Magic Name: Consecration of War - Einherjar
Magic Type: Auxiliary Apocalyptic (+25% to HP and MP. Character can use 5 Partial Take Over spells per Full Take Over) - Primary Requip (Character can have up to 3 Requip spells active at once)
Evidence of Accomplishment:
Intro to Demons (2,000 words used as a Training Thread)
Additional Notes:
- Altered magic type from the lineage "Herald of Destruction"
- 5x Additional spell slots bought here
- 2x Additional Signature Spell Slots from the lineage ability "Warrior of Catastrophe"
- 1x additional H+ Spell and 1x additional S+ Spell from the lineage ability "Warrior of Catastrophe"
Description:
Consecration of War is the name given to an ancient blessing granted to the user by the Second Seal locked within them. In essence, this magic, like Saga of War - Ragnarök or Maledict of War - Berserkir revolves around the use of runes inherent to the user's body, and by extension, their being, as they have fused with the being that bestows said magic and thus the magic itself, to produce various effects and let these runes influence their physical body, the effects of this magic, in particular, pertaining to the hallowed, blessed part of Mars' own magic which can be shaped into a distinct fighting style in combat that can even embody the Lord of War himself.
After the vessel, the fused Mars and Johann died and returned from death, both of them have realized the need to further develop their magical abilities, splitting the curse and blessing in Mars' possession into different components, both becoming more pronounced, specialized, and refined, both Johann and the Second Seal, instead of relying on raw blessing and curse to realize their whims, working and training to effectively use, shape, and wield the gift that has been given to Mars. This magic specifically focusses on the control and manipulation of different forces and energies, equipping Mars and Johann with an arsenal befitting of a heavenly warrior, like an Einherjar of legend. The forces and energies controlled by this magic are:
- Kinesis (Kinetic Energy / Force)
- Gravity (Gravitational Energy / Force)
- Negative Matter (Negative Energy / Force)
- Spirits (Spiritual Energy / Force)
- Space (Spatial Energy / Force)
Lineage:
Herald of Destruction
Unique Abilities:
- ᛒᛂᚿᛂᚠᛁᚲᛁᚢᛘ - Primordial Blessing (Passive): This magic, by its very nature, is different from normal magic almost entirely, though still retaining some similarities to it. Instead of using ethernano to cast spells, this magic utilizes the power of ancient blessing bestowed by a god (spells still cost regular MP to cast) and thus can be used in areas where magic would otherwise not work or would not be allowed (anti-magic fields and areas devoid of magical energy) by manipulating and bending the very fabric of reality itself. The blessing is also stronger than normal magic, granting the user a 60% increase in spell damage as well as a 5% HP regen per post passively.
- ᚴᛁᚾᛁᛋᚣᛋ - Channeled Kinesis (Passive): Each melee strike the user performs is strengthened by concentrated, pure kinetic force. This passively enhances the user's spell damage by 40% and speed by 20%. Additionally, this specialized kinesis enables the user to hit and damage spiritual, otherwise intangible, ethereal, or elemental bodies with his attacks (Cannot be used to circumvent elemental or intangible bodies with a set durability). Also grants the user a passive 5% HP regen per post.
- ᛁᛗᛈᚣᛏᚣᛋ - Consecrated Energy (Passive): The user can, indirectly, use their primordial blessing to manipulate and bend the atmosphere around himself, extending the range of the user's spells and abilities by 60% through the spacial control of the atmosphere from the user's magic. Further, this enables him to send waves of force or energy through space between himself and opponents, delivering the force of attacks over distances and, outside of combat, enabling him to manipulate objects without touching them. This also means the user can use attacks, spells, and abilities with melee range (provided they use spell damage as basis for their damage calculations) to hit targets in his rank burst range with rank burst speed (Up to S) by sending out visible waves of energy or force. Attacks delivered through this can, at max, possess user rank burst range and move at user rank burst speed (for example, taking the shape of a wave of force bursting from the user, a cone-shaped wave of force sent into a given direction, etc.), always dealing the same damage as the attack. Attacks manipulated by this ability take a different appearance and effect depending on the type of energy or force used in the attack, which can be any type of force used in this magic, and are described in greater detail (for aesthetic and plot only) below. The forces and energies in this magic further also follow the conditions outlined as below unless otherwise specified. Any type of force has a command word associated with it, which must be invoked in order to use the associated type of force in an attack delivered through the use of this ability.
