{Part 1 / 2}
- Spoiler:
- Johann wrote:
Magic Name: Saga of War - Ragnarök
Magic Type: Solitary Apocalyptic (+75% to HP and MP. Character can use 5 Partial Take Over spells per Full Take Over.)
Additional Notes:
● Altered Spell type from the lineage Herald of Destruction
● 5x Additional spell slots bought here
● Giving up H rank spell for one additional H+ spell as per the conditions of the lineage ability "Warrior of Catastrophe". Also using one H+ spell and two S+ spell from the same ability
● 5x Additional user-ranked spell slots from the lineage ability "Warrior of Catastrophe"
● H++ spell from the lineage ability "Armageddon"
Description:
The Saga of Ragnarök is old, some argue older than magic itself, its origin reaching back to ancient times long before the advent of modern Earthlandian society. First written down in runes, this Saga has survived the flow of time until today, people still telling and listening to the story of how everything, even most of the gods, perished in an endless storm, the world being consumed whole before finally being born anew once more, the endless cycle of death and rebirth continuing anew.
These runes have been imprinted into the user's skin, the runes that form the Saga of Ragnarök adorning their body, granting the user access to the power of Ragnarök itself. This magic allows the user to manifest runes in order to produce a set of elemental effects from them as well as use the runes to manipulate their own body in apocalyptic take overs that stem from the Lord of War sealed within them, granting the Nephilim partial or full control over the vessel they share. Regardless, whether Ragnarök is simply the inspiration for this particular use of magic or indeed grants the user apocalyptic power is up for debate, though the fact of the matter remains: The end of the world has to come eventually, and the user happily serves as a vessel for destructive powers that rival those of the Apocalypse. The elements granted by this magic are representative of the nine worlds swallowed by Ragnarök, each world representing a different element the user can utilize within the spells of this magic. The elements granted by this magic are:- Blood (Midgard)
- Wind (Vanaheim)
- Water (Jotunheim)
- Fire (Muspelheim)
- Lightning (Asgard)
- Ice (Niflheim)
- Light (Alfheim)
- Shadow (Svartalfheim)
- Metal (Myrkheim)
Lineage:
Herald of DestructionAscendant Abilities- X:
Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...- Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at. - Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
- Y:
Name: Arsenal of Spellpower
Description: It is said in legend that once upon a time there was a knight in the service of the King of Minstrel, when the kingdom was still split and the country not yet united into a single nation-state. The era of these states warring for power and control was plagued by conflict, turmoil and seemingly endless wars, for when one clash ended, the next one would already begin, this man growing up within these turbulent times. Born as a simple peasant boy, the knight was conscripted into the army of Minstrel, quickly making a name for himself as both an excellent fighter and an even better mage, eventually even attracting the attention of the king, who elevated the man from simple background to the status of knighthood. The man was said to use a wide array of weapons in combat, which of course in and of itself seems like an integral part of the skills a knight should possess, though what differentiated this man was his ability to wield all of these weapons at the same time. It is said that he could expertly wield three swords in combat. A battleaxe and a glaive? No problem. How much of these tales is actually true remains a mystery, but a fact remains: The man's descendants share his ability to expertly control a great number of weapons in combat, and even when not wielding them within their grasps, can control weapons to a degree only a few others can.- Ability: The user gains the ability to actively equip one additional Requip spell on top of the active Requip slots they already have. If the user does not possess a magic that is at least of an Auxiliary Requip type, the active Requip cap is raised from one slot to two slots instead.
- Usage: Passive.
- Ability: The user gains the ability to actively equip one additional Requip spell on top of the active Requip slots they already have. If the user does not possess a magic that is at least of an Auxiliary Requip type, the active Requip cap is raised from one slot to two slots instead.
- Z:
Name: Armoured Beast
Description: A humanoid monster was said to live in a small village in Fiore. The monster was said to be intelligent, yet strong. However, despite holding the intelligence of a human, it was shunned for it's hideous figure, which lead to it crafting it's own armor to hide it. Eventually the armoured beast rescued a princess in distress and they fell in love, eventually settling down and making a family. Their children, however, didn't have a hideous appearance of their father but they were prodigy at war and wore armour fit for conquerors.- Ability: A passive defensive ability that allows the user to have a higher endurance (50% more HP), tolerance (Poisons and disease/curse effects last half as long) and a keener intellect than most others.
- Usage: Passive
- Ability: A passive defensive ability that allows the user to have a higher endurance (50% more HP), tolerance (Poisons and disease/curse effects last half as long) and a keener intellect than most others.
