Primary Magic: Animal Rune Requip
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Holder
Description: America came from a tribe that worshipped the animals that protected them. Every decade, a person is born within the tribe that can withhold the runes of the sacred animals/deities. These runes are stored within the sacred lands of Aihi. This is a land where the sacred animals of Fantagia Village are kept. These animals are ancestral beings that hold the animal runes within them. They are strong but after the 10 years they give a certain newborn child set runes. These runes have become one with the rune of the butterfly and use it for its home. Whenever the runes are summoned they come out of the rune of the butterfly at the front of Mer's forehead. These runes amplify the power of America by giving her the celestial parts of the sacred animals.
When the runes are summoned the sacred shell of the animal attached to the rune forms around America. These runes can be activated to unleash the power of the animal. These runes are very versatile in the ways they are used.
Strengths:
-versatile
-very supportive
Weaknesses:
-Runes deactivate when dropped
-This doesn’t actually summon weapons
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Holder
Description: America came from a tribe that worshipped the animals that protected them. Every decade, a person is born within the tribe that can withhold the runes of the sacred animals/deities. These runes are stored within the sacred lands of Aihi. This is a land where the sacred animals of Fantagia Village are kept. These animals are ancestral beings that hold the animal runes within them. They are strong but after the 10 years they give a certain newborn child set runes. These runes have become one with the rune of the butterfly and use it for its home. Whenever the runes are summoned they come out of the rune of the butterfly at the front of Mer's forehead. These runes amplify the power of America by giving her the celestial parts of the sacred animals.
When the runes are summoned the sacred shell of the animal attached to the rune forms around America. These runes can be activated to unleash the power of the animal. These runes are very versatile in the ways they are used.
Strengths:
-versatile
-very supportive
Weaknesses:
-Runes deactivate when dropped
-This doesn’t actually summon weapons
- Permafrost Snow Globe:
Permafrost, this word was also once the name of an icy village, snowbound all year round. Most places that are trapped in such a horrid condition foster grumpy, hardened and cold souls. However, this Village was different from most and instead of being part of that norm, Permafrost managed to be a warm inviting location community wise. Instead of cruelty, they faced the world with gift giving and year-round holiday cheer. Though some people found this obnoxious and as the world typically goes, those individuals decided to take the happiness from the village. Thus, the village of Permafrost descended into the grave, became a hub for the image of misery.
Eventually, the rest of the world grew tired of the locations new gloomy and vicious state. So once more, Permafrost ended up on the bad end of the world. At wit's end with the new cruel nature of the icy town, every single one of the neighboring territories hired mages to help contain the negativity and stop it from spreading. These wizards instead of attempting to solve the problem, instantly restored to overreacting by using an extremely powerful containment magic! Similar to how a lacrima is made land, foliage, fauna, and the town were all locked within a class case, trapped when the solid base formed beneath them shrunk down for easy storage. Essentially? Someone made the entire town into a snow globe!
However, it was found eventually that children born too close to the new lake left behind by the spell, had a special connection to Permafrost, this connection is even more ‘powerful’ if someone can obtain the Snow Globe itself, but the seal can never be lifted.
Abilities:
Sealed Mages
Due to the numerous mages sealed within the Snow Globe, children born with magic who are connected to Permafrost have access to an additional water, snow or ice-based spell per rank because they can tap into the magic of those sealed within the Globe. This also includes an additional signature spell of one rank lower than the mage itself. Only applies to either primary or secondary magic, not both.
Guardian Of Permafrost
If a wielder of this lineage was to do some soul searching or extremely dangerous tasks, they may come to find they have the power to draw one being from the snow globe itself. This grants the user an additional combat pet, it can be anything but it must have come from the globe somehow. Can not have two combat pets of the same rank with this, one must always be a different rank than the other.
