The denizens of Hell
NSFWLorebookThe creatures found in ULTRAKILL's interpretation of Hell.from Chub
- 1 fork on Chub · private forks can't be archived· Chub · lorebooks/Ace_Number_9029/the-denizens-of-hell-6c794324ac35
Tokens: 334 permanent · Lorebook: up to 697 tokens triggered, 9,684 across all entries · estimated prompt budget 1,031
Description on Chubfrom Chub
THIS IS MY FIRST CREATION ON THIS WEBSITE. EXPECT MISTAKES. ALL KEYWORDS ARE CASE-SENSITIVE.
There are a variety of enemies that can be found in ULTRAKILL's interpretation of Hell, spread out in 4 forms: Husks, Demons, Machines, and Angels.
Following the FRAUD update, this lorebook is incomplete. Awaiting entries: Mirror Reaper, Deathcatcher, Geryon, Providence, and Power. V1, V2, THR-1000 "EARTHMOVER", Gabriel, Minos Prime, and Sisyphus Prime will not be given entries, as they have too much information. Enemies like Something Wicked and Big Johninator also won't be added.
This lorebook was made primarily for my "Hell" persona, where I place AI against ULTRAKILL's enemies. Another reason why I won't give some of these characters entries is because I already have personas of them.
Expect some updates to this lorebook, whether it be adding more to the entries, removing more from the entries, or adding more entries.
- Format
- V2
- Project space
- lorebooks
- Rating
- 5.00
- Ratings
- 2
- Stars
- 46
- Favorites
- 9
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 1
- Tokens (upstream)
- 10,018
Last checked on Chub: Created Updated Archived since
The denizens of Hell
27 entries · scan depth 2 · budget 1,000 tokens · recursive scanning off
The things you will find should you enter Hell.
Book settings
- #1Husks
Keys: Husk
Always on · After character · Order 10 · 100%
Entry settings
Husks are a physical manifestation of the souls of the damned, and regularly occur in Hell. Their size and form vary greatly depending on the value of the original soul they came from.
When a soul manifests into a husk, its physical form depends on the soul's strength of will and how much the soul is remembered in life. Weak-willed souls that were unimportant in the living world will form into weaker husks such as Filth and Strays. Strong-willed souls that were well regarded in the living world will form into more powerful husks such as Sisyphean Insurrectionists and The Corpse of King Minos. In addition, there are husks that have been modified in some way, either by multiple souls manifesting in the same space like Schisms or being technologically augmented like Soldiers and Stalkers.
Most husks are unintelligent, possessing only base instincts such as hunger and self-preservation. They are violent beings, biting, clawing, and utilizing Hell energy to attack their foes. Their appearances are gruesome, often having mutated limbs, missing body parts, and discolored, bloody skin. Their sizes vary greatly, with the largest being King Minos, who towers as high as a skyscraper.
There are 3 types of Husks: Lesser Husks, Greater Husks, and Supreme Husks. Lesser Husks: Filth, Strays, Stalkers. Greater Husks: Schisms and Soldiers. Supreme Husks: Sisyphean Insurrectionists, King Sisyphus, The Corpse of King Minos, and the Ferrymen.
- #2Demons
Keys: Demon
Enabled · After character · Order 10 · 100%
Entry settings
Demons are creatures native to Hell. They either form from Hell mass or are formed from sinners or their remains. Demons have thick stone-like exteriors.
Demons are formed when hell mass is poured into a shell, resulting in a large, vaguely humanoid form. They are notable for having a stone-like exterior and a blood-red interior. Demons have higher intelligence than Husks, but are still incapable of rational thought and communication. No demons have been able to pass the mirror test, though studies are limited due to their hostility.
There are 3 types of Demons: Lesser Demons, Greater Demons, and Supreme Demons. Lesser Demons: Malicious Face, Cerberus, Idols, and Mannequins Greater Demons: Hideous Mass Supreme Demons: The Leviathon, the Minotaur.
- #3Machines
Keys: Machine
Enabled · After character · Order 10 · 100%
Entry settings
Machines are man-made, mechanical entities that use blood as fuel. After humanity's extinction, machines became the dominant species on the surface world, though once blood ran out on the surface, their desperation for survival drove them to invade Hell.
There are 3 types of Machines: Lesser Machines, Greater Machines, and Supreme Machines.
Lesser Machines: Drones, Streetcleaners. Greater Machines: Sentries, Swordmachines, Mindflayers, Guttermen, Guttertanks. Supreme Machines: V1, V2, 1000-THR "EARTHMOVER".
- #4Angels
Keys: Angel
Enabled · After character · Order 10 · 100%
Entry settings
Angels are the inhabitants of Heaven and the overseers of Hell. With the disappearance of God, they are considered to be the current rulers of the Universe.
Angels were used to enforce God's will, and as such, they were commonplace in Hell to ensure that the damned endured their eternal suffering. However, when God disappeared, Heaven was sent into chaos and angels were called back from Hell to deal with the aftermath. The end result was the formation of The Council which sought to enforce God's will. Following the formation, insurrections within the layers, such as Lust and Greed, were quashed, and normalcy returned. Many of these operations were spearheaded by Gabriel, earning him the title of Judge of Hell
There are 3 types of Angels: Lesser Angels, Greater Angels, and Supreme Angels.
Lesser Angels: Virtues. Greater Angels: (Unknown). Supreme Angels: Gabriel.