- Kinetic Energy: "Force" - Kinetic force manifests as a nigh-invisible wave of translucent force that distorts the affected space and acts similar to a wave of energy that pushes against everything it encounters, thus delivering pure kinetic damage to anything with the given area indiscriminately, usually in the form of a wave or wall of energy that travels in a straight line in whatever direction it is fired in.
- Gravitational Energy: "Crush" - Gravitational force manifests as a nigh-invisible wave of grey force that seems to blur the affected space, manipulating gravitational energy according to the user's will and thus dealing heavy crushing damage to anything within the given area indiscriminately, usually bearing down from above.
- Negative Energy: "Reverse" - Negative force manifests as a dark ripple of power that echoes through an affected space, accompanied by unstable black tears and cracks in reality that appear, though quickly close. Anything and anyone in the affected area is damaged via fundamental disassembly, i.e. the destruction of bonds that tether together atoms, essentially reducing all matter touched by this force to dust (requires explicit OOC permission to affect players, player-owned NPCs or Event NPCs to partially or entirely reduce them to dust. If targets chose not to be affected by this aspect of the ability, this damage will simply manifest as internal damage and bleeding). This is usually expelled in the form of projectiles or waves that travel in a straight line in whatever direction they are expelled in
- Spiritual Energy: "Sever" - Spiritual energy manifests as glowing projectiles or crescent-shapes waves of glowing force, usually bright or white in color, depending on which type of spiritual energy is used in the attack. Attacks with this type of force pass through any kind of object, inorganic being, terrain, structure, or similar features (if they are non-magical and do not possess a set durability like defensive spells or armors, which cannot be circumvented), as well as beings the user considers allied, friendly, or neutral, leaving these entirely unharmed and untouched. Beings considered opponents by the user, though, will receive damage to their spirit directly if hit by such an attack, which does not damage the body, but rather, the affected being's soul. Projectiles usually travel in a straight line or wave in whatever direction they are fired in.
- Spatial Energy: "Distort" - Spatial energy manifests as cracks in space that seem to distort and spread throughout an affected area, similarly to shattering glass or splintering crystal. Attacks with this type of force do not affect any kind of organic being, and only affect structures, inorganic beings, terrain, objects, or similar features, ignoring all living things that possess a soul (if they are non-magical and do not possess a set durability like defensive spells or armors, which cannot be circumvented), tearing them apart with potentially devastating results. As this way of attacking deals no damage, targets usually are not harmed by it, though damage from shifting terrain or collapsing structures, for example, can still occur (in plot scenarios only). This attack can exclusively be expelled as a cone-shaped wave and affects a wider area.
- Plot Ability:
Ash to Ashes, Dust to Dust:
The user can choose to destroy killed opponents entirely by turning them into dust, the affected opponent crumbling away into nothing. 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.
- Signature Spells - 5:
Name: ᚴᚣᚱᚩᚾᚣ ᚡᚪᛃᛏᚣ (Crown of Life)
Rank: S
MP Cost: N/a
Category: Supportive
Type: Single Target, Buff
Healing: 180 HP
Range: Self / Melee
Speed: Self / Melee
Duration: 10
Downside: Sacrificing range and speed for 50% more healing
Description:
This spell can be activated automatically as soon as the user has sustained damage. An aura of dark, negative energy appears around the caster's head or around the head of a single ally in melee range, resembling a twisted, dark halo. The negative energy instantly reverses damage sustained by the one who holds the halo, no matter the source, through force which manifests the concept of reversal, healing them for spell HP. Further, for the duration of the spell, the affected target receives a 70% buff to spell range.
