Legendary weapon and armor traded up to artifact armor
Slots used:
Artifact weapon, artifact item, legendary item (Reaver, multipart)
Strong weapon + Strong armor -> Legendary weapon (Trauma)
Legendary armor + Legendary weapon -> Artifact Armor (Goliath)
Weak armor (Armored Clothing)
- Trauma:
- Name: Trauma
Rank: Legendary +
Type: Mace/Flail combination
Description: Trauma can be a mace or flail. In flail form, instead of a chain, it has a cable linking the ball to the handle. The ball itself is 3 inches in diameter with 7 spikes on it. A few buttons are present on the handle that allow it to adjust the length of the cable, which can be up to 4 feet long, adjust the telescopic handle, which can be up to 3 feet long, and lock the ball into place at the end of the handle. Additionally, end of the handle opposite the ball is sharpened, allowing for the wielder to stab opponents with it. It is a powerful magical weapon, but must become attuned to its wielder over time, making it very weak to those who have not had it for long. Because of its attunement enchantment, its magical powers vary with the magic of the wielder.
Strengths:
-Versatile
-Good against heavy armor
-Difficult to block
-Handle can extend quickly enough to impale an enemy if needed.
-Magical components only work for Emilia, if an enemy were to try using it, it would behave as a weak weapon, but with the durability of a legendary+
Weaknesses:
-Can be unweildy
-Easy to hurt oneself without proper training
-Slower than lighter weapons, such as swords
-Not stealthy
-Cannot be effectively used by allies if the need arises
-Hard to use in enclosed spaces
Abilities:- Unequilizer:
Name: Unequalizer
Rank: C-A
Type: Force/Crash
Description: Emilia sends a small amount of energy into Trauma to signal it to activate the spell. When the spell is active, the weapon will glow a soft, almost unnoticeable blue color. Emilia will then swing at her opponent's weapon, should the attack connect, the weapon will take double the damage it would normally from a spell of Emilia's rank as a powerful force spell focuses on destroying the weapon. If it the weapon does resist, the force magic will flow through the weapon into the wielder's hand, forcing enemies to drop their weapon. An enemy of Emilia's rank will also have their hand be too injured to wield a weapon with for 1 post. Enemies one rank above Emi's will drop their weapon, but not have their hand be injured.
Strengths:
Can leave opponents defenseless
Effective against weapons and mages 1 rank higher than Emilia.
Enemy weapons are left in a very damaged state, making them difficult to repair.
Weaknesses:
Does no damage to enemies
Ambidextrous enemies are affected less
Can injure the opponent's hand or break their weapon, never both.
Cannot be used at the same time as Blunt Force
Duration/Cooldowns:
Instant cast, 1 post duration for crippled hand.
Cooldown: 3 posts after the spell hits a weapon
- Blunt Force:
Name: Blunt Force
Rank: C-B
Type: Force/Crash
Description: Emilia sends a small bit of energy to signal to Trauma to release a burst of force magic. She then strikes the target with Trauma to release the energy. Instead of the force energy targeting a weapon, it penetrates into the target to on the target's flesh and bone, but does so in such a way that it is non-lethal.
Head: Opponent cannot cast for 2 posts and is dazed for 1.
Torso: Opponent takes 20% more damage from any physical attacks or spells for the next 3 posts.
Arm: Opponent cannot use the arm hit for 1 post, can use it 50% efficacy for 1 post after, and then at 75% efficacy on the third (50% efficacy for a weapon arm would be 50% less damage with that arm, for a shield arm, they would not block as well)
Leg: Opponent cannot move for 1 post and moves at 50% speed for 2 posts
Strengths:
Penetrates most armor that isn't specifically made to block spells.
Good for capturing opponents
Good for defending allies when opponents cannot be killed immediately
Weaknesses:
Due to the focused nature of the spell, it deals only one half of Emilia's rank in damage.
Cannot kill opponents.
Blocking Trauma with a weapon can allow the spell to be avoided
Cannot be used at the same time as Unequilizer
Duration/Cooldowns Crippling lasts for 2-3 posts
Cooldown is 7 posts after crippling a limb.
