Caster Type
Childhood was never been normal for Dubhlainn, any memories before the time of his selection as a specimen for an experiment group was all but a blur. He didn’t know his birth parents leaving him to suspect the purpose of him being here. Battle Born Magic was primarily a kind of Lost Magic that embodies the concept of war, turning all its practitioners into potential war vessels that can fight more efficiently than any mage both physically and magically. There were several others who shared his fate; some actually had been used for other experiments, many had died and only a few survived to reach expectations. It was common to this era nowadays for various factions to come and create their own mages. Dubhlainn went through a multitude of trials, these may involve strength, agility, reaction and dexterity. These trials would increase in difficulty for every accomplishment he had till he finally reached a certain difficulty which he himself couldn’t accomplish and is barely attainable for most humans or at least around his young age. Therefore in order to solve that problem, researchers made effort to isolate him in a container, using various tools that could multiply the production of mana in one’s body which is a kind of artificial enhancement to the human body. The first stages of the process was to simply have his body produce more than what he could originally have, the later stages involved putting small sample of a selected Demi-human’s essence. This continued on in cycles till finally Dubhlainn was able to release himself from the hardest of restraints and went berserk. Only to have been successfully contained before the test chamber was torn apart. Results for increasing his strength his parameters was satisfactory and as a matter of fact. When trials began once more, he managed to complete such without any difficulty and embodied the Demi-human essence he fused with.
Concept
Battle Born magic manifests the aspects of the Knight as perceived by Dubhlainn himself. It’s basically focused on the concept of turning himself into a complete vessel of war, a battle born man or a destructive entity that surpasses all human conditions. Battle Born magic comes in various types and can be derived according to purpose; a type of Battle Born magic may give one capability to perform aerial combat, marine combat and terrestrial skirmishes. Various types of Battle Born Magic depend on the traits of the caster itself, some may be derived from their own capabilities and skills.
For Dubhlainn’s Battle-Born magic, it comes with the concept of a knight such as the use of dexterity, the concealment of information or identity, the drive and aggression and combat efficiency together, the magic represents depictions of a proud knight that once stood in glory had fallen into madness.
A trademark ability of his allows him to take over weapons and enhance them with his on magical signature, it’s possible to modify whatever he holds into a suitable weapon capable of dealing heavy damage to a target may it be man, mage or monster so it’s something similar to re-quip magic but pretty much the opposite of it and would highly be mistaken as such. Unlike most magics he can completely conceal most of his personal information and his identity, even if one were to already know his identity, the information would be erased at the time of activation, this implies that the essence given to him could be that of a Dullahan. With or without the use of his own magic, Dubhlainn is a difficult force to contend with as he is in general a successful product of a super soldier project. It was then believed that the aggression Dubhlainn displayed after the results of experimentation is an aspect of it which he has yet to gain control of which manifests his own aggression and battle hunger. Parrying magic with the use of his magic or cutting through it with his own is actually something made possible.
Theology and Purpose
There were certain implications that Battle Born Magic may have been the same magic that most demi-humans may have such as Valkyries, Dullahans, Demons, Dragon Blood, Minotaurs, Merman and many others. It was observed that each of these demi-human races hold a certain kind of trait or instinct that allows them to defend against hostile beings, humans for instance. Many of the world’s great martial artists had their combat style derived from Demi-humans. Because of this it was actually possible for a human to have the same magics and traits as that of a Demi-human itself. If the possibility can be attained, they can create super soldiers to which as a matter of fact would replace the era of mages or at least weapons against mages themselves or the magical beasts that still exist in their world.
- This kind of Battle Born Magic where it was derived from is left unsaid as the only hinted details about it involves the use of weapons and enchanting with the caster’s magical energy turning it into a temporary magical bound weapon for Dubhlainn. This in turn allows him to either modify the weapon’s durability and awakens the potential of the said weapon itself as well as creating weapon attacks that may parry, block or cut through magic. Weapon attacks made by these enchanted weapons are both physical and magic.
