User:ExarioUpper

Overlord:

I would take fallen angel as race and a dark priest job.

I would like something like a dark deity superjob and max my race level. Otherwise for jobs I would be a full magic caster that focuses on support and disruption with spells such as illusion, resurection, heals, barrier, status effects (silence, bind, stun...), buffs and debuffs...

Here is the character I would like to have if such a game was real (due to the lack of information on angel races and dark powers for priests currently, I improvised a bit) :

Total level: 100

Race
Base race: Angel;

I would be playing as a corrupted angel for roleplay but angel by default. The difference to me is that (normal) angel race skills provide buffs to allies and strenghten priest/cleric type spells/skills, while fallen angel do the same but provide debuffs to enemies instead of buffing allies and are therefore a more offensive/disruption oriented build.

An Ascended Seraph is beyond the pinnacle for the angel evolution line. This is the final form of the Angel evolution line. This is an Angel that had gained Divinity. More specifically for the Ascended Dark Seraph, it is an angel that aims at becoming its own deity, typically vowing to not serve anyone but himself as chief Deity.

Race levels: Fallen Angel (lv15)--> Dark Archangel (lv10) --> Dark Power (lv10) --> -Dark Seraph (lv5)-> Ascended Dark Seraph (lv5)

Angels are a strong heteromorphic race that specialises in control abilities, divine spellcasiting and holy elemental damage and comes with several resistances, immunities and divine spellcasting enhancements, especially toward their higher racial levels, however they also come with several downsides. One of which is a severe weakeness toward negative and dark energy and a slightly lower one to anti-magic, void or chaos energies. They also have equipement restrictions due to their shape (they cannot wear headgear and receive maluses when wearing normal chest armor--> cannot use wings for instance) and they cannot take any job they want (necromancy, demonist, rogue, ninja, beastamer and others alike are off limits) also they notoriously cannot summon demons with any spell or skill (even with super-tier magic)--> the spell/skill fails in that case. Their other main weakness comes from their alignment, due to their special race traits, angels are very strong against creatures with a different alignment than theirs, but in exchange also receive more damage, while they do reduced damaged with creatures with a similar alignment, but also take reduced damage equivalently.

As for appearance angels come in all shapes and sizes that can be customised, however the conditions above still hold even if one decides to give them a humanoid appearance (ex: on equipement). I would like mine to be human sized (1m75) with floating disconnected members that radiate light. No feet but a single floating curved torso with a metalic appearance, intricate magical paterns and a separate grand magical halo on the back. As for the head, there would be no face or hair which are replaced by a shimmering patern of interwoven circles that radiate light. Concerning the wings, they would not be visible unless used/manifested, when they appear it is as if being made of solid light with an extremely bright appearance. Twelve of them appear in total, 6 on each sides disconnected, floating and encircling the main body and the halo giving a majestic appearance (normally seraphs have 6 wings but while were at customisation, might as well do as we please, also this is a nice Satan/Paradise lost reference to my fallen angel)

Karmic Alignment: Neutral -1 (Victim is neutral so that should be possible for angels to be of any karma, for this race, karma points are a strong element of gameplay). This allows me to support more efficiently by taking less damage from my passives and supporting all equally, regardless of their karma values. But I frequently change this value with the super-tier magic [Judgement of Osiris] before combat, when I need a specific strategy or I know of the enemy's karmic value. 

Main Equipment
The main purpose of the equipement is to give a high resistance toward negative energies, as well as to enhance the power of divine spellcasting, as well as give some arcane versatility. (Angels can't wear headgear).
 * Robe [Divine class: Herald of Darkness]: A sober black robe that radiates darkness, contrasted a shimering holy pattern that appears at irregular intervals. It gave a feeling of mystery and sanctity. It gave a high resistance to negative energy and a slightly lower one to evil and chaos energies, in addition to strenghtening divine spellcasting and moreso buffs and debuffs by lowering their overall mana cost as well as lenghtening their duration. A very popular equipment for priest or cleric angels in Yggdrasil. It was part of a set with the cloak [Shroud of Night] and gave set bonuses.
 * Boots [Divine class: World at Dawn]: My character design was without feet, consequently the boots appeared instead as 2 bands cross-encircling the base of the torso. Their appearance was of 2 holy golden bands of radiating light with magical patterns drawn on them. They were part of a set together with the gloves [Divine's Grasp] and gave set bonuses.
 * Belt [Divine class: Psionic Belt MX3400]: The belt was unseeable under the robe, however it contrasted with the rest of the equipment. It gave a very futuristic vibe, made out of silvery metal with holograms and screens all over the belt. It came with integrated mini games, tunes, web searching, voice A.I ect... as a cosmetic bonus, however those functions would be lost if the belt was transmogrified. Gave plenty of storage room as well as a special ability that nullified the mana cost of |Minor Telekinesis], [Telekinesis] and [Greater Telekinesis]. This piece of equipment had a reputation for "trolling" due to its functions. The web searching function doesn't work in the new world.
 * Cloak [Divine class: Shroud of Night]: Part of the set with [Herald of Darkness], it gave the same feeling and appearance as the said robe and gave some set bonuses. It gave a high resistance to negative energy and a slightly lower one to evil and chaos energies, it also had a special ability that made the character harder to detect as well making the character automatically invisible when in low-light areas. This last ability was disliked by parties due to its automatic effect, but the quality of the equipment, especially with its set compensated for that.


 * Gauntlet [Divine class: Divine's Grasp]: A white glove interwoven with gold patterns radiating light, was part of a set with the boots [World at Dawn] and gave set bonuses. Greatly enhanced divine spellcasting and moreso light, holy and positive/healing spells. Also had a special effect that made each 4th divine spell cast by the character cost no mana.


 * Necklace [Divine class: The Eyes of Noi Elihoreph]: This special item gave diverse abilities outside of class restrictions, allowing greater freedom and versatility, it also enhanced illusion and divination magic. Its appearance was a necklace of several eyes radiating with arcane energy, held together by a gold fluid-like material.
 * One-Handed Mace [Divine class: Weight of a World]: The weapons could be stored away when a spell conjured certain weapons for use, or when hands where needed to be free, alternatively they could be held with telekinesis. A mace which head was a stylised representation of the earth and the moon (real world) encircled with 3 transparant halos of light. A cosmetic effect made the moon revolve around the Earth in real time, the effect continued in the new world.
 * Orb [Divine class: The Sun and Stars]: The weapons could be stored away when a spell conjured certain weapons for use, alternatively they could be held with telekinesis, or when hands where needed to be free, the orb was always floating anyway. This orb was made to ressemble the inside of a planetarium with the sun at its center, the solar system with the planets as well the constellations and stars that could be seen over the milky way.

Approximate status:
I inspired myself from Ainz stats, although I reduced mag.atk from 90 to 85 while I increased mag.def, resistance and HP to reflect more the priest jobs and angel race (vs skeletons that are more glass cannons)

HP: 70

MP: Exceeds limit

'''Phy. Atk:''' 35

'''Phy. Def''': 70

Agility: 40

Mag.Atk: 85

Mag.Def: 98

Resistance: 100

Special ability: 100

Total: 698+@