Unique Abilities:
● ᚱᛂᚿᚮᚡᛆᛐᛁᚮ - The Restoration Rune (Passive): His magic allows the user to keep fighting no matter the cost, even sacrificing his own life to deal damage. This effect increases the user's HP by 30% and allows the user to, instead of using his magical energy to cast spells, use his blood instead. The user can cast spells by spending their HP instead of spending MP, though the base cost of spells cast by using HP is doubled.
● ᚡᚪᛃᛏᚣ - The Life Rune (Passive): The user's physical and magical abilities are passively enhanced through the runes at their disposal, altering the properties of their body and how magic interacts with it. The user gains a passive 60% increase to MP. Further, the user may once per post heal themselves automatically upon taking damage or an ally within melee range through a simple touch for 120 HP, restoring any damage they have taken.
● ᚫᚾᚣᛗᚣᛋ - Runed Senses (Passive): Due to the nature of this magic the user's senses are heavily enhanced. This boosts the user's reaction time and all senses (hearing, sight, smell, etc.) to be extremely precise, perhaps even surpassing those of slayers. Additionally, the user can, three-dimensionally, visualize their surroundings in user rank burst range (Up to S) by combining these heightened senses as well as hide their presence, thus being able to fight even without a visual. Within their rank burst range, the user can sense any and all movement, matter, the flow of magical energy and other energies, their intensity as well as the nature of creatures (size, emotional status, magical and physical strength, living or non-living, etc., OOC permission will be sought to gain info on players, player-owned NPCs or Event NPCs), further extending their spell range by 60%.- Plot Ability:
Versatile Scripture:
Outside of combat scenarios the user can use and produce the runic scripture and elements it produces freely for various effects, such as lighting a dark room, forming a wall of runes, inscribing runes on someone/something et cetera. This ability is purely for story/plot and cannot be used against players, player-owned NPCs or Event NPCs under any circumstances unless explicit OOC permission has been given.
Inside combat, the user can use his runes to store and summon equipment that is brought into the thread and switch between the equipment he wields at will, de-summoned equipment remaining in the user's own pocket dimension when not in active use.
Spells:- Signature Spells - 3:
Name: ᛚᚮᚱᛁᚲᛆ ᛘᛂᛐᛆᛚᛁᚲᛆ (Plate)
Rank: S
Category: Defensive
Type: Single Target, Buff
Durability: 360 HP
Range: Self
Speed: Self
Duration: 10
Downside: 50% more durability as trade-off for range/speed
Description:
The user's runes protect them at all times, acting as a shield spell that protects them from 360 HP of damage. The durability of the shield is restored once per post as the spell is recast. The user's spell durability is buffed by 70%. This spell can alternatively be used on an ally in melee by placing a rune on them, granting them the spell's effects.
Name: ᛚᚣᚴᛋ (Protection)
Rank: S
Category: Defensive
Type: Single Target, Buff
Durability: 360 HP
Range: Self
Speed: Self
Duration: 10
Downside: 50% more durability as trade-off for range/speed
Description:
The user's runes protect them at all times, acting as a shield spell that protects them from 360 HP of damage. The durability of the shield is restored once per post as the spell is recast. The user's spell durability is buffed by 70%. This spell can alternatively be used on an ally in melee by placing a rune on them, granting them the spell's effects.
Name: ᛁᚱᛆᛂ ᛂᛚᛂᛘᛂᚿᛐᛁᛋ (Elemental Wrath)
Rank: S
Category: Offensive
Type: Single Target, Buff
Damage: 180 HP
Range: Melee
Speed: Melee
Duration: 10
Downside: 50% additional damage as a trade-off for range/speed
Description:
The user activates any one of the elemental runes on his body, buffing his spell damage by 70% for the duration of the spell and gaining the ability to coat his fists or melee weapons in the element of choice for a quick, yet powerful, magically enhanced strike that'll potentially knock targets back deal the spell's damage.
- B rank Spells - 6:
1. Name: ᛁᛘᛔᛂᚱᛁᚢᛘ (Supremacy)
Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the strive for supremacy, increasing the user's strength by 50% passively.
2. Name: ᛑᚮᛘᛁᚿᛆᛐᛁᚮ (Domination)
Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the desire for domination, increasing the user's spell speed by 50% passively.
3. Name: ᚱᛂᚵᚿᚢᛘ (Rule)
Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the right to rule, increasing the user's spell range by 50% passively.
