JUNE ITEMS OF THE MONTH
Welcome to June's Item of the Month event! Here you will find some exclusive prizes that you may purchase with Cosmic Coins or Jewels. All of the items here have been created by our three newest Developers-- Salrynn, Jiyu, and Tamashi.
The rules are simple, first come, first serve. To purchase one of these items, you must state what you are buying, along with the price. Please have good sportsmanship; if someone bought an item before you could, or you do not have enough CC/Jewels, do not be sour or complain. There will always be more IoTMs in the future!
Enjoy, everyone!<3
Welcome to June's Item of the Month event! Here you will find some exclusive prizes that you may purchase with Cosmic Coins or Jewels. All of the items here have been created by our three newest Developers-- Salrynn, Jiyu, and Tamashi.
The rules are simple, first come, first serve. To purchase one of these items, you must state what you are buying, along with the price. Please have good sportsmanship; if someone bought an item before you could, or you do not have enough CC/Jewels, do not be sour or complain. There will always be more IoTMs in the future!
Enjoy, everyone!<3
- Pet of the Month:
Name:
Tarabos
Rank:
Ethereal
Species:
Wyvern
Type:
Combat Pet
Description:
In the desert, there are many things that one must be aware about. Wyverns, creatures of darkness, skeletons at night, etc etc. However, there was one almighty creature that can be rare to tame, but when tamed, is fiercely loyal to it’s owner. This almighty beast is known as the Tarabos. The Tarabos are creatures that roam during the daytime and sleep soundly at night while in the wild.
Tarabos are the height of an average human being and so they can be mounted on for riding, and they can be for fighting purposes, they are loyal after all.- Spoiler:
- Name:
Roar of the ages
Rank:
Users rank, but caps up to S
Type:
Sound, offensive, defensive, AoE
Duration:
1 post
Cooldown:
4 posts
Description:
One of the Tarabos’s special qualities is with it’s almighty roar that can be heard from 15/25/50/75/100m away! The almighty roar is a completely savage one, it deals sound damage based on the user's rank, but it can also knock users back by 5m due to how forceful the roar feels (yes, the roar can be felt too)
Strengths:
Elements - Since this is sound based and not based on elements, this cannot be consumed by elemental slayers (suckkerrrrssss)
Collateral Damage - This is one hell of a roar, it can even push back heavy objects by 5m
Weaknesses:
Deaf - If a mage is deaf, then the sound damage cannot affect them, they can however, still feel the roar
Allies - This also affects allies and even the owner if they are within the vicinity of the roar
Higher Ranks - The knockback doesn’t affect mages of higher rank, it only affects those of equal or lower rank
- Spoiler:
- Name:
Rock Explosion
Rank:
Users rank, but caps up to A
Type:
Non-elemental, offensive, AoE
Duration:
Instant
Cooldown:
3 posts
Description:
Tarabos has the most impressive teeth as they sometimes eat rocks in their diets, however, this can be used for offensive purposes. Using their giant tusks, they will gather a lot of rock together which is 10m in diameter and then smash it to smithereens, sending it across 10/20/30/40m diameter, dealing the damage of the users rank until A
Strengths:
Duration - it can happen instantly, not giving people much time to targets in the vicinity to panic and run off
Elements - Non Elemental, meaning it has no advantages or weaknesses from elements
Weaknesses:
Elements - Non Elemental, meaning it has no advantages or weaknesses from elements
Expected - What happened can clearly be shown when the Tarabos musters up the rock
Allies - Allies and even the owner can be hurt from this
Passive - this can be dodged if the Tarabos is mounted on
Price:
Jewels: 225,000
CC: 15
- Armor of the Month:
- Name: Protection Of Setekh
Rank: Artifact +
Type: Cape Wrap Scarf- Magical Armor
Description:- Spoiler:
This armor dubbed ‘Protection of Setekh’ started its life as a meek wrap that the god Set chose to enchant with his power for the use of mortals. POS is an extremely large armor in spite of not being a full body one, coming to the knees of most wears and looking nearly like a dress on shorter wielders. The Scarf is made from a material that helps regulate temperature, colored a light tan with three orange suns patterned onto it, two on the front and one in the center of the back.