Name: ᚡᚪᚴᛋ ᚡᚪᛃᛏᚣ (Voice of Life)
Rank: S
MP Cost: N/a
Category: Supportive
Type: Single Target, Buff
Healing: 180 HP
Range: Self / Melee
Speed: Self / Melee
Duration: 10
Downside: Sacrificing range and speed for 50% more healing
Description:
This spell can be activated automatically as soon as the user has sustained damage. An aura of dark energy surrounds the caster's form or the form of an ally in melee range, black strings of pure, negative energy emanating from the affected, a strange feeling surging through their body. The negative energy instantly reverses damage sustained by the one who bears the voice, no matter the source, through force which manifests the concept of reversal, healing them for spell HP. Further, for the duration of the spell, the affected target receives a 70% buff to spell range.
Name: ᛐᚢᛐᛂᛚᛆ ᚡᚪᛃᛏᚣ (Protection of Life)
Rank: S
MP Cost: N/a
Category: Supportive
Type: Single Target, Buff
Healing: 180 HP
Range: Self / Melee
Speed: Self / Melee
Duration: 10
Downside: Sacrificing range and speed for 50% more healing
Description:
This spell can be activated automatically as soon as the user has sustained damage. An aura of dark energy surrounds the caster's form or the form of an ally in melee range, black strings of pure, negative energy emanating from the affected, a strange feeling surging through their body. The negative energy instantly reverses damage sustained by the one who is blessed with the protection, no matter the source, through force which manifests the concept of reversal, healing them for spell HP. Further, for the duration of the spell, the affected target receives a 70% buff to spell range.
Name: ᛒᛂᚿᛂᚠᛁᚲᛁᛆᛘ ᚡᚪᛃᛏᚣ (Blessing of Life)
Rank: S
MP Cost: N/a
Category: Supportive
Type: Single Target, Buff
Healing: 180 HP
Range: Self / Melee
Speed: Self / Melee
Duration: 10
Downside: Sacrificing range and speed for 50% more healing
Description:
This spell can be activated automatically as soon as the user has sustained damage. An aura of dark energy surrounds the caster's form or the form of an ally in melee range, black strings of pure, negative energy emanating from the affected, a strange feeling surging through their body. The negative energy instantly reverses damage sustained by the one who is blessed with the protection, no matter the source, through force which manifests the concept of reversal, healing them for spell HP. Further, for the duration of the spell, the affected target receives a 70% buff to spell range.
Name: ᛁᚿᚠᛁᛐᛁᛆᛚᛁᛋ ᚡᚪᛃᛏᚣ (Twist of Life)
Rank: S
MP Cost: N/a
Category: Supportive
Type: Single Target, Buff
Healing: 180 HP
Range: Self / Melee
Speed: Self / Melee
Duration: 10
Downside: Sacrificing range and speed for 50% more healing
Description:
This spell can be activated automatically as soon as the user has sustained damage. Time seemingly starts to flow backward for the caster's or an ally's body in melee range. The negative energy instantly reverses damage sustained by the one who is blessed with it, no matter the source, through force which manifests the concept of reversal, healing them for spell HP. Further, for the duration of the spell, the affected target receives a 70% buff to spell range.
- B Rank Spells - 5:
Name: ᚠᛂᛋᛐᛁᚿᛆ (Haste)
Rank: B
Category: Auxiliary
Type: Passive
Description: Increases spell speed by 50% passively.
Name: ᛔᚮᛐᛂᚿᛐᛁᛆ (Force)
Rank: B
Category: Auxiliary
Type: Passive
Description: Increases MP by 50% passively.
Name: ᚠᚮᚱᛐᚢᚿᚮ (Blessing)
Rank: B
Category: Auxiliary
Type: Passive
Description: Increases spell damage by 50% passively.
Name: ᛐᚱᛆᚿᛋᚢᛂᚱᛋᚮ (Reversal)
Rank: B
Category: Auxiliary
Type: Passive
Description: Increases MP by 50% passively.
Name: ᛔᛋᛆᛚᛘᚢᛋ (Psalm)
Rank: B
Category: Auxiliary
Type: Passive
Description: Increases spell MP cost reduction by 50% passively.
