Saturday, March 13, 2021

Areal






The Fifteenth Angel: Level 85
HP: 3,360,000 (6,740,000) (13,480,000) (20,220,000)
Attack: 20,000
5GM Light: 1000
5GM Energy: 1000
5GM Explosion: 1000
5GM Psychic: 1000
Angelic Blast: 300 (20300) (21300) (22300) (23,300) (163,100) (326,200) (489,300) (978,600)
Defense: 20,000 (40,000) (80,000) (120,000)
5GM Shield: 1000
Angelic AT Field: 800 (1800) (2800) (3800) (26600) (53200) (106,400) (212,800) (252,800)
Angelic AT Field: 800 (1800) (2800) (3800) (26600) (53200) (106,400) (212,800) (465,600)
Angelic AT Field: 800 (1800) (2800) (3800) (26600) (53200) (106,400) (212,800) (678,400)
Mergo's Wet Nurse Feather Pendant: 100 (1100) (7700) (15,400) (30,800) (709,200)
Blessed Great Serpentscale Pendant: 100 (1100) (7700) (15,400) (30,800) (740,000)
Godzilla Scale Pendant: 100 (1100) (7700) (15,400) (30,800) (770,800)
Energyscale Pendant: 20 (1020) (7140) (14,280) (28,560) (799,360)
Lightscale Pendant: 20 (1020) (7140) (14,280) (28,560) (827,920)
Psychicscale Pendant: 20 (1020) (7140) (14,280) (28,560) (856,480) (1,712,960) (2,569,440) (7,708,320)
Speed: 275 (-75 avoid)
Skill: 365 (+30 hit)
Move: 13 Flying (26 in space)


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 dropped at death.

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.

Angel's Core: This item is linked directly to the existence of the Angel. As such it cannot be stolen or lost. This item will double the HP of the Angel.

Triangle of Angelic Protection: This rare object will triple the number of AT fields on any angel or EVA that holds it.

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.

Angelic Forged Eye: An eye forged into an angel. +30 hit. Blinding abilities completely remove this buff.

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

Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have. 

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. 

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

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.

Vicious Silver Pin: A small, needle-like pin that can easily be 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 difficult to steal and very valuable.

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.

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.

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.

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

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.

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.

Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen. 

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.

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

Psychotic Mental Point: This rare item will double the range of brain-assaulting abilities.

4-Poms of Power (Energy, Light, Psychic)

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- 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- Twisted Spoon: Boosts any unit's psychic type damage by 50%.

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


Abilities:

Angelic Judgement (II): The Angels seek to reset life on the planet. As such, they have few if any allies. As a harbinger of the apocalypse, this character will double its attack and defense if attacking a heavily populated area. This ability will not work if this character has any allies in the world. Costs: 10 pg

Assualt The Mind (III): Signature Ability. At third tier this attack may fire across the entire map (may fire from an adjacent map), or may be fired down to a planet from space. This ability is incredibly dangerous, but using this ability will also leave the Angel vulnerable. As such, after activating this ability, the total defense of this character will be reduced by 50% until it stops using this ability. This ability may target a single foe, and after targeting that foe, this character may continue to act using any other agressive abilities. The targetted foe will have their mind probed and actively destroyed by the unique AT field of this angel. This has varied impacts, depending on the mental stability of the character:
-Eldrich High Beings are immune to this attack.
-Characters who have no mind or mindscape will be immune to this attack.
-Psychic Characters who are the same or higher level Psychic as this character will extremely resist this status.
-Psychic Characters and emotionless characters will resist this status.
-Characters who have bond abilities will be mildly weak to this status.
-Characters weak to other mental statuses (such as fear, taunt, pain) will be weak to this status.
-Characters with diagnosed in-world mental disorders are weak to this ability.
-Characters who have PTSD will be extremely weak to this status.
Status: The basic form of this attack is that it has a 80% chance to prevent the foe from moving. Resisting this status can reduce that chance. This ability has a 50% chance to flinch the character and cause them to miss their turn completely. This attack will cause the targetted foe to lose 30% of their HP for every turn they start in it. This status will kill a character through any type of survival ability. This status will remove any emotion based buffs a character is recieving. If this move has triggered on a foe, they will not autoheal on the next turn. Costs: 10 (20) (40) pg

Angelic A.T. Field (II): A 400 (800) base might Psychic/Energy shield (improved by shield skill). Can block attacks that ignore defense (Whips, Psychic, Magic, Crits, Luna, etc.). This field may be used to disrupt barriers of adjacent foes, turning them all off if this character is adjacent to them. This will not turn off scale pendants, but all other forms of barriers will be removed. This shield may drop due to emotional duress. Costs: 10 pg

Angelic Regeneration: Angel exclusive ability. This unit will heal 20% of it's total HP at the start of every turn. Costs: 5 pg

Angelic Blast: Angel exclusive ability. This character may fire incredibly potent blasts at foes who are up to 3 range away. These blasts will always strike twice the normal number of times, and they deal sacred damage. These blasts boast 300 base Light/Energy/Explosion type damage. These blasts are sacred damage. After these blasts hit, they will leave a massive blazing cross of light where the blast strikes. This cross will stay on the map for the next two turns, and starting on it or moving through it will cause all characters who are not angels to take the full damage of an Angelic Blast as indirect damage (thus ignoring resistance and defense). This ability ignores Blessings of Divine Light. Costs: 7 pg

Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg

Consume Light: This character is immune to light type attacks. If they are struck by one, they will heal as much damage as the base might of the attack. They may heal above their maximum HP. Costs: 5 pg

Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg

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

Character Type: World Ender, Angel, Monster, Destructive, Status

Weakness: Weak to attacks that strike its core. Extremely weak to spear damage. Extremely resists sacred and light damage. Resists water, earth, and air. Resists all body damage if the foe is smaller than it. Immune to Strategist and Expose. Immune to mind control.

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