Floor of the Warrior Kobolds The enemies of this floor are Warrior Kobolds. Unlike the weak goblins of other floors, Kobolds are physically strong humanoid beasts that dedicate their entire lives to fighting and polishing their skills. Standing in their two legs at 1.7 meters height, most Warrior Kobolds are fairly proficient in the use of weapons and armor in combat. Only a few of them specialize in combat magic though, able to fire offensive spells against their enemies or buff their allies. Floor Description: The Floor of the Warrior Kobolds appears as the heart of an active volcano, rivers, and pools of lava flood a 200 by 50 meter area. There are numerous large patches of hardened rock here and there, making for stepping ground in an otherwise unpassable terrain. Objective: As soon as you enter the place, a Kobold Shaman will detect your presence and cast a spell that makes the lava rise slowly. Defeat all of the Warrior Kobolds and leave through the large door that appears before the lava level rises enough to cover the entire floor. Difficulty: Medium or Hard Enemies: There are a bunch of Warrior Kobolds scattered across the floor wielding rare weapons and armor. Some of them are armed with bows, so be careful of their ranged attacks. The Warrior Kobolds are stronger than the average human and are able to fight proficiency in the terrain. Furthermore, there is a group of 5 Shaman Kobolds that are able to use fire magic to cast long-range attacks and buff the rest of their allies' stats. Hidden Objective: Each participant may roll one dice after each post starting at their 2nd post. Should they roll a number above 95 they claim a Custom Unique. The first person in the team rolling above 95 gets the reward. Others are no longer eligible. |
Exposed mechanism in Kon’s prosthetic arm twitched and groaned as they bound together. His last two fingers were immoveable no matter how much he tried. Clutching a multitool in his other golden clad hand, Kon manipulated the fine circuitry inside teasing out the wires from one another. A grimace grew on his face as he struggled with his non-dominant hand. Slamming the table before him, in a fit of rage, Kon looked on as shards of wood splintered around him, turning into gold as they fell to the ground. “Bah!” He roared as he threw the instrument across the room and placed the plating over his arm, freezing it in place with some ice. It appeared as though he needed a specialist, for now he’d be operating with a three fingered arm. Fortunately it was only his fine motor skills that had been affected. The energy within the prosthetic itself remained unaffected. Something which may or may not come into play sooner rather than later.
Kon’s assumptions came true as his body became hazed in a mist of magic, distinct, raw, old. Moment by moment Kon lost his form without any pain instead feeling a noticeable, uncomfortable heat building up around him. Tones of red and brown shifted into his vision as his eyes transitioned to wherever he was going, Kon hastily tapped his chest multiple times as his companion, timcanpy came to and tethered to him both physically and magically teleporting alongside him in his pocket. With each tap additional layers of ice buildup around his body save for his gauntlet. Raising up his left hand in front of him, clenching and creating an icicle as sharp as a razor ready to be thrown at friend or foe. His right hand meanwhile was drawn back ready to bring out a bolt of lightning should he be confronted by multiple targets.
The environment around him was like nothing he had seen before, only read about, undoubtedly the heart of a volcano, with molten rock bubbling only a few meters from him, while he stood upon terra firma, albeit scolding hot. Plumes of gas blew passed him only filtered through with his ice. While he could heal himself of any ailments caused by breathing in such noxious fumes, Kon had no intention of letting that happen voluntarily. For now Kon would need to was figure out just what the hell was happening.
401/2000
- Stats:
Strength: 271 (71 + 200 [Mida's Gauntlet])- 2x S-Rank Damage on left hand.
- 1x A-Rank Damage on right hand
Speed: 136 (76 + 60 [Asmaan Earring])- 12.5 M/s Lunge
- 25 m/s Run
Constitution: 105- 2x S-Rank Durability
- 5 Post Running Duration
- Dash once per post
Endurance: 96- B-Rank Limb Durability
Intelligence: 506- 80% Mana Reduction (60% from Intelligence + 20% from Overcharge)
- 60% Word Count Reduction
- 4 Post Cool-Down Reduction (Tempo Ring, Hessiod Amulet, Overcharge, Medium Magic Enhancement)
Perks:
Current Effects:- 6x S-Rank Durability Body Defense Spell
- 2x S-Rank Damage on left hand.
- Equipment:
- Weapon
- Name: Stormcaller
Type: Bow
Handling: Two-Handed
Class: Legendary
Element: Lightning
Durability: 2x S-Rank
Description: A bow that calls upon the power of thunder.
