DEVIL'S ARMS
Holder Lost Magic
DESCRIPTION:
Once a being dies, their soul may follow suit. Sometimes, they do not, staying behind due to some incomplete task that they were unable to accomplish, to take care of someone else, or so on. Now, demons, while having all bad traits you wish them to have, do have deep respect for those who have proved themselves to be mighty.
Devil's Arms are nothing but the manifestation of a demon's soul that has surrendered itself towards he who has made that strength clear. Once beaten, forced into submission, or voluntarily giving up their previous formes, an almighty foe turns into the greatest ally: magical weapons that will strike down any opposition with their destructive capabilities. All the souls are stored within the user, who is able to call them out any time, provided that they have enough power to do so left in their bodies, for granting physical forme to an intangible soul is taxing for a mage.
However, there is but yet another problem with the magic. Despite users being almost non-existant, it is known, at least by the users, that they run on a time limit. For, where does the beginning point stand for a Devil's Arm user? In order to create one that is able to wield the weapons, a demon's soul must merge with the child when still in the womb, and during its life, it will creep up slowly but with no opposition, taking over the user as years pass.
Although there is no way to exactly locate when, the process begins as the user enters its teenager years, and prolongs itself almost to the middle of its twenties; for now, how to salvage one's sanity, or if it is even possible to do so, remains a mystery altogether.
This magic works similarily to a Requip type magic: Weapons feature the same health system and are magically stored in "another dimension" (the user's own soul, in this case), yet they have a consciousness of their own (yet cannot act on a whim if not commanded), and unlike the former, Devil's Arms still have passives and actives, which can gain different bonuses/change completely, depending on the style (unique abilities) used by Vargas at that moment.
STRENGTHS
WEAKNESSES
UNIQUE ABILITIES
Spells:
Note: any type of disabling effects (slow, stun, etc.) that comes from Vargas's weapons can only affect entities up to the user rank. Above, they mean nothing.
When applicating percentages, the result is rounded to the nearest number.
Holder Lost Magic
DESCRIPTION:
Once a being dies, their soul may follow suit. Sometimes, they do not, staying behind due to some incomplete task that they were unable to accomplish, to take care of someone else, or so on. Now, demons, while having all bad traits you wish them to have, do have deep respect for those who have proved themselves to be mighty.
Devil's Arms are nothing but the manifestation of a demon's soul that has surrendered itself towards he who has made that strength clear. Once beaten, forced into submission, or voluntarily giving up their previous formes, an almighty foe turns into the greatest ally: magical weapons that will strike down any opposition with their destructive capabilities. All the souls are stored within the user, who is able to call them out any time, provided that they have enough power to do so left in their bodies, for granting physical forme to an intangible soul is taxing for a mage.
However, there is but yet another problem with the magic. Despite users being almost non-existant, it is known, at least by the users, that they run on a time limit. For, where does the beginning point stand for a Devil's Arm user? In order to create one that is able to wield the weapons, a demon's soul must merge with the child when still in the womb, and during its life, it will creep up slowly but with no opposition, taking over the user as years pass.
Although there is no way to exactly locate when, the process begins as the user enters its teenager years, and prolongs itself almost to the middle of its twenties; for now, how to salvage one's sanity, or if it is even possible to do so, remains a mystery altogether.
This magic works similarily to a Requip type magic: Weapons feature the same health system and are magically stored in "another dimension" (the user's own soul, in this case), yet they have a consciousness of their own (yet cannot act on a whim if not commanded), and unlike the former, Devil's Arms still have passives and actives, which can gain different bonuses/change completely, depending on the style (unique abilities) used by Vargas at that moment.
STRENGTHS
- Multi-purpose: each demon is unique in its own way, and boasts different abilities; hence why the Devil's Arm its soul will produce will be different from the others. As such, it gives Vargas the means to step up to most unexpected situations. Also, instead of new weaponry, some of Vargas's weapons feature more than one active of different ranks (taking more spell slots, of course).
- Offensive Juggernaut: Devil's Arms are meant to hurt, to kill, to destroy. Be it a single enemy, be it a myriad of them. It is but their nature, and thus, the offensive department is well covered when Vargas is nearby or tags along for a job.