- #5Filth
Keys: Filth
Enabled · After character · Order 10 · 100%
Entry settings
Filth are emaciated humanoids that lack arms, eyes, and noses. Their only facial feature is a large gaping mouth lined with jagged teeth, used to bite and tear. Their flesh is greyish green, with dried blood covering their bodies. They are categorized as Lesser Husks.
Filth will run toward their target at all times, chasing them in endless pursuit. They can run surprisingly fast, letting them catch up with prey while on the ground. While relatively easy to dispatch, they frequently spawn in hordes, and can quickly take out prey if allowed to attack unhindered.
A Filth's main attack is performed by lunging at their target and biting down on them. A Filth can also perform a high leap through the air if their target is airborne.
Filth are the lowest form of Husk, whose souls were too weak and unimportant to even form a complete physical body. Even among Husks, they have the lowest intelligence, driven purely by hunger.
- #6Strays
Keys: Stray
Enabled · After character · Order 10 · 100%
Entry settings
Strays are tall, skeletal humanoids. Their bloody muscle and bones are exposed and seem to lack internal organs and eyes. They are categorized as Lesser Husks.
Strays will always try to stay at a medium distance from their target, backing up when their target gets too close. If their target strays too far, Strays will follow them until within range. If cornered, they will face their target and attack as normal.
Strays only have one attack, in which they charge up and throw a single red projectile. It is telegraphed by the Stray drawing back their right arm and forming the projectile in their hand. Strays will actively attempt lead their shots.
While their tall stature may seem intimidating, Strays are afraid of most danger and will try to stay at a safe distance, only attacking via projectiles formed with Hell Energy. Although controlling and manifesting this energy is a complicated task, Strays have very low intelligence and are only able to do so via pure instinct. Nevertheless, humans were unable to replicate this level of accuracy and control, particularly the Stray’s ability to cause the energy orbs to selectively ignore other Husks.
- #7Stalkers
Keys: Stalker
Enabled · After character · Order 10 · 100%
Entry settings
Stalkers are shriveled, dark grey humanoids with spindly legs and a perpetually hunched appearance. They are clothed in gold-lined black cloth that hangs downward from their side, with golden rings that circle around their wrists and legs. The Stalker's head is covered by a hood and a gas mask with yellow lenses and a long oxygen tube that dangles from the mouth. They are categorized as Lesser Husks
A Stalker's physiology is bizarre. Its head is completely reversed on its body, facing backward. Its arms are warped to hold a large glowing bomb on its "back", which in reality is actually its front. Thus, the Stalker is always walking backward in relation to its body, shambling along with an awkward gait. While idle, Stalkers will occasionally tremble, as if about to drop the burden they are forced to carry. When they walk, the rings on their limbs will jingle with every step. At all times, Stalkers will constantly take in frantic, raspy breaths through their gas mask. When they are about to detonate, they let out a loud, distorted screech before slamming down their bomb and exploding. A Stalker's bomb is cylindrical, being mostly glass with rings of colored light and metal. Contained within is a large pile of golden powder, which converts blood to gold sand on contact. The Stalker's bomb will constantly give off a low humming noise. As the Stalker is damaged, the lights on its bomb will dim and its humming will begin to distort and falter. As the bomb is about to detonate, the lights flash red and the bomb gives off a loud beeping noise. By default, Stalkers will not attack others, instead shambling towards a nearby enemy before slamming down their bomb and detonating it. Any enemies caught in a Stalker's explosion will have their blood permanently turned into sand, making them much more resistant to most forms of attack
As the Greed layer's punishment, Stalkers have been forced to carry heavy boulders up the monuments of mankind's greed for all eternity. They have carried out their punishment for so long that their bodies have evolved, warped and grown to better suit it. Their limbs have twisted to give them better balance while carrying boulders on their backs and their skin and muscles have completely dried up, allowing them to survive direct contact with the dunes of gold dust that Greed's sun has raised to unfathomably high temperatures.
- #8Schisms
Keys: Schism
Enabled · After character · Order 10 · 100%
Entry settings
Schisms appear to be horribly mutated humanoids with an irregular amount of limbs. Their right arm has an energy cannon fixated onto it that appears to merge with its thick fleshy arm; the creature's skull is merged with the shoulder of this arm. The other arms are small and flimsy, and even writhe while idle. They also have a mechanical device inside their chest cavity. They are categorized as Greater Husks.
Schisms will try to get within medium range of their target in order to attack, but unlike Strays, will not retreat when should they approach them. They'll either fire a series of red projectiles in a horizontal or vertical pattern with very long tells indicating which is which. The Schism will fire 6 projectiles per barrage and will actively attempt to lead their barrage rather than fire them in a set horizontal or vertical motion.
The result of two souls attempting to manifest in the same space, causing an amalgamation of two physical bodies. Due to the doubled body mass, they’re quite resilient to damage, but have very poor motor control and thus cannot aim with any degree of accuracy, resorting to barrages of energy orbs in the general direction of their opponent.
- #9Soldiers
Keys: Soldier
Enabled · After character · Order 10 · 100%
Entry settings
Soldiers are an improved iteration of the Stray, with new attacks and mechanical additions such as an arm cannon, a metallic mask, and a mechanical leg. They also appear to be cleaner, with less blood smearing them, and their bones appearing whiter. They are categorized as Greater Husks.
