Magic
Primary Magic: Re-quip: The Elementals
Secondary Magic: N/A
Caster or Holder: Castor/summon
Description: Re-quip magic involves the creation and/or summoning of magical items from a dimensional pocket: involving Weapons, Accessories, and Armors to increase their physical prowess on the field. Though these things can have magical properties as well, a Requip mage is not as bound to their magical strength as a normal mage; and requires physical strength and skill to produce their devistation. Though their magic attacks are nothing impressive half the time, they are swift and durable to enable destructive melee strikes. The higher rank the Re-quip user the more power the utilities provided are able to provide.
Zaltac's variation on this magic is to rely on as little of the magical properties as possible. To do this, he takes on only the essential FOUR main elements: Fire, Wind, Water, and Earth; due to his teachings of how these elements are used even in heroes of olden time that did not rely on Magic. Though at his current level of progress he is unable to utilize the full aspects of these elements: Which is fine for him as he wishes to show the "True Strength" of one who is not corrupted by overflowing magics. His fighting style involves having to get up close and personal, while using the magic at a Medium range to help keep the pressure on his foes until he is able to finish getting in close. His weakest point are those who choose to remain farther away, allowing him to be kited and lead about to fall into traps. But anyone who wishes for an up front duel will find a versatile warrior able to boost his defenses, speed, attack power, and reflexes while using a variety of weapons. Currently, he is unable to use two elements that contradict each other at the same time: Fire and Water, or Wind and Earth. Nor can he use more than one elemental weapon at his current level; forcing him to rely on his training and speed with each weapon, as well as his own cunning to take down his foes. After increasing his power, he is now able to dual wield two weapons though they cannot be of contradicting elements still.
Strengths:
Weaknesses:
[*]Weapons can be knocked out of hand, or taken in middle of battle.
Lineage: N/A
Unique Abilities: Activation abilities of these weapons can only be performed in Zaltac's hands. Even if disarmed, weapons will not react for their activation in someone's hands.
Spells
Primary Magic: Re-quip: The Elementals
Secondary Magic: N/A
Caster or Holder: Castor/summon
Description: Re-quip magic involves the creation and/or summoning of magical items from a dimensional pocket: involving Weapons, Accessories, and Armors to increase their physical prowess on the field. Though these things can have magical properties as well, a Requip mage is not as bound to their magical strength as a normal mage; and requires physical strength and skill to produce their devistation. Though their magic attacks are nothing impressive half the time, they are swift and durable to enable destructive melee strikes. The higher rank the Re-quip user the more power the utilities provided are able to provide.
Zaltac's variation on this magic is to rely on as little of the magical properties as possible. To do this, he takes on only the essential FOUR main elements: Fire, Wind, Water, and Earth; due to his teachings of how these elements are used even in heroes of olden time that did not rely on Magic. Though at his current level of progress he is unable to utilize the full aspects of these elements: Which is fine for him as he wishes to show the "True Strength" of one who is not corrupted by overflowing magics. His fighting style involves having to get up close and personal, while using the magic at a Medium range to help keep the pressure on his foes until he is able to finish getting in close. His weakest point are those who choose to remain farther away, allowing him to be kited and lead about to fall into traps. But anyone who wishes for an up front duel will find a versatile warrior able to boost his defenses, speed, attack power, and reflexes while using a variety of weapons. Currently, he is unable to use two elements that contradict each other at the same time: Fire and Water, or Wind and Earth. Nor can he use more than one elemental weapon at his current level; forcing him to rely on his training and speed with each weapon, as well as his own cunning to take down his foes. After increasing his power, he is now able to dual wield two weapons though they cannot be of contradicting elements still.
Strengths:
- Strong close combat prowess.
- Can switch elemental properties by switching weapons.
- Able to attack at Medium range as well, giving him some potential to fight back against his foes.