- A Rank Spells - 9:
Name: ᛋᛆᚵᛁᛐᛐᛆ ᛔᛂᚿᛂᛐᚱᛆᛒᛁᛚᛁᚮᚱ (Spatial Pierce)
Rank: B
MP Cost: 100 MP
Category: Supportive
Type: Burst, Teleport, Buff
Healing: 150 HP per post
Range: 75 m
Speed: Self
Duration: 7
Downside: Doubled base MP cost for 50% stronger buff. 7 post cooldown after use for 50% more healing
Description:
Utilizing any of the forces controlled by the magic, the user can activate this ability and, once per post, use it to instantly teleport to any given location within the spell's range. As soon as this spell is activated, the user retains some of the energy in question used to produce the spell within their body, increasing their spell damage by 97% for the duration of the spell. The user heals 150 HP of damage every post this spell is active.
Name: ᛖᚾᚣ (First Sequence of the Einherjar)
Rank: A
MP Cost: 100 MP
Category: Offensive, Defensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Durability: 150 HP
Range: Self
Speed: Self
Duration: 7
Downside: Doubled base MP cost for 50% stronger 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 spell damage of those affected by the spell is increased by 97% for the duration of the spell. The runic circle further acts as protection for the user and up to 6 other targets they can touch in their melee range, covering their skin in an aura that can take up to 150 HP in damage before breaking, restoring its durability up to full once per post as the spell is recast. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᛑᛁᚮ (Second Sequence of the Einherjar)
Rank: A
MP Cost: 100 MP
Category: Offensive, Defensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Durability: 150 HP
Range: Self
Speed: Self
Duration: 7
Downside: Doubled base MP cost for 50% stronger 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 spell damage of those affected by the spell is increased by 97% for the duration of the spell. The runic circle further acts as protection for the user and up to 6 other targets they can touch in their melee range, covering their skin in an aura that can take up to 150 HP in damage before breaking, restoring its durability up to full once per post as the spell is recast. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᛐᚱᛁᛆ (Third Sequence of the Einherjar)
Rank: A
MP Cost: 100 MP
Category: Offensive, Defensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Durability: 150 HP
Range: Self
Speed: Self
Duration: 7
Downside: Doubled base MP cost for 50% stronger 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 spell damage of those affected by the spell is increased by 97% for the duration of the spell. The runic circle further acts as protection for the user and up to 6 other targets they can touch in their melee range, covering their skin in an aura that can take up to 150 HP in damage before breaking, restoring its durability up to full once per post as the spell is recast. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᛐᛂᛋᛋᛂᚱᛆ (Fourth Sequence of the Einherjar)
Rank: A
MP Cost: 100 MP
Category: Offensive, Defensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Durability: 150 HP
Range: Self
Speed: Self
Duration: 7
Downside: Doubled base MP cost for 50% stronger 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 spell damage of those affected by the spell is increased by 97% for the duration of the spell. The runic circle further acts as protection for the user and up to 6 other targets they can touch in their melee range, covering their skin in an aura that can take up to 150 HP in damage before breaking, restoring its durability up to full once per post as the spell is recast. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᛔᛂᚿᛐᛂ (Fifth Sequence of the Einherjar)
Rank: A
MP Cost: 100 MP
Category: Offensive, Defensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Durability: 150 HP
Range: Self
Speed: Self
Duration: 7
Downside: Doubled base MP cost for 50% stronger 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 spell damage of those affected by the spell is increased by 97% for the duration of the spell. The runic circle further acts as protection for the user and up to 6 other targets they can touch in their melee range, covering their skin in an aura that can take up to 150 HP in damage before breaking, restoring its durability up to full once per post as the spell is recast. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᛂᛪᛁ (Sixth Sequence of the Einherjar)
Rank: A
MP Cost: 100 MP
Category: Offensive, Defensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Durability: 150 HP
Range: Self
Speed: Self
Duration: 7
Downside: Doubled base MP cost for 50% stronger 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 spell damage of those affected by the spell is increased by 97% for the duration of the spell. The runic circle further acts as protection for the user and up to 6 other targets they can touch in their melee range, covering their skin in an aura that can take up to 150 HP in damage before breaking, restoring its durability up to full once per post as the spell is recast. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᛂᛔᛐᛆ (Seventh Sequence of the Einherjar)
Rank: A
MP Cost: 100 MP
Category: Offensive, Defensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Durability: 150 HP
Range: Self
Speed: Self
Duration: 7
Downside: Doubled base MP cost for 50% stronger 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 spell damage of those affected by the spell is increased by 97% for the duration of the spell. The runic circle further acts as protection for the user and up to 6 other targets they can touch in their melee range, covering their skin in an aura that can take up to 150 HP in damage before breaking, restoring its durability up to full once per post as the spell is recast. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᚮᚲᛐᚮ (Eighth Sequence of the Einherjar)
Rank: A
MP Cost: 100 MP
Category: Offensive, Defensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Durability: 150 HP
Range: Self
Speed: Self
Duration: 7
Downside: Doubled base MP cost for 50% stronger 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 spell damage of those affected by the spell is increased by 97% for the duration of the spell. The runic circle further acts as protection for the user and up to 6 other targets they can touch in their melee range, covering their skin in an aura that can take up to 150 HP in damage before breaking, restoring its durability up to full once per post as the spell is recast.
