The 17th Angel: Level 87
HP: 787,200 (1,968,000) (8,068,800) (19,365,120) (40,666,752) (54,900,115) (71,370,150) (114,192,240 Heart and Soul) (239,803,703)
Attack: 26,900
5OMEGA Spear: 10000
5OMEGA Light: 10000 (20,000)
TRUE 5OMEGA Energy: 20000 (40,000)
5OMEGA Explosion: 10000 (20,000)
5OMEGA Psychic: 10000 (20,000)
5OMEGA Throw: 10000
Spear of Longinus: 6000 (32,900) (43,900) (63,900) (447,300) (511,200) (1,022,400) (4,600,800) (5,060,880) (7,591,320) (8,350,452 in light)
Spear of Longingus Thrown: 6000 (32,900) (43,900) (63,900) (73,900) (517,30) (591,200) (1,182,400) (5,320,800) (5,852,880) (8,779,320) (10,096,218 in light)
Angelic Blast: 300 (27,200) (47,200) (67,200) (107,200) (750,400) (1,500,800) (2,251,200) (4,502,400) (4,952,640) (12,381,600) (14,238,840 in light)
Defense: 26,900 (53,800) (107,600) (161,400)
5OMEGA Armor: 10000
TRUE 5OMEGA Shield: 20000
Angelic AT Field: 800 (20,800) (30,800) (50,800) (355,600) (711,200) (1,422,400) (2,844,800) (2,898,600)
Angelic AT Field: 800 (20,800) (30,800) (50,800) (355,600) (711,200) (1,422,400) (2,844,800) (5,743,400)
Angelic AT Field: 800 (20,800) (30,800) (50,800) (355,600) (711,200) (1,422,400) (2,844,800) (8,588,200)
Angelic AT Field: 800 (20,800) (30,800) (50,800) (355,600) (711,200) (1,422,400) (2,844,800) (11,433,000)
Psychic Barrier: 800 (10,800) (30,800) (215,600) (431,200) (862,400) (12,295,400)
Godzillascale Pendant: 100 (20,100) (140,700) (281,400) (562,800) (12,858,200)
Energyscale Pendant: 20 (20,020) (140,140) (280,280) (560,560) (13,418,760)
Mergo's Feather Pendant: 100 (10,100) (70,700) (141,400) (282,800) (13,701,560)
Psychicscale Pendant: 20 (10,020) (70,140) (140,280) (280,560) (13,982,120)
Great Serpentscale Pendant: 100 (10,100) (70,700) (141,400) (282,800) (14,264,920)
Lightscale Pendant: 20 (10,020) (70,140) (140,280) (280,560) (14,545,480) (29,090,960) (43,636,440) (130,909,320)
Speed: 325 (330) (+10 speed, +10 avoid in light) (+5 at range) (+20 avoid) (+25 avoid)
Skill: 335 (350) (+30 hit)
Move: 11 (12) (19) (Levitating/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.
The Kind Heart: A Legendary Heart Item. This item always drops when the character falls in battle. This item may open the hearts of others, making them much less likely to wish to harm this character. This status will trigger on any foe within ten spaces of this unit. If it works, which does depend on the personality and situation of the foes, it will debuff their damage against this character by 30%. This item will double the HP of this character on top of all other HP multipliers. This item requires the character holding it to have a kind nature.
Gem Lord's Ancient Blessing: This incredibly rare item only works for the unit that it is granted to. Doubles the HP of the holder.
10-Heart Containers
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.
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.
Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character’s HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.
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. Cannot be stolen. Can be stacked with heart containers.
Spear Of Longinus+++ (Doom Sealed+Fate Sealed): A legendary weapon, capable of slaying even the angels themselves. This weapon completely ignores all barriers. If the foe has no barriers, it will ignore all defenses, regardless of items or abilities. It will also prevent any damage it has given to a foe from auto-healing. If a character has replicas or is operating on the map through summoned, mind-controlled, or remote controlled units (like a mech), the piloting foe will take the full damage of any strikes this weapon lands on the object of their control. Foes cannot resist or be immune to the psychic component of this weapon. Angels and Evas are completely incapable of resisting damage from this weapon. This weapon may be thrown 1-5 spaces now that it has reached its final form (without requiring weapon throw, and on either attacking or countering). It may also be thrown into space. A 5GM or higher psychic may recover the weapon from space, and may pull the spear back to themselves after casting at a foe (allowing multiple throws per engagement). Base: 2000 (6000) pierce/psychic/sacred type damage.
Dooming Weapon Seal: This rare, elite weapon seal may be placed on a weapon. If attacks from that weapon prevent auto-healing, they will also now prevent all forms of healing. This will last as long as the normal auto-heal lock. This status cannot be cured by any ability.
Fated Weapon Seal: This elite weapon seal will boost the total might of Legendary Weapons by a staggering 50%. A Legendary Weapon is always dropped upon defeat.
Angelic Forged Eye: An eye forged into an angel. +30 hit. Blinding abilities completely remove this buff.
Elite Angelstone: This stone allows much better control of the angel form shift of a character. It will boost the bonuses of the angel form by 50%.
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.
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.
Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.
Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops.
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.
Broken Target Necklace: This character will take 30% less damage from all attacks/weapons that have "Slaying" properties if those slaying properties do not apply to it. This item is rarely dropped.
Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.
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.
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.
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.
The Primordial Stoneplate Ring: A legendary item. This ring cannot be stolen, but it always drops when this character falls in battle. This uncanny ring is rumored to have existed since the very beginning of this world. Grants extreme resistance to all elemental damages.
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.
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.
Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen.
