Primary Magic: ReQuip: Weapons Master
Secondary Magic: - - -
Caster or Holder: Caster
Description: Azienagi-Tsuki was originally The God of The Moon before chased off to the realm of mortals. His skill manifests that individual power and influences into powerful, destructive objects and essences of energy which can be can be as simple as a cloak to a dagger connected by chains, guns, blades, bows, and other weapons in the close, medium, and long range arsenal.
This Magic allows Aizenagi-Tsuki to store items in a pocket dimension so he can easily summon it at any time, even during battle, which gives them a high level of flexibility in combat. However, there is a limit to how much the pocket dimension can store. Requip can be used for simple or combat-related purposes. Though Aizenagi may just choose to use it to change his clothing. In a situation which requires more skill, Aizenagi is able to Requip different weapons in battle, and it is even possible to Requip armors and weapons in the midst of combat.
Strengths:
- High Offense, Defense, and Flexibility: This gives the user a high level of offense, defense, flexibility and variety in combat, regarding the type of the armor and/or weapon they Requip.
- Resistance and Usage of Natural Elements:This type of Requip gives the user the ability to use, and gain resistance to, natural elements through the use of certain armors, weaponry, and gadgets.
- Combinations: After increasing mastery over this Magic, the user is able to combine different weapons and armors from different known sets. For example, when battling monsters that utilize water as their primary means for offense, the user can Requip into Water Resisting [Spell], while, at the same time, Requiping the [spell] from a spell that has an advantage over that element or monster, increasing their defense against water and increasing the effectivity of their attacks by making use of spell's natural conductivity through water, or advantage to the monster.
Weaknesses:
- Ranged-Combat Weaponry:
Most, if not all, ranged weaponry will often require the must to be used in a field where Aizenagi can be in a position of any range except close-ranged. This is particularly for bows, guns and other ranged weapons may vary or stretch this weakness.
- Close-Combat Weaponry:
Weaponry such as blades, fist weaponry, nun-chucks, and other close-combat oriented weapons will often require the user to be in a extremely close range of contact to get the bare minimum of the effects. Though weapons that fall into this category may have different abilities that extend their range, they will often have to be in a very close range.
- Mid-Combat Weaponry:
Aizenagi's weapon arsenal contains weapons and gadgets that are as effective up as they are afar. These weapons that can adapt to most ranges are called Mid-Combat weapons, and can be used in just about any field of range. The effectiveness of the weapons are balanced but weaker than weapons that have advantages in specific ranges. e.g A pistol would be able to adapt to any range, but a shotgun would be more effective than a pistol up-close.
- Restrictive: Overall, every gadget and weapon are just that, gadgets and weapons, and can occupied by hands other than Aizenagi's. However, when occupied by hands other than his, all effects are lost, as well as damage and special abilties. Basically, disabling the weapon. This can be considered both a weakness and a strength.
- ”Lineage”:
- ]Lineage: Caine’s Descent
Description: A princess unknowingly gave birth to a child of the Fallen Angel, causing the newborn to have the ability of transforming into a demon at will. Although the descendants of the newborn possess weaker demonic transformations compared to the son of the princess, the demonic transformation can still cause havoc and destroy whole villages.
Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength (+100% strength boost +25% damage resistance) and the ability to heal serious wounds rapidly upon consumption of blood (Heal user-ranked damage when consuming blood/flesh). Bite attacks for example would heal you per bite attack (if you hit/draw blood)). Their own blood can trigger bloodrage but will not heal them, instead triggering a 2% HP heal. During this state, the user becomes insane, and will attack anything they see. Passively when not or when in bloodrage, the user can smell blood from 50 meters +25/per rank beyond D. If the blood is exposed, doubles the range. Huge quantities of blood can increase the range dramatically for IC-RP benefit (Such as smelling a slaughtered village from miles away).
Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 5 posts. Can’t cast spells while in demon mode. Passive bloodscent.
Unique Abilities:
- Enhanced Resistance: Nidhogg takes 25% less damage to holder magics, physical targets, earth/metal/plant/nature oriented magics and spells.
