Saturday, February 20, 2021

Asriel Dreemurr






God of Hyperdeath: Level 76
HP: 588,000 (1,176,000 1UP+Draught of Life) (1,470,000)
Attack: 6300
5GM Sword: 1000
5GM Magic: 1000
3GM Light: 600
3GM Energy: 600
3GM Fire: 600
3GM Dark: 600
3GM Explosion: 600
Chaos Sabres: 1500 (7800) (8800) (9800) (10400) (11,000) (77,000) (154,000) (231,000) (462,000) (577,500)
Chaos Buster: 700 (7000) (8000) (7600) (9200) (64,400) (128,800) (193,200) (386,400) (483,000)
Angels of Death: 200 (6500) (7500) (8100) (8700) (60,900) (121,800) (182,700) (365,400) (456,750)
Star Storm: 200 (6500) (9500) (8100) (8700) (60,900) (121,800) (182,700) (365,400) (456,750)
Magic Flames: 200 (6500) (7300) (8300) (8900) (9500) (66,500) (137,750) (204,250) (408,500) (510,625)
Defense: 6300
1GM Armor: 200
Mithril Chainmail: 800 (7100) (7300)
Hyperdeath Robes: 1000 (8300)
Hyperdeath Cloak: 500 (8800)
1GM Shield: 200
Seath Crystal Pendant: 100 (1100) (7700) (11550) (23,100) (31,900)
Magicscale Pendant: 20 (1020) (7140) (10710) (21,420) (53,320)
Smaugscale Pendant: 100 (700) (5250) (6563) (13,126) (66,446)
Great Serpentscale Pendant: 100 (700) (4900) (6125) (12,250) (78,696)
Ancalagonscale Pendant: 100 (700) (4900) (6125) (12,250) (90,946)
Flamescale Pendant: 20 (620) (4650) (5813) (11,625) (102,571)
Lightscale Pendant: 20 (620) (4340) (5425) (10,850) (113,421)
Energyscale Pendant: 20 (620) (4340) (5425) (10,850) (124,271)

Darkscale Pendant: 20 (620) (4340) (5425) (10,850) (135,121)
Speed: 255 (275)
Skill: 285 (300)
Move: 10 (levitating)


Items:

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 dopped at death.

2-Chaos Sabres+++: +10 speed. These sabres do not penalize the user when used in dual wield. These weapons are made of pure, godlike energy. As such they cannot be stolen or broken. These weapons boast 500 (1500) Blade/Magic/Energy/Light type damage. 

2-Exposing Magic Seal: This seal will expose a foe to Magic damage. This will not remove innate or ability based resistances, but all item and equipment based resistances and immunities will be completely ignored. An exposing seal will only work if the weapon has at least two damage types. Pure Magic weapons cannot accept this seal.

2-Blaze Rod: A strange but powerful item. This item will boost the base might of flame element attack by 400. This item will only boost element attacks that include fire type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate

Mithril Chainmail: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail offers extreme resistance to blade and pierce type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be warn under other armor or cloaks. Base 800 defense.

Hyperdeath Robes: These robes grant immunity to indirect damage, as well as weather and temperature damage and debuffs. These godly robes grant immunity to light and dark, as well as resistance to fire and explosion. These robes are nearly immune to wear. Base 1000 defense.

Hyperdeath Cloak: This cloak grants a staggering +20 avoid alongside immunity to bullet and bludgeon damage. Base 500 defense.

Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.

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%). 

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

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, and backstabs.

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.

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.

Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Heartseeker Thorns: A dark bracelet made of twisting black thorns. This item will increase the might of counter-based abilities by 2x. This includes Vengeance, Counter, Counter-Strike, Counter-Magic, Bide, and parry repost.

Fallen Star Shard: A glowing piece of starlight captured in Valla. This item will allow Astra to trigger on counter attacks as well as cause Astra attacks to deal 75% the regular attack damage as opposed to 50%. This item is very hard to steal.

Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities of foes within ten spaces of the character holding it. This item is easily lost and easily stolen.

The Locket: A golden locket that plays a simple tune. Deeply meaningful for Asriel. +15 skill for Asriel.

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

Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.

4-Pom of Power (Magic): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed. 

1-Pom of Power (Light): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed. 

1-Pom of Power (Dark): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed. 

1-Pom of Power (Fire): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed. 

1-Pom of Power (Energy): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed. 

1-Pom of Power (Explosion): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed. 

12- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken. 

12- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.

12- Volatile Crystals: Deadly crystals charged with potent explosive energy. These may explode in a character's inventory, and they will deal approximately 2000 damage a piece if they go off. However, these crystals boost explosion type damage by 50%.

12- Fire Gems+Flame Plate

24- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%

24- Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.

1-Air Gem: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.

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.


