Even in the short distance between them, Kon in his haste was able to shoot off a single bolt allowing for the fiery rage to continue on the albino werewolf who was still draped in a layer of lingering flames. Lucretia would not remain stationary during this bout, with them instead of charging directly at him strangely going for Kon’s golden gilded prosthetic arm. Hoping to shield both himself and his Rama’s Bow, Kon shifted his stance leading towards his opponent with his right side at the forefront and left turning back with a quick sidestep back with his left foot. This allowed him to fully use his arm to bear the brunt of the force from Lucretia’s penetrating strike causing Kon to feel a resonating shock across his body almost vibrating the man with the level of force. Much to Kon’s surprise, a light scratch formed where he had blocked the blow. Continuing to feel the blade of the spear slide down his prosthetic arm, Kon readied himself to dash past the overextended weapon towards his foe directly.
With the strength of ten men, Kon pushed off from the charred ground with both feet causing the blackened soil to spew out from the immense force and two craters to take form. Somewhat counterintuitive to his previous actions, Kon would utilize his bow in a far more offensive capacity at close range using its great length to add his reach. As he had already done so multiple times in this bout, Kon would go after Lucretia’s now heavily injured leg which would either put them out of action from the sheer overwhelming overall pain they had received from Kon’s successful, consecutive series of blows dealt with the white wolf. He was frankly surprised to see that the beast was still capable of standing but the durability and fortitude of that subspecies were renowned for a reason.
Given the short distance between them and Lucretia's position, Kon would more than likely be able to strike the werewolf, the question at hand would be how much would he suffer as a consequence. Already he could tell from his millennium eye that his opponent was struggling and they were engulfed in the still lingering flames but he would be a fool to let down his guard. The sideswipe would begin just as Kon made his initial step on his left, with the upper limb of the bow itself mimicking the blade of a sword in all but its cutting edge. The sheer power that Kon would deliver in this strike would more than overcome the durability of his fellow guildmate’s leg leaving them crippled at a minimum. Should Lucretia somehow still remain standing from such a blow, He’d continue to assail them with a backswing upwards to their chest.
Alarm bells were still going off as was appropriate for being within the melee range of the werewolf. In all honesty, he hadn’t experienced fighting all that many werewolves, so this was a fantastic opportunity. It was also one that he’d like to repeat again in the future, perhaps after the two had fought and they had recovered from the various injuries they had sustained from one another, the two would fight again. Hopefully the next time they did fight it would be away from the guild building or any building in all honesty as Kon would undoubtedly attempt to do something similar once more. Whether or not Lucetria would fall for the same trick again would be questionable, he’d definitely have to up his game if they were to fight in earnest.
Maybe in a less open environment, perhaps a thick forest that would make Kon’s current strategies a lot harder to achieve, or something even more restrictive such as a fixed zone of fighting rather than the freestyle they were doing right now. There wasn’t much in the way of an arena or tournament that the two could sign up to fight against one another with the exception of the Baska Tournament but he wasn’t a large fan of the gutter fest, to begin with. He had heard of such things in other countries, only rumours and speculation, but nothing concrete. There were hints that something in Seven was growing but he was still hesitant to believe such things. The most important thing for the two of them was the person directly in front of them, Lucetria Kon, Kon Lucetria. Of course, Kon was more concerned with Lucetria’s well being at this point, they would be on the downturn very quick and Kon didn’t want to be burdened with the knowledge of their harm or even death.
- Attributes
Strength: 501 + 60 (The Singularity) Adjusted Strength 561 Speed: 251 + 60 (Asmaan Earrings) - 60 (The Singularity) - 60 (Urdurain) Adjusted Speed: 191 Constitution: 121 - 4x S-Rank Durability
- 7 Post Running Duration
- Dash Thrice per post
Endurance: 126 - 2x S-Rank Limb Durability
- 30% Weapon Mastery WC Reduction
Intelligence: 251 - 50% Mana Reduction
- 50% Word Count Reduction
Mana: 5,950/8750 Spells Cast: Lock-On (upon Lucretia), Arrow Shot (A-Rank) (Aimed at Lucretia's right leg)
- Equipment
- Weapon
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Name: Rama's Bow Slot: Weapon Type: Bow Class: Mythic Quantity: Limited Element: Fire Durability: 3x S-Rank
- Effects
- Long Shot: The user receives a 10 meters range increase to the spells attached to Rama's Bow.