Snow Globe
The climate within the globe is very precise, cold, frost on everything and snowing. Thus those drawing their power from it can make the exterior world in burst rank for their rank match any three of these conditions. Sometimes this is only aesthetic however if it used for combat the range is halved, it deals the users rank in damage and can be used every other turn.
Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%. Passively regardless of berserker state drawing blood will increase damage by 10%, reducing by 5% per post (0% increase minimum)- Lineage Spells:
- Penguin Rune:
Rank: D
Type: Ice; Armor; Defensive
Duration: 3
Cooldown: 4
Description: The deity of the penguin represents teamwork in the land of Permafrost. Mer focuses on her snowglobe and thinks of her penguin rune. From the inside of her snowglobe forms a rune with a symbol of a penguin mixed within it. As it touches her hands, arctic shells form around her arms as they form into penguin wings.
Passive: Teamwork-Mer freezes the body temperature of all allies around her to 0 degrees. This means that all spells allies cast are granted the element of ice.
Active: Icy Feathers-Mer feels her wings going into subzero temperature as they become frozen, and inching up the body of Mer making her whole body completely frozen. While in this state, she cannot move or cast abilities and gains a shield that protects against 2x D+ rank damage(she still is immobile even if the shield dies). Along with this is that she is able to heal .5x D+ rank damage for however long she is in this state. This ability has a duration of 2 posts unless cancelled, and can only be used once per requip.
Strengths:
-heal
-shield
-buff
Weaknesses:
-passive isn't an actual buff
-Mer can't do anything in her penguin active
-heal is overtime
- Snowy Owl Rune:
Rank: C
Type: Ice; Weapon; Offensive
Duration: 5
Cooldown: 6
Description: The deity of the Snowy Owl represents the enhanced perception of reality in the land of Permafrost. Mer focuses on her snowglobe and thinks of her snowy owl rune. From the inside of her snowglobe forms a rune with a symbol of a snowy owl mixed within it. As it touches her hands, arctic shells of snowy owl talons form around her legs.
Passive: Perception-Mer has the ability to perceive the health stats of all enemies and allies the same rank as this requip or below
Active: Frozen Reality-Mer feels a surge from the middle of her body as a pulse comes out of her. Everything the same rank(including spells) or below the rank of this spell within 30 meters of Mer becomes frozen in time for 1 posts. Whenever a creature is hit by a damaging ability while frozen, they are then applied 25% of C rank damage along with it. This has a cooldown of 3 post.
Strengths:
-Freeze
-extra damage
Weaknesses:
-can be harder to walk since these are bird legs
-Mer's active has burst range and speed instead of aoe
- Narwhal Rune:
Rank: B
Type: Ice; Offensive; Weapon
Duration: 6
Cooldown: 7
Description: The deity of the Narwhal represents the strength of divinity in the land of Permafrost. Mer focuses on her snowglobe and thinks of her narwhal rune. From the inside of her snowglobe forms a rune with a symbol of a narwhal mixed within it. As it touches her hands, an arctic shell of a narwhal horn forms on Mer's head. Mer is able to shoot beams of ice with this rune.
Passive: Divinity-Being connected with the deity of the narwhal, the rune destroys itself and gives all of its current health to Mer as a shield that lasts 3 posts.
Active: Divine Frost-Mer feels her horn freeze up as it lets out a freezing mist in a radius of 100 meters at 50 mps that heals all her allies for .5x B rank damage each posts for 3 posts. On its final tick, the mist turns to icicles and crashes down on anyone that was in the mist even allies. The damage these icicles do 50% of B rank damage. This lasts for 3 posts and has a cooldown of 5 posts.
Strengths:
-damage
-heal
-life saver
Weaknesses:
-rune is destroyed during passive
-heal is over time
-damages allies as well
- Walrus:
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration: (How long does the spell last?)
Cooldown: ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- Polar Bear:
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration: (How long does the spell last?)
Cooldown: ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- Encarved:
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration: (How long does the spell last?)