- Enhanced Agility: Smaller weaponry, gadgets, and smaller guns enable Nidhogg to have a slight increase in agility and speed, but nothing notable. His speed and agility is increased by 25%.
- Natural Advantage: Most, if not all equipment, have advantages to most holder-magics and hand-to-hand combat oriented magics and targets. All weaponry inflicts 25% more damage to physical targets.
- Vitalizer: For only 5 posts (with a 6 Post CD), Nidhogg turns up to three targets' bodies into one massive vital point upon eye contact. Any special damage dealt when hitting a vital point is inflicted when struck.
- D-Rank Spells [Gadgets & Buffs]:
- Name: Chained Dagger
Rank: D
Type: Supportive, Dagger
Duration: 3 Posts
Cooldown: 2 Posts
Description: This is an extremely long ranged dagger that is attached to a chain.The purpose of this gadget is to, when thrown, attach to surfaces and carry the user, target, or object from point A to point B. Another purpose is to entangle targets, inflict basic D-rank damage from afar or strangle opponents. Every post that the target is choked, inflicted, or strangled, will suffer roughly 1.7 D-rank damage. The chain itself is 17 meters long but can be adjusted accordingly.
Strengths:- Long Distance- As a long ranged weapon, this gadget's flexibility is extremely high and can adjust to just about any environment regardless of the circumstances, scenario, or situation.
- Easy Use: This gadget can be ad deadly as it is flexible to targets, inflicting D-rank damage if a target is being strangled or impaled by it's dagger, and targets may find it difficult to remove the chain if apprehended.
- Easily combined: Other blades and close-combat oriented weaponry can easily be combined with this gadget.
Weaknesses:- Durability: Instead of one C-rank attack destroying this gadget, it only takes 1.5 D-rank Power to destroy the chain or it's equivalent.
- Natural Disadvantage: This weapon has a natural disadvanatge to magma and magma oriented magics and enemies.
- Usage: Easily one of the most useless gadgets when split or broken.
- Control: This can be occupied by opposing targets.
Name: Ember's Touch
Rank: D
Type: Fire, Buff
Duration: 3 Posts
Cooldown: 2 Posts
Description: The 'Ember's Touch' spell enables Aizenagi to cast a buff which grants whichever weapon he is occupying the natural element of fire. The buff itself also grants the weapon to do a rank lower than itself. For example, a C-rank weapon by itself would do C-rank damage, however, when this buff is applied to this weapon, it will do 2.5 (C + D) damage.
Strengths:- Adaptability: This buff adapts to most, if not ever, weapon in Aizenagi's arsenal of combative items and weaponry.
- Natural Advantage: This buff grants the weapon the natural element of fire, which is naturally strong against nature (plants), ice, and metal oriented magics and targets. If faced with a target of those elements, does slightly more damage.
- Natural Resistence: This buff also grants whichever occupied weapon a natural resistence to the following targets and magic oriented elements: Nature (Plants), Ice, and Metal.
Weaknesses:- One-Time Only: This buff can only be used only once, and disables when the occupied weapon has used the buff for offensive purposes.
- Limited Usage: The buff will only cooperate with the current occupied weaon, and will immediately disable if and when the occupied has broke, been changed, or disabled.
- Limited Arsenal: This buff only works with offensive weaponry, no gadgets, supportive spells, defensive spells, healing spells, water oriented spells, plant oriented spells, or metal oriented spells.
- Restrictive: This spell would automatically replace the element if a weapon if it has one, with fire, for one post.
Name: Smoke Bomb
Rank: D
Type: Supportive
Duration: 3 Posts
Cooldown: 2 Posts
Description: This spell is a small but tall container which, when triggered and exploded, a MP draining smoke will fill the air in a small area for twenty meters (20m). Every post of which it is inhaled, the inflicted targets are depleted 2 MP, and if not effected himself, will be given to Aizenagi. The smoke is white in hue, and dense.
Strengths:- Density: This smoke is thick, and can be easily inhaled. This smoke is denser as you get closer to the location of which the bomb exploded, making those within a 1-9 meter range vulnerable to immediate depletion.