- Easy repairing: while the Devil's Arms can break, it will only cause them to revert to their formless state and they will re-enter Vargas's own soul to repair themselves, so no matter what kind of damage they sustain, they can come back given enough time.
- Stylish! Vargas can assume different roles by shifting styles, allowing him to better face a situation after analyzing it for a little while. Style changing increases his overall damage output and gives him some nifty bonuses (more on unique abilities).
WEAKNESSES
- No armor: all demon souls will turn into weaponry whose main purpose is to deal damage. Perhaps some will have other side effects, but no armor will be obtained in the form of a Devil's Arm.
- Friendly Fire: some low-rank and many of the higher ranked weapons have great destruction caliber or abilities that indiscriminate target their surroundings, and as such it is hard for allies not to get harmed by them. Quick feet and knowledge of each of Vargas's weapons are required to team up with this magic's user.
- Devil Slayers: being made of a demon's soul, Devil Slayers deal extra damage to the weapons, even if they won't outright destroy them. Hence why, confrontation with them should be avoided at all costs.
- Not-so-stylish: Vargas must change styles should he want to use the Devil's Arms at their fullest. This means that if he is constantly switching from ranged to melee, he will have to lose a lot of time to maintain the same damage output as if he were just focusing on one role. Additionally, some actives change completely when changing styles, and may prove to be inappropriate for the situation.
- Other Slayers: they can also prove to be a bother; element-based weapons such as Asag will be rendered useless by the appropriate slayer type.
- Lineage:
Lightning Demon:
Description: In the dawn of time there were demons that were born from lightning, and became masters of the element to the point where they could turn into lightning. However, as the Aeons passed, some of these creatures grew tired of their superiority over others and secretly passed on their gift to a small group of humans, thinking them to be the most-suited race for their powers. Those humans, in turn, began passing down the abilities that were bestowed upon them to their successors, though as the generations passed, the abilities passed down have slowly perished and become weaker.
Ability: Lightning is formed around the user, causing anything that touches the user to be shocked, doing damage equal to the melee Damage they would deal for their rank(max S-rank).
75% speed increase when moving in straight lines when this lightning is formed around them.
Usage: 4 post duration and 8 post cooldown.
UNIQUE ABILITIES
- Devil Hunter: Vargas's method for acquiring his Devil's Arms is not what we'd call conventional. In order for him to gain his weaponry, the soul of a demon must be claimed by him. This can be done in many ways, but it always requires the devil in question to either submit to him, or fight against him and be killed. Regardless, once Vargas has proven himself to the beast, in one way or another, he will gain use of the mighty entity as a new tool for his arsenal.
Now, this has some disadvantages in itself: in order to gain each of his new spells, he must "hunt" for demons (done through character-specific jobs), if they involve getting a new weapon that is. This isn't only risky for him, but also makes his development slower than other mages. Also, the demon's souls will remain inside his own, their voices echoing in his head, drowned only through sheer force of will alone.
While apparently bad and dangerous, they have provided a nifty side effect: whenever enemies of Vargas's rank and below try to gain control of his mind, their minds will not be able to command him, for the demons' influence will scare them away, leaving them with a horrific question in mind: how is he able to keep those beasts down? (this should be RPed accordingly by the entity attempting the mind controlling). Of course, for this to happen, he needs to have gained control of at least 1 demon whose rank is equal to the foe's.
Styles: each one takes a unique ability slot. Vargas needs to manually activate them, and only one may be active at a time. Their effects may vary: some grant different bonuses to passives or outright change actives, for example. Changing styles doesn't allow Vargas to summon any weapon that post (unless he's out of combat or hasn't engaged yet), meaning he has to dodge or block first and then, change the styles. If he had a previously summoned Devil's Arm, he may still use it first. - Swordmaster: gives an extra 50% increase in all melee weaponry damage, while ranged weapons deal 25% less damage. Additional effects are bestowed upon the melee Devil's Arms actives or passives but never both, stated in each Arm's active section. Actives may even transform.
- Gunslinger: gives an extra 50% increase in all ranged weaponry damage, while melee weapons deal 25% less damage. Additional effects are bestowed upon the ranged Devil's Arms actives or passives but never both, stated in each Arm's active section. Actives may even transform.