Cooldown: ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- UA's:
- Sacred Bond:
- Whenever America equips a rune, 50% of the damage goes towards the requip while the other 50% goes towards America. This can only happen once per post
- Primal Instinct:
- Whenever America summons a rune, she gains the aspects of the animal. This does not boost her stats in any way, but it allows her to take on natural abilities. This can include flying, climbing, swimming, etc.
- Blessed:
- Since America was blessed by the sacred animals she has gained 25% of her mana pool
- Natural Selection:
- Nature has its ways of keeping the traits that fit best in nature. This is the same with Mer's magic. Mer is able to keep a rune on her skin glowing if it has run out. She is able to use the passive from that rune. She is able to switch out the passive she is holding onto every 3 turns, and the requip has to be on cooldown the be able to have its passive.
- Spells:
- Siggys:
- Hunter's Mark:
Rank: Ranks up with user
Type: Offensive
Duration: 1
Cooldown: N/A
Description: Mer is one with all animals, hunter, and prey. Having the instincts of a hunter allows her to mark an enemy with Hunter's Mark. When the marked victim is hit, the mark disappears. When the marked victim is hit, they are dealt an extra amount of .25x user rank damage along with the damage used to attack the target. This can be used once every post and last for one post. The range of this is max user single target rank range and the mark forms at max user single target rank speed.
Strengths:
-damage
Weaknesses:
-disappears after 1 post
-has to be hit to deal the mark damage
- Speed of Prey:
Rank: D
Type: Supportive
Duration: 1
Cooldown: 1
Description: Mer is one with all animals, hunter, and prey. Having the adrenaline of being chased like prey, Mer gains a burst in her movement speed for 1 post and gains a 50% movement speed buff.
Strengths:
-buff
Weaknesses:
-no damage
- Advanced Spells:
- Swan Rune:
Rank: D+
Type: Defensive; Armor
Duration: 5
Cooldown: 6
Description: The deity of the Swan represents grace, but most importantly love. The deity of the Swan was one of the deities that blessed Mer with the power to get out. Her true love for children gave her the need to pitch in for giving Mer the blessing to leave the village. Mer speaks the word "swan" and then feels a glow on her arms as a few runes with symbols of a swan flow through it. As she holds the rune 2 celestial shells of a swan wings flow out of the runes beautifully as they encase Mer's arms.
Passive: Grace-When this rune touches Mer's hands, she puts all weapons within a 30 meter radius into a different realm for 2 posts.
Active: Swan Lake-The wings on Mer's arms glow as she kneels down and watches as the tips of the wings phase through the ground as if it was water. She creates an aoe of 45 meters of water that extends from her by 25 mps. All enemies in this area cannot exit and all enemies outside of the area cannot enter it while all allies can move through it and in it freely. This last until the duration of this weapon ends.
Strengths:
-disabler
Weaknesses:
-no damage
- Canary Rune:
Rank: C
Type: Offensive
Duration: 6
Cooldown: 7
Description: The deity of the Canary represents something very important in the village of Fantagia, freedom. The deity of the Canary helped with the blessing of Mer because of his need for her to be free. Mer speaks the word "canary" and then feels a glow on her lips as a rune with a symbol of a canary flow through it. As she holds the rune a canary beak forms around the lips of Mer.
Passive: Freedom-As the rune touches Mer, she cleanses any debuffs or immunities on her.
Active: Canary's Screech-Mer unleashes a deadly screech from her beak. This can travel from up to 180 meters at a rate of 180 mps and deals 1.5x C rank damage once it hits an enemy. If the enemy has a shield or armor on, the damage spreads to its allies within a radius of 75 meters at a rate of 75 mps and deals 25% of C rank damage. This has a cooldown of 2 posts.