Strengths:
✺ When the user is in extremely hot environments this garment helps them maintain a healthy body temperature.
✺ In very cold environments within reason, this armor can allow the user to more easily maintain their body heat.
✺ If the abilities for this armor are active it is significantly harder to land hits on it’s wearer and their allies.
✺ One of the abilities since it obscures enemies vision also makes it harder for one’s enemies to work together/makes separating an enemy team easier.
✺ As this is an armor it can protect the user from damage, thus enabling them to stay in a fight longer.
Weaknesses:
✺ The sun's store the majority of this items power, thus getting something lodged in these lessens its efficiency by 1/3rd
✺ One must be wearing the armor or at least be in bodily contact with it, thus unless it's on one's person it's useless.
✺ Setekh Protection is one of those armor’s where it is also very likely you could be pinned to the wall by arrows being fired into it.
✺ This armor since it was enchanted by Set himself it has a heavy weakness towards afterlife, death, life, and resurrection magic’s, it is unable to protect from those magics.
✺ While the material is not exactly thin it is also not thick enough to really do anything if someone is close to something like an explosion.
✺ If the user of this armor leaves the ground it halves the effectiveness of this armor's abilities.
Abilities:
✺ Desert Storm: Upon the user picking this ability to be the currently active one a sand storm will begin, this storm cover’s the correct range for the user’s rank. While no damage is caused by the flying particles of sand? This storm makes it 50% harder to land hits on the user of the armor and their allies, though only five allies may be ‘immune’ to this debuff to accuracy after that number the remaining allies suffer the same effect. If enemies do not specify doing something like holding hands or having an ability that allows them to track their team by means other than sight in the first post, then enemy team also becomes entirely separated within the storm. This has no effect on mages higher rank than the user. Ability caps at S rank.
✺ Chaotic War: Being as this armor was enchanted by one of the darker gods who lords over war and chaos? If an enemy is within one rank beneath user rank range this armor is capable of producing an illusionary battle field of the user’s choice. While nothing in the illusionary battlescape can cause harm to one’s enemies directly it introduces a 25% chance that the enemy will hit their own allies with whatever attacks they fire off, and makes it 25% harder to dodge attacks from the wearer and their allies as the illusion shrouds the true location of people within the field according to the wearer’s will. Mages of equal and higher rank then the user are not affected by this. Ability caps at A rank.
The two abilities can not be active at the same time you must pick and you must wait 3 posts between alternating.
Price:
Jewel: 325,000
CC: 20
- Weapon of the Month:
- Name:
Helios Bringer
Rank:
Mythical
Type:
Kopesh
Description:- Helios Bringer:
Within legend and reason, Helios was the one known as the bringer of the sun, with this, he has imbued his power within this khopesh, and thus, making it known as the helios bringer. It doesn’t deal burn damage, it instead deals Sun damage. Sun damage is basically a special type of damage that just doesn’t just give out 3rd degree burns, but it can also give out the look of molten lava when it makes contact, making that particular part a mixture of reds, blacks and does nothing but sends out steam for a post. This was the power of the sun… who knew it was so deadly.
Strengths:
Sun damage - Deals sun damage, which is even worse than burn damage
Slayers - Cannot be consumed by slayers of any kind due to it’s intense heat (unless someone made a sun slayer >.>)
Attack increase - 25% attack increase due to how intense sun damage really is
Weaknesses:
Wielder - Only the wielder may actually hold it, anyone else who tries to hold it is in deep trouble, and gets dealt damage based on their rank
Water - Deals 50% less damage when fighting against water of any kind
Pokey Poke - even a little poke could tan your finger, poking or touching is not advised
Abilities:- Ability:
- Name:
Bring out the sun!
Rank:
Users rank, but caps at D
Type:
Sun, AoE, Offensive, Charge up
Duration:
2 posts
Cooldown:
3 posts
Description:
Lifting the khopesh high into the air, a beautiful light will ensue while it charges before releasing a bright light, bathing all who the wielder sees as targets within 10m and giving them 1.5 D ranked sun damage.
