Saturday, March 13, 2021

Sachiel






The Third Angel: Level 73
HP: 672,000 (1,344,000 Angel's Core) 
Attack: 4500
3GM Light: 600
3GM Energy: 600
3GM Explosion: 600
3GM Spear: 600
3GM Psychic: 600
3GM Martial: 600
Martial Attacks: 4500 (5100) (11,000)
Angelic Blast: 300 (4800) (5400) (6000) (6600) (46200) (92400) (138,600)
Sachiel Palm Spear: 1000 (5500) (6100) (6700) (7300) (51100) (102200) (153,300)
Defense: 4500
3GM Armor: 600
Sachiel Angel Armor: 2000 (6500) (7100)
3GM Shield: 600
Angelic AT Field: 800 (1400) (2000) (2600) (18200) (36400) (72800) (79,900)
Mergo's Wet Nurse Feather Pendant: 100 (700) (4900) (9800) (89,700)
Blessed Great Serpentscale Pendant: 100 (700) (4900) (9800) (99,500)
Energyscale Pendant: 20 (620) (4340) (8680) (108,180)
Lightscale Pendant: 20 (620) (4340) (8680) (116,860)
Psychicscale Pendant: 20 (620) (4340) (8680) (125,540) (376,620)
Speed: 240 (-50 avoid due to size)
Skill: 265
Move: 9 (walking or swimming)


Items:

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.

Sachiel Angel Armor: -20 speed. This extremely heavy armor appears to be made of bone. It grants total immunity to bullet and explosion type damage. This armor also grants extreme resistance to blade, piece, bludgeon and whip type damage. Base: 2000 defense.

Energyscale Pendant: An ancient pendant, made from a blue dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the energy skill stat and boosts of this character. This item is easily lost or stolen.

Psychicscale Pendant: An ancient pendant, made from a violet dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the psychic skill stat and boosts of this character. This item is easily lost or stolen. 

Lightscale Pendant: An ancient pendant, made from a white dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the light skill stat and boosts of this character. This item is easily lost or stolen.

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.

Blessed Great Serpent Scale: A brilliant white scale from an ancient white serpent. Blessed over great lengths of time by Asgardian magic, this scale now offers a barrier of light to those who wear it. This will function much like a shield, not offering defense when the character innitiates the attack. However, it will be boosted by light skill and item boosts. Base 100 defense. 

Mergo's Wet Nurse Feather Pendant: A notably well-enchanted pendant. This easily lost or stolen item will add 100 defense to the character wearing it, but only when they are defending. This defense will be boosted by the psychic skill and item boosts of the character.

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.

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

Sachiel's Palm Spear: Signature Ability. This character's palms may eject a massive spear of light, psyhcic, and energy type damage. This is sacred damage. This spear ignores 50% of defense and is incredibly dangerous. However, this attack will normally only strike once, even if the character has Rapid Thrust. 1-3 range. Base 500 might at M, Base 1000 might at GM spear. Costs: 5 pg

Spear Jackhammer: Signature Ability. -15 hit. This character may take a turn to attempt to grab and choke a foe. If this attack lands, the enemy character will immediately lose 10% (20%) of their total HP if they are affected by choking. Inhuman Strength will double the choke damage. The choked foe can only counter-attack with short-ranged melee weapons or body type attacks. If this choke lands, the character who lands the attack will immediately follow up with their Sachiel's Palm Spear Attacks, and unlike normal circumstances, these attacks may strike multiple times and are improved by Rapid Thrust. The choked foe will have 0 avoid for the remainder of the turn. However, the character who is choking the foe will also have -50 avoid from the choked character. This choke will prevent abilities like roll-back or blast back from working. This choke will last until the start of the foe's next turn. Costs: 5 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 ingoring resistance and defense). This ability ignores Blessings of Divine Light. Costs: 7 pg

Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg

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

Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this character's max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg

Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 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

Desperate Desolation: If this character reaches 25% of its HP, it may choose to use this ability. Using this ability will always cause this character to level down the maximum number of times. This unit may detonate, Destroying itself and striking every unit on the map within 20 spaces. This is an AoE and cannot be dodged. The base might of this attack is 500 (5000) (5600) (6200) (6800) (47,600) (95,200) (142,800). This is extremely heavy explosion/energy/light type damage. This attack will harm allies. Costs: 5 pg

Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in spear.

Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

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

Weakness: Weak to attacks that strike its core. Weak to martial and bite from characters who are the same size class or larger. 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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