The captain or CEO (guild master) depending on which side of the coin they are representing at the time, has been chosen from amongst their peers to lead them not only to victory, fame and wealth but protect them from enemies and other threats natural or otherwise. As you can imagine this can place a lot of strain on a single person and that person will make mistakes now and then (but lets be honest no one is perfect.) that would lead others to believe that they are better suited to handle the responsibility. This position is both a curse and a blessing because where it is true you do have powerful people behind you, wealth untold and the ability to order things done in a heartbeat, you also have to watch your back far more from enemies seen and unseen, and that's before we come to if anything goes wrong it's you who gets the blame for it.
The captain/CEO are the ones in charge making sure that everything is running smoothly, that there are no unforeseen hiccups and that when such problems do arise they are tended to efficiently and with as little hassle as possible. It is also up to this person to make sure that those under them remain in employment, are happily entertained, homed, welcomed (when new) and are at the peek of their abilities through training, war games, testing and random tasks.
Officers or VP's dependant on which side of the coin they are dealing with and answer to only one person and that is the captain/CEO of the guild and they are their most trusted advisers and confidants dealing with things when the captain/CEO is otherwise incapacitated with other tasks. (Even if they don't want to do them.) These positions are given to those who have proven themselves through hard work (In and out of character) via welcoming new members, taking part in recruitment, going on jobs, helping out people and even helping towards the development of the guild itself and its plotline not given at the drop of a hat because a member believes they should have it. Those who become officers/VP's are expected to be active (we understand that rl comes first let us know) and set examples to members, those failing in these tasks will be given a caution to get them back on the right track those who do not will be removed from the position.
- Keeper Of Balance:
- Keeper of Virtue:
- TBA
- Keeper of Vice:
- TBA
These three officers have gained so much trust of the guild master that the each gain the ability to use a guild spell, and are even able to call on the guild pet if required on jobs.
The employees of both Black Sails and the West Fiore Trading Company as you can imagine are the back bone of their respective sides more so to those who work for both sides of the guild. Without these dedicated people there would be no guild, no motivation and no moving forward. When it comes to their less than savoury side everyone gets an equal share of the takings regardless of rank this is to prove that everyone is this endeavour together and all that you are getting when you become an officer is more duties for the same pay. On the company side of things of course things would be ran differently there is a pay roll but that only counts for those who don't know about the other side, those who do get paid the exact same pay even though the figures would say otherwise.
Where other guilds may lionise their guildmasters and aces giving them better quarters, materials, food, pay. This guild doesn't approve of such things; everyone is viewed as equals and treated as such.
- Code:
<TR><TD valign=top>Rank</TD><TD valign=top><a href="">NameProfileLink</a></TD></Tr>
Rank | Name |
B | Emilia Crohil |
S | Goddess Aliannah |
B | Julius Seas |
D | Daniel Ross |
A | Mark | C | Shazam! |
B | Starstruck XD |
D | Morning Star |
D | Ken Shiro |
B | Akryn |
Mutiny
Mutiny is normally frowned upon, but there are some cases where it is necessary. Here are the moments that Mutiny can be necessary:1: Captain or Quartermaster(s) are not active. If the Captain or a Quartermaster hasn't posted in the last 1 month, the guild as a whole can opt to get a replacement Captain or Quartermaster.
2: Captain or Quartermaster(s) are doing things against the values of the guild. ((OOCly, if they are using their position for personal gain against the Guild's best interests))
3: Captain or Quartermaster(s) are not doing things to improve the Guild's position. ((If the Captain or Quartermaster actively not doing anything for the guild causing the guild to grow stale))
Once either of those three conditions are met, the guild can do the following (In order)
1: Send the Captain or Quartermaster(s) a PM, informing them of what they are messing up on.
2: If the PM doesn't work and a Month has gone by without the Captain/Quartermaster not being active, move on to 3.
2A: If the PM is sent and the Captain/Quartermaster doesn't shape up and stop abusing their position for their own gain, move on to 3.
2B: If the PM is sent and the Captain/Quartermaster doesn't do anything to make the guild better, move on to 3.
3: After waiting a month, the guild can come together for a vote. A vote to replace the Captain or Quartermaster(s). The person that is replacing the guild MUST have the proper certifications and must be able to properly hold that position according to site rules.
4: Once the guild has decided, a replacement will be sent up to admin for approval (for GM only) or will be sent to GM (for Quartermaster) and the replacements will be made accordingly.
