Name: Artifact: Vigilance
Rank: Artifact
Type: Armor
Description:
Strengths:
Lightweight, does not hamper with Alexanders mobility in combat.
Despite being armor, it actually increases Alexander's offensive capability by reducing cooldown of Alexanders spells.
Effective Magical Energy protection by absorbing some spells.
Alexander does not require sleep while wearing this armor.
Lowers his own cooldown by literally fighting.
Weaknesses: Requires to be hit for Cooldown to go down and it must damage him.
Cooldown can only affect spells once.
Does not stop status effects, so can still be slowed.
Higher level spells still go through without being partially absorbed.
Does not stop physical non-magical attacks, just magical ones. So a super strength punch goes clean through this.
Removal of armor causes Alexander to be unconscious within 1 hour if the armor is not put back on. If that happens then he falls unconcious for 24 hours due to lack of sleep.
Abilities:
Magical Resistance: The armor will absorb some of the damage from a spell of equal rank or lower. When hit the damage of said magic, the damage is reduced to Alexander by a factor of 50% if its A-rank magic or lower. S-rank Damage is reduced by a factor of 25% damage, but H-ranks hit Alexander for the full amount. This protects him from physical damage, but does not stop status effect based magic like poison, slow, paralysis, deafness, etc. This magic allows Alexander to protect the people he cares for by staying ever vigilant. However this also does not stop damage from non-magical forces, so punches, kicks and other non-magical sources do not get negated.
Pain is Strength: Alexanders armor allows Alexander to transfer the pain of getting hit to a sort of energy to reduce cooldown. When Alexander is struck with any sort of damage all his cooldowns of spells at A-rank and below get reduced by 2 and all his S-rank spells by 1. Alexander needs to take actual damage from OTHER sources, not self-inflicted. Also this effect only happens one time for each individual spell. No staking damage to mass reduce cooldown of spells.
Rank: Artifact
Type: Armor
Description:
- Spoiler:
Strengths:
Lightweight, does not hamper with Alexanders mobility in combat.
Despite being armor, it actually increases Alexander's offensive capability by reducing cooldown of Alexanders spells.
Effective Magical Energy protection by absorbing some spells.
Alexander does not require sleep while wearing this armor.
Lowers his own cooldown by literally fighting.
Weaknesses: Requires to be hit for Cooldown to go down and it must damage him.
Cooldown can only affect spells once.
Does not stop status effects, so can still be slowed.
Higher level spells still go through without being partially absorbed.
Does not stop physical non-magical attacks, just magical ones. So a super strength punch goes clean through this.
Removal of armor causes Alexander to be unconscious within 1 hour if the armor is not put back on. If that happens then he falls unconcious for 24 hours due to lack of sleep.
Abilities:
Magical Resistance: The armor will absorb some of the damage from a spell of equal rank or lower. When hit the damage of said magic, the damage is reduced to Alexander by a factor of 50% if its A-rank magic or lower. S-rank Damage is reduced by a factor of 25% damage, but H-ranks hit Alexander for the full amount. This protects him from physical damage, but does not stop status effect based magic like poison, slow, paralysis, deafness, etc. This magic allows Alexander to protect the people he cares for by staying ever vigilant. However this also does not stop damage from non-magical forces, so punches, kicks and other non-magical sources do not get negated.
Pain is Strength: Alexanders armor allows Alexander to transfer the pain of getting hit to a sort of energy to reduce cooldown. When Alexander is struck with any sort of damage all his cooldowns of spells at A-rank and below get reduced by 2 and all his S-rank spells by 1. Alexander needs to take actual damage from OTHER sources, not self-inflicted. Also this effect only happens one time for each individual spell. No staking damage to mass reduce cooldown of spells.
Last edited by Zenneth on 26th April 2014, 6:23 pm; edited 7 times in total