Details: The bow is 2 meters long.- Abilities
- Thunderclap: When an arrow hits a target, it produces a loud sound like thunder. This sound is powerful enough to deafen the target for their next two posts. The wielder of the weapon is not affected.
- Thunderclap: When an arrow hits a target, it produces a loud sound like thunder. This sound is powerful enough to deafen the target for their next two posts. The wielder of the weapon is not affected.
- Spells
Spells:- Name: Arrow Shot
Rank: D
Mana Cost: 25
Requirements: Stormcaller Bow
Type: Offensive
Element: Lightning
Range: 10 Meters
Cooldown: 1 Post
Duration: Instant
Effect: The user holds the bow steady with one hand and begins to pulls the string with their other hand. As the string is being pulled back, a 30 centimeter arrow of mana begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target. - Name: Arrow Shot
Rank: C
Mana Cost: 50
Requirements: Stormcaller Bow
Type: Offensive
Element: Lightning
Range: 15 Meters
Cooldown: 2 Posts
Duration: Instant
Effect: The user holds the bow steady with one hand and begins to pulls the string with their other hand. As the string is being pulled back, a 30 centimeter arrow of mana begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target. - Name: Arrow Shot
Rank: B
Mana Cost: 100
Requirements: Stormcaller Bow
Type: Offensive
Element: Lightning
Range: 20 Meters
Cooldown: 3 Post
Duration: Instant
Effect: The user holds the bow steady with one hand and begins to pulls the string with their other hand. As the string is being pulled back, a 30 centimeter arrow of mana begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target. - Name: Arrow Shot
Rank: A
Mana Cost: 200
Requirements: Stormcaller Bow
Type: Offensive
Element: Lightning
Range: 25 Meters
Cooldown: 4 Post
Duration: Instant
Effect: The user holds the bow steady with one hand and begins to pulls the string with their other hand. As the string is being pulled back, a 30 centimeter arrow of mana begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target. - Name: Arrow Shot
Rank: S
Mana Cost: 500
Requirements: Stormcaller Bow
Type: Offensive
Element: Lightning
Range: 30 Meters
Cooldown: 5 Post
Duration: Instant
Effect: The user holds the bow steady with one hand and begins to pulls the string with their other hand. As the string is being pulled back, a 30 centimeter arrow of mana begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target. - Name: Shock Barrage
Rank: A
Mana Cost: 200
Requirements: None
Type: Offensive
Element: Lightning
Range: 25 Meters
Cooldown: 4 Posts
Duration: Instant
Effect: The user holds the bow steady with one hand and begins to pulls the string with their other hand while aiming it at the sky. The arrow is then shot upwards. The second magic circle will appear somewhere on the ground with a diameter of 5 meters. The arrow will land in the middle of that circle and damage everyone within the AoE. - Name: Wrath of the Storm
Rank: S
Mana Cost: 1000
Requirements: Stormcaller Bow
Type: Offensive
Element: Lightning
Range: ~
Cooldown: Once Per Topic
Duration: Sustain
Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand while aiming it at the sky. An arrow is then shot upwards. Suddenly, thunderclouds will form and a storm will begin. This storm will rage throughout the topic until the user runs out of mana or decides to cancel it. As the storm is ongoing, every player in the topic—excluding the user—will be assigned a number. This is done by dividing 100 by the number of people in the topic excluding the user. The user must state these numbers and the names they're attached to the moment they use this spell. Starting from the moment the spell is cast, the user may roll a dice (including the first time this spell is cast). They may not edit the number ranges after the rolling begins. Based on whose name it rolled on, thunder will strike down from the skies randomly and hit that person, dealing S-Rank lightning magical damage. This is instantaneous and cannot be dodged. However, it does not go through armour or shields.
- Name: Arrow Shot
- Off-Hand
- Name: Midas' Gauntlet
Slot: Weapon
Type: Hand
Class: Mythic
Quantity: Limited
Element: Light
Damage: +200
Durability: Indestructible
Description: A large gauntlet that was made from the purest gold in all the land and heavens. Said to be by the Gods themselves. This gauntlet was forged and blessed with the power to turn objects and spells into gold. It is seen as a gift to its owner blessing them with great wealth and prosperity, but it is a great curse.