All members who are away for over a month without an excused absence will have their positions stripped from them.
New Members!
If you're a new member to the guild, simply fill out the following:- Code:
[u]Username[/u]:
[u]Rank[/u]:
[u]Site Profile[/u]:
Also! If you have a skype, PM Anastasia Isayev and they will add you to the skype group.
Guild Supplies
Guild Ship
- Spoiler:
- Build Topic: Here
Ship Name: The Valkyrie
Class of Ship: Aerial Guild Ship
Ship Size: 2500ft long x 1000ft wide (at the front half of the ship) or 600m wide at the aft half of the ship
Crew Size: 10 NPCs / 23 PCs
Description: Utilizing a great amount of steam technology and electronics upon the ship, this mechanical giant is capable of storing up to 10 tons of gear within it's cargo-hold. This ship is also equipped with state-of-the-art and up-to-date furnishings for every member of Black Sails. This mobile fortress is used as a secondary base to the Black Sails with modern day amenities such as a modern kitchen, modern freezer (for holding several weeks worth of food) modern bathrooms. The bathrooms, however, are coed due to the size restrictions of the ship. The showers are open-roomed showers, meaning there is no dividing wall between each shower.
At the bottom-most deck, there is an 800x600 platform that opens up with a cargo door, allowing for deployment of other aircraft out the aft end of the ship.
This ship is also equipped with a Slayer Detector, allowing those that are slayers to not feel disoriented or motion sick within the ship. This is to keep them fighting-fit and ready for action at all times.
Hull Changes:
- Refined Adamantium [750,000J]
Weapon Changes:
- 1x Tier 6 Military Weapon [550,000J]
- 4x Tier 4 Massive Weapons [400,000J]
Ordinance: [50 Slots]
[2 Slots] 2x Weapon Drops [60,000J]
[2 Slots] 1x Rose Garden Engineer (5% HP Healing per post) [500,000J]
[1 Slot] 1x Oxygenator [30,000J]
Exchanges:
[10 Ordinance Slots] 10x Speed Core for +50 knots. [150,000J]
[2 Ordinance Slots / 2 Seats] Rift Drive [50,000J]
Tactical Ability: [100,000J]- Spoiler:
- Ghost Ship Cloaking
While not in battle, the guild ship is cloaked in invisibility. This ship remains in invisibility unless dropped by the GM or Ace of the guild remotely. This ship remains invisible until it enters combat configuration, where the weapons come out and are ready to fire. Once the ship enters combat configuration, the cloak of invisibility cannot be returned until after the ship exits combat configuration. This is a passive ability and is constantly on unless toggled by the GM/Ace (for boarding reasons) or when entered into combat.
Tactical Ability: [200,000J]- Spoiler:
- Submersible
With an oxygenator equipped, the ship is capable of submerging underwater for long periods of time. This ship is not prolonged by the amount of time spent underwater due to the oxygenator equipped on-board.
Offensive Ability: [75,000J]- Spoiler:
- Blast Barrage
By programming the battle computer, a single target can be identified and all of the weapons can aim at the intended target (utilizing telemetry for precision aiming) and with a single guarded switch, all of the armament is fired at the same time upon a single target. This deals all damage of all weapons that aren't on cooldown to attack a single target, whether it be a human target, monster target, or a structure. The combined damage of the weapons is also increased by 20% due to the concentrated fire upon a single target.
Due to this ability relying on weapons not on cooldowns, the damage of this ability can vary and using this ability takes precise timing to use it effectively. Due to the strain that this puts upon the ship, this can only be performed twice per thread safely. If this is used a third time or more, half of the damage that the barrage can do deals damage to the ship, itself. This barrage must be done with a minimum of 2 weapons at the same time.
Duration: Instant
Cooldown: 10 Posts
- Spoiler:
- Ghost Ship Armor
The ship remembers it's adventures and the curse set upon it as a Ghost Ship. Due to the curse, the ship has the capacity to revert itself into a Ghost Ship. This turns the ship and those upon the ship into ethereal beings. While ethereal, physical attacks (tangible objects) thrown/shot at the ship or the people upon the ship are reduced by 50% during the duration of this ability. This does not affect attacks that are energy based, only those that are tangible and kinetic based (Such as rocks, ice, bullets, etc). This effect lasts for 5 posts with a 6 post cooldown. This can only be performed twice in a single thread.
