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As the High Prophet of Wintercrest, Allegor has grown accustomed to the cold and has let it shape him. It is his duty to oversee all of the Prophets of Wintercrest, reign like a ruler of the territories controlled by the Cult, and as a member of the Council of Steel, it is as well his job to tax and govern the lands, and acts as the highest authority to the Fallow Knights of the region. Allegor is unforgiving, like the blizzards that strike the lands he owns. When he fails he considers it sin, and when he succeeds, sees it as just the duty of putting those who could never have been forgiven by Panzer to rest eternally. He believes that soldiers and citizens of the Tank Empire have not a heaven or hell awaiting for them, but instead a place like The Void, for them to drift in endless blackness until time's own demise...
Allegor is one of the six High Prophets of the Cult of Panzer. Every region of The Realm controlled by the Cult has a single High Prophet, and he is the High Prophet of Wintercrest. Allegor avidly does his job, out of hatred for those who do not follow the ideals of the Cult he stands to represent to the natives of the frozen wastes he controls. He leads a luxurious life, and riches sent back to the Tower of Gladii go to good use under his eye, but he views his use of money not as something out of personal gain, but to show the wealth, power, and influence of the Cult to all those who try to interfere.
Allegor's relations to the rest of the High Prophet council are odd, as he resides in a very remote location, as selected so few would wish to come and attack him. Who would want to cross miles through a land frozen over with nothing left to take just to kill someone? Especially when they'd have to run all the way back through the same icy hell? Some view this decision foolish, others tactical, as he does. As with all the High Prophets, he respects the High Prophet of the Desolate Plains, better known as the Archprophet. Allegor and Gaius do not get along well, usually making opposite decisions of each other. While Allegor is cold, brooding, and unforgiving of those who fail in the name of their purpose, Gaius instead wants to see the Cult progress by becoming more open and inclusive rather than receding and tightening their conversion regulations and killing those who do not meet the tests. Allegor and Locke have great relations, and meet with each other regularly due to their proximity, Locke being the High Prophet of Neverest Mountains, but still have conflicting views on matters and just who should qualify for the Prophet status the council assigns and why. He doesn't like a single thing about Victit, despite only being forced to see him once every few months and barely knowing a thing about him, yet they have disagreements, due to Allegor being very extreme in his actions and never mediating to find a middle ground. Therefore, in general, none of the High Prophets view him as one to make the best actions. He doesn't think very highly of Timidis, and she returns the favor, but he doesn't particularly despise or wish her dead like he does with some of the other High Prophets either.
Allegor is serious and cold. He strives not for now, but for the future, and if anything impedes he shall remove it without question. Allegor values luxury, wealth, and power, if not for the reasons expected. He values these things not for the sake of having, but for the sake of showing and giving. Allegor may be introverted and unforgiving, but he uses what he has to show off the collective group of the Cult of Panzer's power, and to make sure what he has and offers goes to the right reasons. Allegor is not a morally right person, but he is no monster either. He wants the Cult to be more restrictive on who is allowed entry due to Tank Empire spies, heresy, and the general failure of cult operations to try those involved with death.
Allegor too values excellence, personal success of not just himself but others, and being respected and having respect. He strives not just to become the best at what he does, but to become graceful when doing so. He is entering his older years, and so has had time to perfect his arts, yet he never deems it enough. Therefore, Allegor has a very hard time quitting. He never knows when to stop or when something is finished, because to him, perfection is unattainable, but oh so wished for. Allegor has locked himself in an endless cycle of work with no goals or gains reaching for a reward he knows he can never reach. Some would call him insane for this, like with his Cathedral placement, though some view it as breaking old views of grace and establishing a new peak standard of tank kind. As for respect, Allegor knows the fine line between loved and feared. So he places himself in the middle, having an inner heart he usually wears on his arms on the outside as something to be feared, in the way he presents himself and to the way he speaks and how so.
To summarize, Allegor views himself as an inferior but never presents himself as such. He takes great value in becoming the best at what you can do, but knows that he nor anybody else can ever reach true perfection. Allegor in his relations to the others of the High Prophet council is met with respect, inferiority, and hatred, based not alone on his ideals but perceived realities about himself he never has the heart to answer, out of fear of breaking his fragile shell and walking his middle grounds between everything he's done. And so Allegor stands, the isolated and respected High Prophet of Wintercrest.