Strengths:
Allies - Cannot affect allies
Weaknesses:
Standing - User must stay still and keep the khopesh held up high for the charge up to continue for 2 posts, if the user holds the khopesh down before the 2 posts is up, then the cooldown will be normal
Tans - The user, the allies and the targets will be nicely tanned afterwards (which may or may not suit their skin complexion)
Vulnerable - The user is vulnerable during this ability, since they cannot do anything
- Ability:
Name:Name of the ability:
Spin of the sun
Rank:
Rank of the user, but caps at C
Type:
Sun, Offensive, AoE
Duration:
Instant
Cooldown:
3 posts
Description:
Bringing the khopesh up into the air, the user then prepares the khopesh and makes a swift spin attack, covering a radius of 10 meters going up by 5 meters per rank and deals Sun damage equal to 75% of the user's rank.
Strengths:
Area - it covers a wide area!
Weaknesses:
Predictable - the spin attack can be seen while it's prepared
Jumping - the targets can jump to avoid it
- Ability:
- Name:
Sun’s Mirror
Rank:
Users rank, but caps at B
Type:
Sun, Counter-attack
Duration:
3 posts
Cooldown:
5 posts
Description:
Bathing the khopesh in a golden light for 3 posts, the khopesh will glow a bright light for 3 posts, this makes it able to reflect damage back to the one that cast it for half the damage of the users rank, as if it were an actual mirror.
Strengths:
Prepared - ability lasts for 3 posts, meaning it can block one spell of it’s rank or lower that could come at the user in those 3 posts
Weaknesses:
Limit - it can only block one before normal cooldown begins, so choose wisely
Half - it can only reflect half the damage on B rank or lower
Healing- can also reflect heals
- Ability:
Name:
Major Scalding
Rank:
Users rank, but caps at A
Type:
Sun, Offensive, Charge up
Duration:
4 posts
Cooldown:
6 posts
Description:
The power of the sun will be absorbed into the khopesh, charging it up for 4 posts before being able to deal 50% more damage than user ranked damage that eventually caps up to A, the khopesh must make contact with the target to burn them for higher sun damage than usual.
Strengths:
Damage - deals more damage than usual
Melee - up close and personal
Weaknesses:
Touching - requires to touch the player in order to burn them
Warning - when the khopesh glows brighter from this ability, then you know to get out the way
Charging - long charging time
Aesthetics - the area surrounding the user will look like it’s burning or burnt out, this could count for trees, flowers, etc
Tangoed - One may look like they have been tangoed after this
- Ability:
- Name:
Crash Landed
Rank:
Users rank, but caps at S
Type:
Sun, Offensive, Stabbing
Duration:
2 posts
Cooldown:
8 posts
Description:
Holding the khopesh, the user will simply stab someone in the stomach for their rank in damage, this deals lasting damage afterwards due to the wound being cauterised, which can deal 25% of the targets rank in damage for 2 posts. This is a highly dangerous ability and therefore therefore must be avoided.
Strengths:
Cauterisation - Due to the heat any damage this weapon causes is instantly sealed creating lasting damage until healed by a spell of equal rank or higher.
Extreme pain - Stabbing isn’t cool, it can cause extreme pain and discomfort for someone
Weaknesses:
Stabbing - the stabbing needs to occur in order for the cauterisation to happen
Melee - It’s within melee range and not within spell range
Ranks - Long cooldown compared to duration
- Ability:
Name:
Sun’s bringer
Rank:
Users rank, but caps at H
Type:
Sun, Offensive, AoE
Duration:
3 Posts
Cooldown:
10 Posts
Description:
Stabbing the khopesh into the ground. The floor will start to crumble and break apart with the floor heating up severely. For anyone on the floor, this will begin to burn anyones feet and it will slowly turn them all into molten lava, which crawls around them and deals 50% user ranked sun damage. The diameter of the spell begins at 15m and gains an additional 5 per rank and it only affects the floor. Those caught in the range of this spell will also gain a 10% debuff due to the ground being uneven.
