Chaos Luster: Neva Cloud

== Boss Features ==
Roll	Action Dice
Requirement	Item 	Stats
N/A 	COMPLETION REWARD	 	One Accessory: Tome of Chaos – Sacrifice
When equipped, your Maximum Mana is reduced by 50.
Chaos Engine – Automatic Skill: For each HP used FOR ANY ABILITY, you gain +1 MP.
Utility Skill – Bleeding Malice: 1 to 1 Ratio for HP to DMG. With a maximum sacrifice of 50% of the wielder's total health. Can remove HP and add it to weapon DMG.
Skill One – Heinous Blood Pact: Can mark a friendly character. Use can sacrifice 1/3rd of that character’s HP; the wielder can make a pact with the chaotic energies of the Book of Chaos for Sacrifice, sacrificing a portion of their “ally’s” health to increase the power of their next spell or attack. Your DMG is boosted by that 1/3rd HP and that 1/3rd is removed for the game.
Skill Two – Blood Frenzy: You can decrease your HP by 50% and automatically uses 20% HP of all friendly characters AND 100 HP from enemies. As the wielder's health decreases, their blood begins to boil with chaotic energy, granting them increased attack speed and damage. +15 Speed; +3 to Dodge; +50% DMG; +2 to all other stats.
Skill Three – Chaotic Resurrection: As the wielder's health reaches critical levels and they become downed, they can tap into the chaotic energies of the Book of Chaos for Sacrifice to briefly become invulnerable and resurrect themselves if they fall in battle. However, this ability kills an ally permanently and has a chance to corrupt the wielder's mind even further.
Skill Four – Blood Transfusion: The wielder can sacrifice their own health to heal an ally, transferring a portion of their own HP to the target. The amount of health sacrificed determines the amount of healing received, with a maximum sacrifice of 50% of the wielder's total health.
Skill Five – Blood Siphon: The wielder can use a portion of their own MP to drain HP from an enemy; this HP counts at temporary HP, adding their maximum mana and adding the drained HP to the wielder's own reserves. The amount of MP sacrificed determines the amount of HP drained, with a maximum sacrifice of 25% of the wielder's total MP.
Corruption: The use of the Book of Chaos for Sacrifice is not without consequence. Each use of the book has a chance of corrupting the wielder's mind and soul. The more the book is used, the higher the chance of corruption. Over time, the wielder may become twisted and evil, unable to control the power they have unleashed.
1-3 	N/A 	1d10 - 9000 Aelic	N/A
4 	 	 	Armor Set
+15 Armor Value
+15 Strength
+10 Mysticism
+10 Dexterity
-25 Wisdom
-25 Speech
-10 Fortitude
-50 MP
50 LBS
Cursed Ability 0: If rolled and attained, you cannot unequip without rolling for fortitude.
Cursed Ability 1: The armor feeds on the wielder's life force, slowly draining them of their vitality over time. The wielder may experience physical and mental deterioration, such as loss of memory, weakness, and even insanity.
Cursed Ability 2: Those who wear the Cursed Armor of the Blood King are often feared and reviled by others, as their violent and unpredictable behavior can cause harm to innocent bystanders. The wielder may become a pariah and an outcast, shunned by society and forced to live in isolation or exile. Ultimately, the armor may consume the wielder entirely, turning them into a mindless, bloodthirsty monster that will stop at nothing to quench its thirst for violence and destruction.
5 	1d30 / 3d10 	 	Armor Set
+ 8 Armor Value
+5 Mysticism
-5 Fortitude
-25 MP
25 LBS
6 	1d30 / 3d10 	 	Accessory
+10 Mysticism
-5 Fortitude
-3 Wisdom
1 LBS
Cursed Ability 1: If rolled and attained, you cannot unequip without someone skilled in exorcism. 
Cursed Ability 2: the amulet causes the wielder to become addicted to pain, seeking out increasingly dangerous situations in order to feel the rush of agony. The wielder may also become more sadistic and enjoy causing pain to others, as they are able to feed off the pain of others in order to fuel their own magic.
The amulet also has a physical effect on the wielder, causing them to slowly lose their physical form and become more like a living embodiment of pain and suffering. The wielder may experience physical mutations, such as spikes or horns growing out of their body, and their skin may become hard and scaly. They may also become more susceptible to disease and injury, as their body becomes weaker and more fragile over time.
Passive Ability: All Mystical Attacks deal 30% more damage
7 	1d30 / 3d10 	 	Horns of the Demon Lord - Helmet
+3 Intelligence
+2 Mysticism
-2 Speech
5 LBS
Passive Ability: Grants the ability to cast a powerful spell that causes all enemies within 20 feet to take damage equal to the last attack you took. Can only be used once per day.
8 	1d12 	 	Resurrects one party member who has died within 1 day.
9 	1d30 / 3d10 	 	Accessory
+2 Strength
+2 Fortitude
-25 MP
18 LBS
Passive Ability: Grants the ability to summon a powerful Chaos shield, absorbing up to 200 DMG for one shot. Can be used as a reaction once per game.
10 	1d30 / 3d10 	 	Accessory
+3 Mysticism
+2 Intelligence
-2 Fortitude
2 LBS
Passive Ability: Grants the ability to curse enemies, causing them to suffer from terrible misfortune, lowering all their skills by 50% for 1 reaction.
== Special Abilities ==
HIDDEN