- In rare cases it’s possible for Dubhlainn to control mechanical entities under his command such as the jet or a tank. It’s possible for him to take over a weapons defense system and greatly enhance it. This in turn makes him a valuable asset in a guild, either he can greatly enhance the defense of his own guild or take over such of another one. The worst case scenario for this ability is that he could take over Etherion if he were on it but limited to increasing its charge rate or send it crashing down to the earth like a huge meteor, completely bypassing security consoles and prompt commands.
- Weapons that are enchanted and under the influence of Dubhlainn’s magic will remain under his command till he discards them or throw them off as projectiles. While at that it will take 2 posts for the weapon to be free from Dubhlainn’s control and return to its original state. It’s actually possible for these projectiles to move accordingly to the caster while the influence persists. It’s also possible for him to detonate these weapons allowing them to explode and produce shrapnel, dealing both magical and physical damage, the higher the rank of the enhanced weapon the greater the damage.
- He holds certain ability allows him to gain spell resistance to a specific kind of magic and reduces damage of that particular magic’s spells. It is also possible for him to grant immunity and vaccinate harmful effects of such magic. The Armor that goes with his magic is a spell that manifests that ability and durability rank scales with the caster capping to SS rank. This ability applies to all weapons under his control.
- A mist is said to shroud him, causing his image to double or triple randomly, making him to appear as some kind of hallucination and is often mistaken as a phantom. It’s a spell made as a curse which is materialized in a form of black mist, completely disrupting clairvoyant abilities to identify any kind of information about him. No one can identify his true name, sex and personal status with the excluding information to his affiliations such as the said guild, weight, height which can be exposed. A set of armor is materialized along with the black mist, and scales according to the mage’s rank. This armor can change color however this is a rare occurrence. Even if he decides to take off the helmet, as long as the black mist persists, his face will absolutely have no expression on it because his physical appearance counts as personal information concealed. It’s possible for him to temporarily conceal his presence but not his appearance and take on a form of another person which is closely associated with personification magic.
- A few of his spells involve completely enhancing and maximizing his physical capabilities and increase all his parameters greatly but it comes with a price which is giving up a portion of his mental capacity. This may completely deprive him of some cognitive functions such as speech, complicated thought processing, reasoning or memory. Dubhlainn refrains himself from using this specific kind of spell as it completely runs him blind and makes it hard for him to tell friend and foe. Aggression is a catalyst in order to initiate it and diminish a portion of his mental capability to successfully activate it. The bigger the price he pays, the more dangerous he will become. This is the main reason why Dubhlainn never wanted to use this magic and refrains from doing so. Bits of his appearance will change over the course of time; however the differences will be barely noticeable. Exhaustion is a common result of its use but a higher consequence of it can mentally damage him there isn’t any proper medication for it. Huge mana consumption also falls in this drawback.
- There’s a limit regards to his control over certain weapons to which he can only take over objects that can be even remotely conceptualized as a weapon by his own recognition and wishes to wield it. It can only apply for objects recognized as “this is a weapon”. He couldn't utilize an aircraft carrier, as its role as weapon transportation is higher than that as a weapon.
- Objects that are under the influence of his magic plays a major role in his damage output, Dubhlainn disarmed greatly increases his opponent’s chance of winning against him however this doesn’t mean he cannot fight unarmed, having to constantly disarm Dubhlainn guarantees a certain advantage even to those who loves using spell shots.
- Dubhlainn doesn’t generally tire out as he can go on fighting three days straight with no breaks while he’s berserk; dealing damage to Dubhlainn is the only way to tire him out. Dealing multiple burst damage on him may completely wear him down to the point of exhaustion and excruciating pain. Harassing Dubhlainn from a distance is recommended and going toe to toe with him is to be advised with caution.
- The black mist not only disrupts clairvoyant abilities but also grants him immunity to spell effects, reducing it as much as possible. It’s possible to completely conceal his presence but not his appearance which makes him poor in ambush operations. A certain spell to which it can be used once per thread allows him to appear in the guise of another person and is durable till he casts another spell. This in turn disables his ability to take over objects and convert them into his weapons.