For anyone affected by this ability, this will also make them look like they have spent an unhealthy amount of time in the sunbed when the molten lava stops.
Strengths:
Aesthetics - the crumbling will fix itself afterwards, for some strange reason
Ground - Really dangerous on the ground
Slowing - Those caught within the range of this ability will be slowed
Weaknesses:
Flying - Won’t affect fliers
Shields - Shields can stop some of the burning and the damage (it won’t stop getting tangoed though)
Tangoed - One may look like they have been tangoed after this
Allies - This will affect allies too
The sword - if the sword is pulled out early, then the ability will stop early and normal cooldown will begin
Price:
CC: 200
Jewels: 3,000,000
- Keys of the Month:
- Drathir's Guide:
Unknown key: Drathir's Guide
Rank: Max S Rank
Duration: 4 Posts
Cooldown: 6 Posts
Type: Summon- Drathir:
- Drathir History:
- It is said that this Celestial spirit was once a normal human male of great beauty and importance within an ancient desert kingdom. The great physical wealth and wealth of knowledge he had attained in the times of old were said to be unrivalled by any other culture, nation some even daring to say even the the magic councils creating a lot of animosity and hatred towards the young prince whom wanted nothing more than to live in peace and make the lives of his people just that bit more bearable in the unforgiving desert. One day after several months of continual, extensive research and several dozen jobs sent out to guild and guildless mages alike fruit of his tireless labour was finally born as news reached the young prince's ears about a rare lacrima that would allow him to control the sun and sand so that his people may have their dreams of protection from the desert, sun and any outside threat but it turned out to get to these things for his people's future would required a personal pilgrimage to be made to the lacrima's resting place.
An unexpected drought had ravaged the young prince's kingdom, it was between this and the ever blazing sun beating down that made the young royal finally decide to take the long and dangerous pilgrimage to were the treasure that could save his people from their foreboding fates at the hands of the land they loved so much was said to lay in a dormant state. Quietly one night he gathered three of his most trusted guards letting them know of his decision and how he wanted them to come with him on this most sacred of tasks, to which they all quickly agreed. Each on camel-back with some supplies for meals, water and a gift to give thanks to the gods when he took the item they started off that very night to the location. Even from the start of the journey it was almost like the will of the gods were against the small group of travellers as if they refused to give up their treasure without a fight.
What the young prince could never have fathomed was that it was actually an act of betrayal that was at the heart of the current series of events taking place. His most trusted friend, guardian and confidant was actually a mage from one of the dark guilds lulled into the ranks by the promise of wealth and power all that he would have to do was topple the paradise that his ward was trying to create. During the journey two of the guardians had to turn back due to an unknown and mysterious sickness and done so begrudgingly and in protest at their regents orders. This left only the two to continue the journey to the centre of the desert. That night the prince's guardian offered to make their evening meal as his ward had looked tired from the long day of travelling to which the boy was all to happy to accept given that he did in fact feel tired and was thankful as he ate the food and drank what was given to him before he could get a grips of what was going on everything had went from being spinning to black.
When he finally awoke it was in the middle of the day, the sun was at its peek and beating down upon him though as he tried to move he found that he had he couldn't due to being tightly bound. His guardian was bent over him with a sadistic grin telling him that soon a sandstorm would pass directly over that very point and that it would be his burial site unable to be found and that his spirit would never be able to find peace. With that the traitorous guardian left leaving the young prince at the mercy of the merciless and unforgiving terrain of his homeland. Time passed, how much he couldn't have even have taken a guess all he knew was that he was weak and the area was starting to cool, he even found himself crying begging his people for failing them when it was obvious what was coming their way and wishing that the sandstorm would hit removing him from the misery and guilt he now felt but the more time passed the more apparent it became that the storm would never happen.
