[After Not MovingTriggers after their player's movement phase, provided this unit was not held during their player's movement phase. Triggered and applied after [After Moving] effects, before [If Stationary] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Poison-100~-200HP/turn for 5 turns (Debuff) to allies and enemies1 square around self (Total turns 2, 3, 4...) Apply StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) to allies and enemiesin a 2-square diamond radius around self / 100% [After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Poison-100~-200HP/turn for 5 turns (Debuff) to allies and enemies1 square around self (Total turns 2, 3, 4...) Apply StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) to allies and enemiesin a 2-square diamond radius around self / 100% [Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Buff ReversalWhen holding buffs: ATK Down by 0.25x, DEF Down by 2.5x for 3 turns. (Debuff) to hit units / 10~20% [When AppearingWhenever this unit appears in a battle for the first time. Happens before the start of the next player's turn. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Bind WeakeningWhile user has Bind: Deal -999999 less damage to enemies for 999 turns (Irremovable Debuff) to self / 100%
[Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.]Deal 1.5x damage to Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff)-affected enemies / 100% [Status ResistanceTriggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.]Remove PossessionBlock CS activation and on-attack skills, vertically reflect range, disables ability to hit enemies, and enable friendly fire for 2 turns. (Debuff) / 50~100% [Turn StartTriggers on turn start of their player, after [Phase Start] effects, before [Opponent Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.](Total turns 3, 4, 5...) Apply Weapon Change (All)Changes the unit's weapon type to All-ranged for 1 turn. (Buff) to self / 50~100%
[Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply DEF UpDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) to self / 45~90% [When Hit′This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)]Apply DazzleATK Down by 0.7x ~ 0.35x for 3 turns (Debuff) to hitting units / 20~40%
[Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.]Deal 1.5x damage to Poison-100~-200HP/turn for 5 turns (Debuff)-affected enemies Deal 1.5x damage to StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff)-affected enemies / 100%
Apply ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) to self + Apply ComboATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns (Buff) to self
"Also known as the King in Yellow and the Walking Biohazard, Hastur is a Transient from the World of the Old Ones. He attends Ueno Academy, home to Tokyo's greatest Transient Biology research lab, where he works in the Biological Disaster Countermeasures unit alongside his beast partner, Ueno Guild's Pazuzu. Cloaking his imposing tentacled bipedal-lizard figure in protective yellow clothing during times of disaster, he cordons off disaster scenes with caution tape to create Battle Zones. These zones are then sealed with his Yellow Sign ability, which draws from his immense biohazard power. His many abilities as a living disaster include manipulating ants and bees into reducing creatures to dry husks, controlling disease-carrying winds, and spreading poison that ravages the mind. He loves humans, perhaps a little too much, so he roars threateningly to keep them away from his dangerous presence. Should his Summoner be one of those beloved humans, he would certainly follow their orders, but not without threats and fearsome complaints. This prospective Summoner need not worry—not unless they are in league with the Old One, ▬▬▬▬▬▬▬▬▬▬▬. When everything falls into place for Hastur in the final act and he satisfies all the right conditions, only then will he enter the battle for Tokyo in a new and unfamiliar manner. For now, however, he makes no effort to hide his disgust toward a certain lizard-lover who is always trying to run experiments on him."
Translated from Japanese
Transient from the world of Old Ones who has the aliases of The Yellow King and Walking Biohazard. He's enrolled in Tokyo's great Transient research area, Ueno Academy, and he's paired with Pazuzu as his beast in the Ueno guild. He has the appearance of a bipedal lizard with tentacles. When disaster strikes, Hastur appears on the scene in a yellow biohazard suit and puts up tape to block entry. In the Enclosed Area that forms, he seals it with the Yellow Seal. Hastur is able to do this because he himself is a biohazard stronger than anyone. He has a servant race of insects that resemble ants and wasps and can desiccate living things. Hastur also has the ability to manipulate ill winds and spread poisons that can ravage the mind. He actually has an irrepressible love for humans, but it is this trait that causes him to intimidate them away from the danger he poses. If summoned by a human, Hastur would follow their orders while saying terrifying things. There's nothing to worry about as long as you aren't related to the karmic old one [REDACTED]. Hastur will only be involved in the final game when certain conditions have been met in the final game in Tokyo. He displays avoidant behavior towards that lizard lover who tries to experiment on him.