Ship/Schematic: Just the Schematic [120,000J]
Total Cost: 3,060,000J
- Guild Space Ship:
- I don't know where it was bought... but it was bought, trust me.
Ship Name: Mayflower
Class of Ship: Transport
Ship Size: 120x80
Crew Size: 10
Description
The Mayflower is a space capable transport ship meant for use for planetary travel. It has the technology to go through Wakusei Portals to go to distant planets, and has another on board to allow the crew to access any Wakusei Portal they have been to before and go there in person immediately. The ship is highly modified for combat, removing a lot of the crew space to allow for more firepower and explosives. The armor used is beyond what is normally capable, though the makers of the ship are long since dead so there's no way of finding out how they managed such a feat.
Hull Changes
Magic Adamantium
Weapon Changes
2x Tier 6, Small Lasers. (Single Target, 4000 meter range, magic damage)
1x Tier 2, Medium Kinetic Cannons (Single Target, 6000 meter range, physical damage)
5x Tier 1, Small Shrapnel Launchers (Shotgun spread weapon, 500 meter range, less accurate after 100 meters, physical damage)
Ordinance
Explosive Supplier; All 3 Choices
Tactical Ability
The Crazy Ivan -- The engines of the ship boost in different directions, causing the ship to do a sudden 180 degree turn to avoid attacks and put the ship in an advantageous position. May do this four times per topic max, no cooldown.
Offensive Ability
Focus Fire -- The ships weapons are overclocked, causing all weapons to fire thrice when used once, but overheating for the rest of the topic after they are fired this way.
Defensive Ability
Shields Up! -- Activates a shield for three turns that absorbs all incoming damage, and reflecting physical objects back in the direction they came from. Can take 100,000 damage before it fails, though overkill from the same source will not pierce through.
Guild Spells
- Spoiler:
- Guild Spell 1:
- Spoiler:
Name
Elder God, Cthulhu
Rank
H+
Type
Summon / Support
Duration
20 Posts
Cooldown
Once Per Thread
Description
Upon being summoned, the Elder God, Cthulhu unearths itself from the ground. The large Elder God stands at 80 feet (24 m) tall. The Elder God lets out a massive roar before pulling itself out of the earth. The giant tentacles, blood red glowing eyes, and massive musculature is terrifying for the average mage. The fact that someone has this monstrosity under their control is something to fear.
Upon being summoned, this creature deals the summoner's rank in damage to a 100 meter bubble around the Elder God, itself. The Elder God primarily attacks with it's fists, it's tentacles, or even a focused roar with a range of 100 meters.
Passive
Terrifying Presence
The very presence of this summon can cause weak or normal strength enemies to instantly flee. Those that are of equal or lower rank of the summoner take 50% more damage. Targets of 1 rank higher than the summoner only takes 25% more magic and melee damage. This effects all people who does not have the "Jolly Roger" within a 100 meter radius.
Active
Gravitational Roar
With a loud roar, the Elder God opens a rift in time and space. This rift has a near infinite mass causing those within a 100m area around the Elder God to be pulled into a single point. This point is located 40 meters away from the Elder God. Those that are pulled into the singularity are dealt 50% H Rank damage and are pulled into an extremely tight space, making AoE attacks aimed at the group effect everyone. This effects lasts for 1 post with a 5 post cooldown.
Strengths
+ Strong at putting a debuff on a target's damage resistance to both Melee and Magic damage.
+ Gravitational roar is good for everyone to use AoE spells upon a group of enemies.
+ Those that hold the "Jolly Roger" (the guild mark of Black Sails) are not effected by any of these abilities, including the damage from the initial summoning.
Weaknesses
- Large target making it easy to be hit.
- Incapable of moving once it has been summoned.
- It's attacks are easily countered and dodged by quick opponents.
- Cannot attack the round it is summoned.
- Targets 2 ranks higher than the summoner aren't effected by the "Terrifying Presence"
- Gravitational Effects of Gravitational Roar do not effect those higher ranking than the summoner.
Guild Spell 2:- Spoiler:
Name
Airship Bombardment
Rank
H+
Type
Offensive / DoT
Duration
5 Posts
Cooldown
Once per Thread
Description
The Guild's Airship flies in the stratosphere over the battlefield. Upon being called-forth, the ship hovers directly over the battlefield. The user of this spell concentrates on the target that the spell is meant to obliterate. After concentrating on the target, the Airship's lower doors open up for a massive cannon to pop through the bottom of the ship. After absorbing a little bit of energy, the airship lets out a massive blast downwards, completely oppressing and devasting the ground below. This weapon fires in pulses and is capable of moving around freely.