Allegor is a pale, almost gray looking tank, due to his time in the cold and sometimes sun-barren Wintercrest. Allegor also has a white/light gray icy beard. He has darker gray rectangular shoulder pads like those of the Archprophet in battle, and his lower half looks very armored in that regard too. His arms extend from where his body meets his shoulder plates, which are very ornamented and bedazzling. Atop his head is a helmet with icicles hanging down over its open front, blocking a bit of where his eyes would be. The symbol on the top middle of the helmet is his crest, two open palm hands facing forward on each side of it, with an eye in the middle of each palm. Each hand has it so its thumb is pointing inward toward the center. From the sides of his helmet, two rods stick up vertically, not necessarily horns, but spires. Like a lot of the Cult higher ups, a cloak drapes down from behind him, this one a crimson red with some black mixed in.
He has two weapons to start, a thin, short, black metallic rod with the Panzer dragon head at the end, and a gray ornamented shield very similar to that of Pentavian, but dark gray and red instead of gray and blue, as well as having more appropriate cult symbols like the dragon, and a Panzer Token at the center. These are his Chancellor Staff and Council Shield. When entering later phases, his shield breaks into tons of pieces, and his staff will lengthen, wing-like jagged spikes will emerge from the sides just below the head, and a tail-like chain with a spike ball at the end of it will emerge from the end of the staff.
Allegor begins at the top of the battle room in his Cathedral, sitting in a throne made of iron with red velvet and symbols etched into it, the staff and shield on each side of it, his arms resting on the arm rests. When his battle room is first entered, players will have 20 seconds before he raises his left arm with a snicker, two Invulnerable Prophets come in on each side of the doors, and push them closed, before standing in front of them. Allegor will next slowly grab his Chancellor Staff in his hand on the right relative to players, and his Council Shield in the left. Then he will get off of his throne, and reappear in the center of the room accompanied by a red flash. He will then speak his introductory quote. Next he will laugh, as more Prophets enter the room, opening grates in the back of the room before falling back into the shadows. Throughout the phase, Cult of Panzer enemies found in Wintercrest will enter from the four open gates in the back of the room, randomly. There can be a max of twenty-four of these enemies active at one time.
Bullets or just about any projectile that connect with Allegor's shield will be absorbed, and deal 10% damage to his overall health that they would if they connected with his body. A lot of the time he positions his shield in a location where majority of players are attacking from, as to negate the incoming heavy damage.
- Staff Slam: Will hold up his staff vertically, and then smash its bottom downward, releasing a ring of thirty-two red bullets that deal minor damage and inflict Broken for 4 seconds.
- Shield Bash: Will hold his Council Shield in front of him, and dash toward the closest group of players in a blurry motion, pushing those hit back and to the sides a bit with some heavy damage, and being inflicted with Stunned for 3 seconds.
- Hurricane Swing: Will fold his shield behind him, and a vile smirk will appear as he raises his staff up and to the right a bit, before swinging the staff all the way from his top right to his top left with a blur beneath him. Players hit are knocked away and suffer medial damage. He will then grab for his shield again.
- Crucible Blast: Will cross his staff over his body a bit and onto his shield, as the eyes of the dragon begin glowing a fiery orange, smoke curling upward. He will then release a large flashy fireball that explodes in a 12x12 tile area if it hits a player or the wall. The plasma ball moves rather fast, has an aura around it that inflicts Burning to players for 3 seconds if not collided with, and deals more damage the closer to the impact site the player is, with damage being massive near its core.
- Fission Beam: Will hold his staff upright in front of his body so the dragon eyes stare straight forward into the screen. After, lasers, from one each eye evenly spread apart, will twice rotate in a full circle at a rather hasty speed, but still enough to rotate with the lasers and not be hit. These lasers deal rapid damage if stayed inside of, but should only be connected with for about a second at a time.
- Flank: Will point one of his hands somewhere as all current enemies in the room gather there, and then move as a large pack trying to surround players. After about 10 seconds, enemies will resume their normal own patterns.
- Staff Spin: Will throw his shield down to his side, take his staff in both hands above his head, have it double in length in white light, and then spin it around very quickly, dealing damage to all players within 25 tiles of him on all sides quickly, before shrinking his staff again and picking up his shield.
- Bolster: His staff's eyes will flash red, before firing lasers into five of the enemies in the room. These enemies will grow in size, flash red, and preform their actions at a faster speed with higher damage for 7 seconds.
- Bulwark: Will hold his shield in front of him, and cross his staff over it as a blue spherical energy field forms around him. He will begin healing 1% of his maximum health every 2 seconds, as enemies stop appearing from the gates. He will stay Invulnerable and recovering HP until the room has been cleared, where he will go vulnerable once again and enemies will continue spawning.