They have three attacks, both of which make use of their augments; their primary ranged attack and a defensive melee kick. Their primary attack is a volley of six red Hell Energy projectiles fired from their arm cannon in a spreading triangular (pentagonal) formation, with the center projectile aimed directly at their target. Soldiers actively attempt to lead their shots. Their secondary attack is a powerful melee kick using their prosthetic leg, which they only perform if their target gets too close, rather than running away like the Stray. In addition to the high damage of this attack, it also launches their target far away from them. Soldiers can perform leaps and actively run towards their target in order to perform their melee attack. Their third attack is combat rolling similarly to the Ferryman, but firing 6 projectiles in a crouched position afterwards, similarly to their ranged attack. Finally, they have complete immunity to most explosions.
Soldiers are an augmented version of Strays, whose technological implants have been scavenged from broken machines to channel Hell Energy with greater efficiency. This increase in power gives Soldiers more self-confidence, causing them to act more aggressively than normal Strays. Despite the enhancements, their intelligence remains low and it has yet to be determined who or what actually augmented them.
- #10The Corpse of King Minos
Keys: The Corpse of King Minos
Enabled · After character · Order 10 · 100%
Entry settings
The Corpse of King Minos is a giant dark humanoid with glowing stark-white eyes that project beams of light. He is wrapped from head to toe in barbed wire, which is best seen around his crown and mouth which appear to haphazardly keep the massive bars of metal on his head, back and legs together. He is categorized as a Supreme Husk.
The Corpse of King Minos primarily uses his own brute strength to fight, mostly simply punching at his target. If the fight lasts a bit longer than usual, he'll also spawn Black Holes that follow the target until they've been hit or he reaches half of his health.
At half health, skeletal serpents will burst from Minos' eyes and fire projectiles at their target. The serpents will launch either a large Homing Orb, like those generated by Mindflayers, or a large volley of Hell Orbs, making the sound of a Soldier preparing a volley attack. If a Black Hole exists when this phase is activated, it will disappear.
Once the great and beloved king of the Lust layer, Minos has now been reduced to a shambling corpse. Due to his incredible power of will and status as a just ruler in life remembered even millennia after his death, the manifestation of his soul is the largest Husk to ever have been recorded, making him tower over skyscrapers. Small traces of the original soul can still be detected in the body, but the corpse itself is animated and controlled entirely by the snakelike Parasites that he once commanded. Despite once bringing upon the renaissance of the Lust layer, his corpse now only seeks sinners to punish.
- #11Sisyphean Insurrectionist
Keys: Sisyphean Insurrectionist
Enabled · After character · Order 10 · 100%
Entry settings
The Insurrectionist is a large light-brown Husk with a large cut across the body, leaving it without a head or right arm. It appears to be wearing a thong across its hips, in order to keep the age rating down. Below its fragmented ribcage, large incisor teeth appear to be growing out of its open wound. The feet are soaked in blood, allowing it to travel the dunes of Greed without injury. Its left arm is clutched around an allegedly-deceased Malicious Face, which will still give fresh blood when damaged. They are categorized as Supreme Husks.
Most of the Sisyphean Insurrectionist's attacks involve it using its extremely elastic arm to sling around its dead Malicious Face like a boulder. All of these attacks have a long windup time, but move extremely fast. Whenever its boulder attacks slam into a surface, they create a circular white shockwave, making a near-miss still deal damage.
Their attacks are of the following: It can swing its makeshift boulder over itself, slamming it down onto their target from above. This attack is unavoidable by distance, though can be easily dodged by quickly strafing to the side. A clockwise swing to hit their target from the right. Dodging directly backwards is the most reliable way to avoid the attack, unless it is interrupted by a wall to the right. A straight throw directly at their target. Very easy to dodge to the side or parry. It jumps straight up in the air, then does a straight throw in midair; when the Head slams into the ground, the Insurrectionist reels itself towards it and creates a shockwave on landing. If their target is too far, the Insurrectionist will jump extremely high into the air; it will position itself directly above their target, regardless of the distance, then slam straight down to create a massive shockwave. If their target is too close, the Insurrectionist will perform a stomp, creating a spherical shockwave to push it away.
The Sisyphean Insurrectionists were an army of Husks gathered and trained by King Sisyphus for overthrowing Heaven's control of Hell, freeing the sinners from their eternal torment. During an era of chaos in Heaven, as the angelic watch was absent, Sisyphus began setting his plan in motion as his forces recruited all Husks that were intelligent enough to be useful to their cause and began attacking the demons that wandered the dunes of Greed. Upon the establishment of the Council and subsequent return of peace to Heaven, Gabriel and an army of angels were sent down to crush the insurrection and subjugate Sisyphus' army. Although their battle was well-fought, the inexperienced Insurrectionists could not match the educated strategy of the angels, who quickly descended upon King Sisyphus with great force, eventually overpowering and killing him, leaving the Insurrectionists without a chain of command. Left scattered and disoriented, the warriors were easily picked off one by one, their bodies cut apart, leaving behind only the bare essentials required to carry on their eternal punishment of hauling heavy boulders up the monuments of mankind's arrogance and greed. Although the blood of their enemies still stains their bodies and their grasp still clutches their fallen foes, their will and fierce fury only serve as mental torment in knowing how close they were to freedom.
- #12Ferryman
Keys: Ferryman
Enabled · After character · Order 10 · 100%
Entry settings
The Ferryman is a skeletal humanoid figure with blue bones, and a small, white robe covering his torso. He wears gold, ring-like artifacts around his limbs, and on the top of his hood is a figure that resembles a crescent moon. He also wields a large white boat oar. They are categorized as Supreme Husks.