- RoyalGuard: in exchange for the ability to summon his Devil's Arms while it's active, Royalguard style turns him into a nigh impervious entity: it grants him a 25%/50%/75% damage reduction, if the attacker is of higher/equal/lower rank than he is, respectively. Blocking instead of dodging will cause Vargas's next melee striks to deal extra damage, increasing by 10HP per hit blocked. If the enemy avoids that melee attack, however, the boost will be lost.
Spells:
Note: any type of disabling effects (slow, stun, etc.) that comes from Vargas's weapons can only affect entities up to the user rank. Above, they mean nothing.
When applicating percentages, the result is rounded to the nearest number.
- Signature Spell | Shade and Gleam:
Name: Shade and Gleam
Rank: Signature - Equal to Vargas's Rank, maxes at S Rank
Type: Twin Pistols, Ranged, Offensive
Duration: Instant
Cooldown: 1 per use
Description: Shade and Gleam, probably one of Vargas most trustful weapons. They are a pair of twin pistols, one deep black like the darkest of nights, and another one, white/silverish, like a pure ray of light. These semiautomatic guns feature rapid fire capabilities and are large favorites for tearing down slow foes or quickly defending against unsuspected attackers. Bullets are creted through Vargas's own magical power.- Demon Form:
- Arm Form:
- Seemingly unthreatening, yet great overall DPS, making enemies heavily underestimate them only to be left like honeycombs.
- Can divide the bullets between two targets.
Weaknesses:- Since the damage comes from hitting multiple projectiles, it obviously gets divided between them.
- Can damage, but not destroy any shield of higher ranking than Vargas.
- If two foes are targeted, the DPS is obviously divided between foes.
- Active:
Twosome time: Vargas can rapidly fire Shade and Gleam, with an amount of eight bullets in a single barrage with great accuracy. Those struck have their movements a little halted due to their bodies suffering the impact of a large amount of bullets per second.
Hitting with 25% of the bullets amounts to 0.5 Spell-rank Damage; reaching to 175% of its rank in damage if Vargas has hit with the maximum number of bullets. As a cosmetic thing, projectile amount duplicates per rank acquired. So, in order to not make it weaker as it ranks up, if the foe gets hit by the attack, the minimum bullets he'd take would always be a quarter of the number fired.
Since he has two guns, he may aim at two enemies at the same time, with the only downside that each one of them will only be sent half the bullets, cutting the potential damage dealt to each of them by half.
GUNSLINGER BONUS:
Honeycomb Fire: the number of bullets that can be fired per post is increased by half, and each will momentarily interrupt enemies on contact, making it easy for take the rest of the bullet barrage to strike.
- D-Rank:
- Asag:
Name: Asag
Rank: D-Rank
Type: Long Spear, Offensive
Duration: Up to 3 posts, if unswapped
Cooldown: Duration+1
Description: Asag is a wind-based lance, bathed in copper and gold that, apart from being sharp enough itself on the tip, also creates cutting winds which can extend and engulf the user (more on its passive).
Length: 6 ft- Weapon Form:
- Due to the weapon's reach, its basic attacks are capable of hitting more than one enemy, should they be at close quarters range.
- Wind Raid is capable of outright deflecting a single D-Rank spell aimed at Vargas.
- Gust Aura makes it effective to battle wind-based mages, except from Sky-type Slayers.
Weaknesses: - Sky Slayers, who can devour wind, can render this weapon's passive and active components completely useless, leaving him with just a huge spear.
- Aura affects all surrounding allies as well.
- Active requires one post to charge and leaves Vargas locked in place while doing so.
- The vacuum effect also draws allies to it; its use is dangerous in closed spaces, such as caves or the like.
Passive:- Spoiler:
- Gust Aura: when Asag is on his hands, its wind aura envelops the user, continually dealing D-Rank unarmed basic attack damage to those standing in a 5 meter radius area without even having to touch them. This aura damage caps at 15HP for Asag's full duration. Not only that, but once per post, the spear can channel a D-Rank wind spell aimed at Vargas in order to reinforce its next attack, boosting its damage by an extra 50% (may only be done once before releasing the stored wind).