- When it comes to wielding magical weapons, it’s possible for him to use the magical weapon’s effect and can only limit himself to enhancing its durability instead and not attack damage; the same applies to magically bounded weapons such as taking a requip mage’s weapon. However upon letting go of these kinds of weapons, instead of having to wait 2 posts before they can revert back to their original form, they’d instantly be freed from the influence. In addition, as long as Honor with Arms is active while he's wielding his opponent's stolen weapon, they cannot be recalled back till they are discarded
- Weapons that he picks up with his ability are classified as "Weak tiered" weapons and must be weak tiered weapons (Which is a free mana cost). Taking over Strong Tiers and Legendary Tiers will require a mana cost. Holder Items does not count as a target for Honor with Arms ability
- There are weapons in the world known to have some kind of biological factor, a bond between weapon and its wielder. If the weapon is a soul or a living thing, Honor with Arms may not be able to fully control it and that the ability can be suppressed.
- Weapons that can disrupt Ethernano levels heavily counters Honor with Arms abilities.
Description: One of the Seven Knights of King Kuroryu, this Knight was the twin brother of Shinokishi. His name was never spoken - but he was feared as the brother of "Shinokishi" the great Knight of Death. He himself was also feared, but not to the extent of "Shinokishi." Unlike the other knights, this knight could rain sharp black ice down from the skies causing those around him to freeze. The king exiled him for accidentally killing hundreds of innocent civilians in a town with his ability
Ability:Upon activation, the user can summon black ice from the skies that strike his enemies in a large area. The damage is equivalent to a constant D-Rank passive ability attacking. This ability however cannot be used on D-Rank mages. This is one of the rare lineages without a drawback or weakness.
Usage: Can be used once per a thread, and allows the user to rain black ice from the skies causing mass destruction to the area. The raining of black ice lasts for 7 posts and on the 7th post will stun the target.
- Chivalric Ascension :
Concept
Chivalric Ascension heavily unlocks Dubhlainn’s true capabilities as a fighter, completely rewrites all previous spells under “Glorious Monochrome” and embodies the concept of the Knight, Sir Lancelot Du Lac, one of the great Knights of the Round Table. In this form, Dubhlainn is granted the concept of “to eliminate advantages” to which it was believed that Lancelot eliminated key targets that would have posed a threat to the knights and army of Cornwall. When King Arthur faced Mordred, Lancelot wasn't present because he was intercepted and rejected by Gawain.
Appearance
Chivalric Ascension eliminates any benefit Glorious Monochrome has of complete concealment of information, to which instead of a black and hazy mist, comes a magical aura that can be visible to the naked eye. While the Glorious Monochrome gives Dubhlainn a Dullahan like appearance, Chivalric Ascension gives him the appearance of a mighty paladin.
Usage
Chivalric Ascension cannot access any of the previous spells used by Glorious Monochrome, and new set of spells would later be introduced instead. Any harmful effects casted on Dubhlainn by a spell or an ability equivalent to his rank are automatically dispelled by this aura but Dubhlainn loses 1% of his Mana for each harmful buff dispelled and loses 3% for those of the same rank.
- Glorious Monochrome:
Concept
One of the core abilities of his magic that shrouds the mage in some kind of curse which is materialized in a form of black mist, completely disrupting clairvoyant abilities to identify any kind of information about him. No one can identify his true name, sex and personal status with the excluding information to his affiliations such as the said guild, weight, height which can be exposed. A set of armor is materialized along with the black mist, and scales according to the mage’s rank. This armor can change color however this is a rare occurrence.
Appearance
The mist-like illusion also causes his image to double or triple randomly, making him appear to be some kind of hallucination and is often mistaken as a phantom and the most recent description of him was like that of a dullahan because nobody can see what his face really looked like. Even if he decides to take of the helmet, as long as the black mist remains, his face will absolutely have no expression on it because his physical appearance counts as personal information concealed.
- Adaptable Resistance:
- Concept
Dubhlainn’s actual origins are unknown at this point, even to him. However even before having been turned to a Super Soldier, he has the magical potential to reject magical influence and reduce damage to all kinds of magic whereas it was originally called “Magic Resistance”. Having his body subjected to experimentation and infusion with what they call Demi-human essences, his magical resistance is no longer universal rather gains resistance to only a specific kind of magic at a time.