- Mid-Ranged AOE: The AOE of this spell is very effective towards the interior of which the bomb exploded, making many close-combat targets vulnerable to it's effects much more than long and mid-combat targets.
- Dull Sense: This smoke decreases the effectiveness of the sense of sight, making targets within a point blank range blind to figures in the near distance. D-ranks who are within 1-9 meters of the location of explosion will go blind to targets approaching them within 2-6 meters, and will have faults seeing targets within 5-14 meters. C-ranks go blind to approaching targets within 2-4 meters. Ranks above that are not effected.
Weaknesses:- Density: At the exterior of the AOE smoke (15-20m), inflicted targets' MP depletion per post reduces to 1 MP, and can see around them clearly, but not into the interior of the smoke. Same meters apply when in the interior of the smoke.
- Vulnerability: Small inhales from targets take more time to become vulnerable to the effects of the smoke. Example: Little 'sniffs' on the exterior of the smoke will clearly poorly effect the target.
- Protection: This smoke is completely useless to those who have protected their ability to breathe clearly. (Masks, covering nose, not breathing)
- Effects: Deals no damage.
Name: Shawl Deception
Rank: D
Type: Supportive
Duration: 3 Posts
Cooldown: 2 Posts
Description: The Shawl Deception is a very unique gadget that allows Aizenagi to hide his magical presence and enables him to transform into different people and targets who are of the same rank or magical power and lower (Or ONE rank higher) with a cloak that he wears just about everywhere, copying everything from their voice to their physical persona as well.
Strengths:- Physical: This completely alters the user's physical appearance, such as eye color and body structure.
- Effective: This gadget is extremely useful in situations which require stealth.
- Adaptive: This can adapt to any environment.
Weaknesses:- Easily Disabled: The instant the shawl recieves damage from another party, the cloack disables it's ability and immediately reveals Aizen's true form.
- Mid-Ranged: This can only be used at particular distances, rendering him unable to copy a physical appearance from a far distance.
- Restrictive: Even in his copied form, no matter what rank of the target he had copied, Aizenagi retains his previous physical strength, durabity, and endurance. As well as his magic, magic abilities and capabilities, mental strength, overall strengths and weaknesses.
- Limited: The spell itself deals no damage.
- Long Distance- As a long ranged weapon, this gadget's flexibility is extremely high and can adjust to just about any environment regardless of the circumstances, scenario, or situation.
- C-Rank Spells:
- Name: Fool's Twinblades
Rank: C
Type: Offensive
Duration: 5 Posts
Cooldown: 6 Posts
Description: The sword itself, in appearance, is very simple. In it's first form, it is one whole longsword with the damage of a basic C-rank. This weapon's passive ability is that it increases the speed of the user and enhances reflexes, as well as increasing that as well 15%. Fool's Twinblades active ability is that it can split apart into two separate swords (Each do their rank's damage) which can have their blades pressed together along the sides to fire a beam of either raw magic power or it's respective element (Fire) to deal half it's rank's damage.
Strengths:- Decent Mid-combat: Though this sword was designed specifically for close combat, it's active ability can deem it mediocre in mid-range combat.
- Natural Resistance: Fool's Twinblades has a natural resistance to ice, metal, and nature oriented magics and targets.
- Natural Advantage: Fool's Twinblades has a natural advantage to ice, metal, nature, and hand-to-hand oriented magics and targets.
Weaknesses:- Ranges: This sword is basically useless at long ranged combat unless fused with another spell which grants the blade that capability.
- Effectiveness: Less effective at mid-range combat, but can still have a mediocre effect.
- Natural Disadvantage: This sword has a natural disadvantage to water and earth oriented targets and magics.
- HP: Both blades share the same HP.
Name: Ebony Revolver
Rank: C
Type: Offensive
Duration: 5 Posts
Cooldown: 6 Posts
Description: This is a powerful, small but sturdy Ebony Revolver that is mostly used for Mid-Combat environments. It's range of effect is not large, and is non-effective at long ranges in other environments, for 23 Meters. This weapon is granted the ability to enable it's bullets the natural element of ice, it's passive ability allowing for the bullets to freeze whatever area it has hit on a target, and it's active allowing it to explode after one post. (Dealing half it's rank's damage)
Strengths:- Damage: Each bullet deals it's rank's damage.