He had fainted once more, but now he had awoken during the evening delirious due to dehydration and sunstroke, his eyes closing he whispered to the gods wondering what he had done to occur the wrath of those he had loyally followed his entire life, for just wanting to enrich and protect the people he was taught to love and protect as his family; his breathing was shallow he struggled with every word that passed his dry broken lips. He knew that his time was quickly fading and found it somewhat ironic that he the prince of the sun kingdom would be taken by the moon. Opening his eyes he looked to the moon praying to it, he was young and scared wanting nothing more to continue his life to help those who could end up like he had but also wanted the one who had hurt him to get his just desserts... he was lost, alone, scared without food or water betrayed by the one he trusted the most for greed and wanted justice even if not in this life in another. He ended the prayer saying that if he could have a dying wish these would be his. As he finished these last words his breathing stopped as did any other movements of his form unknowing that his pleads hadn't fallen on dead ears as he was given new life as a celestial spirit who could for-fill the dying wish he had made so many thousand years ago.
- Drathir Abilities:
Passive:
Guidance - Due to his past and how long he has now lived the former young prince has learned from his past mistakes and has made sure that he will not make the same one for a second time. While he is active the wielder of this key will be able to find their way to the bottom of a dungeon, centre of a maze or find their way back out without hindrance, regardless of trickery be it by magical or non magical means; unfortunately the former prince is unable to track down a specific thing or person.
Active:
Simple Feast - The spirit of the young prince may have not been a culinary genius but he did know how to make simple hearty foods that could hit the spot and as a desert dweller he understands the importance of water so while active the wielder of this key can request a simple feast (which will include water to drink) to be made for themselves and up to two allies; it seems a secondary effect of the food that he makes is that it regenerates 2% of a persons over all mana and health pool over four turns.
- Strengths and Weakness:
Strengths:
- While active unable to become lost
- Do not have to worry about food or water
- Regenerates Mana and health over time
Weaknesses:
- Is not able to be used as a battle summon
- Will take you the quickest route to the desired area
- Can not help you find a specific item or person
- Unable to use passive and active in the same round
Price:
Cosmic Coin Price: 15
Jewel Price: 250,000
- Zaeaer's Deception:
Unknown key: Zaeaer's Deception
Rank: Max A Rank
Duration: 4 Posts
Cooldown: 8 Posts
Type: Summon- Zaeaer:
- Zaeaer's History:
At one point Zaeaer was a completely loyal servant to the royal family of the ancient sun kingdom, for-filling orders and wishes without a second thought to his own well-being even if it went against what he personally believed; after all they where the voice of the divine and shouldn't be questioned. One year a deadly plague spread over the land and most of the royal family died luckily it had seemed that the youngest son of age three had been spared the same fate so the line could continue.
It was decided that Zaeare would be the best choice to be the tutor and guardian of the young prince while also doing it was requested that he would also become the regent of the sun kingdom until the prince came of age as he had been the confidant of his parents for several years. He was caught off guard, but humbly accepted such responsibility and done a great job in raising the prince to be a kind and wise person listening to the needs of the people he would one day rule while looking after the people's needs. It was unknown when he started to become corrupt but people speculate he had a taste of power and as the prince grew older and his coronation day approached he didn't want to part with what he now seen as his.
By the time the prince had turned fifteen the sun kingdom was known as the jewel of the desert being the biggest trading hub there, standards of living and education where higher than most other places even outside the desert for the times thanks to what the prince had requested after seeing and hearing what the people wanted and needed. Zaeare understood that he would no longer have the power he possessed at the time and he would once again become a servant to the wants of another person as the prince requested him to send out a bunch of jobs requesting information on an item to help the people's way of life. He disliked how the prince was spending a vast fortune on those he now deemed as not worth the effort but he couldn't go against what was asked of him as he had no plausible excuse why it was a bad idea after teaching him that the needs of the people were important.
One day when in market he met with someone who had heard and personally seen the slow fall into the darkness the regent had made and offered him a way to keep his power. At first the thought of doing such a vile thing to the boy he had raised as his own child made his blood turn cold, but as information came back about the item he knew that he would have no other choice because after that the prince would then ascend fully to the throne and take the power completely. He went to the place that the 'friend' had told him about not realising it was indeed a dark guild but once there and passed the initial shock he started to listen to the promises of true power and wealth he could obtain all he would have to do is remove the block that was his ward and bring the jewel into the power of the guild.