- Spoiler:
- Wind Raid: For one post, Vargas spins Asag with both hands over his head, generating a growing tornado, thanks to the vacuum effect created by the spin. Doing so makes him unable to move while channeling, but after he is finished, the whole tornado is then absorbed by the spear, unleashed in a single, powerful circular sweep. The wind is suddenly unsleashed, hitting all enemies surrounding him in an area of effect within a 5 meter radius for full D-Rank damage. 2 post cooldown
SWORDMASTER BONUS: Thanks to Vargas unleashing his full swordsmanship capabilities, Wind Raid's spin is now done at far greater speed, thus createing a vacuum in its initial cast, drawing D-Rank entities towards it (up to a distance of 10 meters).
- Daeva:
Name: Daeva
Rank: D-Rank
Type: Bow, Offensive
Duration: Up to 3 posts, if unswapped
Cooldown: Duration+1
Description: Daeva is a black, long bow with reddish motives. It shoot special arrows, generated by its own magic upon making the motions for firing a bow, so the user does not need to worry about losing the ammunition or the need to reload. Vargas may only shoot one arrow at a time, up to two per post.- Weapon Form:
- Modified ranged attacks that can deal stacking damage over time, racking up pretty fast if the user is allowed to hit consistently.
Weaknesses: - Vargas can only shoot one arrow at one time; multiple fire in a single shot is not an option, and thus the second arrow is easier to be telegraphed by the foe.
- Non-active arrows cannot break spell shields; Vargas must figure a way around them.
Passive:- Spoiler:
- Corruption Arrows: The arrows shot by Daevan are quite particular. Once an enemy is hit, it doesn't matter if they remove the arrow from the pierced spot; the tip will bury itself and then desintegrate itself, releasing poisonous anti-magic particles, resulting in itchy 25% D-Rank damage over-time over the next three posts. (Normal damage over time rules apply). Further applications do not stack with the original. Vargas may shoot up to two arrows per post.
- Spoiler:
- Snipe Shot: Daevan's soul partially mixes with Vargas's, granting his brain the capability of processing information faster. The user may now be capable of taking aim, having apparently much more time to do so; he will then lock on and shoot a powered arrow towards a vital spot. This arrow, upon making contact, will split into a large amount of small-sized projectiles, shocking the foe's nerves; should he not miss, the damage inflicted will be 1.5 that of a D-Rank, and it will stun the enemy for one post (passive does not apply here, though). 2 post cooldown.
GUNSLINGER BONUS: Active changes to:
Make It Rain: Vargas will fire his Snipe Shot upwards, instead of at an enemy. Upon reaching critical height, the arrow also divides, but given there is no enemy to hit that time it will rain downwards resulting in a barrage of smaller projectiles carrying the same properties of Daeva's arrows that shower a ten meter radius area. Enemies caught are dealt 0.75 D-Rank damage. Given that it's not concentrated, the projectiles will not stun, but slow down enemies by 25% of their maximum speed for two posts. 3 post cooldown.
- Ghoul:
Name: Ghoul
Rank: D-Rank
Type: Short Sword/Knife, Melee, Offensive, Supportive.
Duration: Up to 3 posts, if unswapped
Cooldown: Duration+1
Description: After submitting to Vargas, Ghoul's soul takes the shape of a short sword, resembling a knife with glowing red veins and some sort of tusks and fangs etched onto the blade. It also comes with a nifty sheath, because he's a classy demon... and due to the effect of its passive ability, which would be dangerous for allies that accidentally touched it.
Length 1' 4''- Spoiler:
- Ghoul's initial abilities give Vargas a decent amount of sustain to carry on with the fight while still dealing fast damage.
- Allows to leech off enemy spells as well to regain MP due to its passive component.
- Active ability allows it to gain extra power.
Weaknesses:- Given its size (knife form), larger enemies won't typically flinch when attacked, despite taking damage.
- Should Vargas leech off a foe with any status ailment or diesease, the ailment will be transferred to him, just as if he himself had consumed the carrier.
- In order to regain MP, the user must purposefully let Ghoul take hits from spells, leaving the blade in worse conditions, meaning it could be destroyed.
- Shifting to Ghoul's second form means giving up on all sustain.