Conditions
Upon being hit by a spell of a certain kind of magic, gains 20% resistance to that certain kind of magic only. If the mage is a Demi-human, he gains 15% resistance to their magic instead. Resistance to that certain type of magic persists till he’s been hit by another kind of magic. If the magic has an element, it gains resistance to the element itself.
- An Innocent Monster:
- He was a product of a successful experiment which gave him enhanced physical capabilities thus increases strength, endurance and agility parameters by 15% of the normal average soldier or mage. This increases by another 15% per rank. Increase in parameters may grant him the ability to achieve feats that not even the regular human mage can.
D 15% bonus makes it possible for him to break hardwood and damage hard lamp posts. C 20% bonus makes it possible for him to break through a wall or pretty much destroy it. B 25% bonus makes it possible for him to hurl objects as heavy as a car. A 30% bonus makes it possible for him to survive a fatal blow. S 35% bonus Greatly enhances his reflexes and reduces reaction time SS 40% bonus Allows him to jump 15 feet off the ground H 45% bonus Something beyond human limitations.
- Accel Zero [D rank Signature spell]:
Type: Supportive spell, Time Magic
Duration: 1 post per cast.
Cooldown: (Relatively no Cooldown if not casted simultaneously) 3 posts and 2 posts to break cast succession.
Description: The spell gives Dubhlainn the ability to internalize a reality marble, a world of illusion, in Dubhlainn’s body, completely altering his perception of time. This in turn allows Dubhlainn to move faster at a given rate and because time passes so slowly for Dubhlainn, he can outmaneuver an opponent or evade an attack. Unlike most spells from time magic, an internalized time spell can be so hard to predict when it’s activated for opponents. It can be cast to stack up to three times(10% Bonus Agility per cast), depending on the situation, and if the spell is casted three times in succession, Dubhlainn loses all bonus agility giving him a minus 15% agility until the cooldown has been restored.
Strengths:- This by far is the only spell that allows Dubhlainn to combat any speed based opponent and ranged opponent without trouble, increasing reaction time and instincts greatly. If by chance Dubhlainn is slowed down by spell effects, this can be casted in order to compensate for agility that he lost.
- More or less the usage of this spell for Dubhlainn would naturally be used to surprise opponents who have memorized Dubhlainn’s agility, moreover combined with one of his unique abilities; it would make his appearance more phantom-like in general and causes his image to blur.
- Attack Speed is another benefit given to Dubhlainn while using this spell, if Dubhlainn successfully lands a blow to an opponent, this spell can be cast to attack them repeatedly, increasing Dubhlainn’s damage output.
Weaknesses:- There’s a limit to how many times the spell can be casted, if it were casted twice, Dubhlainn gains 20% agility for the next 2 posts, casting it a third time will cause heavy strain to Dubhlainn’s body, to which if the spell were to end at that point, his movement will be slowed down, requiring him to take a short rest for a brief period. Suppressing Dubhlainn at that point puts him in a great disadvantage.
- Some of his spells and Unique Abilities gives him bonus agility given the situation that he uses it, however if this spell were abused, all those bonus agility will disappear regardless of the time agility modifiers are casted.
- Its imperative to force Dubhlainn to strain himself at half health, given that one successfully dodges his attacks, increases their chance of victory, however one must practice caution, Dubhlainn tends to time this benefit well.
- Its practically useless for Dubhlainn to cast this spell if he’s completely immobilized on all fours.
- This by far is the only spell that allows Dubhlainn to combat any speed based opponent and ranged opponent without trouble, increasing reaction time and instincts greatly. If by chance Dubhlainn is slowed down by spell effects, this can be casted in order to compensate for agility that he lost.