4. Name: ᚱᚢᛁᚿᛆ (Destruction)
Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the power to destroy, increasing the user's spell range by 50% passively.
5. Name: ᚠᛚᛂᛪᛁᛒᛁᛚᛁᛐᛆᛋ (Flexibility)
Description: The runes alter the user's physical properties in many ways. One such way is expanding the user's magical capabilities and flexibility indirectly, passively granting them a 50% increase in the effectiveness of healing spells.
Name: ᛆᛘᛒᚢᛚᛆᛐᚢᚱᛆ ᛘᛁᚲᚮ (Flash Step)
Rank: B (20 MP)
Category: Auxiliary
Type: Burst, Teleport
Damage: -
Range: 62 m
Speed: Instant
Duration: 6
Downside: Sacrificing 1 base effect for 25% more range
Description:
Runes flaring up on their body the caster is able to vanish in a sudden, subtle flash of the chosen element once per post for the duration the spell, reappearing anywhere within the spells range instantly.
- A rank Spells - 8:
Name: ᛂᛁᚿᛋ (First Sequence of Ragnarök)
Rank: A (25 MP)
Category: Offensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Range: Melee
Speed: Melee
Duration: 7
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of A rank MP (25MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The affected's spell damage is increased by 60% and their spell durability is increased by 35% for the duration of the spell. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᛎᚹᛂᛁ (Second Sequence of Ragnarök)
Rank: A (25 MP)
Category: Offensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Range: Melee
Speed: Melee
Duration: 7
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of A rank MP (25MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The affected's spell damage is increased by 60% and their spell durability is increased by 35% for the duration of the spell. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᛑᚱᛂᛁ (Third Sequence of Ragnarök)
Rank: A (25 MP)
Category: Offensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Range: Melee
Speed: Melee
Duration: 7
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of A rank MP (25MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The affected's spell damage is increased by 60% and their spell durability is increased by 35% for the duration of the spell. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᚡᛁᛂᚱ (Fourth Sequence of Ragnarök)
Rank: A (25 MP)
Category: Offensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Range: Melee
Speed: Melee
Duration: 7
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of A rank MP (25MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The affected's spell damage is increased by 60% and their spell durability is increased by 35% for the duration of the spell. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᚠᚢᛂᚿᚠ (Fifth Sequence of Ragnarök)
Rank: A (25 MP)
Category: Offensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Range: Melee
Speed: Melee
Duration: 7
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of A rank MP (25MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The affected's spell damage is increased by 60% and their spell durability is increased by 35% for the duration of the spell. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᛋᛂᚲᚼᛋ (Sixth Sequence of Ragnarök)
Rank: A (25 MP)
Category: Offensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Range: Melee
Speed: Melee
Duration: 7
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of A rank MP (25MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The affected's spell damage is increased by 60% and their spell durability is increased by 35% for the duration of the spell. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᛋᛁᛒᚣᚾ (Seventh Sequence of Ragnarök)
Rank: A (25 MP)
Category: Offensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Range: Melee
Speed: Melee
Duration: 7
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of A rank MP (25MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The affected's spell damage is increased by 60% and their spell durability is increased by 35% for the duration of the spell. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᛆᚲᚼᛐ (Eigth Sequence of Ragnarök)
Rank: A (25 MP)
Category: Offensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Range: Melee
Speed: Melee
Duration: 7
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of A rank MP (25MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The affected's spell damage is increased by 60% and their spell durability is increased by 35% for the duration of the spell.
- S rank Spells - 11:
Name: ᚲᛚᚤᛔᛂᚢᛋ ᚲᚱᚤᛋᛐᛆᛚᛚᚢᛘ (Block)
Rank: S (30 MP)
Category: Defensive
Type: Single Target, Buff, Redirection
Durability: 540 HP
Range: Self
Speed: Self
Duration: 10
Downside: 50% more durability as trade-off for range/speed
Description:
Runes light up on one of the caster's hands, a thin shield of the chosen element appearing on the user's skin. The shield can be used to absorb damage and is able to take 540 HP in damage before breaking, moving around with the user until destroyed or canceled. The durability of the shield is restored at the beginning of every post as the spell is recast. While this spell is active the user's spell durability is increased by 70%. While this spell is active the user can, once per post for the duration of this spell, reflect a spell or ability of equal or lower rank to his spell into a random direction away from himself, provided the spell or ability is in melee range of the user and the user pays the original MP cost of the spell being redirected. This spell can alternatively be used on an ally within melee range, granting them the spell's effects.
