Status
340
Status
340
3-5
45
Resistances
Normal
[x1]
Ineff.
[x0.5]
Weak
[x1.5]
Endure
[x0.75]
Normal
[x1]
[x1.2]
Ineff.
[x0.5]
Weak
[x1.5]
[x1.2]
Normal
[x1]
Stagger Threshold
20% (68)
Turn Start: if this unit's Speed is faster than the target's, gain 1 penetratedamageup
PASSIVE
Turn End: Heal 7 SP
Turn End: Gain agility equal to (breath on self/4) next turn (max 3)
Turn End: Gain agility equal to (breath on self/4) next turn (max 3)
PASSIVE
When using a Skill against the same Slot this unit successfully hit last turn, gain the following effects based on the number of consecutive turns it successfully hit the Slot
Resets if this unit failed to attack last turn.
- 1 Consecutive hit: Clash Power +1
- 2 Consecutive hits: Base Power +1
- 3 Consecutive hits: Base Power +1, Coin Power +1
Resets if this unit failed to attack last turn.
- 1 Consecutive hit: Clash Power +1
- 2 Consecutive hits: Base Power +1
- 3 Consecutive hits: Base Power +1, Coin Power +1
PASSIVE
Turn Start: to a random enemy, deal fixed damage equal to 5% of their HP.
PASSIVE
After Attack: heal Core and Part equal to 50% of the damage this unit dealt with its Attack Skill
- At 100% HP, gain 2 attackup next turn. (2 times max)
Based on the percentage of HP healed, gain the following effects (cumulative)
- At 1+ Stack: gain 3 mdemaa at every Turn Start
- At 2+ Stack: gain 3 attackup at every Turn Start
- At 3+ Stack: gain +2 Min & Max Speed
- At 5+ Stack: gain 3 enhancement at every Turn Start
- At 100% HP, gain 2 attackup next turn. (2 times max)
Based on the percentage of HP healed, gain the following effects (cumulative)
- At 1+ Stack: gain 3 mdemaa at every Turn Start
- At 2+ Stack: gain 3 attackup at every Turn Start
- At 3+ Stack: gain +2 Min & Max Speed
- At 5+ Stack: gain 3 enhancement at every Turn Start
PASSIVE
After Attack: inflict 1 tinycarmilla
If the target has laceration, inflict 1 additional tinycarmilla After Attack
If the target has laceration, inflict 1 additional tinycarmilla After Attack
PASSIVE
This unit's Panic Type does not change when inflicted with an effect that changes Panic Types. Instead, this unit is inflicted with an effect that is inflicted against targets without SP.
PASSIVE
Turn End: if in Panic, reset SP to 0.
PASSIVE
level: 45
4
+8
SKILL 1
5
+6
SKILL 2
4
+4
SKILL 4
[On Use] If this unit's Speed is higher than the target's, Coin Power +1 (Coin Power +1 for every 2 Speed difference; max 3)
[On Hit] At 7+ Speed, inflict 3 burst and +1 burst Count
[On Hit] At 7+ Speed, inflict 3 burst and +1 burst Count
[On Hit] At 7+ Speed, inflict 3 burst and +1 burst Count
[On Crit] +100% Damage on Critical Hit
[On Hit] Deal +5% damage for every burst on the target (Max 50%)
Story
- No meaningful distinguishing features could be identified when comparing this entity to sub-entities of other Abnormalities. - Their exteriors, while partially hinging on the host's original appearance, share the following commonalities: bodies bound by vines and a flower bloomed upon their heads. - Upon corrosion of the hosts, the following symptoms could be observed: major loss of rationality and a constant yearning for blood. - However, another observed aspect of this corroded state is that their consciousness is not completely lost, and a rudimentary level of communication could be established. - In the case of corroded humans, transformation into a state similar to that of ravenous Bloodfiends could be observed; it was also observed that corroded humans' ability to maintain consciousness was relatively diminished compared to corroded Bloodfiends(however, due to the small sample size, contradictory findings may be present in future research). - In the case of Bloodfiends, uncorroded subjects have also demonstrated the blood-craving characteristic. It appears that the long period of starvation lowers their ability to rationalize. - Thus, a deeper level of observation of study is required to determine the distinguishing factors between ravenous Bloodfiends and rose-corroded Bloodfiends. - Will note new discoveries in a future report.
- Other Sinners have posited that the corroded entities would attack utilizing their roses or briar vines. - It has been confirmed, however, that they employ the same method of combat prior to their corrosions. - The entity who wielded a greatsword continued to wield it, and entities wielding umbrellas continued to wield them. - Their combat capabilities do not appear to have changed in a meaningful metric when compared to themselves prior to corrosion. - There have been two discoveries of note: all corroded entities were surrounded by lights of unidentified sources, and they have been observed to siphon a portion of blood lost from the Sinners. - The siphoned blood is used to reconstruct itself, but a part of it seems to be channeled to a separate entity. - Will note new discoveries in a future report. → It is likely that the entity that receives the channeled blood is the Abnormality itself.
- After compiling and referencing all available data that has been gathered through encounters, it can be concluded that these entities are very similar to Bloodbags. - There is a high probability that siphoned blood is channeled to the source Abnormality that corroded them. - Sinner #11 made the following query: what happens when a corroded Bloodfiend attempts to create a Kindred or a Bloodbag? - However, as corroded Bloodfiends have not attempted such activities, no further deductions could be made in that avenue. - Upon post-mortem inspection of deceased entities, small roses could still be observed on their bodies. - The roses subsist on the remaining blood on the cadaver; upon exhaustion of such subsistence, it is likely that they will begin to wither. - No further discoveries are to be made. This observation log is concluded. → As the rose is also categorized as an Abnormality, it is reasonable to assume that the entity would not necessarily follow the natural law. → Corrections to the report will be made, should we discover a sample disproving my statement.
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