- The Elemental Queen:
Name: The Elemental Queen
Rank: Artifact
Type: Longsword
Description:- The Elemental Queen:
- No Element:
- Wind:
- Water:
- Fire:
- Earth:
- Weighs about half of the average weight of other longswords.
- Leaves behind elemental petals that work as distractions.
- Can switch between multiple elements.
Weaknesses:- Will not leave behind distracting petals when no element has been selected.
- Elements can be consumed by their respective slayers.
- Will not change elements if no other element is select thus it will remain on fire.
- Using counter elements can nullify or disable elemental effects.
Abilities:
Element Switch: The element of this swords attacks change based on which element is selected through Irina's Lineage, by default the element is fire.
Elemental Petal: Each swing of the weapon leaves behind glowing flower petals with a color matching that of element that is currently activated. These petals will do no damage nor will they appear if no element is activated and are strictly visual.- Element Blitz:
Name: Element Blitz
Rank: Ranked (S maximum)
Type: Offensive
Duration: 1 Post
Cooldown: 7 Posts
Description:The wielder dashes at speeds fast enough that they appear to be a flash of light to a target, dealing 1/4 their rank in damage (maximum B rank damage) and applying any additional effects that are currently active. They may dash repeatedly up to eight times but may not hit the same target twice in a row thus a target may only be hit four times assuming there are other targets to dash to. If there is only one target this abilities effects automatically end after the first dash. Damage is maximized at the wielders rank assuming a target is hit 4 times. The Wielder may dash to anyone within 10 meters of the initial target so long as they are not obstructed by solid objects, targets may be dashed too even if hidden. While dashing the wielder is immune to movement impairing effects (slows, stuns, roots, etc.) but may still be damaged, and will always stop momentarily to attack the target, should they have a stun or root applied in between dashes the abilities effects will end with no further dashes being applied.
Strengths:- Allows for very swift repositioning for up to 8 dashes.
- Makes the wielder very difficult to hit.
- Is very effective against groups of two with diminishing effects for larger groups up to 8.
Weaknesses:- Is ineffective against single targets.
- Leaves the wielder vulnerable to attack when they strike as their positioning will be known.
- Will apply no elemental effects should no element be currently active through use of the archmages seal.
- The targets are chosen at random thus desired targets may be missed.
- Allows for very swift repositioning for up to 8 dashes.
- Element Shock:
Name: Element Shock
Rank: Ranked (A Maximum)
Type: Offensive
Duration: Instant
Cooldown: 4 Posts
Description: The wielder makes a swift two swing cross using the sword, following immediately after these swings will be an X shaped element slash based on the current active element dealing the wielders rank in damage up to A rank in 10 foot line in front of the wielder. The two swings of the sword before the waves are considered separate attacks should they hit an opponent thus their damage is not included.
Strengths:- Is very surprising when used in the middle of a combo of normal attacks.
- Hitting both the command slashes and the ability causes damage to add up.
- The command slashes can be used to make opponents think that the ability is about to be activated.
Weaknesses:- Should one of the command slashes be blocked before it is complete the ability will be canceled.
- The element waves have a small width making them easy to dodge at longer ranges.
- The slashes count as a singular attack thus a single barrier can block them quite easily.
- If the slashes are even slightly off the ability may not work.
- Is very surprising when used in the middle of a combo of normal attacks.
- Pure Murasame:
Name: Pure Murasame
Rank: Legendary+
Type: Uchigatana
Description: The once sinister blade Murasame said to be a blade of pure black was said to be capable of killing anyone in a single slash and even doomed its own wielder to die by its blade on day. However as it was wielded by the incarnation of the Goddess of Purification, thus she purified the blade turning it from dark black to white with small remnants of the black blades form appearance. Thus is the blade Pure Murasame.
Strengths:- The weapon is an Uchigatana making quite a bit longer than the standard katana by at least 2 feet making it's range quite large.
- Is imbued with holy energy thus it will do 25% more damage to evil beings equal to the wielders rank.
- The Blade is imbued with holy energy making it difficult for metal dragon and god slayers to consume.
Weaknesses:- The blades length makes it difficult to use in enclosed spaces.
- Is imbued with holy energy this it will take 25% more damage when struck by unholy spells.
- The holy glow of the blade can be consumed by light slayers and Metal Dragon slayers.
- Must be wielded by two hands otherwise the blades swings will be difficult to control.
Abilities:- Murasame Remembers:
Name: Murasame Remembers
Rank: Ranked (A rank Maximum)
Duration: 4 Posts
Cooldown: 5 Posts
Description: Murasame remembers all that it has slain, sharing their pain with its wielder the weapon forces the wielders power to increase to astronomical levels. While Murasme remembers is active the wielder has their speed strength and reflexes increased by 50% per rank while draining 5% per rank of the wielders health each post and leaving them slowed by 25% for one post after the effects end. When Murasame remembers is activated all forms of crowed control are removed and the wielder is immune to silencing effects.
Strengths:- The bonuses can make the wielder quite difficult to hit.
- The ability removes crowd control effects on cast and forces the wielders magic to work for the entire duration regardless of effects that disable magic.
- With enhanced strength it is quite possible that unarmed attacks could hit as hard as a weapon.