[*]
- Signature spell: Honor with Arms:
Concept
One of the core abilities of his magic, once Dubhlainn grabs hold of anything that can be even remotely conceptualized as a weapon by his own recognition and wishes to wield it, it instantly gains the property of becoming his weapon. It can only be activated for objects recognized as “this is a weapon”. He couldn't utilize an aircraft carrier, as its role as weapon transportation is higher than that as a weapon, even something as worthless as a piece of scrap iron can turn into something similar to a demonic weapon (If the original weapon can change form that is). It also prevents degradation of fighting skills when under the effect of mental hindrance.Appearance
Demonstration of Dubhlainn's abilities on a simple lamp post
This ability soaks the affected items with Dubhlainn’s magical energy, muddled with bloodthirstiness and hatred that permeates from his hands as the weapons appearance gradually change, tainted black and covered in a spider web pattern of black veins, look alien and repulsive compared to their normal forms, increasing their durability temporarily till he discards the weapon. They will remain under Dubhlainn’s control till he let’s go of the selected weapon, after 2 posts, the discarded weapon will return to its original form
Weapon Status as of the August Update
Having unlocked a weapon's damage potential, weapons under the influence of Honor with Arms may deal more damage than what the weapon originally can deal out as well as having strengthen its durability. These effects persist as long as Dubhlainn holds on to them.
[tr][td]Vessel[td]Weapon Rank Weapon Damage Weapon Durability Discarded Weapon Duration Mana Cost Required Rank Weak Tier 2hp+1hp 60hp+5hp 2 posts Free None Strong Tier 4hp+1hp 80hp+5hp 1 post 3% C rank Strong Tier + 6hp+2hp 100hp+5hp 1 post 4% C rank Legendary Tier 8hp+1hp 120hp+5hp Insantly 5% B rank Legendary Tier + 10hp+2hp 140hp+5hp Instantly 5% B rank Artifact[td]
[td]12hp+4hp160hp+10hp Instantly 6% A rank
[td]10% more damage[/td]
[td]10% more health[/td]
[td]2 posts [/td]
[td]85%[/td]
[td]B rank[/td]
[/tr]
Dubhlainn using an armed aircraft in case of airborne opponents
When it comes to the use of vessels, the Signature spell cannot be used until the vessel is exited, all magic will be silenced.
- Black Fury (Squire):
Type: Self enhancement
Duration: 3 post
Cooldown: 4 posts
Description: The first stage of Black Fury, activating all the unique passives embedded to his magic. It promotes aggression, motivating Dubhlainn to fight and increases a bit of his strength and endurance. This in turn diminishes the capability to process complex thoughts. It also allows the use of all his spells and forcefully activates both Glorious Monochrome and Honor with Arms.
Strengths:- Gives the caster a sense of battle hunger, it benefits physical status and can be controlled.
- Base Strength and endurance is increased by 10% while Black Fury persists
- Even if Glorious Monochrome were deactivated, Honor with Arms ability can still be active as long as Black Fury is.
Weaknesses:- Exhausts the caster if turned on and off repeatedly
- Trades a portion of his mental capability with the benefits given.
- Any damage he received from the time the ability is turned on will be felt once its turned off.
- The ability costs more magic that Glorious Monochrome and Honor with Arms combined in terms of battle.
- Gives the caster a sense of battle hunger, it benefits physical status and can be controlled.
- Orbital Pull:
- Type: Honor with Arms / Offensive Support / Weapon Attack
Duration: 1 posts
Cooldown: 3 posts
Description: One of the basic spells attuned to the Honor with Arms ability. In order to activate this spell, Dubhlainn must have a weapon he recently discarded or had shot off as a projectile. While the thrown weapons are still tainted with his magic, they can be commanded to return to him at once, making them deadly projectiles. They can also be commanded to follow his targets. If the weapons are hit by anything during the Orbital pull, they projectiles will revert back to their original form and will be released from Dubhlainn's control. Travel speed back to Dubhlainn is around 10 meters per second.
Strengths:- Allows him to suppress his opponents giving them target priorities, him or the projectiles coming right at them.
- If the weapon is discarded or thrown off, it can fly back to him. (Draven's Ult in LoL and Mjolnir returning to Thor)
- The weapon landing on the ground does not count as "getting hit by anything."
Weaknesses:- If the projectile hits a single object in airborne flight, may it be but a small stone it will eliminate the magical corruption on it.
- If they were thrown before and hits an object upon being discarded the first time, the projectiles cannot be used for Orbital Pull. (This in generally motivates opponents to block or parry the thrown object rather than dodge it)
- The mass of the object matters, if its too big it can easily be intercepted by a mere solid hit from an object. (Thus needles as projectiles would be a bit more dangerous)
- Control range of the object must be about 20 meters only.