[After Not MovingTriggers after their player's movement phase, provided this unit was not held during their player's movement phase. Triggered and applied after [After Moving] effects, before [If Stationary] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Poison-100~-200HP/turn for 5 turns (Debuff) to allies and enemies1 square around self (Total turns 2, 3, 4...) Apply StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) to allies and enemiesin a 2-square diamond radius around self (Total turns 2, 3, 4...) Apply MadnessDecreases vertical movement by 1, enemies deal 400~800 extra damage for 3 turns (Debuff) to enemiesin a 5x5 area around self (Total turns 3, 4, 5...) Apply WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff) to enemieson the entire board / 100% [After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Poison-100~-200HP/turn for 5 turns (Debuff) to allies and enemies1 square around self (Total turns 2, 3, 4...) Apply StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) to allies and enemiesin a 2-square diamond radius around self (Total turns 2, 3, 4...) Apply MadnessDecreases vertical movement by 1, enemies deal 400~800 extra damage for 3 turns (Debuff) to enemiesin a 5x5 area around self (Total turns 3, 4, 5...) Apply WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff) to enemieson the entire board / 100% [Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Fatal Poison-200~-400HP/turn for 5 turns (Debuff) to allies and enemiesin a 2-square diamond radius around self / 100% [Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Buff ReversalWhen holding buffs: ATK Down by 0.25x, DEF Down by 2.5x for 3 turns. (Debuff) to hit units / 20~40% [When AppearingWhenever this unit appears in a battle for the first time. Happens before the start of the next player's turn. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Bind WeakeningWhile user has Bind: Deal -999999 less damage to enemies for 999 turns (Irremovable Debuff) to self / 100%
[Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.]Deal 1.5x damage to Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff)-affected enemies / 100% [Status ResistanceTriggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.]Remove PossessionBlock CS activation and on-attack skills, vertically reflect range, disables ability to hit enemies, and enable friendly fire for 2 turns. (Debuff) / 50~100% [Turn StartTriggers on turn start of their player, after [Phase Start] effects, before [Opponent Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.](Total turns 3, 4, 5...) Apply Weapon Change (All)Changes the unit's weapon type to All-ranged for 1 turn. (Buff) to self / 50~100%
[Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Latent Remove one buffAcquire skill for 4 turns: [Before Being Hit] Apply Remove Buff to self and allies directly adjacent to self / 60% (Irremovable Debuff) to enemieson the entire board Apply DEF UpDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) to self / 45~90% [When Hit′This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)]Apply DazzleATK Down by 0.7x ~ 0.35x for 3 turns (Debuff) to hitting units / 35~70% [Defense ModifierAll modifiers stack with each other.]Take 0.8x damage from Slash-ranged enemies Take 0.8x damage from Long Slash-ranged enemies Take 0.8x damage from Blow-ranged enemies / 100%
[When Hit′This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)]Apply Skill LockCannot activate skills for 5 turns. (Debuff) to hitting units / 40~80% [Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.]Deal 2x damage to Poison-100~-200HP/turn for 5 turns (Debuff)-affected enemies Deal 2x damage to StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff)-affected enemies Deal 2x damage to Skill LockCannot activate skills for 5 turns. (Debuff)-affected enemies / 100% [When AppearingWhenever this unit appears in a battle for the first time. Happens before the start of the next player's turn. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Fatal Poison StrengtheningWhile user has Fatal Poison: ATK Up by 2x for 999 turns. (Irremovable Buff) to self and allieson the entire board / 50~100%
Apply ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) to self + Apply ComboATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns (Buff) to self + Apply Healing ReversalHealing effects from skills and statuses decrease HP instead for 3 turns (Debuff) to hit units
"The Tentacles sprouting from Hastur's body are his Sacred Artifact, which he uses to spread biohazard marks known as Yellow Signs. One touch and the mark is affixed, placing the area under the control of his Rule. His wind and powers of dehydration shut down bacterial reproduction, his insects carry dangerous objects away, and he fights poison with poison. Ueno Academy deals with many unknown pathogenic microbes and parasites, and Hastur serves as an essential deterrent. Without him, their valuable samples could fall into nefarious hands to be used for bioterrorism. The tentacled Transient is also a walking pandemic in the making, threatening to consume Tokyo with disease should the slightest mistake occur. He normally works separately from other members of the Ueno Guild to prevent this. His tamer, Pazuzu, however, remains fearlessly at his side. As a member of the Beast Tamer's guild, he is incredibly concerned about the guild's human master. In matters of counterterrorism, members of the Tokyo Firefighting University and Special Judiciary Police may welcome his cooperation with open arms, but they continue to eye him with suspicion."