He agreed without needing to have a second thought, he was happy when the prince brought him to his chamber not so much when he seen they where not alone but at least he knew that the pilgrimage would go ahead as planned and knew that he could remove the other two guardians with little suspicion falling onto him, after all he was the most trusted confidant to the prince and had raised him for twelve years of his life. Within two weeks of travelling the others had been sent back due to him poisoning their food leaving the prince and himself alone; he had decided he couldn't do it right away or questions would be asked and he needed to avoid that as much as possible so waited another week before springing his final act of betrayal on the young boy that trusted and loved him with complete and undying devotion.
He made the food for the prince, he made sure it was a meal that was favoured so the prince wouldn't thing twice about eating it especially after such a hard day of travelling under the blazing sun. He watched the boy hold his head, listened to the slurred words before he finally passed out. When he had done so he changed the boys clothing into a simple white robe and hooded cloak so even when he was found it would be hard to believe that he was royalty and that if he somehow was found alive his words would be thought of as nothing more than the ramblings of a boy that had ran away from slavers within the desert. When done he tied his ward up placed him on the camel and travelled a bit more in the darkness as the sun began to peek he stopped pushing him off not caring if damage had been dealt after all he wanted the boy dead anyway.
Waiting for the other to wake he released the princes camel and drank what would now be excess water. When the other did awaken he took great pleasure in telling him that a sandstorm would hit and make the site his tomb with a dark sadistic laugh he left the boy unaware that he himself would never reach home due to being stuck within a sandstorm or that the fate that he so desperately tried to evade would be one he would have to live for eternity thanks to the prayers of the one he had betrayed.
- Zaeaer's Abilities:
Passive:
Unknown Knowledge - While active the wielder may ask Zaeaer one question per round to which he must answer honestly, just bare in mind he is a traitor so he may not give the whole story or complete truth.
Active:
Sun's Wrath - Zaeaer being from the kingdom of the sun knows the inner most secrets of the magic passed down the royal line via the gods as he was regent while Drathir was growing and was hoping to become ruler after the prince had went missing and was presumed dead. This magic is an area of affect spell that does damage over time (four rounds) to the same rank of the wielder (max A rank). As with the 'Helios Bringer' this magic can not be consumed by any slayer (unless a sun slayer is made -^-) due to intense heat. If the magic hits the skin it will not only give third degree burns but will also leave four impressive blisters that will remain even after the effects of the magic have worn off that seem to glow a molten red/black, these blisters will do half d rank damage if burst so must be healed.
- Strengths and Weaknesses:
Strengths:
- Magic can't be eaten by Slayers
- Flames leave an after effect that does damage
- Can get information/history on an area to some extent
Weaknesses
- Doesn't have to be a complete story or whole truth
- Can only ask one question per turn
- Long cooldown period
- Only does half damage when facing water
Price:
Cosmic Coin Price: 15
Jewel Price: 250,000
- Chibi Elyx Reiaki:
Name:
Gate of Chocolate: Chibi Elyx Reiaki
Rank:
Users rank, but caps to S
Type:
Offensive/Supportive
Summon Duration:
4 Posts
Summon Cooldown:
5 posts- Elyx:
Within Golden Phoenix, there is a very happy man who seemed rather content with himself.
(He was also a lover of chocolate.) His name is Elyx Reiaki.
Just recently, a key was magically created in the name of Elyx, that allows the user to summon the almighty chocolate lover in chibi form! Armed with his love of chocolate and an MLG horn that he can toot everywhere for giggles. You are sure going to have a good time with this buddy.
- Active:
- Active:
MLG Supreme
Rank:
User Ranked, but caps to S
Duration:
Instant
Cooldown:
3 posts
Description:
For giggles, Elyx has an MLG horn that he toots everywhere. However, if needed, Elyx can dash right up to the target in 15 m/s (increases by 5 m/s every rank) and sound off an MLG horn right up the targets ear, dealing damage based on the users rank (up to S)
Strengths:
Noise - It's very loud, which is what causes the damage in the first place!
