User:Mephistoles6

Introduction

Malthael was formerly a high ranking member of the Guild Seraphim before he betrayed them in order to become a member of Ainz Ooal Gown. Thus he earned the nickname "Betrayer". Together with his newly found guildmates he lead them together with Momonga to a golden era.

Character lore

Played YGGDRASYL whole 12 years from the first day it started. Start character was an Angel. After his betrayal he became one of the top Players of YGGDRASIL because of his Class Change to Fallen Angel. He was strong enough to constantly beat Touch Me.

Abilities and Powers
 * Absolute Death: This 10th tier spell allows the user to kill its intended target and also invalidates low-tier and mid-tier resurrection spell.
 * Absolute Halt: Unlike a normal time stop spell which has a time limit on how long the time can stop, Absolute Halt is a time stop spell which the user can stop time as long as they want. However if the opponent has a higher tier time stop resistance skills or abilities, it would be difficult for the spell to effect the opponent because they can resist it but it still effect them by slowing down their movement but not a complete halt. This is a 10th tier spell.
 * Astral Form: This ability allows Malthael to transform his body to an astral almost mist like, nullifying all of enemy attacks except it cannot nullify an attack that specifically that can hit astral entities.
 * Astral Lance: This is a 8th tier spell that is very effective against astral entities and beings who is temporarily astral.


 * Barren Wasteland: This is a 9th tier spell that can turn a vast area of fertile land into a barren wasteland. Anything that is living cannot live here.


 * Black Fireball: Shoot out a big ball of black fire that burns it's target. This spell is much higher and deals much more damage than the 3rd tier spell fireball and the 6th tier blue fireball. This spell is a 8th tier spell.


 * Boundary Immunity: This 10th tier spell allows the user to be immune to any boundaries manipulation techniques that the opponent wants to use against the user.
 * Collapsar: This spell would cast a void which will literally suck the enemy inside.
 * Cure Poison: This spell allow the user to cure any poison effect.
 * Curse Breaker: This is a 8th tier spell that allows the user to break any types of curse.
 * Great Teleportation: This 7th tier spell is a much greater version of teleportation spell. It allows the user to teleport at a great distance.
 * Great Ray of Doom: This 9th tier spell allows the user to launch a purple colored ray that is so destructive that it could destroy almost everything.
 * Holy Smite: A 7th tier holy type spell that purify it's target with a white light pillars. This spell is effective against evil alignment beings such as demons and undeads. If use against holy type beings such as angels, the damage done to it will not be so severe.
 * Implosion: A 10th tier spell that cause the target to explode from the inside.
 * Meteor Shower: A much more powerful version of meteor strike. Instead of calling one, it call forth innumerable meteor from space with the intention of destroying more than one target. The area of effect of this spell was so large that the aftermath of this spell can be describe as 'Raining Hell on Earth'. This is 10th tier spell.
 * Perceive Opponent: This spell allows the user to determine the enemy strength, power and capabilities to a certain extent.
 * Perfect Healing: This is a 10th tier healing spell.
 * Perfect Resurrection: This is a 10th tier resurrection spell that allows to resurrect people without turning them into ashes. However they still lose some of their life force.
 * Reality Alteration: False Body: This 10th tier spell created a layer of fake body double that coated the user main body. The fake body also contain false information about the user life point and defense. This is a useful spell to make the opponent believe that they make damage to the main body but it is not. It's basically a spell use to deceive the opponent sense of reality.


 * Zero Gravity: This powerful 10th tier spell can cause a wide area with no gravity. This will not effect the user but only his surroundings and the objects around him. The user also can determine how much of an area that he wish for the spell to effect.

Seraph and Ascended Seraph bonus traits and skills:

 * Super Flight (at will): a high speed levitation, considered to be superior to the spell [Fly] on all aspects.
 * Divine Manifestation (at will): A higher form of the [Thaumarturgy] cantrip, only available for an angel that has ascended to Seraph. You can manifest several major wonders at once, signs of supreme supernatural power, within range, as if a god descended on the mortal plane. Best combined with the [Overlwhelming Presence] skill, for extra persuasion power. You create any of the following magical effects within range:
 * Your voice booms up to three times as loud as normal for 10 minute and thunder and lightning is emited from your mouth and eyes. Your voice also gains an effect that increases you willpower and forces affected creatures to stop combat or any action they are undertaking if they fail a willpower check against this spell.
 * You cause flames to errupt, vanish and/or change colour for 10 minute. You can also alternatively make them take specific shapes and/or change them to an element of your choice (electricity, water, light, darkness, acid....).
 * You cause tremors in the ground for 10 minute that can do minor damage to structures of the caster's choice.
 * You create an instantaneous sounds, lights and clouds that originates from points of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers accompanied with harmless thunderous clouds, coloured smoke ect...
 * You can provoke slight harmless deformations in space visible to any creature, such as walls that curve, waves in the floor, a whirlpool effect beneath the caster from the floor or whichever is beneath, faces that appear, change and go on the walls ect...
 * You instantaneously cause doors and windows within the area of effect to fly open or slam shut several times. Can break open normal non-magical locked doors and windows.
 * You instantaneously causes small to medium object to float in the area of effect, you can also control the direction in which they float, throwing them in a given direction with moderate speed that inflicts some minor bludgeoning damages or making them rotate around you.
 * You are enveloped in a harmless aura of your choice (light, lightning, darkness ect...) that flickers, makes you float and partially translucid as if a spirit. Gives bonuses toward Threatening or Persuading a creature.
 * Ability Damage III (permanent passive)
 * The Exaltation of Light (permanent passive): Replaces the angel trait [The Guidance of Light]. Your angel and Seraph race levels increase your ability to cast Divine spells and you receive greatly increased bonuses on damage dealt through holy, light or positive elemental spells. Furthermore the buffs and debuffs you cast through Divine spellcasting have their duration increased by 20%.
 * Alignment Versus Damage IV (permanent passive): The character deals bonus damage that scales with the difference in karmic alignment of the character and the target
 * Alignment Versus Resistance IV (permanent passive): The character receives reduced damages from characters with a similar karmic alignment but also more damages from characters with a different karmic alignment, the reduction and damage scales with the difference.
 * Angelic Slave Sight (at will): A spell used on a summoned Angel. A small window appears in the corner of the caster field of vision, allowing him to see through the angel’s sight.
 * Create High Tier Angel (2/day): Cherubim Gatekeeper
 * Create Middle Tier Angel (6/day): Dominion Authority
 * Create Low Tier Angel (10/day): Principality Observation or Peace
 * Hope Aura IV (at will): Gives medium buffs to all stats, including resistances, also automatically dispels low tier (bellow level 60) malignent effects. ; This could have a debuff version instead for Fallen Angels
 * Hope Aura V (at will): Gives major buffs to all stats, including resistances, also slowly regenerates the health of any being in the vicinity and automatically dispels low to mid tier (bellow level 80) malignent effects. ; This could have a debuff version instead for Fallen Angels
 * Dimensional lock (at will): This is a type of skill which can only be specifically used by the highest ranking devils or angels. It renders teleportation and transfer magic unusable.
 * True Sight (permanent passive): Perfect visibility in any condition (no light, object obstructing sight, invisibility ect...) and on long distances.
 * Animate Object (1 use per level per day): You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate. An animated object can be of any non-magical material. You may animate one Small or smaller object or a corresponding number of larger objects as follows: A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, a Colossal object as 32 and a Titanic object as 64. (Titanic is the size of a small mountain range) You can change the designated target or targets as a move action, as if directing an active spell. This skill cannot affect objects carried or worn by a creature. Animated objects can be made permanent with a permanency skill.
 * Overwhelming Presence (at will): Your presence inspires incredible awe in those nearby. A creature that fails to resist against this skill falls to the ground and prostrates itself before you, believing it bows before a divine presence. A flying creature incapable of hovering must land immediately in order to prostrate itself. These creatures are considered to be helpless for the duration of the skill. Can be resisted with high enough willpower. A creature that recovers from this skill early after being affected by it receive a temporary Wisdom drain and is staggered for a time proportional to the one it was affected by the skill. Combining this skill with the [Waves of Ecstasy] skill leads to affected creatures that fail to resist both skills to become permanently afflicted with insanity that cannot be cured except via magical means. This combination also has a chance to permanently charm low-level affected creatures.