Effect
This spell deals 50% H Rank damage for 5 posts. Flying targets in the area are grounded instantly and remain grounded for the duration of the spell. Targets effected by this spell suffer a 80% movement speed loss, dropping by 20% each post. The diameter of this spell is 150 meters wide. This does not effect those with the Jolly Roger
Strengths
+ Very hard to dodge
+ Grounds flying targets
+ Flimsy cover cannot protect the target (Flimsy being buildings, trees, etc)
+ Does not effect those with the Jolly Roger Guild Mark
Weaknesses
- Those who move out of the range are no longer bothered by the spell's effects.
- Due to the spell being a pulse, it gives people time to move out of the way or heal w/o taking any damage.
- This is considered a Light Spell, so Light Slayers are capable of devouring this.
- Hardened buildings or being underground will make the target immune from this spell
- Mirrors can redirect a portion of the spell. When used to redirect the light from the spell, it can target those with the Jolly Roger Guild Mark.
Guild Spell 3:- Spoiler:
Name
Curse of the Ghost Ship
Rank
H+
Type
Support
Duration
20 Posts
Cooldown
Once Per Thread
Description
A thick fog is created that distorts and greatly hinders the vision of everyone else that isn't in the guild. The fog is so thick, that the visual range of those not in the guild is reduced to 1 meter. While inside, this extremely thick fog, members of the Black Sail can move around this fog freely without their vision being hindered. This isn't an illusion, however, as the members of Black Sails can see the fog, but their ability to see through it isn't hindered.
This fog is eerie as it gives the victims a sense of a predator or something supernatural existing within the mist; as if a Ghost Ship will appear from out of nowhere. Paranoia starts to kick in as the target's senses start to diminish and go awry, leaving on their imagination and the primal instinct of "fight or flight" kicks in.
Effect
This effects an area of a 100x100 meter area. The fog is so thick that the targets inside can only see 1 meter in front of them. Their sense of hearing and smell are also diminished by 30% and fear begins to kick into the targets within. Targets effected by this fog are also inflicted with a 30% slowness. Inside of this fog, those who brandish the Jolly Roger are not effected by the fog and can see clearly through the fog. Once every other post, they are granted a single movement skill equal to their rank's range:
D Rank -- 15 meters
C Rank -- 30 meters
B Rank -- 50 meters
A Rank -- 75 meters
S Rank -- 100 meters
H Rank -- 150 meters
This traveling spell moves instantly as long as they stay within the fog.
Strengths
+ Movement spell granted does not use up MP
+ Targets within have their vision and other senses diminished vastly.
+ Negative effects of this spell does not effect those that wield the Jolly Roger
Weaknesses
- Moving outside of the spell's range removes the effects of the spell.
- Friendly units that don't have the jolly roger are affected by this spell.
- Does not affect skills such as infra-red or heat-vision.
- Wind spells of H Rank or higher can move this spell away by that rank's average distance.
Guild Weapon
- Spoiler:
- TBC
Guild Pet
- Spoiler:
Name: Romulus
Rank: Guild
Species: Feathered Storm Bird
Type: Combat Pet
Description: The creature stands at 8 feet (2.4384m) tall when standing straight up with a wing-span of 22 feet (6.7m) wide. This creature is covered in dark feathers. It's brows and portion's of it's spine are colored blue as a contrast to the dark feathers and it has piercing red eyes, that seem to give off their own light. It's beak-like mouth is full of 3 inch long, razor sharp teeth meant for tearing through flesh. It has a long, feathered, lizard-like tail with three prongs at the very tip. The creature also stands upon it's legs bearing short, but extremely sharp talons.
Abilities:- Spoiler:
- Name: Grand Cyclone
Rank: Rank of the user (up to S)
Type: Offensive
Duration: 5
Cooldown: 6 Posts
Description: With a single flap of it's wings, a massive storm is created. With a cry from the creature's mouth, it creates thunder. A storm is created from the flap of this creature's wings that starts off as a small squall and extends to a massive cyclone that circles around the creature. The storm whips up, causing a chaotic whirlwind that deals damage and causes a debilitating effect on the opponents.
Effect: All targets in the area takes 50% user-ranked damage. The affected are also pushed around against their will, making movement spells of the user's rank or lower impossible to perform. All members of Black Sails aren't affected by this ability.