- Natural Advanatge: Due to the natural element of ice, this particular weapon has a natural advantage to ice oriented magics and targets.
- Natural Resistance: This weapon has a natural resistance to earth magics and earth oriented targets.
Weaknesses:- Ammunition: This pistol
holds 6 bullets, but must take one post to reload after the set of bullets are used.
- Recoil: Due to the powerful combustion, recoil can occur and lower's the weapon's accuracy mid-ranged.
- Natural Disadvantage: This weapon has a natural weakness to fire oriented magics and targets.
- Usage: Practically useless at 24+ fire range.
Name: Ivory Rifle
Rank: C
Type: Offensive
Duration: 5 Posts
Cooldown: 6 Posts
Description: The Ivory Rifle is an ice sniper rifle which's range of fire is, at maximum, 35 meters (PvE), but only 25 meters in PvP. The rifle itself does basic C-rank damage, but will do twice as much damage if targeted and hit vital areas on a target's body (Head, Chest, stomach, and neck). It's passive ability allows it to hide the user's magical presence for it's duration and it's active ability enables it to switch to a railgun, which is extraordinarily faster than it's former form, and can do twice as much damage for one bullet from a long distance. The rifle itself grants bullets C-rank damage, the railgun aspect's bullets do 50% more damage from it's rank.
Strengths:
[*]Natural Resistance: Ivory Rifle has a natural resistance to earth, lightning, and electric oriented magics and targets.
[/list]- Natural Advantage: The Ivory Rifle has a natural advantage to earth, lightning, and electric oriented magics and targets.
Weaknesses:- Ammunition: This sniper rifle
holds 12 bullets, but must take one post to reload after the set of bullets are used.
- Close Range Combat: Due to the it's contents, this rifle is completely ineffective in close quarters.
- Natural Disadvantage: This weapon has a natural weakness to fire oriented magics and targets.
- Decent Mid-combat: Though this sword was designed specifically for close combat, it's active ability can deem it mediocre in mid-range combat.
- B Rank Spells:
- Name: The Betties [Shotgun Tonfas]
Rank: B
Type: Offensive
Duration: 6 Posts
Cooldown: 7 Posts
Description: The Betties are a pair of mid-ranged tonfas with shotguns installed into them, each bullet from the shotgun dealing basic B-rank damage with the range of 20 meters at it's maximum. The weapon itself does basic B-rank damage, but will do 1.5x damage if targeted and hit vital areas on a target's body (Head, Chest, stomach, and neck), or if the target is struck at point blank (1 Meter). The Betties' active ability goes into sync with the actual tonfas. Each time the tonfas would collide with another surface or impact another target, a small burst of destructive elemental energy would release into that surface or target as .2x damage.
Strengths:- Natural Advantage: The Betties has a natural advantage to metal, water, and ice oriented magics and targets.
- Natural Resistance: The Betties has a natural resistance to metal, water, and ice oriented magics and targets. This resistance enables the betties to better fend against those elemental offenses and defenses. Due to this, the weapon and the user are given a 10% defensive resistance to it.
- Damage: Deals B-rank damage with each strike. Bullets and blades alike.
Weaknesses:- Ammunition: This Shotgun installation holds 6 bullets in each gun, but must take one post to reload after the set of bullets are used.
- Long Ranged Combat: Due to the it's contents, this gun and tonfa is completely ineffective in long quarters.
- Natural Disadvantage: This weapon has a natural weakness to nullifying oriented magics and targets.
- Recoil: Recoil is mild, but requires accuracy and control in order for it not to greatly effect the outcome of his shot.