- S Rank Spells - 6:
Name: ᛑᛂᛪᛁ (Right Arm of the Einherjar)
Rank: S
Take-Over Type: Partial Take Over
Grade: Normal
Take-Over Buff: +52% Spell Range
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's right arm transforms into the arm of the Einherjar, the angelic side of Mars. The skin of the affected limb takes on an ashen-white color.
Abilities:
Name: Ashen Hand
Rank: S
MP Cost: 120 MP
Category: Auxiliary
Type: Burst, Buff, Teleport, Mobility
Damage: N/a
Range: 100 m
Speed: 100 m/s
Duration: 10
Downside: Doubled base MP cost for 50% stronger buff
Description:
This ability can be activated automatically as soon as the Take Over is cast. The user accumulates energy within their body, increasing their spell speed by 105% for the duration of the ability. Once per post for the ability's duration, the user can use one of the associated forces to teleport anywhere within spell range instantaneously. Further, the user can use one of the associated forces to, once per post for the ability's duration, move to any point within the ability's range at the ability's speed.
Name: ᛆᚱᛁᛋᛐᛂᚱᛆ (Left Arm of the Einherjar)
Rank:
Take-Over Type: Partial Take Over
Grade: Normal
Take-Over Buff: +52% Spell Range
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's left arm transforms into the arm of the Einherjar, the angelic side of Mars. The skin of the affected limb takes on an ashen-white color.
Abilities:
Name: Force Ripple
Rank: S
MP Cost: 120 MP
Category: Auxiliary
Type: Burst, Buff, Teleport, Mobility
Damage: N/a
Range: 100 m
Speed: 100 m/s
Duration: 10
Downside: Doubled base MP cost for 50% stronger buff
Description:
This ability can be activated automatically as soon as the Take Over is cast. The user accumulates energy within their body, increasing their spell speed by 105% for the duration of the ability. Once per post for the ability's duration, the user can use one of the associated forces to teleport anywhere within spell range instantaneously. Further, the user can use one of the associated forces to, once per post for the ability's duration, move to any point within the ability's range at the ability's speed.
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- H Rank Spell:
Name: ᛂᛪᚮᚢᛋᛁᛆ (Power)
Rank: S
MP Cost: 140 MP
Category: Offensive, Defensive
Type: Burst, Buff, Teleport
Damage: 210 HP
Durability: 420 HP
Range: 300 m
Speed: 150 m/s
Duration: 20
Downside: Doubled base MP cost for 50% more damage. User must sacrifice 70 HP upon casting of this ability for 50% more durability
Description:
The user concentrates any of the magic's associated energies within his body, increasing his spell damage by 75% for the duration of the spell. Once per post for the spell's duration, the user can tap into the stored energies, enabling them to instantly teleport to anywhere within the spell's range. Upon reappearing, the user can release a visible pulse of the associated energy in a dome around themselves, beginning at their position and spreading out to max spell range at the spell's speed into all directions, dealing damage to everything hit by it according to the type of energy used as described in the "Consecrated Energy" Unique Ability. Further, the energy used in the spell remains within the user's body, acting as a barrier of the associated force around their form, which can take up to 420 HP of incoming damage before breaking. The barrier restores its durability to full once per post for the spell's duration as it is recast.
Last edited by Johann on 7th August 2020, 5:45 am; edited 45 times in total