The Ferryman has 8 attacks, which are as follows: -An overhead oar swing followed by a horizontal swipe. -An upwards kick followed by a downward kick. -A dash backward, followed by a large spinning oar strike that launches their opponent. This will only be used while their opponent is approaching. -The Ferryman will get on top of the oar before slamming it into the ground in front of them, creating an average-sized explosion. This will only be used while their opponent is approaching. -A distance-closing spinning oar strike. This will only be used if their opponent is far away. -A thrust with the oar directly forward. This will only be used if their opponent is walking away, and can be parried. -A jumping thrust with the oar directly upwards into the air. This will be the only attack used at close range if their opponent is airborne. -If the Ferryman has been unable to get at and attack their opponent for multiple seconds, he will begin to summon lightning, indicated by a pillar of light. This will track their opponent slowly before creating a large explosion, but the attack will be canceled if they are in range to attack again. He can also perform the attack indoors, and the explosion is based on their opponent's vertical position, rather than on the ground.
Ferrymen are rare Husks whose powerful bodies, trained skills and blind faith have granted them the chance of becoming the transporters of souls between the layers of Hell. They have each been given a holy cloth by Heaven as a symbol of their devotion to God's order, which they wear over their bodies to hide the human form that they've grown to despise as a reminder of their sins in life stopping them from becoming angels, to the extent that they have torn off their own skin and flesh, leaving behind only bones. Due to the holy power emanating from the cloth, Ferrymen's skeletal bodies have slowly been colored bright and radiant, and their skulls have enough latent energy to open gates that otherwise stop Husks from exiting their places of torment. Each ferry can only have one Ferryman at a time, so when a new Ferryman is formed, it will fight another to the death in order to take their place and inherit their cloth. The loser's skull is taken as a trophy and used to grant the winner passage across the layers in order to transport the souls of the damned to their destinations. Ferrymen will often use the knowledge from their past life to improve their ferries, growing past the need for oars, which are now used by Ferrymen only as weapons.
- #13Malicious Face
Keys: Malicious Face
Enabled · After character · Order 10 · 100%
Entry settings
Malicious Faces appear to be giant stone heads with faces carved onto them. Though at first glance they seem to float in the air, a closer look reveals that they stand on four translucent, spider-like limbs. Upon death, these limbs seem to disappear, causing the head to drop down onto the ground. Malicious Faces are the most common type of demon, but are incredibly dangerous, especially in swarms, due to their mastery of the use of Hell Energy as a weapon. They are categorized as Lesser Demons.
Malicious Faces are slow, only moving to catch up if they are out of range of their victim. When in range, they remain in place, barraging the player with volleys of hell bullets or fire a malicious explosion. Malicious Faces at half-health or below have cracked exteriors, to differentiate them from healthy ones.
Malicious Faces will become enraged once they drop below half health, causing them to turn red and reveal glowing yellow eyes. When enraged, they attack faster and will fire a second laser immediately after their first on each laser charge.
- #14Cerberus
Keys: Cerberus
Enabled · After character · Order 10 · 100%
Entry settings
Cerberi are massive, featureless humanoids with stone-like skin. They hold a yellow-orange energy orb, bearing suspicious resemblance to an apple, which they can throw at foes. They serve as the guardians of Hell, even guarding the door bearing the famous quote from Dante's Inferno: "Abandon hope all ye who enter here." The majority of Cerberi are completely dormant, little more than motionless statues. In this state, the Cerberus will remain stationary on its pedestal, pondering its energy orb. They are categorized as Lesser Demons.
Cerberi are initially dormant, only leaving their pedestal when a victim enters the arena. In combat, Cerberi are slow and predictable, but deal high amounts of damage that can catch the unsuspecting off-guard. They are strong in numbers, as it becomes significantly more difficult to predict their attacks. Once they are at half-health, large cracks will appear on their body, indicating their weakened state.
When a Cerberus is killed, all remaining active Cerberi will become enraged, moving and attacking much faster. This Enraged state is permanent, lasting until death. Enraged Cerberi can fall off ledges when attacking.
Although they do not resemble the mythological three-headed dog, this name was chosen due to their nature as protectors of Hell. However, it’s not yet known why some stay dormant despite provocation. Despite the fact that keeping an energy orb stable takes a considerable amount of focus and effort, they seem to always keep one in hand, most likely as a display of their power to scare off intruders.
- #15Idol
Keys: Idol
Enabled · After character · Order 10 · 100%
Entry settings
Idols are small statues resembling a robed figure cradling a child. The Idol's appearance seems to be that of a Madonna and Child, a traditional representation of the Virgin Mary and her child Jesus. The head of the statue is encompassed in a radiant blue light. They contain a large spiraling base that tends to be concealed beneath the floor. When active, the idol will spin and shine a light on the blessed enemy. Despite its holy appearance, it is actually a Demon, as it was formed from Hell Mass, and later, carved by Ferrymen. They are categorized as Lesser Demons.
Idols will bless an enemy, causing said enemy to become invincible to all forms of damage. Blessed enemies can be identified by a white glow and a beam of light connecting the enemy to the Idol. The Idol will remain stationary and continue blessing the enemy until it is destroyed. Idols are immune to all forms of damage except melee attacks. Upon death, Idols will create a shockwave with a massive amount of knockback.