Calculating Mental Rune: A mental rune that is extremely hard to steal. This incredibly rare item will cause the character to reduce the activation rate of enemy abilities by 20. It will reduce the activation rate of statuses by 50. This item is practically impossible to steal and is impossible to drop.
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.
Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.
Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).
Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Ancestor’s Candle: 15% damage boost in daylight or bright light. +10 speed and +10 avoid in daylight or bright light. Holding this object causes a 5% increase to panic build.
Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% increase to panic build.
Ancestor’s Handkerchief: -50% to all disease, and bleed status conditions when they are used against this character. Holding this object causes a 5% increase to panic build.
Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes a 5% increase to panic build.
Ancestor’s Map: An ancient, eldritch map. Holding this item will cause 5% more panic build. This item will triple the perception range of the character, and allow them to detect invisible or shape shifted foes within three range of where they start or end their movement. This item will cause the character to escape tackles, holds, nets, and traps twice as quickly.
Ancestor’s Mustache Cream: Causes this character to halve the impact of all stat debuffs used against it. Also causes all poisoning abilities used against it to suffer a -50% activation rate. Holding this object causes a 5% increase to panic build.
Ancestor’s Musket Ball: This intricate musket ball will increase the damage of all ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase to panic build.
Ancestor’s Pen: This intricate pen will increase the damage of all 1-ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase in panic build.
Ancestor’s Pistol: This ancient pistol will cause this character to increase its speed by 5 and its skill by 15 when using ranged attacks. Holding this object causes a 5% more panic build.
Ancestor’s Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% increase to panic builds.
Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build.
Ancestor’s Tentacle Idol: An incredibly rare trinket. This item is impossible to steal, but is always dropped upon death. This item will build the panic status on a character (5% increase to panic build). This incredible trinket will boost the total damage buffs granted by ally buffs by 20% (adding 20% at the end of any ally boost, 40% if the ally boost is at second tier, 60% if it is at third tier). This object has a 10% chance to allow a character to survive lethal hits.
Shadows of False Reality: A extraordinary item. This item will cause the holder not to lose HP when creating replicas of themself. This item rarely drops.
Calculating Charm: A small charm with ancient numbers carved into it. This charm will double the impact of Calculating Fighter. This item is very easily lost or stolen.
Vile Thought: All psychic attacks by this character will harm allies and foes alike. All psychic Attacks by this charater are impossible to consume. This item is nearly impossible to drop of steal.
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.
(TBA) Line of Angelic Protection: This rare object will double the number of AT fields on any angel or EVA that holds it.
(TBA) Triangle of Angelic Protection: This rare object will triple the number of AT fields on any angel or EVA that holds it.
Square of Angelic Protection: This rare object will 4x the number of AT fields on any angel or EVA that holds it.
Elite Gemlord's Mind Breaking Crystal: This incredible item was bestowed upon Kaworu. It causes the holder to negate the mental points of all characters who are within ten range of him.
OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill.
Energy Willow Core: This unusual item will double the Energy skill damage boost to attacks. This only applies to damage, not to defense. If the holder uses attacks that are only this attack damage, they will triple the skill damage.
(Explosion, Psychic, Light) Willow Core
Devilish Destruction Charm
4-Pom of Power (Psychic, Energy, Light)
Needle Stone+Pierce Plate
12- Volatile Crystals
12- Energy Gems
12- Twisted Spoon
24- Day Pearls
Boots: Grant+1 movement.
Mimic Tear Spirit Ashes+10/10: This item may be used by the character holding to spend their turn summoning a Mimic Tear. This requires a spirit summoning bell, and this is considered a summon and a sonic type action. Doing this will immediately reduce the max HP cap of the character by 60%. The Mimic will have 100% of the character's normal max HP. The Mimic will otherwise be an exact copy of the Character's stats (without consumables). Spirits count as wraiths and are immune to most biological statuses. Spirits usually move toward and attack the nearest foe. Spirits may be improved by a Spirit Tuner. Only one Spirit Ash may be used by a player per battle.
Abilities:
Angel of War: This character may take a turn to prepare for battle, gaining access to all its terrifying power. This will cause the character to have the same base HP cap as a Titanic Size Character. All his single element/melee or pure damage is multiplied by 4x (4.5x), and will add 5 (7) to their movement, but they cannot use Proficiency. This form will also boost the damage of angelic blast by 2x (2.5x) This ability cannot be removed by strategist. This character cannot attack until performing this action. Cost: 10 pg
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
EVA Control: Signature Ability. Kaworu may use his incredible ability to sync with EVAs in order to control them, even if not currently inside the plug. If a character has the ability to summon an EVA, but has not done so yet, Kaworu may take his turn to summon their EVA and will have total control of it for the rest of the battle. Kaworu must be within 10 spaces to do this. This ability also allows Kaworu to control the Mass Production Evas, and they will not count as ally units. When controlling them, he may choose to not take his action on this turn and grant all EVAs within four range an additional turn. This ability cannot be removed by strategist. Kaworu may also immediately take control of any Huge or larger size class mechs that enter ten range of him, regardless of whether they have a pilot. This may only be done to mechs that are a lower level than Kaworu. Costs: 6 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% (25%) 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
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
Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (75%) chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 4 pg
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 turns. Costs: 4 pg
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg
Clever Fighter: This character is careful in battle and wary of his enemy's strengths. This character takes half damage from assault moves (1/4), Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg
Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (60%). Costs: 6 pg
Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (60%). Costs: 6 pg
Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg (Miracle Scale)
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.
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.
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 crushing damage. Extremely resists sacred and light damage. Resists water, earth, sonic, and air. Immune to Strategist and Expose. Immune to mind control. This character does not seem truly driven to destroy humanity, so abilities like "Plead" are likely more impactful.
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