Range: 100 Meters around the pet
Strengths:
- Big area DoT
- Stops people from using movement spells
Weaknesses:
- Friendly units that aren't in Black Sails are affected by this skill
- Friendly solid projectiles have a very high chance to miss due to the extremely high winds.
- Anyone who moves out of the range of the storm are no longer affected by 50% damage and lack of movement spell.
- The "cannot use movement spells" does not affect targets of 1 rank or higher than the user.
- Spoiler:
- Name: Feather Bomb
Rank: Rank of the user (up to S)
Type: Offensive
Duration: 1 Post
Cooldown: 3 Posts
Description: With a flap of it's wings, the creature sends out multiple feathers towards a target, embedding the quill into the target. The feathers start to vibrate at an extremely high frequency, making a strange tickling sensation for a few moments before the feathers explode, disintegrating. Not only does the vane of the feather explode, but the quill that is buried within the target also explodes.
Effect: 10 feathers are shot out at of the creature's wings. At the end of the post, the feathers explode, 15% user-ranked damage to a target per feather (for a combined total of 150% User-Ranked damage). These explosions are 1 meter diameter each. This can also be used outside of battle to destroy objects.
Range: 85 meters
Speed: 50 m/s
Strengths:
- This can target multiple enemies.
- Most effective against a single target.
Weaknesses:
- When split between enemies, the damage output is lowered depending on the number of feathers struck into the target.
- A wind spell of equal or greater rank than the user may blow the feathers off-course.
- Not effective against someone who uses a form change that turns their body into a non-solid (such as water, fire, spiritual).
- Spoiler:
- Name: Blitz Dive
Rank: Rank of the user (up to S)
Type: Offensive
Duration: Instant
Cooldown: 3 Posts
Description: The creature flies up high into the air and turning it's beak downward, the storm bird begins a dive downwards, reaching break-neck speeds before crashing directly into a single target. This spell deals massive damage as well as backlash damage.
Effect: Dive deals 1.75x User-Rank damage. Backlash of the attack deals 50% of the damage dealt back to the bird.
Range:
B Rank: 50 meters
A Rank: 75 meters
S Rank: 100 meters
B Rank: 35 m/s
A Rank: 50 m/s
S Rank: 80 m/s
- Deals massive damage
- Relatively fast attack
Weaknesses:
- 50% backlash damage dealt back to the Guild Pet after hitting.
- Due to requiring to rise up into the sky, it is easy to spot an attack in-coming.
- Quick opponents can move out of the way with relative ease.
Purchased Pet Equipment: Here
Pet Weapon- Spoiler:
Name: Raptor's Talons
Rank: Artifact Weapon
Type: Talons
Strengths:
- Natural weaponry for the Black Sails Guild Pet
Weaknesses:
- Requires the user to get in extremely close.
- Cannot make wide-sweeping attacks on multiple enemies.
Abilities:- Ability 1 - Up to S Rank:
- Name: Eviscerate
Rank: Up to S Rank
Duration: Instant
Cooldown: 3 Posts
Description: Using it's long raptor talon, the Black Sails Guild Pet swings both of it's legs towards an opponent and it rakes it's talons over an opponent over and over and over again. This deals 10 attacks at 15% user-rank damage. This is performed at weapon range.
Strengths:
- Deals a lot of damage.
Weaknesses:
- Quick opponents may be able to avoid quite a few of the attacks
- Extremely close range is required.
- Ability 2 - Up to A Rank:
- Name: Raptor's Grip
Rank: -1 the user's rank up to A Rank
Duration: 1 Post
Cooldown: 3 Posts
Description: The Guild Pet flies up to an enemy and grabs their arms with their powerful talons. Upon grabbing their arms the creature digs it's large talons into them and slowly lifts them up, spreading it's feet apart to spread the arms of the opponent. While it's talons are dug into the target, it flaps it's wings to cause the target to be airborne, barely off of the ground.
Effect: Target takes -1 User Rank damage and the target is bound for 1 post.
Strengths:
- Target cannot move
- Damage still occurs even if the target cannot be bound.
Weaknesses:
- Cannot bind a target of higher rank than this ability.
- Pet's legs are vulnerable to attack while binding an opponent.