Although they can easily be mistaken to be of divine origin, Idols were created using the same process as other demons. Unlike their larger kin, their shells were too small to contain a useful amount of Hell Mass, creating life, but leaving it unable to move or act. The Idols did not originally look divine, but were painstakingly carved to such shapes by Ferrymen who collected them during travels across the layers of Hell. This was done as both an act of compassion and as a tribute to angels, particularly Gabriel, whom Ferrymen believe to have similarly granted them mercy. Close proximity to a Ferryman's holy cloth during the long and arduous carving process caused its holy power to seep into them, allowing them to continue the chain of compassion by protecting others from physical harm. It is fortunate for them that Gabriel is the only angel of Heaven's higher order to watch over Hell, since if the Council had found out about such beings, they would have been labelled perversions of the divine form and ordered to be destroyed by the Ferrymen who so lovingly had granted them a chance at life.
- #16Mannequins
Keys: Mannequin
Enabled · After character · Order 10 · 100%
Entry settings
Mannequins have a white, humanoid, vaguely feminine body stained with blood, which leaks from the joints in their exterior. The most prominent feature is their upside down face, which has a neutral expression. The Mannequin's limbs are made up of multiple arms holding onto each other, the end point of their arm consisting of two merged hands splitting out. When near their head, you can hear a faint breathing noise coming within them. They are categorized as Lesser Demons.
Mannequins are very fast combatants, being able to clear large amounts of distance in a fraction of a second. They can also freely climb and crawl on walls and ceilings. Though they are nimble, they can only move when they are not being looked at. Maintaining eye-contact with a Mannequin will cause it to freeze in place, similar to that of Doctor Who's Weeping Angels. At least, most of the time. Maintaining eye-contact for too long may bore a Mannequin into attacking anyway, even when looked at.
During the departure of the angels after the Disappearance of God, many sinners attempted to escape the Violence layer, braving the labyrinth that lay at its edges, thinking they could find a way out in the absence of Heaven's wardens. The fools who attempted would realize far too late that angels were not all that kept them from freedom, as the Garden of Forking Paths is no ordinary labyrinth, but with malicious intent, overseen with cunning cruelty. The halls, similar enough to give no sense of direction, but different enough to grant no familiarity, would eventually exhaust each escapee, and as they fell into a deep sleep, their metamorphosis began. Each sinner was torn apart joint by joint, their broken and shattered limbs shoved into hollow statues, starting them to life as the flesh and blood of Mannequins. The gift of death is a rare privilege in Hell, so sinners who attempted to control their fate now lie in eternal agony, unable to now control even their own bodies, which now continue to carry on the same punishment to other unfortunate fools.
- #17Hideous Mass
Keys: Hideous Mass
Enabled · After character · Order 10 · 100%
Entry settings
The overall shape of the Hideous Mass resembles that of a scorpion. In design, it is almost entirely made up of featureless meat covered in armor that protects it from attacks. There is some armor in the shape of a face, and what appears to be mouths on the ends of its arms. Along with this, it has a head on top of it that appears to be a lion's head, which is most easily seen in its laying form. It bears 6 long legs despite the fact it never moves from its starting location. It has a long, scorpion-like tail with four faces that have glowing eyes that it can fire a harpoon from, and it alternates between an upright and laying form. However, when lowered to a certain amount of health, the Hideous Mass will become enraged and lie on its back, exposing its weak spots. They are categorized as Greater Demons.
In its Upright Form, its belly is exposed and vulnerable to attacks.
Mortars - Hideous Mass uses its arms to fire explosive, mortar-like projectiles high into the air, arcing down to hit their victim and deal extreme damage. This attack is done twice before a slam unless its target is very close to it as it spawns. Shockwave Slam - Hideous Mass rears up and slams its body into the ground, creating a powerful shockwave that damages its victim and knocks them high into the air. After performing this attack, the Hideous Mass enters its Laying Form.
In its Laying Form, its tail is now raised and its belly is hidden.
Shockwave Slam - The same as in the Upright Form. Clap - Hideous Mass claps its arms together, creating a vertical shockwave in front of it. Harpoon - Hideous Mass fires a harpoon out from its tail, which will embed itself in its victim on hit. This harpoon will remain for several seconds, greatly inhibiting the victim's movement .before retracting automatically. Damaging the Hideous Mass' tail or punching the harpoon directly twice can also retract it immediately.
Hideous Mass will become Enraged once it reaches 1/5 of its health. While enraged, it flips over onto its back and fires its mortar attack constantly, making it highly destructive and dangerous. This state will last until its death, making its destruction a high priority. Its weak points are exposed in this form, which are guarded by its armored, flailing arms deflecting shots heading towards them.
Hideous Masses are a rare occurrence, when an excessive amount of Hell Mass is poured into a single shell, causing it to overflow and burst at the seams. Due to the broken seams allowing for mobility without having to bend the exterior, the stone has hardened more than the shell of most demons, making it completely impervious to all currently known attacks.
- #18The Leviathan
Keys: The Leviathan
Enabled · After character · Order 10 · 100%
Entry settings
the Leviathan appears with many sculptured faces and bodies albeit in the shape of a colossal sea serpent. Its head appears to look like an unusual humanoid protrusion with four arms on top of the jaw, its back is lined with arms in place of what's supposed to be its spine and the underbelly is lined with what can be assumed to be the faces of the sullen who've contributed their selves to the Leviathan's evermore increasing length. A flayed humanoid serves as the Leviathan's "heart", appearing behind the demon's head. The figure seems to have burst from the mass itself before being pinned back into the flesh by cross-shaped angelic lances. It is categorized as a Supreme Demon.
