Name: Indigo Flash
Rank: Artifact
Type: Shoes\Weapon
Description: These shoes are black with an indigo stripe outlined in gold, a simple pair of shoes but with a twist. They have been specially modified for combat. For example, at first glance the shoe’s look normal and then the next, they can be activated in order to add on a special shin guard going up to about a couple inches away from his knees and a firing mechanism set up in order to fire from the back of the heel. It has special magic item’s infused into it that allows it to absorb damage making it unbreakable and eats away at enemies mana in order to fuel its own abilities.
Strengths:
Unbreakable - A strange weapon that is unable to be broken.
Mana Eater - These shoes will absorb 5% of the enemies mana when an attack lands, it can absorb up to a total of 50% Mp.
Ranged Attacks - Once it consumes enough mana it gains the ability to attack at a range.
Weaknesses:
MP the weapon consumes can’t be used for anything other than its own abilities and aren't transferred to the wielder.
Shoes too heavy to swim well in.
Caps at 50% mana per person.
Limited for close to mid range attacks.
Abilities:
Rank: Artifact
Type: Shoes\Weapon
Description: These shoes are black with an indigo stripe outlined in gold, a simple pair of shoes but with a twist. They have been specially modified for combat. For example, at first glance the shoe’s look normal and then the next, they can be activated in order to add on a special shin guard going up to about a couple inches away from his knees and a firing mechanism set up in order to fire from the back of the heel. It has special magic item’s infused into it that allows it to absorb damage making it unbreakable and eats away at enemies mana in order to fuel its own abilities.
Strengths:
Unbreakable - A strange weapon that is unable to be broken.
Mana Eater - These shoes will absorb 5% of the enemies mana when an attack lands, it can absorb up to a total of 50% Mp.
Ranged Attacks - Once it consumes enough mana it gains the ability to attack at a range.
Weaknesses:
MP the weapon consumes can’t be used for anything other than its own abilities and aren't transferred to the wielder.
Shoes too heavy to swim well in.
Caps at 50% mana per person.
Limited for close to mid range attacks.
Abilities:
- Break Through:
Name: Break Through
Rank: S
Duration: Two Attacks
Cost: 10% and increases by 5% with each use.
Description: The Indigo Flash takes on a bluish glow, this is a sign that it will break through just about anything.
Strengths:
While this ability is going, Indigo Flash will break through any defense equal to 1 rank higher than the user dealing full damage equal to the user’s rank to the target. Ability can't break through spells higher than H rank even if the user is H rank.
Can be defensive or offensive depending on how it’s used, as it can break through spells and defenses.
Weaknesses:
Will break through anything in its path, friends, foe or otherwise.
Cost goes up by 5% for each use after the first.
Ability can’t be used until it eats enough magical energy.
- Tempest Kick:
Name: Tempest Kick
Rank: A
Duration: Instant
Cost: 15% and increases by 5% with each use.
Description: The Indigo Flash starts charging up magical energy, once the user does a horizontal kick towards their target it creates a “wave” of sorts of unaspected magical energy that goes over 10 meters in a straight line dealing one rank higher than the user. The damage this ability can do is maxed out at H rank damage even if the user is H rank.
Strengths:
Just have to do a horizontal kick to activate.
Deals enhanced damage and has decent range.
Covers the ten meter almost instantly making it hard to dodge.
Weaknesses:
Hard to use in enclosed spaces.
An enemy who has seen the attack can hinder the execution of it.
Goes in a straight line meaning an enemy can step out of the way.
Hard to use on moving enemies.