Name: ᛔᛚᚢᚡᛁᛆᛘ ᚱᛂᛋᛐᛁᛐᚢᛐᛁᚮ (Restoration)
Rank: S (30 MP)
Category: Supportive
Type: Burst, Buff, Negation
Healing: 180 HP
Range: 50 m
Speed: 50 m/s
Duration: 10
Downside: 50% less range and speed for 50% more healing
Description:
Once per post for the duration of the spell, with a sweeping motion, the user can activate one of their runes, causing sparkling pieces of the chosen element to fall from the sky instantly within a 50m radius. These pieces are infused with the caster's magic and heal allies in the spell's burst range for 180 HP. Additionally, those healed by the spell benefit from a 70% buff to spell healing for the duration of the spell. While this spell is active an affected mage can, once per post for the duration of this spell, negate a spell or ability of equal or lower rank to his spell, provided the spell or ability is in range of this spell and the affected pays the original MP cost of the spell being negated.
Name: ᛐᚱᛆᛒᚢᛋ ᛐᚢᚿᛁᛐᚱᛂᛘ (Beam)
Rank: S (30 MP)
Category: Offensive
Type: Single Target, Buff, Paralysis
Damage: 120 HP
Range: 400 m
Speed: 400 m/s
Duration: 10
Downside: N/a
Description:
Runes light up all over one of the user's arms, buffing spell damage by 70% for the duration of the spell. Once per post for the duration of the spell he can point a finger at a single enemy in the spell's range, immediately releasing a crackling beam of the chosen element that impacts for full S rank damage. Additionally, the person struck by this spell will be paralyzed for their next turn. The duration may only affect opponents that were not affected by immobilization in their last post.
Name: ᛆᛂᛐᛆᛋ ᚵᛚᛆᚲᛁᛆᛚᛁᛋ (Burst)
Rank: S (30 MP)
Category: Offensive
Type: Burst, Debuff, Drain
Damage: 120 HP
Range: 100 m
Speed: 100 m/s
Duration: 10
Downside: N/a
Description:
Activating a set of glowing runes that circle around the caster's tricepses, once per turn for the duration of the spell, they can release a burst of the chosen element around themselves. Enemies struck by this burst will suffer from the lingering effect of the element in the form of a 70% debuff to speed and a 5% MP drain once per post for the duration.
Name: ᛁᚿᚠᛂᚱᚿᛆ ᛁᚿᚠᛂᚱᚿᛆᛚᛁᛋ (Inferno)
Rank: S (30 MP)
Category: Offensive
Type: Single Target, Burst, Debuff
Damage: 120 HP
Range: 400 m
Speed: 400 m/s
Duration: 10
Downside: N/a
Description:
The runes on both their hands flaring up in the user can bring them together before releasing a projectile of the chosen element at a single target or location within range. Once the projectile impacts it will explode into a burst (100m range, 100m/s speed) of the same element, dealing the spell's damage to everyone within the area. Those struck will suffer from the lingering effects of the chosen element in the form of a 70% debuff to spell range.
Name: ᛁᛘᛔᚢᛚᛋᚢᛋ ᛔᚱᛂᛋᛋᚢᚱᛆ (Impulse)
Rank: S (30 MP)
Category: Auxiliary
Type: AoE, Blinding, Deafen, Immobilization
Damage: 60 HP
Range: 200 m
Speed: 100 m/s
Duration: 10
Downside: N/a
Description:
Glowing runes light up on the user's fingers, the user able to once per post snap them to activate the spell. The area around the user within range of the spell explodes with the chosen element, passing through all shields as per rules for Auxiliary spells. All affected by the explosion will be marked with a rune that appears somewhere on their body, this rune blinding, deafening and paralyzing them for their next post. These effects can only affect opponents who did not suffer from an immobilization, blinding or deafening effect in their last post.
Name: ᛒᚱᛆᚲᚼᛁᚢᛘ ᚱᛂᚲᛐᛆ (Right Arm of the Berserkir)
Rank: S (60 MP)
Type: Partial Take Over
Melee Damage: N/a
Range: Self
Speed: Self
Duration: 10
Downside: Sacrificing melee damage, range and speed for 50% stronger take over buff
Description:
The user activates a set of runes that curl around his right arm, glowing in a deeply crimson color, transforming their hand into the clawed hand of a berserker demon.