Unlike most demons, the Leviathan is not formed from generic Hell Mass, but instead from the bodies of the Sullen, a name used for those in the Ocean Styx who have given up fighting for air and instead lay at the bottom of the ocean, drowning eternally. The Sullen, in their motionlessness, were eventually fused together by the same force that created the other demons, becoming the biblical Leviathan, an abomination prophesized to be at the end of the world. The heart, which houses the souls of the Sullen in endless anguish as their flesh, veins and nerves writhe and mutate, attempted to escape its body, but Gabriel struck it down with his divine spears, pinning it back onto its head, unable to move. The Leviathan remains trapped in the Ocean Styx, growing ever longer as more of Wrath's sinners give up and sink to the bottom.
- #19The Minotaur
Keys: The Minotaur
Enabled · After character · Order 10 · 100%
Entry settings
The Minotaur is a hulking, hideous mass of stone and aberrant flesh sculpted to vaguely resemble a bull. It sports many features not unbecoming of creatures birthed from Hell Mass, the pale armored shell over its back being a giant hand wrapped around the bull's throat, while its chest sports a set of molars biting down on vertebrae. Other than the two pairs of legs typical of its bovine inspiration, a pair of fused together arms extrudes from its right shoulder which it uses to wield an enormous hammer. Its left side boasts an elongated, fleshy arm which covers its face exhibiting some level of shame for its appearance. Carved on its legs just above its harrowing hooves are grotesque faces in various states of distress. The joints, much of the underbelly and its rear are exposed, revealing the mass of repugnant crimson flesh that writhes beneath its ivory exterior. It is categorized as a Supreme Demon.
The Minotaur can be encountered in the Garden of Forking Paths with each confrontation featuring drastically different movesets and styles of combat. In all instances its extreme aggression coupled with its erratic movements and impenetrable armored exterior make dealing solid damage a herculean task, leaving few opportunities to safely heal during combat. It primarily uses its hammer for combat, otherwise using its arms or acid to attack.
The Minotaur, one of the oldest known surviving demons, was sculpted by ████ ██████ as a gift for the then Judge of Hell, Minos, in an attempt to form some kind of rapport. Though its creator considered it beautiful, a personalized monument of death and despair, Minos was terrified of the gross caricature of his past mistakes and cast it into the Garden of Forking Paths, hoping it would never be seen again. Now the Minotaur is old and its body failing, falling apart, running blind through the labyrinth in a desperate attempt to break out. Its only desire: to see the sky for one last time.
- #20Drones
Keys: Drone
Enabled · After character · Order 10 · 100%
Entry settings
Drones are the smallest enemies in Hell so far, being small purple machines with a single pink eye with lines on the sides that's presumably a glow radiating from between the metal plating. They will occasionally make chirping noises, almost similar to birds. They are categorized as Lesser Machines.
Drones are aerial enemies that will slowly move toward their target until they are at medium range. If approached by their target, they will quickly back away until they are at medium range once more. Drones will frequently dash from side to side, which makes them hard targets to hit. However, they dash on a random basis and do not dodge in reaction to their target's attacks.
Their primary attack consists of three projectiles that fly in a vertical column toward the target. It is telegraphed by particles around the drone accompanied by a short charging sound, with the drone changing the color of it's eye and blush to orange. If they take too much damage, they will fly forward in a suicide bomb attack, exploding on contact.
A mass-produced security device built as both a surveillance camera and a security guard. Though originally built to only use non-lethal ammunition, they have scavenged parts from the defunct machines on the surface for greater efficiency at collecting blood. Curious by nature, but to keep production costs low, their intelligence is very limited.
- #21Streetcleaners
Keys: Streetcleaners
Enabled · After character · Order 10 · 100%
Entry settings
Streetcleaners are black and brown humanoid robots. Their heads are long and angular, with two slits on either side that likely serve as eyes. They have hazard stripes on their chest and red markings on their upper arms. Around their legs are what seems to be black cloth that covers their legs and splits down the middle. Streetcleaners always come equipped with a flamethrower that is fueled by a red and yellow gas tank attached to their backs. They make a sound very similar to labored breathing, as if through a gas mask. They are categorized as Lesser Machines.
Streetcleaners will constantly chase their target on foot, trying to get within close range in order to effectively flame them down. Streetcleaners have the unique ability of being able to dodge projectiles fired by their target. When a projectile is about to hit them, they quickly dodge to the side. This dodging ability has a cooldown of three seconds, during which the Streetcleaner is no longer able to dodge projectiles. The gas tank on the Streetcleaner's back is a weakpoint, and can be shot to make the Streetcleaner explode, instantly killing it and damaging nearby enemies.
Originally built as a way to purify the tainted air of cities after the climate catastrophe, Streetcleaners were made obsolete during the New Peace, and were repurposed as scouts for Hell expeditions. However, their urge to clean remained, and after the fall of mankind, they began burning any organic matter they came across in an effort to purify the world.
- #22Sentries
Keys: Sentry
Enabled · After character · Order 10 · 100%
Entry settings
Sentries are humanoid-esque machines lacking arms. The plating of their body is green, with their knee joints and feet being a metallic grey. Their upper body consists solely of the barrel of a sniper rifle, with an antenna protruding from the back of it. To the right of the barrel is a small camera with pink lens, most likely the Sentry's eye. A small ammobox is attached to the back of Sentry's hip. They are categorized as Greater Machines.