Abilities:

Angel of Death: Signature ability. Once Asriel reaches half life, he will be unable to take any damage until the start of his next turn. At this point, he will transform into his winged “Angel of Death” form. This will add +5 (6) flying type movement to him. It will also instantly repair all his barriers and cause them to protect him both when he attacks and when he counters, as well as causing them to defend against damage types that would normally ignore them... giving him a deeply fearful appearance of invincibility. He will also gain access to the attack “Angels of Death”. This attack may be used every turn, and it fires 5 homing shots that ignore abilities like dodge roll, teleport dodge, and stealthy flier. These shots boast +20 hit. 1-3 range. The shots each have 200 base Magic/Light/Energy type damage. Costs: 12 pg

Chaos Buster: Signature ability. Asriel must take a turn to charge. After doing so, he may move and then unleash a 3 range attack in a straight line. He may perform this attack 4 times and may fire up, down, left, or right. All foes will dodge and counter separately. This attack boasts 700 Magic/Dark/Light type damage. Costs: 5 pg

Hyper Gonner: This ability will instantly trigger as soon as Asriel enters his “Angel of Death” state. This will unleash a massive AoE that will deal the same damage as Chaos buster to all foes within 7 range. This ability cannot be dodged or countered. Costs: 5 pg

Magic Flames: These flames are used by monsters of notable power. They may be used to attack and counter, and will always strike twice the normal times. These may be used with weapons equipped, much like a regular blast. These flames have 1-3 range and boast 700 base Magic/Fire/Explosion type damage. This ability requires GM in all used elements. Cost: 4 pg

Star Storm: +40 hit. This character unleashes a devastating bombardment of stars upon the surrounding area. This attack strikes all squares within five range. This attack may only be used once every four turns.  Enemies may counter this attack. This attack deals heavy shield and armor wear. It has a base 200 Magic/Light/Explosion type damage. Costs: 6 pg

Controlled Power: This unit may unleash attacks at full force, even while protecting others who are standing nearby. However, doing this has a toll. This ability will allow a character to carry maximum damage boosting items, and they will be able to choose to spare allies from taking damage from their attacks. This is especially useful for large AoE type attacks that would usually strike allies and foes alike. However, for each ally that this character chooses not to damage, they will lose 10% of their own HP. This is not autodamage, nor is it indirect. The damage dealt by this ability may kill the character who is controlling their power if they are not careful. Costs: 4 pg

Counter: This unusual ability allows a character to directly damage a foe who has struck it. This ability has a 50% chance to activate. The foe must have lower skill than this character. It may only activate against adjacent attacks that have a physical component. If this ability activates, it will immediately give the foe the amount of damage that its defense blocks. This will happen the exact second each strike of the foe lands, and this damage is impossible to dodge or defend against. There is no immunity to this damage. Costs: 5 pg

Counter Magic: This unusual ability allows a character to directly damage a foe who has struck it. This ability has a 80% chance to activate. It may only activate against attacks that have a magic component. If this ability activates, it will immediately give the foe the amount of damage that its defense blocks. This will happen the exact second each strike of the foe lands, and this damage is impossible to dodge or defend against. There is no immunity to this damage. This ability may stack with "Counter". Costs: 4 pg

Deific Healing: This character has god-like regenerative abilities. This will cause it to heal 20% at the start of every turn. Costs: 5 pg

Inescapable Aura: The presence of this foe is so malevolent that foes cannot flee from it for three turns. For the first three turns a character is within 10 range of this for, they will be in a bale of moving further than ten range from them. Having this ability prevents the character from having the ability “Heartstopping Aura”. Costs: 4 pg

Astra: Before attacking, this unit has a 50% chance to trigger this skill. If the skill activates, the unit may strike five times with half (75%) damage blows instead of once. This unit may trigger astra with each normal strike it attempts. Each strike of astra will calculate dodge and damage individually. This unit may choose not to activate this skill. Costs: 5 pg

Time Warp: Once a day, this character may stop time for two turns. This reduces enemy speed to zero. It prevents enemy units from counter-attacking. When time is stopped, only this unit and other units with Time Warp will take turns. Enemy units cannot be killed during a time stop; they will retain at least 1 HP no matter what. 
This unit may also take 2 “step backs” once a day. Step backs allow the character to re-roll a result they do not like. However, if there is another character on the map with “Time Warp”, that enemy can spend one of their re-rolls to block a re-roll. 
It should be noted that tampering with time might cause strange and dangerous side effects, so it is best not to be done often.
Costs: 6 pg

Consume Souls: Every time this unit kills an enemy, they may absorb a single, first-level ability from this foe and use it for the rest of the battle. This will also allow this character to take possession of the soul of a foe. A captured soul will make this character take half damage from any foe who has they currently possess the soul of. Costs: 8 pg

Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Swordsmanship level.

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

(TBA) Time Reversal: This unit may reverse time temporarily, allowing them to readjust outcomes that they did not like. This allows for five re-rolls in any given battle. Costs: 4 pg

Character Type: Deity, Monster, Angel, Demon, Melee, Destructive

Weakness: Characters with "Life-saving" abilities will trigger them twice as often if battling this foe (excluding form shifts). Immune to magic. Surprisingly susceptible to abilities that trigger grief. Immune to strategist.

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