- Cannot lift/bind targets weighing more than 400 lbs/181.4 kg
Pet Armor- Spoiler:
Name: Black Steel Feathers
Rank: Artifact Armor
Type: Feathers
Description: The Black Steel Feathers are made of a high carbonate steel bathed in vantablack. Vantablack is the darkest known substance ever creating, absorbing over 90% of the light to touch it, making it extremely dark, especially during the night-time. These feathers weren't placed upon the creature artificially, but testing of a single feather showed the composition that the feather was made from. Testing had also shown that the feathers are capable of creating their own electromagnetic field once shaken to a specific frequency.
Strengths:
- Strong, natural armor for the pet
- Weight of the steel does not hinder the pet's ability to fly and fly gracefully
Weaknesses:
- Easy to visually lose track of the creature during night time.
- Making contact with the high carbonate steel feathers create a loud "CLANG" sound
- Armor can be eaten by Metal Slayers
Abilities:- Ability 1 - Up to S Rank:
- Name: Feather Storm
Rank: User Rank up to S
Duration: 2 Posts
Cooldown: 3 Posts
Description: With a single flap of the creature's wings, some of it's high carbonate feathers are shed and placed into a small vortex. Several of these small vortexes fly around towards members of the Black Sail and surrounds them with a storm of black feathers flying around them.
Effect: Every member of Black Sails in range are covered by a storm of feathers. This storm of feathers protects from 3 hits of the user's rank (up to S Rank) and 1.5 hits of +1 user's rank (up to H Rank).
Range: 85m radius from the pet
Speed: 50m/s
Strengths:
- Wide area defensive spell covering multiple allies.
Weaknesses:
- Only affects Black Sails members, not being able to be used on friendly non-guild members.
- Sky Slayers and Metal Slayers may eat this barrier
- Ability 2 - Up to A Rank:
- Name: Puff of Vantablack
Rank: -1 User's Rank (Up to A Rank)
Duration: 2 Posts
Cooldown: 3 Posts
Description: The pet spreads it's wings and lets out a loud cry. A giant black puff covers the area, sticking to those bearing the Jolly Roger and to those only. Those covered in Vantablack appear extremely dark with almost no light reflecting back. During the night, the targets affected by the Vantablack appear invisible until they make an attack, to which an aura of their fighting spirit leaks out of the Vantablack, making them visible for a brief moment before vanishing back into the night.
Effect: At night, this covers all that are Black Sails within the range in Vantablack. Targets become "invisible" for the duration of the ability. When they attack, they glow in a bright light to show their position until the end of the attack.
Range: 50 meter radius
Strengths:
- Invisibility when used during the night or in dark areas.
Weaknesses:
- Water spells can wash away the Vantablack
- Targets of S Rank or higher aren't affected by the darkness of the Vantablack
- When attacking, targets glow, showing their position. This glow doesn't go away until after the target finishes attacking. This leaves them vulnerable to attack.
- Does not appear invisible during the day. The target actually sticks out like a sore thumb when bathed in light.
- Does not affect friendlies that don't have the Jolly Roger.
Pet Item- Spoiler:
Purchased here
Name: Ring of the Pact
Rank: Artifact Item
Type: Ring
Description: A black ring that is worn around Romulus' left leg is a sign of the creature's obedience to the Black Sails. This ring was fitted upon the creature as part of a pact that the Black Sails would offer protection to a dying breed of creature, allowing them to breed and flourish under their protection with the use of the last male creature of it's kind surviving. This pact is to remain until the creature's kind begins to flourish back to the numbers it once was many thousands of years ago. This being a number of 50. While it doesn't seem like much, it was enough to keep the species going without the danger of them dying off.
This ring was fit onto the creature to amplify it's wishes for the guild. It's wish being to keep them alive in order to keep his own species alive.
Strengths:
- Capable of reflecting damage
- Inhibits the amount of HP the enemies can regain
Weaknesses:
- The Ring is extremely vulnerable when using it's weapon (the talons)
- Once Ring is broken, all HP that should have been healed will apply. (IE: Due to it inhibiting 50% of the healing of the enemies, once the ring is broken, the 50% they should have obtained will be given to them at this time)
- Lower's pet HP by 25% when equipped
Abilities:
- Reflect Damage: Any damage dealt to the pet reflects 25% of the damage done back to the assailant.
- Health Inhibitor: Any target within a 85 meter radius of the pet that doesn't have a Jolly Roger (Guild Sign) upon them, has their healing cut by 50%. This only applies to active healing and not passive regeneration. Moving out of the radius removes them from this effect.
Guild Supply Trains
- Spoiler:
- TBC
Last edited by Black Sails on 11th December 2017, 12:52 pm; edited 22 times in total