- Allows him to suppress his opponents giving them target priorities, him or the projectiles coming right at them.
- Glorious Monochrome:
- Type: Self Enhancement
Duration: 1 post (turning it on and off or refreshing the armor)
Cooldown: 3 post
Description: Glorious Monochrome once activated, materializes a black mist and automatically casts and materializes the Mist Forge armor. It grants Dubhlainn a variety of spells related to Glorious Monochrome and activates Honor with Arms ability. The black mist which is the enhancement itself completely disrupts clairvoyant abilities to identify any kind of information about him. No one can identify his true name, sex and personal status with the excluding information to his affiliations such as the said guild, weight, height which can be exposed. His face will also disappear even if by chance the helmet is taken off because his appearance counts as personal information.
Strengths:- Dubhlainn's personal information is concealed except for his affiliations and the obvious information which can be seen from his appearance
- While active, grants Dubhlainn a variety of spells which involves resistance to specific types of magic and his overall appearance.
- Against Nullification Magic, if Glorious Monochrome is about to be nullified, the armor that came along with it will be sacrificed instead.
Weaknesses:- Glorious Monochrome isn't suitable for ambush.
- Glorious Monochrome only conceals information about him not his presence.
- Glorious Monochrome can be nullified only to a certain extent if the armor is active.
- Glorious Monochrome must be active for Honor with Arms passive ability to come in effect.
- Dubhlainn's personal information is concealed except for his affiliations and the obvious information which can be seen from his appearance
- Recycled Arm:
Type: Mana Replenishment/Honor with Arms
Duration: 1 post
Cooldown: 3 posts
Description:One of the basic spells attuned to the Honor with Arms ability. In order to activate this spell, Dubhlainn must have a weapon in hand that is corrupted with his magical energy. Upon cast, it erases the weapon’s form and melts it and as a result recovers a small percentage of Dubhlainn’s total mana pool. Weak Tier weapons may have him recover 5% to 7% of his prana depending on the mass and how much ethernano it holds. Strong Tier weapons and Legendary Tier weapons may only refund half the mana cost spent.
Strengths:- Allows him to replenish mana by “recycling” these weapons
- Refunds half the mana cost used on Strong Tier weapons and Legendary Weapons
- The bigger the object mass the more mana gained
Weaknesses:- Cannot recycle magical weapons
- Cannot recycle magically bounded weapons
- Cannot recycle Holder Items
- Cannot Recycle weapons above Legendary rank
- Destroys the form, making it unusable for Honor with Arms ability.
- Allows him to replenish mana by “recycling” these weapons
- Black Fury (Vanguard):
- Type: Self Enhancement
Duration: 6 posts
Cooldown: 7 posts
Description: The second stage of Black Fury, activating all the unique passives embedded to his magic. It promotes aggression, motivating Dubhlainn to fight and increases a bit of his strength and endurance. This in turn diminishes the capability to process complex thoughts, and can no longer think or speak properly. It also allows the use of all his spells and forcefully activates both Glorious Monochrome and Honor with Arms. Mana costs is cut by half if this spell is activated “Black Fury: The Squire” is active.
Strengths:- Enrages the caster with Blood Lust and hatred, Its benefits and effects can be controlled to an extent.
- Base Strength, Endurance is increased by 25%, Agility is increased by 15% (Movement speed and Attack Speed) while Black Fury persists
- Even if Glorious Monochrome were deactivated, Honor with Arms ability can still be active as long as Black Fury is.
- All weapons affected by his magic can cut or parry other spells that are conjured by an opposing mage, up to C rank, may only reduce B rank spell's effectiveness by 5% at this point.
Weaknesses:- Exhausts the caster if turned on and off repeatedly.
- Trades a big portion of his mental capability with the benefits given.
- Any damage he receives from the time the ability is turned on will be felt once its turned off
- The ability costs an additional 5% more magic than the first stage.
- Any attempts to block or cut magic may damage the weapon thus a sure chance that the weapon he wields can break.
- Communication with the caster would be quite difficult and would need to calm down to get better control.
