Monday, November 1, 2021

Zeruel






The Fourteenth Angel: Level 84
HP: 1,560,000 (3,120,000) (6,240,000) (9,360,000 Heart and Soul) (11,700,000) (14,040,000)
Attack: 18,500
5GM Whip: 1000
5GM Light: 1000
5GM Energy: 1000
5GM Explosion: 1000
5GM Psychic: 1000
Angel of Strength Great Forged Wrappings: 1000 (1100) (19,600) (20,600) (21,600) (22,600) (45,200) (90,400) (271,200) (542,400) (2,712,000)
Angelic Blast: 300 (1300) (19,800) (20,800) (21,800) (22,800) (182,400) (364,800) (547,200) (1,094,400)
Defense: 18,500
5GM Armor: 1000
Angelic Forged Great Wrappings: 2000 (300) (21,500) (43,000) (86,000) (129,000)
5GM Shield: 1000
Angelic AT Field: 800 (1800) (2800) (3800) (30,400) (60,800) (121,600) (243,200) (286,200)
Mergo's Wet Nurse Feather Pendant: 100 (1100) (8,800) (17,600) (35,200) (321,400)
Blessed Great Serpentscale Pendant: 100 (1100) (8,800) (17,600) (35,200) (356,600)
Godzillascale Pendant:  100 (1100) (8,800) (17,600) (35,200) (391,800)
Energyscale Pendant: 20 (1020) (8160) (16,320) (32,640) (424,440)
Lightscale Pendant: 20 (1020) (8160) (16,320) (32,640) (457,080)
Psychicscale Pendant: 20 (1020) (8160) (16,320) (32,640) (489,720) (979,440) (1,469,160)
Speed: 310 (320)
Skill: 310
Move: 13 (14) (flying or 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.

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.

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 these items.

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.

Angelic Forged Great Wrappings: The terrible body of Zeruel. These wrapping will boost the total damage of the Angel of Strength whips by 1000 and will add the armor and shield Skill buffs of this character to its base whip attack. They will also cause all foes to have a 20% chance to miss this foe, regardless of accuracy, as its body is ever-shifting beneath the horrid mass of cloth. These wrappings also grant 2000 base defense to Zeruel. This armor set will boost the total defense of the angel by 10% for every GM they have in Armor. These wrapping cannot be removed. These wrappings are the only armor that can be worn by this character. 

Angelic Cruel and Heartless Skull: This skull will add 1000 base might to the Angelic Blast of this character and will cause the cross left in the wake of the blast to ignore Sacred Dragon Scales and Blessings of Divine Light. The cross will also ignore survival abilities. 

Drop of Might

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. 

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.

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

Accursed Equation: A cryptic and unnerving item. This item is incredibly hard to steal, but holding it will cause all activation percentages used against this character to be cut in half. However, holding this equation will also cause this character to halve its own activation chances. 

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 or 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.  

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.

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. However, it will also increase their total defense by 50%. A character may hold up to two of these items. This item is very hard to steal.

Blade Plate+Razor Stone

Whip Plate+Twisted Stone

Pure Stone

4-Pom of Power (Energy)

4-Pom of Power (Psychic)

4-Pom of Power (Light)

14- 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%. 

14- 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.

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

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

Boots

Abilities:

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

Weaponized Body (III): If this unit uses only pure body type attacks, then it will increase the total damage output by 200%. Costs: 8 pg

Angel of Strength (II): Zeruel Signature ability. This ability cannot be removed by Strategist. Zeruel may use massive, cloth-like pieces of its body to launch devastatingly long-range attacks and counters. These cloths are a body attack and deal whip or blade damage. 1-5 range. These attacks will always strike four times the normal amount. They also will multiply their total damage by 100% for every GM this character is in Whip (Up to 5x). These whips are boosted by Pure Stones as well as Blade/Whip boosting items or crests. Base 100 might. This attack is boosted by Inhuman Strength and Weaponized Body, but never Weapons Mastery or Proficiency. Standing before such a fearsome angel, who could ever hope to prevail? Costs: 14 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

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 its 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 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

Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg

Absorb: 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. Costs: 8 pg

Body Slam: Hit -10. Calculate the accuracy of this hit as if it were a normal attack. This unit body slams an opponent. This only works on enemies that are small or very small. This attack cannot be blocked or defended. The damage of this attack is equal to 20% of their current HP. Costs 3 pg

Speed Boost (II): If this unit travels in a straight line, it may increase its movement by 75% (11). Costs: 8 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, Destructive

Weakness: Weak to attacks that strike its core. This character is weak to the ability "AT Field Pure Canon". 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. Extremely resists bite and claw. Immune to Strategist and Expose. Immune to mind control. Immune to defense downing debuffs. Extremely resists freeze, poison, bleed, burn, and radiation. Extremely resists pain. Immune to fear. 

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