 * Greater Dispel Magic (at will)
 * Waves of Fatigue (at will): Waves of energy render all living creatures in the skill’s area fatigued. This skill has no effect on a creature that is already fatigued.
 * Waves of Ecstasy (at will): You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are first stunned and are then staggered for the remainder of the skill. A creature that resist the skill is staggered first and can act normally thereafter. Combining this skill with the [Overwhelming Presence] skill leads to affected creatures that fail to resist both skills to become permanently afflicted with insanity that cannot be cured except via magical means. This combination also has a chance to permanently charm affected low-level creatures.
 * Waves of Holy Fire (at will): Generates waves of holy fire around the angel that deal moderate composite fire and holy elemental damage to enemies standing nearby. Can toggle On/Off
 * Waves of Exhaustion (6 per day): Waves of energy render all living creatures in the skill’s area exhausted. This skill has no effect on a creature that is already exhausted.
 * Blade Barrier (6 per day): An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature that touches the wall takes slashing damage.
 * Resurection (6 per day)
 * Earthquake (6 per day): When you cast earthquake, an intense but highly localized tremor rips the ground. The powerful shockwave created by this skill knocks creatures down, collapses structures, opens cracks in the ground, and more. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake skill depends on the nature of the terrain where it is cast.
 * Mass Charm Monster (6 per day)
 * Permanency (6 per day): This skill makes the duration of other spells or skills permanent. You first cast the desired spell or skill and then follow it with the permanency skill.
 * Prismatic Beam (3 per day): A shinmering rainbow beam of light spray from the caster's hand. Creatures hit with the beam are afflicted with Blind, Insanity, Petrify, Disease and Poison that cannot be cured except by higer-tiered magic or skills and in addition they take composite fire, acid, electricity and ice damage.
 * Promethean Ire (3 per day): Similar to the angel ability [Holy] for holy elemental damage, the Seraph learned to turn all of his elemental damage for one spell or skill to the heat/fire subtype. However contrarily to the [Holy] ability, [Promethean Ire] permits only a limited number of uses per day.
 * Power Word: Kill (3 per day): An instant death skill. You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Can be resisted with high enough current hitpoints, relative to the caster's level.
 * Holy Gift (3 per day): A skill similar to the [Wish Upon a Star] super-tier magic spell, although with reduced effects and possibilities, it let's however the caster choose the effect of the skill. Cost 1 level worth of experience or an equivalent amount of gold.
 * Shooting Star of Legends (3 per day): The seraph gains a massive momentary burst of movement speed, using his own body as a projective to throw himself at an enemy or at any given direction. The speed increases with the distance and deals more damage the more speed gained up to a cap. On contact, the buff ends with a shockwave that deals crushing damage and knockbacks enemies. Can be used offensively or to escape.
 * Holy Protection (permanent passive)
 * Divine Soul (permanent passive)
 * Divine Wisdom (permanent passive): Divine spells and skills do not count in the 300 allocated space and thus an unlimited number of them can be learned
 * Air/Electric Immunity (permanent passive)
 * Heat/Fire Immunity (permanent passive)
 * Time-affecting Immunity (permanent passive)
 * Ice, Ground and Water Elemental Damage Reduction I (permanent passive)
 * Divine Spellcasting: Status-affecting V (permanent passive)
 * Divine Spellcasting: Turn Resistance V (permanent passive)
 * High Tier Magic and Status Immunity III (at will): Nullifies all low tier spells, skills and their effects. Can toggle on/off
 * High Tier Physical and Status Immunity III (at will): Nullifies all low level attacks and their effects (below level 60). Can toggle on/off
 * Positive Energy Touch (at will): Heals the object being touched, attacked, or skill-attacked by the character. A prolonged contact with a corpse may lead to a resurection if the corpse is in good shape. Can toggle On/Off.
 * Phoenix (once per 100 hours): Seraph self-resurection skill, automatically triggers 10 seconds after the death of the character or alternatively when this skill's cooldown resets. The character returns from the dead in bursts of holy fire and is immune to damage for 5 seconds after use. This skill's power is equivalent to a Tier 10 spell. Does not have xp/item loss maluses but momentarily leaves with halved defenses, resistances and maximum health points for 48 hours after use. This made angels a poor choice to pk as one would have to kill them twice to gain something out of it, while allies of the target could show up. This skill can only trigger once per 100 hours.