- Speed Shot: The user receives a 10 m/s speed increase to the spells attached to Rama's Bow.
- Big Shot: The user receives a size increase of 10 meters to the AoE spell attached to Rama's Bow.
- Rama's Fiery Rage: Upon dealing damage with a spell from Rama's Bow, the target will suffer Fire-type damage over time for 2 more posts. The lingering additional damage is 1 rank lower than the rank of the spell. The effect does not stack should the target be hit multiple times, however, it will reset the duration of the damage over time. Should the target be hit by a spell ranked lower than the highest-ranked damage over time applied to a target, it will not decrease the damage. Rama's Fiery Rage is unaffected by additional damage through modifiers.
- Spells
- Name: Arrow Shot
Rank: D Mana Cost: 25 Requirements: Rama's Bow Type: Offensive Element: Fire Range: 10 Meters Cooldown: 1 Post Duration: Instant Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow 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: Rama's Bow Type: Offensive Element: Fire Range: 15 Meters Cooldown: 2 Posts Duration: Instant Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow 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: Rama's Bow Type: Offensive Element: Fire Range: 20 Meters Cooldown: 3 Posts Duration: Instant Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow 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: Rama's Bow Type: Offensive Element: Fire Range: 25 Meters Cooldown: 4 Posts Duration: Instant Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow 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: Rama's Bow Type: Offensive Element: Fire Range: 30 Meters Cooldown: 5 Posts Duration: Instant Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.
- Name: Meteor Shower
Rank: A Mana Cost: 200 Requirements: Rama's Bow Type: Offensive Element: Fire Range: 25 Meters Cooldown: 4 Posts Duration: Instant Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow up into the air. The arrow then curves and descends towards the user's target location. As the arrow descends, it changes into a meteor shower that rains down on an 8-meter diameter area.
- Name: Meteor Shot
Rank: S Mana Cost: 500 Requirements: Rama's Bow Type: Offensive Element: Fire Range: 30 Meters Cooldown: 5 Posts Duration: Instant Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target. As the arrow is released, it becomes a giant meteor with a width and height of 10 meters.
- Name: Searing Shot
Rank: S Mana Cost: 500 Requirements: Rama's Bow Type: Offensive Element: Fire Range: 30 Meters Cooldown: 5 Posts Duration: Instant Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target. Searing Shot is incredibly hot. Thus, it deals damage to both the equipment of the target and the target themselves.
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- Off-Hand
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Name: Urdurain Type: Off-Hand Weight: Heavy Class: Legendary Element: Lightning Durability: Indestructible
- Effects
- Indestructible: The item is indestructible.
- Drawbacks
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- Armor
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Name: The Singularity Slot: Armor Type: Heavy Armor Class: Legendary Weight: Heavy Quantity: Custom Quantity: Arcane Durability: 3x S-Rank
- Drawback
Speed: -60
- Bonus
Strength: +60
- Spells
- Name: Gravitational Singularity
Rank: S Mana Cost: 10% of Total Base Mana Requirements: The Singularity Type: Supplementary Element: Light Range: Self Cooldown: 5 posts Duration: Sustain Effect: The user pulls the void into themselves causing them and their equipment to instantly reduce to a quarter of their original size. Â They are fully capable of casting magic and physically attacking. This is a transformation and not a spell. Therefore, it cannot be canceled by artefacts or magics that can cancel spells.