Name: Shingi to Giri [Hand Claws]
Rank: B
Type: Offensive, Melee, Fire
Duration: 6 Posts
Cooldown: 7 Posts
Description: The name "Shingi to Giri" is translated to Loyalty and Honor. This close combat, fire oriented gauntlet are pairs of hand claws used to strike at close quarters with heavy or light hits with a steady barrage. Every strike deals B-rank damage, but an additional 1.5x damage if hitting specific areas (Throat and knees). One of the abilities of the Shingi to Giri is that the primary element of this weapon is the element of fire, and when used and strikes a target, every three times the weapon strikes that same area, it suffers from burn marks and becomes a vital area for the rest of the weapon's duration (As seen with other weapons, if vital areas are hit, target will suffer 1.5x Spell rank damage, in this case, B-rank damage) or will get instantly get a vital point if given with three strikes worth of this weapon's offense.
Charge Up Function:
With each post that Shingi to Giri is charged up, it's damage output increases by 1.5x. Either hand claw can be charged up and can combine the damage output, but will leave him defenseless. Or, one can be charged up one the other struggles to defend or counter. If one is left to defend, it's damage output is reduced to C-rank damage.
Fire Oriented Function:
This is more of a trick than anything. With this function, the hand claws become covered in flames, but only for one post. If he punches a hard surface, large, long cracks will form and scorching roars of flames with burst out, dealing Long-ranged B-rank damage that goes towards the direction of the designated target. The cracks go as far as 30 meters.
Strengths:- Natural Advantage: Shingi to Giri has a natural advantage to ice, plant, and wood oriented magics and targets.
- Natural Resistance: Shingi to Giri has a natural resistance to metal, ice, and plant oriented magics and targets. This resistance enables the Hand Claws to better fend against those elemental offenses and defenses. Due to this, the weapon and the user are given a 10% defensive resistance to it.
- Damage: Each strike deals B-rank damage.
Weaknesses:- Ranges: This gauntlet is basically useless at long ranged combat unless fused with another spell which grants the blades that capability.
- Effectiveness: Less effective at mid-range combat, but can still have a mediocre effect.
- Natural Disadvantage: This gauntlet has a natural disadvantage to water and earth oriented targets and magics. Damage is reduced by 5%.
- HP and Transition: Both gauntlets share the same HP, as well as the functions make it hard to multitask. If flames are put out by large amounts of water of same rank, the fire oriented skills and functions will be disabled for the remaining duration. Charge up spells will be disabled if interfered by extreme change in posture.
Name: Agrona Agni [Gatling Gun]
Rank: B
Type: Offensive, Long Ranged
Duration: 6 Posts
Cooldown: 7 Posts
Description: Agrona Agni is a Gatling Gun which's operation centered on a cyclic multi-barrel design which cooling and synchronized the firing-reloading sequence. Each barrel fires a single shot when it reached a certain point in the cycle, after which it ejects the spent cartridge. Agrona Agni directly translates to 'Slaughter Fire', hence, it's choice of weapon.
This Gattling Gun can fire up to 60 bullets, every set of ten bullets equivalent to B-rank damage. After every set of thirty bullets is fired at a constant rate, the Gatling Gun will overheat and must cooldown for one post. Due to the weight of the Gatling Gun, the user is left near immobile when using it. They fastest they can go is a mere power-walk, leaving the user extremely unfit for defense. The Gattling Gun must be summoned for at least four posts and cannot be desummoned until meeting that requirement. Only single handed gunnery can be used while this is summoned. This Gatling Gun has the element of fire in combustion.
Charge Up Function:
If the Gatling Gun is charged up for four posts straight (Any more and the Gatling Gun will combust, the user can charge it for five posts and do the damage but will suffer just as much damage from combustion if not defended against accordingly (Damage inflicted is as much as it was originally going to do. For example, if I exceeded 1.8 damage, user and target would suffer that much from combustion.), and the Gatling Gun cannot be summoned again for 10 Posts) the Gatling Gun will be able to fire a laser-like barrage of bullets that explode on contact for an additional .2x damage (In an OOC sense, this part of the function, only 20 bullets explode. Meaning, only two attacks of an extra .2 damage) All 60 Bullets are used for the charge up, and must be dessummoned after usage.
Each post that this Gatling Gun is charged, it gains .3x damage from being charged. It cannot exceed four posts without risk of self harm conflicted. Charging up can be interrupted if inflicted damage of the same rank in the midst of the charge, then must wait one post until he can charge it up again.