- Rally: Will raise his staff in a red glim, as all enemies in the room begin circling him, blocking shots from hitting him. This will last until all enemies in the room die, or 15 seconds have passed.
- Tri-Beam: Will point his staff a direction as three beams of red light spaced 22 degrees apart from each other are fired in that direction, being held for about 2 seconds before fading. This does average damage when sat in, per second.
- Wavering Strikes: Will hop back and forth a bit from left to right, before lunging at the closest player with the end of his staff faced forward, shield held to his side. Will dash back to his position when completed, and repeat two to three more times. Each strike does heavy damage and inflicts Dazed for 3 seconds.
- Aptitude Wave: Very similar to Tri-Beam, but there are instead five beams spaced 12 degrees apart. He will wave these beams back and forth within a thirty degree angle, making anyone unfortunate enough to be caught in between any of them have to precisely and quickly move with the lasers to not take damage. Lasts four seconds, and he is Armored for that duration.
- Panzer Bursts: Fires off four very large dark red and black bolts of energy that inflict Weakened for 8 seconds and Confused for 2.5 seconds. These shots move rather slow, however. A burst of four of them spaced 18 degrees apart will be released from his shield, followed by a burst of five of them spaced 14 degrees apart will follow shortly after, then a third wave of four, all in quick succession. In general these shots do high damage, but are more fearful for their debuffs. Each round of bursts is fired at the closest player.
- Council Binds: Black tendrils will extend from the front of his shield, wrapping around and pulling players toward Allegor at a speed of four tiles a second. A total of ten tendrils will whip out in quick succession, pulling players into it before being knocked slightly away. This still does some dangerous damage and inflicts Stunned for 2 seconds.
- Tendril Grasp: Allegor will hold his shield in a direction, as the ten black tendrils will begin whipping back and forth, smacking at players and inflicting Unfocused for 4 seconds if touched. Players will also be knocked around by the tentacles. At the end of the attack, all the tendrils will snap together before receding, dealing moderate damage and inflicting Paralyzed for 1.4 seconds to those snapped at.
"Gah! Fine then! May you meet your doom at the hands of those who seek salvation!"
At 40% health, Allegor will retreat up onto his throne, setting his staff and shield on their respective sides, watching. The four iron gates in the back of the room will slowly begin closing, an invincible Prophet along the left wall turning a crank. Players can do nothing but last out the hordes of enemies, which spawn at doubled rate and have a cap of fifty at a time, until one hundred enemies are killed.
When an enemy dies during this phase, they will not just fade away, but a red mist will quickly fly from their vanishing body and into the eyes of Allegor's staff. Once one hundred enemies are killed, he will rise from his throne, floating (as implied by his cape floating and his shadow travelling across the floor from off screen), before landing. Phase 3 will then initiate, the Prophet cranking the handle rushing to join and stand between the other two Prophets at the door.
After Allegor has landed and the final Prophet has joined the other two at the door, Allegor's shield will break into pieces, almost comically. He will then angrily grunt and shake his head (body?) as he slams his staff into the ground, which will then double its length and enter its Phase 3 design as described both above and here again. His staff will lengthen, wing-like jagged spikes will emerge from the sides just below the head, and a tail-like chain with a spike ball at the end of it will emerge from the end of the staff. He will then begin selecting from the attacks below. Note that now that the gates are closed, enemies will stop spawning for this portion of the battle. Instead, Allegor will begin summoning in Portals based on health remaining. These Portals will not close by normal means, and their 4000 health pools must be diminished before fading. Allegor begins this phase at 40% health remaining, as he has not taken damage up to this point since the start of Phase 2.
- Staff Slam Deux: Will hold up his staff vertically, and then smash its bottom downward, releasing a ring of thirty-two red bullets that deal minor damage and inflict Broken for 4 seconds. These bullets will also travel in an odd wavering pattern that makes them a bit more difficult to dodge. These shots move a bit slower than the original Staff Slam shots, however. His staff will be stuck in the ground and leave large fissures, only graphically. He must take about two seconds to pull it out. A few seconds later the cracks will clear.
- Hurricane Swing Deux: A vile smirk will appear across his face, as he raises his staff up and to the right a bit, before swinging the staff all the way from his top right to his top left with a blur beneath him. He will then repeat this again, crossing back over to the right. The head of the staff will fire and release bullets as he swings it, creating a wave of shots in front of the swung arcs. Players hit are knocked away and suffer medial damage.