Abilities:
Name: Rage of the Berserkir I
Rank: S
Category: Offensive
Type: Multi Target, Buff
Damage: 135 HP per hit
Range: Melee
Speed: Melee
Duration: 10
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.
Name: Rage of the Berserkir II
Rank: S
Category: Offensive
Type: Multi Target, Buff
Damage: 135 HP per hit
Range: Melee
Speed: Melee
Duration: 10
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.
Buff: +52% Spell Damage
Name: ᛒᚱᛆᚲᚼᛁᚢᛘ ᛋᛁᚿᛁᛋᛐᚱᛆ (Left Arm of the Berserkir)
Rank: S (60 MP)
Type: Partial Take Over
Melee Damage: N/a
Range: Self
Speed: Self
Duration: 10
Downside: Sacrificing melee damage, range and speed for 50% stronger take over buff
Description:
The user activates a set of runes that curl around his left arm, glowing in a deeply crimson color, transforming their hand into the clawed hand of a berserker demon.
Abilities:
Name: Rage of the Berserkir III
Rank: S
Category: Offensive
Type: Multi Target, Buff
Damage: 135 HP per hit
Range: Melee
Speed: Melee
Duration: 10
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.
Name: Rage of the Berserkir IV
Rank: S
Category: Offensive
Type: Multi Target, Buff
Damage: 135 HP per hit
Range: Melee
Speed: Melee
Duration: 10
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.
Buff: +52% Spell Damage
Name: ᚲᚱᚢᛋ ᛑᛂᛪᛐᚱᚢᛘ (Right Leg of the Berserkir)
Rank: S (60 MP)
Type: Partial Take Over
Melee Damage: N/a
Range: Self
Speed: Self
Duration: 10
Downside: Sacrificing melee damage, range and speed for 50% stronger take over buff
Description:
The user activates a set of runes that curl around his right leg, glowing in a deeply crimson color, transforming their leg into that of a berserker demon.
Abilities:
Name: Rage of the Berserkir V
Rank: S
Category: Offensive
Type: Multi Target, Buff
Damage: 135 HP per hit
Range: Melee
Speed: Melee
Duration: 10
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.
Name: Rage of the Berserkir VI
Rank: S
Category: Offensive
Type: Multi Target, Buff
Damage: 135 HP per hit
Range: Melee
Speed: Melee
Duration: 10
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.
Buff: +52% Spell Damage
Name: ᚲᚱᚢᛋ ᛋᛁᚿᛁᛋᛐᚱᛆ (Left Leg of the Berserkir)
Rank: S (60 MP)
Type: Partial Take Over
Melee Damage: N/a
Range: Self
Speed: Self
Duration: 10
Downside: Sacrificing melee damage, range and speed for 50% stronger take over buff
Description:
The user activates a set of runes that curl around his left leg, glowing in a deeply crimson color, transforming their leg into that of a berserker demon.
Abilities:
Name: Rage of the Berserkir VII
Rank: S
Category: Offensive
Type: Multi Target, Buff
Damage: 135 HP per hit
Range: Melee
Speed: Melee
Duration: 10
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.
Name: Rage of the Berserkir VIII
Rank: S
Category: Offensive
Type: Multi Target, Buff
Damage: 135 HP per hit
Range: Melee
Speed: Melee
Duration: 10
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.
Buff: +52% Spell Damage
Name: ᚲᚱᛁᚿᛁᛋ ᛒᛂᚱᛋᛂᚱᚴᛁᚱ (Tail of the Berserkir)
Rank: S (60 MP)
Type: Partial Take Over
Melee Damage: N/a
Range: Self
Speed: Self
Duration: 10
Downside: Sacrificing melee damage, range and speed for 50% stronger take over buff
Description:
The user activates a set of runes that form at the base of his back, glowing in deeply crimson color, a skeletal tail beginning to form in the same area. This tail can be controlled fully by the user, can manipulate objects and otherwise functions like a normal extremity would.
Abilities:
Name: Rage of the Berserkir IX
Rank: S
Category: Offensive
Type: Multi Target, Buff
Damage: 135 HP per hit
Range: Melee
Speed: Melee
Duration: 10
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.
Name: Rage of the Berserkir X
Rank: S
Category: Offensive
Type: Multi Target, Buff
Damage: 135 HP per hit
Range: Melee
Speed: Melee
Duration: 10
Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
Description:
This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.
Buff: +52% Spell Damage
- Blood (Midgard)