Strengths:
-cleanse
-damage
-multitarget
Weaknesses:
-cleanse only happens when the rune touches her body
-The celestial spell limits her ability to see because it covers around half of her face
-multitarget only happens if a shield or armor is on the enemy
- D rank spells:
- Deer Rune:
Rank: D
Type: Supportive;armor
Duration: 3
Cooldown: 4
Description: The deer deity of Fantagia represents harmony and peace. Mer speaks the word “Deer.” Once she says this a beam of bright words flows through her mouth. As the words glow the rune for deer shines on the arm of Mer. After this, a stone rune flows out of the written rune and into the hands of Mer. Mer then sees antlers grow on top of her head
Passive: Peace-Allies that are in a radius of 30 meters from Mer gain a 25% mp boost to their total mana pool
Active: Harmony-The antlers of the celestial body glows and as it does this it shoots a beam towards an ally that can be shot from 60 meters away at 60 mps. Once the beam touches the ally it heals them for D rank damage, while cleansing them of all debuffs inflicted by D rank abilities/spells. This has a cooldown of 2 posts.
Strengths:
-Heal
-cleanse
-buff
Weaknesses:
-mp buff is small
-the beam has to hit to heal
-only D rank debuffs are cleansed
- Wolf Rune:
Rank: D
Type: Offensive;weapon
Duration: 3
Cooldown: 4
Description: The deity of the wolf represents the connection between intuition and instinct. Mer speaks the word "wolf" and feels the runes of the wolf burn on her hands and feet as they glow. One glows more than the others as a stone rune comes out of it. As Mer holds it in her hands she gains celestial shells of paws around her hands and feet.
Passive: Intuition-Every hit from an enemy damages the wolf rune instead of Mer.
Active: Paws of Light-Mer closes her eyes as she feels the glow of light coming from the paws as they light up with a bright white light. When she opens her eyes she gains a new strength within her that gives her a 60% physical damage buff. This can only be used once per requip and lasts 2 posts. However, if the wolf rune's duration ends then the buff does too.
Strengths:
-buff
Weaknesses:
-no actual damage
-active can only be used once per requip
-buff ends once wolf's duration does
- Monkey Rune:
Rank: D
Type: Offensive; Weapon
Duration: 3
Cooldown: 4
Description: The deity of the monkey is represented by trickery. Mer speaks the word "monkey" and then feels a glow on her lower waist as a rune with a symbol of a monkey flows through it. As she holds the rune a celestial shell of a tail grows out of the back of her lower waist.
Passive: Trickey-Mer gains the ability of trickey with this rune. Due to this she has the ability to teleport out of an area and replace it with a clone that takes one hit before dying. She is only able to use this if a hit comes at her while she is below 50% of hp. This passive only happens once and she can only travel from 15 meters at 15 mps
Active: 1000 strikes-Mer grows 7 more tails to make 8 tails. She then sends them out to deal 25% of D rank spell damage each. They travel from 45 meters away and travel at a 30 mps speed. Whichever enemy gets hit by 4 or more tails gets stunned for 1 posts if they are equal or lower ranked. This can only be used once per requip.
Strengths:
-stun
-damage
-defense
Weaknesses:
-clone teleport can't be used until Mer is below 50% of health
-Tail damage is very minimal
-Stun only works if 4 tails hit an enemy
- Cat Rune:
Rank: D
Type: Damage; Weapon
Duration: 3
Cooldown: 4
Description: The deity of the cat is represented by mysticality and mystery. Mer speaks the word "cat" and then feels a glow on her hands as a rune with a symbol of a cat flows through it. As she holds the rune a celestial shell of 2 cat paws grows around the hands of Mer's.
Passive: Mystery-The cat represents mystery so, whenever Mer has these weapons on, she becomes invisible to all enemies the same rank or below her's. If she hits an enemy, they gain vision of her for one post and then can't see her again.
Active: Furball-The deity of the cat has to deal with magic so she conjures up a ball of purple light in her hands. She then throws it to an enemy from 60 meters away at 60 mps and deals D rank damage. If there are multiple enemies near each other in a 15-meter radius, the ball bounces to other enemies and deals .25 for each bounce. The max amount the ball can bounce is 4 times and can bounce on the same enemy multiple times as long as there are at least 2 enemies in the area and it travels 15 mps. This lasts 1 post and has a cooldown of 2.