Passive:- Spoiler:
- Binge Eater: Every time someone who isn't Vargas enters contact with Ghoul, the blade will begin to "eat", damaging them for a D-Rank basic attack (stacks with Vargas's strikes with the sword). This passive damage caps at 15HP for Ghoul's full duration. Damage dealt by Ghoul is stored into the blade, and Vargas can use it to heal himself for 50% of the saved energy.
SWORDMASTER BONUS: Ghoul reacts to Vargas's style change, stimulating the sword, which knows there will soon be something to feast upon. This hunger and excitement releases its full leeching capabilities, making it able to gain MP from spells, yet it will necessarily have to either be hit by an offensive one, or make an attack attempt at an enemy shield spell.
This refunds Vargas 25% of the foe's spell-cost; this ability is however restricted by Vargas's rank.
Example: should Vargas be a D-Rank and the opponent spell's a rank higher, it would only grant him 25% of a D-Rank spell, the maximum spell rank Vargas can use.
Active:- Spoiler:
- Consume and Adapt: Ghoul transforms, growing in size until it turns into a large sword, progressively widening from the hilt to the tip. It now resembles an upper jaw, with two separate rows of tusks that act as the blade's edge. Vargas then attempts a powerful swing that rips off the flesh of the target hit, dealing normal spell damage with the extra passive damage increasing to 150%.
This flesh will be consumed by Ghoul, leaving D-Rank enemies unable to move the damaged part of their bodies fast for two posts. This means that the effect will vary depending on the hit spot.
Ghoul will remain in this form until it's swapped or expires. While its amplified passive damage still takes place, the active has a 2 post cooldown AND the blade loses the capacity for leeching.
New Blade Length: 5' 5''
- New Form:
- Valag:
Name: Valag
Rank: D-Rank
Type: Bowgun, Ranged, Offensive
Duration: Up to 3 posts, if unswapped
Cooldown: Duration+1
Description: Valag's soul takes the form of a bowgun covered in jagged, black scales, with two separate triggers and a handle adapted to provide a bit of protection for properly firing it. It boasts a large cannon which easily makes the entire second half of its length. It must be manually reloaded each time it's shot by moving a metallic lever on the side backwards.
Valag's Length: 5 ft, more or less.- Weapon Form:
- Tears down multiple foes from afar.
- D-Rank skin-hardening/similar techniques won't prevent the bullet from entering and exploding...
Weaknesses:- ...though other types of defensive magic easily will. If the an equal ranked foe wears heavy armor they will still take 25% of the damage absorbed by their armor.
- Firing either normal blasts while in Gunslinger style or Demon Breath at point-blank range can be potentially dangerous for Vargas and his allies. In the former's case, a roll will take place, with a 1/2 possibilities of him taking damage as well if he does not position properly.
- The active usage overheats the cannon and prevents further usage. The weapon basically has no utility after a Demon Breath.
Passive:- Spoiler:
- Ruin: Valag is able to shoot explosive shells that travel at high speeds, about 15 meters per second, thanks to a series of composite blasts inside the cannon. The blasts boast great recoil, and as such only one may be shot per turn. Upon contact, however, the shell initially penetrates the surface hit (be it the ground, trees, a foe's skin...).
GUNSLINGER BONUS: Valag's shells now feature the ability to blow up, creating a 5 meter radius spherical blast originating from the hit foe. Those surrounding him take only 75% of D-Rank spell damage. If a foe is hit directly by the shell, he is still dealt the full 100% damage.
Active:- Spoiler:
- Demon Breath: After charging for one post, during which he may not move, Valag's cannon tube begins to greatly heat up with scorching blue flames until a critical point is reached. Vargas then may press the bowgun's secondary trigger to release a concentrated, highly flammable gas charge that travels faster than the shells. The blasts that usually propel the shells hit that charge instead, so that when it reaches the end of the cannon, the now ignited gas expands, generating a short-range (5 meters), yet huge, deadly explosion that breaks down and scorches what stands on the blast range.
This is enough to deal 200% of a D-Rank spell damage to the foe, but with one great downside: the cannon is left overheated, and thus Valag cannot be shot anymore until it's dismissed and summoned again. Plus, the recoil is enough to make Vargas lose his ground, sliding four meters backwards. At this point, dismissing the weapon will render it on cooldown for 4 posts.