History: The Gauntlet of Midas, forged from the finest and purest gold in all the land and heavens. It was said the gauntlet was forged by the Gods themselves and blessed to grant whoever wore it with great wealth and prosperity. The gauntlet was handed down to Midas of Bosco.
The gauntlet was a gift to help his homeland prosper during the great Seraphim Demon threat. Its ability to turn all objects and spells into gold made Midas a powerful warrior in his own right. But power and wealth corrupts. The power of the gauntlet corrupted Midas, manifesting into violent paranoia that everyone was out to steal it from him.
Midas wanted to keep the power of the gauntlet to himself so he turned on his own allies and sided with Illumin. Vengeful from Midas' betrayal the gods bound Midas' soul into the gauntlet so he could never enter Illumin's Grace- Requirements
- The user does not have to be of a class that can wield off-hand weapons but can be used in the off-hand slot.
- Users that have collected a relic may ignore any pre-existing requirement for any of the nine. They also receive a 50% discount as the finder of the relic weapon while receiving a 25% discount for all other relic weapons, no other discount apply when purchasing a relic weapon.
- The user does not have to be of a class that can wield off-hand weapons but can be used in the off-hand slot.
- Drawbacks
- Paranoia: The Spirit of Midas inside the Gauntlet carries on his strong desire to keep the Gauntlet to himself, this spreads to the current bearer. Midas' corrupted will affects the user with a strong desire to protect and keep the gauntlet from others, eventually turning into paranoia.
- Fused: The Midas' Gauntlet is permanently fixed to the user's hand until their death or the loss of the hand.
- Paranoia: The Spirit of Midas inside the Gauntlet carries on his strong desire to keep the Gauntlet to himself, this spreads to the current bearer. Midas' corrupted will affects the user with a strong desire to protect and keep the gauntlet from others, eventually turning into paranoia.
- Abilities
- Golden Touch: Anything struck by the Midas' Gauntlet will immediately turn to gold and become immobile if the target's overall or limb durability reaches its limits the effect will apply across the limb or the entire rest of the targets body. Note: This effect does not apply to the user or their equipment.
- Midas' Nullification: Midas' Gauntlet can turn spells into gold upon hitting it. The wielder must pay the same amount of mana as the spell they are hitting to transmute it.
- Golden Touch: Anything struck by the Midas' Gauntlet will immediately turn to gold and become immobile if the target's overall or limb durability reaches its limits the effect will apply across the limb or the entire rest of the targets body. Note: This effect does not apply to the user or their equipment.
- Earrings
- Name: Asmaan Earrings
Type: Earrings
Class: Legendary
Quantity: Unlimited
Element: Arcane
Durability: Indestructible- Bonus
Speed: +60
- Ring
- Name: Tempo Ring
Type: Ring
Class: Unique
Quantity: Unlimited
Element: Arcane
Durability: 1x S-Rank- Abilities
The user receives 1-post cooldown reduction in all their spells.
- Necklace
- Name: Hesiod Amulet
Type: Amulet
Class: Unique
Quantity: Unlimited
Element: Arcane
Durability: 1x S-Rank- Abilities
The user receives 1-post cooldown reduction in all their spells.
- Helm
- Name: Agatha's Mask
Slot: Head
Type: Mask
Class: Rare
Weight: Light
Quantity: Limited
Element: Arcane
Durability: 1x B-Rank- Bonus
Spell:- Name: Agatha's Illusion
Rank: B
Mana Cost: 100
Requirements: None
Type: Supplementary
Element: Arcane
Range: Self
Cooldown: 5 Posts
Duration: Sustain
Effect: The user can use this spell to change their appearance. The spell does not allow the user to change their appearance into that of an existing person (whether it's a player or non-player, dead or alive). The user can also change their appearance into that of a human if they're not human. The height of the user is not altered through this spell.
- Name: Agatha's Illusion
- Relic
- Name: Millennium Eye
Type: Eye
Class: Legendary
Quantity: Limited
Element: Arcane
Durability: Indestructible- Abilities
- Power Scouter: When looking at a target, the user can see the amount of mana they posses and their exact distribution of attribute points. They cannot mention the number to others since it would make no sense to them, but the user can make perfect sense of the value they see.
- Type Scouter: The user can see the type (Offensive, Defensive, Supplementary etc.) of a spell when looking at one, and also the elemental-type to which that spell belongs. The user can also see which type of mana a target possesses when looking at them (Fire, Water, Earth etc.).