Weaknesses:
-Can be unwieldy
-Easy to hurt oneself without proper training
-Slower than lighter weapons, such as swords
-Not stealthy
- Reaver:
- Name: Reaver
Rank: Multipart (Artifact+ weapon, Artifact+ item, Legendary+ item)
Type: Blade
Description: Reaver is a powerful artifact blade, capable of changing size and shape to any form of sword or knife,- Sword Form:
- Dagger Form:
Changeable size and shape allows for massive amounts of flexibility
Concealable
Weaknesses:
Less effective against armor when compared to Trauma
Melee only
Most abilities revolve around Emilia being able to successfully make melee attacks on enemies.
Abilities:- Thirst of the Reaver:
- Name: Thirst of the Reaver
Rank: User Rank
Duration: Passive
Cooldown: -
Description: Reaver thirsts for the blood of its wielder's enemies, and grants a small portion of it to its bearer, healing them for 1/4 of the damage dealt with the blade and its abilities (not including Thicker Than Water). Additionally, the blade, if damaged, repairs itself for this amount.
Strengths:
Helps sustain Emilia in battle
Can heal for a large amount
Weaknesses:
Thicker Than Water's blood clone does not heal Emilia
Requires Emilia to be in battle to heal
Requires Emilia to be able to successfully attack with the weapon to heal
- Guts and Glory:
Name: Guts and Glory
Rank: User Rank
Duration: Passive
Cooldown: -
Description: Reaver energizes its wielder with an unholy fervor that grows stronger in the face of death. Whenever Emilia takes damage, she restores an amount of MP equal to one half the percentage of health she lost. If this would restore more than the max MP Emi can start with at the beginning of a thread, then no mana will be granted.
Strengths:
Allows continued use of spells as a fight progresses
Can give Emi an "Ace in the Hole" so to speak, if she is suddenly hit by a large burst of damage.
Weaknesses:
Requires Emilia to be in battle to quickly recover MP
Requires Emilia to take damage to be effective
Cannot overcharge Emilia's MP if she is at her maximum.
- Thicker Than Water:
Name: Thicker Than Water
Rank: User Ranked
Duration: 3 Posts (D), 5 Posts (C), 6 Posts (B), 7 Posts (A-S)
Cooldown: Duration + 1 post.
Description: With a mental command from Emilia, Reaver forms a blood clone of her to aid her in battle. At B-rank and above, the blood clone has the strength of a grand summon of her rank. In order to summon the blood clone, Emilia must gather the blood of her enemies by landing 4 successful attacks with Reaver while Thicker Than Water is off cooldown. Each strike while Scarlet Arts is active counts as two for this purpose.- Blood Clone:
Abilities:
Passive: Siphon: The blood clone saps opponent's life with each attack, healing for half the damage it deals to enemies through normal attacks or through Exsanguinate.
Strengths- Keeps the clone alive longer
Weaknesses- Does not increase duration
Clone must be able to damage enemies to heal
Active: Exsanguinate: The blood clone bites a target, dealing its rank in damage as it drinks some of its target's blood.
Duration: Instant
Cooldown: 2 + 1 per summoner rank
Strengths: Deals more damage than the summon's normal attacks
Weaknesses: Melee range
No additional effect.
Gives Emilia an ally, and enemies another target
Blood slayers can't eat it if it contains their own blood, which can occur if Emilia creates the clone from blood stolen by attacking the slayer or if the clone manages to land an attack on the slayer
Weaknesses:
Summon is melee only
Shorter than normal duration at high ranks
Requires preparation when off cooldown before the blood clone can be summoned.
- Scarlet Arts:
Name: Scarlet Arts
Rank: User Rank
Duration: 5 post per rank above D
Cooldown: 6 post per rank above D
Description: Reaver glows a soft red color as the magic within it causes targets struck by Emilia to bleed profusely. Emilia's weapon strikes deal stacking bleed damage with each hit. Each stack deals 12.5% of a spell rank in damage for 5 posts. This effect can stack up to 8 times on one opponent. Additionally, healing spells are ineffective against targets with 2 or more stacks. A healing spell 2 ranks higher than the wielder will, however, work just fine and actually remove all stacks currently on the target.- Damage per stack at each rank:
D 2.5
C 5
B 7.5
A 10
S 12.5
Can add up to very high damage
Helps her to summon her blood clone with Thicker Than Water
Weaknesses:
Requires successful melee strikes
Makes quite a mess
Does not work on opponents without some sort of blood-like substance (such as most golems, constructs, or undead).