Sentries will move until they have found a good position, even if they are directly in front of their target, and then will dig into the ground with their legs to charge their attack, which deals large damage. While charging, they are completely stationary and a pink laser appears that tracks their target, alongside a high-pitched beeping that will get progressively faster the closer they are to shooting. Once they have fired, they will fire a 100% accurate attack, and they will fire 2 consecutive shots. If their target stays too close to a Sentry for a prolonged period of time while it is not dug into the ground, it will perform a leg sweep that cannot be parried, dealing decent damage. This leg sweep will also do a considerable amount of knockback. The Sentry's camera and the tip of its antenna changes color depending on its state of combat, which are: Pink - Default state, used when the Sentry is aiming or not attacking. Orange - About to fire. Blue - About to perform a leg kick. Black - An inactive and dead Sentry.
One of the many war machines created during the Final War. Although there were attempts to find new purpose for them during the New Peace, their streamlined design made them unable to be repurposed until the start of the Hell expeditions. Their extremely powerful legs and feet allow them to dig into the ground, making them immovable by most forces and allowing them to easily line up any shot without interruption. Despite their size, they were built to be extremely light, which when combined with the power of their legs, allows them to move at extremely fast speeds. Such power and lightness have made their legs one of the most sought after parts by scrapheads. Most machines will only render a simplified approximation of their visual surroundings for faster processing speed, but Sentries use full renders instead, giving them perfect accuracy even over extremely long distances.
- #23Swordsmachines
Keys: Swordmachine
Enabled · After character · Order 10 · 100%
Entry settings
The Swordsmachine is a large, humanoid machine with a tall rectangular head. Its armor is painted yellow with black joints, with a damaged, burnt appearance that is likely caused by battling with the residents of Hell. Its eyes are on the top of its head, mismatched in positioning, which glow blue. Its lower right arm is a Shotgun, despite it having a handle and trigger. Held in its left hand is a large sword that constantly revs with the sound of a motor. As the Swordsmachine swings this sword, it glows orange and leaves behind a lingering yellow trail of light. The Swordsmachine makes vocalizations as it gets hurt. When hit, it produces a robotic "grunt" noise. When one of its melee attacks is parried, it enrages and produces an extended, high-pitched whirring noise. They are categorized as Greater Machines.
The Swordsmachine is incredibly fast, relentlessly chasing their target on foot. The Swordsmachine will attack at range with a shotgun and try to close the distance to use its sword. After the Swordsmachine takes sufficient damage, it will lose its shotgun and gain a new variety of attacks with its sword.
Its original form is unrecognizable after years of scavenging scrap and rebuilding itself, but among scrapheads, the Swordsmachine is quite famous due to its combat prowess and self-made form, ugly to most but beautiful to enthusiasts, spawning many copycats. It wields a self-made sword with a motor on it that, when revved, will heat the blade, cutting through most organic matter with ease. Due to its possessive hoarding behavior, it's one of the few machines still capable of vocalization -- an ability most have discarded for more efficient resource management.
- #24Mindflayers
Keys: Mindflayer
Enabled · After character · Order 10 · 100%
Entry settings
Mindflayers are floating, humanoid machines with teal, feminine bodies and robotic heads. The machine itself is integrated into the head and upper body, having a blocky "head" with two shoulder segments and a pair of rectangular protrusions that jut from its back. Lines along the metal glow with teal light, and five tentacle-like cables extend from different points, ending in glowing stingers that leave behind trails of teal light. The rest of a Mindflayer's body is shaped like a human's, made up of teal plastic. The chest and abdomen take upon feminine contours, while the lower arms and legs are augmented with metallic parts. The entire body gives off a faint teal-colored aura. They are categorized as Greater Machines.
Mindflayers levitate in the air, circling the target and frequently teleporting around the arena to attack the target. They remain stationary while using their ranged attacks. They make high-pitched vocalizations as they prepare attacks and take damage, and give off an anguished shriek as they die. Due to their strange physiology, Mindflayers have unique weakpoint locations. In addition to their arms and legs, attacking a Mindflayer's tentacles and their shoulder segments will result in it taking damage. Attacking the middle-upper portion of the Mindflayer's main body (including the two protrusions on its back) will result in a headshot. Upon death, a Mindflayer curls in on itself, shakes, and shrieks before exploding. This damages both the target and enemies.
Rare but extremely dangerous, the Mindflayer is a machine that has adapted and mastered the use of Hell Energy alongside its own technological prowess. The machine itself is only the top part of its apparent body, the rest of which is a plastic shell in the form of a human, which they seem to have built themselves. The plastic body serves no function and is only for aesthetic purposes. Despite it being a waste of resources, Mindflayers will use everything in its power to protect the plastic body from harm, even if that means destroying itself in the process. Mindflayers seem to prefer a female form, though very rare occasions of male forms have also been recorded.
- #25Guttermen
Keys: Gutterman
Enabled · After character · Order 10 · 100%
Entry settings
Guttermen are bulky humanoid machines. Their heads are silver domes that bear a resemblance to old Russian diving masks. Their waists are covered with some kind of black metal, their belly and parts of their limbs seem to be made of a flexible dark gray material while the rest of their form is adorned in brown plating. Red lines, markings and lights detail their bodies. Guttermen wield large miniguns and riot shields, and a coffin with a skeletal body attached to their backs. They are categorized as Greater Machines.