Weaknesses:- Reduces the wielders health quite a bit when used.
- Reduces speed after the effects end leaving the wielder vulnerable.
- Crowd Control effects applied after the initial cast of this ability will still apply.
- Should the wielder use this ability at low health they will quite literally kill themselves.
- The bonuses can make the wielder quite difficult to hit.
- Final Drop:
Name: Final Drop
Rank: Ranked (B rank Maximum)
Duration: Instant
Cooldown: 4 posts
Description: Referring to the last drop of rain of a rainstorm Final Drop is a single target ability with devastating results. The wielder takes a stance pointing Murasame away from its target at a 90 degree angle while the target is within a single step of cutting range. After focusing the wielder leaps forward and in a single instant makes 3 slashes, one from the over head one form the right side under the arm and one from the left side towards the neck. The 3 slashes are swung so quickly that it is almost as if they were swung at the exact same time. Each of the slashes deal 1/3 ranked damage up to 1/3 B rank damage maximum. If all 3 strikes hit the same target Murasame will heal its wielder for 20% of their missing health.
Strengths:- Should all three hits strike it will balance out the damage taken from Murasame Remembers
- The strikes all come at seemingly the exact same time making them difficult to avoid to the left or right.
- The attacks are quite swift making them even harder to dodge.
Weaknesses:- The attacks are a frontal assault making simple back stepping an effective form of evasion.
- Should any of the slashes miss the healing will not be applied.
- Single slashes can be blocked to reduce damage in the case that the target can not dodge in time.
- This ability can only be used on flat ground with the opponent standing on the exact same peace of ground in front of them.
- Should all three hits strike it will balance out the damage taken from Murasame Remembers
- The weapon is an Uchigatana making quite a bit longer than the standard katana by at least 2 feet making it's range quite large.
- Former Weapons (No Longer Available for proper Use):
- Nemesis (Undamaged):
Name: Nemesis
Rank: Legendary+
Type: Greatsword/Chain Sword
Description:
Strengths:- Can double its reach by activating chain mode (original length of blade, 5 feet).
- Can cause brutal amounts of damage from range.
- Can hit the same target multiple times at once.
Weaknesses:- Is difficult to control in chain mode.
- The Individual sections can be removed by cutting them off in chain mode.
- Has limited time for extended range.
- Blades can get lodged and hooked around objects making it hard to use in enclosed spaces and make the blade slower as well.
Abilities:
Segmented Sword: Nemesis is a 5 foot long sword that is capable of segmenting itself into 7 sections excluding the hilt each section being held by 1 foots worth chain like material. Each individual blade one level less than the wielders level while in its extended chain form. Every time the blade has been swung 5 times or Brutal Vengeance has been used it must return to its normal state to regain control of the weapon.- Brutal Vengeance:
Name: Brutal Vengeance
Type: Offensive
Duration: 1 Post
Cooldown: 5 Posts.
Description: Each individual blade on Nemesis vibrates at an alarming pace dealing ranked damage (up to A rank) to anything that the blades contact with for the next post. The Blade will also shred through any solid objects or armor in its path at the same time. If multiple blades make contact with an object then the damage is increased by one C rank per blade. Requires that Blind Justice is deactivated immediately after use of Brutal Vengeance. Can also be used while Chain mode is deactivated but will only do the base damage and no additional damage. The vibrations of the blades can also deflect projectiles with ease without causing damage to the blade itself.
Strengths:- Can deal massive amounts of damage to a single target if the multiples blades are making contact.
- Can be used to bounce projectiles without causing damage to the blade.
- Can deal massive damage to anything that it has made contact with.
Weaknesses:- Wont do any damage if it doesn't make contact before the ability is activated.
- Makes it even more difficult to wield when activated.
- Has the potential to do massive damage to the wielder should it hit something it can not cut, by bouncing off violently.
- Makes a really loud shuddering noise when activated ruining all forms of stealth and can also deafen people who are too close to the blades.
- Can deal massive amounts of damage to a single target if the multiples blades are making contact.
- Blind Justice:
Name: Blind Justice
Type: Defensive
Duration: 3 posts
Cooldown: 5 posts
Description: Each individual blade detaches from the weapon floating and acting autonomously. Each blade takes a position around the wielder and begins orbiting the wielder at a rapid pace acting as a defensive shield. Anything that gets within 5 feet of the wielder will take ranked damage up to B rank. Once the duration ends Nemesis returns to its normal state and reattaches lost pieces.
Strengths:- Shield makes it near impossible to get close to the wielder without taking damage.
- Makes the wielder a moving weapon.
- Allows to non-solid ranged attacks to pass through the shield while the wielder remains safe.
Weaknesses:- Shield has plenty of gaps making it easy to penetrate.
- Weapon can not be used as it normally is until this ability has ended.
- Can harm the wielder inside if they extend their arms or legs too far or move faster than the blades can keep up.
- The orbit of the blades creates win which wind slayers can consume.
- Shield makes it near impossible to get close to the wielder without taking damage.
- Can double its reach by activating chain mode (original length of blade, 5 feet).
Last edited by Irina Naginata on 24th October 2015, 7:44 pm; edited 42 times in total