- C-Rank:
- Djiin:
Name: Djinn
Rank: C-Rank
Type: Dual Blades, Melee, Offensive,
Duration: Up to 5
Cooldown: Duration+1
Description: Djiin, previously a fire demon with two grotesque, centipede like arms, turns into a pair of flame longswords when wielded by Vargas. These two sabers specialize in fast cuts, allowing him to quickly prance through the battlefield, and are capable of quickly turning their oponent to cinders: Djiin's flames brutally incinerate everything they touch. In fact, not only are they believed to be way hotter than fire itself, but it is also said their flames cannot be quenched by normal means, only through stronger magic.- Demon Form:
- Weapon Form:
Strengths:- Specially strong against ice and water-based foes and magic of the Vargas's rank and below.
- Its flames, coming from a demon, can only be eaten by a God/Demon Slayer.
- Capable of being combined with other Devil's Arms during its active, if in Swordmaster style. Asag boasts incredibly synergy with it.
Weaknesses:- Deals, exclusively, fire damage, which can still be diminished by all Fire-element Slayer perks or similar abilities.
- Alternatively, ice and water-type spells deal double damage to this weapon.
- The active cannot be used at Vargas's leisure due to the terrain: using it in a forest, for example, would have dire consequences for everyone around him, specially civilians.
- The active affects both allies and enemies in the same way.
- Passive:
- Overheat: The fiery aura Djiin radiates is so intense that, once per post, a single Ice or Water based spell will fade into harmless vapor when aimed at Vargas (spells of his rank and below, of course). However, this will cool the Devil's Arm down, so other spells of that type can hit him that post. Aditionally, even if a foe is wearing armor, the blades heat it so much that the full damage is transferred to the enemy.
- Active:
- Fire and Brimstone: Vargas focuses for a second, and suddenly, his blades begin circling around his body at rapid speeds. Pillars of fire will erupt from the ground, then surround Vargas, forming a fire vortex around him, with a five meter radius.
This effectively turns him into a human firestorm, whose flames keep all their passive properties from before, and set ablaze everything they contact.
Now, the user may move around for the rest of Djiin's duration at maximum rank speed: all enemies struck by the fiery aura are dealt C-Rank damage initially; delving in the near for longer will take 5% of their HP per post. In the meantime, Vargas, having his arms empty, can now use melee strikes in combination with it.
However, the weapon can no longer be dismissed at will.
SWORDMASTER BONUS: Maelstrom: Vargas may even summon another Devil's Arm while keeping the active for the full duration.
- Faust:
Name: Faust
Rank: C-Rank
Type: Dual Shotguns, Ranged, Offensive
Duration: Up to 5, if unswapped
Cooldown: Duration+1
Description: Faust, hailed by many as the Silent Killer, has now adopted a deadly Devil's Arm form as a pair of dual, modified shotguns, at Vargas's commands. These two pitch black firearms are capable of shooting dark matter blasts with each pull of the trigger, with the bullets spreading as they travel. Their capability to deal terrific damage to a single foe makes them a force to be reckoned with, specially because of their potential to stealth-kill, completely unnoticed.- Demon Form:
- Weapon Form:
Strengths:- Stealth and mobility, making Vargas a potential threat to any backline.
- Since bullets spread out if at medium/long distance, they will only deal 0.5 C-Rank damage to enemies, though they can hit up to three targets per shot, as if it were a multi-projectile type magic.
- Critical hits (to vital areas or organs) are almost always ensured by this weapon if stealthed, if foes cannot detect him. It may be enough to outright incapacitate.
Weaknesses:- Perception keen enough will be able to notice something is wrong (mages one rank above Vargas's) or even outright spot him while in stealth (Slayers of his rank and mages two rank above, or more), putting them on the defensive. Given they cover their vital spots, Vargas's stealth attack will not be critical (no extra damage multiplier).
- Must be at short to point-blank range to deal full damage (1.5 C-Rank damage) to the foe, unusual for a ranged weapon.
- Fucking up and allowing oneself to be detected while stealthed in the middle of enemy territory can prove fatal.
- Area of Effect Damage can hit Vargas pretty hard even if you don't know where he is.
- Active's critical strike won't work twice on the same enemy, at least for the rest of that thread.