- Able to enhance different physical properties with each element: Fire increases Attack Power, Earth increases Defense and Resistance, Wind increases Speed, and Water increases Reaction time.
- Can duel wield two weapons at once
Weaknesses:
- Has no Long Ranged spells to fight.
- Weapons are breakable, and thus can be left defenseless and only armed with his bare-hands; removing his medium range attack options.
- Unable to use more than one weapon at a time due to Elemental properties.
- Quickly drains mana for spam-able, activation skills.
- Able to be out-dueled against more experienced fighters.
- Elemental properties can backfire by allowing him to take extra damage from opposite element type.
[*]Weapons can be knocked out of hand, or taken in middle of battle.
Lineage: N/A
Unique Abilities: Activation abilities of these weapons can only be performed in Zaltac's hands. Even if disarmed, weapons will not react for their activation in someone's hands.
Spells
- C rank spells:
Name: Sword of Either
Rank: C
Type: Fire, Offensive, Spell Weapon, Area of Effect, Damage over Time
Duration: Four posts
Cooldown: Five posts
Description: A not-so-common one-handed Broadsword that harbors the element of Fire. In its resting state, the weapon carries No-Element. However, once released it erupts with the power of Fire. This weapon will break if struck by one B-rank spell or equivalent damage. This blade has not seen any size change, though the power it produces when awakened will leave anyone second guessing a fight.
Passive: As the flames lay dormant in the broadsword, the core radiates with heat that sparks with the user's Heart and Will: Increasing the damage of the Wielder by 40% (Before reductions from armors).
Active: When the blade is called upon to awaken, it erupts to life and becomes engulfed in flames. The flames passively coat over the Zaltac as an aura to simulate his Heart's Passion. Zaltac can then swing the blade for four strikes, or two wide swings, to generate a wave of fire that extends out for ten meters(32 feet) in the direction of the swing. These waves of fire deal decreased damage over distance traveled as they extend from 3 meters to 5 meters: From 5 meters and below they deal full C rank damage with a 50% chance to burn all targets struck, while any length beyond 5 meters they deal D rank damage and be unable to burn those hwo are hit. These waves can hit multiple enemies.
Duration: Two posts and/or four normal strikes - two large strikes
Cooldown: Three posts
Strengths:- Increases physical damage of the wielder passively.
- Can be used to attack at medium range with the power of fire.
- Deals Area of Effect damage.
- Has a relatively low Cooldown on its activation (3 post cool down).
- Can be devastating against foes weak to Fire.
Weaknesses:- User takes on a Fire Element, making them weak to Water element types.
- Medium ranged attack deals little; ineffective against armor.
- The fire waves travel slowly, leaving enough time for anyone at range to dodge.
- Passive damage is only effective when up at close range.
- Cannot burn anyone above B rank level.
- Can be stolen like any other weapon.
- Cannot be re-summoned to renew its duration.
Name: Sickle of Agarius
Rank: C
Type: Water, Passive-Aggressive, Spell Weapon
Duration:Four posts
Cooldown:Five posts
Description: A one-handed sickle that contains the element of water at its core. In it's passive state, the blade holds no element. However, upon activation, the blade becomes enshrouded by water, coating Zaltac in a rippling blue aura as it calms and eases his mind in combat. This weapon will break if struck by one B-rank spell or equivalent damage. Nivalis has increased the size of this blade over double its previous size: allowing it extra reach and even greater devistating abilities.
Passive: it increases the awareness of the wielder by giving them omni-present vision within 6 meters of the user in all directions.
Active: When awakened, Zaltac's body is covered in a watery aura reflecting the stability and calmness of his mind. The sickle is then greatly enhanced in destructive power by erupting in a cascade of water. Four five attacks, the weapon will deal splash damage to all enemies close to the initial target while rending through armor of the initial target. These strikes ignore any Strong Armor slots and below, having 50% effectiveness on equivalent armor abilities/spells stacked on top of the physical armor (If no such armor is present, than it deals 100% effectiveness)
Cooldown of five posts.