Strengths:
-invisibility
-damage
Weaknesses:
-active can only bounce 4 times
-enemies above the rank of Mer can see her even with the invisibility
-becomes visible to anyone she hits
- Hummingbird Rune:
Rank: D
Type: Supportive; armor
Duration: 3
Cooldown: 4
Description: The deity of the Hummingbird represents eternity and infinity. Mer speaks the word "hummingbird" and then feels a glow on her lips as a rune with a symbol of a hummingbird flows through it. As she holds the rune a celestial shell of a hummingbird beak form around the lips of Mer.
Passive: Eternity-When Mer activates this rune, she is able to give an ally within 15 meters or herself a shield that blocks 20 damage.
Active: Hum-Mer hums a short pitch from her beak as it creates one pulse. This pulse travels from up to 30 meters at 15 mps and pushes all enemies back to the outside of the pulse. This also heals allies hit by the pulse for .5x D rank spell damage. This has a cooldown of 2 posts and has a duration of 1.
Strengths:
-heal
-knockback
-shield
Weaknesses:
-heal is small
-doesn't heal Mer
-is not placeable but instead only around Mer
- Chipmunk Rune:
Rank: D
Type: Supportive
Duration: 3
Cooldown: 4
Description: The chipmunk deity represents benevolence. Mer speaks the word "chipmunk" and then feels a glow on her cheeks as a rune with a symbol chipmunks flows through it. As she holds the rune celestial shells of chipmunk cheeks form around the cheeks of Mer.
Passive: Benevolence-When Mer has this rune on her cheeks look chubbier which makes her seem kinder. Due to this, no weak leveled monsters will fight Mer unless she attacks them.
Active: Chubby Cheeks-Using her cheeks, Mer consumes an ally at melee range and keeps them in her mouth. While in her mouth, the status effects them have(bleed, poison, etc) are removed, and they are healed for D rank damage. As well as this they cannot be targeted and Mer gains a 50% speed debuff. They can stay in her mouth for one post, or get out early and only receive a 50% D rank heal.
Strengths:
-Mer doesn't have to fight weak monsters with this
-heal
Weaknesses:
-Mer gains a 50% speed debuff with her active
-No damage
-Makes Mer basically a meat shield
- C rank spells:
- Butterfly Rune:
Rank: C
Type: Offensive; Weapon
Duration: 5
Cooldown: 6
Description: The butterfly deity represents transformation and life. This is the main rune for Mer and will go up the rank of her spells as she goes along. When she says the word, "Butterfly" her head glows pink as a rune comes out of it. When the rune lands in her hands 2 butterfly wings come out.
Passive: Transformation-The butterfly deity represents the ability to transform. As such the wings of the butterfly change their pattern by whatever rune they replaced last. This is important because it turns the passive of the butterfly rune into the passive of the last one.
Active: Glittering Gales-The butterfly wings on Mer glow as she feels them beginning to vibrate. As they vibrate they create 10 scythes of light that flow straight towards the enemies in a 90-meter radius and travel at a 65 mps. They deal 25% of C rank damage each and knocks them back to the end of the range the scythes can go. The max damage this ability can do is 1.5x C rank damage. This has a cooldown of 3 posts.
Strengths:
-damage
-knockback
Weaknesses:
-no actual passive
-Scythes do little damage
-damage cap to active
- Peacock Rune:
Rank: C
Type: Supportive; Armor
Duration: 5
Cooldown:6
Description: The peacock deity represents guidance. Mer speaks the word, "peacock" as words flow into a pulsating rune on her lower waist. As the words hit the rune a stone rune falls into Mer's hands as a celestial shell of a peacock's tail form.
Passive: Guidance-The first attack of any post(unless aoe or burst) is dodged because of the peacock deity taking over. This happens once every post.