Any time - this can be used any time, but can only deal damage when they decide to toot it right in the targets ear
Weaknesses:
Range - Elyx will have to run to the targets ear
Distracting - it can be a very distracting thing
Predictable - Would there be ANY OTHER reason to see a chibi Elyx running to the target?
- Passive:
- Passive:
Melted Chocolate Run
When Chibi Elyx is summoned, melted chocolate will be left around wherever he walks for a post, the chocolate is 5/10/15/20/25m in diameter and it's very easy to slip in the chocolate since its melted.
Price:
Cosmic Coin Price: 15
Jewel Price: 250,000
- Lacrimas of the Month:
- Sandstorm Lacrima:
- Sandstorm:
Lacrima name: Sandstorm
Lacrima type: God Slayer
Item/Energy needed to reach force: Sunlight or Sand
Slayer can control: Sunlight and Sand
Brief Description:
This unusual lacrima seems to have taken on the properties of the surrounding area. Upon first glance a person may be willing to over look this item as nothing more than a magically charged sunstone due to the golden sparkle and warm yet dull sandy glow. It is only with close further examination that a raging sandstorm can be seen stirring up the sand and glinting sunstone within.
- Lacrima History:
The lacrima was found deep within the ruins of a desert temple said to have been the at the heart of the sand and sun. It was a pilgrimage many where said to have tried within the ancient world and none ever managed to have fore-filled due to the harsh almost ungodly heat, shifting expanses and unpredictable sandstorms. It was said that the person whom got the closest to the gift of the gods was a young prince looking to make a better future for his people. What happened to this young royal is sadly left up to speculation as no information was ever found about him returning to his home and as the chamber this lacrima was found undisturbed it is obvious he never reached the end of his journey.
The overall history of this enigmatic lacrima is shrouded in mystery; even now no-one knows just where it originated from, whom made it, for what purpose or how old the lacrima itself truly is. It is thought that this ancient lacrima is at least a few thousand years old wither this is truly the case or not is yet to be authenticated within the magical community.
Price:
Cosmic Coin Price: 250
Jewel Price: 4,000,000
- Nightshade Lacrima -- Claimed by Kite:
- Nightshade:
Lacrama name: Nightshade
Lacrama type: Demon Slayer
Item/Energy needed to reach force: Moonlight or poisonous plants
Slayer can control/create: Venom
Brief Description:
At first glance this lacrima will appear as a brilliant white that gives off a golden glow but this is nothing more than a mask that has been given to disguise what this lacrima truly is. Upon further study of this lacrima an almost an eerie aura is felt. Once picked up the truly gifted can see past the mask to it's real appearance which does little to bring any kind of relief to the one who looks at it, as they will see a broken black lacrima oozing an almost sickening green glow from the deep cracks with an intense feeling like it seems to look deep within the one seeing its true self. Now the dark promises of power and wealth will be able to be heard, but only says it will give these gifts if used by a worthy host.
- Lacrima History:
This lacrima was found in an old forgotten battlefield within the Snowfall Island and it was found as nothing more than a mistake by a historian wanting to understand the reason such a battlefield was chosen to fight on so long ago. The fate of the unfortunate historian is well documented within some circles, it's likely you are not within these circles however. Regardless of wither you have heard of the historian or not a dark and somewhat poisoned history follows this broken lacrima and whomever it belongs to.
This lacrima for all purposes doesn't act as it should do, this is due to the deep cracks found on it's otherwise polished surface. It was once deemed as a holy artifact that could remove any kind of poison or venom due to being blessed by the goddess of healing. It was said that this was her last gift of love to a world that would soon forget about her, and it was a fate which slowly began a few generations afterwards. As it did the cracks began to appear as to why this happened no one really knows the truth though it has become speculation it was due to the tears the goddess cried as she started to watch those she seen as children find new ways to harm each other. Soon this lacrima was known as a cursed lacrima as it no longer gave off its once holy aura even it's abilities seemed to have reversed as it no longer healed affliction but caused it.
Cosmic Coin Price: N/A
Jewel Price: 2,000,000 Jewel
Last edited by Izayuki on 7th August 2017, 1:27 pm; edited 4 times in total