Duration Five strikes
Strengths:- Enables omni-present vision within a small area, leaving the user aware of their surroundings during battle.
- Easily stops sneak or back attacks by bringing awareness.
- Can rend through tougher opponents or deal large amounts of damage to unarmored ones.
- Can deal tremendous amounts of damage to grouped up foes when awakened.
- Strong against Earth and Fire element foes.
Weaknesses:- Cannot be re-summoned to renew duration.
- Ineffective against large numbers of foes.
- Ineffective against scattered foes.
- Leaves user vulnerable to Lightning and Wood based elements.
- Strike counter goes down even if user misses.
- Closest melee range of all other weapons.
- Reaction enhancement only good if user is ABLE to react to what they see, making it pointless if rooted or too slow to dodge an on-coming attack.
- Has the longest cooldown active than the other weapons
- Costs more mana to use than other weapons.
- No range attack.
- Armor rending useless against anything of a higher rank.
Name: Spear of Kite
Rank: C
Type: Wind, Spell Weapon, Passive
Duration:Four turns
Cooldown:Five turns
Description: A spear that holds the element of wind in its core. While resting, it does not hold any element. However, upon activation the user's body is wrapped in non-damaging wind along with the spear. This weapon will break if struck by one B-rank spell or equivalent damage. The spear head is larger, making it appear more as a lance than an actual spear; though the pole has been shrunken to enable one handed use.
Passive: In its resting state the spear increases the speed of its wielder by 40%.
Active: In its awakened state, the spear shrieks alive with the wind to strike all foes in a radius of five meters around Zaltac with a quick slash of razor wind instantaneously after a brief wind-up(Visually there is a 1 second delay that opponents can use to avoid the attack, but the wind strike itself happens at once); dealing D rank damage to all foes struck. Once an enemy has been hit, they are marked for One Post. During this time Zaltac is able to instantly travel to each individual target in a lighning speed dash; striking through the target with a fierce stab and putting Nivalis behind them. This wind based stab deals C rank damage and can only be used on one target after the AoE attack. The maximum distance Nivalis can dash up too is ten meters (32 feet) from the awakening spot.
Cooldown of one post, plus one per use (to a total of 2) and plus one more for each Dash used. If no dash is used than only a maximum of Three posts
Strengths:- Active ability can strike multiple-foes at once, making it useful for multiple foes or one really agile foe.
- Increase the speed of the wielder, enabling them to dodge longer ranged spells and to close in the game more quickly.
- Increased attack speed allows for good synchronization with the gap-closing boost.
- Low cooldown on active.
- Can deal good damage to those weak against Wind.
- Can distort Lightning around the user of equal rank.
- Can now dash to one target up to ten meters away if struck by the active shriek.
Weaknesses:- Active is useless against those who are not in range.
- The active is not practical as it leaves wielder temporarily vulnerable when against one opponent.
- Ineffective against Earth based shields and spells. (This includes metals)
- The faster attack and movement speeds come at a cost of lowered attack damage.
- Gap closing is only effective on those who cannot run away fast enough, making agile long-ranged fighters still a challenge to get close too.
- Can rack up a high cooldown on the awakening if used too often.
- Weapon can easily be stolen or pried from user's hands due to its length.
- The dash can put Nivalis in danger if used at the wrong time.
Name: Axe of Shall
Rank: C
Type: Earth, Defensive, Spell Weapon
Duration:Three Turns
Cooldown:Four Turns
Description: A single-bladed iron axe that is imbued with the element of Earth in its core. Resting, it does not contain the element of earth with its strikes. When Awakened, unleashes the fury of the Earth. This weapon will break if struck by one B-rank spell or equivalent damage. This weapon has only changed by being increased in size; making it an even more devistating attack force in melee combat.
Passive: This weapon increases the defense of the wielder by 40% when held.