Active: Eyes of the Stars-The eyes on the celestial peacock tail glow as they shoot out tiny beams of healing rays that heal for 10% of C rank damage. This increases by 10% for every attack dodged by the passive(caps at 50%) and shoots out 10 beams. Only 4 beams can hit an ally at each cast. This can be shot from 90 meters at 65 mps. This has a 3 posts cooldown.
Strengths:
-heal
-instant dodge
Weaknesses:
-heal is weak until later on
-no damage
-cap of beams that can hit an ally
- Camel Rune:
Rank: C
Type: Defensive; armor
Duration: 5
Cooldown: 6
Description: The deity of the camel represents transportation and the ability of safe passage. Mer speaks the word, "camel" as 2 runes glow and pulsate on her back. As the words hit her back a rune forms in the hand of Mer as 2 celestial camel hump shells form on the back of Mer.
Passive: Safe Passage-As the humps are on the back of Mer they spit out a pulse of sand each post. This pulse pushes all enemies back in an aoe of 30 meters at 30 mps.
Active: Rising Sands-Mer unleashes a sand wall in front of her allies at a speed of 30mps from a range that goes up to 60 meters. It's not just any regular sand wall though, it's Mer and she has grown to be a rectangle/square with an area of 60 meters. She gains 50% defense(can choose which resistance but only before cast) and is able to transform into any shape as long as it has an area of 60 meters. She cannot move in any way unless she turns back into a human. This active last 3 post but can be canceled in order to cut the cooldown down by the duration it had left.
Strengths:
-defense
-knockback
Weaknesses:
-can't doing anything in her wall form
-no damage on this at all
-she still takes damage, just not as much
- Fox Rune:
Rank: C
Type: Offensive; Weapon
Duration: 5
Cooldown: 6
Description: The Fox deity represents wisdom and was valued for it in Mer's village. Mer says the word, "fox" as a big rune with a symbol of a fox lies on her lower waist. Words flow from her mouth and then into the rune. As the rune goes into her hands 9 celestial shells of foxtails form out of it. Mer can shoot projectiles of fire out of the tails.
Passive: Wisdom-Every time Mer damages an enemy she lights up the tip of one of her tails. Once all 9 of her tails fill up, she throws 9 fox fire projectiles towards enemies within 30 meters at 30 mps. Each foxfire deals 25% of C rank damage capping at 1.5x C rank damage to an enemy.
Active: Spirit Rush-Mer is able to gain 1 charge every post and maxes at 3. She is able to consume these charges to dash to an enemy from up to 30 meters away at 30 meters. She teleports behind them and then slashes at their back to deal 50% of C rank damage.
Strengths:
-damage
-gap closer
Weaknesses:
-she has very minimal damage unless she combos
-passive is very hard to completely fill up the charge
- Jaguar Rune:
Rank: C
Type: Offensive; Weapon
Duration: 5
Cooldown: 6
Description: The Jaguar deity represents the night sun or in other words the moon. Mer says the word, "jaguar" as a big rune with a symbol of a jaguar lies on her chest. Words flow from her mouth and then into the rune. As a stone rune falls into her hands multiple spots made of a celestial shell-like material form on Mer.
Passive: Night Sun-When Mer summons this rune, the daytime turns to night time. This is not all, Mer is able to go invis, unseen by any enemy lower or equal rank to her. She stays invisible all throughout the tread until its duration ends or she calls it back. However, she does get a 25% defense reduction to all damage.
Active: Light in the Dark- Mer is able to show herself for one turn and create a blinding light out of her spots that does 50% of C rank damage at an aoe of 60 meters with a speed of 30 meters. This light then blinds all enemies hit for 1 post.
Strengths:
-damage
-invis
-blind
Weaknesses:
-they have to be in the aoe to be blinded
-invisibility gives a defense reduction debuff
Last edited by America Braide on 15th April 2018, 5:27 pm; edited 19 times in total