Tuesday, September 24, 2019

Gothmog, High Captain of Angband





Gothmog: Level 77
HP: 630,000 (1,890,000) (4,536,000) (7,257,600) (11,612,160) (15,095,808)
Attack: 7,500
5GM Axe: 1000
5GM Sword: 1000
5GM Whip: 1000
5GM Dark: 1000
5GM Throw: 1000
5GM Claw: 1000
5GM Sonic: 1000
5GM Magic: 1000
5GM Fire: 1000
Claw Attacks: 7,500 (8,500)
Gothmog's Greataxe: 2700 (10,200) (11,200) (12,200) (13,200) (99,000) (198,000) (396,000) (1,584,000)(2,376,000) (3,564,000 v burning)
Gothmog's Greataxe: 2700 (10,200) (11,200) (12,200) (13,200) (14,200) (106,500) (213,000) (319,500) (639,000) (2,556,000)(3,834,000)(5,751,000) (8,626,500 v burning)
Vicious Flame Whip: 900 (8,400) (9,400) (10,400) (11,400) (85,500) (171,000) (342,000)
Flame Whip Grab: 900 (8,400) (9,400) (10,400) (11,3400) (85,500) (171,000) (513,000)
Dark Blast: 7,500 (8,500) (63,750) (127,500) (382,500)
Gothmog Unleashed: 500 (8000) (9000) (10000) (11000) (82,500) (165,000) (247,500) (495,000) (1,485,000)
Defense: 7,500 (9,500) (19,000) (38,000)
Shadow Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (60,000) (120,000) (240,000) (259,000)
Flame Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (60,000) (120,000) (240,000) (499,000)
Sonic Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (60,000) (120,000) (240,000) (739,000)
Seath Crystal Pendant: 100 (1100) (8,250) (16,500) (33,000) (772,000)
Ancalgonscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (805,000)
Smaugscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (838,000)
Radio dial Pendant: 100 (1100) (8,250) (16,500) (33,000) (871,000)
Magicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (901,600)
Darkscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (932,200)
Flamescale Pendant: 20 (1020) (7,650) (15,300) (30,600) (962,800)
Sonicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (992,400) (1,986,800)
Speed: 236 (-30) (-10) (241) (246)
Skill: 285 (295) (+30 hit) (+50 skill v burning)
Move: 7 (11 (12) while flying)


Items:

Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.

Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.

Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.

4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.

Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dropped at death.

10-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.

Gothmog's Greataxe+++: -30 speed. This giant axe only exists when summoned by the will of the Balrog. Thus it will reform if broken and cannot be stolen. The blade may only strike once, but it is very strong and is capable of heavily damaging the weapons used by other characters, particularly lance, bow, and scythe-type weapons. This weapon has a 50% (90%) (120%) chance to induce the burning status when it strikes or even misses the foe. This weapon deals 50% more damage vs burning foes. Base 2700 blade/fire type might. This weapon may be augmented by dark or magic.

Heavy Weapon Seal: An elite weapon seal. This will cause the buff of Heavy Blow to be increased by an additional 100%. 

Vicious Flame Whip+++: 1-3 ranged attack. Does not count as a ranged attack or a projectile. This powerful weapon will hit behind shields and certain barriers. Base 900 whip/dark/fire type might. This weapon will always strike twice when attacking, and ignores the limitation and boosts of "Heavy Blow". This weapon may be used without removing Two Handed Stance. This whip boasts a 50% chance to induce a burning status. This weapon's base might is added to Flaming Whip Grab.

Elite Balrog Forged Flesh: This demonic forged flesh grants +50 skill vs enemies who are burning. It will also triple the damage of Flame Body. This flesh grants immunity to water and resistance to earth, air, and energy. Adds 2000 to the base defense stat of the character. This flesh prevents the unit from wearing armor. 

Demonic Forged Eye: This eye has been implanted into a Demon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.

Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense.  It can technically be removed but requires extreme precision.

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, it will also increase their total defense by 50%. A character may hold up to two of these items. This item is very hard to steal.

Unfeeling Fragment of Heaven's Walls: This incredibly rare item will cause the holder to resist sacred damage, ignore Blessings of Divine Light, and be immune to the ability Rend Heaven. This item is nearly impossible to drop or steal. However, the holder of this item cannot be saved by Miracle or Miraculous Save, nor can they use Blessings of Divine Light.

Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen. 

Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind). This item is easily lost or stolen. 