- Passive:
- Black Lead: Faust projectiles, pitch black, are great tools for incapacitating a foe. Their demonic nature allow them to be infused with the wizard's own magic power; this grants them one nasty side effect.
Each time the spread bullets hit the enemy, they gain one stack of Blackout. If three medium/long range, or one short range shot hits the foe, they will lose their five senses for one post; on the second post, the foe regains all senses but sight. This effect cannot happen twice to the same foe per summoning of Faust, meaning that, unless Vargas summons them at a later point in the fight, you cant suffer this effect again.
This passive applies to the active, as well.
Of course, it won't work for mages whose rank is above the user's.
GUNSLINGER BONUS: Anti-ethernano coating: adds an extra 50% MP cost to enemy spells when the stacked effect triggers, with the same restrictions facing opponents ranked higher than Vargas.
- Active:
- Silent Death: upon activation, Vargas will fade and blink five meters forward, entering complete stealth and leaving an after-image behind his initial location. At this moment, he's unnoticeable by the senses of a mage up to his own rank. He is then free to sneak and prepare a normal shot at point blank range.
If the enemy hasn't covered his vital areas (perhaps they weren't fighting Vargas before, or they weren't expecting it, or any other reason), the normal 1.5 C-Rank damage will gain a x2 damage multiplier. However, due to obvious reasons, this crit multiplier won't work twice on the same foe in a single thread (unless they are dumb enough not to cover even if they see it coming). Vargas may then blink to his initial position, where his after image is, though this is optional.
- Ördög:
Name: Ördög
Rank: C-Rank
Type: Warhammer, Melee, Offensive/Supportive.
Duration: Up to 5 posts, if unswapped.
Cooldown: Duration+1.
Description: Ördög is a massive warhammer; it's bigger than most humans, both in length and in width, yet somehow wielded effortlessly by Vargas, perhaps because the demon has submitted to him. This weapon can cause heavy damage on impact, and it is wielded with much more ease and efficiency than what one may think at the time.- Demon Form:
- Hammer Form:
- Antiethernano-induced vibrations that, apart from the strong swing, can cause small scale earthquakes and fissures, which may terminate enemies that can't fly.
- Great for locking a single foe thanks to its stunning capabilities.
- Boasts great crowd control with both its passive and active.
Weaknesses:- Ineffective mid-air.
- Fissures can affect allies in the same way, so he must be really careful around people or in towns and caves, more than with most of his other weapons.
- Unless you can somehow bring down flying enemies, it will be hard to use this weapon to its fullest against them.
- Earth Slayers have it quite simple to deal with this weapon's active, since they can eat their way out of the ground.
- Passive:
Brute Force: Ördög's massive strikes make the enemy accumulate concussion stacks, one per hit. Concussion caps at 3 stacks, dealing 0.75 extra C-Rank damage and leaving the foe is stunned for one post, unable to take any action, due to their bodies not responding to their commands. No further stacks can be added when a foe is stunned, and they vanish when the weapon fades from Vargas's hands at a pace of one per two enemy posts.
- Active:
Earthshaker: Ördög's soul echoes in the hammer, creating vibrations, as Vargas slams the mighty warhammer down the ground, crushing everything unlucky enough to be beneath it. Upon contact with the ground, the earth itself quakes in fear, splitting apart as an earthquake rips a thirty meters long and five meters wide fissure. Enemies that do not realize the danger in time fall into the fissure, where the earth will join together again, crushing them in order to deal 75% C-Rank damage to all targets caught.
They then have to somehow make their way up to the surface again, or else they will continue to take the same amount of damage during their next posts.
If instead of the ground, a single enemy was hit, then he will suffer from full C-Rank damage, but the fissure part will not apply. Instead, the shock can cause heavy damage to the skelleton, making the concussion stacks reach their maximum and proc'ing its effects.
Instant active, 3 posts cooldown. Fissure lasts for 3 posts.
SWORDMASTER BONUS: Desolation: If the ground is hit by the active, the fissure becomes so deep that NPC enemies of D-Rank are outright never seen again, and are considered to be killed, while playing characters are stunned for 1 post before returning to the surface. If the enemy is hit directly by the active, it will take 50% extra damage.
Last edited by akashi on 13th July 2016, 1:29 pm; edited 14 times in total