Strengths:- Damage: Deals B-rank damage with each set of ten bullets.
- Natural Advantage: Agrona Agni has a natural advantage to ice, plant, and wood oriented magics and targets.
- Natural Resistance: Agrona Agni has a natural resistance to metal, ice, and plant oriented magics and targets. Due to this, the weapon and the user are given a 10% defensive resistance to it.
- Speed Reduction: Agrona Agni is an extremely heavy Gatling Gun that renders the user near-immobile when used, the fastest the user could go is a power-walk. This makes dodging attacks of offenses of the same rank extremely difficult.
- Vulnerability: When charging up, the user is stationary. Must find a safe spot to charge up before firing.
- Risk Taking: When charging up, the user is given the opportunity to do one more post worth's of charging but will suffer the damage output as well as the hit target.
- Consequences: This is a make it or break it weapon, and he is given an equal amount of disadvantages than advantages.
Name: Sukoshi Bumu [Grenade Launcher]
Rank: B
Type: Fire, Offensive, Two/Single Handed, Supportive
Duration: 6 Posts
Cooldown: 7 Posts
Description: Sukoshi Bumu directly translates to the name Little Boomer, hence being a Grenade Launcher. This Launcher holds 12 grenades, three different kinds as well: Oil, Sticky, and Combustion grenades. The Grenade Launcher holds four of each. No grenade except the combustion grenades deals any damage.
Combustion Grenade:
The combustion grenade is just as it sounds, a grenade that explodes with fiery impact upon contact to a target, oil, or a surface. This grenade holds the element of 'undying fire', and burns the area of which it was hit for the remainder of the duration, dealing 1.2x damage every post after it was inflicted, every time the burn marks stacks to .4 damage, that area becomes a vital region of which other weapons can use to their advantage. Each grenade's AoE stretches to about 20 meters in diameter, and does B-rank damage. 75% of initial damage beyond the epicenter.
Oil Grenade:
Black, sticky oil is splattered and covering 15 meters worth of the environment. The oil is highly flammable and when set aflame, the oil burns out after 4 posts. The oil does no damage whatsoever, and sticks to it's targets and victims.
Sticky Grenade:
Extremely dense, sticky material that immobilizes a target or 'glues' a target to a surface. If struck, targets B-rank and higher that are hit by the limbs will be unable to move that limb (immobilized) for one post or higher, though not tough to break through. Targets C-rank targets and lower shall be left immobilized for two or more posts. D-ranks are to be left immobilized for three or more posts. The more material used, the more effect it will have. 10 meter diameter of AoE. As it sounds, B-rank damage and other effects are inflicted within that range.
Strengths: - Defensive Properties: The sticky grenade is thick enough to create barriers of B-rank defensive capacity.
- Range: These grenades can be used at any distance.
- Resistance: The sticky grenade is completely resistant to fire oriented targets and spells. It can be resistant to fire-oriented targets/spells that are of equal to or lower in rank, but higher ranked targets/spells can still inflict damage.Due to this, the weapon and the user are given a 10% defensive resistance to it.
- Natural Disadvantage: This launcher has a natural disadvantage to water and earth oriented targets and magics.
- Effectiveness: Less effective at mid-range combat, but can still have a good effect.
- Oil Grenade: This grenade is completely useless individually.
- Combustion Grenade: Friendly Fire is very much possible. Something that cannot be controlled.
Weaknesses:
Weaknesses: - Natural Advantage: The Betties has a natural advantage to metal, water, and ice oriented magics and targets.
- A-Rank Spells:
- Ragnarok:
- Name: Ragnarok
Rank: A
Type: Offensive
Duration: 7 Posts
Cooldown: 8 Posts
Description: A large, powerful Great Axe used to destroy enemy defenses and to deliver some good damage as well. Known more for it's offensive capabilities rather than it's capacity to create defenses for the user, any person or magic that surpasses this weapon has a strong chance to defeat him with ease, or to crush what little defense he has. Because of the strong offensive capability, Ragnarok deals 35% more damage when inflicting damage on vital spots on a target (chest, stomach, neck) and to defensive items and magics; including armor of any kind, defensive/supportive spells and items, and holder magic users. The descriptions below are just labeled maneuvers of the weapon.- Valhalla's Wrath: Nidhogg slams the axe down onto the earth below him, causing the ground to crack, shake, and crumble within a 45 meter frontal cone. Anyone hit is stunned for one post, cancels ongoing charge up spells, and is inflicted with standard A-rank damage. At point blank (1-20 meters).
