The Fifth Angel: Level 75
HP: 780,000 (1,560,000 Angel's Core) (2,340,000 Heart and Soul)
Attack: 5700
5GM Light: 1000
5GM Energy: 1000
5GM Explosion: 1000
5GM Psychic: 1000
Angelic Blast: 300 (2300) (8000) (9000) (10000) (11000) (77,000) (154,000) (231,000) (693,000) (1,386,000)
Defense: 5700 (11,400)
5GM Armor: 1000
Ramiel's Angel Armor: 4000 (15,400) (16,400)
5GM Shield: 1000
Angelic AT Field: 800 (1800) (2800) (3600) (25,200) (50,400) (100,800) (117,200)
Mergo's Wet Nurse Feather Pendant: 100 (1100) (7700) (15,400) (132,600)
Blessed Great Serpentscale Pendant: 100 (1100) (7700) (15,400) (148,000)
Godzillascale Pendant: 100 (1100) (7700) (15,400) (163,400)
Energyscale Pendant: 20 (1020) (7140) (14,280) (177,680)
Lightscale Pendant: 20 (1020) (7140) (14,280) (191,960)
Psychicscale Pendant: 20 (1020) (7140) (14,280) (206,240) (412,480) (824,960) (2,474,880)
Speed: 225 (205) (105) (-50 avoid due to size)
Skill: 325 (375 hit)
Move: 8 (4) (Flying)
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.
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.
Ramiel's Angel Armor++: -20 speed. This extremely heavy armor appears to be made of extremely reflective material. It grants total immunity to bullet and explosion type damage. This armor also grants extreme resistance to blade, piece, bludgeon and whip type damage. This armor may add 5 to the range of this character's "Charge Shot". It will also allow them to move while holding a charge. Base: 4000 defense.
Ramiel's Refractive Edge: This weapon adds 2000 base might to the Angelic blast of Ramiel, but also forces the attack to only strike once. +50 hit.
Drop of Might
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
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.
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.
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
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 (8) (16) 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 cannot be removed by strategist. This ability ignores Blessings of Divine Light. Costs: 7 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
Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 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 damage of normal strikes by 200%. Costs: 16 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
Charge Shot: The user takes a turn and charges their ranged weapon. If they are attacked during the next enemy phase, their attack power is doubled. If the character does not move, they will keep this charge until they strike and enemy. Costs 2 pg
Slow Moving Defense: This character has incredibly slow movement. With this ability active, this character's movement is reduced to 4 and it cannot be warped or moved by any ability. This character cannot be carried by or moved by an ally. This includes blast back or abilities used by enemies to move this character on the map. However, this ability will double the defense of the character using it. Costs: 5 pg
Slow Moving Strength: This character has incredibly slow movement. With this ability active, this character's movement is reduced to 4 and it cannot be warped or moved by any ability. This character cannot be carried by or moved by an ally. This includes blast back or abilities used by enemies to move this character on the map. However, this ability will double the attack of the character using it. Costs: 5 pg
Slow Moving Range: This character has incredibly slow movement. With this ability active, this character's movement is reduced to 4 and it cannot be warped or moved by any ability. This character cannot be carried by or moved by an ally. This includes blast back or abilities used by enemies to move this character on the map. However, this ability will double the range of the character using it. Costs: 5 pg
Aegis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the elemental damage of the enemy will be reduced by 50%. 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, Defensive
Weakness: Weak to attacks that strike its core. This character is weak to "Headshot" or "Critical Hits" from marksman type weapons used by foes in its size class. Extremely resists sacred and light damage. Resists water, earth, air, fire, dark, and absorb. Resists all body damage if the foe is smaller than it. Immune to Strategist and Expose. Immune to mind control. Resists defense and attack downing debuffs.
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