Totem of LifeName: 'Seventh Holy Imperial Challenge of Power: Test of Essence'
Location: Holy Imperial Bureau of Officiating: Nexus Branch
Client: The First Holy Empire
Prerequisites:
Level 20
Requirements:
Defeat a Level 21 or greater entity from the Enemy List, with said entity being an opponent that was not summoned, with no items equipped and no allies in a standard arena match
Description:
This is the seventh of twelve tasks required to obtain a Holy Imperial Seal of Power.
Reward:
Items-
1/12 Holy Imperial Seal of Power
Awards-
Has Completed the Task "Seventh Holy Imperial Challenge of Power: Test of Essence"
Level 23
Golem, Magic
HP- 230,000
MP- 205,000
STR- 3,200
AGI- 3,060
CON- 3,500
MIN- 3,300
SPI- 3,450
XP- 0
Defense- 2,700
Defense against Stat Damage- 230
Critical Chance- 22%
Resilience- 25%
To Hit- 124%
Dodge- 15%
Resistances and Immunities- Absorbs Light, 50% Earth Resistance, 50% Air Resistance, 50% Fire Weakness, 50% Darkness Weakness, Immune to Pain, Confusion, Impaired, Poison, Diseased, and Stat Drain
Prime Attribute- Spirit
Constant Effects-
Immobile- Possessor does not possess the ability 'Switch Rows', Constant Effect
Abilities-
Heal- 50,000 Damage, Heals, Light & Air, 0 MP
Life Bolt- 20,000 Damage, Deals 1/10 Damage, Light or Magic, 0 MP
Radiate Life- Places a buff on caster that heals all of caster's allies for 50,000 HP at the start of each round, stacks 10 times on caster and in terms of effects on others, Earth & Light, 15,000 MP
Cure Status- Cures all minor negative status effects and one moderate negative status effect on target, Light & Magic or Light & Air, 15,000 MP
Radiate Vibrancy- Places a buff on caster that provides +20,000 HP to all of caster's allies at the start of each round, including caster, stacks 10 times on caster as the original buff and 40 times as the buff provided by the buff on each individual, Light & Air, 30,000 MP
Induce Regeneration- Inflicts Rejuvination, 1 hit against 20, Light & Air or Light & Magic, 15,000 MP
Totem of Life goes first, but because of the damage formula effect order has a max-damage crit of 3*(((3,450*5)+20,000)/10) = 11,175 Light or Magic Damage vs Celestine's Defense of 12,980.Celestine von Reuter, the Clockwork Fairy (The Nottest of Daves)
Level 39 BA Member
Clockwork, Technology
HP: 9,750
MP: 14,625
STR: 690 (10) +300
AGI: 390 (10)
CON: 390 (10)
MIN: 585 (15)
SPI: 665 (15) +80
XP- 121,411,035
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 28
MODIFIED STATS
HP: 267,250
MP: 167,125
STR: 1790
AGI: 1490
CON: 6490
MIN: 6685
SPI: 1765
Defense: 12,980
Quantities of Air element Damage dealt by possessor are increased by 5,550 points
Quantities of Fire element Damage dealt by possessor are increased by 5,550 points
Possessor's actions may gain a 115% chance of inflicting Charm.
If possessor is a Clockwork and possessor's current HP is equal to possessor's Max HP, possessor's Charm infliction chances are increased by 10%
Vent Steam: Possessor may spend an action to create a Zone of Air & Fire & Water & Technology that lasts 2 rounds
When possessor performs a 'Vent Steam' action, possessor may attach an effect to the Zone it creates that does not stack on the same Zone and stacks 2 times across all Zones that deals 30,000+11,100 Flat Air & Fire element Damage to each individual in it at the start of each round
Whenever possessor performs a 'Vent Steam' action, possessor may deal 5,000+11,100 Flat Fire & Air element Damage to up to 5 targets
The Totem of Life has 50% Air Resistance, but 50% Fire Weakness, so all instances of damage below remain unmodified by Enemy Resistance.
Every turn, Celestine will use Vent Steam, attach the effect to the created zone (41,100 Flat Damage at the start of round, stacks twice across two zones), and deal the additional flat damage (16,100) to the Totem of Life. This action gains a 125% chance of inflicting Charm (115% if Celestine is somehow not at full health).
The Totem of Life cannot resist Charm of this magnitude, but it gets two 25% chances to escape at the start of each round once both stacks of Vent Scalding Steam exist. If it fails to escape the Charm, it is directed to use Induce Regeneration on Celestine on its turn until it runs out of MP (in which case it swaps to targeting her with Heal) or is dead.
The Tree of Life cannot damage Celestine (seen above), and starting at round 3 cannot heal more than 69,550 Damage per round (max Heal + Rejuvenation) vs 90,200 Damage dealt by Celestine's Steam effects, so even without charm triggers this fight ends in her favor (it just takes so many more rounds to complete).