- Enrages the caster with Blood Lust and hatred, Its benefits and effects can be controlled to an extent.
- Arms Termination:
- Type: Physical/Magical/ Offensive/ Area of Effect/Honor with Arms
Duration: 1 post
Cooldown: 3 posts
Description:One of the basic spells attuned to the Honor with Arms ability. In order to activate this spell, Dubhlainn must have a weapon he recently discarded or had shot off as a projectile. While the thrown weapons are still tainted with his magic, they can be set to explode, destroying the weapon and dealing both magical and physical damage. Impact radius would be around 15 meters.
Strengths:- The impact deals magical damage while the scattered pieces of shrapnel deal physical damage that scatters to 25 meters. Sharpnel does not count as “Magic”
- Upon exploding, shrapnel from the object will then scatter in multiple directions depending on the object’s mass and may deal heavy physical damage if hit on the vital spots of the body.
- If the discarded object is an explosive, deals both magical and physical damage equally upon impact with an increased radius of 20 meters.
Weaknesses:- Destroys the weapon that was discarded
- While the projectile is airbourne any object that comes in contact with it will detonate it once the spell is set
- Cannot be casted on Magical weapons or Magically bounded weapons
- The smaller the thrown projectile the less physical damage it deals
- He may receive physical damage if not careful and once the spell is set to explode, the affected weapon cannot be used for other spells.
- The impact deals magical damage while the scattered pieces of shrapnel deal physical damage that scatters to 25 meters. Sharpnel does not count as “Magic”
- Command Arsenal Weapon (Strong):
- Type: Honor with Arms
Duration: 1 post
Cooldown: 3 posts
Description:Usually taking over Weak Tier weapons would count as a free mana cost however Arsenal Weapons (Strong Tier)would require a mana cost considering the value of the weapon and the innate potential of the object. This in turn allows him to take over small mechanical entities such as heavy weapons like artillery or perhaps regular weapons with a strong tier rank. Once taken over, their durability would turn from Strong to Strong+.
Strengths:- Allows him to command small mechanical entities
- An increase in firepower and damage output once enhanced by the caster
- Might rival the firepower of a siege weapon.
Weaknesses:- Unlike the usual ability, this spell requires mana
- It cannot enhance a magical weapon’s durability or a bounded one.
- Some Strong Tier weapons may be heavy and hinder movement.
- Once discarded, it will take one post for the weapon to be free from his magical energy.
- Allows him to command small mechanical entities
- Black Fury (Dreadknight):
- Type: Self Enhancement
Duration: 9 posts
Cooldown: 7 posts
Description: The third stage of Black Fury, activating all the unique passives embedded to his magic. It promotes aggression, motivating Dubhlainn to fight and increases his strength, endurance and agility parameters significantly. This in turn diminishes the capability to process complex thoughts, and robs most of Dubhlainn’s sanity. If Black Fury “Squire” and Black Fury “Vanguard” were casted in quick succession, Dubhlainn will receive a 10% bonus damage reduction.
Strengths:- Base Strength, Endurance is increased by 30%, Agility is increased by 25% (Movement speed and Attack Speed) while Black Fury persists, defining Dubhlainn to be a complete war machine, increasing his bloodlust.
- Any bonus damage from weapons under the influence of Honor with Arms ability is doubled.
Weaknesses:
[list]
[*]Enrages the caster with Blood Lust and hatred; however it may prove difficult to diffuse the spell’s mental effects of the user.
[*]Exhausts the caster after use, repeated use of the Black Fury spell series may lead to a serious consequence.
[*]Trades a big portion of his mental capability with the benefits given, there’s a high chance that he may not be able to distinguish friend and foe.
[*]Any damage he receives from the time the ability is turned on will be felt once it’s turned off, meaning he will feel the damage done to him during that duration and may cut 5% of Dubhlainn’s agility given that he needs to pace himself. - Base Strength, Endurance is increased by 30%, Agility is increased by 25% (Movement speed and Attack Speed) while Black Fury persists, defining Dubhlainn to be a complete war machine, increasing his bloodlust.
Last edited by Dubhlainn on 25th May 2016, 8:08 am; edited 109 times in total