- Fission Beam Deux: Will hold his staff upright in front of his body so the dragon eyes stare straight forward into the screen. After, lasers, from one each eye evenly spread apart, will twice rotate in a full circle at a rather hasty speed, but still enough to rotate with the lasers and not be hit. These lasers deal rapid damage if stayed inside of, but should only be connected with for about a second at a time. After these lasers do their two revolutions, they will cease, and then a slow series of giant twin laser bursts will be fired out, but leave Allegor with Broken for 2 seconds.
- Staff Spin Deux: Will ttake his staff in both hands above his head, and then spin it around very quickly, dealing damage to all players within 25 tiles of him on all sides quickly, before shrinking his staff again and picking up his shield. The spike ball on the chain will also be hurling around with it, inflicting Dazed and Stunned to those smacked by it for 2.6 seconds, as well as suffering moderately heavy damage. Players hit by the wings of the staff will be subject to Bleeding for 3 seconds instead.
- Tri-Beam Deux: Will point his staff a direction as three beams of red light spaced 22 degrees apart from each other are fired in that direction, being held for about 2 seconds before fading. These lasers will ricochet off of the first two walls they hit as well, making dodging very precise, as there will be some spaces the player cannot stand without the laser bouncing off of a wall hitting them as well. This does average damage when sat in, per second.
- Aptitude Wave Deux: Very similar to Tri-Beam, but there are instead five beams spaced 12 degrees apart. He will wave these beams back and forth within a thirty degree angle, making anyone unfortunate enough to be caught in between any of them have to precisely and quickly move with the lasers to not take damage. Lasts four seconds, and he is Armored for that duration.
- The Shredder: Will twirl his staff around in his arms, before whipping it out like a boomerang. It does not travel in a curve, and instead a straight line, before coming back along that straight line. His body will actually move as if he was throwing it out as well. Players struck are inflicted with Bleeding for 3 seconds. The staff pierces players and will return no matter how many it hits. It also deals moderate damage.
- Dragon Breath: Will hold his staff out as its eyes glow an ember orange. The mouth will then release a fiery spew of many bullets of many sizes at various speeds. All of these shots inflict Burning for 2 seconds, and their initial damage is dependent on their size, ranging from minor to severe. The breath will be fired for 3 seconds in the direction the staff's head points.
- Checkmate: Will hold his staff forward in front of him with both hands gripping it over his body. The head will then flash red, as it releases two WIDE streams of bullets that curl around the outside and wrap back inward multiple times. A secondary slow burst of five fireballs will be fired down the center every few seconds to add the frenzy. During this time, Allegor is Armored, and the attack itself lasts nearly 8 seconds. Once Allegor picks a direction to fire Checkmate in, he cannot move his attack direction until the ability's end.
- Serpentine Staff: Will drop his staff on the floor, as it begins a metallic serpent-esque creature with wings. It will chase players around, doing severe damage on contact, and releasing slow moving shots that inflict Broken for 2 seconds from its eyes. Allegor will go Invincible for the 10 seconds the serpent runs about, before it comes back to him and transforms into a staff again.
"I will suffer no more of your impudence! You will die here alone!"
At 5% health, Allegor will flash red, and return to the center, holding his staff downward almost "relying on it to stand", gripping its head with both hands, as it wobbles. All Portals opened by Allegor will close, as the three Prophets at the door will become active, and lose their Invincibility, acting like their normal enemy state. Allegor will stand still, in the same position, releasing rings of shots in increasing speeds and patterns as well increasing in complexity.
Killing the Prophets is not required to end the battle, only Allegor's demise. When Allegor dies, the Prophets will too get wide-eyed and everything in the room will die with him.
Allegor will clutch his staff for balance further, his grip on it wavering, as the icicles on his helmet begin to melt. The hand symbols on his helm will too begin to fade into black, and he will begin shivering. Allegor will then release a long cry, as ice begins running up his body, surrounding him and leaving him an icy statue in the halls of the chamber, Invincible, alive, but incapacitated.
- First of the High Prophet pages to be created.
- Really sort of the Polygon Disciples of the Cult, just less of them and they are classified as Realm Bosses due to their generally weaker nature in this regard.
- High Prophets are subject to Health Scaling, so they can get stronger than the more impressive Disciples if enough players gather at their Cathedral to destroy them.
- Resource used for creating and demonstrating bullet patterns: http://www.pfiffel.com/dps/