Translated from Japanese
Hastur's Sacred Artifact is the tentacles growing from his body. Anything that touches their ends gets stamped with a biohazard mark called the Yellow Seal and fall under the control of his ability. The power of wind and dehydration can defend the propagation of bacteria, the insect servants can carry away hazmats, and poison can fight poison. Since Ueno Academy deals with various unknown pathogens and parasites, that is an indispensable deterrent. Without Hastur, valuable experimental subjects are liable to fall into dangerous hands and abused for bioterrorism. But if Hastur were to make a mistake, he's liable to become a security risk that would magnify even more destructive contagions. Due to that, Hastur often works separately from the other Ueno guild members at a distance. Only his tamer Pazuzu is ever with him at all times. As a Beast Tamer, Hastur is highly concerned with the guild's human guildmaster. Members of Tokyo's firefighting college and special law enforcement officers both rely and see Hastur as a danger in urban counterterrorism plans.
Hastur is based on a fictional deity and a Great Old One in Cthulhu Mythos.
His Charge Skill Yellow King's Sign is a reference to The King in Yellow, a 1895 story book by Robert W. Chambers where Hastur made its first appearence before being incorporated into the Cthulhu Mythos.
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Poison and Fatal Poison it not big problem and his skills was changed about Madness and weakness to allies (this wiki not change yet) Now it effect only enemies, So the real problem is Stigma that decrease Def to allies
If you notice He can hit enemies hard only in slash range and Thrust range because Poison - Stigma advantage but when out of front line debuff advantage he nothing good to hit at back line because he turn self to be All type and damage was multiplier, I suggest you find magic / shoot / snipe type combine to him
Aren't all the souls related to snakes/dragons? I think your idea is cool but I can see Cthulhu more as a "dragon" than the Unnamed Mist. LW even unites some myths so the dragon/snake thing remains
we are actually the Unnamed Mist, azathot explain our old one soul born and live in a eternal sleep, Cthulhu actually fight battles and lose his power and need to rest to get back his old power, someone is being spreading the rumor about we are Cthulhu
I want him to [REDACTED] me so hard that I [REDACTED] and then we [REDACTED] and he [REDACTED] between my [REDACTED] and after that we can cuddle in bed while [REDACTED]
There is nothing canon about their "hate" for each other from the time Lovecraft was alive. Later, there was at least one story by another author that put them as enemies. Its hard to say if LifeWonders is using that setting, but it is the most probable
[Walking Biohazard] Yeah that explains why he spam both allies and enemies with 4 different debuffs... Love the character's design but NOT a fan of the gimmick
>>16054
I'm also curious of that, but the only thing i know is that Cthulhu is his half-brother (based on the myth) and Yog-Sothoth as his father which there could be a possible reaction once he meet Shiro and saw his sacred artifact.
The stories and information posted here are artistic works of fiction and falsehood. Only a fool would take anything posted here as fact.
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