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.

Clotting Ring: This ring will debuff the damage of all blood type attacks used within three range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring is easily lost or stolen.

Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 45%.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen. 

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage. 

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen

Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, ambushes and backstabs.

Vile Flame: All fire attacks by this character will harm allies and foes alike. All Fire Attacks by this charater are impossible to consume. This item is nearly impossible to drop of steal.

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.

3-Erdtree Sap: Heal 5% (15%) of HP at start of turn; Up to 3 may be held at a time. 

Vicious Silver Pin: A small, needle-like pin that can easily we warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very diffiuclt to steal and very valuable. 

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.

Shimmering Slay-Breaker: This tiny, beuatiful pin is warn like a brooch. It will cause abilities and items/weapons that increase the damage against this character wearing it to be 25% less impactful (Example: 30% boost from Demon Slayer becomes a 22% boost. A weapon that deals double damage now deals 75%). 

Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.

Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%. 


Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.


Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight.

Devilish Destruction Charm

4-Poms of Power (Dark, Magic, Psychic, Fire)

12- Fire Gems+Flame Plate

12-Magic Crystals+Magic Plate

12-Shrieking Stones+Sonic Plate

6-Shards of Midnight+Dark Plate

Abilities:

Gothmog Unleashed: Signature ability. Upon reaching 1 HP, Gothmog will no longer be able to take damage for the remainder of the turn. He will also explode in a massive burst of shadow and flame, striking all tiles within 5 range with a base 500 might dark/magic/explosion AoE. After doing this, Gothmog will take his True Form and heal 50% of his max HP. In this form, he can no longer fly (but will keep his flying movement speed), but he will deal 100% more damage, will always strike twice the normal number of times (even with Heavy Blow), and becomes intangible and thus immune to physical damage. In this form, Gothmog gains High Jump for free. Costs 16 pg

Fire Whip Grab: -15 speed. 1-2 range. A fire/whip grab. Much more accurate and longer range than a regular grab. This unit lashes out a long whip and wraps it around a medium or small character. If this hit lands, this unit may then throw that unit two spaces away from itself. The unit will take damage equal to the skill level damage of this character's attack, throw, whip, and fire.  This damage ignores defense and block. If a character is thrown into a dangerous terrain, they will immediately take the negative effects. Cost: 3 pg

Hero Killer: This unit has killed many great kings and warriors. If this character engages in combat with a heroic character, it will deal 30% extra damage on all attacks. However, if fighting a villainous foe, it will have its total damage reduced by 20%. Costs: 3 pg

Lord of Balrogs: Signature ability. If this character is within five spaces of a Balrog, that character will increase their defense and total damage dealt by 50%. It will also increase their base speed and skill by 35. This ability cannot be removed by Strategist. Costs: 6 pg

Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20, and it will double the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30%. Costs: 6 pg

Triumphant roar: This character psyches itself up with a triumphant roar. It will add 30 hit to its next attack as well as increasing the total damage by 25%. Costs: 2 pg

Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the might of normal strikes by 200%. Costs: 16 pg

Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg

Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg

Flame Body: This unit's body is covered in flames. Any enemies who start a turn next to the unit will have a 20% (60%) (90%) of catching fire, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (7520) (8520) (63,900) (127,800) (383,400) fire-type damage immediately. Costs: 6 pg

Flaming Roar: This character may take a turn to roar at any opponent in a cone of four spaces directly in front of it. Any enemies inside this cone will immediately take this character's sonic/fire damage plus its base attack. This is an area attack and cannot be dodged, but it can be blocked. Enemies will not counterattack this attack. This roar also has a 60% (100%) (130%) of giving any enemies within its area of attack a severe burning condition. Costs: 5 pg

Enchanted Weapon: This character may take a turn to add magic type damage to its weapon and boost the total damage of the attacks by 50%. The weapon will receive the magic-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe. 

Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield

Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.

(TBA) Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg

(TBA) Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 skill
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counterattack. Costs: 7 pg

Character type: Element, Monster, Destructive, Demon

Weakness: Extreme water weakness. Mild weakness to ground type attacks. Unlike weaker Balrogs, Gothmod was granted great and terrible power by Morgoth, causing him to resist both light and magic. Immune to fire. Resists explosion. Resists dark. Immune to Overheat autodamage.

Caps:
HP: High (medium size class)
Attack: 600
Defense: 600
Speed: 101
Skill: 150
Move: 6 (10 while flying) 



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