Hurling tens of metres away from Kon, white hair littered the night sky as bits fell from Lucretia’s thick hide; it was almost beautiful to see them shine in the moonlight. In combination with the flames that were bringing them alight, they were a glorious torch for all to see around them, at least that would be the case if any were around. This great flicker of flames was only reinforced when the third arrow from his bow so far struck their hide. No matter how durable they were, the uncomfortable heat would certainly be getting to them. Their wellbeing was not of Kon’s concern that would happen once one of them hit the ground and he had to make sure that he wasn’t the one eating a dirt sandwich. Especially if he wanted to maintain his dignity as someone of his current standing. He was just so annoyed with himself right now, in the past he had so much more flexibility to deal with fights, now he was stuck working through conflicts and everyday reality without the aid of magic. His conflict with Eternal Nightmare had been an attestment to his own failings as a warrior, for how was he to help protect when he was as vulnerable as the reeds of straw that littered the fields of Baska beneath them and the rock.
Pity for oneself was one thing, but it would have to wait until the fight between the two beasts of the night concluded. Returning to close-combat would be Lucretia's only means to end this fight in any reasonable manner at least to Kon’s understanding. So far they had shown no inclination to using magic nor having ranged spells, especially not ones that could rival Kon’s own. Truly few could rival him in that sense, afterall he had to find some way to compete against those with magic and spending the last two years learning the ins and outs of archery left him a more well rounded individual even if his muscles were a bit imbalanced as a result. Though for a man with a prosthetic right arm, proportions were bound to be unusual. His frame was hardly important right now particularly with the size difference presented before him. Not even touching Lucretia’s knee, it was truly amusing the conflict between them.
This contrast was only reinforced by the sudden advance they made towards him, only provoking Kon’s mastiffs as a result, almost immediately as the ground beneath Lucretia’s feet crumbled into dust, the dogs did so in kind, closing the mere 7.5 meter divide in less then a second for the main legion and the flanking dogs only a lad later. With height being a barrier for them all, the two formerly on either side charged towards the furry beast’s legs, each taking their own respective appendage. The others would nip at their elbows hoping to grasp onto their loose fur. It would be a true sight to behold, a white flaming werewolf being bound by the four dogs taking hold of each limb. Kon’s own reaction to the advance would be somewhat less aggressive, with all of his offensive spells on cool-down save for his meteoric, destructive blasts, he had no choice but to recollect himself retreat just as Lucretia had charged before flicking off a more casual arrow.
- Attributes
Strength: 501 + 40 (The Singularity) Adjusted Strength 541 Speed: 320 + 60 (Asmaan Earrings) - 60 (The Singularity) - 60 (Urdurain) Adjusted Speed: 260 Constitution: 256 - 5x S-Rank Durability
- 8 Post Running Duration
- Dash four per post
Endurance: 256 - 3x S-Rank Limb Durability
- 40% Weapon Mastery WC Reduction
Intelligence: 1 - 0% Mana Reduction
- 0% Word Count Reduction
Mana: 5,920/8,850 Mana Used: 1680 Spells Cast: Lock-On, B-Rank Basic Shot, 4x Shadow Mastiffs Damage Dealt: 1x S-Rank Gravitional flick + 1x A-Rank Basic Shot, 1x A-Rank Lingering Flames, 1x D-Rank WM, Reduced to 1x S-Rank + 1x D-Rank to torso. Words: 1,752
- 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: Arcane Durability: Indestructible
- Effects
- Indestructible: The item is indestructible.
- Drawbacks
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- Helm
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Name: Lerzar's Dreadwatcher Slot: Helm Type: Medium Armor Class: Mythic Weight: Heavy Quantity: Limited Quantity: Darkness Durability: 3x S-Rank
- Spells
- Name: Shadow Mastiff
Rank: A Mana Cost: 200 per Shadow Mastiff Requirements: Lerzar's Dreadwatcher Type: Summoning Element: Darkness Range: 50 Meters Cooldown: 3 Posts Duration: Sustain Size: Shadow mastiffs are 2 meters in height and 3 meters in length. Strength: 150 (S-rank) Speed: 90 (12.5 m/s) Description: Shadow mastiffs are massive dogs of darkness and doom that stalk through the planes of the Abyssian realm. The sound of a pack of shadow mastiffs baying causes all but the bravest individuals to tremble. They prowl in the darkness and hunt in the night, hunting down any prey available. They hate light; if attacked by Light-type spells, they howl in fury. Effect: The user raises their hand to open portals behind them out of which the shadow mastiffs leap to their aid. Including yet not limited to, helping them during combat, using them to see locations and acquire information about a particular place, and spying on others. The user can summon up to 4 shadow mastiffs at once. Extra: Shadow mastiffs can see perfectly clear in the darkness. Furthermore, they can smell the location of targets within a range of 20 meters. Physiology: Shadow mastiffs have the body of a large dog, though their heads are more humanoid in shape but monstrous, with mouths full of vicious teeth. Their coat is smooth and all black, making them very hard to see in darkness.
- Name: Shadow Mastiff's Howl
Rank: A Mana Cost: 200 Requirements: Shadow Mastiff Type: Supplementary/Debuff Range: 15 Meters Cooldown: 4 Posts Duration: Instant Effect: A shadow mastiff's bark is as bad as its bite. When a shadow mastiff howls with this spell, they send shivers down the spines of those around them within a radius of 15 meters. This causes the affected to suffer a debuff in their Strength and Speed while also being deafened for a duration of 2 posts. However, once someone has been affected by the howl once, they won't be able to get affected by it again a second time in the same topic.
- Name: Shadow Mastiff's Prowl
Rank: S Mana Cost: 500 per Shadow Mastiff Requirements: Shadow Mastiff Type: Supplementary Range: - Cooldown: 5 Posts Duration: Sustain Effect: Owing to their innate advantages, shadow mastiffs prefer to attack from places of darkness. By standing on their hind legs first and then pouncing on the ground, they can turn themselves completely invisible to hunt their targets. However, when shadow mastiffs manage to get attacked by a Light-type move while sustaining their invisibility, the spell is immediately canceled.
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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: +40
- Spells
- Name: Gravitational Singularity
Rank: S-Rank Mana Cost: 5% of the user's total mana cost Requirements: The Singularity Type: Supplementary Element: Arcane Range: - 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.
- Name: Gravitational Flick
Rank: S-Rank Mana Cost: 500 Requirements: The Singularity Type: Offensive Element: Arcane Range: 25 Meters Cooldown: 5 Posts Duration: Instant Effect: The user may flick with their finger in any particular direction sending a projectile out that is 5 cm squared, upon striking a target they will be sent the total distance of the spell after spell range modifiers, dealing 1x S-Rank Magic Damage. This spell ignores terrain and will continue on until it hits a target or reaches the spell range limit
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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: The user may change the element of their item spells to Frost, regardless of the spell original element, the modifiers of the spells will also be changed accordingly. This requires the user to pay the base amount of mana for the item spells for the effect to apply. Therefore, any mana reduction that would normally apply to item spells cast by the user would no longer apply when the item spell element is shifted. This doesn't grant the user elemental synergy since it doesn't change the elemental alignment of the item.
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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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