Name: Beowulf Type: Sword Rank: Multi-Part (Parts shown in spoiler at top) Damage: User's Rank in Damage Range: Melee Range -- Blade is 2 feet long
Description Originally known as Hrunting, Zork had left the Infinity Hydra on the search of self discovery. During his journey, he discovered a spirit known simply as Beowulf. The spirit spoke to Zork and offered to give him power beyond his imagination. After contemplating with the spirit, Zork took Beowulf's offer and housed the spirit within the blade of his adopted father's ancestors. Upon accepting the spirit into the blade, the appearance of the blade changed slightly to the blade now known as Beowulf; an awakened form of the blade Hrunting.
The blade's weight extended by 6 inches from the previous Hrunting and became light enough for Zork to carry in 1 hand. The blade is constantly vibrating, capable of changing it's frequency to suit it's needs whether it be slicing through the earth or turning into light. While Beowulf is a powerful companion to Zork, it is also very fickle, only working when Zork had fulfilled it's desire of combat and can easily turn to a normal sword at it's will. However, due to Zork's love of battling, the two make a remarkable duo in terms of swordplay. |
Weapon Passives wrote:Beowulf Awakening Beowulf has a sentient being living within the blade. The blade has it's own thoughts, feelings, and motivations. Due to Zork's desire to fight a strong opponent matching with Beowulf's desire to fight, Beowulf has granted it's full power until Zork. However, Beowulf demands Zork to use it in battle in order to fully awaken it's true power. Effect: Every strike that Zork makes with Beowulf results in a +5% damage boost up to 50% damage boost. The boosts are sustained until Zork spends a round not using Beowulf. If Zork doesn't swing Beowulf and strikes an opponent in a post, the boosts reset back to Zero.
Mountain Splitter Beowulf has the power to split mountains in a single swing, however, it's ability to do this depends entirely on Zork's capabilities and endurance to do so. While the blade is made out of standard metal, it is Beowulf constantly causing the blade to vibrate at an extremely high frequency; so fast that even Zork can't detect the vibrations coming from the blade. Effect: Every strike that Zork performs ignores armor equivalent of Zork's Rank (not effecting armor of higher rank than Zork's). Out of battle, this weapon is capable of cleanly cleaving through any natural or man-made structure. Magical Structures, however, are unaffected by Beowulf's vibration.
ACTIVE ABILITIES
- Cursed Sword Masamune:
Name: Cursed Sword Masamune Rank: Zork's Rank up to S Duration: C Rank: 5 Posts B Rank: 7 Posts A Rank: 8 Posts S Rank: 10 Posts Cooldown: Double Posts Active Description The ancestral sword envelops itself in darkness emanating from the red crystal. All of the memories of the things the weapon have killed come bursting out at once, causing dark energy to swirl around the blade. The red crystal turns into an eyeball with it's own sentience. A loud shriek could be heard from this weapon. Upon every strike, the weapon steals a small portion of the target's soul, shrieking as it drinks the blood of it's foes. Effect: One successful strike per post with this weapon absorbs 10% of the damage done and returns it as HP to Zork while this skill is in effect. | STRENGTHS
- Drains HP from the target, healing Zork.
- All attacks dealt by Zork's attacks are considered Dark Elemental. | WEAKNESSES
- Natural MP regen is stopped for Zork while this ability is active.
- Zork takes +25% damage from Light Magic while this ability is active.
- Very long cooldown |
- Vibrato Halo:
Name: Rank: Zork's Rank up to S Duration: Instant Cooldown: 3 Posts Description Zork's blade vibrates in the same frequency as light, essentially turning into light, itself. While the blade has turned into light, Zork makes a spin, leaving behind a halo of light which expands, attacking all targets with the halo of expanding light. The blade of light returns to being a normal sword after use. Effect: Deals 1.25x Zork's Rank's damage. This deals 100% to all targets struck by the sword and 75% damage to all struck by the halo of light. This deals an additional 25% damage to dark/evil targets. Range: C Rank: 30m Radius B Rank: 50m Radius A Rank: 75m Radius S Rank: 100m Radius Speed: Half Rank's distance in meters/sec | STRENGTHS
- Large AoE
- Deals Holy Damage to all targets | WEAKNESSES
- Limited height due to Zork's small stature
- Able to be eaten by Light Slayers
- Makes Zork dizzy for 2 seconds after use, leaving him wide open for an attack. |
- Ghost Blade:
Name: Ghost Blade Rank: Zork's Rank up to S Duration: 3 Cooldown: 4 Description Beowulf tunes into the same frequency as a human body and with a quick lunge at Zork's opponent, the frequency starts to resonate in the target. The vibration continues going through the target's body before exploding with extreme force from within the target. Effect: After the attack takes effect, there is no initial damage done to the target. Once the duration expires, the target is dealt 150% Zork's rank in magic damage instantaneously. The target is also stunned for 4 seconds after the explosion. | STRENGTHS
- Can be used strategically with the delayed damage
- Can cause a stun | WEAKNESSES
- Targets 1 Rank higher than Zork are only stunned for 2 seconds instead of 4 while targets 2 ranks above Zork aren't affected by the stun.
- The delayed damage is nullified if Zork is knocked out before the duration expires or if Zork or the target flees battle.
- Not a very high pay-off for the amount of time to wait. |
- Blink Blade:
Name: Blinking Stab Rank: Zork's Rank -1 Duration: Instant Cooldown: 2 Posts Description Zork lunges in with his blade, stabbing it into his target. Upon stabbing his target, Beowulf vibrates to match Zork's frequency, causing Zork to vanish from sight momentarily, only to move him to another location. Just before he teleports, however, he appears to be blinking in and out of existence for a whole second before vanishing. Effect: Deals -1 Zork's Rank in magic damage and then teleports Zork away (See ranges for Teleportation Range). During the teleportation, Zork cannot take damage. Range: D Rank: 7.5m C Rank: 15m B Rank: 25m A Rank: 35m
Speed: Half the distance's speed per second. | STRENGTHS
- Zork can't be targeted by an attack during the 2 seconds he's teleporting
- | WEAKNESSES
- Where Zork teleports is predictable.
- Zork cannot dodge any attacks headed towards him using this technique.
- If Zork is attacked just before teleportation (while blinking), he takes 25% more damage and the teleportation stops. |
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