- Mana Seeker: The user can see mana with the Millennium Eye. Therefore, even if their vision is completely blurred or the target is invisible, they can still see the silhouettes of whoever that possesses mana. Depending on how much mana they possess, the silhouette appears brighter or dimmer.
- Power Scouter: When looking at a target, the user can see the amount of mana they posses and their exact distribution of attribute points. They cannot mention the number to others since it would make no sense to them, but the user can make perfect sense of the value they see.
- Companion
- Name: Timcanpy
Slot: Companion
Race: Construct
Class: Legendary
Quantity: Limited
Element: Light
Mana: 2000
Statistics:- Strength: 1
- Constitution: 121
- Speed: 31
Physiology: Timcanpy is a simple minded, though incredibly curious about the world, its naivety frequently gets it and its owner into troublesome situations. Despite its appearance it is remarkably expressive with its movement. Timcanpy is a small, golden ball-like being with four, stubby legs, the front two of which he can form little "fingers" with, a long tail that ends in a thick swirl, and two feathered wings. A cross fleury adorns his "face", and above it are two small horns. He does also has a mouth, teeth and tongue, which he has recently learned to eat with. Despite having most of the components to speak it, it is unable to after being cursed by the maker’s rival.- Perks
- Matched Speed: While tethered, the wisp may travel at the same speed as their tethered partner.
- Flight: The companion is capable of flight, and can cover up to one meters above the ground or match the height of their tethered partner.
- Matched Speed: While tethered, the wisp may travel at the same speed as their tethered partner.
- Spells
Spells:- Name: Overcharge
Rank: A
Mana Cost: 200
Requirements: None
Type: Supplementary
Element: Light
Range: Nil
Cooldown: 4
Duration: Sustain
Effect: Timcanpy may overcharge itself allowing it to use the rest of his abilities more frequently and more efficiently, contextually receiving a 1 post cool-down reduction and a 10% mana reduction. This effect carries over to those tethered to Timcanpy. - Name: Tether
Rank: A
Mana Cost: 200
Requirements: None
Type: Supplementary
Element: Light
Range: 20 meters
Cooldown: 4 Posts
Duration: Sustain
Effect: Timcanpy throws a beam at a target which will pull the spirit within 5 meters of them if they are more than 15 meters away while Io is tethered to the target, the target will receive 1xA rank worth of healing that Timcanpy receives on top of any healing that the target gains from other methods. If the target or Timcanpy leaves the maximum range of 20 meters the tether will break.
- Name: Overcharge
- Strength: 1
- Mana/Spells:
Mana: 7,180/7,300 (7,300 - 120 [3x Crystal Coat]])
Name: Crystal Coat
Rank: A
Mana Cost: 200
Requirements: Coldheart Magic
Type: Defensive
Element: Ice
Range: -
Cooldown: 4 Posts
Duration: Sustain
Effect: The user taps their chest and applies the spell by touching a target covering them in a defensive spell with 2x S-Rank durability. The cover can be applied to both the user and to others and may be manipulated for what it covers when first casting the spell. I.e whether it covers certain body parts, or certain pieces of equipment. The cover itself is partially transparent, creating no glare in the sunlight nor capable of impairing the vision of the recipient.
Companion Mana: 1,640/2,000 (2,000 - 180 [Tether] - 180 [Overcharge])
[*]Name: Overcharge
Rank: A
Mana Cost: 200
Requirements: None
Type: Supplementary
Element: Light
Range: Nil
Cooldown: 4
Duration: Sustain
Effect: Timcanpy may overcharge itself allowing it to use the rest of his abilities more frequently and more efficiently, contextually receiving a 1 post cool-down reduction and a 10% mana reduction. This effect carries over to those tethered to Timcanpy.
[*]Name: Tether
Rank: A
Mana Cost: 200
Requirements: None
Type: Supplementary
Element: Light
Range: 20 meters
Cooldown: 4 Posts
Duration: Sustain
Effect: Timcanpy throws a beam at a target which will pull the spirit within 5 meters of them if they are more than 15 meters away while Io is tethered to the target, the target will receive 1xA rank worth of healing that Timcanpy receives on top of any healing that the target gains from other methods. If the target or Timcanpy leaves the maximum range of 20 meters the tether will break.
Last edited by Kon on Sun 28 Jun 2020, 23:21; edited 1 time in total