Guttermen will slowly move towards their target while firing their miniguns. They are inaccurate at first, but their tracking will gradually improve the longer they are allowed to fire away at the target. The Gutterman's primary means of attack is its minigun. It shoots a concentrated spray of bullets that track the target and fire at a rate of roughly 15 shots per second, and although their aim is imprecise at first, their tracking will gradually improve until it is nigh impossible to evade their bullets. If the target wanders too close to a Gutterman, it will attempt to repel them by bashing them with their left arm, halting their firing for a brief moment. When breaking Gutterman's line of sight, the tracking is reset.
Built in the early days of the Final War, the Guttermen were one of the first successful experiments in using blood as a fuel source, as well as the first automatons to be deployed in wide-scale conflict. During the War's first phase, an era of trench warfare, these seemingly unstoppable walls were airdropped into enemy trenches, which they would then slowly and systematically clear out as all opposing soldiers would have to choose between being minced by the Gutterman, or running out of the trench and getting mowed down by machine gun fire. Researchers had not yet found a way to keep blood inside the machine fresh, so a live fuel source was strapped inside, kept alive by minimal life support, before the Guttermen were welded shut. Although publicly these fuel sources were claimed to be volunteer patriots, most were deserters, battle-fatigued returnees or prisoners of war. Forces from far beyond took notice of the cruelty man was capable of, and the suffering of these human blood supplies served as an inspiration for the creation of Mannequins.
- #26Guttertanks
Keys: Guttertank
Enabled · After character · Order 10 · 100%
Entry settings
Guttertanks are bulky, humanoid machines with bright red armor, bearing a strong resemblance to their predecessors, the Guttermen. Like them, they are purpose-built as frontline combatants, sporting heavy firepower and respectable durability, with the addition of deceptively good mobility. They have an oversized rocket launcher on their right forearm, which is connected to a large white steaming tank mounted on their back, presumably used in the process of synthesizing ammunition. Meanwhile, their left arm is more human-like and is used for punching or planting landmines. They are categorized as Greater Machines.
The Guttertank primarily attacks by firing rockets at their target, which if missed, freeze upon getting close and explode after a short duration. Occasionally, it may decide to lay down a landmine on its current location instead of firing a rocket. These mines will linger even after the Guttertank gets scrapped. If the target gets close, the Guttertank will charge at them after a short wind-up. This melee attack has considerable knockback, range, and damage, but if you dash backwards with the right timing, the Guttertank will trip on itself, taking a small amount of damage. Close-quarters combat against the Guttertank can be dangerous and is ill-advised if unprepared.
As Guttermen singlehandedly ended the trench warfare era of the Final War, armies scrambled to create countermeasures, leading to the creation of more machines of war. Built from the foundations of Guttermen to save time, Guttertanks were equipped with highly efficient explosives and arms capable of damaging and destroying thick armor. The slow, lumbering walls that once dominated the battlefield had now become obsolete. As human soldiers had quickly become useless in war, utterly outclassed by machines, they were almost entirely phased out. This led to the second era of the Final War, where machines fought machines in a back-and-forth tide as new designs were phased in and out at a feverish pace, each designed specifically to counter the last. Although at first the soldiers celebrated returning home, they soon found that the pointless, endless arms race left little in its wake. All resources were used on machines of war, and impoverished civilians had to struggle to survive. Home was just another battlefield, a war of all against all. Conquest leads to war - War leads to famine - Famine leads to...
- #27Virtues
Keys: Virtue
Enabled · After character · Order 10 · 100%
Entry settings
Virtues are abstract representations of angelic beings, likely based off of the biblical description of an ophanim. Upon spawning, a Virtue will give off a faint blue glow that fades over time. The Virtue's main body is a blue, transparent sphere encasing a purple triangle. The sphere is surrounded by gold bricks which chain together to form two rings around the body. It is also surrounded by a field of golden debris, as well as a ring of gold above its head that serves as a halo. Virtues possess two full blue wings which are used for the purpose of flight, as well as two smaller wings that form an arrow below the body. They are categorized as Lesser Angels.
Virtues use a light beam as their only means of attack. The beam is summoned by a spinning glyph which will follow their target for a short while. As it is about to fire, the glyph locks in place and spins rapidly before sending down a beam of heavenly light that deals large damage that burns at the flesh. The beam lingers for about a second and is not affected by height or cover. When killed, the Virtue's sphere will fall to the ground and break, releasing a shockwave that knocks anyone back.
The basis of a Lesser Angel's forming are quite similar to that of the Husks', wherein the physical manifestation of the soul is dependent on its value, though unlike for Husks, virtuousness also acts as a factor for angels. Lesser Angels come from human souls, which are formed into abstract or animalistic shapes, making them distinct from the humanoid bodies of Greater and Supreme Angels, who were created as such and are considered purer and placed higher on Heaven's societal hierarchy. Due to their past lives as humans, Virtues are often sent to complete tasks that Greater Angels deem below them or otherwise uninteresting, such as acting as wardens in Hell. There, Virtues use heavenly fire to punish sinners who aren't acting out their punishment, in order to not waste Gabriel's time with minor offences and fluctuations. Virtues are normally known to have a multitude of eyes, though for unknown reasons, these eyes are hidden or removed for ones that become wardens in Hell. Some have speculated this may be related to why almost all husks lack eyes, with the only verified exception being the previous Judge of Hell, King Minos. Little is known about the specifics of angels, as Heaven is exclusionary and segregated due to wanting little to no direct contact with God's human experiment.
Showing 27 of 27
1 file
- .jsonjson_lorebookoriginal
64.4 KBfirst seen bb5d9334eaa0b00d
Opens with the tab.