Strengths:- Ragnarok does heavy damage to defensive players.
Weaknesses:- Because of the size and weight of the weapon, Ragnarok decreases Nidhogg's speed by 10%.
- Especially weak to water magic, Nidhogg takes 5% more damage from water spells.
- Valhalla's Wrath: Nidhogg slams the axe down onto the earth below him, causing the ground to crack, shake, and crumble within a 45 meter frontal cone. Anyone hit is stunned for one post, cancels ongoing charge up spells, and is inflicted with standard A-rank damage. At point blank (1-20 meters).
- Desdemona:
Name: Desdemona
Rank: A
Type: Offensive
Duration: 7 Posts
Cooldown: 8 Posts
Description: A large, deadly scythe used to quickly slice up enemies of any size. Told to be the embodiment of all sin and darkness in humanity, Desdemona requires a lot of speed in order to use it properly (Fast enough to put the blade behind the target's backside and bring it inward for the most effective slice), and because of this, Nidhogg gains 50% speed boost in his swings and body movement. Desdemona can also reflect and redirect spells at their users as long as they are of equal or lower caliber. Once the target takes up to 45% of their HP's worth of reflected damage, Nidhogg can no longer reflect any spells. Desdemona deals 45% more damage to targets beyond mortality, humanity (including hybrids of other races, such as half-demons), physical form, and vital points (head, neck, chest, and waist).- The Binding Coils of Desdemona: For the remainder of the duration, Nidhogg makes physical contact with the target, covering them in tribal tattoos. Any damage dealt to Nidhogg is dealt to the inflicted target and Nidhogg. If the target wields light magic, they take 25% less than what is taken by Nidhogg. This affects one person at a time.
Strengths:- Desdemona is a large weapon with a large range.
Weaknesses:- The user is prone to take more damage than usual due to the reflection abilities.
- Especially weak to light magic, Nidhogg takes 5% more damage from light spells.
- The Binding Coils of Desdemona: For the remainder of the duration, Nidhogg makes physical contact with the target, covering them in tribal tattoos. Any damage dealt to Nidhogg is dealt to the inflicted target and Nidhogg. If the target wields light magic, they take 25% less than what is taken by Nidhogg. This affects one person at a time.
- Bahamut:
- Name: Bahamut
Rank: A
Type: Offensive
Duration: 7 Posts
Cooldown: 8 Posts
Description: A metal-wooden crossbow, large in size but portable and easy to carry around. As this is a sniping weapon, it has the range of 75 meters to deliver the most precise and effective blows to the enemy. An individual arrow deals only 5% of the intended damage, but if striking a vital point (Head, neck, chest, stomach, waist, knees, thighs), it deals 45% more damage. The crossbow comes with 20 arrows (100%).- The venom of Bahamut: Each arrow is engraved with an unidentifiable poison that deals 15% more damage per post, for four posts. The venom's element is 'blood', and wizards with resistance to the element automatically have a 25% resistance to it. Water mages only suffer 5% of the damage inflicted. The venom is effective ONLY when the first arrow strikes.
Strengths:- A sniping weapon that is able to deal damage at a far range.
Weaknesses:- Extremely ineffective at close range.
- Especially ineffective against water magic. Water mages take 10% less.
- The venom of Bahamut: Each arrow is engraved with an unidentifiable poison that deals 15% more damage per post, for four posts. The venom's element is 'blood', and wizards with resistance to the element automatically have a 25% resistance to it. Water mages only suffer 5% of the damage inflicted. The venom is effective ONLY when the first arrow strikes.
Last edited by Nidhogg on 13th November 2016, 6:21 pm; edited 28 times in total