Active: When awakened, the Axe calls forth the surrounding earth around Zaltac. The Earth forms a non-damaging shield around his body-traveling with him for two posts. If still alive the shield will explode around Zaltac dealing damage to those who are close by for one C rank damage. This shield can be broken by one B rank or Two C rank spells. Cooldown: 4 posts
Strengths:- Has a shield to absorb on coming attacks to reduce damage.
- Increases the defense of the user passively, enabling them to last longer in extended duels.
- The Axe still retains strong melee strikes.
- Effective against Fire, and Wind based shields of equal rank.
- Can damage foes if Nivalis is close to them after two posts have gone by since activation.
Weaknesses:- Makes the wielder more vulnerable to magical attacks.
- Leaves user open to Lightning and Water elemental attacks.
- Shield is able to be broken against tough foes, or shield breaking attacks.
- Has no ranged attack like other weapons, relying on brute force and durability for damage out put.
- Though strong, the swings are wide leaving open to counter play.
- Provides no means of closing in the gap against enemies.
- If broken the shield will deal no damage.
- Increases physical damage of the wielder passively.
- D rank spells:
Name: Hammer of Embers
Rank: D
Type: Fire, Offensive, Spell Weapon
Duration: Three posts
Cooldown: Four Posts
Description: A two-handed hammar forged with fire at its core. The hammar can deal heavy blunt damage and destroy physical armor easily. In its passive state the hammer deals increased damage to armor, and when awakened can explode with a violent fury when thrown. This weapon can be broken by one C rank or equivalent damage.
Passive: the hammar deals 20% increased damage to weak armor, and 40% increased damage to Strong armor.
Awakened: The fire roars alive with flames, as Nivalis hurls the hammar at a targeted location up to ten meters (32 feet) upon impact the hammar explodes dealing D rank damage and burning unarmored enemies struck within a 5 meter diameter. Armored enemies have the durability of their armor reduced by 50%. The hammar stays where it landed when thrown until picked up again or dismissed.
Cooldown: three posts.
Strengths:- Excellent for breaking weak and strong armored foes.
- Can potentially burn foes who have no armor.
- Contains a devistating explosive attack.
- Still a hard hitting blunt weapon.
- Is even more powerful against wind and wood based armors.
Weaknesses:- Cannot harm enchanted or powerful armors.
- Does not come back once thrown, leaving user vulnerable and able for enemy to retrieve it. Or even leave Nivalis in a negative situation if no other weapon is available.
- Not as effective against Water based shields.
- Contains no other ranged attacks other than being thrown.
- Two-handed making it hard to use other weapons at the same time as it.
- Can be broken easily once thrown.
- Hammar travels as fast as Nivalis can throw it, making it and the explosion easy to dodge.
Name: Soothing blade of Mist.
Rank: D
Type: Water, Defensive, Spell Weapon
Duration: Three posts
Cooldown: Four Posts
Description: A katana forged with the power of Water at its core. This blade is five feet long and is kept mostly sheathed. It cleanses blood and debree from it's blade by constantly being wet and caoted in water. When called upon, the blade can cut through enemy spells/abilities. Even it's sheith can be used to protect the user with a torrent of water. Can be broken by one C rank or equivalent damage.
Passive: The sheath of the blade can protect the user once every three posts from one Spell attack with a surge of water. Can only block spells of equal rank or lower.
Awakened: Being drawn from its sheath, the blade wales alive as it slices through up to three spells and abilities; nullifying their damage. The sword must then be sheathed immediately or its duration will immediatley end. Can only nullify spells of equal rank and lower.
Duration: One post.
Cooldown: Three posts.
Strengths:- A heavily defensive weapon able to protect the user from magical attacks of equal rank or lower.
- Has two methods of protecting the user.
- Quick-Draw blade style enables it to be dangerous up close in combat.
- Is effective against fire and earth based abilities.
Weaknesses:- Can only block one spell with Sheath at a time.
