
Level: 95
HP: 212,500
Attack: 2,200
Mace of Molag Bal: 1,500 (5,200) (10,400) [31,200]
Mortuum Vivicus: 3,000 (6,000) [18,000]
Defense: 1,500
Agility: 345
Skill: 355 (345)
Speed: 345 (335)
Move: 7
Items:
Mace of Molag Bal: -40 Skill and Speed. A Daedric artifact attributed to Molag Bal, the Lord of Domination and Enslavement. Its enchantment drains the lifeforce of its victims and transfers them to the bearer. Absorbs damage dealt and transfers it to the wielders health, and can heal above 100% health. It also can trap souls, doubling the amount of souls that would normally be trapped. When used by Molag Bal, it also steals the strength of the target, draining their Attack and transferring it to the wielder. As this is a piece of Molag Bal’s power, he may summon, dissipate, or recall it whenever he chooses. Base 1500 Dark/Absorb/Bludgeon damage.
The Mortuum Vivicus: A powerful weapon created by the Daedric Prince Molag Bal. It has no physical form, instead appearing as a large orb of cold light. This sphere acts as a catalyst for dark and powerful spells. When holding, this unit can attack with blasts that deal Dark/Fire/Ice/Magic-type damage.
Dark Stone (2): Boosts Dark type damage by 50%.
Abilities:
Lord of Domination: Molag Bal Innate Ability. If this character does not attack, the entire map will feel the full extent of power and fear. This will cause all hostile units on the map to receive -30 Agility and Skill. If this character does not attack, all enemy units who approach this character will have their movement ended within five spaces of it. 12 exp
Planemeld Anchors: Molag Bal Innate Ability. This character may use the plethora of souls they have gathered to fuel the formation of the Planemeld Anchors. If this characters has enough souls to power them, the Planemeld Anchors will drop, latching onto the four corners of a map. This will then open a portal to Coldharbour, allowing free access to all who travel through it, both in and out. However, the Planemeld Anchors require souls to be constantly fed to them to remain active. 10 exp
Lamae Bal Ritual: Molag Bal Innate Ability. This character can sire vampires through a ritual. This character will rape the potential vampire and, if they survive, they will become a pure-blooded vampire. The success rate is very, very low, as the ritual is brutal and gruesome. 8 exp
Harvester of Souls: Molag Bal Signature Ability. This character can easily and efficiently harvest the souls of all units they kill. This allows for this unit to effectively double the amount of souls they normally get. 3 exp
Tormentor of Men (II): Molag Bal Signature Ability. If an enemy unit has entered combat with this unit, they will be unable to leave the map via portal or natural travel for 5 turns. Any unit affected by this ability will take double damage from this unit, as well as 50% extra damage from all other attacks. 10 exp
Unrelenting Rage. This character completely ignores abilities that would prematurely end combat. They will continue to make follow up attacks even if affected by abilities that normally prevent counter. They may also attack multiple times if a foe has an ability that prevents it, such as Wary Fighter. If characters attempt to move away from him with dodging abilities, they will simply pursue them and continue with follow up attacks. 5 exp
Bloodbath: For every enemy that you inflict with bleeding status or kill your base attack increases by 5. This lasts until the end of the battle. This stacks with Bloodlust. 5 exp
Bloodlust: If this character defeats a foe, they will then add 0.5x the number of the defeated enemy’s Level to their base Attack. This boost will last until the end of the day or until the end of the battle. 5 exp
Devour: This character may take a turn to eat fallen enemies, regaining around 20% of its HP by doing so. Must be done 1 turn after killing an enemy. 1 exp
Dismember: On every attack this character executes, it has a 20% chance to rip a limb off the enemy. This ability stacks with Traumatizing Blows, but if this ability activates it will also result in a bleeding status, regardless of whether or not Traumatizing Blows lands. 3 exp
Ferocity: Beast only ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit’s speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. 5 exp
Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will triple the might of normal strikes. 16 exp
Pouring Wounds: This character can rip into enemies, giving them a Bleeding status. This ability activates randomly on some physical attacks. The ability will cause a wound 40% of the time. This ability only activates on physical attacks. 3 exp
Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will take 25% of the total damage from the attack as raw damage. 5 exp
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 20% 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. 4 exp
Proficiency:
5AA Mace – 500
5AA Dark – 500
5AA Absorb – 500
1AA Fire – 100
1AA Ice – 100
1AA Magic – 100
1AA Claw – 100
Weak to Light and Sacred Weapons. Resist Fire, Ice, and Magic. Immune to Dark.
size: massive (colossal hp)
