy Knight
    (1) Athlan
    (2) Maran Asthe
    (3)
    (4) Krauszt - a friend's entry so i granted his wish
    (5) Juro
    (6) Lana
    (7) Zolfa
    (8) Raleus
    (9)
    (10)
    (11)
    (12) Azalin
    Note: They are like Rounds of the Knight's Table.

    V. Orc Master
    (1)
    (2)
    (3)
    (4) Thul'ic
    (5)
    (6)
    (7)

    VI. Elf

    ???. Dragon Lord
     
    Last edited: Apr 21, 2020
  11. ganmbit

    ganmbit Member

    Messages:
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    Well, Xing Ha, the purpose of this thread is for "My Custom Units" and making their Skillset, Jay is already planned long time ago as the project one "summon" exclusive units(You got Shane for free but Darkus, Jay, and so many others are in the Summon List of First Project) and Hito is free unit in his own story project and he is like Kanon, all jobs are original and has no copy cats in it(No generic job inside) that is why he got his own wall so in this only some units that come in my mind for this

    If you wanted to post here, see the previous units and learn the format tho... Since, all of this is for the skillset of each of the units inside
     
  12. XingHa

    XingHa Moderator Staff Member

    Messages:
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    Likes Received:
    110
    my fiction work is not TAC-related or TAC-inspired
     
  13. ganmbit

    ganmbit Member

    Messages:
    102
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    Location:
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    (Not belong in 1st nor 2nd project)

    Name: Andrei (アンドレイ)
    Gender: Male
    Element: Light
    Rarity: 5*
    Origin: Northern Pride (Screw Envylia, too many units already. I will take Gluttony Foss

    Leader Skill: +30% HP/+30% PATK/+10% Strong vs Dark to Light Units

    Stats:

    HP: S
    PATK: A
    PDEF: B
    MATK: D
    MDEF: B
    AGI: B
    DEX: A
    CRIT: A
    LUCK: C

    Translation/Comparision to All units:
    SS: Best
    S: One of the best
    A: Above Average
    B: Mediocre/Average
    C: Below Average
    D: Lowest
    ....+: Could be more than certain rank
    ....-: Could be less than certain rank

    (Jobs)
    Job 1: Holy Lancer
    Job 1+: (Not yet planned but I have it already)
    Job 2: Dark Cavalier
    Job 2 Enchant: Dark Cavalier [Zeele]
    Job 3: Warrior
    Job 3 Enchant: Warrior

    Job 1 Info:
    Move: 3
    Jump: 2
    Attack Range: 2
    ATK Scalling: 1.4 * PATK
    Hit combo: 2
    Jewel: 110-200(level dependent)
    Initial Jewel: 25%

    Main Job: Holy Lance

    1. Grand Wind [Joseph]
    Penetrating Light Pierce Attack(High, strong vs Demon/Dark), 2 sq knockback, chance of critical to enemy units in the area, chance of bind
    Range: 1
    Height Range: 2
    Area: 2x3 Lateral
    Jewel Cost: 15

    2. Holy Bind [Iscariot]
    Inflicts Light Pierce Attack(Med) on enemy units in area, chance of critical, inflicts Bind/Daze/Silence, Reduce Pierce Res, Strong vs Demon/Dark
    Range: 3
    Height Range: 2
    Area: 3X3 Cross
    Jewel Cost: 25

    3. Piercing Light [Longinus]
    Inflicts 3 hit penetrating Light Pierce(High) attack to enemy units in area, chance of critical, Inflicts Blind, PATK/CRIT x2, Greatly Raises Crit%, Strong vs Demon/Dark, Increase damage based on number area covered
    Range: 1
    Height Range: 3
    Area: 3x4 Lateral
    Jewel Cost: 30

    4. Divine Cross [Peter]
    After Moving, Inflicts Penetrating Light Pierce Attack to enemy units in area, inflicts critical, strong vs Dark/Demon, Increase damage based on number of targets and area covered(more parts of AoE covered = More damage)
    Range: 7
    Height Range: 3
    Area: Cross(11)
    Jewel Cost: 50

    5. Gracious Pierce [Jacob]
    Inflicts Light pierce attack to enemy units in area, inflicts critical, strong vs Dark/Demon, Inflicts Silence, Increase damage based on number of targets and area covered
    Range: 7
    Height Range: 3
    Area: Star(Diamond+Cross)
    Jewel Cost:

    6. Royal Pierce [Andreas]
    Inflicts 2 hit Light Pierce attack to enemy units in the area, inflicts critical, strong vs Dark/Demon, Increase damage based on number of targets and area covered
    Range: 1
    Height Range: 3
    Area: Line(5)
    Jewel Cost: 32

    (Level 85 special)

    7. Sacred Trident [John]
    Inflicts 3 hit light pierce attack to all enemy units in the area, inflicts critical, raises damage/crit% based on number of targets and area covered, Strong vs Dark/Demon, Absorbs their PATK/DEX/CRIT, Greatly Lowers enemy Pierce Res, Increase own Pierce Attack Power by 1.5 for 1 turn
    Area: Special(Cone-laser but 1 square longer and 2 square wider in the 3rd row)
    Range: 1
    Height Range: 3

    Basic:

    1. Holy Prayers [Maria]:
    Will survive fatal Dmg and stay alive on verge of death from activation(Activated when User HP is 0) until the user's turn, also raises PATK/Pierce Attack Power by 1.5 permanently after activation
    Jewel Cost: 25
    Use: 1/1
    (How this skill works? When Andrei use this skill, he have will one guts guarantee until his turn from the moment his HP is touching 0%. He will enjoy permanent PATK/Pierce Attack Increase in his turn after his guts activation)

    2. Holy Charge [Francis]
    PATK/CRIT/DEX x2, Raises Pierce Attack Power and enhance Gracious Pierce [Jacob], Divine Cross [Peter], Royal Pierce [Andreas], and Sacred Trident [John] damage until each skill activation
    Jewel Cost: 10
    Use: 1/1

    3. Divine Wave [Erebus]
    Inflicts Light Pierce Damage(med) to enemy units in the area, 1 square knock back
    Area: 3x3 Square
    Range: 3
    Height Range: 2
    Jewel Cost: 17
    Use: 3/3

    4. Quick Pierce [Leonidas]
    Light Pierce Attack on enemy units in area, inflicts critical, raises damage when he is attacking from behind, strong vs Dark/Demon
    Area: Line(3)
    Height Range: 3
    Jewel Cost: 20
    Use: 3/3

    5. God Hammer [Luke]
    Jump and Light Pierce attack on enemy units in area, Inflicts critical, raises damage based on number of units or area covered
    Area: Square-Cross
    Height Range: 3
    Jewel Cost: 20
    Use: 3/3
    Cast Speed: 500

    Counter: Siphoning Stab [Galeo]
    Inflicts Jewel DMG and Light Pierce damage pre-emptively, absorbs jewels/part of damage, chance of critical, raises PATK/CRIT/Pierce attack power(stackable, x5) for 3 turns
    Range: 3
    Height Range: 3

    Passive:

    1. Holy Spear [Maria]
    Greatly Increase PATK/CRIT, Increase Crit%/Pierce Attack Power/Strong vs Dark/Demon

    2. Advanced Spear Technique
    Increase AGI/DEX/CRIT

    Kaigan:

    Envy: HP/PATK/CRIT/AGI
    -Increase HP/PATK/CRIT

    Sloth: PDEF/MDEF/CRIT
    - Holy Spear [Maria] -> Divine Spear [Maria]
    Powerfully Increase PATK/CRIT, Increase Max HP/Crit%/Pierce Attack Power/Strong vs Dark/Demon

    Lust: HP/AGI/PATK/DEX
    -Leader Skill: +30% HP/+30% PATK/+10% Strong vs Dark to Light Units -> +50% HP/+30% PATK/+20 All Attack/+10% Strong vs Dark to Light Units

    Gluttony: HP/PATK/CRIT/DEX
    -Increase PATK/CRIT/DEX

    Wrath: PATK/AGI/DEX
    - Royal Pierce [Andreas] -> Holy Spear Pierce [Andreas]
    Inflicts 2 hit Light Pierce attack to enemy units in the area, inflicts critical, Raises Crit% pre-emptively, very strong vs Dark/Demon, Increase damage based on number of targets and area covered
    Range: 1
    Height Range: 3
    Area: Line(5)
    Jewel Cost: 25

    Greed: AGI/DEX/CRIT

    Pride:
     
    Last edited: Jun 25, 2020

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