- Name: Lock-down
Rank: A-Rank Mana Cost: 200 Requirements: The Singularity Type: Offensive Element: Arcane Range: 20 meters Cooldown: 4 posts Duration: Instant Effect: The user draws back their arm towards them before clicking their fingers at a location or target to cast this spell, a magic circle will appear from below the location and at the user’s hand before a wave of energy 4 meters in diameter grows in mass at the focal point after the equivalent time to travel from the user to the location has passed. This wave will then compound into itself and dealing 1x A-Rank damage to everything in the area.
- Name: Gravity Push
Rank: B-Rank Mana Cost: 100 Requirements: The Singularity Type: Supplementary Element: Arcane Range: 2 meters Cooldown: 3 posts Duration: Instant Effect: The user slams their hands together creating a powerful blast that surrounds them pushing away everything that is within 2 meters of them at spell speed before dispersing shortly after.
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- Helm
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Name: Pilot Cap Slot: Head Type: Cap Class: Legendary Weight: Light Quantity: Limited Quantity: Wind Durability: 1x S-Rank
- Effects
- Windcaller: The user receives a 1 post cooldown reduction on Wind-type spells.
- Top Gun: The user can fly twice as high with Flying-type spells.
- Aerial Pursuit: The user's acceleration period to reach their maximum speed is reduced by 1 second while flying compared to their movement speed on land.
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- Earrings
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Name: Asmaan Earrings Type: Earrings Class: Legendary Quantity: Unlimited Element: Arcane Durability: Indestructible
- Bonus
Speed: +60
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- Necklace
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Name: Everfrost Type: Necklace Class: Unique Quantity: Custom Element: Frost Durability: 1x S-Rank
- Effects
- Frost Shift: Everfrost is an enhanced gemstone that allows the user to change their item and magic spells cast to frost. Doing so will increase the mana cost of the spell by 50%.
Note: This does not affect racial transformations, spell transformations or innate abilities such as consumption.
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- Relic
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Name: Millennium Eye Type: Eye Class: Legendary Quantity: Limited Element: Arcane Durability: Indestructible
- Effects
- 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.
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- Modification
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Name: Ferion's Hawken Eye Slot: Modification Type: Eye Class: - Quantity: Limited Element: -
- Effects
- The user can see perfectly clear up to 100 meters. This means that if someone is holding a note 60 meters away, the user can read it as long as the line of vision is not obstructed.
- The user can see the trajectory of projectiles. The lines of projectiles (where they will land eventually) will appear as lines in their sight as they are moving. Should the user have enough time to react, they will always be able to determine where a projectile will land. This does not count for spells that can be moved around by the will of the user. Only static movements can be predicted where they will land. Imagine a baseball being thrown and you see a line in front of the baseball ending one meter next to your foot. Should you have enough time to react, you could still catch it cause you know where it will land. Or dodge it.
land.
- Spells
- Name: Marked
Rank: A Mana Cost: 200 Requirements: Ferion's Hawken Eye Type: Supplementary Element: Arcane Range: 100 Meters Cooldown: 1 Post Duration: Sustain Effect: The user can use the Marked spell on a target once they have viewed them in a topic. The user is capable of knowing the exact location of the target as long as they have been tagged by the Marked spell.
- Name: Lock-On
Rank: S Mana Cost: 500 Requirements: Ferion's Hawken Eye Type: Supplementary Element: Arcane Range: 100 Meters Cooldown: 1 Post Duration: Sustain Effect: The user can use the Lock-On spell on a target and Lock-On their projectiles while it is sustained. Each move (should it be projectiles, such as arrows) or spell (which serve as projectiles, such as bolts and blasts) will move towards the target up to its set range limit. A single arrow, fireball, or even worse. Once a targeted has been Locked-On, all projectiles of the user will chase them.
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- Companion
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Name: Timcanpy Slot: Companion Race: Construct Class: Legendary Quantity: Limited Element: Light Mana: 2000 Statistics: - Strength: 1
- Constitution: 121
- Speed: 31
- 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.
- 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.
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