- A volly spells cannot be blocked or nullified.
- Requires precise timing to be able to properly counter a magical spell.
- Cannot protect from Physical attacks.
- Can be broken and disarmed like any other weapon.
- If disarmed after awakening, can cause user to be left weaponless for a time.
Name: Twin Blades of Kite
Rank: D
Type: Wind, Offensive, Spell Weapon
Duration: Three posts
Cooldown: Four Posts
Description: The twin blades are small katanas imbued with the power of wind at their core. The two swords act as one and thus are never alone. Should one be disarmed, its sister shall fly out of the user's hand to join it. The blades are inately fast in attacking, providing double coverage at the expense of disabling the use of another weapon. The blades can be broken by one C rank spell or equivalent damage.
Passive: The twin blades create a double slash with the power of wind on every fourth swing that deals an additional D rank damage.
Awakened: The blades shriek alive with the power of wind as Nivalis spins rapidly in a circle for two posts. During this time Nivalis's speed is doubled and is able to move around while performing this cyclone. The cyclon-ish attack deals D rank damage to all those who are caught within this frenzied slash 3 times per post. These strikes proc the passive wind based secondary attack, enabling for devistating damage. After the attack is finished, the cooldown of the blades is increased by three, and their duration immediately ends.
Duration: two posts.
Cooldown: four posts.
Strengths:- Duel wielding weapon that enables both offensive and defensive value.
- Can deal tremendous damage to those who stay within the cyclone's frenzy.
- Can deal a double-tap effect on every fourth attack.
- Naturally fast attacking weapon.
Weaknesses:- If one blade is broken/disarmed, the sister blade follows it.
- Though the cyclone is devistating, it adds tremendous costs and can still be easily avoided by agile enemies. Making it a very risky ability to use.
- The double-tap can be avoided/dodged if timed correctly or if away from Nivalis.
- No ranged ability or gap closer to reach enemies far away.
- Disables the use of other weapons to be used at this time.
Name: Shackles of Granite
Rank: D
Type: Earth, Utility, Spell Weapon
Duration: Three Posts
Cooldown: Four Posts
Description: Chains imbued with the power of earth at their core. On the end of the chains lay shackles that enable them to be able to grasp objects/enemies to keep them close to the user. When called upon the chains glow orange with the power of earth; strengthening their ability to keep hold of enemies caught in their grasp. Those who are caught within the shackles normally are bound to Nivalis, preventing them from escaping any further than five meters away from Nivalis for one post. Nivalis can sacrifice using the chains as a weapon in order to bind two foes to him at once for two posts. The chains can be broken by one C rank spell or equal damage.
Passive: The chains lower the defenses of enemies caught within the shackles by one armor level. Spell armor does not count.
Awakened: The chains rattle with the power of earth flowing through them. Those who are caught within these chains and shackles will be met a vice of earth: stunning and rooting them down for two posts. This does not deal damage to those who are caught and can only catch two foes at one time.
Duration: One Post.
Cooldown: Two posts.
Strengths:- The chains have a total reach of thirty feet.
- The chains are able to bind foes close to Nivalis.
- Nivalis can pull foes back to him if he is strong enough.
- Can bind/stun a possible of two foes at one time.
- Lowers the armor rating of those who are bound by one armor rank.
Weaknesses:- Both the binding and the stun/root are skill based according to Nivalis's ability to aim.
- The chains move only as fast as Nivalis throws them, making them easy to dodge.
- The armor rating cannot go beyond Weak Armor.
- Cannot reduce magic/spell armor value.
- binding two foes leaves Nivalis unable to fight with the weapon.
- Can be over powered by stronger foes and pulled from his location, leading him to a negative situation.
- Cannot Stun/root anyone above C rank.
- Excellent for breaking weak and strong armored foes.
Last edited by NightDrivenEn7 on 15th August 2016, 7:10 pm; edited 4 times in total