- Last Rites:
- Name: Last Rites
Rank: User Rank
Duration: 2 Posts
Cooldown: 2 posts + 1 post per rank
Description: The blade glows a brighter red as Emilia uses it to finish off an opponent. Upon her next successful attack after activating Last Rites, Emilia deals an additional amount of damage equal to 75% of the damage a spell of her rank would deal. This amount is increased by 2% for every 1% of health the enemy is missing. Max damage possible is spell rank +75%. This spell damage is in addition to normal melee damage.
Strengths:
Excellent at finishing off opponents
Weaknesses:
Deals decreased damage to high health targets
Requires Emilia land a successful melee attack with Reaver
- Satiation:
Name: Satiation
Rank: User Rank -1
Duration: 2 Posts + 1 post per rank
Cooldown: 3 posts + 1 post per rank
Description: Emilia makes an attack on a target, dealing damage equal to the rank of the spell in damage on top of the normal melee attack damage. Reaver soaks in all of the blood spilt from the attack and any blood already on the blade, granting her no healing from the attack made nor from the spell, but in exchange, for the duration of the spell, the lifesteal from Thirst of the Reaver is doubled to 1/2 the damage dealt using the sword, but Reaver will no longer repair itself for the duration as its own thirst for blood is sated.
Strengths:
Increases Emilia's sustainability
Weaknesses:
Disables Reaver's ability to repair itself
Emilia does not heal for the attack used to initiate Satiation
- Goliath:
Name: Goliath
Rank: Artifact+
Type: Plate Armor with Shield
Description: Goliath is a set of black and red plate armor that conceals everything about the wearer, even the voice, should they have the helmet on, making them sound much like this, regardless of their normal voice.- Spoiler:
- The armor itself is similar in appearance to this, but with a matching heater shield that can manifest itself at the wielder's will.
Good protection against physical attack.
Fitted to Emilia, so it does not restrict range of motion.
Weaknesses:
Hot to wear
Not stealthy
Makes sitting a bitch
Makes swimming impossible
Abilities:- Juggernaut:
Name: Juggernaut
Rank: User ranked (max S)
Duration: Passive
Cooldown: ---
Description: Juggernaut does just as its name implies; making the user into an unstoppable monster. The armor passively double's the wearer's mass, but thanks to the magic of magic it does not hinder any of their physical capabilities. The vast increase in mass allows the wearer to severely harm enemies simply by running into, standing on, or landing on them. Running into an opponent deals the damage equivalent to a weapon strike from an artifact weapon (scaling with rank as is appropriate). Standing on an opponent deals double this damage for each post she stands on an opponent, and landing on one deals between one spell rank of damage to an enemy. Additional, force magic strengthens any surface the wearer is standing on, allowing them to not plunge through due to the pull of gravity unless they choose to.
Strengths:
Makes Emilia nearly impossible to be thrown around, knocked down, or picked up.
Allows the wearer to fight while unarmed by simply pinning and standing on opponents.
Weaknesses:
Not very useful against enemies faster than the wearer
Still requires the wearer to close the distance to attack someone
Still hinders swimming abilities, rendering it practically impossible for a wearer to swim
If the wearer can be knocked down, the surface beneath them will not be supported by the magic, so knocking them down can easily lead to them plunging deep into mud, dirt, liquid, through floors etc.
Sitting is a bitch.
- Indomitable:
- Name: Indomitable
Rank: User (up to S)
Duration: Passive
Cooldown: --
Description: The wearer of Goliath is made nearly unstoppable, halving the duration and strength of any debuffs, curses, or poisons that hinder their ability to move or attack, things like stuns, slows, strength debuffs, and the like. This does not reduce the effects or duration of damage over time or other debuffs that don't effect the user's offensive capabilities, such as defense, healing, health, or sense reductions.
Strengths:
Makes the wearer much harder to be kited
Makes it difficult to reduce damage the wearer deals
Weaknesses:
Provides no protection against damage
Does not stop certain debuffs like decreased defenses or healing
Does not stop some other forms of CC such as taunts, rage, or others that force the user to attack indiscriminately or attack a certain target.
- Armor Clothing:
- Name: Armor Clothing
Rank: Weak
Type: Armored Clothing
Description: Various sets of armored clothing. It's not much, but it does help protect against lighter physical attacks and is generally appropriate to wear on the streets.- Spoiler:
Abilities: None
Strengths:
Provides protection without being too overbearing socially
Weaknesses:
Provides only minimal protection
Is still obviously armored
Last edited by Emilia Crohil on 14th June 2016, 2:18 pm; edited 21 times in total